cursor.position.y );
mPrimaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ mPrimaryCursor.SetProperty( Actor::Property::VISIBLE, mPrimaryCursorVisible && mCursorBlinkStatus );
}
if( mSecondaryCursor )
{
cursor.position.y );
mSecondaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ mSecondaryCursor.SetProperty( Actor::Property::VISIBLE, mSecondaryCursorVisible && mCursorBlinkStatus );
}
// Show or hide the grab handle
if( grabHandle.actor )
{
- grabHandle.actor.SetVisible( isVisible );
+ grabHandle.actor.SetProperty( Actor::Property::VISIBLE, isVisible );
}
}
else if( grabHandle.actor )
if( primary.actor )
{
- primary.actor.SetVisible( primaryVisible );
+ primary.actor.SetProperty( Actor::Property::VISIBLE, primaryVisible );
}
if( secondary.actor )
{
- secondary.actor.SetVisible( secondaryVisible );
+ secondary.actor.SetProperty( Actor::Property::VISIBLE, secondaryVisible );
}
}
if( primaryHandle.active || secondaryHandle.active )
{
// The origin of the decorator's coordinate system in world coords.
- const Vector3 originWorldCoords = mActiveLayer.GetCurrentWorldPosition() - mActiveLayer.GetCurrentSize() * ACTIVE_LAYER_ANCHOR_POINT;
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ) - mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * ACTIVE_LAYER_ANCHOR_POINT;
if( preferBelow )
{
// Check first the horizontal dimension. If is not within the boundaries, it calculates the offset.
// The origin of the decorator's coordinate system in world coords.
- const Vector3 originWorldCoords = mActiveLayer.GetCurrentWorldPosition() - mActiveLayer.GetCurrentSize() * ACTIVE_LAYER_ANCHOR_POINT;
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ) - mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * ACTIVE_LAYER_ANCHOR_POINT;
// The popup's position in world coords.
Vector3 popupPositionWorldCoords = originWorldCoords + mCopyPastePopup.position;
{
cursor = Control::New();
cursor.SetBackgroundColor( color );
- cursor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- cursor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ cursor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ cursor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
}
// Add or Remove cursor(s) from parent
{
CreateCursor( mPrimaryCursor, mCursor[PRIMARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
- mPrimaryCursor.SetName( "PrimaryCursorActor" );
+ mPrimaryCursor.SetProperty( Dali::Actor::Property::NAME, "PrimaryCursorActor" );
#endif
}
{
CreateCursor( mSecondaryCursor, mCursor[SECONDARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
- mSecondaryCursor.SetName( "SecondaryCursorActor" );
+ mSecondaryCursor.SetProperty( Dali::Actor::Property::NAME, "SecondaryCursorActor" );
#endif
}
// Cursor blinking
if ( mPrimaryCursor )
{
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ mPrimaryCursor.SetProperty( Actor::Property::VISIBLE, mPrimaryCursorVisible && mCursorBlinkStatus );
}
if ( mSecondaryCursor )
{
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ mSecondaryCursor.SetProperty( Actor::Property::VISIBLE, mSecondaryCursorVisible && mCursorBlinkStatus );
}
mCursorBlinkStatus = !mCursorBlinkStatus;
{
mActiveLayer = Layer::New();
#ifdef DECORATOR_DEBUG
- mActiveLayer.SetName ( "ActiveLayerActor" );
+ mActiveLayer.SetProperty( Actor::Property::NAME, "ActiveLayerActor" );
#endif
- mActiveLayer.SetParentOrigin( ParentOrigin::CENTER );
+ mActiveLayer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActiveLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
// Add the active layer telling the controller it doesn't need clipping.
{
grabHandle.actor = ImageView::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
GetImpl( grabHandle.actor).SetDepthIndex( DepthIndex::DECORATION );
- grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ grabHandle.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
// Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- grabHandle.actor.SetName( "GrabHandleActor" );
+ grabHandle.actor.SetProperty( Dali::Actor::Property::NAME, "GrabHandleActor" );
if ( Dali::Internal::gLogFilter->IsEnabledFor( Debug::Verbose ) )
{
grabHandle.grabArea = Control::New();
Toolkit::Control control = Toolkit::Control::DownCast( grabHandle.grabArea );
control.SetBackgroundColor( Vector4( 1.0f, 1.0f, 1.0f, 0.5f ) );
- grabHandle.grabArea.SetName( "GrabArea" );
+ grabHandle.grabArea.SetProperty( Dali::Actor::Property::NAME, "GrabArea" );
}
else
{
grabHandle.grabArea = Actor::New();
- grabHandle.grabArea.SetName( "GrabArea" );
+ grabHandle.grabArea.SetProperty( Dali::Actor::Property::NAME, "GrabArea" );
}
#else
grabHandle.grabArea = Actor::New();
#endif
- grabHandle.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- grabHandle.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ grabHandle.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ grabHandle.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
+ grabHandle.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
grabHandle.actor.Add( grabHandle.grabArea );
- grabHandle.actor.SetColor( mHandleColor );
+ grabHandle.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
grabHandle.grabArea.TouchSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
if( image )
{
handle.markerActor = ImageView::New( image );
- handle.markerActor.SetColor( mHandleColor );
+ handle.markerActor.SetProperty( Actor::Property::COLOR, mHandleColor );
handle.actor.Add( handle.markerActor );
handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
if( LEFT_SELECTION_HANDLE == handleType )
{
- handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
- handle.markerActor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ handle.markerActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+ handle.markerActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
}
else if( RIGHT_SELECTION_HANDLE == handleType )
{
- handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
- handle.markerActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ handle.markerActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+ handle.markerActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
}
}
}
{
primary.actor = ImageView::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- primary.actor.SetName("SelectionHandleOne");
+ primary.actor.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleOne");
#endif
- primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
+ primary.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
GetImpl( primary.actor ).SetDepthIndex( DepthIndex::DECORATION );
- primary.actor.SetColor( mHandleColor );
+ primary.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- primary.grabArea.SetName("SelectionHandleOneGrabArea");
+ primary.grabArea.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleOneGrabArea");
#endif
primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- primary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- primary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- primary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ primary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ primary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ primary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
primary.grabArea.TouchSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
{
secondary.actor = ImageView::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- secondary.actor.SetName("SelectionHandleTwo");
+ secondary.actor.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleTwo");
#endif
- secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
+ secondary.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
GetImpl( secondary.actor ).SetDepthIndex( DepthIndex::DECORATION );
- secondary.actor.SetColor( mHandleColor );
+ secondary.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- secondary.grabArea.SetName("SelectionHandleTwoGrabArea");
+ secondary.grabArea.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleTwoGrabArea");
#endif
secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- secondary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- secondary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- secondary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ secondary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ secondary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ secondary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
secondary.grabArea.TouchSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
void CalculateHandleWorldCoordinates( HandleImpl& handle, Vector2& position )
{
// Gets the world position of the active layer. The active layer is where the handles are added.
- const Vector3 parentWorldPosition = mActiveLayer.GetCurrentWorldPosition();
+ const Vector3 parentWorldPosition = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION );
// The grab handle position in world coords.
// The active layer's world position is the center of the active layer. The origin of the
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
// Transforms the handle position into world coordinates.
- // @note This is not the same value as grabHandle.actor.GetCurrentWorldPosition()
+ // @note This is not the same value as grabHandle.actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
// as it's transforming the handle's position set by the text-controller and not
- // the final position set to the actor. Another difference is the GetCurrentWorldPosition()
+ // the final position set to the actor. Another difference is the.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
// retrieves the position of the center of the actor but the handle's position set
// by the text controller is not the center of the actor.
Vector2 grabHandleWorldPosition;
HandleImpl& handle = mHandle[type];
// Transforms the handle position into world coordinates.
- // @note This is not the same value as handle.actor.GetCurrentWorldPosition()
+ // @note This is not the same value as handle.actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
// as it's transforming the handle's position set by the text-controller and not
- // the final position set to the actor. Another difference is the GetCurrentWorldPosition()
+ // the final position set to the actor. Another difference is the.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
// retrieves the position of the center of the actor but the handle's position set
// by the text controller is not the center of the actor.
Vector2 handleWorldPosition;
if( handle.actor && !handle.horizontallyFlipped )
{
// Change the anchor point to flip the image.
- handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+ handle.actor.SetProperty( Actor::Property::ANCHOR_POINT, isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
handle.horizontallyFlipped = true;
}
if( handle.actor && handle.horizontallyFlipped )
{
// Reset the anchor point.
- handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+ handle.actor.SetProperty( Actor::Property::ANCHOR_POINT, isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
handle.horizontallyFlipped = false;
}
// Whether to flip the handle vertically.
if( handle.actor )
{
- handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ handle.actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS ) );
}
}
{
mHighlightActor = Actor::New();
-#ifdef DECORATOR_DEBUG
- mHighlightActor.SetName( "HighlightActor" );
-#endif
- mHighlightActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mHighlightActor.SetColor( mHighlightColor );
- mHighlightActor.SetColorMode( USE_OWN_COLOR );
+ mHighlightActor.SetProperty( Dali::Actor::Property::NAME, "HighlightActor" );
+ mHighlightActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mHighlightActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetProperty( Actor::Property::COLOR, mHighlightColor );
+ mHighlightActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
}
// Add the highlight box telling the controller it needs clipping.
{
mImpl->mCopyPastePopup.actor = TextSelectionPopup::New( &mImpl->mTextSelectionPopupCallbackInterface );
#ifdef DECORATOR_DEBUG
- mImpl->mCopyPastePopup.actor.SetName("mCopyPastePopup");
+ mImpl->mCopyPastePopup.actor.SetProperty( Dali::Actor::Property::NAME,"mCopyPastePopup");
#endif
- mImpl->mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
+ mImpl->mCopyPastePopup.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
mImpl->mCopyPastePopup.actor.OnRelayoutSignal().Connect( mImpl, &Decorator::Impl::SetPopupPosition ); // Position popup after size negotiation
}