// 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 ) )
- {
- break;
- }
LayoutLength childTop = childPosition.y;
LayoutLength childLeft = childPosition.x;