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- float mMaxOvershootImageSize; ///< maximum size of the image when overshoot value is 1.0f
- ImageActor mOvershootImage; ///< the overshoot image...
- Animation mScrollOvershootAnimation; ///< animation
- bool mAnimatingOvershootOn; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
- bool mAnimateOvershootOff; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
- int mCanScrollPropertyIndex; ///< property index to a property that informs indicator if it is needed
- BouncingEffect mRippleEffect; // the ripple vertex/fragment shader effect
- PropertyNotification mOvershootPositiveNotification; // stores the property notification used for positive overshoot values
- PropertyNotification mOvershootNegativeNotification; // stores the property notification used for negative overshoot values
- ActiveConstraint mSizeConstraint; // active constraint handle used to store the image width constraint
- ActiveConstraint mPositionConstraint; // active constraint handle used to store the image position constraint
+ Actor mOvershootOverlay; ///< the actor which displays the overshoot effect
+ Scrollable& mAttachedScrollView; ///< the actor that this indicator has been attached to
+ Animation mScrollOvershootAnimation; ///< overshoot animation
+ PropertyNotification mOvershootIncreaseNotification;///< notification used to inform as overshoot increases
+ PropertyNotification mOvershootDecreaseNotification;///< notification used to inform as overshoot decreases
+ Property::Index mCanScrollPropertyIndex; ///< property index to a property that informs indicator if it is needed
+ Property::Index mOvershootProperty; ///< index of the overshoot property in the scrollable actor
+ Property::Index mEffectOvershootProperty; ///< index of the effect's overshoot property
+ float mMaxOvershootImageSize; ///< maximum height of the image when overshoot value is 1.0f
+ float mOvershootAnimationDuration; ///< time taken for overshoot to go from fully offscreen to fully onscreen and vice versa
+ float mOvershoot; ///< last overshoot value as detected by notifications
+ unsigned short mAnimationStateFlags; ///< contains flags indicating the current state of the overshoot animation