X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fscroll-view%2Fscroll-overshoot-indicator-impl.cpp;h=0d2e7284c117993014bce0092c381d10992758c7;hb=36a298758d1b6244b7846a0102b528d76002dbda;hp=35a61ac023ad0fc4280479bffb28c2c0655a39c5;hpb=402784aceba9171e57ffca8769ca46ef8aebcd2f;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp index 35a61ac..0d2e728 100644 --- a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp @@ -254,12 +254,12 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible ) const Vector3 parentSize = self.GetCurrentSize(); if(IsVertical()) { - mOvershootOverlay.SetOrientation(Quaternion(0.0f, Vector3::ZAXIS)); + mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ); mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth); } else { - mOvershootOverlay.SetOrientation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS)); + mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ); mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth); relativeOffset = Vector3(0.0f, 1.0f, 0.0f); } @@ -273,13 +273,13 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible ) const Vector3 parentSize = self.GetCurrentSize(); if(IsVertical()) { - mOvershootOverlay.SetOrientation(Quaternion(Math::PI, Vector3::ZAXIS)); + mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ); mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth); relativeOffset = Vector3(1.0f, 1.0f, 0.0f); } else { - mOvershootOverlay.SetOrientation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS)); + mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ); mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth); relativeOffset = Vector3(1.0f, 0.0f, 0.0f); }