SetBackground( map );
}
-Vector4 Control::GetBackgroundColor() const
-{
- return mImpl->mBackgroundColor;
-}
-
void Control::SetBackground( const Property::Map& map )
{
Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( map );
}
}
-void Control::SetBackgroundImage( Image image )
-{
- Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
- if( visual )
- {
- mImpl->RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual, DepthIndex::BACKGROUND );
- }
-}
-
void Control::ClearBackground()
{
mImpl->UnregisterVisual( Toolkit::Control::Property::BACKGROUND );
void Control::SetKeyInputFocus()
{
- if( Self().OnStage() )
+ if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
}
bool Control::HasKeyInputFocus()
{
bool result = false;
- if( Self().OnStage() )
+ if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl();
if( Self() == control )
void Control::ClearKeyInputFocus()
{
- if( Self().OnStage() )
+ if( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
}
if( pinch.state == Gesture::Started )
{
- *( mImpl->mStartingPinchScale ) = Self().GetCurrentScale();
+ *( mImpl->mStartingPinchScale ) = Self().GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
}
- Self().SetScale( *( mImpl->mStartingPinchScale ) * pinch.scale );
+ Self().SetProperty( Actor::Property::SCALE, *( mImpl->mStartingPinchScale ) * pinch.scale );
}
void Control::OnPan( const PanGesture& pan )
CreateClippingRenderer( *this );
// Request to be laid out when the control is connected to the Stage.
- Toolkit::DevelControl::RequestLayout( *this );
+ // Signal that a Relayout may be needed
}
+
void Control::OnStageDisconnection()
{
mImpl->OnStageDisconnection();
{
// If the clipping mode has been set, we may need to create a renderer.
// Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
- if( ( index == Actor::Property::CLIPPING_MODE ) && Self().OnStage() )
+ if( ( index == Actor::Property::CLIPPING_MODE ) && Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
// Note: This method will handle whether creation of the renderer is required.
CreateClippingRenderer( *this );
childOffset.x += ( mImpl->mMargin.start + padding.start );
childOffset.y += ( mImpl->mMargin.top + padding.top );
- child.SetPosition( childOffset.x, childOffset.y );
+ child.SetProperty( Actor::Property::POSITION, Vector2( childOffset.x, childOffset.y ) );
}
container.Add( child, newChildSize );
}
Vector3 Control::GetNaturalSize()
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::GetNaturalSize for %s\n", Self().GetName().c_str() );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::GetNaturalSize for %s\n", Self().GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() );
Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND );
if( visual )
{