// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
-// EXTERNAL INCLUDES
-#include <boost/bind.hpp>
-
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
void ScrollOvershootEffectRipple::Apply()
{
Actor self = mAttachedScrollView.Self();
- mOvershootProperty = self.GetPropertyIndex(IsVertical() ? Toolkit::ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME : Toolkit::ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
+ mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X;
// make sure height is set, since we only create a constraint for image width
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
const Vector3 parentSize = self.GetCurrentSize();
if(IsVertical())
{
- mOvershootOverlay.SetRotation(Quaternion(0.0f, Vector3::ZAXIS));
+ mOvershootOverlay.SetOrientation(Quaternion(0.0f, Vector3::ZAXIS));
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
}
else
{
- mOvershootOverlay.SetRotation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS));
+ mOvershootOverlay.SetOrientation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS));
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
const Vector3 parentSize = self.GetCurrentSize();
if(IsVertical())
{
- mOvershootOverlay.SetRotation(Quaternion(Math::PI, Vector3::ZAXIS));
+ mOvershootOverlay.SetOrientation(Quaternion(Math::PI, Vector3::ZAXIS));
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
- mOvershootOverlay.SetRotation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS));
+ mOvershootOverlay.SetOrientation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS));
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}