void TextScroller::SetGap( int gap )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetGap gap[%d]\n", gap );
- mWrapGap = gap;
+ mWrapGap = static_cast<float>(gap);
}
int TextScroller::GetGap() const
{
- return mWrapGap;
+ return static_cast<int>(mWrapGap);
}
void TextScroller::SetSpeed( int scrollSpeed )
mScrollDeltaIndex( Property::INVALID_INDEX ),
mScrollSpeed( MINIMUM_SCROLL_SPEED ),
mLoopCount( 1 ),
- mWrapGap( 0 )
+ mWrapGap( 0.0f )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller Default Constructor\n" );
}
mOffscreenCameraActor.SetY( offScreenSize.height * 0.5f );
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%d]\n", mWrapGap )
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters mWrapGap[%f]\n", mWrapGap )
mScrollingTextActor = Actor::New();
mScrollingTextActor.AddRenderer( renderer );
Property::Index mScrollDeltaIndex; // Property used by shader to represent distance to scroll
Animation mScrollAnimation; // Animation used to update the mScrollDeltaIndex
- int mScrollSpeed; ///< Speed which text should automatically scroll at
- int mLoopCount; ///< Number of time the text should scroll
- int mWrapGap; ///< Gap before text wraps around when scrolling
+ int mScrollSpeed; ///< Speed which text should automatically scroll at
+ int mLoopCount; ///< Number of time the text should scroll
+ float mWrapGap; ///< Gap before text wraps around when scrolling
}; // TextScroller class