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Use a different image for 'pressed' selection handle
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
scrollable
/
bouncing-effect-actor.cpp
diff --git
a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp
b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp
index
7301a8b
..
f9f2fbb
100644
(file)
--- a/
dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp
+++ b/
dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp
@@
-18,16
+18,15
@@
// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
-// INTERNAL INCLUDES
+// EXTERNAL INCLUDES
+#include <math.h>
#include <dali/public-api/actors/mesh-actor.h>
#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/
geometry/animatable-mesh
.h>
+#include <dali/public-api/
animation/active-constraint
.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/geometry/animatable-mesh.h>
#include <dali/public-api/shader-effects/shader-effect.h>
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/shader-effects/shader-effect.h>
#include <dali/public-api/math/vector3.h>
-// EXTERNAL INCLUDES
-#include <math.h>
-
namespace Dali
{
namespace Dali
{
@@
-97,7
+96,6
@@
Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
}
meshActor = Dali::MeshActor::New(mesh);
}
meshActor = Dali::MeshActor::New(mesh);
- meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
@@
-109,10
+107,10
@@
Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::P
OSITION
),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::P
roperty::Position
),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::P
OSITION
),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::P
roperty::Position
),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}