/**
* @param[in] current The current base value
- * @param[in] property The property to be added to current.
+ * @param[in] inputs Contains the property to be added to current.
* @return The new current Vector.
*/
- Vector3 operator()(const Vector3& current)
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- gConstraintResult = current + mOffset;
- return gConstraintResult;
- }
-
- /**
- * @param[in] current The current base value
- * @param[in] property The property to be added to current.
- * @return The new current Vector.
- */
- Vector3 operator()(const Vector3& current,
- const PropertyInput& property)
- {
- gConstraintResult = current + property.GetVector3() + mOffset;
- return gConstraintResult;
+ gConstraintResult = current + inputs[0]->GetVector3() + mOffset;
+ current = gConstraintResult;
}
Vector3 mOffset;
*/
static float TestOvershootSnapDuration(ToolkitTestApplication &application, ScrollView scrollView)
{
- Property::Index overshootPropertyX = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- Property::Index overshootPropertyY = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
-
int timeToReachOrigin = -1;
for(int i = 0;i<MAX_FRAMES_TO_TEST_OVERSHOOT;i++)
{
- float overshootXValue = scrollView.GetProperty<float>(overshootPropertyX);
- float overshootYValue = scrollView.GetProperty<float>(overshootPropertyY);
+ float overshootXValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_X);
+ float overshootYValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_Y);
if(overshootXValue == 0.0f && overshootYValue == 0.0f)
{
break;
a.SetPosition( TEST_ACTOR_POSITION );
Wait(application);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
- Source(scrollView, scrollPositionProperty),
- TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
+ Constraint constraint = Constraint::New<Vector3>( scrollView, Actor::Property::POSITION, TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
+ constraint.AddSource( Source(scrollView, ScrollView::Property::SCROLL_POSITION) );
constraint.SetRemoveAction(Constraint::Discard);
scrollView.ApplyConstraintToChildren(constraint);
Wait(application);
a.SetPosition( TEST_ACTOR_POSITION );
Wait(application);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
// apply this constraint to scrollview
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
- Source(scrollView, scrollPositionProperty),
- TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
-
+ Constraint constraint = Constraint::New<Vector3>( scrollView, Actor::Property::POSITION, TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
+ constraint.AddSource( Source(scrollView, ScrollView::Property::SCROLL_POSITION) );
constraint.SetRemoveAction(Constraint::Discard);
scrollView.ApplyConstraintToChildren(constraint);
// 1. Scroll page in NW (-500,-500 pixels), then inspect overshoot. (don't release touch)
Vector2 currentPos = Vector2(100.0f, 100.0f);
currentPos = PerformGestureDiagonalSwipe(application, currentPos, Vector2(5.0f, 5.0f), 100, false);
- Property::Index overshootXProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- Property::Index overshootYProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
- float overshootXValue = scrollView.GetProperty<float>(overshootXProperty);
- float overshootYValue = scrollView.GetProperty<float>(overshootYProperty);
- Vector3 positionValue = scrollView.GetProperty<Vector3>(scrollPositionProperty);
+ float overshootXValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_X);
+ float overshootYValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_Y);
+ Vector3 positionValue = scrollView.GetProperty<Vector3>(ScrollView::Property::SCROLL_POSITION);
DALI_TEST_EQUALS(overshootXValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(positionValue, Vector3::ZERO, TEST_LOCATION);