{
const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl)
-const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms
+const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
+const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
-const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking)
+const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
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.
const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
mSnapAlphaFunction(AlphaFunctions::EaseOut),
+ mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
+ mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
mFlickAlphaFunction(AlphaFunctions::EaseOut),
mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
}
if( scrollPositionChanged )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
if( domainChanged )
}
else if((mSensitive) && (!sensitive))
{
+ DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
+
// while the scroll view is panning, the state needs to be reset.
if ( mPanning )
{
mSensitive = sensitive;
mGestureStackDepth = 0;
+ DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
}
}
mFlickSpeedCoefficient = speed;
}
+Vector2 ScrollView::GetMinimumDistanceForFlick() const
+{
+ return mMinFlickDistance;
+}
+
+void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
+{
+ mMinFlickDistance = distance;
+}
+
+float ScrollView::GetMinimumSpeedForFlick() const
+{
+ return mFlickSpeedThreshold;
+}
+
+void ScrollView::SetMinimumSpeedForFlick( float speed )
+{
+ mFlickSpeedThreshold = speed;
+}
+
float ScrollView::GetMaxFlickSpeed() const
{
return mMaxFlickSpeed;
{
DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
mPanning = false;
+ mGestureStackDepth = 0;
self.SetProperty( mPropertyPanning, false );
if( mScrollMainInternalPrePositionConstraint )
bool ScrollView::ScrollToSnapPoint()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this );
Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
return SnapWithVelocity( stationaryVelocity );
}
// that will be accepted as a general N,E,S,W flick direction.
const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
- const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD;
+ const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
Vector3 positionSnap = mScrollPrePosition;
if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
mScrollPrePosition = mScrollTargetPosition;
mScrollPostPosition = mScrollTargetPosition;
WrapPosition(mScrollPostPosition);
}
+
+ DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] mPropertyPrePosition[%.2f, %.2f], mPropertyPosition[%.2f, %.2f]", this, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().x, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().y, self.GetProperty( mPropertyPosition ).Get<Vector3>().x, self.GetProperty( mPropertyPosition ).Get<Vector3>().y );
}
// Scale Delta ///////////////////////////////////////////////////////
mInternalActor.Remove( actor );
}
+void ScrollView::SetOvershootEffectColor( const Vector4& color )
+{
+ mOvershootEffectColor = color;
+ if( mOvershootIndicator )
+ {
+ mOvershootIndicator->SetOvershootEffectColor( color );
+ }
+}
+
void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
{
PanGestureDetector panGesture( GetPanGestureDetector() );
UpdateLocalScrollProperties();
WrapPosition(mScrollPrePosition);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
mScrollCompletedSignalV2.Emit( currentScrollPosition );
mDomainOffset += deltaPosition - mScrollPostPosition;
{
self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
propertyValue.Get(mScrollPrePosition.x);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
else if( index == mPropertyY )
{
self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
propertyValue.Get(mScrollPrePosition.y);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
else if( index == mPropertyPrePosition )
{
- DALI_LOG_SCROLL_STATE("[0x%X]", this);
+ DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get<Vector3>().x, propertyValue.Get<Vector3>().y);
propertyValue.Get(mScrollPrePosition);
}
}
bool ScrollView::OnTouchDownTimeout()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+
mTouchDownTimeoutReached = true;
- if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
+ unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
+ if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
+
StopAnimation();
- if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS )
+ if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
+
mScrollInterrupted = true;
// reset domain offset as scrolling from original plane.
mDomainOffset = Vector3::ZERO;
{
if(!mSensitive)
{
+ DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
+
// Ignore this touch event, if scrollview is insensitive.
return false;
}
// Ignore events with multiple-touch points
if (event.GetPointCount() != 1)
{
+ DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
+
return false;
}
- if( event.GetPoint(0).state == TouchPoint::Down )
+ const TouchPoint::State pointState = event.GetPoint(0).state;
+ if( pointState == TouchPoint::Down )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
+
if(mGestureStackDepth==0)
{
mTouchDownTime = event.time;
// This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
// If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
+ mTouchDownTimeoutReached = false;
+ mScrollInterrupted = false;
StartTouchDownTimer();
}
}
- else if( event.GetPoint(0).state == TouchPoint::Up )
+ else if( ( pointState == TouchPoint::Up ) ||
+ ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
+
StopTouchDownTimer();
// if the user touches and releases without enough movement to go
// otherwise our scroll could be stopped (interrupted) half way through an animation.
if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
{
- unsigned timeDelta( event.time - mTouchDownTime );
- if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET )
+ if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) ||
+ ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
{
// Reset the velocity only if down was received a while ago
mLastVelocity = Vector2( 0.0f, 0.0f );
// Only finish the transform if scrolling was interrupted on down or if we are scrolling
if ( mScrollInterrupted || mScrolling )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
+
FinishTransform();
}
}
Actor self = Self();
self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
mScrollPrePosition = mScrollPostPosition;
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
}
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get<Vector3>().x, position );
mInternalXAnimation = Animation::New(duration);
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
mInternalXAnimation.Play();
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get<Vector3>().y, position );
mInternalYAnimation = Animation::New(duration);
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
mInternalYAnimation.Play();
if( source == mSnapAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mSnapAnimation[0x%X]", this, mSnapAnimation.GetObjectPtr() );
+
// generic snap animation used for scaling and rotation
mSnapAnimation.Reset();
}
if( source == mInternalXAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().x, mScrollPostPosition.x );
+
if( !(mScrollStateFlags & AnimatingInternalY) )
{
scrollingFinished = true;
{
const RulerDomain rulerDomain = mRulerX->GetDomain();
mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
SnapInternalXTo(mScrollPostPosition.x);
if( source == mInternalYAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().y, mScrollPostPosition.y );
+
if( !(mScrollStateFlags & AnimatingInternalX) )
{
scrollingFinished = true;
// wrap pre scroll y position and set it
const RulerDomain rulerDomain = mRulerY->GetDomain();
mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
SnapInternalYTo(mScrollPostPosition.y);
}
+ DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
+
if(scrollingFinished)
{
HandleSnapAnimationFinished();
UpdateLocalScrollProperties();
if( source == mInternalXAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
+
// clear internal x animation flags
mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
mInternalXAnimation.Reset();
}
if( source == mInternalYAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
+
mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
mInternalYAnimation.Reset();
WrapPosition(mScrollPrePosition);
// if internal x not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
if( duration > Math::MACHINE_EPSILON_1 )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
+
mInternalXAnimation = Animation::New(duration);
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
// if internal y not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
if( duration > Math::MACHINE_EPSILON_1 )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
+
mInternalYAnimation = Animation::New(duration);
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
{
self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
}
+
+ if( mOvershootIndicator )
+ {
+ mOvershootIndicator->ClearOvershoot();
+ }
}
else
{
mGestureStackDepth--;
if(mGestureStackDepth==0)
{
+ // no flick if we have not exceeded min flick distance
+ if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
+ && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
+ {
+ // reset flick velocity
+ mLastVelocity = Vector2::ZERO;
+ }
FinishTransform();
}
+ else
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
+ }
}
}
PreAnimatedScrollSetup();
+ // convert pixels/millisecond to pixels per second
bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
if(!animating)