Renaming of enum values for coding standards compliance.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-overshoot-indicator-impl.cpp
index ee80f49..c02c7ec 100644 (file)
@@ -147,7 +147,7 @@ void ScrollOvershootEffectRipple::Apply()
 
   // 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);
 
@@ -197,7 +197,7 @@ void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
       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);
   }
 
@@ -215,7 +215,7 @@ void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
       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);
   }
 }
@@ -243,16 +243,16 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       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
     {
@@ -262,17 +262,17 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       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 );
     }
   }
 }