Property enum name changes in dali-core: Core changes 45/36345/1
authorTom Robinson <tom.robinson@samsung.com>
Thu, 5 Mar 2015 11:27:07 +0000 (11:27 +0000)
committerTom Robinson <tom.robinson@samsung.com>
Thu, 5 Mar 2015 11:27:07 +0000 (11:27 +0000)
Change-Id: I9d883e667e5a6183473165ac2236171151c5f1d9

42 files changed:
automated-tests/src/dali-internal/utc-Dali-Internal-Constraint.cpp
automated-tests/src/dali/utc-Dali-ActiveConstraint.cpp
automated-tests/src/dali/utc-Dali-Actor.cpp
automated-tests/src/dali/utc-Dali-AnimatableMesh.cpp
automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-CameraActor.cpp
automated-tests/src/dali/utc-Dali-Constraint.cpp
automated-tests/src/dali/utc-Dali-Handle.cpp
automated-tests/src/dali/utc-Dali-ImageActor.cpp
automated-tests/src/dali/utc-Dali-Layer.cpp
automated-tests/src/dali/utc-Dali-PanGestureDetector.cpp
automated-tests/src/dali/utc-Dali-PropertyNotification.cpp
automated-tests/src/dali/utc-Dali-RenderTask.cpp
automated-tests/src/dali/utc-Dali-ShaderEffect.cpp
automated-tests/src/dali/utc-Dali-TextActor.cpp
dali/internal/event/actors/actor-impl.cpp
dali/internal/event/actors/camera-actor-impl.cpp
dali/internal/event/actors/image-actor-impl.cpp
dali/internal/event/actors/layer-impl.cpp
dali/internal/event/actors/text-actor-impl.cpp
dali/internal/event/animation/active-constraint-base.cpp
dali/internal/event/animation/animation-impl.cpp
dali/internal/event/animation/path-impl.cpp
dali/internal/event/common/object-impl.h
dali/internal/event/common/property-helper.h
dali/internal/event/effects/shader-effect-impl.cpp
dali/internal/event/events/pan-gesture-detector-impl.cpp
dali/internal/event/modeling/animatable-mesh-impl.cpp
dali/internal/event/render-tasks/render-task-impl.cpp
dali/public-api/actors/actor.h
dali/public-api/actors/camera-actor.h
dali/public-api/actors/image-actor.h
dali/public-api/actors/layer.h
dali/public-api/actors/text-actor.h
dali/public-api/animation/active-constraint.h
dali/public-api/animation/path.h
dali/public-api/events/pan-gesture-detector.h
dali/public-api/geometry/animatable-vertex.cpp
dali/public-api/geometry/animatable-vertex.h
dali/public-api/object/property-index-ranges.h
dali/public-api/render-tasks/render-task.h
dali/public-api/shader-effects/shader-effect.h

index 18d769b..5af885d 100644 (file)
@@ -54,20 +54,20 @@ int UtcDaliConstraintNewInput1OffStage(void)
    */
   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 );
 
@@ -78,7 +78,7 @@ int UtcDaliConstraintNewInput1OffStage(void)
 
   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 );
 
@@ -89,10 +89,9 @@ int UtcDaliConstraintNewInput1OffStage(void)
 
   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;
 }
-
index a340ddf..0c765bd 100644 (file)
@@ -59,7 +59,7 @@ int UtcDaliConstraintGetTargetObject(void)
 
   // 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();
 
@@ -90,7 +90,7 @@ int UtcDaliConstraintGetTargetProperty(void)
 
   // 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();
 
@@ -100,7 +100,7 @@ int UtcDaliConstraintGetTargetProperty(void)
 
   Property::Index index = active.GetTargetProperty();
 
-  DALI_TEST_CHECK( Actor::Property::Size == index );
+  DALI_TEST_CHECK( Actor::Property::SIZE == index );
   END_TEST;
 }
 
@@ -110,7 +110,7 @@ int UtcDaliConstraintSetWeight(void)
 
   // 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 );
@@ -158,7 +158,7 @@ int UtcDaliConstraintGetCurrentWeight(void)
 
   // 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();
 
@@ -176,7 +176,7 @@ int UtcDaliConstraintSignalApplied(void)
 
   // 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 );
@@ -226,7 +226,7 @@ int UtcDaliConstraintRemove(void)
 
   // 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 );
@@ -274,7 +274,7 @@ int UtcDaliConstraintRemove(void)
   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() );
@@ -284,7 +284,7 @@ int UtcDaliConstraintRemove(void)
 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 );
@@ -305,7 +305,7 @@ int UtcDaliConstraintProperties(void)
 {
   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 );
 
index 812a158..bdff4b6 100644 (file)
@@ -863,7 +863,7 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   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 );
 
@@ -1366,16 +1366,16 @@ int UtcDaliActorSizeMode(void)
   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;
@@ -2056,7 +2056,7 @@ int UtcDaliActorApplyConstraint(void)
 
   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 );
@@ -2083,8 +2083,8 @@ int UtcDaliActorApplyConstraintAppliedCallback(void)
   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
@@ -2275,7 +2275,7 @@ int UtcDaliActorRemoveConstraints(void)
 
   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();
 
@@ -2304,8 +2304,8 @@ int UtcDaliActorRemoveConstraint(void)
   // 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
@@ -2331,7 +2331,7 @@ int UtcDaliActorRemoveConstraint(void)
   // 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
@@ -2381,12 +2381,12 @@ int UtcDaliActorRemoveConstraintTag(void)
   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 );
 
@@ -3011,7 +3011,7 @@ int UtcDaliActorConstrainedToWorldMatrix(void)
 
   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 );
@@ -3143,51 +3143,51 @@ struct PropertyStringIndex
 
 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
index 35d3b35..500e857 100644 (file)
@@ -253,16 +253,16 @@ int UtcDaliAnimatableMeshGetPropertyIndex01(void)
   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;
 }
@@ -275,7 +275,7 @@ int UtcDaliAnimatableMeshGetPropertyIndex02(void)
   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)
@@ -294,7 +294,7 @@ int UtcDaliAnimatableMeshGetPropertyIndex03(void)
   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)
@@ -313,7 +313,7 @@ int UtcDaliAnimatableMeshGetPropertyIndex04(void)
   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)
@@ -380,8 +380,8 @@ int UtcDaliAnimatableMeshAnimateVertex01(void)
     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();
index b44c95e..a4917db 100644 (file)
@@ -643,7 +643,7 @@ int UtcDaliAnimationSetSpeedFactor(void)
   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);
@@ -1193,7 +1193,7 @@ int UtcDaliAnimationPlayRange(void)
   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) );
@@ -3035,7 +3035,7 @@ int UtcDaliAnimationAnimateByActorPosition(void)
   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);
 
@@ -3087,7 +3087,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
   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);
 
@@ -3145,7 +3145,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriod(void)
   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));
 
@@ -3200,7 +3200,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
   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));
@@ -4638,7 +4638,7 @@ int UtcDaliAnimationAnimateToActorParentOrigin(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::ParentOrigin), targetParentOrigin );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
   }
   catch (Dali::DaliException& e)
   {
@@ -4656,7 +4656,7 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
   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);
@@ -4665,7 +4665,7 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginX), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
   }
   catch (Dali::DaliException& e)
   {
@@ -4683,7 +4683,7 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
   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);
@@ -4692,7 +4692,7 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginY), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
   }
   catch (Dali::DaliException& e)
   {
@@ -4710,7 +4710,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
   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);
@@ -4719,7 +4719,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginZ), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
   }
   catch (Dali::DaliException& e)
   {
@@ -4744,7 +4744,7 @@ int UtcDaliAnimationAnimateToActorAnchorPoint(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::AnchorPoint), targetAnchorPoint);
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
   }
   catch (Dali::DaliException& e)
   {
@@ -4762,7 +4762,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
   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);
@@ -4771,7 +4771,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointX), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
   }
   catch (Dali::DaliException& e)
   {
@@ -4789,7 +4789,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
   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);
@@ -4798,7 +4798,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointY), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
   }
   catch (Dali::DaliException& e)
   {
@@ -4816,7 +4816,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
   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);
@@ -4825,7 +4825,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointZ), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
   }
   catch (Dali::DaliException& e)
   {
@@ -4847,7 +4847,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   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);
 
@@ -4883,7 +4883,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
 
   // 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();
 
@@ -4921,7 +4921,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   // 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();
 
@@ -4951,13 +4951,13 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   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);
 
@@ -4975,7 +4975,7 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   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*/);
@@ -4984,7 +4984,7 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   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;
 }
 
@@ -4996,13 +4996,13 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   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);
 
@@ -5020,7 +5020,7 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   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*/);
@@ -5029,7 +5029,7 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   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;
 }
 
@@ -5041,13 +5041,13 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   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);
 
@@ -5065,7 +5065,7 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   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*/);
@@ -5074,7 +5074,7 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   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;
 }
 
@@ -5090,7 +5090,7 @@ int UtcDaliAnimationAnimateToActorPosition(void)
   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);
 
@@ -5127,15 +5127,15 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   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);
 
@@ -5153,9 +5153,9 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   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*/);
@@ -5164,9 +5164,9 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   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;
 }
 
@@ -5178,15 +5178,15 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   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);
 
@@ -5204,9 +5204,9 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   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*/);
@@ -5215,9 +5215,9 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   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;
 }
 
@@ -5229,15 +5229,15 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   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);
 
@@ -5255,9 +5255,9 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   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*/);
@@ -5266,9 +5266,9 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   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;
 }
 
@@ -5284,7 +5284,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
   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);
 
@@ -5334,7 +5334,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriod(void)
   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 ) );
 
@@ -5386,7 +5386,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
   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 ) );
@@ -5440,7 +5440,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   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();
@@ -5498,7 +5498,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   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();
@@ -5555,7 +5555,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   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();
@@ -5613,7 +5613,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   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();
@@ -5674,7 +5674,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   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();
@@ -5732,7 +5732,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   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);
 
@@ -5768,7 +5768,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
 
   // 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();
 
@@ -5806,7 +5806,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   // 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();
 
@@ -5836,15 +5836,15 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   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);
 
@@ -5862,9 +5862,9 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   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*/);
@@ -5873,9 +5873,9 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   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;
 }
 
@@ -5887,15 +5887,15 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   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);
 
@@ -5913,9 +5913,9 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   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*/);
@@ -5924,9 +5924,9 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   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;
 }
 
@@ -5938,15 +5938,15 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   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);
 
@@ -5964,9 +5964,9 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   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*/);
@@ -5975,9 +5975,9 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   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;
 }
 
@@ -5993,7 +5993,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   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));
@@ -6030,7 +6030,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
 
   // 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();
 
@@ -6068,7 +6068,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   // 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();
 
@@ -6106,16 +6106,16 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   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);
 
@@ -6133,10 +6133,10 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   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*/);
@@ -6145,10 +6145,10 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   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;
 }
 
@@ -6160,16 +6160,16 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   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);
 
@@ -6187,10 +6187,10 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   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*/);
@@ -6199,10 +6199,10 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   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;
 }
 
@@ -6214,16 +6214,16 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   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);
 
@@ -6241,10 +6241,10 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   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*/);
@@ -6253,10 +6253,10 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   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;
 }
 
@@ -6268,16 +6268,16 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   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);
 
@@ -6295,10 +6295,10 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   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*/);
@@ -6307,10 +6307,10 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   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;
 }
 
@@ -6501,10 +6501,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   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);
@@ -6518,7 +6518,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   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();
@@ -6534,50 +6534,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
 
   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
@@ -6596,10 +6596,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
   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);
@@ -6613,7 +6613,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
   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();
@@ -6629,50 +6629,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
 
   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
@@ -6691,10 +6691,10 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   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);
@@ -6705,7 +6705,7 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   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();
@@ -6717,38 +6717,38 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   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
 
@@ -6766,10 +6766,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
   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);
@@ -6780,7 +6780,7 @@ int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
   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();
@@ -6792,38 +6792,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
   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
 
@@ -6856,7 +6856,7 @@ int UtcDaliAnimationAnimateBetweenActorVisible(void)
   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();
@@ -6902,7 +6902,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
   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();
@@ -6943,7 +6943,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01(void)
   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();
@@ -6988,7 +6988,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   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();
@@ -7052,7 +7052,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
   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();
@@ -7098,7 +7098,7 @@ int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
   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();
@@ -9373,10 +9373,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   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);
@@ -9387,7 +9387,7 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   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();
@@ -9399,38 +9399,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   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
 
@@ -9448,10 +9448,10 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   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);
@@ -9462,7 +9462,7 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   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();
@@ -9474,38 +9474,38 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   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
 
@@ -9523,10 +9523,10 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   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);
@@ -9537,7 +9537,7 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   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();
@@ -9549,38 +9549,38 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   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
 
@@ -9633,7 +9633,7 @@ int UtcDaliAnimationUpdateManager(void)
   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();
 
@@ -9667,9 +9667,9 @@ int UtcDaliAnimationSignalOrder(void)
   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 );
index 3aae871..1a87e87 100644 (file)
@@ -164,18 +164,18 @@ int UtcDaliCameraActorSetCameraOffStage(void)
 
   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;
 }
@@ -212,21 +212,21 @@ int UtcDaliCameraActorSetCameraOnStage(void)
   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;
 }
@@ -243,11 +243,11 @@ int UtcDaliCameraActorGetCamera(void)
 
   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);
@@ -269,24 +269,24 @@ int UtcDaliCameraActorDefaultProperties(void)
   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() ) );
 
@@ -297,8 +297,8 @@ int UtcDaliCameraActorDefaultProperties(void)
 
     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) );
       }
@@ -314,7 +314,7 @@ int UtcDaliCameraActorDefaultProperties(void)
   // 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();
@@ -338,7 +338,7 @@ int UtcDaliCameraActorSetTarget(void)
   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;
 }
@@ -356,7 +356,7 @@ int UtcDaliCameraActorSetType01(void)
   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;
@@ -412,7 +412,7 @@ int UtcDaliCameraActorSetFieldOfView(void)
   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;
 }
@@ -430,7 +430,7 @@ int UtcDaliCameraActorSetAspectRatio(void)
   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;
 }
@@ -447,7 +447,7 @@ int UtcDaliCameraActorSetNearClippingPlane(void)
   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;
 }
@@ -464,7 +464,7 @@ int UtcDaliCameraActorSetFarClippingPlane(void)
   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;
 }
@@ -483,7 +483,7 @@ int UtcDaliCameraActorSetTargetPosition(void)
   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;
 }
@@ -501,7 +501,7 @@ int UtcDaliCameraActorSetInvertYAxis(void)
   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;
 }
@@ -531,7 +531,7 @@ int UtcDaliCameraActorModelView(void)
   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 ) );
@@ -549,19 +549,19 @@ int UtcDaliCameraActorSetPerspectiveProjection(void)
   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;
 }
@@ -586,10 +586,10 @@ int UtcDaliCameraActorSetOrthographicProjection01(void)
   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 ) );
@@ -600,22 +600,22 @@ int UtcDaliCameraActorSetOrthographicProjection01(void)
   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();
@@ -638,30 +638,30 @@ int UtcDaliCameraActorSetOrthographicProjection02(void)
   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);
@@ -682,42 +682,42 @@ int UtcDaliCameraActorSetOrthographicProjection03(void)
   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;
 }
@@ -742,8 +742,8 @@ int UtcDaliCameraActorReadProjectionMatrix(void)
   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);
@@ -754,8 +754,8 @@ int UtcDaliCameraActorReadProjectionMatrix(void)
   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);
@@ -780,7 +780,7 @@ int UtcDaliCameraActorAnimatedProperties(void)
   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();
@@ -819,10 +819,10 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
   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 );
 
@@ -855,8 +855,8 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
         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 );
       }
@@ -881,10 +881,10 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
   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 );
 
@@ -917,8 +917,8 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
         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();
 
@@ -968,7 +968,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
     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();
 
index 4fdec7f..bf86b03 100644 (file)
@@ -1812,20 +1812,20 @@ int UtcDaliConstraintNewLocalInput(void)
    */
   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);
@@ -1838,9 +1838,9 @@ int UtcDaliConstraintNewLocalInput(void)
 
     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;
 }
 
@@ -1863,26 +1863,26 @@ int UtcDaliConstraintNewParentInput(void)
    */
   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
 
@@ -1894,10 +1894,10 @@ int UtcDaliConstraintNewParentInput(void)
     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;
 }
 
@@ -1924,30 +1924,30 @@ int UtcDaliConstraintNewInput1(void)
    */
   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;
 }
 
@@ -1984,31 +1984,31 @@ int UtcDaliConstraintNewInput2(void)
    */
   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;
 }
 
@@ -2050,32 +2050,32 @@ int UtcDaliConstraintNewInput3(void)
    */
   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;
 }
 
@@ -2119,33 +2119,33 @@ int UtcDaliConstraintNewInput4(void)
    */
   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;
 }
 
@@ -2194,34 +2194,34 @@ int UtcDaliConstraintNewInput5(void)
    */
   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;
 }
 
@@ -2275,35 +2275,35 @@ int UtcDaliConstraintNewInput6(void)
    */
   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;
 }
 
@@ -2343,7 +2343,7 @@ int UtcDaliConstraintSetApplyTime(void)
   // 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);
@@ -2400,7 +2400,7 @@ int UtcDaliConstraintGetApplyTime(void)
 {
   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);
@@ -2419,7 +2419,7 @@ int UtcDaliConstraintSetAlphaFunction(void)
   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
@@ -2434,42 +2434,42 @@ int UtcDaliConstraintSetAlphaFunction(void)
 
   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
 
@@ -2478,11 +2478,11 @@ int UtcDaliConstraintSetAlphaFunction(void)
 
   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
 
@@ -2495,23 +2495,23 @@ int UtcDaliConstraintSetAlphaFunction(void)
   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;
 }
 
@@ -2519,7 +2519,7 @@ int UtcDaliConstraintGetAlphaFunction(void)
 {
   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
@@ -2535,7 +2535,7 @@ int UtcDaliConstraintSetRemoveAction(void)
 
   // 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);
@@ -2586,7 +2586,7 @@ int UtcDaliConstraintGetRemoveAction(void)
 {
   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);
@@ -2609,7 +2609,7 @@ int UtcDaliConstraintImmediateRemoveDuringApply(void)
 
   // 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);
@@ -2664,8 +2664,8 @@ int UtcDaliConstraintActorSize(void)
 
   // 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
 
@@ -2684,7 +2684,7 @@ int UtcDaliConstraintActorSize(void)
 
   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();
@@ -2721,8 +2721,8 @@ int UtcDaliConstraintActorSizeWidth(void)
 
   // 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
 
@@ -2741,7 +2741,7 @@ int UtcDaliConstraintActorSizeWidth(void)
 
   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();
@@ -2791,8 +2791,8 @@ int UtcDaliConstraintActorSizeHeight(void)
 
   // 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
 
@@ -2811,7 +2811,7 @@ int UtcDaliConstraintActorSizeHeight(void)
 
   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();
@@ -2861,8 +2861,8 @@ int UtcDaliConstraintActorSizeDepth(void)
 
   // 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
 
@@ -2881,7 +2881,7 @@ int UtcDaliConstraintActorSizeDepth(void)
 
   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();
@@ -2968,8 +2968,8 @@ int UtcDaliConstraintInputWorldPosition(void)
   // 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 );
@@ -3045,8 +3045,8 @@ int UtcDaliConstraintInputWorldRotation(void)
   // 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 );
@@ -3123,8 +3123,8 @@ int UtcDaliConstraintInputWorldScale(void)
   // 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 );
@@ -3201,8 +3201,8 @@ int UtcDaliConstraintInputWorldColor(void)
   // 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 );
@@ -3247,7 +3247,7 @@ int UtcDaliConstraintInvalidInputProperty(void)
 {
   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 );
 
@@ -3284,7 +3284,7 @@ int UtcDaliBuiltinConstraintParentSize(void)
 
   // 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();
@@ -3338,7 +3338,7 @@ int UtcDaliBuiltinConstraintParentSizeRelative(void)
 
   // 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();
@@ -3396,9 +3396,9 @@ int UtcDaliBuiltinConstraintScaleToFitConstraint(void)
 
   // 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 );
 
@@ -3453,9 +3453,9 @@ int UtcDaliBuiltinConstraintScaleToFitKeepAspectRatio(void)
 
   // 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 );
 
@@ -3501,9 +3501,9 @@ int UtcDaliBuiltinConstraintScaleToFillXYKeepAspectRatio(void)
 
   // 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 );
 
@@ -3549,8 +3549,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
 
   // 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 );
@@ -3586,8 +3586,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   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 );
@@ -3610,8 +3610,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   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 );
@@ -3632,8 +3632,8 @@ int UtcDaliBuiltinConstraintEqualToConstraint(void)
   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 );
@@ -3680,8 +3680,8 @@ int UtcDaliBuiltinConstraintRelativeToConstraint(void)
 
   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 );
@@ -3717,8 +3717,8 @@ int UtcDaliBuiltinConstraintRelativeToConstraint(void)
   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);
index 924c3e8..6bf95e2 100644 (file)
@@ -247,7 +247,7 @@ int UtcDaliHandleGetPropertyName(void)
   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");
@@ -263,7 +263,7 @@ int UtcDaliHandleGetPropertyIndex(void)
   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");
@@ -280,42 +280,42 @@ int UtcDaliHandleIsPropertyWritable(void)
   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;
 }
@@ -328,42 +328,42 @@ int UtcDaliHandleIsPropertyAnimatable(void)
   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;
 }
@@ -375,52 +375,52 @@ int UtcDaliHandleIsPropertyAConstraintInput(void)
   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;
 }
@@ -433,14 +433,14 @@ int UtcDaliHandleGetPropertyType(void)
   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) );
@@ -706,13 +706,13 @@ int UtcDaliHandleSetProperty01(void)
   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;
 }
 
@@ -723,10 +723,10 @@ int UtcDaliHandleSetProperty02(void)
 
   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;
 }
@@ -737,7 +737,7 @@ int UtcDaliHandleRegisterProperty(void)
   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;
 }
@@ -749,13 +749,13 @@ int UtcDaliHandleGetProperty(void)
 
   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;
 }
 
index 5df2c0c..45a53b5 100644 (file)
@@ -658,10 +658,10 @@ int UtcDaliImageActorDefaultProperties(void)
   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() ) );
 
@@ -677,11 +677,11 @@ int UtcDaliImageActorDefaultProperties(void)
   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);
 
@@ -924,7 +924,7 @@ int UtcDaliImageActorImageProperty(void)
   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;
index 1d40297..8fe98fd 100644 (file)
@@ -442,8 +442,8 @@ int UtcDaliLayerDefaultProperties(void)
   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() ) );
 
@@ -461,11 +461,11 @@ int UtcDaliLayerDefaultProperties(void)
   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);
 
index a4bbc4d..10b64f2 100644 (file)
@@ -2085,12 +2085,12 @@ int UtcDaliPanGestureNoPredictionNoSmoothing(void)
   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
@@ -2130,12 +2130,12 @@ int UtcDaliPanGestureNoPredictionSmoothing(void)
   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
@@ -2176,12 +2176,12 @@ int UtcDaliPanGesturePredictionNoSmoothing(void)
   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
@@ -2222,12 +2222,12 @@ int UtcDaliPanGesturePredictionSmoothing(void)
   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
@@ -2269,12 +2269,12 @@ int UtcDaliPanGestureSetProperties(void)
   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
@@ -2329,12 +2329,12 @@ int UtcDaliPanGestureSetPropertiesAlreadyPanning(void)
   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
index 9849825..db6eed6 100644 (file)
@@ -63,7 +63,7 @@ public:
   {
     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 );
   }
 
@@ -128,7 +128,7 @@ int UtcDaliPropertyNotificationDownCast(void)
   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;
 
@@ -152,7 +152,7 @@ int UtcDaliPropertyNotificationDownCastNegative(void)
   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;
 
@@ -168,7 +168,7 @@ int UtcDaliAddPropertyNotification(void)
 
   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;
 }
@@ -273,7 +273,7 @@ int UtcDaliPropertyNotificationGetCondition(void)
   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;
 }
@@ -308,7 +308,7 @@ int UtcDaliPropertyNotificationGetConditionConst(void)
   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();
@@ -326,7 +326,7 @@ int UtcDaliPropertyNotificationGetTarget(void)
   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() );
 
@@ -341,11 +341,11 @@ int UtcDaliPropertyNotificationGetProperty(void)
 
   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;
 }
 
@@ -356,7 +356,7 @@ int UtcDaliPropertyNotificationGetNotifyMode(void)
 
   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();
@@ -373,7 +373,7 @@ int UtcDaliPropertyNotificationGreaterThan(void)
   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));
@@ -408,7 +408,7 @@ int UtcDaliPropertyNotificationLessThan(void)
   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));
@@ -443,7 +443,7 @@ int UtcDaliPropertyNotificationInside(void)
   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));
@@ -478,7 +478,7 @@ int UtcDaliPropertyNotificationOutside(void)
   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));
@@ -513,13 +513,13 @@ int UtcDaliPropertyNotificationVectorComponentGreaterThan(void)
   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));
@@ -562,13 +562,13 @@ int UtcDaliPropertyNotificationVectorComponentLessThan(void)
   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));
@@ -611,13 +611,13 @@ int UtcDaliPropertyNotificationVectorComponentInside(void)
   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
@@ -661,13 +661,13 @@ int UtcDaliPropertyNotificationVectorComponentOutside(void)
   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
@@ -779,7 +779,7 @@ int UtcDaliPropertyNotificationStep(void)
 
   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
@@ -824,7 +824,7 @@ int UtcDaliPropertyNotificationVariableStep(void)
     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
@@ -856,13 +856,13 @@ int UtcDaliPropertyNotificationOrder(void)
   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
index 9a1e634..8a7a3cf 100644 (file)
@@ -938,7 +938,7 @@ int UtcDaliRenderTaskSetViewportPosition(void)
 
   // 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();
@@ -948,7 +948,7 @@ int UtcDaliRenderTaskSetViewportPosition(void)
 
   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.
@@ -986,7 +986,7 @@ int UtcDaliRenderTaskSetViewportSize(void)
 
   // 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();
@@ -996,7 +996,7 @@ int UtcDaliRenderTaskSetViewportSize(void)
 
   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.
@@ -1027,7 +1027,7 @@ int UtcDaliRenderTaskSetClearColor(void)
 
   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);
@@ -2530,5 +2530,3 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
 
   END_TEST;
 }
-
-
index 9ed7752..d03cb79 100644 (file)
@@ -682,7 +682,7 @@ int UtcDaliShaderEffectMethodApplyConstraintFromActor(void)
   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);
@@ -722,12 +722,12 @@ int UtcDaliShaderEffectMethodApplyConstraintFromActor2(void)
   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);
index 841dbe6..4795182 100644 (file)
@@ -771,28 +771,28 @@ int UtcDaliTextActorDefaultProperties(void)
   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() ) );
 
@@ -808,8 +808,8 @@ int UtcDaliTextActorDefaultProperties(void)
   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);
@@ -1016,7 +1016,7 @@ int UtcDaliTextActorAutomaticSizeSetAnimation(void)
   // 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
index d85f393..6de292d 100644 (file)
@@ -102,51 +102,51 @@ namespace // unnamed namespace
  *              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
@@ -2397,223 +2397,223 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr
 {
   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;
@@ -2747,271 +2747,271 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const
 
   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;
@@ -3061,79 +3061,79 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind
   {
     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;
 
@@ -3165,143 +3165,143 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind
   {
     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;
 
@@ -3319,43 +3319,43 @@ int Actor::GetPropertyComponentIndex( Property::Index index ) const
 
   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;
index 273c2dd..4535c7b 100644 (file)
@@ -49,20 +49,20 @@ namespace
  *              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
@@ -514,7 +514,7 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
     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")
@@ -531,7 +531,7 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
         }
         break;
       }
-      case Dali::CameraActor::Property::ProjectionMode:
+      case Dali::CameraActor::Property::PROJECTION_MODE:
       {
         std::string s(propertyValue.Get<std::string>());
         if(s == "PERSPECTIVE_PROJECTION")
@@ -548,62 +548,62 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
         }
         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;
@@ -630,7 +630,7 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
     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)
         {
@@ -647,7 +647,7 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
         }
         break;
       }
-      case Dali::CameraActor::Property::ProjectionMode:
+      case Dali::CameraActor::Property::PROJECTION_MODE:
       {
         if(mCameraAttachment->GetProjectionMode() == Dali::Camera::PERSPECTIVE_PROJECTION)
         {
@@ -664,62 +664,62 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
         }
         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;
@@ -775,12 +775,12 @@ const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty( Property::Ind
   {
     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;
index 08f98b5..e1450d7 100644 (file)
@@ -38,10 +38,10 @@ namespace
 
 //              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()
@@ -410,22 +410,22 @@ void ImageActor::SetDefaultProperty( Property::Index index, const Property::Valu
   {
     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)
@@ -460,23 +460,23 @@ Property::Value ImageActor::GetDefaultProperty( Property::Index index ) const
   {
     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 );
index 721ac12..b17423a 100644 (file)
@@ -40,8 +40,8 @@ namespace
 
 //              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
@@ -438,12 +438,12 @@ void Layer::SetDefaultProperty( Property::Index index, const Property::Value& pr
   {
     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 );
@@ -470,12 +470,12 @@ Property::Value Layer::GetDefaultProperty( Property::Index index ) const
   {
     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;
@@ -526,4 +526,3 @@ bool Layer::DoAction( BaseObject* object, const std::string& actionName, const s
 } // namespace Internal
 
 } // namespace Dali
-
index 564ad16..f6184b5 100644 (file)
@@ -43,28 +43,28 @@ namespace
 
 //              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
@@ -694,26 +694,26 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
   {
     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;
@@ -721,7 +721,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetOutline( propertyValue.Get<bool>(), color, thickness );
         break;
       }
-      case Dali::TextActor::Property::OutlineColor:
+      case Dali::TextActor::Property::OUTLINE_COLOR:
       {
         Vector4 color;
         Vector2 thickness;
@@ -729,7 +729,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         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;
@@ -737,12 +737,12 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         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;
@@ -750,7 +750,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetGlow( propertyValue.Get<bool>(), color, intensity );
         break;
       }
-      case Dali::TextActor::Property::GlowColor:
+      case Dali::TextActor::Property::GLOW_COLOR:
       {
         Vector4 color;
         float intensity;
@@ -758,7 +758,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetGlow( mTextAttachment->GetGlow(), propertyValue.Get<Vector4>(), intensity );
         break;
       }
-      case Dali::TextActor::Property::GlowIntensity:
+      case Dali::TextActor::Property::GLOW_INTENSITY:
       {
         Vector4 color;
         float intensity;
@@ -766,7 +766,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetGlow(mTextAttachment->GetGlow(), color, propertyValue.Get<float>());
         break;
       }
-      case Dali::TextActor::Property::ShadowEnable:
+      case Dali::TextActor::Property::SHADOW_ENABLE:
       {
         Vector4 color;
         Vector2 offset;
@@ -775,7 +775,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetShadow( propertyValue.Get<bool>(), color, offset, size );
         break;
       }
-      case Dali::TextActor::Property::ShadowColor:
+      case Dali::TextActor::Property::SHADOW_COLOR:
       {
         Vector4 color;
         Vector2 offset;
@@ -784,7 +784,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         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;
@@ -793,7 +793,7 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         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;
@@ -802,42 +802,42 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         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;
@@ -863,27 +863,27 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
   {
     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;
@@ -891,7 +891,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = color;
         break;
       }
-      case Dali::TextActor::Property::OutlineThicknessWidth:
+      case Dali::TextActor::Property::OUTLINE_THICKNESS_WIDTH:
       {
         Vector4 color;
         Vector2 thickness;
@@ -899,17 +899,17 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         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 );
@@ -917,7 +917,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret  = color;
         break;
       }
-      case Dali::TextActor::Property::GlowIntensity:
+      case Dali::TextActor::Property::GLOW_INTENSITY:
       {
         Vector4 color;
         float intensity( 0.0f );
@@ -925,12 +925,12 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         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;
@@ -939,7 +939,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = color;
         break;
       }
-      case Dali::TextActor::Property::ShadowOffset:
+      case Dali::TextActor::Property::SHADOW_OFFSET:
       {
         Vector4 color;
         Vector2 offset;
@@ -948,7 +948,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = offset;
         break;
       }
-      case Dali::TextActor::Property::ShadowSize:
+      case Dali::TextActor::Property::SHADOW_SIZE:
       {
         Vector4 color;
         Vector2 offset;
@@ -957,42 +957,42 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         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;
index 74910ce..63ddb60 100644 (file)
@@ -44,7 +44,7 @@ namespace // unnamed namespace
 
 //              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
@@ -144,7 +144,7 @@ void ActiveConstraintBase::FirstApply( Object& parent, TimePeriod applyTime )
     // 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
@@ -372,7 +372,7 @@ Property::Type ActiveConstraintBase::GetDefaultPropertyType( Property::Index ind
 
 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>() );
   }
@@ -382,7 +382,7 @@ Property::Value ActiveConstraintBase::GetDefaultProperty( Property::Index index
 {
   Property::Value value;
 
-  if( Dali::ActiveConstraint::Property::Weight == index )
+  if( Dali::ActiveConstraint::Property::WEIGHT == index )
   {
     value = GetCurrentWeight();
   }
index 931bba6..920479e 100644 (file)
@@ -67,12 +67,12 @@ BaseHandle Create()
   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 );
@@ -467,7 +467,7 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
 
     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 );
@@ -754,7 +754,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
 
   //Position animation
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::Property::Position,
+                                                         Dali::Actor::Property::POSITION,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new PathPositionFunctor( pathCopy ),
                                                          alpha,
@@ -765,7 +765,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
   {
     //Rotation animation
     AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                              Dali::Actor::Property::Rotation,
+                                                              Dali::Actor::Property::ROTATION,
                                                               Property::INVALID_COMPONENT_INDEX,
                                                               new PathRotationFunctor( pathCopy, forward ),
                                                               alpha,
@@ -788,7 +788,7 @@ void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction
   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,
@@ -810,7 +810,7 @@ void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alph
   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,
@@ -832,7 +832,7 @@ void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaF
   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,
@@ -884,7 +884,7 @@ void Animation::RotateTo(Actor& actor, const Quaternion& rotation, AlphaFunction
   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,
@@ -906,7 +906,7 @@ void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction 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,
@@ -928,7 +928,7 @@ void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction 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,
@@ -940,7 +940,7 @@ void Animation::Show(Actor& actor, float delaySeconds)
   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,
@@ -952,7 +952,7 @@ void Animation::Hide(Actor& actor, float delaySeconds)
   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,
@@ -974,7 +974,7 @@ void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha, floa
   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,
@@ -996,7 +996,7 @@ void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha, floa
   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,
@@ -1018,7 +1018,7 @@ void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction 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,
@@ -1040,7 +1040,7 @@ void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction 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,
@@ -1067,7 +1067,7 @@ void Animation::Resize(Actor& actor, float width, float height, AlphaFunction al
   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,
@@ -1092,7 +1092,7 @@ void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha, f
   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,
index 3d0a46c..84f2748 100644 (file)
@@ -32,8 +32,8 @@ namespace
 
 //              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 )
 
 /**
@@ -137,7 +137,7 @@ Property::Type Path::GetDefaultPropertyType(Property::Index index) const
 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 )
@@ -145,7 +145,7 @@ Property::Value Path::GetDefaultProperty( Property::Index index ) const
       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 )
@@ -159,7 +159,7 @@ Property::Value Path::GetDefaultProperty( Property::Index index ) const
 
 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);
@@ -171,7 +171,7 @@ void Path::SetDefaultProperty(Property::Index index, const Property::Value& prop
       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);
@@ -493,5 +493,3 @@ size_t Path::GetPointCount() const
 
 } // Internal
 } // Dali
-
-
index 0a8a192..10983a8 100644 (file)
@@ -500,4 +500,3 @@ inline const Internal::Object& GetImplementation(const Dali::Handle& object)
 } // namespace Dali
 
 #endif // __DALI_INTERNAL_OBJECT_H__
-
index 04df690..8ebf477 100644 (file)
@@ -100,4 +100,3 @@ struct PropertyDetails
 } // namespace Dali
 
 #endif // __DALI_PROPERTY_HELPER_H__
-
index fbdca05..e73aa5f 100644 (file)
@@ -59,10 +59,10 @@ namespace
 
 //              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()
@@ -460,13 +460,13 @@ void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Va
 {
   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)
@@ -480,7 +480,7 @@ void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Va
       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);
@@ -520,7 +520,7 @@ void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Va
       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");
index f1ab255..da0ba35 100644 (file)
@@ -43,13 +43,13 @@ namespace
 
 //              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
@@ -406,7 +406,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
 
   switch ( index )
   {
-    case Dali::PanGestureDetector::Property::ScreenPosition:
+    case Dali::PanGestureDetector::Property::SCREEN_POSITION:
     {
       if(mSceneObject)
       {
@@ -419,7 +419,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::ScreenDisplacement:
+    case Dali::PanGestureDetector::Property::SCREEN_DISPLACEMENT:
     {
       if(mSceneObject)
       {
@@ -432,7 +432,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::ScreenVelocity:
+    case Dali::PanGestureDetector::Property::SCREEN_VELOCITY:
     {
       if(mSceneObject)
       {
@@ -445,7 +445,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::LocalPosition:
+    case Dali::PanGestureDetector::Property::LOCAL_POSITION:
     {
       if(mSceneObject)
       {
@@ -458,7 +458,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::LocalDisplacement:
+    case Dali::PanGestureDetector::Property::LOCAL_DISPLACEMENT:
     {
       if(mSceneObject)
       {
@@ -471,7 +471,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::LocalVelocity:
+    case Dali::PanGestureDetector::Property::LOCAL_VELOCITY:
     {
       if(mSceneObject)
       {
@@ -484,7 +484,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::Property::Panning:
+    case Dali::PanGestureDetector::Property::PANNING:
     {
       if(mSceneObject)
       {
@@ -541,43 +541,43 @@ const PropertyInputImpl* PanGestureDetector::GetSceneObjectInputProperty( Proper
   {
     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;
index 13d7339..f97f884 100644 (file)
@@ -40,9 +40,9 @@ namespace
 
 //              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
@@ -279,17 +279,17 @@ void AnimatableMesh::SetDefaultProperty( Property::Index index, const Property::
   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;
@@ -310,17 +310,17 @@ Property::Value AnimatableMesh::GetDefaultProperty(Property::Index index) const
 
   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;
@@ -354,13 +354,13 @@ const SceneGraph::PropertyBase* AnimatableMesh::GetSceneObjectAnimatableProperty
 
     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;
     }
@@ -379,13 +379,13 @@ const PropertyInputImpl* AnimatableMesh::GetSceneObjectInputProperty( Property::
 
     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;
     }
index 7193843..bc8d2a9 100644 (file)
@@ -51,9 +51,9 @@ namespace // For internal properties
 
 //              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
@@ -524,17 +524,17 @@ void RenderTask::SetDefaultProperty( Property::Index index, const Property::Valu
 {
   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;
@@ -554,17 +554,17 @@ Property::Value RenderTask::GetDefaultProperty(Property::Index index) const
   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;
@@ -596,15 +596,15 @@ const SceneGraph::PropertyBase* RenderTask::GetSceneObjectAnimatableProperty( Pr
   {
     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;
 
@@ -623,15 +623,15 @@ const PropertyInputImpl* RenderTask::GetSceneObjectInputProperty( Property::Inde
   {
     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;
 
index c0cef0a..160dbd5 100644 (file)
@@ -254,51 +254,51 @@ public:
   {
     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
     };
   };
 
index f8e17cf..efa1da1 100644 (file)
@@ -78,20 +78,20 @@ public:
   {
     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
     };
   };
 
index 18e1932..f5ae2da 100644 (file)
@@ -70,10 +70,10 @@ public:
   {
     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":...}
     };
   };
 
index 6daef8f..af9d879 100644 (file)
@@ -73,8 +73,8 @@ public:
   {
     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
     };
   };
 
index 5c4fdc6..3cea27a 100644 (file)
@@ -68,28 +68,28 @@ public:
   {
     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
     };
   };
 
index d030e39..81c7434 100644 (file)
@@ -52,7 +52,7 @@ public:
   {
     enum
     {
-      Weight     = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "weight", type FLOAT
+      WEIGHT = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "weight", type Float
     };
   };
 
index 9826bce..e5659e8 100644 (file)
@@ -46,8 +46,8 @@ public:
   {
     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
     };
   };
 
index f5f50a2..37711b1 100644 (file)
@@ -68,13 +68,13 @@ public:
   {
     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
     };
   };
 
index 75f5a82..737aa58 100644 (file)
@@ -36,37 +36,37 @@ AnimatableVertex::~AnimatableVertex()
 
 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;
 }
 
index 6fe146a..400f0c1 100644 (file)
@@ -58,9 +58,9 @@ public:
   {
     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
     };
   };
 
index da2c188..10f1d10 100644 (file)
@@ -35,7 +35,7 @@ enum PropertyRanges
   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.
 
index 5003b24..aab9c52 100644 (file)
@@ -86,9 +86,9 @@ public:
   {
     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
     };
   };
 
index 893ad27..ff03e29 100644 (file)
@@ -67,10 +67,10 @@ class ShaderEffect;
  */
 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
 };
 
@@ -170,10 +170,10 @@ public:
   {
     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
     };
   };