summary |
shortlog |
log |
commit | commitdiff |
tree
raw |
patch |
inline | side by side (from parent 1:
af1b588)
DALI_IMAGE_DIR isn't defined as a path when
USE_DEFAULT_RESOURCE_DIR=OFF. Use the AssetManager class to get the
image path.
Change-Id: I75099c046a248d643419779747a4235e52f510c4
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
return Toolkit::KeyboardFocusManager::Get().SetCurrentFocusActor( self );
}
return Toolkit::KeyboardFocusManager::Get().SetCurrentFocusActor( self );
}
-const char* const FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "keyboard_focus.9.png";
-
static Dali::Actor CreateHighlightIndicatorActor()
{
static Dali::Actor CreateHighlightIndicatorActor()
{
+ std::string focusBorderImagePath(AssetManager::GetDaliImagePath());
+ focusBorderImagePath += "/keyboard_focus.9.png";
// Create the default if it hasn't been set and one that's shared by all the
// Create the default if it hasn't been set and one that's shared by all the
- // keyboard focusable actors const char* const FOCUS_BORDER_IMAGE_PATH =
- // DALI_IMAGE_DIR "keyboard_focus.9.png";
- auto actor = Toolkit::ImageView::New( FOCUS_BORDER_IMAGE_PATH );
+ // keyboard focusable actors
+ auto actor = Toolkit::ImageView::New( focusBorderImagePath );
actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
DevelControl::AppendAccessibilityAttribute( actor, "highlight", "" );
actor.SetProperty( Toolkit::DevelControl::Property::ACCESSIBILITY_ANIMATED, true);
actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
DevelControl::AppendAccessibilityAttribute( actor, "highlight", "" );
actor.SetProperty( Toolkit::DevelControl::Property::ACCESSIBILITY_ANIMATED, true);