X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fscroll-view%2Fscroll-view-depth-effect-impl.cpp;h=89543c67d03770a5644a2d82bec996ad36249d6e;hp=eaa99eb8f3660c679b7c8efe2a7e3cc7cfdaa523;hb=refs%2Fchanges%2F34%2F39034%2F20;hpb=91c61abfba80ae007ca86fd12f25764395b207b0 diff --git a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-depth-effect-impl.cpp b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-depth-effect-impl.cpp index eaa99eb..89543c6 100644 --- a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-depth-effect-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-depth-effect-impl.cpp @@ -104,10 +104,10 @@ struct ScrollDepthScaleConstraint { const Vector3& currentPosition = inputs[0]->GetVector3(); const Vector3& pagePosition = inputs[1]->GetVector3(); - const Vector3& scrollPosition = inputs[2]->GetVector3(); + const Vector2& scrollPosition = inputs[2]->GetVector2(); // Get position of page. - Vector3 position = pagePosition + scrollPosition; + Vector2 position = pagePosition.GetVectorXY() + scrollPosition; // short circuit: for orthognal view. if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) ) @@ -119,8 +119,8 @@ struct ScrollDepthScaleConstraint // Don't have enough parameters, to provide Wrap mode (need a way of having 'uniforms' instead of scrollWrap.GetBoolean()) - const Vector3& min = inputs[3]->GetVector3(); - const Vector3& max = inputs[4]->GetVector3(); + const Vector2& min = inputs[3]->GetVector2(); + const Vector2& max = inputs[4]->GetVector2(); if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1) { @@ -223,15 +223,15 @@ struct ScrollDepthPositionConstraint void operator()( Vector3& currentPosition, const PropertyInputContainer& inputs ) { const Vector3& pagePosition = inputs[0]->GetVector3(); - const Vector3& scrollPosition = inputs[1]->GetVector3(); + const Vector2& scrollPosition = inputs[1]->GetVector2(); // Get position of page. - Vector3 position = pagePosition + scrollPosition; + Vector2 position = pagePosition.GetVectorXY() + scrollPosition; // short circuit: for orthognal view. if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) ) { - currentPosition += scrollPosition; + currentPosition.GetVectorXY() += scrollPosition; return; } @@ -240,8 +240,8 @@ struct ScrollDepthPositionConstraint if(wrap) { - const Vector3& min = inputs[2]->GetVector3(); - const Vector3& max = inputs[3]->GetVector3(); + const Vector2& min = inputs[2]->GetVector2(); + const Vector2& max = inputs[3]->GetVector2(); if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1) { @@ -261,7 +261,7 @@ struct ScrollDepthPositionConstraint { // position actors at: scrollposition (Property) + pagePosition (Parent) + current (this) // they will be invisible so doesn't have to be precise, just away from stage. - currentPosition += scrollPosition; + currentPosition.GetVectorXY() += scrollPosition; return; } @@ -293,7 +293,7 @@ struct ScrollDepthPositionConstraint position.y = RampFunction(position.y, mOffsetExtent.y + extent.y); currentPosition -= pagePosition; - currentPosition += pageSize * position; + currentPosition += pageSize * Vector3(position); } const Vector2 mPositionExtent; ///< Determines how much of the Actor's X and Y position affects exponent value.