Changes after Set/Get synchronous behaviour of registered animatable & custom properties
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-overshoot-indicator-impl.cpp
index 0d2e728..8652ac4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -18,6 +18,9 @@
 // CLASS HEADER
 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
 
+// EXTERNAL INCLUDES
+#include <dali/devel-api/object/handle-devel.h>
+
 // INTERNAL INCLUDES
 #include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
@@ -27,13 +30,13 @@ using namespace Dali;
 
 namespace
 {
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
+
 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
 
 // local helper function to resize the height of the bounce actor
-float GetBounceActorHeight( float width )
+float GetBounceActorHeight( float width, float defaultHeight )
 {
-  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f;
+  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? defaultHeight : defaultHeight * 0.5f;
 }
 
 const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.99f;                     // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again
@@ -112,18 +115,6 @@ void ScrollOvershootIndicator::SetOvershootEffectColor( const Vector4& color )
   }
 }
 
-void ScrollOvershootIndicator::ClearOvershoot()
-{
-  if(mEffectX)
-  {
-    mEffectX->SetOvershoot(0.0f);
-  }
-  if(mEffectY)
-  {
-    mEffectY->SetOvershoot(0.0f);
-  }
-}
-
 ScrollOvershootEffect::ScrollOvershootEffect( bool vertical ) :
     mVertical(vertical)
 {
@@ -141,13 +132,13 @@ ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrolla
     mOvershootProperty(Property::INVALID_INDEX),
     mEffectOvershootProperty(Property::INVALID_INDEX),
     mOvershoot(0.0f),
+    mOvershootSize( scrollable.GetOvershootSize() ),
     mAnimationStateFlags(0)
 {
   mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
   mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor());
   mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
   mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
   mOvershootOverlay.SetVisible(false);
 
 }
@@ -158,7 +149,8 @@ void ScrollOvershootEffectRipple::Apply()
   mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X;
 
   // make sure height is set, since we only create a constraint for image width
-  mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
+  mOvershootSize = mAttachedScrollView.GetOvershootSize();
+  mOvershootOverlay.SetSize( mOvershootSize );
 
   mAttachedScrollView.AddOverlay(mOvershootOverlay);
 
@@ -255,12 +247,12 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       if(IsVertical())
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
       }
       else
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
       }
       mOvershootOverlay.SetPosition(relativeOffset * parentSize);
@@ -274,13 +266,13 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       if(IsVertical())
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+        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.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
       }
       mOvershootOverlay.SetPosition(relativeOffset * parentSize);
@@ -291,7 +283,7 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
 void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
 {
   Actor self = mAttachedScrollView.Self();
-  mOvershoot = self.GetProperty<float>(mOvershootProperty);
+  mOvershoot = DevelHandle::GetCurrentProperty< float >( self, mOvershootProperty );
   SetOvershoot(mOvershoot, false);
   UpdatePropertyNotifications();
 }