- mScrollCompletedSignal.Emit( completedPosition );
- }
-}
-
-void ScrollView::ScrollTo(const Vector2& position)
-{
- ScrollTo(position, mSnapDuration );
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration)
-{
- ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
-{
- ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration,
- DirectionBias horizontalBias, DirectionBias verticalBias)
-{
- ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
- DirectionBias horizontalBias, DirectionBias verticalBias)
-{
- DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
- TransformTo(position, duration, alpha, horizontalBias, verticalBias);
-}
-
-void ScrollView::ScrollTo(unsigned int page)
-{
- ScrollTo(page, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
-{
- Vector2 position;
- unsigned int volume;
- unsigned int libraries;
-
- // The position to scroll to is continuous and linear
- // unless a domain has been enabled on the X axis.
- // or if WrapMode has been enabled.
- bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
- bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
-
- position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
- position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
-
- ScrollTo(position, duration, bias, bias);
-}
-
-void ScrollView::ScrollTo(Actor &actor)
-{
- ScrollTo(actor, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(Actor &actor, float duration)
-{
- DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
-
- Actor self = Self();
- Vector3 size = self.GetCurrentSize();
- Vector3 position = actor.GetCurrentPosition();
- Vector2 prePosition = GetPropertyPrePosition();
- position.GetVectorXY() -= prePosition;
-
- ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
-}
-
-Actor ScrollView::FindClosestActor()
-{
- Actor self = Self();
- Vector3 size = self.GetCurrentSize();
-
- return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
-}
-
-Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
-{
- Actor closestChild;
- float closestDistance2 = 0.0f;
- Vector3 actualPosition = position;
-
- unsigned int numChildren = Self().GetChildCount();
-
- for(unsigned int i = 0; i < numChildren; ++i)
- {
- Actor child = Self().GetChildAt(i);
-
- if(mInternalActor == child) // ignore internal actor.
- {
- continue;
- }
-
- Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
-
- Vector3 delta = childPosition - actualPosition;
-
- // X-axis checking (only find Actors to the [dirX] of actualPosition)
- if(dirX > All) // != All,None
- {
- FindDirection deltaH = delta.x > 0 ? Right : Left;
- if(dirX != deltaH)
- {
- continue;
- }
- }
-
- // Y-axis checking (only find Actors to the [dirY] of actualPosition)
- if(dirY > All) // != All,None
- {
- FindDirection deltaV = delta.y > 0 ? Down : Up;
- if(dirY != deltaV)
- {
- continue;
- }
- }
-
- // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
- if(dirZ > All) // != All,None
- {
- FindDirection deltaV = delta.y > 0 ? In : Out;
- if(dirZ != deltaV)
- {
- continue;
- }
- }
-
- // compare child to closest child in terms of distance.
- float distance2 = 0.0f;
-
- // distance2 = the Square of the relevant dimensions of delta
- if(dirX != None)
- {
- distance2 += delta.x * delta.x;
- }
-
- if(dirY != None)
- {
- distance2 += delta.y * delta.y;
- }
-
- if(dirZ != None)
- {
- distance2 += delta.z * delta.z;
- }
-
- if(closestChild) // Next time.
- {
- if(distance2 < closestDistance2)
- {
- closestChild = child;
- closestDistance2 = distance2;
- }
- }
- else // First time.
- {
- closestChild = child;
- closestDistance2 = distance2;
- }