#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/devel-api/common/owner-container.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
if( iter != visuals.End() )
{
Actor self = controlImpl.Self();
- Property::Index index = self.GetPropertyIndex( propertyKey );
+ Property::Index index = DevelHandle::GetPropertyIndex( self, propertyKey );
if( index != Property::INVALID_INDEX )
{
// It's an actor property:
{
// @todo Need to use correct renderer index
Renderer renderer = self.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( propertyKey );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, propertyKey );
if( index != Property::INVALID_INDEX )
{
// It's a renderer property:
{
RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
visual.SetDepthIndex( DepthIndex::BACKGROUND );
+
+ // Trigger a size negotiation request that may be needed by the new visual to relayout its contents.
+ RelayoutRequest();
}
}
{
UnregisterVisual( Toolkit::Control::Property::BACKGROUND );
mImpl->mBackgroundColor = Color::TRANSPARENT;
+
+ // Trigger a size negotiation request that may be needed when unregistering a visual.
+ RelayoutRequest();
}
void Control::EnableGestureDetection(Gesture::Type type)
Actor child = Self().FindChildByName( animator->objectName );
if( child )
{
- Property::Index propertyIndex = child.GetPropertyIndex( animator->propertyKey );
+ Property::Index propertyIndex = DevelHandle::GetPropertyIndex( child, animator->propertyKey );
handleIndex = HandleIndex( child, propertyIndex );
}
else