- float current = self.GetProperty<Vector3>(mPropertyPrePosition).x;
- float duration = fabsf(position - current);
- mInternalXAnimation = Animation::New(duration);
- mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
- mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
- mInternalXAnimation.Play();
+ float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
+ if( duration > Math::MACHINE_EPSILON_1 )
+ {
+ mInternalXAnimation = Animation::New(duration);
+ mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
+ mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
+ mInternalXAnimation.Play();