2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/public-api/events/mouse-wheel-event.h>
21 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
22 #include <dali-toolkit/public-api/controls/scrollable/scroll-component-impl.h>
23 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
24 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
25 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
26 #include <dali/integration-api/debug.h>
28 //#define ENABLED_SCROLL_STATE_LOGGING
30 #ifdef ENABLED_SCROLL_STATE_LOGGING
31 #define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
33 #define DALI_LOG_SCROLL_STATE(format, args...)
36 // TODO: Change to two class system:
37 // 1. DraggableActor (is an actor which can be dragged anywhere/scaled/rotated, can be set to range using the ruler)
38 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
40 // TODO: Asymetrical scaling
41 // TODO: external components (page and status overlays).
43 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
50 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl)
51 const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms
52 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
53 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
54 const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking)
55 const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
56 const Vector2 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each mouse wheel event received.
57 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
58 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds
59 const Vector2 OVERSCROLL_CLAMP(1.0f, 1.0f); // maximum overscroll allowed in pixels when overshoot indicator is being used
60 const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
61 const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
63 // predefined effect values
64 const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
65 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.2f, Math::PI * 0.2f, 0.0f); ///< Cube page rotates as if it has ten sides with the camera positioned inside
66 const Vector2 ANGLE_CUSTOM_CUBE_SWING(-Math::PI * 0.45f, -Math::PI * 0.45f); ///< outer cube pages swing 90 degrees as they pan offscreen
67 const Vector2 ANGLE_SPIRAL_SWING_IN(Math::PI * 0.5f, Math::PI * 0.5f);
68 const Vector2 ANGLE_SPIRAL_SWING_OUT(Math::PI * 0.35f, Math::PI * 0.35f);
69 const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< outer cube pages swing 90 degrees as they pan offscreen
71 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
73 // TODO: GetAngle for Vector2 can be moved.
74 // GetAngle for Vector3 needs to be measured against a normal/plane.
77 * @param[in] vector The 3D vector to be measured
78 * @return angle in radians from 0 to 2PI
80 float GetAngle(const Vector3& vector)
82 return atan2(vector.y, vector.x) + Math::PI;
86 * @param[in] vector The 2D vector to be measured
87 * @return angle in radians from 0 to 2PI
89 float GetAngle(const Vector2& vector)
91 return atan2(vector.y, vector.x) + Math::PI;
95 * Find the vector (distance) from (a) to (b)
96 * in domain (start) to (end)
97 * (\ / start) (\ / end)
100 * @note assumes both (a) and (b) are already with the domain
103 * @param[in] a the current point
104 * @param[in] b the target point
105 * @param[in] start the start of the domain
106 * @param[in] end the end of the domain
107 * @param[in] bias whether to only take the right direction or the left direction,
108 * or the shortest direction.
109 * @return the shortest direction and distance
111 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
113 if(bias == Dali::Toolkit::DirectionBiasNone)
115 return ShortestDistanceInDomain( a, b, start, end );
118 float size = end-start;
124 if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
130 float aRight = a+size;
137 if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
143 float aLeft = a-size;
150 * Returns the position of the anchor within actor
152 * @param actor The Actor
153 * @param anchor The Anchor point of interest.
154 * @return The position of the Anchor
156 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
158 Vector3 childPosition = actor.GetCurrentPosition();
159 Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
160 Vector3 childSize = actor.GetCurrentSize();
162 return childPosition + childAnchor * childSize;
165 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
167 float FinalDefaultAlphaFunction(float offset)
169 return offset * 0.5f;
173 * ConstantDecelerationAlphaFunction
174 * Newtoninan distance for constant deceleration
175 * v = 1 - t, s = t - 1/2 t^2
176 * when t = 0, s = 0.0 (min distance)
177 * when t = 1, s = 0.5 (max distance)
178 * progress = s / (max-min) = 2t - t^2
180 * @param[in] offset The input progress
181 * @return The output progress
183 float ConstantDecelerationAlphaFunction(float progress)
185 return progress * 2.0f - progress * progress;
188 // Internal Constraints ///////////////////////////////////////////////////////////////////////////
191 * Internal Relative position Constraint
192 * Generates the relative position value of the scroll view
193 * based on the absolute position, and it's relation to the
194 * scroll domain. This is a value from 0.0f to 1.0f in each
195 * scroll position axis.
197 Vector3 InternalRelativePositionConstraint(const Vector3& current,
198 const PropertyInput& scrollPositionProperty,
199 const PropertyInput& scrollMinProperty,
200 const PropertyInput& scrollMaxProperty,
201 const PropertyInput& scrollSizeProperty)
203 Vector3 position = -scrollPositionProperty.GetVector3();
204 const Vector3& min = scrollMinProperty.GetVector3();
205 const Vector3& max = scrollMaxProperty.GetVector3();
206 const Vector3& size = scrollSizeProperty.GetVector3();
208 position.x = WrapInDomain(position.x, min.x, max.x);
209 position.y = WrapInDomain(position.y, min.y, max.y);
211 Vector3 relativePosition;
212 Vector3 domainSize = (max - min) - size;
214 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
215 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
217 return relativePosition;
220 } // unnamed namespace
235 * Returns whether to lock scrolling to a particular axis
237 * @param[in] panDelta Distance panned since gesture started
238 * @param[in] currentLockAxis The current lock axis value
239 * @param[in] lockGradient How quickly to lock to a particular axis
241 * @return The new axis lock state
243 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
245 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
246 currentLockAxis == ScrollView::LockPossible)
248 float dx = fabsf(panDelta.x);
249 float dy = fabsf(panDelta.y);
250 if(dx * lockGradient >= dy)
252 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
253 currentLockAxis = ScrollView::LockVertical;
255 else if(dy * lockGradient > dx)
257 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
258 currentLockAxis = ScrollView::LockHorizontal;
262 currentLockAxis = ScrollView::LockNone;
265 return currentLockAxis;
269 * Internal Pre-Position Property Constraint.
271 * Generates position property based on current position + gesture displacement.
272 * Or generates position property based on positionX/Y.
273 * Note: This is the position prior to any clamping at scroll boundaries.
274 * TODO: Scale & Rotation Transforms.
276 struct InternalPrePositionConstraint
278 InternalPrePositionConstraint(const Vector2& initialPanMask,
280 float axisAutoLockGradient,
281 ScrollView::LockAxis initialLockAxis,
282 const Vector2& maxOvershoot,
283 const RulerDomain& domainX, const RulerDomain& domainY)
284 : mInitialPanMask(initialPanMask),
285 mDomainMin( -domainX.min, -domainY.min ),
286 mDomainMax( -domainX.max, -domainY.max ),
287 mMaxOvershoot(maxOvershoot),
288 mAxisAutoLockGradient(axisAutoLockGradient),
289 mLockAxis(initialLockAxis),
290 mAxisAutoLock(axisAutoLock),
292 mClampX( domainX.enabled ),
293 mClampY( domainY.enabled )
297 Vector3 operator()(const Vector3& current,
298 const PropertyInput& gesturePositionProperty,
299 const PropertyInput& gestureDisplacementProperty,
300 const PropertyInput& sizeProperty)
302 Vector3 scrollPostPosition = current;
303 Vector2 panPosition = gesturePositionProperty.GetVector2();
307 mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
308 mPrePosition = current;
309 mCurrentPanMask = mInitialPanMask;
313 // Calculate Deltas...
314 Vector2 currentPosition = gesturePositionProperty.GetVector2();
315 Vector2 panDelta( currentPosition - mLocalStart );
317 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
318 // appears mostly horizontal or mostly vertical respectively...
321 mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
322 if( mLockAxis == ScrollView::LockVertical )
324 mCurrentPanMask.y = 0.0f;
326 else if( mLockAxis == ScrollView::LockHorizontal )
328 mCurrentPanMask.x = 0.0f;
332 // Restrict deltas based on ruler enable/disable and axis-lock state...
333 panDelta *= mCurrentPanMask;
335 // Perform Position transform based on input deltas...
336 scrollPostPosition = mPrePosition;
337 scrollPostPosition.GetVectorXY() += panDelta;
339 // if no wrapping then clamp preposition to maximum overshoot amount
340 const Vector3& size = sizeProperty.GetVector3();
343 float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
344 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
345 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
347 mPrePosition.x = newXPosition;
348 mLocalStart.x = panPosition.x;
350 scrollPostPosition.x = newXPosition;
354 float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
355 if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
356 || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
358 mPrePosition.y = newYPosition;
359 mLocalStart.y = panPosition.y;
361 scrollPostPosition.y = newYPosition;
364 return scrollPostPosition;
367 Vector3 mPrePosition;
369 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
370 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
373 Vector2 mMaxOvershoot;
375 float mAxisAutoLockGradient; ///< Set by ScrollView
376 ScrollView::LockAxis mLockAxis;
378 bool mAxisAutoLock:1; ///< Set by ScrollView
385 * Internal Position Property Constraint.
387 * Generates position property based on pre-position
388 * Note: This is the position after clamping.
389 * (uses result of InternalPrePositionConstraint)
391 struct InternalPositionConstraint
393 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
394 : mDomainMin( -domainX.min, -domainY.min ),
395 mDomainMax( -domainX.max, -domainY.max ),
396 mClampX( domainX.enabled ),
397 mClampY( domainY.enabled ),
402 Vector3 operator()(const Vector3& current,
403 const PropertyInput& scrollPositionProperty,
404 const PropertyInput& scrollMinProperty,
405 const PropertyInput& scrollMaxProperty,
406 const PropertyInput& scrollSizeProperty)
408 Vector3 position = scrollPositionProperty.GetVector3();
409 const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
410 const Vector3& min = scrollMinProperty.GetVector3();
411 const Vector3& max = scrollMaxProperty.GetVector3();
415 position.x = -WrapInDomain(-position.x, min.x, max.x);
416 position.y = -WrapInDomain(-position.y, min.y, max.y);
420 // clamp post position to domain
421 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
422 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
437 * This constraint updates the X overshoot property using the difference
438 * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f
440 struct OvershootXConstraint
442 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
444 float operator()(const float& current,
445 const PropertyInput& scrollPrePositionProperty,
446 const PropertyInput& scrollPostPositionProperty,
447 const PropertyInput& canScrollProperty)
449 if( canScrollProperty.GetBoolean() )
451 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
452 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
453 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
454 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
463 * This constraint updates the Y overshoot property using the difference
464 * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f
466 struct OvershootYConstraint
468 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
470 float operator()(const float& current,
471 const PropertyInput& scrollPrePositionProperty,
472 const PropertyInput& scrollPostPositionProperty,
473 const PropertyInput& canScrollProperty)
475 if( canScrollProperty.GetBoolean() )
477 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
478 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
479 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
480 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
489 * When panning, this constraint updates the X property, otherwise
490 * it has no effect on the X property.
492 float InternalXConstraint(const float& current,
493 const PropertyInput& scrollPosition)
495 return scrollPosition.GetVector3().x;
499 * When panning, this constraint updates the Y property, otherwise
500 * it has no effect on the Y property.
502 float InternalYConstraint(const float& current,
503 const PropertyInput& scrollPosition)
505 return scrollPosition.GetVector3().y;
509 * Internal Position-Delta Property Constraint.
511 * Generates position-delta property based on scroll-position + scroll-offset properties.
513 Vector3 InternalPositionDeltaConstraint(const Vector3& current,
514 const PropertyInput& scrollPositionProperty,
515 const PropertyInput& scrollOffsetProperty)
517 const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
518 const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
520 return scrollPosition + scrollOffset;
524 * Internal Final Position Constraint
525 * The position of content is:
526 * of scroll-position + f(scroll-overshoot)
527 * where f(...) function defines how overshoot
528 * should affect final-position.
530 struct InternalFinalConstraint
532 InternalFinalConstraint(AlphaFunction functionX,
533 AlphaFunction functionY)
534 : mFunctionX(functionX),
535 mFunctionY(functionY)
539 Vector3 operator()(const Vector3& current,
540 const PropertyInput& scrollPositionProperty,
541 const PropertyInput& scrollOvershootXProperty,
542 const PropertyInput& scrollOvershootYProperty)
544 const float& overshootx = scrollOvershootXProperty.GetFloat();
545 const float& overshooty = scrollOvershootYProperty.GetFloat();
546 Vector3 offset( mFunctionX(overshootx),
547 mFunctionY(overshooty),
550 return scrollPositionProperty.GetVector3() - offset;
553 AlphaFunction mFunctionX;
554 AlphaFunction mFunctionY;
560 return Toolkit::ScrollView::New();
563 TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
565 SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
570 ///////////////////////////////////////////////////////////////////////////////////////////////////
572 ///////////////////////////////////////////////////////////////////////////////////////////////////
574 Dali::Toolkit::ScrollView ScrollView::New()
576 // Create the implementation
577 ScrollViewPtr scrollView(new ScrollView());
579 // Pass ownership to CustomActor via derived handle
580 Dali::Toolkit::ScrollView handle(*scrollView);
582 // Second-phase init of the implementation
583 // This can only be done after the CustomActor connection has been made...
584 scrollView->Initialize();
589 ScrollView::ScrollView()
592 mGestureStackDepth(0),
593 mRotationDelta(0.0f),
594 mScrollStateFlags(0),
595 mScrollPreRotation(0.0f),
596 mScrollPostRotation(0.0f),
597 mMinTouchesForPanning(1),
598 mMaxTouchesForPanning(1),
599 mLockAxis(LockPossible),
600 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
601 mOvershootDelay(1.0f),
602 mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
603 mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
604 mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
605 mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
606 mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
607 mSnapAlphaFunction(AlphaFunctions::EaseOut),
608 mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
609 mFlickAlphaFunction(AlphaFunctions::EaseOut),
610 mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
611 mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
612 mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
613 mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
614 mInAccessibilityPan(false),
617 mScrollInterrupted(false),
620 mTouchDownTimeoutReached(false),
621 mActorAutoSnapEnabled(false),
622 mAutoResizeContainerEnabled(false),
624 mAxisAutoLock(false),
626 mDefaultMaxOvershoot(true),
627 mCanScrollHorizontal(true),
628 mCanScrollVertical(true)
630 SetRequiresMouseWheelEvents(true);
633 void ScrollView::OnInitialize()
637 // Internal Actor, used to hide actors from enumerations.
638 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
639 mInternalActor = Actor::New();
640 mInternalActor.SetDrawMode(DrawMode::OVERLAY);
641 self.Add(mInternalActor);
642 mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
643 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
644 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
648 // Register Scroll Properties.
649 RegisterProperties();
651 mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
652 mScrollPostScale = mScrollPreScale = Vector3::ONE;
653 mScrollPostRotation = mScrollPreRotation = 0.0f;
655 mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
659 mGestureStackDepth = 0;
661 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
663 // For pan, default to only 1 touch required, ignoring touches outside this range.
664 SetTouchesRequiredForPanning(1, 1, false);
666 // By default we'll allow the user to freely drag the scroll view,
667 // while disabling the other rulers.
668 RulerPtr ruler = new DefaultRuler();
669 RulerPtr rulerDisabled = new DefaultRuler();
670 rulerDisabled->Disable();
673 mRulerScaleX = rulerDisabled;
674 mRulerScaleY = rulerDisabled;
675 mRulerRotation = rulerDisabled;
677 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
679 Vector3 size = GetControlSize();
680 UpdatePropertyDomain(size);
681 SetInternalConstraints();
684 void ScrollView::OnControlStageConnection()
686 DALI_LOG_SCROLL_STATE("[0x%X]", this);
690 SetScrollSensitive( false );
691 SetScrollSensitive( true );
693 if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
695 // try and make sure property notifications are set
696 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
700 void ScrollView::OnControlStageDisconnection()
702 DALI_LOG_SCROLL_STATE("[0x%X]", this);
707 ScrollView::~ScrollView()
709 DALI_LOG_SCROLL_STATE("[0x%X]", this);
712 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
714 return mSnapAlphaFunction;
717 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
719 mSnapAlphaFunction = alpha;
722 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
724 return mFlickAlphaFunction;
727 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
729 mFlickAlphaFunction = alpha;
732 float ScrollView::GetScrollSnapDuration() const
734 return mSnapDuration;
737 void ScrollView::SetScrollSnapDuration(float time)
739 mSnapDuration = time;
742 float ScrollView::GetScrollFlickDuration() const
744 return mFlickDuration;
747 void ScrollView::SetScrollFlickDuration(float time)
749 mFlickDuration = time;
752 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
754 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
756 // Assertion check to ensure effect doesn't already exist in this scrollview
757 bool effectAlreadyExistsInScrollView(false);
758 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
762 effectAlreadyExistsInScrollView = true;
767 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
769 // add effect to effects list
770 mEffects.push_back(effect);
772 // invoke Attachment request to ScrollView first
773 GetImpl(effect).Attach(self);
776 Toolkit::ScrollViewEffect ScrollView::ApplyEffect(Toolkit::ScrollView::PageEffect effect)
778 Toolkit::ScrollViewEffect scrollEffect;
781 case Toolkit::ScrollView::PageEffectNone:
785 case Toolkit::ScrollView::PageEffectOuterCube:
787 Toolkit::ScrollViewCustomEffect customEffect;
788 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
789 Vector2 pageSize = Stage::GetCurrent().GetSize();
790 // set the page translation to the slide off distance, also add an extra value to space the pages, having a smaller spacing on translationOut will allow the spacing to reduce over time
791 // the page moving onto screen will start 50.0f further out (1.0f * 50.0f) and the spacing will reduce as its position reaches the centre (0.0f * 50.0f)
792 // the page moving off screen will slowly build a spacing from 0.0f to 20.0f
793 // the spacing from each page is added together for the final spacing between the two pages.
794 customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(50.0f, 50.0f, 0.0f), Vector3(pageSize.x, pageSize.y, 0) + Vector3(20.0f, 20.0f, 0.0f));
795 customEffect.SetSwingAngleOut(ANGLE_CUSTOM_CUBE_SWING.x, Vector3(0.0f, -1.0f, 0.0f));
796 customEffect.SetSwingAnchor(AnchorPoint::CENTER, AnchorPoint::CENTER_LEFT);
797 customEffect.SetOpacityThreshold(0.7f);
800 case Toolkit::ScrollView::PageEffectDepth:
802 Toolkit::ScrollViewCustomEffect customEffect;
803 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
806 case Toolkit::ScrollView::PageEffectInnerCube:
808 Toolkit::ScrollViewCustomEffect customEffect;
809 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
810 customEffect.SetPageSpacing(Vector2(30.0f, 30.0f));
811 customEffect.SetAngledOriginPageRotation(ANGLE_CUBE_PAGE_ROTATE);
812 customEffect.SetSwingAngle(ANGLE_CUBE_PAGE_ROTATE.x, Vector3(0,-1,0));
813 customEffect.SetOpacityThreshold(0.5f);
816 case Toolkit::ScrollView::PageEffectCarousel:
818 Toolkit::ScrollViewCustomEffect customEffect;
819 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
820 customEffect.SetPageTranslation(Vector3(0,0,0), Vector3(-30, 0, 0));
821 customEffect.SetPageSpacing(Vector2(60.0f, 60.0f));
822 customEffect.SetAngledOriginPageRotation(-ANGLE_CUBE_PAGE_ROTATE);
823 customEffect.SetOpacityThreshold(0.2f, 0.6f);
826 case Toolkit::ScrollView::PageEffectSpiral:
828 Toolkit::ScrollViewCustomEffect customEffect;
829 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
831 Vector2 pageSize = Stage::GetCurrent().GetSize();
832 customEffect.SetSwingAngle(-ANGLE_SPIRAL_SWING_IN.x, Vector3(0.0f, -1.0f, 0.0f), ANGLE_SPIRAL_SWING_OUT.x, Vector3(0.0f, -1.0f, 0.0f));
833 //customEffect.SetSwingAngleAlphaFunctionOut(AlphaFunctions::EaseOut);
834 customEffect.SetSwingAnchor(AnchorPoint::CENTER_RIGHT);
835 customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(100.0f, 100.0f, 0.0f), Vector3(pageSize.x, pageSize.y, -pageSize.y * 2.0f) * 0.33f);
836 //customEffect.SetPageTranslateAlphaFunctionOut(AlphaFunctions::EaseOut);
837 customEffect.SetOpacityThreshold(0.75f, 0.6f);
838 customEffect.SetOpacityAlphaFunctionIn(AlphaFunctions::EaseInOut);
843 DALI_ASSERT_DEBUG(0 && "unknown scroll view effect");
846 RemoveConstraintsFromChildren();
849 ApplyEffect(scrollEffect);
854 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
856 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
858 // remove effect from effects list
859 bool effectExistedInScrollView(false);
860 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
864 mEffects.erase(iter);
865 effectExistedInScrollView = true;
870 // Assertion check to ensure effect existed.
871 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
873 // invoke Detachment request to ScrollView last
874 GetImpl(effect).Detach(self);
877 void ScrollView::RemoveAllEffects()
879 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
881 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
883 Toolkit::ScrollViewEffect effect = *effectIter;
885 // invoke Detachment request to ScrollView last
886 GetImpl(effect).Detach(self);
892 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
894 ApplyConstraintToBoundActors(constraint);
897 void ScrollView::RemoveConstraintsFromChildren()
899 RemoveConstraintsFromBoundActors();
902 const RulerPtr ScrollView::GetRulerX() const
907 const RulerPtr ScrollView::GetRulerY() const
912 void ScrollView::SetRulerX(RulerPtr ruler)
916 Vector3 size = GetControlSize();
917 UpdatePropertyDomain(size);
918 UpdateMainInternalConstraint();
921 void ScrollView::SetRulerY(RulerPtr ruler)
925 Vector3 size = GetControlSize();
926 UpdatePropertyDomain(size);
927 UpdateMainInternalConstraint();
930 void ScrollView::UpdatePropertyDomain(const Vector3& size)
933 Vector3 min = mMinScroll;
934 Vector3 max = mMaxScroll;
935 bool scrollPositionChanged = false;
936 bool domainChanged = false;
938 bool canScrollVertical = false;
939 bool canScrollHorizontal = false;
940 UpdateLocalScrollProperties();
941 if(mRulerX->IsEnabled())
943 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
944 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
945 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
947 domainChanged = true;
948 min.x = rulerDomain.min;
949 max.x = rulerDomain.max;
951 // make sure new scroll value is within new domain
952 if( mScrollPrePosition.x < min.x
953 || mScrollPrePosition.x > max.x )
955 scrollPositionChanged = true;
956 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
959 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
961 canScrollHorizontal = true;
964 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
965 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
967 // need to reset to 0
968 domainChanged = true;
971 canScrollHorizontal = false;
974 if(mRulerY->IsEnabled())
976 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
977 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
978 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
980 domainChanged = true;
981 min.y = rulerDomain.min;
982 max.y = rulerDomain.max;
984 // make sure new scroll value is within new domain
985 if( mScrollPrePosition.y < min.y
986 || mScrollPrePosition.y > max.y )
988 scrollPositionChanged = true;
989 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
992 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
994 canScrollVertical = true;
997 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
998 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
1000 // need to reset to 0
1001 domainChanged = true;
1004 canScrollHorizontal = false;
1007 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
1008 if( mCanScrollVertical != canScrollVertical )
1010 mCanScrollVertical = canScrollVertical;
1011 self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
1013 if( mCanScrollHorizontal != canScrollHorizontal )
1015 mCanScrollHorizontal = canScrollHorizontal;
1016 self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
1018 if( scrollPositionChanged )
1020 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
1026 self.SetProperty(mPropertyPositionMin, mMinScroll );
1027 self.SetProperty(mPropertyPositionMax, mMaxScroll );
1031 void ScrollView::SetRulerScaleX(RulerPtr ruler)
1033 mRulerScaleX = ruler;
1034 UpdateMainInternalConstraint();
1037 void ScrollView::SetRulerScaleY(RulerPtr ruler)
1039 mRulerScaleY = ruler;
1040 UpdateMainInternalConstraint();
1043 void ScrollView::SetRulerRotation(RulerPtr ruler)
1045 mRulerRotation = ruler;
1046 UpdateMainInternalConstraint();
1049 void ScrollView::SetScrollSensitive(bool sensitive)
1051 Actor self = Self();
1052 PanGestureDetector panGesture( GetPanGestureDetector() );
1054 DALI_LOG_SCROLL_STATE("[0x%X] sensitive[%d]", this, int(sensitive));
1056 if((!mSensitive) && (sensitive))
1058 mSensitive = sensitive;
1059 panGesture.Attach(self);
1061 else if((mSensitive) && (!sensitive))
1063 // while the scroll view is panning, the state needs to be reset.
1064 bool isPanning = self.GetProperty<bool>( mPropertyPanning );
1067 PanGesture cancelGesture( Gesture::Cancelled );
1068 OnPan( cancelGesture );
1071 panGesture.Detach(self);
1072 mSensitive = sensitive;
1074 mGestureStackDepth = 0;
1078 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
1080 mMaxOvershoot.x = overshootX;
1081 mMaxOvershoot.y = overshootY;
1082 mUserMaxOvershoot = mMaxOvershoot;
1083 mDefaultMaxOvershoot = false;
1084 UpdateMainInternalConstraint();
1087 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
1089 mSnapOvershootAlphaFunction = alpha;
1092 void ScrollView::SetSnapOvershootDuration(float duration)
1094 mSnapOvershootDuration = duration;
1097 void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
1099 PanGestureDetector panGesture( GetPanGestureDetector() );
1101 mMinTouchesForPanning = minTouches;
1102 mMaxTouchesForPanning = maxTouches;
1106 panGesture.SetMinimumTouchesRequired(minTouches);
1107 panGesture.SetMaximumTouchesRequired(maxTouches);
1111 panGesture.SetMinimumTouchesRequired(1);
1112 panGesture.SetMaximumTouchesRequired(UINT_MAX);
1116 void ScrollView::SetActorAutoSnap(bool enable)
1118 mActorAutoSnapEnabled = enable;
1121 void ScrollView::SetAutoResize(bool enable)
1123 mAutoResizeContainerEnabled = enable;
1124 // TODO: This needs a lot of issues to be addressed before working.
1127 bool ScrollView::GetWrapMode() const
1132 void ScrollView::SetWrapMode(bool enable)
1135 Self().SetProperty(mPropertyWrap, enable);
1138 int ScrollView::GetRefreshInterval() const
1140 return mScrollUpdateDistance;
1143 void ScrollView::SetRefreshInterval(int milliseconds)
1145 mScrollUpdateDistance = milliseconds;
1148 int ScrollView::GetScrollUpdateDistance() const
1150 return mScrollUpdateDistance;
1153 void ScrollView::SetScrollUpdateDistance(int distance)
1155 mScrollUpdateDistance = distance;
1158 bool ScrollView::GetAxisAutoLock() const
1160 return mAxisAutoLock;
1163 void ScrollView::SetAxisAutoLock(bool enable)
1165 mAxisAutoLock = enable;
1166 UpdateMainInternalConstraint();
1169 float ScrollView::GetAxisAutoLockGradient() const
1171 return mAxisAutoLockGradient;
1174 void ScrollView::SetAxisAutoLockGradient(float gradient)
1176 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1177 mAxisAutoLockGradient = gradient;
1178 UpdateMainInternalConstraint();
1181 float ScrollView::GetFrictionCoefficient() const
1183 return mFrictionCoefficient;
1186 void ScrollView::SetFrictionCoefficient(float friction)
1188 DALI_ASSERT_DEBUG( friction > 0.0f );
1189 mFrictionCoefficient = friction;
1192 float ScrollView::GetFlickSpeedCoefficient() const
1194 return mFlickSpeedCoefficient;
1197 void ScrollView::SetFlickSpeedCoefficient(float speed)
1199 mFlickSpeedCoefficient = speed;
1202 float ScrollView::GetMaxFlickSpeed() const
1204 return mMaxFlickSpeed;
1207 void ScrollView::SetMaxFlickSpeed(float speed)
1209 mMaxFlickSpeed = speed;
1212 void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step)
1214 mMouseWheelScrollDistanceStep = step;
1217 Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
1219 return mMouseWheelScrollDistanceStep;
1222 unsigned int ScrollView::GetCurrentPage() const
1224 // in case animation is currently taking place.
1225 Vector3 position = GetPropertyPosition();
1227 Actor self = Self();
1228 unsigned int page = 0;
1229 unsigned int pagesPerVolume = 1;
1230 unsigned int volume = 0;
1232 // if rulerX is enabled, then get page count (columns)
1233 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1234 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1235 pagesPerVolume = mRulerX->GetTotalPages();
1237 return volume * pagesPerVolume + page;
1240 Vector3 ScrollView::GetCurrentScrollPosition() const
1242 return -GetPropertyPosition();
1245 void ScrollView::SetScrollPosition(const Vector3& position)
1247 mScrollPrePosition = position;
1250 Vector3 ScrollView::GetCurrentScrollScale() const
1252 // in case animation is currently taking place.
1253 return GetPropertyScale();
1256 Vector3 ScrollView::GetDomainSize() const
1258 Vector3 size = Self().GetCurrentSize();
1260 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1261 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1263 Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size;
1267 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation,
1268 DirectionBias horizontalBias, DirectionBias verticalBias)
1270 TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias);
1273 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
1274 DirectionBias horizontalBias, DirectionBias verticalBias)
1276 // Guard against destruction during signal emission
1277 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1278 Toolkit::ScrollView handle( GetOwner() );
1280 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1281 Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
1283 if(mScrolling) // are we interrupting a current scroll?
1285 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1287 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1288 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1291 Self().SetProperty(mPropertyScrolling, true);
1294 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1295 mScrollStartedSignalV2.Emit( currentScrollPosition );
1296 bool animating = AnimateTo(-position,
1297 Vector3::ONE * duration,
1299 Vector3::ONE * duration,
1310 // if not animating, then this pan has completed right now.
1311 Self().SetProperty(mPropertyScrolling, false);
1313 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1314 SetScrollUpdateNotification(false);
1315 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1319 void ScrollView::ScrollTo(const Vector3& position)
1321 ScrollTo(position, mSnapDuration );
1324 void ScrollView::ScrollTo(const Vector3& position, float duration)
1326 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1329 void ScrollView::ScrollTo(const Vector3& position, float duration,
1330 DirectionBias horizontalBias, DirectionBias verticalBias)
1332 TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
1335 void ScrollView::ScrollTo(unsigned int page)
1337 ScrollTo(page, mSnapDuration);
1340 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1343 unsigned int volume;
1344 unsigned int libraries;
1346 // The position to scroll to is continuous and linear
1347 // unless a domain has been enabled on the X axis.
1348 // or if WrapMode has been enabled.
1349 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1350 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1352 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1353 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1355 ScrollTo(position, duration, bias, bias);
1358 void ScrollView::ScrollTo(Actor &actor)
1360 ScrollTo(actor, mSnapDuration);
1363 void ScrollView::ScrollTo(Actor &actor, float duration)
1365 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1367 Actor self = Self();
1368 Vector3 size = self.GetCurrentSize();
1369 Vector3 position = actor.GetCurrentPosition();
1370 position -= GetPropertyPrePosition();
1372 ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration);
1375 Actor ScrollView::FindClosestActor()
1377 Actor self = Self();
1378 Vector3 size = self.GetCurrentSize();
1380 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1383 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1386 float closestDistance2 = 0.0f;
1387 Vector3 actualPosition = position;
1389 unsigned int numChildren = Self().GetChildCount();
1391 for(unsigned int i = 0; i < numChildren; ++i)
1393 Actor child = Self().GetChildAt(i);
1395 if(mInternalActor == child) // ignore internal actor.
1400 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1402 Vector3 delta = childPosition - actualPosition;
1404 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1405 if(dirX > All) // != All,None
1407 FindDirection deltaH = delta.x > 0 ? Right : Left;
1414 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1415 if(dirY > All) // != All,None
1417 FindDirection deltaV = delta.y > 0 ? Down : Up;
1424 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1425 if(dirZ > All) // != All,None
1427 FindDirection deltaV = delta.y > 0 ? In : Out;
1434 // compare child to closest child in terms of distance.
1435 float distance2 = 0.0f;
1437 // distance2 = the Square of the relevant dimensions of delta
1440 distance2 += delta.x * delta.x;
1445 distance2 += delta.y * delta.y;
1450 distance2 += delta.z * delta.z;
1453 if(closestChild) // Next time.
1455 if(distance2 < closestDistance2)
1457 closestChild = child;
1458 closestDistance2 = distance2;
1463 closestChild = child;
1464 closestDistance2 = distance2;
1468 return closestChild;
1471 bool ScrollView::ScrollToSnapPoint()
1473 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1474 return SnapWithVelocity( stationaryVelocity );
1477 void ScrollView::ScaleTo(const Vector3& scale)
1479 ScaleTo(scale, mSnapDuration);
1482 void ScrollView::ScaleTo(const Vector3& scale, float duration)
1484 TransformTo(mScrollPostPosition, scale, mScrollPostRotation, duration);
1488 // TODO: In situations where axes are different (X snap, Y free)
1489 // Each axis should really have their own independent animation (time and equation)
1490 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1491 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1492 // Currently, the axes have been split however, they both use the same EaseOut equation.
1493 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1495 // Animator takes over now, touches are assumed not to interfere.
1496 // And if touches do interfere, then we'll stop animation, update PrePosition
1497 // to current mScroll's properties, and then resume.
1498 // Note: For Flicking this may work a bit different...
1500 float angle = atan2(velocity.y, velocity.x);
1501 float speed2 = velocity.LengthSquared();
1502 AlphaFunction alphaFunction = mSnapAlphaFunction;
1503 Vector3 positionDuration = Vector3::ONE * mSnapDuration;
1504 Vector3 scaleDuration = Vector3::ONE * mSnapDuration;
1505 float rotationDuration = mSnapDuration;
1508 FindDirection horizontal = None;
1509 FindDirection vertical = None;
1511 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1512 // that will be accepted as a general N,E,S,W flick direction.
1514 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1515 const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD;
1517 Vector3 positionSnap = mScrollPrePosition;
1519 // Flick logic X Axis
1521 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1525 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1526 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1528 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1530 biasX = 0.0f, horizontal = Left;
1532 // This guards against an error where no movement occurs, due to the flick finishing
1533 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1534 positionSnap.x += 1.0f;
1536 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1538 biasX = 1.0f, horizontal = Right;
1540 // This guards against an error where no movement occurs, due to the flick finishing
1541 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1542 positionSnap.x -= 1.0f;
1547 // Flick logic Y Axis
1549 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1553 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1554 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1556 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1558 biasY = 0.0f, vertical = Up;
1560 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1562 biasY = 1.0f, vertical = Down;
1567 // isFlick: Whether this gesture is a flick or not.
1568 bool isFlick = (horizontal != All || vertical != All);
1569 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1570 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1572 if(isFlick || isFreeFlick)
1574 positionDuration = Vector3::ONE * mFlickDuration;
1575 alphaFunction = mFlickAlphaFunction;
1578 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1580 if(mActorAutoSnapEnabled)
1582 Vector3 size = Self().GetCurrentSize();
1584 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1586 if(!child && isFlick )
1588 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1589 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1594 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1596 // Get center-point of the Actor.
1597 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1599 if(mRulerX->IsEnabled())
1601 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1603 if(mRulerY->IsEnabled())
1605 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1610 Vector3 startPosition = positionSnap;
1611 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1612 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1614 Vector3 clampDelta(Vector3::ZERO);
1615 ClampPosition(positionSnap);
1617 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1618 && isFreeFlick && !mActorAutoSnapEnabled)
1620 // Calculate target position based on velocity of flick.
1622 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1623 // u = Initial Velocity (Flick velocity)
1624 // v = 0 (Final Velocity)
1625 // t = Time (Velocity / Deceleration)
1626 Vector2 stageSize = Stage::GetCurrent().GetSize();
1627 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1628 float a = (stageLength * mFrictionCoefficient);
1629 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1630 float speed = u.Length();
1633 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1634 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1636 alphaFunction = ConstantDecelerationAlphaFunction;
1638 float t = speed / a;
1640 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1642 positionSnap.x += t*u.x*0.5f;
1645 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1647 positionSnap.y += t*u.y*0.5f;
1650 clampDelta = positionSnap;
1651 ClampPosition(positionSnap);
1652 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1654 clampDelta -= positionSnap;
1655 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1656 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1660 clampDelta = Vector3::ZERO;
1663 // If Axis is Free and has velocity, then calculate time taken
1664 // to reach target based on velocity in axis.
1665 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1667 float deltaX = fabsf(startPosition.x - positionSnap.x);
1669 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1671 positionDuration.x = fabsf(deltaX / u.x);
1675 positionDuration.x = 0;
1679 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1681 float deltaY = fabsf(startPosition.y - positionSnap.y);
1683 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1685 positionDuration.y = fabsf(deltaY / u.y);
1689 positionDuration.y = 0;
1693 positionSnap += clampDelta;
1695 // Scale Snap ///////////////////////////////////////////////////////////////
1696 Vector3 scaleSnap = mScrollPostScale;
1698 scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x);
1699 scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y);
1701 ClampScale(scaleSnap);
1703 // Rotation Snap ////////////////////////////////////////////////////////////
1704 float rotationSnap = mScrollPostRotation;
1705 // TODO: implement rotation snap
1707 bool animating = AnimateTo(positionSnap, positionDuration,
1708 scaleSnap, scaleDuration,
1709 rotationSnap, rotationDuration,
1710 alphaFunction, false,
1711 DirectionBiasNone, DirectionBiasNone,
1712 isFlick || isFreeFlick ? Flick : Snap);
1717 void ScrollView::StopAnimation(void)
1719 // Clear Snap animation if exists.
1720 StopAnimation(mSnapAnimation);
1721 StopAnimation(mInternalXAnimation);
1722 StopAnimation(mInternalYAnimation);
1723 mScrollStateFlags = 0;
1724 // remove scroll animation flags
1725 HandleStoppedAnimation();
1728 void ScrollView::StopAnimation(Animation& animation)
1737 bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration,
1738 const Vector3& scale, const Vector3& scaleDuration,
1739 float rotation, float rotationDuration,
1740 AlphaFunction alpha, bool findShortcuts,
1741 DirectionBias horizontalBias, DirectionBias verticalBias,
1744 // Here we perform an animation on a number of properties (depending on which have changed)
1745 // The animation is applied to all ScrollBases
1746 Actor self = Self();
1747 mScrollTargetPosition = position;
1748 float totalDuration = 0.0f;
1750 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1751 bool scaleChanged = (scale != mScrollPostScale);
1752 bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0;
1756 totalDuration = std::max(totalDuration, positionDuration.x);
1757 totalDuration = std::max(totalDuration, positionDuration.y);
1761 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1762 totalDuration = 0.01f;
1763 positionChanged = true;
1768 totalDuration = std::max(totalDuration, scaleDuration.x);
1769 totalDuration = std::max(totalDuration, scaleDuration.y);
1774 totalDuration = std::max(totalDuration, rotationDuration);
1778 // Position Delta ///////////////////////////////////////////////////////
1781 if(mWrapMode && findShortcuts)
1783 // In Wrap Mode, the shortest distance is a little less intuitive...
1784 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1785 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1787 if(mRulerX->IsEnabled())
1789 float dir = VectorInDomain(-mScrollPostPosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1790 mScrollTargetPosition.x = mScrollPostPosition.x + -dir;
1793 if(mRulerY->IsEnabled())
1795 float dir = VectorInDomain(-mScrollPostPosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1796 mScrollTargetPosition.y = mScrollPostPosition.y + -dir;
1800 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1801 // a horizonal/vertical wall.delay
1802 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1803 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1805 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1807 self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
1808 mScrollPrePosition = mScrollTargetPosition;
1812 // Scale Delta ///////////////////////////////////////////////////////
1815 if(totalDuration > Math::MACHINE_EPSILON_1)
1817 mSnapAnimation = Animation::New(totalDuration);
1818 mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
1819 // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity
1820 // the height will hit first, and then the width, so that would require two different animation times just like position.
1821 mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x));
1823 mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
1824 mSnapAnimation.Play();
1828 self.SetProperty(mPropertyScale, scale);
1830 mScrollPreScale = mScrollPostScale = scale;
1833 SetScrollUpdateNotification(true);
1835 // Always send a snap event when AnimateTo is called.
1836 Toolkit::ScrollView::SnapEvent snapEvent;
1837 snapEvent.type = snapType;
1838 snapEvent.position = -mScrollTargetPosition;
1839 snapEvent.scale = scale;
1840 snapEvent.rotation = rotation;
1841 snapEvent.duration = totalDuration;
1843 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignalV2 [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1844 mSnapStartedSignalV2.Emit( snapEvent );
1846 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1849 void ScrollView::SetOvershootEnabled(bool enabled)
1851 if(enabled && !mOvershootIndicator)
1853 mOvershootIndicator = ScrollOvershootIndicator::New();
1857 mMaxOvershoot = OVERSCROLL_CLAMP;
1858 mOvershootIndicator->AttachToScrollable(*this);
1862 mMaxOvershoot = mUserMaxOvershoot;
1863 mOvershootIndicator->DetachFromScrollable(*this);
1865 UpdateMainInternalConstraint();
1868 void ScrollView::AddOverlay(Actor actor)
1870 mInternalActor.Add( actor );
1873 void ScrollView::RemoveOverlay(Actor actor)
1875 mInternalActor.Remove( actor );
1878 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1880 PanGestureDetector panGesture( GetPanGestureDetector() );
1882 // First remove just in case we have some set, then add.
1883 panGesture.RemoveDirection( direction );
1884 panGesture.AddDirection( direction, threshold );
1887 void ScrollView::RemoveScrollingDirection( Radian direction )
1889 PanGestureDetector panGesture( GetPanGestureDetector() );
1890 panGesture.RemoveDirection( direction );
1893 Toolkit::ScrollView::SnapStartedSignalV2& ScrollView::SnapStartedSignal()
1895 return mSnapStartedSignalV2;
1898 void ScrollView::FindAndUnbindActor(Actor child)
1903 Vector3 ScrollView::GetPropertyPrePosition() const
1905 Vector3 position = Self().GetProperty<Vector3>(mPropertyPrePosition);
1906 WrapPosition(position);
1910 Vector3 ScrollView::GetPropertyPosition() const
1912 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1913 WrapPosition(position);
1918 Vector3 ScrollView::GetPropertyScale() const
1920 return Self().GetProperty<Vector3>(mPropertyScale);
1923 void ScrollView::HandleStoppedAnimation()
1925 SetScrollUpdateNotification(false);
1928 void ScrollView::HandleSnapAnimationFinished()
1930 // Emit Signal that scrolling has completed.
1932 Actor self = Self();
1933 self.SetProperty(mPropertyScrolling, false);
1935 Vector3 deltaPosition(mScrollPrePosition);
1937 UpdateLocalScrollProperties();
1938 WrapPosition(mScrollPrePosition);
1939 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
1941 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1942 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1943 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1945 mDomainOffset += deltaPosition - mScrollPostPosition;
1946 self.SetProperty(mPropertyDomainOffset, mDomainOffset);
1947 HandleStoppedAnimation();
1950 void ScrollView::SetScrollUpdateNotification( bool enabled )
1952 Actor self = Self();
1953 if( mScrollXUpdateNotification )
1955 // disconnect now to avoid a notification before removed from update thread
1956 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1957 self.RemovePropertyNotification(mScrollXUpdateNotification);
1958 mScrollXUpdateNotification.Reset();
1962 mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1963 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1965 if( mScrollYUpdateNotification )
1967 // disconnect now to avoid a notification before removed from update thread
1968 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1969 self.RemovePropertyNotification(mScrollYUpdateNotification);
1970 mScrollYUpdateNotification.Reset();
1974 mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1975 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1979 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1981 // Guard against destruction during signal emission
1982 Toolkit::ScrollView handle( GetOwner() );
1984 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1985 mScrollUpdatedSignalV2.Emit( currentScrollPosition );
1988 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1990 Dali::BaseHandle handle( object );
1992 bool connected( true );
1993 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1995 if( Toolkit::ScrollView::SIGNAL_SNAP_STARTED == signalName )
1997 view.SnapStartedSignal().Connect( tracker, functor );
2001 // signalName does not match any signal
2008 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
2010 // need to update domain properties for new size
2011 UpdatePropertyDomain(targetSize);
2014 void ScrollView::OnControlSizeSet( const Vector3& size )
2016 // need to update domain properties for new size
2017 if( mDefaultMaxOvershoot )
2019 mUserMaxOvershoot.x = size.x * 0.5f;
2020 mUserMaxOvershoot.y = size.y * 0.5f;
2021 if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2023 mMaxOvershoot = mUserMaxOvershoot;
2026 UpdatePropertyDomain(size);
2027 UpdateMainInternalConstraint();
2028 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2030 mOvershootIndicator->Reset();
2034 void ScrollView::OnChildAdd(Actor& child)
2042 void ScrollView::OnChildRemove(Actor& child)
2044 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
2048 void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue )
2050 Actor self = Self();
2051 if( index == mPropertyX )
2053 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2054 propertyValue.Get(mScrollPrePosition.x);
2055 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2057 else if( index == mPropertyY )
2059 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2060 propertyValue.Get(mScrollPrePosition.y);
2061 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2063 else if( index == mPropertyPrePosition )
2065 DALI_LOG_SCROLL_STATE("[0x%X]", this);
2066 propertyValue.Get(mScrollPrePosition);
2070 void ScrollView::StartTouchDownTimer()
2072 if ( !mTouchDownTimer )
2074 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
2075 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
2078 mTouchDownTimer.Start();
2081 void ScrollView::StopTouchDownTimer()
2083 if ( mTouchDownTimer )
2085 mTouchDownTimer.Stop();
2089 bool ScrollView::OnTouchDownTimeout()
2091 mTouchDownTimeoutReached = true;
2093 if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
2096 if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS )
2098 mScrollInterrupted = true;
2099 // reset domain offset as scrolling from original plane.
2100 mDomainOffset = Vector3::ZERO;
2101 Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
2103 UpdateLocalScrollProperties();
2104 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2105 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2106 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2113 bool ScrollView::OnTouchEvent(const TouchEvent& event)
2117 // Ignore this touch event, if scrollview is insensitive.
2121 // Ignore events with multiple-touch points
2122 if (event.GetPointCount() != 1)
2127 if( event.GetPoint(0).state == TouchPoint::Down )
2129 if(mGestureStackDepth==0)
2131 mTouchDownTime = event.time;
2133 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
2134 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
2135 StartTouchDownTimer();
2138 else if( event.GetPoint(0).state == TouchPoint::Up )
2140 StopTouchDownTimer();
2142 // if the user touches and releases without enough movement to go
2143 // into a gesture state, then we should snap to nearest point.
2144 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2145 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2147 unsigned timeDelta( event.time - mTouchDownTime );
2148 if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET )
2150 // Reset the velocity only if down was received a while ago
2151 mLastVelocity = Vector2( 0.0f, 0.0f );
2154 UpdateLocalScrollProperties();
2155 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2156 if ( mScrollInterrupted || mScrolling )
2161 mTouchDownTimeoutReached = false;
2162 mScrollInterrupted = false;
2168 bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
2172 // Ignore this mouse wheel event, if scrollview is insensitive.
2176 Vector3 targetScrollPosition = GetPropertyPosition();
2178 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2180 // If only the ruler in the X axis is enabled, scroll in the X axis.
2181 if(mRulerX->GetType() == Ruler::Free)
2183 // Free panning mode
2184 targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x;
2185 ClampPosition(targetScrollPosition);
2186 ScrollTo(-targetScrollPosition);
2188 else if(!mScrolling)
2190 // Snap mode, only respond to the event when the previous snap animation is finished.
2191 ScrollTo(GetCurrentPage() - event.z);
2196 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2197 if(mRulerY->GetType() == Ruler::Free)
2199 // Free panning mode
2200 targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y;
2201 ClampPosition(targetScrollPosition);
2202 ScrollTo(-targetScrollPosition);
2204 else if(!mScrolling)
2206 // Snap mode, only respond to the event when the previous snap animation is finished.
2207 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2214 void ScrollView::ResetScrolling()
2216 Actor self = Self();
2217 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2218 mScrollPrePosition = mScrollPostPosition;
2219 self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
2222 void ScrollView::UpdateLocalScrollProperties()
2224 Actor self = Self();
2225 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2226 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2229 // private functions
2231 void ScrollView::PreAnimatedScrollSetup()
2233 // mPropertyPrePosition is our unclamped property with wrapping
2234 // mPropertyPosition is our final scroll position after clamping
2236 Actor self = Self();
2238 Vector3 deltaPosition(mScrollPostPosition);
2239 WrapPosition(mScrollPostPosition);
2240 mDomainOffset += deltaPosition - mScrollPostPosition;
2241 Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
2243 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2245 // already performing animation on internal x position
2246 StopAnimation(mInternalXAnimation);
2249 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2251 // already performing animation on internal y position
2252 StopAnimation(mInternalYAnimation);
2255 mScrollStateFlags = 0;
2257 mScrollPostScale = GetPropertyScale();
2259 // Update Actor position with this wrapped value.
2262 mScrollPreScale = mScrollPostScale;
2263 mScrollPreRotation = mScrollPostRotation;
2266 void ScrollView::FinaliseAnimatedScroll()
2268 // TODO - common animation finishing code in here
2271 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2273 StopAnimation(mInternalXAnimation);
2275 if( duration > Math::MACHINE_EPSILON_10 )
2277 Actor self = Self();
2278 mInternalXAnimation = Animation::New(duration);
2279 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2280 mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
2281 mInternalXAnimation.Play();
2283 // erase current state flags
2284 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2285 // add internal animation state flag
2286 mScrollStateFlags |= AnimatingInternalX;
2290 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2292 StopAnimation(mInternalYAnimation);
2294 if( duration > Math::MACHINE_EPSILON_10 )
2296 Actor self = Self();
2297 mInternalYAnimation = Animation::New(duration);
2298 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2299 mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
2300 mInternalYAnimation.Play();
2302 // erase current state flags
2303 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2304 // add internal animation state flag
2305 mScrollStateFlags |= AnimatingInternalY;
2309 void ScrollView::OnScrollAnimationFinished( Animation& source )
2311 // Guard against destruction during signal emission
2312 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2313 Toolkit::ScrollView handle( GetOwner() );
2315 bool scrollingFinished = false;
2317 // update our local scroll positions
2318 UpdateLocalScrollProperties();
2320 if( source == mSnapAnimation )
2322 // generic snap animation used for scaling and rotation
2323 mSnapAnimation.Reset();
2326 if( source == mInternalXAnimation )
2328 if( !(mScrollStateFlags & AnimatingInternalY) )
2330 scrollingFinished = true;
2332 mInternalXAnimation.Reset();
2333 SnapInternalXTo(mScrollPostPosition.x);
2336 if( source == mInternalYAnimation )
2338 if( !(mScrollStateFlags & AnimatingInternalX) )
2340 scrollingFinished = true;
2342 mInternalYAnimation.Reset();
2343 SnapInternalYTo(mScrollPostPosition.y);
2346 if(scrollingFinished)
2348 HandleSnapAnimationFinished();
2352 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2354 Actor self = Self();
2355 UpdateLocalScrollProperties();
2356 if( source == mInternalXAnimation )
2358 // clear internal x animation flags
2359 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2360 mInternalXAnimation.Reset();
2361 WrapPosition(mScrollPrePosition);
2363 if( source == mInternalYAnimation )
2365 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2366 mInternalYAnimation.Reset();
2367 WrapPosition(mScrollPrePosition);
2371 void ScrollView::SnapInternalXTo(float position)
2373 Actor self = Self();
2375 StopAnimation(mInternalXAnimation);
2377 // erase current state flags
2378 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2380 // if internal x not equal to inputed parameter, animate it
2381 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2382 if( duration > Math::MACHINE_EPSILON_1 )
2384 mInternalXAnimation = Animation::New(duration);
2385 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2386 mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
2387 mInternalXAnimation.Play();
2389 // add internal animation state flag
2390 mScrollStateFlags |= SnappingInternalX;
2394 void ScrollView::SnapInternalYTo(float position)
2396 Actor self = Self();
2398 StopAnimation(mInternalYAnimation);
2400 // erase current state flags
2401 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2403 // if internal y not equal to inputed parameter, animate it
2404 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2405 if( duration > Math::MACHINE_EPSILON_1 )
2407 mInternalYAnimation = Animation::New(duration);
2408 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2409 mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
2410 mInternalYAnimation.Play();
2412 // add internal animation state flag
2413 mScrollStateFlags |= SnappingInternalY;
2417 void ScrollView::GestureStarted()
2419 // we handle the first gesture.
2420 // if we're currently doing a gesture and receive another
2421 // we continue and combine the effects of the gesture instead of reseting.
2422 if(mGestureStackDepth++==0)
2424 Actor self = Self();
2425 StopTouchDownTimer();
2427 mPanDelta = Vector3::ZERO;
2428 mScaleDelta = Vector3::ONE;
2429 mRotationDelta = 0.0f;
2430 mLastVelocity = Vector2(0.0f, 0.0f);
2433 mLockAxis = LockPossible;
2436 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2438 StopAnimation(mInternalXAnimation);
2440 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2442 StopAnimation(mInternalYAnimation);
2444 mScrollStateFlags = 0;
2446 if(mScrolling) // are we interrupting a current scroll?
2448 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2450 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2451 // give applications the position within the domain from the scroll view's anchor position
2452 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2453 mScrollCompletedSignalV2.Emit( -mScrollPostPosition );
2458 void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta)
2460 mPanDelta.x+= panDelta.x;
2461 mPanDelta.y+= panDelta.y;
2462 mScaleDelta.x*= scaleDelta.x;
2463 mScaleDelta.y*= scaleDelta.y;
2464 mRotationDelta+= rotationDelta;
2466 // Save the velocity, there is a bug in PanGesture
2467 // Whereby the Gesture::Finished's velocity is either:
2468 // NaN (due to time delta of zero between the last two events)
2469 // or 0 (due to position being the same between the last two events)
2471 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2472 // appears mostly horizontal or mostly vertical respectively.
2475 mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient);
2476 } // end if mAxisAutoLock
2479 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2480 // TODO: Reimplement Scaling (pinching 2+ points)
2481 // TODO: Reimplment Rotation (pinching 2+ points)
2482 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2483 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2484 void ScrollView::OnPan(PanGesture gesture)
2486 // Guard against destruction during signal emission
2487 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2488 Actor self( Self() );
2492 // If another callback on the same original signal disables sensitivity,
2493 // this callback will still be called, so we must suppress it.
2497 // translate Gesture input to get useful data...
2498 switch(gesture.state)
2500 case Gesture::Started:
2502 UpdateLocalScrollProperties();
2505 self.SetProperty( mPropertyPanning, true );
2506 self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2508 UpdateMainInternalConstraint();
2512 case Gesture::Continuing:
2514 GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f);
2518 case Gesture::Finished:
2519 case Gesture::Cancelled:
2521 UpdateLocalScrollProperties();
2522 mLastVelocity = gesture.velocity;
2524 self.SetProperty( mPropertyPanning, false );
2526 if( mScrollMainInternalPrePositionConstraint )
2528 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2533 case Gesture::Possible:
2534 case Gesture::Clear:
2536 // Nothing to do, not needed.
2540 } // end switch(gesture.state)
2542 OnGestureEx(gesture.state);
2545 void ScrollView::OnGestureEx(Gesture::State state)
2547 // call necessary signals for application developer
2549 if(state == Gesture::Started)
2551 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2552 Self().SetProperty(mPropertyScrolling, true);
2554 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2555 mScrollStartedSignalV2.Emit( currentScrollPosition );
2557 else if( (state == Gesture::Finished) ||
2558 (state == Gesture::Cancelled) ) // Finished/default
2560 // when all the gestures have finished, we finish the transform.
2561 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2562 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2563 // this is the point we end, and perform necessary snapping.
2564 mGestureStackDepth--;
2565 if(mGestureStackDepth==0)
2572 void ScrollView::UpdateTransform()
2574 // TODO: notify clamps using property notifications (or see if we need this, can deprecate it)
2577 void ScrollView::FinishTransform()
2579 // at this stage internal x and x scroll position should have followed prescroll position exactly
2580 Actor self = Self();
2582 PreAnimatedScrollSetup();
2584 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2588 // if not animating, then this pan has completed right now.
2589 SetScrollUpdateNotification(false);
2591 Self().SetProperty(mPropertyScrolling, false);
2592 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2593 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2594 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2598 Vector3 ScrollView::GetOvershoot(Vector3& position) const
2600 Vector3 size = Self().GetCurrentSize();
2603 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2604 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2606 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2608 const float left = rulerDomainX.min - position.x;
2609 const float right = size.width - rulerDomainX.max - position.x;
2616 overshoot.x = right;
2620 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2622 const float top = rulerDomainY.min - position.y;
2623 const float bottom = size.height - rulerDomainY.max - position.y;
2630 overshoot.y = bottom;
2637 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2639 // Keep track of whether this is an AccessibilityPan
2640 mInAccessibilityPan = true;
2642 mInAccessibilityPan = false;
2647 void ScrollView::ClampPosition(Vector3& position) const
2649 ClampState3 clamped;
2650 ClampPosition(position, clamped);
2653 void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
2655 Vector3 size = Self().GetCurrentSize();
2657 // determine size of viewport relative to current scaled size.
2658 // e.g. if you're zoomed in 200%, then each pixel on screen is only 0.5 pixels on subject.
2659 if(fabsf(mScrollPostScale.x) > Math::MACHINE_EPSILON_0)
2661 size.x /= mScrollPostScale.x;
2664 if(fabsf(mScrollPostScale.y) > Math::MACHINE_EPSILON_0)
2666 size.y /= mScrollPostScale.y;
2669 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2670 position.y = -mRulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
2672 clamped.z = NotClamped;
2675 void ScrollView::WrapPosition(Vector3& position) const
2679 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2680 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2682 if(mRulerX->IsEnabled())
2684 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2687 if(mRulerY->IsEnabled())
2689 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2694 void ScrollView::ClampScale(Vector3& scale) const
2696 ClampState3 clamped;
2697 ClampScale(scale, clamped);
2700 void ScrollView::ClampScale(Vector3& scale, ClampState3 &clamped) const
2702 scale.x = mRulerScaleX->Clamp(scale.x, 0.0f, 1.0f, clamped.x);
2703 scale.y = mRulerScaleY->Clamp(scale.y, 0.0f, 1.0f, clamped.y);
2704 clamped.z = NotClamped;
2707 void ScrollView::UpdateMainInternalConstraint()
2709 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2710 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2711 Actor self = Self();
2712 PanGestureDetector detector( GetPanGestureDetector() );
2714 if(mScrollMainInternalPositionConstraint)
2716 self.RemoveConstraint(mScrollMainInternalPositionConstraint);
2717 self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
2718 self.RemoveConstraint(mScrollMainInternalFinalConstraint);
2719 self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
2720 self.RemoveConstraint(mScrollMainInternalXConstraint);
2721 self.RemoveConstraint(mScrollMainInternalYConstraint);
2723 if( mScrollMainInternalPrePositionConstraint )
2725 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2728 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2729 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2731 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2732 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2734 if( mLockAxis == LockVertical )
2736 initialPanMask.y = 0.0f;
2738 else if( mLockAxis == LockHorizontal )
2740 initialPanMask.x = 0.0f;
2742 Constraint constraint;
2746 constraint = Constraint::New<Vector3>( mPropertyPrePosition,
2747 Source( detector, PanGestureDetector::LOCAL_POSITION ),
2748 Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
2749 Source( self, Actor::SIZE ),
2750 InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
2751 mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
2754 // 2. Second calculate the clamped position (actual position)
2755 constraint = Constraint::New<Vector3>( mPropertyPosition,
2756 LocalSource( mPropertyPrePosition ),
2757 LocalSource( mPropertyPositionMin ),
2758 LocalSource( mPropertyPositionMax ),
2759 Source( self, Actor::SIZE ),
2760 InternalPositionConstraint( mRulerX->GetDomain(),
2761 mRulerY->GetDomain(), mWrapMode ) );
2762 mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
2764 constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
2765 LocalSource( mPropertyPosition ),
2766 LocalSource( mPropertyDomainOffset ),
2767 InternalPositionDeltaConstraint );
2768 mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint );
2770 constraint = Constraint::New<Vector3>( mPropertyFinal,
2771 LocalSource( mPropertyPosition ),
2772 LocalSource( mPropertyOvershootX ),
2773 LocalSource( mPropertyOvershootY ),
2774 InternalFinalConstraint( FinalDefaultAlphaFunction,
2775 FinalDefaultAlphaFunction ) );
2776 mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint );
2778 constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
2779 LocalSource( mPropertyPosition ),
2780 LocalSource( mPropertyPositionMin ),
2781 LocalSource( mPropertyPositionMax ),
2782 LocalSource( Actor::SIZE ),
2783 InternalRelativePositionConstraint );
2784 mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
2786 constraint = Constraint::New<float>( mPropertyX,
2787 LocalSource( mPropertyPrePosition ),
2788 InternalXConstraint );
2789 mScrollMainInternalXConstraint = self.ApplyConstraint( constraint );
2791 constraint = Constraint::New<float>( mPropertyY,
2792 LocalSource( mPropertyPrePosition ),
2793 InternalYConstraint );
2794 mScrollMainInternalYConstraint = self.ApplyConstraint( constraint );
2796 // When panning we want to make sure overshoot values are affected by pre position and post position
2797 SetOvershootConstraintsEnabled(!mWrapMode);
2800 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2802 Actor self( Self() );
2803 // remove and reset, it may now be in wrong order with the main internal constraints
2804 if( mScrollMainInternalOvershootXConstraint )
2806 self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2807 mScrollMainInternalOvershootXConstraint.Reset();
2808 self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2809 mScrollMainInternalOvershootYConstraint.Reset();
2813 Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
2814 LocalSource( mPropertyPrePosition ),
2815 LocalSource( mPropertyPosition ),
2816 LocalSource( mPropertyCanScrollHorizontal ),
2817 OvershootXConstraint(mMaxOvershoot.x) );
2818 mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint );
2820 constraint = Constraint::New<float>( mPropertyOvershootY,
2821 LocalSource( mPropertyPrePosition ),
2822 LocalSource( mPropertyPosition ),
2823 LocalSource( mPropertyCanScrollVertical ),
2824 OvershootYConstraint(mMaxOvershoot.y) );
2825 mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint );
2829 self.SetProperty(mPropertyOvershootX, 0.0f);
2830 self.SetProperty(mPropertyOvershootY, 0.0f);
2834 void ScrollView::SetInternalConstraints()
2836 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2837 UpdateMainInternalConstraint();
2839 // User definable constraints to apply to all child actors //////////////////
2840 Actor self = Self();
2842 // LocalSource - The Actors to be moved.
2843 // self - The ScrollView
2845 // Apply some default constraints to ScrollView.
2846 // Movement + Scaling + Wrap function
2848 Constraint constraint;
2850 // MoveScaledActor (scrolling/zooming)
2851 constraint = Constraint::New<Vector3>( Actor::POSITION,
2852 Source( self, mPropertyPosition ),
2853 Source( self, mPropertyScale ),
2854 MoveScaledActorConstraint );
2855 constraint.SetRemoveAction(Constraint::Discard);
2856 ApplyConstraintToBoundActors(constraint);
2858 // ScaleActor (scrolling/zooming)
2859 constraint = Constraint::New<Vector3>( Actor::SCALE,
2860 Source( self, mPropertyScale ),
2861 ScaleActorConstraint );
2862 constraint.SetRemoveAction(Constraint::Discard);
2863 ApplyConstraintToBoundActors(constraint);
2865 // WrapActor (wrap functionality)
2866 constraint = Constraint::New<Vector3>( Actor::POSITION,
2867 LocalSource( Actor::SCALE ),
2868 LocalSource( Actor::ANCHOR_POINT ),
2869 LocalSource( Actor::SIZE ),
2870 Source( self, mPropertyPositionMin ),
2871 Source( self, mPropertyPositionMax ),
2872 Source( self, mPropertyWrap ),
2873 WrapActorConstraint );
2874 constraint.SetRemoveAction(Constraint::Discard);
2875 ApplyConstraintToBoundActors(constraint);
2878 } // namespace Internal
2880 } // namespace Toolkit