mAnimationStateFlags(0)
{
mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
- mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor());
- mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetVisible(false);
+ mOvershootOverlay.SetProperty( Actor::Property::COLOR,mAttachedScrollView.GetOvershootEffectColor());
+ mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT );
+ mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+ mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false);
}
void ScrollOvershootEffectRipple::Reset()
{
- mOvershootOverlay.SetVisible(false);
+ mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false);
mOvershootOverlay.SetProperty( mEffectOvershootProperty, 0.f);
}
{
if(mOvershootOverlay)
{
- mOvershootOverlay.SetColor(color);
+ mOvershootOverlay.SetProperty( Actor::Property::COLOR,color);
}
}
void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
{
- mOvershootOverlay.SetVisible(visible);
+ mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,visible);
// make sure overshoot image is correctly placed
if( visible )
{
if(mOvershoot > 0.0f)
{
// positive overshoot
- const Vector3 size = mOvershootOverlay.GetCurrentSize();
+ const Vector3 size = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
Vector3 relativeOffset;
- const Vector3 parentSize = self.GetCurrentSize();
+ const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
}
else
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
else
{
// negative overshoot
- const Vector3 size = mOvershootOverlay.GetCurrentSize();
+ const Vector3 size = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
Vector3 relativeOffset;
- const Vector3 parentSize = self.GetCurrentSize();
+ const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );
mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
if( animate && overshootAnimationSpeed > Math::MACHINE_EPSILON_0 )
{
float currentOvershoot = fabsf( mOvershootOverlay.GetProperty( mEffectOvershootProperty ).Get<float>() );
- float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed;
+ float duration = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed;
if( duration > Math::MACHINE_EPSILON_0 )
{
if( mAnimationStateFlags & AnimatingOut )
{
// should now be offscreen
- mOvershootOverlay.SetVisible(false);
+ mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false);
}
if( (mAnimationStateFlags & AnimateBack) )
{