Change DebugPriority name
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-view-impl.cpp
index 3779e35..986040b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -44,7 +44,7 @@
 //#define ENABLED_SCROLL_STATE_LOGGING
 
 #ifdef ENABLED_SCROLL_STATE_LOGGING
-#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessageWithFunctionLine(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
+#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessageWithFunctionLine(Dali::Integration::Log::INFO, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
 #else
 #define DALI_LOG_SCROLL_STATE(format, ...)
 #endif
@@ -532,11 +532,11 @@ void SnapWithVelocity(
 
 Dali::Vector2 GetPosition(Dali::Actor actor)
 {
-  Vector2     screenPosition          = actor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
-  Vector3     size                    = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE) * actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE);
-  bool        positionUsesAnchorPoint = actor.GetProperty<bool>(Actor::Property::POSITION_USES_ANCHOR_POINT);
-  Vector3     anchorPointOffSet       = size * (positionUsesAnchorPoint ? actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT) : AnchorPoint::TOP_LEFT);
-  Vector2     position                = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
+  Vector2 screenPosition          = actor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
+  Vector3 size                    = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE) * actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE);
+  bool    positionUsesAnchorPoint = actor.GetProperty<bool>(Actor::Property::POSITION_USES_ANCHOR_POINT);
+  Vector3 anchorPointOffSet       = size * (positionUsesAnchorPoint ? actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT) : AnchorPoint::TOP_LEFT);
+  Vector2 position                = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
 
   return position;
 }