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.
20 #include <dali/public-api/common/constants.h>
21 #include <dali/public-api/math/math-utils.h>
22 #include <dali/public-api/object/property-input.h>
23 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
33 Vector3 MoveActorConstraint(const Vector3& current,
34 const PropertyInput& scrollPositionProperty)
36 return current + scrollPositionProperty.GetVector3();
39 Vector3 WrapActorConstraint(const Vector3& current,
40 const PropertyInput& actorScaleProperty,
41 const PropertyInput& actorAnchorPointProperty,
42 const PropertyInput& actorSizeProperty,
43 const PropertyInput& scrollPositionMin,
44 const PropertyInput& scrollPositionMax,
45 const PropertyInput& scrollWrap)
47 Vector3 position = current;
48 bool wrap = scrollWrap.GetBoolean();
52 const Vector3& min = scrollPositionMin.GetVector3();
53 const Vector3& max = scrollPositionMax.GetVector3();
55 const Vector3& anchor = actorAnchorPointProperty.GetVector3();
56 const Vector3 scale = actorScaleProperty.GetVector3();
57 const Vector3 size = actorSizeProperty.GetVector3();
59 if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
61 // WRAP X (based on the position of the right side)
62 float offsetX = (1.0f - anchor.x) * size.x * scale.x;
63 position.x = WrapInDomain(position.x + offsetX, min.x, max.x) - offsetX;
66 if(fabsf(min.y - max.y) > Math::MACHINE_EPSILON_1)
68 // WRAP Y (based on the position of the bottom side)
69 float offsetY = (1.0f - anchor.y) * size.y * scale.y;
70 position.y = WrapInDomain(position.y + offsetY, min.y, max.y) - offsetY;
77 } // namespace Toolkit