#define __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/object/property-notification.h>
+#include <dali/devel-api/object/weak-handle.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-base-impl.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-effect.h>
static const unsigned int SCROLL_ANIMATION_FLAGS = AnimatingInternalX | AnimatingInternalY;
static const unsigned int SNAP_ANIMATION_FLAGS = SnappingInternalX | SnappingInternalY;
+private:
+
+ typedef std::vector<Dali::Toolkit::ScrollViewEffect> ScrollViewEffectContainer; ///< Container of Dali::Toolkit::ScrollViewEffect
+ typedef ScrollViewEffectContainer::iterator ScrollViewEffectIter; ///< Iterator for Dali::Toolkit::ScrollViewEffectContainer
+
public:
/**
void SetRulerY(RulerPtr ruler);
/**
+ * Retrieve the touch sensitivity.
+ *
+ * @return whether the touch sensitivity is true or false.
+ */
+ bool GetScrollSensitive();
+
+ /**
* @copydoc Toolkit::ScrollView::SetScrollSensitive
*/
void SetScrollSensitive(bool sensitive);
void SetSnapOvershootAlphaFunction(AlphaFunction alpha);
/**
+ * Retrieve the duartion of Snap Overshoot animation
+ *
+ * @return the duration.
+ */
+ float GetSnapOvershootDuration();
+
+ /**
* @copydoc Toolkit::ScrollView::SetSnapOvershootDuration
*/
void SetSnapOvershootDuration(float duration);
/**
- * @copydoc Toolkit::ScrollView::SetTouchesRequiredForPanning
+ * Retrieve whether Actor Auto-Snap mode is enabled or not.
+ *
+ * @return Actor Auto-Snap mode Enabled flag.
*/
- void SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside);
+ bool GetActorAutoSnap();
/**
* @copydoc Toolkit::ScrollView::SetActorAutoSnap
void SetMaxFlickSpeed(float speed);
/**
- * @copydoc Toolkit::ScrollView::GetMouseWheelScrollDistanceStep
+ * @copydoc Toolkit::ScrollView::GetWheelScrollDistanceStep
*/
- Vector2 GetMouseWheelScrollDistanceStep() const;
+ Vector2 GetWheelScrollDistanceStep() const;
/**
- * @copydoc Toolkit::ScrollView::SetMouseWheelScrollDistanceStep
+ * @copydoc Toolkit::ScrollView::SetWheelScrollDistanceStep
*/
- void SetMouseWheelScrollDistanceStep(Vector2 step);
+ void SetWheelScrollDistanceStep(Vector2 step);
/**
* @copydoc Toolkit::ScrollView::GetCurrentPage
/**
* @copydoc Toolkit::ScrollView::GetCurrentScrollPosition
*/
- Vector3 GetCurrentScrollPosition() const;
+ Vector2 GetCurrentScrollPosition() const;
/**
- * @copydoc Toolkit::ScrollView::SetScrollPosition
+ * @copydoc ScrollTo(const Vector2&)
*/
- void SetScrollPosition(const Vector3& position);
-
- /**
- * @copydoc Toolkit::Scrollable::GetDomainSize
- */
- Vector3 GetDomainSize() const;
-
- /**
- * @copydoc ScrollTo(const Vector3&)
- */
- void TransformTo(const Vector3& position,
+ void TransformTo(const Vector2& position,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
/**
- * @copydoc ScrollTo(const Vector3&, float, AlhpaFunction, DirectionBias, DirectionBias)
+ * @copydoc ScrollTo(const Vector2&, float, AlhpaFunction, DirectionBias, DirectionBias)
*/
- void TransformTo(const Vector3& position, float duration, AlphaFunction alpha,
+ void TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
/**
- * @copydoc Toolkit::ScrollView::ScrollTo(const Vector3 &position)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position)
*/
- void ScrollTo(const Vector3 &position);
+ void ScrollTo(const Vector2 &position);
/**
- * @copydoc Toolkit::Scrollable::ScrollTo(const Vector3& position, float duration)
+ * @copydoc Toolkit::Scrollable::ScrollTo(const Vector2& position, float duration)
*/
- void ScrollTo(const Vector3& position, float duration);
+ void ScrollTo(const Vector2& position, float duration);
/**
- * @copydoc Toolkit::Scrollable::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha)
+ * @copydoc Toolkit::Scrollable::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
*/
- void ScrollTo(const Vector3& position, float duration, AlphaFunction alpha);
+ void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha);
/**
- * @copydoc Toolkit::ScrollView::ScrollTo(const Vector3 &position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector3& position, float duration,
+ void ScrollTo(const Vector2& position, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias);
/**
- * @copydoc Toolkit::ScrollView::ScrollTo(const Vector3 &position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector3& position, float duration, AlphaFunction alpha,
+ void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias);
/**
* @param[in] verticalBias (optional) Whether to bias animation to top or bottom (or no biasing)
* @return True if animation necessary and taking place to reach desired transform.
*/
- bool AnimateTo(const Vector3& position, const Vector3& positionDuration,
+ bool AnimateTo(const Vector2& position, const Vector2& positionDuration,
AlphaFunction alpha, bool findShortcuts = true,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone,
SnapType snapType = Snap);
void RemoveOverlay(Actor actor);
/**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootSize
+ */
+ void SetOvershootSize( const Vector2& size );
+
+ /**
* @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
*/
void SetOvershootEffectColor( const Vector4& color );
+ //properties
+
+ /**
+ * Called when a property of an object of this type is set.
+ * @param[in] object The object whose property is set.
+ * @param[in] index The property index.
+ * @param[in] value The new property value.
+ */
+ static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value );
+
+ /**
+ * Called to retrieve a property of an object of this type.
+ * @param[in] object The object whose property is to be retrieved.
+ * @param[in] index The property index.
+ * @return The current value of the property.
+ */
+ static Property::Value GetProperty( BaseObject* object, Property::Index index );
+
public: //Signals
/**
*/
static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
-private: // private overriden functions from CustomActorImpl and Controls
+private: // private overridden functions from CustomActorImpl and Controls
/**
* @copydoc Dali::CustomActorImpl::OnSizeAnimation(Animation&, const Vector3&)
virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize);
/**
- * @copydoc Dali::Control::OnControlSizeSet(const Vector3&)
+ * @copydoc CustomActorImpl::OnSizeSet(const Vector3&)
*/
- virtual void OnControlSizeSet( const Vector3& size );
+ virtual void OnSizeSet( const Vector3& size );
/**
* From CustomActorImpl; called after a child has been added to the owning actor.
virtual void OnChildRemove(Actor& child);
/**
- * @copydoc Dali::CustomActorImpl::OnPropertySet( Property::Index index, Property::Value propertyValue )
- */
- virtual void OnPropertySet( Property::Index index, Property::Value propertyValue );
-
- /**
- * From CustomActorImpl; called after a touch-signal is received by the owning actor.
- *
- * We don't listen to these events as content within the contain may consume events.
- *
- * @param[in] event The touch event.
- * @return True if the event should be consumed.
- */
- virtual bool OnTouchEvent(const TouchEvent& event);
-
- /**
- * From CustomActorImpl; called after a mouse-wheel-event is received by the owning actor.
- * @param[in] event The mouse wheel event.
+ * From CustomActorImpl; called after a wheelEvent is received by the owning actor.
+ * @param[in] event The wheel event.
* @return True if the event should be consumed.
*/
- virtual bool OnMouseWheelEvent(const MouseWheelEvent& event);
+ virtual bool OnWheelEvent(const WheelEvent& event);
/**
* @copydoc Toolkit::Control::OnInitialize()
virtual void OnInitialize();
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnStageConnection()
*/
- virtual void OnControlStageConnection();
+ virtual void OnStageConnection( int depth );
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnStageDisconnection()
*/
- virtual void OnControlStageDisconnection();
+ virtual void OnStageDisconnection();
/**
* @copydoc Toolkit::Control::OnAccessibilityPan()
virtual bool OnAccessibilityPan(PanGesture gesture);
/**
- * @copydoc Toolkit::Scrollable::SetOvershootEnabled()
+ * @copydoc Toolkit::Scrollable::EnableScrollOvershoot()
*/
- virtual void SetOvershootEnabled(bool enable);
+ virtual void EnableScrollOvershoot(bool enable);
private:
/**
+ * Called after a touchSignal is received by the owning actor.
+ *
+ * We don't consume these events as content within the container may consume events.
+ *
+ * @param[in] actor The touched actor.
+ * @param[in] touch The touch information.
+ * @return True if the event should be consumed.
+ */
+ bool OnTouch( Actor actor, const TouchData& touch );
+
+ /**
* Start a timer which calls OnTouchDownTimeout()
*/
void StartTouchDownTimer();
/**
* Called whenever a snap animation has completed
* @param[in] source the Animation instance that has completed.
- * Resets all scrolling animations and states, leaving current scroll position at mPropertyPosition
+ * Resets all scrolling animations and states, leaving current scroll position at SCROLL_POSITION
*/
void ResetScrolling();
void OnScrollAnimationFinished( Animation& source );
/**
- * Called when either the X or Y internal scroll positions have finished snapping back to mPropertyPrePosition
+ * Called when either the X or Y internal scroll positions have finished snapping back to SCROLL_PRE_POSITION
*
* @param[in] source the Animation instance that has completed.
*/
/**
* This is called internally whenever the Scroll Rulers are
- * modified. This will update the properties: 'scroll-position-min'
- * and 'scroll-position-max' to reflect the changes.
- *
- * @param[in] size size of the visible scroll area (ScrollView control size)
+ * modified. This will update the properties: 'scrollPositionMin'
+ * and 'scrollPositionMax' to reflect the changes.
*/
- void UpdatePropertyDomain(const Vector3& size);
+ void UpdatePropertyDomain();
/**
* Called when the gesture starts.
*
* @param[in] position The position for which you wish to obtain overshoot vector
*/
- Vector3 GetOvershoot(Vector3& position) const;
+ Vector2 GetOvershoot(Vector2& position) const;
/**
* Clamps position within the domain set up by X/Y Rulers
*
* @param[in,out] position The position you wish to clamp
*/
- void ClampPosition(Vector3& position) const;
+ void ClampPosition(Vector2& position) const;
/**
* Clamps position within the domain set up by X/Y Rulers
* @param[in,out] position The position you wish to clamp
* @param[out] clamped The results of the clamping.
*/
- void ClampPosition(Vector3& position, ClampState3 &clamped) const;
+ void ClampPosition(Vector2& position, ClampState2D &clamped) const;
/**
* Wraps position within the domain set up by X/Y Rulers
*
* @param[in,out] position The position you wish to wrap
*/
- void WrapPosition(Vector3& position) const;
+ void WrapPosition(Vector2& position) const;
/**
* Updates the main internal scroll constraints with new ruler and domain
*
* @return The current position
*/
- Vector3 GetPropertyPrePosition() const;
+ Vector2 GetPropertyPrePosition() const;
/**
* Gets position property.
*
* @return The current position
*/
- Vector3 GetPropertyPosition() const;
+ Vector2 GetPropertyPosition() const;
/**
* Handles a Stopped animation. Its position properties need to be saved, and the animation flag
*/
void OnScrollUpdateNotification(Dali::PropertyNotification& source);
+ /**
+ * Set up default rulers using a property map
+ * @param[in] scrollModeMap A map defining the characteristics of X and Y scrolling
+ * using either FixedRuler or DefaultRuler.
+ */
+ void SetScrollMode( const Property::Map& scrollModeMap );
+
private:
// Undefined
int mGestureStackDepth; ///< How many gestures are currently occuring.
Vector2 mPanStartPosition; ///< Where the pan gesture's touch down occured
- Vector3 mPanDelta; ///< Amount currently panned.
+ Vector2 mPanDelta; ///< Amount currently panned.
unsigned int mScrollStateFlags; ///< flags indicating current state of scrolling
// Scroll delegate pre and post position properties...
- Vector3 mScrollPrePosition; ///< Wrapped scroll position, but not clamped
- Vector3 mScrollPostPosition; ///< Wrapped and clamped, this is the final scroll position used
- Vector3 mScrollTargetPosition; ///< Final target position for an animated scroll
- Vector3 mDomainOffset; ///< Domain offset (this keeps track of the domain boundaries that scroll positions traverses)
+ Vector2 mScrollPrePosition; ///< Wrapped scroll position, but not clamped
+ Vector2 mScrollPostPosition; ///< Wrapped and clamped, this is the final scroll position used
+ Vector2 mScrollTargetPosition; ///< Final target position for an animated scroll
+ Vector2 mDomainOffset; ///< Domain offset (this keeps track of the domain boundaries that scroll positions traverses)
// Rulers for each axes...
RulerPtr mRulerX;
RulerPtr mRulerY;
// Last property values set to ScrollView
- Vector3 mMinScroll;
- Vector3 mMaxScroll;
-
- unsigned int mMinTouchesForPanning; ///< Minimum number of touches for panning to be used.
- unsigned int mMaxTouchesForPanning; ///< Maximum number of touches for panning to be used.
+ Vector2 mMinScroll;
+ Vector2 mMaxScroll;
Animation mInternalXAnimation; ///< Animates mPropertyX to a snap position or application requested scroll position
Animation mInternalYAnimation; ///< Animates mPropertyY to a snap position or application requested scroll position
Vector2 mLastVelocity; ///< Record the last velocity from PanGesture (Finish event doesn't have correct velocity)
LockAxis mLockAxis;
- Timer mTouchDownTimer; ///< Used to interrupt snap-animation. This cannot be done in OnTouchEvent without breaking fast flick behavior.
+ Timer mTouchDownTimer; ///< Used to interrupt snap-animation. This cannot be done in OnTouch without breaking fast flick behavior.
float mScrollUpdateDistance; ///< Distance for scrolling to travel for the scroll update notifications
Dali::PropertyNotification mScrollXUpdateNotification; ///< scroll x position update notification
ScrollViewEffectContainer mEffects; ///< Container keeping track of all the applied effects.
- float mOvershootDelay; ///< Time to wait for input before reducing overshoot back to 0
Vector2 mMaxOvershoot; ///< Number of scrollable pixels that will take overshoot from 0.0f to 1.0f
Vector2 mUserMaxOvershoot; ///< Set by user, allows overriding of default max overshoot for the scroll indicator
- float mSnapOvershootDuration; ///< Duration for overshoot snapping back to Vector3::ZERO
+ float mSnapOvershootDuration; ///< Duration for overshoot snapping back to Vector2::ZERO
AlphaFunction mSnapOvershootAlphaFunction; ///< AlphaFunction to be used for this overshoot.
float mSnapDuration; ///< Time for the snap animation to take (in seconds).
float mFlickSpeedCoefficient; ///< Flick velocity coefficient. Input touch velocity is multiplied by this.
float mMaxFlickSpeed; ///< Maximum flick speed. Maximum speed of flick in stage.lengths/sec.
- Vector2 mMouseWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates in X and Y axes for each mouse wheel event received.
+ Vector2 mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates in X and Y axes for each wheel event received.
//ScrollInternalConstraintsPtr mScrollInternalConstraints;
- ActiveConstraint mScrollMainInternalPrePositionConstraint;
- ActiveConstraint mScrollMainInternalPositionConstraint;
- ActiveConstraint mScrollMainInternalOvershootXConstraint;
- ActiveConstraint mScrollMainInternalOvershootYConstraint;
- ActiveConstraint mScrollMainInternalDeltaConstraint;
- ActiveConstraint mScrollMainInternalFinalConstraint;
- ActiveConstraint mScrollMainInternalRelativeConstraint;
+ Constraint mScrollMainInternalPrePositionConstraint;
+ Constraint mScrollMainInternalPositionConstraint;
+ Constraint mScrollMainInternalOvershootXConstraint;
+ Constraint mScrollMainInternalOvershootYConstraint;
+ Constraint mScrollMainInternalDeltaConstraint;
+ Constraint mScrollMainInternalFinalConstraint;
+ Constraint mScrollMainInternalRelativeConstraint;
+ Constraint mScrollMainInternalDomainConstraint;
+ Constraint mScrollMainInternalPrePositionMaxConstraint;
ScrollOvershootIndicatorPtr mOvershootIndicator;
+ WeakHandle<Toolkit::ScrollBar> mScrollBar;
Toolkit::ScrollView::SnapStartedSignalType mSnapStartedSignal;
- bool mInAccessibilityPan : 1; ///< With AccessibilityPan its easier to move between snap positions
- bool mInitialized:1;
+ bool mInAccessibilityPan:1; ///< With AccessibilityPan its easier to move between snap positions
bool mScrolling:1; ///< Flag indicating whether the scroll view is being scrolled (by user or animation)
bool mScrollInterrupted:1; ///< Flag set for when a down event interrupts a scroll
bool mPanning:1; ///< Whether scroll view is currently panning or not
bool mDefaultMaxOvershoot:1; ///< Whether to use default max overshoot or application defined one
bool mCanScrollHorizontal:1; ///< Local value of our property to check against
bool mCanScrollVertical:1; ///< Local value of our property to check against
+ bool mTransientScrollBar:1; ///< True if scroll-bar should be automatically show/hidden during/after panning
};
} // namespace Internal