mShadowPlaneBg = shadowPlaneBackground;
mShadowPlane = Actor::New();
- mShadowPlane.SetName( "SHADOW_PLANE" );
- mShadowPlane.SetParentOrigin( ParentOrigin::CENTER );
- mShadowPlane.SetAnchorPoint( AnchorPoint::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) );
TextureSet textureSet = shadowRenderer.GetTextures();
textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() );
// Rather than parent the shadow plane drawable and have constraints to move it to the same
// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
- mShadowPlane.SetParentOrigin( ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mShadowPlane.SetZ( 1.0f );
ConstrainCamera();
void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
- mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
- mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+ mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mBlurFilter.SetPixelFormat( Pixel::RGBA8888 );
mBlurRootActor = Actor::New();
- mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
+ mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
- mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
- mBlurRootActor.SetInheritPosition( false );
- mBlurRootActor.SetInheritOrientation( false );
- mBlurRootActor.SetInheritScale( false );
+ mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
mBlurRootActor.SetColorMode( USE_OWN_COLOR );
Self().Add( mBlurRootActor );