// Internal Actor, used to hide actors from enumerations.
// Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
mInternalActor = Actor::New();
- mInternalActor.SetDrawMode(DrawMode::OVERLAY);
self.Add(mInternalActor);
mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
mRulerX = ruler;
mRulerY = ruler;
- SetOvershootEnabled(true);
-
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
SetInternalConstraints();
}
-void ScrollView::OnStageConnection()
+void ScrollView::OnStageConnection( int depth )
{
DALI_LOG_SCROLL_STATE("[0x%X]", this);
void ScrollView::EnableScrollOvershoot(bool enable)
{
- if(enable && !mOvershootIndicator)
- {
- mOvershootIndicator = ScrollOvershootIndicator::New();
- }
- if( enable )
+ if (enable)
{
+ if (!mOvershootIndicator)
+ {
+ mOvershootIndicator = ScrollOvershootIndicator::New();
+ }
+
mOvershootIndicator->AttachToScrollable(*this);
}
else
{
mMaxOvershoot = mUserMaxOvershoot;
- mOvershootIndicator->DetachFromScrollable(*this);
+
+ if (mOvershootIndicator)
+ {
+ mOvershootIndicator->DetachFromScrollable(*this);
+ }
}
+
UpdateMainInternalConstraint();
}
void ScrollView::AddOverlay(Actor actor)
{
+ actor.SetDrawMode( DrawMode::OVERLAY_2D );
mInternalActor.Add( actor );
}
{
mScrollMainInternalPrePositionConstraint.Remove();
}
-
- if( mOvershootIndicator )
- {
- mOvershootIndicator->ClearOvershoot();
- }
}
else
{