{
mActor = Actor::New();
Stage::GetCurrent().Add( mActor );
- mNotification = mActor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(100.0f) );
+ mNotification = mActor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(100.0f) );
mNotification.NotifySignal().Connect( this, &TestClass::OnPropertyNotify );
}
tet_infoline(" UtcDaliPropertyNotificationDownCast");
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X, GreaterThanCondition(100.0f));
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
BaseHandle handle = notification;
PropertyNotification notificationHandle;
Actor somethingElse = Actor::New();
Actor actor = Actor::New();
- actor.AddPropertyNotification(Actor::POSITION_X, GreaterThanCondition(100.0f));
+ actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
BaseHandle handle = somethingElse;
PropertyNotification notificationHandle;
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X, GreaterThanCondition(100.0f));
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
DALI_TEST_CHECK( notification );
END_TEST;
}
Actor actor = Actor::New();
PropertyCondition condition = GreaterThanCondition(100.0f);
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X, condition);
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, condition);
DALI_TEST_CHECK( condition == notification.GetCondition() );
END_TEST;
}
Actor actor = Actor::New();
PropertyCondition condition = GreaterThanCondition(100.0f);
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X, condition);
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, condition);
PropertyNotificationConstWrapper notificationConst(notification);
const PropertyCondition& conditionReference1 = notificationConst.GetCondition();
const PropertyCondition& conditionReference2 = notificationConst.GetCondition();
Actor actor = Actor::New();
Actor actor2 = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
GreaterThanCondition(100.0f));
Actor targetActor = Actor::DownCast( notification.GetTarget() );
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
GreaterThanCondition(100.0f));
Property::Index targetProperty = notification.GetTargetProperty();
- DALI_TEST_EQUALS( targetProperty, Actor::POSITION_X, TEST_LOCATION );
+ DALI_TEST_EQUALS( targetProperty, Actor::Property::PositionX, TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
GreaterThanCondition(100.0f));
notification.SetNotifyMode(PropertyNotification::NotifyOnChanged);
PropertyNotification::NotifyMode notifyMode = notification.GetNotifyMode();
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(100.0f ) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(100.0f ) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(200.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION_X, InsideCondition(100.0f, 200.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, InsideCondition(100.0f, 200.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION_X, OutsideCondition(100.0f, 200.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, OutsideCondition(100.0f, 200.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(150.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, GreaterThanCondition(100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 1, GreaterThanCondition(100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 1, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 2, GreaterThanCondition(100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 2, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::COLOR, 3, GreaterThanCondition(0.5f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Color, 3, GreaterThanCondition(0.5f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, LessThanCondition(-100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 1, LessThanCondition(-100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 1, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 2, LessThanCondition(-100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 2, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::COLOR, 3, LessThanCondition(0.5f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Color, 3, LessThanCondition(0.5f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, InsideCondition(-100.0f, 100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 1, InsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 1, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 2, InsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 2, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::COLOR, 3, InsideCondition(0.25f, 0.75f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Color, 3, InsideCondition(0.25f, 0.75f) );
notification.NotifySignal().Connect( &TestCallback );
// set outside all conditions
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, OutsideCondition(-100.0f, 100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 1, OutsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 1, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::POSITION, 2, OutsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Position, 2, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::COLOR, 3, OutsideCondition(0.25f, 0.75f) );
+ notification = actor.AddPropertyNotification( Actor::Property::Color, 3, OutsideCondition(0.25f, 0.75f) );
notification.NotifySignal().Connect( &TestCallback );
// set inside all conditions
const float step = 100.0f;
// float
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, StepCondition(step, 50.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, StepCondition(step, 50.0f) );
notification.NotifySignal().Connect( &TestCallback );
// set initial position
values.push_back(i * averageStep + (i % 2 == 0 ? -(averageStep * 0.2f) : (averageStep * 0.2f)));
}
// float
- PropertyNotification notification = actor.AddPropertyNotification( Actor::POSITION, 0, VariableStepCondition(values) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, VariableStepCondition(values) );
notification.NotifySignal().Connect( &TestCallback );
// set initial position lower than first position in list
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
// this should complete in first frame
- PropertyNotification notification1 = actor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(90.0f) );
+ PropertyNotification notification1 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(90.0f) );
notification1.NotifySignal().Connect( &TestCallback );
// this should complete in second frame
- PropertyNotification notification2 = actor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(150.0f) );
+ PropertyNotification notification2 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(150.0f) );
notification2.NotifySignal().Connect( &TestCallback2 );
Animation animation = Animation::New( 0.032f ); // finishes in 32 ms
- animation.AnimateTo( Property(actor, Actor::POSITION ), Vector3( 200.0f, 0.0f, 0.0f ), AlphaFunctions::Linear );
+ animation.AnimateTo( Property(actor, Actor::Property::Position ), Vector3( 200.0f, 0.0f, 0.0f ), AlphaFunctions::Linear );
animation.Play();
// flush the queue