Property refactor in dali-core: Core changes 06/35806/11
authorTom Robinson <tom.robinson@samsung.com>
Tue, 24 Feb 2015 19:33:49 +0000 (19:33 +0000)
committerTom Robinson <tom.robinson@samsung.com>
Mon, 2 Mar 2015 16:34:21 +0000 (08:34 -0800)
Change-Id: Idb86099961f03a47e7645cffbb9e7640109ee975

53 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/layer-list.cpp
dali/internal/event/actors/mesh-actor-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.cpp
dali/internal/event/common/object-impl.h
dali/internal/event/common/property-helper.h [new file with mode: 0644]
dali/internal/event/common/property-index-ranges.h [deleted file]
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/internal/update/manager/update-algorithms.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/dali-core.h
dali/public-api/events/pan-gesture-detector.h
dali/public-api/file.list
dali/public-api/geometry/animatable-vertex.cpp
dali/public-api/geometry/animatable-vertex.h
dali/public-api/object/handle.cpp
dali/public-api/object/property-index-ranges.h [new file with mode: 0644]
dali/public-api/object/property-index.h [deleted file]
dali/public-api/object/type-registry.cpp
dali/public-api/render-tasks/render-task.h
dali/public-api/scripting/scripting.h
dali/public-api/shader-effects/shader-effect.h

index 983aec3..18d769b 100644 (file)
@@ -54,20 +54,20 @@ int UtcDaliConstraintNewInput1OffStage(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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::POSITION,
-                                                    Source( sibling1, Actor::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::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::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::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 );
 
@@ -89,7 +89,7 @@ int UtcDaliConstraintNewInput1OffStage(void)
 
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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 );
 
index b54022f..a340ddf 100644 (file)
@@ -59,7 +59,7 @@ int UtcDaliConstraintGetTargetObject(void)
 
   // Apply a constraint to an actor
 
-  Constraint constraint = Constraint::New<Vector3>( Actor::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::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::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::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::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::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::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::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::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::SIZE, TestConstraintVector3() );
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size, TestConstraintVector3() );
   Actor actor = Actor::New();
   ActiveConstraint active = actor.ApplyConstraint( constraint );
 
index 43c929c..812a158 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::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::SIZE_MODE, inValue );
-    std::string outString = propertyActor.GetProperty( Actor::SIZE_MODE ).Get< std::string >();
+    propertyActor.SetProperty( Actor::Property::SizeMode, inValue );
+    std::string outString = propertyActor.GetProperty( Actor::Property::SizeMode ).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::SIZE_MODE_FACTOR, inValueFactor );
-  Vector3 outValueFactor = propertyActor.GetProperty( Actor::SIZE_MODE_FACTOR ).Get< Vector3 >();
+  propertyActor.SetProperty( Actor::Property::SizeModeFactor, inValueFactor );
+  Vector3 outValueFactor = propertyActor.GetProperty( Actor::Property::SizeModeFactor ).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::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::SIZE,
-                                                    Source( parent, Actor::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::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::COLOR, TestConstraintRef<Vector4>(result1, 1) ) );
-  ActiveConstraint activeConstraint2 = actor.ApplyConstraint( Constraint::New<Vector4>( Actor::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::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::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::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::POSITION, Source( parent, Actor::WORLD_MATRIX), PositionComponentConstraint() );
+  Constraint posConstraint = Constraint::New<Vector3>( Actor::Property::Position, Source( parent, Actor::Property::WorldMatrix), PositionComponentConstraint() );
   child.ApplyConstraint(posConstraint);
 
   Stage::GetCurrent().Add( child );
@@ -3143,51 +3143,51 @@ struct PropertyStringIndex
 
 const PropertyStringIndex PROPERTY_TABLE[] =
 {
-  { "parent-origin",            Actor::PARENT_ORIGIN,           Property::VECTOR3     },
-  { "parent-origin-x",          Actor::PARENT_ORIGIN_X,         Property::FLOAT       },
-  { "parent-origin-y",          Actor::PARENT_ORIGIN_Y,         Property::FLOAT       },
-  { "parent-origin-z",          Actor::PARENT_ORIGIN_Z,         Property::FLOAT       },
-  { "anchor-point",             Actor::ANCHOR_POINT,            Property::VECTOR3     },
-  { "anchor-point-x",           Actor::ANCHOR_POINT_X,          Property::FLOAT       },
-  { "anchor-point-y",           Actor::ANCHOR_POINT_Y,          Property::FLOAT       },
-  { "anchor-point-z",           Actor::ANCHOR_POINT_Z,          Property::FLOAT       },
-  { "size",                     Actor::SIZE,                    Property::VECTOR3     },
-  { "size-width",               Actor::SIZE_WIDTH,              Property::FLOAT       },
-  { "size-height",              Actor::SIZE_HEIGHT,             Property::FLOAT       },
-  { "size-depth",               Actor::SIZE_DEPTH,              Property::FLOAT       },
-  { "position",                 Actor::POSITION,                Property::VECTOR3     },
-  { "position-x",               Actor::POSITION_X,              Property::FLOAT       },
-  { "position-y",               Actor::POSITION_Y,              Property::FLOAT       },
-  { "position-z",               Actor::POSITION_Z,              Property::FLOAT       },
-  { "world-position",           Actor::WORLD_POSITION,          Property::VECTOR3     },
-  { "world-position-x",         Actor::WORLD_POSITION_X,        Property::FLOAT       },
-  { "world-position-y",         Actor::WORLD_POSITION_Y,        Property::FLOAT       },
-  { "world-position-z",         Actor::WORLD_POSITION_Z,        Property::FLOAT       },
-  { "rotation",                 Actor::ROTATION,                Property::ROTATION    },
-  { "world-rotation",           Actor::WORLD_ROTATION,          Property::ROTATION    },
-  { "scale",                    Actor::SCALE,                   Property::VECTOR3     },
-  { "scale-x",                  Actor::SCALE_X,                 Property::FLOAT       },
-  { "scale-y",                  Actor::SCALE_Y,                 Property::FLOAT       },
-  { "scale-z",                  Actor::SCALE_Z,                 Property::FLOAT       },
-  { "world-scale",              Actor::WORLD_SCALE,             Property::VECTOR3     },
-  { "visible",                  Actor::VISIBLE,                 Property::BOOLEAN     },
-  { "color",                    Actor::COLOR,                   Property::VECTOR4     },
-  { "color-red",                Actor::COLOR_RED,               Property::FLOAT       },
-  { "color-green",              Actor::COLOR_GREEN,             Property::FLOAT       },
-  { "color-blue",               Actor::COLOR_BLUE,              Property::FLOAT       },
-  { "color-alpha",              Actor::COLOR_ALPHA,             Property::FLOAT       },
-  { "world-color",              Actor::WORLD_COLOR,             Property::VECTOR4     },
-  { "world-matrix",             Actor::WORLD_MATRIX,            Property::MATRIX      },
-  { "name",                     Actor::NAME,                    Property::STRING      },
-  { "sensitive",                Actor::SENSITIVE,               Property::BOOLEAN     },
-  { "leave-required",           Actor::LEAVE_REQUIRED,          Property::BOOLEAN     },
-  { "inherit-rotation",         Actor::INHERIT_ROTATION,        Property::BOOLEAN     },
-  { "inherit-scale",            Actor::INHERIT_SCALE,           Property::BOOLEAN     },
-  { "color-mode",               Actor::COLOR_MODE,              Property::STRING      },
-  { "position-inheritance",     Actor::POSITION_INHERITANCE,    Property::STRING      },
-  { "draw-mode",                Actor::DRAW_MODE,               Property::STRING      },
-  { "size-mode",                Actor::SIZE_MODE,               Property::STRING      },
-  { "size-mode-factor",         Actor::SIZE_MODE_FACTOR,        Property::VECTOR3     },
+  { "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     },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
index 530913a..35d3b35 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::POSITION );
+  Property::Index i = mesh.GetPropertyIndex(0, AnimatableVertex::Property::Position );
   DALI_TEST_EQUALS( i, 0*3+0, TEST_LOCATION );
 
-  i = mesh.GetPropertyIndex(5, AnimatableVertex::POSITION );
+  i = mesh.GetPropertyIndex(5, AnimatableVertex::Property::Position );
   DALI_TEST_EQUALS( i, 5*3+0, TEST_LOCATION );
 
-  i = mesh.GetPropertyIndex(7, AnimatableVertex::COLOR );
+  i = mesh.GetPropertyIndex(7, AnimatableVertex::Property::Color );
   DALI_TEST_EQUALS( i, 7*3+1, TEST_LOCATION );
 
-  i = mesh.GetPropertyIndex(9, AnimatableVertex::TEXTURE_COORDS );
+  i = mesh.GetPropertyIndex(9, AnimatableVertex::Property::TextureCoords );
   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::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::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::TEXTURE_COORDS );
+    Property::Index i = mesh.GetPropertyIndex(12342343, AnimatableVertex::Property::TextureCoords );
     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::POSITION), Vector3(  0.0f, 100.0f, 0.0f));
-    anim.AnimateTo(mesh.GetVertexProperty(1, AnimatableVertex::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 2dbb814..b44c95e 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::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::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::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::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::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::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::PARENT_ORIGIN), targetParentOrigin );
+    animation.AnimateTo( Property(actor, Actor::Property::ParentOrigin), 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::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginX), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4665,7 +4665,7 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_X), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginX), 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::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginY), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4692,7 +4692,7 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Y), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginY), 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::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ParentOriginZ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4719,7 +4719,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Z), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::ParentOriginZ), targetZ );
   }
   catch (Dali::DaliException& e)
   {
@@ -4744,7 +4744,7 @@ int UtcDaliAnimationAnimateToActorAnchorPoint(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT), targetAnchorPoint);
+    animation.AnimateTo( Property(actor, Actor::Property::AnchorPoint), 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::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointX), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4771,7 +4771,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_X), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointX), 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::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointY), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4798,7 +4798,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Y), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointY), 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::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::AnchorPointZ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4825,7 +4825,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Z), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::AnchorPointZ), 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::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::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::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::SIZE_WIDTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetWidth(10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_WIDTH), targetWidth );
+  animation.AnimateTo( Property(actor, Actor::Property::SizeWidth), 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::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), 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::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeWidth), 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::SIZE_HEIGHT), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetHeight(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_HEIGHT), targetHeight );
+  animation.AnimateTo( Property(actor, Actor::Property::SizeHeight), 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::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), 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::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeHeight), 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::SIZE_DEPTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetDepth(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_DEPTH), targetDepth );
+  animation.AnimateTo( Property(actor, Actor::Property::SizeDepth), 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::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), 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::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SizeDepth), 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::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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_X), targetX );
+  animation.AnimateTo( Property(actor, Actor::Property::PositionX), 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::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, 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 );
 
   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::POSITION_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, 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 );
   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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetY(10.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_Y), targetY );
+  animation.AnimateTo( Property(actor, Actor::Property::PositionY), 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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), 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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PositionZ), 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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetZ(-5.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_Z), targetZ );
+  animation.AnimateTo( Property(actor, Actor::Property::PositionZ), 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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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 );
 
   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::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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 );
   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::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::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::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::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::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::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::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::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::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::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::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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetX(10.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_X), targetX );
+  animation.AnimateTo( Property(actor, Actor::Property::ScaleX), 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::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, 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 );
 
   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::SCALE_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, 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 );
   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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetY(1000.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_Y), targetY );
+  animation.AnimateTo( Property(actor, Actor::Property::ScaleY), 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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), 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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ScaleZ), 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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetZ(-1000.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_Z), targetZ );
+  animation.AnimateTo( Property(actor, Actor::Property::ScaleZ), 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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
 
   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::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
   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::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::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::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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetRed(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_RED), targetRed );
+  animation.AnimateTo( Property(actor, Actor::Property::ColorRed), 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::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,           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 );
 
   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::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, 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 );
   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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetGreen(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_GREEN), targetGreen );
+  animation.AnimateTo( Property(actor, Actor::Property::ColorGreen), 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::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,           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 );
 
   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::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,  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 );
   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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetBlue(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_BLUE), targetBlue );
+  animation.AnimateTo( Property(actor, Actor::Property::ColorBlue), 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::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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),  fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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),  targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ColorAlpha), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetAlpha(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_ALPHA), targetAlpha );
+  animation.AnimateTo( Property(actor, Actor::Property::ColorAlpha), 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::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   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::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
   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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::COLOR_ALPHA), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ColorAlpha), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.3f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.25f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.0f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.7f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.8f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.9f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::COLOR_ALPHA), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::ColorAlpha), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.36f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.21f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.0f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.7f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.76f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.9f, 0.01f, 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), 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::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::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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 );
 
   // 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::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::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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 );
 
   // 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::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::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::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::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::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::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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::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::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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 );
 
   // 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::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::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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 );
 
   // 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::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
 
   // 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::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::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  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 );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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 );
 
   // 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::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::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::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 5ee9ee0..3aae871 100644 (file)
@@ -164,18 +164,18 @@ int UtcDaliCameraActorSetCameraOffStage(void)
 
   float value;
   std::string sValue;
-  actor.GetProperty(CameraActor::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(TEST_ASPECT_RATIO, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(TEST_FIELD_OF_VIEW, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(TEST_NEAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
   DALI_TEST_EQUALS(TEST_FAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::PROJECTION_MODE).Get(sValue);
+  actor.GetProperty(CameraActor::Property::ProjectionMode).Get(sValue);
   DALI_TEST_EQUALS("PERSPECTIVE_PROJECTION", sValue, TEST_LOCATION);
   bool bValue;
-  actor.GetProperty(CameraActor::INVERT_Y_AXIS).Get(bValue);
+  actor.GetProperty(CameraActor::Property::InvertYAxis).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::TYPE).Get(sValue);
+  actor.GetProperty(CameraActor::Property::Type).Get(sValue);
   DALI_TEST_EQUALS(sValue, "LOOK_AT_TARGET", TEST_LOCATION);
 
   float value;
-  actor.GetProperty(CameraActor::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(TEST_ASPECT_RATIO, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(TEST_FIELD_OF_VIEW, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(TEST_NEAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
   DALI_TEST_EQUALS(TEST_FAR_PLANE_DISTANCE, value, FLOAT_EPSILON, TEST_LOCATION);
 
   bool bValue;
-  actor.GetProperty(CameraActor::INVERT_Y_AXIS).Get(bValue);
+  actor.GetProperty(CameraActor::Property::InvertYAxis).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::TYPE, "FREE_LOOK");
-  actor.SetProperty(CameraActor::ASPECT_RATIO, TEST_ASPECT_RATIO);
-  actor.SetProperty(CameraActor::FIELD_OF_VIEW, TEST_FIELD_OF_VIEW);
-  actor.SetProperty(CameraActor::NEAR_PLANE_DISTANCE, TEST_NEAR_PLANE_DISTANCE);
-  actor.SetProperty(CameraActor::FAR_PLANE_DISTANCE, TEST_FAR_PLANE_DISTANCE);
+  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);
 
   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::INVERT_Y_AXIS).Get(bValue);
+  actor.GetProperty(CameraActor::Property::InvertYAxis).Get(bValue);
   DALI_TEST_EQUALS(false, bValue, TEST_LOCATION);
 
   std::vector<Property::Index> indices ;
-  indices.push_back(CameraActor::TYPE);
-  indices.push_back(CameraActor::PROJECTION_MODE);
-  indices.push_back(CameraActor::FIELD_OF_VIEW       );
-  indices.push_back(CameraActor::ASPECT_RATIO    );
-  indices.push_back(CameraActor::NEAR_PLANE_DISTANCE      );
-  indices.push_back(CameraActor::FAR_PLANE_DISTANCE       );
-  indices.push_back(CameraActor::LEFT_PLANE_DISTANCE      );
-  indices.push_back(CameraActor::RIGHT_PLANE_DISTANCE       );
-  indices.push_back(CameraActor::TOP_PLANE_DISTANCE      );
-  indices.push_back(CameraActor::BOTTOM_PLANE_DISTANCE       );
-  indices.push_back(CameraActor::TARGET_POSITION );
-  indices.push_back(CameraActor::PROJECTION_MATRIX );
-  indices.push_back(CameraActor::VIEW_MATRIX);
-  indices.push_back(CameraActor::INVERT_Y_AXIS );
+  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);
 
   DALI_TEST_CHECK(actor.GetPropertyCount() == ( Actor::New().GetPropertyCount() + indices.size() ) );
 
@@ -297,8 +297,8 @@ int UtcDaliCameraActorDefaultProperties(void)
 
     switch(*iter)
     {
-      if ( ( *iter == CameraActor::PROJECTION_MATRIX ) ||
-           ( *iter == CameraActor::VIEW_MATRIX ) )
+      if ( ( *iter == CameraActor::Property::ProjectionMatrix ) ||
+           ( *iter == CameraActor::Property::ViewMatrix ) )
       {
         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::ASPECT_RATIO, Property::Value(newAspect) );
+  actor.SetProperty( CameraActor::Property::AspectRatio, 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::TARGET_POSITION).Get(value);
+  actor.GetProperty(CameraActor::Property::TargetPosition).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::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::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).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::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).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::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).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::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).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::TARGET_POSITION).Get(value);
+  actor.GetProperty(CameraActor::Property::TargetPosition).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::INVERT_Y_AXIS).Get(bValue);
+  actor.GetProperty(CameraActor::Property::InvertYAxis).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::VIEW_MATRIX).Get( viewMatrix );
+  cameraActor.GetProperty(CameraActor::Property::ViewMatrix).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::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(0.666666f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(0.489957f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(150.f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).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::PROJECTION_MODE).Get(stringValue);
+  actor.GetProperty(CameraActor::Property::ProjectionMode).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::ASPECT_RATIO).Get(defaultAspectRatio);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(defaultFieldOfView);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(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);
   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::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(defaultNearPlaneDistance, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
   DALI_TEST_EQUALS(defaultFarPlaneDistance, value, FLOAT_EPSILON, TEST_LOCATION);
 
-  actor.GetProperty(CameraActor::LEFT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
   DALI_TEST_EQUALS(-540.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::RIGHT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
   DALI_TEST_EQUALS( 540.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::TOP_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
   DALI_TEST_EQUALS(960.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::BOTTOM_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::BottomPlaneDistance).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::ASPECT_RATIO).Get(defaultAspectRatio);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(defaultFieldOfView);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(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.SetOrthographicProjection( -100.0f, 200.0f, -300.0f, 500.0f, 400.0f, 4000.0f );
 
   float value;
-  actor.GetProperty(CameraActor::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(400.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
   DALI_TEST_EQUALS(4000.0f, value, FLOAT_EPSILON, TEST_LOCATION);
 
-  actor.GetProperty(CameraActor::LEFT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
   DALI_TEST_EQUALS(-100.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::RIGHT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
   DALI_TEST_EQUALS( 200.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::TOP_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
   DALI_TEST_EQUALS(-300.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::BOTTOM_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::BottomPlaneDistance).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::ASPECT_RATIO).Get(defaultAspectRatio);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(defaultFieldOfView);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(defaultNearPlaneDistance);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(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.SetProjectionMode(Dali::Camera::ORTHOGRAPHIC_PROJECTION);
 
-  actor.SetProperty(CameraActor::LEFT_PLANE_DISTANCE, -100.0f);
-  actor.SetProperty(CameraActor::RIGHT_PLANE_DISTANCE, 200.0f);
-  actor.SetProperty(CameraActor::TOP_PLANE_DISTANCE, -300.0f);
-  actor.SetProperty(CameraActor::BOTTOM_PLANE_DISTANCE, 500.0f);
+  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.SetNearClippingPlane( 400.0f );
   actor.SetFarClippingPlane( 4000.0f );
 
   float value;
-  actor.GetProperty(CameraActor::ASPECT_RATIO).Get(value);
+  actor.GetProperty(CameraActor::Property::AspectRatio).Get(value);
   DALI_TEST_EQUALS(defaultAspectRatio, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FIELD_OF_VIEW).Get(value);
+  actor.GetProperty(CameraActor::Property::FieldOfView).Get(value);
   DALI_TEST_EQUALS(defaultFieldOfView, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::NEAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::NearPlaneDistance).Get(value);
   DALI_TEST_EQUALS(400.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::FAR_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::FarPlaneDistance).Get(value);
   DALI_TEST_EQUALS(4000.0f, value, FLOAT_EPSILON, TEST_LOCATION);
 
-  actor.GetProperty(CameraActor::LEFT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::LeftPlaneDistance).Get(value);
   DALI_TEST_EQUALS(-100.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::RIGHT_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::RightPlaneDistance).Get(value);
   DALI_TEST_EQUALS( 200.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::TOP_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::TopPlaneDistance).Get(value);
   DALI_TEST_EQUALS(-300.0f, value, FLOAT_EPSILON, TEST_LOCATION);
-  actor.GetProperty(CameraActor::BOTTOM_PLANE_DISTANCE).Get(value);
+  actor.GetProperty(CameraActor::Property::BottomPlaneDistance).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::PROJECTION_MODE).Get(stringValue);
+  actor.GetProperty(CameraActor::Property::ProjectionMode).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::PROJECTION_MATRIX).Get(projectionMatrix);
-  camera.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(viewMatrix);
+  camera.GetProperty(CameraActor::CameraActor::Property::ProjectionMatrix).Get(projectionMatrix);
+  camera.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).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::PROJECTION_MATRIX ), EqualToConstraint());
-  Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( viewMatrixPropertyIndex, Source( camera, CameraActor::VIEW_MATRIX ), EqualToConstraint());
+  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());
 
   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::POSITION, Source( camera, Actor::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::ROTATION,
-                                  Source( target, Actor::WORLD_POSITION ),
-                                  Source( freeLookCameraActor,  Actor::WORLD_POSITION ),
-                                  Source( target, Actor::WORLD_ROTATION ),
+    Constraint::New<Quaternion> ( Actor::Property::Rotation,
+                                  Source( target, Actor::Property::WorldPosition ),
+                                  Source( freeLookCameraActor,  Actor::Property::WorldPosition ),
+                                  Source( target, Actor::Property::WorldRotation ),
                                   &LookAt );
   freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
 
@@ -855,8 +855,8 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews01(void)
         application.Render();
         Matrix freeLookViewMatrix;
         Matrix lookAtViewMatrix;
-        freeLookCameraActor.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(freeLookViewMatrix);
-        lookAtCameraActor.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(lookAtViewMatrix);
+        freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
+        lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).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::ROTATION,
-                                  Source( target, Actor::WORLD_POSITION ),
-                                  Source( freeLookCameraActor,  Actor::WORLD_POSITION ),
-                                  Source( target, Actor::WORLD_ROTATION ),
+    Constraint::New<Quaternion> ( Actor::Property::Rotation,
+                                  Source( target, Actor::Property::WorldPosition ),
+                                  Source( freeLookCameraActor,  Actor::Property::WorldPosition ),
+                                  Source( target, Actor::Property::WorldRotation ),
                                   &LookAt );
   freeLookCameraActor.ApplyConstraint( cameraOrientationConstraint );
 
@@ -917,8 +917,8 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews02(void)
         application.Render();
         Matrix freeLookViewMatrix;
         Matrix lookAtViewMatrix;
-        freeLookCameraActor.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(freeLookViewMatrix);
-        lookAtCameraActor.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(lookAtViewMatrix);
+        freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
+        lookAtCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(lookAtViewMatrix);
 
         Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
 
@@ -968,7 +968,7 @@ int UtcDaliCameraActorCheckLookAtAndFreeLookViews03(void)
     application.Render();
 
     Matrix freeLookViewMatrix;
-    freeLookCameraActor.GetProperty(CameraActor::CameraActor::VIEW_MATRIX).Get(freeLookViewMatrix);
+    freeLookCameraActor.GetProperty(CameraActor::CameraActor::Property::ViewMatrix).Get(freeLookViewMatrix);
 
     Matrix freeLookWorld = freeLookCameraActor.GetCurrentWorldMatrix();
 
index 0fa9aaf..4fdec7f 100644 (file)
@@ -1812,20 +1812,20 @@ int UtcDaliConstraintNewLocalInput(void)
    */
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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::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::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::POSITION,
-                                                    LocalSource( Actor::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::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::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::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::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::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::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::POSITION,
-                                                    ParentSource( Actor::SIZE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
+                                                    ParentSource( Actor::Property::Size ),
                                                     TestBottomRightAlignConstraint() );
 
   actor.ApplyConstraint( constraint );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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::POSITION ), parentStartSize,         TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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::POSITION ), size,                    POSITION_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetProperty<Vector3>( Actor::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::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::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::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::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::POSITION,
-                                                    Source( sibling1, Actor::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::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::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::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::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::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::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::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::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::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::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::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::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::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::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::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::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::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    Source( sibling3, Actor::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::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::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::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::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::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::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::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::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::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::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::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::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::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::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::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::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::POSITION,
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
-                                                    Source( sibling4, Actor::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::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::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::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::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::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::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::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::POSITION,
-                                                    Source( child, Actor::POSITION ),
-                                                    Source( sibling1, Actor::POSITION ),
-                                                    Source( sibling2, Actor::POSITION ),
-                                                    ParentSource( Actor::POSITION ),
-                                                    Source( sibling3, Actor::POSITION ),
-                                                    Source( sibling4, Actor::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::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::POSITION ).x > startValue.x );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).y > startValue.y );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::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::POSITION ).x < lessThanTenPercentProgress.x );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::POSITION ).y < lessThanTenPercentProgress.y );
-  DALI_TEST_CHECK( actor.GetProperty<Vector3>( Actor::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::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::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::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::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::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::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::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::SIZE,
-                                                    ParentSource( Actor::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::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::SIZE_WIDTH,
-                                                  ParentSource( Actor::SIZE_WIDTH ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SizeWidth,
+                                                  ParentSource( Actor::Property::SizeWidth ),
                                                   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::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::SIZE_HEIGHT,
-                                                  ParentSource( Actor::SIZE_HEIGHT ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SizeHeight,
+                                                  ParentSource( Actor::Property::SizeHeight ),
                                                   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::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::SIZE_DEPTH,
-                                                  ParentSource( Actor::SIZE_DEPTH ),
+  Constraint constraint = Constraint::New<float>( Actor::Property::SizeDepth,
+                                                  ParentSource( Actor::Property::SizeDepth ),
                                                   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::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::POSITION,
-                                                    Source( child, Actor::WORLD_POSITION ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
+                                                    Source( child, Actor::Property::WorldPosition ),
                                                     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::ROTATION,
-                                                       Source( child, Actor::WORLD_ROTATION ),
+  Constraint constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+                                                       Source( child, Actor::Property::WorldRotation ),
                                                        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::SCALE,
-                                                    Source( child, Actor::WORLD_SCALE ),
+  Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
+                                                    Source( child, Actor::Property::WorldScale ),
                                                     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::COLOR,
-                                                    Source( child, Actor::WORLD_COLOR ),
+  Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color,
+                                                    Source( child, Actor::Property::WorldColor ),
                                                     EqualToVector4() );
 
   trackingActor.ApplyConstraint( constraint );
@@ -3247,7 +3247,7 @@ int UtcDaliConstraintInvalidInputProperty(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  Constraint constraint = Constraint::New<Vector3>( Actor::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::SIZE, ParentSource( Actor::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::SIZE, ParentSource( Actor::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::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::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::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::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::SCALE,
-                                                    LocalSource( Actor::SIZE ),
-                                                    ParentSource( Actor::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::SIZE,
-                                                    Source( actor1, Actor::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::COLOR_ALPHA,
-                                                  Source( actor1, Actor::COLOR_ALPHA ),
+  Constraint constraint2 = Constraint::New<float>( Actor::Property::ColorAlpha,
+                                                  Source( actor1, Actor::Property::ColorAlpha ),
                                                   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::COLOR,
-                                                    Source( actor1, Actor::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::ROTATION,
-                                                    Source( actor1, Actor::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::SIZE,
-                                                    Source( actor1, Actor::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::COLOR_ALPHA,
-                                                  Source( actor1, Actor::COLOR_ALPHA ),
+  Constraint constraint2 = Constraint::New<float>( Actor::Property::ColorAlpha,
+                                                  Source( actor1, Actor::Property::ColorAlpha ),
                                                   RelativeToConstraintFloat(scale2) );
   constraint2.SetRemoveAction( Constraint::Discard );
   actor2.ApplyConstraint(constraint2);
index cf49f4a..924c3e8 100644 (file)
@@ -247,7 +247,7 @@ int UtcDaliHandleGetPropertyName(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( "parent-origin" == actor.GetPropertyName( Actor::PARENT_ORIGIN ) );
+  DALI_TEST_CHECK( "parent-origin" == actor.GetPropertyName( Actor::Property::ParentOrigin ) );
 
   // 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::PARENT_ORIGIN == actor.GetPropertyIndex("parent-origin") );
+  DALI_TEST_CHECK( Actor::Property::ParentOrigin == 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::PARENT_ORIGIN ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::PARENT_ORIGIN_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ANCHOR_POINT_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_WIDTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_HEIGHT ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SIZE_DEPTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::ROTATION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::SCALE_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::VISIBLE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_RED ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_GREEN ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_BLUE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::COLOR_ALPHA ) );
+  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 ) );
 
   // World-properties are not writable:
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_ROTATION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_SCALE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_COLOR ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_X ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_Y ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::WORLD_POSITION_Z ) );
+  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 ) );
 
   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::PARENT_ORIGIN ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_X ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_Y ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::PARENT_ORIGIN_Z ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_X ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_Y ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::ANCHOR_POINT_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_WIDTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_HEIGHT ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SIZE_DEPTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::ROTATION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::SCALE_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::VISIBLE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_RED ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_GREEN ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_BLUE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::COLOR_ALPHA ) );
+  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 ) );
 
   // World-properties can not be animated
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_ROTATION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_SCALE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_COLOR ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_X ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_Y ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::WORLD_POSITION_Z ) );
+  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 ) );
 
   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::PARENT_ORIGIN ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::PARENT_ORIGIN_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ANCHOR_POINT_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_WIDTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_HEIGHT ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SIZE_DEPTH  ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::POSITION_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::ROTATION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::SCALE_Z ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::VISIBLE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_RED ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_GREEN ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_BLUE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::COLOR_ALPHA ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_ROTATION ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_SCALE ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_COLOR ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_X ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_Y ) );
-  DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::WORLD_POSITION_Z ) );
+  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 ) );
 
   // Actor properties that cannot be used as a constraint input
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::NAME ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::SENSITIVE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::LEAVE_REQUIRED ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::INHERIT_ROTATION ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::INHERIT_SCALE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::COLOR_MODE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::POSITION_INHERITANCE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::DRAW_MODE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::SIZE_MODE ) );
-  DALI_TEST_CHECK( false == actor.IsPropertyAConstraintInput( Actor::SIZE_MODE_FACTOR ) );
+  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 ) );
 
   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::PARENT_ORIGIN ) );
-  DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::ANCHOR_POINT ) );
-  DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::SIZE ) );
-  DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::POSITION ) );
-  DALI_TEST_CHECK( Property::ROTATION == actor.GetPropertyType( Actor::ROTATION ) );
-  DALI_TEST_CHECK( Property::VECTOR3  == actor.GetPropertyType( Actor::SCALE ) );
-  DALI_TEST_CHECK( Property::BOOLEAN  == actor.GetPropertyType( Actor::VISIBLE ) );
-  DALI_TEST_CHECK( Property::VECTOR4  == actor.GetPropertyType( Actor::COLOR ) );
+  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 ) );
 
   // 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::PARENT_ORIGIN ).Get<Vector3>() );
+  DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
 
-  actor.SetProperty( Actor::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ParentOrigin, ParentOrigin::CENTER );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::PARENT_ORIGIN ).Get<Vector3>() );
+  DALI_TEST_CHECK( ParentOrigin::CENTER == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
   END_TEST;
 }
 
@@ -723,10 +723,10 @@ int UtcDaliHandleSetProperty02(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::WORLD_POSITION ) );
+  DALI_TEST_CHECK( !actor.IsPropertyWritable( Actor::Property::WorldPosition ) );
 
   // World position is not writable so this is a no-op and should not crash
-  actor.SetProperty( Actor::WORLD_POSITION, Vector3(1,2,3) );
+  actor.SetProperty( Actor::Property::WorldPosition, 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::PARENT_ORIGIN ).Get<Vector3>() );
+  DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::Property::ParentOrigin ).Get<Vector3>() );
 
   END_TEST;
 }
@@ -749,13 +749,13 @@ int UtcDaliHandleGetProperty(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK( ParentOrigin::TOP_LEFT == actor.GetProperty( Actor::PARENT_ORIGIN   ).Get<Vector3>() );
-  DALI_TEST_CHECK( AnchorPoint::CENTER    == actor.GetProperty( Actor::ANCHOR_POINT    ).Get<Vector3>() );
-  DALI_TEST_CHECK( Vector3::ZERO          == actor.GetProperty( Actor::SIZE            ).Get<Vector3>() );
-  DALI_TEST_CHECK( Vector3::ZERO          == actor.GetProperty( Actor::POSITION        ).Get<Vector3>() );
-  DALI_TEST_CHECK( Vector3::ONE           == actor.GetProperty( Actor::SCALE           ).Get<Vector3>() );
-  DALI_TEST_CHECK( true                   == actor.GetProperty( Actor::VISIBLE         ).Get<bool>() );
-  DALI_TEST_CHECK( Color::WHITE           == actor.GetProperty( Actor::COLOR           ).Get<Vector4>() );
+  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>() );
   END_TEST;
 }
 
index bbffcd1..5df2c0c 100644 (file)
@@ -658,10 +658,10 @@ int UtcDaliImageActorDefaultProperties(void)
   ImageActor actor = ImageActor::New( img );
 
   std::vector<Property::Index> indices;
-  indices.push_back(ImageActor::PIXEL_AREA      );
-  indices.push_back(ImageActor::STYLE           );
-  indices.push_back(ImageActor::BORDER          );
-  indices.push_back(ImageActor::IMAGE           );
+  indices.push_back(ImageActor::Property::PixelArea      );
+  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::PIXEL_AREA, Property::Value(Rect<int>(area)));
+  actor.SetProperty(ImageActor::Property::PixelArea, Property::Value(Rect<int>(area)));
 
-  DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(ImageActor::PIXEL_AREA));
+  DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(ImageActor::Property::PixelArea));
 
-  Property::Value v = actor.GetProperty(ImageActor::PIXEL_AREA);
+  Property::Value v = actor.GetProperty(ImageActor::Property::PixelArea);
 
   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::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 a80a16d..1d40297 100644 (file)
@@ -442,8 +442,8 @@ int UtcDaliLayerDefaultProperties(void)
   Layer actor = Layer::New();
 
   std::vector<Property::Index> indices ;
-  indices.push_back(Layer::CLIPPING_ENABLE );
-  indices.push_back(Layer::CLIPPING_BOX    );
+  indices.push_back(Layer::Property::ClippingEnable);
+  indices.push_back(Layer::Property::ClippingBox);
 
   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::CLIPPING_BOX, Property::Value(Rect<int>(testBox)));
+  actor.SetProperty(Layer::Property::ClippingBox, Property::Value(Rect<int>(testBox)));
 
-  DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(Layer::CLIPPING_BOX)) ;
+  DALI_TEST_CHECK(Property::RECTANGLE == actor.GetPropertyType(Layer::Property::ClippingBox)) ;
 
-  Property::Value v = actor.GetProperty(Layer::CLIPPING_BOX);
+  Property::Value v = actor.GetProperty(Layer::Property::ClippingBox);
 
   DALI_TEST_CHECK(v.Get<Rect<int> >() == testBox);
 
index a902e9f..a4bbc4d 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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              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::SCREEN_POSITION ),
-                                                             Source( detector, PanGestureDetector::SCREEN_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::SCREEN_VELOCITY ),
-                                                             Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                             Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
-                                                             Source( detector, PanGestureDetector::LOCAL_VELOCITY ),
+  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 ),
                                                              PanConstraint( constraintData ) ) );
 
   // Render and notify
index 8d20317..9849825 100644 (file)
@@ -63,7 +63,7 @@ public:
   {
     mActor = Actor::New();
     Stage::GetCurrent().Add( mActor );
-    mNotification = mActor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(100.0f) );
+    mNotification = mActor.AddPropertyNotification( Actor::Property::PositionX, 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::POSITION_X, GreaterThanCondition(100.0f));
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, 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::POSITION_X, GreaterThanCondition(100.0f));
+  actor.AddPropertyNotification(Actor::Property::PositionX, GreaterThanCondition(100.0f));
   BaseHandle handle = somethingElse;
   PropertyNotification notificationHandle;
 
@@ -168,7 +168,7 @@ int UtcDaliAddPropertyNotification(void)
 
   Actor actor = Actor::New();
 
-  PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X, GreaterThanCondition(100.0f));
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, 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::POSITION_X, condition);
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, 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::POSITION_X, condition);
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX, 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::POSITION_X,
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
                                                                     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::POSITION_X,
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
                                                                     GreaterThanCondition(100.0f));
   Property::Index targetProperty = notification.GetTargetProperty();
 
-  DALI_TEST_EQUALS( targetProperty, Actor::POSITION_X, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetProperty, Actor::Property::PositionX, TEST_LOCATION );
   END_TEST;
 }
 
@@ -356,7 +356,7 @@ int UtcDaliPropertyNotificationGetNotifyMode(void)
 
   Actor actor = Actor::New();
 
-  PropertyNotification notification = actor.AddPropertyNotification(Actor::POSITION_X,
+  PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::PositionX,
                                                                     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::POSITION_X, GreaterThanCondition(100.0f) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, 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::POSITION_X, LessThanCondition(100.0f ) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, 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::POSITION_X, InsideCondition(100.0f, 200.0f) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, 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::POSITION_X, OutsideCondition(100.0f, 200.0f) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::PositionX, 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::POSITION, 0, GreaterThanCondition(100.0f) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, GreaterThanCondition(100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::POSITION, 1, GreaterThanCondition(100.0f) );
+  notification = actor.AddPropertyNotification( Actor::Property::Position, 1, GreaterThanCondition(100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::POSITION, 2, GreaterThanCondition(100.0f) );
+  notification = actor.AddPropertyNotification( Actor::Property::Position, 2, GreaterThanCondition(100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::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::POSITION, 0, LessThanCondition(-100.0f) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::Position, 0, LessThanCondition(-100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::POSITION, 1, LessThanCondition(-100.0f) );
+  notification = actor.AddPropertyNotification( Actor::Property::Position, 1, LessThanCondition(-100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::POSITION, 2, LessThanCondition(-100.0f) );
+  notification = actor.AddPropertyNotification( Actor::Property::Position, 2, LessThanCondition(-100.0f) );
   notification.NotifySignal().Connect( &TestCallback );
-  notification = actor.AddPropertyNotification( Actor::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::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::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::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::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::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::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::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::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::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::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::POSITION_X, GreaterThanCondition(90.0f) );
+  PropertyNotification notification1 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(90.0f) );
   notification1.NotifySignal().Connect( &TestCallback );
   // this should complete in second frame
-  PropertyNotification notification2 = actor.AddPropertyNotification( Actor::POSITION_X, GreaterThanCondition(150.0f) );
+  PropertyNotification notification2 = actor.AddPropertyNotification( Actor::Property::PositionX, GreaterThanCondition(150.0f) );
   notification2.NotifySignal().Connect( &TestCallback2 );
   Animation animation = Animation::New( 0.032f ); // finishes in 32 ms
-  animation.AnimateTo( Property(actor, Actor::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 c22e696..9a1e634 100644 (file)
@@ -938,7 +938,7 @@ int UtcDaliRenderTaskSetViewportPosition(void)
 
   // Set by Property test
   Vector2 newPosition2(32.0f, 32.0f);
-  task.SetProperty( RenderTask::VIEWPORT_POSITION, newPosition2 );
+  task.SetProperty( RenderTask::Property::ViewportPosition, 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::VIEWPORT_POSITION ), newPosition3, AlphaFunctions::Linear );
+  animation.AnimateTo( Property( task, RenderTask::Property::ViewportPosition ), 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::VIEWPORT_SIZE, newSize2 );
+  task.SetProperty( RenderTask::Property::ViewportSize, 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::VIEWPORT_SIZE ), newSize3, AlphaFunctions::Linear );
+  animation.AnimateTo( Property( task, RenderTask::Property::ViewportSize ), 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::CLEAR_COLOR, testColor2 );
+  task.SetProperty( RenderTask::Property::ClearColor, testColor2 );
 
   // Wait a frame.
   Wait(application);
index a340d56..9ed7752 100644 (file)
@@ -682,7 +682,7 @@ int UtcDaliShaderEffectMethodApplyConstraintFromActor(void)
   Property::Index uVecProperty = effect.GetPropertyIndex("uVec3");
 
   Constraint constraint = Constraint::New<Vector3>( uVecProperty,
-                                                    Source(actor, Actor::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::POSITION),
+                                                    Source(actor, Actor::Property::Position),
                                                     TestConstraintFromPositionToVector3() );
 
   effect.ApplyConstraint(shaderConstraint);
 
-  Constraint actorConstraint = Constraint::New<Vector3>( Actor::POSITION,
+  Constraint actorConstraint = Constraint::New<Vector3>( Actor::Property::Position,
                                                          TestConstraintToVector3Double(targetPosition) );
 
   actor.ApplyConstraint(actorConstraint);
index a57b2aa..841dbe6 100644 (file)
@@ -771,28 +771,28 @@ int UtcDaliTextActorDefaultProperties(void)
   TextActor actor = TextActor::New("@");
 
   std::vector<Property::Index> indices ;
-  indices.push_back(TextActor::TEXT                     );
-  indices.push_back(TextActor::FONT                     );
-  indices.push_back(TextActor::FONT_STYLE               );
-  indices.push_back(TextActor::OUTLINE_ENABLE           );
-  indices.push_back(TextActor::OUTLINE_COLOR            );
-  indices.push_back(TextActor::OUTLINE_THICKNESS_WIDTH  );
-  indices.push_back(TextActor::SMOOTH_EDGE              );
-  indices.push_back(TextActor::GLOW_ENABLE              );
-  indices.push_back(TextActor::GLOW_COLOR               );
-  indices.push_back(TextActor::GLOW_INTENSITY           );
-  indices.push_back(TextActor::SHADOW_ENABLE            );
-  indices.push_back(TextActor::SHADOW_COLOR             );
-  indices.push_back(TextActor::SHADOW_OFFSET            );
-  indices.push_back(TextActor::ITALICS_ANGLE            );
-  indices.push_back(TextActor::UNDERLINE                );
-  indices.push_back(TextActor::WEIGHT                   );
-  indices.push_back(TextActor::FONT_DETECTION_AUTOMATIC );
-  indices.push_back(TextActor::GRADIENT_COLOR           );
-  indices.push_back(TextActor::GRADIENT_START_POINT     );
-  indices.push_back(TextActor::GRADIENT_END_POINT       );
-  indices.push_back(TextActor::SHADOW_SIZE              );
-  indices.push_back(TextActor::TEXT_COLOR               );
+  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               );
 
   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::UNDERLINE, Property::Value(true));
-  Property::Value v = actor.GetProperty(TextActor::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::SIZE ), animationTargetSize );
+  sizeAnim.AnimateTo( Property( actor, Actor::Property::Size ), animationTargetSize );
   sizeAnim.Play();
 
   // set some more text
index b463799..d85f393 100644 (file)
@@ -36,7 +36,7 @@
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 #include <dali/internal/event/actors/camera-actor-impl.h>
 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
 #include <dali/internal/event/animation/constraint-impl.h>
@@ -63,122 +63,6 @@ using Dali::Internal::SceneGraph::PropertyBase;
 namespace Dali
 {
 
-const Property::Index Actor::PARENT_ORIGIN              = 0;
-const Property::Index Actor::PARENT_ORIGIN_X            = 1;
-const Property::Index Actor::PARENT_ORIGIN_Y            = 2;
-const Property::Index Actor::PARENT_ORIGIN_Z            = 3;
-const Property::Index Actor::ANCHOR_POINT               = 4;
-const Property::Index Actor::ANCHOR_POINT_X             = 5;
-const Property::Index Actor::ANCHOR_POINT_Y             = 6;
-const Property::Index Actor::ANCHOR_POINT_Z             = 7;
-const Property::Index Actor::SIZE                       = 8;
-const Property::Index Actor::SIZE_WIDTH                 = 9;
-const Property::Index Actor::SIZE_HEIGHT                = 10;
-const Property::Index Actor::SIZE_DEPTH                 = 11;
-const Property::Index Actor::POSITION                   = 12;
-const Property::Index Actor::POSITION_X                 = 13;
-const Property::Index Actor::POSITION_Y                 = 14;
-const Property::Index Actor::POSITION_Z                 = 15;
-const Property::Index Actor::WORLD_POSITION             = 16;
-const Property::Index Actor::WORLD_POSITION_X           = 17;
-const Property::Index Actor::WORLD_POSITION_Y           = 18;
-const Property::Index Actor::WORLD_POSITION_Z           = 19;
-const Property::Index Actor::ROTATION                   = 20;
-const Property::Index Actor::WORLD_ROTATION             = 21;
-const Property::Index Actor::SCALE                      = 22;
-const Property::Index Actor::SCALE_X                    = 23;
-const Property::Index Actor::SCALE_Y                    = 24;
-const Property::Index Actor::SCALE_Z                    = 25;
-const Property::Index Actor::WORLD_SCALE                = 26;
-const Property::Index Actor::VISIBLE                    = 27;
-const Property::Index Actor::COLOR                      = 28;
-const Property::Index Actor::COLOR_RED                  = 29;
-const Property::Index Actor::COLOR_GREEN                = 30;
-const Property::Index Actor::COLOR_BLUE                 = 31;
-const Property::Index Actor::COLOR_ALPHA                = 32;
-const Property::Index Actor::WORLD_COLOR                = 33;
-const Property::Index Actor::WORLD_MATRIX               = 34;
-const Property::Index Actor::NAME                       = 35;
-const Property::Index Actor::SENSITIVE                  = 36;
-const Property::Index Actor::LEAVE_REQUIRED             = 37;
-const Property::Index Actor::INHERIT_ROTATION           = 38;
-const Property::Index Actor::INHERIT_SCALE              = 39;
-const Property::Index Actor::COLOR_MODE                 = 40;
-const Property::Index Actor::POSITION_INHERITANCE       = 41;
-const Property::Index Actor::DRAW_MODE                  = 42;
-const Property::Index Actor::SIZE_MODE                  = 43;
-const Property::Index Actor::SIZE_MODE_FACTOR           = 44;
-
-namespace // unnamed namespace
-{
-
-/**
- * We want to discourage the use of property strings (minimize string comparisons),
- * particularly for the default properties.
- */
-const Internal::PropertyDetails DEFAULT_PROPERTY_DETAILS[] =
-{
-  // Name                     Type              writable animatable constraint-input
-  { "parent-origin",          Property::VECTOR3,  true,    false,   true  },  // PARENT_ORIGIN
-  { "parent-origin-x",        Property::FLOAT,    true,    false,   true  },  // PARENT_ORIGIN_X
-  { "parent-origin-y",        Property::FLOAT,    true,    false,   true  },  // PARENT_ORIGIN_Y
-  { "parent-origin-z",        Property::FLOAT,    true,    false,   true  },  // PARENT_ORIGIN_Z
-  { "anchor-point",           Property::VECTOR3,  true,    false,   true  },  // ANCHOR_POINT
-  { "anchor-point-x",         Property::FLOAT,    true,    false,   true  },  // ANCHOR_POINT_X
-  { "anchor-point-y",         Property::FLOAT,    true,    false,   true  },  // ANCHOR_POINT_Y
-  { "anchor-point-z",         Property::FLOAT,    true,    false,   true  },  // ANCHOR_POINT_Z
-  { "size",                   Property::VECTOR3,  true,    true,    true  },  // SIZE
-  { "size-width",             Property::FLOAT,    true,    true,    true  },  // SIZE_WIDTH
-  { "size-height",            Property::FLOAT,    true,    true,    true  },  // SIZE_HEIGHT
-  { "size-depth",             Property::FLOAT,    true,    true,    true  },  // SIZE_DEPTH
-  { "position",               Property::VECTOR3,  true,    true,    true  },  // POSITION
-  { "position-x",             Property::FLOAT,    true,    true,    true  },  // POSITION_X
-  { "position-y",             Property::FLOAT,    true,    true,    true  },  // POSITION_Y
-  { "position-z",             Property::FLOAT,    true,    true,    true  },  // POSITION_Z
-  { "world-position",         Property::VECTOR3,  false,   false,   true  },  // WORLD_POSITION
-  { "world-position-x",       Property::FLOAT,    false,   false,   true  },  // WORLD_POSITION_X
-  { "world-position-y",       Property::FLOAT,    false,   false,   true  },  // WORLD_POSITION_Y
-  { "world-position-z",       Property::FLOAT,    false,   false,   true  },  // WORLD_POSITION_Z
-  { "rotation",               Property::ROTATION, true,    true,    true  },  // ROTATION
-  { "world-rotation",         Property::ROTATION, false,   false,   true  },  // WORLD_ROTATION
-  { "scale",                  Property::VECTOR3,  true,    true,    true  },  // SCALE
-  { "scale-x",                Property::FLOAT,    true,    true,    true  },  // SCALE_X
-  { "scale-y",                Property::FLOAT,    true,    true,    true  },  // SCALE_Y
-  { "scale-z",                Property::FLOAT,    true,    true,    true  },  // SCALE_Z
-  { "world-scale",            Property::VECTOR3,  false,   false,   true  },  // WORLD_SCALE
-  { "visible",                Property::BOOLEAN,  true,    true,    true  },  // VISIBLE
-  { "color",                  Property::VECTOR4,  true,    true,    true  },  // COLOR
-  { "color-red",              Property::FLOAT,    true,    true,    true  },  // COLOR_RED
-  { "color-green",            Property::FLOAT,    true,    true,    true  },  // COLOR_GREEN
-  { "color-blue",             Property::FLOAT,    true,    true,    true  },  // COLOR_BLUE
-  { "color-alpha",            Property::FLOAT,    true,    true,    true  },  // COLOR_ALPHA
-  { "world-color",            Property::VECTOR4,  false,   false,   true  },  // WORLD_COLOR
-  { "world-matrix",           Property::MATRIX,   false,   false,   true  },  // WORLD_MATRIX
-  { "name",                   Property::STRING,   true,    false,   false },  // NAME
-  { "sensitive",              Property::BOOLEAN,  true,    false,   false },  // SENSITIVE
-  { "leave-required",         Property::BOOLEAN,  true,    false,   false },  // LEAVE_REQUIRED
-  { "inherit-rotation",       Property::BOOLEAN,  true,    false,   false },  // INHERIT_ROTATION
-  { "inherit-scale",          Property::BOOLEAN,  true,    false,   false },  // INHERIT_SCALE
-  { "color-mode",             Property::STRING,   true,    false,   false },  // COLOR_MODE
-  { "position-inheritance",   Property::STRING,   true,    false,   false },  // POSITION_INHERITANCE
-  { "draw-mode",              Property::STRING,   true,    false,   false },  // DRAW_MODE
-  { "size-mode",              Property::STRING,   true,    false,   false },  // SIZE_MODE
-  { "size-mode-factor",       Property::VECTOR3,  true,    false,   false },  // SIZE_MODE_FACTOR
-};
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( Internal::PropertyDetails );
-
-// Enumeration to/from text conversion tables:
-const Scripting::StringEnum< SizeMode > SIZE_MODE_TABLE[] =
-{
-  { "USE_OWN_SIZE",                  USE_OWN_SIZE                  },
-  { "SIZE_EQUAL_TO_PARENT",          SIZE_EQUAL_TO_PARENT          },
-  { "SIZE_RELATIVE_TO_PARENT",       SIZE_RELATIVE_TO_PARENT       },
-  { "SIZE_FIXED_OFFSET_FROM_PARENT", SIZE_FIXED_OFFSET_FROM_PARENT },
-};
-const unsigned int SIZE_MODE_TABLE_COUNT = sizeof( SIZE_MODE_TABLE ) / sizeof( SIZE_MODE_TABLE[0] );
-
-} // unnamed namespace
-
 namespace Internal
 {
 
@@ -207,9 +91,64 @@ struct DynamicsData
 
 #endif // DYNAMICS_SUPPORT
 
-namespace
+namespace // unnamed namespace
 {
 
+// Properties
+
+/**
+ * We want to discourage the use of property strings (minimize string comparisons),
+ * particularly for the default properties.
+ *              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_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
+
 // Signals
 
 const char* const SIGNAL_TOUCHED = "touched";
@@ -223,6 +162,15 @@ const char* const SIGNAL_OFF_STAGE = "off-stage";
 const char* const ACTION_SHOW = "show";
 const char* const ACTION_HIDE = "hide";
 
+// Enumeration to / from string conversion tables
+
+DALI_ENUM_TO_STRING_TABLE_BEGIN( SizeMode )
+DALI_ENUM_TO_STRING( USE_OWN_SIZE )
+DALI_ENUM_TO_STRING( SIZE_EQUAL_TO_PARENT )
+DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT )
+DALI_ENUM_TO_STRING( SIZE_FIXED_OFFSET_FROM_PARENT )
+DALI_ENUM_TO_STRING_TABLE_END( SizeMode )
+
 BaseHandle CreateActor()
 {
   return Dali::Actor::New();
@@ -232,13 +180,13 @@ TypeRegistration mType( typeid( Dali::Actor ), typeid( Dali::Handle ), CreateAct
 
 SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED,    &Actor::DoConnectSignal );
 SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED,    &Actor::DoConnectSignal );
-SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE,   &Actor::DoConnectSignal );
-SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE,  &Actor::DoConnectSignal );
+SignalConnectorType signalConnector3( mType, SIGNAL_ON_STAGE,   &Actor::DoConnectSignal );
+SignalConnectorType signalConnector4( mType, SIGNAL_OFF_STAGE,  &Actor::DoConnectSignal );
 
 TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
 TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
 
-}
+} // unnamed namespace
 
 ActorPtr Actor::New()
 {
@@ -2382,10 +2330,8 @@ const char* Actor::GetDefaultPropertyName( Property::Index index ) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].name;
   }
-  else
-  {
-    return NULL;
-  }
+
+  return NULL;
 }
 
 Property::Index Actor::GetDefaultPropertyIndex(const std::string& name) const
@@ -2412,10 +2358,8 @@ bool Actor::IsDefaultPropertyWritable(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].writable;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 bool Actor::IsDefaultPropertyAnimatable(Property::Index index) const
@@ -2424,10 +2368,8 @@ bool Actor::IsDefaultPropertyAnimatable(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].animatable;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
@@ -2436,10 +2378,8 @@ bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].constraintInput;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 Property::Type Actor::GetDefaultPropertyType(Property::Index index) const
@@ -2448,236 +2388,234 @@ Property::Type Actor::GetDefaultPropertyType(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].type;
   }
-  else
-  {
-    // index out of range...return Property::NONE
-    return Property::NONE;
-  }
+
+  // index out of range...return Property::NONE
+  return Property::NONE;
 }
 
 void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property )
 {
   switch ( index )
   {
-    case Dali::Actor::PARENT_ORIGIN:
+    case Dali::Actor::Property::ParentOrigin:
     {
       SetParentOrigin( property.Get<Vector3>() );
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_X:
+    case Dali::Actor::Property::ParentOriginX:
     {
       SetParentOriginX( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Y:
+    case Dali::Actor::Property::ParentOriginY:
     {
       SetParentOriginY( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Z:
+    case Dali::Actor::Property::ParentOriginZ:
     {
       SetParentOriginZ( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT:
+    case Dali::Actor::Property::AnchorPoint:
     {
       SetAnchorPoint( property.Get<Vector3>() );
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_X:
+    case Dali::Actor::Property::AnchorPointX:
     {
       SetAnchorPointX( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_Y:
+    case Dali::Actor::Property::AnchorPointY:
     {
       SetAnchorPointY( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_Z:
+    case Dali::Actor::Property::AnchorPointZ:
     {
       SetAnchorPointZ( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::SIZE:
+    case Dali::Actor::Property::Size:
     {
       SetSize( property.Get<Vector3>() );
       break;
     }
 
-    case Dali::Actor::SIZE_WIDTH:
+    case Dali::Actor::Property::SizeWidth:
     {
       SetWidth( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::SIZE_HEIGHT:
+    case Dali::Actor::Property::SizeHeight:
     {
       SetHeight( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::SIZE_DEPTH:
+    case Dali::Actor::Property::SizeDepth:
     {
       SetDepth( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::POSITION:
+    case Dali::Actor::Property::Position:
     {
       SetPosition( property.Get<Vector3>() );
       break;
     }
 
-    case Dali::Actor::POSITION_X:
+    case Dali::Actor::Property::PositionX:
     {
       SetX( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::POSITION_Y:
+    case Dali::Actor::Property::PositionY:
     {
       SetY( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::POSITION_Z:
+    case Dali::Actor::Property::PositionZ:
     {
       SetZ( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::ROTATION:
+    case Dali::Actor::Property::Rotation:
     {
       SetRotation( property.Get<Quaternion>() );
       break;
     }
 
-    case Dali::Actor::SCALE:
+    case Dali::Actor::Property::Scale:
     {
       SetScale( property.Get<Vector3>() );
       break;
     }
 
-    case Dali::Actor::SCALE_X:
+    case Dali::Actor::Property::ScaleX:
     {
       SetScaleX( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::SCALE_Y:
+    case Dali::Actor::Property::ScaleY:
     {
       SetScaleY( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::SCALE_Z:
+    case Dali::Actor::Property::ScaleZ:
     {
       SetScaleZ( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::VISIBLE:
+    case Dali::Actor::Property::Visible:
     {
       SetVisible( property.Get<bool>() );
       break;
     }
 
-    case Dali::Actor::COLOR:
+    case Dali::Actor::Property::Color:
     {
       SetColor( property.Get<Vector4>() );
       break;
     }
 
-    case Dali::Actor::COLOR_RED:
+    case Dali::Actor::Property::ColorRed:
     {
       SetColorRed( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::COLOR_GREEN:
+    case Dali::Actor::Property::ColorGreen:
     {
       SetColorGreen( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::COLOR_BLUE:
+    case Dali::Actor::Property::ColorBlue:
     {
       SetColorBlue( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::COLOR_ALPHA:
+    case Dali::Actor::Property::ColorAlpha:
     {
       SetOpacity( property.Get<float>() );
       break;
     }
 
-    case Dali::Actor::NAME:
+    case Dali::Actor::Property::Name:
     {
       SetName( property.Get<std::string>() );
       break;
     }
 
-    case Dali::Actor::SENSITIVE:
+    case Dali::Actor::Property::Sensitive:
     {
       SetSensitive( property.Get<bool>() );
       break;
     }
 
-    case Dali::Actor::LEAVE_REQUIRED:
+    case Dali::Actor::Property::LeaveRequired:
     {
       SetLeaveRequired( property.Get<bool>() );
       break;
     }
 
-    case Dali::Actor::INHERIT_ROTATION:
+    case Dali::Actor::Property::InheritRotation:
     {
       SetInheritRotation( property.Get<bool>() );
       break;
     }
 
-    case Dali::Actor::SIZE_MODE:
+    case Dali::Actor::Property::InheritScale:
     {
-      SetSizeMode( Scripting::GetEnumeration< SizeMode >( property.Get<std::string>().c_str(), SIZE_MODE_TABLE, SIZE_MODE_TABLE_COUNT ) );
+      SetInheritScale( property.Get<bool>() );
       break;
     }
 
-    case Dali::Actor::SIZE_MODE_FACTOR:
+    case Dali::Actor::Property::ColorMode:
     {
-      SetSizeModeFactor( property.Get<Vector3>() );
+      SetColorMode( Scripting::GetColorMode( property.Get<std::string>() ) );
       break;
     }
 
-    case Dali::Actor::INHERIT_SCALE:
+    case Dali::Actor::Property::PositionInheritance:
     {
-      SetInheritScale( property.Get<bool>() );
+      SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get<std::string>() ) );
       break;
     }
 
-    case Dali::Actor::COLOR_MODE:
+    case Dali::Actor::Property::DrawMode:
     {
-      SetColorMode( Scripting::GetColorMode( property.Get<std::string>() ) );
+      SetDrawMode( Scripting::GetDrawMode( property.Get<std::string>() ) );
       break;
     }
 
-    case Dali::Actor::POSITION_INHERITANCE:
+    case Dali::Actor::Property::SizeMode:
     {
-      SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get<std::string>() ) );
+      SetSizeMode( Scripting::GetEnumeration< SizeMode >( property.Get<std::string>().c_str(), SizeModeTable, SizeModeTableCount ) );
       break;
     }
 
-    case Dali::Actor::DRAW_MODE:
+    case Dali::Actor::Property::SizeModeFactor:
     {
-      SetDrawMode( Scripting::GetDrawMode( property.Get<std::string>() ) );
+      SetSizeModeFactor( property.Get<Vector3>() );
       break;
     }
 
@@ -2803,279 +2741,279 @@ void Actor::SetSceneGraphProperty( Property::Index index, const CustomProperty&
   }
 }
 
-Property::Value Actor::GetDefaultProperty(Property::Index index) const
+Property::Value Actor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value value;
 
   switch ( index )
   {
-    case Dali::Actor::PARENT_ORIGIN:
+    case Dali::Actor::Property::ParentOrigin:
     {
       value = GetCurrentParentOrigin();
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_X:
+    case Dali::Actor::Property::ParentOriginX:
     {
       value = GetCurrentParentOrigin().x;
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Y:
+    case Dali::Actor::Property::ParentOriginY:
     {
       value = GetCurrentParentOrigin().y;
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Z:
+    case Dali::Actor::Property::ParentOriginZ:
     {
       value = GetCurrentParentOrigin().z;
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT:
+    case Dali::Actor::Property::AnchorPoint:
     {
       value = GetCurrentAnchorPoint();
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_X:
+    case Dali::Actor::Property::AnchorPointX:
     {
       value = GetCurrentAnchorPoint().x;
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_Y:
+    case Dali::Actor::Property::AnchorPointY:
     {
       value = GetCurrentAnchorPoint().y;
       break;
     }
 
-    case Dali::Actor::ANCHOR_POINT_Z:
+    case Dali::Actor::Property::AnchorPointZ:
     {
       value = GetCurrentAnchorPoint().z;
       break;
     }
 
-    case Dali::Actor::SIZE:
+    case Dali::Actor::Property::Size:
     {
       value = GetCurrentSize();
       break;
     }
 
-    case Dali::Actor::SIZE_WIDTH:
+    case Dali::Actor::Property::SizeWidth:
     {
       value = GetCurrentSize().width;
       break;
     }
 
-    case Dali::Actor::SIZE_HEIGHT:
+    case Dali::Actor::Property::SizeHeight:
     {
       value = GetCurrentSize().height;
       break;
     }
 
-    case Dali::Actor::SIZE_DEPTH:
+    case Dali::Actor::Property::SizeDepth:
     {
       value = GetCurrentSize().depth;
       break;
     }
 
-    case Dali::Actor::POSITION:
+    case Dali::Actor::Property::Position:
     {
       value = GetCurrentPosition();
       break;
     }
 
-    case Dali::Actor::POSITION_X:
+    case Dali::Actor::Property::PositionX:
     {
       value = GetCurrentPosition().x;
       break;
     }
 
-    case Dali::Actor::POSITION_Y:
+    case Dali::Actor::Property::PositionY:
     {
       value = GetCurrentPosition().y;
       break;
     }
 
-    case Dali::Actor::POSITION_Z:
+    case Dali::Actor::Property::PositionZ:
     {
       value = GetCurrentPosition().z;
       break;
     }
 
-    case Dali::Actor::WORLD_POSITION:
+    case Dali::Actor::Property::WorldPosition:
     {
       value = GetCurrentWorldPosition();
       break;
     }
 
-    case Dali::Actor::WORLD_POSITION_X:
+    case Dali::Actor::Property::WorldPositionX:
     {
       value = GetCurrentWorldPosition().x;
       break;
     }
 
-    case Dali::Actor::WORLD_POSITION_Y:
+    case Dali::Actor::Property::WorldPositionY:
     {
       value = GetCurrentWorldPosition().y;
       break;
     }
 
-    case Dali::Actor::WORLD_POSITION_Z:
+    case Dali::Actor::Property::WorldPositionZ:
     {
       value = GetCurrentWorldPosition().z;
       break;
     }
 
-    case Dali::Actor::ROTATION:
+    case Dali::Actor::Property::Rotation:
     {
       value = GetCurrentRotation();
       break;
     }
 
-    case Dali::Actor::WORLD_ROTATION:
+    case Dali::Actor::Property::WorldRotation:
     {
       value = GetCurrentWorldRotation();
       break;
     }
 
-    case Dali::Actor::SCALE:
+    case Dali::Actor::Property::Scale:
     {
       value = GetCurrentScale();
       break;
     }
 
-    case Dali::Actor::SCALE_X:
+    case Dali::Actor::Property::ScaleX:
     {
       value = GetCurrentScale().x;
       break;
     }
 
-    case Dali::Actor::SCALE_Y:
+    case Dali::Actor::Property::ScaleY:
     {
       value = GetCurrentScale().y;
       break;
     }
 
-    case Dali::Actor::SCALE_Z:
+    case Dali::Actor::Property::ScaleZ:
     {
       value = GetCurrentScale().z;
       break;
     }
 
-    case Dali::Actor::WORLD_SCALE:
+    case Dali::Actor::Property::WorldScale:
     {
       value = GetCurrentWorldScale();
       break;
     }
 
-    case Dali::Actor::VISIBLE:
+    case Dali::Actor::Property::Visible:
     {
       value = IsVisible();
       break;
     }
 
-    case Dali::Actor::COLOR:
+    case Dali::Actor::Property::Color:
     {
       value = GetCurrentColor();
       break;
     }
 
-    case Dali::Actor::COLOR_RED:
+    case Dali::Actor::Property::ColorRed:
     {
       value = GetCurrentColor().r;
       break;
     }
 
-    case Dali::Actor::COLOR_GREEN:
+    case Dali::Actor::Property::ColorGreen:
     {
       value = GetCurrentColor().g;
       break;
     }
 
-    case Dali::Actor::COLOR_BLUE:
+    case Dali::Actor::Property::ColorBlue:
     {
       value = GetCurrentColor().b;
       break;
     }
 
-    case Dali::Actor::COLOR_ALPHA:
+    case Dali::Actor::Property::ColorAlpha:
     {
       value = GetCurrentColor().a;
       break;
     }
 
-    case Dali::Actor::WORLD_COLOR:
+    case Dali::Actor::Property::WorldColor:
     {
       value = GetCurrentWorldColor();
       break;
     }
 
-    case Dali::Actor::WORLD_MATRIX:
+    case Dali::Actor::Property::WorldMatrix:
     {
       value = GetCurrentWorldMatrix();
       break;
     }
 
-    case Dali::Actor::NAME:
+    case Dali::Actor::Property::Name:
     {
       value = GetName();
       break;
     }
 
-    case Dali::Actor::SENSITIVE:
+    case Dali::Actor::Property::Sensitive:
     {
       value = IsSensitive();
       break;
     }
 
-    case Dali::Actor::LEAVE_REQUIRED:
+    case Dali::Actor::Property::LeaveRequired:
     {
       value = GetLeaveRequired();
       break;
     }
 
-    case Dali::Actor::INHERIT_ROTATION:
+    case Dali::Actor::Property::InheritRotation:
     {
       value = IsRotationInherited();
       break;
     }
 
-    case Dali::Actor::SIZE_MODE:
+    case Dali::Actor::Property::InheritScale:
     {
-      value = Scripting::GetEnumerationName< SizeMode >( GetSizeMode(), SIZE_MODE_TABLE, SIZE_MODE_TABLE_COUNT );
+      value = IsScaleInherited();
       break;
     }
 
-    case Dali::Actor::SIZE_MODE_FACTOR:
+    case Dali::Actor::Property::ColorMode:
     {
-      value = GetSizeModeFactor();
+      value = Scripting::GetColorMode( GetColorMode() );
       break;
     }
 
-    case Dali::Actor::INHERIT_SCALE:
+    case Dali::Actor::Property::PositionInheritance:
     {
-      value = IsScaleInherited();
+      value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() );
       break;
     }
 
-    case Dali::Actor::COLOR_MODE:
+    case Dali::Actor::Property::DrawMode:
     {
-      value = Scripting::GetColorMode( GetColorMode() );
+      value = Scripting::GetDrawMode( GetDrawMode() );
       break;
     }
 
-    case Dali::Actor::POSITION_INHERITANCE:
+    case Dali::Actor::Property::SizeMode:
     {
-      value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() );
+      value = Scripting::GetLinearEnumerationName< SizeMode >( GetSizeMode(), SizeModeTable, SizeModeTableCount );
       break;
     }
 
-    case Dali::Actor::DRAW_MODE:
+    case Dali::Actor::Property::SizeModeFactor:
     {
-      value = Scripting::GetDrawMode( GetDrawMode() );
+      value = GetSizeModeFactor();
       break;
     }
 
@@ -3123,79 +3061,79 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind
   {
     switch ( index )
     {
-      case Dali::Actor::SIZE:
+      case Dali::Actor::Property::Size:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_WIDTH:
+      case Dali::Actor::Property::SizeWidth:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_HEIGHT:
+      case Dali::Actor::Property::SizeHeight:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_DEPTH:
+      case Dali::Actor::Property::SizeDepth:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::POSITION:
+      case Dali::Actor::Property::Position:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_X:
+      case Dali::Actor::Property::PositionX:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_Y:
+      case Dali::Actor::Property::PositionY:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_Z:
+      case Dali::Actor::Property::PositionZ:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::ROTATION:
+      case Dali::Actor::Property::Rotation:
         property = &mNode->mRotation;
         break;
 
-      case Dali::Actor::SCALE:
+      case Dali::Actor::Property::Scale:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_X:
+      case Dali::Actor::Property::ScaleX:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_Y:
+      case Dali::Actor::Property::ScaleY:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_Z:
+      case Dali::Actor::Property::ScaleZ:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::VISIBLE:
+      case Dali::Actor::Property::Visible:
         property = &mNode->mVisible;
         break;
 
-      case Dali::Actor::COLOR:
+      case Dali::Actor::Property::Color:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_RED:
+      case Dali::Actor::Property::ColorRed:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_GREEN:
+      case Dali::Actor::Property::ColorGreen:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_BLUE:
+      case Dali::Actor::Property::ColorBlue:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_ALPHA:
+      case Dali::Actor::Property::ColorAlpha:
         property = &mNode->mColor;
         break;
 
@@ -3227,143 +3165,143 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind
   {
     switch ( index )
     {
-      case Dali::Actor::PARENT_ORIGIN:
+      case Dali::Actor::Property::ParentOrigin:
         property = &mNode->mParentOrigin;
         break;
 
-      case Dali::Actor::PARENT_ORIGIN_X:
+      case Dali::Actor::Property::ParentOriginX:
         property = &mNode->mParentOrigin;
         break;
 
-      case Dali::Actor::PARENT_ORIGIN_Y:
+      case Dali::Actor::Property::ParentOriginY:
         property = &mNode->mParentOrigin;
         break;
 
-      case Dali::Actor::PARENT_ORIGIN_Z:
+      case Dali::Actor::Property::ParentOriginZ:
         property = &mNode->mParentOrigin;
         break;
 
-      case Dali::Actor::ANCHOR_POINT:
+      case Dali::Actor::Property::AnchorPoint:
         property = &mNode->mAnchorPoint;
         break;
 
-      case Dali::Actor::ANCHOR_POINT_X:
+      case Dali::Actor::Property::AnchorPointX:
         property = &mNode->mAnchorPoint;
         break;
 
-      case Dali::Actor::ANCHOR_POINT_Y:
+      case Dali::Actor::Property::AnchorPointY:
         property = &mNode->mAnchorPoint;
         break;
 
-      case Dali::Actor::ANCHOR_POINT_Z:
+      case Dali::Actor::Property::AnchorPointZ:
         property = &mNode->mAnchorPoint;
         break;
 
-      case Dali::Actor::SIZE:
+      case Dali::Actor::Property::Size:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_WIDTH:
+      case Dali::Actor::Property::SizeWidth:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_HEIGHT:
+      case Dali::Actor::Property::SizeHeight:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::SIZE_DEPTH:
+      case Dali::Actor::Property::SizeDepth:
         property = &mNode->mSize;
         break;
 
-      case Dali::Actor::POSITION:
+      case Dali::Actor::Property::Position:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_X:
+      case Dali::Actor::Property::PositionX:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_Y:
+      case Dali::Actor::Property::PositionY:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::POSITION_Z:
+      case Dali::Actor::Property::PositionZ:
         property = &mNode->mPosition;
         break;
 
-      case Dali::Actor::WORLD_POSITION:
+      case Dali::Actor::Property::WorldPosition:
         property = &mNode->mWorldPosition;
         break;
 
-      case Dali::Actor::WORLD_POSITION_X:
+      case Dali::Actor::Property::WorldPositionX:
         property = &mNode->mWorldPosition;
         break;
 
-      case Dali::Actor::WORLD_POSITION_Y:
+      case Dali::Actor::Property::WorldPositionY:
         property = &mNode->mWorldPosition;
         break;
 
-      case Dali::Actor::WORLD_POSITION_Z:
+      case Dali::Actor::Property::WorldPositionZ:
         property = &mNode->mWorldPosition;
         break;
 
-      case Dali::Actor::ROTATION:
+      case Dali::Actor::Property::Rotation:
         property = &mNode->mRotation;
         break;
 
-      case Dali::Actor::WORLD_ROTATION:
+      case Dali::Actor::Property::WorldRotation:
         property = &mNode->mWorldRotation;
         break;
 
-      case Dali::Actor::SCALE:
+      case Dali::Actor::Property::Scale:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_X:
+      case Dali::Actor::Property::ScaleX:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_Y:
+      case Dali::Actor::Property::ScaleY:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::SCALE_Z:
+      case Dali::Actor::Property::ScaleZ:
         property = &mNode->mScale;
         break;
 
-      case Dali::Actor::WORLD_SCALE:
+      case Dali::Actor::Property::WorldScale:
         property = &mNode->mWorldScale;
         break;
 
-      case Dali::Actor::VISIBLE:
+      case Dali::Actor::Property::Visible:
         property = &mNode->mVisible;
         break;
 
-      case Dali::Actor::COLOR:
+      case Dali::Actor::Property::Color:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_RED:
+      case Dali::Actor::Property::ColorRed:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_GREEN:
+      case Dali::Actor::Property::ColorGreen:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_BLUE:
+      case Dali::Actor::Property::ColorBlue:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::COLOR_ALPHA:
+      case Dali::Actor::Property::ColorAlpha:
         property = &mNode->mColor;
         break;
 
-      case Dali::Actor::WORLD_COLOR:
+      case Dali::Actor::Property::WorldColor:
         property = &mNode->mWorldColor;
         break;
 
-      case Dali::Actor::WORLD_MATRIX:
+      case Dali::Actor::Property::WorldMatrix:
         property = &mNode->mWorldMatrix;
         break;
 
@@ -3381,43 +3319,43 @@ int Actor::GetPropertyComponentIndex( Property::Index index ) const
 
   switch ( index )
   {
-    case Dali::Actor::PARENT_ORIGIN_X:
-    case Dali::Actor::ANCHOR_POINT_X:
-    case Dali::Actor::SIZE_WIDTH:
-    case Dali::Actor::POSITION_X:
-    case Dali::Actor::SCALE_X:
-    case Dali::Actor::COLOR_RED:
-    case Dali::Actor::WORLD_POSITION_X:
+    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:
     {
       componentIndex = 0;
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Y:
-    case Dali::Actor::ANCHOR_POINT_Y:
-    case Dali::Actor::SIZE_HEIGHT:
-    case Dali::Actor::POSITION_Y:
-    case Dali::Actor::SCALE_Y:
-    case Dali::Actor::COLOR_GREEN:
-    case Dali::Actor::WORLD_POSITION_Y:
+    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:
     {
       componentIndex = 1;
       break;
     }
 
-    case Dali::Actor::PARENT_ORIGIN_Z:
-    case Dali::Actor::ANCHOR_POINT_Z:
-    case Dali::Actor::SIZE_DEPTH:
-    case Dali::Actor::POSITION_Z:
-    case Dali::Actor::SCALE_Z:
-    case Dali::Actor::COLOR_BLUE:
-    case Dali::Actor::WORLD_POSITION_Z:
+    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:
     {
       componentIndex = 2;
       break;
     }
 
-    case Dali::Actor::COLOR_ALPHA:
+    case Dali::Actor::Property::ColorAlpha:
     {
       componentIndex = 3;
       break;
index e2a99dc..273c2dd 100644 (file)
@@ -25,7 +25,7 @@
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/internal/event/actor-attachments/camera-attachment-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
 namespace Dali
 {
 
-const Property::Index CameraActor::TYPE                    = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
-const Property::Index CameraActor::PROJECTION_MODE         = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 1;
-const Property::Index CameraActor::FIELD_OF_VIEW           = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 2;
-const Property::Index CameraActor::ASPECT_RATIO            = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 3;
-const Property::Index CameraActor::NEAR_PLANE_DISTANCE     = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 4;
-const Property::Index CameraActor::FAR_PLANE_DISTANCE      = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 5;
-const Property::Index CameraActor::LEFT_PLANE_DISTANCE     = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 6;
-const Property::Index CameraActor::RIGHT_PLANE_DISTANCE    = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 7;
-const Property::Index CameraActor::TOP_PLANE_DISTANCE      = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 8;
-const Property::Index CameraActor::BOTTOM_PLANE_DISTANCE   = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 9;
-const Property::Index CameraActor::TARGET_POSITION         = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 10;
-const Property::Index CameraActor::PROJECTION_MATRIX       = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 11;
-const Property::Index CameraActor::VIEW_MATRIX             = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 12;
-const Property::Index CameraActor::INVERT_Y_AXIS           = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 13;
-
 namespace Internal
 {
 
 namespace
 {
 
+// Properties
+
+/**
+ * We want to discourage the use of property strings (minimize string comparisons),
+ * particularly for the default properties.
+ *              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_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
+
 // calculate the far plane distance for a 16bit depth buffer with 4 bits per unit precision
 void CalculateClippingAndZ( float width, float height, float& nearClippingPlane, float& farClippingPlane, float& cameraZ )
 {
@@ -69,44 +78,7 @@ BaseHandle Create()
   return Dali::CameraActor::New();
 }
 
-TypeRegistration mType( typeid(Dali::CameraActor), typeid(Dali::Actor), Create );
-
-const char* DEFAULT_CAMERA_ACTOR_PROPERTY_NAMES[] =
-{
-  "type",
-  "projection-mode",
-  "field-of-view",
-  "aspect-ratio",
-  "near-plane-distance",
-  "far-plane-distance",
-  "left-plane-distance",
-  "right-plane-distance",
-  "top-plane-distance",
-  "bottom-plane-distance",
-  "target-position",
-  "projection-matrix",
-  "view-matrix",
-  "invert-y-axis"
-};
-const int DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT = sizeof( DEFAULT_CAMERA_ACTOR_PROPERTY_NAMES ) / sizeof( DEFAULT_CAMERA_ACTOR_PROPERTY_NAMES[0] );
-
-const Property::Type DEFAULT_CAMERA_ACTOR_PROPERTY_TYPES[DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT] =
-{
-  Property::STRING,   // "type",
-  Property::STRING,   // "projection-mode",
-  Property::FLOAT,    // "field-of-view",
-  Property::FLOAT,    // "aspect-ratio",
-  Property::FLOAT,    // "near-plane-distance",
-  Property::FLOAT,    // "far-plane-distance",
-  Property::FLOAT,    // "left-plane-distance",
-  Property::FLOAT,    // "right-plane-distance",
-  Property::FLOAT,    // "top-plane-distance",
-  Property::FLOAT,    // "bottom-plane-distance",
-  Property::VECTOR3,  // "target-position",
-  Property::MATRIX,   // "projection-matrix",
-  Property::MATRIX,   // "view-matrix",
-  Property::BOOLEAN,  // "invert-y-axis",
-};
+TypeRegistration mType( typeid( Dali::CameraActor ), typeid( Dali::Actor ), Create );
 
 /**
  * Builds the picking ray in the world reference system from an orthographic camera
@@ -422,17 +394,17 @@ const Matrix& CameraActor::GetProjectionMatrix() const
 
 unsigned int CameraActor::GetDefaultPropertyCount() const
 {
-  return Actor::GetDefaultPropertyCount() + DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT;
+  return Actor::GetDefaultPropertyCount() + DEFAULT_PROPERTY_COUNT;
 }
 
 void CameraActor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
 {
   Actor::GetDefaultPropertyIndices( indices ); // Actor class properties
 
-  indices.reserve( indices.size() + DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT );
+  indices.reserve( indices.size() + DEFAULT_PROPERTY_COUNT );
 
-  int index = DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
-  for ( int i = 0; i < DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT; ++i, ++index )
+  int index = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
   {
     indices.push_back( index );
   }
@@ -440,58 +412,47 @@ void CameraActor::GetDefaultPropertyIndices( Property::IndexContainer& indices )
 
 bool CameraActor::IsDefaultPropertyWritable( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::IsDefaultPropertyWritable(index);
-  }
-  else
-  {
-    if( Dali::CameraActor::PROJECTION_MATRIX == index || Dali::CameraActor::VIEW_MATRIX == index )
-    {
-      return false;
-    }
-    else
-    {
-      return true;
-    }
+    return Actor::IsDefaultPropertyWritable( index );
   }
+
+  return DEFAULT_PROPERTY_DETAILS[index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX].writable;
 }
 
 bool CameraActor::IsDefaultPropertyAnimatable( Property::Index index ) const
 {
-  bool animatable = false; // Our properties are not animatable.
-
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    animatable = Actor::IsDefaultPropertyAnimatable(index);
+    return Actor::IsDefaultPropertyAnimatable( index );
   }
-  return animatable;
+
+  return DEFAULT_PROPERTY_DETAILS[index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX].animatable;
 }
 
 bool CameraActor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  bool animatable = true; // Our properties can be used as inputs to constraints.
-
   if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    animatable = Actor::IsDefaultPropertyAConstraintInput(index);
+    return Actor::IsDefaultPropertyAConstraintInput( index );
   }
-  return animatable;
+
+  return DEFAULT_PROPERTY_DETAILS[index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX].constraintInput;
 }
 
 Property::Type CameraActor::GetDefaultPropertyType( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::GetDefaultPropertyType(index);
+    return Actor::GetDefaultPropertyType( index );
   }
   else
   {
-    index -= DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
+    index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT ) )
+    if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
     {
-      return DEFAULT_CAMERA_ACTOR_PROPERTY_TYPES[index];
+      return DEFAULT_PROPERTY_DETAILS[index].type;
     }
     else
     {
@@ -509,11 +470,11 @@ const char* CameraActor::GetDefaultPropertyName( Property::Index index ) const
   }
   else
   {
-    index -= DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
+    index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT ) )
+    if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
     {
-      return DEFAULT_CAMERA_ACTOR_PROPERTY_NAMES[index];
+      return DEFAULT_PROPERTY_DETAILS[index].name;
     }
     return NULL;
   }
@@ -524,11 +485,11 @@ Property::Index CameraActor::GetDefaultPropertyIndex(const std::string& name) co
   Property::Index index = Property::INVALID_INDEX;
 
   // Look for name in current class' default properties
-  for( int i = 0; i < DEFAULT_CAMERA_ACTOR_PROPERTY_COUNT; ++i )
+  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    if( 0 == strcmp( name.c_str(), DEFAULT_CAMERA_ACTOR_PROPERTY_NAMES[ i ] ) ) // dont want to convert rhs to string
+    if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_DETAILS[i].name ) ) // dont want to convert rhs to string
     {
-      index = i + DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
+      index = i + DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
       break;
     }
   }
@@ -553,9 +514,9 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
     DALI_ASSERT_DEBUG(mCameraAttachment && "where is the camera?");
     switch(index)
     {
-      case Dali::CameraActor::TYPE:
+      case Dali::CameraActor::Property::Type:
       {
-        std::string s(propertyValue.Get<std::string>());
+        std::string s( propertyValue.Get<std::string>() );
         if(s == "LOOK_AT_TARGET")
         {
           mCameraAttachment->SetType(Dali::Camera::LOOK_AT_TARGET);
@@ -570,7 +531,7 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
         }
         break;
       }
-      case Dali::CameraActor::PROJECTION_MODE:
+      case Dali::CameraActor::Property::ProjectionMode:
       {
         std::string s(propertyValue.Get<std::string>());
         if(s == "PERSPECTIVE_PROJECTION")
@@ -587,62 +548,62 @@ void CameraActor::SetDefaultProperty( Property::Index index, const Property::Val
         }
         break;
       }
-      case Dali::CameraActor::FIELD_OF_VIEW:
+      case Dali::CameraActor::Property::FieldOfView:
       {
         mCameraAttachment->SetFieldOfView(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::ASPECT_RATIO:
+      case Dali::CameraActor::Property::AspectRatio:
       {
         mCameraAttachment->SetAspectRatio(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::LEFT_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::LeftPlaneDistance:
       {
         mCameraAttachment->SetLeftClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::RIGHT_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::RightPlaneDistance:
       {
         mCameraAttachment->SetRightClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::TOP_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::TopPlaneDistance:
       {
         mCameraAttachment->SetTopClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::BOTTOM_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::BottomPlaneDistance:
       {
         mCameraAttachment->SetBottomClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::NEAR_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::NearPlaneDistance:
       {
         mCameraAttachment->SetNearClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::FAR_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::FarPlaneDistance:
       {
         mCameraAttachment->SetFarClippingPlane(propertyValue.Get<float>());
         break;
       }
-      case Dali::CameraActor::TARGET_POSITION:
+      case Dali::CameraActor::Property::TargetPosition:
       {
         mCameraAttachment->SetTargetPosition(propertyValue.Get<Vector3>());
         break;
       }
-      case Dali::CameraActor::PROJECTION_MATRIX:
+      case Dali::CameraActor::Property::ProjectionMatrix:
       {
         DALI_LOG_WARNING("projection-matrix property is not animatable \n");
         break;
       }
-      case Dali::CameraActor::VIEW_MATRIX:
+      case Dali::CameraActor::Property::ViewMatrix:
       {
         DALI_LOG_WARNING("view-matrix property is not animatable \n");
         break;
       }
-      case Dali::CameraActor::INVERT_Y_AXIS:
+      case Dali::CameraActor::Property::InvertYAxis:
       {
         mCameraAttachment->SetInvertYAxis(propertyValue.Get<bool>());
         break;
@@ -669,8 +630,7 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
     DALI_ASSERT_DEBUG(mCameraAttachment && "where is the camera?");
     switch(index)
     {
-
-      case Dali::CameraActor::TYPE:
+      case Dali::CameraActor::Property::Type:
       {
         if(mCameraAttachment->GetType() == Dali::Camera::LOOK_AT_TARGET)
         {
@@ -687,9 +647,7 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
         }
         break;
       }
-
-
-      case Dali::CameraActor::PROJECTION_MODE:
+      case Dali::CameraActor::Property::ProjectionMode:
       {
         if(mCameraAttachment->GetProjectionMode() == Dali::Camera::PERSPECTIVE_PROJECTION)
         {
@@ -706,62 +664,62 @@ Property::Value CameraActor::GetDefaultProperty( Property::Index index ) const
         }
         break;
       }
-      case Dali::CameraActor::FIELD_OF_VIEW:
+      case Dali::CameraActor::Property::FieldOfView:
       {
         ret = mCameraAttachment->GetFieldOfView();
         break;
       }
-      case Dali::CameraActor::ASPECT_RATIO:
+      case Dali::CameraActor::Property::AspectRatio:
       {
         ret = mCameraAttachment->GetAspectRatio();
         break;
       }
-      case Dali::CameraActor::LEFT_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::LeftPlaneDistance:
       {
         ret = mCameraAttachment->GetLeftClippingPlane();
         break;
       }
-      case Dali::CameraActor::RIGHT_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::RightPlaneDistance:
       {
         ret = mCameraAttachment->GetRightClippingPlane();
         break;
       }
-      case Dali::CameraActor::TOP_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::TopPlaneDistance:
       {
         ret = mCameraAttachment->GetTopClippingPlane();
         break;
       }
-      case Dali::CameraActor::BOTTOM_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::BottomPlaneDistance:
       {
         ret = mCameraAttachment->GetBottomClippingPlane();
         break;
       }
-      case Dali::CameraActor::NEAR_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::NearPlaneDistance:
       {
         ret = mCameraAttachment->GetNearClippingPlane();
         break;
       }
-      case Dali::CameraActor::FAR_PLANE_DISTANCE:
+      case Dali::CameraActor::Property::FarPlaneDistance:
       {
         ret = mCameraAttachment->GetFarClippingPlane();
         break;
       }
-      case Dali::CameraActor::TARGET_POSITION:
+      case Dali::CameraActor::Property::TargetPosition:
       {
         ret = mCameraAttachment->GetTargetPosition();
         break;
       }
-      case Dali::CameraActor::PROJECTION_MATRIX:
+      case Dali::CameraActor::Property::ProjectionMatrix:
       {
         ret = mCameraAttachment->GetProjectionMatrix();
         break;
       }
-      case Dali::CameraActor::VIEW_MATRIX:
+      case Dali::CameraActor::Property::ViewMatrix:
       {
         ret = mCameraAttachment->GetViewMatrix();
         break;
       }
-      case Dali::CameraActor::INVERT_Y_AXIS:
+      case Dali::CameraActor::Property::InvertYAxis:
       {
         ret = mCameraAttachment->GetInvertYAxis();
         break;
@@ -817,12 +775,12 @@ const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty( Property::Ind
   {
     switch( index )
     {
-      case Dali::CameraActor::PROJECTION_MATRIX:
+      case Dali::CameraActor::Property::ProjectionMatrix:
       {
         property = mCameraAttachment->GetProjectionMatrixProperty();
         break;
       }
-      case Dali::CameraActor::VIEW_MATRIX:
+      case Dali::CameraActor::Property::ViewMatrix:
       {
         property = mCameraAttachment->GetViewMatrixProperty();
         break;
index 7ca5741..08f98b5 100644 (file)
 #include <dali/internal/event/actors/image-actor-impl.h>
 
 // INTERNAL INCLUDES
-#include <dali/internal/event/images/nine-patch-image-impl.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/internal/event/common/property-index-ranges.h>
-#include <dali/internal/event/images/image-connector.h>
 #include <dali/public-api/scripting/scripting.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/images/image-connector.h>
+#include <dali/internal/event/images/nine-patch-image-impl.h>
 
 namespace Dali
 {
 
-const Property::Index ImageActor::PIXEL_AREA           = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-const Property::Index ImageActor::STYLE                = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 1;
-const Property::Index ImageActor::BORDER               = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 2;
-const Property::Index ImageActor::IMAGE                = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 3;
-
 namespace Internal
 {
 
 namespace
 {
 
+// Properties
+
+//              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_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
+
 BaseHandle Create()
 {
   return Dali::ImageActor::New();
 }
 
-TypeRegistration mType( typeid(Dali::ImageActor), typeid(Dali::RenderableActor), Create );
-
-const Internal::PropertyDetails DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[] =
-{
-  // Name            Type              writable animatable constraint-input
-  { "pixel-area",   Property::RECTANGLE, true,    false,   true },  // PIXEL_AREA
-  { "style",        Property::STRING,    true,    false,   true },  // STYLE
-  { "border",       Property::VECTOR4,   true,    false,   true },  // BORDER
-  { "image",        Property::MAP,       true,    false,   false }, // IMAGE
-};
-const int DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT = sizeof( DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS ) / sizeof( DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[0] );
+TypeRegistration mType( typeid( Dali::ImageActor ), typeid( Dali::RenderableActor ), Create );
 
 ImageActor::Style StyleEnum(const std::string &s)
 {
@@ -284,17 +279,17 @@ void ImageActor::OnStageDisconnectionInternal()
 
 unsigned int ImageActor::GetDefaultPropertyCount() const
 {
-  return RenderableActor::GetDefaultPropertyCount() + DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT;
+  return RenderableActor::GetDefaultPropertyCount() + DEFAULT_PROPERTY_COUNT;
 }
 
 void ImageActor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
 {
   RenderableActor::GetDefaultPropertyIndices( indices ); // RenderableActor class properties
 
-  indices.reserve( indices.size() + DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT );
+  indices.reserve( indices.size() + DEFAULT_PROPERTY_COUNT );
 
-  int index = DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-  for ( int i = 0; i < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT; ++i, ++index )
+  int index = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
   {
     indices.push_back( index );
   }
@@ -302,97 +297,84 @@ void ImageActor::GetDefaultPropertyIndices( Property::IndexContainer& indices )
 
 bool ImageActor::IsDefaultPropertyWritable( Property::Index index ) const
 {
-  if( index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT )
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
     return RenderableActor::IsDefaultPropertyWritable(index);
   }
-  else
+
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-    if ( ( index >= 0 ) && ( index < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[ index ].writable;
-    }
+    return DEFAULT_PROPERTY_DETAILS[ index ].writable;
   }
+
   return false;
 }
 
 bool ImageActor::IsDefaultPropertyAnimatable( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::IsDefaultPropertyAnimatable(index);
+    return RenderableActor::IsDefaultPropertyAnimatable( index );
   }
-  else
+
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-    if ( ( index >= 0 ) && ( index < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[ index ].animatable;
-    }
+    return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
   }
+
   return false;
 }
 
 bool ImageActor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  if( index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT )
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::IsDefaultPropertyAConstraintInput(index);
+    return RenderableActor::IsDefaultPropertyAConstraintInput( index );
   }
-  else
+
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-    if ( ( index >= 0 ) && ( index < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[ index ].constraintInput;
-    }
+    return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
   }
+
   return false;
 }
 
 Property::Type ImageActor::GetDefaultPropertyType( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::GetDefaultPropertyType(index);
+    return RenderableActor::GetDefaultPropertyType( index );
   }
-  else
-  {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[index].type;
-    }
-    else
-    {
-      // index out-of-bounds
-      return Property::NONE;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].type;
   }
+
+  // index out-of-bounds
+  return Property::NONE;
 }
 
 const char* ImageActor::GetDefaultPropertyName( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
   {
     return RenderableActor::GetDefaultPropertyName(index);
   }
-  else
-  {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[index].name;
-    }
-    else
-    {
-      // index out-of-bounds
-      return NULL;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].name;
   }
+
+  // index out-of-bounds
+  return NULL;
 }
 
 Property::Index ImageActor::GetDefaultPropertyIndex(const std::string& name) const
@@ -400,12 +382,12 @@ Property::Index ImageActor::GetDefaultPropertyIndex(const std::string& name) con
   Property::Index index = Property::INVALID_INDEX;
 
   // Look for name in default properties
-  for( int i = 0; i < DEFAULT_IMAGE_ACTOR_PROPERTY_COUNT; ++i )
+  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    const Internal::PropertyDetails* property = &DEFAULT_IMAGE_ACTOR_PROPERTY_DETAILS[ i ];
-    if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
+    const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
+    if( 0 == strcmp( name.c_str(), property->name ) ) // Don't want to convert rhs to string
     {
-      index = i + DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
+      index = i + DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
       break;
     }
   }
@@ -420,30 +402,30 @@ Property::Index ImageActor::GetDefaultPropertyIndex(const std::string& name) con
 
 void ImageActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    RenderableActor::SetDefaultProperty(index, propertyValue);
+    RenderableActor::SetDefaultProperty( index, propertyValue );
   }
   else
   {
     switch(index)
     {
-      case Dali::ImageActor::PIXEL_AREA:
+      case Dali::ImageActor::Property::PixelArea:
       {
         SetPixelArea(propertyValue.Get<Rect<int> >());
         break;
       }
-      case Dali::ImageActor::STYLE:
+      case Dali::ImageActor::Property::Style:
       {
-        SetStyle(StyleEnum(propertyValue.Get<std::string>()));
+        SetStyle( StyleEnum( propertyValue.Get<std::string>() ) );
         break;
       }
-      case Dali::ImageActor::BORDER:
+      case Dali::ImageActor::Property::Border:
       {
         SetNinePatchBorder( propertyValue.Get<Vector4>(), true /*in pixels*/ );
         break;
       }
-      case Dali::ImageActor::IMAGE:
+      case Dali::ImageActor::Property::Image:
       {
         Dali::Image img = Scripting::NewImage( propertyValue );
         if(img)
@@ -470,31 +452,31 @@ void ImageActor::SetDefaultProperty( Property::Index index, const Property::Valu
 Property::Value ImageActor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value ret;
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    ret = RenderableActor::GetDefaultProperty(index);
+    ret = RenderableActor::GetDefaultProperty( index );
   }
   else
   {
-    switch(index)
+    switch( index )
     {
-      case Dali::ImageActor::PIXEL_AREA:
+      case Dali::ImageActor::Property::PixelArea:
       {
         Rect<int> r = GetPixelArea();
         ret = r;
         break;
       }
-      case Dali::ImageActor::STYLE:
+      case Dali::ImageActor::Property::Style:
       {
-        ret = StyleString(GetStyle());
+        ret = StyleString( GetStyle() );
         break;
       }
-      case Dali::ImageActor::BORDER:
+      case Dali::ImageActor::Property::Border:
       {
         ret = GetNinePatchBorder();
         break;
       }
-      case Dali::ImageActor::IMAGE:
+      case Dali::ImageActor::Property::Image:
       {
         Property::Map map;
         Scripting::CreatePropertyMap( Dali::Image( mImageAttachment->GetImage().Get() ), map );
@@ -503,7 +485,7 @@ Property::Value ImageActor::GetDefaultProperty( Property::Index index ) const
       }
       default:
       {
-        DALI_LOG_WARNING("Unknown property (%d)\n", index);
+        DALI_LOG_WARNING( "Unknown property (%d)\n", index );
         break;
       }
     } // switch(index)
index f83d627..721ac12 100644 (file)
 // INTERNAL INCLUDES
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/internal/event/common/property-index-ranges.h>
-#include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/actors/layer-list.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/common/stage-impl.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
 
 namespace Dali
 {
 
-const Property::Index Layer::CLIPPING_ENABLE = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
-const Property::Index Layer::CLIPPING_BOX    = Internal::DEFAULT_ACTOR_PROPERTY_MAX_COUNT + 1;
-
 namespace Internal
 {
 
 namespace
 {
 
+// Properties
+
+//              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_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
+
 // Actions
 
 const char* const ACTION_RAISE =           "raise";
@@ -58,14 +63,6 @@ TypeAction a2( mType, ACTION_LOWER, &Layer::DoAction );
 TypeAction a3( mType, ACTION_RAISE_TO_TOP, &Layer::DoAction );
 TypeAction a4( mType, ACTION_LOWER_TO_BOTTOM, &Layer::DoAction );
 
-const PropertyDetails DEFAULT_PROPERTY_DETAILS[] =
-{
- // Name                     Type              writable animatable constraint-input
- { "clipping-enable",     Property::BOOLEAN,    true,    false,   true  },  // CLIPPING_ENABLE
- { "clipping-box",        Property::RECTANGLE,  true,    false,   true  },  // CLIPPING_BOX
-};
-const int DEFAULT_LAYER_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( DEFAULT_PROPERTY_DETAILS[0] );
-
 } // unnamed namespace
 
 LayerPtr Layer::New()
@@ -329,16 +326,16 @@ const SceneGraph::Layer& Layer::GetSceneLayerOnStage() const
 
 unsigned int Layer::GetDefaultPropertyCount() const
 {
-  return Actor::GetDefaultPropertyCount() + DEFAULT_LAYER_PROPERTY_COUNT;
+  return Actor::GetDefaultPropertyCount() + DEFAULT_PROPERTY_COUNT;
 }
 
 void Layer::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
 {
   Actor::GetDefaultPropertyIndices( indices ); // Actor class properties
-  indices.reserve( indices.size() + DEFAULT_LAYER_PROPERTY_COUNT );
+  indices.reserve( indices.size() + DEFAULT_PROPERTY_COUNT );
 
-  int index = DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
-  for ( int i = 0; i < DEFAULT_LAYER_PROPERTY_COUNT; ++i, ++index )
+  int index = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
   {
     indices.push_back( index );
   }
@@ -346,78 +343,66 @@ void Layer::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
 
 bool Layer::IsDefaultPropertyWritable( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::IsDefaultPropertyWritable(index);
-  }
-  else
-  {
-    return true; // all properties writable, no need to lookup the table
+    return Actor::IsDefaultPropertyWritable( index );
   }
+
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].writable;
 }
 
 bool Layer::IsDefaultPropertyAnimatable( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
-  {
-    return Actor::IsDefaultPropertyAnimatable(index);
-  }
-  else
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return false; // all properties non animateable, no need to lookup the table
+    return Actor::IsDefaultPropertyAnimatable( index );
   }
+
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].animatable;
 }
 
 bool Layer::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::IsDefaultPropertyAConstraintInput(index);
+    return Actor::IsDefaultPropertyAConstraintInput( index );
   }
-  return true; // our properties can be used as an input to a constraint, no need to lookup the table
+
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].constraintInput;
 }
 
 Property::Type Layer::GetDefaultPropertyType( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::GetDefaultPropertyType(index);
+    return Actor::GetDefaultPropertyType( index );
   }
-  else
-  {
-    index -= DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_LAYER_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_PROPERTY_DETAILS[index].type;
-    }
-    else
-    {
-      // index out-of-bounds
-      return Property::NONE;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].type;
   }
+
+  // index out-of-bounds
+  return Property::NONE;
 }
 
 const char* Layer::GetDefaultPropertyName( Property::Index index ) const
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return Actor::GetDefaultPropertyName(index);
+    return Actor::GetDefaultPropertyName( index );
   }
-  else
-  {
-    index -= DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_LAYER_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_PROPERTY_DETAILS[index].name;
-    }
-    else
-    {
-      return NULL;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].name;
   }
+
+  return NULL;
 }
 
 Property::Index Layer::GetDefaultPropertyIndex(const std::string& name) const
@@ -425,12 +410,12 @@ Property::Index Layer::GetDefaultPropertyIndex(const std::string& name) const
   Property::Index index = Property::INVALID_INDEX;
 
   // Look for name in current class' default properties
-  for( int i = 0; i < DEFAULT_LAYER_PROPERTY_COUNT; ++i )
+  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
+    const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[i];
     if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
     {
-      index = i + DEFAULT_ACTOR_PROPERTY_MAX_COUNT;
+      index = i + DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
       break;
     }
   }
@@ -445,20 +430,20 @@ Property::Index Layer::GetDefaultPropertyIndex(const std::string& name) const
 
 void Layer::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
 {
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    Actor::SetDefaultProperty(index, propertyValue);
+    Actor::SetDefaultProperty( index, propertyValue );
   }
   else
   {
-    switch(index)
+    switch( index )
     {
-      case Dali::Layer::CLIPPING_ENABLE:
+      case Dali::Layer::Property::ClippingEnable:
       {
         SetClipping( propertyValue.Get<bool>() );
         break;
       }
-      case Dali::Layer::CLIPPING_BOX:
+      case Dali::Layer::Property::ClippingBox:
       {
         Rect<int> clippingBox( propertyValue.Get<Rect<int> >() );
         SetClippingBox( clippingBox.x, clippingBox.y, clippingBox.width, clippingBox.height );
@@ -466,7 +451,7 @@ void Layer::SetDefaultProperty( Property::Index index, const Property::Value& pr
       }
       default:
       {
-        DALI_LOG_WARNING("Unknown property (%d)\n", index);
+        DALI_LOG_WARNING( "Unknown property (%d)\n", index );
         break;
       }
     } // switch(index)
@@ -477,27 +462,27 @@ void Layer::SetDefaultProperty( Property::Index index, const Property::Value& pr
 Property::Value Layer::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value ret;
-  if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    ret = Actor::GetDefaultProperty(index);
+    ret = Actor::GetDefaultProperty( index );
   }
   else
   {
-    switch(index)
+    switch( index )
     {
-      case Dali::Layer::CLIPPING_ENABLE:
+      case Dali::Layer::Property::ClippingEnable:
       {
         ret = mIsClipping;
         break;
       }
-      case Dali::Layer::CLIPPING_BOX:
+      case Dali::Layer::Property::ClippingBox:
       {
         ret = mClippingBox;
         break;
       }
       default:
       {
-        DALI_LOG_WARNING("Unknown property (%d)\n", index);
+        DALI_LOG_WARNING( "Unknown property (%d)\n", index );
         break;
       }
     } // switch(index)
index 740cdbb..deef789 100644 (file)
@@ -33,8 +33,6 @@ namespace Dali
 namespace Internal
 {
 
-
-
 namespace // unnamed namespace
 {
 
index c8957f9..564ad16 100644 (file)
 // INTERNAL INCLUDES
 #include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/text/text-actor-parameters.h>
-#include <dali/internal/event/actor-attachments/text-attachment-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
-#include <dali/internal/event/text/font-impl.h>
-#include <dali/internal/event/text/utf8-impl.h>
-#include <dali/internal/event/text/text-impl.h>
 #include <dali/integration-api/platform-abstraction.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/common/core-impl.h>
+#include <dali/internal/event/actor-attachments/text-attachment-impl.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/text/font-impl.h>
+#include <dali/internal/event/text/text-impl.h>
+#include <dali/internal/event/text/utf8-impl.h>
 
 namespace Dali
 {
 
-const Property::Index TextActor::TEXT                       = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-const Property::Index TextActor::FONT                       = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 1;
-const Property::Index TextActor::FONT_STYLE                 = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 2;
-const Property::Index TextActor::OUTLINE_ENABLE             = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 3;
-const Property::Index TextActor::OUTLINE_COLOR              = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 4;
-const Property::Index TextActor::OUTLINE_THICKNESS_WIDTH    = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 5;
-const Property::Index TextActor::SMOOTH_EDGE                = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 6;
-const Property::Index TextActor::GLOW_ENABLE                = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 7;
-const Property::Index TextActor::GLOW_COLOR                 = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 8;
-const Property::Index TextActor::GLOW_INTENSITY             = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 9;
-const Property::Index TextActor::SHADOW_ENABLE              = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 10;
-const Property::Index TextActor::SHADOW_COLOR               = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 11;
-const Property::Index TextActor::SHADOW_OFFSET              = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 12;
-const Property::Index TextActor::ITALICS_ANGLE              = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 13;
-const Property::Index TextActor::UNDERLINE                  = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 14;
-const Property::Index TextActor::WEIGHT                     = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 15;
-const Property::Index TextActor::FONT_DETECTION_AUTOMATIC   = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 16;
-const Property::Index TextActor::GRADIENT_COLOR             = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 17;
-const Property::Index TextActor::GRADIENT_START_POINT       = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 18;
-const Property::Index TextActor::GRADIENT_END_POINT         = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 19;
-const Property::Index TextActor::SHADOW_SIZE                = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 20;
-const Property::Index TextActor::TEXT_COLOR                 = Internal::DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT + 21;
+namespace Internal
+{
 
 namespace
 {
 
+// Properties
+
+//              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_TABLE_END( DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX )
+
 // Signals
 
 const char* const SIGNAL_TEXT_LOADING_FINISHED = "text-loading-finished";
 
-// Default property names
-
-const char* DEFAULT_TEXT_ACTOR_PROPERTY_NAMES[] =
-{
-  "text",
-  "font",
-  "font-style",
-  "outline-enable",
-  "outline-color",
-  "outline-thickness-width",
-  "smooth-edge",
-  "glow-enable",
-  "glow-color",
-  "glow-intensity",
-  "shadow-enable",
-  "shadow-color",
-  "shadow-offset",
-  "italics-angle",
-  "underline",
-  "weight",
-  "font-detection-automatic",
-  "gradient-color",
-  "gradient-start-point",
-  "gradient-end-point",
-  "shadow-size",
-  "text-color"
-};
-const int DEFAULT_TEXT_ACTOR_PROPERTY_COUNT = sizeof( DEFAULT_TEXT_ACTOR_PROPERTY_NAMES ) / sizeof( DEFAULT_TEXT_ACTOR_PROPERTY_NAMES[0] );
-
-const Property::Type DEFAULT_TEXT_ACTOR_PROPERTY_TYPES[DEFAULT_TEXT_ACTOR_PROPERTY_COUNT] =
-{
-  Property::STRING,   // "text"
-  Property::STRING,   // "font"
-  Property::STRING,   // "font-style"
-  Property::BOOLEAN,  // "outline-enable"
-  Property::VECTOR4,  // "outline-color"
-  Property::VECTOR2,  // "outline-thickness-width"
-  Property::FLOAT,    // "smooth-edge"
-  Property::BOOLEAN,  // "glow-enable"
-  Property::VECTOR4,  // "glow-color"
-  Property::FLOAT,    // "glow-intensity"
-  Property::BOOLEAN,  // "shadow-enable"
-  Property::VECTOR4,  // "shadow-color"
-  Property::VECTOR2,  // "shadow-offset"
-  Property::FLOAT,    // "italics-angle"
-  Property::BOOLEAN,  // "underline"
-  Property::INTEGER,  // "weight"
-  Property::BOOLEAN,  // "font-detection-automatic"
-  Property::VECTOR4,  // "gradient-color",
-  Property::VECTOR2,  // "gradient-start-point",
-  Property::VECTOR2,  // "gradient-end-point"
-  Property::FLOAT,    // "shadow-size"
-  Property::VECTOR4,  // "text-color",
-};
-
-}
-
-namespace Internal
-{
-
-namespace
-{
-
 BaseHandle Create()
 {
   return Dali::TextActor::New();
 }
 
-TypeRegistration mType( typeid(Dali::TextActor), typeid(Dali::RenderableActor), Create );
+TypeRegistration mType( typeid( Dali::TextActor ), typeid( Dali::RenderableActor ), Create );
 
 SignalConnectorType s1( mType, SIGNAL_TEXT_LOADING_FINISHED, &TextActor::DoConnectSignal );
 
@@ -637,17 +582,17 @@ bool TextActor::CheckTextLoadState()
 
 unsigned int TextActor::GetDefaultPropertyCount() const
 {
-  return RenderableActor::GetDefaultPropertyCount() + DEFAULT_TEXT_ACTOR_PROPERTY_COUNT;
+  return RenderableActor::GetDefaultPropertyCount() + DEFAULT_PROPERTY_COUNT;
 }
 
 void TextActor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
 {
   RenderableActor::GetDefaultPropertyIndices( indices ); // RenderableActor class properties
 
-  indices.reserve( indices.size() + DEFAULT_TEXT_ACTOR_PROPERTY_COUNT );
+  indices.reserve( indices.size() + DEFAULT_PROPERTY_COUNT );
 
-  int index = DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
-  for ( int i = 0; i < DEFAULT_TEXT_ACTOR_PROPERTY_COUNT; ++i, ++index )
+  int index = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
   {
     indices.push_back( index );
   }
@@ -655,23 +600,19 @@ void TextActor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) c
 
 const char* TextActor::GetDefaultPropertyName( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
     return RenderableActor::GetDefaultPropertyName(index) ;
   }
-  else
-  {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_TEXT_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_TEXT_ACTOR_PROPERTY_NAMES[index];
-    }
-    else
-    {
-      return NULL;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].name;
   }
+
+  // Index out-of-bounds.
+  return NULL;
 }
 
 Property::Index TextActor::GetDefaultPropertyIndex(const std::string& name) const
@@ -679,11 +620,11 @@ Property::Index TextActor::GetDefaultPropertyIndex(const std::string& name) cons
   Property::Index index = Property::INVALID_INDEX;
 
   // Look for name in default properties
-  for( int i = 0; i < DEFAULT_TEXT_ACTOR_PROPERTY_COUNT; ++i )
+  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    if( 0 == strcmp( name.c_str(), DEFAULT_TEXT_ACTOR_PROPERTY_NAMES[ i ] ) ) // dont want to convert rhs to string
+    if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_DETAILS[i].name ) ) // Don't want to convert rhs to string
     {
-      index = i + DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
+      index = i + DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
       break;
     }
   }
@@ -699,134 +640,125 @@ Property::Index TextActor::GetDefaultPropertyIndex(const std::string& name) cons
 
 bool TextActor::IsDefaultPropertyWritable( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::IsDefaultPropertyWritable(index) ;
-  }
-  else
-  {
-    return true;
+    return RenderableActor::IsDefaultPropertyWritable( index ) ;
   }
+
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].writable;
 }
 
 bool TextActor::IsDefaultPropertyAnimatable( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::IsDefaultPropertyAnimatable(index) ;
-  }
-  else
-  {
-    return false;
+    return RenderableActor::IsDefaultPropertyAnimatable( index ) ;
   }
+
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].animatable;
 }
 
 bool TextActor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  if( index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT )
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::IsDefaultPropertyAConstraintInput(index);
+    return RenderableActor::IsDefaultPropertyAConstraintInput( index );
   }
-  return true; // Our properties can be used as input to constraints.
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].constraintInput;
 }
 
 Property::Type TextActor::GetDefaultPropertyType( Property::Index index ) const
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    return RenderableActor::GetDefaultPropertyType(index) ;
+    return RenderableActor::GetDefaultPropertyType( index ) ;
   }
-  else
-  {
-    index -= DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT;
 
-    if ( ( index >= 0 ) && ( index < DEFAULT_TEXT_ACTOR_PROPERTY_COUNT ) )
-    {
-      return DEFAULT_TEXT_ACTOR_PROPERTY_TYPES[index];
-    }
-    else
-    {
-      // index out-of-bounds
-      return Property::NONE;
-    }
+  index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
+  if( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
+  {
+    return DEFAULT_PROPERTY_DETAILS[index].type;
   }
+
+  // index out-of-bounds
+  return Property::NONE;
 }
 
 void TextActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
 {
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    RenderableActor::SetDefaultProperty(index, propertyValue) ;
+    RenderableActor::SetDefaultProperty( index, propertyValue ) ;
   }
   else
   {
     switch(index)
     {
-      case Dali::TextActor::TEXT:
+      case Dali::TextActor::Property::Text:
       {
         SetText( GetTextArray( Dali::Text( propertyValue.Get<std::string>() ) ) );
         break;
       }
-      case Dali::TextActor::FONT:
+      case Dali::TextActor::Property::Font:
       {
-        SetFont(*Font::New(propertyValue.Get<std::string>(),
+        SetFont( *Font::New( propertyValue.Get<std::string>(),
                            mTextAttachment->GetFont().GetStyle(),
-                           PointSize(mTextAttachment->GetFont().GetPointSize())));
+                           PointSize( mTextAttachment->GetFont().GetPointSize() ) ) );
         break;
       }
-      case Dali::TextActor::FONT_STYLE:
+      case Dali::TextActor::Property::FontStyle:
       {
-        SetFont(*Font::New(mTextAttachment->GetFont().GetName(),
+        SetFont( *Font::New( mTextAttachment->GetFont().GetName(),
                            propertyValue.Get<std::string>(),
-                           PointSize(mTextAttachment->GetFont().GetPointSize())));
+                           PointSize( mTextAttachment->GetFont().GetPointSize() ) ) );
         break;
       }
-      case Dali::TextActor::OUTLINE_ENABLE:
+      case Dali::TextActor::Property::OutlineEnable:
       {
         Vector4 color;
         Vector2 thickness;
         mTextAttachment->GetOutlineParams( color, thickness );
-        mTextAttachment->SetOutline(propertyValue.Get<bool>(), color, thickness);
+        mTextAttachment->SetOutline( propertyValue.Get<bool>(), color, thickness );
         break;
       }
-      case Dali::TextActor::OUTLINE_COLOR:
+      case Dali::TextActor::Property::OutlineColor:
       {
         Vector4 color;
         Vector2 thickness;
         mTextAttachment->GetOutlineParams( color, thickness );
-        mTextAttachment->SetOutline(mTextAttachment->GetOutline(), propertyValue.Get<Vector4>(), thickness);
+        mTextAttachment->SetOutline( mTextAttachment->GetOutline(), propertyValue.Get<Vector4>(), thickness );
         break;
       }
-      case Dali::TextActor::OUTLINE_THICKNESS_WIDTH:
+      case Dali::TextActor::Property::OutlineThicknessWidth:
       {
         Vector4 color;
         Vector2 thickness;
         mTextAttachment->GetOutlineParams( color, thickness );
-        mTextAttachment->SetOutline(mTextAttachment->GetOutline(), color, propertyValue.Get<Vector2>());
+        mTextAttachment->SetOutline( mTextAttachment->GetOutline(), color, propertyValue.Get<Vector2>() );
         break;
       }
-      case Dali::TextActor::SMOOTH_EDGE:
+      case Dali::TextActor::Property::SmoothEdge:
       {
         mTextAttachment->SetSmoothEdge( propertyValue.Get<float>());
         break;
       }
-      case Dali::TextActor::GLOW_ENABLE:
+      case Dali::TextActor::Property::GlowEnable:
       {
         Vector4 color;
         float intensity;
         mTextAttachment->GetGlowParams( color, intensity );
-        mTextAttachment->SetGlow(propertyValue.Get<bool>(), color, intensity);
+        mTextAttachment->SetGlow( propertyValue.Get<bool>(), color, intensity );
         break;
       }
-      case Dali::TextActor::GLOW_COLOR:
+      case Dali::TextActor::Property::GlowColor:
       {
         Vector4 color;
         float intensity;
         mTextAttachment->GetGlowParams( color, intensity );
-        mTextAttachment->SetGlow(mTextAttachment->GetGlow(), propertyValue.Get<Vector4>(), intensity);
+        mTextAttachment->SetGlow( mTextAttachment->GetGlow(), propertyValue.Get<Vector4>(), intensity );
         break;
       }
-      case Dali::TextActor::GLOW_INTENSITY:
+      case Dali::TextActor::Property::GlowIntensity:
       {
         Vector4 color;
         float intensity;
@@ -834,85 +766,85 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
         mTextAttachment->SetGlow(mTextAttachment->GetGlow(), color, propertyValue.Get<float>());
         break;
       }
-      case Dali::TextActor::SHADOW_ENABLE:
+      case Dali::TextActor::Property::ShadowEnable:
       {
         Vector4 color;
         Vector2 offset;
         float size;
         mTextAttachment->GetShadowParams( color, offset, size );
-        mTextAttachment->SetShadow(propertyValue.Get<bool>(), color, offset, size );
+        mTextAttachment->SetShadow( propertyValue.Get<bool>(), color, offset, size );
         break;
       }
-      case Dali::TextActor::SHADOW_COLOR:
+      case Dali::TextActor::Property::ShadowColor:
       {
         Vector4 color;
         Vector2 offset;
         float size;
         mTextAttachment->GetShadowParams( color, offset, size );
-        mTextAttachment->SetShadow(mTextAttachment->GetShadow(), propertyValue.Get<Vector4>(), offset, size);
+        mTextAttachment->SetShadow( mTextAttachment->GetShadow(), propertyValue.Get<Vector4>(), offset, size );
         break;
       }
-      case Dali::TextActor::SHADOW_OFFSET:
+      case Dali::TextActor::Property::ShadowOffset:
       {
         Vector4 color;
         Vector2 offset;
         float size;
         mTextAttachment->GetShadowParams( color, offset, size );
-        mTextAttachment->SetShadow(mTextAttachment->GetShadow(), color, propertyValue.Get<Vector2>(), size );
+        mTextAttachment->SetShadow( mTextAttachment->GetShadow(), color, propertyValue.Get<Vector2>(), size );
         break;
       }
-      case Dali::TextActor::SHADOW_SIZE:
+      case Dali::TextActor::Property::ShadowSize:
       {
         Vector4 color;
         Vector2 offset;
         float size;
         mTextAttachment->GetShadowParams( color, offset, size );
-        mTextAttachment->SetShadow(mTextAttachment->GetShadow(), color, offset, propertyValue.Get<float>());
+        mTextAttachment->SetShadow( mTextAttachment->GetShadow(), color, offset, propertyValue.Get<float>() );
         break;
       }
-      case Dali::TextActor::ITALICS_ANGLE:
+      case Dali::TextActor::Property::ItalicsAngle:
       {
-        SetItalics(Radian(propertyValue.Get<float>())) ;
+        SetItalics( Radian( propertyValue.Get<float>() ) ) ;
         break;
       }
-      case Dali::TextActor::UNDERLINE:
+      case Dali::TextActor::Property::Underline:
       {
-        SetUnderline(propertyValue.Get<bool>(), 0.f, 0.f ) ;
+        SetUnderline( propertyValue.Get<bool>(), 0.f, 0.f ) ;
         break;
       }
-      case Dali::TextActor::WEIGHT:
+      case Dali::TextActor::Property::Weight:
       {
-        mTextAttachment->SetWeight(static_cast<TextStyle::Weight>(propertyValue.Get<int>())) ;
+        mTextAttachment->SetWeight( static_cast<TextStyle::Weight>( propertyValue.Get<int>() ) ) ;
         break;
       }
-      case Dali::TextActor::FONT_DETECTION_AUTOMATIC:
+      case Dali::TextActor::Property::FontDetectionAutomatic:
       {
         mFontDetection = propertyValue.Get<bool>()  ;
         break;
       }
-      case Dali::TextActor::GRADIENT_COLOR:
+      case Dali::TextActor::Property::GradientColor:
       {
         mTextAttachment->SetGradient( propertyValue.Get<Vector4>(), mTextAttachment->GetGradientStartPoint(), mTextAttachment->GetGradientEndPoint() );
         break;
       }
-      case Dali::TextActor::GRADIENT_START_POINT:
+      case Dali::TextActor::Property::GradientStartPoint:
       {
         mTextAttachment->SetGradient( mTextAttachment->GetGradientColor(), propertyValue.Get<Vector2>(), mTextAttachment->GetGradientEndPoint() );
         break;
       }
-      case Dali::TextActor::GRADIENT_END_POINT:
+      case Dali::TextActor::Property::GradientEndPoint:
       {
         mTextAttachment->SetGradient( mTextAttachment->GetGradientColor(), mTextAttachment->GetGradientStartPoint(), propertyValue.Get<Vector2>() );
         break;
       }
-      case Dali::TextActor::TEXT_COLOR:
+      case Dali::TextActor::Property::TextColor:
       {
         mTextAttachment->SetTextColor( propertyValue.Get<Vector4>() );
         break;
       }
       default:
       {
-        DALI_LOG_WARNING("Unknown text set property (%d)\n", index);
+        DALI_LOG_WARNING( "Unknown text set property (%d)\n", index );
         break;
       }
     } // switch(index)
@@ -923,35 +855,35 @@ void TextActor::SetDefaultProperty( Property::Index index, const Property::Value
 Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value ret ;
-  if(index < DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT)
+  if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
   {
-    ret = RenderableActor::GetDefaultProperty(index) ;
+    ret = RenderableActor::GetDefaultProperty( index ) ;
   }
   else
   {
-    switch(index)
+    switch( index )
     {
-      case Dali::TextActor::TEXT:
+      case Dali::TextActor::Property::Text:
       {
         ret = GetText();
         break;
       }
-      case Dali::TextActor::FONT:
+      case Dali::TextActor::Property::Font:
       {
         ret = mTextAttachment->GetFont().GetName();
         break;
       }
-      case Dali::TextActor::FONT_STYLE:
+      case Dali::TextActor::Property::FontStyle:
       {
         ret = mTextAttachment->GetFont().GetStyle();
         break;
       }
-      case Dali::TextActor::OUTLINE_ENABLE:
+      case Dali::TextActor::Property::OutlineEnable:
       {
         ret = mTextAttachment->GetOutline();
         break;
       }
-      case Dali::TextActor::OUTLINE_COLOR:
+      case Dali::TextActor::Property::OutlineColor:
       {
         Vector4 color;
         Vector2 thickness;
@@ -959,7 +891,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = color;
         break;
       }
-      case Dali::TextActor::OUTLINE_THICKNESS_WIDTH:
+      case Dali::TextActor::Property::OutlineThicknessWidth:
       {
         Vector4 color;
         Vector2 thickness;
@@ -967,38 +899,38 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = thickness;
         break;
       }
-      case Dali::TextActor::SMOOTH_EDGE:
+      case Dali::TextActor::Property::SmoothEdge:
       {
         ret = mTextAttachment->GetSmoothEdge();
         break;
       }
-      case Dali::TextActor::GLOW_ENABLE:
+      case Dali::TextActor::Property::GlowEnable:
       {
         ret = mTextAttachment->GetGlow();
         break;
       }
-      case Dali::TextActor::GLOW_COLOR:
+      case Dali::TextActor::Property::GlowColor:
       {
         Vector4 color;
-        float intensity(0.0f);
+        float intensity( 0.0f );
         mTextAttachment->GetGlowParams( color, intensity );
         ret  = color;
         break;
       }
-      case Dali::TextActor::GLOW_INTENSITY:
+      case Dali::TextActor::Property::GlowIntensity:
       {
         Vector4 color;
-        float intensity(0.0f);
+        float intensity( 0.0f );
         mTextAttachment->GetGlowParams( color, intensity );
         ret = intensity;
         break;
       }
-      case Dali::TextActor::SHADOW_ENABLE:
+      case Dali::TextActor::Property::ShadowEnable:
       {
         ret = mTextAttachment->GetShadow();
         break;
       }
-      case Dali::TextActor::SHADOW_COLOR:
+      case Dali::TextActor::Property::ShadowColor:
       {
         Vector4 color;
         Vector2 offset;
@@ -1007,7 +939,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = color;
         break;
       }
-      case Dali::TextActor::SHADOW_OFFSET:
+      case Dali::TextActor::Property::ShadowOffset:
       {
         Vector4 color;
         Vector2 offset;
@@ -1016,7 +948,7 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = offset;
         break;
       }
-      case Dali::TextActor::SHADOW_SIZE:
+      case Dali::TextActor::Property::ShadowSize:
       {
         Vector4 color;
         Vector2 offset;
@@ -1025,49 +957,49 @@ Property::Value TextActor::GetDefaultProperty( Property::Index index ) const
         ret = size;
         break;
       }
-      case Dali::TextActor::ITALICS_ANGLE:
+      case Dali::TextActor::Property::ItalicsAngle:
       {
-        ret = static_cast<float>(mTextAttachment->GetItalics()) ;
+        ret = static_cast<float>( mTextAttachment->GetItalics() ) ;
         break;
       }
-      case Dali::TextActor::UNDERLINE:
+      case Dali::TextActor::Property::Underline:
       {
         ret = mTextAttachment->GetUnderline() ;
         break;
       }
-      case Dali::TextActor::WEIGHT:
+      case Dali::TextActor::Property::Weight:
       {
-        ret = static_cast<int>(mTextAttachment->GetWeight());
+        ret = static_cast<int>( mTextAttachment->GetWeight() );
         break;
       }
-      case Dali::TextActor::FONT_DETECTION_AUTOMATIC:
+      case Dali::TextActor::Property::FontDetectionAutomatic:
       {
         ret = mFontDetection;
         break;
       }
-      case Dali::TextActor::GRADIENT_COLOR:
+      case Dali::TextActor::Property::GradientColor:
       {
         ret = mTextAttachment->GetGradientColor();
         break;
       }
-      case Dali::TextActor::GRADIENT_START_POINT:
+      case Dali::TextActor::Property::GradientStartPoint:
       {
         ret = mTextAttachment->GetGradientStartPoint();
         break;
       }
-      case Dali::TextActor::GRADIENT_END_POINT:
+      case Dali::TextActor::Property::GradientEndPoint:
       {
         ret = mTextAttachment->GetGradientEndPoint();
         break;
       }
-      case Dali::TextActor::TEXT_COLOR:
+      case Dali::TextActor::Property::TextColor:
       {
         ret = mTextAttachment->GetTextColor();
         break;
       }
       default:
       {
-        DALI_LOG_WARNING("Unknown text set property (%d)\n", index);
+        DALI_LOG_WARNING( "Unknown text set property (%d)\n", index );
         break;
       }
     } // switch(index)
index db62b56..74910ce 100644 (file)
@@ -24,8 +24,9 @@
 #include <dali/public-api/object/type-registry.h>
 #include <dali/internal/common/event-to-update.h>
 #include <dali/internal/event/animation/animation-impl.h>
-#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/update/animation/scene-graph-constraint-base.h>
+#include <dali/internal/update/common/animatable-property.h>
 #include <dali/internal/update/common/property-owner-messages.h>
 
 using Dali::Internal::SceneGraph::AnimatableProperty;
@@ -33,14 +34,19 @@ using Dali::Internal::SceneGraph::AnimatableProperty;
 namespace Dali
 {
 
-const Property::Index ActiveConstraint::WEIGHT = 0;
-
 namespace Internal
 {
 
 namespace // unnamed namespace
 {
 
+// Properties
+
+//              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_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
+
 // Signals
 
 const char* const SIGNAL_APPLIED = "applied";
@@ -55,27 +61,6 @@ TypeRegistration mType( typeid(Dali::ActiveConstraint), typeid(Dali::Handle), Cr
 
 SignalConnectorType signalConnector1( mType, SIGNAL_APPLIED, &ActiveConstraintBase::DoConnectSignal );
 
-}
-
-
-namespace // unnamed namespace
-{
-
-/**
- * We want to discourage the use of property strings (minimize string comparisons),
- * particularly for the default properties.
- */
-const char* DEFAULT_PROPERTY_NAMES[] =
-{
-  "weight"
-};
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_NAMES ) / sizeof( std::string );
-
-const Property::Type DEFAULT_PROPERTY_TYPES[DEFAULT_PROPERTY_COUNT] =
-{
-  Property::FLOAT // WEIGHT
-};
-
 } // unnamed namespace
 
 ActiveConstraintBase::ActiveConstraintBase( EventToUpdate& eventToUpdate, Property::Index targetPropertyIndex, SourceContainer& sources, unsigned int sourceCount )
@@ -159,7 +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::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
@@ -338,7 +323,7 @@ const char* ActiveConstraintBase::GetDefaultPropertyName( Property::Index index
 {
   if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    return DEFAULT_PROPERTY_NAMES[index];
+    return DEFAULT_PROPERTY_DETAILS[index].name;
   }
   else
   {
@@ -351,7 +336,7 @@ Property::Index ActiveConstraintBase::GetDefaultPropertyIndex( const std::string
   Property::Index index = Property::INVALID_INDEX;
 
   // Only one name to compare with...
-  if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_NAMES[0] ) ) // dont want to convert rhs to string
+  if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_DETAILS[0].name ) ) // Don't want to convert rhs to string
   {
     index = 0;
   }
@@ -361,35 +346,33 @@ Property::Index ActiveConstraintBase::GetDefaultPropertyIndex( const std::string
 
 bool ActiveConstraintBase::IsDefaultPropertyWritable( Property::Index index ) const
 {
-  return true; // All default properties are currently writable
+  return DEFAULT_PROPERTY_DETAILS[ index ].writable;
 }
 
 bool ActiveConstraintBase::IsDefaultPropertyAnimatable( Property::Index index ) const
 {
-  return true; // All default properties are currently animatable
+  return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
 }
 
 bool ActiveConstraintBase::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  return true; // All default properties can currently be used as a constraint input
+  return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
 }
 
 Property::Type ActiveConstraintBase::GetDefaultPropertyType( Property::Index index ) const
 {
   if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    return DEFAULT_PROPERTY_TYPES[index];
-  }
-  else
-  {
-    // Index out-of-range
-    return Property::NONE;
+    return DEFAULT_PROPERTY_DETAILS[index].type;
   }
+
+  // Index out-of-range
+  return Property::NONE;
 }
 
 void ActiveConstraintBase::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
 {
-  if( Dali::ActiveConstraint::WEIGHT == index )
+  if( Dali::ActiveConstraint::Property::Weight == index )
   {
     SetWeight( propertyValue.Get<float>() );
   }
@@ -399,7 +382,7 @@ Property::Value ActiveConstraintBase::GetDefaultProperty( Property::Index index
 {
   Property::Value value;
 
-  if( Dali::ActiveConstraint::WEIGHT == index )
+  if( Dali::ActiveConstraint::Property::Weight == index )
   {
     value = GetCurrentWeight();
   }
index 6029980..931bba6 100644 (file)
@@ -19,6 +19,7 @@
 #include <dali/internal/event/animation/animation-impl.h>
 
 // INTERNAL INCLUDES
+#include <dali/public-api/actors/actor.h>
 #include <dali/public-api/animation/alpha-functions.h>
 #include <dali/public-api/animation/time-period.h>
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/math/vector2.h>
 #include <dali/public-api/math/radian.h>
 #include <dali/internal/event/actors/actor-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
-#include <dali/internal/event/animation/animator-connector.h>
 #include <dali/internal/event/animation/animation-playlist.h>
+#include <dali/internal/event/animation/animator-connector.h>
 #include <dali/internal/event/common/notification-manager.h>
-#include <dali/internal/update/manager/update-manager.h>
-#include <dali/internal/event/effects/shader-effect-impl.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/event/effects/shader-effect-impl.h>
+#include <dali/internal/update/manager/update-manager.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
 using Dali::Internal::SceneGraph::AnimatorBase;
@@ -421,51 +423,51 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
   {
     case Property::BOOLEAN:
     {
-      AddAnimatorConnector( AnimatorConnector<bool>::New(targetObject,
-                                                         targetPropertyIndex,
-                                                         componentIndex,
-                                                         new AnimateToBoolean(destinationValue.Get<bool>()),
-                                                         alpha,
-                                                         period) );
+      AddAnimatorConnector( AnimatorConnector<bool>::New( targetObject,
+                                                          targetPropertyIndex,
+                                                          componentIndex,
+                                                          new AnimateToBoolean( destinationValue.Get<bool>() ),
+                                                          alpha,
+                                                          period ) );
       break;
     }
 
     case Property::FLOAT:
     {
-      AddAnimatorConnector( AnimatorConnector<float>::New(targetObject,
-                                                          targetPropertyIndex,
-                                                          componentIndex,
-                                                          new AnimateToFloat(destinationValue.Get<float>()),
-                                                          alpha,
-                                                          period) );
+      AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
+                                                           targetPropertyIndex,
+                                                           componentIndex,
+                                                           new AnimateToFloat( destinationValue.Get<float>() ),
+                                                           alpha,
+                                                           period ) );
       break;
     }
 
     case Property::INTEGER:
     {
-      AddAnimatorConnector( AnimatorConnector<int>::New(targetObject,
-                                                        targetPropertyIndex,
-                                                        componentIndex,
-                                                        new AnimateToInteger(destinationValue.Get<int>()),
-                                                        alpha,
-                                                        period) );
+      AddAnimatorConnector( AnimatorConnector<int>::New( targetObject,
+                                                         targetPropertyIndex,
+                                                         componentIndex,
+                                                         new AnimateToInteger( destinationValue.Get<int>() ),
+                                                         alpha,
+                                                         period ) );
       break;
     }
 
     case Property::VECTOR2:
     {
-      AddAnimatorConnector( AnimatorConnector<Vector2>::New(targetObject,
-                                                            targetPropertyIndex,
-                                                            componentIndex,
-                                                            new AnimateToVector2(destinationValue.Get<Vector2>()),
-                                                            alpha,
-                                                            period) );
+      AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
+                                                             targetPropertyIndex,
+                                                             componentIndex,
+                                                             new AnimateToVector2( destinationValue.Get<Vector2>() ),
+                                                             alpha,
+                                                             period ) );
       break;
     }
 
     case Property::VECTOR3:
     {
-      if ( Dali::Actor::SIZE == targetPropertyIndex )
+      if ( Dali::Actor::Property::Size == targetPropertyIndex )
       {
         // Test whether this is actually an Actor
         Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
@@ -476,34 +478,34 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
         }
       }
 
-      AddAnimatorConnector( AnimatorConnector<Vector3>::New(targetObject,
-                                                            targetPropertyIndex,
-                                                            componentIndex,
-                                                            new AnimateToVector3(destinationValue.Get<Vector3>()),
-                                                            alpha,
-                                                            period) );
+      AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
+                                                             targetPropertyIndex,
+                                                             componentIndex,
+                                                             new AnimateToVector3( destinationValue.Get<Vector3>() ),
+                                                             alpha,
+                                                             period ) );
       break;
     }
 
     case Property::VECTOR4:
     {
-      AddAnimatorConnector( AnimatorConnector<Vector4>::New(targetObject,
-                                                            targetPropertyIndex,
-                                                            componentIndex,
-                                                            new AnimateToVector4(destinationValue.Get<Vector4>()),
-                                                            alpha,
-                                                            period) );
+      AddAnimatorConnector( AnimatorConnector<Vector4>::New( targetObject,
+                                                             targetPropertyIndex,
+                                                             componentIndex,
+                                                             new AnimateToVector4( destinationValue.Get<Vector4>() ),
+                                                             alpha,
+                                                             period ) );
       break;
     }
 
     case Property::ROTATION:
     {
-      AddAnimatorConnector( AnimatorConnector<Quaternion>::New(targetObject,
-                                                               targetPropertyIndex,
-                                                               componentIndex,
-                                                               new RotateToQuaternion(destinationValue.Get<Quaternion>()),
-                                                               alpha,
-                                                               period) );
+      AddAnimatorConnector( AnimatorConnector<Quaternion>::New( targetObject,
+                                                                targetPropertyIndex,
+                                                                componentIndex,
+                                                                new RotateToQuaternion( destinationValue.Get<Quaternion>() ),
+                                                                alpha,
+                                                                period ) );
       break;
     }
 
@@ -752,7 +754,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
 
   //Position animation
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::POSITION,
+                                                         Dali::Actor::Property::Position,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new PathPositionFunctor( pathCopy ),
                                                          alpha,
@@ -763,7 +765,7 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
   {
     //Rotation animation
     AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                              Dali::Actor::ROTATION,
+                                                              Dali::Actor::Property::Rotation,
                                                               Property::INVALID_COMPONENT_INDEX,
                                                               new PathRotationFunctor( pathCopy, forward ),
                                                               alpha,
@@ -786,7 +788,7 @@ void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::POSITION,
+                                                         Dali::Actor::Property::Position,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateByVector3(displacement),
                                                          alpha,
@@ -808,7 +810,7 @@ void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alph
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::POSITION,
+                                                         Dali::Actor::Property::Position,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToVector3(position),
                                                          alpha,
@@ -830,7 +832,7 @@ void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaF
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::ROTATION,
+                                                            Dali::Actor::Property::Rotation,
                                                             Property::INVALID_COMPONENT_INDEX,
                                                             new RotateByAngleAxis(angle, axis),
                                                             alpha,
@@ -882,7 +884,7 @@ void Animation::RotateTo(Actor& actor, const Quaternion& rotation, AlphaFunction
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
-                                                            Dali::Actor::ROTATION,
+                                                            Dali::Actor::Property::Rotation,
                                                             Property::INVALID_COMPONENT_INDEX,
                                                             new RotateToQuaternion(rotation),
                                                             alpha,
@@ -904,7 +906,7 @@ void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha,
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::SCALE,
+                                                         Dali::Actor::Property::Scale,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateByVector3(scale),
                                                          alpha,
@@ -926,7 +928,7 @@ void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha,
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::SCALE,
+                                                         Dali::Actor::Property::Scale,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToVector3(scale),
                                                          alpha,
@@ -938,7 +940,7 @@ void Animation::Show(Actor& actor, float delaySeconds)
   ExtendDuration( TimePeriod(delaySeconds, 0) );
 
   AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
-                                                      Dali::Actor::VISIBLE,
+                                                      Dali::Actor::Property::Visible,
                                                       Property::INVALID_COMPONENT_INDEX,
                                                       new AnimateToBoolean(SHOW_VALUE),
                                                       AlphaFunctions::Default,
@@ -950,7 +952,7 @@ void Animation::Hide(Actor& actor, float delaySeconds)
   ExtendDuration( TimePeriod(delaySeconds, 0) );
 
   AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
-                                                      Dali::Actor::VISIBLE,
+                                                      Dali::Actor::Property::Visible,
                                                       Property::INVALID_COMPONENT_INDEX,
                                                       new AnimateToBoolean(HIDE_VALUE),
                                                       AlphaFunctions::Default,
@@ -972,7 +974,7 @@ void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha, floa
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::COLOR,
+                                                         Dali::Actor::Property::Color,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateByOpacity(opacity),
                                                          alpha,
@@ -994,7 +996,7 @@ void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha, floa
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::COLOR,
+                                                         Dali::Actor::Property::Color,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToOpacity(opacity),
                                                          alpha,
@@ -1016,7 +1018,7 @@ void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha,
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::COLOR,
+                                                         Dali::Actor::Property::Color,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateByVector4(color),
                                                          alpha,
@@ -1038,7 +1040,7 @@ void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha,
   ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
 
   AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
-                                                         Dali::Actor::COLOR,
+                                                         Dali::Actor::Property::Color,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToVector4(color),
                                                          alpha,
@@ -1065,7 +1067,7 @@ void Animation::Resize(Actor& actor, float width, float height, AlphaFunction al
   actor.NotifySizeAnimation( *this, targetSize );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::SIZE,
+                                                         Dali::Actor::Property::Size,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToVector3(targetSize),
                                                          alpha,
@@ -1090,7 +1092,7 @@ void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha, f
   actor.NotifySizeAnimation( *this, size );
 
   AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
-                                                         Dali::Actor::SIZE,
+                                                         Dali::Actor::Property::Size,
                                                          Property::INVALID_COMPONENT_INDEX,
                                                          new AnimateToVector3(size),
                                                          alpha,
index c1ecca0..3d0a46c 100644 (file)
 
 // CLASS HEADER
 #include <dali/internal/event/animation/path-impl.h>
+#include <dali/internal/event/common/property-helper.h>
+
+namespace Dali
+{
+
+namespace Internal
+{
 
 namespace
 {
+
+// Properties
+
+//              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_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
+
 /**
  * These coefficient arise from the cubic polynomial equations for
  * a bezier curve.
@@ -39,23 +55,7 @@ const float BezierBasisCoeff[] = {  -1.0f,  3.0f, -3.0f, 1.0f,
 
 const Dali::Matrix BezierBasis = Dali::Matrix( BezierBasisCoeff );
 
-const Dali::Internal::PropertyDetails DEFAULT_PROPERTY_DETAILS[] =
-{
-  { "points",         Dali::Property::ARRAY, true, false, false },
-  { "control-points", Dali::Property::ARRAY, true, false, false },
-};
-
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( DEFAULT_PROPERTY_DETAILS[0] );
-
-}//Unnamed namespace
-
-namespace Dali
-{
-const Property::Index Path::POINTS              = 0;
-const Property::Index Path::CONTROL_POINTS      = 1;
-
-namespace Internal
-{
+} //Unnamed namespace
 
 Path* Path::New()
 {
@@ -101,11 +101,9 @@ const char* Path::GetDefaultPropertyName(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].name;
   }
-  else
-  {
-    // index out of range
-    return NULL;
-  }
+
+  // index out of range
+  return NULL;
 }
 
 Property::Index Path::GetDefaultPropertyIndex(const std::string& name) const
@@ -131,40 +129,28 @@ Property::Type Path::GetDefaultPropertyType(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].type;
   }
-  else
-  {
-    // index out of range
-    return Property::NONE;
-  }
+
+  // index out of range
+  return Property::NONE;
 }
 
 Property::Value Path::GetDefaultProperty( Property::Index index ) const
 {
   Property::Value value;
-  switch ( index )
+  if( index == Dali::Path::Property::Points )
   {
-    case Dali::Path::POINTS:
-    {
-      size_t pointCount( mPoint.Size() );
-      for( size_t i(0); i!=pointCount; ++i )
-      {
-        value.AppendItem( mPoint[i] );
-      }
-      break;
-    }
-    case Dali::Path::CONTROL_POINTS:
+    size_t pointCount( mPoint.Size() );
+    for( size_t i( 0 ); i != pointCount; ++i )
     {
-      size_t controlpointCount( mControlPoint.Size() );
-      for( size_t i(0); i!=controlpointCount; ++i )
-      {
-        value.AppendItem( mControlPoint[i] );
-      }
-      break;
+      value.AppendItem( mPoint[i] );
     }
-    default:
+  }
+  else if( index == Dali::Path::Property::ControlPoints )
+  {
+    size_t controlpointCount( mControlPoint.Size() );
+    for( size_t i( 0 ); i != controlpointCount; ++i )
     {
-      DALI_ASSERT_ALWAYS(false && "Path::Property is out of bounds");
-      break;
+      value.AppendItem( mControlPoint[i] );
     }
   }
 
@@ -173,38 +159,28 @@ Property::Value Path::GetDefaultProperty( Property::Index index ) const
 
 void Path::SetDefaultProperty(Property::Index index, const Property::Value& propertyValue)
 {
-  switch ( index )
+  if( index == Dali::Path::Property::Points )
   {
-    case Dali::Path::POINTS:
+    Property::Array propertyArray;
+    propertyValue.Get(propertyArray);
+
+    size_t propertyArrayCount = propertyArray.size();
+    mPoint.Resize( propertyArrayCount );
+    for( size_t i(0); i!=propertyArrayCount; ++i )
     {
-      Property::Array propertyArray;
-      propertyValue.Get(propertyArray);
-
-      size_t propertyArrayCount = propertyArray.size();
-      mPoint.Resize( propertyArrayCount );
-      for( size_t i(0); i!=propertyArrayCount; ++i )
-      {
-        propertyArray[i].Get( mPoint[i]);
-      }
-      break;
+      propertyArray[i].Get( mPoint[i]);
     }
-    case Dali::Path::CONTROL_POINTS:
+  }
+  else if( index == Dali::Path::Property::ControlPoints )
+  {
+    Property::Array propertyArray;
+    propertyValue.Get(propertyArray);
+
+    size_t propertyArrayCount = propertyArray.size();
+    mControlPoint.Resize( propertyArrayCount );
+    for( size_t i(0); i!=propertyArrayCount; ++i )
     {
-      Property::Array propertyArray;
-      propertyValue.Get(propertyArray);
-
-      size_t propertyArrayCount = propertyArray.size();
-      mControlPoint.Resize( propertyArrayCount );
-      for( size_t i(0); i!=propertyArrayCount; ++i )
-      {
-        propertyArray[i].Get( mControlPoint[i]);
-      }
-      break;
-    }
-    default:
-    {
-      // no read only properties
-      break;
+      propertyArray[i].Get( mControlPoint[i]);
     }
   }
 }
@@ -215,10 +191,8 @@ bool Path::IsDefaultPropertyWritable(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].writable;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 bool Path::IsDefaultPropertyAnimatable(Property::Index index) const
@@ -227,10 +201,8 @@ bool Path::IsDefaultPropertyAnimatable(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].animatable;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 bool Path::IsDefaultPropertyAConstraintInput( Property::Index index ) const
@@ -239,10 +211,8 @@ bool Path::IsDefaultPropertyAConstraintInput( Property::Index index ) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].constraintInput;
   }
-  else
-  {
-    return false;
-  }
+
+  return false;
 }
 
 void Path::AddPoint(const Vector3& point )
index 09d5997..d449702 100644 (file)
@@ -30,7 +30,6 @@
 #include <dali/internal/event/animation/constraint-impl.h>
 #include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/common/property-notification-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
 #include <dali/internal/event/common/type-registry-impl.h>
 
 using Dali::Internal::SceneGraph::AnimatableProperty;
index 1949f09..0a8a192 100644 (file)
@@ -26,7 +26,6 @@
 #include <dali/public-api/object/base-object.h>
 #include <dali/public-api/object/handle.h>
 #include <dali/public-api/object/property.h>
-#include <dali/public-api/object/property-index.h>
 #include <dali/public-api/object/property-input.h>
 #include <dali/public-api/object/property-notification.h>
 #include <dali/internal/common/owner-container.h>
@@ -35,7 +34,6 @@
 #include <dali/internal/event/common/property-input-impl.h>
 #include <dali/internal/update/common/property-base.h>
 
-
 namespace Dali
 {
 
@@ -50,18 +48,6 @@ class PropertyInputImpl;
 class Stage;
 class TypeInfo;
 
-/**
- * @brief Structure for setting up default properties and their details.
- */
-struct PropertyDetails
-{
-  const char* name;         ///< The name of the property.
-  Property::Type type;      ///< The property type.
-  bool writable:1;          ///< Whether the property is writable
-  bool animatable:1;        ///< Whether the property is animatable.
-  bool constraintInput:1;   ///< Whether the property can be used as an input to a constraint.
-};
-
 namespace SceneGraph
 {
 class PropertyBase;
diff --git a/dali/internal/event/common/property-helper.h b/dali/internal/event/common/property-helper.h
new file mode 100644 (file)
index 0000000..04df690
--- /dev/null
@@ -0,0 +1,103 @@
+#ifndef __DALI_PROPERTY_HELPER_H__
+#define __DALI_PROPERTY_HELPER_H__
+
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali/integration-api/bitmap.h>
+
+namespace Dali
+{
+
+namespace Internal
+{
+
+/**
+ * @brief Structure for setting up default properties and their details.
+ */
+struct PropertyDetails
+{
+  const char* name;             ///< The name of the property.
+  Property::Type type;          ///< The property type.
+  bool writable:1;              ///< Whether the property is writable
+  bool animatable:1;            ///< Whether the property is animatable.
+  bool constraintInput:1;       ///< Whether the property can be used as an input to a constraint.
+#ifdef DEBUG_ENABLED
+  Property::Index enumIndex;    ///< Used to check the index is correct within a debug build.
+#endif
+};
+
+/**
+ * These macros are used to define a table of property details per Actor object.
+ * The index property is only compiled in for DEBUG_ENABLED builds and allows checking the table index VS the property enum index.
+ * DALI_PROPERTY_TABLE_END Forces a run-time check that will happen once.
+ */
+#define DALI_PROPERTY_TABLE_BEGIN const Internal::PropertyDetails DEFAULT_PROPERTY_DETAILS[] = {
+#ifdef DEBUG_ENABLED
+#define DALI_PROPERTY_TABLE_END( startIndex )   }; const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( Internal::PropertyDetails ); \
+  struct PROPERTY_CHECK \
+  { \
+    PROPERTY_CHECK() \
+    { \
+      for( int i = 0; i < DEFAULT_PROPERTY_COUNT; i++ ) \
+      { \
+        if ( DEFAULT_PROPERTY_DETAILS[i].enumIndex != ( startIndex + i ) ) \
+        { \
+          DALI_LOG_ERROR( "Checking property failed: index:%d, enumIndex:%d == index+start:%d, (name:%s)\n", i, \
+                          DEFAULT_PROPERTY_DETAILS[i].enumIndex, (startIndex + i), DEFAULT_PROPERTY_DETAILS[i].name ); \
+          DALI_ASSERT_DEBUG( false && "Property enumeration mismatch" ); \
+        } \
+      } \
+    } \
+  }; \
+  static PROPERTY_CHECK PROPERTY_CHECK_INSTANCE;
+#else
+#define DALI_PROPERTY_TABLE_END( startIndex )   }; const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( Internal::PropertyDetails );
+#endif
+#ifdef DEBUG_ENABLED
+#define DALI_PROPERTY( text, type, writable, animatable, constraint, index ) { text, Dali::Property::type, writable, animatable, constraint, index },
+#else
+#define DALI_PROPERTY( text, type, writable, animatable, constraint, index ) { text, Dali::Property::type, writable, animatable, constraint },
+#endif
+
+/**
+ * Macros for creating enumeration to string tables.
+ * Example:
+ *
+ * DALI_ENUM_TO_STRING_TABLE_BEGIN( SizeMode )
+ * DALI_ENUM_TO_STRING( USE_OWN_SIZE )
+ * DALI_ENUM_TO_STRING( SIZE_EQUAL_TO_PARENT )
+ * DALI_ENUM_TO_STRING_TABLE_END( SizeMode )
+ *
+ * Creates:
+ * const Scripting::StringEnum< SizeMode > SizeModeTable[] = {
+ * { "USE_OWN_SIZE", USE_OWN_SIZE },
+ * { "SIZE_EQUAL_TO_PARENT", SIZE_EQUAL_TO_PARENT },
+ * }; const unsigned int SizeModeTableCount = sizeof( SizeModeTable ) / sizeof( SizeModeTable[0] );
+ */
+#define DALI_ENUM_TO_STRING_TABLE_BEGIN( t ) const Scripting::StringEnum< t > t##Table[] = {
+#define DALI_ENUM_TO_STRING_TABLE_END( t )   }; const unsigned int t##TableCount = sizeof( t##Table ) / sizeof( t##Table[0] );
+#define DALI_ENUM_TO_STRING( s ) { #s, s },
+
+
+} // namespace Internal
+
+} // namespace Dali
+
+#endif // __DALI_PROPERTY_HELPER_H__
+
diff --git a/dali/internal/event/common/property-index-ranges.h b/dali/internal/event/common/property-index-ranges.h
deleted file mode 100644 (file)
index 2808605..0000000
+++ /dev/null
@@ -1,47 +0,0 @@
-#ifndef __DALI_INTERNAL_PROPERTY_INDEX_RANGES_H__
-#define __DALI_INTERNAL_PROPERTY_INDEX_RANGES_H__
-
-/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-#include <dali/public-api/object/property-index.h>
-
-namespace Dali
-{
-
-namespace Internal
-{
-
-/*
- * Specifies the allowed ranges for different class types to cater for future allocation
- */
-
-enum
-{
-  DEFAULT_PROPERTY_MAX_COUNT                  = PROPERTY_REGISTRATION_START_INDEX, ///< Default Property Range:     0 to 9999999
-
-  DEFAULT_ACTOR_PROPERTY_MAX_COUNT            = 10000,                             ///< Actor Range:                0 to    9999
-  DEFAULT_RENDERABLE_ACTOR_PROPERTY_MAX_COUNT = 20000,                             ///< Renderable Actor Range: 10000 to   19999
-
-  DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT = 10000,                             ///< GestureDetector Range:      0 to    9999
-};
-
-} // namespace Internal
-
-} // namespace Dali
-
-#endif // __DALI_INTERNAL_PROPERTY_INDEX_RANGES_H__
index bd41274..fbdca05 100644 (file)
 #include <dali/internal/event/effects/shader-effect-impl.h>
 
 // INTERNAL INCLUDES
-#include <dali/public-api/math/vector2.h>
 #include <dali/public-api/math/matrix.h>
 #include <dali/public-api/math/matrix3.h>
-#include <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/public-api/math/vector2.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/scripting/scripting.h>
+#include <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/event/effects/shader-declarations.h>
 #include <dali/internal/event/effects/shader-factory.h>
 #include <dali/internal/event/images/image-impl.h>
-#include <dali/internal/update/common/animatable-property.h>
-#include <dali/internal/update/manager/update-manager.h>
-#include <dali/internal/event/common/stage-impl.h>
-#include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/render/shaders/shader.h>
 #include <dali/internal/render/shaders/uniform-meta.h>
 #include <dali/internal/update/animation/scene-graph-constraint-base.h>
+#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/manager/update-manager.h>
 #include "dali-shaders.h"
 
 using Dali::Internal::SceneGraph::UpdateManager;
@@ -48,26 +49,21 @@ using std::string;
 namespace Dali
 {
 
-const Property::Index ShaderEffect::GRID_DENSITY        = 0;
-const Property::Index ShaderEffect::IMAGE               = 1;
-const Property::Index ShaderEffect::PROGRAM             = 2;
-const Property::Index ShaderEffect::GEOMETRY_HINTS      = 3;
-
 namespace Internal
 {
 
 namespace
 {
-const PropertyDetails DEFAULT_PROPERTY_DETAILS[] =
-{
- // Name               Type            writable animatable constraint-input
- { "grid-density",   Property::FLOAT,   true,    false,   false  }, // GRID_DENSITY
- { "image",          Property::MAP,     true,    false,   false  }, // IMAGE
- { "program",        Property::MAP,     true,    false,   false  }, // PROGRAM
- { "geometry-hints", Property::INTEGER, true,    false,   false  }, // GEOMETRY_HINTS
-};
 
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( DEFAULT_PROPERTY_DETAILS[0] );
+// Properties
+
+//              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_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
 
 BaseHandle Create()
 {
@@ -412,10 +408,8 @@ const char* ShaderEffect::GetDefaultPropertyName(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].name;
   }
-  else
-  {
-    return NULL;
-  }
+
+  return NULL;
 }
 
 Property::Index ShaderEffect::GetDefaultPropertyIndex(const std::string& name) const
@@ -434,22 +428,21 @@ Property::Index ShaderEffect::GetDefaultPropertyIndex(const std::string& name) c
   }
 
   return index;
-
 }
 
 bool ShaderEffect::IsDefaultPropertyWritable(Property::Index index) const
 {
-  return true; // all properties are writable
+  return DEFAULT_PROPERTY_DETAILS[ index ].writable;
 }
 
 bool ShaderEffect::IsDefaultPropertyAnimatable(Property::Index index) const
 {
-  return false; // all properties are non animatable
+  return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
 }
 
 bool ShaderEffect::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  return false; // all properties cannot be used as constraint input
+  return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
 }
 
 Property::Type ShaderEffect::GetDefaultPropertyType(Property::Index index) const
@@ -458,24 +451,22 @@ Property::Type ShaderEffect::GetDefaultPropertyType(Property::Index index) const
   {
     return DEFAULT_PROPERTY_DETAILS[index].type;
   }
-  else
-  {
-    // index out of range...return Property::NONE
-    return Property::NONE;
-  }
+
+  // index out of range...return Property::NONE
+  return Property::NONE;
 }
 
 void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
 {
   switch ( index )
   {
-    case Dali::ShaderEffect::GRID_DENSITY:
+    case Dali::ShaderEffect::Property::GridDensity:
     {
       SetGridDensityMessage( mUpdateManager.GetEventToUpdate(), *mSceneObject, propertyValue.Get<float>() );
       break;
     }
 
-    case Dali::ShaderEffect::IMAGE:
+    case Dali::ShaderEffect::Property::Image:
     {
       Dali::Image img(Scripting::NewImage( propertyValue ));
       if(img)
@@ -489,7 +480,7 @@ void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Va
       break;
     }
 
-    case Dali::ShaderEffect::PROGRAM:
+    case Dali::ShaderEffect::Property::Program:
     {
       std::string vertexPrefix   = GetShader("vertex-prefix", propertyValue);
       std::string fragmentPrefix = GetShader("fragment-prefix", propertyValue);
@@ -529,7 +520,7 @@ void ShaderEffect::SetDefaultProperty( Property::Index index, const Property::Va
       break;
     }
 
-    case Dali::ShaderEffect::GEOMETRY_HINTS:
+    case Dali::ShaderEffect::Property::GeometryHints:
     {
       Dali::ShaderEffect::GeometryHints hint = Dali::ShaderEffect::HINT_NONE;
       Property::Value geometryHintsValue   = propertyValue.GetValue("geometry-hints");
index 5c9ea9e..f1ab255 100644 (file)
@@ -25,7 +25,7 @@
 #include <dali/public-api/math/degree.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/event/actors/actor-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/event/events/gesture-event-processor.h>
 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
 namespace Dali
 {
 
-const Property::Index PanGestureDetector::SCREEN_POSITION      = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT;
-const Property::Index PanGestureDetector::SCREEN_DISPLACEMENT  = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 1;
-const Property::Index PanGestureDetector::SCREEN_VELOCITY      = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 2;
-const Property::Index PanGestureDetector::LOCAL_POSITION       = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 3;
-const Property::Index PanGestureDetector::LOCAL_DISPLACEMENT   = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 4;
-const Property::Index PanGestureDetector::LOCAL_VELOCITY       = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 5;
-const Property::Index PanGestureDetector::PANNING              = Internal::DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT + 6;
-
 namespace Internal
 {
 
@@ -49,17 +41,16 @@ namespace
 
 // Properties
 
-PropertyDetails DEFAULT_PROPERTIES[] =
-{
-  { "screen-position",     Property::VECTOR2, false, false, true },
-  { "screen-displacement", Property::VECTOR2, false, false, true },
-  { "screen-velocity",     Property::VECTOR2, false, false, true },
-  { "local-position",      Property::VECTOR2, false, false, true },
-  { "local-displacement",  Property::VECTOR2, false, false, true },
-  { "local-velocity",      Property::VECTOR2, false, false, true },
-  { "panning",             Property::BOOLEAN, false, false, true },
-};
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTIES ) / sizeof( DEFAULT_PROPERTIES[0] );
+//              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_TABLE_END( DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX )
 
 // Signals
 
@@ -337,7 +328,7 @@ void PanGestureDetector::GetDefaultPropertyIndices( Property::IndexContainer& in
 {
   indices.reserve( DEFAULT_PROPERTY_COUNT );
 
-  int index = DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT;
+  int index = DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX;
   for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
   {
     indices.push_back( index );
@@ -346,15 +337,13 @@ void PanGestureDetector::GetDefaultPropertyIndices( Property::IndexContainer& in
 
 const char* PanGestureDetector::GetDefaultPropertyName( Property::Index index ) const
 {
-  index -= DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT;
+  index -= DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX;
   if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    return DEFAULT_PROPERTIES[ index ].name;
-  }
-  else
-  {
-    return NULL;
+    return DEFAULT_PROPERTY_DETAILS[ index ].name;
   }
+
+  return NULL;
 }
 
 Property::Index PanGestureDetector::GetDefaultPropertyIndex(const std::string& name) const
@@ -364,7 +353,7 @@ Property::Index PanGestureDetector::GetDefaultPropertyIndex(const std::string& n
   // Look for name in default properties
   for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    const Internal::PropertyDetails* property = &DEFAULT_PROPERTIES[ i ];
+    const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
     if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
     {
       index = i;
@@ -377,27 +366,27 @@ Property::Index PanGestureDetector::GetDefaultPropertyIndex(const std::string& n
 bool PanGestureDetector::IsDefaultPropertyWritable(Property::Index index) const
 {
   // None of our properties should be writable through the Public API
-  return false;
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX ].writable;
 }
 
 bool PanGestureDetector::IsDefaultPropertyAnimatable(Property::Index index) const
 {
   // None of our properties are animatable
-  return false;
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX ].animatable;
 }
 
 bool PanGestureDetector::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
   // All our properties can be used as an input to a constraint.
-  return true;
+  return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX ].constraintInput;
 }
 
 Property::Type PanGestureDetector::GetDefaultPropertyType(Property::Index index) const
 {
-  index -= DEFAULT_GESTURE_DETECTOR_PROPERTY_MAX_COUNT;
+  index -= DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX;
   if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
   {
-    return DEFAULT_PROPERTIES[ index ].type;
+    return DEFAULT_PROPERTY_DETAILS[ index ].type;
   }
   else
   {
@@ -417,7 +406,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
 
   switch ( index )
   {
-    case Dali::PanGestureDetector::SCREEN_POSITION:
+    case Dali::PanGestureDetector::Property::ScreenPosition:
     {
       if(mSceneObject)
       {
@@ -430,7 +419,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::SCREEN_DISPLACEMENT:
+    case Dali::PanGestureDetector::Property::ScreenDisplacement:
     {
       if(mSceneObject)
       {
@@ -443,7 +432,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::SCREEN_VELOCITY:
+    case Dali::PanGestureDetector::Property::ScreenVelocity:
     {
       if(mSceneObject)
       {
@@ -456,7 +445,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::LOCAL_POSITION:
+    case Dali::PanGestureDetector::Property::LocalPosition:
     {
       if(mSceneObject)
       {
@@ -469,7 +458,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::LOCAL_DISPLACEMENT:
+    case Dali::PanGestureDetector::Property::LocalDisplacement:
     {
       if(mSceneObject)
       {
@@ -482,7 +471,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::LOCAL_VELOCITY:
+    case Dali::PanGestureDetector::Property::LocalVelocity:
     {
       if(mSceneObject)
       {
@@ -495,7 +484,7 @@ Property::Value PanGestureDetector::GetDefaultProperty(Property::Index index) co
       break;
     }
 
-    case Dali::PanGestureDetector::PANNING:
+    case Dali::PanGestureDetector::Property::Panning:
     {
       if(mSceneObject)
       {
@@ -552,43 +541,43 @@ const PropertyInputImpl* PanGestureDetector::GetSceneObjectInputProperty( Proper
   {
     switch ( index )
     {
-      case Dali::PanGestureDetector::SCREEN_POSITION:
+      case Dali::PanGestureDetector::Property::ScreenPosition:
       {
         property = &mSceneObject->GetScreenPositionProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::SCREEN_DISPLACEMENT:
+      case Dali::PanGestureDetector::Property::ScreenDisplacement:
       {
         property = &mSceneObject->GetScreenDisplacementProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::SCREEN_VELOCITY:
+      case Dali::PanGestureDetector::Property::ScreenVelocity:
       {
         property = &mSceneObject->GetScreenVelocityProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::LOCAL_POSITION:
+      case Dali::PanGestureDetector::Property::LocalPosition:
       {
         property = &mSceneObject->GetLocalPositionProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::LOCAL_DISPLACEMENT:
+      case Dali::PanGestureDetector::Property::LocalDisplacement:
       {
         property = &mSceneObject->GetLocalDisplacementProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::LOCAL_VELOCITY:
+      case Dali::PanGestureDetector::Property::LocalVelocity:
       {
         property = &mSceneObject->GetLocalVelocityProperty();
         break;
       }
 
-      case Dali::PanGestureDetector::PANNING:
+      case Dali::PanGestureDetector::Property::Panning:
       {
         property = &mSceneObject->GetPanningProperty();
         break;
index 1dc391a..13d7339 100644 (file)
  *
  */
 
-#include <dali/internal/event/common/property-index-ranges.h>
+// CLASS HEADER
+#include <dali/internal/event/modeling/animatable-mesh-impl.h>
+
+// INTERNAL INCLUDES
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/common/thread-local-storage.h>
-#include <dali/internal/event/modeling/animatable-mesh-impl.h>
-#include <dali/internal/event/modeling/mesh-impl.h>
 #include <dali/internal/event/modeling/material-impl.h>
+#include <dali/internal/event/modeling/mesh-impl.h>
 #include <dali/internal/update/manager/update-manager.h>
 #include <dali/internal/update/modeling/scene-graph-animatable-mesh.h>
 
 namespace Dali
 {
 
-const Property::Index AnimatableVertex::POSITION          = 0;
-const Property::Index AnimatableVertex::COLOR             = 1;
-const Property::Index AnimatableVertex::TEXTURE_COORDS    = 2;
-
 namespace Internal
 {
 
 namespace
 {
 
-const PropertyDetails DEFAULT_PROPERTY_DETAILS[] =
-{
- // Name               Type            writable animatable constraint-input
- { "position",       Property::VECTOR3, true,    true,   true  }, // POSITION
- { "vertex-color",   Property::VECTOR4, true,    true,   true  }, // COLOR
- { "texture-coords", Property::VECTOR2, true,    true,   true  }, // TEXTURE_COORDS
-};
+// Properties
 
-const int VERTEX_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_DETAILS ) / sizeof( DEFAULT_PROPERTY_DETAILS[0] );
+//              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_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
 
 } // namespace
 
@@ -58,13 +56,12 @@ AnimatableMesh::AnimatableMesh(
   mSceneObject( sceneObject ),
   mMesh( mesh ),
   mNumberOfVertices( numberOfVertices ),
-  mPropertyCount( numberOfVertices * VERTEX_PROPERTY_COUNT )
+  mPropertyCount( numberOfVertices * DEFAULT_PROPERTY_COUNT )
 {
   // Transfer animatable ownership to a scene message
   AddAnimatableMeshMessage( mUpdateManager, *mSceneObject );
 }
 
-
 AnimatableMeshPtr AnimatableMesh::New(
   unsigned int numVertices,
   const Dali::AnimatableMesh::Faces& faceIndices )
@@ -80,7 +77,6 @@ AnimatableMeshPtr AnimatableMesh::New(
   return New( numVertices, faceIndices, material, false );
 }
 
-
 AnimatableMeshPtr AnimatableMesh::New(
   unsigned int numVertices,
   const Dali::AnimatableMesh::Faces& faceIndices,
@@ -128,7 +124,6 @@ AnimatableMeshPtr AnimatableMesh::New(
   return animatableMeshPtr;
 }
 
-
 AnimatableMesh::~AnimatableMesh()
 {
   // Guard to allow handle destruction after Core has been destroyed
@@ -150,8 +145,8 @@ Property::Index AnimatableMesh::GetVertexPropertyIndex(
   unsigned int vertex,
   Property::Index property ) const
 {
-  DALI_ASSERT_DEBUG(property < VERTEX_PROPERTY_COUNT );
-  return ( vertex * VERTEX_PROPERTY_COUNT ) + property;
+  DALI_ASSERT_DEBUG(property < DEFAULT_PROPERTY_COUNT );
+  return ( vertex * DEFAULT_PROPERTY_COUNT ) + property;
 }
 
 void AnimatableMesh::SetPosition( unsigned int vertexIndex, const Vector3& position)
@@ -225,7 +220,7 @@ const char* AnimatableMesh::GetDefaultPropertyName( Property::Index index ) cons
 {
   if ( ( index >= 0 ) && ( index < mPropertyCount ) )
   {
-    return DEFAULT_PROPERTY_DETAILS[index % VERTEX_PROPERTY_COUNT].name;
+    return DEFAULT_PROPERTY_DETAILS[index % DEFAULT_PROPERTY_COUNT].name;
   }
   else
   {
@@ -238,7 +233,7 @@ Property::Index AnimatableMesh::GetDefaultPropertyIndex(const std::string& name)
   Property::Index index = Property::INVALID_INDEX;
 
   // Look for name in default properties
-  for( int i = 0; i < VERTEX_PROPERTY_COUNT; ++i )
+  for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
     const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
     if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
@@ -252,51 +247,49 @@ Property::Index AnimatableMesh::GetDefaultPropertyIndex(const std::string& name)
 
 bool AnimatableMesh::IsDefaultPropertyWritable(Property::Index index) const
 {
-  return DEFAULT_PROPERTY_DETAILS[ index % VERTEX_PROPERTY_COUNT ].writable;
+  return DEFAULT_PROPERTY_DETAILS[ index % DEFAULT_PROPERTY_COUNT ].writable;
 }
 
 bool AnimatableMesh::IsDefaultPropertyAnimatable(Property::Index index) const
 {
-  return DEFAULT_PROPERTY_DETAILS[ index % VERTEX_PROPERTY_COUNT ].animatable;
+  return DEFAULT_PROPERTY_DETAILS[ index % DEFAULT_PROPERTY_COUNT ].animatable;
 }
 
 bool AnimatableMesh::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  return DEFAULT_PROPERTY_DETAILS[ index % VERTEX_PROPERTY_COUNT ].constraintInput;
+  return DEFAULT_PROPERTY_DETAILS[ index % DEFAULT_PROPERTY_COUNT ].constraintInput;
 }
 
 Property::Type AnimatableMesh::GetDefaultPropertyType(Property::Index index) const
 {
   if ( ( index >= 0 ) && ( index < mPropertyCount ) )
   {
-    return DEFAULT_PROPERTY_DETAILS[ index % VERTEX_PROPERTY_COUNT ].type;
-  }
-  else
-  {
-    // Index out-of-bounds
-    return Property::NONE;
+    return DEFAULT_PROPERTY_DETAILS[ index % DEFAULT_PROPERTY_COUNT ].type;
   }
+
+  // Index out-of-bounds
+  return Property::NONE;
 }
 
 void AnimatableMesh::SetDefaultProperty( Property::Index index, const Property::Value& property )
 {
   DALI_ASSERT_ALWAYS( ( index < mPropertyCount ) && "Property index out of bounds" );
 
-  int vertexProperty = index % VERTEX_PROPERTY_COUNT;
-  int vertexIndex    = index / VERTEX_PROPERTY_COUNT;
+  int vertexProperty = index % DEFAULT_PROPERTY_COUNT;
+  int vertexIndex    = index / DEFAULT_PROPERTY_COUNT;
   switch ( vertexProperty )
   {
-    case Dali::AnimatableVertex::POSITION:
+    case Dali::AnimatableVertex::Property::Position:
     {
       SetPosition( vertexIndex, property.Get<Vector3>() );
       break;
     }
-    case Dali::AnimatableVertex::COLOR:
+    case Dali::AnimatableVertex::Property::Color:
     {
       SetColor( vertexIndex, property.Get<Vector4>() );
       break;
     }
-    case Dali::AnimatableVertex::TEXTURE_COORDS:
+    case Dali::AnimatableVertex::Property::TextureCoords:
     {
       SetTextureCoords( vertexIndex, property.Get<Vector2>() );
       break;
@@ -312,22 +305,22 @@ void AnimatableMesh::SetDefaultProperty( Property::Index index, const Property::
 Property::Value AnimatableMesh::GetDefaultProperty(Property::Index index) const
 {
   Property::Value value;
-  int vertexProperty = index % VERTEX_PROPERTY_COUNT;
-  int vertexIndex    = index / VERTEX_PROPERTY_COUNT;
+  int vertexProperty = index % DEFAULT_PROPERTY_COUNT;
+  int vertexIndex    = index / DEFAULT_PROPERTY_COUNT;
 
   switch ( vertexProperty )
   {
-    case Dali::AnimatableVertex::POSITION:
+    case Dali::AnimatableVertex::Property::Position:
     {
       value = GetCurrentPosition(vertexIndex);
       break;
     }
-    case Dali::AnimatableVertex::COLOR:
+    case Dali::AnimatableVertex::Property::Color:
     {
       value = GetCurrentColor(vertexIndex);
       break;
     }
-    case Dali::AnimatableVertex::TEXTURE_COORDS:
+    case Dali::AnimatableVertex::Property::TextureCoords:
     {
       value = GetCurrentTextureCoords(vertexIndex);
       break;
@@ -356,18 +349,18 @@ const SceneGraph::PropertyBase* AnimatableMesh::GetSceneObjectAnimatableProperty
   // This method should only return a property which is part of the scene-graph
   if( mSceneObject != NULL )
   {
-    int vertexProperty = index % VERTEX_PROPERTY_COUNT;
-    int vertexIndex    = index / VERTEX_PROPERTY_COUNT;
+    int vertexProperty = index % DEFAULT_PROPERTY_COUNT;
+    int vertexIndex    = index / DEFAULT_PROPERTY_COUNT;
 
     switch ( vertexProperty )
     {
-      case Dali::AnimatableVertex::POSITION:
+      case Dali::AnimatableVertex::Property::Position:
         property = &mSceneObject->mVertices[vertexIndex].position;
         break;
-      case Dali::AnimatableVertex::COLOR:
+      case Dali::AnimatableVertex::Property::Color:
         property = &mSceneObject->mVertices[vertexIndex].color;
         break;
-      case Dali::AnimatableVertex::TEXTURE_COORDS:
+      case Dali::AnimatableVertex::Property::TextureCoords:
         property = &mSceneObject->mVertices[vertexIndex].textureCoords;
         break;
     }
@@ -381,18 +374,18 @@ const PropertyInputImpl* AnimatableMesh::GetSceneObjectInputProperty( Property::
   const PropertyInputImpl* property( NULL );
   if( mSceneObject != NULL )
   {
-    int vertexProperty = index % VERTEX_PROPERTY_COUNT;
-    int vertexIndex    = index / VERTEX_PROPERTY_COUNT;
+    int vertexProperty = index % DEFAULT_PROPERTY_COUNT;
+    int vertexIndex    = index / DEFAULT_PROPERTY_COUNT;
 
     switch ( vertexProperty )
     {
-      case Dali::AnimatableVertex::POSITION:
+      case Dali::AnimatableVertex::Property::Position:
         property = &mSceneObject->mVertices[vertexIndex].position;
         break;
-      case Dali::AnimatableVertex::COLOR:
+      case Dali::AnimatableVertex::Property::Color:
         property = &mSceneObject->mVertices[vertexIndex].color;
         break;
-      case Dali::AnimatableVertex::TEXTURE_COORDS:
+      case Dali::AnimatableVertex::Property::TextureCoords:
         property = &mSceneObject->mVertices[vertexIndex].textureCoords;
         break;
     }
index 7b7539a..7193843 100644 (file)
 #include <dali/internal/common/event-to-update.h>
 #include <dali/internal/event/actors/actor-impl.h>
 #include <dali/internal/event/actors/camera-actor-impl.h>
+#include <dali/internal/event/common/property-helper.h>
 #include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/event/images/frame-buffer-image-impl.h>
-#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
 #include <dali/internal/update/nodes/node.h>
+#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
 
 #if defined(DEBUG_ENABLED)
 namespace
@@ -40,16 +41,21 @@ Debug::Filter* gLogRender = Debug::Filter::New(Debug::Concise, false, "LOG_RENDE
 namespace Dali
 {
 
-const Property::Index RenderTask::VIEWPORT_POSITION         = 0;
-const Property::Index RenderTask::VIEWPORT_SIZE             = 1;
-const Property::Index RenderTask::CLEAR_COLOR               = 2;
-
 namespace Internal
 {
 
 namespace // For internal properties
 {
 
+// 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_TABLE_END( DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX )
+
 // Signals
 
 const char* const SIGNAL_FINISHED = "finished";
@@ -58,22 +64,7 @@ TypeRegistration mType( typeid( Dali::RenderTask ), typeid( Dali::BaseHandle ),
 
 SignalConnectorType signalConnector1( mType, SIGNAL_FINISHED, &RenderTask::DoConnectSignal );
 
-const char* DEFAULT_PROPERTY_NAMES[] =
-{
-  "viewport-position",
-  "viewport-size",
-  "clear-color"
-};
-const int DEFAULT_PROPERTY_COUNT = sizeof( DEFAULT_PROPERTY_NAMES ) / sizeof( DEFAULT_PROPERTY_NAMES[0]);
-
-const Property::Type DEFAULT_PROPERTY_TYPES[DEFAULT_PROPERTY_COUNT] =
-{
-  Property::VECTOR2,    // viewport-position
-  Property::VECTOR2,    // viewport-size
-  Property::VECTOR4,    // clear-color
-};
-
-}// unnamed namespace
+} // Unnamed namespace
 
 RenderTask* RenderTask::New( bool isSystemLevel )
 {
@@ -456,9 +447,7 @@ void RenderTask::DiscardSceneObject()
 }
 
 /********************************************************************************
- ********************************************************************************
  ********************************   PROPERTY METHODS   **************************
- ********************************************************************************
  ********************************************************************************/
 
 unsigned int RenderTask::GetDefaultPropertyCount() const
@@ -480,7 +469,7 @@ const char* RenderTask::GetDefaultPropertyName( Property::Index index ) const
 {
   if( index < DEFAULT_PROPERTY_COUNT )
   {
-    return DEFAULT_PROPERTY_NAMES[index];
+    return DEFAULT_PROPERTY_DETAILS[index].name;
   }
   else
   {
@@ -495,7 +484,7 @@ Property::Index RenderTask::GetDefaultPropertyIndex(const std::string& name) con
   // Look for name in default properties
   for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
   {
-    if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_NAMES[ i ] ) ) // dont want to convert rhs to string
+    if( 0 == strcmp( name.c_str(), DEFAULT_PROPERTY_DETAILS[i].name ) ) // dont want to convert rhs to string
     {
       index = i;
       break;
@@ -507,47 +496,45 @@ Property::Index RenderTask::GetDefaultPropertyIndex(const std::string& name) con
 
 bool RenderTask::IsDefaultPropertyWritable(Property::Index index) const
 {
-  return true; // all properties writable
+  return DEFAULT_PROPERTY_DETAILS[ index ].writable;
 }
 
 bool RenderTask::IsDefaultPropertyAnimatable(Property::Index index) const
 {
-  return true; // all properties animatable
+  return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
 }
 
 bool RenderTask::IsDefaultPropertyAConstraintInput( Property::Index index ) const
 {
-  return true; // all properties can be used as constraint input
+  return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
 }
 
 Property::Type RenderTask::GetDefaultPropertyType(Property::Index index) const
 {
   if( index < DEFAULT_PROPERTY_COUNT )
   {
-    return DEFAULT_PROPERTY_TYPES[index];
-  }
-  else
-  {
-    // index out of range...return Property::NONE
-    return Property::NONE;
+    return DEFAULT_PROPERTY_DETAILS[index].type;
   }
+
+  // index out of range...return Property::NONE
+  return Property::NONE;
 }
 
 void RenderTask::SetDefaultProperty( Property::Index index, const Property::Value& property )
 {
   switch ( index )
   {
-    case Dali::RenderTask::VIEWPORT_POSITION:
+    case Dali::RenderTask::Property::ViewportPosition:
     {
       SetViewportPosition( property.Get<Vector2>() );
       break;
     }
-    case Dali::RenderTask::VIEWPORT_SIZE:
+    case Dali::RenderTask::Property::ViewportSize:
     {
       SetViewportSize( property.Get<Vector2>() );
       break;
     }
-    case Dali::RenderTask::CLEAR_COLOR:
+    case Dali::RenderTask::Property::ClearColor:
     {
       SetClearColor( property.Get<Vector4>() );
       break;
@@ -567,17 +554,17 @@ Property::Value RenderTask::GetDefaultProperty(Property::Index index) const
   switch ( index )
   {
 
-    case Dali::RenderTask::VIEWPORT_POSITION:
+    case Dali::RenderTask::Property::ViewportPosition:
     {
       value = GetCurrentViewportPosition();
       break;
     }
-    case Dali::RenderTask::VIEWPORT_SIZE:
+    case Dali::RenderTask::Property::ViewportSize:
     {
       value = GetCurrentViewportSize();
       break;
     }
-    case Dali::RenderTask::CLEAR_COLOR:
+    case Dali::RenderTask::Property::ClearColor:
     {
       value = GetClearColor();
       break;
@@ -609,15 +596,15 @@ const SceneGraph::PropertyBase* RenderTask::GetSceneObjectAnimatableProperty( Pr
   {
     switch ( index )
     {
-      case Dali::RenderTask::VIEWPORT_POSITION:
+      case Dali::RenderTask::Property::ViewportPosition:
         property = &mSceneObject->mViewportPosition;
         break;
 
-      case Dali::RenderTask::VIEWPORT_SIZE:
+      case Dali::RenderTask::Property::ViewportSize:
         property = &mSceneObject->mViewportSize;
         break;
 
-      case Dali::RenderTask::CLEAR_COLOR:
+      case Dali::RenderTask::Property::ClearColor:
         property = &mSceneObject->mClearColor;
         break;
 
@@ -636,15 +623,15 @@ const PropertyInputImpl* RenderTask::GetSceneObjectInputProperty( Property::Inde
   {
     switch ( index )
     {
-      case Dali::RenderTask::VIEWPORT_POSITION:
+      case Dali::RenderTask::Property::ViewportPosition:
         property = &mSceneObject->mViewportPosition;
         break;
 
-      case Dali::RenderTask::VIEWPORT_SIZE:
+      case Dali::RenderTask::Property::ViewportSize:
         property = &mSceneObject->mViewportSize;
         break;
 
-      case Dali::RenderTask::CLEAR_COLOR:
+      case Dali::RenderTask::Property::ClearColor:
         property = &mSceneObject->mViewportSize;
         break;
 
index 248225a..c0cef0a 100644 (file)
@@ -28,6 +28,7 @@
 #include <dali/public-api/actors/actor-enumerations.h>
 #include <dali/public-api/actors/draw-mode.h>
 #include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/public-api/signals/dali-signal.h>
 
 namespace Dali
@@ -64,7 +65,6 @@ typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContain
 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
 
 
-
 /**
  * @brief Actor is the primary object with which Dali applications interact.
  *
@@ -247,62 +247,69 @@ class DALI_IMPORT_API Actor : public Handle
 {
 public:
 
+  /**
+   * @brief An enumeration of properties belonging to the Actor class.
+   */
+  struct Property
+  {
+    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
+    };
+  };
+
   // Typedefs
-  typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType;                ///< Touch signal type
-  typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType;                ///< Hover signal type
-  typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType;///< Mousewheel signal type
+
+  typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType;                 ///< Touch signal type
+  typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType;                 ///< Hover signal type
+  typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
   typedef Signal< void (Actor) > OnStageSignalType;  ///< Stage connection signal type
   typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
 
-  /// @name Properties
-  /** @{ */
-  static const Property::Index PARENT_ORIGIN;         ///< name "parent-origin",         type VECTOR3
-  static const Property::Index PARENT_ORIGIN_X;       ///< name "parent-origin-x",       type FLOAT
-  static const Property::Index PARENT_ORIGIN_Y;       ///< name "parent-origin-y",       type FLOAT
-  static const Property::Index PARENT_ORIGIN_Z;       ///< name "parent-origin-z",       type FLOAT
-  static const Property::Index ANCHOR_POINT;          ///< name "anchor-point",          type VECTOR3
-  static const Property::Index ANCHOR_POINT_X;        ///< name "anchor-point-x",        type FLOAT
-  static const Property::Index ANCHOR_POINT_Y;        ///< name "anchor-point-y",        type FLOAT
-  static const Property::Index ANCHOR_POINT_Z;        ///< name "anchor-point-z",        type FLOAT
-  static const Property::Index SIZE;                  ///< name "size",                  type VECTOR3
-  static const Property::Index SIZE_WIDTH;            ///< name "size-width",            type FLOAT
-  static const Property::Index SIZE_HEIGHT;           ///< name "size-height",           type FLOAT
-  static const Property::Index SIZE_DEPTH;            ///< name "size-depth",            type FLOAT
-  static const Property::Index POSITION;              ///< name "position",              type VECTOR3
-  static const Property::Index POSITION_X;            ///< name "position-x",            type FLOAT
-  static const Property::Index POSITION_Y;            ///< name "position-y",            type FLOAT
-  static const Property::Index POSITION_Z;            ///< name "position-z",            type FLOAT
-  static const Property::Index WORLD_POSITION;        ///< name "world-position",        type VECTOR3 (read-only)
-  static const Property::Index WORLD_POSITION_X;      ///< name "world-position-x",      type FLOAT (read-only)
-  static const Property::Index WORLD_POSITION_Y;      ///< name "world-position-y",      type FLOAT (read-only)
-  static const Property::Index WORLD_POSITION_Z;      ///< name "world-position-z",      type FLOAT (read-only)
-  static const Property::Index ROTATION;              ///< name "rotation",              type ROTATION
-  static const Property::Index WORLD_ROTATION;        ///< name "world-rotation",        type ROTATION (read-only)
-  static const Property::Index SCALE;                 ///< name "scale",                 type VECTOR3
-  static const Property::Index SCALE_X;               ///< name "scale-x",               type FLOAT
-  static const Property::Index SCALE_Y;               ///< name "scale-y",               type FLOAT
-  static const Property::Index SCALE_Z;               ///< name "scale-z",               type FLOAT
-  static const Property::Index WORLD_SCALE;           ///< name "world-scale",           type VECTOR3 (read-only)
-  static const Property::Index VISIBLE;               ///< name "visible",               type BOOLEAN
-  static const Property::Index COLOR;                 ///< name "color",                 type VECTOR4
-  static const Property::Index COLOR_RED;             ///< name "color-red",             type FLOAT
-  static const Property::Index COLOR_GREEN;           ///< name "color-green",           type FLOAT
-  static const Property::Index COLOR_BLUE;            ///< name "color-blue",            type FLOAT
-  static const Property::Index COLOR_ALPHA;           ///< name "color-alpha",           type FLOAT
-  static const Property::Index WORLD_COLOR;           ///< name "world-color",           type VECTOR4 (read-only)
-  static const Property::Index WORLD_MATRIX;          ///< name "world-matrix",          type MATRIX (read-only)
-  static const Property::Index NAME;                  ///< name "name",                  type STRING
-  static const Property::Index SENSITIVE;             ///< name "sensitive",             type BOOLEAN
-  static const Property::Index LEAVE_REQUIRED;        ///< name "leave-required",        type BOOLEAN
-  static const Property::Index INHERIT_ROTATION;      ///< name "inherit-rotation",      type BOOLEAN
-  static const Property::Index INHERIT_SCALE;         ///< name "inherit-scale",         type BOOLEAN
-  static const Property::Index COLOR_MODE;            ///< name "color-mode",            type STRING
-  static const Property::Index POSITION_INHERITANCE;  ///< name "position-inheritance",  type STRING
-  static const Property::Index DRAW_MODE;             ///< name "draw-mode",             type STRING
-  static const Property::Index SIZE_MODE;             ///< name "size-mode",             type STRING
-  static const Property::Index SIZE_MODE_FACTOR;      ///< name "size-mode-factor",      type VECTOR3
-  /** @} */
-
   // Creation
 
   /**
index 6887298..f8e17cf 100644 (file)
@@ -70,21 +70,30 @@ class DALI_IMPORT_API CameraActor : public Actor
 {
 public:
 
-  // Default Properties; additional to Actor properties
-  static const Property::Index TYPE;                         ///< Property::STRING,   // "type"                  // Not animatable
-  static const Property::Index PROJECTION_MODE;              ///< Property::STRING,   // "projection-mode"       // Not animatable
-  static const Property::Index FIELD_OF_VIEW;                ///< Property::FLOAT,    // "field-of-view"         // Not animatable
-  static const Property::Index ASPECT_RATIO;                 ///< Property::FLOAT,    // "aspect-ratio"          // Not animatable
-  static const Property::Index NEAR_PLANE_DISTANCE;          ///< Property::FLOAT,    // "near-plane-distance"   // Not animatable
-  static const Property::Index FAR_PLANE_DISTANCE;           ///< Property::FLOAT,    // "far-plane-distance"    // Not animatable
-  static const Property::Index LEFT_PLANE_DISTANCE;          ///< Property::FLOAT,    // "left-plane-distance"   // Not animatable
-  static const Property::Index RIGHT_PLANE_DISTANCE;         ///< Property::FLOAT,    // "right-plane-distance"  // Not animatable
-  static const Property::Index TOP_PLANE_DISTANCE;           ///< Property::FLOAT,    // "top-plane-distance"    // Not animatable
-  static const Property::Index BOTTOM_PLANE_DISTANCE;        ///< Property::FLOAT,    // "bottom-plane-distance" // Not animatable
-  static const Property::Index TARGET_POSITION;              ///< Property::VECTOR3,  // "target-position"       // Not animatable
-  static const Property::Index PROJECTION_MATRIX;            ///< Property::MATRIX,   // "projection-matrix"     // Constraint input, not animatable
-  static const Property::Index VIEW_MATRIX;                  ///< Property::MATRIX,   // "view-matrix"           // Constraint input, not animatable
-  static const Property::Index INVERT_Y_AXIS;                ///< Property::BOOLEAN,  // "invert-y-axis"         // Not animatable
+  /**
+   * @brief An enumeration of properties belonging to the CameraActor class.
+   * Properties additional to Actor.
+   */
+  struct Property
+  {
+    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
+    };
+  };
 
   /**
    * @brief Create an uninitialized CameraActor handle.
index 357fc33..18e1932 100644 (file)
@@ -62,11 +62,20 @@ class DALI_IMPORT_API ImageActor : public RenderableActor
 {
 public:
 
-  // Default Properties additional to RenderableActor
-  static const Property::Index PIXEL_AREA;           ///< name "pixel-area",          type RECTANGLE
-  static const Property::Index STYLE;                ///< name "style",               type STRING
-  static const Property::Index BORDER;               ///< name "border",              type VECTOR4
-  static const Property::Index IMAGE;                ///< name "image",               type MAP {"filename":"", "load-policy":...}
+  /**
+   * @brief An enumeration of properties belonging to the ImageActor class.
+   * Properties additional to RenderableActor.
+   */
+  struct Property
+  {
+    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":...}
+    };
+  };
 
   /**
    * @brief Style determines how the Image is rendered.
index 71437a6..6daef8f 100644 (file)
@@ -65,9 +65,18 @@ class DALI_IMPORT_API Layer : public Actor
 {
 public:
 
-  // Default Properties additional to Actor
-  static const Property::Index CLIPPING_ENABLE; ///< name "clipping-enable",  type BOOLEAN
-  static const Property::Index CLIPPING_BOX;    ///< name "clipping-box",     type RECTANGLE
+  /**
+   * @brief An enumeration of properties belonging to the Layer class.
+   * Properties additional to Actor.
+   */
+  struct Property
+  {
+    enum
+    {
+      ClippingEnable = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "clipping-enable",  type Boolean
+      ClippingBox,                                                 ///< name "clipping-box",     type Rectangle
+    };
+  };
 
   /**
    * @brief The sort function type.
index 2c2eadd..5c4fdc6 100644 (file)
@@ -60,31 +60,40 @@ class DALI_IMPORT_API TextActor : public RenderableActor
 {
 public:
 
-  typedef Signal< void (TextActor) > TextSignalType;     ///< Text available signal type
+  /**
+   * @brief An enumeration of properties belonging to the TextActor class.
+   * Properties additional to RenderableActor.
+   */
+  struct Property
+  {
+    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
+    };
+  };
 
-  // Default Properties; additional to RenderableActor properties
-  static const Property::Index TEXT;                              ///< name "text"                     type STRING
-  static const Property::Index FONT;                              ///< name "font"                     type STRING
-  static const Property::Index FONT_STYLE;                        ///< name "font-style"               type STRING
-  static const Property::Index OUTLINE_ENABLE;                    ///< name "outline-enable"           type BOOLEAN
-  static const Property::Index OUTLINE_COLOR;                     ///< name "outline-color"            type VECTOR4
-  static const Property::Index OUTLINE_THICKNESS_WIDTH;           ///< name "outline-thickness-width"  type VECTOR2
-  static const Property::Index SMOOTH_EDGE;                       ///< name "smooth-edge"              type FLOAT
-  static const Property::Index GLOW_ENABLE;                       ///< name "glow-enable"              type BOOLEAN
-  static const Property::Index GLOW_COLOR;                        ///< name "glow-color"               type VECTOR4
-  static const Property::Index GLOW_INTENSITY;                    ///< name "glow-intensity"           type FLOAT
-  static const Property::Index SHADOW_ENABLE;                     ///< name "shadow-enable"            type BOOLEAN
-  static const Property::Index SHADOW_COLOR;                      ///< name "shadow-color"             type VECTOR4
-  static const Property::Index SHADOW_OFFSET;                     ///< name "shadow-offset"            type VECTOR2
-  static const Property::Index ITALICS_ANGLE;                     ///< name "italics-angle"            type FLOAT
-  static const Property::Index UNDERLINE;                         ///< name "underline"                type BOOLEAN
-  static const Property::Index WEIGHT;                            ///< name "weight"                   type INTEGER
-  static const Property::Index FONT_DETECTION_AUTOMATIC;          ///< name "font-detection-automatic" type BOOLEAN
-  static const Property::Index GRADIENT_COLOR;                    ///< name "gradient-color"           type VECTOR4
-  static const Property::Index GRADIENT_START_POINT;              ///< name "gradient-start-point"     type VECTOR2
-  static const Property::Index GRADIENT_END_POINT;                ///< name "gradient-end-point"       type VECTOR2
-  static const Property::Index SHADOW_SIZE;                       ///< name "shadow-size"              type FLOAT
-  static const Property::Index TEXT_COLOR;                        ///< name "text-color"               type VECTOR4
+  typedef Signal< void (TextActor) > TextSignalType;     ///< Text available signal type
 
   /**
    * @brief Create an uninitialized TextActor handle.
index a5a9329..d030e39 100644 (file)
@@ -23,6 +23,7 @@
 #include <dali/public-api/object/any.h>
 #include <dali/public-api/object/handle.h>
 #include <dali/public-api/object/property.h>
+#include <dali/public-api/object/property-index-ranges.h>
 
 namespace Dali
 {
@@ -44,8 +45,16 @@ class DALI_IMPORT_API ActiveConstraint : public Handle
 {
 public:
 
-  // Default Properties
-  static const Property::Index WEIGHT; ///< Property 0, name "weight", type FLOAT
+  /**
+   * @brief An enumeration of properties belonging to the ActiveConstraint class.
+   */
+  struct Property
+  {
+    enum
+    {
+      Weight     = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "weight", type FLOAT
+    };
+  };
 
   static const float FINAL_WEIGHT;   ///< 1.0f means the constraint is fully-applied, unless weight is still being animated
   static const float DEFAULT_WEIGHT; ///< 1.0f
@@ -91,7 +100,7 @@ public:
    *
    * @return The target property.
    */
-  Property::Index GetTargetProperty();
+  Dali::Property::Index GetTargetProperty();
 
   /**
    * @brief Set the weight of the constraint; this is a value clamped between 0.
index 2fb2077..9826bce 100644 (file)
@@ -20,6 +20,7 @@
 
 // INTERNAL INCLUDES
 #include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
 
 namespace Dali
 {
@@ -38,8 +39,18 @@ class DALI_IMPORT_API Path : public Handle
 {
 public:
 
-  static const Property::Index POINTS;               ///< name "points",          type ARRAY of Vector3
-  static const Property::Index CONTROL_POINTS;       ///< name "control-points",  type ARRAY of Vector3
+  /**
+   * @brief An enumeration of properties belonging to the Path class.
+   */
+  struct Property
+  {
+    enum
+    {
+      Points         = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "points",         type Vector3
+      ControlPoints,                                                ///< name "control-points", type Vector3
+    };
+  };
+
   /**
    * @brief Create an initialized Path handle.
    *
index 58d28bf..caa6819 100644 (file)
 #include <dali/public-api/object/handle.h>
 #include <dali/public-api/object/object-registry.h>
 #include <dali/public-api/object/property-conditions.h>
-#include <dali/public-api/object/property-index.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/public-api/object/property-input.h>
 #include <dali/public-api/object/property-map.h>
 #include <dali/public-api/object/property-notification-declarations.h>
index 94ebca6..f5f50a2 100644 (file)
@@ -20,6 +20,7 @@
 
 // INTERNAL INCLUDES
 #include <dali/public-api/events/gesture-detector.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/public-api/signals/dali-signal.h>
 
 namespace Dali
@@ -60,6 +61,23 @@ class DALI_IMPORT_API PanGestureDetector : public GestureDetector
 {
 public:
 
+  /**
+   * @brief An enumeration of properties belonging to the PanGestureDetector class.
+   */
+  struct Property
+  {
+    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
+    };
+  };
+
   // Typedefs
   typedef Signal< void ( Actor, const PanGesture& ) > DetectedSignalType; ///< Pan gesture detected signal type
 
@@ -76,17 +94,6 @@ public:
 
   static const Radian DEFAULT_THRESHOLD;    ///< The default threshold is PI * 0.25 radians (or 45 degrees).
 
-  /// @name Properties
-  /** @{ */
-  static const Property::Index SCREEN_POSITION;       ///< name "screen-position",     type VECTOR2
-  static const Property::Index SCREEN_DISPLACEMENT;   ///< name "screen-displacement", type VECTOR2
-  static const Property::Index SCREEN_VELOCITY;       ///< name "screen-velocity",     type VECTOR2
-  static const Property::Index LOCAL_POSITION;        ///< name "local-position",      type VECTOR2
-  static const Property::Index LOCAL_DISPLACEMENT;    ///< name "local-displacement",  type VECTOR2
-  static const Property::Index LOCAL_VELOCITY;        ///< name "local-velocity",      type VECTOR2
-  static const Property::Index PANNING;               ///< name "panning",             type BOOLEAN
-  /** @} */
-
 public: // Creation & Destruction
 
   /**
index b8ba1c9..021d96a 100644 (file)
@@ -246,7 +246,7 @@ public_api_core_object_header_files = \
   $(public_api_src_dir)/object/handle.h \
   $(public_api_src_dir)/object/object-registry.h \
   $(public_api_src_dir)/object/property-conditions.h \
-  $(public_api_src_dir)/object/property-index.h \
+  $(public_api_src_dir)/object/property-index-ranges.h \
   $(public_api_src_dir)/object/property-input.h \
   $(public_api_src_dir)/object/property-map.h \
   $(public_api_src_dir)/object/property-notification-declarations.h \
index ab5db92..75f5a82 100644 (file)
@@ -36,37 +36,37 @@ AnimatableVertex::~AnimatableVertex()
 
 void AnimatableVertex::SetPosition(const Vector3& position)
 {
-  mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, POSITION), 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, COLOR), 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, TEXTURE_COORDS), Property::Value(textureCoords) );
+  mMesh.SetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TextureCoords), Dali::Property::Value(textureCoords) );
 }
 
 Vector3 AnimatableVertex::GetCurrentPosition()
 {
   Vector3 position;
-  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, POSITION) ).Get(position);
+  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Position) ).Get(position);
   return position;
 }
 
 Vector4 AnimatableVertex::GetCurrentColor()
 {
   Vector4 color;
-  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, COLOR) ).Get(color);
+  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::Color) ).Get(color);
   return color;
 }
 
 Vector2 AnimatableVertex::GetCurrentTextureCoords()
 {
   Vector2 textureCoords;
-  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, TEXTURE_COORDS) ).Get(textureCoords);
+  mMesh.GetProperty( mMesh.GetVertexPropertyIndex(mVertex, Property::TextureCoords) ).Get(textureCoords);
   return textureCoords;
 }
 
index f955c28..6fe146a 100644 (file)
@@ -21,6 +21,7 @@
 // INTERNAL INCLUDES
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/object/property.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/public-api/math/vector2.h>
 #include <dali/public-api/math/vector3.h>
 #include <dali/public-api/math/vector4.h>
@@ -49,10 +50,19 @@ class DALI_IMPORT_API AnimatableVertex
 {
 public:
 
-  // Default Properties
-  static const Property::Index POSITION;        ///< Property 0, name prefix "position-",        type VECTOR3
-  static const Property::Index COLOR;           ///< Property 1, name prefix "color-",           type VECTOR4
-  static const Property::Index TEXTURE_COORDS;  ///< Property 2, name prefix "texture-coords-",  type VECTOR2
+  /**
+   * @brief An enumeration of properties belonging to the AnimatableVertex class.
+   * Note: These are used by animatable mesh also.
+   */
+  struct Property
+  {
+    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
+    };
+  };
 
   /**
    * @brief Destructor
index 34532ae..01065b5 100644 (file)
@@ -22,7 +22,6 @@
 #include <dali/public-api/animation/active-constraint.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/object/property-conditions.h>
-#include <dali/public-api/object/property-index.h>
 #include <dali/public-api/object/property-notification.h>
 #include <dali/internal/event/animation/constraint-impl.h>
 #include <dali/internal/event/common/object-impl.h>
diff --git a/dali/public-api/object/property-index-ranges.h b/dali/public-api/object/property-index-ranges.h
new file mode 100644 (file)
index 0000000..da2c188
--- /dev/null
@@ -0,0 +1,55 @@
+#ifndef __DALI_PROPERTY_INDEX_RANGES_H__
+#define __DALI_PROPERTY_INDEX_RANGES_H__
+
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// INTERNAL INCLUDES
+#include <dali/public-api/common/dali-common.h>
+
+namespace Dali
+{
+
+/**
+ * @brief These are the property index ranges.
+ *
+ * Enumerations are being used here rather than static constants so that switch statements can be
+ * used to compare property indices.
+ */
+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_ACTOR_PROPERTY_START_INDEX    = DEFAULT_ACTOR_PROPERTY_START_INDEX + DEFAULT_ACTOR_PROPERTY_MAX_COUNT, ///< Property start index for classes deriving directly from Actor.
+
+  DEFAULT_PROPERTY_MAX_COUNT_PER_DERIVATION     = 10000,      ///< Second-level and onwards derived objects should increment their start index by this.
+
+  DEFAULT_GESTURE_DETECTOR_PROPERTY_START_INDEX = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< Used by PanGestureDetector.
+
+  PROPERTY_REGISTRATION_START_INDEX             = 10000000,   ///< The index when registering a property should start from this number.
+  DEFAULT_PROPERTY_MAX_COUNT                    = PROPERTY_REGISTRATION_START_INDEX,          ///< Default Property Range: 0 to 9999999
+
+  PROPERTY_REGISTRATION_MAX_INDEX               = 19999999,   ///< The maximum index supported when registering a property
+  PROPERTY_CUSTOM_START_INDEX                   = 50000000,   ///< The index at which custom properties start
+};
+
+} // namespace Dali
+
+#endif // __DALI_PROPERTY_INDEX_RANGES_H__
diff --git a/dali/public-api/object/property-index.h b/dali/public-api/object/property-index.h
deleted file mode 100644 (file)
index d578451..0000000
+++ /dev/null
@@ -1,42 +0,0 @@
-#ifndef __DALI_PROPERTY_INDEX_H__
-#define __DALI_PROPERTY_INDEX_H__
-
-/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-// INTERNAL INCLUDES
-#include <dali/public-api/common/dali-common.h>
-
-namespace Dali
-{
-
-/**
- * @brief These are the property index ranges.
- *
- * Enumerations are being used here rather than static constants so that switch statements can be
- * used to compare property indices.
- */
-enum
-{
-  PROPERTY_REGISTRATION_START_INDEX = 10000000,   ///< The index when registering a property should start from this number
-  PROPERTY_REGISTRATION_MAX_INDEX   = 19999999,   ///< The maximum index supported when registering a property
-  PROPERTY_CUSTOM_START_INDEX       = 50000000,   ///< The index at which custom properties start
-};
-
-} // namespace Dali
-
-#endif // __DALI_PROPERTY_INDEX_H__
index 4bd7611..93286fb 100644 (file)
@@ -21,9 +21,8 @@
 // EXTERNAL INCLUDES
 
 // INTERNAL INCLUDES
-#include <dali/public-api/object/property-index.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/internal/event/common/type-registry-impl.h>
-#include <dali/internal/event/common/property-index-ranges.h>
 
 namespace Dali
 {
index 8f71f52..5003b24 100644 (file)
@@ -21,6 +21,7 @@
 // INTERNAL INCLUDES
 #include <dali/public-api/math/viewport.h>
 #include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
 #include <dali/public-api/signals/dali-signal.h>
 
 namespace Dali
@@ -77,16 +78,25 @@ class RenderTask;
 class DALI_IMPORT_API RenderTask : public Handle
 {
 public:
+
+  /**
+   * @brief An enumeration of properties belonging to the RenderTask class.
+   */
+  struct Property
+  {
+    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
+    };
+  };
+
   /**
    * @brief Typedef for signals sent by this class.
    */
   typedef Signal< void (RenderTask& source) > RenderTaskSignalType;
 
-  // Default Properties
-  static const Property::Index VIEWPORT_POSITION;    ///< Property  0, name "viewport-position",   type VECTOR2
-  static const Property::Index VIEWPORT_SIZE;        ///< Property  1, name "viewport-size",       type VECTOR2
-  static const Property::Index CLEAR_COLOR;          ///< Property  2, name "clear-color",         type VECTOR4
-
   /**
    * @brief A pointer to a function for converting screen to frame-buffer coordinates.
    * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen.
index 411af54..94ae209 100644 (file)
@@ -136,6 +136,29 @@ const char * GetEnumerationName( T value, const StringEnum< T >* table, unsigned
 }
 
 /**
+ * @brief Chooses the appropriate string for the provided enumeration from the given table.
+ * This is an optimised version that handles enumerations that start at 0 and are linear only.
+ *
+ * @param[in]  value       The enumeration.
+ * @param[in]  table       A pointer to an array with the enumeration to string equivalents.
+ * @param[in]  tableCount  Number of items in the array.
+ *
+ * @return The equivalent enumeration for the given string. Will return NULL if the value does not exist
+ *
+ * @note The caller is NOT responsible for cleaning up the returned pointer as it is statically allocated.
+ */
+template< typename T >
+const char * GetLinearEnumerationName( T value, const StringEnum< T >* table, unsigned int tableCount )
+{
+  if ( value < 0 || value >= (int)tableCount )
+  {
+    return NULL;
+  }
+
+  return table[value].string;
+}
+
+/**
  * @brief Takes a string and returns the appropriate color mode.
  *
  * @param[in] value The input string
index 446bb12..893ad27 100644 (file)
@@ -21,6 +21,7 @@
 // INTERNAL INCLUDES
 #include <dali/public-api/animation/active-constraint-declarations.h>
 #include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
 
 namespace Dali
 {
@@ -150,6 +151,34 @@ enum GeometryType
 class DALI_IMPORT_API ShaderEffect : public Handle
 {
 public:
+
+  // Default Properties
+  /**
+   * @brief An enumeration of properties belonging to the Path class.
+   * Grid Density defines the spacing of vertex coordinates in world units.
+   * ie a larger actor will have more grids at the same spacing.
+   *
+   *  +---+---+         +---+---+---+
+   *  |   |   |         |   |   |   |
+   *  +---+---+         +---+---+---+
+   *  |   |   |         |   |   |   |
+   *  +---+---+         +---+---+---+
+   *                    |   |   |   |
+   *                    +---+---+---+
+   */
+  struct Property
+  {
+    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
+    };
+  };
+
+  static const float DEFAULT_GRID_DENSITY;              ///< The default density is 40 pixels
+
   /**
    * @brief The Extension class is a base class for objects that can be attached to the
    * ShaderEffects as extensions.
@@ -171,25 +200,6 @@ public:
     virtual ~Extension();
   };
 
-  // Default Properties
-  /* Grid Density defines the spacing of vertex coordinates in world units.
-   * ie a larger actor will have more grids at the same spacing.
-   *
-   *  +---+---+         +---+---+---+
-   *  |   |   |         |   |   |   |
-   *  +---+---+         +---+---+---+
-   *  |   |   |         |   |   |   |
-   *  +---+---+         +---+---+---+
-   *                    |   |   |   |
-   *                    +---+---+---+
-   */
-  static const Property::Index GRID_DENSITY;       ///< name "grid-density",   type FLOAT
-  static const Property::Index IMAGE;              ///< name "image",          type MAP; {"filename":"", "load-policy":...}
-  static const Property::Index PROGRAM;            ///< name "program",        type MAP; {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
-  static const Property::Index GEOMETRY_HINTS;     ///< name "geometry-hints", type INT (bitfield) values from enum GeometryHints
-
-  static const float DEFAULT_GRID_DENSITY;         ///< The default density is 40 pixels
-
   /**
    * @brief Hints for rendering/subdividing geometry.
    */