// make sure height is set, since we only create a constraint for image width
mOvershootSize = mAttachedScrollView.GetOvershootSize();
- mOvershootOverlay.SetSize( mOvershootSize );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, mOvershootSize );
mAttachedScrollView.AddOverlay(mOvershootOverlay);
increaseStep = MAX_OVERSHOOT_NOTIFY_AMOUNT;
}
mOvershootIncreaseNotification = self.AddPropertyNotification( mOvershootProperty, OutsideCondition(-increaseStep, increaseStep) );
- mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
+ mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NOTIFY_ON_TRUE);
mOvershootIncreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
}
reduceStep = MIN_OVERSHOOT_NOTIFY_AMOUNT;
}
mOvershootDecreaseNotification = self.AddPropertyNotification( mOvershootProperty, InsideCondition(-reduceStep, reduceStep) );
- mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
+ mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NOTIFY_ON_TRUE);
mOvershootDecreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
}
}
const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ) );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( 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, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) );
relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
}
- mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+ mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize );
}
else
{
const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
if(IsVertical())
{
- mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
- mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ) );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( 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, mOvershootSize.height), size.depth);
+ mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );
+ mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) );
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
- mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+ mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize );
}
}
}