#include <dali/integration-api/debug.h>
#include <dali/public-api/common/extents.h>
#include <dali/public-api/actors/actor.h>
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali-toolkit/devel-api/layouting/layout-item.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/internal/controls/control/control-data-impl.h>
// Determine the width and height needed by the children using their given position and size.
// Children could overlap so find the left most and right most child.
auto childPosition = childOwner.GetProperty< Vector3 >( Actor::Property::POSITION );
- auto childSize = childOwner.GetProperty< Vector3 >( Actor::Property::SIZE );
-
- // Check if there on going position or size animation and skip it to avoid legacy application regressions
- if( childPosition != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) ||
- childSize != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) )
- {
- break;
- }
-
LayoutLength childLeft = childPosition.x;
LayoutLength childTop = childPosition.y;
LayoutLength childHeight = childLayout->GetMeasuredHeight();
auto childPosition = childOwner.GetProperty< Vector3 >( Actor::Property::POSITION );
- auto childSize = childOwner.GetProperty< Vector3 >( Actor::Property::SIZE );
-
// Check if there on going position or size animation and skip it to avoid legacy application regressions
- if( childPosition != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) ||
- childSize != childOwner.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) )
+ if( DevelActor::IsPositionOrSizeCurrentlyAnimating( Actor::DownCast( childOwner ) ) &&
+ !childLayout->IsLayoutAnimated() )
{
- break;
+ continue;
}
LayoutLength childTop = childPosition.y;