- const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
- const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
- float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
- return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ if( canScrollProperty.GetBoolean() )
+ {
+ const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
+ const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
+ float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
+ return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ }
+ return 0.0f;