-#ifndef __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
-#define __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
+#ifndef DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H
+#define DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H
/*
- * Copyright (c) 2014 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/adaptor-framework/timer.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/object/property-notification.h>
+#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-impl.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;
-public:
+private:
+ typedef std::vector<Dali::Toolkit::ScrollViewEffect> ScrollViewEffectContainer; ///< Container of Dali::Toolkit::ScrollViewEffect
+ 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
*/
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);
/**
+ * Retrieve whether Actor Auto-Snap mode is enabled or not.
+ *
+ * @return Actor Auto-Snap mode Enabled flag.
+ */
+ bool GetActorAutoSnap();
+
+ /**
* @copydoc Toolkit::ScrollView::SetActorAutoSnap
*/
void SetActorAutoSnap(bool enable);
/**
* @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
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;
-
- /**
- * @copydoc Toolkit::ScrollView::SetScrollPosition
- */
- void SetScrollPosition(const Vector3& position);
-
- /**
- * @copydoc Toolkit::Scrollable::GetDomainSize
- */
- Vector3 GetDomainSize() const;
+ Vector2 GetCurrentScrollPosition() const;
/**
- * @copydoc ScrollTo(const Vector3&)
+ * @copydoc ScrollTo(const Vector2&)
*/
- void TransformTo(const Vector3& position,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
+ void TransformTo(const Vector2& position,
+ DirectionBias horizontalBias = DIRECTION_BIAS_NONE,
+ DirectionBias verticalBias = DIRECTION_BIAS_NONE);
/**
- * @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,
- 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 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,
- DirectionBias horizontalBias, DirectionBias verticalBias);
+ 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,
- 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 Vector3& position, const Vector3& 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()
void RemoveOverlay(Actor actor);
/**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootSize
+ */
+ void SetOvershootSize(const Vector2& size);
+
+ /**
* @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
*/
- void SetOvershootEffectColor( const Vector4& color );
+ void SetOvershootEffectColor(const Vector4& color);
-public: //Signals
+ //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
+ /**
* @copydoc Dali::Toolkit::ScrollView::SnapStartedSignal()
*/
Toolkit::ScrollView::SnapStartedSignalType& 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 );
-
-private: // private overriden functions from CustomActorImpl and Controls
+ 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 Dali::Control::OnControlSizeSet(const Vector3&)
+ * @copydoc CustomActorImpl::OnSizeSet(const Vector3&)
*/
- virtual void OnControlSizeSet( 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);
-
- /**
- * 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);
+ void OnChildRemove(Actor& child) override;
/**
- * From CustomActorImpl; called after a mouse-wheel-event is received by the owning actor.
- * @param[in] event The mouse wheel event.
+ * 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 OnMouseWheelEvent(const MouseWheelEvent& event);
+ bool OnWheelEvent(Actor actor, const WheelEvent& event);
/**
* @copydoc Toolkit::Control::OnInitialize()
*/
- virtual void OnInitialize();
+ void OnInitialize() override;
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnControlStageConnection();
+ void OnSceneConnection(int depth) override;
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnControlStageDisconnection();
+ void OnSceneDisconnection() override;
/**
* @copydoc Toolkit::Control::OnAccessibilityPan()
*/
- virtual bool OnAccessibilityPan(PanGesture gesture);
+ bool OnAccessibilityPan(PanGesture gesture) override;
/**
- * @copydoc Toolkit::Scrollable::SetOvershootEnabled()
+ * @copydoc Toolkit::Scrollable::EnableScrollOvershoot()
*/
- virtual void SetOvershootEnabled(bool enable);
+ void EnableScrollOvershoot(bool enable) override;
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 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
- * 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] 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] 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, ClampState3D &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
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.
*
* @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
/**
* 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)
*/
void OnScrollUpdateNotification(Dali::PropertyNotification& source);
-private:
+ /**
+ * 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
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
- Vector3 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...
- 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;
+ 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 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
+ 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 Vector3::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 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;
-
- ScrollOvershootIndicatorPtr mOvershootIndicator;
+ 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 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 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
} // namespace Dali
-#endif // __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
+#endif // DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H