RemoveActorsOutsideRange( range );
AddActorsWithinRange( range, 0.0f/*immediate*/ );
- mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
+ mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
}
}
if(mScrollAnimation)
{
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
}
RemoveAnimation(mScrollAnimation);
mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
mRefreshEnabled = true;
}
mScrollOvershoot = 0.0f;
AnimateScrollOvershoot(0.0f);
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
}
}
// Reset the overshoot if no scroll animation.
if (!mScrollAnimation)
{
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
AnimateScrollOvershoot(0.0f, false);
}
case Gesture::Started: // Fall through
{
mTotalPanDisplacement = Vector2::ZERO;
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
mRefreshEnabled = true;
}
RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
{
AnimateScrollOvershoot(0.0f);
}
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
mRefreshEnabled = true;
}
AnimateScrollOvershoot(0.0f);
}
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
mRefreshEnabled = true;
}