mSourceActor = Actor::New();
Stage().GetCurrent().Add(mSourceActor);
mSourceActor.SetParentOrigin(ParentOrigin::CENTER);
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
Source( self, mPropertySourcePosition ),
EqualToConstraint() );
mSourceActor.ApplyConstraint(constraint);
// at the end of the update cycle i.e. after constraints have been applied.)
//Property::Index propertySourcePositionDelayed = mCameraActor.RegisterProperty("delayed-source-position", Vector3::ZERO);
- constraint = Constraint::New<Vector3>( Actor::Property::Position,
- Source( mSourceActor, Actor::Property::WorldPosition ),
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source( mSourceActor, Actor::Property::WORLD_POSITION ),
CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
mCameraActor.ApplyConstraint(constraint);
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::Property::ViewportPosition,
- Source( self, Actor::Property::WorldPosition ),//mPropertySourcePosition ),
- Source( self, Actor::Property::Size ),
- Source( self, Actor::Property::WorldScale ),
+ constraint = Constraint::New<Vector2>( RenderTask::Property::VIEWPORT_POSITION,
+ Source( self, Actor::Property::WORLD_POSITION ),//mPropertySourcePosition ),
+ Source( self, Actor::Property::SIZE ),
+ Source( self, Actor::Property::WORLD_SCALE ),
RenderTaskViewportPositionConstraint(stageSize) );
mTask.ApplyConstraint(constraint);
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::Property::ViewportSize,
- Source( self, Actor::Property::Size ),
- Source( self, Actor::Property::WorldScale ),
+ constraint = Constraint::New<Vector2>( RenderTask::Property::VIEWPORT_SIZE,
+ Source( self, Actor::Property::SIZE ),
+ Source( self, Actor::Property::WORLD_SCALE ),
RenderTaskViewportSizeConstraint() );
mTask.ApplyConstraint(constraint);
}
mFrame.SetPositionInheritanceMode(DONT_INHERIT_POSITION);
mFrame.SetInheritScale(true);
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
- ParentSource( Actor::Property::WorldPosition ),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ ParentSource( Actor::Property::WORLD_POSITION ),
EqualToConstraint() );
mFrame.ApplyConstraint( constraint );