float scaleExtent)
{
// Scale Constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- LocalSource(Actor::POSITION),
- ParentSource(Actor::POSITION),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+ LocalSource(Actor::Property::POSITION),
+ ParentSource(Actor::Property::POSITION),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::SIZE ),
ScrollDepthScaleConstraint( positionExtent, offsetExtent, positionScale, scaleExtent ) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
// Position Constraint (apply last as other constraints use Actor::POSITION as a function input)
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource(Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ ParentSource(Actor::Property::POSITION),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::SIZE ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
ScrollDepthPositionConstraint( positionExtent, offsetExtent, positionScale ) );