Wait(application);
Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
Source(scrollView, scrollPositionProperty),
TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
constraint.SetRemoveAction(Constraint::Discard);
Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
// apply this constraint to scrollview
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
Source(scrollView, scrollPositionProperty),
TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
scrollView.SetSize(size);
scrollView.SetAnchorPoint(AnchorPoint::CENTER);
scrollView.SetParentOrigin(ParentOrigin::CENTER);
- scrollView.ApplyConstraint( Constraint::New<Dali::Vector3>( Dali::Actor::SIZE, Dali::ParentSource( Dali::Actor::SIZE ), Dali::EqualToConstraint() ) );
+ scrollView.ApplyConstraint( Constraint::New<Dali::Vector3>( Dali::Actor::Property::Size, Dali::ParentSource( Dali::Actor::Property::Size ), Dali::EqualToConstraint() ) );
scrollView.SetWrapMode(false);
scrollView.ScrollStartedSignal().Connect( &OnScrollStart );
scrollView.ScrollUpdatedSignal().Connect( &OnScrollUpdate );
container.SetAnchorPoint(AnchorPoint::CENTER);
container.SetSize( size );
scrollView.Add( container );
- container.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ container.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
gPages.clear();
for(int row = 0;row<rows;row++)
for(int column = 0;column<columns;column++)
{
Actor page = Actor::New();
- page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ page.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
page.SetParentOrigin( ParentOrigin::CENTER );
page.SetAnchorPoint( AnchorPoint::CENTER );
page.SetPosition( column * size.x, row * size.y );
{
Actor page = *pageIter;
page.RemoveConstraints();
- page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ page.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
effect.ApplyToPage(page, Vector2(Math::PI_2, 0.0f));
}
Wait(application);
{
Actor page = *pageIter;
page.RemoveConstraints();
- page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ page.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
effect.ApplyToPage(page, Vector2(Math::PI_2, 0.0f));
}
Wait(application);
{
Actor page = *pageIter;
page.RemoveConstraints();
- page.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ page.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, ParentSource( Actor::Property::Size ), EqualToConstraint() ) );
effect.ApplyToPage(page);
}
Wait(application);
// Create a 1x1 table-view
TableView tableView = TableView::New(1,1);
- tableView.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Constraint100() ) );
+ tableView.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, Constraint100() ) );
DALI_TEST_CHECK( tableView );
// Test "rows" property
// Create a 10x10 table-view
TableView tableView = TableView::New(10,10);
- tableView.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Constraint100() ) );
+ tableView.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Size, Constraint100() ) );
DALI_TEST_CHECK( tableView );
// Create a child actor with the custom properties
Handle propertyObject( handle );
- Property::Index index = propertyObject.GetPropertyIndex( key );
+ Dali::Property::Index index = propertyObject.GetPropertyIndex( key );
if( Property::INVALID_INDEX == index )
{
if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret = Path::New();
- ret.SetProperty( Path::POINTS, points);
+ ret.SetProperty( Path::Property::Points, points);
//control-points property
if( OptionalChild pointsProperty = IsChild( *path, "control-points") )
Dali::Property::Value points(Property::ARRAY);
if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
- ret.SetProperty( Path::CONTROL_POINTS, points);
+ ret.SetProperty( Path::Property::ControlPoints, points);
}
}
else
mCheckInAnimation.AnimateTo( Property( mTickUVEffect, mTickUVEffect.GetBottomRightPropertyName() ), Vector2( 1.0f, 1.0f ) );
// Actor size anim
- mCheckInAnimation.AnimateTo( Property( actor, Actor::SCALE_X ), 1.0f);
+ mCheckInAnimation.AnimateTo( Property( actor, Actor::Property::ScaleX ), 1.0f );
mCheckInAnimation.FinishedSignal().Connect( this, &CheckBoxButton::CheckInAnimationFinished );
mCheckInAnimation.Play();
child.RemoveConstraints();
Animation animation = Animation::New(period.delaySeconds + period.durationSeconds);
- animation.AnimateTo( Property(child, Actor::POSITION), position, AlphaFunctions::EaseOut, period);
- animation.AnimateTo( Property(child, Actor::SCALE), scale, AlphaFunctions::EaseOut, period);
- animation.AnimateTo( Property(child, Actor::ROTATION), rotation, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::Position), position, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::Scale), scale, AlphaFunctions::EaseOut, period);
+ animation.AnimateTo( Property(child, Actor::Property::Rotation), rotation, AlphaFunctions::EaseOut, period);
animation.Play();
}
}
mEffectStrengthPropertyIndex = self.RegisterProperty(EFFECT_STRENGTH_PROPERTY_NAME, EFFECT_STRENGTH_DEFAULT, Property::READ_WRITE);
mEffectOffsetPropertyIndex = self.RegisterProperty(EFFECT_OFFSET_PROPERTY_NAME, EFFECT_OFFSET_DEFAULT);
mEffectColorPropertyIndex = self.RegisterProperty(EFFECT_COLOR_PROPERTY_NAME, EFFECT_COLOR_DEFAULT);
- mActorPostFilter.ApplyConstraint( Constraint::New<Vector3>( Actor::POSITION, Source( self, mEffectOffsetPropertyIndex ), EqualToConstraint() ) );
- mActorPostFilter.ApplyConstraint( Constraint::New<Vector4>( Actor::COLOR, Source( self, mEffectColorPropertyIndex ), EqualToConstraint() ) );
+ mActorPostFilter.ApplyConstraint( Constraint::New<Vector3>( Actor::Property::Position, Source( self, mEffectOffsetPropertyIndex ), EqualToConstraint() ) );
+ mActorPostFilter.ApplyConstraint( Constraint::New<Vector4>( Actor::Property::Color, Source( self, mEffectColorPropertyIndex ), EqualToConstraint() ) );
}
void EffectsView::SetBackgroundColor( const Vector4& color )
mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
- Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
+ Constraint blurStrengthConstraint = Constraint::New<float>( Actor::Property::ColorAlpha, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mRenderTask.SetInputEnabled( false );
mRenderTask.SetExclusive( true );
mRenderTask.SetClearEnabled( true );
- mRenderTask.ApplyConstraint( Constraint::New<Vector4>( RenderTask::CLEAR_COLOR,
+ mRenderTask.ApplyConstraint( Constraint::New<Vector4>( RenderTask::Property::ClearColor,
Source( self, mCustomProperties[ Dali::Toolkit::MaskedImageView::BACKGROUND_COLOR ] ),
EqualToConstraint() ) );
mRenderTask.FinishedSignal().Connect( this, &MaskedImageView::OnRenderTaskFinished );
mSourceActor = Actor::New();
Stage().GetCurrent().Add(mSourceActor);
mSourceActor.SetParentOrigin(ParentOrigin::CENTER);
- Constraint constraint = Constraint::New<Vector3>( Actor::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::POSITION,
- Source( mSourceActor, Actor::WORLD_POSITION ),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Source( mSourceActor, Actor::Property::WorldPosition ),
CameraActorPositionConstraint(stageSize, mDefaultCameraDistance) );
mCameraActor.ApplyConstraint(constraint);
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_POSITION,
- Source( self, Actor::WORLD_POSITION ),//mPropertySourcePosition ),
- Source( self, Actor::SIZE ),
- Source( self, Actor::WORLD_SCALE),
+ constraint = Constraint::New<Vector2>( RenderTask::Property::ViewportPosition,
+ Source( self, Actor::Property::WorldPosition ),//mPropertySourcePosition ),
+ Source( self, Actor::Property::Size ),
+ Source( self, Actor::Property::WorldScale ),
RenderTaskViewportPositionConstraint(stageSize) );
mTask.ApplyConstraint(constraint);
// Apply constraint to render-task viewport position
- constraint = Constraint::New<Vector2>( RenderTask::VIEWPORT_SIZE,
- Source( self, Actor::SIZE ),
- Source( self, Actor::WORLD_SCALE),
+ constraint = Constraint::New<Vector2>( RenderTask::Property::ViewportSize,
+ Source( self, Actor::Property::Size ),
+ Source( self, Actor::Property::WorldScale ),
RenderTaskViewportSizeConstraint() );
mTask.ApplyConstraint(constraint);
}
mFrame.SetPositionInheritanceMode(DONT_INHERIT_POSITION);
mFrame.SetInheritScale(true);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource(Actor::WORLD_POSITION),
- EqualToConstraint());
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ ParentSource( Actor::Property::WorldPosition ),
+ EqualToConstraint() );
mFrame.ApplyConstraint( constraint );
mFrame.SetNinePatchBorder( Vector4::ONE * IMAGE_BORDER_INDENT );
animation.AnimateTo( Property( mTurnEffect[mIndex], mTurnEffect[mIndex].PageTurnEffect::GetCurrentCenterPropertyName() ),
originalCenter,
AlphaFunctions::EaseOut, PAGE_TURN_OVER_ANIMATION_DURATION*0.75f );
- animation.AnimateBy( Property( actor, Actor::ROTATION ), AngleAxis( Degree( 180.0f ), Vector3::YAXIS ) ,AlphaFunctions::EaseOut );
+ animation.AnimateBy( Property( actor, Actor::Property::Rotation ), AngleAxis( Degree( 180.0f ), Vector3::YAXIS ) ,AlphaFunctions::EaseOut );
animation.Play();
ImageActor::DownCast(actor).SetCullFace( CullBack );
animation.FinishedSignal().Connect( this, &PageTurnPortraitView::OnTurnedOver );
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::GridDensity, 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 );
if(mShowing)
{
- mAnimation.AnimateTo( Property(mBacking, Actor::COLOR_ALPHA), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
- mAnimation.AnimateTo( Property(mPopupBg, Actor::SCALE), targetSize, AlphaFunctions::EaseInOut, TimePeriod(duration * 0.5f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mBacking, Actor::Property::ColorAlpha), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mPopupBg, Actor::Property::Scale), targetSize, AlphaFunctions::EaseInOut, TimePeriod(duration * 0.5f, duration * 0.5f) );
}
else
{
- mAnimation.AnimateTo( Property(mBacking, Actor::COLOR_ALPHA), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
- mAnimation.AnimateTo( Property(mPopupBg, Actor::SCALE), targetSize, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mBacking, Actor::Property::ColorAlpha), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mPopupBg, Actor::Property::Scale), targetSize, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
}
mAnimation.Play();
mAnimation.FinishedSignal().Connect(this, &Popup::OnStateAnimationFinished);
mIndicator.RemoveConstraint(mIndicatorPositionConstraint);
}
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource( Actor::SIZE ),
- ParentSource( Actor::SIZE ),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource( Actor::Property::Size ),
+ ParentSource( Actor::Property::Size ),
Source( mScrollPositionObject, Toolkit::ScrollConnector::SCROLL_POSITION ),
IndicatorPositionConstraint( mScrollConnector.GetMinLimit(), mScrollConnector.GetMaxLimit() ) );
mIndicatorPositionConstraint = mIndicator.ApplyConstraint( constraint );
// target the container to observe for scrolling
Actor target = mContainer.Self();
- Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
+ Constraint constraint = Constraint::New<bool>( Actor::Property::Visible,
Source( target, vertical ? target.GetPropertyIndex(Scrollable::SCROLLABLE_CAN_SCROLL_VERTICAL) : target.GetPropertyIndex(Scrollable::SCROLLABLE_CAN_SCROLL_HORIZONTAL)),
ScrollBarInternalVisibilityConstraint );
mSlider.ApplyConstraint( constraint );
mSliderWrap.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::SIZE,
+ constraint = Constraint::New<Vector3>( Actor::Property::Size,
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_DIRECTION_PROPERTY_NAME ) ),
- Source( target, Actor::SIZE ),
+ Source( target, Actor::Property::Size ),
ScrollBarInternalSizeConstraint( vertical ) );
mSlider.ApplyConstraint( constraint );
mSliderWrap.ApplyConstraint( constraint );
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_DIRECTION_PROPERTY_NAME ) ),
ScrollBarInternalRotationConstraint( vertical ) );
mSlider.ApplyConstraint( constraint );
mSliderWrap.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( mSlider, Actor::SIZE),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Source( mSlider, Actor::Property::Size),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_RELATIVE_POSITION_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_DIRECTION_PROPERTY_NAME ) ),
- Source( target, Actor::SIZE ),
+ Source( target, Actor::Property::Size ),
ScrollBarInternalPositionConstraint(vertical) );
mSlider.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( mSlider, Actor::SIZE),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Source( mSlider, Actor::Property::Size),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_RELATIVE_POSITION_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_DIRECTION_PROPERTY_NAME ) ),
- Source( target, Actor::SIZE ),
+ Source( target, Actor::Property::Size ),
ScrollBarInternalPositionConstraint(vertical, true) );
mSliderWrap.ApplyConstraint( constraint );
mHitArea.SetPosition(0.0f, 0.0f, 0.2f);
mContainer.AddOverlay( mHitArea );
- constraint = Constraint::New<Vector3>( Actor::SIZE,
+ constraint = Constraint::New<Vector3>( Actor::Property::Size,
Source( target, target.GetPropertyIndex( Toolkit::Scrollable::SCROLL_DIRECTION_PROPERTY_NAME ) ),
- Source( target, Actor::SIZE ),
+ Source( target, Actor::Property::Size ),
ScrollBarInternalHitSizeConstraint(vertical, BAR_TAB_SIZE.width) );
mHitArea.ApplyConstraint( constraint );
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::POSITION ),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::Position ),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::POSITION),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::Position),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}
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);
#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/object/property-index.h>
+#include <dali/public-api/object/property-index-ranges.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/integration-api/debug.h>
// Apply constraints to this actor //
Constraint constraint;
- constraint = Constraint::New<bool>( Actor::VISIBLE,
- LocalSource( Actor::POSITION ),
- LocalSource( Actor::SCALE ),
- LocalSource( Actor::SIZE ),
+ constraint = Constraint::New<bool>( Actor::Property::Visible,
+ LocalSource( Actor::Property::Position ),
+ LocalSource( Actor::Property::Scale ),
+ LocalSource( Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollViewCarouselEffect::EFFECT_ACTIVATE ) ),
boost::bind( &ScrollCarouselEffectInfo::VisibilityConstraint, info, _1, _2, _3, _4, _5, _6) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- LocalSource( Actor::POSITION ),
- LocalSource( Actor::SCALE ),
- LocalSource( Actor::SIZE ),
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ LocalSource( Actor::Property::Position ),
+ LocalSource( Actor::Property::Scale ),
+ LocalSource( Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollViewCarouselEffect::EFFECT_ACTIVATE ) ),
boost::bind( &ScrollCarouselEffectInfo::RotationConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource( Actor::SCALE ),
- LocalSource( Actor::SIZE ),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource( Actor::Property::Scale ),
+ LocalSource( Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollViewCarouselEffect::EFFECT_ACTIVATE ) ),
boost::bind( &ScrollCarouselEffectInfo::PositionConstraint, info, _1, _2, _3, _4, _5, _6) );
{
// Apply constraints to this actor //
Constraint constraint;
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- Source(parentPage, Actor::POSITION),
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ Source(parentPage, Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollCubeEffectInfo::RotationConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector4>( Actor::COLOR,
- Source(parentPage, Actor::POSITION),
+ constraint = Constraint::New<Vector4>( Actor::Property::Color,
+ Source(parentPage, Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollCubeEffectInfo::ColorConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source(parentPage, Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ Source(parentPage, Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollCubeEffectInfo::PositionConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
float scaleExtent)
{
// Scale Constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- LocalSource(Actor::POSITION),
- ParentSource(Actor::POSITION),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
+ LocalSource(Actor::Property::Position),
+ ParentSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
ScrollDepthScaleConstraint( positionExtent, offsetExtent, positionScale, scaleExtent ) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
// Position Constraint (apply last as other constraints use Actor::POSITION as a function input)
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource(Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ ParentSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
ScrollDepthPositionConstraint( positionExtent, offsetExtent, positionScale ) );
mInternalActor = Actor::New();
mInternalActor.SetDrawMode(DrawMode::OVERLAY);
self.Add(mInternalActor);
- mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::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::LOCAL_POSITION ),
- Source( self, Actor::SIZE ),
+ Source( detector, PanGestureDetector::Property::LocalPosition ),
+ 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::SIZE ),
+ Source( self, Actor::Property::Size ),
InternalPositionConstraint( mRulerX->GetDomain(),
mRulerY->GetDomain(), mWrapMode ) );
mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
LocalSource( mPropertyPosition ),
LocalSource( mPropertyPositionMin ),
LocalSource( mPropertyPositionMax ),
- LocalSource( Actor::SIZE ),
+ LocalSource( Actor::Property::Size ),
InternalRelativePositionConstraint );
mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
Constraint constraint;
// MoveActor (scrolling)
- constraint = Constraint::New<Vector3>( Actor::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::POSITION,
- LocalSource( Actor::SCALE ),
- LocalSource( Actor::ANCHOR_POINT ),
- LocalSource( Actor::SIZE ),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource( Actor::Property::Scale ),
+ LocalSource( Actor::Property::AnchorPoint ),
+ LocalSource( Actor::Property::Size ),
Source( self, mPropertyPositionMin ),
Source( self, mPropertyPositionMax ),
Source( self, mPropertyWrap ),
{
// Apply constraints to this actor //
Constraint constraint;
- constraint = Constraint::New<Vector4>( Actor::COLOR,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector4>( Actor::Property::Color,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollPageCarouselEffectInfo::ColorConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollPageCarouselEffectInfo::PositionConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
{
// Apply constraints to this actor //
Constraint constraint;
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollPageCubeEffectInfo::RotationConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector4>( Actor::COLOR,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector4>( Actor::Property::Color,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollPageCubeEffectInfo::ColorConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
boost::bind( &ScrollPageCubeEffectInfo::PositionConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
{
// Apply constraints to this actor //
Constraint constraint;
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_START_PAGE_POSITION_PROPERTY_NAME ) ),
boost::bind( &ScrollPageSpiralEffectInfo::RotationConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector4>( Actor::COLOR,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector4>( Actor::Property::Color,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_START_PAGE_POSITION_PROPERTY_NAME ) ),
boost::bind( &ScrollPageSpiralEffectInfo::ColorConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
constraint.SetRemoveAction( Constraint::Discard );
child.ApplyConstraint( constraint );
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource(Actor::POSITION),
+ constraint = Constraint::New<Vector3>( Actor::Property::Position,
+ LocalSource(Actor::Property::Position),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_FINAL_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
+ Source(scrollView, Actor::Property::Size ),
Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_START_PAGE_POSITION_PROPERTY_NAME ) ),
boost::bind( &ScrollPageSpiralEffectInfo::PositionConstraint, info, _1, _2, _3, _4, _5, _6, _7) );
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint =
- Constraint::New<Quaternion> ( Actor::ROTATION,
- Source( mShadowPlane, Actor::WORLD_POSITION ),
- Source( mPointLight, Actor::WORLD_POSITION ),
- Source( mShadowPlane, Actor::WORLD_ROTATION ),
+ Constraint::New<Quaternion> ( 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<Vector3>( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() );
+ Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() );
mCameraActor.ApplyConstraint( pointLightPositionConstraint );
}
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<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix());
- Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix());
+ Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix());
+ Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix());
mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint);
mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);
for(unsigned int i=0; i < mBlurLevels; i++)
{
- mImageActors[i].ApplyConstraint( Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource( mBlurStrengthPropertyIndex ), ActorOpacityConstraint(mBlurLevels, i) ) );
+ mImageActors[i].ApplyConstraint( Constraint::New<float>( Actor::Property::ColorAlpha, ParentSource( mBlurStrengthPropertyIndex ), ActorOpacityConstraint(mBlurLevels, i) ) );
}
Self().SetSize(Stage::GetCurrent().GetSize());
Actor selectionHandleTwo = mTextInputHandles.GetSelectionHandleTwo();
// Exceeding horizontal boundary
- PropertyNotification leftNotification = selectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_X, LessThanCondition( mBoundingRectangleWorldCoordinates.x + handlesize.x) );
+ PropertyNotification leftNotification = selectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionX, LessThanCondition( mBoundingRectangleWorldCoordinates.x + handlesize.x) );
leftNotification.NotifySignal().Connect( this, &Decorator::OnLeftBoundaryExceeded );
- PropertyNotification rightNotification = selectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_X, GreaterThanCondition( mBoundingRectangleWorldCoordinates.z - handlesize.x ) );
+ PropertyNotification rightNotification = selectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionX, GreaterThanCondition( mBoundingRectangleWorldCoordinates.z - handlesize.x ) );
rightNotification.NotifySignal().Connect( this, &Decorator::OnRightBoundaryExceeded );
// Within horizontal boundary
- PropertyNotification leftLeaveNotification = selectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_X, GreaterThanCondition( mBoundingRectangleWorldCoordinates.x + 2*handlesize.x ) );
+ PropertyNotification leftLeaveNotification = selectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionX, GreaterThanCondition( mBoundingRectangleWorldCoordinates.x + 2*handlesize.x ) );
leftLeaveNotification.NotifySignal().Connect( this, &Decorator::OnReturnToLeftBoundary );
- PropertyNotification rightLeaveNotification = selectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_X, LessThanCondition( mBoundingRectangleWorldCoordinates.z - 2*handlesize.x ) );
+ PropertyNotification rightLeaveNotification = selectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionX, LessThanCondition( mBoundingRectangleWorldCoordinates.z - 2*handlesize.x ) );
rightLeaveNotification.NotifySignal().Connect( this, &Decorator::OnReturnToRightBoundary );
// Exceeding vertical boundary
- PropertyNotification verticalExceedNotificationOne = selectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalExceedNotificationOne = selectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionY,
OutsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalExceedNotificationOne.NotifySignal().Connect( this, &Decorator::OnHandleOneLeavesBoundary );
- PropertyNotification verticalExceedNotificationTwo = selectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalExceedNotificationTwo = selectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionY,
OutsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalExceedNotificationTwo.NotifySignal().Connect( this, &Decorator::OnHandleTwoLeavesBoundary );
// Within vertical boundary
- PropertyNotification verticalWithinNotificationOne = selectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalWithinNotificationOne = selectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionY,
InsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalWithinNotificationOne.NotifySignal().Connect( this, &Decorator::OnHandleOneWithinBoundary );
- PropertyNotification verticalWithinNotificationTwo = selectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalWithinNotificationTwo = selectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionY,
InsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalWithinNotificationTwo.NotifySignal().Connect( this, &Decorator::OnHandleTwoWithinBoundary );
// Note Property notifications ignore any set anchor point so conditions must allow for this. Default is Top Left.
// Exceeding vertical boundary
- PropertyNotification verticalExceedNotificationOne = mPopUpPanel.Self().AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalExceedNotificationOne = mPopUpPanel.Self().AddPropertyNotification( Actor::Property::WorldPositionY,
OutsideCondition( mBoundingRectangleWorldCoordinates.y + mPopUpPanel.GetSize().y/2,
mBoundingRectangleWorldCoordinates.w - mPopUpPanel.GetSize().y/2 ) );
verticalExceedNotificationOne.NotifySignal().Connect( this, &Decorator::PopUpLeavesVerticalBoundary );
Vector3 handlesize = GetSelectionHandleSize();
// Exceeding horizontal boundary
- PropertyNotification leftNotification = mSelectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_X, LessThanCondition( mBoundingRectangleWorldCoordinates.x + handlesize.x) );
+ PropertyNotification leftNotification = mSelectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionX, LessThanCondition( mBoundingRectangleWorldCoordinates.x + handlesize.x) );
leftNotification.NotifySignal().Connect( this, &TextInput::OnLeftBoundaryExceeded );
- PropertyNotification rightNotification = mSelectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_X, GreaterThanCondition( mBoundingRectangleWorldCoordinates.z - handlesize.x ) );
+ PropertyNotification rightNotification = mSelectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionX, GreaterThanCondition( mBoundingRectangleWorldCoordinates.z - handlesize.x ) );
rightNotification.NotifySignal().Connect( this, &TextInput::OnRightBoundaryExceeded );
// Within horizontal boundary
- PropertyNotification leftLeaveNotification = mSelectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_X, GreaterThanCondition( mBoundingRectangleWorldCoordinates.x + 2*handlesize.x ) );
+ PropertyNotification leftLeaveNotification = mSelectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionX, GreaterThanCondition( mBoundingRectangleWorldCoordinates.x + 2*handlesize.x ) );
leftLeaveNotification.NotifySignal().Connect( this, &TextInput::OnReturnToLeftBoundary );
- PropertyNotification rightLeaveNotification = mSelectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_X, LessThanCondition( mBoundingRectangleWorldCoordinates.z - 2*handlesize.x ) );
+ PropertyNotification rightLeaveNotification = mSelectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionX, LessThanCondition( mBoundingRectangleWorldCoordinates.z - 2*handlesize.x ) );
rightLeaveNotification.NotifySignal().Connect( this, &TextInput::OnReturnToRightBoundary );
// Exceeding vertical boundary
- PropertyNotification verticalExceedNotificationOne = mSelectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalExceedNotificationOne = mSelectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionY,
OutsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalExceedNotificationOne.NotifySignal().Connect( this, &TextInput::OnHandleOneLeavesBoundary );
- PropertyNotification verticalExceedNotificationTwo = mSelectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalExceedNotificationTwo = mSelectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionY,
OutsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalExceedNotificationTwo.NotifySignal().Connect( this, &TextInput::OnHandleTwoLeavesBoundary );
// Within vertical boundary
- PropertyNotification verticalWithinNotificationOne = mSelectionHandleOne.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalWithinNotificationOne = mSelectionHandleOne.AddPropertyNotification( Actor::Property::WorldPositionY,
InsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalWithinNotificationOne.NotifySignal().Connect( this, &TextInput::OnHandleOneWithinBoundary );
- PropertyNotification verticalWithinNotificationTwo = mSelectionHandleTwo.AddPropertyNotification( Actor::WORLD_POSITION_Y,
+ PropertyNotification verticalWithinNotificationTwo = mSelectionHandleTwo.AddPropertyNotification( Actor::Property::WorldPositionY,
InsideCondition( mBoundingRectangleWorldCoordinates.y + handlesize.y,
mBoundingRectangleWorldCoordinates.w - handlesize.y ) );
verticalWithinNotificationTwo.NotifySignal().Connect( this, &TextInput::OnHandleTwoWithinBoundary );
if(animate)
{
mAnimation = Animation::New( HIDE_POPUP_ANIMATION_DURATION );
- mAnimation.AnimateTo( Property(mRoot, Actor::SCALE), Vector3::ZERO, AlphaFunctions::EaseOut );
- mAnimation.AnimateTo( Property(mRoot, Actor::COLOR_ALPHA), 0.0f, AlphaFunctions::EaseOut );
+ mAnimation.AnimateTo( Property(mRoot, Actor::Property::Scale), Vector3::ZERO, AlphaFunctions::EaseOut );
+ mAnimation.AnimateTo( Property(mRoot, Actor::Property::ColorAlpha), 0.0f, AlphaFunctions::EaseOut );
mAnimation.Play();
mAnimation.FinishedSignal().Connect( this, &TextInputPopup::OnHideFinished );
}
else
{
- mRoot.SetProperty(Actor::SCALE, Vector3::ZERO);
- mRoot.SetProperty(Actor::COLOR_ALPHA, 0.0f);
+ mRoot.SetProperty(Actor::Property::Scale, Vector3::ZERO);
+ mRoot.SetProperty(Actor::Property::ColorAlpha, 0.0f);
mState = StateHidden;
}
}
if(animate)
{
mAnimation = Animation::New( SHOW_POPUP_ANIMATION_DURATION );
- mAnimation.AnimateTo( Property(mRoot, Actor::SCALE), Vector3::ONE, AlphaFunctions::EaseOut );
- mAnimation.AnimateTo( Property(mRoot, Actor::COLOR_ALPHA), 1.0f, AlphaFunctions::EaseOut );
+ mAnimation.AnimateTo( Property(mRoot, Actor::Property::Scale), Vector3::ONE, AlphaFunctions::EaseOut );
+ mAnimation.AnimateTo( Property(mRoot, Actor::Property::ColorAlpha), 1.0f, AlphaFunctions::EaseOut );
mAnimation.Play();
mAnimation.FinishedSignal().Connect( this, &TextInputPopup::OnShowFinished );
}
else
{
- mRoot.SetProperty(Actor::SCALE, Vector3::ONE);
- mRoot.SetProperty(Actor::COLOR_ALPHA, 1.0f);
+ mRoot.SetProperty(Actor::Property::Scale, Vector3::ONE);
+ mRoot.SetProperty(Actor::Property::ColorAlpha, 1.0f);
mState = StateShown;
}
}
* This property represents a value such that pixels brighter than this threshold will be bloomed. Values are normalised, i.e. RGB 0.0 = 0, 1.0 = 255. Default 0.25.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetBloomThresholdPropertyIndex() const;
+ Dali::Property::Index GetBloomThresholdPropertyIndex() const;
/**
* Get the property index that controls the strength of the blur applied to the bloom. Useful for animating this property.
* This property represents a value in the range [0.0 - 1.0] where 0.0 is no blur and 1.0 is full blur. Default 1.0.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetBlurStrengthPropertyIndex() const;
+ Dali::Property::Index GetBlurStrengthPropertyIndex() const;
/**
* Get the property index that controls the intensity of the child actor render texture used during compositing. Useful for animating this property.
* This property represents a multiplier on the intensity of the bloom texture. Default 1.0.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetBloomIntensityPropertyIndex() const;
+ Dali::Property::Index GetBloomIntensityPropertyIndex() const;
/**
* Get the property index that controls the saturation of the child actor render texture used during compositing. Useful for animating this property.
* This property represents a multiplier on the saturation of the bloom texture. Default 1.0.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetBloomSaturationPropertyIndex() const;
+ Dali::Property::Index GetBloomSaturationPropertyIndex() const;
/**
* Get the property index that controls the intensity of the child actor render texture used during compositing. Useful for animating this property.
* This property represents a multiplier on the intensity of the image texture. Default 1.0.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetImageIntensityPropertyIndex() const;
+ Dali::Property::Index GetImageIntensityPropertyIndex() const;
/**
* Get the property index that controls the saturation of the child actor render texture used during compositing. Useful for animating this property.
* This property represents a multiplier on the saturation of the image texture. Default 1.0.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetImageSaturationPropertyIndex() const;
+ Dali::Property::Index GetImageSaturationPropertyIndex() const;
public:
public:
// Properties
- static const Property::Index PROPERTY_DISABLED; ///< name "disabled", @see SetDisabled(), type BOOLEAN
- static const Property::Index PROPERTY_AUTO_REPEATING; ///< name "auto-repeating", @see SetAutoRepeating(), type BOOLEAN
- static const Property::Index PROPERTY_INITIAL_AUTO_REPEATING_DELAY; ///< name "initial-auto-repeating-delay", @see SetInitialAutoRepeatingDelay(), type FLOAT
- static const Property::Index PROPERTY_NEXT_AUTO_REPEATING_DELAY; ///< name "next-auto-repeating-delay", @see SetNextAutoRepeatingDelay(), type FLOAT
- static const Property::Index PROPERTY_TOGGLABLE; ///< name "togglable", @see SetTogglableButton(), type BOOLEAN
- static const Property::Index PROPERTY_SELECTED; ///< name "selected", @see SetSelected(), type BOOLEAN
- static const Property::Index PROPERTY_NORMAL_STATE_ACTOR; ///< name "normal-state-actor", @see SetButtonImage(), type MAP
- static const Property::Index PROPERTY_SELECTED_STATE_ACTOR; ///< name "selected-state-actor", @see SetSelectedImage(), type MAP
- static const Property::Index PROPERTY_DISABLED_STATE_ACTOR; ///< name "disabled-state-actor", @see SetDisabledImage(), type MAP
- static const Property::Index PROPERTY_LABEL_ACTOR; ///< name "label-actor", @see SetLabel(), type MAP
+ static const Dali::Property::Index PROPERTY_DISABLED; ///< name "disabled", @see SetDisabled(), type BOOLEAN
+ static const Dali::Property::Index PROPERTY_AUTO_REPEATING; ///< name "auto-repeating", @see SetAutoRepeating(), type BOOLEAN
+ static const Dali::Property::Index PROPERTY_INITIAL_AUTO_REPEATING_DELAY; ///< name "initial-auto-repeating-delay", @see SetInitialAutoRepeatingDelay(), type FLOAT
+ static const Dali::Property::Index PROPERTY_NEXT_AUTO_REPEATING_DELAY; ///< name "next-auto-repeating-delay", @see SetNextAutoRepeatingDelay(), type FLOAT
+ static const Dali::Property::Index PROPERTY_TOGGLABLE; ///< name "togglable", @see SetTogglableButton(), type BOOLEAN
+ static const Dali::Property::Index PROPERTY_SELECTED; ///< name "selected", @see SetSelected(), type BOOLEAN
+ static const Dali::Property::Index PROPERTY_NORMAL_STATE_ACTOR; ///< name "normal-state-actor", @see SetButtonImage(), type MAP
+ static const Dali::Property::Index PROPERTY_SELECTED_STATE_ACTOR; ///< name "selected-state-actor", @see SetSelectedImage(), type MAP
+ static const Dali::Property::Index PROPERTY_DISABLED_STATE_ACTOR; ///< name "disabled-state-actor", @see SetDisabledImage(), type MAP
+ static const Dali::Property::Index PROPERTY_LABEL_ACTOR; ///< name "label-actor", @see SetLabel(), type MAP
public:
actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
Constraint constraint = Constraint::New<Vector3>( constrainingIndex,
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
EqualToConstraint() );
actor.ApplyConstraint( constraint );
}
// Create Mesh Actor
MeshActor meshActor = MeshActor::New( CreateMesh() );
- SetupBackgroundActor( meshActor, Actor::SCALE, color );
+ SetupBackgroundActor( meshActor, Actor::Property::Scale, color );
// Set the background actor before adding so that we do not inform deriving classes
background.actor = meshActor;
}
ImageActor imageActor = ImageActor::New( image );
- SetupBackgroundActor( imageActor, Actor::SIZE, background.color );
+ SetupBackgroundActor( imageActor, Actor::Property::Size, background.color );
// Set the background actor before adding so that we do not inform derived classes
background.actor = imageActor;
#include <dali/public-api/events/pan-gesture.h>
#include <dali/public-api/events/pinch-gesture.h>
#include <dali/public-api/events/tap-gesture.h>
-#include <dali/public-api/object/property-index.h>
+#include <dali/public-api/object/property-index-ranges.h>
#include <dali/public-api/object/type-info.h>
// INTERNAL INCLUDES
/// @name Properties
/** @{ */
- static const Property::Index PROPERTY_BACKGROUND_COLOR; ///< name "background-color", @see SetBackgroundColor, type VECTOR4
- static const Property::Index PROPERTY_BACKGROUND; ///< name "background", @see SetBackground, type MAP
- static const Property::Index PROPERTY_WIDTH_POLICY; ///< name "width-policy", @see SetSizePolicy, type STRING
- static const Property::Index PROPERTY_HEIGHT_POLICY; ///< name "height-policy", @see SetSizePolicy, type STRING
- static const Property::Index PROPERTY_MINIMUM_SIZE; ///< name "minimum-size", @see SetMinimumSize, type VECTOR3
- static const Property::Index PROPERTY_MAXIMUM_SIZE; ///< name "maximum-size", @see SetMaximumSize, type VECTOR3
- static const Property::Index PROPERTY_KEY_INPUT_FOCUS; ///< name "key-input-focus", @see SetKeyInputFocus, type BOOLEAN
+ static const Dali::Property::Index PROPERTY_BACKGROUND_COLOR; ///< name "background-color", @see SetBackgroundColor, type VECTOR4
+ static const Dali::Property::Index PROPERTY_BACKGROUND; ///< name "background", @see SetBackground, type MAP
+ static const Dali::Property::Index PROPERTY_WIDTH_POLICY; ///< name "width-policy", @see SetSizePolicy, type STRING
+ static const Dali::Property::Index PROPERTY_HEIGHT_POLICY; ///< name "height-policy", @see SetSizePolicy, type STRING
+ static const Dali::Property::Index PROPERTY_MINIMUM_SIZE; ///< name "minimum-size", @see SetMinimumSize, type VECTOR3
+ static const Dali::Property::Index PROPERTY_MAXIMUM_SIZE; ///< name "maximum-size", @see SetMaximumSize, type VECTOR3
+ static const Dali::Property::Index PROPERTY_KEY_INPUT_FOCUS; ///< name "key-input-focus", @see SetKeyInputFocus, type BOOLEAN
/** @} */
/**
* Get the property index to the effect size
* @return The property index to the effect size
*/
- Property::Index GetEffectSizePropertyIndex() const;
+ Dali::Property::Index GetEffectSizePropertyIndex() const;
/**
* Get the property index to the effect strength
* @return The property index to the effect strength
*/
- Property::Index GetEffectStrengthPropertyIndex() const;
+ Dali::Property::Index GetEffectStrengthPropertyIndex() const;
/**
* Get the property index to the Vector3 specifying the effect offset (eg drop shadow offset)
* @return The property index to the Vector3 specifying the effect offset
*/
- Property::Index GetEffectOffsetPropertyIndex() const;
+ Dali::Property::Index GetEffectOffsetPropertyIndex() const;
/**
* Get the property index to the effect color (eg shadow color)
* @return The property index to the effect color
*/
- Property::Index GetEffectColorPropertyIndex() const;
+ Dali::Property::Index GetEffectColorPropertyIndex() const;
/**
* Set background color for the view. The background will be filled with this color.
* the GaussianBlurView object from the stage also.
* @return Index of the property that can be used to fade the blur in / out
*/
- Property::Index GetBlurStrengthPropertyIndex() const;
+ Dali::Property::Index GetBlurStrengthPropertyIndex() const;
/**
* Get the final blurred image.
* @param[in] customProperty A custom property enum defined in this class.
* @return The property index e.g. for use with Animation::AnimateTo()
*/
- Property::Index GetPropertyIndex( CustomProperty customProperty ) const;
+ Dali::Property::Index GetPropertyIndex( CustomProperty customProperty ) const;
/**
* @brief Pause the masking operation to improve performance.
typedef Signal< void ( float ) > ScrollPositionNotifiedSignalType;
// Properties
- static const Property::Index PROPERTY_INDICATOR_HEIGHT_POLICY; ///< name "indicator-height-policy", @see SetIndicatorHeightPolicy(), type STRING
- static const Property::Index PROPERTY_INDICATOR_FIXED_HEIGHT; ///< name "indicator-fixed-height", @see SetIndicatorFixedHeight(), type FLOAT
- static const Property::Index PROPERTY_INDICATOR_SHOW_DURATION; ///< name "indicator-show-duration", @see SetIndicatorShowDuration(), type FLOAT
- static const Property::Index PROPERTY_INDICATOR_HIDE_DURATION; ///< name "indicator-hide-duration", @see SetIndicatorHideDuration(), type FLOAT
+ static const Dali::Property::Index PROPERTY_INDICATOR_HEIGHT_POLICY; ///< name "indicator-height-policy", @see SetIndicatorHeightPolicy(), type STRING
+ static const Dali::Property::Index PROPERTY_INDICATOR_FIXED_HEIGHT; ///< name "indicator-fixed-height", @see SetIndicatorFixedHeight(), type FLOAT
+ static const Dali::Property::Index PROPERTY_INDICATOR_SHOW_DURATION; ///< name "indicator-show-duration", @see SetIndicatorShowDuration(), type FLOAT
+ static const Dali::Property::Index PROPERTY_INDICATOR_HIDE_DURATION; ///< name "indicator-hide-duration", @see SetIndicatorHideDuration(), type FLOAT
public:
if (GetPositionConstraint(itemId, positionConstraint))
{
WrappedVector3Constraint wrapped(positionConstraint, itemId);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Position,
Source( scrollPositionObject, scrollPositionProperty ),
ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
wrapped );
constraint.SetApplyTime(durationSeconds);
constraint.SetAlphaFunction(mAlphaFunction);
{
WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
- Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ Constraint constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
Source( scrollPositionObject, scrollPositionProperty ),
ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
wrapped );
constraint.SetApplyTime(durationSeconds);
constraint.SetAlphaFunction(mAlphaFunction);
{
WrappedVector3Constraint wrapped(scaleConstraint, itemId);
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::Scale,
Source( scrollPositionObject, scrollPositionProperty ),
ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
wrapped );
constraint.SetApplyTime(durationSeconds);
constraint.SetAlphaFunction(mAlphaFunction);
{
WrappedVector4Constraint wrapped(colorConstraint, itemId);
- Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
+ Constraint constraint = Constraint::New<Vector4>( Actor::Property::Color,
Source( scrollPositionObject, scrollPositionProperty ),
ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
wrapped );
constraint.SetApplyTime(durationSeconds);
{
WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
- Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
+ Constraint constraint = Constraint::New<bool>( Actor::Property::Visible,
Source( scrollPositionObject, scrollPositionProperty ),
ParentSource( scrollSpeedProperty ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::Size ),
wrapped );
constraint.SetApplyTime(durationSeconds);
/// @name Properties
/** @{ */
- static const Property::Index PROPERTY_OVERSHOOT_EFFECT_COLOR; ///< Property, name "overshoot-effect-color", @see SetOvershootEffectColor(), type VECTOR4
- static const Property::Index PROPERTY_OVERSHOOT_ANIMATION_SPEED; ///< Property, name "overshoot-animation-speed", @see SetOvershootAnimationSpeed(), type FLOAT
+ static const Dali::Property::Index PROPERTY_OVERSHOOT_EFFECT_COLOR; ///< Property, name "overshoot-effect-color", @see SetOvershootEffectColor(), type VECTOR4
+ static const Dali::Property::Index PROPERTY_OVERSHOOT_ANIMATION_SPEED; ///< Property, name "overshoot-animation-speed", @see SetOvershootAnimationSpeed(), type FLOAT
/** @} */
public:
* This property represents a value in the range [0.0 - 1.0] where 0.0 is no blur and 1.0 is full blur. Default 0.2.
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetBlurStrengthPropertyIndex() const;
+ Dali::Property::Index GetBlurStrengthPropertyIndex() const;
/**
* Get the property index that controls the color of the shadow. Useful for animating this property.
* This property represents a value in the Vector4 format. Default color value is Vector4(0.2f, 0.2f, 0.2f, 0.8f) (i.e grey color).
* @return The property index that can be used with e.g. AnimateTo( ... )
*/
- Property::Index GetShadowColorPropertyIndex() const;
+ Dali::Property::Index GetShadowColorPropertyIndex() const;
public:
public:
// Properties
- static const Property::Index LOWER_BOUND_PROPERTY; ///< Property, name "lower-bound", type FLOAT
- static const Property::Index UPPER_BOUND_PROPERTY; ///< Property, name "upper-bound", type FLOAT
- static const Property::Index VALUE_PROPERTY; ///< Property, name "value", type FLOAT
+ static const Dali::Property::Index LOWER_BOUND_PROPERTY; ///< Property, name "lower-bound", type FLOAT
+ static const Dali::Property::Index UPPER_BOUND_PROPERTY; ///< Property, name "upper-bound", type FLOAT
+ static const Dali::Property::Index VALUE_PROPERTY; ///< Property, name "value", type FLOAT
- static const Property::Index HIT_REGION_PROPERTY; ///< Property, name "hit-region", type VECTOR2
- static const Property::Index BACKING_REGION_PROPERTY; ///< Property, name "backing-region", type VECTOR2
- static const Property::Index HANDLE_REGION_PROPERTY; ///< Property, name "handle-region", type VECTOR2
+ static const Dali::Property::Index HIT_REGION_PROPERTY; ///< Property, name "hit-region", type VECTOR2
+ static const Dali::Property::Index BACKING_REGION_PROPERTY; ///< Property, name "backing-region", type VECTOR2
+ static const Dali::Property::Index HANDLE_REGION_PROPERTY; ///< Property, name "handle-region", type VECTOR2
- static const Property::Index BACKING_IMAGE_NAME_PROPERTY; ///< Property, name "backing-image-name", type STRING
- static const Property::Index HANDLE_IMAGE_NAME_PROPERTY; ///< Property, name "handle-image-name", type STRING
- static const Property::Index PROGRESS_IMAGE_NAME_PROPERTY; ///< Property, name "progress-image-name", type STRING
- static const Property::Index POPUP_IMAGE_NAME_PROPERTY; ///< Property, name "popup-image-name", type STRING
- static const Property::Index POPUP_ARROW_IMAGE_NAME_PROPERTY; ///< Property, name "popup-arrow-image-name", type STRING
+ static const Dali::Property::Index BACKING_IMAGE_NAME_PROPERTY; ///< Property, name "backing-image-name", type STRING
+ static const Dali::Property::Index HANDLE_IMAGE_NAME_PROPERTY; ///< Property, name "handle-image-name", type STRING
+ static const Dali::Property::Index PROGRESS_IMAGE_NAME_PROPERTY; ///< Property, name "progress-image-name", type STRING
+ static const Dali::Property::Index POPUP_IMAGE_NAME_PROPERTY; ///< Property, name "popup-image-name", type STRING
+ static const Dali::Property::Index POPUP_ARROW_IMAGE_NAME_PROPERTY; ///< Property, name "popup-arrow-image-name", type STRING
- static const Property::Index DISABLE_COLOR_PROPERTY; ///< Property, name "disable-color", type VECTOR4
- static const Property::Index POPUP_TEXT_COLOR_PROPERTY; ///< Property, name "popup-text-color", type VECTOR4
+ static const Dali::Property::Index DISABLE_COLOR_PROPERTY; ///< Property, name "disable-color", type VECTOR4
+ static const Dali::Property::Index POPUP_TEXT_COLOR_PROPERTY; ///< Property, name "popup-text-color", type VECTOR4
- static const Property::Index VALUE_PRECISION_PROPERTY; ///< Property, name "value-precision", type INT
+ static const Dali::Property::Index VALUE_PRECISION_PROPERTY; ///< Property, name "value-precision", type INT
- static const Property::Index SHOW_POPUP_PROPERTY; ///< Property, name "show-popup", type BOOLEAN
- static const Property::Index SHOW_VALUE_PROPERTY; ///< Property, name "show-value", type BOOLEAN
+ static const Dali::Property::Index SHOW_POPUP_PROPERTY; ///< Property, name "show-popup", type BOOLEAN
+ static const Dali::Property::Index SHOW_VALUE_PROPERTY; ///< Property, name "show-value", type BOOLEAN
- static const Property::Index ENABLED_PROPERTY; ///< Property, name "enabled", type BOOLEAN
+ static const Dali::Property::Index ENABLED_PROPERTY; ///< Property, name "enabled", type BOOLEAN
- static const Property::Index MARKS_PROPERTY; ///< Property, name "marks", type Property::Array<float>
- static const Property::Index SNAP_TO_MARKS_PROPERTY; ///< Property, name "snap-to-marks", type BOOLEAN
- static const Property::Index MARK_TOLERANCE_PROPERTY; ///< Property, name "mark-tolerance", type FLOAT
+ static const Dali::Property::Index MARKS_PROPERTY; ///< Property, name "marks", type Property::Array<float>
+ static const Dali::Property::Index SNAP_TO_MARKS_PROPERTY; ///< Property, name "snap-to-marks", type BOOLEAN
+ static const Dali::Property::Index MARK_TOLERANCE_PROPERTY; ///< Property, name "mark-tolerance", type FLOAT
public:
public:
// Properties
- static const Property::Index PROPERTY_IMAGE; ///< name "image", @see SetImage, type MAP
+ static const Dali::Property::Index PROPERTY_IMAGE; ///< name "image", @see SetImage, type MAP
/**
* @brief Signal type for notifications.
* User can use this to animate the blur. A value of 0.0 is zero blur and 1.0 is full blur. Default is 0.0.
* @return Index of the property that can be used to fade the blur in / out
*/
- Property::Index GetBlurStrengthPropertyIndex() const;
+ Dali::Property::Index GetBlurStrengthPropertyIndex() const;
/**
* @brief Set the blur strength to display the image.
/// @name Properties
/** @{ */
- static const Property::Index PROPERTY_ROWS; ///< name "rows", type UNSIGNED_INTEGER
- static const Property::Index PROPERTY_COLUMNS; ///< name "columns", type UNSIGNED_INTEGER
- static const Property::Index PROPERTY_CELL_PADDING; ///< name "cell-padding", type VECTOR2
+ static const Dali::Property::Index PROPERTY_ROWS; ///< name "rows", type UNSIGNED_INTEGER
+ static const Dali::Property::Index PROPERTY_COLUMNS; ///< name "columns", type UNSIGNED_INTEGER
+ static const Dali::Property::Index PROPERTY_CELL_PADDING; ///< name "cell-padding", type VECTOR2
/*
* PROPERTY_LAYOUT_ROWS set the height of the rows
}
* @endcode
*/
- static const Property::Index PROPERTY_LAYOUT_ROWS; ///< name "layout-rows", type MAP
+ static const Dali::Property::Index PROPERTY_LAYOUT_ROWS; ///< name "layout-rows", type MAP
/*
* PROPERTY_LAYOUT_COLUMNS set the height of the rows
}
* @endcode
*/
- static const Property::Index PROPERTY_LAYOUT_COLUMNS; ///< name "layout-columns", type MAP
+ static const Dali::Property::Index PROPERTY_LAYOUT_COLUMNS; ///< name "layout-columns", type MAP
/** @} */
/// @name Properties
/** @{ */
- static const Property::Index HIGHLIGHT_COLOR_PROPERTY; // Property, name "highlight-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_COLOR_PROPERTY; // Property, name "cut-and-paste-bg-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-pressed-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_BORDER_COLOR_PROPERTY; // Property, name "cut-and-paste-border-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_ICON_COLOR_PROPERTY; // Property, name "cut-and-paste-icon-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_ICON_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-icon-pressed-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_TEXT_COLOR_PROPERTY; // Property, name "cut-and-paste-text-color", type VECTOR4
- static const Property::Index CUT_AND_PASTE_TEXT_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-text-pressed-color", type VECTOR4
- static const Property::Index CUT_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "cut-button-position-priority", type unsigned int
- static const Property::Index COPY_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "copy-button-position-priority", type unsigned int
- static const Property::Index PASTE_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "paste-button-position-priority", type unsigned int
- static const Property::Index SELECT_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "select-button-position-priority", type unsigned int
- static const Property::Index SELECT_ALL_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "select-all-button-position-priority", type unsigned int
- static const Property::Index CLIPBOARD_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "clipboard-button-position-priority", type unsigned int
- static const Property::Index POP_UP_OFFSET_FROM_TEXT_PROPERTY; // Property, name "popup-offset-from-text", type VECTOR4
- static const Property::Index CURSOR_COLOR_PROPERTY; // Property, name "cursor-color", type VECTOR4
+ static const Dali::Property::Index HIGHLIGHT_COLOR_PROPERTY; // Property, name "highlight-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_COLOR_PROPERTY; // Property, name "cut-and-paste-bg-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-pressed-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_BORDER_COLOR_PROPERTY; // Property, name "cut-and-paste-border-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_ICON_COLOR_PROPERTY; // Property, name "cut-and-paste-icon-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_ICON_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-icon-pressed-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_TEXT_COLOR_PROPERTY; // Property, name "cut-and-paste-text-color", type VECTOR4
+ static const Dali::Property::Index CUT_AND_PASTE_TEXT_PRESSED_COLOR_PROPERTY; // Property, name "cut-and-paste-text-pressed-color", type VECTOR4
+ static const Dali::Property::Index CUT_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "cut-button-position-priority", type unsigned int
+ static const Dali::Property::Index COPY_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "copy-button-position-priority", type unsigned int
+ static const Dali::Property::Index PASTE_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "paste-button-position-priority", type unsigned int
+ static const Dali::Property::Index SELECT_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "select-button-position-priority", type unsigned int
+ static const Dali::Property::Index SELECT_ALL_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "select-all-button-position-priority", type unsigned int
+ static const Dali::Property::Index CLIPBOARD_BUTTON_POSITION_PRIORITY_PROPERTY; // Property, name "clipboard-button-position-priority", type unsigned int
+ static const Dali::Property::Index POP_UP_OFFSET_FROM_TEXT_PROPERTY; // Property, name "popup-offset-from-text", type VECTOR4
+ static const Dali::Property::Index CURSOR_COLOR_PROPERTY; // Property, name "cursor-color", type VECTOR4
/** @} */
public:
public:
// Properties
- static const Property::Index PROPERTY_MARKUP_ENABLED; ///< name "markup-enabled", @see SetMarkupProcessingEnabled(), type BOOLEAN
- static const Property::Index PROPERTY_TEXT; ///< name "text", @see SetText(), type STRING
- static const Property::Index PROPERTY_MULTILINE_POLICY; ///< name "multiline-policy", @see SetMultilinePolicy(), type STRING
- static const Property::Index PROPERTY_WIDTH_EXCEED_POLICY; ///< name "width-exceed-policy", @see SetWidthExceedPolicy(), type STRING
- static const Property::Index PROPERTY_HEIGHT_EXCEED_POLICY; ///< name "height-exceed-policy", @see SetHeightExceedPolicy(), type STRING
- static const Property::Index PROPERTY_LINE_JUSTIFICATION; ///< name "line-justification", @see SetLineJustification(), type STRING
- static const Property::Index PROPERTY_FADE_BOUNDARY; ///< name "fade-boundary", @see SetFadeBoundary(), type VECTOR4
- static const Property::Index PROPERTY_LINE_HEIGHT_OFFSET; ///< name "line-height-offset", @see SetLineHeightOffset(), type FLOAT
- static const Property::Index PROPERTY_HORIZONTAL_ALIGNMENT; ///< name "horizontal-alignment", @see SetTextAlignment(), type STRING
- static const Property::Index PROPERTY_VERTICAL_ALIGNMENT; ///< name "vertical-alignment", @see SetTextAlignment(), type STRING
+ static const Dali::Property::Index PROPERTY_MARKUP_ENABLED; ///< name "markup-enabled", @see SetMarkupProcessingEnabled(), type BOOLEAN
+ static const Dali::Property::Index PROPERTY_TEXT; ///< name "text", @see SetText(), type STRING
+ static const Dali::Property::Index PROPERTY_MULTILINE_POLICY; ///< name "multiline-policy", @see SetMultilinePolicy(), type STRING
+ static const Dali::Property::Index PROPERTY_WIDTH_EXCEED_POLICY; ///< name "width-exceed-policy", @see SetWidthExceedPolicy(), type STRING
+ static const Dali::Property::Index PROPERTY_HEIGHT_EXCEED_POLICY; ///< name "height-exceed-policy", @see SetHeightExceedPolicy(), type STRING
+ static const Dali::Property::Index PROPERTY_LINE_JUSTIFICATION; ///< name "line-justification", @see SetLineJustification(), type STRING
+ static const Dali::Property::Index PROPERTY_FADE_BOUNDARY; ///< name "fade-boundary", @see SetFadeBoundary(), type VECTOR4
+ static const Dali::Property::Index PROPERTY_LINE_HEIGHT_OFFSET; ///< name "line-height-offset", @see SetLineHeightOffset(), type FLOAT
+ static const Dali::Property::Index PROPERTY_HORIZONTAL_ALIGNMENT; ///< name "horizontal-alignment", @see SetTextAlignment(), type STRING
+ static const Dali::Property::Index PROPERTY_VERTICAL_ALIGNMENT; ///< name "vertical-alignment", @see SetTextAlignment(), type STRING
/**
* @brief Structure used to retrieve Layout info per character.
Dali::Toolkit::DissolveEffect handle( shaderEffectCustom );
handle.SetUniform( DISTORTION_PROPERTY_NAME, 0.0f );
- handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(50.0f) );
+ handle.SetProperty( ShaderEffect::Property::GridDensity, Dali::Property::Value(50.0f) );
handle.SetCentralLine( Vector2(1.0f,0.5f), Vector2(-1.0f, 0.0f) );
handle.SetRadius(i, 0.f);
handle.SetDistortion( i, 0.f );
}
- handle.SetProperty( ShaderEffect::GRID_DENSITY, Property::Value(5.f) );
+ handle.SetProperty( ShaderEffect::Property::GridDensity, Dali::Property::Value(5.f) );
handle.SetTransparency( 0.5f );
return handle;
MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
renderable.SetShaderEffect( newEffect );
- Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
+ Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( renderable, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::Property::WorldMatrix ),
EqualToConstraint() );
// and set up constraint.
MotionStretchEffect newEffect = New();
renderable.SetShaderEffect( newEffect );
- Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );
+ Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( renderable, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::Property::WorldMatrix ),
EqualToConstraint() );
// and set up constraint.
maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
- Source(actor, Actor::SIZE),
+ Source(actor, Actor::Property::Size),
NinePatchMaskEffectSizeConstraint() ) );
maskEffect.SetUniform( "uMaskSize", maskSize );
}
// precalc 1.0 / uInsideCircleSizeScale on CPU to save shader insns, using constraint to tie to the normal property
- Property::Index insideCircleSizeScalePropertyIndex = handle.GetPropertyIndex(SOFT_BUTTON_INSIDE_SHAPE_SIZE_SCALE_PROPERTY_NAME);
- Property::Index recipInsideCircleSizeScalePropertyIndex = handle.GetPropertyIndex(SOFT_BUTTON_RECIP_INSIDE_SHAPE_SIZE_SCALE_PROPERTY_NAME);
+ Dali::Property::Index insideCircleSizeScalePropertyIndex = handle.GetPropertyIndex(SOFT_BUTTON_INSIDE_SHAPE_SIZE_SCALE_PROPERTY_NAME);
+ Dali::Property::Index recipInsideCircleSizeScalePropertyIndex = handle.GetPropertyIndex(SOFT_BUTTON_RECIP_INSIDE_SHAPE_SIZE_SCALE_PROPERTY_NAME);
Constraint constraint = Constraint::New<float>( recipInsideCircleSizeScalePropertyIndex, LocalSource(insideCircleSizeScalePropertyIndex), ReciprocalConstraint());
handle.ApplyConstraint(constraint);
}