diff --git a/demo/dali-table-view.cpp b/demo/dali-table-view.cpp index b3f3fd2..4ccfd05 100644 --- a/demo/dali-table-view.cpp +++ b/demo/dali-table-view.cpp @@ -262,7 +262,7 @@ void DaliTableView::Initialize( Application& application ) mScrollView.SetParentOrigin( ParentOrigin::CENTER ); // Note: Currently, changing mScrollView to use SizeMode RELATIVE_TO_PARENT // will cause scroll ends to appear in the wrong position. - mScrollView.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) ); + mScrollView.ApplyConstraint( Dali::Constraint::New( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) ); mScrollView.SetAxisAutoLock( true ); mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete ); mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart ); @@ -733,9 +733,9 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis dfActor.SetPosition( actorPos ); // Define bubble horizontal parallax and vertical wrapping - Constraint animConstraint = Constraint::New < Vector3 > ( Actor::POSITION, + Constraint animConstraint = Constraint::New < Vector3 > ( Actor::Property::Position, Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ), - Dali::ParentSource( Dali::Actor::SIZE ), + Dali::ParentSource( Dali::Actor::Property::Size ), AnimateBubbleConstraint( actorPos, Random::Range( -0.85f, 0.25f ), randSize ) ); dfActor.ApplyConstraint( animConstraint ); @@ -746,7 +746,7 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis Vector3 toPos( actorPos ); toPos.y -= ( size.y + randSize ); keyframes.Add( 1.0f, toPos ); - animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes ); + animation.AnimateBetween( Property( dfActor, Actor::Property::Position ), keyframes ); animation.SetLooping( true ); animation.Play(); mBackgroundAnimations.push_back( animation ); diff --git a/examples/blocks/blocks-example.cpp b/examples/blocks/blocks-example.cpp index 799d21d..e9a9b9a 100644 --- a/examples/blocks/blocks-example.cpp +++ b/examples/blocks/blocks-example.cpp @@ -348,7 +348,7 @@ private: mPaddleImage.SetSize( mPaddleFullSize ); mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f); - Constraint wobbleConstraint = Constraint::New( Actor::ROTATION, + Constraint wobbleConstraint = Constraint::New( Actor::Property::Rotation, LocalSource(mWobbleProperty), WobbleConstraint(10.0f)); mPaddle.ApplyConstraint(wobbleConstraint); @@ -361,16 +361,16 @@ private: const float margin(BALL_SIZE.width * stageSize.width * 0.5f); // Set up notifications for ball's collisions against walls. - PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) ); + PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(margin) ); leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall ); - PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) ); + PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(stageSize.width - margin) ); rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall ); - PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) ); + PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, LessThanCondition(margin) ); topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall ); - PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) ); + PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, GreaterThanCondition(stageSize.height + margin) ); bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall ); // Set up notification for ball colliding against paddle. @@ -378,10 +378,10 @@ private: stage.Add(delegate); Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO); Constraint constraint = Constraint::New( property, - Source(mBall, Actor::POSITION), - Source(mPaddle, Actor::POSITION), - Source(mBall, Actor::SIZE), - Source(mPaddle, Actor::SIZE), + Source(mBall, Actor::Property::Position), + Source(mPaddle, Actor::Property::Position), + Source(mBall, Actor::Property::Size), + Source(mPaddle, Actor::Property::Size), CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) )); delegate.ApplyConstraint(constraint); @@ -601,10 +601,10 @@ private: // Add a constraint on the brick between it and the ball generating a collision-property Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO); Constraint constraint = Constraint::New( property, - Source(mBall, Actor::POSITION), - Source(brick, Actor::POSITION), - Source(mBall, Actor::SIZE), - Source(brick, Actor::SIZE), + Source(mBall, Actor::Property::Position), + Source(brick, Actor::Property::Position), + Source(mBall, Actor::Property::Size), + Source(brick, Actor::Property::Size), CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN)); brick.ApplyConstraint(constraint); @@ -641,7 +641,7 @@ private: } mBallAnimation = Animation::New(MAX_ANIMATION_DURATION); - mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION); + mBallAnimation.AnimateBy( Property( mBall, Actor::Property::Position ), mBallVelocity * MAX_ANIMATION_DURATION); mBallAnimation.Play(); } @@ -663,8 +663,8 @@ private: mDragActor = actor; mDragAnimation = Animation::New(0.25f); - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut); - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut); + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut); + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut); mDragAnimation.Play(); } } @@ -689,8 +689,8 @@ private: if(point.state==TouchPoint::Up) // Stop dragging { mDragAnimation = Animation::New(0.25f); - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn); - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut); + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn); + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut); mDragAnimation.Play(); mDragActor.Reset(); } @@ -747,8 +747,8 @@ private: mBallVelocity = Vector3::ZERO; Animation shrink = Animation::New(0.5f); - shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x); - shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f ); + shrink.AnimateTo( Property(mPaddle, Actor::Property::SizeWidth), mPaddleFullSize.x * f + mPaddleHitMargin.x); + shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SizeWidth), mPaddleFullSize.x * f ); shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk ); shrink.Play(); @@ -765,7 +765,7 @@ private: mBall.SetPosition( mBallStartPosition ); mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) ); Animation appear = Animation::New(0.5f); - appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) ); + appear.AnimateTo( Property(mBall, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f) ); appear.Play(); if(!mLives) @@ -832,7 +832,7 @@ private: // fade brick (destroy) Animation destroyAnimation = Animation::New(0.5f); - destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn ); + destroyAnimation.AnimateTo( Property( brick, Actor::Property::ColorAlpha ), 0.0f, AlphaFunctions::EaseIn ); destroyAnimation.Play(); destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed ); mDestroyAnimationMap[destroyAnimation] = brick; diff --git a/examples/cluster/cluster-example.cpp b/examples/cluster/cluster-example.cpp index 610d6d5..741cf6f 100644 --- a/examples/cluster/cluster-example.cpp +++ b/examples/cluster/cluster-example.cpp @@ -707,7 +707,7 @@ public: Vector2 shearCenter( Vector2(position.x + size.width * shearAnchor.x, position.y + size.height * shearAnchor.y) ); Property::Index centerProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetCenterPropertyName()); Constraint constraint = Constraint::New( centerProperty, - Source(mView, Actor::SIZE), + Source(mView, Actor::Property::Size), ShearEffectCenterConstraint(stageSize, shearCenter) ); shaderEffect.ApplyConstraint(constraint); @@ -720,12 +720,12 @@ public: constraint = Constraint::New( angleXAxisProperty, Source(mScrollView, scrollOvershootProperty), - Source(mView, Actor::ROTATION), + Source(mView, Actor::Property::Rotation), ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::XAXIS) ); shaderEffect.ApplyConstraint(constraint); constraint = Constraint::New( angleYAxisProperty, Source(mScrollView, scrollOvershootProperty), - Source(mView, Actor::ROTATION), + Source(mView, Actor::Property::Rotation), ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::YAXIS) ); shaderEffect.ApplyConstraint(constraint); @@ -752,7 +752,7 @@ public: Property::Index anglePerUnit = shaderEffect.GetPropertyIndex( shaderEffect.GetAnglePerUnitPropertyName() ); shaderEffect.ApplyConstraint( Constraint::New( anglePerUnit, - Source(mView, Actor::ROTATION), + Source(mView, Actor::Property::Rotation), CarouselEffectOrientationConstraint( angleSweep ) ) ); break; @@ -779,7 +779,7 @@ public: // dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc for( std::vector::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i ) { - Constraint constraint = Constraint::New(Actor::POSITION_Z, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z)); + Constraint constraint = Constraint::New(Actor::Property::PositionZ, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z)); constraint.SetRemoveAction(Constraint::Discard); Cluster cluster = i->mCluster; SetShaderEffectRecursively( cluster, shaderEffect ); diff --git a/examples/cube-transition-effect/cube-transition-effect-example.cpp b/examples/cube-transition-effect/cube-transition-effect-example.cpp index afc7903..00a8497 100644 --- a/examples/cube-transition-effect/cube-transition-effect-example.cpp +++ b/examples/cube-transition-effect/cube-transition-effect-example.cpp @@ -264,7 +264,7 @@ void CubeTransitionApp::OnInit( Application& application ) mViewTimer.TickSignal().Connect( this, &CubeTransitionApp::OnTimerTick ); // show the first image - mImageConstraint = Constraint::New( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() ); + mImageConstraint = Constraint::New( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() ); mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) ); mCurrentImage.SetPositionInheritanceMode( USE_PARENT_POSITION ); diff --git a/examples/dissolve-effect/dissolve-effect-example.cpp b/examples/dissolve-effect/dissolve-effect-example.cpp index 2f0a4eb..888a254 100644 --- a/examples/dissolve-effect/dissolve-effect-example.cpp +++ b/examples/dissolve-effect/dissolve-effect-example.cpp @@ -232,7 +232,7 @@ void DissolveEffectApp::OnInit( Application& application ) mParent.SetPositionInheritanceMode( USE_PARENT_POSITION ); mContent.Add( mParent ); - mSizeConstraint= Constraint::New( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() ); + mSizeConstraint= Constraint::New( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() ); // show the first image mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) ); diff --git a/examples/item-view/item-view-example.cpp b/examples/item-view/item-view-example.cpp index df89486..f835fbc 100644 --- a/examples/item-view/item-view-example.cpp +++ b/examples/item-view/item-view-example.cpp @@ -993,7 +993,7 @@ private: text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft ); text.SetStyleToCurrentText( defaultTextStyle ); text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y ); - text.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) ); + text.ApplyConstraint( Dali::Constraint::New( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) ); text.SetZ( -0.9f ); slider.Add( text ); @@ -1016,7 +1016,7 @@ private: text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft ); text.SetStyleToCurrentText( defaultTextStyle ); text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y ); - text.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) ); + text.ApplyConstraint( Dali::Constraint::New( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) ); textContainer.Add( text ); mMenu.Show(); diff --git a/examples/magnifier/magnifier-example.cpp b/examples/magnifier/magnifier-example.cpp index b64ed95..4186e8a 100644 --- a/examples/magnifier/magnifier-example.cpp +++ b/examples/magnifier/magnifier-example.cpp @@ -240,11 +240,11 @@ public: overlay.Add( mMagnifier ); // Apply constraint to animate the position of the magnifier. - Constraint constraint = Constraint::New(Actor::POSITION, - LocalSource(Actor::SIZE), - LocalSource(Actor::PARENT_ORIGIN), - LocalSource(Actor::ANCHOR_POINT), - ParentSource(Actor::SIZE), + Constraint constraint = Constraint::New(Actor::Property::Position, + LocalSource(Actor::Property::Size), + LocalSource(Actor::Property::ParentOrigin), + LocalSource(Actor::Property::AnchorPoint), + ParentSource(Actor::Property::Size), ConfinementConstraint(ParentOrigin::CENTER, Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT)); constraint.SetRemoveAction(Constraint::Discard); mMagnifier.ApplyConstraint( constraint ); @@ -260,15 +260,15 @@ public: ContinueAnimation(); // Apply constraint to animate the position of the magnifier. - constraint = Constraint::New(Actor::POSITION, - LocalSource(Actor::SIZE), + constraint = Constraint::New(Actor::Property::Position, + LocalSource(Actor::Property::Size), LocalSource(mAnimationTimeProperty), MagnifierPathConstraint(mStageSize, mStageSize * 0.5f)); mBouncingMagnifier.ApplyConstraint( constraint ); // Apply constraint to animate the source of the magnifier. constraint = Constraint::New(mBouncingMagnifier.GetPropertyIndex( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME ), - LocalSource(Actor::SIZE), + LocalSource(Actor::Property::Size), LocalSource(mAnimationTimeProperty), MagnifierPathConstraint(mStageSize)); mBouncingMagnifier.ApplyConstraint( constraint ); @@ -355,7 +355,7 @@ public: if(!mMagnifierShown) { Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION); - animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ONE, AlphaFunctions::EaseIn); + animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ONE, AlphaFunctions::EaseIn); animation.Play(); mMagnifierShown = true; } @@ -369,7 +369,7 @@ public: if(mMagnifierShown) { Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION); - animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ZERO, AlphaFunctions::EaseOut); + animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ZERO, AlphaFunctions::EaseOut); animation.Play(); mMagnifierShown = false; } diff --git a/examples/motion-blur/motion-blur-example.cpp b/examples/motion-blur/motion-blur-example.cpp index 1ecb385..82f7ab5 100644 --- a/examples/motion-blur/motion-blur-example.cpp +++ b/examples/motion-blur/motion-blur-example.cpp @@ -349,7 +349,7 @@ public: mActorTapMovementAnimation = Animation::New( animDuration ); if ( mMotionBlurImageActor ) { - mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) ); + mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) ); } mActorTapMovementAnimation.SetEndAction( Animation::Bake ); mActorTapMovementAnimation.Play(); diff --git a/examples/motion-stretch/motion-stretch-example.cpp b/examples/motion-stretch/motion-stretch-example.cpp index fe0ba86..94b48a8 100644 --- a/examples/motion-stretch/motion-stretch-example.cpp +++ b/examples/motion-stretch/motion-stretch-example.cpp @@ -261,7 +261,7 @@ public: mActorTapMovementAnimation = Animation::New( animDuration ); if ( mMotionStretchImageActor ) { - mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) ); + mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) ); } mActorTapMovementAnimation.SetEndAction( Animation::Bake ); mActorTapMovementAnimation.Play(); diff --git a/examples/radial-menu/radial-sweep-view-impl.cpp b/examples/radial-menu/radial-sweep-view-impl.cpp index 3e71da8..f1efe5d 100644 --- a/examples/radial-menu/radial-sweep-view-impl.cpp +++ b/examples/radial-menu/radial-sweep-view-impl.cpp @@ -362,17 +362,17 @@ void RadialSweepViewImpl::CreateStencil( Degree initialSector ) // Constrain the vertices of the square mesh to sweep out a sector as the // rotation angle is animated. - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(1, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(1, AnimatableVertex::Property::Position), srcStart, srcStart, SquareFanConstraint(0))); - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(2, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(2, AnimatableVertex::Property::Position), srcStart, srcRot, SquareFanConstraint(0))); - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(3, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(3, AnimatableVertex::Property::Position), srcStart, srcRot, SquareFanConstraint(1))); - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(4, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(4, AnimatableVertex::Property::Position), srcStart, srcRot, SquareFanConstraint(2))); - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(5, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(5, AnimatableVertex::Property::Position), srcStart, srcRot, SquareFanConstraint(3))); - mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(6, AnimatableVertex::POSITION), + mMesh.ApplyConstraint(Constraint::New( mMesh.GetPropertyIndex(6, AnimatableVertex::Property::Position), srcStart, srcRot, SquareFanConstraint(4))); mStencilActor.SetDrawMode( DrawMode::STENCIL ); diff --git a/examples/refraction-effect/refraction-effect-example.cpp b/examples/refraction-effect/refraction-effect-example.cpp index 30284e6..05859bd 100644 --- a/examples/refraction-effect/refraction-effect-example.cpp +++ b/examples/refraction-effect/refraction-effect-example.cpp @@ -235,7 +235,7 @@ public: handle.SetUniform( "uEffectStrength", 0.f ); handle.SetUniform( "uLightIntensity", 2.5f ); - Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f ); + Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f ); Constraint constraint = Constraint::New( handle.GetPropertyIndex("uLightSpinOffset"), LocalSource(index), LightOffsetConstraint(stageSize.x*0.1f)); diff --git a/examples/scroll-view/scroll-view-example.cpp b/examples/scroll-view/scroll-view-example.cpp index 88df5fc..6fa8242 100644 --- a/examples/scroll-view/scroll-view-example.cpp +++ b/examples/scroll-view/scroll-view-example.cpp @@ -210,7 +210,7 @@ public: // Hack to force screen refresh. Animation animation = Animation::New(1.0f); - animation.AnimateTo(Property(mContentLayer, Actor::POSITION), Vector3::ZERO ); + animation.AnimateTo(Property(mContentLayer, Actor::Property::Position), Vector3::ZERO ); animation.Play(); } diff --git a/examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp b/examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp index d686dfa..b8989d1 100644 --- a/examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp +++ b/examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp @@ -286,9 +286,9 @@ public: Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(30.0f)); Source angleSrc( mImageActor2, angleIndex ); - mImageActor1.ApplyConstraint(Constraint::New( Actor::ROTATION, angleSrc, + mImageActor1.ApplyConstraint(Constraint::New( Actor::Property::Rotation, angleSrc, RotationConstraint(-1.0f))); - mImageActor3.ApplyConstraint(Constraint::New( Actor::ROTATION, angleSrc, + mImageActor3.ApplyConstraint(Constraint::New( Actor::Property::Rotation, angleSrc, RotationConstraint(+1.0f))); mSceneAnimation = Animation::New(2.5f); diff --git a/shared/view.h b/shared/view.h index 13c8da9..584a278 100644 --- a/shared/view.h +++ b/shared/view.h @@ -86,7 +86,7 @@ Dali::Layer CreateToolbar( Dali::Toolkit::ToolBar& toolBar, Dali::Layer toolBarLayer = Dali::Layer::New(); toolBarLayer.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER ); toolBarLayer.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER ); - toolBarLayer.ApplyConstraint( Dali::Constraint::New( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::SourceWidthFixedHeight( style.mToolBarHeight ) ) ); + toolBarLayer.ApplyConstraint( Dali::Constraint::New( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::SourceWidthFixedHeight( style.mToolBarHeight ) ) ); toolBarLayer.SetSize( 0.0f, style.mToolBarHeight ); // Raise tool bar layer to the top.