 import mx.effects.interpolation.IEaser;
 import mx.effects.interpolation.IInterpolator;
 import mx.events.AnimationEvent;
-import mx.layout.ILayoutItem;
-import mx.layout.LayoutItemFactory;
+import mx.layout.ILayoutElement;
+import mx.layout.LayoutElementFactory;
 import mx.managers.LayoutManager;
 import mx.styles.IStyleClient;
 import mx.core.IVisualElementContainer;

                if (parentH > 0 && constraintsHolder["verticalCenter"] !== undefined)
                {
                    // Layout uses verticalCenter to calculate position this way
                    // location.y = parentH / 2 - size.y / 2 + verticalCenter
                    constraintsHolder["verticalCenter"] = location.y + size.y / 2 - parentH / 2;
                }

                // TODO EGeorgie: add support for 'baseline' constraint, when the new layouts support it.

                }

                if (constraintsHolder["left"] !== undefined)
                    constraintsHolder["left"] = Math.round(targetX);
                if (constraintsHolder["top"] !== undefined)
                    constraintsHolder["top"] = Math.round(targetY);

                // Only bother adjusting 'right' if our target is
                // parented to an object with a positive width
                if (parentW > 0 && constraintsHolder["right"] !== undefined)
                    constraintsHolder["right"] = parentW - targetX - targetW;

                // Only bother adjusting 'bottom' if our target is
                // parented to an object with a positive height
                if (parentH > 0 && constraintsHolder["bottom"] !== undefined)
                    constraintsHolder["bottom"] = parentH - targetY - targetH;

                // Only bother adjusting 'horizontalCenter' if our target is
                // parented to an object with a positive width
                if (parentW > 0 && constraintsHolder["horizontalCenter"] !== undefined)
                {
                    // Layout uses horizontalCenter to calculate position this way
                    // targetX = parentW / 2 - targetW / 2 + horizontalCenter
                    constraintsHolder["horizontalCenter"] = targetX + targetW / 2 - parentW / 2;
                }

                // Only bother adjusting 'verticalCenter' if our target is
