case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
// Check whether the actor is visible and not fully transparent.
- if( actor.IsVisible()
- && actor.GetCurrentWorldColor().a > 0.01f) // not FULLY_TRANSPARENT
+ if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE )
+ && actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f) // not FULLY_TRANSPARENT
{
// Check whether the actor is focusable
Property::Index propertyActorFocusable = actor.GetPropertyIndex(ACTOR_FOCUSABLE);
}
case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
{
- if( actor.IsVisible() ) // Actor is visible, if not visible then none of its children are visible.
+ if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
{
hittable = true;
}
}
// Go through the actor's hierarchy to check whether the actor is visible
- bool actorVisible = actor.IsVisible();
+ bool actorVisible = actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE );
Actor parent = actor.GetParent();
while (actorVisible && parent && parent != rootActor)
{
- actorVisible = parent.IsVisible();
+ actorVisible = parent.GetCurrentProperty< bool >( Actor::Property::VISIBLE );
parent = parent.GetParent();
}
// Check whether the actor is fully transparent
- bool actorOpaque = actor.GetCurrentWorldColor().a > 0.01f;
+ bool actorOpaque = actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f;
// Set the focus only when the actor is focusable and visible and not fully transparent
if(actorVisible && actorFocusable && actorOpaque)
const std::string focusBorderImagePath = imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME;
mFocusIndicatorActor = Toolkit::ImageView::New(focusBorderImagePath);
- mFocusIndicatorActor.SetParentOrigin( ParentOrigin::CENTER );
+ mFocusIndicatorActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mFocusIndicatorActor.SetZ( 1.0f );
// Apply size constraint to the focus indicator