Change-Id: Ic9fe7891e97908798e771ec1895013d09424c0f8
Signed-off-by: Adeel Kazmi <adeel.kazmi@samsung.com>
// Refresh order depends on the direction of the scroll; negative is towards the last item.
mRefreshOrderHint = mScrollDistance < 0.0f;
// Refresh order depends on the direction of the scroll; negative is towards the last item.
mRefreshOrderHint = mScrollDistance < 0.0f;
- RemoveAnimation(mScrollSpeedAnimation);
- mScrollSpeedAnimation = Animation::New(0.3f);
- mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
- mScrollSpeedAnimation.Play();
-
float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
Animation mResizeAnimation;
Animation mScrollAnimation;
Animation mResizeAnimation;
Animation mScrollAnimation;
- Animation mScrollSpeedAnimation;
Animation mScrollOvershootAnimation;
bool mAnimatingOvershootOn; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
bool mAnimateOvershootOff; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
Animation mScrollOvershootAnimation;
bool mAnimatingOvershootOn; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
bool mAnimateOvershootOff; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)