return;
}
- mGestureState = gesture.state;
+ mGestureState = gesture.GetState();
switch (mGestureState)
{
case Gesture::Continuing:
{
- mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
+ const Vector2& displacement = gesture.GetDisplacement();
+ mScrollDistance = CalculateScrollDistance(displacement, *mActiveLayout);
mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
// Refresh order depends on the direction of the scroll; negative is towards the last item.
( firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) &&
currentOvershoot > -1.0f ) )
{
- mTotalPanDisplacement += gesture.displacement;
+ mTotalPanDisplacement += displacement;
}
mScrollOvershoot = CalculateScrollOvershoot();