Remove mesh from text input.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
index cee9c8c..ede38ed 100644 (file)
@@ -32,7 +32,6 @@
 // INTERNAL INCLUDES
 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
-#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
 
 using std::string;
 using std::set;
@@ -378,7 +377,7 @@ void ItemView::OnInitialize()
                                                    LocalSource(mPropertyPosition),
                                                    LocalSource(mPropertyPositionMin),
                                                    LocalSource(mPropertyPositionMax),
-                                                   LocalSource(Actor::SIZE),
+                                                   LocalSource(Actor::Property::Size),
                                                    RelativePositionConstraint);
   self.ApplyConstraint(constraint);
 
@@ -1562,35 +1561,29 @@ void ItemView::SetOvershootEnabled( bool enable )
   if( enable )
   {
     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
-    mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
-    mOvershootOverlay.SetColor(mOvershootEffectColor);
-    mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
-    mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-    mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
-    self.Add(mOvershootOverlay);
-
-    Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
+
+    Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
                                                       ParentSource( mPropertyScrollDirection ),
                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
-                                                      ParentSource( Actor::SIZE ),
+                                                      ParentSource( Actor::Property::Size ),
                                                       OvershootOverlaySizeConstraint() );
     mOvershootOverlay.ApplyConstraint(constraint);
     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
 
-    constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+    constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
                                               ParentSource( mPropertyScrollDirection ),
                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
                                               OvershootOverlayRotationConstraint() );
     mOvershootOverlay.ApplyConstraint(constraint);
 
-    constraint = Constraint::New<Vector3>( Actor::POSITION,
-                                           ParentSource( Actor::SIZE ),
+    constraint = Constraint::New<Vector3>( Actor::Property::Position,
+                                           ParentSource( Actor::Property::Size ),
                                            ParentSource( mPropertyScrollDirection ),
                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
                                            OvershootOverlayPositionConstraint() );
     mOvershootOverlay.ApplyConstraint(constraint);
 
-    constraint = Constraint::New<bool>( Actor::VISIBLE,
+    constraint = Constraint::New<bool>( Actor::Property::Visible,
                                         ParentSource( mPropertyCanScrollVertical ),
                                         OvershootOverlayVisibilityConstraint() );
     mOvershootOverlay.ApplyConstraint(constraint);