Conversion to Apache 2.0 license
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
index 93effd8..779395e 100644 (file)
@@ -1,18 +1,19 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 // CLASS HEADER
 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
@@ -24,6 +25,7 @@
 #include <dali/public-api/events/mouse-wheel-event.h>
 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
+#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
 
 using namespace std;
 using namespace Dali;
@@ -46,7 +48,6 @@ const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
 
 const float MILLISECONDS_PER_SECONDS = 1000.0f;
 
-const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
@@ -1399,7 +1400,7 @@ bool ItemView::OnAccessibilityPan(PanGesture gesture)
   return true;
 }
 
-Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
 {
   Actor nextFocusActor;
   if(mActiveLayout)
@@ -1669,14 +1670,12 @@ void ItemView::SetOvershootEnabled( bool enable )
   Actor self = Self();
   if( enable )
   {
-    mOvershootEffect = OvershootRippleEffect::New();
-    Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
-    mOvershootOverlay = ImageActor::New( overshootImage );
+    mOvershootEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
+    mOvershootOverlay = CreateSolidColorActor(Vector4::ONE);
     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
     mOvershootOverlay.SetShaderEffect(mOvershootEffect);
-    mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
     self.Add(mOvershootOverlay);
     Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
                                                       ParentSource( mPropertyScrollDirection ),
@@ -1704,7 +1703,7 @@ void ItemView::SetOvershootEnabled( bool enable )
                                         OvershootOverlayVisibilityConstraint() );
     mOvershootOverlay.ApplyConstraint(constraint);
 
-    int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
+    int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetProgressRatePropertyName());
     Actor self = Self();
     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),