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-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
22 #include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
23 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
24 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
30 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
31 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
33 // local helper function to resize the height of the bounce actor
34 float GetBounceActorHeight( float width )
36 return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f;
39 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
40 const float MIN_OVERSHOOT_NOTIFY_AMOUNT = Math::MACHINE_EPSILON_0; // minimum amount to set notification for reduced overshoot, beyond this we just wait for it to increase again
41 const float OVERSHOOT_NOTIFY_STEP = 0.01f; // amount to set notifications beyond current overshoot value
54 ScrollOvershootIndicator::ScrollOvershootIndicator() :
60 ScrollOvershootIndicator::~ScrollOvershootIndicator()
65 ScrollOvershootIndicator* ScrollOvershootIndicator::New()
67 ScrollOvershootIndicator* scrollOvershootPtr = new ScrollOvershootIndicator();
68 return scrollOvershootPtr;
71 void ScrollOvershootIndicator::AttachToScrollable(Scrollable& scrollable)
75 mEffectX = ScrollOvershootEffectRipple::New(false, scrollable);
80 mEffectY = ScrollOvershootEffectRipple::New(true, scrollable);
85 void ScrollOvershootIndicator::DetachFromScrollable(Scrollable& scrollable)
89 mEffectX->Remove(scrollable);
93 mEffectY->Remove(scrollable);
97 void ScrollOvershootIndicator::Reset()
103 void ScrollOvershootIndicator::SetOvershootEffectColor( const Vector4& color )
107 mEffectX->SetOvershootEffectColor(color);
111 mEffectY->SetOvershootEffectColor(color);
115 ScrollOvershootEffect::ScrollOvershootEffect( bool vertical ) :
121 bool ScrollOvershootEffect::IsVertical() const
126 ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrollable& scrollable ) :
127 ScrollOvershootEffect( vertical ),
128 mAttachedScrollView(scrollable),
129 mOvershootProperty(Property::INVALID_INDEX),
130 mEffectOvershootProperty(Property::INVALID_INDEX),
132 mAnimationStateFlags(0)
134 mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
135 mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor());
136 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
137 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
138 mOvershootOverlay.SetVisible(false);
142 void ScrollOvershootEffectRipple::Apply()
144 Actor self = mAttachedScrollView.Self();
145 mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X;
147 // make sure height is set, since we only create a constraint for image width
148 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
150 mAttachedScrollView.AddOverlay(mOvershootOverlay);
152 UpdatePropertyNotifications();
155 void ScrollOvershootEffectRipple::Remove( Scrollable& scrollable )
157 if(mOvershootOverlay)
159 if(mOvershootIncreaseNotification)
161 scrollable.Self().RemovePropertyNotification(mOvershootIncreaseNotification);
162 mOvershootIncreaseNotification.Reset();
164 if(mOvershootDecreaseNotification)
166 scrollable.Self().RemovePropertyNotification(mOvershootDecreaseNotification);
167 mOvershootDecreaseNotification.Reset();
169 scrollable.RemoveOverlay(mOvershootOverlay);
173 void ScrollOvershootEffectRipple::Reset()
175 mOvershootOverlay.SetVisible(false);
176 mOvershootOverlay.SetProperty( mEffectOvershootProperty, 0.f);
179 void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
181 float absOvershoot = fabsf(mOvershoot);
183 Actor self = mAttachedScrollView.Self();
184 // update overshoot increase notify
185 if( mOvershootIncreaseNotification )
187 self.RemovePropertyNotification( mOvershootIncreaseNotification );
188 mOvershootIncreaseNotification.Reset();
190 if( absOvershoot < MAX_OVERSHOOT_NOTIFY_AMOUNT )
192 float increaseStep = absOvershoot + OVERSHOOT_NOTIFY_STEP;
193 if( increaseStep > MAX_OVERSHOOT_NOTIFY_AMOUNT )
195 increaseStep = MAX_OVERSHOOT_NOTIFY_AMOUNT;
197 mOvershootIncreaseNotification = self.AddPropertyNotification( mOvershootProperty, OutsideCondition(-increaseStep, increaseStep) );
198 mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
199 mOvershootIncreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
202 // update overshoot decrease notify
203 if( mOvershootDecreaseNotification )
205 self.RemovePropertyNotification( mOvershootDecreaseNotification );
206 mOvershootDecreaseNotification.Reset();
208 if( absOvershoot > MIN_OVERSHOOT_NOTIFY_AMOUNT )
210 float reduceStep = absOvershoot - OVERSHOOT_NOTIFY_STEP;
211 if( reduceStep < MIN_OVERSHOOT_NOTIFY_AMOUNT )
213 reduceStep = MIN_OVERSHOOT_NOTIFY_AMOUNT;
215 mOvershootDecreaseNotification = self.AddPropertyNotification( mOvershootProperty, InsideCondition(-reduceStep, reduceStep) );
216 mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
217 mOvershootDecreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
221 void ScrollOvershootEffectRipple::SetOvershootEffectColor( const Vector4& color )
223 if(mOvershootOverlay)
225 mOvershootOverlay.SetColor(color);
229 void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
231 mOvershootOverlay.SetVisible(visible);
232 // make sure overshoot image is correctly placed
235 Actor self = mAttachedScrollView.Self();
236 if(mOvershoot > 0.0f)
238 // positive overshoot
239 const Vector3 size = mOvershootOverlay.GetCurrentSize();
240 Vector3 relativeOffset;
241 const Vector3 parentSize = self.GetCurrentSize();
244 mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
245 mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
249 mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
250 mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
251 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
253 mOvershootOverlay.SetPosition(relativeOffset * parentSize);
257 // negative overshoot
258 const Vector3 size = mOvershootOverlay.GetCurrentSize();
259 Vector3 relativeOffset;
260 const Vector3 parentSize = self.GetCurrentSize();
263 mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
264 mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth);
265 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
269 mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
270 mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth);
271 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
273 mOvershootOverlay.SetPosition(relativeOffset * parentSize);
278 void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
280 Actor self = mAttachedScrollView.Self();
281 mOvershoot = self.GetProperty<float>(mOvershootProperty);
282 SetOvershoot(mOvershoot, false);
283 UpdatePropertyNotifications();
286 void ScrollOvershootEffectRipple::SetOvershoot(float amount, bool animate)
288 float absAmount = fabsf(amount);
289 bool animatingOn = absAmount > Math::MACHINE_EPSILON_0;
290 if( (animatingOn && (mAnimationStateFlags & AnimatingIn)) )
292 // trying to do what we are already doing
293 if( mAnimationStateFlags & AnimateBack )
295 mAnimationStateFlags &= ~AnimateBack;
299 if( (!animatingOn && (mAnimationStateFlags & AnimatingOut)) )
301 // trying to do what we are already doing
304 if( !animatingOn && (mAnimationStateFlags & AnimatingIn) )
306 // dont interrupt while animating on
307 mAnimationStateFlags |= AnimateBack;
311 if( absAmount > Math::MACHINE_EPSILON_1 )
313 UpdateVisibility(true);
316 float overshootAnimationSpeed = mAttachedScrollView.Self().GetProperty<float>(Toolkit::Scrollable::Property::OVERSHOOT_ANIMATION_SPEED);
318 if( animate && overshootAnimationSpeed > Math::MACHINE_EPSILON_0 )
320 float currentOvershoot = fabsf( mOvershootOverlay.GetProperty( mEffectOvershootProperty ).Get<float>() );
321 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed;
323 if( duration > Math::MACHINE_EPSILON_0 )
325 if(mScrollOvershootAnimation)
327 mScrollOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
328 mScrollOvershootAnimation.Stop();
329 mScrollOvershootAnimation.Reset();
331 mScrollOvershootAnimation = Animation::New(duration);
332 mScrollOvershootAnimation.FinishedSignal().Connect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
333 mScrollOvershootAnimation.AnimateTo( Property(mOvershootOverlay, mEffectOvershootProperty), amount, TimePeriod(duration) );
334 mScrollOvershootAnimation.Play();
335 mAnimationStateFlags = animatingOn ? AnimatingIn : AnimatingOut;
340 mOvershootOverlay.SetProperty( mEffectOvershootProperty, amount);
344 void ScrollOvershootEffectRipple::OnOvershootAnimFinished(Animation& animation)
346 bool animateOff = false;
347 if( mAnimationStateFlags & AnimatingOut )
349 // should now be offscreen
350 mOvershootOverlay.SetVisible(false);
352 if( (mAnimationStateFlags & AnimateBack) )
356 mScrollOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
357 mScrollOvershootAnimation.Stop();
358 mScrollOvershootAnimation.Reset();
359 mAnimationStateFlags = 0;
362 SetOvershoot(0.0f, true);
366 ScrollOvershootEffectRipplePtr ScrollOvershootEffectRipple::New( bool vertical, Scrollable& scrollable )
368 return new ScrollOvershootEffectRipple(vertical, scrollable);
371 } // namespace Internal
373 } // namespace Toolkit