for( int i = 0; i < MAXIMUM_TURNING_NUM; i++ )
{
mTurnEffect[i] = Toolkit::PageTurnEffect::New( false );
- mTurnEffect[i].SetProperty( ShaderEffect::GRID_DENSITY, Property::Value( DEFAULT_GRID_DENSITY ) );
+ mTurnEffect[i].SetProperty( ShaderEffect::Property::GRID_DENSITY, Property::Value( DEFAULT_GRID_DENSITY ) );
mTurnEffect[i].SetPageSize( mPageSize );
mTurnEffect[i].SetShadowWidth(0.f);
mTurnEffect[i].SetSpineShadowParameter( mSpineShadowParameter );
GetImpl( mTurnEffect[mIndex] ).ApplyInternalConstraint();
float distance = offset.Length();
- Constraint rotationConstraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ Constraint rotationConstraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
Source( self, mPropertyPanDisplacement[mIndex] ),
RotationConstraint(distance, mPageSize.width, mIsTurnBack[mPanActor]));
mPanActor.ApplyConstraint( rotationConstraint );