DALI_TEST_EQUALS( createdActor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(100.0f,10.0f,1.0f), TEST_LOCATION );
DALI_TEST_EQUALS( createdActor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Vector4(0.5f,0.5f,0.5f,1.0f), TEST_LOCATION );
DALI_TEST_EQUALS( createdActor.GetProperty< bool >( Actor::Property::SENSITIVE ), false, TEST_LOCATION );
- DALI_TEST_EQUALS( createdActor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+ DALI_TEST_EQUALS( createdActor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
END_TEST;
}
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
END_TEST;
}
+int UtcDaliPopupSetTitleAndFooter(void)
+{
+ ToolkitTestApplication application; // Exceptions require ToolkitTestApplication
+ tet_infoline( " UtcDaliPopupSetTitleAndFooter" );
+
+ // Create the Popup actor
+ Popup popup = Popup::New();
+
+ // Put in show state so it's layer is connected to popup (for ancestor check).
+ popup.SetDisplayState( Popup::SHOWN );
+
+ // Add the title
+ TextLabel titleActor = TextLabel::New();
+ titleActor.SetProperty( Toolkit::TextLabel::Property::TEXT, "title" );
+
+ DALI_TEST_CHECK( !popup.GetTitle() );
+ popup.SetTitle( titleActor );
+ TextLabel textActor = TextLabel::DownCast( popup.GetTitle() );
+ DALI_TEST_CHECK( textActor == titleActor );
+
+ std::string resultText;
+ DALI_TEST_CHECK( textActor.GetProperty( Toolkit::TextLabel::Property::TEXT ).Get( resultText ) );
+ DALI_TEST_CHECK( ( popup.GetTitle() ) && ( resultText == "title" ) );
+ // verify titleActor is actually inside popup, and not elsewhere on stage, or off even.
+ DALI_TEST_CHECK( HasAncestor( titleActor, popup ) );
+
+ // Add the footer
+ PushButton button = PushButton::New();
+ DALI_TEST_CHECK( !HasAncestor(button, popup) );
+ popup.SetFooter( button );
+ // Hide and then re-show popup to cause button to be rearranged and added to popup.
+ popup.SetDisplayState( Popup::HIDDEN );
+ popup.SetDisplayState( Popup::SHOWN );
+ DALI_TEST_CHECK( HasAncestor( button, popup ) );
+
+ END_TEST;
+}
+
int UtcDaliPopupSetStateP(void)
{
ToolkitTestApplication application; // Exceptions require ToolkitTestApplication
mFrame.SetProperty( Actor::Property::INHERIT_SCALE, true );
mFrame.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
Vector3 sizeOffset(IMAGE_BORDER_INDENT*2.f - 2.f, IMAGE_BORDER_INDENT*2.f - 2.f, 0.0f);
- mFrame.SetSizeModeFactor( sizeOffset );
+ mFrame.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeOffset );
Toolkit::VisualFactory visualFactory = Toolkit::VisualFactory::Get();
}
float degree = isLeftSide ? 180.f :0.f;
- mPages[index].actor.SetOrientation( Degree( degree ), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( degree ), Vector3::YAXIS ) );
mPages[index].actor.SetProperty( Actor::Property::VISIBLE, false );
mPages[index].UseEffect( mSpineEffectShader, mGeometry );
mPages[index].SetTexture( newPage );
mAnimationPageIdPair.erase( animation );
float degree = mPages[index].isTurnBack ? 180.f : 0.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPages[index].UseEffect( mSpineEffectShader );
int id = pageId + (mPages[index].isTurnBack ? -1 : 1);
mPages[ index ].actor.RemoveConstraints();
mPages[ index ].UseEffect( mSpineEffectShader );
float degree = mTurningPageIndex==mCurrentPageIndex ? 0.f :180.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPageUpdated = true;
}
Toolkit::Popup popup = Toolkit::Popup::New();
// Setup for Toast Popup type.
- popup.SetSizeModeFactor( DEFAULT_TOAST_WIDTH_OF_STAGE_RATIO );
+ popup.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_TOAST_WIDTH_OF_STAGE_RATIO );
popup.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
popup.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
popup.SetProperty( Toolkit::Popup::Property::CONTEXTUAL_MODE, Toolkit::Popup::NON_CONTEXTUAL );
self.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
self.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- self.SetSizeModeFactor( DEFAULT_POPUP_PARENT_RELATIVE_SIZE );
+ self.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_POPUP_PARENT_RELATIVE_SIZE );
self.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::WIDTH );
self.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
{
// Set up padding to give sensible default behaviour
// (an application developer can later override this if they wish).
- mTitle.SetPadding( DEFAULT_TITLE_PADDING );
+ mTitle.SetProperty( Actor::Property::PADDING, DEFAULT_TITLE_PADDING );
mPopupLayout.AddChild( mTitle, Toolkit::TableView::CellPosition( 0, 0 ) );
}
{
if( !mContent && !mFooter )
{
- mTitle.SetPadding( DEFAULT_TITLE_ONLY_PADDING );
+ mTitle.SetProperty( Actor::Property::PADDING, DEFAULT_TITLE_ONLY_PADDING );
}
else
{
- mTitle.SetPadding( DEFAULT_TITLE_PADDING );
+ mTitle.SetProperty( Actor::Property::PADDING, DEFAULT_TITLE_PADDING );
}
}
if( mPopupBackgroundImage )
{
mPopupBackgroundImage.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
- mPopupBackgroundImage.SetSizeModeFactor( Vector3( mBackgroundBorder.left + mBackgroundBorder.right, mBackgroundBorder.top + mBackgroundBorder.bottom, 0.0f ) );
+ mPopupBackgroundImage.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( mBackgroundBorder.left + mBackgroundBorder.right, mBackgroundBorder.top + mBackgroundBorder.bottom, 0.0f ) );
// Adjust the position of the background so the transparent areas are set appropriately
mPopupBackgroundImage.SetPosition( ( mBackgroundBorder.right - mBackgroundBorder.left ) * 0.5f, ( mBackgroundBorder.bottom - mBackgroundBorder.top ) * 0.5f );
void ScrollBar::OnInitialize()
{
CreateDefaultIndicatorActor();
- Self().SetDrawMode(DrawMode::OVERLAY_2D);
+ Self().SetProperty( Actor::Property::DRAW_MODE,DrawMode::OVERLAY_2D);
}
void ScrollBar::SetScrollPropertySource( Handle handle, Property::Index propertyScrollPosition, Property::Index propertyMinScrollPosition, Property::Index propertyMaxScrollPosition, Property::Index propertyScrollContentSize )
indicator.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
indicator.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
indicator.SetStyleName( "ScrollBarIndicator" );
- indicator.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ indicator.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
SetScrollIndicator(indicator);
}
void ItemView::AddOverlay(Actor actor)
{
- actor.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Self().Add(actor);
}
mOvershootOverlay.SetProperty( Actor::Property::COLOR,mOvershootEffectColor);
mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT );
mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode( DrawMode::OVERLAY_2D );
+ mOvershootOverlay.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
self.Add(mOvershootOverlay);
ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );
const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
}
else
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
void ScrollView::AddOverlay(Actor actor)
{
- actor.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
mInternalActor.Add( actor );
}
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
- mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
+ mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
// Create render targets needed for rendering from light's point of view
mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
- mBlurRootActor.SetColorMode( USE_OWN_COLOR );
+ mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
Self().Add( mBlurRootActor );
textLabel.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
textLabel.SetProperty( Toolkit::TextLabel::Property::HORIZONTAL_ALIGNMENT, "CENTER" );
textLabel.SetProperty( Toolkit::TextLabel::Property::VERTICAL_ALIGNMENT, "CENTER" );
- textLabel.SetPadding( Padding( POPUP_TEXT_PADDING, POPUP_TEXT_PADDING, 0.0f, 0.0f ) );
+ textLabel.SetProperty( Actor::Property::PADDING, Padding( POPUP_TEXT_PADDING, POPUP_TEXT_PADDING, 0.0f, 0.0f ) );
return textLabel;
}
}
actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
- Padding padding;
- actor.GetPadding( padding );
+ Padding padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
float left = (column > 0) ? mColumnData[column - 1].position : 0.f;
float right;
mScrollBar.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
mScrollBar.SetPosition( mScrollBarPadding.x, -mScrollBarPadding.y );
mScrollBar.SetResizePolicy( Dali::ResizePolicy::FIT_TO_CHILDREN, Dali::Dimension::WIDTH );
- mScrollBar.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
+ mScrollBar.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) );
mScrollBar.SetScrollIndicator( indicator );
mScrollBar.GetPanGestureDetector().DetachAll();
mScrollView.Add( mScrollBar );
// Create an alignment container where to place the control.
Toolkit::Alignment alignmentContainer = Toolkit::Alignment::New( alignment );
- alignmentContainer.SetSizeScalePolicy( SizeScalePolicy::FIT_WITH_ASPECT_RATIO );
+ alignmentContainer.SetProperty( Actor::Property::SIZE_SCALE_POLICY, SizeScalePolicy::FIT_WITH_ASPECT_RATIO );
alignmentContainer.SetPadding( padding );
alignmentContainer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
alignmentContainer.Add( control );
grabHandle.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
grabHandle.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
+ grabHandle.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
grabHandle.actor.Add( grabHandle.grabArea );
grabHandle.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
primary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
primary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- primary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ primary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
primary.grabArea.TouchSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
secondary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
secondary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- secondary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ secondary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
secondary.grabArea.TouchSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
// Whether to flip the handle vertically.
if( handle.actor )
{
- handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ handle.actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS ) );
}
}
mHighlightActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
mHighlightActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
mHighlightActor.SetProperty( Actor::Property::COLOR, mHighlightColor );
- mHighlightActor.SetColorMode( USE_OWN_COLOR );
+ mHighlightActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
}
// Add the highlight box telling the controller it needs clipping.
mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
mActor.SetSize( textSize );
- mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ mActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
}
for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(),
actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
actor.SetSize( actorSize );
actor.RegisterProperty("uOffset", Vector2::ZERO );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
return actor;
}
actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
actor.SetSize( textSize );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
actor.AddRenderer( renderer );
}
}
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.f, 0.5f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::YAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::YAXIS ) );
}
void CubeTransitionEffect::SetTargetLeft( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.f, 0.5f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::YAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::YAXIS ) );
}
void CubeTransitionEffect::SetTargetBottom( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::XAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::XAXIS ) );
}
void CubeTransitionEffect::SetTargetTop( unsigned int idx )
mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f );
mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 1.f, 0.5f) );
- mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::XAXIS );
+ mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::XAXIS ) );
}
void CubeTransitionEffect::OnRelayout( const Vector2& size, RelayoutContainer& container )
okButton.SetParentOrigin( ParentOrigin::CENTER );
okButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
okButton.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
-okButton.SetSizeModeFactor( Vector3( -20.0f, -20.0f, 0.0 ) );
+okButton.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( -20.0f, -20.0f, 0.0 ) );
okButton.ClickedSignal().Connect( this, &MyExample::OnOKButtonClicked );
Toolkit::PushButton cancelButton = Toolkit::PushButton::New();
cancelButton.SetParentOrigin( ParentOrigin::CENTER );
cancelButton.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
cancelButton.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
-cancelButton.SetSizeModeFactor( Vector3( -20.0f, -20.0f, 0.0 ) );
+cancelButton.SetProperty( Actor::Property::SIZE_MODE_FACTOR, Vector3( -20.0f, -20.0f, 0.0 ) );
cancelButton.ClickedSignal().Connect( this, &MyExample::OnCancelButtonClicked );
// Set up the footer's layout.
@code
mBackgroundImage.SetResizePolicy( ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT, Dimension::ALL_DIMENSIONS );
Vector3 border( mPopupStyle->backgroundOuterBorder.x, mPopupStyle->backgroundOuterBorder.z, 0.0f );
-mBackgroundImage.SetSizeModeFactor( border );
+mBackgroundImage.SetProperty( Actor::Property::SIZE_MODE_FACTOR, border );
@endcode
A table view is added to the popup to specify layout. It will fill to the width of the popup and expand/contract around its children cell heights.
@code
to ensure they maintain their aspect ratio while still fitting within the bounds they have been allocated. This can be one of SizeScalePolicy::USE_SIZE_SET, SizeScalePolicy::FIT_WITH_ASPECT_RATIO
or SizeScalePolicy::FILL_WITH_ASPECT_RATIO. The first is the default. The second will fit the actor within the bounds it has been allocated while maintaining aspect ratio. The
third will fill all available space, potentially overflowing its bounds, while maintaining apsect ratio.
-@code void SetSizeScalePolicy( SizeScalePolicy::Type policy ) @endcode
+@code actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy ); @endcode
<h3>Using Actors in Containers</h3>
When laying out actors in containers such as TableView it is useful to be able to specify padding that surrounds the actor. E.g. You may
want some white space around an image actor placed in a table cell. The padding specifies the left, right, bottom and top padding values.
-@code void SetPadding( const Padding& padding ) @endcode
+@code actor.SetProperty( Actor::Property::PADDING, padding ); @endcode
<h2 class="pg">An Example</h2>
content.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
content.SetFitHeight( 0 );
content.SetFitHeight( 1 );
-content.SetPadding( Padding( 20.0f, 20.0f, 20.0f, 0.0f ) );
+content.SetProperty( Actor::Property::PADDING, Padding( 20.0f, 20.0f, 20.0f, 0.0f ) );
// Text
Toolkit::TextLabel text = Toolkit::TextLabel::New( "Do you really want to quit?" );
Toolkit::ImageView image = Toolkit::ImageView::New( IMAGE_PATH );
image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
image.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
-image.SetPadding( Padding( 20.0f, 0.0f, 0.0f, 0.0f ) );
+image.SetProperty( Actor::Property::PADDING, Padding( 20.0f, 0.0f, 0.0f, 0.0f ) );
content.AddChild( image, Toolkit::TableView::CellPosition( 0, 1 ) );
// Checkbox and text
root.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::HEIGHT );
root.SetFitHeight( 0 );
root.SetFitWidth( 0 );
-root.SetPadding( Padding( 0.0f, 0.0f, 0.0f, 20.0f ) );
+root.SetProperty( Actor::Property::PADDING, Padding( 0.0f, 0.0f, 0.0f, 20.0f ) );
Dali::Image unchecked = Dali::ResourceImage::New( CHECKBOX_UNCHECKED_IMAGE );
Dali::Image checked = Dali::ResourceImage::New( CHECKBOX_CHECKED_IMAGE );
root.AddChild( checkBox, Toolkit::TableView::CellPosition( 0, 0 ) );
Toolkit::TextLabel text2 = Toolkit::TextLabel::New( "Don't show again" );
-text2.SetPadding( Padding( 20.0f, 0.0f, 0.0f, 10.0f ) );
+text2.SetProperty( Actor::Property::PADDING, Padding( 20.0f, 0.0f, 0.0f, 10.0f ) );
root.AddChild( text2, Toolkit::TableView::CellPosition( 0, 1 ) );
@endcode
To add a little space around the left, right and bottom of the table view, some padding is added.
@code
-content.SetPadding( Padding( 20.0f, 20.0f, 20.0f, 0.0f ) );
+content.SetProperty( Actor::Property::PADDING, Padding( 20.0f, 20.0f, 20.0f, 0.0f ) );
@endcode
The first text view has its width set to ResizePolicy::FILL_TO_PARENT and its height has a dimension dependency on its width. This
will result in a text view that fills up its width to available space in the table cell and then then calculates its
@code
image.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
image.SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
-image.SetPadding( Padding( 20.0f, 0.0f, 0.0f, 0.0f ) );
+image.SetProperty( Actor::Property::PADDING, Padding( 20.0f, 0.0f, 0.0f, 0.0f ) );
@endcode
The sub table view is similar as well in that it expands its width to the size of its cell. When it is added to the table view it
will span two columns. Its height is set to natural size so that it will grow or shrink based on its children cells. Note that for