X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=88e8599ec70ed528389aad55dfe7ab650837d831;hp=3c762ca250b0866345aaf01a73ba4f7ae9675924;hb=c8ffcb9f46ded14981915479af62d85970798db5;hpb=4c85a797e24c20bfb1670c079e5f66a9a5d6fa0e diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index 3c762ca..88e8599 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -315,15 +315,15 @@ void ShadowView::ConstrainCamera() // is under control of application, can't use transform inheritance) Constraint cameraOrientationConstraint = - Constraint::New ( Actor::ROTATION, - Source( mShadowPlane, Actor::WORLD_POSITION ), - Source( mPointLight, Actor::WORLD_POSITION ), - Source( mShadowPlane, Actor::WORLD_ROTATION ), + Constraint::New ( Actor::Property::Rotation, + Source( mShadowPlane, Actor::Property::WorldPosition ), + Source( mPointLight, Actor::Property::WorldPosition ), + Source( mShadowPlane, Actor::Property::WorldRotation ), &LookAt ); mCameraActor.ApplyConstraint( cameraOrientationConstraint ); - Constraint pointLightPositionConstraint = Constraint::New( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() ); + Constraint pointLightPositionConstraint = Constraint::New( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() ); mCameraActor.ApplyConstraint( pointLightPositionConstraint ); } @@ -371,8 +371,8 @@ void ShadowView::SetShaderConstants() Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME); Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME); - Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix()); - Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix()); + Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix()); + Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix()); mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint); mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);