#define DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * 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.
#include <dali/public-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/devel-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/control-impl.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-effect.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
class ScrollView;
-typedef IntrusivePtr<ScrollView> ScrollViewPtr;
+typedef IntrusivePtr<ScrollView> ScrollViewPtr;
class ScrollInternalConstraints;
-typedef IntrusivePtr<ScrollInternalConstraints> ScrollInternalConstraintsPtr;
+typedef IntrusivePtr<ScrollInternalConstraints> ScrollInternalConstraintsPtr;
class ScrollOvershootIndicator;
typedef IntrusivePtr<ScrollOvershootIndicator> ScrollOvershootIndicatorPtr;
class ScrollView : public ScrollBase
{
public:
-
/**
* FindDirection specifies how searching is conducted within the Find... routines.
*/
enum FindDirection
{
- None = -3, ///< Includes none within the search query.
- All = -2, ///< Includes all within the search query.
- Left = -1, ///< Includes only those not right !(>)
- Right = 1, ///< Includes only those right (>)
- Up = -1, ///< Includes only those not below !(>)
- Down = 1, ///< Includes only those below (>)
- Out = -1, ///< Includes only those not infront !(>)
- In = 1 ///< Includes only those infront (>)
+ None = -3, ///< Includes none within the search query.
+ All = -2, ///< Includes all within the search query.
+ Left = -1, ///< Includes only those not right !(>)
+ Right = 1, ///< Includes only those right (>)
+ Up = -1, ///< Includes only those not below !(>)
+ Down = 1, ///< Includes only those below (>)
+ Out = -1, ///< Includes only those not infront !(>)
+ In = 1 ///< Includes only those infront (>)
};
enum LockAxis
SnappingInternalY = 0x08, ///< snapping mPropertyY back to mPropertyPreScroll y value to remove y overshoot over time
};
- static const unsigned int SCROLL_X_STATE_MASK = AnimatingInternalX | SnappingInternalX;
- static const unsigned int SCROLL_Y_STATE_MASK = AnimatingInternalY | SnappingInternalY;
+ static const unsigned int SCROLL_X_STATE_MASK = AnimatingInternalX | SnappingInternalX;
+ static const unsigned int SCROLL_Y_STATE_MASK = AnimatingInternalY | SnappingInternalY;
static const unsigned int SCROLL_ANIMATION_FLAGS = AnimatingInternalX | AnimatingInternalY;
- static const unsigned int SNAP_ANIMATION_FLAGS = SnappingInternalX | SnappingInternalY;
+ 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
+ typedef ScrollViewEffectContainer::iterator ScrollViewEffectIter; ///< Iterator for Dali::Toolkit::ScrollViewEffectContainer
public:
-
/**
* Create a new ScrollView.
* @return A public handle to the newly allocated ScrollView.
static Dali::Toolkit::ScrollView New();
public:
-
/**
* @copydoc Toolkit::ScrollView::GetScrollSnapAlphaFunction
*/
/**
* @copydoc Toolkit::ScrollView::SetMinimumDistanceForFlick
*/
- void SetMinimumDistanceForFlick( const Vector2& distance );
+ void SetMinimumDistanceForFlick(const Vector2& distance);
/**
* @copydoc Toolkit::ScrollView::GetMinimumSpeedForFlick
/**
* @copydoc Toolkit::ScrollView::SetMinimumSpeedForFlick
*/
- void SetMinimumSpeedForFlick( float speed );
+ void SetMinimumSpeedForFlick(float speed);
/**
* @copydoc Toolkit::ScrollView::GetMaxFlickSpeed
* @copydoc ScrollTo(const Vector2&)
*/
void TransformTo(const Vector2& position,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
+ DirectionBias horizontalBias = DIRECTION_BIAS_NONE,
+ DirectionBias verticalBias = DIRECTION_BIAS_NONE);
/**
* @copydoc ScrollTo(const Vector2&, float, AlhpaFunction, DirectionBias, DirectionBias)
*/
- void TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
+ void TransformTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias = DIRECTION_BIAS_NONE, DirectionBias verticalBias = DIRECTION_BIAS_NONE);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position)
*/
- void ScrollTo(const Vector2 &position);
+ void ScrollTo(const Vector2& position);
/**
* @copydoc Toolkit::Scrollable::ScrollTo(const Vector2& position, float duration)
/**
* @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector2& position, float duration,
- DirectionBias horizontalBias, DirectionBias verticalBias);
+ void ScrollTo(const Vector2& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
- DirectionBias horizontalBias, DirectionBias verticalBias);
+ void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(unsigned int page)
/**
* @copydoc Toolkit::ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
*/
- void ScrollTo(unsigned int page, float duration, DirectionBias bias = DirectionBiasNone);
+ void ScrollTo(unsigned int page, float duration, DirectionBias bias = DIRECTION_BIAS_NONE);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(Actor& actor)
*/
- void ScrollTo(Actor &actor);
+ void ScrollTo(Actor& actor);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(Actor& actor, float duration)
*/
- void ScrollTo(Actor &actor, float duration);
+ void ScrollTo(Actor& actor, float duration);
/**
* @copydoc Toolkit::ScrollView::SetScrollingDirection()
*/
- void SetScrollingDirection( Radian direction, Radian threshold );
+ void SetScrollingDirection(Radian direction, Radian threshold);
/**
* @copydoc Toolkit::ScrollView::RemoveScrollingDirection()
*/
- void RemoveScrollingDirection( Radian angle );
+ void RemoveScrollingDirection(Radian angle);
/**
* Finds the closest Actor to the current center of the ScrollView.
*
* @return A handle to the actor if found, or an empty handle if not.
*/
- Actor FindClosestActor();
+ Actor FindClosestActor();
/**
* Finds the closest Actor to position in ScrollView
* @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 Vector2& position, const Vector2& positionDuration,
- AlphaFunction alpha, bool findShortcuts = true,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone,
- SnapType snapType = Snap);
+ bool AnimateTo(const Vector2& position, const Vector2& positionDuration, AlphaFunction alpha, bool findShortcuts = true, DirectionBias horizontalBias = DIRECTION_BIAS_NONE, DirectionBias verticalBias = DIRECTION_BIAS_NONE, SnapType snapType = SNAP);
/**
* @copydoc Toolkit::Scrollable::AddOverlay()
/**
* @copydoc Toolkit::Internal::Scrollable::SetOvershootSize
*/
- void SetOvershootSize( const Vector2& size );
+ void SetOvershootSize(const Vector2& size);
/**
* @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
*/
- void SetOvershootEffectColor( const Vector4& color );
+ void SetOvershootEffectColor(const Vector4& color);
//properties
* @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 );
+ 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] index The property index.
* @return The current value of the property.
*/
- static Property::Value GetProperty( BaseObject* object, Property::Index index );
+ static Property::Value GetProperty(BaseObject* object, Property::Index index);
public: //Signals
-
/**
* @copydoc Dali::Toolkit::ScrollView::SnapStartedSignal()
*/
* @return True if the signal was connected.
* @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
*/
- static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
+ static bool DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor);
private: // private overridden functions from CustomActorImpl and Controls
-
/**
* @copydoc Dali::CustomActorImpl::OnSizeAnimation(Animation&, const Vector3&)
*/
- virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize);
+ void OnSizeAnimation(Animation& animation, const Vector3& targetSize) override;
/**
* @copydoc CustomActorImpl::OnSizeSet(const Vector3&)
*/
- virtual void OnSizeSet( const Vector3& size );
+ void OnSizeSet(const Vector3& size) override;
/**
* From CustomActorImpl; called after a child has been added to the owning actor.
* @param[in] child The child which has been added.
*/
- virtual void OnChildAdd(Actor& child);
+ void OnChildAdd(Actor& child) override;
/**
* From CustomActorImpl; called shortly before a child is removed from the owning actor.
* @param[in] child The child being removed.
*/
- virtual void OnChildRemove(Actor& child);
+ void OnChildRemove(Actor& child) override;
/**
- * From CustomActorImpl; called after a wheelEvent is received by the owning actor.
+ * Called after a wheelEvent is received by the owning actor.
+ * @param[in] actor Actor associated with the event.
* @param[in] event The wheel event.
* @return True if the event should be consumed.
*/
- virtual bool OnWheelEvent(const WheelEvent& event);
+ bool OnWheelEvent(Actor actor, const WheelEvent& event);
/**
* @copydoc Toolkit::Control::OnInitialize()
*/
- virtual void OnInitialize();
+ void OnInitialize() override;
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ void OnSceneConnection(int depth) override;
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ void OnSceneDisconnection() override;
/**
* @copydoc Toolkit::Control::OnAccessibilityPan()
*/
- virtual bool OnAccessibilityPan(PanGesture gesture);
+ bool OnAccessibilityPan(PanGesture gesture) override;
/**
* @copydoc Toolkit::Scrollable::EnableScrollOvershoot()
*/
- virtual void EnableScrollOvershoot(bool enable);
+ void EnableScrollOvershoot(bool enable) override;
private:
-
/**
* Called after a touchSignal is received by the owning actor.
*
* @param[in] touch The touch information.
* @return True if the event should be consumed.
*/
- bool OnTouch( Actor actor, const TouchData& touch );
+ bool OnTouch(Actor actor, const TouchEvent& touch);
/**
* Start a timer which calls OnTouchDownTimeout()
* @param[in] duration The time in seconds for animation
* @param[in] alpha The alpha function to use for animating
*/
- void AnimateInternalXTo( float position, float duration, AlphaFunction alpha );
+ void AnimateInternalXTo(float position, float duration, AlphaFunction alpha);
/**
* Animates the internal y property to the given value
* @param[in] duration The time in seconds for animation
* @param[in] alpha The alpha function to use for animating
*/
- void AnimateInternalYTo( float position, float duration, AlphaFunction alpha );
+ void AnimateInternalYTo(float position, float duration, AlphaFunction alpha);
/**
* Called whenever a snap animation on the x-axis has completed
* @param[in] source the Animation instance that has completed.
*/
- void OnScrollAnimationFinished( Animation& source );
+ void OnScrollAnimationFinished(Animation& source);
/**
* 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.
*/
- void OnSnapInternalPositionFinished( Animation& source );
+ void OnSnapInternalPositionFinished(Animation& source);
/**
* Called whenever a snap animation on the x-axis has completed and we need to snap pre scroll
* position to our clamped position
* @param[in] position The x position to snap pre scroll property to
*/
- void SnapInternalXTo( float position );
+ void SnapInternalXTo(float position);
/**
* Called whenever a snap animation on the y-axis has completed and we need to snap pre scroll
* position to our clamped position
* @param[in] position The y position to snap pre scroll property to
*/
- void SnapInternalYTo( float position );
+ void SnapInternalYTo(float position);
/**
* This is called internally whenever the Scroll Rulers are
*
* @param[in] gesture The gesture event.
*/
- void OnPan( const PanGesture& pan);
+ void OnPan(const PanGesture& pan);
/**
* Extension of the above gestures.
*
* @param[in] gesture The gesture event.
*/
- void OnGestureEx(Gesture::State state);
+ void OnGestureEx(GestureState state);
/**
* Performs snapping while taking into account Velocity of gesture
* @param[in,out] position The position you wish to clamp
* @param[out] clamped The results of the clamping.
*/
- void ClampPosition(Vector2& position, ClampState2D &clamped) const;
+ void ClampPosition(Vector2& position, ClampState2D& clamped) const;
/**
* Wraps position within the domain set up by X/Y Rulers
void SetInternalConstraints();
protected:
+ struct AccessibleImpl : public Scrollable::AccessibleImpl
+ {
+ using Scrollable::AccessibleImpl::AccessibleImpl;
+
+ bool ScrollToChild(Actor child) override;
+ };
/**
* Construct a new ScrollView.
virtual ~ScrollView();
private:
-
/**
* Searches this ScrollView, and attempts to Unbind
* systematically this Actor from the ScrollView attached.
*
* @param[in] child The actor to be unbound.
*/
- virtual void FindAndUnbindActor(Actor child);
+ void FindAndUnbindActor(Actor child) override;
/**
* Gets position property.
/**
* Checks if the property notifications are active and adds them if not
*/
- void SetScrollUpdateNotification( bool enabled );
+ void SetScrollUpdateNotification(bool enabled);
/**
* Refresh the ScrollView (used when animating to update application developer of changes)
* @param[in] scrollModeMap A map defining the characteristics of X and Y scrolling
* using either FixedRuler or DefaultRuler.
*/
- void SetScrollMode( const Property::Map& scrollModeMap );
+ void SetScrollMode(const Property::Map& scrollModeMap);
private:
-
// Undefined
ScrollView(const ScrollView&);
ScrollView& operator=(const ScrollView& rhs);
private:
+ unsigned long mTouchDownTime; ///< The touch down time
- unsigned long mTouchDownTime; ///< The touch down time
+ int mGestureStackDepth; ///< How many gestures are currently occuring.
+ Vector2 mPanStartPosition; ///< Where the pan gesture's touch down occured
+ Vector2 mPanDelta; ///< Amount currently panned.
- int mGestureStackDepth; ///< How many gestures are currently occuring.
- Vector2 mPanStartPosition; ///< Where the pan gesture's touch down occured
- Vector2 mPanDelta; ///< Amount currently panned.
-
- unsigned int mScrollStateFlags; ///< flags indicating current state of scrolling
+ unsigned int mScrollStateFlags; ///< flags indicating current state of scrolling
// Scroll delegate pre and post position properties...
- 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)
+ 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;
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
-
+ 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)
+ 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 OnTouch 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
+ float mScrollUpdateDistance; ///< Distance for scrolling to travel for the scroll update notifications
Dali::PropertyNotification mScrollXUpdateNotification; ///< scroll x position update notification
Dali::PropertyNotification mScrollYUpdateNotification; ///< scroll y position update notification
- Actor mInternalActor; ///< Internal actor (we keep internal actors in here e.g. scrollbars, so we can ignore it in searches)
+ Actor mInternalActor; ///< Internal actor (we keep internal actors in here e.g. scrollbars, so we can ignore it in searches)
- ScrollViewEffectContainer mEffects; ///< Container keeping track of all the applied effects.
+ ScrollViewEffectContainer mEffects; ///< Container keeping track of all the applied effects.
- 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 Vector2::ZERO
- AlphaFunction mSnapOvershootAlphaFunction; ///< AlphaFunction to be used for this overshoot.
+ 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 Vector2::ZERO
+ AlphaFunction mSnapOvershootAlphaFunction; ///< AlphaFunction to be used for this overshoot.
- float mSnapDuration; ///< Time for the snap animation to take (in seconds).
- AlphaFunction mSnapAlphaFunction; ///< AlphaFunction to be used for the Snap Animation.
+ float mSnapDuration; ///< Time for the snap animation to take (in seconds).
+ AlphaFunction mSnapAlphaFunction; ///< AlphaFunction to be used for the Snap Animation.
- Vector2 mMinFlickDistance; ///< Minimum pan distance required for a flick
- float mFlickSpeedThreshold; ///< Minimum pan speed required for a flick in pixels/ms
- float mFlickDuration; ///< Time for the flick animation to take (in seconds).
- AlphaFunction mFlickAlphaFunction; ///< AlphaFunction to be used for the Flick Animation.
+ Vector2 mMinFlickDistance; ///< Minimum pan distance required for a flick
+ float mFlickSpeedThreshold; ///< Minimum pan speed required for a flick in pixels/ms
+ float mFlickDuration; ///< Time for the flick animation to take (in seconds).
+ AlphaFunction mFlickAlphaFunction; ///< AlphaFunction to be used for the Flick Animation.
- float mAxisAutoLockGradient; ///< Axis Auto-lock gradient threshold. Above this gradient and it will lock scrolling to closest axis.
- float mFrictionCoefficient; ///< Friction coefficient. Amount of friction to apply to free panning flick animation. in stage.lengths/sec
- 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.
+ float mAxisAutoLockGradient; ///< Axis Auto-lock gradient threshold. Above this gradient and it will lock scrolling to closest axis.
+ float mFrictionCoefficient; ///< Friction coefficient. Amount of friction to apply to free panning flick animation. in stage.lengths/sec
+ 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 mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates in X and Y axes for each 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;
Constraint mScrollMainInternalPrePositionConstraint;
Constraint mScrollMainInternalDomainConstraint;
Constraint mScrollMainInternalPrePositionMaxConstraint;
- ScrollOvershootIndicatorPtr mOvershootIndicator;
+ ScrollOvershootIndicatorPtr mOvershootIndicator;
WeakHandle<Toolkit::ScrollBar> mScrollBar;
Toolkit::ScrollView::SnapStartedSignalType mSnapStartedSignal;
- 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 mSensitive:1; ///< Scroll Sensitivity Flag.
- bool mTouchDownTimeoutReached:1; ///< Indicates when down event timeout occured without corresponding up event (touch still down)
- bool mActorAutoSnapEnabled:1; ///< Whether to automatically snap to closest actor.
- bool mAutoResizeContainerEnabled:1; ///< Whether to automatically resize container (affects RulerDomain's on X/Y axes)
- bool mWrapMode:1; ///< Whether to wrap contents based on container size.
- bool mAxisAutoLock:1; ///< Whether to automatically lock axis when panning.
- bool mAlterChild:1; ///< Internal flag to control behavior of OnChildAdd/OnChildRemove when Adding internal Actors.
- 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
+ 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 mSensitive : 1; ///< Scroll Sensitivity Flag.
+ bool mTouchDownTimeoutReached : 1; ///< Indicates when down event timeout occured without corresponding up event (touch still down)
+ bool mActorAutoSnapEnabled : 1; ///< Whether to automatically snap to closest actor.
+ bool mAutoResizeContainerEnabled : 1; ///< Whether to automatically resize container (affects RulerDomain's on X/Y axes)
+ bool mWrapMode : 1; ///< Whether to wrap contents based on container size.
+ bool mAxisAutoLock : 1; ///< Whether to automatically lock axis when panning.
+ bool mAlterChild : 1; ///< Internal flag to control behavior of OnChildAdd/OnChildRemove when Adding internal Actors.
+ 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