Property refactor in dali-core: Demo changes for compiling 08/35808/4
authorTom Robinson <tom.robinson@samsung.com>
Tue, 24 Feb 2015 19:36:34 +0000 (19:36 +0000)
committerTom Robinson <tom.robinson@samsung.com>
Mon, 2 Mar 2015 16:09:29 +0000 (08:09 -0800)
Change-Id: Ie3085ce4986965da3743efc9ab6585176d0cdb23

14 files changed:
demo/dali-table-view.cpp
examples/blocks/blocks-example.cpp
examples/cluster/cluster-example.cpp
examples/cube-transition-effect/cube-transition-effect-example.cpp
examples/dissolve-effect/dissolve-effect-example.cpp
examples/item-view/item-view-example.cpp
examples/magnifier/magnifier-example.cpp
examples/motion-blur/motion-blur-example.cpp
examples/motion-stretch/motion-stretch-example.cpp
examples/radial-menu/radial-sweep-view-impl.cpp
examples/refraction-effect/refraction-effect-example.cpp
examples/scroll-view/scroll-view-example.cpp
examples/shadow-bone-lighting/shadow-bone-lighting-example.cpp
shared/view.h

index b3f3fd2..4ccfd05 100644 (file)
@@ -262,7 +262,7 @@ void DaliTableView::Initialize( Application& application )
   mScrollView.SetParentOrigin( ParentOrigin::CENTER );
   // Note: Currently, changing mScrollView to use SizeMode RELATIVE_TO_PARENT
   // will cause scroll ends to appear in the wrong position.
-  mScrollView.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) );
+  mScrollView.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::RelativeToConstraint( SCROLLVIEW_RELATIVE_SIZE ) ) );
   mScrollView.SetAxisAutoLock( true );
   mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
   mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
@@ -733,9 +733,9 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis
     dfActor.SetPosition( actorPos );
 
     // Define bubble horizontal parallax and vertical wrapping
-    Constraint animConstraint = Constraint::New < Vector3 > ( Actor::POSITION,
+    Constraint animConstraint = Constraint::New < Vector3 > ( Actor::Property::Position,
       Source( mScrollView, mScrollView.GetPropertyIndex( ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
-      Dali::ParentSource( Dali::Actor::SIZE ),
+      Dali::ParentSource( Dali::Actor::Property::Size ),
       AnimateBubbleConstraint( actorPos, Random::Range( -0.85f, 0.25f ), randSize ) );
     dfActor.ApplyConstraint( animConstraint );
 
@@ -746,7 +746,7 @@ void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage dis
     Vector3 toPos( actorPos );
     toPos.y -= ( size.y + randSize );
     keyframes.Add( 1.0f, toPos );
-    animation.AnimateBetween( Property( dfActor, Actor::POSITION ), keyframes );
+    animation.AnimateBetween( Property( dfActor, Actor::Property::Position ), keyframes );
     animation.SetLooping( true );
     animation.Play();
     mBackgroundAnimations.push_back( animation );
index 799d21d..e9a9b9a 100644 (file)
@@ -348,7 +348,7 @@ private:
     mPaddleImage.SetSize( mPaddleFullSize );
 
     mWobbleProperty = mPaddle.RegisterProperty(WOBBLE_PROPERTY_NAME, 0.0f);
-    Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::ROTATION,
+    Constraint wobbleConstraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
                                                     LocalSource(mWobbleProperty),
                                                     WobbleConstraint(10.0f));
     mPaddle.ApplyConstraint(wobbleConstraint);
@@ -361,16 +361,16 @@ private:
     const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
 
     // Set up notifications for ball's collisions against walls.
-    PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::POSITION_X, LessThanCondition(margin) );
+    PropertyNotification leftNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, LessThanCondition(margin) );
     leftNotification.NotifySignal().Connect( this, &ExampleController::OnHitLeftWall );
 
-    PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(stageSize.width - margin) );
+    PropertyNotification rightNotification = mBall.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(stageSize.width - margin) );
     rightNotification.NotifySignal().Connect( this, &ExampleController::OnHitRightWall );
 
-    PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, LessThanCondition(margin) );
+    PropertyNotification topNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, LessThanCondition(margin) );
     topNotification.NotifySignal().Connect( this, &ExampleController::OnHitTopWall );
 
-    PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::POSITION_Y, GreaterThanCondition(stageSize.height + margin) );
+    PropertyNotification bottomNotification = mBall.AddPropertyNotification( Actor::Property::PositionY, GreaterThanCondition(stageSize.height + margin) );
     bottomNotification.NotifySignal().Connect( this, &ExampleController::OnHitBottomWall );
 
     // Set up notification for ball colliding against paddle.
@@ -378,10 +378,10 @@ private:
     stage.Add(delegate);
     Property::Index property = delegate.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
     Constraint constraint = Constraint::New<Vector3>( property,
-                                                    Source(mBall, Actor::POSITION),
-                                                    Source(mPaddle, Actor::POSITION),
-                                                    Source(mBall, Actor::SIZE),
-                                                    Source(mPaddle, Actor::SIZE),
+                                                    Source(mBall, Actor::Property::Position),
+                                                    Source(mPaddle, Actor::Property::Position),
+                                                    Source(mBall, Actor::Property::Size),
+                                                    Source(mPaddle, Actor::Property::Size),
                                                     CollisionCircleRectangleConstraint( -Vector3(0.0f, mPaddleHitMargin.height * 0.575f, 0.0f),-Vector3(mPaddleHitMargin) ));
     delegate.ApplyConstraint(constraint);
 
@@ -601,10 +601,10 @@ private:
     // Add a constraint on the brick between it and the ball generating a collision-property
     Property::Index property = brick.RegisterProperty(COLLISION_PROPERTY_NAME, Vector3::ZERO);
     Constraint constraint = Constraint::New<Vector3>( property,
-                                                    Source(mBall, Actor::POSITION),
-                                                    Source(brick, Actor::POSITION),
-                                                    Source(mBall, Actor::SIZE),
-                                                    Source(brick, Actor::SIZE),
+                                                    Source(mBall, Actor::Property::Position),
+                                                    Source(brick, Actor::Property::Position),
+                                                    Source(mBall, Actor::Property::Size),
+                                                    Source(brick, Actor::Property::Size),
                                                     CollisionCircleRectangleConstraint(BRICK_COLLISION_MARGIN));
     brick.ApplyConstraint(constraint);
 
@@ -641,7 +641,7 @@ private:
     }
 
     mBallAnimation = Animation::New(MAX_ANIMATION_DURATION);
-    mBallAnimation.AnimateBy( Property( mBall, Actor::POSITION ), mBallVelocity * MAX_ANIMATION_DURATION);
+    mBallAnimation.AnimateBy( Property( mBall, Actor::Property::Position ), mBallVelocity * MAX_ANIMATION_DURATION);
     mBallAnimation.Play();
   }
 
@@ -663,8 +663,8 @@ private:
 
         mDragActor = actor;
         mDragAnimation = Animation::New(0.25f);
-        mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
-        mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
+        mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.1f, 1.1f, 1.0f), AlphaFunctions::EaseOut);
+        mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 0.0f), AlphaFunctions::EaseOut);
         mDragAnimation.Play();
       }
     }
@@ -689,8 +689,8 @@ private:
         if(point.state==TouchPoint::Up) // Stop dragging
         {
           mDragAnimation = Animation::New(0.25f);
-          mDragAnimation.AnimateTo( Property(mDragActor, Actor::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
-          mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
+          mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::Scale), Vector3(1.0f, 1.0f, 1.0f), AlphaFunctions::EaseIn);
+          mDragAnimation.AnimateTo( Property(mPaddleHandle, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f), AlphaFunctions::EaseOut);
           mDragAnimation.Play();
           mDragActor.Reset();
         }
@@ -747,8 +747,8 @@ private:
       mBallVelocity = Vector3::ZERO;
 
       Animation shrink = Animation::New(0.5f);
-      shrink.AnimateTo( Property(mPaddle, Actor::SIZE_WIDTH), mPaddleFullSize.x * f + mPaddleHitMargin.x);
-      shrink.AnimateTo( Property(mPaddleImage, Actor::SIZE_WIDTH), mPaddleFullSize.x * f );
+      shrink.AnimateTo( Property(mPaddle, Actor::Property::SizeWidth), mPaddleFullSize.x * f + mPaddleHitMargin.x);
+      shrink.AnimateTo( Property(mPaddleImage, Actor::Property::SizeWidth), mPaddleFullSize.x * f );
 
       shrink.FinishedSignal().Connect( this, &ExampleController::OnPaddleShrunk );
       shrink.Play();
@@ -765,7 +765,7 @@ private:
     mBall.SetPosition( mBallStartPosition );
     mBall.SetColor( Vector4(1.0f, 1.0f, 1.0f, 0.1f) );
     Animation appear = Animation::New(0.5f);
-    appear.AnimateTo( Property(mBall, Actor::COLOR), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
+    appear.AnimateTo( Property(mBall, Actor::Property::Color), Vector4(1.0f, 1.0f, 1.0f, 1.0f) );
     appear.Play();
 
     if(!mLives)
@@ -832,7 +832,7 @@ private:
 
     // fade brick (destroy)
     Animation destroyAnimation = Animation::New(0.5f);
-    destroyAnimation.AnimateTo( Property( brick, Actor::COLOR_ALPHA ), 0.0f, AlphaFunctions::EaseIn );
+    destroyAnimation.AnimateTo( Property( brick, Actor::Property::ColorAlpha ), 0.0f, AlphaFunctions::EaseIn );
     destroyAnimation.Play();
     destroyAnimation.FinishedSignal().Connect( this, &ExampleController::OnBrickDestroyed );
     mDestroyAnimationMap[destroyAnimation] = brick;
index 610d6d5..741cf6f 100644 (file)
@@ -707,7 +707,7 @@ public:
           Vector2 shearCenter( Vector2(position.x + size.width * shearAnchor.x, position.y + size.height * shearAnchor.y) );
           Property::Index centerProperty = shaderEffect.GetPropertyIndex(shaderEffect.GetCenterPropertyName());
           Constraint constraint = Constraint::New<Vector2>( centerProperty,
-                                                            Source(mView, Actor::SIZE),
+                                                            Source(mView, Actor::Property::Size),
                                                             ShearEffectCenterConstraint(stageSize, shearCenter) );
           shaderEffect.ApplyConstraint(constraint);
 
@@ -720,12 +720,12 @@ public:
 
           constraint = Constraint::New<float>( angleXAxisProperty,
                                                Source(mScrollView, scrollOvershootProperty),
-                                               Source(mView, Actor::ROTATION),
+                                               Source(mView, Actor::Property::Rotation),
                                                ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::XAXIS) );
           shaderEffect.ApplyConstraint(constraint);
           constraint = Constraint::New<float>( angleYAxisProperty,
                                                Source(mScrollView, scrollOvershootProperty),
-                                               Source(mView, Actor::ROTATION),
+                                               Source(mView, Actor::Property::Rotation),
                                                ShearEffectConstraint(stageSize, SHEAR_EFFECT_MAX_OVERSHOOT, Vector2::YAXIS) );
           shaderEffect.ApplyConstraint(constraint);
 
@@ -752,7 +752,7 @@ public:
 
         Property::Index anglePerUnit = shaderEffect.GetPropertyIndex( shaderEffect.GetAnglePerUnitPropertyName() );
         shaderEffect.ApplyConstraint( Constraint::New<Vector2>( anglePerUnit,
-                                                                Source(mView, Actor::ROTATION),
+                                                                Source(mView, Actor::Property::Rotation),
                                                                 CarouselEffectOrientationConstraint( angleSweep ) ) );
 
         break;
@@ -779,7 +779,7 @@ public:
         // dont apply shader effect to scrollview as it might override internal shaders for bounce effect etc
         for( std::vector<ClusterInfo>::iterator i = mClusterInfo.begin(); i != mClusterInfo.end(); ++i )
         {
-          Constraint constraint = Constraint::New<float>(Actor::POSITION_Z, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
+          Constraint constraint = Constraint::New<float>(Actor::Property::PositionZ, SphereEffectOffsetConstraint(SPHERE_EFFECT_POSITION_Z));
           constraint.SetRemoveAction(Constraint::Discard);
           Cluster cluster = i->mCluster;
           SetShaderEffectRecursively( cluster, shaderEffect );
index afc7903..00a8497 100644 (file)
@@ -264,7 +264,7 @@ void CubeTransitionApp::OnInit( Application& application )
   mViewTimer.TickSignal().Connect( this, &CubeTransitionApp::OnTimerTick );
 
   // show the first image
-  mImageConstraint = Constraint::New<Vector3>( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() );
+  mImageConstraint = Constraint::New<Vector3>( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() );
 
   mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) );
   mCurrentImage.SetPositionInheritanceMode( USE_PARENT_POSITION );
index 2f0a4eb..888a254 100644 (file)
@@ -232,7 +232,7 @@ void DissolveEffectApp::OnInit( Application& application )
   mParent.SetPositionInheritanceMode( USE_PARENT_POSITION );
   mContent.Add( mParent );
 
-  mSizeConstraint= Constraint::New<Vector3>( Actor::SCALE, LocalSource( Actor::SIZE ), ParentSource( Actor::SIZE ), ScaleToFitKeepAspectRatioConstraint() );
+  mSizeConstraint= Constraint::New<Vector3>( Actor::Property::Scale, LocalSource( Actor::Property::Size ), ParentSource( Actor::Property::Size ), ScaleToFitKeepAspectRatioConstraint() );
 
   // show the first image
   mCurrentImage = ImageActor::New( ResourceImage::New( IMAGES[mIndex] ) );
index df89486..f835fbc 100644 (file)
@@ -993,7 +993,7 @@ private:
     text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft );
     text.SetStyleToCurrentText( defaultTextStyle );
     text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y );
-    text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) );
+    text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) );
     text.SetZ( -0.9f );
     slider.Add( text );
 
@@ -1016,7 +1016,7 @@ private:
     text.SetTextAlignment( Dali::Toolkit::Alignment::HorizontalLeft );
     text.SetStyleToCurrentText( defaultTextStyle );
     text.SetSize( 0.0f, LABEL_TEXT_SIZE_Y );
-    text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::SIZE_WIDTH, Dali::ParentSource( Dali::Actor::SIZE_WIDTH ), Dali::EqualToConstraint() ) );
+    text.ApplyConstraint( Dali::Constraint::New<float>( Dali::Actor::Property::SizeWidth, Dali::ParentSource( Dali::Actor::Property::SizeWidth ), Dali::EqualToConstraint() ) );
     textContainer.Add( text );
 
     mMenu.Show();
index b64ed95..4186e8a 100644 (file)
@@ -240,11 +240,11 @@ public:
     overlay.Add( mMagnifier );
 
     // Apply constraint to animate the position of the magnifier.
-    Constraint constraint = Constraint::New<Vector3>(Actor::POSITION,
-                                                     LocalSource(Actor::SIZE),
-                                                     LocalSource(Actor::PARENT_ORIGIN),
-                                                     LocalSource(Actor::ANCHOR_POINT),
-                                                     ParentSource(Actor::SIZE),
+    Constraint constraint = Constraint::New<Vector3>(Actor::Property::Position,
+                                                     LocalSource(Actor::Property::Size),
+                                                     LocalSource(Actor::Property::ParentOrigin),
+                                                     LocalSource(Actor::Property::AnchorPoint),
+                                                     ParentSource(Actor::Property::Size),
                                                      ConfinementConstraint(ParentOrigin::CENTER, Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT));
     constraint.SetRemoveAction(Constraint::Discard);
     mMagnifier.ApplyConstraint( constraint );
@@ -260,15 +260,15 @@ public:
     ContinueAnimation();
 
     // Apply constraint to animate the position of the magnifier.
-    constraint = Constraint::New<Vector3>(Actor::POSITION,
-                                          LocalSource(Actor::SIZE),
+    constraint = Constraint::New<Vector3>(Actor::Property::Position,
+                                          LocalSource(Actor::Property::Size),
                                           LocalSource(mAnimationTimeProperty),
                                           MagnifierPathConstraint(mStageSize, mStageSize * 0.5f));
     mBouncingMagnifier.ApplyConstraint( constraint );
 
     // Apply constraint to animate the source of the magnifier.
     constraint = Constraint::New<Vector3>(mBouncingMagnifier.GetPropertyIndex( Toolkit::Magnifier::SOURCE_POSITION_PROPERTY_NAME ),
-                                          LocalSource(Actor::SIZE),
+                                          LocalSource(Actor::Property::Size),
                                           LocalSource(mAnimationTimeProperty),
                                           MagnifierPathConstraint(mStageSize));
     mBouncingMagnifier.ApplyConstraint( constraint );
@@ -355,7 +355,7 @@ public:
     if(!mMagnifierShown)
     {
       Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
-      animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ONE, AlphaFunctions::EaseIn);
+      animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ONE, AlphaFunctions::EaseIn);
       animation.Play();
       mMagnifierShown = true;
     }
@@ -369,7 +369,7 @@ public:
     if(mMagnifierShown)
     {
       Animation animation = Animation::New(MAGNIFIER_DISPLAY_DURATION);
-      animation.AnimateTo(Property(mMagnifier, Actor::SCALE), Vector3::ZERO, AlphaFunctions::EaseOut);
+      animation.AnimateTo(Property(mMagnifier, Actor::Property::Scale), Vector3::ZERO, AlphaFunctions::EaseOut);
       animation.Play();
       mMagnifierShown = false;
     }
index 1ecb385..82f7ab5 100644 (file)
@@ -349,7 +349,7 @@ public:
     mActorTapMovementAnimation = Animation::New( animDuration );
     if ( mMotionBlurImageActor )
     {
-      mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
+      mActorTapMovementAnimation.AnimateTo( Property(mMotionBlurImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
     }
     mActorTapMovementAnimation.SetEndAction( Animation::Bake );
     mActorTapMovementAnimation.Play();
index fe0ba86..94b48a8 100644 (file)
@@ -261,7 +261,7 @@ public:
     mActorTapMovementAnimation = Animation::New( animDuration );
     if ( mMotionStretchImageActor )
     {
-      mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::POSITION), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
+      mActorTapMovementAnimation.AnimateTo( Property(mMotionStretchImageActor, Actor::Property::Position), destPos, AlphaFunctions::EaseInOutSine, TimePeriod(animDuration) );
     }
     mActorTapMovementAnimation.SetEndAction( Animation::Bake );
     mActorTapMovementAnimation.Play();
index 3e71da8..f1efe5d 100644 (file)
@@ -362,17 +362,17 @@ void RadialSweepViewImpl::CreateStencil( Degree initialSector )
 
   // Constrain the vertices of the square mesh to sweep out a sector as the
   // rotation angle is animated.
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(1, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(1, AnimatableVertex::Property::Position),
                                                   srcStart, srcStart, SquareFanConstraint(0)));
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(2, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(2, AnimatableVertex::Property::Position),
                                                   srcStart, srcRot, SquareFanConstraint(0)));
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(3, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(3, AnimatableVertex::Property::Position),
                                                   srcStart, srcRot, SquareFanConstraint(1)));
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(4, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(4, AnimatableVertex::Property::Position),
                                                   srcStart, srcRot, SquareFanConstraint(2)));
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(5, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(5, AnimatableVertex::Property::Position),
                                                   srcStart, srcRot, SquareFanConstraint(3)));
-  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(6, AnimatableVertex::POSITION),
+  mMesh.ApplyConstraint(Constraint::New<Vector3>( mMesh.GetPropertyIndex(6, AnimatableVertex::Property::Position),
                                                   srcStart, srcRot, SquareFanConstraint(4)));
 
   mStencilActor.SetDrawMode( DrawMode::STENCIL );
index 30284e6..05859bd 100644 (file)
@@ -235,7 +235,7 @@ public:
     handle.SetUniform( "uEffectStrength", 0.f );
     handle.SetUniform( "uLightIntensity",  2.5f );
 
-    Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
+    Dali::Property::Index index = handle.RegisterProperty( "uSpinAngle", 0.f );
     Constraint constraint = Constraint::New<Vector2>( handle.GetPropertyIndex("uLightSpinOffset"),
                                                       LocalSource(index),
                                                       LightOffsetConstraint(stageSize.x*0.1f));
index 88df5fc..6fa8242 100644 (file)
@@ -210,7 +210,7 @@ public:
 
     // Hack to force screen refresh.
     Animation animation = Animation::New(1.0f);
-    animation.AnimateTo(Property(mContentLayer, Actor::POSITION), Vector3::ZERO );
+    animation.AnimateTo(Property(mContentLayer, Actor::Property::Position), Vector3::ZERO );
     animation.Play();
   }
 
index d686dfa..b8989d1 100644 (file)
@@ -286,9 +286,9 @@ public:
 
     Property::Index angleIndex = mImageActor2.RegisterProperty("angle", Property::Value(30.0f));
     Source angleSrc( mImageActor2, angleIndex );
-    mImageActor1.ApplyConstraint(Constraint::New<Quaternion>( Actor::ROTATION, angleSrc,
+    mImageActor1.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
                                                               RotationConstraint(-1.0f)));
-    mImageActor3.ApplyConstraint(Constraint::New<Quaternion>( Actor::ROTATION, angleSrc,
+    mImageActor3.ApplyConstraint(Constraint::New<Quaternion>( Actor::Property::Rotation, angleSrc,
                                                               RotationConstraint(+1.0f)));
 
     mSceneAnimation = Animation::New(2.5f);
index 13c8da9..584a278 100644 (file)
@@ -86,7 +86,7 @@ Dali::Layer CreateToolbar( Dali::Toolkit::ToolBar& toolBar,
   Dali::Layer toolBarLayer = Dali::Layer::New();
   toolBarLayer.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
   toolBarLayer.SetParentOrigin( Dali::ParentOrigin::TOP_CENTER );
-  toolBarLayer.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::SourceWidthFixedHeight( style.mToolBarHeight  ) ) );
+  toolBarLayer.ApplyConstraint( Dali::Constraint::New<Dali::Vector3>( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::SourceWidthFixedHeight( style.mToolBarHeight  ) ) );
   toolBarLayer.SetSize( 0.0f, style.mToolBarHeight );
 
   // Raise tool bar layer to the top.