#include <stack>
#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/mesh-actor.h>
+#include <dali/public-api/animation/active-constraint.h>
+#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/geometry/mesh.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
+// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/relayout-controller.h>
#include <dali-toolkit/internal/controls/relayout-helper.h>
#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h>
actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
Constraint constraint = Constraint::New<Vector3>( constrainingIndex,
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::SIZE ),
EqualToConstraint() );
actor.ApplyConstraint( constraint );
}
// Create Mesh Actor
MeshActor meshActor = MeshActor::New( CreateMesh() );
- meshActor.SetAffectedByLighting( false );
- SetupBackgroundActor( meshActor, Actor::SCALE, color );
+ SetupBackgroundActor( meshActor, Actor::Property::SCALE, color );
// Set the background actor before adding so that we do not inform deriving classes
background.actor = meshActor;
}
ImageActor imageActor = ImageActor::New( image );
- SetupBackgroundActor( imageActor, Actor::SIZE, background.color );
+ SetupBackgroundActor( imageActor, Actor::Property::SIZE, background.color );
// Set the background actor before adding so that we do not inform derived classes
background.actor = imageActor;