#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/common/stage.h>
#include <dali/public-api/events/wheel-event.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/common/stage.h>
#include <dali/public-api/events/wheel-event.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/property-map.h>
else if( ( pointState == PointState::UP ) ||
( ( pointState == PointState::INTERRUPTED ) && ( touch.GetHitActor( 0 )== Self() ) ) )
{
else if( ( pointState == PointState::UP ) ||
( ( pointState == PointState::INTERRUPTED ) && ( touch.GetHitActor( 0 )== Self() ) ) )
{
- DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
+ DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == PointState::UP ) ? "Up" : "Interrupted" ) );
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.