Merge "Remove dead constraint function from GaussianBlurView" into devel/master
authorKimmo Hoikka <kimmo.hoikka@samsung.com>
Tue, 13 Oct 2015 10:55:16 +0000 (03:55 -0700)
committerGerrit Code Review <gerrit@review.vlan103.tizen.org>
Tue, 13 Oct 2015 10:55:16 +0000 (03:55 -0700)
automated-tests/src/dali-toolkit/utc-Dali-ItemView.cpp
automated-tests/src/dali-toolkit/utc-Dali-ScrollView.cpp
dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp
dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp
dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp
dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h
dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp
dali-toolkit/internal/controls/scrollable/scrollable-impl.cpp
dali-toolkit/internal/controls/scrollable/scrollable-impl.h
dali-toolkit/styles/480x800/dali-toolkit-default-theme.json
dali-toolkit/styles/720x1280/dali-toolkit-default-theme.json

index b85524d..2c49895 100644 (file)
@@ -704,11 +704,11 @@ int UtcDaliItemViewReplaceItemsP(void)
 
   for( unsigned int i = 0u; i < 10; ++i )
   {
-    Actor child = view.GetChildAt( i );
+    Actor child = view.GetItem( i );
     Actor newActor = Actor::New();
     newActor.SetName("Replaced");
 
-    replaceList.push_back( Item( view.GetItemId(child), newActor ) );
+    replaceList.push_back( Item( i, newActor ) );
   }
 
   if( !replaceList.empty() )
index cf3e163..dd631c6 100644 (file)
@@ -882,6 +882,7 @@ int UtcDaliToolkitScrollViewScrollSensitive(void)
 
   // Set up a scrollView...
   ScrollView scrollView = ScrollView::New();
+  scrollView.SetOvershootEnabled(true);
   Stage::GetCurrent().Add( scrollView );
   Vector2 stageSize = Stage::GetCurrent().GetSize();
   scrollView.SetSize(stageSize);
@@ -1093,6 +1094,7 @@ int UtcDaliToolkitScrollViewOvershoot(void)
 
   // Set up a scrollView...
   ScrollView scrollView = ScrollView::New();
+  scrollView.SetOvershootEnabled(true);
   Stage::GetCurrent().Add( scrollView );
   Vector2 stageSize = Stage::GetCurrent().GetSize();
   scrollView.SetSize(stageSize);
index 89eb96e..9969f77 100644 (file)
@@ -39,7 +39,14 @@ namespace Internal
 namespace
 {
 // Bouncing effect is presented by stacked three layers with same color and opacity
-const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
+const float LAYER_HEIGHTS[5] =
+{
+  1.f,
+  26.f * 4.f/ 130.f,
+  26.f * 3.f / 130.f,
+  26.f * 2.f / 130.f,
+  26.f / 130.f
+};
 
 #define MAKE_SHADER(A)#A
 
@@ -77,33 +84,43 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
     Vector3 position2;
   };
   // 4 vertices 2 triangles per layer. The depth interval between each layer is 0.01
-  VertexPosition vertexData[12] = {
-    //bottom layer
+  VertexPosition vertexData[20] = {
+    // bottom layer
     { Vector3( -0.5f, -0.5f, 0.f ),  Vector3( -0.5f, -0.5f, 0.f )  },
     { Vector3( 0.5f, -0.5f, 0.f ),   Vector3( 0.5f, -0.5f, 0.f )   },
     { Vector3( -0.5f, -0.5f, 0.f ),  Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[0], 0.f ) },
     { Vector3( 0.5f, -0.5f, 0.f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[0], 0.f )   },
-    // middle layer
+    // mid-bottom layer
     { Vector3( -0.5f, -0.5f, 0.01f ),  Vector3( -0.5f, -0.5f, 0.01f )  },
     { Vector3( 0.5f, -0.5f, 0.01f ),   Vector3( 0.5f, -0.5f, 0.01f )   },
     { Vector3( -0.5f, -0.5f, 0.01f ),  Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[1], 0.01f ) },
     { Vector3( 0.5f, -0.5f, 0.01f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[1], 0.01f )   },
-    // top layer
+    // middle layer
     { Vector3( -0.5f, -0.5f, 0.02f ),  Vector3( -0.5f, -0.5f, 0.02f )  },
     { Vector3( 0.5f, -0.5f, 0.02f ),   Vector3( 0.5f, -0.5f, 0.02f )   },
     { Vector3( -0.5f, -0.5f, 0.02f ),  Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[2], 0.02f ) },
-    { Vector3( 0.5f, -0.5f, 0.02f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[2], 0.02f )   }
+    { Vector3( 0.5f, -0.5f, 0.02f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[2], 0.02f )   },
+    // mid-top layer
+    { Vector3( -0.5f, -0.5f, 0.03f ),  Vector3( -0.5f, -0.5f, 0.03f )  },
+    { Vector3( 0.5f, -0.5f, 0.03f ),   Vector3( 0.5f, -0.5f, 0.03f )   },
+    { Vector3( -0.5f, -0.5f, 0.03f ),  Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[3], 0.03f ) },
+    { Vector3( 0.5f, -0.5f, 0.03f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[3], 0.03f )   },
+    // top layer
+    { Vector3( -0.5f, -0.5f, 0.04f ),  Vector3( -0.5f, -0.5f, 0.04f )  },
+    { Vector3( 0.5f, -0.5f, 0.04f ),   Vector3( 0.5f, -0.5f, 0.04f )   },
+    { Vector3( -0.5f, -0.5f, 0.04f ),  Vector3( -0.5f, -0.5f + LAYER_HEIGHTS[4], 0.04f ) },
+    { Vector3( 0.5f, -0.5f, 0.04f ),   Vector3( 0.5f, -0.5f+ LAYER_HEIGHTS[4], 0.04f )   }
   };
   Property::Map vertexFormat;
   vertexFormat["aPosition1"] = Property::VECTOR3;
   vertexFormat["aPosition2"] = Property::VECTOR3;
-  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u );
+  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 20u );
   vertices.SetData( vertexData );
 
-  unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 };
+  unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
   Property::Map indexFormat;
   indexFormat["indices"] = Property::INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u );
+  PropertyBuffer indices = PropertyBuffer::New( indexFormat, 30u );
   indices.SetData( indexData );
 
   Geometry meshGeometry = Geometry::New();
index 9cb8aff..91a9f97 100644 (file)
@@ -71,7 +71,6 @@ const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
 
 const float MILLISECONDS_PER_SECONDS = 1000.0f;
 
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
@@ -90,23 +89,33 @@ float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
 }
 
 // Overshoot overlay constraints
-void OvershootOverlaySizeConstraint( Vector3& current, const PropertyInputContainer& inputs )
+struct OvershootOverlaySizeConstraint
 {
-  const Vector2& parentScrollDirection = inputs[0]->GetVector2();
-  const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
-  const Vector3& parentSize = inputs[2]->GetVector3();
-
-  if(Toolkit::IsVertical(layoutOrientation))
+  OvershootOverlaySizeConstraint( float height )
+  : mOvershootHeight( height )
   {
-    current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
   }
-  else
+
+  void operator()( Vector3& current, const PropertyInputContainer& inputs )
   {
-    current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+    const Vector2& parentScrollDirection = inputs[0]->GetVector2();
+    const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+    const Vector3& parentSize = inputs[2]->GetVector3();
+
+    if(Toolkit::IsVertical(layoutOrientation))
+    {
+      current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
+    }
+    else
+    {
+      current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+    }
+
+    current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? mOvershootHeight : mOvershootHeight*0.5f;
   }
 
-  current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
-}
+  float mOvershootHeight;
+};
 
 void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
 {
@@ -307,8 +316,6 @@ void ItemView::OnInitialize()
 {
   Actor self = Self();
 
-  SetOvershootEnabled(true);
-
   Vector2 stageSize = Stage::GetCurrent().GetSize();
   mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
 
@@ -1483,13 +1490,13 @@ void ItemView::EnableScrollOvershoot( bool enable )
     mOvershootOverlay.SetDrawMode( DrawMode::OVERLAY_2D );
     self.Add(mOvershootOverlay);
 
-    Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
+    Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint(mOvershootSize.height) );
     constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
     constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
     constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
     constraint.Apply();
 
-    mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
+    mOvershootOverlay.SetSize(mOvershootSize.width, mOvershootSize.height);
 
     constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
     constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
index 0420830..bfc49c0 100644 (file)
@@ -27,13 +27,13 @@ using namespace Dali;
 
 namespace
 {
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
+
 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
 
 // local helper function to resize the height of the bounce actor
-float GetBounceActorHeight( float width )
+float GetBounceActorHeight( float width, float defaultHeight )
 {
-  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f;
+  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? defaultHeight : defaultHeight * 0.5f;
 }
 
 const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.99f;                     // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again
@@ -129,6 +129,7 @@ ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrolla
     mOvershootProperty(Property::INVALID_INDEX),
     mEffectOvershootProperty(Property::INVALID_INDEX),
     mOvershoot(0.0f),
+    mOvershootSize( scrollable.GetOvershootSize() ),
     mAnimationStateFlags(0)
 {
   mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
@@ -145,7 +146,7 @@ void ScrollOvershootEffectRipple::Apply()
   mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X;
 
   // make sure height is set, since we only create a constraint for image width
-  mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
+  mOvershootOverlay.SetSize( mOvershootSize );
 
   mAttachedScrollView.AddOverlay(mOvershootOverlay);
 
@@ -242,12 +243,12 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       if(IsVertical())
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
       }
       else
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
       }
       mOvershootOverlay.SetPosition(relativeOffset * parentSize);
@@ -261,13 +262,13 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
       if(IsVertical())
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
+        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
       }
       else
       {
         mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
-        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
       }
       mOvershootOverlay.SetPosition(relativeOffset * parentSize);
index 7eebe4b..1dadcfc 100644 (file)
@@ -251,8 +251,9 @@ private:
   PropertyNotification  mOvershootDecreaseNotification;///< notification used to inform as overshoot decreases
   Property::Index       mOvershootProperty;            ///< index of the overshoot property in the scrollable actor
   Property::Index       mEffectOvershootProperty;      ///< index of the effect's overshoot property
-  float                mOvershoot;                    ///< last overshoot value as detected by notifications
-  unsigned short      mAnimationStateFlags;          ///< contains flags indicating the current state of the overshoot animation
+  float                 mOvershoot;                    ///< last overshoot value as detected by notifications
+  Vector2               mOvershootSize;                ///< The size of the overshoot effect
+  unsigned short        mAnimationStateFlags;          ///< contains flags indicating the current state of the overshoot animation
 };
 
 } // namespace Internal
index a8bd61e..4681474 100644 (file)
@@ -648,8 +648,6 @@ void ScrollView::OnInitialize()
   mRulerX = ruler;
   mRulerY = ruler;
 
-  SetOvershootEnabled(true);
-
   self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
   self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
 
@@ -1698,19 +1696,25 @@ bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDurat
 
 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();
 }
 
index b3a2152..79b463f 100644 (file)
@@ -48,6 +48,8 @@ DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Scrollable, Toolkit::Control, Create );
 
 DALI_PROPERTY_REGISTRATION( Toolkit, Scrollable, "overshoot-effect-color",    VECTOR4, OVERSHOOT_EFFECT_COLOR    )
 DALI_PROPERTY_REGISTRATION( Toolkit, Scrollable, "overshoot-animation-speed", FLOAT,   OVERSHOOT_ANIMATION_SPEED )
+const int OVERSHOOT_SIZE = Dali::Toolkit::Scrollable::Property::OVERSHOOT_ANIMATION_SPEED + 1; // OVERSHOOT_SIZE is not public yet
+Dali::PropertyRegistration p1( typeRegistration, "overshoot-size", OVERSHOOT_SIZE, Property::VECTOR2, Dali::Toolkit::Internal::Scrollable::SetProperty, Dali::Toolkit::Internal::Scrollable::GetProperty );
 
 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, Scrollable, "scroll-relative-position", VECTOR2, SCROLL_RELATIVE_POSITION)
 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, Scrollable, "scroll-position-min",      VECTOR2, SCROLL_POSITION_MIN)
@@ -67,6 +69,7 @@ DALI_TYPE_REGISTRATION_END()
 
 const Vector4 DEFAULT_OVERSHOOT_COLOUR(0.0f, 0.64f, 0.85f, 0.25f);
 const float DEFAULT_OVERSHOOT_ANIMATION_SPEED(120.0f); // 120 pixels per second
+const Vector2 OVERSHOOT_DEFAULT_SIZE( 720.0f, 42.0f );
 
 }
 
@@ -80,7 +83,8 @@ Scrollable::Scrollable()
 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS | REQUIRES_STYLE_CHANGE_SIGNALS | DISABLE_SIZE_NEGOTIATION ) ),
   mOvershootEffectColor(  DEFAULT_OVERSHOOT_COLOUR ),
   mOvershootAnimationSpeed ( DEFAULT_OVERSHOOT_ANIMATION_SPEED ),
-  mOvershootEnabled(false)
+  mOvershootSize( OVERSHOOT_DEFAULT_SIZE ),
+  mOvershootEnabled(true)
 {
 }
 
@@ -88,7 +92,8 @@ Scrollable::Scrollable( ControlBehaviour behaviourFlags )
 : Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS | REQUIRES_STYLE_CHANGE_SIGNALS | behaviourFlags ) ),
   mOvershootEffectColor(  DEFAULT_OVERSHOOT_COLOUR ),
   mOvershootAnimationSpeed ( DEFAULT_OVERSHOOT_ANIMATION_SPEED ),
-  mOvershootEnabled(false)
+  mOvershootSize( OVERSHOOT_DEFAULT_SIZE ),
+  mOvershootEnabled(true)
 {
 }
 
@@ -122,6 +127,11 @@ float Scrollable::GetOvershootAnimationSpeed() const
   return mOvershootAnimationSpeed;
 };
 
+const Vector2& Scrollable::GetOvershootSize() const
+{
+  return mOvershootSize;
+}
+
 Toolkit::Scrollable::ScrollStartedSignalType& Scrollable::ScrollStartedSignal()
 {
   return mScrollStartedSignal;
@@ -184,6 +194,16 @@ void Scrollable::SetProperty( BaseObject* object, Property::Index index, const P
         scrollableImpl.SetOvershootAnimationSpeed( value.Get<float>() );
         break;
       }
+      case OVERSHOOT_SIZE: // OVERSHOOT_SIZE is not public yet
+      {
+        Vector2 input;
+        if( value.Get( input ) )
+        {
+          scrollableImpl.mOvershootSize = input;
+        }
+        scrollableImpl.EnableScrollOvershoot( scrollableImpl.IsOvershootEnabled() );
+        break;
+      }
     }
   }
 }
@@ -209,6 +229,11 @@ Property::Value Scrollable::GetProperty( BaseObject* object, Property::Index ind
         value = scrollableImpl.GetOvershootAnimationSpeed();
         break;
       }
+      case OVERSHOOT_SIZE: // OVERSHOOT_SIZE is not public yet
+      {
+        value = scrollableImpl.mOvershootSize;
+        break;
+      }
     }
   }
 
index 0b349f5..97b3107 100644 (file)
@@ -110,6 +110,11 @@ public:
    */
   float GetOvershootAnimationSpeed() const;
 
+  /**
+   * @copydoc Dali::Toolkit::Scrollable::GetOvershootSize()
+   */
+  const Vector2& GetOvershootSize() const;
+
 private:
 
   /**
@@ -205,6 +210,7 @@ protected:
 
   Vector4         mOvershootEffectColor;    ///<The color of the overshoot bouncing effect
   float           mOvershootAnimationSpeed; ///<The speed of the overshoot animation (pixels per second)
+  Vector2         mOvershootSize;           ///<The size of the overshoot effect
 
   Toolkit::Scrollable::ScrollStartedSignalType mScrollStartedSignal;
   Toolkit::Scrollable::ScrollUpdatedSignalType mScrollUpdatedSignal;
index dc32fbd..3484c8c 100644 (file)
@@ -117,7 +117,15 @@ distributing this software or its derivatives.
     },
     "scrollview":
     {
-      "overshoot-effect-color":"B018"
+      "overshoot-effect-color":"B018",
+      "overshoot-animation-speed":120.0,
+      "overshoot-size":[480.0,42.0]
+    },
+    "itemview":
+    {
+      "overshoot-effect-color":"B018",
+      "overshoot-animation-speed":120.0,
+      "overshoot-size":[480.0,42.0]
     }
   }
 }
index 7501b72..0c20938 100644 (file)
@@ -117,7 +117,15 @@ distributing this software or its derivatives.
     },
     "scrollview":
     {
-      "overshoot-effect-color":"B018"
+      "overshoot-effect-color":"B018",
+      "overshoot-animation-speed":360.0,
+      "overshoot-size":[720.0,130.0]
+    },
+    "itemview":
+    {
+      "overshoot-effect-color":"B018",
+      "overshoot-animation-speed":360.0,
+      "overshoot-size":[720.0,130.0]
     }
   }
 }