(TextController/ScrollView) Reduced LOC
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-view-impl.cpp
index 16b54ae..712cb17 100644 (file)
@@ -1,81 +1,91 @@
-//
-// 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.
-//
-
-// INTERNAL INCLUDES
-#include <dali/public-api/events/mouse-wheel-event.h>
+/*
+ * Copyright (c) 2021 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.
+ *
+ */
 
-#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
-#include <dali-toolkit/public-api/controls/scrollable/scroll-component-impl.h>
+// CLASS HEADER
 #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>
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/events/pan-gesture-devel.h>
+#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/events/wheel-event.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry.h>
+#include <cstring> // for strcmp
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.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>
+#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl-property-handler.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-mode.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
+
+//#define ENABLED_SCROLL_STATE_LOGGING
+
+#ifdef ENABLED_SCROLL_STATE_LOGGING
+#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessageWithFunctionLine(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
+#else
+#define DALI_LOG_SCROLL_STATE(format, ...)
+#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)
 
-using namespace Dali;
-
 namespace
 {
+using namespace Dali;
 
-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 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 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 );
+constexpr float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f);  ///< Default Drag-Release animation time.
+constexpr float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
+constexpr float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f);       ///< Default Overshoot snapping animation time.
+constexpr float DEFAULT_MAX_OVERSHOOT(100.0f);               ///< Default maximum allowed overshoot in pixels
 
-// 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
+constexpr float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
+constexpr float DEFAULT_FRICTION_COEFFICIENT(1.0f);     ///< Default Friction Co-efficient. (in stage diagonals per second)
+constexpr float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f);  ///< Default Flick speed coefficient (multiples input touch velocity)
+constexpr float DEFAULT_MAX_FLICK_SPEED(3.0f);          ///< Default Maximum flick speed. (in stage diagonals per second)
 
-// Helpers ////////////////////////////////////////////////////////////////////////////////////////
+constexpr Dali::Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f);  ///< minimum distance for pan before flick allowed
+constexpr float         DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
 
-// TODO: GetAngle for Vector2 can be moved.
-// GetAngle for Vector3 needs to be measured against a normal/plane.
+constexpr float FREE_FLICK_SPEED_THRESHOLD      = 200.0f; ///< Free-Flick threshold in pixels/ms
+constexpr float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
+constexpr float FLICK_ORTHO_ANGLE_RANGE         = 75.0f;  ///< degrees. (if >45, then supports diagonal flicking)
 
-/**
- * @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;
-}
+constexpr Dali::Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
 
-/**
- * @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;
-}
+constexpr unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET(150u);
+constexpr float         TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
+constexpr float         DEFAULT_SCROLL_UPDATE_DISTANCE(30.0f); ///< Default distance to travel in pixels for scroll update signal
+
+const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME("internalMaxPosition");
+
+// Helpers ////////////////////////////////////////////////////////////////////////////////////////
 
 /**
  * Find the vector (distance) from (a) to (b)
@@ -96,38 +106,38 @@ float GetAngle(const Vector2& vector)
  */
 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
 {
-  if(bias == Dali::Toolkit::DirectionBiasNone)
+  if(bias == Dali::Toolkit::DIRECTION_BIAS_NONE)
   {
-    return ShortestDistanceInDomain( a, b, start, end );
+    return Dali::ShortestDistanceInDomain(a, b, start, end);
   }
   //  (a-start + end-b)
-  float size = end-start;
-  float vect = b-a;
+  float size = end - start;
+  float vect = b - a;
 
   if(vect > 0)
   {
     // +ve vector
-    if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
+    if(bias == Dali::Toolkit::DIRECTION_BIAS_RIGHT) // going right, take the vector.
     {
       return vect;
     }
     else
     {
-      float aRight = a+size;
-      return b-aRight;
+      float aRight = a + size;
+      return b - aRight;
     }
   }
   else
   {
     // -ve vector
-    if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
+    if(bias == Dali::Toolkit::DIRECTION_BIAS_LEFT) // going left, take the vector.
     {
       return vect;
     }
     else
     {
-      float aLeft = a-size;
-      return b-aLeft;
+      float aLeft = a - size;
+      return b - aLeft;
     }
   }
 }
@@ -139,22 +149,118 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
  * @param anchor The Anchor point of interest.
  * @return The position of the Anchor
  */
-Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
+Dali::Vector3 GetPositionOfAnchor(Dali::Actor& actor, const Dali::Vector3& anchor)
 {
-  Vector3 childPosition = actor.GetCurrentPosition();
-  Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
-  Vector3 childSize = actor.GetCurrentSize();
+  Dali::Vector3 childPosition = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::POSITION);
+  Dali::Vector3 childAnchor   = -actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::ANCHOR_POINT) + anchor;
+  Dali::Vector3 childSize     = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::SIZE);
 
   return childPosition + childAnchor * childSize;
 }
 
-// AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns the closest actor to the given position
+ * @param[in] actor The scrollview actor
+ * @param[in] internalActor The internal actor (to ignore)
+ * @param[in] position The given position
+ * @param[in] dirX Direction to search in
+ * @param[in] dirY Direction to search in
+ * @param[in] dirZ Direction to search in
+ * @return the closest child actor
+ */
+using FindDirection = Dali::Toolkit::Internal::ScrollView::FindDirection;
 
-float FinalDefaultAlphaFunction(float offset)
+Actor FindClosestActorToPosition(
+  CustomActor actor, Actor internalActor, const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
 {
-  return offset * 0.5f;
+  Actor   closestChild;
+  float   closestDistance2 = 0.0f;
+  Vector3 actualPosition   = position;
+
+  unsigned int numChildren = actor.GetChildCount();
+
+  for(unsigned int i = 0; i < numChildren; ++i)
+  {
+    Actor child = actor.GetChildAt(i);
+
+    if(internalActor == child) // ignore internal actor.
+    {
+      continue;
+    }
+
+    Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
+
+    Vector3 delta = childPosition - actualPosition;
+
+    // X-axis checking (only find Actors to the [dirX] of actualPosition)
+    if(dirX > FindDirection::All) // != All,None
+    {
+      FindDirection deltaH = delta.x > 0 ? FindDirection::Right : FindDirection::Left;
+      if(dirX != deltaH)
+      {
+        continue;
+      }
+    }
+
+    // Y-axis checking (only find Actors to the [dirY] of actualPosition)
+    if(dirY > FindDirection::All) // != All,None
+    {
+      FindDirection deltaV = delta.y > 0 ? FindDirection::Down : FindDirection::Up;
+      if(dirY != deltaV)
+      {
+        continue;
+      }
+    }
+
+    // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
+    if(dirZ > FindDirection::All) // != All,None
+    {
+      FindDirection deltaV = delta.y > 0 ? FindDirection::In : FindDirection::Out;
+      if(dirZ != deltaV)
+      {
+        continue;
+      }
+    }
+
+    // compare child to closest child in terms of distance.
+    float distance2 = 0.0f;
+
+    // distance2 = the Square of the relevant dimensions of delta
+    if(dirX != FindDirection::None)
+    {
+      distance2 += delta.x * delta.x;
+    }
+
+    if(dirY != FindDirection::None)
+    {
+      distance2 += delta.y * delta.y;
+    }
+
+    if(dirZ != FindDirection::None)
+    {
+      distance2 += delta.z * delta.z;
+    }
+
+    if(closestChild) // Next time.
+    {
+      if(distance2 < closestDistance2)
+      {
+        closestChild     = child;
+        closestDistance2 = distance2;
+      }
+    }
+    else // First time.
+    {
+      closestChild     = child;
+      closestDistance2 = distance2;
+    }
+  }
+
+  return closestChild;
 }
 
+// AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
+
 /**
  * ConstantDecelerationAlphaFunction
  * Newtoninan distance for constant deceleration
@@ -171,322 +277,310 @@ float ConstantDecelerationAlphaFunction(float progress)
   return progress * 2.0f - progress * progress;
 }
 
-// Internal Constraints ///////////////////////////////////////////////////////////////////////////
-
 /**
- * Internal Relative position Constraint
- * Generates the relative position value of the scroll view
- * based on the absolute position, and it's relation to the
- * scroll domain. This is a value from 0.0f to 1.0f in each
- * scroll position axis.
+ * Clamp a position
+ * @param[in] size The size to clamp to
+ * @param[in] rulerX The horizontal ruler
+ * @param[in] rulerY The vertical ruler
+ * @param[in,out] position The position to clamp
+ * @param[out] clamped the clamped state
  */
-Vector3 InternalRelativePositionConstraint(const Vector3&    current,
-                                           const PropertyInput& scrollPositionProperty,
-                                           const PropertyInput& scrollMinProperty,
-                                           const PropertyInput& scrollMaxProperty,
-                                           const PropertyInput& scrollSizeProperty)
+void ClampPosition(const Vector3& size, Dali::Toolkit::RulerPtr rulerX, Dali::Toolkit::RulerPtr rulerY, Vector2& position, Dali::Toolkit::ClampState2D& clamped)
 {
-  const Vector3& position = -scrollPositionProperty.GetVector3();
-  const Vector3& min = scrollMinProperty.GetVector3();
-  const Vector3& max = scrollMaxProperty.GetVector3();
-  const Vector3& size = scrollSizeProperty.GetVector3();
-
-  Vector3 relativePosition;
-  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;
+  position.x = -rulerX->Clamp(-position.x, size.width, 1.0f, clamped.x);  // NOTE: X & Y rulers think in -ve coordinate system.
+  position.y = -rulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
 }
 
-} // unnamed namespace
-
-namespace Dali
+/**
+ * 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)
+ * Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
+ * Currently, the axes have been split however, they both use the same EaseOut equation.
+ *
+ * @param[in] scrollView The main scrollview
+ * @param[in] rulerX The X ruler
+ * @param[in] rulerY The Y ruler
+ * @param[in] lockAxis Which axis (if any) is locked.
+ * @param[in] velocity Current pan velocity
+ * @param[in] maxOvershoot Maximum overshoot
+ * @param[in] inAcessibilityPan True if we are currently panning with accessibility
+ * @param[out] positionSnap The target position of snap animation
+ * @param[out] positionDuration The duration of the snap animation
+ * @param[out] alphaFunction The snap animation alpha function
+ * @param[out] isFlick if we are flicking or not
+ * @param[out] isFreeFlick if we are free flicking or not
+ */
+void SnapWithVelocity(
+  Dali::Toolkit::Internal::ScrollView&          scrollView,
+  Dali::Toolkit::RulerPtr                       rulerX,
+  Dali::Toolkit::RulerPtr                       rulerY,
+  Dali::Toolkit::Internal::ScrollView::LockAxis lockAxis,
+  Vector2                                       velocity,
+  Vector2                                       maxOvershoot,
+  Vector2&                                      positionSnap,
+  Vector2&                                      positionDuration,
+  AlphaFunction&                                alphaFunction,
+  bool                                          inAccessibilityPan,
+  bool&                                         isFlick,
+  bool&                                         isFreeFlick)
 {
+  // Animator takes over now, touches are assumed not to interfere.
+  // And if touches do interfere, then we'll stop animation, update PrePosition
+  // to current mScroll's properties, and then resume.
+  // Note: For Flicking this may work a bit different...
 
-namespace Toolkit
-{
+  float         angle      = atan2(velocity.y, velocity.x);
+  float         speed2     = velocity.LengthSquared();
+  float         biasX      = 0.5f;
+  float         biasY      = 0.5f;
+  FindDirection horizontal = FindDirection::None;
+  FindDirection vertical   = FindDirection::None;
 
-namespace Internal
-{
+  using LockAxis = Dali::Toolkit::Internal::ScrollView::LockAxis;
 
-namespace
-{
+  // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
+  // that will be accepted as a general N,E,S,W flick direction.
 
-/**
- * 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,
-                                bool axisAutoLock,
-                                float axisAutoLockGradient)
-  : mInitialPanMask(initialPanMask),
-    mAxisAutoLock(axisAutoLock),
-    mLockAxis(ScrollView::LockPossible),
-    mAxisAutoLockGradient(axisAutoLockGradient),
-    mPrePosition(Vector3::ZERO),
-    mWasPanning(false)
-  {
-  }
+  const float orthoAngleRange      = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
+  const float flickSpeedThreshold2 = scrollView.GetMinimumSpeedForFlick() * scrollView.GetMinimumSpeedForFlick();
+
+  // Flick logic X Axis
 
-  Vector3 operator()(const Vector3&    current,
-                     const PropertyInput& gesturePositionProperty,
-                     const PropertyInput& gestureDisplacementProperty,
-                     const PropertyInput& scrollPositionXProperty,
-                     const PropertyInput& scrollPositionYProperty,
-                     const PropertyInput& panningProperty)
+  if(rulerX->IsEnabled() && lockAxis != LockAxis::LockHorizontal)
   {
-    const bool panning = panningProperty.GetBoolean();
-    Vector3 scrollPostPosition;
+    horizontal = FindDirection::All;
 
-    if(panning)
+    if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+       inAccessibilityPan)              // With AccessibilityPan its easier to move between snap positions
     {
-      // Check if panning has just started...
-      if(!mWasPanning)
+      if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
       {
-        mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
-        mPrePosition = current;
-        mLockAxis = ScrollView::LockPossible;
+        biasX = 0.0f, horizontal = FindDirection::Left;
 
-        mCurrentPanMask = mInitialPanMask;
+        // 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 = FindDirection::Right;
 
-      // 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...
-      AxisAutoLock(panDelta);
-
-      // 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;
-    }
-    else
-    {
-      scrollPostPosition.x = scrollPositionXProperty.GetFloat();
-      scrollPostPosition.y = scrollPositionYProperty.GetFloat();
+        // 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;
+      }
     }
-
-    mWasPanning = panning;
-    return scrollPostPosition;
   }
 
-  void AxisAutoLock(Vector2& panDelta)
+  // Flick logic Y Axis
+
+  if(rulerY->IsEnabled() && lockAxis != LockAxis::LockVertical)
   {
-    if(mAxisAutoLock)
+    vertical = FindDirection::All;
+
+    if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+       inAccessibilityPan)              // With AccessibilityPan its easier to move between snap positions
     {
-      if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
-          mLockAxis == ScrollView::LockPossible)
+      if((angle >= M_PI_2 - orthoAngleRange) && (angle < M_PI_2 + orthoAngleRange)) // Swiping South
       {
-        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;
-        }
+        biasY = 0.0f, vertical = FindDirection::Up;
+      }
+      else if((angle >= -M_PI_2 - orthoAngleRange) && (angle < -M_PI_2 + orthoAngleRange)) // Swiping North
+      {
+        biasY = 1.0f, vertical = FindDirection::Down;
       }
-    } // end if mAxisAutoLock
+    }
   }
 
-  Vector2 mLocalStart;
-  Vector2 mInitialPanMask;              ///< Initial pan mask (based on ruler settings)
-  Vector2 mCurrentPanMask;              ///< Current pan mask that can be altered by axis lock mode.
-
-  bool mAxisAutoLock;                   ///< Set by ScrollView
-  ScrollView::LockAxis mLockAxis;
-  float mAxisAutoLockGradient;          ///< Set by ScrollView
-  Vector3 mPrePosition;
-  bool mWasPanning;
-};
+  // isFlick: Whether this gesture is a flick or not.
+  isFlick = (horizontal != FindDirection::All || vertical != FindDirection::All);
+  // isFreeFlick: Whether this gesture is a flick under free panning criteria.
+  isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD * FREE_FLICK_SPEED_THRESHOLD);
 
-/**
- * Internal Position Property Constraint.
- *
- * Generates position property based on pre-position
- * Note: This is the position after clamping.
- * (uses result of InternalPrePositionConstraint)
- */
-struct InternalPositionConstraint
-{
-  InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY)
-  : mDomainMin( -domainX.min, -domainY.min ),
-    mDomainMax( -domainX.max, -domainY.max ),
-    mClampX( domainX.enabled ),
-    mClampY( domainY.enabled )
+  if(isFlick || isFreeFlick)
   {
+    positionDuration = Vector2::ONE * scrollView.GetScrollFlickDuration();
+    alphaFunction    = scrollView.GetScrollFlickAlphaFunction();
   }
 
-  Vector3 operator()(const Vector3&    current,
-                     const PropertyInput& scrollPositionProperty,
-                     const PropertyInput& scrollSizeProperty)
-  {
-    Vector3 position = scrollPositionProperty.GetVector3();
-    const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
+  // Calculate next positionSnap ////////////////////////////////////////////////////////////
 
-    position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
-    position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
+  if(scrollView.GetActorAutoSnap())
+  {
+    Vector3 size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-    return position;
-  }
+    Actor child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f), horizontal, vertical);
 
-  Vector2 mDomainMin;
-  Vector2 mDomainMax;
-  bool mClampX;
-  bool mClampY;
+    if(!child && isFlick)
+    {
+      // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
+      child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
+    }
 
-};
+    if(child)
+    {
+      Vector2 position = scrollView.Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
 
-/**
- * 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
- */
-struct OvershootXConstraint
-{
-  OvershootXConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
+      // Get center-point of the Actor.
+      Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
 
-  float operator()(const float&    current,
-      const PropertyInput& scrollPrePositionProperty,
-      const PropertyInput& scrollPostPositionProperty)
-  {
-    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(rulerX->IsEnabled())
+      {
+        positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
+      }
+      if(rulerY->IsEnabled())
+      {
+        positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
+      }
+    }
   }
 
-  float mLastOvershoot;
-  float mMaxOvershoot;
-};
+  Vector2 startPosition = positionSnap;
+  positionSnap.x        = -rulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
+  positionSnap.y        = -rulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
 
-/**
- * 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
- */
-struct OvershootYConstraint
-{
-  OvershootYConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
+  Dali::Toolkit::ClampState2D clamped;
+  Vector3                     size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+  Vector2                     clampDelta(Vector2::ZERO);
+  ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
 
-  float operator()(const float&    current,
-      const PropertyInput& scrollPrePositionProperty,
-      const PropertyInput& scrollPostPositionProperty)
+  if((rulerX->GetType() == Dali::Toolkit::Ruler::FREE || rulerY->GetType() == Dali::Toolkit::Ruler::FREE) &&
+     isFreeFlick && !scrollView.GetActorAutoSnap())
   {
-    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;
-  }
-
-  float mLastOvershoot;
-  float mMaxOvershoot;
-};
+    // Calculate target position based on velocity of flick.
 
-/**
- * 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;
-}
+    // a = Deceleration (Set to diagonal stage length * friction coefficient)
+    // u = Initial Velocity (Flick velocity)
+    // v = 0 (Final Velocity)
+    // t = Time (Velocity / Deceleration)
+    Vector2 stageSize   = Stage::GetCurrent().GetSize();
+    float   stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
+    float   a           = (stageLength * scrollView.GetFrictionCoefficient());
+    Vector3 u           = Vector3(velocity.x, velocity.y, 0.0f) * scrollView.GetFlickSpeedCoefficient();
+    float   speed       = u.Length();
+    u /= speed;
 
-/**
- * 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;
-}
+    // TODO: Change this to a decay function. (faster you flick, the slower it should be)
+    speed = std::min(speed, stageLength * scrollView.GetMaxFlickSpeed());
+    u *= speed;
+    alphaFunction = ConstantDecelerationAlphaFunction;
 
-/**
- * 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)
-{
-  const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
-  const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
+    float t = speed / a;
 
-  return scrollPosition + scrollOffset;
-}
+    if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
+    {
+      positionSnap.x += t * u.x * 0.5f;
+    }
 
-/**
- * Internal Final Position Constraint
- * The position of content is:
- * of scroll-position + f(scroll-overshoot)
- * where f(...) function defines how overshoot
- * should affect final-position.
- */
-struct InternalFinalConstraint
-{
-  InternalFinalConstraint(AlphaFunction functionX,
-                          AlphaFunction functionY)
-  : mFunctionX(functionX),
-    mFunctionY(functionY)
-  {
-  }
+    if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
+    {
+      positionSnap.y += t * u.y * 0.5f;
+    }
 
-  Vector3 operator()(const Vector3&    current,
-                     const PropertyInput& scrollPositionProperty,
-                     const PropertyInput& scrollOvershootXProperty,
-                     const PropertyInput& scrollOvershootYProperty)
-  {
-    const float& overshootx = scrollOvershootXProperty.GetFloat();
-    const float& overshooty = scrollOvershootYProperty.GetFloat();
-    Vector3 offset( mFunctionX(overshootx),
-                    mFunctionY(overshooty),
-                    0.0f);
+    clampDelta = positionSnap;
+    ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
 
-    return scrollPositionProperty.GetVector3() - offset;
-  }
+    if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
+    {
+      clampDelta -= positionSnap;
+      clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, maxOvershoot.x) : std::max(clampDelta.x, -maxOvershoot.x);
+      clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, maxOvershoot.y) : std::max(clampDelta.y, -maxOvershoot.y);
+    }
+    else
+    {
+      clampDelta = Vector2::ZERO;
+    }
 
-  AlphaFunction mFunctionX;
-  AlphaFunction mFunctionY;
-};
+    // If Axis is Free and has velocity, then calculate time taken
+    // to reach target based on velocity in axis.
+    if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
+    {
+      float deltaX = fabsf(startPosition.x - positionSnap.x);
 
+      if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
+      {
+        positionDuration.x = fabsf(deltaX / u.x);
+      }
+      else
+      {
+        positionDuration.x = 0;
+      }
+    }
 
-BaseHandle Create()
-{
-  return Toolkit::ScrollView::New();
-}
+    if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
+    {
+      float deltaY = fabsf(startPosition.y - positionSnap.y);
 
-TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
+      if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
+      {
+        positionDuration.y = fabsf(deltaY / u.y);
+      }
+      else
+      {
+        positionDuration.y = 0;
+      }
+    }
+  }
 
-SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
+  if(scrollView.IsOvershootEnabled())
+  {
+    // Scroll to the end of the overshoot only when overshoot is enabled.
+    positionSnap += clampDelta;
+  }
+}
 
+} // unnamed namespace
+
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+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_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollMode", MAP, SCROLL_MODE)
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION)
+
+DALI_SIGNAL_REGISTRATION(Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED)
+
+DALI_TYPE_REGISTRATION_END()
+
+} // namespace
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 // ScrollView
@@ -508,161 +602,121 @@ Dali::Toolkit::ScrollView ScrollView::New()
 }
 
 ScrollView::ScrollView()
-: ScrollBase(),
-  mInitialized(false),
+: ScrollBase(ControlBehaviour(DISABLE_STYLE_CHANGE_SIGNALS)), // Enable size negotiation
+  mTouchDownTime(0u),
+  mGestureStackDepth(0),
+  mScrollStateFlags(0),
+  mLockAxis(LockPossible),
+  mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
+  mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
+  mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
+  mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION),
+  mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
+  mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
+  mSnapAlphaFunction(AlphaFunction::EASE_OUT),
+  mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
+  mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
+  mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION),
+  mFlickAlphaFunction(AlphaFunction::EASE_OUT),
+  mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
+  mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT),
+  mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT),
+  mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED),
+  mWheelScrollDistanceStep(Vector2::ZERO),
+  mInAccessibilityPan(false),
   mScrolling(false),
   mScrollInterrupted(false),
-  mTouchDownTime(0u),
+  mPanning(false),
   mSensitive(true),
-  mGestureStackDepth(0),
-  mRotationDelta(0.0f),
-  mScrollPreRotation(0.0f),
-  mScrollPostRotation(0.0f),
-  mTouchDownReceived(false),
+  mTouchDownTimeoutReached(false),
   mActorAutoSnapEnabled(false),
   mAutoResizeContainerEnabled(false),
   mWrapMode(false),
   mAxisAutoLock(false),
-  mMinTouchesForPanning(1),
-  mMaxTouchesForPanning(1),
-  mLockAxis(LockPossible),
-  mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
   mAlterChild(false),
-  mOvershootDelay(1.0f),
-  mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
   mDefaultMaxOvershoot(true),
-  mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
-  mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
-  mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
-  mSnapAlphaFunction(AlphaFunctions::EaseOut),
-  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)
+  mCanScrollHorizontal(true),
+  mCanScrollVertical(true),
+  mTransientScrollBar(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() ) );
-  mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
-  mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
 
-  mAlterChild = true;
-
-  // Register Scroll Properties.
-  RegisterProperties();
+  mInternalActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  mInternalActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  mInternalActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
 
-  mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
-  mScrollPostScale = mScrollPreScale = Vector3::ONE;
-  mScrollPostRotation = mScrollPreRotation = 0.0f;
+  mAlterChild = true;
 
-  mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
+  mScrollPostPosition = mScrollPrePosition = Vector2::ZERO;
 
-  mInitialized = true;
+  mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
 
   mGestureStackDepth = 0;
 
-  EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
-
-  // For pan, default to only 1 touch required, ignoring touches outside this range.
-  SetTouchesRequiredForPanning(1, 1, false);
+  self.TouchedSignal().Connect(this, &ScrollView::OnTouch);
+  EnableGestureDetection(GestureType::Value(GestureType::PAN));
 
   // 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;
+  mRulerX        = ruler;
+  mRulerY        = ruler;
 
-  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();
+  ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
+  mConstraints.SetInternalConstraints(*this);
+
+  // Connect wheel event
+  self.WheelEventSignal().Connect(this, &ScrollView::OnWheelEvent);
+
+  DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
+    return std::unique_ptr<Dali::Accessibility::Accessible>(
+      new AccessibleImpl(actor, Dali::Accessibility::Role::SCROLL_PANE));
+  });
 }
 
-void ScrollView::OnControlStageConnection()
+void ScrollView::OnSceneConnection(int depth)
 {
-  if ( mSensitive )
-  {
-    SetScrollSensitive( false );
-    SetScrollSensitive( true );
-  }
-  if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
+  DALI_LOG_SCROLL_STATE("[0x%X]", this);
+
+  if(mSensitive)
   {
-    // try and make sure property notifications are set
-    EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
+    SetScrollSensitive(false);
+    SetScrollSensitive(true);
   }
-}
 
-void ScrollView::OnControlStageDisconnection()
-{
-  if ( mSnapOvershootAnimation )
+  if(IsOvershootEnabled())
   {
-    SetOvershootToOrigin();
+    // try and make sure property notifications are set
+    EnableScrollOvershoot(true);
   }
 
-  StopAnimation();
-}
-
-ScrollView::~ScrollView()
-{
-}
-
-AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
-{
-  return mSnapAlphaFunction;
-}
-
-void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
-{
-  mSnapAlphaFunction = alpha;
+  ScrollBase::OnSceneConnection(depth);
 }
 
-AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
+void ScrollView::OnSceneDisconnection()
 {
-  return mFlickAlphaFunction;
-}
+  DALI_LOG_SCROLL_STATE("[0x%X]", this);
 
-void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
-{
-  mFlickAlphaFunction = alpha;
-}
-
-float ScrollView::GetScrollSnapDuration() const
-{
-  return mSnapDuration;
-}
-
-void ScrollView::SetScrollSnapDuration(float time)
-{
-  mSnapDuration = time;
-}
+  StopAnimation();
 
-float ScrollView::GetScrollFlickDuration() const
-{
-  return mFlickDuration;
+  ScrollBase::OnSceneDisconnection();
 }
 
-void ScrollView::SetScrollFlickDuration(float time)
+ScrollView::~ScrollView()
 {
-  mFlickDuration = time;
+  DALI_LOG_SCROLL_STATE("[0x%X]", this);
 }
 
 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
@@ -671,9 +725,9 @@ void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
 
   // Assertion check to ensure effect doesn't already exist in this scrollview
   bool effectAlreadyExistsInScrollView(false);
-  for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
+  for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
   {
-    if(*iter==effect)
+    if(*iter == effect)
     {
       effectAlreadyExistsInScrollView = true;
       break;
@@ -689,93 +743,15 @@ void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
   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());
 
   // remove effect from effects list
   bool effectExistedInScrollView(false);
-  for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
+  for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
   {
-    if(*iter==effect)
+    if(*iter == effect)
     {
       mEffects.erase(iter);
       effectExistedInScrollView = true;
@@ -794,7 +770,7 @@ void ScrollView::RemoveAllEffects()
 {
   Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
 
-  for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
+  for(ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
   {
     Toolkit::ScrollViewEffect effect = *effectIter;
 
@@ -815,106 +791,28 @@ void ScrollView::RemoveConstraintsFromChildren()
   RemoveConstraintsFromBoundActors();
 }
 
-const RulerPtr ScrollView::GetRulerX() const
-{
-  return mRulerX;
-}
-
-const RulerPtr ScrollView::GetRulerY() const
-{
-  return mRulerY;
-}
-
 void ScrollView::SetRulerX(RulerPtr ruler)
 {
   mRulerX = ruler;
 
-  Vector3 size = GetControlSize();
-  UpdatePropertyDomain(size);
-  UpdateMainInternalConstraint();
+  ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
 void ScrollView::SetRulerY(RulerPtr ruler)
 {
   mRulerY = ruler;
 
-  Vector3 size = GetControlSize();
-  UpdatePropertyDomain(size);
-  UpdateMainInternalConstraint();
-}
-
-void ScrollView::UpdatePropertyDomain(const Vector3& size)
-{
-  Vector3 min;
-  Vector3 max;
-
-  bool canScrollVertical = false;
-  bool canScrollHorizontal = false;
-  Actor self = Self();
-  if(mRulerX->IsEnabled())
-  {
-    const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
-    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)
-    {
-      canScrollHorizontal = true;
-      float currentScroll = self.GetProperty<float>(scrollXPropertyIndex);
-      newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x);
-    }
-    self.SetProperty(scrollXPropertyIndex, newScroll);
-  }
-
-  if(mRulerY->IsEnabled())
-  {
-    const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
-    min.y = rulerDomain.min;
-    max.y = rulerDomain.max;
-
-    // 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)
-    {
-      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();
-}
-
-void ScrollView::SetRulerRotation(RulerPtr ruler)
-{
-  mRulerRotation = ruler;
-  UpdateMainInternalConstraint();
+  ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
 void ScrollView::SetScrollSensitive(bool sensitive)
 {
-  Actor self = Self();
-  PanGestureDetector panGesture( GetPanGestureDetector() );
+  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))
   {
@@ -923,58 +821,35 @@ void ScrollView::SetScrollSensitive(bool 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 = DevelPanGesture::New(GestureState::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));
   }
 }
 
 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
 {
-  mMaxOvershoot.x = overshootX;
-  mMaxOvershoot.y = overshootY;
+  mMaxOvershoot.x      = overshootX;
+  mMaxOvershoot.y      = overshootY;
+  mUserMaxOvershoot    = mMaxOvershoot;
   mDefaultMaxOvershoot = false;
-  UpdateMainInternalConstraint();
-}
-
-void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
-{
-  mSnapOvershootAlphaFunction = alpha;
-}
-
-void ScrollView::SetSnapOvershootDuration(float duration)
-{
-  mSnapOvershootDuration = duration;
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
-void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
+bool ScrollView::GetActorAutoSnap()
 {
-  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;
+  return mActorAutoSnapEnabled;
 }
 
 void ScrollView::SetAutoResize(bool enable)
@@ -983,567 +858,235 @@ void ScrollView::SetAutoResize(bool enable)
   // TODO: This needs a lot of issues to be addressed before working.
 }
 
-bool ScrollView::GetWrapMode() const
-{
-  return mWrapMode;
-}
-
 void ScrollView::SetWrapMode(bool enable)
 {
   mWrapMode = enable;
-  Self().SetProperty(mPropertyWrap, enable);
-}
-
-int ScrollView::GetRefreshInterval() const
-{
-  return mRefreshIntervalMilliseconds;
-}
-
-void ScrollView::SetRefreshInterval(int milliseconds)
-{
-  mRefreshIntervalMilliseconds = milliseconds;
-}
-
-bool ScrollView::GetAxisAutoLock() const
-{
-  return mAxisAutoLock;
+  Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
 }
 
 void ScrollView::SetAxisAutoLock(bool enable)
 {
   mAxisAutoLock = enable;
-  UpdateMainInternalConstraint();
-}
-
-float ScrollView::GetAxisAutoLockGradient() const
-{
-  return mAxisAutoLockGradient;
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
 void ScrollView::SetAxisAutoLockGradient(float gradient)
 {
-  DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
+  DALI_ASSERT_DEBUG(gradient >= 0.0f && gradient <= 1.0f);
   mAxisAutoLockGradient = gradient;
-  UpdateMainInternalConstraint();
-}
-
-float ScrollView::GetFrictionCoefficient() const
-{
-  return mFrictionCoefficient;
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
 void ScrollView::SetFrictionCoefficient(float friction)
 {
-  DALI_ASSERT_DEBUG( friction > 0.0f );
+  DALI_ASSERT_DEBUG(friction > 0.0f);
   mFrictionCoefficient = friction;
 }
 
-float ScrollView::GetFlickSpeedCoefficient() const
-{
-  return mFlickSpeedCoefficient;
-}
-
-void ScrollView::SetFlickSpeedCoefficient(float speed)
-{
-  mFlickSpeedCoefficient = speed;
-}
-
-float ScrollView::GetMaxFlickSpeed() const
-{
-  return mMaxFlickSpeed;
-}
-
-void ScrollView::SetMaxFlickSpeed(float speed)
-{
-  mMaxFlickSpeed = speed;
-}
-
-void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step)
-{
-  mMouseWheelScrollDistanceStep = step;
-}
-
-Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
-{
-  return mMouseWheelScrollDistanceStep;
-}
-
 unsigned int ScrollView::GetCurrentPage() const
 {
   // in case animation is currently taking place.
-  Vector3 position = GetPropertyPrePosition();
+  Vector2 position = GetPropertyPosition();
 
-  Actor self = Self();
-  unsigned int page = 0;
+  Actor        self           = Self();
+  unsigned int page           = 0;
   unsigned int pagesPerVolume = 1;
-  unsigned int volume = 0;
+  unsigned int volume         = 0;
 
   // if rulerX is enabled, then get page count (columns)
-  page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
-  volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
+  page           = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
+  volume         = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
   pagesPerVolume = mRulerX->GetTotalPages();
 
   return volume * pagesPerVolume + page;
 }
 
-Vector3 ScrollView::GetCurrentScrollPosition() const
+Vector2 ScrollView::GetCurrentScrollPosition() const
 {
-  // in case animation is currently taking place.
-  return -GetPropertyPrePosition();
+  return -GetPropertyPosition();
 }
 
-Vector3 ScrollView::GetCurrentScrollScale() const
+void ScrollView::TransformTo(const Vector2& position,
+                             DirectionBias  horizontalBias,
+                             DirectionBias  verticalBias)
 {
-  // in case animation is currently taking place.
-  return GetPropertyScale();
+  TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
 }
 
-Vector3 ScrollView::GetDomainSize() const
+void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
 {
-  Vector3 size = Self().GetCurrentSize();
-
-  const RulerDomain& xDomain = GetRulerX()->GetDomain();
-  const RulerDomain& yDomain = GetRulerY()->GetDomain();
-
-  Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size;
-  return domainSize;
-}
+  // If this is called while the timer is running, then cancel it
+  StopTouchDownTimer();
 
-void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation,
-                             DirectionBias horizontalBias, DirectionBias verticalBias)
-{
-  TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias);
-}
+  Actor self(Self());
 
-void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
-                             DirectionBias horizontalBias, DirectionBias verticalBias)
-{
   // Guard against destruction during signal emission
   // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
-  Toolkit::ScrollView handle( GetOwner() );
+  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 );
+  Vector2 currentScrollPosition = GetCurrentScrollPosition();
+  self.SetProperty(Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition));
 
   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,
-                             true,
-                             horizontalBias,
-                             verticalBias,
-                             Snap);
-
-  if(!animating)
+  if(mPanning) // are we interrupting a current pan?
   {
-    // if not animating, then this pan has completed right now.
-    Self().SetProperty(mPropertyScrolling, false);
-    mScrolling = false;
-    mScrollCompletedSignalV2.Emit( currentScrollPosition );
-  }
-}
-
-void ScrollView::ScrollTo(const Vector3& position)
-{
-  ScrollTo(position, mSnapDuration );
-}
-
-void ScrollView::ScrollTo(const Vector3& position, float duration)
-{
-  ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
-}
-
-void ScrollView::ScrollTo(const Vector3& position, float duration,
-                          DirectionBias horizontalBias, DirectionBias verticalBias)
-{
-  TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
-}
-
-void ScrollView::ScrollTo(unsigned int page)
-{
-  ScrollTo(page, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
-{
-  Vector3 position;
-  unsigned int volume;
-  unsigned int libraries;
-
-  // The position to scroll to is continuous and linear
-  // unless a domain has been enabled on the X axis.
-  // or if WrapMode has been enabled.
-  bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
-  bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
-
-  position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
-  position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
-
-  ScrollTo(position, duration, bias, bias);
-}
-
-void ScrollView::ScrollTo(Actor &actor)
-{
-  ScrollTo(actor, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(Actor &actor, float duration)
-{
-  DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
-
-  Actor self = Self();
-  Vector3 size = self.GetCurrentSize();
-  Vector3 position = actor.GetCurrentPosition();
-  position -= GetPropertyPrePosition();
-
-  ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration);
-}
-
-Actor ScrollView::FindClosestActor()
-{
-  Actor self = Self();
-  Vector3 size = self.GetCurrentSize();
-
-  return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
-}
-
-Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
-{
-  Actor closestChild;
-  float closestDistance2 = 0.0f;
-  Vector3 actualPosition = position;
-
-  unsigned int numChildren = Self().GetChildCount();
-
-  for(unsigned int i = 0; i < numChildren; ++i)
-  {
-    Actor child = Self().GetChildAt(i);
-
-    if(mInternalActor == child) // ignore internal actor.
-    {
-      continue;
-    }
-
-    Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
-
-    Vector3 delta = childPosition - actualPosition;
-
-    // X-axis checking (only find Actors to the [dirX] of actualPosition)
-    if(dirX > All) // != All,None
-    {
-      FindDirection deltaH = delta.x > 0 ? Right : Left;
-      if(dirX != deltaH)
-      {
-        continue;
-      }
-    }
-
-    // Y-axis checking (only find Actors to the [dirY] of actualPosition)
-    if(dirY > All) // != All,None
-    {
-      FindDirection deltaV = delta.y > 0 ? Down : Up;
-      if(dirY  != deltaV)
-      {
-        continue;
-      }
-    }
-
-    // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
-    if(dirZ > All) // != All,None
-    {
-      FindDirection deltaV = delta.y > 0 ? In : Out;
-      if(dirZ  != deltaV)
-      {
-        continue;
-      }
-    }
-
-    // compare child to closest child in terms of distance.
-    float distance2 = 0.0f;
-
-    // distance2 = the Square of the relevant dimensions of delta
-    if(dirX != None)
-    {
-      distance2 += delta.x * delta.x;
-    }
-
-    if(dirY != None)
-    {
-      distance2 += delta.y * delta.y;
-    }
-
-    if(dirZ != None)
-    {
-      distance2 += delta.z * delta.z;
-    }
-
-    if(closestChild) // Next time.
-    {
-      if(distance2 < closestDistance2)
-      {
-        closestChild = child;
-        closestDistance2 = distance2;
-      }
-    }
-    else // First time.
-    {
-      closestChild = child;
-      closestDistance2 = distance2;
-    }
-  }
-
-  return closestChild;
-}
-
-bool ScrollView::ScrollToSnapPoint()
-{
-  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)
-// Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
-// Currently, the axes have been split however, they both use the same EaseOut equation.
-bool ScrollView::SnapWithVelocity(Vector2 velocity)
-{
-  // Animator takes over now, touches are assumed not to interfere.
-  // And if touches do interfere, then we'll stop animation, update PrePosition
-  // to current mScroll's properties, and then resume.
-  // Note: For Flicking this may work a bit different...
-
-  float angle = atan2(velocity.y, velocity.x);
-  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;
-  FindDirection vertical = None;
-
-  // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
-  // 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;
-
-  // Flick logic X Axis
-
-  if(mRulerX->IsEnabled())
-  {
-    horizontal = All;
-
-    if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
-    {
-      if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
-      {
-        biasX = 0.0f, horizontal = Left;
-      }
-      else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
-      {
-        biasX = 1.0f, horizontal = Right;
-      }
-    }
-  }
-
-  // Flick logic Y Axis
-
-  if(mRulerY->IsEnabled())
-  {
-    vertical = All;
+    DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this);
+    mPanning           = false;
+    mGestureStackDepth = 0;
+    self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
 
-    if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
+    if(mConstraints.mScrollMainInternalPrePositionConstraint)
     {
-      if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
-      {
-        biasY = 0.0f, vertical = Up;
-      }
-      else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
-      {
-        biasY = 1.0f, vertical = Down;
-      }
+      mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
     }
   }
 
-  // isFlick: Whether this gesture is a flick or not.
-  bool isFlick = (horizontal != All || vertical != All);
-  // isFreeFlick: Whether this gesture is a flick under free panning criteria.
-  bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
-
-  if(isFlick || isFreeFlick)
-  {
-    positionDuration = Vector3::ONE * mFlickDuration;
-    alphaFunction = mFlickAlphaFunction;
-  }
+  self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
+  mScrolling = true;
 
-  // Position Snap ////////////////////////////////////////////////////////////
-  Vector3 positionSnap = mScrollPostPosition;
+  DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+  mScrollStartedSignal.Emit(currentScrollPosition);
+  bool animating = AnimateTo(-position,
+                             Vector2::ONE * duration,
+                             alpha,
+                             true,
+                             horizontalBias,
+                             verticalBias,
+                             SNAP);
 
-  if(mActorAutoSnapEnabled)
+  if(!animating)
   {
-    Vector3 size = Self().GetCurrentSize();
-
-    Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
-
-    if(!child && isFlick )
-    {
-      // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
-      child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
-    }
-
-    if(child)
-    {
-      Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
-
-      // Get center-point of the Actor.
-      Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
+    // if not animating, then this pan has completed right now.
+    self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
+    mScrolling = false;
 
-      if(mRulerX->IsEnabled())
-      {
-        positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
-      }
-      if(mRulerY->IsEnabled())
-      {
-        positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
-      }
+    // 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
+    Vector2 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);
   }
+}
 
-  Vector3 startPosition = positionSnap;
-  positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX);  // NOTE: X & Y rulers think in -ve coordinate system.
-  positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY);  // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
+void ScrollView::ScrollTo(const Vector2& position)
+{
+  ScrollTo(position, mSnapDuration);
+}
 
-  Vector3 clampDelta(Vector3::ZERO);
-  ClampPosition(positionSnap);
+void ScrollView::ScrollTo(const Vector2& position, float duration)
+{
+  ScrollTo(position, duration, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
+}
 
-  if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
-      && isFreeFlick && !mActorAutoSnapEnabled)
-  {
-    // Calculate target position based on velocity of flick.
+void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
+{
+  ScrollTo(position, duration, alpha, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
+}
 
-    // a = Deceleration (Set to diagonal stage length * friction coefficient)
-    // u = Initial Velocity (Flick velocity)
-    // v = 0 (Final Velocity)
-    // t = Time (Velocity / Deceleration)
-    Vector2 stageSize = Stage::GetCurrent().GetSize();
-    float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
-    float a = (stageLength * mFrictionCoefficient);
-    Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
-    float speed = u.Length();
-    u/= speed;
+void ScrollView::ScrollTo(const Vector2& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
+{
+  ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
+}
 
-    // TODO: Change this to a decay function. (faster you flick, the slower it should be)
-    speed = std::min(speed, stageLength * mMaxFlickSpeed );
-    u*= speed;
-    alphaFunction = ConstantDecelerationAlphaFunction;
+void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
+{
+  DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+  TransformTo(position, duration, alpha, horizontalBias, verticalBias);
+}
 
-    float t = speed / a;
+void ScrollView::ScrollTo(unsigned int page)
+{
+  ScrollTo(page, mSnapDuration);
+}
 
-    if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
-    {
-      positionSnap.x += t*u.x*0.5f;
-    }
+void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
+{
+  Vector2      position;
+  unsigned int volume;
+  unsigned int libraries;
 
-    if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
-    {
-      positionSnap.y += t*u.y*0.5f;
-    }
+  // The position to scroll to is continuous and linear
+  // unless a domain has been enabled on the X axis.
+  // or if WrapMode has been enabled.
+  bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
+  bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
 
-    clampDelta = positionSnap;
-    ClampPosition(positionSnap);
-    if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
-    {
-      clampDelta -= positionSnap;
-      clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
-      clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
-    }
-    else
-    {
-      clampDelta = Vector3::ZERO;
-    }
+  position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
+  position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
 
-    // If Axis is Free and has velocity, then calculate time taken
-    // to reach target based on velocity in axis.
-    if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
-    {
-      float deltaX = fabsf(startPosition.x - positionSnap.x);
+  ScrollTo(position, duration, bias, bias);
+}
 
-      if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
-      {
-        positionDuration.x = fabsf(deltaX / u.x);
-      }
-      else
-      {
-        positionDuration.x = 0;
-      }
-    }
+void ScrollView::ScrollTo(Actor& actor)
+{
+  ScrollTo(actor, mSnapDuration);
+}
 
-    if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
-    {
-      float deltaY = fabsf(startPosition.y - positionSnap.y);
+void ScrollView::ScrollTo(Actor& actor, float duration)
+{
+  DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
 
-      if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
-      {
-        positionDuration.y = fabsf(deltaY / u.y);
-      }
-      else
-      {
-        positionDuration.y = 0;
-      }
-    }
-  }
-  positionSnap += clampDelta;
+  Actor   self        = Self();
+  Vector3 size        = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+  Vector3 position    = actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+  Vector2 prePosition = GetPropertyPrePosition();
+  position.GetVectorXY() -= prePosition;
+
+  ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
+}
+
+Actor ScrollView::FindClosestActor()
+{
+  Actor   self = Self();
+  Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  // Scale Snap ///////////////////////////////////////////////////////////////
-  Vector3 scaleSnap = mScrollPostScale;
+  return FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
+}
 
-  scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x);
-  scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y);
+Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
+{
+  return ::FindClosestActorToPosition(Self(), mInternalActor, position, dirX, dirY, dirZ);
+}
 
-  ClampScale(scaleSnap);
+bool ScrollView::ScrollToSnapPoint()
+{
+  DALI_LOG_SCROLL_STATE("[0x%X]", this);
+  Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
+  return SnapWithVelocity(stationaryVelocity);
+}
 
-  // Rotation Snap ////////////////////////////////////////////////////////////
-  float rotationSnap = mScrollPostRotation;
-  // TODO: implement rotation snap
+bool ScrollView::SnapWithVelocity(Vector2 velocity)
+{
+  Vector2       positionSnap     = mScrollPrePosition;
+  Vector2       positionDuration = Vector2::ONE * mSnapDuration;
+  AlphaFunction alphaFunction    = mSnapAlphaFunction;
+  bool          isFlick;
+  bool          isFreeFlick;
 
-  bool animating = AnimateTo(positionSnap, positionDuration,
-                             scaleSnap, scaleDuration,
-                             rotationSnap, rotationDuration,
-                             alphaFunction, false,
-                             DirectionBiasNone, DirectionBiasNone,
-                             isFlick || isFreeFlick ? Flick : Snap);
+  ::SnapWithVelocity(*this, mRulerX, mRulerY, mLockAxis, velocity, mMaxOvershoot, positionSnap, positionDuration, alphaFunction, mInAccessibilityPan, isFlick, isFreeFlick);
 
-  if(animating)
-  {
-    AnimateOvershootToOrigin(positionDuration.x, positionDuration.y);
-  }
+  bool animating = AnimateTo(positionSnap, positionDuration, alphaFunction, false, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE, isFlick || isFreeFlick ? FLICK : SNAP);
 
   return animating;
 }
@@ -1551,195 +1094,185 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
 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)
+bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration, 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;
-  float totalDuration = 0.0f;
+  Actor self            = Self();
+  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;
-        }
+    mConstraints.UpdateMainInternalConstraint(*this);
+    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.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().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.type     = snapType;
+  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)
+void ScrollView::EnableScrollOvershoot(bool enable)
 {
-  if(enabled && !mOvershootIndicator)
+  if(enable)
+  {
+    if(!mOvershootIndicator)
+    {
+      mOvershootIndicator = ScrollOvershootIndicator::New();
+    }
+
+    mOvershootIndicator->AttachToScrollable(*this);
+  }
+  else
   {
-    mOvershootIndicator = ScrollOvershootIndicator::New(*this);
+    mMaxOvershoot = mUserMaxOvershoot;
+
+    if(mOvershootIndicator)
+    {
+      mOvershootIndicator->DetachFromScrollable(*this);
+    }
   }
-  mOvershootIndicator->Enable(enabled);
+
+  mConstraints.UpdateMainInternalConstraint(*this);
 }
 
 void ScrollView::AddOverlay(Actor actor)
 {
-  mInternalActor.Add( actor );
+  actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+  mInternalActor.Add(actor);
 }
 
 void ScrollView::RemoveOverlay(Actor actor)
 {
-  mInternalActor.Remove( actor );
+  mInternalActor.Remove(actor);
+}
+
+void ScrollView::SetOvershootSize(const Vector2& size)
+{
+  mOvershootSize = size;
+  if(IsOvershootEnabled() && mOvershootIndicator)
+  {
+    mOvershootIndicator->AttachToScrollable(*this);
+  }
+}
+
+void ScrollView::SetOvershootEffectColor(const Vector4& color)
+{
+  mOvershootEffectColor = color;
+  if(mOvershootIndicator)
+  {
+    mOvershootIndicator->SetOvershootEffectColor(color);
+  }
 }
 
-void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
+void ScrollView::SetScrollingDirection(Radian direction, Radian threshold)
 {
-  PanGestureDetector panGesture( GetPanGestureDetector() );
+  PanGestureDetector panGesture(GetPanGestureDetector());
 
   // First remove just in case we have some set, then add.
-  panGesture.RemoveDirection( direction );
-  panGesture.AddDirection( direction, threshold );
+  panGesture.RemoveDirection(direction);
+  panGesture.AddDirection(direction, threshold);
 }
 
-void ScrollView::RemoveScrollingDirection( Radian direction )
+void ScrollView::RemoveScrollingDirection(Radian direction)
 {
-  PanGestureDetector panGesture( GetPanGestureDetector() );
-  panGesture.RemoveDirection( direction );
+  PanGestureDetector panGesture(GetPanGestureDetector());
+  panGesture.RemoveDirection(direction);
 }
 
-Toolkit::ScrollView::SnapStartedSignalV2& ScrollView::SnapStartedSignal()
+Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
 {
-  return mSnapStartedSignalV2;
+  return mSnapStartedSignal;
+}
+
+bool ScrollView::AccessibleImpl::ScrollToChild(Actor child)
+{
+  auto scrollView = Dali::Toolkit::ScrollView::DownCast(Self());
+  if(Toolkit::GetImpl(scrollView).FindClosestActor() == child)
+  {
+    return false;
+  }
+
+  // FIXME: ScrollTo does not work (snaps back to original position)
+  scrollView.ScrollTo(child, scrollView.GetScrollFlickDuration());
+  return true;
 }
 
 void ScrollView::FindAndUnbindActor(Actor child)
@@ -1747,76 +1280,99 @@ void ScrollView::FindAndUnbindActor(Actor child)
   UnbindActor(child);
 }
 
-Vector3 ScrollView::GetPropertyPrePosition() const
+Vector2 ScrollView::GetPropertyPrePosition() const
 {
-  Vector3 position(Self().GetProperty<float>(mPropertyX), Self().GetProperty<float>(mPropertyY), 0.0f);
+  Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
   WrapPosition(position);
-
   return position;
 }
 
-Vector3 ScrollView::GetPropertyPosition() const
+Vector2 ScrollView::GetPropertyPosition() const
 {
-  Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
+  Vector2 position = Self().GetCurrentProperty<Vector2>(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(Self().GetProperty<float>(mPropertyX),
-                        Self().GetProperty<float>(mPropertyY),
-                        0.0f);
+  Vector2 deltaPosition(mScrollPrePosition);
 
-  Vector3 currentScrollPosition = GetCurrentScrollPosition();
-  mScrollCompletedSignalV2.Emit( currentScrollPosition );
+  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);
+
+  Vector2 currentScrollPosition = GetCurrentScrollPosition();
+  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();
 }
 
-bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+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());
+
+  Vector2 currentScrollPosition = GetCurrentScrollPosition();
+  mScrollUpdatedSignal.Emit(currentScrollPosition);
+}
+
+bool ScrollView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
 {
-  Dali::BaseHandle handle( object );
+  Dali::BaseHandle handle(object);
 
-  bool connected( true );
-  Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
+  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 );
+    view.SnapStartedSignal().Connect(tracker, functor);
   }
   else
   {
@@ -1830,28 +1386,67 @@ bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface
 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
 {
   // need to update domain properties for new size
-  UpdatePropertyDomain(targetSize);
+  ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
 }
 
-void ScrollView::OnControlSizeSet( const Vector3& size )
+void ScrollView::OnSizeSet(const Vector3& size)
 {
   // need to update domain properties for new size
-  if( mDefaultMaxOvershoot )
+  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(!IsOvershootEnabled())
+    {
+      mMaxOvershoot = mUserMaxOvershoot;
+    }
   }
-  UpdatePropertyDomain(size);
-  UpdateMainInternalConstraint();
-  if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+  ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
+  mConstraints.UpdateMainInternalConstraint(*this);
+  if(IsOvershootEnabled())
   {
     mOvershootIndicator->Reset();
   }
+
+  ScrollBase::OnSizeSet(size);
 }
 
 void ScrollView::OnChildAdd(Actor& child)
 {
-  if(mAlterChild)
+  ScrollBase::OnChildAdd(child);
+
+  Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
+  if(scrollBar)
+  {
+    mScrollBar = scrollBar;
+    scrollBar.SetProperty(Dali::Actor::Property::NAME, "ScrollBar");
+
+    mInternalActor.Add(scrollBar);
+    if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::HORIZONTAL)
+    {
+      scrollBar.SetScrollPropertySource(Self(),
+                                        Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
+                                        Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
+                                        Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
+                                        Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
+    }
+    else
+    {
+      scrollBar.SetScrollPropertySource(Self(),
+                                        Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
+                                        Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
+                                        Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
+                                        Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
+    }
+
+    if(mTransientScrollBar)
+    {
+      // Show the scroll-indicator for a brief period
+      Property::Map emptyMap;
+      scrollBar.DoAction("ShowTransientIndicator", emptyMap);
+    }
+  }
+  else if(mAlterChild)
   {
     BindActor(child);
   }
@@ -1861,178 +1456,400 @@ void ScrollView::OnChildRemove(Actor& child)
 {
   // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
   UnbindActor(child);
+
+  ScrollBase::OnChildRemove(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 = Vector2::ZERO;
+      Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO);
+
+      UpdateLocalScrollProperties();
+      Vector2 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)
+bool ScrollView::OnTouch(Actor actor, const TouchEvent& touch)
 {
   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)
+  if(touch.GetPointCount() != 1)
   {
+    DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
+
     return false;
   }
 
-  if (event.GetPoint(0).state == TouchPoint::Down)
+  const PointState::Type pointState = touch.GetState(0);
+  if(pointState == PointState::DOWN)
   {
-    mTouchDownTime = event.time;
-    mTouchDownReceived = true;
-    mTouchDownPosition = event.GetPoint(0).local;
-
-    if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation )
-    {
-      mScrollInterrupted = true;
-      StopAnimation();
-    }
+    DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
 
-    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 = touch.GetTime();
 
-      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 == PointState::UP) ||
+          ((pointState == PointState::INTERRUPTED) && (touch.GetHitActor(0) == Self())))
   {
+    DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ((pointState == PointState::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((pointState == PointState::INTERRUPTED) ||
+         ((touch.GetTime() - 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;
+        mLastVelocity = Vector2(0.0f, 0.0f);
       }
 
+      UpdateLocalScrollProperties();
       // Only finish the transform if scrolling was interrupted on down or if we are scrolling
-      if ( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation || mScrollInterrupted || mScrolling )
+      if(mScrollInterrupted || mScrolling)
       {
+        DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
+
         FinishTransform();
       }
     }
-    mTouchDownReceived = false;
-    mScrollInterrupted = false;
+    mTouchDownTimeoutReached = false;
+    mScrollInterrupted       = false;
   }
 
-  return true; // consume since we're potentially scrolling
+  return false;
 }
 
-bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool ScrollView::OnWheelEvent(Actor actor, const WheelEvent& event)
 {
   if(!mSensitive)
   {
-    // Ignore this mouse wheel event, if scrollview is insensitive.
+    // Ignore this wheel event, if scrollview is insensitive.
     return false;
   }
 
-  Vector3 targetScrollPosition = GetPropertyPosition();
+  Vector2 targetScrollPosition = GetPropertyPosition();
 
   if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
   {
     // If only the ruler in the X axis is enabled, scroll in the X axis.
-    if(mRulerX->GetType() == Ruler::Free)
+    if(mRulerX->GetType() == Ruler::FREE)
     {
       // Free panning mode
-      targetScrollPosition.x -= event.z * mMouseWheelScrollDistanceStep.x;
+      targetScrollPosition.x += event.GetDelta() * mWheelScrollDistanceStep.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.GetDelta());
     }
   }
   else
   {
     // If the ruler in the Y axis is enabled, scroll in the Y axis.
-    if(mRulerY->GetType() == Ruler::Free)
+    if(mRulerY->GetType() == Ruler::FREE)
     {
       // Free panning mode
-      targetScrollPosition.y -= event.z * mMouseWheelScrollDistanceStep.y;
+      targetScrollPosition.y += event.GetDelta() * mWheelScrollDistanceStep.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.GetDelta() * mRulerX->GetTotalPages());
     }
   }
 
   return true;
 }
 
-void ScrollView::OnSnapAnimationFinished( Animation& source )
+void ScrollView::ResetScrolling()
 {
-  mSnapAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapAnimationFinished );
-  mSnapAnimation = NULL;
+  Actor self = Self();
+  self.GetCurrentProperty(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.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
+  self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
+}
+
+// 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();
+
+  Vector2 deltaPosition(mScrollPostPosition);
+  WrapPosition(mScrollPostPosition);
+  mDomainOffset += deltaPosition - mScrollPostPosition;
+  Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
 
-  if(!mSnapYAnimation)
+  if(mScrollStateFlags & SCROLL_X_STATE_MASK)
   {
-    HandleSnapAnimationFinished();
+    // already performing animation on internal x position
+    StopAnimation(mInternalXAnimation);
+  }
+
+  if(mScrollStateFlags & SCROLL_Y_STATE_MASK)
+  {
+    // already performing animation on internal y position
+    StopAnimation(mInternalYAnimation);
   }
-  if(mScrollMainInternalOvershootXConstraint)
+
+  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)
   {
-    Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint);
-    mScrollMainInternalOvershootXConstraint.Reset();
-    mScrollMainInternalOvershootXConstraint = 0;
+    Actor self = Self();
+    DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().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, TimePeriod(duration));
+    mInternalXAnimation.Play();
+
+    // erase current state flags
+    mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
+    // add internal animation state flag
+    mScrollStateFlags |= AnimatingInternalX;
   }
-  mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished);
-  mSnapXAnimation.Reset();
-  mSnapXAnimation = NULL;
-  if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+}
+
+void ScrollView::AnimateInternalYTo(float position, float duration, AlphaFunction alpha)
+{
+  StopAnimation(mInternalYAnimation);
+
+  if(duration > Math::MACHINE_EPSILON_10)
   {
-    // kick start animation to 0
-    Self().SetProperty(mPropertyOvershootX, 0.0f);
+    Actor self = Self();
+    DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().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::OnSnapYAnimationFinished( Animation& source )
+void ScrollView::OnScrollAnimationFinished(Animation& source)
 {
   // Guard against destruction during signal emission
   // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
-  Toolkit::ScrollView handle( GetOwner() );
+  Toolkit::ScrollView handle(GetOwner());
+
+  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().GetCurrentProperty(SCROLL_PRE_POSITION).Get<Vector2>().x, mScrollPostPosition.x);
 
-  if(!mSnapXAnimation)
+    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, DevelHandle::GetProperty(Self(), SCROLL_PRE_POSITION).Get<Vector2>().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)
+  {
+    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);
+  }
+  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)
   {
-    Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
-    mScrollMainInternalOvershootYConstraint.Reset();
-    mScrollMainInternalOvershootYConstraint = 0;
+    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;
   }
-  mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
-  mSnapYAnimation.Reset();
-  mSnapYAnimation = NULL;
-  if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
+}
+
+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)
   {
-    // kick start animation to 0
-    Self().SetProperty(mPropertyOvershootY, 0.0f);
+    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;
   }
 }
 
@@ -2041,35 +1858,47 @@ void ScrollView::GestureStarted()
   // we handle the first gesture.
   // if we're currently doing a gesture and receive another
   // we continue and combine the effects of the gesture instead of reseting.
-  if(mGestureStackDepth++==0)
+  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;
+    mPanDelta     = Vector2::ZERO;
+    mLastVelocity = Vector2::ZERO;
+    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;
+  mPanDelta.x += panDelta.x;
+  mPanDelta.y += panDelta.y;
 
   // Save the velocity, there is a bug in PanGesture
-  // Whereby the Gesture::Finished's velocity is either:
+  // Whereby the GestureState::FINISHED's velocity is either:
   // NaN (due to time delta of zero between the last two events)
   // or 0 (due to position being the same between the last two events)
 
@@ -2077,93 +1906,106 @@ void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float r
   // 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, 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
+// BUG: GestureState::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()
-  Actor self( Self() );
+  Actor self(Self());
 
   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;
   }
 
   // translate Gesture input to get useful data...
-  switch(gesture.state)
+  switch(gesture.GetState())
   {
-    case Gesture::Started:
+    case GestureState::STARTED:
     {
+      DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
+      const Vector2& position = gesture.GetPosition();
+      mPanStartPosition       = position - gesture.GetDisplacement();
+      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(position.x, position.y, 0.0f));
+
+      mConstraints.UpdateMainInternalConstraint(*this);
+      Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
+      if(scrollBar && mTransientScrollBar)
+      {
+        Vector3                     size         = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+        const Toolkit::RulerDomain& rulerDomainX = mRulerX->GetDomain();
+        const Toolkit::RulerDomain& rulerDomainY = mRulerY->GetDomain();
+
+        if((rulerDomainX.max > size.width) || (rulerDomainY.max > size.height))
+        {
+          scrollBar.ShowIndicator();
+        }
+      }
       break;
     }
 
-    case Gesture::Continuing:
+    case GestureState::CONTINUING:
     {
-      // Nothing to do, handled in constraint.
+      if(mPanning)
+      {
+        DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
+        GestureContinuing(gesture.GetScreenDisplacement());
+      }
+      else
+      {
+        // If we do not think we are panning, then we should not do anything here
+        return;
+      }
       break;
     }
 
-    case Gesture::Finished:
-    case Gesture::Cancelled:
+    case GestureState::FINISHED:
+    case GestureState::CANCELLED:
     {
-      mLastVelocity = gesture.velocity;
-      self.SetProperty( mPropertyPanning, false );
+      if(mPanning)
+      {
+        DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ((gesture.GetState() == GestureState::FINISHED) ? "Finished" : "Cancelled"));
+
+        UpdateLocalScrollProperties();
+        mLastVelocity = gesture.GetVelocity();
+        mPanning      = false;
+        self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
+
+        if(mConstraints.mScrollMainInternalPrePositionConstraint)
+        {
+          mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
+        }
 
-      // Remove X & Y position constraints as they are not required when we are not panning.
-      self.RemoveConstraint(mScrollMainInternalXConstraint);
-      self.RemoveConstraint(mScrollMainInternalYConstraint);
+        Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
+        if(scrollBar && mTransientScrollBar)
+        {
+          scrollBar.HideIndicator();
+        }
+      }
+      else
+      {
+        // If we do not think we are panning, then we should not do anything here
+        return;
+      }
       break;
     }
 
-    case Gesture::Possible:
-    case Gesture::Clear:
+    case GestureState::POSSIBLE:
+    case GestureState::CLEAR:
     {
       // Nothing to do, not needed.
       break;
@@ -2171,141 +2013,101 @@ void ScrollView::OnPan(PanGesture gesture)
 
   } // end switch(gesture.state)
 
-  OnGestureEx(gesture.state);
+  OnGestureEx(gesture.GetState());
 }
 
-void ScrollView::OnGestureEx(Gesture::State state)
+void ScrollView::OnGestureEx(GestureState state)
 {
   // call necessary signals for application developer
 
-  if(state == Gesture::Started)
+  if(state == GestureState::STARTED)
   {
-    Vector3 currentScrollPosition = GetCurrentScrollPosition();
-    Self().SetProperty(mPropertyScrolling, true);
+    Vector2 currentScrollPosition = GetCurrentScrollPosition();
+    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
+  else if((state == GestureState::FINISHED) ||
+          (state == GestureState::CANCELLED)) // Finished/default
   {
     // when all the gestures have finished, we finish the transform.
     // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
     // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
     // this is the point we end, and perform necessary snapping.
     mGestureStackDepth--;
-    if(mGestureStackDepth==0)
+    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);
-    Vector3 currentScrollPosition = GetCurrentScrollPosition();
-    mScrollCompletedSignalV2.Emit( currentScrollPosition );
-  }
-}
-
-Vector3 ScrollView::GetOvershoot(Vector3& position) const
-{
-  Vector3 size = Self().GetCurrentSize();
-  Vector3 overshoot;
-
-  const RulerDomain rulerDomainX = mRulerX->GetDomain();
-  const RulerDomain rulerDomainY = mRulerY->GetDomain();
-
-  if(mRulerX->IsEnabled() && rulerDomainX.enabled)
-  {
-    const float left = rulerDomainX.min - position.x;
-    const float right = size.width - rulerDomainX.max - position.x;
-    if(left<0)
-    {
-      overshoot.x = left;
-    }
-    else if(right>0)
-    {
-      overshoot.x = right;
-    }
-  }
+    Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
 
-  if(mRulerY->IsEnabled() && rulerDomainY.enabled)
-  {
-    const float top = rulerDomainY.min - position.y;
-    const float bottom = size.height - rulerDomainY.max - position.y;
-    if(top<0)
+    if(fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10)
     {
-      overshoot.y = top;
+      SnapInternalXTo(mScrollTargetPosition.x);
     }
-    else if(bottom>0)
+    if(fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10)
     {
-      overshoot.y = bottom;
+      SnapInternalYTo(mScrollTargetPosition.y);
     }
+    Vector2 currentScrollPosition = GetCurrentScrollPosition();
+    DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+    mScrollCompletedSignal.Emit(currentScrollPosition);
   }
-
-  return overshoot;
 }
 
 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
+void ScrollView::ClampPosition(Vector2& position) const
 {
-  ClampState3 clamped;
+  ClampState2D clamped;
   ClampPosition(position, clamped);
 }
 
-void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
+void ScrollView::ClampPosition(Vector2& position, ClampState2D& 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.
+  Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  clamped.z = NotClamped;
+  ::ClampPosition(size, mRulerX, mRulerY, position, clamped);
 }
 
-void ScrollView::WrapPosition(Vector3& position) const
+void ScrollView::WrapPosition(Vector2& position) const
 {
   if(mWrapMode)
   {
@@ -2324,293 +2126,39 @@ void ScrollView::WrapPosition(Vector3& position) const
   }
 }
 
-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.
-  // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
-  Actor self = Self();
-  PanGestureDetector detector( GetPanGestureDetector() );
-
-  if(mScrollMainInternalPrePositionConstraint)
-  {
-    self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
-    self.RemoveConstraint(mScrollMainInternalPositionConstraint);
-    self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
-    self.RemoveConstraint(mScrollMainInternalFinalConstraint);
-    self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
-  }
-
-  // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
-  // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
-
-  // 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(mScrollMainInternalOvershootYConstraint)
-  {
-    // reset these constraints in correct order
-    self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
-    mScrollMainInternalOvershootYConstraint.Reset();
-
-    Constraint constraint = Constraint::New<float>( mPropertyOvershootY,
-                                           LocalSource( mPropertyPrePosition ),
-                                           LocalSource( mPropertyPosition ),
-                                           OvershootXConstraint(mMaxOvershoot.y) );
-    mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
-  }
-}
-
-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)
-  {
-    self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
-    mScrollMainInternalOvershootXConstraint.Reset();
-  }
-  if(mScrollMainInternalOvershootYConstraint)
-  {
-    self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
-    mScrollMainInternalOvershootYConstraint.Reset();
-  }
-  if(enabled)
-  {
-    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);
-  }
-}
-
-void ScrollView::SetInternalConstraints()
+void ScrollView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
 {
-  // Internal constraints (applied to target ScrollBase Actor itself) /////////
-  UpdateMainInternalConstraint();
-
-  // 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
-
-  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 );
-  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.SetRemoveAction(Constraint::Discard);
-  ApplyConstraintToBoundActors(constraint);
+  ScrollViewPropertyHandler::Set(object, index, value);
 }
 
-void ScrollView::SetOvershootToOrigin()
+Property::Value ScrollView::GetProperty(BaseObject* object, Property::Index index)
 {
-  // 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);
+  return ScrollViewPropertyHandler::Get(object, index);
 }
 
-void ScrollView::AnimateOvershootToOrigin(float xDelay, float yDelay)
+ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
 {
-  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)
+  if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
+     currentLockAxis == ScrollView::LockPossible)
   {
-    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)
+    float dx = fabsf(panDelta.x);
+    float dy = fabsf(panDelta.y);
+    if(dx * lockGradient >= dy)
     {
-      // need to remove the y overshoot constraint now or it will override animation to 0
-      Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
-      mScrollMainInternalOvershootYConstraint.Reset();
-      mScrollMainInternalOvershootYConstraint = 0;
+      // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
+      currentLockAxis = ScrollView::LockVertical;
     }
-    // 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)
+    else if(dy * lockGradient > dx)
     {
-      mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
-      mRefreshTimer.TickSignal().Connect( this, &ScrollView::OnRefreshTick );
+      // 0.36:1 gradient to the vertical (deviate < 20 degrees)
+      currentLockAxis = ScrollView::LockHorizontal;
     }
-
-    if (!mRefreshTimer.IsRunning())
+    else
     {
-      mRefreshTimer.Start();
+      currentLockAxis = ScrollView::LockNone;
     }
   }
-}
-
-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;
+  return currentLockAxis;
 }
 
 } // namespace Internal