-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// INTERNAL INCLUDES
#include <dali/public-api/events/mouse-wheel-event.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
+#include <dali/integration-api/debug.h>
+
+#define ENABLED_SCROLL_STATE_LOGGING
+
+#ifdef ENABLED_SCROLL_STATE_LOGGING
+#define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format, __PRETTY_FUNCTION__, __LINE__, ## args)
+#else
+#define DALI_LOG_SCROLL_STATE(format, args...)
+#endif
// TODO: Change to two class system:
// 1. DraggableActor (is an actor which can be dragged anywhere/scaled/rotated, can be set to range using the ruler)
const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< 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 ); ///< Determines whether velocity is reset after tap interrupts snap animation
-const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f; ///< After this time interval with touch-down, the snap animation will be interrupted (if no gesture has started).
+const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
+const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds
+const Vector2 OVERSCROLL_CLAMP(1.0f, 1.0f); // maximum overscroll allowed in pixels when overshoot indicator is being used
+const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
+const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
// predefined effect values
const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
const PropertyInput& scrollMaxProperty,
const PropertyInput& scrollSizeProperty)
{
- const Vector3& position = -scrollPositionProperty.GetVector3();
+ Vector3 position = -scrollPositionProperty.GetVector3();
const Vector3& min = scrollMinProperty.GetVector3();
const Vector3& max = scrollMaxProperty.GetVector3();
const Vector3& size = scrollSizeProperty.GetVector3();
+ position.x = WrapInDomain(position.x, min.x, max.x);
+ position.y = WrapInDomain(position.y, min.y, max.y);
+
Vector3 relativePosition;
Vector3 domainSize = (max - min) - size;
{
/**
+ * Returns whether to lock scrolling to a particular axis
+ *
+ * @param[in] panDelta Distance panned since gesture started
+ * @param[in] currentLockAxis The current lock axis value
+ * @param[in] lockGradient How quickly to lock to a particular axis
+ *
+ * @return The new axis lock state
+ */
+ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
+{
+ if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
+ currentLockAxis == ScrollView::LockPossible)
+ {
+ float dx = fabsf(panDelta.x);
+ float dy = fabsf(panDelta.y);
+ if(dx * lockGradient >= dy)
+ {
+ // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
+ currentLockAxis = ScrollView::LockVertical;
+ }
+ else if(dy * lockGradient > dx)
+ {
+ // 0.36:1 gradient to the vertical (deviate < 20 degrees)
+ currentLockAxis = ScrollView::LockHorizontal;
+ }
+ else
+ {
+ currentLockAxis = ScrollView::LockNone;
+ }
+ }
+ return currentLockAxis;
+}
+
+/**
* Internal Pre-Position Property Constraint.
*
* Generates position property based on current position + gesture displacement.
{
InternalPrePositionConstraint(const Vector2& initialPanMask,
bool axisAutoLock,
- float axisAutoLockGradient)
+ float axisAutoLockGradient,
+ ScrollView::LockAxis initialLockAxis,
+ const Vector2& maxOvershoot,
+ const RulerDomain& domainX, const RulerDomain& domainY)
: mInitialPanMask(initialPanMask),
- mAxisAutoLock(axisAutoLock),
- mLockAxis(ScrollView::LockPossible),
+ mDomainMin( -domainX.min, -domainY.min ),
+ mDomainMax( -domainX.max, -domainY.max ),
+ mMaxOvershoot(maxOvershoot),
mAxisAutoLockGradient(axisAutoLockGradient),
- mPrePosition(Vector3::ZERO),
- mWasPanning(false)
+ mLockAxis(initialLockAxis),
+ mAxisAutoLock(axisAutoLock),
+ mWasPanning(false),
+ mClampX( domainX.enabled ),
+ mClampY( domainY.enabled )
{
}
Vector3 operator()(const Vector3& current,
const PropertyInput& gesturePositionProperty,
const PropertyInput& gestureDisplacementProperty,
- const PropertyInput& scrollPositionXProperty,
- const PropertyInput& scrollPositionYProperty,
- const PropertyInput& panningProperty)
+ const PropertyInput& sizeProperty)
{
- const bool panning = panningProperty.GetBoolean();
- Vector3 scrollPostPosition;
+ Vector3 scrollPostPosition = current;
+ Vector2 panPosition = gesturePositionProperty.GetVector2();
- if(panning)
+ if(!mWasPanning)
{
- // Check if panning has just started...
- if(!mWasPanning)
- {
- mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
- mPrePosition = current;
- mLockAxis = ScrollView::LockPossible;
+ mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
+ mPrePosition = current;
+ mCurrentPanMask = mInitialPanMask;
+ mWasPanning = true;
+ }
- mCurrentPanMask = mInitialPanMask;
- }
+ // Calculate Deltas...
+ Vector2 currentPosition = gesturePositionProperty.GetVector2();
+ Vector2 panDelta( currentPosition - mLocalStart );
- // Calculate Deltas...
- Vector2 currentPosition = gesturePositionProperty.GetVector2();
- Vector2 panDelta( currentPosition - mLocalStart );
+ // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
+ // appears mostly horizontal or mostly vertical respectively...
+ if( mAxisAutoLock )
+ {
+ mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
+ if( mLockAxis == ScrollView::LockVertical )
+ {
+ mCurrentPanMask.y = 0.0f;
+ }
+ else if( mLockAxis == ScrollView::LockHorizontal )
+ {
+ mCurrentPanMask.x = 0.0f;
+ }
+ }
- // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
- // appears mostly horizontal or mostly vertical respectively...
- AxisAutoLock(panDelta);
+ // Restrict deltas based on ruler enable/disable and axis-lock state...
+ panDelta *= mCurrentPanMask;
- // Restrict deltas based on ruler enable/disable and axis-lock state...
- panDelta *= mCurrentPanMask;
+ // Perform Position transform based on input deltas...
+ scrollPostPosition = mPrePosition;
+ scrollPostPosition.GetVectorXY() += panDelta;
- // Perform Position transform based on input deltas...
- scrollPostPosition = mPrePosition;
- scrollPostPosition.GetVectorXY() += panDelta;
- }
- else
+ // if no wrapping then clamp preposition to maximum overshoot amount
+ const Vector3& size = sizeProperty.GetVector3();
+ if( mClampX )
{
- scrollPostPosition.x = scrollPositionXProperty.GetFloat();
- scrollPostPosition.y = scrollPositionYProperty.GetFloat();
+ float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
+ if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
+ || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
+ {
+ mPrePosition.x = newXPosition;
+ mLocalStart.x = panPosition.x;
+ }
+ scrollPostPosition.x = newXPosition;
}
-
- mWasPanning = panning;
- return scrollPostPosition;
- }
-
- void AxisAutoLock(Vector2& panDelta)
- {
- if(mAxisAutoLock)
+ if( mClampY )
{
- if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
- mLockAxis == ScrollView::LockPossible)
+ float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
+ if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
+ || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
{
- float dx = fabsf(panDelta.x);
- float dy = fabsf(panDelta.y);
- if(dx * mAxisAutoLockGradient >= dy)
- {
- // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
- mLockAxis = ScrollView::LockVertical;
- mCurrentPanMask.y = 0.0f;
- }
- else if(dy * mAxisAutoLockGradient > dx)
- {
- // 0.36:1 gradient to the vertical (deviate < 20 degrees)
- mLockAxis = ScrollView::LockHorizontal;
- mCurrentPanMask.x = 0.0f;
- }
- else
- {
- mLockAxis = ScrollView::LockNone;
- }
+ mPrePosition.y = newYPosition;
+ mLocalStart.y = panPosition.y;
}
- } // end if mAxisAutoLock
+ scrollPostPosition.y = newYPosition;
+ }
+
+ return scrollPostPosition;
}
+ Vector3 mPrePosition;
Vector2 mLocalStart;
Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
+ Vector2 mDomainMin;
+ Vector2 mDomainMax;
+ Vector2 mMaxOvershoot;
- bool mAxisAutoLock; ///< Set by ScrollView
- ScrollView::LockAxis mLockAxis;
float mAxisAutoLockGradient; ///< Set by ScrollView
- Vector3 mPrePosition;
- bool mWasPanning;
+ ScrollView::LockAxis mLockAxis;
+
+ bool mAxisAutoLock:1; ///< Set by ScrollView
+ bool mWasPanning:1;
+ bool mClampX:1;
+ bool mClampY:1;
};
/**
*/
struct InternalPositionConstraint
{
- InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY)
+ InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
: mDomainMin( -domainX.min, -domainY.min ),
mDomainMax( -domainX.max, -domainY.max ),
mClampX( domainX.enabled ),
- mClampY( domainY.enabled )
+ mClampY( domainY.enabled ),
+ mWrap( wrap )
{
}
Vector3 operator()(const Vector3& current,
const PropertyInput& scrollPositionProperty,
+ const PropertyInput& scrollMinProperty,
+ const PropertyInput& scrollMaxProperty,
const PropertyInput& scrollSizeProperty)
{
Vector3 position = scrollPositionProperty.GetVector3();
const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
+ const Vector3& min = scrollMinProperty.GetVector3();
+ const Vector3& max = scrollMaxProperty.GetVector3();
- position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
- position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
+ if( mWrap )
+ {
+ position.x = -WrapInDomain(-position.x, min.x, max.x);
+ position.y = -WrapInDomain(-position.y, min.y, max.y);
+ }
+ else
+ {
+ // clamp post position to domain
+ position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
+ position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
+ }
return position;
}
Vector2 mDomainMax;
bool mClampX;
bool mClampY;
+ bool mWrap;
};
*/
struct OvershootXConstraint
{
- OvershootXConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
+ OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
float operator()(const float& current,
const PropertyInput& scrollPrePositionProperty,
- const PropertyInput& scrollPostPositionProperty)
+ const PropertyInput& scrollPostPositionProperty,
+ const PropertyInput& canScrollProperty)
{
- Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3();
- Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3();
- float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
- return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ if( canScrollProperty.GetBoolean() )
+ {
+ const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
+ const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
+ float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
+ return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ }
+ return 0.0f;
}
- float mLastOvershoot;
float mMaxOvershoot;
};
*/
struct OvershootYConstraint
{
- OvershootYConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
+ OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
float operator()(const float& current,
const PropertyInput& scrollPrePositionProperty,
- const PropertyInput& scrollPostPositionProperty)
+ const PropertyInput& scrollPostPositionProperty,
+ const PropertyInput& canScrollProperty)
{
- Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3();
- Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3();
- float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
- return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ if( canScrollProperty.GetBoolean() )
+ {
+ const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
+ const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
+ float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
+ return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ }
+ return 0.0f;
}
- float mLastOvershoot;
float mMaxOvershoot;
};
* it has no effect on the X property.
*/
float InternalXConstraint(const float& current,
- const PropertyInput& scrollPosition,
- const PropertyInput& panningProperty)
+ const PropertyInput& scrollPosition)
{
return scrollPosition.GetVector3().x;
}
* it has no effect on the Y property.
*/
float InternalYConstraint(const float& current,
- const PropertyInput& scrollPosition,
- const PropertyInput& panningProperty)
+ const PropertyInput& scrollPosition)
{
return scrollPosition.GetVector3().y;
}
ScrollView::ScrollView()
: ScrollBase(),
- mInitialized(false),
- mScrolling(false),
- mScrollInterrupted(false),
mTouchDownTime(0u),
- mSensitive(true),
mGestureStackDepth(0),
mRotationDelta(0.0f),
+ mScrollStateFlags(0),
mScrollPreRotation(0.0f),
mScrollPostRotation(0.0f),
- mTouchDownTimeoutReached(false),
- mActorAutoSnapEnabled(false),
- mAutoResizeContainerEnabled(false),
- mWrapMode(false),
- mAxisAutoLock(false),
mMinTouchesForPanning(1),
mMaxTouchesForPanning(1),
mLockAxis(LockPossible),
- mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
- mAlterChild(false),
+ mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
mOvershootDelay(1.0f),
mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
- mDefaultMaxOvershoot(true),
+ mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
- mInAccessibilityPan(false)
+ mInAccessibilityPan(false),
+ mInitialized(false),
+ mScrolling(false),
+ mScrollInterrupted(false),
+ mPanning(false),
+ mSensitive(true),
+ mTouchDownTimeoutReached(false),
+ mActorAutoSnapEnabled(false),
+ mAutoResizeContainerEnabled(false),
+ mWrapMode(false),
+ mAxisAutoLock(false),
+ mAlterChild(false),
+ mDefaultMaxOvershoot(true)
{
SetRequiresMouseWheelEvents(true);
}
void ScrollView::OnInitialize()
{
Actor self = Self();
- self.SetLeaveRequired(true);
// Internal Actor, used to hide actors from enumerations.
// Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
void ScrollView::OnControlStageConnection()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+
if ( mSensitive )
{
SetScrollSensitive( false );
void ScrollView::OnControlStageDisconnection()
{
- if ( mSnapOvershootAnimation )
- {
- SetOvershootToOrigin();
- }
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
StopAnimation();
}
ScrollView::~ScrollView()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
}
AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
void ScrollView::UpdatePropertyDomain(const Vector3& size)
{
- Vector3 min;
- Vector3 max;
+ Actor self = Self();
+ Vector3 min = mMinScroll;
+ Vector3 max = mMaxScroll;
+ bool scrollPositionChanged = false;
+ bool domainChanged = false;
bool canScrollVertical = false;
bool canScrollHorizontal = false;
- Actor self = Self();
+ UpdateLocalScrollProperties();
if(mRulerX->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
- min.x = rulerDomain.min;
- max.x = rulerDomain.max;
+ if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_10000
+ || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_10000 )
+ {
+ domainChanged = true;
+ min.x = rulerDomain.min;
+ max.x = rulerDomain.max;
- // make sure new scroll value is within new domain
- float newScroll = min.x;
- int scrollXPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_X_PROPERTY_NAME);
- if((fabsf(max.x - min.x) - size.x) > Math::MACHINE_EPSILON_1)
+ // make sure new scroll value is within new domain
+ if( mScrollPrePosition.x < min.x
+ || mScrollPrePosition.x > max.x )
+ {
+ scrollPositionChanged = true;
+ mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
+ }
+ }
+ if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_10000 )
{
canScrollHorizontal = true;
- float currentScroll = self.GetProperty<float>(scrollXPropertyIndex);
- newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x);
}
- self.SetProperty(scrollXPropertyIndex, newScroll);
}
if(mRulerY->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
- min.y = rulerDomain.min;
- max.y = rulerDomain.max;
+ if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_10000
+ || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_10000 )
+ {
+ domainChanged = true;
+ min.y = rulerDomain.min;
+ max.y = rulerDomain.max;
- // make sure new scroll value is within new domain
- float newScroll = min.y;
- int scrollYPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_Y_PROPERTY_NAME);
- if((fabsf(max.y - min.y) - size.y) > Math::MACHINE_EPSILON_1)
+ // make sure new scroll value is within new domain
+ if( mScrollPrePosition.y < min.y
+ || mScrollPrePosition.y > max.y )
+ {
+ scrollPositionChanged = true;
+ mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
+ }
+ }
+ if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_10000 )
{
canScrollVertical = true;
- float currentScroll = self.GetProperty<float>(scrollYPropertyIndex);
- newScroll = Clamp(currentScroll, -(max.y - size.y), -min.y);
}
- self.SetProperty(scrollYPropertyIndex, newScroll);
}
- self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
- self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
-
- self.SetProperty(mPropertyPositionMin, min );
- self.SetProperty(mPropertyPositionMax, max );
+ // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
+ if( self.GetProperty<bool>(mPropertyCanScrollVertical) != canScrollVertical )
+ {
+ self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
+ }
+ if( self.GetProperty<bool>(mPropertyCanScrollHorizontal) != canScrollHorizontal )
+ {
+ self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
+ }
+ if( scrollPositionChanged )
+ {
+ self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ }
+ if( domainChanged )
+ {
+ mMinScroll = min;
+ mMaxScroll = max;
+ self.SetProperty(mPropertyPositionMin, min );
+ self.SetProperty(mPropertyPositionMax, max );
+ }
}
void ScrollView::SetRulerScaleX(RulerPtr ruler)
Actor self = Self();
PanGestureDetector panGesture( GetPanGestureDetector() );
+ DALI_LOG_SCROLL_STATE("[0x%X] sensitive[%d]", this, int(sensitive));
+
if((!mSensitive) && (sensitive))
{
mSensitive = sensitive;
{
mMaxOvershoot.x = overshootX;
mMaxOvershoot.y = overshootY;
+ mUserMaxOvershoot = mMaxOvershoot;
mDefaultMaxOvershoot = false;
UpdateMainInternalConstraint();
}
int ScrollView::GetRefreshInterval() const
{
- return mRefreshIntervalMilliseconds;
+ return mScrollUpdateDistance;
}
void ScrollView::SetRefreshInterval(int milliseconds)
{
- mRefreshIntervalMilliseconds = milliseconds;
+ mScrollUpdateDistance = milliseconds;
+}
+
+int ScrollView::GetScrollUpdateDistance() const
+{
+ return mScrollUpdateDistance;
+}
+
+void ScrollView::SetScrollUpdateDistance(int distance)
+{
+ mScrollUpdateDistance = distance;
}
bool ScrollView::GetAxisAutoLock() const
unsigned int ScrollView::GetCurrentPage() const
{
// in case animation is currently taking place.
- Vector3 position = GetPropertyPrePosition();
+ Vector3 position = GetPropertyPosition();
Actor self = Self();
unsigned int page = 0;
Vector3 ScrollView::GetCurrentScrollPosition() const
{
- // in case animation is currently taking place.
- return -GetPropertyPrePosition();
+ return -GetPropertyPosition();
+}
+
+void ScrollView::SetScrollPosition(const Vector3& position)
+{
+ mScrollPrePosition = position;
}
Vector3 ScrollView::GetCurrentScrollScale() const
{
// set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
mScrolling = false;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
// if not animating, then this pan has completed right now.
Self().SetProperty(mPropertyScrolling, false);
mScrolling = false;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ SetScrollUpdateNotification(false);
mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
}
const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD;
- Vector3 positionSnap = mScrollPostPosition;
+ Vector3 positionSnap = mScrollPrePosition;
// Flick logic X Axis
- if(mRulerX->IsEnabled())
+ if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
{
horizontal = All;
// Flick logic Y Axis
- if(mRulerY->IsEnabled())
+ if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
{
vertical = All;
DirectionBiasNone, DirectionBiasNone,
isFlick || isFreeFlick ? Flick : Snap);
- if(animating)
- {
- AnimateOvershootToOrigin(positionDuration.x, positionDuration.y);
- }
-
return animating;
}
void ScrollView::StopAnimation(void)
{
// Clear Snap animation if exists.
- if(mSnapAnimation)
- {
- mSnapAnimation.Stop();
- mSnapAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapAnimationFinished);
- mSnapAnimation.Clear();
- mSnapAnimation = NULL;
- }
- if(mSnapXAnimation)
- {
- mSnapXAnimation.Stop();
- mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished);
- mSnapXAnimation.Clear();
- mSnapXAnimation = NULL;
- }
- if(mSnapYAnimation)
- {
- mSnapYAnimation.Stop();
- mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
- mSnapYAnimation.Clear();
- mSnapYAnimation = NULL;
- }
- if(mSnapOvershootAnimation)
+ StopAnimation(mSnapAnimation);
+ StopAnimation(mInternalXAnimation);
+ StopAnimation(mInternalYAnimation);
+ mScrollStateFlags = 0;
+ // remove scroll animation flags
+ HandleStoppedAnimation();
+}
+
+void ScrollView::StopAnimation(Animation& animation)
+{
+ if(animation)
{
- mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished);
- mSnapOvershootAnimation.Stop();
- mSnapOvershootAnimation.Clear();
- mSnapOvershootAnimation = NULL;
+ animation.Stop();
+ animation.Reset();
}
- HandleStoppedAnimation();
}
bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration,
// Here we perform an animation on a number of properties (depending on which have changed)
// The animation is applied to all ScrollBases
Actor self = Self();
- bool startAnimation = false;
- Vector3 positionTransformed = position;
+ mScrollTargetPosition = position;
float totalDuration = 0.0f;
- bool positionChanged = (positionTransformed != mScrollPostPosition);
+ bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
bool scaleChanged = (scale != mScrollPostScale);
bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0;
totalDuration = std::max(totalDuration, positionDuration.x);
totalDuration = std::max(totalDuration, positionDuration.y);
}
+ else
+ {
+ // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
+ totalDuration = 0.01f;
+ positionChanged = true;
+ }
if(scaleChanged)
{
{
totalDuration = std::max(totalDuration, rotationDuration);
}
+ StopAnimation();
- if(totalDuration > Math::MACHINE_EPSILON_1)
+ // Position Delta ///////////////////////////////////////////////////////
+ if(positionChanged)
{
- StopAnimation();
- mSnapAnimation = Animation::New(totalDuration);
- mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapAnimationFinished);
- mSnapXAnimation = Animation::New(positionDuration.x);
- mSnapXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapXAnimationFinished);
- mSnapYAnimation = Animation::New(positionDuration.y);
- mSnapYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapYAnimationFinished);
- startAnimation = true;
-
- // Position Delta ///////////////////////////////////////////////////////
- if(positionChanged)
- {
- if(mWrapMode && findShortcuts)
+ if(mWrapMode && findShortcuts)
+ {
+ // In Wrap Mode, the shortest distance is a little less intuitive...
+ const RulerDomain rulerDomainX = mRulerX->GetDomain();
+ const RulerDomain rulerDomainY = mRulerY->GetDomain();
+
+ if(mRulerX->IsEnabled())
{
- // In Wrap Mode, the shortest distance is a little less intuitive...
- const RulerDomain rulerDomainX = mRulerX->GetDomain();
- const RulerDomain rulerDomainY = mRulerY->GetDomain();
-
- if(mRulerX->IsEnabled())
- {
- float dir = VectorInDomain(-mScrollPostPosition.x, -positionTransformed.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
- positionTransformed.x = mScrollPostPosition.x + -dir;
- }
-
- if(mRulerY->IsEnabled())
- {
- float dir = VectorInDomain(-mScrollPostPosition.y, -positionTransformed.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
- positionTransformed.y = mScrollPostPosition.y + -dir;
- }
+ float dir = VectorInDomain(-mScrollPostPosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
+ mScrollTargetPosition.x = mScrollPostPosition.x + -dir;
}
- // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
- // a horizonal/vertical wall.delay
- mSnapXAnimation.AnimateTo( Property(self, mPropertyX), positionTransformed.x, alpha, TimePeriod(0.0f, positionDuration.x));
- mSnapYAnimation.AnimateTo( Property(self, mPropertyY), positionTransformed.y, alpha, TimePeriod(0.0f, positionDuration.y));
+ if(mRulerY->IsEnabled())
+ {
+ float dir = VectorInDomain(-mScrollPostPosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
+ mScrollTargetPosition.y = mScrollPostPosition.y + -dir;
+ }
}
- // Scale Delta ///////////////////////////////////////////////////////
- if(scaleChanged)
+ // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
+ // a horizonal/vertical wall.delay
+ AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
+ AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
+
+ if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
{
- // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity
- // the height will hit first, and then the width, so that would require two different animation times just like position.
- mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x));
+ self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
+ mScrollPrePosition = mScrollTargetPosition;
}
+ }
- mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
-
- mSnapAnimation.Play();
- mSnapXAnimation.Play();
- mSnapYAnimation.Play();
- StartRefreshTimer();
- } // end if(totalDuration > Math::MACHINE_EPSILON_1)
- else // totalDuration == 0
+ // Scale Delta ///////////////////////////////////////////////////////
+ if(scaleChanged)
{
- // instantly set transform.
- if(positionChanged)
+ if(totalDuration > Math::MACHINE_EPSILON_1)
{
- self.SetProperty(mPropertyX, positionTransformed.x);
- self.SetProperty(mPropertyY, positionTransformed.y);
+ mSnapAnimation = Animation::New(totalDuration);
+ mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
+ // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity
+ // the height will hit first, and then the width, so that would require two different animation times just like position.
+ mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x));
- mScrollPrePosition = mScrollPostPosition = positionTransformed;
+ mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
+ mSnapAnimation.Play();
}
-
- if(scaleChanged)
+ else
{
self.SetProperty(mPropertyScale, scale);
mScrollPreScale = mScrollPostScale = scale;
}
}
+ SetScrollUpdateNotification(true);
// Always send a snap event when AnimateTo is called.
Toolkit::ScrollView::SnapEvent snapEvent;
snapEvent.type = snapType;
- snapEvent.position = positionTransformed;
+ snapEvent.position = -mScrollTargetPosition;
snapEvent.scale = scale;
snapEvent.rotation = rotation;
snapEvent.duration = totalDuration;
mSnapStartedSignalV2.Emit( snapEvent );
- return startAnimation;
+ return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
}
void ScrollView::SetOvershootEnabled(bool enabled)
{
if(enabled && !mOvershootIndicator)
{
- mOvershootIndicator = ScrollOvershootIndicator::New(*this);
+ mOvershootIndicator = ScrollOvershootIndicator::New();
}
- mOvershootIndicator->Enable(enabled);
+ if( enabled )
+ {
+ mMaxOvershoot = OVERSCROLL_CLAMP;
+ mOvershootIndicator->AttachToScrollable(*this);
+ }
+ else
+ {
+ mMaxOvershoot = mUserMaxOvershoot;
+ mOvershootIndicator->DetachFromScrollable(*this);
+ }
+ UpdateMainInternalConstraint();
}
void ScrollView::AddOverlay(Actor actor)
Vector3 ScrollView::GetPropertyPrePosition() const
{
- Vector3 position(Self().GetProperty<float>(mPropertyX), Self().GetProperty<float>(mPropertyY), 0.0f);
+ Vector3 position = Self().GetProperty<Vector3>(mPropertyPrePosition);
WrapPosition(position);
-
return position;
}
void ScrollView::HandleStoppedAnimation()
{
- // Animation has stopped, so stop sending the scroll-update signal.
- CancelRefreshTimer();
-
- // cement transform now, and allow interactivity to resume.
- mScrollPostPosition = GetPropertyPosition();
-
- mScrollPostScale = GetPropertyScale();
-
- // Update Actor position with this wrapped value.
-
- Self().SetProperty(mPropertyX, mScrollPostPosition.x);
- Self().SetProperty(mPropertyY, mScrollPostPosition.y);
- // TODO Rotation
-
- mScrollPrePosition = mScrollPostPosition;
- mScrollPreScale = mScrollPostScale;
- mScrollPreRotation = mScrollPostRotation;
+ SetScrollUpdateNotification(false);
}
void ScrollView::HandleSnapAnimationFinished()
{
// Emit Signal that scrolling has completed.
mScrolling = false;
- Self().SetProperty(mPropertyScrolling, false);
+ Actor self = Self();
+ self.SetProperty(mPropertyScrolling, false);
+
+ Vector3 deltaPosition(mScrollPrePosition);
- Vector3 deltaPosition(Self().GetProperty<float>(mPropertyX),
- Self().GetProperty<float>(mPropertyY),
- 0.0f);
+ UpdateLocalScrollProperties();
+ WrapPosition(mScrollPrePosition);
+ self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollCompletedSignalV2.Emit( currentScrollPosition );
mDomainOffset += deltaPosition - mScrollPostPosition;
- Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
+ self.SetProperty(mPropertyDomainOffset, mDomainOffset);
HandleStoppedAnimation();
}
+void ScrollView::SetScrollUpdateNotification( bool enabled )
+{
+ Actor self = Self();
+ if( mScrollXUpdateNotification )
+ {
+ // disconnect now to avoid a notification before removed from update thread
+ mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
+ self.RemovePropertyNotification(mScrollXUpdateNotification);
+ mScrollXUpdateNotification.Reset();
+ }
+ if( enabled )
+ {
+ mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f));
+ mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
+ }
+ if( mScrollYUpdateNotification )
+ {
+ // disconnect now to avoid a notification before removed from update thread
+ mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
+ self.RemovePropertyNotification(mScrollYUpdateNotification);
+ mScrollYUpdateNotification.Reset();
+ }
+ if( enabled )
+ {
+ mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f));
+ mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
+ }
+}
+
+void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
+{
+ // Guard against destruction during signal emission
+ Toolkit::ScrollView handle( GetOwner() );
+
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ mScrollUpdatedSignalV2.Emit( currentScrollPosition );
+}
+
bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
Dali::BaseHandle handle( object );
// need to update domain properties for new size
if( mDefaultMaxOvershoot )
{
- mMaxOvershoot.x = size.x * 0.5f;
- mMaxOvershoot.y = size.y * 0.5f;
+ mUserMaxOvershoot.x = size.x * 0.5f;
+ mUserMaxOvershoot.y = size.y * 0.5f;
+ if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+ {
+ mMaxOvershoot = mUserMaxOvershoot;
+ }
}
UpdatePropertyDomain(size);
UpdateMainInternalConstraint();
UnbindActor(child);
}
+void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue )
+{
+ Actor self = Self();
+ if( index == mPropertyX )
+ {
+ self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
+ propertyValue.Get(mScrollPrePosition.x);
+ self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ }
+ else if( index == mPropertyY )
+ {
+ self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
+ propertyValue.Get(mScrollPrePosition.y);
+ self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ }
+ else if( index == mPropertyPrePosition )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+ propertyValue.Get(mScrollPrePosition);
+ }
+}
+
void ScrollView::StartTouchDownTimer()
{
if ( !mTouchDownTimer )
{
mTouchDownTimeoutReached = true;
- if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation )
+ if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
{
- mScrollInterrupted = true;
StopAnimation();
- }
-
- if(mScrolling) // are we interrupting a current scroll?
- {
- // reset domain offset as scrolling from original plane.
- mDomainOffset = Vector3::ZERO;
- Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
+ if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS )
+ {
+ mScrollInterrupted = true;
+ // reset domain offset as scrolling from original plane.
+ mDomainOffset = Vector3::ZERO;
+ Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
- mScrolling = false;
- Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ UpdateLocalScrollProperties();
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ }
}
return false;
return false;
}
- if (event.GetPoint(0).state == TouchPoint::Down)
+ if( event.GetPoint(0).state == TouchPoint::Down )
{
if(mGestureStackDepth==0)
{
StartTouchDownTimer();
}
}
- else if(event.GetPoint(0).state == TouchPoint::Up)
+ else if( event.GetPoint(0).state == TouchPoint::Up )
{
StopTouchDownTimer();
mLastVelocity = Vector2( 0.0f, 0.0f );
}
+ UpdateLocalScrollProperties();
// Only finish the transform if scrolling was interrupted on down or if we are scrolling
- if ( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation || mScrollInterrupted || mScrolling )
+ if ( mScrollInterrupted || mScrolling )
{
FinishTransform();
}
mScrollInterrupted = false;
}
- return true; // consume since we're potentially scrolling
+ return true;
}
bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
if(mRulerX->GetType() == Ruler::Free)
{
// Free panning mode
- targetScrollPosition.x -= event.z * mMouseWheelScrollDistanceStep.x;
+ targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x;
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
- ScrollTo(GetCurrentPage() + event.z);
+ ScrollTo(GetCurrentPage() - event.z);
}
}
else
if(mRulerY->GetType() == Ruler::Free)
{
// Free panning mode
- targetScrollPosition.y -= event.z * mMouseWheelScrollDistanceStep.y;
+ targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y;
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
- ScrollTo(GetCurrentPage() + event.z * mRulerX->GetTotalPages());
+ ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
}
}
return true;
}
-void ScrollView::OnSnapAnimationFinished( Animation& source )
+void ScrollView::ResetScrolling()
{
- mSnapAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapAnimationFinished );
- mSnapAnimation = NULL;
+ Actor self = Self();
+ self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
+ mScrollPrePosition = mScrollPostPosition;
+ self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
}
-void ScrollView::OnSnapXAnimationFinished( Animation& source )
+void ScrollView::UpdateLocalScrollProperties()
{
- // Guard against destruction during signal emission
- // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
- Toolkit::ScrollView handle( GetOwner() );
+ Actor self = Self();
+ self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
+ self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
+}
+
+// private functions
+
+void ScrollView::PreAnimatedScrollSetup()
+{
+ // mPropertyPrePosition is our unclamped property with wrapping
+ // mPropertyPosition is our final scroll position after clamping
- if(!mSnapYAnimation)
+ Actor self = Self();
+
+ Vector3 deltaPosition(mScrollPostPosition);
+ WrapPosition(mScrollPostPosition);
+ mDomainOffset += deltaPosition - mScrollPostPosition;
+ Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
+
+ if( mScrollStateFlags & SCROLL_X_STATE_MASK )
{
- HandleSnapAnimationFinished();
+ // already performing animation on internal x position
+ StopAnimation(mInternalXAnimation);
}
- if(mScrollMainInternalOvershootXConstraint)
+
+ if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
{
- Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint);
- mScrollMainInternalOvershootXConstraint.Reset();
- mScrollMainInternalOvershootXConstraint = 0;
+ // already performing animation on internal y position
+ StopAnimation(mInternalYAnimation);
}
- mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished);
- mSnapXAnimation.Reset();
- mSnapXAnimation = NULL;
- if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+
+ mScrollStateFlags = 0;
+
+ mScrollPostScale = GetPropertyScale();
+
+ // Update Actor position with this wrapped value.
+ // TODO Rotation
+
+ mScrollPreScale = mScrollPostScale;
+ mScrollPreRotation = mScrollPostRotation;
+}
+
+void ScrollView::FinaliseAnimatedScroll()
+{
+ // TODO - common animation finishing code in here
+}
+
+void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
+{
+ StopAnimation(mInternalXAnimation);
+
+ if( duration > Math::MACHINE_EPSILON_10 )
+ {
+ Actor self = Self();
+ mInternalXAnimation = Animation::New(duration);
+ mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
+ mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
+ mInternalXAnimation.Play();
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+ // add internal animation state flag
+ mScrollStateFlags |= AnimatingInternalX;
+ }
+}
+
+void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
+{
+ StopAnimation(mInternalYAnimation);
+
+ if( duration > Math::MACHINE_EPSILON_10 )
{
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootX, 0.0f);
+ Actor self = Self();
+ mInternalYAnimation = Animation::New(duration);
+ mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
+ mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
+ mInternalYAnimation.Play();
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
+ // add internal animation state flag
+ mScrollStateFlags |= AnimatingInternalY;
}
}
-void ScrollView::OnSnapYAnimationFinished( Animation& source )
+void ScrollView::OnScrollAnimationFinished( Animation& source )
{
// Guard against destruction during signal emission
// Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
Toolkit::ScrollView handle( GetOwner() );
- if(!mSnapXAnimation)
+ bool scrollingFinished = false;
+
+ // update our local scroll positions
+ UpdateLocalScrollProperties();
+
+ if( source == mSnapAnimation )
+ {
+ // generic snap animation used for scaling and rotation
+ mSnapAnimation.Reset();
+ }
+
+ if( source == mInternalXAnimation )
+ {
+ if( !(mScrollStateFlags & AnimatingInternalY) )
+ {
+ scrollingFinished = true;
+ }
+ mInternalXAnimation.Reset();
+ SnapInternalXTo(mScrollPostPosition.x);
+ }
+
+ if( source == mInternalYAnimation )
+ {
+ if( !(mScrollStateFlags & AnimatingInternalX) )
+ {
+ scrollingFinished = true;
+ }
+ mInternalYAnimation.Reset();
+ SnapInternalYTo(mScrollPostPosition.y);
+ }
+
+ if(scrollingFinished)
{
HandleSnapAnimationFinished();
}
- if(mScrollMainInternalOvershootYConstraint)
+}
+
+void ScrollView::OnSnapInternalPositionFinished( Animation& source )
+{
+ Actor self = Self();
+ UpdateLocalScrollProperties();
+ if( source == mInternalXAnimation )
+ {
+ // clear internal x animation flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+ mInternalXAnimation.Reset();
+ WrapPosition(mScrollPrePosition);
+ }
+ if( source == mInternalYAnimation )
{
- Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
- mScrollMainInternalOvershootYConstraint = 0;
+ mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
+ mInternalYAnimation.Reset();
+ WrapPosition(mScrollPrePosition);
}
- mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
- mSnapYAnimation.Reset();
- mSnapYAnimation = NULL;
- if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+}
+
+void ScrollView::SnapInternalXTo(float position)
+{
+ Actor self = Self();
+
+ StopAnimation(mInternalXAnimation);
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+
+ // if internal x not equal to inputed parameter, animate it
+ float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
+ if( duration > Math::MACHINE_EPSILON_1 )
{
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootY, 0.0f);
+ mInternalXAnimation = Animation::New(duration);
+ mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
+ mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
+ mInternalXAnimation.Play();
+
+ // add internal animation state flag
+ mScrollStateFlags |= SnappingInternalX;
+ }
+}
+
+void ScrollView::SnapInternalYTo(float position)
+{
+ Actor self = Self();
+
+ StopAnimation(mInternalYAnimation);
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
+
+ // if internal y not equal to inputed parameter, animate it
+ float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
+ if( duration > Math::MACHINE_EPSILON_1 )
+ {
+ mInternalYAnimation = Animation::New(duration);
+ mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
+ mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
+ mInternalYAnimation.Play();
+
+ // add internal animation state flag
+ mScrollStateFlags |= SnappingInternalY;
}
}
// we continue and combine the effects of the gesture instead of reseting.
if(mGestureStackDepth++==0)
{
+ Actor self = Self();
StopTouchDownTimer();
StopAnimation();
mPanDelta = Vector3::ZERO;
mScaleDelta = Vector3::ONE;
mRotationDelta = 0.0f;
mLastVelocity = Vector2(0.0f, 0.0f);
- mLockAxis = LockPossible;
+ if( !mScrolling )
+ {
+ mLockAxis = LockPossible;
+ }
+
+ if( mScrollStateFlags & SCROLL_X_STATE_MASK )
+ {
+ StopAnimation(mInternalXAnimation);
+ }
+ if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
+ {
+ StopAnimation(mInternalYAnimation);
+ }
+ mScrollStateFlags = 0;
if(mScrolling) // are we interrupting a current scroll?
{
// set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
mScrolling = false;
- Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ // send negative scroll position since scroll internal scroll position works as an offset for actors,
+ // give applications the position within the domain from the scroll view's anchor position
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
+ mScrollCompletedSignalV2.Emit( -mScrollPostPosition );
}
}
}
-void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float rotationDelta)
+void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta)
{
mPanDelta.x+= panDelta.x;
mPanDelta.y+= panDelta.y;
// appears mostly horizontal or mostly vertical respectively.
if(mAxisAutoLock)
{
- if(mPanDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
- mLockAxis == LockPossible)
- {
- float dx = fabsf(mPanDelta.x);
- float dy = fabsf(mPanDelta.y);
- if(dx * mAxisAutoLockGradient >= dy)
- {
- // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
- mLockAxis = LockVertical;
- }
- else if(dy * mAxisAutoLockGradient > dx)
- {
- // 0.36:1 gradient to the vertical (deviate < 20 degrees)
- mLockAxis = LockHorizontal;
- }
- else
- {
- mLockAxis = LockNone;
- }
- }
+ mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient);
} // end if mAxisAutoLock
}
{
case Gesture::Started:
{
+ UpdateLocalScrollProperties();
GestureStarted();
+ mPanning = true;
self.SetProperty( mPropertyPanning, true );
- self.SetProperty( mPropertyScrollStartPagePosition, GetCurrentScrollPosition() );
+ self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
- // Update property: X & Y = Position (only when in panning mode - in snapping mode, X & Y are animated).
- if( ! mScrollMainInternalXConstraint )
- {
- Constraint constraint = Constraint::New<float>( mPropertyX,
- LocalSource( mPropertyPosition ),
- Source( self, mPropertyPanning ),
- InternalXConstraint );
- mScrollMainInternalXConstraint = self.ApplyConstraint( constraint );
- }
- if( ! mScrollMainInternalYConstraint )
- {
- Constraint constraint = Constraint::New<float>( mPropertyY,
- LocalSource( mPropertyPosition ),
- Source( self, mPropertyPanning ),
- InternalYConstraint );
- mScrollMainInternalYConstraint = self.ApplyConstraint( constraint );
- }
-
- // When panning we want to make sure overshoot values are affected by pre position and post position
- SetOvershootConstraintsEnabled(true);
+ UpdateMainInternalConstraint();
break;
}
case Gesture::Continuing:
{
- // Nothing to do, handled in constraint.
+ GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f);
break;
}
case Gesture::Finished:
case Gesture::Cancelled:
{
+ UpdateLocalScrollProperties();
mLastVelocity = gesture.velocity;
+ mPanning = false;
self.SetProperty( mPropertyPanning, false );
- // Remove X & Y position constraints as they are not required when we are not panning.
- self.RemoveConstraint(mScrollMainInternalXConstraint);
- self.RemoveConstraint(mScrollMainInternalYConstraint);
- mScrollMainInternalXConstraint.Reset();
- mScrollMainInternalYConstraint.Reset();
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
+ }
break;
}
void ScrollView::FinishTransform()
{
- const Vector3& scrollPosition = Self().GetProperty<Vector3>(mPropertyPosition);
-
- mScrollPostPosition.x = scrollPosition.x;
- mScrollPostPosition.y = scrollPosition.y;
-
- Vector3 deltaPosition(mScrollPostPosition);
- // Cement PRE transform (PRE = POST), and Begin Snap Animation if necessary.
- WrapPosition(mScrollPostPosition);
+ // at this stage internal x and x scroll position should have followed prescroll position exactly
+ Actor self = Self();
- mDomainOffset += deltaPosition - mScrollPostPosition;
- Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
+ PreAnimatedScrollSetup();
bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
if(!animating)
{
- AnimateOvershootToOrigin(0.0f, 0.0f);
// if not animating, then this pan has completed right now.
+ SetScrollUpdateNotification(false);
mScrolling = false;
Self().SetProperty(mPropertyScrolling, false);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
}
Actor self = Self();
PanGestureDetector detector( GetPanGestureDetector() );
- if(mScrollMainInternalPrePositionConstraint)
+ if(mScrollMainInternalPositionConstraint)
{
- self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
self.RemoveConstraint(mScrollMainInternalPositionConstraint);
self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
self.RemoveConstraint(mScrollMainInternalFinalConstraint);
self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
+ self.RemoveConstraint(mScrollMainInternalXConstraint);
+ self.RemoveConstraint(mScrollMainInternalYConstraint);
+ }
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
}
// TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
// 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
- Constraint constraint = Constraint::New<Vector3>( mPropertyPrePosition,
- Source( detector, PanGestureDetector::LOCAL_POSITION ),
- Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
- LocalSource( mPropertyX ),
- LocalSource( mPropertyY ),
- Source( self, mPropertyPanning ),
- InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient ) );
- mScrollMainInternalPrePositionConstraint = self.ApplyConstraint(constraint);
+ if( mLockAxis == LockVertical )
+ {
+ initialPanMask.y = 0.0f;
+ }
+ else if( mLockAxis == LockHorizontal )
+ {
+ initialPanMask.x = 0.0f;
+ }
+ Constraint constraint;
+
+ if( mPanning )
+ {
+ constraint = Constraint::New<Vector3>( mPropertyPrePosition,
+ Source( detector, PanGestureDetector::LOCAL_POSITION ),
+ Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
+ Source( self, Actor::SIZE ),
+ InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
+ mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
+ }
// 2. Second calculate the clamped position (actual position)
constraint = Constraint::New<Vector3>( mPropertyPosition,
LocalSource( mPropertyPrePosition ),
+ LocalSource( mPropertyPositionMin ),
+ LocalSource( mPropertyPositionMax ),
Source( self, Actor::SIZE ),
InternalPositionConstraint( mRulerX->GetDomain(),
- mRulerY->GetDomain()) );
- mScrollMainInternalPositionConstraint = self.ApplyConstraint(constraint);
+ mRulerY->GetDomain(), mWrapMode ) );
+ mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
LocalSource( mPropertyPosition ),
LocalSource( mPropertyDomainOffset ),
InternalPositionDeltaConstraint );
- mScrollMainInternalDeltaConstraint = self.ApplyConstraint(constraint);
+ mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint );
constraint = Constraint::New<Vector3>( mPropertyFinal,
LocalSource( mPropertyPosition ),
LocalSource( mPropertyOvershootY ),
InternalFinalConstraint( FinalDefaultAlphaFunction,
FinalDefaultAlphaFunction ) );
- mScrollMainInternalFinalConstraint = self.ApplyConstraint(constraint);
+ mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint );
constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
LocalSource( mPropertyPosition ),
LocalSource( mPropertyPositionMax ),
LocalSource( Actor::SIZE ),
InternalRelativePositionConstraint );
- mScrollMainInternalRelativeConstraint = self.ApplyConstraint(constraint);
+ mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
- if(mScrollMainInternalOvershootXConstraint)
- {
- // reset these constraints in correct order
- self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
- mScrollMainInternalOvershootXConstraint.Reset();
-
- Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
- LocalSource( mPropertyPrePosition ),
- LocalSource( mPropertyPosition ),
- OvershootXConstraint(mMaxOvershoot.x) );
- mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint);
- }
+ constraint = Constraint::New<float>( mPropertyX,
+ LocalSource( mPropertyPrePosition ),
+ InternalXConstraint );
+ mScrollMainInternalXConstraint = self.ApplyConstraint( constraint );
- if(mScrollMainInternalOvershootYConstraint)
- {
- // reset these constraints in correct order
- self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
+ constraint = Constraint::New<float>( mPropertyY,
+ LocalSource( mPropertyPrePosition ),
+ InternalYConstraint );
+ mScrollMainInternalYConstraint = self.ApplyConstraint( constraint );
- Constraint constraint = Constraint::New<float>( mPropertyOvershootY,
- LocalSource( mPropertyPrePosition ),
- LocalSource( mPropertyPosition ),
- OvershootXConstraint(mMaxOvershoot.y) );
- mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
- }
+ // When panning we want to make sure overshoot values are affected by pre position and post position
+ SetOvershootConstraintsEnabled(!mWrapMode);
}
void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
{
Actor self( Self() );
// remove and reset, it may now be in wrong order with the main internal constraints
- if(mScrollMainInternalOvershootXConstraint)
+ if( mScrollMainInternalOvershootXConstraint )
{
self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
mScrollMainInternalOvershootXConstraint.Reset();
- }
- if(mScrollMainInternalOvershootYConstraint)
- {
self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
mScrollMainInternalOvershootYConstraint.Reset();
}
- if(enabled)
+ if( enabled )
{
Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
LocalSource( mPropertyPrePosition ),
LocalSource( mPropertyPosition ),
+ LocalSource( mPropertyCanScrollHorizontal ),
OvershootXConstraint(mMaxOvershoot.x) );
- mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint);
+ mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint );
+
constraint = Constraint::New<float>( mPropertyOvershootY,
LocalSource( mPropertyPrePosition ),
LocalSource( mPropertyPosition ),
+ LocalSource( mPropertyCanScrollVertical ),
OvershootYConstraint(mMaxOvershoot.y) );
- mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
+ mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint );
+ }
+ else
+ {
+ self.SetProperty(mPropertyOvershootX, 0.0f);
+ self.SetProperty(mPropertyOvershootY, 0.0f);
}
}
ApplyConstraintToBoundActors(constraint);
}
-void ScrollView::SetOvershootToOrigin()
-{
- // Clear Snap animation if exists.
- if(mSnapOvershootAnimation)
- {
- mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished);
- mSnapOvershootAnimation.Stop();
- mSnapOvershootAnimation.Clear();
- mSnapOvershootAnimation = NULL;
- }
- SetOvershootConstraintsEnabled(false);
- Self().SetProperty(mPropertyOvershootX, 0.0f);
- Self().SetProperty(mPropertyOvershootY, 0.0f);
-}
-
-void ScrollView::AnimateOvershootToOrigin(float xDelay, float yDelay)
-{
- if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
- {
- if(xDelay < Math::MACHINE_EPSILON_1)
- {
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootX, 0.0f);
- }
- if(yDelay < Math::MACHINE_EPSILON_1)
- {
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootY, 0.0f);
- }
- return;
- }
- // When we need to animate overshoot to 0
- if(mSnapOvershootDuration > Math::MACHINE_EPSILON_1)
- {
- Actor self = Self();
- // Clear Snap animation if exists.
- if(mSnapOvershootAnimation)
- {
- mSnapOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapOvershootAnimationFinished );
- mSnapOvershootAnimation.Stop();
- mSnapOvershootAnimation.Clear();
- mSnapOvershootAnimation = NULL;
- }
- if(!mSnapXAnimation && mScrollMainInternalOvershootXConstraint)
- {
- // need to remove the x overshoot constraint now or it will override animation to 0
- Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint);
- mScrollMainInternalOvershootXConstraint.Reset();
- mScrollMainInternalOvershootXConstraint = 0;
- }
- if(!mSnapYAnimation && mScrollMainInternalOvershootYConstraint)
- {
- // need to remove the y overshoot constraint now or it will override animation to 0
- Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
- mScrollMainInternalOvershootYConstraint = 0;
- }
- // setup the new overshoot to 0 animation
- float totalDuration = (xDelay > yDelay ? xDelay : yDelay) + mSnapOvershootDuration;
- mSnapOvershootAnimation = Animation::New(totalDuration);
- mSnapOvershootAnimation.FinishedSignal().Connect( this, &ScrollView::OnSnapOvershootAnimationFinished );
-
- mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootX), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(xDelay, mSnapOvershootDuration) );
- mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootY), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(yDelay, mSnapOvershootDuration) );
-
- mSnapOvershootAnimation.SetDuration(totalDuration);
- mSnapOvershootAnimation.Play();
- }
- else
- {
- SetOvershootToOrigin();
- }
-}
-
-void ScrollView::OnSnapOvershootAnimationFinished( Animation& source )
-{
- mSnapOvershootAnimation = NULL;
-}
-
-void ScrollView::StartRefreshTimer()
-{
- if(mRefreshIntervalMilliseconds > 0)
- {
- if (!mRefreshTimer)
- {
- mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
- mRefreshTimer.TickSignal().Connect( this, &ScrollView::OnRefreshTick );
- }
-
- if (!mRefreshTimer.IsRunning())
- {
- mRefreshTimer.Start();
- }
- }
-}
-
-void ScrollView::CancelRefreshTimer()
-{
- if (mRefreshTimer)
- {
- mRefreshTimer.Stop();
- }
-}
-
-bool ScrollView::OnRefreshTick()
-{
- // Guard against destruction during signal emission
- Toolkit::ScrollView handle( GetOwner() );
-
- Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollUpdatedSignalV2.Emit( currentScrollPosition );
-
- return true;
-}
-
} // namespace Internal
} // namespace Toolkit