namespace
{
#if defined(DEBUG_ENABLED)
-static Debug::Filter* gLogFilter = Debug::Filter::New( Debug::Concise, false, "LOG_LAYOUT" );
+static Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_LAYOUT" );
#endif
}
// Store current width and height needed to contain all children.
totalWidth = maxPosition.x - minPosition.x;
totalHeight = maxPosition.y - minPosition.y;
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "AbsoluteLayout::OnMeasure child width(%f) height(%f) \n", (float)totalWidth, (float)totalHeight );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AbsoluteLayout::OnMeasure child width(%f) height(%f) \n", (float)totalWidth, (float)totalHeight );
if( childLayout->GetMeasuredWidthAndState().GetState() == MeasuredSize::State::MEASURED_SIZE_TOO_SMALL )
{
// Absolute layout positions it's children at their Actor positions.
// Children could overlap or spill outside the parent, as is the nature of absolute positions.
auto count = GetChildCount();
+ DALI_LOG_INFO( gLogFilter, Debug::Concise, "AbsoluteLayout::OnLayout child count(%d)\n", count );
for( unsigned int i = 0; i < count; i++)
{
auto childTop = childPosition.y;
auto childLeft = childPosition.x;
+ DALI_LOG_INFO( gLogFilter, Debug::General, "AbsoluteLayout::OnLayout child[%s] position(%f,%f) child width[%d] height(%d)\n",
+ Toolkit::Control::DownCast( childOwner ).GetName().c_str(),
+ childPosition.x, childPosition.y,
+ childWidth.mValue, childHeight.mValue
+ );
+
childLayout->Layout( childLeft, childTop, childLeft + childWidth, childTop + childHeight );
}
}