X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fbouncing-effect-actor.cpp;h=d78801a13bba35acb5e0ccf48aa4e1501ebf6450;hp=7f38bd4620e751739e3868a8d96db5049dc69f33;hb=2071317d301e9d5af326a3a2efcd2996263fbead;hpb=074b05f53f89491982b2d5380cab7f05b1932a76 diff --git a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp index 7f38bd4..d78801a 100644 --- a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp +++ b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp @@ -20,9 +20,7 @@ // EXTERNAL INCLUDES #include -#include #include -#include #include #include @@ -40,14 +38,14 @@ namespace // Bouncing effect is presented by stacked three layers with same color and opacity const size_t NUM_LAYERS( 3 ); const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f); - +/* // use the actor color to paint every layer const char* MESH_FRAGMENT_SHADER = "void main()\n" "{\n" " gl_FragColor = uColor;\n" "}\n"; - +*/ // Constraint to move the vertices vertically struct VertexPositionConstraint { @@ -70,6 +68,8 @@ struct VertexPositionConstraint Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex ) { + Actor meshActor; +/* Dali::AnimatableMesh mesh; Dali::MeshActor meshActor; @@ -112,7 +112,7 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex ) constraint = Constraint::New( mesh, mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ); constraint.AddSource( Source(meshActor, bouncePropertyIndex) ); constraint.Apply(); - } + }*/ return meshActor; }