if( mStencil )
{
- mStencil.SetPosition( padding.start, padding.top );
+ mStencil.SetProperty( Actor::Property::POSITION, Vector2( padding.start, padding.top ));
}
if( mActiveLayer )
{
- mActiveLayer.SetPosition( padding.start, padding.top );
+ mActiveLayer.SetProperty( Actor::Property::POSITION, Vector2( padding.start, padding.top ));
}
const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize, layoutDirection );
renderableActorPositionY = scrollOffset.y + padding.top;
}
- mRenderableActor.SetPosition( renderableActorPositionX, renderableActorPositionY );
+ mRenderableActor.SetProperty( Actor::Property::POSITION, Vector2( renderableActorPositionX, renderableActorPositionY ));
// Make sure the actors are parented correctly with/without clipping
Actor self = mStencil ? mStencil : Self();
if ( mDecorator && mDecorator->IsHighlightVisible() )
{
self.Add( mBackgroundActor );
- mBackgroundActor.SetPosition( renderableActorPositionX, renderableActorPositionY); // In text field's coords.
+ mBackgroundActor.SetProperty( Actor::Property::POSITION, Vector2( renderableActorPositionX, renderableActorPositionY) ); // In text field's coords.
mBackgroundActor.LowerBelow( highlightActor );
}
else
{
mRenderableActor.Add( mBackgroundActor );
- mBackgroundActor.SetPosition( 0.0f, 0.0f ); // In renderable actor's coords.
+ mBackgroundActor.SetProperty( Actor::Property::POSITION, Vector2( 0.0f, 0.0f ) ); // In renderable actor's coords.
mBackgroundActor.LowerToBottom();
}
}