{
position = WrapInDomain(position, mDomain.min, mDomain.max);
}
- page = floor((position - mDomain.min) / mSpacing + 0.5f);
+ page = std::max(static_cast<double>(0.0f), floor((position - mDomain.min) / mSpacing + 0.5f));
if(wrap)
{
// ScrollView
///////////////////////////////////////////////////////////////////////////////////////////////////
-const float ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f);
-const float ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f);
-const float ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f);
-const float ScrollView::DEFAULT_MAX_OVERSHOOT(100.0f); // 100 pixels
-
-const float ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f);
-const float ScrollView::DEFAULT_FRICTION_COEFFICIENT(1.0f);
-const float ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f);
-const float ScrollView::DEFAULT_MAX_FLICK_SPEED(3.0f);
-
ScrollView::ScrollView()
{
}
GetImpl(*this).SetMaxFlickSpeed(speed);
}
-Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
+Vector2 ScrollView::GetWheelScrollDistanceStep() const
{
- return GetImpl(*this).GetMouseWheelScrollDistanceStep();
+ return GetImpl(*this).GetWheelScrollDistanceStep();
}
-void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step)
+void ScrollView::SetWheelScrollDistanceStep(Vector2 step)
{
- GetImpl(*this).SetMouseWheelScrollDistanceStep(step);
+ GetImpl(*this).SetWheelScrollDistanceStep(step);
}
-Vector3 ScrollView::GetCurrentScrollPosition() const
+Vector2 ScrollView::GetCurrentScrollPosition() const
{
return GetImpl(*this).GetCurrentScrollPosition();
}
-void ScrollView::SetScrollPosition(const Vector3& position)
-{
- GetImpl(*this).SetScrollPosition(position);
-}
-
unsigned int ScrollView::GetCurrentPage() const
{
return GetImpl(*this).GetCurrentPage();
}
-void ScrollView::ScrollTo(const Vector3 &position)
+void ScrollView::ScrollTo(const Vector2 &position)
{
GetImpl(*this).ScrollTo(position);
}
-void ScrollView::ScrollTo(const Vector3 &position, float duration)
+void ScrollView::ScrollTo(const Vector2 &position, float duration)
{
GetImpl(*this).ScrollTo(position, duration);
}
-void ScrollView::ScrollTo(const Vector3 &position, float duration, AlphaFunction alpha)
+void ScrollView::ScrollTo(const Vector2 &position, float duration, AlphaFunction alpha)
{
GetImpl(*this).ScrollTo(position, duration, alpha);
}
-void ScrollView::ScrollTo(const Vector3 &position, float duration,
+void ScrollView::ScrollTo(const Vector2 &position, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
GetImpl(*this).ScrollTo(position, duration, horizontalBias, verticalBias);
}
-void ScrollView::ScrollTo(const Vector3 &position, float duration, AlphaFunction alpha,
+void ScrollView::ScrollTo(const Vector2 &position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
GetImpl(*this).ScrollTo(position, duration, alpha, horizontalBias, verticalBias);