-//
-// 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
+// CLASS HEADER
+#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/mouse-wheel-event.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/integration-api/debug.h>
-#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
+// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scrollable/scroll-component-impl.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/public-api/controls/scrollable/scroll-view/scroll-view.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
+#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.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 "\n", __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)
+// 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler)
// 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
-// TODO: Rotation
-// TODO: Asymetrical scaling
// TODO: external components (page and status overlays).
// TODO: Orientation.
// TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
namespace
{
-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 unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
+const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
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 );
-
-// predefined effect values
-const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
-const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.2f, Math::PI * 0.2f, 0.0f); ///< Cube page rotates as if it has ten sides with the camera positioned inside
-const Vector2 ANGLE_CUSTOM_CUBE_SWING(-Math::PI * 0.45f, -Math::PI * 0.45f); ///< outer cube pages swing 90 degrees as they pan offscreen
-const Vector2 ANGLE_SPIRAL_SWING_IN(Math::PI * 0.5f, Math::PI * 0.5f);
-const Vector2 ANGLE_SPIRAL_SWING_OUT(Math::PI * 0.35f, Math::PI * 0.35f);
-const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< outer cube pages swing 90 degrees as they pan offscreen
+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
// Helpers ////////////////////////////////////////////////////////////////////////////////////////
-// TODO: GetAngle for Vector2 can be moved.
-// GetAngle for Vector3 needs to be measured against a normal/plane.
-
-/**
- * @param[in] vector The 3D vector to be measured
- * @return angle in radians from 0 to 2PI
- */
-float GetAngle(const Vector3& vector)
-{
- return atan2(vector.y, vector.x) + Math::PI;
-}
-
-/**
- * @param[in] vector The 2D vector to be measured
- * @return angle in radians from 0 to 2PI
- */
-float GetAngle(const Vector2& vector)
-{
- return atan2(vector.y, vector.x) + Math::PI;
-}
-
/**
* Find the vector (distance) from (a) to (b)
* in domain (start) to (end)
* scroll domain. This is a value from 0.0f to 1.0f in each
* scroll position axis.
*/
-Vector3 InternalRelativePositionConstraint(const Vector3& current,
- const PropertyInput& scrollPositionProperty,
- const PropertyInput& scrollMinProperty,
- const PropertyInput& scrollMaxProperty,
- const PropertyInput& scrollSizeProperty)
-{
- const Vector3& position = -scrollPositionProperty.GetVector3();
- const Vector3& min = scrollMinProperty.GetVector3();
- const Vector3& max = scrollMaxProperty.GetVector3();
- const Vector3& size = scrollSizeProperty.GetVector3();
-
- Vector3 relativePosition;
+void InternalRelativePositionConstraint( Vector3& relativePosition, const PropertyInputContainer& inputs)
+{
+ Vector3 position = -inputs[0]->GetVector3();
+ const Vector3& min = inputs[1]->GetVector3();
+ const Vector3& max = inputs[2]->GetVector3();
+ const Vector3& size = inputs[3]->GetVector3();
+
+ position.x = WrapInDomain(position.x, min.x, max.x);
+ position.y = WrapInDomain(position.y, min.y, max.y);
+
Vector3 domainSize = (max - min) - size;
relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
-
- return relativePosition;
+ relativePosition.z = 0.0f;
}
} // unnamed namespace
namespace
{
+BaseHandle Create()
+{
+ return Toolkit::ScrollView::New();
+}
+
+// Setup properties, signals and actions using the type-registry.
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create )
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-position", VECTOR3, SCROLL_POSITION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-pre-position", VECTOR3, SCROLL_PRE_POSITION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-final", VECTOR3, SCROLL_FINAL)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "wrap", BOOLEAN, WRAP)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "panning", BOOLEAN, PANNING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scrolling", BOOLEAN, SCROLLING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-domain-offset", VECTOR3, SCROLL_DOMAIN_OFFSET)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-position-delta", VECTOR3, SCROLL_POSITION_DELTA)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION)
+
+DALI_SIGNAL_REGISTRATION( ScrollView, "value-changed", SIGNAL_SNAP_STARTED )
+
+DALI_TYPE_REGISTRATION_END()
+
+/**
+ * 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.
* Or generates position property based on positionX/Y.
* Note: This is the position prior to any clamping at scroll boundaries.
- * TODO: Scale & Rotation Transforms.
*/
struct InternalPrePositionConstraint
{
- InternalPrePositionConstraint(const Vector2& initialPanMask,
+ InternalPrePositionConstraint(const Vector2& initialPanPosition,
+ const Vector2& initialPanMask,
bool axisAutoLock,
- float axisAutoLockGradient)
- : mInitialPanMask(initialPanMask),
- mAxisAutoLock(axisAutoLock),
- mLockAxis(ScrollView::LockPossible),
+ float axisAutoLockGradient,
+ ScrollView::LockAxis initialLockAxis,
+ const Vector2& maxOvershoot,
+ const RulerDomain& domainX, const RulerDomain& domainY)
+ : mLocalStart(initialPanPosition),
+ mInitialPanMask(initialPanMask),
+ 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)
+ void operator()( Vector3& scrollPostPosition, const PropertyInputContainer& inputs )
{
- const bool panning = panningProperty.GetBoolean();
- Vector3 scrollPostPosition;
+ const Vector2& panPosition = inputs[0]->GetVector2();
- if(panning)
+ if(!mWasPanning)
{
- // Check if panning has just started...
- if(!mWasPanning)
- {
- mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
- mPrePosition = current;
- mLockAxis = ScrollView::LockPossible;
+ mPrePosition = scrollPostPosition;
+ mCurrentPanMask = mInitialPanMask;
+ mWasPanning = true;
+ }
- mCurrentPanMask = mInitialPanMask;
- }
+ // Calculate Deltas...
+ const Vector2& currentPosition = panPosition;
+ 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 = inputs[1]->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;
+ }
}
+ 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& scrollSizeProperty)
+ void operator()( Vector3& position, const PropertyInputContainer& inputs )
{
- Vector3 position = scrollPositionProperty.GetVector3();
- const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
+ position = inputs[0]->GetVector3();
+ const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
+ const Vector3& min = inputs[1]->GetVector3();
+ const Vector3& max = inputs[2]->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;
-
- return position;
+ 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;
+ }
}
Vector2 mDomainMin;
Vector2 mDomainMax;
bool mClampX;
bool mClampY;
+ bool mWrap;
};
/**
* This constraint updates the X overshoot property using the difference
- * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f
+ * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f
*/
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)
+ void operator()( float& current, const PropertyInputContainer& inputs )
{
- 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( inputs[2]->GetBoolean() )
+ {
+ const Vector3& scrollPrePosition = inputs[0]->GetVector3();
+ const Vector3& scrollPostPosition = inputs[1]->GetVector3();
+ float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
+ current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ }
+ else
+ {
+ current = 0.0f;
+ }
}
- float mLastOvershoot;
float mMaxOvershoot;
};
/**
* This constraint updates the Y overshoot property using the difference
- * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f
+ * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f
*/
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)
+ void operator()( float& current, const PropertyInputContainer& inputs )
{
- 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( inputs[2]->GetBoolean() )
+ {
+ const Vector3& scrollPrePosition = inputs[0]->GetVector3();
+ const Vector3& scrollPostPosition = inputs[1]->GetVector3();
+ float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
+ current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ }
+ else
+ {
+ current = 0.0f;
+ }
}
- float mLastOvershoot;
float mMaxOvershoot;
};
/**
- * When panning, this constraint updates the X property, otherwise
- * it has no effect on the X property.
- */
-float InternalXConstraint(const float& current,
- const PropertyInput& scrollPosition,
- const PropertyInput& panningProperty)
-{
- return scrollPosition.GetVector3().x;
-}
-
-/**
- * When panning, this constraint updates the Y property, otherwise
- * it has no effect on the Y property.
- */
-float InternalYConstraint(const float& current,
- const PropertyInput& scrollPosition,
- const PropertyInput& panningProperty)
-{
- return scrollPosition.GetVector3().y;
-}
-
-/**
* Internal Position-Delta Property Constraint.
*
* Generates position-delta property based on scroll-position + scroll-offset properties.
*/
-Vector3 InternalPositionDeltaConstraint(const Vector3& current,
- const PropertyInput& scrollPositionProperty,
- const PropertyInput& scrollOffsetProperty)
+void InternalPositionDeltaConstraint( Vector3& current, const PropertyInputContainer& inputs )
{
- const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
- const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
+ const Vector3& scrollPosition = inputs[0]->GetVector3();
+ const Vector3& scrollOffset = inputs[1]->GetVector3();
- return scrollPosition + scrollOffset;
+ current = scrollPosition + scrollOffset;
}
/**
{
}
- Vector3 operator()(const Vector3& current,
- const PropertyInput& scrollPositionProperty,
- const PropertyInput& scrollOvershootXProperty,
- const PropertyInput& scrollOvershootYProperty)
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- const float& overshootx = scrollOvershootXProperty.GetFloat();
- const float& overshooty = scrollOvershootYProperty.GetFloat();
+ const float& overshootx = inputs[1]->GetFloat();
+ const float& overshooty = inputs[2]->GetFloat();
Vector3 offset( mFunctionX(overshootx),
mFunctionY(overshooty),
0.0f);
- return scrollPositionProperty.GetVector3() - offset;
+ current = inputs[0]->GetVector3() - offset;
}
AlphaFunction mFunctionX;
AlphaFunction mFunctionY;
};
-
-BaseHandle Create()
-{
- return Toolkit::ScrollView::New();
-}
-
-TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
-
-SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
-
}
ScrollView::ScrollView()
: ScrollBase(),
- mInitialized(false),
- mScrolling(false),
- mScrollInterrupted(false),
mTouchDownTime(0u),
- mSensitive(true),
mGestureStackDepth(0),
- mRotationDelta(0.0f),
- mScrollPreRotation(0.0f),
- mScrollPostRotation(0.0f),
- mTouchDownReceived(false),
- mActorAutoSnapEnabled(false),
- mAutoResizeContainerEnabled(false),
- mWrapMode(false),
- mAxisAutoLock(false),
- mMinTouchesForPanning(1),
- mMaxTouchesForPanning(1),
+ mScrollStateFlags(0),
mLockAxis(LockPossible),
- mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
- mAlterChild(false),
- mOvershootDelay(1.0f),
+ mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
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),
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),
mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
- mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED)
+ mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
+ 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),
+ mCanScrollHorizontal(true),
+ mCanScrollVertical(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.
mInternalActor = Actor::New();
mInternalActor.SetDrawMode(DrawMode::OVERLAY);
self.Add(mInternalActor);
- mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ Constraint constraint = Constraint::New<Vector3>( mInternalActor, Actor::Property::SIZE, EqualToConstraint() );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.Apply();
mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
mAlterChild = true;
- // Register Scroll Properties.
- RegisterProperties();
-
mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
- mScrollPostScale = mScrollPreScale = Vector3::ONE;
- mScrollPostRotation = mScrollPreRotation = 0.0f;
mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
- // For pan, default to only 1 touch required, ignoring touches outside this range.
- SetTouchesRequiredForPanning(1, 1, false);
-
// By default we'll allow the user to freely drag the scroll view,
// while disabling the other rulers.
RulerPtr ruler = new DefaultRuler();
- RulerPtr rulerDisabled = new DefaultRuler();
- rulerDisabled->Disable();
mRulerX = ruler;
mRulerY = ruler;
- mRulerScaleX = rulerDisabled;
- mRulerScaleY = rulerDisabled;
- mRulerRotation = rulerDisabled;
EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
+
Vector3 size = GetControlSize();
UpdatePropertyDomain(size);
SetInternalConstraints();
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
GetImpl(effect).Attach(self);
}
-Toolkit::ScrollViewEffect ScrollView::ApplyEffect(Toolkit::ScrollView::PageEffect effect)
-{
- Toolkit::ScrollViewEffect scrollEffect;
- switch(effect)
- {
- case Toolkit::ScrollView::PageEffectNone:
- {
- break;
- }
- case Toolkit::ScrollView::PageEffectOuterCube:
- {
- Toolkit::ScrollViewCustomEffect customEffect;
- scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
- Vector2 pageSize = Stage::GetCurrent().GetSize();
- // set the page translation to the slide off distance, also add an extra value to space the pages, having a smaller spacing on translationOut will allow the spacing to reduce over time
- // the page moving onto screen will start 50.0f further out (1.0f * 50.0f) and the spacing will reduce as its position reaches the centre (0.0f * 50.0f)
- // the page moving off screen will slowly build a spacing from 0.0f to 20.0f
- // the spacing from each page is added together for the final spacing between the two pages.
- customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(50.0f, 50.0f, 0.0f), Vector3(pageSize.x, pageSize.y, 0) + Vector3(20.0f, 20.0f, 0.0f));
- customEffect.SetSwingAngleOut(ANGLE_CUSTOM_CUBE_SWING.x, Vector3(0.0f, -1.0f, 0.0f));
- customEffect.SetSwingAnchor(AnchorPoint::CENTER, AnchorPoint::CENTER_LEFT);
- customEffect.SetOpacityThreshold(0.7f);
- break;
- }
- case Toolkit::ScrollView::PageEffectDepth:
- {
- Toolkit::ScrollViewCustomEffect customEffect;
- scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
- break;
- }
- case Toolkit::ScrollView::PageEffectInnerCube:
- {
- Toolkit::ScrollViewCustomEffect customEffect;
- scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
- customEffect.SetPageSpacing(Vector2(30.0f, 30.0f));
- customEffect.SetAngledOriginPageRotation(ANGLE_CUBE_PAGE_ROTATE);
- customEffect.SetSwingAngle(ANGLE_CUBE_PAGE_ROTATE.x, Vector3(0,-1,0));
- customEffect.SetOpacityThreshold(0.5f);
- break;
- }
- case Toolkit::ScrollView::PageEffectCarousel:
- {
- Toolkit::ScrollViewCustomEffect customEffect;
- scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
- customEffect.SetPageTranslation(Vector3(0,0,0), Vector3(-30, 0, 0));
- customEffect.SetPageSpacing(Vector2(60.0f, 60.0f));
- customEffect.SetAngledOriginPageRotation(-ANGLE_CUBE_PAGE_ROTATE);
- customEffect.SetOpacityThreshold(0.2f, 0.6f);
- break;
- }
- case Toolkit::ScrollView::PageEffectSpiral:
- {
- Toolkit::ScrollViewCustomEffect customEffect;
- scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
-
- Vector2 pageSize = Stage::GetCurrent().GetSize();
- customEffect.SetSwingAngle(-ANGLE_SPIRAL_SWING_IN.x, Vector3(0.0f, -1.0f, 0.0f), ANGLE_SPIRAL_SWING_OUT.x, Vector3(0.0f, -1.0f, 0.0f));
- //customEffect.SetSwingAngleAlphaFunctionOut(AlphaFunctions::EaseOut);
- customEffect.SetSwingAnchor(AnchorPoint::CENTER_RIGHT);
- customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(100.0f, 100.0f, 0.0f), Vector3(pageSize.x, pageSize.y, -pageSize.y * 2.0f) * 0.33f);
- //customEffect.SetPageTranslateAlphaFunctionOut(AlphaFunctions::EaseOut);
- customEffect.SetOpacityThreshold(0.75f, 0.6f);
- customEffect.SetOpacityAlphaFunctionIn(AlphaFunctions::EaseInOut);
- break;
- }
- default:
- {
- DALI_ASSERT_DEBUG(0 && "unknown scroll view effect");
- }
- }
- RemoveConstraintsFromChildren();
- if(scrollEffect)
- {
- ApplyEffect(scrollEffect);
- }
- return scrollEffect;
-}
-
void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
{
Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
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_100
+ || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
+ {
+ 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_100 )
{
canScrollHorizontal = true;
- float currentScroll = self.GetProperty<float>(scrollXPropertyIndex);
- newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x);
}
- self.SetProperty(scrollXPropertyIndex, newScroll);
+ }
+ else if( fabs(min.x) > Math::MACHINE_EPSILON_100
+ || fabs(max.x) > Math::MACHINE_EPSILON_100 )
+ {
+ // need to reset to 0
+ domainChanged = true;
+ min.x = 0.0f;
+ max.x = 0.0f;
+ canScrollHorizontal = false;
}
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_100
+ || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
+ {
+ 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_100 )
{
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 );
-}
-
-void ScrollView::SetRulerScaleX(RulerPtr ruler)
-{
- mRulerScaleX = ruler;
- UpdateMainInternalConstraint();
-}
-
-void ScrollView::SetRulerScaleY(RulerPtr ruler)
-{
- mRulerScaleY = ruler;
- UpdateMainInternalConstraint();
-}
+ else if( fabs(min.y) > Math::MACHINE_EPSILON_100
+ || fabs(max.y) > Math::MACHINE_EPSILON_100 )
+ {
+ // need to reset to 0
+ domainChanged = true;
+ min.y = 0.0f;
+ max.y = 0.0f;
+ canScrollVertical = false;
+ }
-void ScrollView::SetRulerRotation(RulerPtr ruler)
-{
- mRulerRotation = ruler;
- UpdateMainInternalConstraint();
+ // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
+ if( mCanScrollVertical != canScrollVertical )
+ {
+ mCanScrollVertical = canScrollVertical;
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical);
+ }
+ if( mCanScrollHorizontal != canScrollHorizontal )
+ {
+ mCanScrollHorizontal = canScrollHorizontal;
+ self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, canScrollHorizontal);
+ }
+ if( scrollPositionChanged )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
+ }
+ if( domainChanged )
+ {
+ mMinScroll = min;
+ mMaxScroll = max;
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll );
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll );
+ }
}
void ScrollView::SetScrollSensitive(bool sensitive)
Actor self = Self();
PanGestureDetector panGesture( GetPanGestureDetector() );
+ DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
+
if((!mSensitive) && (sensitive))
{
mSensitive = sensitive;
}
else if((mSensitive) && (!sensitive))
{
- 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 )
+ {
+ PanGesture cancelGesture( Gesture::Cancelled );
+ OnPan( cancelGesture );
+ }
+
panGesture.Detach(self);
+ mSensitive = sensitive;
mGestureStackDepth = 0;
- 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);
+ DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
}
}
{
mMaxOvershoot.x = overshootX;
mMaxOvershoot.y = overshootY;
+ mUserMaxOvershoot = mMaxOvershoot;
mDefaultMaxOvershoot = false;
UpdateMainInternalConstraint();
}
mSnapOvershootDuration = duration;
}
-void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
-{
- PanGestureDetector panGesture( GetPanGestureDetector() );
-
- mMinTouchesForPanning = minTouches;
- mMaxTouchesForPanning = maxTouches;
-
- if(endOutside)
- {
- panGesture.SetMinimumTouchesRequired(minTouches);
- panGesture.SetMaximumTouchesRequired(maxTouches);
- }
- else
- {
- panGesture.SetMinimumTouchesRequired(1);
- panGesture.SetMaximumTouchesRequired(UINT_MAX);
- }
-}
-
void ScrollView::SetActorAutoSnap(bool enable)
{
mActorAutoSnapEnabled = enable;
void ScrollView::SetWrapMode(bool enable)
{
mWrapMode = enable;
- Self().SetProperty(mPropertyWrap, enable);
+ Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
}
-int ScrollView::GetRefreshInterval() const
+int ScrollView::GetScrollUpdateDistance() const
{
- return mRefreshIntervalMilliseconds;
+ return mScrollUpdateDistance;
}
-void ScrollView::SetRefreshInterval(int milliseconds)
+void ScrollView::SetScrollUpdateDistance(int distance)
{
- mRefreshIntervalMilliseconds = milliseconds;
+ mScrollUpdateDistance = distance;
}
bool ScrollView::GetAxisAutoLock() const
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;
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();
}
-Vector3 ScrollView::GetCurrentScrollScale() const
+void ScrollView::SetScrollPosition(const Vector3& position)
{
- // in case animation is currently taking place.
- return GetPropertyScale();
+ mScrollPrePosition = position;
}
Vector3 ScrollView::GetDomainSize() const
return domainSize;
}
-void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation,
+void ScrollView::TransformTo(const Vector3& position,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
- TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias);
+ TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
}
-void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
+void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
+ // If this is called while the timer is running, then cancel it
+ StopTouchDownTimer();
+
+ Actor self( Self() );
+
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
Toolkit::ScrollView handle( GetOwner() );
+ DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
+ this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
+ self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, currentScrollPosition );
- if(mScrolling) // are we interrupting a current scroll?
+ 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;
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignal.Emit( currentScrollPosition );
}
- Self().SetProperty(mPropertyScrolling, true);
- mScrolling = true;
- mScrollStartedSignalV2.Emit( currentScrollPosition );
- bool animating = AnimateTo(-position,
- Vector3::ONE * duration,
- scale,
- Vector3::ONE * duration,
- rotation,
- duration,
- mSnapAlphaFunction,
+ if( mPanning ) // are we interrupting a current pan?
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
+ mPanning = false;
+ mGestureStackDepth = 0;
+ self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
+
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ mScrollMainInternalPrePositionConstraint.Remove();
+ }
+ }
+
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
+ mScrolling = true;
+
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollStartedSignal.Emit( currentScrollPosition );
+ bool animating = AnimateTo(-position,
+ Vector3::ONE * duration,
+ alpha,
true,
horizontalBias,
verticalBias,
if(!animating)
{
// if not animating, then this pan has completed right now.
- Self().SetProperty(mPropertyScrolling, false);
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
mScrolling = false;
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+
+ // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
+ // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
+ Vector3 completedPosition( currentScrollPosition );
+ if( duration <= Math::MACHINE_EPSILON_10 )
+ {
+ completedPosition = position;
+ }
+
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
+ SetScrollUpdateNotification(false);
+ mScrollCompletedSignal.Emit( completedPosition );
}
}
ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
}
+void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha)
+{
+ ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
+}
+
void ScrollView::ScrollTo(const Vector3& position, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
- TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
+ ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
+}
+
+void ScrollView::ScrollTo(const Vector3& 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)
bool ScrollView::ScrollToSnapPoint()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this );
Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
return SnapWithVelocity( stationaryVelocity );
}
-void ScrollView::ScaleTo(const Vector3& scale)
-{
- ScaleTo(scale, mSnapDuration);
-}
-
-void ScrollView::ScaleTo(const Vector3& scale, float duration)
-{
- TransformTo(mScrollPostPosition, scale, mScrollPostRotation, duration);
-}
-
-
// TODO: In situations where axes are different (X snap, Y free)
// Each axis should really have their own independent animation (time and equation)
// Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
float speed2 = velocity.LengthSquared();
AlphaFunction alphaFunction = mSnapAlphaFunction;
Vector3 positionDuration = Vector3::ONE * mSnapDuration;
- Vector3 scaleDuration = Vector3::ONE * mSnapDuration;
- float rotationDuration = mSnapDuration;
float biasX = 0.5f;
float biasY = 0.5f;
FindDirection horizontal = None;
// 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;
// Flick logic X Axis
- if(mRulerX->IsEnabled())
+ if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
{
horizontal = All;
- if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
+ if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+ mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
{
if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
{
biasX = 0.0f, horizontal = Left;
+
+ // This guards against an error where no movement occurs, due to the flick finishing
+ // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
+ positionSnap.x += 1.0f;
}
else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
{
biasX = 1.0f, horizontal = Right;
+
+ // This guards against an error where no movement occurs, due to the flick finishing
+ // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
+ positionSnap.x -= 1.0f;
}
}
}
// Flick logic Y Axis
- if(mRulerY->IsEnabled())
+ if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
{
vertical = All;
- if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
+ if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+ mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
{
if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
{
alphaFunction = mFlickAlphaFunction;
}
- // Position Snap ////////////////////////////////////////////////////////////
- Vector3 positionSnap = mScrollPostPosition;
+ // Calculate next positionSnap ////////////////////////////////////////////////////////////
if(mActorAutoSnapEnabled)
{
if(child)
{
- Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
+ Vector3 position = Self().GetProperty<Vector3>(Toolkit::ScrollView::Property::SCROLL_POSITION);
// Get center-point of the Actor.
Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
}
}
}
- positionSnap += clampDelta;
- // Scale Snap ///////////////////////////////////////////////////////////////
- Vector3 scaleSnap = mScrollPostScale;
-
- scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x);
- scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y);
-
- ClampScale(scaleSnap);
-
- // Rotation Snap ////////////////////////////////////////////////////////////
- float rotationSnap = mScrollPostRotation;
- // TODO: implement rotation snap
+ if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
+ {
+ // Scroll to the end of the overshoot only when overshoot is enabled.
+ positionSnap += clampDelta;
+ }
bool animating = AnimateTo(positionSnap, positionDuration,
- scaleSnap, scaleDuration,
- rotationSnap, rotationDuration,
alphaFunction, false,
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(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,
- const Vector3& scale, const Vector3& scaleDuration,
- float rotation, float rotationDuration,
AlphaFunction alpha, bool findShortcuts,
DirectionBias horizontalBias, DirectionBias verticalBias,
SnapType snapType)
// 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 scaleChanged = (scale != mScrollPostScale);
- bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0;
+ bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
if(positionChanged)
{
totalDuration = std::max(totalDuration, positionDuration.x);
totalDuration = std::max(totalDuration, positionDuration.y);
}
-
- if(scaleChanged)
+ else
{
- totalDuration = std::max(totalDuration, scaleDuration.x);
- totalDuration = std::max(totalDuration, scaleDuration.y);
+ // 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(rotationChanged)
- {
- 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)
- {
- // 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(mWrapMode && findShortcuts)
+ {
+ // In Wrap Mode, the shortest distance is a little less intuitive...
+ const RulerDomain rulerDomainX = mRulerX->GetDomain();
+ const RulerDomain rulerDomainY = mRulerY->GetDomain();
- if(mRulerY->IsEnabled())
- {
- float dir = VectorInDomain(-mScrollPostPosition.y, -positionTransformed.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
- positionTransformed.y = mScrollPostPosition.y + -dir;
- }
+ if(mRulerX->IsEnabled())
+ {
+ float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
+ mScrollTargetPosition.x = mScrollPrePosition.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));
- }
-
- // Scale Delta ///////////////////////////////////////////////////////
- if(scaleChanged)
- {
- // 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));
+ if(mRulerY->IsEnabled())
+ {
+ float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
+ mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
+ }
}
- mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
+ // 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);
- mSnapAnimation.Play();
- mSnapXAnimation.Play();
- mSnapYAnimation.Play();
- StartRefreshTimer();
- } // end if(totalDuration > Math::MACHINE_EPSILON_1)
- else // totalDuration == 0
- {
- // instantly set transform.
- if(positionChanged)
+ if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
{
- self.SetProperty(mPropertyX, positionTransformed.x);
- self.SetProperty(mPropertyY, positionTransformed.y);
-
- mScrollPrePosition = mScrollPostPosition = positionTransformed;
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
+ mScrollPrePosition = mScrollTargetPosition;
+ mScrollPostPosition = mScrollTargetPosition;
+ WrapPosition(mScrollPostPosition);
}
- if(scaleChanged)
- {
- self.SetProperty(mPropertyScale, scale);
-
- mScrollPreScale = mScrollPostScale = scale;
- }
+ 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] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector3>().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector3>().y, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector3>().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector3>().y );
}
+ SetScrollUpdateNotification(true);
+
// Always send a snap event when AnimateTo is called.
Toolkit::ScrollView::SnapEvent snapEvent;
snapEvent.type = snapType;
- snapEvent.position = positionTransformed;
- snapEvent.scale = scale;
- snapEvent.rotation = rotation;
+ snapEvent.position = -mScrollTargetPosition;
snapEvent.duration = totalDuration;
- mSnapStartedSignalV2.Emit( snapEvent );
+ DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
+ mSnapStartedSignal.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 )
+ {
+ mOvershootIndicator->AttachToScrollable(*this);
+ }
+ else
+ {
+ mMaxOvershoot = mUserMaxOvershoot;
+ mOvershootIndicator->DetachFromScrollable(*this);
+ }
+ UpdateMainInternalConstraint();
}
void ScrollView::AddOverlay(Actor actor)
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() );
panGesture.RemoveDirection( direction );
}
-Toolkit::ScrollView::SnapStartedSignalV2& ScrollView::SnapStartedSignal()
+Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
{
- return mSnapStartedSignalV2;
+ return mSnapStartedSignal;
}
void ScrollView::FindAndUnbindActor(Actor child)
Vector3 ScrollView::GetPropertyPrePosition() const
{
- Vector3 position(Self().GetProperty<float>(mPropertyX), Self().GetProperty<float>(mPropertyY), 0.0f);
+ Vector3 position = Self().GetProperty<Vector3>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
WrapPosition(position);
-
return position;
}
Vector3 ScrollView::GetPropertyPosition() const
{
- Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
+ Vector3 position = Self().GetProperty<Vector3>(Toolkit::ScrollView::Property::SCROLL_POSITION);
WrapPosition(position);
return position;
}
-Vector3 ScrollView::GetPropertyScale() const
-{
- return Self().GetProperty<Vector3>(mPropertyScale);
-}
-
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(Toolkit::ScrollView::Property::SCROLLING, false);
+
+ Vector3 deltaPosition(mScrollPrePosition);
- Vector3 deltaPosition(Self().GetProperty<float>(mPropertyX),
- Self().GetProperty<float>(mPropertyY),
- 0.0f);
+ UpdateLocalScrollProperties();
+ WrapPosition(mScrollPrePosition);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
+ mScrollCompletedSignal.Emit( currentScrollPosition );
mDomainOffset += deltaPosition - mScrollPostPosition;
- Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, 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 && !mScrollUpdatedSignal.Empty())
+ {
+ // Only set up the notification when the application has connected to the updated signal
+ mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 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 && !mScrollUpdatedSignal.Empty())
+ {
+ // Only set up the notification when the application has connected to the updated signal
+ mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 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();
+ mScrollUpdatedSignal.Emit( currentScrollPosition );
+}
+
bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
Dali::BaseHandle handle( object );
bool connected( true );
Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
- if( Toolkit::ScrollView::SIGNAL_SNAP_STARTED == signalName )
+ if( 0 == strcmp( signalName.c_str(), SIGNAL_SNAP_STARTED ) )
{
view.SnapStartedSignal().Connect( tracker, functor );
}
// 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::StartTouchDownTimer()
+{
+ if ( !mTouchDownTimer )
+ {
+ mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
+ mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
+ }
+
+ mTouchDownTimer.Start();
+}
+
+void ScrollView::StopTouchDownTimer()
+{
+ if ( mTouchDownTimer )
+ {
+ mTouchDownTimer.Stop();
+ }
+}
+
+bool ScrollView::OnTouchDownTimeout()
+{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+
+ mTouchDownTimeoutReached = true;
+
+ 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( 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;
+ Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector3::ZERO);
+
+ UpdateLocalScrollProperties();
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignal.Emit( currentScrollPosition );
+ }
+ }
+
+ return false;
+}
+
bool ScrollView::OnTouchEvent(const TouchEvent& event)
{
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 )
{
- mTouchDownTime = event.time;
- mTouchDownReceived = true;
- mTouchDownPosition = event.GetPoint(0).local;
+ DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
- if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation )
- {
- mScrollInterrupted = true;
- StopAnimation();
- }
-
- if(mScrolling) // are we interrupting a current scroll?
+ if(mGestureStackDepth==0)
{
- // reset domain offset as scrolling from original plane.
- mDomainOffset = Vector3::ZERO;
- Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
+ mTouchDownTime = event.time;
- mScrolling = false;
- Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ // 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
// into a gesture state, then we should snap to nearest point.
// otherwise our scroll could be stopped (interrupted) half way through an animation.
- if(mGestureStackDepth==0 && mTouchDownReceived)
+ 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 );
}
- else
- {
- Vector2 positionDelta( mTouchDownPosition - event.GetPoint(0).local );
- mLastVelocity = positionDelta / timeDelta;
- }
+ 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 )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
+
FinishTransform();
}
}
- mTouchDownReceived = false;
+ mTouchDownTimeoutReached = false;
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(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
+ mScrollPrePosition = mScrollPostPosition;
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
+ self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
+}
- if(!mSnapYAnimation)
+// private functions
+
+void ScrollView::PreAnimatedScrollSetup()
+{
+ // SCROLL_PRE_POSITION is our unclamped property with wrapping
+ // SCROLL_POSITION is our final scroll position after clamping
+
+ Actor self = Self();
+
+ Vector3 deltaPosition(mScrollPostPosition);
+ WrapPosition(mScrollPostPosition);
+ mDomainOffset += deltaPosition - mScrollPostPosition;
+ Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, 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;
+
+ // Update Actor position with this wrapped value.
+}
+
+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 )
{
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootX, 0.0f);
+ Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).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, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, duration);
+ mInternalXAnimation.Play();
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+ // add internal animation state flag
+ mScrollStateFlags |= AnimatingInternalX;
}
}
-void ScrollView::OnSnapYAnimationFinished( Animation& source )
+void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
+{
+ StopAnimation(mInternalYAnimation);
+
+ if( duration > Math::MACHINE_EPSILON_10 )
+ {
+ Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).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, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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::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 == mInternalXAnimation )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(SCROLL_PRE_POSITION).Get<Vector3>().x, mScrollPostPosition.x );
+
+ if( !(mScrollStateFlags & AnimatingInternalY) )
+ {
+ scrollingFinished = true;
+ }
+ mInternalXAnimation.Reset();
+ // wrap pre scroll x position and set it
+ if( mWrapMode )
+ {
+ const RulerDomain rulerDomain = mRulerX->GetDomain();
+ mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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(SCROLL_PRE_POSITION).Get<Vector3>().y, mScrollPostPosition.y );
+
+ if( !(mScrollStateFlags & AnimatingInternalX) )
+ {
+ scrollingFinished = true;
+ }
+ mInternalYAnimation.Reset();
+ if( mWrapMode )
+ {
+ // 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 SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
+ }
+ SnapInternalYTo(mScrollPostPosition.y);
+ }
+
+ DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
+
+ if(scrollingFinished)
{
HandleSnapAnimationFinished();
}
- if(mScrollMainInternalOvershootYConstraint)
+}
+
+void ScrollView::OnSnapInternalPositionFinished( Animation& source )
+{
+ Actor self = Self();
+ UpdateLocalScrollProperties();
+ if( source == mInternalXAnimation )
{
- Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
- mScrollMainInternalOvershootYConstraint = 0;
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
+
+ // clear internal x animation flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+ mInternalXAnimation.Reset();
+ WrapPosition(mScrollPrePosition);
}
- mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
- mSnapYAnimation.Reset();
- mSnapYAnimation = NULL;
- if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+ if( source == mInternalYAnimation )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
+
+ mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
+ mInternalYAnimation.Reset();
+ WrapPosition(mScrollPrePosition);
+ }
+}
+
+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);
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
+ if( duration > Math::MACHINE_EPSILON_1 )
{
- // kick start animation to 0
- Self().SetProperty(mPropertyOvershootY, 0.0f);
+ 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, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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);
+ 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, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
+ mScrollCompletedSignal.Emit( -mScrollPostPosition );
}
}
}
-void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float rotationDelta)
+void ScrollView::GestureContinuing(const Vector2& panDelta)
{
mPanDelta.x+= panDelta.x;
mPanDelta.y+= panDelta.y;
- mScaleDelta.x*= scaleDelta.x;
- mScaleDelta.y*= scaleDelta.y;
- mRotationDelta+= rotationDelta;
// Save the velocity, there is a bug in PanGesture
// Whereby the Gesture::Finished's velocity is either:
// 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
}
// TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
-// TODO: Reimplement Scaling (pinching 2+ points)
-// TODO: Reimplment Rotation (pinching 2+ points)
// BUG: Gesture::Finished doesn't always return velocity on release (due to
// timeDelta between last two events being 0 sometimes, or posiiton being the same)
-void ScrollView::OnPan(PanGesture gesture)
+void ScrollView::OnPan( const PanGesture& gesture )
{
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
if(!mSensitive)
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
+
// If another callback on the same original signal disables sensitivity,
// this callback will still be called, so we must suppress it.
return;
{
case Gesture::Started:
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
+ mPanStartPosition = gesture.position - gesture.displacement;
+ UpdateLocalScrollProperties();
GestureStarted();
- self.SetProperty( mPropertyPanning, true );
- self.SetProperty( mPropertyScrollStartPagePosition, GetCurrentScrollPosition() );
-
- // Update property: X & Y = Position (only when in panning mode - in snapping mode, X & Y are animated).
- Constraint constraint = Constraint::New<float>( mPropertyX,
- LocalSource( mPropertyPosition ),
- Source( self, mPropertyPanning ),
- InternalXConstraint );
- mScrollMainInternalXConstraint = self.ApplyConstraint(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);
+ mPanning = true;
+ self.SetProperty( Toolkit::ScrollView::Property::PANNING, true );
+ self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
+
+ UpdateMainInternalConstraint();
break;
}
case Gesture::Continuing:
{
- // Nothing to do, handled in constraint.
+ if ( mPanning )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
+ GestureContinuing(gesture.screenDisplacement);
+ }
+ else
+ {
+ // If we do not think we are panning, then we should not do anything here
+ return;
+ }
break;
}
case Gesture::Finished:
case Gesture::Cancelled:
{
- mLastVelocity = gesture.velocity;
- self.SetProperty( mPropertyPanning, false );
+ if ( mPanning )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
+
+ UpdateLocalScrollProperties();
+ mLastVelocity = gesture.velocity;
+ mPanning = false;
+ self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
- // Remove X & Y position constraints as they are not required when we are not panning.
- self.RemoveConstraint(mScrollMainInternalXConstraint);
- self.RemoveConstraint(mScrollMainInternalYConstraint);
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ mScrollMainInternalPrePositionConstraint.Remove();
+ }
+
+ if( mOvershootIndicator )
+ {
+ mOvershootIndicator->ClearOvershoot();
+ }
+ }
+ else
+ {
+ // If we do not think we are panning, then we should not do anything here
+ return;
+ }
break;
}
if(state == Gesture::Started)
{
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- Self().SetProperty(mPropertyScrolling, true);
+ Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
mScrolling = true;
- mScrollStartedSignalV2.Emit( currentScrollPosition );
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollStartedSignal.Emit( currentScrollPosition );
}
else if( (state == Gesture::Finished) ||
(state == Gesture::Cancelled) ) // Finished/default
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);
+ }
}
}
-void ScrollView::UpdateTransform()
-{
-// TODO: notify clamps using property notifications (or see if we need this, can deprecate it)
-}
-
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();
+ // convert pixels/millisecond to pixels per second
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);
+ Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
+
+ if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
+ {
+ SnapInternalXTo(mScrollTargetPosition.x);
+ }
+ if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
+ {
+ SnapInternalYTo(mScrollTargetPosition.y);
+ }
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignal.Emit( currentScrollPosition );
}
}
bool ScrollView::OnAccessibilityPan(PanGesture gesture)
{
+ // Keep track of whether this is an AccessibilityPan
+ mInAccessibilityPan = true;
OnPan(gesture);
+ mInAccessibilityPan = false;
+
return true;
}
void ScrollView::ClampPosition(Vector3& position) const
{
- ClampState3 clamped;
+ ClampState3D clamped;
ClampPosition(position, clamped);
}
-void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
+void ScrollView::ClampPosition(Vector3& position, ClampState3D &clamped) const
{
Vector3 size = Self().GetCurrentSize();
- // determine size of viewport relative to current scaled size.
- // e.g. if you're zoomed in 200%, then each pixel on screen is only 0.5 pixels on subject.
- if(fabsf(mScrollPostScale.x) > Math::MACHINE_EPSILON_0)
- {
- size.x /= mScrollPostScale.x;
- }
-
- if(fabsf(mScrollPostScale.y) > Math::MACHINE_EPSILON_0)
- {
- size.y /= mScrollPostScale.y;
- }
-
position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
position.y = -mRulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
}
}
-void ScrollView::ClampScale(Vector3& scale) const
-{
- ClampState3 clamped;
- ClampScale(scale, clamped);
-}
-
-void ScrollView::ClampScale(Vector3& scale, ClampState3 &clamped) const
-{
- scale.x = mRulerScaleX->Clamp(scale.x, 0.0f, 1.0f, clamped.x);
- scale.y = mRulerScaleY->Clamp(scale.y, 0.0f, 1.0f, clamped.y);
- clamped.z = NotClamped;
-}
-
void ScrollView::UpdateMainInternalConstraint()
{
// TODO: Only update the constraints which have changed, rather than remove all and add all again.
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);
+ mScrollMainInternalPositionConstraint.Remove();
+ mScrollMainInternalDeltaConstraint.Remove();
+ mScrollMainInternalFinalConstraint.Remove();
+ mScrollMainInternalRelativeConstraint.Remove();
+ }
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ mScrollMainInternalPrePositionConstraint.Remove();
}
// 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);
-
- // 2. Second calculate the clamped position (actual position)
- constraint = Constraint::New<Vector3>( mPropertyPosition,
- LocalSource( mPropertyPrePosition ),
- Source( self, Actor::SIZE ),
- InternalPositionConstraint( mRulerX->GetDomain(),
- mRulerY->GetDomain()) );
- mScrollMainInternalPositionConstraint = self.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
- LocalSource( mPropertyPosition ),
- LocalSource( mPropertyDomainOffset ),
- InternalPositionDeltaConstraint );
- mScrollMainInternalDeltaConstraint = self.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Vector3>( mPropertyFinal,
- LocalSource( mPropertyPosition ),
- LocalSource( mPropertyOvershootX ),
- LocalSource( mPropertyOvershootY ),
- InternalFinalConstraint( FinalDefaultAlphaFunction,
- FinalDefaultAlphaFunction ) );
- mScrollMainInternalFinalConstraint = self.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
- LocalSource( mPropertyPosition ),
- LocalSource( mPropertyPositionMin ),
- LocalSource( mPropertyPositionMax ),
- LocalSource( Actor::SIZE ),
- InternalRelativePositionConstraint );
- 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);
+ if( mLockAxis == LockVertical )
+ {
+ initialPanMask.y = 0.0f;
}
-
- if(mScrollMainInternalOvershootYConstraint)
+ else if( mLockAxis == LockHorizontal )
{
- // reset these constraints in correct order
- self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
+ initialPanMask.x = 0.0f;
+ }
- Constraint constraint = Constraint::New<float>( mPropertyOvershootY,
- LocalSource( mPropertyPrePosition ),
- LocalSource( mPropertyPosition ),
- OvershootXConstraint(mMaxOvershoot.y) );
- mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
+ if( mPanning )
+ {
+ mScrollMainInternalPrePositionConstraint = Constraint::New<Vector3>( self,
+ Toolkit::ScrollView::Property::SCROLL_PRE_POSITION,
+ InternalPrePositionConstraint( mPanStartPosition,
+ initialPanMask,
+ mAxisAutoLock,
+ mAxisAutoLockGradient,
+ mLockAxis,
+ mMaxOvershoot,
+ mRulerX->GetDomain(),
+ mRulerY->GetDomain() ) );
+ mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) );
+ mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
+ mScrollMainInternalPrePositionConstraint.Apply();
}
+
+ // 2. Second calculate the clamped position (actual position)
+ mScrollMainInternalPositionConstraint = Constraint::New<Vector3>( self,
+ Toolkit::ScrollView::Property::SCROLL_POSITION,
+ InternalPositionConstraint( mRulerX->GetDomain(),
+ mRulerY->GetDomain(),
+ mWrapMode ) );
+ mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
+ mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
+ mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
+ mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
+ mScrollMainInternalPositionConstraint.Apply();
+
+ mScrollMainInternalDeltaConstraint = Constraint::New<Vector3>( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint );
+ mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) );
+ mScrollMainInternalDeltaConstraint.Apply();
+
+ mScrollMainInternalFinalConstraint = Constraint::New<Vector3>( self, Toolkit::ScrollView::Property::SCROLL_FINAL,
+ InternalFinalConstraint( FinalDefaultAlphaFunction,
+ FinalDefaultAlphaFunction ) );
+ mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) );
+ mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) );
+ mScrollMainInternalFinalConstraint.Apply();
+
+ mScrollMainInternalRelativeConstraint = Constraint::New<Vector3>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint );
+ mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
+ mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
+ mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
+ mScrollMainInternalRelativeConstraint.Apply();
+
+ // 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.Remove();
mScrollMainInternalOvershootXConstraint.Reset();
+ mScrollMainInternalOvershootYConstraint.Remove();
+ mScrollMainInternalOvershootYConstraint.Reset();
}
- if(mScrollMainInternalOvershootYConstraint)
+ if( enabled )
{
- self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
- mScrollMainInternalOvershootYConstraint.Reset();
+ mScrollMainInternalOvershootXConstraint= Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) );
+ mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
+ mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) );
+ mScrollMainInternalOvershootXConstraint.Apply();
+
+ mScrollMainInternalOvershootYConstraint = Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) );
+ mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
+ mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
+ mScrollMainInternalOvershootYConstraint.Apply();
}
- if(enabled)
+ else
{
- Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
- LocalSource( mPropertyPrePosition ),
- LocalSource( mPropertyPosition ),
- OvershootXConstraint(mMaxOvershoot.x) );
- mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint);
- constraint = Constraint::New<float>( mPropertyOvershootY,
- LocalSource( mPropertyPrePosition ),
- LocalSource( mPropertyPosition ),
- OvershootYConstraint(mMaxOvershoot.y) );
- mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
+ self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f);
+ self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f);
}
}
// User definable constraints to apply to all child actors //////////////////
Actor self = Self();
- // LocalSource - The Actors to be moved.
- // self - The ScrollView
-
- // Apply some default constraints to ScrollView.
- // Movement + Scaling + Wrap function
+ // Apply some default constraints to ScrollView & its bound actors
+ // Movement + Wrap function
Constraint constraint;
- // MoveScaledActor (scrolling/zooming)
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( self, mPropertyPosition ),
- Source( self, mPropertyScale ),
- MoveScaledActorConstraint );
- constraint.SetRemoveAction(Constraint::Discard);
- ApplyConstraintToBoundActors(constraint);
-
- // ScaleActor (scrolling/zooming)
- constraint = Constraint::New<Vector3>( Actor::SCALE,
- Source( self, mPropertyScale ),
- ScaleActorConstraint );
+ // MoveActor (scrolling)
+ constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
+ constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
constraint.SetRemoveAction(Constraint::Discard);
ApplyConstraintToBoundActors(constraint);
// WrapActor (wrap functionality)
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- LocalSource( Actor::SCALE ),
- LocalSource( Actor::ANCHOR_POINT ),
- LocalSource( Actor::SIZE ),
- Source( self, mPropertyPositionMin ),
- Source( self, mPropertyPositionMax ),
- Source( self, mPropertyWrap ),
- WrapActorConstraint );
+ constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, WrapActorConstraint );
+ constraint.AddSource( LocalSource( Actor::Property::SCALE ) );
+ constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) );
+ constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
+ constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
+ constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) );
constraint.SetRemoveAction(Constraint::Discard);
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