X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=88e8599ec70ed528389aad55dfe7ab650837d831;hb=47ae9e13f871657b580640a38bf48ae059ea380a;hp=d47d9bf83fa4e498fc2162cc07c507904a153ca9;hpb=9f8c97ef6070093c3529a9d4368e18307eebf007;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index d47d9bf..88e8599 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -21,6 +21,8 @@ // EXTERNAL INCLUDES #include #include +#include +#include #include #include #include @@ -313,15 +315,15 @@ void ShadowView::ConstrainCamera() // is under control of application, can't use transform inheritance) Constraint cameraOrientationConstraint = - Constraint::New ( Actor::ROTATION, - Source( mShadowPlane, Actor::WORLD_POSITION ), - Source( mPointLight, Actor::WORLD_POSITION ), - Source( mShadowPlane, Actor::WORLD_ROTATION ), + Constraint::New ( Actor::Property::Rotation, + Source( mShadowPlane, Actor::Property::WorldPosition ), + Source( mPointLight, Actor::Property::WorldPosition ), + Source( mShadowPlane, Actor::Property::WorldRotation ), &LookAt ); mCameraActor.ApplyConstraint( cameraOrientationConstraint ); - Constraint pointLightPositionConstraint = Constraint::New( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() ); + Constraint pointLightPositionConstraint = Constraint::New( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() ); mCameraActor.ApplyConstraint( pointLightPositionConstraint ); } @@ -369,8 +371,8 @@ void ShadowView::SetShaderConstants() Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME); Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME); - Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix()); - Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix()); + Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix()); + Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix()); mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint); mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);