// make sure height is set, since we only create a constraint for image width
mOvershootSize = mAttachedScrollView.GetOvershootSize();
- mOvershootOverlay.SetSize( mOvershootSize );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, mOvershootSize );
mAttachedScrollView.AddOverlay(mOvershootOverlay);
if(IsVertical())
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth ) );
}
else
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) );
- mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) );
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
- mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+ mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize );
}
else
{
if(IsVertical())
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth ) );
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );
- mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) );
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
- mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+ mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize );
}
}
}