/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace
{
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
+
const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
// local helper function to resize the height of the bounce actor
-float GetBounceActorHeight( float width )
+float GetBounceActorHeight( float width, float defaultHeight )
{
- return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f;
+ return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? defaultHeight : defaultHeight * 0.5f;
}
const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.99f; // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again
mOvershootProperty(Property::INVALID_INDEX),
mEffectOvershootProperty(Property::INVALID_INDEX),
mOvershoot(0.0f),
+ mOvershootSize( scrollable.GetOvershootSize() ),
mAnimationStateFlags(0)
{
mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
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);
+ mOvershootSize = mAttachedScrollView.GetOvershootSize();
+ mOvershootOverlay.SetSize( mOvershootSize );
mAttachedScrollView.AddOverlay(mOvershootOverlay);
if(IsVertical())
{
mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+ mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
}
else
{
mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+ mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
mOvershootOverlay.SetPosition(relativeOffset * parentSize);
if(IsVertical())
{
mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+ mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+ mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
mOvershootOverlay.SetPosition(relativeOffset * parentSize);
void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
{
Actor self = mAttachedScrollView.Self();
- mOvershoot = self.GetProperty<float>(mOvershootProperty);
+ mOvershoot = self.GetCurrentProperty< float >( mOvershootProperty );
SetOvershoot(mOvershoot, false);
UpdatePropertyNotifications();
}