- LocalSource(mPropertyPositionMin),
- LocalSource(mPropertyPositionMax),
+ LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN),
+ LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX),
LocalSource(Actor::Property::SIZE),
RelativePositionConstraint);
self.ApplyConstraint(constraint);
LocalSource(Actor::Property::SIZE),
RelativePositionConstraint);
self.ApplyConstraint(constraint);
Radian scrollDirection(mActiveLayout->GetScrollDirection());
float orientation = static_cast<float>(mActiveLayout->GetOrientation());
Radian scrollDirection(mActiveLayout->GetScrollDirection());
float orientation = static_cast<float>(mActiveLayout->GetOrientation());
- self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
- self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
- self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f));
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f));
- self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
- self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f));
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f));
domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
}
mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
}
mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
- self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
- self.SetProperty(mPropertyCanScrollHorizontal, false);
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable);
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, false);
- float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
- float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
+ float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN);
+ float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX);
self.Add(mOvershootOverlay);
Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
self.Add(mOvershootOverlay);
Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
ParentSource( Actor::Property::SIZE ),
OvershootOverlaySizeConstraint() );
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
ParentSource( Actor::Property::SIZE ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
ParentSource( Actor::Property::SIZE ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
ParentSource( Actor::Property::SIZE ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<bool>( Actor::Property::VISIBLE,