[dali_1.9.15] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / text-controls / text-field-impl.cpp
index f9b4b70..7e2d143 100755 (executable)
@@ -1434,11 +1434,11 @@ void TextField::OnRelayout( const Vector2& size, RelayoutContainer& container )
 
   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 );
@@ -1540,7 +1540,7 @@ void TextField::RenderText( Text::Controller::UpdateTextType updateTextType )
       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();
@@ -1555,7 +1555,7 @@ void TextField::RenderText( Text::Controller::UpdateTextType updateTextType )
       self.Add( *it );
       it->LowerToBottom();
 
-      if ( it->GetName() == "HighlightActor" )
+      if ( it->GetProperty< std::string >( Dali::Actor::Property::NAME ) == "HighlightActor" )
       {
         highlightActor = *it;
       }
@@ -1569,13 +1569,13 @@ void TextField::RenderText( Text::Controller::UpdateTextType updateTextType )
       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();
       }
     }
@@ -1770,8 +1770,8 @@ void TextField::AddDecoration( Actor& actor, bool needsClipping )
     }
     else
     {
-      actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
-      actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+      actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+      actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
       Self().Add( actor );
       mActiveLayer = actor;
     }
@@ -1817,8 +1817,8 @@ void TextField::EnableClipping()
   {
     // Creates an extra control to be used as stencil buffer.
     mStencil = Control::New();
-    mStencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-    mStencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
+    mStencil.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+    mStencil.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
 
     // Creates a background visual. Even if the color is transparent it updates the stencil.
     mStencil.SetProperty( Toolkit::Control::Property::BACKGROUND,