LocalSource(mPropertyPosition),
LocalSource(mPropertyPositionMin),
LocalSource(mPropertyPositionMax),
- LocalSource(Actor::SIZE),
+ LocalSource(Actor::Property::Size),
RelativePositionConstraint);
self.ApplyConstraint(constraint);
mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
self.Add(mOvershootOverlay);
- Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource( Actor::SIZE ),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ ParentSource( Actor::Property::Size ),
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<bool>( Actor::VISIBLE,
+ constraint = Constraint::New<bool>( Actor::Property::Visible,
ParentSource( mPropertyCanScrollVertical ),
OvershootOverlayVisibilityConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);