*/
struct InternalFinalConstraint
{
- InternalFinalConstraint(AlphaFunction functionX,
- AlphaFunction functionY)
+ InternalFinalConstraint(AlphaFunctionPrototype functionX,
+ AlphaFunctionPrototype functionY)
: mFunctionX(functionX),
mFunctionY(functionY)
{
current = inputs[0]->GetVector3() - offset;
}
- AlphaFunction mFunctionX;
- AlphaFunction mFunctionY;
+ AlphaFunctionPrototype mFunctionX;
+ AlphaFunctionPrototype mFunctionY;
};
}
mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
- mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
+ mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
- mSnapAlphaFunction(AlphaFunctions::EaseOut),
+ mSnapAlphaFunction(AlphaFunction::EASE_OUT),
mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
- mFlickAlphaFunction(AlphaFunctions::EaseOut),
+ mFlickAlphaFunction(AlphaFunction::EASE_OUT),
mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
mInternalXAnimation = Animation::New(duration);
DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
- mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, duration);
+ mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
mInternalXAnimation.Play();
// erase current state flags