*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
EqualToConstraint() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), Vector3(1.0f, 2.0f, 3.0f)/*from sibling1*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), Vector3(1.0f, 2.0f, 3.0f)/*from sibling1*/, TEST_LOCATION );
DALI_TEST_EQUALS( 1u, ConstraintBase::GetCurrentInstanceCount(), TEST_LOCATION );
DALI_TEST_EQUALS( 1u, ConstraintBase::GetTotalInstanceCount(), TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), Vector3(2.0f, 2.0f, 2.0f)/*from SetPosition*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), Vector3(2.0f, 2.0f, 2.0f)/*from SetPosition*/, TEST_LOCATION );
DALI_TEST_EQUALS( 0u/*should have been removed*/, ConstraintBase::GetCurrentInstanceCount(), TEST_LOCATION );
DALI_TEST_EQUALS( 1u, ConstraintBase::GetTotalInstanceCount(), TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), Vector3(1.0f, 2.0f, 3.0f)/*from sibling1*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), Vector3(1.0f, 2.0f, 3.0f)/*from sibling1*/, TEST_LOCATION );
DALI_TEST_EQUALS( 1u, ConstraintBase::GetCurrentInstanceCount(), TEST_LOCATION );
DALI_TEST_EQUALS( 2u/*recreated once*/, ConstraintBase::GetTotalInstanceCount(), TEST_LOCATION );
END_TEST;
}
-
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
Actor actor = Actor::New();
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
Actor actor = Actor::New();
Property::Index index = active.GetTargetProperty();
- DALI_TEST_CHECK( Actor::Property::Size == index );
+ DALI_TEST_CHECK( Actor::Property::SIZE == index );
END_TEST;
}
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
Actor actor = Actor::New();
Stage::GetCurrent().Add( actor );
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
Actor actor = Actor::New();
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
float duration( 10.0f );
constraint.SetApplyTime( duration );
// Apply a constraint to an actor
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
float duration( 1.0f );
constraint.SetApplyTime( duration );
DALI_TEST_CHECK( startSize == actor.GetCurrentSize() );
// Try setting the weight after removal
- active.SetProperty( ActiveConstraint::Property::Weight, 0.5f );
+ active.SetProperty( ActiveConstraint::Property::WEIGHT, 0.5f );
application.SendNotification();
application.Render(static_cast<unsigned int>(1000.0f));
DALI_TEST_CHECK( 0.5f == active.GetCurrentWeight() );
int UtcDaliConstraintCallback(void)
{
TestApplication application;
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
constraint.SetApplyTime(2.0f);
Actor actor = Actor::New();
ActiveConstraint active = actor.ApplyConstraint( constraint );
{
TestApplication application;
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, TestConstraintVector3() );
Actor actor = Actor::New();
ActiveConstraint active = actor.ApplyConstraint( constraint );
const float durationSeconds = 2.0f;
Animation animation = Animation::New( durationSeconds );
const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
- animation.AnimateTo( Property( actor, Actor::Property::Size ), targetValue );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
DALI_TEST_CHECK( actor.GetSize() == targetValue );
for( unsigned int propertyIndex = 0; propertyIndex < SIZE_MODE_VALUES_COUNT; ++propertyIndex )
{
Property::Value inValue = SIZE_MODE_VALUES[ propertyIndex ].string;
- propertyActor.SetProperty( Actor::Property::SizeMode, inValue );
- std::string outString = propertyActor.GetProperty( Actor::Property::SizeMode ).Get< std::string >();
+ propertyActor.SetProperty( Actor::Property::SIZE_MODE, inValue );
+ std::string outString = propertyActor.GetProperty( Actor::Property::SIZE_MODE ).Get< std::string >();
DALI_TEST_EQUALS( inValue.Get< std::string >(), outString, TEST_LOCATION );
}
// Test setting and getting the SizeModeFactor property.
Vector3 testPropertySizeModeFactor( 1.0f, 2.0f, 3.0f );
Property::Value inValueFactor = testPropertySizeModeFactor;
- propertyActor.SetProperty( Actor::Property::SizeModeFactor, inValueFactor );
- Vector3 outValueFactor = propertyActor.GetProperty( Actor::Property::SizeModeFactor ).Get< Vector3 >();
+ propertyActor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, inValueFactor );
+ Vector3 outValueFactor = propertyActor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >();
DALI_TEST_EQUALS( testPropertySizeModeFactor, outValueFactor, TEST_LOCATION );
END_TEST;
Actor actor = Actor::New();
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
actor.ApplyConstraint(constraint);
DALI_TEST_CHECK( gTestConstraintCalled == false );
parent.SetSize( parentSize );
Stage::GetCurrent().Add( parent );
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
- Source( parent, Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+ Source( parent, Actor::Property::SIZE ),
EqualToConstraint() );
// Create some child actors
Actor actor = Actor::New();
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
actor.ApplyConstraint(constraint);
actor.RemoveConstraints();
// 1. Apply Constraint1 and Constraint2, and test...
unsigned int result1 = 0u;
unsigned int result2 = 0u;
- ActiveConstraint activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::Color, TestConstraintRef<Vector4>(result1, 1) ) );
- ActiveConstraint activeConstraint2 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::Color, TestConstraintRef<Vector4>(result2, 2) ) );
+ ActiveConstraint activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) ) );
+ ActiveConstraint activeConstraint2 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2) ) );
Stage::GetCurrent().Add( actor );
// flush the queue and render once
// 3. Re-Apply Constraint1 and test...
result1 = 0;
result2 = 0;
- activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::Color, TestConstraintRef<Vector4>(result1, 1) ) );
+ activeConstraint1 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) ) );
// make color property dirty, which will trigger constraints to be reapplied.
actor.SetColor( Color::WHITE );
// flush the queue and render once
unsigned int result2 = 0u;
unsigned constraint1Tag = 1u;
- Constraint constraint1 = Constraint::New<Vector4>( Actor::Property::Color, TestConstraintRef<Vector4>(result1, 1) );
+ Constraint constraint1 = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) );
constraint1.SetTag( constraint1Tag );
actor.ApplyConstraint( constraint1 );
unsigned constraint2Tag = 2u;
- Constraint constraint2 = Constraint::New<Vector4>( Actor::Property::Color, TestConstraintRef<Vector4>(result2, 2) );
+ Constraint constraint2 = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2) );
constraint2.SetTag( constraint2Tag );
actor.ApplyConstraint( constraint2 );
Actor child = Actor::New();
child.SetParentOrigin(ParentOrigin::CENTER);
- Constraint posConstraint = Constraint::New<Vector3>( Actor::Property::Position, Source( parent, Actor::Property::WorldMatrix), PositionComponentConstraint() );
+ Constraint posConstraint = Constraint::New<Vector3>( Actor::Property::POSITION, Source( parent, Actor::Property::WORLD_MATRIX), PositionComponentConstraint() );
child.ApplyConstraint(posConstraint);
Stage::GetCurrent().Add( child );
const PropertyStringIndex PROPERTY_TABLE[] =
{
- { "parent-origin", Actor::Property::ParentOrigin, Property::VECTOR3 },
- { "parent-origin-x", Actor::Property::ParentOriginX, Property::FLOAT },
- { "parent-origin-y", Actor::Property::ParentOriginY, Property::FLOAT },
- { "parent-origin-z", Actor::Property::ParentOriginZ, Property::FLOAT },
- { "anchor-point", Actor::Property::AnchorPoint, Property::VECTOR3 },
- { "anchor-point-x", Actor::Property::AnchorPointX, Property::FLOAT },
- { "anchor-point-y", Actor::Property::AnchorPointY, Property::FLOAT },
- { "anchor-point-z", Actor::Property::AnchorPointZ, Property::FLOAT },
- { "size", Actor::Property::Size, Property::VECTOR3 },
- { "size-width", Actor::Property::SizeWidth, Property::FLOAT },
- { "size-height", Actor::Property::SizeHeight, Property::FLOAT },
- { "size-depth", Actor::Property::SizeDepth, Property::FLOAT },
- { "position", Actor::Property::Position, Property::VECTOR3 },
- { "position-x", Actor::Property::PositionX, Property::FLOAT },
- { "position-y", Actor::Property::PositionY, Property::FLOAT },
- { "position-z", Actor::Property::PositionZ, Property::FLOAT },
- { "world-position", Actor::Property::WorldPosition, Property::VECTOR3 },
- { "world-position-x", Actor::Property::WorldPositionX, Property::FLOAT },
- { "world-position-y", Actor::Property::WorldPositionY, Property::FLOAT },
- { "world-position-z", Actor::Property::WorldPositionZ, Property::FLOAT },
- { "rotation", Actor::Property::Rotation, Property::ROTATION },
- { "world-rotation", Actor::Property::WorldRotation, Property::ROTATION },
- { "scale", Actor::Property::Scale, Property::VECTOR3 },
- { "scale-x", Actor::Property::ScaleX, Property::FLOAT },
- { "scale-y", Actor::Property::ScaleY, Property::FLOAT },
- { "scale-z", Actor::Property::ScaleZ, Property::FLOAT },
- { "world-scale", Actor::Property::WorldScale, Property::VECTOR3 },
- { "visible", Actor::Property::Visible, Property::BOOLEAN },
- { "color", Actor::Property::Color, Property::VECTOR4 },
- { "color-red", Actor::Property::ColorRed, Property::FLOAT },
- { "color-green", Actor::Property::ColorGreen, Property::FLOAT },
- { "color-blue", Actor::Property::ColorBlue, Property::FLOAT },
- { "color-alpha", Actor::Property::ColorAlpha, Property::FLOAT },
- { "world-color", Actor::Property::WorldColor, Property::VECTOR4 },
- { "world-matrix", Actor::Property::WorldMatrix, Property::MATRIX },
- { "name", Actor::Property::Name, Property::STRING },
- { "sensitive", Actor::Property::Sensitive, Property::BOOLEAN },
- { "leave-required", Actor::Property::LeaveRequired, Property::BOOLEAN },
- { "inherit-rotation", Actor::Property::InheritRotation, Property::BOOLEAN },
- { "inherit-scale", Actor::Property::InheritScale, Property::BOOLEAN },
- { "color-mode", Actor::Property::ColorMode, Property::STRING },
- { "position-inheritance", Actor::Property::PositionInheritance, Property::STRING },
- { "draw-mode", Actor::Property::DrawMode, Property::STRING },
- { "size-mode", Actor::Property::SizeMode, Property::STRING },
- { "size-mode-factor", Actor::Property::SizeModeFactor, Property::VECTOR3 },
+ { "parent-origin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 },
+ { "parent-origin-x", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT },
+ { "parent-origin-y", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT },
+ { "parent-origin-z", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT },
+ { "anchor-point", Actor::Property::ANCHOR_POINT, Property::VECTOR3 },
+ { "anchor-point-x", Actor::Property::ANCHOR_POINT_X, Property::FLOAT },
+ { "anchor-point-y", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT },
+ { "anchor-point-z", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT },
+ { "size", Actor::Property::SIZE, Property::VECTOR3 },
+ { "size-width", Actor::Property::SIZE_WIDTH, Property::FLOAT },
+ { "size-height", Actor::Property::SIZE_HEIGHT, Property::FLOAT },
+ { "size-depth", Actor::Property::SIZE_DEPTH, Property::FLOAT },
+ { "position", Actor::Property::POSITION, Property::VECTOR3 },
+ { "position-x", Actor::Property::POSITION_X, Property::FLOAT },
+ { "position-y", Actor::Property::POSITION_Y, Property::FLOAT },
+ { "position-z", Actor::Property::POSITION_Z, Property::FLOAT },
+ { "world-position", Actor::Property::WORLD_POSITION, Property::VECTOR3 },
+ { "world-position-x", Actor::Property::WORLD_POSITION_X, Property::FLOAT },
+ { "world-position-y", Actor::Property::WORLD_POSITION_Y, Property::FLOAT },
+ { "world-position-z", Actor::Property::WORLD_POSITION_Z, Property::FLOAT },
+ { "rotation", Actor::Property::ROTATION, Property::ROTATION },
+ { "world-rotation", Actor::Property::WORLD_ROTATION, Property::ROTATION },
+ { "scale", Actor::Property::SCALE, Property::VECTOR3 },
+ { "scale-x", Actor::Property::SCALE_X, Property::FLOAT },
+ { "scale-y", Actor::Property::SCALE_Y, Property::FLOAT },
+ { "scale-z", Actor::Property::SCALE_Z, Property::FLOAT },
+ { "world-scale", Actor::Property::WORLD_SCALE, Property::VECTOR3 },
+ { "visible", Actor::Property::VISIBLE, Property::BOOLEAN },
+ { "color", Actor::Property::COLOR, Property::VECTOR4 },
+ { "color-red", Actor::Property::COLOR_RED, Property::FLOAT },
+ { "color-green", Actor::Property::COLOR_GREEN, Property::FLOAT },
+ { "color-blue", Actor::Property::COLOR_BLUE, Property::FLOAT },
+ { "color-alpha", Actor::Property::COLOR_ALPHA, Property::FLOAT },
+ { "world-color", Actor::Property::WORLD_COLOR, Property::VECTOR4 },
+ { "world-matrix", Actor::Property::WORLD_MATRIX, Property::MATRIX },
+ { "name", Actor::Property::NAME, Property::STRING },
+ { "sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN },
+ { "leave-required", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN },
+ { "inherit-rotation", Actor::Property::INHERIT_ROTATION, Property::BOOLEAN },
+ { "inherit-scale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN },
+ { "color-mode", Actor::Property::COLOR_MODE, Property::STRING },
+ { "position-inheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING },
+ { "draw-mode", Actor::Property::DRAW_MODE, Property::STRING },
+ { "size-mode", Actor::Property::SIZE_MODE, Property::STRING },
+ { "size-mode-factor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
tet_infoline("Testing Dali::AnimatableMesh::operator[]");
AnimatableMesh mesh = CreateMesh();
- Property::Index i = mesh.GetPropertyIndex(0, AnimatableVertex::Property::Position );
+ Property::Index i = mesh.GetPropertyIndex(0, AnimatableVertex::Property::POSITION );
DALI_TEST_EQUALS( i, 0*3+0, TEST_LOCATION );
- i = mesh.GetPropertyIndex(5, AnimatableVertex::Property::Position );
+ i = mesh.GetPropertyIndex(5, AnimatableVertex::Property::POSITION );
DALI_TEST_EQUALS( i, 5*3+0, TEST_LOCATION );
- i = mesh.GetPropertyIndex(7, AnimatableVertex::Property::Color );
+ i = mesh.GetPropertyIndex(7, AnimatableVertex::Property::COLOR );
DALI_TEST_EQUALS( i, 7*3+1, TEST_LOCATION );
- i = mesh.GetPropertyIndex(9, AnimatableVertex::Property::TextureCoords );
+ i = mesh.GetPropertyIndex(9, AnimatableVertex::Property::TEXTURE_COORDS );
DALI_TEST_EQUALS( i, 9*3+2, TEST_LOCATION );
END_TEST;
}
AnimatableMesh mesh = CreateMesh();
try
{
- Property::Index i = mesh.GetPropertyIndex(12, AnimatableVertex::Property::Position );
+ Property::Index i = mesh.GetPropertyIndex(12, AnimatableVertex::Property::POSITION );
DALI_TEST_CHECK( i==0 );
}
catch (Dali::DaliException& e)
AnimatableMesh mesh = CreateMesh();
try
{
- Property::Index i = mesh.GetPropertyIndex(12, AnimatableVertex::Property::Color );
+ Property::Index i = mesh.GetPropertyIndex(12, AnimatableVertex::Property::COLOR );
DALI_TEST_CHECK( i==0 );
}
catch (Dali::DaliException& e)
AnimatableMesh mesh = CreateMesh();
try
{
- Property::Index i = mesh.GetPropertyIndex(12342343, AnimatableVertex::Property::TextureCoords );
+ Property::Index i = mesh.GetPropertyIndex(12342343, AnimatableVertex::Property::TEXTURE_COORDS );
DALI_TEST_CHECK( i==0 );
}
catch (Dali::DaliException& e)
mesh[1].SetPosition(Vector3(100.0f, 300.0f, 0.0f));
Animation anim = Animation::New(1);
- anim.AnimateBy(mesh.GetVertexProperty(0, AnimatableVertex::Property::Position), Vector3( 0.0f, 100.0f, 0.0f));
- anim.AnimateTo(mesh.GetVertexProperty(1, AnimatableVertex::Property::Position), Vector3(100.0f, 0.0f, 0.0f));
+ anim.AnimateBy(mesh.GetVertexProperty(0, AnimatableVertex::Property::POSITION), Vector3( 0.0f, 100.0f, 0.0f));
+ anim.AnimateTo(mesh.GetVertexProperty(1, AnimatableVertex::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f));
anim.Play();
application.SendNotification();
KeyFrames keyframes = KeyFrames::New();
keyframes.Add( 0.0f, initialPosition);
keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::Position), keyframes, AlphaFunctions::Linear);
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunctions::Linear);
//Set speed to be x2
animation.SetSpeedFactor(2.0f);
keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
- animation.AnimateBetween( Property( actor, Actor::Property::Position), keyframes );
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
// Set range between 0.4 and 0.8
animation.SetPlayRange( Vector2(0.4f,0.8f) );
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
- animation.AnimateBy(Property(actor, Actor::Property::Position), relativePosition);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
- animation.AnimateBy(Property(actor, Actor::Property::Position), relativePosition, AlphaFunctions::EaseOut);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunctions::EaseOut);
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
float delay = 0.5f;
- animation.AnimateBy(Property(actor, Actor::Property::Position),
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
TimePeriod(delay, durationSeconds - delay));
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
float delay = 0.5f;
- animation.AnimateBy(Property(actor, Actor::Property::Position),
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
AlphaFunctions::Linear,
TimePeriod(delay, durationSeconds - delay));
try
{
- animation.AnimateTo( Property(actor, Actor::Property::ParentOrigin), targetParentOrigin );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginX), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::ParentOriginX), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginY), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::ParentOriginY), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::ParentOriginZ), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
}
catch (Dali::DaliException& e)
{
try
{
- animation.AnimateTo( Property(actor, Actor::Property::AnchorPoint), targetAnchorPoint);
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointX), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::AnchorPointX), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointY), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::AnchorPointY), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
}
catch (Dali::DaliException& e)
{
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::Property::AnchorPointZ), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
}
catch (Dali::DaliException& e)
{
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.AnimateTo( Property(actor, Actor::Property::Size), targetSize );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Size), targetSize, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::EaseIn);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a delay
float delay = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Size), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetWidth(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SizeWidth), targetWidth );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), targetWidth, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetHeight(-10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SizeHeight), targetHeight );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), targetHeight, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetDepth(-10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SizeDepth), targetDepth );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), targetDepth, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
END_TEST;
}
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::Property::Position), targetPosition);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetX(1.0f);
- animation.AnimateTo( Property(actor, Actor::Property::PositionX), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetY(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::PositionY), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetZ(-5.0f);
- animation.AnimateTo( Property(actor, Actor::Property::PositionZ), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
END_TEST;
}
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::Property::Position), targetPosition, AlphaFunctions::EaseIn);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::EaseIn);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::Position),
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
targetPosition,
TimePeriod( delay, durationSeconds - delay ) );
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::Position),
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
targetPosition,
AlphaFunctions::Linear,
TimePeriod( delay, durationSeconds - delay ) );
Animation animation = Animation::New(durationSeconds);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::Rotation), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+ animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
// Start the animation
animation.Play();
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.AnimateTo( Property(actor, Actor::Property::Rotation), targetRotation );
+ animation.AnimateTo( Property(actor, Actor::Property::ROTATION), targetRotation );
// Start the animation
animation.Play();
Animation animation = Animation::New(durationSeconds);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::Rotation), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
// Start the animation
animation.Play();
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::Rotation), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::Rotation), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetScale(2.0f, 2.0f, 2.0f);
- animation.AnimateTo( Property(actor, Actor::Property::Scale), targetScale );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Scale), targetScale, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::EaseIn);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a delay
float delay = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Scale), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetX(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::ScaleX), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetY(1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::ScaleY), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetZ(-1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::ScaleZ), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleX), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleY), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION );
END_TEST;
}
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector4 targetColor(Color::RED);
- animation.AnimateTo( Property(actor, Actor::Property::Color), 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));
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Color), targetColor, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::EaseIn);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a shorter animator duration
float animatorDuration = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::Color), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetRed(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::ColorRed), targetRed );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetGreen(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::ColorGreen), targetGreen );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetBlue(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::ColorBlue), targetBlue );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetAlpha(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::ColorAlpha), targetAlpha );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), targetAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
END_TEST;
}
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::Property::ColorAlpha), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
// Start the animation
animation.Play();
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.25f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::Property::ColorAlpha), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.36f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.21f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.76f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::Color), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::Color), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
keyFrames.Add(0.8f, false);
keyFrames.Add(1.0f, true);
- animation.AnimateBetween( Property(actor, Actor::Property::Visible), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
// Start the animation
animation.Play();
keyFrames.Add(1.0f, true);
//Cubic interpolation for boolean values should be ignored
- animation.AnimateBetween( Property(actor, Actor::Property::Visible), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::Rotation), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
// Start the animation
animation.Play();
keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::Rotation), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
// Start the animation
animation.Play();
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
//Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::Rotation), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
//Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::Rotation), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::Color), keyFrames, TimePeriod( 1.0f) );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( 1.0f) );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::Color), keyFrames, AlphaFunctions::Linear );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::Color), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorRed), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorGreen), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorBlue), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
actor.ApplyConstraint( constraint );
// Apply animation to actor
- animation.AnimateTo( Property(actor, Actor::Property::Position), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
animation.Play();
animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
// Apply animations to actor
- animation1.AnimateTo( Property(actor, Actor::Property::Position), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
+ animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
animation1.Play();
- animation2.AnimateTo( Property(actor, Actor::Property::Size ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
+ animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
animation2.Play();
DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
float value;
std::string sValue;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(TEST_ASPECT_RATIO, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(TEST_FIELD_OF_VIEW, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(TEST_NEAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(TEST_FAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::ProjectionMode).Get(sValue);
+ actor.GetProperty(CameraActor::Property::PROJECTION_MODE).Get(sValue);
DALI_TEST_EQUALS("PERSPECTIVE_PROJECTION", sValue, TEST_LOCATION);
bool bValue;
- actor.GetProperty(CameraActor::Property::InvertYAxis).Get(bValue);
+ actor.GetProperty(CameraActor::Property::INVERT_Y_AXIS).Get(bValue);
DALI_TEST_EQUALS(false, bValue, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS(false, actor.GetInvertYAxis(), TEST_LOCATION);
std::string sValue;
- actor.GetProperty(CameraActor::Property::Type).Get(sValue);
+ actor.GetProperty(CameraActor::Property::TYPE).Get(sValue);
DALI_TEST_EQUALS(sValue, "LOOK_AT_TARGET", TEST_LOCATION);
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(TEST_ASPECT_RATIO, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(TEST_FIELD_OF_VIEW, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(TEST_NEAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(TEST_FAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
bool bValue;
- actor.GetProperty(CameraActor::Property::InvertYAxis).Get(bValue);
+ actor.GetProperty(CameraActor::Property::INVERT_Y_AXIS).Get(bValue);
DALI_TEST_EQUALS(false, bValue, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS(actor.GetAspectRatio(), TEST_ASPECT_RATIO, FLOAT_EPSILON, TEST_LOCATION);
- actor.SetProperty(CameraActor::Property::Type, "FREE_LOOK");
- actor.SetProperty(CameraActor::Property::AspectRatio, TEST_ASPECT_RATIO);
- actor.SetProperty(CameraActor::Property::FieldOfView, TEST_FIELD_OF_VIEW);
- actor.SetProperty(CameraActor::Property::NearPlaneDistance, TEST_NEAR_PLANE_DISTANCE);
- actor.SetProperty(CameraActor::Property::FarPlaneDistance, TEST_FAR_PLANE_DISTANCE);
+ actor.SetProperty(CameraActor::Property::TYPE, "FREE_LOOK");
+ actor.SetProperty(CameraActor::Property::ASPECT_RATIO, TEST_ASPECT_RATIO);
+ actor.SetProperty(CameraActor::Property::FIELD_OF_VIEW, TEST_FIELD_OF_VIEW);
+ actor.SetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE, TEST_NEAR_PLANE_DISTANCE);
+ actor.SetProperty(CameraActor::Property::FAR_PLANE_DISTANCE, TEST_FAR_PLANE_DISTANCE);
DALI_TEST_EQUALS(Camera::FREE_LOOK, actor.GetType(), TEST_LOCATION);
DALI_TEST_EQUALS(TEST_ASPECT_RATIO, actor.GetAspectRatio(), FLOAT_EPSILON, TEST_LOCATION);
application.Render(0);
application.SendNotification();
bool bValue;
- actor.GetProperty(CameraActor::Property::InvertYAxis).Get(bValue);
+ actor.GetProperty(CameraActor::Property::INVERT_Y_AXIS).Get(bValue);
DALI_TEST_EQUALS(false, bValue, TEST_LOCATION);
std::vector<Property::Index> indices ;
- indices.push_back(CameraActor::Property::Type);
- indices.push_back(CameraActor::Property::ProjectionMode);
- indices.push_back(CameraActor::Property::FieldOfView);
- indices.push_back(CameraActor::Property::AspectRatio);
- indices.push_back(CameraActor::Property::NearPlaneDistance);
- indices.push_back(CameraActor::Property::FarPlaneDistance);
- indices.push_back(CameraActor::Property::LeftPlaneDistance);
- indices.push_back(CameraActor::Property::RightPlaneDistance);
- indices.push_back(CameraActor::Property::TopPlaneDistance);
- indices.push_back(CameraActor::Property::BottomPlaneDistance);
- indices.push_back(CameraActor::Property::TargetPosition);
- indices.push_back(CameraActor::Property::ProjectionMatrix);
- indices.push_back(CameraActor::Property::ViewMatrix);
- indices.push_back(CameraActor::Property::InvertYAxis);
+ indices.push_back(CameraActor::Property::TYPE);
+ indices.push_back(CameraActor::Property::PROJECTION_MODE);
+ indices.push_back(CameraActor::Property::FIELD_OF_VIEW);
+ indices.push_back(CameraActor::Property::ASPECT_RATIO);
+ indices.push_back(CameraActor::Property::NEAR_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::FAR_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::LEFT_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::RIGHT_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::TOP_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::BOTTOM_PLANE_DISTANCE);
+ indices.push_back(CameraActor::Property::TARGET_POSITION);
+ indices.push_back(CameraActor::Property::PROJECTION_MATRIX);
+ indices.push_back(CameraActor::Property::VIEW_MATRIX);
+ indices.push_back(CameraActor::Property::INVERT_Y_AXIS);
DALI_TEST_CHECK(actor.GetPropertyCount() == ( Actor::New().GetPropertyCount() + indices.size() ) );
switch(*iter)
{
- if ( ( *iter == CameraActor::Property::ProjectionMatrix ) ||
- ( *iter == CameraActor::Property::ViewMatrix ) )
+ if ( ( *iter == CameraActor::Property::PROJECTION_MATRIX ) ||
+ ( *iter == CameraActor::Property::VIEW_MATRIX ) )
{
DALI_TEST_CHECK( ! actor.IsPropertyWritable(*iter) );
}
// set/get one of them
const float newAspect = TEST_ASPECT_RATIO * 2.f;
- actor.SetProperty( CameraActor::Property::AspectRatio, Property::Value(newAspect) );
+ actor.SetProperty( CameraActor::Property::ASPECT_RATIO, Property::Value(newAspect) );
application.Render();
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( actor.GetTargetPosition(), target, TEST_LOCATION );
Vector3 value;
- actor.GetProperty(CameraActor::Property::TargetPosition).Get(value);
+ actor.GetProperty(CameraActor::Property::TARGET_POSITION).Get(value);
DALI_TEST_EQUALS(target, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetType(), Dali::Camera::LOOK_AT_TARGET, TEST_LOCATION );
std::string sValue;
- actor.GetProperty(CameraActor::Property::Type).Get(sValue);
+ actor.GetProperty(CameraActor::Property::TYPE).Get(sValue);
std::string result("LOOK_AT_TARGET");
DALI_TEST_EQUALS(result, sValue, TEST_LOCATION);
END_TEST;
DALI_TEST_EQUALS( actor.GetFieldOfView(), fov, TEST_LOCATION );
float value;
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(fov, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetAspectRatio(), aspect, TEST_LOCATION );
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(aspect, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetNearClippingPlane(), 400.0f, TEST_LOCATION );
float value;
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(400.0f, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetFarClippingPlane(), 4000.0f, TEST_LOCATION );
float value;
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(4000.0f, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetTargetPosition(), target, TEST_LOCATION );
Vector3 value;
- actor.GetProperty(CameraActor::Property::TargetPosition).Get(value);
+ actor.GetProperty(CameraActor::Property::TARGET_POSITION).Get(value);
DALI_TEST_EQUALS(target, value, FLOAT_EPSILON, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS( actor.GetInvertYAxis(), true, TEST_LOCATION );
bool bValue;
- actor.GetProperty(CameraActor::Property::InvertYAxis).Get(bValue);
+ actor.GetProperty(CameraActor::Property::INVERT_Y_AXIS).Get(bValue);
DALI_TEST_EQUALS(true, bValue, TEST_LOCATION);
END_TEST;
}
CameraActor cameraActor = task.GetCameraActor();
Matrix viewMatrix(false);
- cameraActor.GetProperty(CameraActor::Property::ViewMatrix).Get( viewMatrix );
+ cameraActor.GetProperty(CameraActor::Property::VIEW_MATRIX).Get( viewMatrix );
Matrix::Multiply(resultMatrix, resultMatrix, viewMatrix);
DALI_TEST_CHECK( application.GetGlAbstraction().CheckUniformValue( "uModelView", resultMatrix ) );
DALI_TEST_CHECK(actor);
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(0.666666f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(0.489957f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(150.f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(4245.f, value, FLOAT_EPSILON, TEST_LOCATION);
DALI_TEST_EQUALS((int)actor.GetProjectionMode(), (int)Dali::Camera::PERSPECTIVE_PROJECTION, TEST_LOCATION);
std::string stringValue;
- actor.GetProperty(CameraActor::Property::ProjectionMode).Get(stringValue);
+ actor.GetProperty(CameraActor::Property::PROJECTION_MODE).Get(stringValue);
DALI_TEST_EQUALS(stringValue, "PERSPECTIVE_PROJECTION", TEST_LOCATION);
END_TEST;
}
float defaultFieldOfView;
float defaultNearPlaneDistance;
float defaultFarPlaneDistance;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(defaultAspectRatio);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(defaultFieldOfView);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(defaultNearPlaneDistance);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(defaultFarPlaneDistance);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(defaultAspectRatio);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(defaultFieldOfView);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(defaultFarPlaneDistance);
Vector3 defaultPos = actor.GetCurrentPosition();
actor.SetOrthographicProjection( Size( 1080.0f, 1920.0f ) );
application.SendNotification();
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(defaultNearPlaneDistance, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(defaultFarPlaneDistance, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::LEFT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-540.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::RIGHT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS( 540.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::TOP_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(960.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::BottomPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::BOTTOM_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-960.0f, value, FLOAT_EPSILON, TEST_LOCATION);
Vector3 pos = actor.GetCurrentPosition();
float defaultFieldOfView;
float defaultNearPlaneDistance;
float defaultFarPlaneDistance;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(defaultAspectRatio);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(defaultFieldOfView);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(defaultNearPlaneDistance);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(defaultFarPlaneDistance);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(defaultAspectRatio);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(defaultFieldOfView);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(defaultFarPlaneDistance);
actor.SetOrthographicProjection( -100.0f, 200.0f, -300.0f, 500.0f, 400.0f, 4000.0f );
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(400.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(4000.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::LEFT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-100.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::RIGHT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS( 200.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::TOP_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-300.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::BottomPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::BOTTOM_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS( 500.0f, value, FLOAT_EPSILON, TEST_LOCATION);
DALI_TEST_EQUALS((int)actor.GetProjectionMode(), (int)Dali::Camera::ORTHOGRAPHIC_PROJECTION, TEST_LOCATION);
float defaultFieldOfView;
float defaultNearPlaneDistance;
float defaultFarPlaneDistance;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(defaultAspectRatio);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(defaultFieldOfView);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(defaultNearPlaneDistance);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(defaultFarPlaneDistance);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(defaultAspectRatio);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(defaultFieldOfView);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(defaultFarPlaneDistance);
actor.SetProjectionMode(Dali::Camera::ORTHOGRAPHIC_PROJECTION);
- actor.SetProperty(CameraActor::Property::LeftPlaneDistance, -100.0f);
- actor.SetProperty(CameraActor::Property::RightPlaneDistance, 200.0f);
- actor.SetProperty(CameraActor::Property::TopPlaneDistance, -300.0f);
- actor.SetProperty(CameraActor::Property::BottomPlaneDistance, 500.0f);
+ actor.SetProperty(CameraActor::Property::LEFT_PLANE_DISTANCE, -100.0f);
+ actor.SetProperty(CameraActor::Property::RIGHT_PLANE_DISTANCE, 200.0f);
+ actor.SetProperty(CameraActor::Property::TOP_PLANE_DISTANCE, -300.0f);
+ actor.SetProperty(CameraActor::Property::BOTTOM_PLANE_DISTANCE, 500.0f);
actor.SetNearClippingPlane( 400.0f );
actor.SetFarClippingPlane( 4000.0f );
float value;
- actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
+ actor.GetProperty(CameraActor::Property::ASPECT_RATIO).Get(value);
DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
+ actor.GetProperty(CameraActor::Property::FIELD_OF_VIEW).Get(value);
DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::NEAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(400.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::FAR_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(4000.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::LEFT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-100.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::RIGHT_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS( 200.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::TOP_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS(-300.0f, value, FLOAT_EPSILON, TEST_LOCATION);
- actor.GetProperty(CameraActor::Property::BottomPlaneDistance).Get(value);
+ actor.GetProperty(CameraActor::Property::BOTTOM_PLANE_DISTANCE).Get(value);
DALI_TEST_EQUALS( 500.0f, value, FLOAT_EPSILON, TEST_LOCATION);
DALI_TEST_EQUALS((int)actor.GetProjectionMode(), (int)Dali::Camera::ORTHOGRAPHIC_PROJECTION, TEST_LOCATION);
std::string stringValue;
- actor.GetProperty(CameraActor::Property::ProjectionMode).Get(stringValue);
+ actor.GetProperty(CameraActor::Property::PROJECTION_MODE).Get(stringValue);
DALI_TEST_EQUALS(stringValue, "ORTHOGRAPHIC_PROJECTION", TEST_LOCATION);
END_TEST;
}
Matrix projectionMatrix;
Matrix viewMatrix;
- camera.GetProperty(CameraActor::CameraActor::Property::ProjectionMatrix).Get(projectionMatrix);
- camera.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(viewMatrix);
+ camera.GetProperty(CameraActor::CameraActor::Property::PROJECTION_MATRIX).Get(projectionMatrix);
+ camera.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(viewMatrix);
ShaderEffect shaderEffect = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
imageActor.SetShaderEffect(shaderEffect);
Property::Index projectionMatrixPropertyIndex = shaderEffect.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
Property::Index viewMatrixPropertyIndex = shaderEffect.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
- Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( projectionMatrixPropertyIndex, Source( camera, CameraActor::Property::ProjectionMatrix ), EqualToConstraint());
- Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( viewMatrixPropertyIndex, Source( camera, CameraActor::Property::ViewMatrix ), EqualToConstraint());
+ Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( projectionMatrixPropertyIndex, Source( camera, CameraActor::Property::PROJECTION_MATRIX ), EqualToConstraint());
+ Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( viewMatrixPropertyIndex, Source( camera, CameraActor::Property::VIEW_MATRIX ), EqualToConstraint());
shaderEffect.ApplyConstraint(projectionMatrixConstraint);
shaderEffect.ApplyConstraint(viewMatrixConstraint);
actor.SetSize(100.0f, 100.0f);
Stage::GetCurrent().Add(actor);
- actor.ApplyConstraint(Constraint::New<Dali::Vector3>( Actor::Property::Position, Source( camera, Actor::Property::Position), EqualToConstraint()));
+ actor.ApplyConstraint(Constraint::New<Dali::Vector3>( Actor::Property::POSITION, Source( camera, Actor::Property::POSITION), EqualToConstraint()));
camera.SetPosition(100.0f, 200.0f, 300.0f);
application.SendNotification();
target.SetPosition(targetPosition);
Constraint cameraOrientationConstraint =
- Constraint::New<Quaternion> ( Actor::Property::Rotation,
- Source( target, Actor::Property::WorldPosition ),
- Source( freeLookCameraActor, Actor::Property::WorldPosition ),
- Source( target, Actor::Property::WorldRotation ),
+ Constraint::New<Quaternion> ( Actor::Property::ROTATION,
+ Source( target, Actor::Property::WORLD_POSITION ),
+ Source( freeLookCameraActor, Actor::Property::WORLD_POSITION ),
+ Source( target, Actor::Property::WORLD_ROTATION ),
&LookAt );
freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
application.Render();
Matrix freeLookViewMatrix;
Matrix lookAtViewMatrix;
- freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
- lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(lookAtViewMatrix);
+ freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(freeLookViewMatrix);
+ lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(lookAtViewMatrix);
DALI_TEST_EQUALS( freeLookViewMatrix, lookAtViewMatrix, 0.01, TEST_LOCATION );
}
target.SetPosition(targetPosition);
Constraint cameraOrientationConstraint =
- Constraint::New<Quaternion> ( Actor::Property::Rotation,
- Source( target, Actor::Property::WorldPosition ),
- Source( freeLookCameraActor, Actor::Property::WorldPosition ),
- Source( target, Actor::Property::WorldRotation ),
+ Constraint::New<Quaternion> ( Actor::Property::ROTATION,
+ Source( target, Actor::Property::WORLD_POSITION ),
+ Source( freeLookCameraActor, Actor::Property::WORLD_POSITION ),
+ Source( target, Actor::Property::WORLD_ROTATION ),
&LookAt );
freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
application.Render();
Matrix freeLookViewMatrix;
Matrix lookAtViewMatrix;
- freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
- lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(lookAtViewMatrix);
+ freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(freeLookViewMatrix);
+ lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(lookAtViewMatrix);
Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
application.Render();
Matrix freeLookViewMatrix;
- freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
+ freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::VIEW_MATRIX).Get(freeLookViewMatrix);
Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a local input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- LocalSource( Actor::Property::Color ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ LocalSource( Actor::Property::COLOR ),
MoveAwayWithFadeConstraint(distanceWhenFullyTransparent) );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), ( startValue - Vector3(0.0f, 0.0f, progress*distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), ( startValue - Vector3(0.0f, 0.0f, progress*distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
}
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), ( startValue - Vector3(0.0f, 0.0f, distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), ( startValue - Vector3(0.0f, 0.0f, distanceWhenFullyTransparent) ), POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- ParentSource( Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ ParentSource( Actor::Property::SIZE ),
TestBottomRightAlignConstraint() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), parentStartSize, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), parent.GetCurrentSize(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parentStartSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parent.GetCurrentSize(), TEST_LOCATION );
// Gradually shrink the parent; the actor should move inwards
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), size, POSITION_EPSILON, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), parent.GetCurrentSize(), POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), size, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), parent.GetCurrentSize(), POSITION_EPSILON, TEST_LOCATION );
}
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), Vector3::ZERO, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), Vector3::ZERO, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
MeanPositionConstraint1() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), sibling1.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), sibling1.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
- Source( sibling2, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
+ Source( sibling2, Actor::Property::POSITION ),
MeanPositionConstraint2() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
- Source( sibling2, Actor::Property::Position ),
- Source( sibling3, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
+ Source( sibling2, Actor::Property::POSITION ),
+ Source( sibling3, Actor::Property::POSITION ),
MeanPositionConstraint3() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
- Source( sibling2, Actor::Property::Position ),
- ParentSource( Actor::Property::Position ),
- Source( sibling3, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
+ Source( sibling2, Actor::Property::POSITION ),
+ ParentSource( Actor::Property::POSITION ),
+ Source( sibling3, Actor::Property::POSITION ),
MeanPositionConstraint4() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( sibling1, Actor::Property::Position ),
- Source( sibling2, Actor::Property::Position ),
- ParentSource( Actor::Property::Position ),
- Source( sibling3, Actor::Property::Position ),
- Source( sibling4, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( sibling1, Actor::Property::POSITION ),
+ Source( sibling2, Actor::Property::POSITION ),
+ ParentSource( Actor::Property::POSITION ),
+ Source( sibling3, Actor::Property::POSITION ),
+ Source( sibling4, Actor::Property::POSITION ),
MeanPositionConstraint5() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
*/
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Apply constraint with a parent input property
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( child, Actor::Property::Position ),
- Source( sibling1, Actor::Property::Position ),
- Source( sibling2, Actor::Property::Position ),
- ParentSource( Actor::Property::Position ),
- Source( sibling3, Actor::Property::Position ),
- Source( sibling4, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( child, Actor::Property::POSITION ),
+ Source( sibling1, Actor::Property::POSITION ),
+ Source( sibling2, Actor::Property::POSITION ),
+ ParentSource( Actor::Property::POSITION ),
+ Source( sibling3, Actor::Property::POSITION ),
+ Source( sibling4, Actor::Property::POSITION ),
MeanPositionConstraint6() );
actor.ApplyConstraint( constraint );
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), meanValue, POSITION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), meanValue, POSITION_EPSILON, TEST_LOCATION );
END_TEST;
}
// Build constraint
Vector4 targetColor(Color::BLACK);
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestColorConstraint(targetColor) );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestColorConstraint(targetColor) );
DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(0.0f), TEST_LOCATION);
float applySeconds(7.0f);
{
TestApplication application;
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
DALI_TEST_EQUALS(constraint.GetApplyTime(), TimePeriod(0.0f), TEST_LOCATION);
float applySeconds(7.0f);
Vector3 startValue( Vector3::ZERO );
Vector3 targetValue(100.0f, 100.0f, 100.0f);
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
TestConstraintVector3( targetValue ) );
// Test the alpha-function itself
application.SendNotification();
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
constraint.SetApplyTime( 10.0f );
actor.ApplyConstraint( constraint );
application.SendNotification();
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.1f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.1f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.2f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.2f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.3f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.3f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.4f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.4f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.5f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.6f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.6f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.7f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.7f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.8f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.8f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue) * 0.9f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue) * 0.9f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
// Check that the constrained value is stable
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
// Remove the constraint
application.SendNotification();
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), startValue, TEST_LOCATION );
// Change to non-linear alpha and retest
application.SendNotification();
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).x > startValue.x );
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).y > startValue.y );
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).z > startValue.z );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).x > startValue.x );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).y > startValue.y );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).z > startValue.z );
Vector3 lessThanTenPercentProgress( (targetValue - startValue) * 0.09f );
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).x < lessThanTenPercentProgress.x );
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).y < lessThanTenPercentProgress.y );
- DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::Position ).z < lessThanTenPercentProgress.z );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).x < lessThanTenPercentProgress.x );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).y < lessThanTenPercentProgress.y );
+ DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::Property::POSITION ).z < lessThanTenPercentProgress.z );
application.Render(static_cast<unsigned int>(9000.0f/*9 seconds*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
// Check that the constrained value is stable
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
application.Render(static_cast<unsigned int>(1000.0f/*1 second*/));
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::Position ), (targetValue - startValue), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::Property::POSITION ), (targetValue - startValue), TEST_LOCATION );
END_TEST;
}
{
TestApplication application;
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
AlphaFunction func = constraint.GetAlphaFunction();
DALI_TEST_EQUALS(func(0.5f), 0.5f, TEST_LOCATION); // Default is Linear
// Build constraint, with "Discard" remove action
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position, TestPositionConstraint(targetPosition) );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, TestPositionConstraint(targetPosition) );
DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
constraint.SetRemoveAction(Constraint::Discard);
{
TestApplication application;
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR, TestConstraint() );
DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
constraint.SetRemoveAction(Constraint::Discard);
// Build constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position, TestPositionConstraint(targetPosition) );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, TestPositionConstraint(targetPosition) );
DALI_TEST_EQUALS((unsigned int)constraint.GetRemoveAction(), (unsigned int)Constraint::Bake, TEST_LOCATION);
float applySeconds(4.0f);
// Build constraint, to make child 20% of parent size
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
- ParentSource( Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+ ParentSource( Actor::Property::SIZE ),
TestRelativeConstraintVector3(0.2f) );
// Apply to a child actor
float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(parent, Actor::Property::Size), targetParentSize );
+ animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
animation.Play();
application.SendNotification();
// Build constraint, to make child 20% of parent width
- Constraint constraint = Constraint::New<float>( Actor::Property::SizeWidth,
- ParentSource( Actor::Property::SizeWidth ),
+ Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_WIDTH,
+ ParentSource( Actor::Property::SIZE_WIDTH ),
TestRelativeConstraintFloat(0.2f) );
// Apply to a child actor
float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(parent, Actor::Property::Size), targetParentSize );
+ animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
animation.Play();
application.SendNotification();
// Build constraint, to make child 20% of parent height
- Constraint constraint = Constraint::New<float>( Actor::Property::SizeHeight,
- ParentSource( Actor::Property::SizeHeight ),
+ Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_HEIGHT,
+ ParentSource( Actor::Property::SIZE_HEIGHT ),
TestRelativeConstraintFloat(0.2f) );
// Apply to a child actor
float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(parent, Actor::Property::Size), targetParentSize );
+ animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
animation.Play();
application.SendNotification();
// Build constraint, to make child 20% of parent height
- Constraint constraint = Constraint::New<float>( Actor::Property::SizeDepth,
- ParentSource( Actor::Property::SizeDepth ),
+ Constraint constraint = Constraint::New<float>( Actor::Property::SIZE_DEPTH,
+ ParentSource( Actor::Property::SIZE_DEPTH ),
TestRelativeConstraintFloat(0.2f) );
// Apply to a child actor
float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(parent, Actor::Property::Size), targetParentSize );
+ animation.AnimateTo( Property(parent, Actor::Property::SIZE), targetParentSize );
animation.Play();
application.SendNotification();
// Build constraint, to make actor track the world-position of another actor
// Note that the world-position is always from the previous frame, so the tracking actor will lag behind
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( child, Actor::Property::WorldPosition ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( child, Actor::Property::WORLD_POSITION ),
EqualToConstraint() );
trackingActor.ApplyConstraint( constraint );
// Build constraint, to make actor track the world-rotation of another actor
// Note that the world-rotation is always from the previous frame, so the tracking actor will lag behind
- Constraint constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
- Source( child, Actor::Property::WorldRotation ),
+ Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
+ Source( child, Actor::Property::WORLD_ROTATION ),
EqualToQuaternion() );
trackingActor.ApplyConstraint( constraint );
// Build constraint, to make actor track the world-scale of another actor
// Note that the world-scale is always from the previous frame, so the tracking actor will lag behind
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
- Source( child, Actor::Property::WorldScale ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+ Source( child, Actor::Property::WORLD_SCALE ),
EqualToConstraint() );
trackingActor.ApplyConstraint( constraint );
// Build constraint, to make actor track the world-color of another actor
// Note that the world-color is always from the previous frame, so the tracking actor will lag behind
- Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color,
- Source( child, Actor::Property::WorldColor ),
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR,
+ Source( child, Actor::Property::WORLD_COLOR ),
EqualToVector4() );
trackingActor.ApplyConstraint( constraint );
{
TestApplication application;
Actor actor = Actor::New();
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position, LocalSource( PROPERTY_REGISTRATION_START_INDEX ), EqualToConstraint() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION, LocalSource( PROPERTY_REGISTRATION_START_INDEX ), EqualToConstraint() );
Stage::GetCurrent().Add( actor );
// Apply constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, ParentSource( Actor::Property::SIZE ), EqualToConstraint() );
actor.ApplyConstraint( constraint );
application.SendNotification();
// Apply constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), RelativeToConstraint( scale ) );
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE, ParentSource( Actor::Property::SIZE ), RelativeToConstraint( scale ) );
actor.ApplyConstraint( constraint );
application.SendNotification();
// Apply constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
- LocalSource( Actor::Property::Size ),
- ParentSource( Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+ LocalSource( Actor::Property::SIZE ),
+ ParentSource( Actor::Property::SIZE ),
ScaleToFitConstraint() );
actor.ApplyConstraint( constraint );
// Apply constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
- LocalSource( Actor::Property::Size ),
- ParentSource( Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+ LocalSource( Actor::Property::SIZE ),
+ ParentSource( Actor::Property::SIZE ),
ScaleToFitKeepAspectRatioConstraint() );
actor.ApplyConstraint( constraint );
// Apply constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
- LocalSource( Actor::Property::Size ),
- ParentSource( Actor::Property::Size ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
+ LocalSource( Actor::Property::SIZE ),
+ ParentSource( Actor::Property::SIZE ),
ScaleToFillXYKeepAspectRatioConstraint() );
actor.ApplyConstraint( constraint );
// Apply constraint - actor1 size == actor2 position
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
- Source( actor1, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+ Source( actor1, Actor::Property::POSITION ),
EqualToConstraint() );
constraint.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint );
DALI_TEST_EQUALS( actor1.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
DALI_TEST_EQUALS( actor2.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
- Constraint constraint2 = Constraint::New<float>( Actor::Property::ColorAlpha,
- Source( actor1, Actor::Property::ColorAlpha ),
+ Constraint constraint2 = Constraint::New<float>( Actor::Property::COLOR_ALPHA,
+ Source( actor1, Actor::Property::COLOR_ALPHA ),
EqualToConstraint() );
constraint2.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint2 );
DALI_TEST_CHECK( actor1.GetCurrentColor() == Color::GREEN );
DALI_TEST_CHECK( actor2.GetCurrentColor() == Color::RED );
- Constraint constraint3 = Constraint::New<Vector4>( Actor::Property::Color,
- Source( actor1, Actor::Property::Color ),
+ Constraint constraint3 = Constraint::New<Vector4>( Actor::Property::COLOR,
+ Source( actor1, Actor::Property::COLOR ),
EqualToConstraint() );
constraint3.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint3 );
DALI_TEST_EQUALS( actor1.GetCurrentRotation(), q1, 0.01, TEST_LOCATION );
DALI_TEST_EQUALS( actor2.GetCurrentRotation(), q2, 0.01, TEST_LOCATION );
- Constraint constraint4 = Constraint::New<Quaternion>( Actor::Property::Rotation,
- Source( actor1, Actor::Property::Rotation ),
+ Constraint constraint4 = Constraint::New<Quaternion>( Actor::Property::ROTATION,
+ Source( actor1, Actor::Property::ROTATION ),
EqualToConstraint() );
constraint4.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint4 );
RelativeToConstraint( 0.f );
Vector3 scale( 0.5, 0.6, 0.7 );
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
- Source( actor1, Actor::Property::Position ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
+ Source( actor1, Actor::Property::POSITION ),
RelativeToConstraint( scale ) );
constraint.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint( constraint );
DALI_TEST_EQUALS( actor1.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
DALI_TEST_EQUALS( actor2.GetCurrentOpacity(), startOpacity, TEST_LOCATION );
- Constraint constraint2 = Constraint::New<float>( Actor::Property::ColorAlpha,
- Source( actor1, Actor::Property::ColorAlpha ),
+ Constraint constraint2 = Constraint::New<float>( Actor::Property::COLOR_ALPHA,
+ Source( actor1, Actor::Property::COLOR_ALPHA ),
RelativeToConstraintFloat(scale2) );
constraint2.SetRemoveAction( Constraint::Discard );
actor2.ApplyConstraint(constraint2);
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( "parent-origin" == actor.GetPropertyName( Actor::Property::ParentOrigin ) );
+ DALI_TEST_CHECK( "parent-origin" == actor.GetPropertyName( Actor::Property::PARENT_ORIGIN ) );
// Register a dynamic property
std::string name("this-name-should-match");
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( Actor::Property::ParentOrigin == actor.GetPropertyIndex("parent-origin") );
+ DALI_TEST_CHECK( Actor::Property::PARENT_ORIGIN == actor.GetPropertyIndex("parent-origin") );
// Register a dynamic property
std::string name("this-name-should-match");
Actor actor = Actor::New();
// Actor properties which are writable:
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ParentOrigin ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ParentOriginX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ParentOriginY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ParentOriginZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::AnchorPoint ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::AnchorPointX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::AnchorPointY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::AnchorPointZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Size ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SizeWidth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SizeHeight ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SizeDepth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Position ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PositionX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PositionY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PositionZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Rotation ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Scale ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ScaleX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ScaleY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ScaleZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Visible ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::Color ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ColorRed ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ColorGreen ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ColorBlue ) );
- DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ColorAlpha ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::ROTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_ALPHA ) );
// World-properties are not writable:
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldPosition ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldRotation ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldScale ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldColor ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldPositionX ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldPositionY ) );
- DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WorldPositionZ ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_ROTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION_Z ) );
END_TEST;
}
Actor actor = Actor::New();
// Actor properties which are animatable:
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ParentOrigin ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ParentOriginX ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ParentOriginY ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ParentOriginZ ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::AnchorPoint ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::AnchorPointX ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::AnchorPointY ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::AnchorPointZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Size ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SizeWidth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SizeHeight ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SizeDepth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Position ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::PositionX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::PositionY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::PositionZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Rotation ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Scale ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ScaleX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ScaleY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ScaleZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Visible ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::Color ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ColorRed ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ColorGreen ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ColorBlue ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ColorAlpha ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::ROTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_ALPHA ) );
// World-properties can not be animated
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldPosition ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldRotation ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldScale ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldColor ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldPositionX ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldPositionY ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WorldPositionZ ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_ROTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION_Z ) );
END_TEST;
}
Actor actor = Actor::New();
// Actor properties which can be used as a constraint input:
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ParentOrigin ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ParentOriginX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ParentOriginY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ParentOriginZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::AnchorPoint ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::AnchorPointX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::AnchorPointY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::AnchorPointZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Size ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SizeWidth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SizeHeight ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SizeDepth ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Position ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PositionX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PositionY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PositionZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Rotation ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Scale ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ScaleX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ScaleY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ScaleZ ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Visible ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::Color ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ColorRed ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ColorGreen ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ColorBlue ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ColorAlpha ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldPosition ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldRotation ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldScale ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldColor ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldPositionX ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldPositionY ) );
- DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WorldPositionZ ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::PARENT_ORIGIN_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ANCHOR_POINT_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_WIDTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_HEIGHT ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_DEPTH ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::ROTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::SCALE_Z ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_RED ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_GREEN ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_BLUE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ROTATION ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_SCALE ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_COLOR ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_X ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_Y ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION_Z ) );
// Actor properties that cannot be used as a constraint input
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::Name ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::Sensitive ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::LeaveRequired ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::InheritRotation ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::InheritScale ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::ColorMode ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::PositionInheritance ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::DrawMode ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SizeMode ) );
- DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SizeModeFactor ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::NAME ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SENSITIVE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::LEAVE_REQUIRED ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_ROTATION ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::INHERIT_SCALE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::POSITION_INHERITANCE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::DRAW_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_MODE ) );
+ DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::Property::SIZE_MODE_FACTOR ) );
END_TEST;
}
unsigned int unsingedIntTest = 33;
Actor actor = Actor::New();
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::ParentOrigin ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::AnchorPoint ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::Size ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::Position ) );
- DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::Property::Rotation ) );
- DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::Scale ) );
- DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( Actor::Property::Visible ) );
- DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( Actor::Property::Color ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::PARENT_ORIGIN ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::ANCHOR_POINT ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::SIZE ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::POSITION ) );
+ DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::Property::ROTATION ) );
+ DALI_TEST_CHECK( Property::VECTOR3 == actor.GetPropertyType( Actor::Property::SCALE ) );
+ DALI_TEST_CHECK( Property::BOOLEAN == actor.GetPropertyType( Actor::Property::VISIBLE ) );
+ DALI_TEST_CHECK( Property::VECTOR4 == actor.GetPropertyType( Actor::Property::COLOR ) );
// Register some dynamic properties
Property::Index boolIndex = actor.RegisterProperty( "bool-property", bool(true) );
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
+ DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
- actor.SetProperty( Actor::Property::ParentOrigin, ParentOrigin::CENTER );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
+ DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::Property::WorldPosition ) );
+ DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
// World position is not writable so this is a no-op and should not crash
- actor.SetProperty( Actor::Property::WorldPosition, Vector3(1,2,3) );
+ actor.SetProperty( Actor::Property::WORLD_POSITION, Vector3(1,2,3) );
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
+ DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
- DALI_TEST_CHECK( AnchorPoint::CENTER == actor.GetProperty( Actor::Property::AnchorPoint ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::Size ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::Position ).Get<Vector3>() );
- DALI_TEST_CHECK( Vector3::ONE == actor.GetProperty( Actor::Property::Scale ).Get<Vector3>() );
- DALI_TEST_CHECK( true == actor.GetProperty( Actor::Property::Visible ).Get<bool>() );
- DALI_TEST_CHECK( Color::WHITE == actor.GetProperty( Actor::Property::Color ).Get<Vector4>() );
+ DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::PARENT_ORIGIN ).Get<Vector3>() );
+ DALI_TEST_CHECK( AnchorPoint::CENTER == actor.GetProperty( Actor::Property::ANCHOR_POINT ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::SIZE ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ZERO == actor.GetProperty( Actor::Property::POSITION ).Get<Vector3>() );
+ DALI_TEST_CHECK( Vector3::ONE == actor.GetProperty( Actor::Property::SCALE ).Get<Vector3>() );
+ DALI_TEST_CHECK( true == actor.GetProperty( Actor::Property::VISIBLE ).Get<bool>() );
+ DALI_TEST_CHECK( Color::WHITE == actor.GetProperty( Actor::Property::COLOR ).Get<Vector4>() );
END_TEST;
}
ImageActor actor = ImageActor::New( img );
std::vector<Property::Index> indices;
- indices.push_back(ImageActor::Property::PixelArea );
- indices.push_back(ImageActor::Property::Style );
- indices.push_back(ImageActor::Property::Border );
- indices.push_back(ImageActor::Property::Image );
+ indices.push_back(ImageActor::Property::PIXEL_AREA );
+ indices.push_back(ImageActor::Property::STYLE );
+ indices.push_back(ImageActor::Property::BORDER );
+ indices.push_back(ImageActor::Property::IMAGE );
DALI_TEST_CHECK(actor.GetPropertyCount() == ( Actor::New().GetPropertyCount() + indices.size() ) );
actor.SetPixelArea(ImageActor::PixelArea( 0, 0, 0, 0 ));
ImageActor::PixelArea area( 1, 2, 3, 4 );
- actor.SetProperty(ImageActor::Property::PixelArea, Property::Value(Rect<int>(area)));
+ actor.SetProperty(ImageActor::Property::PIXEL_AREA, Property::Value(Rect<int>(area)));
- DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(ImageActor::Property::PixelArea));
+ DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(ImageActor::Property::PIXEL_AREA));
- Property::Value v = actor.GetProperty(ImageActor::Property::PixelArea);
+ Property::Value v = actor.GetProperty(ImageActor::Property::PIXEL_AREA);
DALI_TEST_CHECK(v.Get<Rect<int> >() == area);
application.SendNotification();
application.Render();
- Property::Value imageMap = imageActor.GetProperty( ImageActor::Property::Image );
+ Property::Value imageMap = imageActor.GetProperty( ImageActor::Property::IMAGE );
DALI_TEST_CHECK( imageMap.HasKey( "filename" ) );
DALI_TEST_EQUALS( imageMap.GetValue( "filename" ).Get< std::string >(), "MY_PATH", TEST_LOCATION );
END_TEST;
Layer actor = Layer::New();
std::vector<Property::Index> indices ;
- indices.push_back(Layer::Property::ClippingEnable);
- indices.push_back(Layer::Property::ClippingBox);
+ indices.push_back(Layer::Property::CLIPPING_ENABLE);
+ indices.push_back(Layer::Property::CLIPPING_BOX);
DALI_TEST_CHECK(actor.GetPropertyCount() == ( Actor::New().GetPropertyCount() + indices.size() ) );
ClippingBox testBox(10,20,30,40);
DALI_TEST_CHECK(actor.GetClippingBox() != testBox);
- actor.SetProperty(Layer::Property::ClippingBox, Property::Value(Rect<int>(testBox)));
+ actor.SetProperty(Layer::Property::CLIPPING_BOX, Property::Value(Rect<int>(testBox)));
- DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(Layer::Property::ClippingBox)) ;
+ DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(Layer::Property::CLIPPING_BOX)) ;
- Property::Value v = actor.GetProperty(Layer::Property::ClippingBox);
+ Property::Value v = actor.GetProperty(Layer::Property::CLIPPING_BOX);
DALI_TEST_CHECK(v.Get<Rect<int> >() == testBox);
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
Property::Index property = actor.RegisterProperty( "Dummy Property", Vector3::ZERO );
ConstraintData constraintData;
- actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::ScreenPosition ),
- Source( detector, PanGestureDetector::Property::ScreenDisplacement ),
- Source( detector, PanGestureDetector::Property::ScreenVelocity ),
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( detector, PanGestureDetector::Property::LocalDisplacement ),
- Source( detector, PanGestureDetector::Property::LocalVelocity ),
+ actor.ApplyConstraint( Constraint::New<Vector3>( property, Source( detector, PanGestureDetector::Property::SCREEN_POSITION ),
+ Source( detector, PanGestureDetector::Property::SCREEN_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::SCREEN_VELOCITY ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::Property::LOCAL_DISPLACEMENT ),
+ Source( detector, PanGestureDetector::Property::LOCAL_VELOCITY ),
PanConstraint( constraintData ) ) );
// Render and notify
{
mActor = Actor::New();
Stage::GetCurrent().Add( mActor );
- mNotification = mActor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(100.0f) );
+ mNotification = mActor.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(100.0f) );
mNotification.NotifySignal().Connect( this, &TestClass::OnPropertyNotify );
}
tet_infoline(" UtcDaliPropertyNotificationDownCast");
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X, GreaterThanCondition(100.0f));
BaseHandle handle = notification;
PropertyNotification notificationHandle;
Actor somethingElse = Actor::New();
Actor actor = Actor::New();
- actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
+ actor.AddPropertyNotification(Actor::Property::POSITION_X, GreaterThanCondition(100.0f));
BaseHandle handle = somethingElse;
PropertyNotification notificationHandle;
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X, GreaterThanCondition(100.0f));
DALI_TEST_CHECK( notification );
END_TEST;
}
Actor actor = Actor::New();
PropertyCondition condition = GreaterThanCondition(100.0f);
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, condition);
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X, condition);
DALI_TEST_CHECK( condition == notification.GetCondition() );
END_TEST;
}
Actor actor = Actor::New();
PropertyCondition condition = GreaterThanCondition(100.0f);
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, condition);
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X, condition);
PropertyNotificationConstWrapper notificationConst(notification);
const PropertyCondition& conditionReference1 = notificationConst.GetCondition();
const PropertyCondition& conditionReference2 = notificationConst.GetCondition();
Actor actor = Actor::New();
Actor actor2 = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X,
GreaterThanCondition(100.0f));
Actor targetActor = Actor::DownCast( notification.GetTarget() );
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X,
GreaterThanCondition(100.0f));
Property::Index targetProperty = notification.GetTargetProperty();
- DALI_TEST_EQUALS( targetProperty, Actor::Property::PositionX, TEST_LOCATION );
+ DALI_TEST_EQUALS( targetProperty, Actor::Property::POSITION_X, TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
- PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::POSITION_X,
GreaterThanCondition(100.0f));
notification.SetNotifyMode(PropertyNotification::NotifyOnChanged);
PropertyNotification::NotifyMode notifyMode = notification.GetNotifyMode();
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(100.0f ) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION_X, LessThanCondition(100.0f ) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(200.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, InsideCondition(100.0f, 200.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION_X, InsideCondition(100.0f, 200.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, OutsideCondition(100.0f, 200.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION_X, OutsideCondition(100.0f, 200.0f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(150.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, GreaterThanCondition(100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 1, GreaterThanCondition(100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 1, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 2, GreaterThanCondition(100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 2, GreaterThanCondition(100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Color, 3, GreaterThanCondition(0.5f) );
+ notification = actor.AddPropertyNotification( Actor::Property::COLOR, 3, GreaterThanCondition(0.5f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, LessThanCondition(-100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 1, LessThanCondition(-100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 1, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 2, LessThanCondition(-100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 2, LessThanCondition(-100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Color, 3, LessThanCondition(0.5f) );
+ notification = actor.AddPropertyNotification( Actor::Property::COLOR, 3, LessThanCondition(0.5f) );
notification.NotifySignal().Connect( &TestCallback );
actor.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, InsideCondition(-100.0f, 100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 1, InsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 1, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 2, InsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 2, InsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Color, 3, InsideCondition(0.25f, 0.75f) );
+ notification = actor.AddPropertyNotification( Actor::Property::COLOR, 3, InsideCondition(0.25f, 0.75f) );
notification.NotifySignal().Connect( &TestCallback );
// set outside all conditions
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, OutsideCondition(-100.0f, 100.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 1, OutsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 1, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Position, 2, OutsideCondition(-100.0f, 100.0f) );
+ notification = actor.AddPropertyNotification( Actor::Property::POSITION, 2, OutsideCondition(-100.0f, 100.0f) );
notification.NotifySignal().Connect( &TestCallback );
- notification = actor.AddPropertyNotification( Actor::Property::Color, 3, OutsideCondition(0.25f, 0.75f) );
+ notification = actor.AddPropertyNotification( Actor::Property::COLOR, 3, OutsideCondition(0.25f, 0.75f) );
notification.NotifySignal().Connect( &TestCallback );
// set inside all conditions
const float step = 100.0f;
// float
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, StepCondition(step, 50.0f) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, StepCondition(step, 50.0f) );
notification.NotifySignal().Connect( &TestCallback );
// set initial position
values.push_back(i * averageStep + (i % 2 == 0 ? -(averageStep * 0.2f) : (averageStep * 0.2f)));
}
// float
- PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, VariableStepCondition(values) );
+ PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::POSITION, 0, VariableStepCondition(values) );
notification.NotifySignal().Connect( &TestCallback );
// set initial position lower than first position in list
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
// this should complete in first frame
- PropertyNotification notification1 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(90.0f) );
+ PropertyNotification notification1 = actor.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(90.0f) );
notification1.NotifySignal().Connect( &TestCallback );
// this should complete in second frame
- PropertyNotification notification2 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(150.0f) );
+ PropertyNotification notification2 = actor.AddPropertyNotification( Actor::Property::POSITION_X, GreaterThanCondition(150.0f) );
notification2.NotifySignal().Connect( &TestCallback2 );
Animation animation = Animation::New( 0.032f ); // finishes in 32 ms
- animation.AnimateTo( Property(actor, Actor::Property::Position ), Vector3( 200.0f, 0.0f, 0.0f ), AlphaFunctions::Linear );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION ), Vector3( 200.0f, 0.0f, 0.0f ), AlphaFunctions::Linear );
animation.Play();
// flush the queue
// Set by Property test
Vector2 newPosition2(32.0f, 32.0f);
- task.SetProperty( RenderTask::Property::ViewportPosition, newPosition2 );
+ task.SetProperty( RenderTask::Property::VIEWPORT_POSITION, newPosition2 );
// Update
application.SendNotification();
Vector2 newPosition3(64.0f, 0.0f);
Animation animation = Animation::New(1.0f);
- animation.AnimateTo( Property( task, RenderTask::Property::ViewportPosition ), newPosition3, AlphaFunctions::Linear );
+ animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, AlphaFunctions::Linear );
animation.Play();
// Perform 1000ms worth of updates at which point animation should have completed.
// Set by Property test
Vector2 newSize2(50.0f, 50.0f);
- task.SetProperty( RenderTask::Property::ViewportSize, newSize2 );
+ task.SetProperty( RenderTask::Property::VIEWPORT_SIZE, newSize2 );
// Update
application.SendNotification();
Vector2 newSize3(10.0f, 10.0f);
Animation animation = Animation::New(1.0f);
- animation.AnimateTo( Property( task, RenderTask::Property::ViewportSize ), newSize3, AlphaFunctions::Linear );
+ animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, AlphaFunctions::Linear );
animation.Play();
// Perform 1000ms worth of updates at which point animation should have completed.
DALI_TEST_EQUALS( task.GetClearColor(), testColor, TEST_LOCATION );
- task.SetProperty( RenderTask::Property::ClearColor, testColor2 );
+ task.SetProperty( RenderTask::Property::CLEAR_COLOR, testColor2 );
// Wait a frame.
Wait(application);
END_TEST;
}
-
-
Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
Constraint constraint = Constraint::New<Vector3>( uVecProperty,
- Source(actor, Actor::Property::Position),
+ Source(actor, Actor::Property::POSITION),
TestConstraintFromPositionToVector3() );
effect.ApplyConstraint(constraint);
Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
Constraint shaderConstraint = Constraint::New<Vector3>( uVecProperty,
- Source(actor, Actor::Property::Position),
+ Source(actor, Actor::Property::POSITION),
TestConstraintFromPositionToVector3() );
effect.ApplyConstraint(shaderConstraint);
- Constraint actorConstraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Constraint actorConstraint = Constraint::New<Vector3>( Actor::Property::POSITION,
TestConstraintToVector3Double(targetPosition) );
actor.ApplyConstraint(actorConstraint);
TextActor actor = TextActor::New("@");
std::vector<Property::Index> indices ;
- indices.push_back(TextActor::Property::Text );
- indices.push_back(TextActor::Property::Font );
- indices.push_back(TextActor::Property::FontStyle );
- indices.push_back(TextActor::Property::OutlineEnable );
- indices.push_back(TextActor::Property::OutlineColor );
- indices.push_back(TextActor::Property::OutlineThicknessWidth );
- indices.push_back(TextActor::Property::SmoothEdge );
- indices.push_back(TextActor::Property::GlowEnable );
- indices.push_back(TextActor::Property::GlowColor );
- indices.push_back(TextActor::Property::GlowIntensity );
- indices.push_back(TextActor::Property::ShadowEnable );
- indices.push_back(TextActor::Property::ShadowColor );
- indices.push_back(TextActor::Property::ShadowOffset );
- indices.push_back(TextActor::Property::ItalicsAngle );
- indices.push_back(TextActor::Property::Underline );
- indices.push_back(TextActor::Property::Weight );
- indices.push_back(TextActor::Property::FontDetectionAutomatic );
- indices.push_back(TextActor::Property::GradientColor );
- indices.push_back(TextActor::Property::GradientStartPoint );
- indices.push_back(TextActor::Property::GradientEndPoint );
- indices.push_back(TextActor::Property::ShadowSize );
- indices.push_back(TextActor::Property::TextColor );
+ indices.push_back(TextActor::Property::TEXT );
+ indices.push_back(TextActor::Property::FONT );
+ indices.push_back(TextActor::Property::FONT_STYLE );
+ indices.push_back(TextActor::Property::OUTLINE_ENABLE );
+ indices.push_back(TextActor::Property::OUTLINE_COLOR );
+ indices.push_back(TextActor::Property::OUTLINE_THICKNESS_WIDTH );
+ indices.push_back(TextActor::Property::SMOOTH_EDGE );
+ indices.push_back(TextActor::Property::GLOW_ENABLE );
+ indices.push_back(TextActor::Property::GLOW_COLOR );
+ indices.push_back(TextActor::Property::GLOW_INTENSITY );
+ indices.push_back(TextActor::Property::SHADOW_ENABLE );
+ indices.push_back(TextActor::Property::SHADOW_COLOR );
+ indices.push_back(TextActor::Property::SHADOW_OFFSET );
+ indices.push_back(TextActor::Property::ITALICS_ANGLE );
+ indices.push_back(TextActor::Property::UNDERLINE );
+ indices.push_back(TextActor::Property::WEIGHT );
+ indices.push_back(TextActor::Property::FONT_DETECTION_AUTOMATIC );
+ indices.push_back(TextActor::Property::GRADIENT_COLOR );
+ indices.push_back(TextActor::Property::GRADIENT_START_POINT );
+ indices.push_back(TextActor::Property::GRADIENT_END_POINT );
+ indices.push_back(TextActor::Property::SHADOW_SIZE );
+ indices.push_back(TextActor::Property::TEXT_COLOR );
DALI_TEST_CHECK(actor.GetPropertyCount() == ( Actor::New().GetPropertyCount() + indices.size() ) );
actor.SetUnderline(false);
DALI_TEST_CHECK(actor.GetUnderline() != true);
- actor.SetProperty(TextActor::Property::Underline, Property::Value(true));
- Property::Value v = actor.GetProperty(TextActor::Property::Underline);
+ actor.SetProperty(TextActor::Property::UNDERLINE, Property::Value(true));
+ Property::Value v = actor.GetProperty(TextActor::Property::UNDERLINE);
DALI_TEST_CHECK(v.GetType() == Property::BOOLEAN);
DALI_TEST_CHECK(v.Get<bool>() == true);
// animate size, from this point onwards text actor no longer uses the "natural" size of the text
Animation sizeAnim = Animation::New( 0.1f ); // 0.1 seconds
Vector3 animationTargetSize( 20.0f, 30.0f, 0.0f );
- sizeAnim.AnimateTo( Property( actor, Actor::Property::Size ), animationTargetSize );
+ sizeAnim.AnimateTo( Property( actor, Actor::Property::SIZE ), animationTargetSize );
sizeAnim.Play();
// set some more text
* Name Type writable animatable constraint-input enum for index-checking
*/
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "parent-origin", VECTOR3, true, false, true, Dali::Actor::Property::ParentOrigin )
-DALI_PROPERTY( "parent-origin-x", FLOAT, true, false, true, Dali::Actor::Property::ParentOriginX )
-DALI_PROPERTY( "parent-origin-y", FLOAT, true, false, true, Dali::Actor::Property::ParentOriginY )
-DALI_PROPERTY( "parent-origin-z", FLOAT, true, false, true, Dali::Actor::Property::ParentOriginZ )
-DALI_PROPERTY( "anchor-point", VECTOR3, true, false, true, Dali::Actor::Property::AnchorPoint )
-DALI_PROPERTY( "anchor-point-x", FLOAT, true, false, true, Dali::Actor::Property::AnchorPointX )
-DALI_PROPERTY( "anchor-point-y", FLOAT, true, false, true, Dali::Actor::Property::AnchorPointY )
-DALI_PROPERTY( "anchor-point-z", FLOAT, true, false, true, Dali::Actor::Property::AnchorPointZ )
-DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::Size )
-DALI_PROPERTY( "size-width", FLOAT, true, true, true, Dali::Actor::Property::SizeWidth )
-DALI_PROPERTY( "size-height", FLOAT, true, true, true, Dali::Actor::Property::SizeHeight )
-DALI_PROPERTY( "size-depth", FLOAT, true, true, true, Dali::Actor::Property::SizeDepth )
-DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::Position )
-DALI_PROPERTY( "position-x", FLOAT, true, true, true, Dali::Actor::Property::PositionX )
-DALI_PROPERTY( "position-y", FLOAT, true, true, true, Dali::Actor::Property::PositionY )
-DALI_PROPERTY( "position-z", FLOAT, true, true, true, Dali::Actor::Property::PositionZ )
-DALI_PROPERTY( "world-position", VECTOR3, false, false, true, Dali::Actor::Property::WorldPosition )
-DALI_PROPERTY( "world-position-x", FLOAT, false, false, true, Dali::Actor::Property::WorldPositionX )
-DALI_PROPERTY( "world-position-y", FLOAT, false, false, true, Dali::Actor::Property::WorldPositionY )
-DALI_PROPERTY( "world-position-z", FLOAT, false, false, true, Dali::Actor::Property::WorldPositionZ )
-DALI_PROPERTY( "rotation", ROTATION, true, true, true, Dali::Actor::Property::Rotation )
-DALI_PROPERTY( "world-rotation", ROTATION, false, false, true, Dali::Actor::Property::WorldRotation )
-DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::Scale )
-DALI_PROPERTY( "scale-x", FLOAT, true, true, true, Dali::Actor::Property::ScaleX )
-DALI_PROPERTY( "scale-y", FLOAT, true, true, true, Dali::Actor::Property::ScaleY )
-DALI_PROPERTY( "scale-z", FLOAT, true, true, true, Dali::Actor::Property::ScaleZ )
-DALI_PROPERTY( "world-scale", VECTOR3, false, false, true, Dali::Actor::Property::WorldScale )
-DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::Visible )
-DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::Color )
-DALI_PROPERTY( "color-red", FLOAT, true, true, true, Dali::Actor::Property::ColorRed )
-DALI_PROPERTY( "color-green", FLOAT, true, true, true, Dali::Actor::Property::ColorGreen )
-DALI_PROPERTY( "color-blue", FLOAT, true, true, true, Dali::Actor::Property::ColorBlue )
-DALI_PROPERTY( "color-alpha", FLOAT, true, true, true, Dali::Actor::Property::ColorAlpha )
-DALI_PROPERTY( "world-color", VECTOR4, false, false, true, Dali::Actor::Property::WorldColor )
-DALI_PROPERTY( "world-matrix", MATRIX, false, false, true, Dali::Actor::Property::WorldMatrix )
-DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::Name )
-DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::Sensitive )
-DALI_PROPERTY( "leave-required", BOOLEAN, true, false, false, Dali::Actor::Property::LeaveRequired )
-DALI_PROPERTY( "inherit-rotation", BOOLEAN, true, false, false, Dali::Actor::Property::InheritRotation )
-DALI_PROPERTY( "inherit-scale", BOOLEAN, true, false, false, Dali::Actor::Property::InheritScale )
-DALI_PROPERTY( "color-mode", STRING, true, false, false, Dali::Actor::Property::ColorMode )
-DALI_PROPERTY( "position-inheritance", STRING, true, false, false, Dali::Actor::Property::PositionInheritance )
-DALI_PROPERTY( "draw-mode", STRING, true, false, false, Dali::Actor::Property::DrawMode )
-DALI_PROPERTY( "size-mode", STRING, true, false, false, Dali::Actor::Property::SizeMode )
-DALI_PROPERTY( "size-mode-factor", VECTOR3, true, false, false, Dali::Actor::Property::SizeModeFactor )
+DALI_PROPERTY( "parent-origin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN )
+DALI_PROPERTY( "parent-origin-x", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X )
+DALI_PROPERTY( "parent-origin-y", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y )
+DALI_PROPERTY( "parent-origin-z", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z )
+DALI_PROPERTY( "anchor-point", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT )
+DALI_PROPERTY( "anchor-point-x", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X )
+DALI_PROPERTY( "anchor-point-y", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y )
+DALI_PROPERTY( "anchor-point-z", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z )
+DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE )
+DALI_PROPERTY( "size-width", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH )
+DALI_PROPERTY( "size-height", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT )
+DALI_PROPERTY( "size-depth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH )
+DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION )
+DALI_PROPERTY( "position-x", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X )
+DALI_PROPERTY( "position-y", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y )
+DALI_PROPERTY( "position-z", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z )
+DALI_PROPERTY( "world-position", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION )
+DALI_PROPERTY( "world-position-x", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X )
+DALI_PROPERTY( "world-position-y", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y )
+DALI_PROPERTY( "world-position-z", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z )
+DALI_PROPERTY( "rotation", ROTATION, true, true, true, Dali::Actor::Property::ROTATION )
+DALI_PROPERTY( "world-rotation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ROTATION )
+DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE )
+DALI_PROPERTY( "scale-x", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X )
+DALI_PROPERTY( "scale-y", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y )
+DALI_PROPERTY( "scale-z", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z )
+DALI_PROPERTY( "world-scale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE )
+DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE )
+DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR )
+DALI_PROPERTY( "color-red", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED )
+DALI_PROPERTY( "color-green", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN )
+DALI_PROPERTY( "color-blue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE )
+DALI_PROPERTY( "color-alpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA )
+DALI_PROPERTY( "world-color", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR )
+DALI_PROPERTY( "world-matrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX )
+DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME )
+DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE )
+DALI_PROPERTY( "leave-required", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED )
+DALI_PROPERTY( "inherit-rotation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ROTATION )
+DALI_PROPERTY( "inherit-scale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE )
+DALI_PROPERTY( "color-mode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE )
+DALI_PROPERTY( "position-inheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE )
+DALI_PROPERTY( "draw-mode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE )
+DALI_PROPERTY( "size-mode", STRING, true, false, false, Dali::Actor::Property::SIZE_MODE )
+DALI_PROPERTY( "size-mode-factor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
// Signals
{
switch ( index )
{
- case Dali::Actor::Property::ParentOrigin:
+ case Dali::Actor::Property::PARENT_ORIGIN:
{
SetParentOrigin( property.Get<Vector3>() );
break;
}
- case Dali::Actor::Property::ParentOriginX:
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
{
SetParentOriginX( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ParentOriginY:
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
{
SetParentOriginY( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ParentOriginZ:
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
{
SetParentOriginZ( property.Get<float>() );
break;
}
- case Dali::Actor::Property::AnchorPoint:
+ case Dali::Actor::Property::ANCHOR_POINT:
{
SetAnchorPoint( property.Get<Vector3>() );
break;
}
- case Dali::Actor::Property::AnchorPointX:
+ case Dali::Actor::Property::ANCHOR_POINT_X:
{
SetAnchorPointX( property.Get<float>() );
break;
}
- case Dali::Actor::Property::AnchorPointY:
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
{
SetAnchorPointY( property.Get<float>() );
break;
}
- case Dali::Actor::Property::AnchorPointZ:
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
{
SetAnchorPointZ( property.Get<float>() );
break;
}
- case Dali::Actor::Property::Size:
+ case Dali::Actor::Property::SIZE:
{
SetSize( property.Get<Vector3>() );
break;
}
- case Dali::Actor::Property::SizeWidth:
+ case Dali::Actor::Property::SIZE_WIDTH:
{
SetWidth( property.Get<float>() );
break;
}
- case Dali::Actor::Property::SizeHeight:
+ case Dali::Actor::Property::SIZE_HEIGHT:
{
SetHeight( property.Get<float>() );
break;
}
- case Dali::Actor::Property::SizeDepth:
+ case Dali::Actor::Property::SIZE_DEPTH:
{
SetDepth( property.Get<float>() );
break;
}
- case Dali::Actor::Property::Position:
+ case Dali::Actor::Property::POSITION:
{
SetPosition( property.Get<Vector3>() );
break;
}
- case Dali::Actor::Property::PositionX:
+ case Dali::Actor::Property::POSITION_X:
{
SetX( property.Get<float>() );
break;
}
- case Dali::Actor::Property::PositionY:
+ case Dali::Actor::Property::POSITION_Y:
{
SetY( property.Get<float>() );
break;
}
- case Dali::Actor::Property::PositionZ:
+ case Dali::Actor::Property::POSITION_Z:
{
SetZ( property.Get<float>() );
break;
}
- case Dali::Actor::Property::Rotation:
+ case Dali::Actor::Property::ROTATION:
{
SetRotation( property.Get<Quaternion>() );
break;
}
- case Dali::Actor::Property::Scale:
+ case Dali::Actor::Property::SCALE:
{
SetScale( property.Get<Vector3>() );
break;
}
- case Dali::Actor::Property::ScaleX:
+ case Dali::Actor::Property::SCALE_X:
{
SetScaleX( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ScaleY:
+ case Dali::Actor::Property::SCALE_Y:
{
SetScaleY( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ScaleZ:
+ case Dali::Actor::Property::SCALE_Z:
{
SetScaleZ( property.Get<float>() );
break;
}
- case Dali::Actor::Property::Visible:
+ case Dali::Actor::Property::VISIBLE:
{
SetVisible( property.Get<bool>() );
break;
}
- case Dali::Actor::Property::Color:
+ case Dali::Actor::Property::COLOR:
{
SetColor( property.Get<Vector4>() );
break;
}
- case Dali::Actor::Property::ColorRed:
+ case Dali::Actor::Property::COLOR_RED:
{
SetColorRed( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ColorGreen:
+ case Dali::Actor::Property::COLOR_GREEN:
{
SetColorGreen( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ColorBlue:
+ case Dali::Actor::Property::COLOR_BLUE:
{
SetColorBlue( property.Get<float>() );
break;
}
- case Dali::Actor::Property::ColorAlpha:
+ case Dali::Actor::Property::COLOR_ALPHA:
{
SetOpacity( property.Get<float>() );
break;
}
- case Dali::Actor::Property::Name:
+ case Dali::Actor::Property::NAME:
{
SetName( property.Get<std::string>() );
break;
}
- case Dali::Actor::Property::Sensitive:
+ case Dali::Actor::Property::SENSITIVE:
{
SetSensitive( property.Get<bool>() );
break;
}
- case Dali::Actor::Property::LeaveRequired:
+ case Dali::Actor::Property::LEAVE_REQUIRED:
{
SetLeaveRequired( property.Get<bool>() );
break;
}
- case Dali::Actor::Property::InheritRotation:
+ case Dali::Actor::Property::INHERIT_ROTATION:
{
SetInheritRotation( property.Get<bool>() );
break;
}
- case Dali::Actor::Property::InheritScale:
+ case Dali::Actor::Property::INHERIT_SCALE:
{
SetInheritScale( property.Get<bool>() );
break;
}
- case Dali::Actor::Property::ColorMode:
+ case Dali::Actor::Property::COLOR_MODE:
{
SetColorMode( Scripting::GetColorMode( property.Get<std::string>() ) );
break;
}
- case Dali::Actor::Property::PositionInheritance:
+ case Dali::Actor::Property::POSITION_INHERITANCE:
{
SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get<std::string>() ) );
break;
}
- case Dali::Actor::Property::DrawMode:
+ case Dali::Actor::Property::DRAW_MODE:
{
SetDrawMode( Scripting::GetDrawMode( property.Get<std::string>() ) );
break;
}
- case Dali::Actor::Property::SizeMode:
+ case Dali::Actor::Property::SIZE_MODE:
{
SetSizeMode( Scripting::GetEnumeration< SizeMode >( property.Get<std::string>().c_str(), SizeModeTable, SizeModeTableCount ) );
break;
}
- case Dali::Actor::Property::SizeModeFactor:
+ case Dali::Actor::Property::SIZE_MODE_FACTOR:
{
SetSizeModeFactor( property.Get<Vector3>() );
break;
switch ( index )
{
- case Dali::Actor::Property::ParentOrigin:
+ case Dali::Actor::Property::PARENT_ORIGIN:
{
value = GetCurrentParentOrigin();
break;
}
- case Dali::Actor::Property::ParentOriginX:
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
{
value = GetCurrentParentOrigin().x;
break;
}
- case Dali::Actor::Property::ParentOriginY:
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
{
value = GetCurrentParentOrigin().y;
break;
}
- case Dali::Actor::Property::ParentOriginZ:
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
{
value = GetCurrentParentOrigin().z;
break;
}
- case Dali::Actor::Property::AnchorPoint:
+ case Dali::Actor::Property::ANCHOR_POINT:
{
value = GetCurrentAnchorPoint();
break;
}
- case Dali::Actor::Property::AnchorPointX:
+ case Dali::Actor::Property::ANCHOR_POINT_X:
{
value = GetCurrentAnchorPoint().x;
break;
}
- case Dali::Actor::Property::AnchorPointY:
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
{
value = GetCurrentAnchorPoint().y;
break;
}
- case Dali::Actor::Property::AnchorPointZ:
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
{
value = GetCurrentAnchorPoint().z;
break;
}
- case Dali::Actor::Property::Size:
+ case Dali::Actor::Property::SIZE:
{
value = GetCurrentSize();
break;
}
- case Dali::Actor::Property::SizeWidth:
+ case Dali::Actor::Property::SIZE_WIDTH:
{
value = GetCurrentSize().width;
break;
}
- case Dali::Actor::Property::SizeHeight:
+ case Dali::Actor::Property::SIZE_HEIGHT:
{
value = GetCurrentSize().height;
break;
}
- case Dali::Actor::Property::SizeDepth:
+ case Dali::Actor::Property::SIZE_DEPTH:
{
value = GetCurrentSize().depth;
break;
}
- case Dali::Actor::Property::Position:
+ case Dali::Actor::Property::POSITION:
{
value = GetCurrentPosition();
break;
}
- case Dali::Actor::Property::PositionX:
+ case Dali::Actor::Property::POSITION_X:
{
value = GetCurrentPosition().x;
break;
}
- case Dali::Actor::Property::PositionY:
+ case Dali::Actor::Property::POSITION_Y:
{
value = GetCurrentPosition().y;
break;
}
- case Dali::Actor::Property::PositionZ:
+ case Dali::Actor::Property::POSITION_Z:
{
value = GetCurrentPosition().z;
break;
}
- case Dali::Actor::Property::WorldPosition:
+ case Dali::Actor::Property::WORLD_POSITION:
{
value = GetCurrentWorldPosition();
break;
}
- case Dali::Actor::Property::WorldPositionX:
+ case Dali::Actor::Property::WORLD_POSITION_X:
{
value = GetCurrentWorldPosition().x;
break;
}
- case Dali::Actor::Property::WorldPositionY:
+ case Dali::Actor::Property::WORLD_POSITION_Y:
{
value = GetCurrentWorldPosition().y;
break;
}
- case Dali::Actor::Property::WorldPositionZ:
+ case Dali::Actor::Property::WORLD_POSITION_Z:
{
value = GetCurrentWorldPosition().z;
break;
}
- case Dali::Actor::Property::Rotation:
+ case Dali::Actor::Property::ROTATION:
{
value = GetCurrentRotation();
break;
}
- case Dali::Actor::Property::WorldRotation:
+ case Dali::Actor::Property::WORLD_ROTATION:
{
value = GetCurrentWorldRotation();
break;
}
- case Dali::Actor::Property::Scale:
+ case Dali::Actor::Property::SCALE:
{
value = GetCurrentScale();
break;
}
- case Dali::Actor::Property::ScaleX:
+ case Dali::Actor::Property::SCALE_X:
{
value = GetCurrentScale().x;
break;
}
- case Dali::Actor::Property::ScaleY:
+ case Dali::Actor::Property::SCALE_Y:
{
value = GetCurrentScale().y;
break;
}
- case Dali::Actor::Property::ScaleZ:
+ case Dali::Actor::Property::SCALE_Z:
{
value = GetCurrentScale().z;
break;
}
- case Dali::Actor::Property::WorldScale:
+ case Dali::Actor::Property::WORLD_SCALE:
{
value = GetCurrentWorldScale();
break;
}
- case Dali::Actor::Property::Visible:
+ case Dali::Actor::Property::VISIBLE:
{
value = IsVisible();
break;
}
- case Dali::Actor::Property::Color:
+ case Dali::Actor::Property::COLOR:
{
value = GetCurrentColor();
break;
}
- case Dali::Actor::Property::ColorRed:
+ case Dali::Actor::Property::COLOR_RED:
{
value = GetCurrentColor().r;
break;
}
- case Dali::Actor::Property::ColorGreen:
+ case Dali::Actor::Property::COLOR_GREEN:
{
value = GetCurrentColor().g;
break;
}
- case Dali::Actor::Property::ColorBlue:
+ case Dali::Actor::Property::COLOR_BLUE:
{
value = GetCurrentColor().b;
break;
}
- case Dali::Actor::Property::ColorAlpha:
+ case Dali::Actor::Property::COLOR_ALPHA:
{
value = GetCurrentColor().a;
break;
}
- case Dali::Actor::Property::WorldColor:
+ case Dali::Actor::Property::WORLD_COLOR:
{
value = GetCurrentWorldColor();
break;
}
- case Dali::Actor::Property::WorldMatrix:
+ case Dali::Actor::Property::WORLD_MATRIX:
{
value = GetCurrentWorldMatrix();
break;
}
- case Dali::Actor::Property::Name:
+ case Dali::Actor::Property::NAME:
{
value = GetName();
break;
}
- case Dali::Actor::Property::Sensitive:
+ case Dali::Actor::Property::SENSITIVE:
{
value = IsSensitive();
break;
}
- case Dali::Actor::Property::LeaveRequired:
+ case Dali::Actor::Property::LEAVE_REQUIRED:
{
value = GetLeaveRequired();
break;
}
- case Dali::Actor::Property::InheritRotation:
+ case Dali::Actor::Property::INHERIT_ROTATION:
{
value = IsRotationInherited();
break;
}
- case Dali::Actor::Property::InheritScale:
+ case Dali::Actor::Property::INHERIT_SCALE:
{
value = IsScaleInherited();
break;
}
- case Dali::Actor::Property::ColorMode:
+ case Dali::Actor::Property::COLOR_MODE:
{
value = Scripting::GetColorMode( GetColorMode() );
break;
}
- case Dali::Actor::Property::PositionInheritance:
+ case Dali::Actor::Property::POSITION_INHERITANCE:
{
value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() );
break;
}
- case Dali::Actor::Property::DrawMode:
+ case Dali::Actor::Property::DRAW_MODE:
{
value = Scripting::GetDrawMode( GetDrawMode() );
break;
}
- case Dali::Actor::Property::SizeMode:
+ case Dali::Actor::Property::SIZE_MODE:
{
value = Scripting::GetLinearEnumerationName< SizeMode >( GetSizeMode(), SizeModeTable, SizeModeTableCount );
break;
}
- case Dali::Actor::Property::SizeModeFactor:
+ case Dali::Actor::Property::SIZE_MODE_FACTOR:
{
value = GetSizeModeFactor();
break;
{
switch ( index )
{
- case Dali::Actor::Property::Size:
+ case Dali::Actor::Property::SIZE:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeWidth:
+ case Dali::Actor::Property::SIZE_WIDTH:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeHeight:
+ case Dali::Actor::Property::SIZE_HEIGHT:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeDepth:
+ case Dali::Actor::Property::SIZE_DEPTH:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::Position:
+ case Dali::Actor::Property::POSITION:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionX:
+ case Dali::Actor::Property::POSITION_X:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionY:
+ case Dali::Actor::Property::POSITION_Y:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionZ:
+ case Dali::Actor::Property::POSITION_Z:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::Rotation:
+ case Dali::Actor::Property::ROTATION:
property = &mNode->mRotation;
break;
- case Dali::Actor::Property::Scale:
+ case Dali::Actor::Property::SCALE:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleX:
+ case Dali::Actor::Property::SCALE_X:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleY:
+ case Dali::Actor::Property::SCALE_Y:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleZ:
+ case Dali::Actor::Property::SCALE_Z:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::Visible:
+ case Dali::Actor::Property::VISIBLE:
property = &mNode->mVisible;
break;
- case Dali::Actor::Property::Color:
+ case Dali::Actor::Property::COLOR:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorRed:
+ case Dali::Actor::Property::COLOR_RED:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorGreen:
+ case Dali::Actor::Property::COLOR_GREEN:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorBlue:
+ case Dali::Actor::Property::COLOR_BLUE:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorAlpha:
+ case Dali::Actor::Property::COLOR_ALPHA:
property = &mNode->mColor;
break;
{
switch ( index )
{
- case Dali::Actor::Property::ParentOrigin:
+ case Dali::Actor::Property::PARENT_ORIGIN:
property = &mNode->mParentOrigin;
break;
- case Dali::Actor::Property::ParentOriginX:
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
property = &mNode->mParentOrigin;
break;
- case Dali::Actor::Property::ParentOriginY:
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
property = &mNode->mParentOrigin;
break;
- case Dali::Actor::Property::ParentOriginZ:
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
property = &mNode->mParentOrigin;
break;
- case Dali::Actor::Property::AnchorPoint:
+ case Dali::Actor::Property::ANCHOR_POINT:
property = &mNode->mAnchorPoint;
break;
- case Dali::Actor::Property::AnchorPointX:
+ case Dali::Actor::Property::ANCHOR_POINT_X:
property = &mNode->mAnchorPoint;
break;
- case Dali::Actor::Property::AnchorPointY:
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
property = &mNode->mAnchorPoint;
break;
- case Dali::Actor::Property::AnchorPointZ:
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
property = &mNode->mAnchorPoint;
break;
- case Dali::Actor::Property::Size:
+ case Dali::Actor::Property::SIZE:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeWidth:
+ case Dali::Actor::Property::SIZE_WIDTH:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeHeight:
+ case Dali::Actor::Property::SIZE_HEIGHT:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::SizeDepth:
+ case Dali::Actor::Property::SIZE_DEPTH:
property = &mNode->mSize;
break;
- case Dali::Actor::Property::Position:
+ case Dali::Actor::Property::POSITION:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionX:
+ case Dali::Actor::Property::POSITION_X:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionY:
+ case Dali::Actor::Property::POSITION_Y:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::PositionZ:
+ case Dali::Actor::Property::POSITION_Z:
property = &mNode->mPosition;
break;
- case Dali::Actor::Property::WorldPosition:
+ case Dali::Actor::Property::WORLD_POSITION:
property = &mNode->mWorldPosition;
break;
- case Dali::Actor::Property::WorldPositionX:
+ case Dali::Actor::Property::WORLD_POSITION_X:
property = &mNode->mWorldPosition;
break;
- case Dali::Actor::Property::WorldPositionY:
+ case Dali::Actor::Property::WORLD_POSITION_Y:
property = &mNode->mWorldPosition;
break;
- case Dali::Actor::Property::WorldPositionZ:
+ case Dali::Actor::Property::WORLD_POSITION_Z:
property = &mNode->mWorldPosition;
break;
- case Dali::Actor::Property::Rotation:
+ case Dali::Actor::Property::ROTATION:
property = &mNode->mRotation;
break;
- case Dali::Actor::Property::WorldRotation:
+ case Dali::Actor::Property::WORLD_ROTATION:
property = &mNode->mWorldRotation;
break;
- case Dali::Actor::Property::Scale:
+ case Dali::Actor::Property::SCALE:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleX:
+ case Dali::Actor::Property::SCALE_X:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleY:
+ case Dali::Actor::Property::SCALE_Y:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::ScaleZ:
+ case Dali::Actor::Property::SCALE_Z:
property = &mNode->mScale;
break;
- case Dali::Actor::Property::WorldScale:
+ case Dali::Actor::Property::WORLD_SCALE:
property = &mNode->mWorldScale;
break;
- case Dali::Actor::Property::Visible:
+ case Dali::Actor::Property::VISIBLE:
property = &mNode->mVisible;
break;
- case Dali::Actor::Property::Color:
+ case Dali::Actor::Property::COLOR:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorRed:
+ case Dali::Actor::Property::COLOR_RED:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorGreen:
+ case Dali::Actor::Property::COLOR_GREEN:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorBlue:
+ case Dali::Actor::Property::COLOR_BLUE:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::ColorAlpha:
+ case Dali::Actor::Property::COLOR_ALPHA:
property = &mNode->mColor;
break;
- case Dali::Actor::Property::WorldColor:
+ case Dali::Actor::Property::WORLD_COLOR:
property = &mNode->mWorldColor;
break;
- case Dali::Actor::Property::WorldMatrix:
+ case Dali::Actor::Property::WORLD_MATRIX:
property = &mNode->mWorldMatrix;
break;
switch ( index )
{
- case Dali::Actor::Property::ParentOriginX:
- case Dali::Actor::Property::AnchorPointX:
- case Dali::Actor::Property::SizeWidth:
- case Dali::Actor::Property::PositionX:
- case Dali::Actor::Property::WorldPositionX:
- case Dali::Actor::Property::ScaleX:
- case Dali::Actor::Property::ColorRed:
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
+ case Dali::Actor::Property::ANCHOR_POINT_X:
+ case Dali::Actor::Property::SIZE_WIDTH:
+ case Dali::Actor::Property::POSITION_X:
+ case Dali::Actor::Property::WORLD_POSITION_X:
+ case Dali::Actor::Property::SCALE_X:
+ case Dali::Actor::Property::COLOR_RED:
{
componentIndex = 0;
break;
}
- case Dali::Actor::Property::ParentOriginY:
- case Dali::Actor::Property::AnchorPointY:
- case Dali::Actor::Property::SizeHeight:
- case Dali::Actor::Property::PositionY:
- case Dali::Actor::Property::WorldPositionY:
- case Dali::Actor::Property::ScaleY:
- case Dali::Actor::Property::ColorGreen:
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
+ case Dali::Actor::Property::SIZE_HEIGHT:
+ case Dali::Actor::Property::POSITION_Y:
+ case Dali::Actor::Property::WORLD_POSITION_Y:
+ case Dali::Actor::Property::SCALE_Y:
+ case Dali::Actor::Property::COLOR_GREEN:
{
componentIndex = 1;
break;
}
- case Dali::Actor::Property::ParentOriginZ:
- case Dali::Actor::Property::AnchorPointZ:
- case Dali::Actor::Property::SizeDepth:
- case Dali::Actor::Property::PositionZ:
- case Dali::Actor::Property::WorldPositionZ:
- case Dali::Actor::Property::ScaleZ:
- case Dali::Actor::Property::ColorBlue:
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
+ case Dali::Actor::Property::SIZE_DEPTH:
+ case Dali::Actor::Property::POSITION_Z:
+ case Dali::Actor::Property::WORLD_POSITION_Z:
+ case Dali::Actor::Property::SCALE_Z:
+ case Dali::Actor::Property::COLOR_BLUE:
{
componentIndex = 2;
break;
}
- case Dali::Actor::Property::ColorAlpha:
+ case Dali::Actor::Property::COLOR_ALPHA:
{
componentIndex = 3;
break;
* Name Type writable animatable constraint-input enum for index-checking
*/
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "type", STRING, true, false, true, Dali::CameraActor::Property::Type )
-DALI_PROPERTY( "projection-mode", STRING, true, false, true, Dali::CameraActor::Property::ProjectionMode )
-DALI_PROPERTY( "field-of-view", FLOAT, true, false, true, Dali::CameraActor::Property::FieldOfView )
-DALI_PROPERTY( "aspect-ratio", FLOAT, true, false, true, Dali::CameraActor::Property::AspectRatio )
-DALI_PROPERTY( "near-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::NearPlaneDistance )
-DALI_PROPERTY( "far-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::FarPlaneDistance )
-DALI_PROPERTY( "left-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::LeftPlaneDistance )
-DALI_PROPERTY( "right-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::RightPlaneDistance )
-DALI_PROPERTY( "top-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::TopPlaneDistance )
-DALI_PROPERTY( "bottom-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::BottomPlaneDistance )
-DALI_PROPERTY( "target-position", VECTOR3, true, false, true, Dali::CameraActor::Property::TargetPosition )
-DALI_PROPERTY( "projection-matrix", MATRIX, false, false, true, Dali::CameraActor::Property::ProjectionMatrix )
-DALI_PROPERTY( "view-matrix", MATRIX, false, false, true, Dali::CameraActor::Property::ViewMatrix )
-DALI_PROPERTY( "invert-y-axis", BOOLEAN, true, false, true, Dali::CameraActor::Property::InvertYAxis )
+DALI_PROPERTY( "type", STRING, true, false, true, Dali::CameraActor::Property::TYPE )
+DALI_PROPERTY( "projection-mode", STRING, true, false, true, Dali::CameraActor::Property::PROJECTION_MODE )
+DALI_PROPERTY( "field-of-view", FLOAT, true, false, true, Dali::CameraActor::Property::FIELD_OF_VIEW )
+DALI_PROPERTY( "aspect-ratio", FLOAT, true, false, true, Dali::CameraActor::Property::ASPECT_RATIO )
+DALI_PROPERTY( "near-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::NEAR_PLANE_DISTANCE )
+DALI_PROPERTY( "far-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::FAR_PLANE_DISTANCE )
+DALI_PROPERTY( "left-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::LEFT_PLANE_DISTANCE )
+DALI_PROPERTY( "right-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::RIGHT_PLANE_DISTANCE )
+DALI_PROPERTY( "top-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::TOP_PLANE_DISTANCE )
+DALI_PROPERTY( "bottom-plane-distance", FLOAT, true, false, true, Dali::CameraActor::Property::BOTTOM_PLANE_DISTANCE )
+DALI_PROPERTY( "target-position", VECTOR3, true, false, true, Dali::CameraActor::Property::TARGET_POSITION )
+DALI_PROPERTY( "projection-matrix", MATRIX, false, false, true, Dali::CameraActor::Property::PROJECTION_MATRIX )
+DALI_PROPERTY( "view-matrix", MATRIX, false, false, true, Dali::CameraActor::Property::VIEW_MATRIX )
+DALI_PROPERTY( "invert-y-axis", BOOLEAN, true, false, true, Dali::CameraActor::Property::INVERT_Y_AXIS )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
// calculate the far plane distance for a 16bit depth buffer with 4 bits per unit precision
DALI_ASSERT_DEBUG(mCameraAttachment && "where is the camera?");
switch(index)
{
- case Dali::CameraActor::Property::Type:
+ case Dali::CameraActor::Property::TYPE:
{
std::string s( propertyValue.Get<std::string>() );
if(s == "LOOK_AT_TARGET")
}
break;
}
- case Dali::CameraActor::Property::ProjectionMode:
+ case Dali::CameraActor::Property::PROJECTION_MODE:
{
std::string s(propertyValue.Get<std::string>());
if(s == "PERSPECTIVE_PROJECTION")
}
break;
}
- case Dali::CameraActor::Property::FieldOfView:
+ case Dali::CameraActor::Property::FIELD_OF_VIEW:
{
mCameraAttachment->SetFieldOfView(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::AspectRatio:
+ case Dali::CameraActor::Property::ASPECT_RATIO:
{
mCameraAttachment->SetAspectRatio(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::LeftPlaneDistance:
+ case Dali::CameraActor::Property::LEFT_PLANE_DISTANCE:
{
mCameraAttachment->SetLeftClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::RightPlaneDistance:
+ case Dali::CameraActor::Property::RIGHT_PLANE_DISTANCE:
{
mCameraAttachment->SetRightClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::TopPlaneDistance:
+ case Dali::CameraActor::Property::TOP_PLANE_DISTANCE:
{
mCameraAttachment->SetTopClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::BottomPlaneDistance:
+ case Dali::CameraActor::Property::BOTTOM_PLANE_DISTANCE:
{
mCameraAttachment->SetBottomClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::NearPlaneDistance:
+ case Dali::CameraActor::Property::NEAR_PLANE_DISTANCE:
{
mCameraAttachment->SetNearClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::FarPlaneDistance:
+ case Dali::CameraActor::Property::FAR_PLANE_DISTANCE:
{
mCameraAttachment->SetFarClippingPlane(propertyValue.Get<float>());
break;
}
- case Dali::CameraActor::Property::TargetPosition:
+ case Dali::CameraActor::Property::TARGET_POSITION:
{
mCameraAttachment->SetTargetPosition(propertyValue.Get<Vector3>());
break;
}
- case Dali::CameraActor::Property::ProjectionMatrix:
+ case Dali::CameraActor::Property::PROJECTION_MATRIX:
{
DALI_LOG_WARNING("projection-matrix property is not animatable \n");
break;
}
- case Dali::CameraActor::Property::ViewMatrix:
+ case Dali::CameraActor::Property::VIEW_MATRIX:
{
DALI_LOG_WARNING("view-matrix property is not animatable \n");
break;
}
- case Dali::CameraActor::Property::InvertYAxis:
+ case Dali::CameraActor::Property::INVERT_Y_AXIS:
{
mCameraAttachment->SetInvertYAxis(propertyValue.Get<bool>());
break;
DALI_ASSERT_DEBUG(mCameraAttachment && "where is the camera?");
switch(index)
{
- case Dali::CameraActor::Property::Type:
+ case Dali::CameraActor::Property::TYPE:
{
if(mCameraAttachment->GetType() == Dali::Camera::LOOK_AT_TARGET)
{
}
break;
}
- case Dali::CameraActor::Property::ProjectionMode:
+ case Dali::CameraActor::Property::PROJECTION_MODE:
{
if(mCameraAttachment->GetProjectionMode() == Dali::Camera::PERSPECTIVE_PROJECTION)
{
}
break;
}
- case Dali::CameraActor::Property::FieldOfView:
+ case Dali::CameraActor::Property::FIELD_OF_VIEW:
{
ret = mCameraAttachment->GetFieldOfView();
break;
}
- case Dali::CameraActor::Property::AspectRatio:
+ case Dali::CameraActor::Property::ASPECT_RATIO:
{
ret = mCameraAttachment->GetAspectRatio();
break;
}
- case Dali::CameraActor::Property::LeftPlaneDistance:
+ case Dali::CameraActor::Property::LEFT_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetLeftClippingPlane();
break;
}
- case Dali::CameraActor::Property::RightPlaneDistance:
+ case Dali::CameraActor::Property::RIGHT_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetRightClippingPlane();
break;
}
- case Dali::CameraActor::Property::TopPlaneDistance:
+ case Dali::CameraActor::Property::TOP_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetTopClippingPlane();
break;
}
- case Dali::CameraActor::Property::BottomPlaneDistance:
+ case Dali::CameraActor::Property::BOTTOM_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetBottomClippingPlane();
break;
}
- case Dali::CameraActor::Property::NearPlaneDistance:
+ case Dali::CameraActor::Property::NEAR_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetNearClippingPlane();
break;
}
- case Dali::CameraActor::Property::FarPlaneDistance:
+ case Dali::CameraActor::Property::FAR_PLANE_DISTANCE:
{
ret = mCameraAttachment->GetFarClippingPlane();
break;
}
- case Dali::CameraActor::Property::TargetPosition:
+ case Dali::CameraActor::Property::TARGET_POSITION:
{
ret = mCameraAttachment->GetTargetPosition();
break;
}
- case Dali::CameraActor::Property::ProjectionMatrix:
+ case Dali::CameraActor::Property::PROJECTION_MATRIX:
{
ret = mCameraAttachment->GetProjectionMatrix();
break;
}
- case Dali::CameraActor::Property::ViewMatrix:
+ case Dali::CameraActor::Property::VIEW_MATRIX:
{
ret = mCameraAttachment->GetViewMatrix();
break;
}
- case Dali::CameraActor::Property::InvertYAxis:
+ case Dali::CameraActor::Property::INVERT_Y_AXIS:
{
ret = mCameraAttachment->GetInvertYAxis();
break;
{
switch( index )
{
- case Dali::CameraActor::Property::ProjectionMatrix:
+ case Dali::CameraActor::Property::PROJECTION_MATRIX:
{
property = mCameraAttachment->GetProjectionMatrixProperty();
break;
}
- case Dali::CameraActor::Property::ViewMatrix:
+ case Dali::CameraActor::Property::VIEW_MATRIX:
{
property = mCameraAttachment->GetViewMatrixProperty();
break;
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "pixel-area", RECTANGLE, true, false, true, Dali::ImageActor::Property::PixelArea )
-DALI_PROPERTY( "style", STRING, true, false, true, Dali::ImageActor::Property::Style )
-DALI_PROPERTY( "border", VECTOR4, true, false, true, Dali::ImageActor::Property::Border )
-DALI_PROPERTY( "image", MAP, true, false, false, Dali::ImageActor::Property::Image )
+DALI_PROPERTY( "pixel-area", RECTANGLE, true, false, true, Dali::ImageActor::Property::PIXEL_AREA )
+DALI_PROPERTY( "style", STRING, true, false, true, Dali::ImageActor::Property::STYLE )
+DALI_PROPERTY( "border", VECTOR4, true, false, true, Dali::ImageActor::Property::BORDER )
+DALI_PROPERTY( "image", MAP, true, false, false, Dali::ImageActor::Property::IMAGE )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
BaseHandle Create()
{
switch(index)
{
- case Dali::ImageActor::Property::PixelArea:
+ case Dali::ImageActor::Property::PIXEL_AREA:
{
SetPixelArea(propertyValue.Get<Rect<int> >());
break;
}
- case Dali::ImageActor::Property::Style:
+ case Dali::ImageActor::Property::STYLE:
{
SetStyle( StyleEnum( propertyValue.Get<std::string>() ) );
break;
}
- case Dali::ImageActor::Property::Border:
+ case Dali::ImageActor::Property::BORDER:
{
SetNinePatchBorder( propertyValue.Get<Vector4>(), true /*in pixels*/ );
break;
}
- case Dali::ImageActor::Property::Image:
+ case Dali::ImageActor::Property::IMAGE:
{
Dali::Image img = Scripting::NewImage( propertyValue );
if(img)
{
switch( index )
{
- case Dali::ImageActor::Property::PixelArea:
+ case Dali::ImageActor::Property::PIXEL_AREA:
{
Rect<int> r = GetPixelArea();
ret = r;
break;
}
- case Dali::ImageActor::Property::Style:
+ case Dali::ImageActor::Property::STYLE:
{
ret = StyleString( GetStyle() );
break;
}
- case Dali::ImageActor::Property::Border:
+ case Dali::ImageActor::Property::BORDER:
{
ret = GetNinePatchBorder();
break;
}
- case Dali::ImageActor::Property::Image:
+ case Dali::ImageActor::Property::IMAGE:
{
Property::Map map;
Scripting::CreatePropertyMap( Dali::Image( mImageAttachment->GetImage().Get() ), map );
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "clipping-enable", BOOLEAN, true, false, true, Dali::Layer::Property::ClippingEnable )
-DALI_PROPERTY( "clipping-box", RECTANGLE, true, false, true, Dali::Layer::Property::ClippingBox )
+DALI_PROPERTY( "clipping-enable", BOOLEAN, true, false, true, Dali::Layer::Property::CLIPPING_ENABLE )
+DALI_PROPERTY( "clipping-box", RECTANGLE, true, false, true, Dali::Layer::Property::CLIPPING_BOX )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
// Actions
{
switch( index )
{
- case Dali::Layer::Property::ClippingEnable:
+ case Dali::Layer::Property::CLIPPING_ENABLE:
{
SetClipping( propertyValue.Get<bool>() );
break;
}
- case Dali::Layer::Property::ClippingBox:
+ case Dali::Layer::Property::CLIPPING_BOX:
{
Rect<int> clippingBox( propertyValue.Get<Rect<int> >() );
SetClippingBox( clippingBox.x, clippingBox.y, clippingBox.width, clippingBox.height );
{
switch( index )
{
- case Dali::Layer::Property::ClippingEnable:
+ case Dali::Layer::Property::CLIPPING_ENABLE:
{
ret = mIsClipping;
break;
}
- case Dali::Layer::Property::ClippingBox:
+ case Dali::Layer::Property::CLIPPING_BOX:
{
ret = mClippingBox;
break;
} // namespace Internal
} // namespace Dali
-
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "text", STRING, true, false, true, Dali::TextActor::Property::Text )
-DALI_PROPERTY( "font", STRING, true, false, true, Dali::TextActor::Property::Font )
-DALI_PROPERTY( "font-style", STRING, true, false, true, Dali::TextActor::Property::FontStyle )
-DALI_PROPERTY( "outline-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::OutlineEnable )
-DALI_PROPERTY( "outline-color", VECTOR4, true, false, true, Dali::TextActor::Property::OutlineColor )
-DALI_PROPERTY( "outline-thickness-width", VECTOR2, true, false, true, Dali::TextActor::Property::OutlineThicknessWidth )
-DALI_PROPERTY( "smooth-edge", FLOAT, true, false, true, Dali::TextActor::Property::SmoothEdge )
-DALI_PROPERTY( "glow-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::GlowEnable )
-DALI_PROPERTY( "glow-color", VECTOR4, true, false, true, Dali::TextActor::Property::GlowColor )
-DALI_PROPERTY( "glow-intensity", FLOAT, true, false, true, Dali::TextActor::Property::GlowIntensity )
-DALI_PROPERTY( "shadow-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::ShadowEnable )
-DALI_PROPERTY( "shadow-color", VECTOR4, true, false, true, Dali::TextActor::Property::ShadowColor )
-DALI_PROPERTY( "shadow-offset", VECTOR2, true, false, true, Dali::TextActor::Property::ShadowOffset )
-DALI_PROPERTY( "italics-angle", FLOAT, true, false, true, Dali::TextActor::Property::ItalicsAngle )
-DALI_PROPERTY( "underline", BOOLEAN, true, false, true, Dali::TextActor::Property::Underline )
-DALI_PROPERTY( "weight", INTEGER, true, false, true, Dali::TextActor::Property::Weight )
-DALI_PROPERTY( "font-detection-automatic", BOOLEAN, true, false, true, Dali::TextActor::Property::FontDetectionAutomatic )
-DALI_PROPERTY( "gradient-color", VECTOR4, true, false, true, Dali::TextActor::Property::GradientColor )
-DALI_PROPERTY( "gradient-start-point", VECTOR2, true, false, true, Dali::TextActor::Property::GradientStartPoint )
-DALI_PROPERTY( "gradient-end-point", VECTOR2, true, false, true, Dali::TextActor::Property::GradientEndPoint )
-DALI_PROPERTY( "shadow-size", FLOAT, true, false, true, Dali::TextActor::Property::ShadowSize )
-DALI_PROPERTY( "text-color", VECTOR4, true, false, true, Dali::TextActor::Property::TextColor )
+DALI_PROPERTY( "text", STRING, true, false, true, Dali::TextActor::Property::TEXT )
+DALI_PROPERTY( "font", STRING, true, false, true, Dali::TextActor::Property::FONT )
+DALI_PROPERTY( "font-style", STRING, true, false, true, Dali::TextActor::Property::FONT_STYLE )
+DALI_PROPERTY( "outline-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::OUTLINE_ENABLE )
+DALI_PROPERTY( "outline-color", VECTOR4, true, false, true, Dali::TextActor::Property::OUTLINE_COLOR )
+DALI_PROPERTY( "outline-thickness-width", VECTOR2, true, false, true, Dali::TextActor::Property::OUTLINE_THICKNESS_WIDTH )
+DALI_PROPERTY( "smooth-edge", FLOAT, true, false, true, Dali::TextActor::Property::SMOOTH_EDGE )
+DALI_PROPERTY( "glow-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::GLOW_ENABLE )
+DALI_PROPERTY( "glow-color", VECTOR4, true, false, true, Dali::TextActor::Property::GLOW_COLOR )
+DALI_PROPERTY( "glow-intensity", FLOAT, true, false, true, Dali::TextActor::Property::GLOW_INTENSITY )
+DALI_PROPERTY( "shadow-enable", BOOLEAN, true, false, true, Dali::TextActor::Property::SHADOW_ENABLE )
+DALI_PROPERTY( "shadow-color", VECTOR4, true, false, true, Dali::TextActor::Property::SHADOW_COLOR )
+DALI_PROPERTY( "shadow-offset", VECTOR2, true, false, true, Dali::TextActor::Property::SHADOW_OFFSET )
+DALI_PROPERTY( "italics-angle", FLOAT, true, false, true, Dali::TextActor::Property::ITALICS_ANGLE )
+DALI_PROPERTY( "underline", BOOLEAN, true, false, true, Dali::TextActor::Property::UNDERLINE )
+DALI_PROPERTY( "weight", INTEGER, true, false, true, Dali::TextActor::Property::WEIGHT )
+DALI_PROPERTY( "font-detection-automatic", BOOLEAN, true, false, true, Dali::TextActor::Property::FONT_DETECTION_AUTOMATIC )
+DALI_PROPERTY( "gradient-color", VECTOR4, true, false, true, Dali::TextActor::Property::GRADIENT_COLOR )
+DALI_PROPERTY( "gradient-start-point", VECTOR2, true, false, true, Dali::TextActor::Property::GRADIENT_START_POINT )
+DALI_PROPERTY( "gradient-end-point", VECTOR2, true, false, true, Dali::TextActor::Property::GRADIENT_END_POINT )
+DALI_PROPERTY( "shadow-size", FLOAT, true, false, true, Dali::TextActor::Property::SHADOW_SIZE )
+DALI_PROPERTY( "text-color", VECTOR4, true, false, true, Dali::TextActor::Property::TEXT_COLOR )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
// Signals
{
switch(index)
{
- case Dali::TextActor::Property::Text:
+ case Dali::TextActor::Property::TEXT:
{
SetText( GetTextArray( Dali::Text( propertyValue.Get<std::string>() ) ) );
break;
}
- case Dali::TextActor::Property::Font:
+ case Dali::TextActor::Property::FONT:
{
SetFont( *Font::New( propertyValue.Get<std::string>(),
mTextAttachment->GetFont().GetStyle(),
PointSize( mTextAttachment->GetFont().GetPointSize() ) ) );
break;
}
- case Dali::TextActor::Property::FontStyle:
+ case Dali::TextActor::Property::FONT_STYLE:
{
SetFont( *Font::New( mTextAttachment->GetFont().GetName(),
propertyValue.Get<std::string>(),
PointSize( mTextAttachment->GetFont().GetPointSize() ) ) );
break;
}
- case Dali::TextActor::Property::OutlineEnable:
+ case Dali::TextActor::Property::OUTLINE_ENABLE:
{
Vector4 color;
Vector2 thickness;
mTextAttachment->SetOutline( propertyValue.Get<bool>(), color, thickness );
break;
}
- case Dali::TextActor::Property::OutlineColor:
+ case Dali::TextActor::Property::OUTLINE_COLOR:
{
Vector4 color;
Vector2 thickness;
mTextAttachment->SetOutline( mTextAttachment->GetOutline(), propertyValue.Get<Vector4>(), thickness );
break;
}
- case Dali::TextActor::Property::OutlineThicknessWidth:
+ case Dali::TextActor::Property::OUTLINE_THICKNESS_WIDTH:
{
Vector4 color;
Vector2 thickness;
mTextAttachment->SetOutline( mTextAttachment->GetOutline(), color, propertyValue.Get<Vector2>() );
break;
}
- case Dali::TextActor::Property::SmoothEdge:
+ case Dali::TextActor::Property::SMOOTH_EDGE:
{
mTextAttachment->SetSmoothEdge( propertyValue.Get<float>());
break;
}
- case Dali::TextActor::Property::GlowEnable:
+ case Dali::TextActor::Property::GLOW_ENABLE:
{
Vector4 color;
float intensity;
mTextAttachment->SetGlow( propertyValue.Get<bool>(), color, intensity );
break;
}
- case Dali::TextActor::Property::GlowColor:
+ case Dali::TextActor::Property::GLOW_COLOR:
{
Vector4 color;
float intensity;
mTextAttachment->SetGlow( mTextAttachment->GetGlow(), propertyValue.Get<Vector4>(), intensity );
break;
}
- case Dali::TextActor::Property::GlowIntensity:
+ case Dali::TextActor::Property::GLOW_INTENSITY:
{
Vector4 color;
float intensity;
mTextAttachment->SetGlow(mTextAttachment->GetGlow(), color, propertyValue.Get<float>());
break;
}
- case Dali::TextActor::Property::ShadowEnable:
+ case Dali::TextActor::Property::SHADOW_ENABLE:
{
Vector4 color;
Vector2 offset;
mTextAttachment->SetShadow( propertyValue.Get<bool>(), color, offset, size );
break;
}
- case Dali::TextActor::Property::ShadowColor:
+ case Dali::TextActor::Property::SHADOW_COLOR:
{
Vector4 color;
Vector2 offset;
mTextAttachment->SetShadow( mTextAttachment->GetShadow(), propertyValue.Get<Vector4>(), offset, size );
break;
}
- case Dali::TextActor::Property::ShadowOffset:
+ case Dali::TextActor::Property::SHADOW_OFFSET:
{
Vector4 color;
Vector2 offset;
mTextAttachment->SetShadow( mTextAttachment->GetShadow(), color, propertyValue.Get<Vector2>(), size );
break;
}
- case Dali::TextActor::Property::ShadowSize:
+ case Dali::TextActor::Property::SHADOW_SIZE:
{
Vector4 color;
Vector2 offset;
mTextAttachment->SetShadow( mTextAttachment->GetShadow(), color, offset, propertyValue.Get<float>() );
break;
}
- case Dali::TextActor::Property::ItalicsAngle:
+ case Dali::TextActor::Property::ITALICS_ANGLE:
{
SetItalics( Radian( propertyValue.Get<float>() ) ) ;
break;
}
- case Dali::TextActor::Property::Underline:
+ case Dali::TextActor::Property::UNDERLINE:
{
SetUnderline( propertyValue.Get<bool>(), 0.f, 0.f ) ;
break;
}
- case Dali::TextActor::Property::Weight:
+ case Dali::TextActor::Property::WEIGHT:
{
mTextAttachment->SetWeight( static_cast<TextStyle::Weight>( propertyValue.Get<int>() ) ) ;
break;
}
- case Dali::TextActor::Property::FontDetectionAutomatic:
+ case Dali::TextActor::Property::FONT_DETECTION_AUTOMATIC:
{
mFontDetection = propertyValue.Get<bool>() ;
break;
}
- case Dali::TextActor::Property::GradientColor:
+ case Dali::TextActor::Property::GRADIENT_COLOR:
{
mTextAttachment->SetGradient( propertyValue.Get<Vector4>(), mTextAttachment->GetGradientStartPoint(), mTextAttachment->GetGradientEndPoint() );
break;
}
- case Dali::TextActor::Property::GradientStartPoint:
+ case Dali::TextActor::Property::GRADIENT_START_POINT:
{
mTextAttachment->SetGradient( mTextAttachment->GetGradientColor(), propertyValue.Get<Vector2>(), mTextAttachment->GetGradientEndPoint() );
break;
}
- case Dali::TextActor::Property::GradientEndPoint:
+ case Dali::TextActor::Property::GRADIENT_END_POINT:
{
mTextAttachment->SetGradient( mTextAttachment->GetGradientColor(), mTextAttachment->GetGradientStartPoint(), propertyValue.Get<Vector2>() );
break;
}
- case Dali::TextActor::Property::TextColor:
+ case Dali::TextActor::Property::TEXT_COLOR:
{
mTextAttachment->SetTextColor( propertyValue.Get<Vector4>() );
break;
{
switch( index )
{
- case Dali::TextActor::Property::Text:
+ case Dali::TextActor::Property::TEXT:
{
ret = GetText();
break;
}
- case Dali::TextActor::Property::Font:
+ case Dali::TextActor::Property::FONT:
{
ret = mTextAttachment->GetFont().GetName();
break;
}
- case Dali::TextActor::Property::FontStyle:
+ case Dali::TextActor::Property::FONT_STYLE:
{
ret = mTextAttachment->GetFont().GetStyle();
break;
}
- case Dali::TextActor::Property::OutlineEnable:
+ case Dali::TextActor::Property::OUTLINE_ENABLE:
{
ret = mTextAttachment->GetOutline();
break;
}
- case Dali::TextActor::Property::OutlineColor:
+ case Dali::TextActor::Property::OUTLINE_COLOR:
{
Vector4 color;
Vector2 thickness;
ret = color;
break;
}
- case Dali::TextActor::Property::OutlineThicknessWidth:
+ case Dali::TextActor::Property::OUTLINE_THICKNESS_WIDTH:
{
Vector4 color;
Vector2 thickness;
ret = thickness;
break;
}
- case Dali::TextActor::Property::SmoothEdge:
+ case Dali::TextActor::Property::SMOOTH_EDGE:
{
ret = mTextAttachment->GetSmoothEdge();
break;
}
- case Dali::TextActor::Property::GlowEnable:
+ case Dali::TextActor::Property::GLOW_ENABLE:
{
ret = mTextAttachment->GetGlow();
break;
}
- case Dali::TextActor::Property::GlowColor:
+ case Dali::TextActor::Property::GLOW_COLOR:
{
Vector4 color;
float intensity( 0.0f );
ret = color;
break;
}
- case Dali::TextActor::Property::GlowIntensity:
+ case Dali::TextActor::Property::GLOW_INTENSITY:
{
Vector4 color;
float intensity( 0.0f );
ret = intensity;
break;
}
- case Dali::TextActor::Property::ShadowEnable:
+ case Dali::TextActor::Property::SHADOW_ENABLE:
{
ret = mTextAttachment->GetShadow();
break;
}
- case Dali::TextActor::Property::ShadowColor:
+ case Dali::TextActor::Property::SHADOW_COLOR:
{
Vector4 color;
Vector2 offset;
ret = color;
break;
}
- case Dali::TextActor::Property::ShadowOffset:
+ case Dali::TextActor::Property::SHADOW_OFFSET:
{
Vector4 color;
Vector2 offset;
ret = offset;
break;
}
- case Dali::TextActor::Property::ShadowSize:
+ case Dali::TextActor::Property::SHADOW_SIZE:
{
Vector4 color;
Vector2 offset;
ret = size;
break;
}
- case Dali::TextActor::Property::ItalicsAngle:
+ case Dali::TextActor::Property::ITALICS_ANGLE:
{
ret = static_cast<float>( mTextAttachment->GetItalics() ) ;
break;
}
- case Dali::TextActor::Property::Underline:
+ case Dali::TextActor::Property::UNDERLINE:
{
ret = mTextAttachment->GetUnderline() ;
break;
}
- case Dali::TextActor::Property::Weight:
+ case Dali::TextActor::Property::WEIGHT:
{
ret = static_cast<int>( mTextAttachment->GetWeight() );
break;
}
- case Dali::TextActor::Property::FontDetectionAutomatic:
+ case Dali::TextActor::Property::FONT_DETECTION_AUTOMATIC:
{
ret = mFontDetection;
break;
}
- case Dali::TextActor::Property::GradientColor:
+ case Dali::TextActor::Property::GRADIENT_COLOR:
{
ret = mTextAttachment->GetGradientColor();
break;
}
- case Dali::TextActor::Property::GradientStartPoint:
+ case Dali::TextActor::Property::GRADIENT_START_POINT:
{
ret = mTextAttachment->GetGradientStartPoint();
break;
}
- case Dali::TextActor::Property::GradientEndPoint:
+ case Dali::TextActor::Property::GRADIENT_END_POINT:
{
ret = mTextAttachment->GetGradientEndPoint();
break;
}
- case Dali::TextActor::Property::TextColor:
+ case Dali::TextActor::Property::TEXT_COLOR:
{
ret = mTextAttachment->GetTextColor();
break;
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "weight", FLOAT, true, true, true, Dali::ActiveConstraint::Property::Weight )
+DALI_PROPERTY( "weight", FLOAT, true, true, true, Dali::ActiveConstraint::Property::WEIGHT )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
// Signals
// Automatically animate (increase) the weight, until the constraint is fully applied
mApplyAnimation = Dali::Animation::New( applyTime.delaySeconds + applyTime.durationSeconds );
Dali::ActiveConstraint self( this );
- mApplyAnimation.AnimateTo( Property( self, Dali::ActiveConstraint::Property::Weight ), Dali::ActiveConstraint::FINAL_WEIGHT, mAlphaFunction, applyTime );
+ mApplyAnimation.AnimateTo( Property( self, Dali::ActiveConstraint::Property::WEIGHT ), Dali::ActiveConstraint::FINAL_WEIGHT, mAlphaFunction, applyTime );
mApplyAnimation.Play();
// Chain "Finish" to "Applied" signal
void ActiveConstraintBase::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
{
- if( Dali::ActiveConstraint::Property::Weight == index )
+ if( Dali::ActiveConstraint::Property::WEIGHT == index )
{
SetWeight( propertyValue.Get<float>() );
}
{
Property::Value value;
- if( Dali::ActiveConstraint::Property::Weight == index )
+ if( Dali::ActiveConstraint::Property::WEIGHT == index )
{
value = GetCurrentWeight();
}
return Dali::Animation::New(0.f);
}
-TypeRegistration mType( typeid(Dali::Animation), typeid(Dali::BaseHandle), Create );
+TypeRegistration mType( typeid( Dali::Animation ), typeid( Dali::BaseHandle ), Create );
SignalConnectorType signalConnector1( mType, SIGNAL_FINISHED, &Animation::DoConnectSignal );
-TypeAction action1( mType, ACTION_PLAY, &Animation::DoAction );
-TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
+TypeAction action1( mType, ACTION_PLAY, &Animation::DoAction );
+TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::Bake );
case Property::VECTOR3:
{
- if ( Dali::Actor::Property::Size == targetPropertyIndex )
+ if ( Dali::Actor::Property::SIZE == targetPropertyIndex )
{
// Test whether this is actually an Actor
Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
//Position animation
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Position,
+ Dali::Actor::Property::POSITION,
Property::INVALID_COMPONENT_INDEX,
new PathPositionFunctor( pathCopy ),
alpha,
{
//Rotation animation
AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
- Dali::Actor::Property::Rotation,
+ Dali::Actor::Property::ROTATION,
Property::INVALID_COMPONENT_INDEX,
new PathRotationFunctor( pathCopy, forward ),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Position,
+ Dali::Actor::Property::POSITION,
Property::INVALID_COMPONENT_INDEX,
new AnimateByVector3(displacement),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Position,
+ Dali::Actor::Property::POSITION,
Property::INVALID_COMPONENT_INDEX,
new AnimateToVector3(position),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
- Dali::Actor::Property::Rotation,
+ Dali::Actor::Property::ROTATION,
Property::INVALID_COMPONENT_INDEX,
new RotateByAngleAxis(angle, axis),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
- Dali::Actor::Property::Rotation,
+ Dali::Actor::Property::ROTATION,
Property::INVALID_COMPONENT_INDEX,
new RotateToQuaternion(rotation),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Scale,
+ Dali::Actor::Property::SCALE,
Property::INVALID_COMPONENT_INDEX,
new AnimateByVector3(scale),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Scale,
+ Dali::Actor::Property::SCALE,
Property::INVALID_COMPONENT_INDEX,
new AnimateToVector3(scale),
alpha,
ExtendDuration( TimePeriod(delaySeconds, 0) );
AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::Property::Visible,
+ Dali::Actor::Property::VISIBLE,
Property::INVALID_COMPONENT_INDEX,
new AnimateToBoolean(SHOW_VALUE),
AlphaFunctions::Default,
ExtendDuration( TimePeriod(delaySeconds, 0) );
AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::Property::Visible,
+ Dali::Actor::Property::VISIBLE,
Property::INVALID_COMPONENT_INDEX,
new AnimateToBoolean(HIDE_VALUE),
AlphaFunctions::Default,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::Property::Color,
+ Dali::Actor::Property::COLOR,
Property::INVALID_COMPONENT_INDEX,
new AnimateByOpacity(opacity),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::Property::Color,
+ Dali::Actor::Property::COLOR,
Property::INVALID_COMPONENT_INDEX,
new AnimateToOpacity(opacity),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::Property::Color,
+ Dali::Actor::Property::COLOR,
Property::INVALID_COMPONENT_INDEX,
new AnimateByVector4(color),
alpha,
ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::Property::Color,
+ Dali::Actor::Property::COLOR,
Property::INVALID_COMPONENT_INDEX,
new AnimateToVector4(color),
alpha,
actor.NotifySizeAnimation( *this, targetSize );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Size,
+ Dali::Actor::Property::SIZE,
Property::INVALID_COMPONENT_INDEX,
new AnimateToVector3(targetSize),
alpha,
actor.NotifySizeAnimation( *this, size );
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::Size,
+ Dali::Actor::Property::SIZE,
Property::INVALID_COMPONENT_INDEX,
new AnimateToVector3(size),
alpha,
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "points", ARRAY, true, false, false, Dali::Path::Property::Points )
-DALI_PROPERTY( "control-points", ARRAY, true, false, false, Dali::Path::Property::ControlPoints )
+DALI_PROPERTY( "points", ARRAY, true, false, false, Dali::Path::Property::POINTS )
+DALI_PROPERTY( "control-points", ARRAY, true, false, false, Dali::Path::Property::CONTROL_POINTS )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
/**
Property::Value Path::GetDefaultProperty( Property::Index index ) const
{
Property::Value value;
- if( index == Dali::Path::Property::Points )
+ if( index == Dali::Path::Property::POINTS )
{
size_t pointCount( mPoint.Size() );
for( size_t i( 0 ); i != pointCount; ++i )
value.AppendItem( mPoint[i] );
}
}
- else if( index == Dali::Path::Property::ControlPoints )
+ else if( index == Dali::Path::Property::CONTROL_POINTS )
{
size_t controlpointCount( mControlPoint.Size() );
for( size_t i( 0 ); i != controlpointCount; ++i )
void Path::SetDefaultProperty(Property::Index index, const Property::Value& propertyValue)
{
- if( index == Dali::Path::Property::Points )
+ if( index == Dali::Path::Property::POINTS )
{
Property::Array propertyArray;
propertyValue.Get(propertyArray);
propertyArray[i].Get( mPoint[i]);
}
}
- else if( index == Dali::Path::Property::ControlPoints )
+ else if( index == Dali::Path::Property::CONTROL_POINTS )
{
Property::Array propertyArray;
propertyValue.Get(propertyArray);
} // Internal
} // Dali
-
-
} // namespace Dali
#endif // __DALI_INTERNAL_OBJECT_H__
-
} // namespace Dali
#endif // __DALI_PROPERTY_HELPER_H__
-
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "grid-density", FLOAT, true, false, false, Dali::ShaderEffect::Property::GridDensity )
-DALI_PROPERTY( "image", MAP, true, false, false, Dali::ShaderEffect::Property::Image )
-DALI_PROPERTY( "program", MAP, true, false, false, Dali::ShaderEffect::Property::Program )
-DALI_PROPERTY( "geometry-hints", INTEGER, true, false, false, Dali::ShaderEffect::Property::GeometryHints )
+DALI_PROPERTY( "grid-density", FLOAT, true, false, false, Dali::ShaderEffect::Property::GRID_DENSITY )
+DALI_PROPERTY( "image", MAP, true, false, false, Dali::ShaderEffect::Property::IMAGE )
+DALI_PROPERTY( "program", MAP, true, false, false, Dali::ShaderEffect::Property::PROGRAM )
+DALI_PROPERTY( "geometry-hints", INTEGER, true, false, false, Dali::ShaderEffect::Property::GEOMETRY_HINTS )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
BaseHandle Create()
{
switch ( index )
{
- case Dali::ShaderEffect::Property::GridDensity:
+ case Dali::ShaderEffect::Property::GRID_DENSITY:
{
SetGridDensityMessage( mUpdateManager.GetEventToUpdate(), *mSceneObject, propertyValue.Get<float>() );
break;
}
- case Dali::ShaderEffect::Property::Image:
+ case Dali::ShaderEffect::Property::IMAGE:
{
Dali::Image img(Scripting::NewImage( propertyValue ));
if(img)
break;
}
- case Dali::ShaderEffect::Property::Program:
+ case Dali::ShaderEffect::Property::PROGRAM:
{
std::string vertexPrefix = GetShader("vertex-prefix", propertyValue);
std::string fragmentPrefix = GetShader("fragment-prefix", propertyValue);
break;
}
- case Dali::ShaderEffect::Property::GeometryHints:
+ case Dali::ShaderEffect::Property::GEOMETRY_HINTS:
{
Dali::ShaderEffect::GeometryHints hint = Dali::ShaderEffect::HINT_NONE;
Property::Value geometryHintsValue = propertyValue.GetValue("geometry-hints");
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "screen-position", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::ScreenPosition )
-DALI_PROPERTY( "screen-displacement", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::ScreenDisplacement )
-DALI_PROPERTY( "screen-velocity", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::ScreenVelocity )
-DALI_PROPERTY( "local-position", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LocalPosition )
-DALI_PROPERTY( "local-displacement", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LocalDisplacement )
-DALI_PROPERTY( "local-velocity", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LocalVelocity )
-DALI_PROPERTY( "panning", BOOLEAN, false, false, true, Dali::PanGestureDetector::Property::Panning )
+DALI_PROPERTY( "screen-position", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::SCREEN_POSITION )
+DALI_PROPERTY( "screen-displacement", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::SCREEN_DISPLACEMENT )
+DALI_PROPERTY( "screen-velocity", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::SCREEN_VELOCITY )
+DALI_PROPERTY( "local-position", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LOCAL_POSITION )
+DALI_PROPERTY( "local-displacement", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LOCAL_DISPLACEMENT )
+DALI_PROPERTY( "local-velocity", VECTOR2, false, false, true, Dali::PanGestureDetector::Property::LOCAL_VELOCITY )
+DALI_PROPERTY( "panning", BOOLEAN, false, false, true, Dali::PanGestureDetector::Property::PANNING )
DALI_PROPERTY_TABLE_END( DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX )
// Signals
switch ( index )
{
- case Dali::PanGestureDetector::Property::ScreenPosition:
+ case Dali::PanGestureDetector::Property::SCREEN_POSITION:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::ScreenDisplacement:
+ case Dali::PanGestureDetector::Property::SCREEN_DISPLACEMENT:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::ScreenVelocity:
+ case Dali::PanGestureDetector::Property::SCREEN_VELOCITY:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::LocalPosition:
+ case Dali::PanGestureDetector::Property::LOCAL_POSITION:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::LocalDisplacement:
+ case Dali::PanGestureDetector::Property::LOCAL_DISPLACEMENT:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::LocalVelocity:
+ case Dali::PanGestureDetector::Property::LOCAL_VELOCITY:
{
if(mSceneObject)
{
break;
}
- case Dali::PanGestureDetector::Property::Panning:
+ case Dali::PanGestureDetector::Property::PANNING:
{
if(mSceneObject)
{
{
switch ( index )
{
- case Dali::PanGestureDetector::Property::ScreenPosition:
+ case Dali::PanGestureDetector::Property::SCREEN_POSITION:
{
property = &mSceneObject->GetScreenPositionProperty();
break;
}
- case Dali::PanGestureDetector::Property::ScreenDisplacement:
+ case Dali::PanGestureDetector::Property::SCREEN_DISPLACEMENT:
{
property = &mSceneObject->GetScreenDisplacementProperty();
break;
}
- case Dali::PanGestureDetector::Property::ScreenVelocity:
+ case Dali::PanGestureDetector::Property::SCREEN_VELOCITY:
{
property = &mSceneObject->GetScreenVelocityProperty();
break;
}
- case Dali::PanGestureDetector::Property::LocalPosition:
+ case Dali::PanGestureDetector::Property::LOCAL_POSITION:
{
property = &mSceneObject->GetLocalPositionProperty();
break;
}
- case Dali::PanGestureDetector::Property::LocalDisplacement:
+ case Dali::PanGestureDetector::Property::LOCAL_DISPLACEMENT:
{
property = &mSceneObject->GetLocalDisplacementProperty();
break;
}
- case Dali::PanGestureDetector::Property::LocalVelocity:
+ case Dali::PanGestureDetector::Property::LOCAL_VELOCITY:
{
property = &mSceneObject->GetLocalVelocityProperty();
break;
}
- case Dali::PanGestureDetector::Property::Panning:
+ case Dali::PanGestureDetector::Property::PANNING:
{
property = &mSceneObject->GetPanningProperty();
break;
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::AnimatableVertex::Property::Position )
-DALI_PROPERTY( "vertex-color", VECTOR4, true, true, true, Dali::AnimatableVertex::Property::Color )
-DALI_PROPERTY( "texture-coords", VECTOR2, true, true, true, Dali::AnimatableVertex::Property::TextureCoords )
+DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::AnimatableVertex::Property::POSITION )
+DALI_PROPERTY( "vertex-color", VECTOR4, true, true, true, Dali::AnimatableVertex::Property::COLOR )
+DALI_PROPERTY( "texture-coords", VECTOR2, true, true, true, Dali::AnimatableVertex::Property::TEXTURE_COORDS )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
} // namespace
int vertexIndex = index / DEFAULT_PROPERTY_COUNT;
switch ( vertexProperty )
{
- case Dali::AnimatableVertex::Property::Position:
+ case Dali::AnimatableVertex::Property::POSITION:
{
SetPosition( vertexIndex, property.Get<Vector3>() );
break;
}
- case Dali::AnimatableVertex::Property::Color:
+ case Dali::AnimatableVertex::Property::COLOR:
{
SetColor( vertexIndex, property.Get<Vector4>() );
break;
}
- case Dali::AnimatableVertex::Property::TextureCoords:
+ case Dali::AnimatableVertex::Property::TEXTURE_COORDS:
{
SetTextureCoords( vertexIndex, property.Get<Vector2>() );
break;
switch ( vertexProperty )
{
- case Dali::AnimatableVertex::Property::Position:
+ case Dali::AnimatableVertex::Property::POSITION:
{
value = GetCurrentPosition(vertexIndex);
break;
}
- case Dali::AnimatableVertex::Property::Color:
+ case Dali::AnimatableVertex::Property::COLOR:
{
value = GetCurrentColor(vertexIndex);
break;
}
- case Dali::AnimatableVertex::Property::TextureCoords:
+ case Dali::AnimatableVertex::Property::TEXTURE_COORDS:
{
value = GetCurrentTextureCoords(vertexIndex);
break;
switch ( vertexProperty )
{
- case Dali::AnimatableVertex::Property::Position:
+ case Dali::AnimatableVertex::Property::POSITION:
property = &mSceneObject->mVertices[vertexIndex].position;
break;
- case Dali::AnimatableVertex::Property::Color:
+ case Dali::AnimatableVertex::Property::COLOR:
property = &mSceneObject->mVertices[vertexIndex].color;
break;
- case Dali::AnimatableVertex::Property::TextureCoords:
+ case Dali::AnimatableVertex::Property::TEXTURE_COORDS:
property = &mSceneObject->mVertices[vertexIndex].textureCoords;
break;
}
switch ( vertexProperty )
{
- case Dali::AnimatableVertex::Property::Position:
+ case Dali::AnimatableVertex::Property::POSITION:
property = &mSceneObject->mVertices[vertexIndex].position;
break;
- case Dali::AnimatableVertex::Property::Color:
+ case Dali::AnimatableVertex::Property::COLOR:
property = &mSceneObject->mVertices[vertexIndex].color;
break;
- case Dali::AnimatableVertex::Property::TextureCoords:
+ case Dali::AnimatableVertex::Property::TEXTURE_COORDS:
property = &mSceneObject->mVertices[vertexIndex].textureCoords;
break;
}
// Name Type writable animatable constraint-input enum for index-checking
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "viewport-position", VECTOR2, true, true, true, Dali::RenderTask::Property::ViewportPosition )
-DALI_PROPERTY( "viewport-size", VECTOR2, true, true, true, Dali::RenderTask::Property::ViewportSize )
-DALI_PROPERTY( "clear-color", VECTOR4, true, true, true, Dali::RenderTask::Property::ClearColor )
+DALI_PROPERTY( "viewport-position", VECTOR2, true, true, true, Dali::RenderTask::Property::VIEWPORT_POSITION )
+DALI_PROPERTY( "viewport-size", VECTOR2, true, true, true, Dali::RenderTask::Property::VIEWPORT_SIZE )
+DALI_PROPERTY( "clear-color", VECTOR4, true, true, true, Dali::RenderTask::Property::CLEAR_COLOR )
DALI_PROPERTY_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
// Signals
{
switch ( index )
{
- case Dali::RenderTask::Property::ViewportPosition:
+ case Dali::RenderTask::Property::VIEWPORT_POSITION:
{
SetViewportPosition( property.Get<Vector2>() );
break;
}
- case Dali::RenderTask::Property::ViewportSize:
+ case Dali::RenderTask::Property::VIEWPORT_SIZE:
{
SetViewportSize( property.Get<Vector2>() );
break;
}
- case Dali::RenderTask::Property::ClearColor:
+ case Dali::RenderTask::Property::CLEAR_COLOR:
{
SetClearColor( property.Get<Vector4>() );
break;
switch ( index )
{
- case Dali::RenderTask::Property::ViewportPosition:
+ case Dali::RenderTask::Property::VIEWPORT_POSITION:
{
value = GetCurrentViewportPosition();
break;
}
- case Dali::RenderTask::Property::ViewportSize:
+ case Dali::RenderTask::Property::VIEWPORT_SIZE:
{
value = GetCurrentViewportSize();
break;
}
- case Dali::RenderTask::Property::ClearColor:
+ case Dali::RenderTask::Property::CLEAR_COLOR:
{
value = GetClearColor();
break;
{
switch ( index )
{
- case Dali::RenderTask::Property::ViewportPosition:
+ case Dali::RenderTask::Property::VIEWPORT_POSITION:
property = &mSceneObject->mViewportPosition;
break;
- case Dali::RenderTask::Property::ViewportSize:
+ case Dali::RenderTask::Property::VIEWPORT_SIZE:
property = &mSceneObject->mViewportSize;
break;
- case Dali::RenderTask::Property::ClearColor:
+ case Dali::RenderTask::Property::CLEAR_COLOR:
property = &mSceneObject->mClearColor;
break;
{
switch ( index )
{
- case Dali::RenderTask::Property::ViewportPosition:
+ case Dali::RenderTask::Property::VIEWPORT_POSITION:
property = &mSceneObject->mViewportPosition;
break;
- case Dali::RenderTask::Property::ViewportSize:
+ case Dali::RenderTask::Property::VIEWPORT_SIZE:
property = &mSceneObject->mViewportSize;
break;
- case Dali::RenderTask::Property::ClearColor:
+ case Dali::RenderTask::Property::CLEAR_COLOR:
property = &mSceneObject->mViewportSize;
break;
{
enum
{
- ParentOrigin = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
- ParentOriginX, ///< name "parent-origin-x", type Float
- ParentOriginY, ///< name "parent-origin-y", type Float
- ParentOriginZ, ///< name "parent-origin-z", type Float
- AnchorPoint, ///< name "anchor-point", type Vector3
- AnchorPointX, ///< name "anchor-point-x", type Float
- AnchorPointY, ///< name "anchor-point-y", type Float
- AnchorPointZ, ///< name "anchor-point-z", type Float
- Size, ///< name "size", type Vector3
- SizeWidth, ///< name "size-width", type Float
- SizeHeight, ///< name "size-height", type Float
- SizeDepth, ///< name "size-depth", type Float
- Position, ///< name "position", type Vector3
- PositionX, ///< name "position-x", type Float
- PositionY, ///< name "position-y", type Float
- PositionZ, ///< name "position-z", type Float
- WorldPosition, ///< name "world-position", type Vector3 (read-only)
- WorldPositionX, ///< name "world-position-x", type Float (read-only)
- WorldPositionY, ///< name "world-position-y", type Float (read-only)
- WorldPositionZ, ///< name "world-position-z", type Float (read-only)
- Rotation, ///< name "rotation", type Rotation
- WorldRotation, ///< name "world-rotation", type Rotation (read-only)
- Scale, ///< name "scale", type Vector3
- ScaleX, ///< name "scale-x", type Float
- ScaleY, ///< name "scale-y", type Float
- ScaleZ, ///< name "scale-z", type Float
- WorldScale, ///< name "world-scale", type Vector3 (read-only)
- Visible, ///< name "visible", type Boolean
- Color, ///< name "color", type Vector4
- ColorRed, ///< name "color-red", type Float
- ColorGreen, ///< name "color-green", type Float
- ColorBlue, ///< name "color-blue", type Float
- ColorAlpha, ///< name "color-alpha", type Float
- WorldColor, ///< name "world-color", type Vector4 (read-only)
- WorldMatrix, ///< name "world-matrix", type Matrix (read-only)
- Name, ///< name "name", type String
- Sensitive, ///< name "sensitive", type Boolean
- LeaveRequired, ///< name "leave-required", type Boolean
- InheritRotation, ///< name "inherit-rotation", type Boolean
- InheritScale, ///< name "inherit-scale", type Boolean
- ColorMode, ///< name "color-mode", type String
- PositionInheritance, ///< name "position-inheritance", type String
- DrawMode, ///< name "draw-mode", type String
- SizeMode, ///< name "size-mode", type String
- SizeModeFactor, ///< name "size-mode-factor", type Vector3
+ PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
+ PARENT_ORIGIN_X, ///< name "parent-origin-x", type Float
+ PARENT_ORIGIN_Y, ///< name "parent-origin-y", type Float
+ PARENT_ORIGIN_Z, ///< name "parent-origin-z", type Float
+ ANCHOR_POINT, ///< name "anchor-point", type Vector3
+ ANCHOR_POINT_X, ///< name "anchor-point-x", type Float
+ ANCHOR_POINT_Y, ///< name "anchor-point-y", type Float
+ ANCHOR_POINT_Z, ///< name "anchor-point-z", type Float
+ SIZE, ///< name "size", type Vector3
+ SIZE_WIDTH, ///< name "size-width", type Float
+ SIZE_HEIGHT, ///< name "size-height", type Float
+ SIZE_DEPTH, ///< name "size-depth", type Float
+ POSITION, ///< name "position", type Vector3
+ POSITION_X, ///< name "position-x", type Float
+ POSITION_Y, ///< name "position-y", type Float
+ POSITION_Z, ///< name "position-z", type Float
+ WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
+ WORLD_POSITION_X, ///< name "world-position-x", type Float (read-only)
+ WORLD_POSITION_Y, ///< name "world-position-y", type Float (read-only)
+ WORLD_POSITION_Z, ///< name "world-position-z", type Float (read-only)
+ ROTATION, ///< name "rotation", type Rotation
+ WORLD_ROTATION, ///< name "world-rotation", type Rotation (read-only)
+ SCALE, ///< name "scale", type Vector3
+ SCALE_X, ///< name "scale-x", type Float
+ SCALE_Y, ///< name "scale-y", type Float
+ SCALE_Z, ///< name "scale-z", type Float
+ WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
+ VISIBLE, ///< name "visible", type Boolean
+ COLOR, ///< name "color", type Vector4
+ COLOR_RED, ///< name "color-red", type Float
+ COLOR_GREEN, ///< name "color-green", type Float
+ COLOR_BLUE, ///< name "color-blue", type Float
+ COLOR_ALPHA, ///< name "color-alpha", type Float
+ WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
+ WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
+ NAME, ///< name "name", type String
+ SENSITIVE, ///< name "sensitive", type Boolean
+ LEAVE_REQUIRED, ///< name "leave-required", type Boolean
+ INHERIT_ROTATION, ///< name "inherit-rotation", type Boolean
+ INHERIT_SCALE, ///< name "inherit-scale", type Boolean
+ COLOR_MODE, ///< name "color-mode", type String
+ POSITION_INHERITANCE, ///< name "position-inheritance", type String
+ DRAW_MODE, ///< name "draw-mode", type String
+ SIZE_MODE, ///< name "size-mode", type String
+ SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
};
};
{
enum
{
- Type = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "type", type String
- ProjectionMode, ///< name "projection-mode", type String
- FieldOfView, ///< name "field-of-view", type Float
- AspectRatio, ///< name "aspect-ratio", type Float
- NearPlaneDistance, ///< name "near-plane-distance", type Float
- FarPlaneDistance, ///< name "far-plane-distance", type Float
- LeftPlaneDistance, ///< name "left-plane-distance", type Float
- RightPlaneDistance, ///< name "right-plane-distance", type Float
- TopPlaneDistance, ///< name "top-plane-distance", type Float
- BottomPlaneDistance, ///< name "bottom-plane-distance", type Float
- TargetPosition, ///< name "target-position", type Vector3
- ProjectionMatrix, ///< name "projection-matrix", type Matrix
- ViewMatrix, ///< name "view-matrix", type Matrix
- InvertYAxis, ///< name "invert-y-axis", type Boolean
+ TYPE = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "type", type String
+ PROJECTION_MODE, ///< name "projection-mode", type String
+ FIELD_OF_VIEW, ///< name "field-of-view", type Float
+ ASPECT_RATIO, ///< name "aspect-ratio", type Float
+ NEAR_PLANE_DISTANCE, ///< name "near-plane-distance", type Float
+ FAR_PLANE_DISTANCE, ///< name "far-plane-distance", type Float
+ LEFT_PLANE_DISTANCE, ///< name "left-plane-distance", type Float
+ RIGHT_PLANE_DISTANCE, ///< name "right-plane-distance", type Float
+ TOP_PLANE_DISTANCE, ///< name "top-plane-distance", type Float
+ BOTTOM_PLANE_DISTANCE, ///< name "bottom-plane-distance", type Float
+ TARGET_POSITION, ///< name "target-position", type Vector3
+ PROJECTION_MATRIX, ///< name "projection-matrix", type Matrix
+ VIEW_MATRIX, ///< name "view-matrix", type Matrix
+ INVERT_Y_AXIS, ///< name "invert-y-axis", type Boolean
};
};
{
enum
{
- PixelArea = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "pixel-area", type RECTANGLE
- Style, ///< name "style", type STRING
- Border, ///< name "border", type VECTOR4
- Image, ///< name "image", type MAP {"filename":"", "load-policy":...}
+ PIXEL_AREA = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "pixel-area", type Rectangle
+ STYLE, ///< name "style", type String
+ BORDER, ///< name "border", type Vector4
+ IMAGE, ///< name "image", type Map {"filename":"", "load-policy":...}
};
};
{
enum
{
- ClippingEnable = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "clipping-enable", type Boolean
- ClippingBox, ///< name "clipping-box", type Rectangle
+ CLIPPING_ENABLE = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "clipping-enable", type Boolean
+ CLIPPING_BOX, ///< name "clipping-box", type Rectangle
};
};
{
enum
{
- Text = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "text" type String
- Font, ///< name "font" type String
- FontStyle, ///< name "font-style" type String
- OutlineEnable, ///< name "outline-enable" type Boolean
- OutlineColor, ///< name "outline-color" type Vector4
- OutlineThicknessWidth, ///< name "outline-thickness-width" type Vector2
- SmoothEdge, ///< name "smooth-edge" type Float
- GlowEnable, ///< name "glow-enable" type Boolean
- GlowColor, ///< name "glow-color" type Vector4
- GlowIntensity, ///< name "glow-intensity" type Float
- ShadowEnable, ///< name "shadow-enable" type Boolean
- ShadowColor, ///< name "shadow-color" type Vector4
- ShadowOffset, ///< name "shadow-offset" type Vector2
- ItalicsAngle, ///< name "italics-angle" type Float
- Underline, ///< name "underline" type Boolean
- Weight, ///< name "weight" type Integer
- FontDetectionAutomatic, ///< name "font-detection-automatic" type Boolean
- GradientColor, ///< name "gradient-color" type Vector4
- GradientStartPoint, ///< name "gradient-start-point" type Vector2
- GradientEndPoint, ///< name "gradient-end-point" type Vector2
- ShadowSize, ///< name "shadow-size" type Float
- TextColor, ///< name "text-color" type Vector4
+ TEXT = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "text" type String
+ FONT, ///< name "font" type String
+ FONT_STYLE, ///< name "font-style" type String
+ OUTLINE_ENABLE, ///< name "outline-enable" type Boolean
+ OUTLINE_COLOR, ///< name "outline-color" type Vector4
+ OUTLINE_THICKNESS_WIDTH, ///< name "outline-thickness-width" type Vector2
+ SMOOTH_EDGE, ///< name "smooth-edge" type Float
+ GLOW_ENABLE, ///< name "glow-enable" type Boolean
+ GLOW_COLOR, ///< name "glow-color" type Vector4
+ GLOW_INTENSITY, ///< name "glow-intensity" type Float
+ SHADOW_ENABLE, ///< name "shadow-enable" type Boolean
+ SHADOW_COLOR, ///< name "shadow-color" type Vector4
+ SHADOW_OFFSET, ///< name "shadow-offset" type Vector2
+ ITALICS_ANGLE, ///< name "italics-angle" type Float
+ UNDERLINE, ///< name "underline" type Boolean
+ WEIGHT, ///< name "weight" type Integer
+ FONT_DETECTION_AUTOMATIC, ///< name "font-detection-automatic" type Boolean
+ GRADIENT_COLOR, ///< name "gradient-color" type Vector4
+ GRADIENT_START_POINT, ///< name "gradient-start-point" type Vector2
+ GRADIENT_END_POINT, ///< name "gradient-end-point" type Vector2
+ SHADOW_SIZE, ///< name "shadow-size" type Float
+ TEXT_COLOR, ///< name "text-color" type Vector4
};
};
{
enum
{
- Weight = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "weight", type FLOAT
+ WEIGHT = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "weight", type Float
};
};
{
enum
{
- Points = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "points", type Vector3
- ControlPoints, ///< name "control-points", type Vector3
+ POINTS = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "points", type Vector3
+ CONTROL_POINTS, ///< name "control-points", type Vector3
};
};
{
enum
{
- ScreenPosition = DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX, ///< name "screen-position", type Vector2
- ScreenDisplacement, ///< name "screen-displacement", type Vector2
- ScreenVelocity, ///< name "screen-velocity", type Vector2
- LocalPosition, ///< name "local-position", type Vector2
- LocalDisplacement, ///< name "local-displacement", type Vector2
- LocalVelocity, ///< name "local-velocity", type Vector2
- Panning, ///< name "panning", type Boolean
+ SCREEN_POSITION = DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX, ///< name "screen-position", type Vector2
+ SCREEN_DISPLACEMENT, ///< name "screen-displacement", type Vector2
+ SCREEN_VELOCITY, ///< name "screen-velocity", type Vector2
+ LOCAL_POSITION, ///< name "local-position", type Vector2
+ LOCAL_DISPLACEMENT, ///< name "local-displacement", type Vector2
+ LOCAL_VELOCITY, ///< name "local-velocity", type Vector2
+ PANNING, ///< name "panning", type Boolean
};
};
void AnimatableVertex::SetPosition(const Vector3& position)
{
- mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Position), Dali::Property::Value(position) );
+ mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::POSITION), Dali::Property::Value(position) );
}
void AnimatableVertex::SetColor(const Vector4& color)
{
- mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Color), Dali::Property::Value(color) );
+ mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::COLOR), Dali::Property::Value(color) );
}
void AnimatableVertex::SetTextureCoords(const Vector2& textureCoords)
{
- mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TextureCoords), Dali::Property::Value(textureCoords) );
+ mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TEXTURE_COORDS), Dali::Property::Value(textureCoords) );
}
Vector3 AnimatableVertex::GetCurrentPosition()
{
Vector3 position;
- mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Position) ).Get(position);
+ mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::POSITION) ).Get(position);
return position;
}
Vector4 AnimatableVertex::GetCurrentColor()
{
Vector4 color;
- mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Color) ).Get(color);
+ mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::COLOR) ).Get(color);
return color;
}
Vector2 AnimatableVertex::GetCurrentTextureCoords()
{
Vector2 textureCoords;
- mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TextureCoords) ).Get(textureCoords);
+ mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TEXTURE_COORDS) ).Get(textureCoords);
return textureCoords;
}
{
enum
{
- Position = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name prefix "position-", type VECTOR3
- Color, ///< name prefix "color-", type VECTOR4
- TextureCoords, ///< name prefix "texture-coords-", type VECTOR2
+ POSITION = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name prefix "position-", type Vector3
+ COLOR, ///< name prefix "color-", type Vector4
+ TEXTURE_COORDS, ///< name prefix "texture-coords-", type Vector2
};
};
DEFAULT_ACTOR_PROPERTY_START_INDEX = 0, ///< Start index for Actor (and other base classes).
DEFAULT_ACTOR_PROPERTY_MAX_COUNT = 10000, ///< Actor range: 0 to 9999
- DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< For non-Actor objects.
+ DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< For non-Actor objects.
DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX = DEFAULT_ACTOR_PROPERTY_START_INDEX + DEFAULT_ACTOR_PROPERTY_MAX_COUNT, ///< Property start index for classes deriving directly from Actor.
{
enum
{
- ViewportPosition = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "viewport-position", type Vector2
- ViewportSize, ///< name "viewport-size", type Vector2
- ClearColor, ///< name "clear-color", type Vector4
+ VIEWPORT_POSITION = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "viewport-position", type Vector2
+ VIEWPORT_SIZE, ///< name "viewport-size", type Vector2
+ CLEAR_COLOR, ///< name "clear-color", type Vector4
};
};
*/
enum GeometryType
{
- GEOMETRY_TYPE_IMAGE = 0x01, ///< image, with flat color or texture
- GEOMETRY_TYPE_TEXT = 0x02, ///< text, with flat color or texture
- GEOMETRY_TYPE_UNTEXTURED_MESH = 0x04,///< Complex meshes, with flat color
- GEOMETRY_TYPE_TEXTURED_MESH = 0x08, ///< Complex meshes, with texture
+ GEOMETRY_TYPE_IMAGE = 0x01, ///< image, with flat color or texture
+ GEOMETRY_TYPE_TEXT = 0x02, ///< text, with flat color or texture
+ GEOMETRY_TYPE_UNTEXTURED_MESH = 0x04, ///< Complex meshes, with flat color
+ GEOMETRY_TYPE_TEXTURED_MESH = 0x08, ///< Complex meshes, with texture
GEOMETRY_TYPE_LAST = 0x10
};
{
enum
{
- GridDensity = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type FLOAT
- Image, ///< name "image", type MAP {"filename":"", "load-policy":...}
- Program, ///< name "program", type MAP {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
- GeometryHints, ///< name "geometry-hints", type INT (bitfield) values from enum GeometryHints
+ GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type FLOAT
+ IMAGE, ///< name "image", type MAP {"filename":"", "load-policy":...}
+ PROGRAM, ///< name "program", type MAP {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
+ GEOMETRY_HINTS ///< name "geometry-hints", type INT (bitfield) values from enum GeometryHints
};
};