Remove non-public APIs of Animation 48/37548/1
authorHeeyong Song <heeyong.song@samsung.com>
Tue, 31 Mar 2015 01:48:02 +0000 (10:48 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Tue, 31 Mar 2015 01:48:02 +0000 (10:48 +0900)
Change-Id: Id15588f8809069503782b2aadc5dc93df87dd4ec

automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-BaseHandle.cpp
automated-tests/src/dali/utc-Dali-CustomActor.cpp
dali/internal/event/animation/animation-impl.cpp
dali/internal/event/animation/animation-impl.h
dali/public-api/actors/custom-actor-impl.h
dali/public-api/animation/animation.cpp
dali/public-api/animation/animation.h

index 7296d7bff1e3131f4e15eb37515b41dc7b06e836..25a096110499f69b47aebc194e40fc7dbad2ad7d 100644 (file)
@@ -161,7 +161,7 @@ int UtcDaliAnimationSetDuration(void)
 
   // Start the animation
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
   animation.Play();
 
   bool signalReceived(false);
@@ -235,7 +235,7 @@ int UtcDaliAnimationSetLooping(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Start the animation
   animation.SetLooping(true);
@@ -313,7 +313,7 @@ int UtcDaliAnimationSetEndAction(void)
   DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
 
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Start the animation
   animation.Play();
@@ -417,7 +417,7 @@ int UtcDaliAnimationSetDisconnectAction(void)
     DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
     // Start the animation
     animation.Play();
@@ -444,7 +444,7 @@ int UtcDaliAnimationSetDisconnectAction(void)
     animation.SetDisconnectAction( Animation::Bake );
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
     // Start the animation
     animation.Play();
@@ -471,7 +471,7 @@ int UtcDaliAnimationSetDisconnectAction(void)
     animation.SetDisconnectAction( Animation::Discard );
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
     // Start the animation
     animation.Play();
@@ -497,7 +497,7 @@ int UtcDaliAnimationSetDisconnectAction(void)
     Animation animation = Animation::New(durationSeconds);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
     application.SendNotification();
     application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
@@ -565,7 +565,7 @@ int UtcDaliAnimationPlay(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Start the animation
   animation.Play();
@@ -821,7 +821,7 @@ int UtcDaliAnimationPlayOffStage(void)
   Animation animation = Animation::New(durationSeconds);
   animation.SetDisconnectAction( Animation::Discard );
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Start the animation
   animation.Play();
@@ -900,7 +900,7 @@ int UtcDaliAnimationPlayDiscardHandle(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
@@ -973,7 +973,7 @@ int UtcDaliAnimationPlayStopDiscardHandle(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Start the animation
   animation.Play();
@@ -1042,7 +1042,7 @@ int UtcDaliAnimationPlayFrom(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   //PlayFrom with an argument outside the range [0..1] will be ignored
   animation.PlayFrom(-1.0f);
@@ -1123,7 +1123,7 @@ int UtcDaliAnimationSetCurrentProgress(void)
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   //Trying to set the current cursor outside the range [0..1] is ignored
   animation.SetCurrentProgress( -1.0f);
@@ -1328,7 +1328,7 @@ int UtcDaliAnimationPause(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
@@ -1398,7 +1398,7 @@ int UtcDaliAnimationStop(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
@@ -1448,7 +1448,7 @@ int UtcDaliAnimationStopSetPosition(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
@@ -1497,7 +1497,7 @@ int UtcDaliAnimationClear(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
@@ -1531,7 +1531,7 @@ int UtcDaliAnimationClear(void)
   finishCheck.Reset();
   actor.SetPosition(Vector3::ZERO);
   Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunctions::Linear );
   animation.Play();
 
   application.SendNotification();
@@ -7141,7 +7141,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
 }
 
 
-int UtcDaliAnimationMoveByFloat3(void)
+int UtcDaliAnimationAnimateByPropertyPositionVector3(void)
 {
   TestApplication application;
 
@@ -7158,7 +7158,7 @@ int UtcDaliAnimationMoveByFloat3(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition.x, relativePosition.y, relativePosition.z);
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( relativePosition.x, relativePosition.y, relativePosition.z ) );
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
@@ -7187,7 +7187,7 @@ int UtcDaliAnimationMoveByFloat3(void)
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3Alpha(void)
+int UtcDaliAnimationAnimateByPropertyPositionVector3Alpha(void)
 {
   TestApplication application;
 
@@ -7204,7 +7204,7 @@ int UtcDaliAnimationMoveByVector3Alpha(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::EaseOut);
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), relativePosition, AlphaFunctions::EaseOut );
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
@@ -7238,7 +7238,7 @@ int UtcDaliAnimationMoveByVector3Alpha(void)
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateByPropertyPositionVector3AlphaTimePeriod(void)
 {
   TestApplication application;
 
@@ -7256,419 +7256,7 @@ int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
-
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationMoveToFloat3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition.x, targetPosition.y, targetPosition.z);
-
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationMoveToVector3Alpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::EaseIn);
-
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
-  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
-  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
-  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  float delay = 0.5f;
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
-
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateByDegreeVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateByRadianVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateByRadianVector3Alpha(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), relativePosition, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -7678,119 +7266,38 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-
-int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateToPropertyPositionVector3(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( targetPosition.x, targetPosition.y, targetPosition.z ) );
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS);
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
@@ -7800,28 +7307,12 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7829,25 +7320,25 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3(void)
+int UtcDaliAnimationAnimateToPropertyPositionVector3Alpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunctions::EaseIn );
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
@@ -7857,28 +7348,20 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // The position should have moved less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentPosition());
+  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
+  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
+  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
+  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7886,26 +7369,26 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternion(void)
+int UtcDaliAnimationAnimateToPropertyPositionVector3AlphaTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  float delay = 0.5f;
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
@@ -7915,40 +7398,32 @@ int UtcDaliAnimationRotateToQuaternion(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
+int UtcDaliAnimationAnimateByPropertyOrientationQuaternion(void)
 {
   TestApplication application;
 
@@ -7960,9 +7435,9 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -7977,7 +7452,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7985,7 +7460,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7993,7 +7468,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8001,11 +7476,11 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3Alpha(void)
+int UtcDaliAnimationAnimateByPropertyOrientationQuaternionAlpha(void)
 {
   TestApplication application;
 
@@ -8017,9 +7492,9 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunctions::EaseIn );
 
   // Start the animation
   animation.Play();
@@ -8034,7 +7509,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8042,7 +7517,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8050,7 +7525,7 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8058,11 +7533,11 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternionAlpha(void)
+int UtcDaliAnimationAnimateByPropertyOrientationQuaternionAlphaTimePeriod(void)
 {
   TestApplication application;
 
@@ -8074,10 +7549,11 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  float delay = 0.3f;
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
+                       AlphaFunctions::EaseIn, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -8092,7 +7568,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8100,7 +7577,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8108,7 +7586,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8116,11 +7595,11 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateToPropertyOrientationQuaternion(void)
 {
   TestApplication application;
 
@@ -8134,8 +7613,8 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), targetRotation );
 
   // Start the animation
   animation.Play();
@@ -8150,8 +7629,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8159,8 +7637,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8168,8 +7645,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8181,7 +7657,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateToPropertyOrientationQuaternionAlpha(void)
 {
   TestApplication application;
 
@@ -8195,8 +7671,8 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), targetRotation, AlphaFunctions::EaseIn );
 
   // Start the animation
   animation.Play();
@@ -8211,8 +7687,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -8220,8 +7695,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -8229,8 +7703,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -8242,7 +7715,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
+int UtcDaliAnimationAnimateToPropertyOrientationQuaternionAlphaTimePeriod(void)
 {
   TestApplication application;
 
@@ -8258,7 +7731,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), targetRotation, AlphaFunctions::EaseIn, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -8304,7 +7777,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationScaleBy(void)
+int UtcDaliAnimationAnimateByPropertyScale(void)
 {
   TestApplication application;
 
@@ -8317,7 +7790,7 @@ int UtcDaliAnimationScaleBy(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetScale(2.0f, 2.0f, 2.0f);
   Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.ScaleBy(actor, relativeScale.x, relativeScale.y, relativeScale.z);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
 
   Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
 
@@ -8353,7 +7826,7 @@ int UtcDaliAnimationScaleBy(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::EaseIn);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8391,7 +7864,7 @@ int UtcDaliAnimationScaleBy(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8413,7 +7886,7 @@ int UtcDaliAnimationScaleBy(void)
   END_TEST;
 }
 
-int UtcDaliAnimationScaleTo(void)
+int UtcDaliAnimationAnimateToPropertyScale(void)
 {
   TestApplication application;
 
@@ -8425,7 +7898,7 @@ int UtcDaliAnimationScaleTo(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.ScaleTo(actor, targetScale.x, targetScale.y, targetScale.z);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale );
 
   Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
 
@@ -8461,7 +7934,7 @@ int UtcDaliAnimationScaleTo(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8499,7 +7972,7 @@ int UtcDaliAnimationScaleTo(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8657,7 +8130,7 @@ int UtcDaliAnimationShowHideAtEnd(void)
   END_TEST;
 }
 
-int UtcDaliAnimationOpacityTo(void)
+int UtcDaliAnimationAnimateToPropertyColorAlpha(void)
 {
   TestApplication application;
 
@@ -8669,7 +8142,7 @@ int UtcDaliAnimationOpacityTo(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetOpacity(0.0f);
-  animation.OpacityTo(actor, targetOpacity);
+  animation.AnimateTo( Property( actor, Actor::Property::COLOR_ALPHA ), targetOpacity );
 
   float ninetyNinePercentProgress(0.01f);
 
@@ -8705,7 +8178,7 @@ int UtcDaliAnimationOpacityTo(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::EaseIn);
+  animation.AnimateTo(Property( actor, Actor::Property::COLOR_ALPHA ), targetOpacity, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8739,7 +8212,7 @@ int UtcDaliAnimationOpacityTo(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.AnimateTo( Property( actor, Actor::Property::COLOR_ALPHA ), targetOpacity, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8761,7 +8234,7 @@ int UtcDaliAnimationOpacityTo(void)
   END_TEST;
 }
 
-int UtcDaliAnimationColorTo(void)
+int UtcDaliAnimationAnimateToPropertyColor(void)
 {
   TestApplication application;
 
@@ -8773,7 +8246,7 @@ int UtcDaliAnimationColorTo(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector4 targetColor(Color::RED);
-  animation.ColorTo(actor, targetColor);
+  animation.AnimateTo( Property( actor, Actor::Property::COLOR ), targetColor );
 
   Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
   Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
@@ -8810,7 +8283,7 @@ int UtcDaliAnimationColorTo(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property( actor, Actor::Property::COLOR ), targetColor, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8848,7 +8321,7 @@ int UtcDaliAnimationColorTo(void)
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::Linear, 0, animatorDuration);
+  animation.AnimateTo( Property( actor, Actor::Property::COLOR ), targetColor, AlphaFunctions::Linear, TimePeriod( 0, animatorDuration ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8878,7 +8351,7 @@ int UtcDaliAnimationColorTo(void)
   END_TEST;
 }
 
-int UtcDaliAnimationResize(void)
+int UtcDaliAnimationAnimateToPropertySize(void)
 {
   TestApplication application;
 
@@ -8890,7 +8363,7 @@ int UtcDaliAnimationResize(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.Resize(actor, targetSize);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize);
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
@@ -8926,7 +8399,7 @@ int UtcDaliAnimationResize(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8964,7 +8437,7 @@ int UtcDaliAnimationResize(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -9019,7 +8492,7 @@ int UtcDaliKeyFramesDownCast(void)
   END_TEST;
 }
 
-int UtcDaliAnimationResizeByXY(void)
+int UtcDaliAnimationAnimateToPropertySizeByXY(void)
 {
   TestApplication application;
 
@@ -9031,7 +8504,7 @@ int UtcDaliAnimationResizeByXY(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.Resize(actor, targetSize);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
@@ -9067,7 +8540,8 @@ int UtcDaliAnimationResizeByXY(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunctions::EaseIn );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunctions::EaseIn );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -9082,10 +8556,8 @@ int UtcDaliAnimationResizeByXY(void)
   Vector3 current(actor.GetCurrentSize());
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
   DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -9093,7 +8565,8 @@ int UtcDaliAnimationResizeByXY(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
@@ -9105,7 +8578,8 @@ int UtcDaliAnimationResizeByXY(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -9123,11 +8597,11 @@ int UtcDaliAnimationResizeByXY(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
   END_TEST;
 }
 
-
 int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
 {
   TestApplication application;
index 626fb3741707415f028709fd6012ef5e2b98ef1c..1e2c4eefd09f69eada443befe8dc4c9060ea84a5 100644 (file)
@@ -341,7 +341,7 @@ int UtcDaliBaseHandleDoAction(void)
   DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
   // Set the new duration to be 2 seconds
   float newDurationSeconds(2.0f);
index 8d08607ea680a2321ae6b4b1f53ba3ff41b355d0..06a37dca090ece4490fa8408ca956db1dbbcd5cb 100644 (file)
@@ -1557,18 +1557,12 @@ int UtcDaliCustomActorOnSizeAnimation(void)
   DALI_TEST_EQUALS( 0, (int)(custom.GetMethodsCalled().size()), TEST_LOCATION );
 
   Animation anim = Animation::New( 1.0f );
-  anim.Resize( custom, Vector3( 8.0f, 9.0f, 10.0f ) );
+  anim.AnimateTo( Property( custom, Actor::Property::SIZE ), Vector3( 8.0f, 9.0f, 10.0f ) );
   DALI_TEST_EQUALS( 1, (int)(custom.GetMethodsCalled().size()), TEST_LOCATION );
   DALI_TEST_EQUALS( "OnSizeAnimation", custom.GetMethodsCalled()[ 0 ], TEST_LOCATION );
   DALI_TEST_EQUALS( 8.0f, custom.GetTargetSize().width, TEST_LOCATION );
   DALI_TEST_EQUALS( 9.0f, custom.GetTargetSize().height, TEST_LOCATION );
   DALI_TEST_EQUALS( 10.0f, custom.GetTargetSize().depth, TEST_LOCATION );
-
-  anim.Resize( custom, 1.0f, 2.0f );
-  DALI_TEST_EQUALS( 2, (int)(custom.GetMethodsCalled().size()), TEST_LOCATION );
-  DALI_TEST_EQUALS( "OnSizeAnimation", custom.GetMethodsCalled()[ 1 ], TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, custom.GetTargetSize().width, TEST_LOCATION );
-  DALI_TEST_EQUALS( 2.0f, custom.GetTargetSize().height, TEST_LOCATION );
   END_TEST;
 }
 
index 005e6b04e260223b312eb6eff4ec4c1af76ebf15..73e2ba0fc453ef0ce87f29c6ec50e203e3362729 100644 (file)
@@ -772,168 +772,6 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
   }
 }
 
-void Animation::MoveBy(Actor& actor, float x, float y, float z)
-{
-  MoveBy(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction alpha)
-{
-  MoveBy(actor, displacement, alpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::POSITION,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateByVector3(displacement),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::MoveTo(Actor& actor, float x, float y, float z)
-{
-  MoveTo(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alpha)
-{
-  MoveTo(actor, position, alpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alpha,  float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::POSITION,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToVector3(position),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis)
-{
-  RotateBy(actor, angle, axis, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha)
-{
-  RotateBy(actor, angle, axis, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::Property::ORIENTATION,
-                                                            Property::INVALID_COMPONENT_INDEX,
-                                                            new RotateByAngleAxis(angle, axis),
-                                                            alpha,
-                                                            TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis)
-{
-  Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
-  normalizedAxis.Normalize();
-
-  Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
-  RotateTo(actor, orientation, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& orientation)
-{
-  RotateTo(actor, orientation, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha)
-{
-  Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
-  normalizedAxis.Normalize();
-
-  Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
-  RotateTo(actor, orientation, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& orientation, AlphaFunction alpha)
-{
-  RotateTo(actor, orientation, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
-  normalizedAxis.Normalize();
-
-  Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
-  RotateTo(actor, orientation, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& rotation, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::Property::ORIENTATION,
-                                                            Property::INVALID_COMPONENT_INDEX,
-                                                            new RotateToQuaternion(rotation),
-                                                            alpha,
-                                                            TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ScaleBy(Actor& actor, float x, float y, float z)
-{
-  ScaleBy(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha)
-{
-  ScaleBy(actor, scale, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::SCALE,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateByVector3(scale),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ScaleTo(Actor& actor, float x, float y, float z)
-{
-  ScaleTo(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha)
-{
-  ScaleTo(actor, scale, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::SCALE,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToVector3(scale),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
 void Animation::Show(Actor& actor, float delaySeconds)
 {
   ExtendDuration( TimePeriod(delaySeconds, 0) );
@@ -958,146 +796,6 @@ void Animation::Hide(Actor& actor, float delaySeconds)
                                                       TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
 }
 
-void Animation::OpacityBy(Actor& actor, float opacity)
-{
-  OpacityBy(actor, opacity, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha)
-{
-  OpacityBy(actor, opacity, alpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::Property::COLOR,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateByOpacity(opacity),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity)
-{
-  OpacityTo(actor, opacity, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha)
-{
-  OpacityTo(actor, opacity, alpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::Property::COLOR,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToOpacity(opacity),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color)
-{
-  ColorBy(actor, color, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha)
-{
-  ColorBy(actor, color, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::Property::COLOR,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateByVector4(color),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color)
-{
-  ColorTo(actor, color, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha)
-{
-  ColorTo(actor, color, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::Property::COLOR,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToVector4(color),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::Resize(Actor& actor, float width, float height)
-{
-  Resize(actor, width, height, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, float width, float height, AlphaFunction alpha)
-{
-  Resize(actor, width, height, alpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  Vector3 targetSize( width, height, std::min(width, height) );
-
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  // Notify the actor impl that its size is being animated
-  actor.NotifySizeAnimation( *this, targetSize );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::SIZE,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToVector3(targetSize),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size)
-{
-  Resize(actor, size, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha)
-{
-  Resize(actor, size, alpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
-  // Notify the actor impl that its size is being animated
-  actor.NotifySizeAnimation( *this, size );
-
-  AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::SIZE,
-                                                         Property::INVALID_COMPONENT_INDEX,
-                                                         new AnimateToVector3(size),
-                                                         alpha,
-                                                         TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
 bool Animation::DoAction( BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes )
 {
   bool done = false;
index 51a2be29a3d683990c84100622c40fcab5d3c34d..bbf68b188050b89b94dde960c90392d5b5d03ae2 100644 (file)
@@ -310,111 +310,6 @@ public:
    */
   void Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha, TimePeriod period);
 
-  /**
-   * @copydoc Dali::Animation::MoveBy(Actor actor, float x, float y, float z)
-   */
-  void MoveBy(Actor& actor, float x, float y, float z);
-
-  /**
-   * @copydoc Dali::Animation::MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha)
-   */
-  void MoveBy(Actor& actor, const Vector3& translation, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void MoveBy(Actor& actor, const Vector3& translation, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::MoveTo(Actor actor, float x, float y, float z)
-   */
-  void MoveTo(Actor& actor, float x, float y, float z);
-
-  /**
-   * @copydoc Dali::Animation::MoveTo(Actor actor, Vector3 position, AlphaFunction alpha)
-   */
-  void MoveTo(Actor& actor, const Vector3& translation, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::MoveTo(Actor actor, Vector3 position, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void MoveTo(Actor& actor, const Vector3& translation, AlphaFunction alpha,  float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::RotateBy(Actor actor, Radian angle, Vector3 axis)
-   */
-  void RotateBy(Actor& actor, Radian angle, const Vector3& axis);
-
-  /**
-   * @copydoc Dali::Animation::RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha)()
-   */
-  void RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Radian angle, Vector3 axis)
-   */
-  void RotateTo(Actor& actor, Radian angle, const Vector3& axis);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Quaternion orientation)
-   */
-  void RotateTo(Actor& actor, const Quaternion& orientation);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha)
-   */
-  void RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Quaternion orientation, AlphaFunction alpha)
-   */
-  void RotateTo(Actor& actor, const Quaternion& orientation, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Quaternion orientation, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void RotateTo(Actor& actor, const Quaternion& orientation, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)()
-   */
-  void RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::ScaleBy(Actor actor, float x, float y, float z)()
-   */
-  void ScaleBy(Actor& actor, float x, float y, float z);
-
-  /**
-   * @copydoc Dali::Animation::ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha)
-   */
-  void ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::ScaleTo(Actor actor, float x, float y, float z)
-   */
-  void ScaleTo(Actor& actor, float x, float y, float z);
-
-  /**
-   * @copydoc Dali::Animation::ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha)
-   */
-  void ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
   /**
    * @copydoc Dali::Animation::Show()
    */
@@ -425,96 +320,6 @@ public:
    */
   void Hide(Actor& actor, float delaySeconds);
 
-  /**
-   * @copydoc Dali::Animation::OpacityBy(Actor actor, float opacity)
-   */
-  void OpacityBy(Actor& actor, float opacity);
-
-  /**
-   * @copydoc Dali::Animation::OpacityBy(Actor actor, float opacity, AlphaFunction alpha)
-   */
-  void OpacityBy(Actor& actor, float opacity, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::OpacityBy(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)()
-   */
-  void OpacityBy(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::OpacityTo(Actor actor, float opacity)
-   */
-  void OpacityTo(Actor& actor, float opacity);
-
-  /**
-   * @copydoc Dali::Animation::OpacityTo(Actor actor, float opacity, AlphaFunction alpha)
-   */
-  void OpacityTo(Actor& actor, float opacity, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::OpacityTo(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void OpacityTo(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::ColorBy(Actor actor, Vector4 color)
-   */
-  void ColorBy(Actor& actor, const Vector4& color);
-
-  /**
-   * @copydoc Dali::Animation::ColorBy(Actor actor, Vector4 color, AlphaFunction alpha)
-   */
-  void ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::ColorBy(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::ColorTo(Actor actor, Vector4 color)
-   */
-  void ColorTo(Actor& actor, const Vector4& color);
-
-  /**
-   * @copydoc Dali::Animation::ColorTo(Actor actor, Vector4 color, AlphaFunction alpha)
-   */
-  void ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::ColorTo(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, float width, float height)
-   */
-  void Resize(Actor& actor, float width, float height);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, float width, float height, AlphaFunction alpha)
-   */
-  void Resize(Actor& actor, float width, float height, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void Resize(Actor& actor, float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, Vector3 size)
-   */
-  void Resize(Actor& actor, const Vector3& size);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, Vector3 size, AlphaFunction alpha)
-   */
-  void Resize(Actor& actor, const Vector3& size, AlphaFunction alpha);
-
-  /**
-   * @copydoc Dali::Animation::Resize(Actor actor, Vector3 size, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-   */
-  void Resize(Actor& actor, const Vector3& size, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
   /*
    * @copydoc Dali::Animation::SetCurrentProgress()
    */
index 654f55714bf162519d89573274382dc0cf2054a4..9726f091f24876c0d7ab3d200cec36c214dcc75f 100644 (file)
@@ -139,7 +139,7 @@ public:
   virtual void OnSizeSet(const Vector3& targetSize) = 0;
 
   /**
-   * @brief Called when the owning actor's size is animated e.g. using Animation::Resize().
+   * @brief Called when the owning actor's size is animated e.g. using Animation::AnimateTo( Property( actor, Actor::Property::SIZE ), ... ).
    *
    * @param[in] animation The object which is animating the owning actor.
    * @param[in] targetSize The target size. Note that this target size may not match the size returned via Actor::GetSize().
index 8a1c501e996896adde41be8c1666527c72168aeb..9b9bdaaf79b0d6a20262db89e1c881a9bb9cacb7 100644 (file)
@@ -253,141 +253,6 @@ void Animation::Animate( Actor actor, Path path, const Vector3& forward, AlphaFu
   GetImplementation(*this).Animate(GetImplementation(actor), GetImplementation( path ), forward, alpha, period );
 }
 
-void Animation::MoveBy(Actor actor, float x, float y, float z)
-{
-  GetImplementation(*this).MoveBy(GetImplementation(actor), x, y, z);
-}
-
-void Animation::MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha)
-{
-  GetImplementation(*this).MoveBy(GetImplementation(actor), displacement, alpha);
-}
-
-void Animation::MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).MoveBy(GetImplementation(actor), displacement, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::MoveTo(Actor actor, float x, float y, float z)
-{
-  GetImplementation(*this).MoveTo(GetImplementation(actor), x, y, z);
-}
-
-void Animation::MoveTo(Actor actor, Vector3 position, AlphaFunction alpha)
-{
-  GetImplementation(*this).MoveTo(GetImplementation(actor), position, alpha);
-}
-
-void Animation::MoveTo(Actor actor, Vector3 position, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).MoveTo(GetImplementation(actor), position, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateBy(Actor actor, Degree angle, Vector3 axis)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), Radian(angle), axis);
-}
-
-void Animation::RotateBy(Actor actor, Radian angle, Vector3 axis)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), angle, axis);
-}
-
-void Animation::RotateBy(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), Radian(angle), axis, alpha);
-}
-
-void Animation::RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), angle, axis, alpha);
-}
-
-void Animation::RotateBy(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), Radian(angle), axis, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).RotateBy(GetImplementation(actor), angle, axis, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateTo(Actor actor, Degree angle, Vector3 axis)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), Radian(angle), axis);
-}
-
-void Animation::RotateTo(Actor actor, Radian angle, Vector3 axis)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), angle, axis);
-}
-
-void Animation::RotateTo(Actor actor, Quaternion rotation)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), rotation);
-}
-
-void Animation::RotateTo(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), Radian(angle), axis, alpha);
-}
-
-void Animation::RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), angle, axis, alpha);
-}
-
-void Animation::RotateTo(Actor actor, Quaternion rotation, AlphaFunction alpha)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), rotation, alpha);
-}
-
-void Animation::RotateTo(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), Radian(angle), axis, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), angle, axis, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateTo(Actor actor, Quaternion rotation, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).RotateTo(GetImplementation(actor), rotation, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::ScaleBy(Actor actor, float x, float y, float z)
-{
-  GetImplementation(*this).ScaleBy(GetImplementation(actor), x, y, z);
-}
-
-void Animation::ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha)
-{
-  GetImplementation(*this).ScaleBy(GetImplementation(actor), scale, alpha);
-}
-
-void Animation::ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).ScaleBy(GetImplementation(actor), scale, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::ScaleTo(Actor actor, float x, float y, float z)
-{
-  GetImplementation(*this).ScaleTo(GetImplementation(actor), x, y, z);
-}
-
-void Animation::ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha)
-{
-  GetImplementation(*this).ScaleTo(GetImplementation(actor), scale, alpha);
-}
-
-void Animation::ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).ScaleTo(GetImplementation(actor), scale, alpha, delaySeconds, durationSeconds);
-}
-
 void Animation::Show(Actor actor, float delaySeconds)
 {
   GetImplementation(*this).Show(GetImplementation(actor), delaySeconds);
@@ -398,96 +263,6 @@ void Animation::Hide(Actor actor, float delaySeconds)
   GetImplementation(*this).Hide(GetImplementation(actor), delaySeconds);
 }
 
-void Animation::OpacityBy(Actor actor, float opacity)
-{
-  GetImplementation(*this).OpacityBy(GetImplementation(actor), opacity);
-}
-
-void Animation::OpacityBy(Actor actor, float opacity, AlphaFunction alpha)
-{
-  GetImplementation(*this).OpacityBy(GetImplementation(actor), opacity, alpha);
-}
-
-void Animation::OpacityBy(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).OpacityBy(GetImplementation(actor), opacity, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::OpacityTo(Actor actor, float opacity)
-{
-  GetImplementation(*this).OpacityTo(GetImplementation(actor), opacity);
-}
-
-void Animation::OpacityTo(Actor actor, float opacity, AlphaFunction alpha)
-{
-  GetImplementation(*this).OpacityTo(GetImplementation(actor), opacity, alpha);
-}
-
-void Animation::OpacityTo(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).OpacityTo(GetImplementation(actor), opacity, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::ColorBy(Actor actor, Vector4 color)
-{
-  GetImplementation(*this).ColorBy(GetImplementation(actor), color);
-}
-
-void Animation::ColorBy(Actor actor, Vector4 color, AlphaFunction alpha)
-{
-  GetImplementation(*this).ColorBy(GetImplementation(actor), color, alpha);
-}
-
-void Animation::ColorBy(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).ColorBy(GetImplementation(actor), color, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::ColorTo(Actor actor, Vector4 color)
-{
-  GetImplementation(*this).ColorTo(GetImplementation(actor), color);
-}
-
-void Animation::ColorTo(Actor actor, Vector4 color, AlphaFunction alpha)
-{
-  GetImplementation(*this).ColorTo(GetImplementation(actor), color, alpha);
-}
-
-void Animation::ColorTo(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).ColorTo(GetImplementation(actor), color, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::Resize(Actor actor, float width, float height)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), width, height);
-}
-
-void Animation::Resize(Actor actor, float width, float height, AlphaFunction alpha)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), width, height, alpha);
-}
-
-void Animation::Resize(Actor actor,float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), width, height, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::Resize(Actor actor, Vector3 size)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), size);
-}
-
-void Animation::Resize(Actor actor, Vector3 size, AlphaFunction alpha)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), size, alpha);
-}
-
-void Animation::Resize(Actor actor, Vector3 size, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
-  GetImplementation(*this).Resize(GetImplementation(actor), size, alpha, delaySeconds, durationSeconds);
-}
-
 void Animation::SetCurrentProgress( float progress )
 {
   return GetImplementation(*this).SetCurrentProgress( progress );
index 6e9c3174b326e6988cd8edb1eb323fd2cde53643..618b5a201f57fc80209d8fbaa6935601e9199430 100644 (file)
@@ -32,14 +32,9 @@ namespace Dali
 {
 
 class Actor;
-struct Degree;
-class Quaternion;
-struct Radian;
-class ShaderEffect;
 struct Property;
 struct Vector2;
 struct Vector3;
-struct Vector4;
 
 namespace Internal DALI_INTERNAL
 {
@@ -62,7 +57,7 @@ class Animation;
  * // ...To play the animation
  *
  * mAnimation = Animation::New(3.0f); // duration 3 seconds
- * mAnimation.MoveTo(mActor, 10.0f, 50.0f, 0.0f);
+ * mAnimation.AnimateTo(Property(mActor, Actor::Property::POSITION), Vector3(10.0f, 50.0f, 0.0f));
  * mAnimation.Play();
  *
  * @endcode
@@ -80,7 +75,7 @@ class Animation;
  * void ExampleAnimation( Actor actor )
  * {
  *   Animation animation = Animation::New(2.0f); // duration 2 seconds
- *   animation.MoveTo(actor, 10.0f, 50.0f, 0.0f);
+ *   animation.AnimateTo(Property(actor, Actor::Property::POSITION), 10.0f, 50.0f, 0.0f);
  *   animation.FinishedSignal().Connect( ExampleCallback );
  *   animation.Play();
  * } // At this point the animation handle has gone out of scope
@@ -559,341 +554,6 @@ public:
    */
   void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha, TimePeriod period);
 
-  /**
-   * @brief Move an actor relative to its position.
-   *
-   * The default alpha function will be used.
-   * The move will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] x axis displacement.
-   * @param [in] y axis displacement.
-   * @param [in] z axis displacement.
-   */
-  void MoveBy(Actor actor, float x, float y, float z);
-
-  /**
-   * @brief Move an actor relative to its position.
-   *
-   * This overload allows the alpha function to be customized.
-   * The move will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] displacement relative to current position.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha);
-
-  /**
-   * @brief Move an actor relative to its position.
-   *
-   * This overload allows the translation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] displacement relative to current position.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the translation.
-   */
-  void MoveBy(Actor actor, Vector3 displacement, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Move an actor to a target position.
-   *
-   * The default alpha function will be used.
-   * The move will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] x axis position.
-   * @param [in] y axis position.
-   * @param [in] z axis position.
-   */
-  void MoveTo(Actor actor, float x, float y, float z);
-
-  /**
-   * @brief Move an actor to a target position.
-   *
-   * This overload allows the alpha function to be customized.
-   * The move will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] position to move to
-   * @param [in] alpha The alpha function to apply.
-   */
-  void MoveTo(Actor actor, Vector3 position, AlphaFunction alpha);
-
-  /**
-   * @brief Move an actor to a target position.
-   *
-   * This overload allows the translation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] position to move to
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the translation.
-   */
-  void MoveTo(Actor actor, Vector3 position, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * The default alpha function will be used.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in degrees.
-   * @param [in] axis The axis to rotate around
-   */
-  void RotateBy(Actor actor, Degree angle, Vector3 axis);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * The default alpha function will be used.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in radians.
-   * @param [in] axis The axis to rotate around
-   */
-  void RotateBy(Actor actor, Radian angle, Vector3 axis);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * This overload allows the alpha function to be customized.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in radians.
-   * @param [in] axis The axis to rotate around.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void RotateBy(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * This overload allows the alpha function to be customized.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in radians.
-   * @param [in] axis The axis to rotate around.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * This overload allows the rotation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in degrees.
-   * @param [in] axis The axis to rotate around
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the rotation.
-   */
-  void RotateBy(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Rotate an actor around an arbitrary axis.
-   *
-   * This overload allows the rotation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The angle in radians.
-   * @param [in] axis The axis to rotate around
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the rotation.
-   */
-  void RotateBy(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * The default alpha function will be used.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in degrees.
-   * @param [in] axis The target axis of rotation.
-   */
-  void RotateTo(Actor actor, Degree angle, Vector3 axis);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * The default alpha function will be used.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in radians.
-   * @param [in] axis The target axis of rotation.
-   */
-  void RotateTo(Actor actor, Radian angle, Vector3 axis);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * The default alpha function will be used.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] orientation The target orientation.
-   */
-  void RotateTo(Actor actor, Quaternion orientation);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the alpha function to be customized.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in degrees.
-   * @param [in] axis The target axis of rotation.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void RotateTo(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the alpha function to be customized.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in radians.
-   * @param [in] axis The target axis of rotation.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the alpha function to be customized.
-   * The rotation will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] orientation The target orientation.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void RotateTo(Actor actor, Quaternion orientation, AlphaFunction alpha);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the rotation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in degrees.
-   * @param [in] axis The target axis of rotation.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the rotation.
-   */
-  void RotateTo(Actor actor, Degree angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the rotation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] angle The target rotation angle in radians.
-   * @param [in] axis The target axis of rotation.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the rotation.
-   */
-  void RotateTo(Actor actor, Radian angle, Vector3 axis, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Rotate an actor to a target orientation.
-   *
-   * This overload allows the rotation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] orientation The target orientation.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the rotation.
-   */
-  void RotateTo(Actor actor, Quaternion orientation, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Scale an actor.
-   *
-   * The default alpha function will be used.
-   * The scaling will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] x Scale factor in the X-direction.
-   * @param [in] y Scale factor in the Y-direction.
-   * @param [in] z Scale factor in the Z-direction.
-   */
-  void ScaleBy(Actor actor, float x, float y, float z);
-
-  /**
-   * @brief Scale an actor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The scaling will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] scale The scale factor.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha);
-
-  /**
-   * @brief Scale an actor.
-   *
-   * This overload allows the scaling start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] scale The scale factor.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the scaling.
-   */
-  void ScaleBy(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Scale an actor to a target scale factor.
-   *
-   * The default alpha function will be used.
-   * The scaling will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] x Target scale-factor in the X-direction.
-   * @param [in] y Target scale-factor in the Y-direction.
-   * @param [in] z Target scale-factor in the Z-direction.
-   */
-  void ScaleTo(Actor actor, float x, float y, float z);
-
-  /**
-   * @brief Scale an actor to a target scale factor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The scaling will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] scale The target scale factor.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha);
-
-  /**
-   * @brief Scale an actor to a target scale factor.
-   *
-   * This overload allows the scaling start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] scale The target scale factor.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the scaling.
-   */
-  void ScaleTo(Actor actor, Vector3 scale, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
   /**
    * @brief Show an actor during the animation.
    *
@@ -910,222 +570,6 @@ public:
    */
   void Hide(Actor actor, float delaySeconds);
 
-  /**
-   * @brief Animate the opacity of an actor.
-   *
-   * The default alpha function will be used.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The relative change in opacity.
-   */
-  void OpacityBy(Actor actor, float opacity);
-
-  /**
-   * @brief Animate the opacity of an actor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The relative change in opacity.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void OpacityBy(Actor actor, float opacity, AlphaFunction alpha);
-
-  /**
-   * @brief Animate the opacity of an actor.
-   *
-   * This overload allows the animation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The relative change in opacity.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the opacity animation.
-   */
-  void OpacityBy(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Animate an actor to a target opacity.
-   *
-   * The default alpha function will be used.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The target opacity.
-   */
-  void OpacityTo(Actor actor, float opacity);
-
-  /**
-   * @brief Animate an actor to a target opacity.
-   *
-   * This overload allows the alpha function to be customized.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The target opacity.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void OpacityTo(Actor actor, float opacity, AlphaFunction alpha);
-
-  /**
-   * @brief Animate an actor to a target opacity.
-   *
-   * This overload allows the animation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] opacity The target opacity.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the opacity animation.
-   */
-  void OpacityTo(Actor actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Animate the color of an actor.
-   *
-   * The default alpha function will be used.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The relative change in color.
-   */
-  void ColorBy(Actor actor, Vector4 color);
-
-  /**
-   * @brief Animate the color of an actor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The relative change in color.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void ColorBy(Actor actor, Vector4 color, AlphaFunction alpha);
-
-  /**
-   * @brief Animate the color of an actor.
-   *
-   * This overload allows the animation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The relative change in color.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the color animation.
-   */
-  void ColorBy(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Animate an actor to a target color.
-   *
-   * The default alpha function will be used.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The target color.
-   */
-  void ColorTo(Actor actor, Vector4 color);
-
-  /**
-   * @brief Animate an actor to a target color.
-   *
-   * This overload allows the alpha function to be customized.
-   * The effect will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The target color.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void ColorTo(Actor actor, Vector4 color, AlphaFunction alpha);
-
-  /**
-   * @brief Animate an actor to a target color.
-   *
-   * This overload allows the animation start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] color The target color.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the color animation.
-   */
-  void ColorTo(Actor actor, Vector4 color, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * The default alpha function will be used.
-   * The resizing will start & end when the animation begins & ends.
-   * The depth defaults to the minimum of width & height.
-   * @param [in] actor The actor to animate.
-   * @param [in] width The target width.
-   * @param [in] height The target height.
-   */
-  void Resize(Actor actor, float width, float height);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The resizing will start & end when the animation begins & ends.
-   * The depth defaults to the minimum of width & height.
-   * @param [in] actor The actor to animate.
-   * @param [in] width The target width.
-   * @param [in] height The target height.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void Resize(Actor actor, float width, float height, AlphaFunction alpha);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * This overload allows the resizing start & end time to be customized.
-   * The depth defaults to the minimum of width & height.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] width The target width.
-   * @param [in] height The target height.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the resizing.
-   */
-  void Resize(Actor actor, float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * The default alpha function will be used.
-   * The resizing will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] size The target size.
-   */
-  void Resize(Actor actor, Vector3 size);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * This overload allows the alpha function to be customized.
-   * The resizing will start & end when the animation begins & ends.
-   * @param [in] actor The actor to animate.
-   * @param [in] size The target size.
-   * @param [in] alpha The alpha function to apply.
-   */
-  void Resize(Actor actor, Vector3 size, AlphaFunction alpha);
-
-  /**
-   * @brief Resize an actor.
-   *
-   * This overload allows the resizing start & end time to be customized.
-   * @pre delaySeconds must be zero or greater.
-   * @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
-   * @param [in] actor The actor to animate.
-   * @param [in] size The target size.
-   * @param [in] alpha The alpha function to apply.
-   * @param [in] delaySeconds The initial delay from the start of the animation.
-   * @param [in] durationSeconds The duration of the resizing.
-   */
-  void Resize(Actor actor, Vector3 size, AlphaFunction alpha, float delaySeconds, float durationSeconds);
-
 public: // Not intended for use by Application developers
 
   /**