mInternalActor = Actor::New();
mInternalActor.SetDrawMode(DrawMode::OVERLAY);
self.Add(mInternalActor);
- mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
+ mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::SIZE, ParentSource( Actor::Property::SIZE ), EqualToConstraint() ) );
mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
if( mPanning )
{
constraint = Constraint::New<Vector3>( mPropertyPrePosition,
- Source( detector, PanGestureDetector::Property::LocalPosition ),
- Source( self, Actor::Property::Size ),
+ Source( detector, PanGestureDetector::Property::LOCAL_POSITION ),
+ Source( self, Actor::Property::SIZE ),
InternalPrePositionConstraint( mPanStartPosition, initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
}
LocalSource( mPropertyPrePosition ),
LocalSource( mPropertyPositionMin ),
LocalSource( mPropertyPositionMax ),
- Source( self, Actor::Property::Size ),
+ Source( self, Actor::Property::SIZE ),
InternalPositionConstraint( mRulerX->GetDomain(),
mRulerY->GetDomain(), mWrapMode ) );
mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
LocalSource( mPropertyPosition ),
LocalSource( mPropertyPositionMin ),
LocalSource( mPropertyPositionMax ),
- LocalSource( Actor::Property::Size ),
+ LocalSource( Actor::Property::SIZE ),
InternalRelativePositionConstraint );
mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
Constraint constraint;
// MoveActor (scrolling)
- constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
Source( self, mPropertyPosition ),
MoveActorConstraint );
constraint.SetRemoveAction(Constraint::Discard);
ApplyConstraintToBoundActors(constraint);
// WrapActor (wrap functionality)
- constraint = Constraint::New<Vector3>( Actor::Property::Position,
- LocalSource( Actor::Property::Scale ),
- LocalSource( Actor::Property::AnchorPoint ),
- LocalSource( Actor::Property::Size ),
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ LocalSource( Actor::Property::SCALE ),
+ LocalSource( Actor::Property::ANCHOR_POINT ),
+ LocalSource( Actor::Property::SIZE ),
Source( self, mPropertyPositionMin ),
Source( self, mPropertyPositionMax ),
Source( self, mPropertyWrap ),