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Remove some public Setter/Getter APIs from Dali::Actor
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
accessibility-manager
/
accessibility-manager-impl.cpp
diff --git
a/dali-toolkit/internal/accessibility-manager/accessibility-manager-impl.cpp
b/dali-toolkit/internal/accessibility-manager/accessibility-manager-impl.cpp
index
7f69861
..
42952e3
100644
(file)
--- a/
dali-toolkit/internal/accessibility-manager/accessibility-manager-impl.cpp
+++ b/
dali-toolkit/internal/accessibility-manager/accessibility-manager-impl.cpp
@@
-76,8
+76,8
@@
bool IsActorFocusableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
// Check whether the actor is visible and not fully transparent.
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
// Check whether the actor is visible and not fully transparent.
- if( actor.
IsVisible(
)
- && actor.GetCurrent
WorldColor(
).a > 0.01f) // not FULLY_TRANSPARENT
+ if( actor.
GetCurrentProperty< bool >( Actor::Property::VISIBLE
)
+ && actor.GetCurrent
Property< Vector4 >( Actor::Property::WORLD_COLOR
).a > 0.01f) // not FULLY_TRANSPARENT
{
// Check whether the actor is focusable
Property::Index propertyActorFocusable = actor.GetPropertyIndex(ACTOR_FOCUSABLE);
{
// Check whether the actor is focusable
Property::Index propertyActorFocusable = actor.GetPropertyIndex(ACTOR_FOCUSABLE);
@@
-90,7
+90,7
@@
bool IsActorFocusableFunction(Actor actor, Dali::HitTestAlgorithm::TraverseType
}
case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
{
}
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;
}
{
hittable = true;
}
@@
-331,16
+331,16
@@
bool AccessibilityManager::DoSetCurrentFocusActor(const unsigned int actorID)
}
// Go through the actor's hierarchy to check whether the actor is visible
}
// 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)
{
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
parent = parent.GetParent();
}
// Check whether the actor is fully transparent
- bool actorOpaque = actor.GetCurrent
WorldColor(
).a > 0.01f;
+ bool actorOpaque = actor.GetCurrent
Property< 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)
// Set the focus only when the actor is focusable and visible and not fully transparent
if(actorVisible && actorFocusable && actorOpaque)
@@
-610,7
+610,7
@@
Actor AccessibilityManager::GetFocusIndicatorActor()
const std::string focusBorderImagePath = imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME;
mFocusIndicatorActor = Toolkit::ImageView::New(focusBorderImagePath);
const std::string focusBorderImagePath = imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME;
mFocusIndicatorActor = Toolkit::ImageView::New(focusBorderImagePath);
- mFocusIndicatorActor.SetP
arentOrigin(
ParentOrigin::CENTER );
+ mFocusIndicatorActor.SetP
roperty( Actor::Property::PARENT_ORIGIN,
ParentOrigin::CENTER );
mFocusIndicatorActor.SetZ( 1.0f );
// Apply size constraint to the focus indicator
mFocusIndicatorActor.SetZ( 1.0f );
// Apply size constraint to the focus indicator