Commit ef4c6564a6f1dbf4e3e2d2a4a43f3b3616b359fc

Authored by Tom Robinson
1 parent 547dbafe

Property refactor in dali-core: Demo changes for compiling

Change-Id: Ie3085ce4986965da3743efc9ab6585176d0cdb23
demo/dali-table-view.cpp
... ... @@ -262,7 +262,7 @@ void DaliTableView::Initialize( Application& application )
262 262 mScrollView.SetParentOrigin( ParentOrigin::CENTER );
263 263 // Note: Currently, changing mScrollView to use SizeMode RELATIVE_TO_PARENT
264 264 // will cause scroll ends to appear in the wrong position.
265   - mScrollView.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) );
  265 + mScrollView.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) );
266 266 mScrollView.SetAxisAutoLock( true );
267 267 mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
268 268 mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
... ... @@ -733,9 +733,9 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis
733 733 dfActor.SetPosition( actorPos );
734 734  
735 735 // Define bubble horizontal parallax and vertical wrapping
736   - Constraint animConstraint = Constraint::New < Vector3 > ( Actor::POSITION,
  736 + Constraint animConstraint = Constraint::New < Vector3 > ( Actor::Property::Position,
737 737 Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
738   - Dali::ParentSource( Dali::Actor::SIZE ),
  738 + Dali::ParentSource( Dali::Actor::Property::Size ),
739 739 AnimateBubbleConstraint( actorPos, Random::Range( -0.85f, 0.25f ), randSize ) );
740 740 dfActor.ApplyConstraint( animConstraint );
741 741  
... ... @@ -746,7 +746,7 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis
746 746 Vector3 toPos( actorPos );
747 747 toPos.y -= ( size.y + randSize );
748 748 keyframes.Add( 1.0f, toPos );
749   - animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes );
  749 + animation.AnimateBetween( Property( dfActor, Actor::Property::Position ), keyframes );
750 750 animation.SetLooping( true );
751 751 animation.Play();
752 752 mBackgroundAnimations.push_back( animation );
... ...
examples/blocks/blocks-example.cpp
... ... @@ -348,7 +348,7 @@ private:
348 348 mPaddleImage.SetSize( mPaddleFullSize );
349 349  
350 350 mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
351   - Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::ROTATION,
  351 + Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
352 352 LocalSource(mWobbleProperty),
353 353 WobbleConstraint(10.0f));
354 354 mPaddle.ApplyConstraint(wobbleConstraint);
... ... @@ -361,16 +361,16 @@ private:
361 361 const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
362 362  
363 363 // Set up notifications for ball's collisions against walls.
364   - PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) );
  364 + PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(margin) );
365 365 leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
366 366  
367   - PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
  367 + PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(stageSize.width - margin) );
368 368 rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
369 369  
370   - PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) );
  370 + PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, LessThanCondition(margin) );
371 371 topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
372 372  
373   - PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
  373 + PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, GreaterThanCondition(stageSize.height + margin) );
374 374 bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
375 375  
376 376 // Set up notification for ball colliding against paddle.
... ... @@ -378,10 +378,10 @@ private:
378 378 stage.Add(delegate);
379 379 Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
380 380 Constraint constraint = Constraint::New<Vector3>( property,
381   - Source(mBall, Actor::POSITION),
382   - Source(mPaddle, Actor::POSITION),
383   - Source(mBall, Actor::SIZE),
384   - Source(mPaddle, Actor::SIZE),
  381 + Source(mBall, Actor::Property::Position),
  382 + Source(mPaddle, Actor::Property::Position),
  383 + Source(mBall, Actor::Property::Size),
  384 + Source(mPaddle, Actor::Property::Size),
385 385 CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ));
386 386 delegate.ApplyConstraint(constraint);
387 387  
... ... @@ -601,10 +601,10 @@ private:
601 601 // Add a constraint on the brick between it and the ball generating a collision-property
602 602 Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
603 603 Constraint constraint = Constraint::New<Vector3>( property,
604   - Source(mBall, Actor::POSITION),
605   - Source(brick, Actor::POSITION),
606   - Source(mBall, Actor::SIZE),
607   - Source(brick, Actor::SIZE),
  604 + Source(mBall, Actor::Property::Position),
  605 + Source(brick, Actor::Property::Position),
  606 + Source(mBall, Actor::Property::Size),
  607 + Source(brick, Actor::Property::Size),
608 608 CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN));
609 609 brick.ApplyConstraint(constraint);
610 610  
... ... @@ -641,7 +641,7 @@ private:
641 641 }
642 642  
643 643 mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
644   - mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
  644 + mBallAnimation.AnimateBy( Property( mBall, Actor::Property::Position ), mBallVelocity * MAX_ANIMATION_DURATION);
645 645 mBallAnimation.Play();
646 646 }
647 647  
... ... @@ -663,8 +663,8 @@ private:
663 663  
664 664 mDragActor = actor;
665 665 mDragAnimation = Animation::New(0.25f);
666   - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
667   - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
  666 + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
  667 + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
668 668 mDragAnimation.Play();
669 669 }
670 670 }
... ... @@ -689,8 +689,8 @@ private:
689 689 if(point.state==TouchPoint::Up) // Stop dragging
690 690 {
691 691 mDragAnimation = Animation::New(0.25f);
692   - mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
693   - mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
  692 + mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
  693 + mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
694 694 mDragAnimation.Play();
695 695 mDragActor.Reset();
696 696 }
... ... @@ -747,8 +747,8 @@ private:
747 747 mBallVelocity = Vector3::ZERO;
748 748  
749 749 Animation shrink = Animation::New(0.5f);
750   - shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
751   - shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f );
  750 + shrink.AnimateTo( Property(mPaddle, Actor::Property::SizeWidth), mPaddleFullSize.x * f + mPaddleHitMargin.x);
  751 + shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SizeWidth), mPaddleFullSize.x * f );
752 752  
753 753 shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
754 754 shrink.Play();
... ... @@ -765,7 +765,7 @@ private:
765 765 mBall.SetPosition( mBallStartPosition );
766 766 mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
767 767 Animation appear = Animation::New(0.5f);
768   - appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
  768 + appear.AnimateTo( Property(mBall, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
769 769 appear.Play();
770 770  
771 771 if(!mLives)
... ... @@ -832,7 +832,7 @@ private:
832 832  
833 833 // fade brick (destroy)
834 834 Animation destroyAnimation = Animation::New(0.5f);
835   - destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
  835 + destroyAnimation.AnimateTo( Property( brick, Actor::Property::ColorAlpha ), 0.0f, AlphaFunctions::EaseIn );
836 836 destroyAnimation.Play();
837 837 destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
838 838 mDestroyAnimationMap[destroyAnimation] = brick;
... ...
examples/cluster/cluster-example.cpp
... ... @@ -707,7 +707,7 @@ public:
707 707 Vector2 shearCenter( Vector2(position.x + size.width * shearAnchor.x, position.y + size.height * shearAnchor.y) );
708 708 Property::Index centerProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetCenterPropertyName());
709 709 Constraint constraint = Constraint::New<Vector2>( centerProperty,
710   - Source(mView, Actor::SIZE),
  710 + Source(mView, Actor::Property::Size),
711 711 ShearEffectCenterConstraint(stageSize, shearCenter) );
712 712 shaderEffect.ApplyConstraint(constraint);
713 713  
... ... @@ -720,12 +720,12 @@ public:
720 720  
721 721 constraint = Constraint::New<float>( angleXAxisProperty,
722 722 Source(mScrollView, scrollOvershootProperty),
723   - Source(mView, Actor::ROTATION),
  723 + Source(mView, Actor::Property::Rotation),
724 724 ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::XAXIS) );
725 725 shaderEffect.ApplyConstraint(constraint);
726 726 constraint = Constraint::New<float>( angleYAxisProperty,
727 727 Source(mScrollView, scrollOvershootProperty),
728   - Source(mView, Actor::ROTATION),
  728 + Source(mView, Actor::Property::Rotation),
729 729 ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::YAXIS) );
730 730 shaderEffect.ApplyConstraint(constraint);
731 731  
... ... @@ -752,7 +752,7 @@ public:
752 752  
753 753 Property::Index anglePerUnit = shaderEffect.GetPropertyIndex( shaderEffect.GetAnglePerUnitPropertyName() );
754 754 shaderEffect.ApplyConstraint( Constraint::New<Vector2>( anglePerUnit,
755   - Source(mView, Actor::ROTATION),
  755 + Source(mView, Actor::Property::Rotation),
756 756 CarouselEffectOrientationConstraint( angleSweep ) ) );
757 757  
758 758 break;
... ... @@ -779,7 +779,7 @@ public:
779 779 // dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
780 780 for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
781 781 {
782   - Constraint constraint = Constraint::New<float>(Actor::POSITION_Z, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
  782 + Constraint constraint = Constraint::New<float>(Actor::Property::PositionZ, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
783 783 constraint.SetRemoveAction(Constraint::Discard);
784 784 Cluster cluster = i->mCluster;
785 785 SetShaderEffectRecursively( cluster, shaderEffect );
... ...
examples/cube-transition-effect/cube-transition-effect-example.cpp
... ... @@ -264,7 +264,7 @@ void CubeTransitionApp::OnInit( Application&amp; application )
264 264 mViewTimer.TickSignal().Connect( this, &CubeTransitionApp::OnTimerTick );
265 265  
266 266 // show the first image
267   - mImageConstraint = Constraint::New<Vector3>( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() );
  267 + mImageConstraint = Constraint::New<Vector3>( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() );
268 268  
269 269 mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) );
270 270 mCurrentImage.SetPositionInheritanceMode( USE_PARENT_POSITION );
... ...
examples/dissolve-effect/dissolve-effect-example.cpp
... ... @@ -232,7 +232,7 @@ void DissolveEffectApp::OnInit( Application&amp; application )
232 232 mParent.SetPositionInheritanceMode( USE_PARENT_POSITION );
233 233 mContent.Add( mParent );
234 234  
235   - mSizeConstraint= Constraint::New<Vector3>( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() );
  235 + mSizeConstraint= Constraint::New<Vector3>( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() );
236 236  
237 237 // show the first image
238 238 mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) );
... ...
examples/item-view/item-view-example.cpp
... ... @@ -993,7 +993,7 @@ private:
993 993 text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft );
994 994 text.SetStyleToCurrentText( defaultTextStyle );
995 995 text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y );
996   - text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) );
  996 + text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) );
997 997 text.SetZ( -0.9f );
998 998 slider.Add( text );
999 999  
... ... @@ -1016,7 +1016,7 @@ private:
1016 1016 text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft );
1017 1017 text.SetStyleToCurrentText( defaultTextStyle );
1018 1018 text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y );
1019   - text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) );
  1019 + text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) );
1020 1020 textContainer.Add( text );
1021 1021  
1022 1022 mMenu.Show();
... ...
examples/magnifier/magnifier-example.cpp
... ... @@ -240,11 +240,11 @@ public:
240 240 overlay.Add( mMagnifier );
241 241  
242 242 // Apply constraint to animate the position of the magnifier.
243   - Constraint constraint = Constraint::New<Vector3>(Actor::POSITION,
244   - LocalSource(Actor::SIZE),
245   - LocalSource(Actor::PARENT_ORIGIN),
246   - LocalSource(Actor::ANCHOR_POINT),
247   - ParentSource(Actor::SIZE),
  243 + Constraint constraint = Constraint::New<Vector3>(Actor::Property::Position,
  244 + LocalSource(Actor::Property::Size),
  245 + LocalSource(Actor::Property::ParentOrigin),
  246 + LocalSource(Actor::Property::AnchorPoint),
  247 + ParentSource(Actor::Property::Size),
248 248 ConfinementConstraint(ParentOrigin::CENTER, Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT));
249 249 constraint.SetRemoveAction(Constraint::Discard);
250 250 mMagnifier.ApplyConstraint( constraint );
... ... @@ -260,15 +260,15 @@ public:
260 260 ContinueAnimation();
261 261  
262 262 // Apply constraint to animate the position of the magnifier.
263   - constraint = Constraint::New<Vector3>(Actor::POSITION,
264   - LocalSource(Actor::SIZE),
  263 + constraint = Constraint::New<Vector3>(Actor::Property::Position,
  264 + LocalSource(Actor::Property::Size),
265 265 LocalSource(mAnimationTimeProperty),
266 266 MagnifierPathConstraint(mStageSize, mStageSize * 0.5f));
267 267 mBouncingMagnifier.ApplyConstraint( constraint );
268 268  
269 269 // Apply constraint to animate the source of the magnifier.
270 270 constraint = Constraint::New<Vector3>(mBouncingMagnifier.GetPropertyIndex( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME ),
271   - LocalSource(Actor::SIZE),
  271 + LocalSource(Actor::Property::Size),
272 272 LocalSource(mAnimationTimeProperty),
273 273 MagnifierPathConstraint(mStageSize));
274 274 mBouncingMagnifier.ApplyConstraint( constraint );
... ... @@ -355,7 +355,7 @@ public:
355 355 if(!mMagnifierShown)
356 356 {
357 357 Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
358   - animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ONE, AlphaFunctions::EaseIn);
  358 + animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ONE, AlphaFunctions::EaseIn);
359 359 animation.Play();
360 360 mMagnifierShown = true;
361 361 }
... ... @@ -369,7 +369,7 @@ public:
369 369 if(mMagnifierShown)
370 370 {
371 371 Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
372   - animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ZERO, AlphaFunctions::EaseOut);
  372 + animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ZERO, AlphaFunctions::EaseOut);
373 373 animation.Play();
374 374 mMagnifierShown = false;
375 375 }
... ...
examples/motion-blur/motion-blur-example.cpp
... ... @@ -349,7 +349,7 @@ public:
349 349 mActorTapMovementAnimation = Animation::New( animDuration );
350 350 if ( mMotionBlurImageActor )
351 351 {
352   - mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
  352 + mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
353 353 }
354 354 mActorTapMovementAnimation.SetEndAction( Animation::Bake );
355 355 mActorTapMovementAnimation.Play();
... ...
examples/motion-stretch/motion-stretch-example.cpp
... ... @@ -261,7 +261,7 @@ public:
261 261 mActorTapMovementAnimation = Animation::New( animDuration );
262 262 if ( mMotionStretchImageActor )
263 263 {
264   - mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
  264 + mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
265 265 }
266 266 mActorTapMovementAnimation.SetEndAction( Animation::Bake );
267 267 mActorTapMovementAnimation.Play();
... ...
examples/radial-menu/radial-sweep-view-impl.cpp
... ... @@ -362,17 +362,17 @@ void RadialSweepViewImpl::CreateStencil( Degree initialSector )
362 362  
363 363 // Constrain the vertices of the square mesh to sweep out a sector as the
364 364 // rotation angle is animated.
365   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(1, AnimatableVertex::POSITION),
  365 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(1, AnimatableVertex::Property::Position),
366 366 srcStart, srcStart, SquareFanConstraint(0)));
367   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(2, AnimatableVertex::POSITION),
  367 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(2, AnimatableVertex::Property::Position),
368 368 srcStart, srcRot, SquareFanConstraint(0)));
369   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(3, AnimatableVertex::POSITION),
  369 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(3, AnimatableVertex::Property::Position),
370 370 srcStart, srcRot, SquareFanConstraint(1)));
371   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(4, AnimatableVertex::POSITION),
  371 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(4, AnimatableVertex::Property::Position),
372 372 srcStart, srcRot, SquareFanConstraint(2)));
373   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(5, AnimatableVertex::POSITION),
  373 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(5, AnimatableVertex::Property::Position),
374 374 srcStart, srcRot, SquareFanConstraint(3)));
375   - mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(6, AnimatableVertex::POSITION),
  375 + mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(6, AnimatableVertex::Property::Position),
376 376 srcStart, srcRot, SquareFanConstraint(4)));
377 377  
378 378 mStencilActor.SetDrawMode( DrawMode::STENCIL );
... ...
examples/refraction-effect/refraction-effect-example.cpp
... ... @@ -235,7 +235,7 @@ public:
235 235 handle.SetUniform( "uEffectStrength", 0.f );
236 236 handle.SetUniform( "uLightIntensity", 2.5f );
237 237  
238   - Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
  238 + Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
239 239 Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
240 240 LocalSource(index),
241 241 LightOffsetConstraint(stageSize.x*0.1f));
... ...
examples/scroll-view/scroll-view-example.cpp
... ... @@ -210,7 +210,7 @@ public:
210 210  
211 211 // Hack to force screen refresh.
212 212 Animation animation = Animation::New(1.0f);
213   - animation.AnimateTo(Property(mContentLayer, Actor::POSITION), Vector3::ZERO );
  213 + animation.AnimateTo(Property(mContentLayer, Actor::Property::Position), Vector3::ZERO );
214 214 animation.Play();
215 215 }
216 216  
... ...
examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp
... ... @@ -286,9 +286,9 @@ public:
286 286  
287 287 Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(30.0f));
288 288 Source angleSrc( mImageActor2, angleIndex );
289   - mImageActor1.ApplyConstraint(Constraint::New<Quaternion>( Actor::ROTATION, angleSrc,
  289 + mImageActor1.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
290 290 RotationConstraint(-1.0f)));
291   - mImageActor3.ApplyConstraint(Constraint::New<Quaternion>( Actor::ROTATION, angleSrc,
  291 + mImageActor3.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
292 292 RotationConstraint(+1.0f)));
293 293  
294 294 mSceneAnimation = Animation::New(2.5f);
... ...
shared/view.h
... ... @@ -86,7 +86,7 @@ Dali::Layer CreateToolbar( Dali::Toolkit::ToolBar&amp; toolBar,
86 86 Dali::Layer toolBarLayer = Dali::Layer::New();
87 87 toolBarLayer.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
88 88 toolBarLayer.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER );
89   - toolBarLayer.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::SourceWidthFixedHeight( style.mToolBarHeight ) ) );
  89 + toolBarLayer.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::SourceWidthFixedHeight( style.mToolBarHeight ) ) );
90 90 toolBarLayer.SetSize( 0.0f, style.mToolBarHeight );
91 91  
92 92 // Raise tool bar layer to the top.
... ...