{
class ScrollView;
}
+/**
+ * @addtogroup dali_toolkit_controls_scroll_view
+ * @{
+ */
/**
* @brief How axes/rotation or scale are clamped
+ * @SINCE_1_0.0
*/
enum ClampState
{
- NotClamped, ///< The quantity isn't clamped
- ClampedToMin, ///< The quantity is clamped to the min value
- ClampedToMax ///< The quantity is clamped to the max value
+ NotClamped, ///< The quantity isn't clamped @SINCE_1_0.0
+ ClampedToMin, ///< The quantity is clamped to the min value @SINCE_1_0.0
+ ClampedToMax ///< The quantity is clamped to the max value @SINCE_1_0.0
};
/**
* @brief A 2 dimensional clamp
+ * @SINCE_1_0.0
*/
struct ClampState2D
{
/**
* @brief The snap type
+ * @SINCE_1_0.0
*/
enum SnapType
{
- Snap, ///< Snap
- Flick ///< Flick
+ Snap, ///< Snap @SINCE_1_0.0
+ Flick ///< Flick @SINCE_1_0.0
};
/**
* @brief DirectionBias types.
+ * @SINCE_1_0.0
*/
enum DirectionBias
{
- DirectionBiasLeft = -1, ///< Bias scroll snap to Left
- DirectionBiasNone = 0, ///< Don't bias scroll snap
- DirectionBiasRight = 1 ///< Bias scroll snap to Right
+ DirectionBiasLeft = -1, ///< Bias scroll snap to Left @SINCE_1_0.0
+ DirectionBiasNone = 0, ///< Don't bias scroll snap @SINCE_1_0.0
+ DirectionBiasRight = 1 ///< Bias scroll snap to Right @SINCE_1_0.0
};
/**
* @brief Used for specifying minimum/maximum extents of a ruler.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API RulerDomain
{
/**
* @brief Creates Ruler domain allowing a point to traverse between min and max extents.
*
+ * @SINCE_1_0.0
* @param[in] min Minimum extent (point cannot traverse less than this)
* @param[in] max Maximum extent (point cannot traverse greater than this)
* @param[in] enabled Whether domain has been enabled or not.
* An optional length parameter can be specified to suggest that the
* subject is not a point but a line to that should be clamped.
*
+ * @SINCE_1_0.0
* @param[in] x X point to be clamped between (min) and (max) extents.
* @param[in] length (optional) The Length of the line from (x) to (x + length) to be clamped.
* @param[in] scale Scaling parameter which treats domain as scaled in calculations.
* An optional length parameter can be specified to suggest that the
* subject is not a point but a line to that should be clamped.
*
+ * @SINCE_1_0.0
* @param[in] x X point to be clamped between (min) and (max) extents.
* @param[in] length (optional) The Length of the line from (x) to (x + length) to be clamped.
* @param[in] scale Scaling parameter which treats domain as scaled in calculations.
/**
* @brief Returns (max-min) size of ruler.
*
+ * @SINCE_1_0.0
* @return The size of the ruler from min to max.
*/
float GetSize() const;
*
* It can specify whether they are traversable, where their snap
* points are and their domain.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API Ruler : public RefObject
{
public:
/// @brief The type of the ruler
enum RulerType {
- Fixed, ///< A fixed ruler
- Free ///< A free ruler
+ Fixed, ///< A fixed ruler @SINCE_1_0.0
+ Free ///< A free ruler @SINCE_1_0.0
};
public:
/**
* @brief Constructs ruler, default enabled, with limitless domain.
+ * @SINCE_1_0.0
*/
Ruler();
/**
* @brief Snaps (x) in accordance to the ruler settings.
*
+ * @SINCE_1_0.0
* @param[in] x The input value on the ruler to be snapped.
* @param[in] bias (optional) The biasing employed for snapping
* 0 floor input (floor x) "Used for Flick Left"
* number of pages within the domain), while wrapping the position
* within the domain.
*
+ * @SINCE_1_0.0
* @param[in] page The page index
* @param[out] volume The overflow volume when the page exceeds the domain (wrap must be enabled)
* @param[in] wrap Enable wrap mode
*
* If (wrap) is true, then will return a page wrapped within the domain.
*
+ * @SINCE_1_0.0
* @param[in] position The position on the domain
* @param[in] wrap Enable wrap mode
* @return The page where this position resides.
/**
* @brief Returns the total number of pages within this Ruler.
*
+ * @SINCE_1_0.0
* @return The number of pages in the Ruler.
*/
virtual unsigned int GetTotalPages() const = 0;
/**
* @brief Gets the extension interface of the Ruler.
*
+ * @SINCE_1_0.0
* @return The extension interface of the Ruler
*/
virtual RulerExtension* GetExtension() { return NULL; }
/**
* @brief Gets the ruler type.
*
+ * @SINCE_1_0.0
* @return The ruler type.
*/
Ruler::RulerType GetType() const;
/**
* @brief Returns whether this axis has been enabled or not.
*
+ * @SINCE_1_0.0
* @return true if axis is enabled
*/
bool IsEnabled() const;
/**
* @brief Enables ruler (ruler must be enabled in order to traverse along it).
+ * @SINCE_1_0.0
*/
void Enable();
/**
* @brief Disables ruler.
+ * @SINCE_1_0.0
*/
void Disable();
/**
* @brief Sets Domain.
*
+ * @SINCE_1_0.0
* @param[in] domain Ruler domain object.
*/
void SetDomain(RulerDomain domain);
/**
* @brief Gets Domain.
*
+ * @SINCE_1_0.0
* @return The domain
*/
const RulerDomain &GetDomain() const;
/**
* @brief Disables Domain (minimum/maximum extents for this axis).
+ * @SINCE_1_0.0
*/
void DisableDomain();
* An optional length parameter can be specified to suggest that the
* subject is not a point but a line that should be clamped.
*
+ * @SINCE_1_0.0
* @param[in] x X point to be clamped between (min) and (max) extents.
* @param[in] length (optional) The Length of the line from (x) to (x + length) to be clamped.
* @param[in] scale Scaling parameter which treats domain as scaled in calculations.
* An optional length parameter can be specified to suggest that the
* subject is not a point but a line to that should be clamped.
*
+ * @SINCE_1_0.0
* @param[in] x X point to be clamped between (min) and (max) extents.
* @param[in] length (optional) The Length of the line from (x) to (x + length) to be clamped.
* @param[in] scale Scaling parameter which treats domain as scaled in calculations.
/**
* @brief Snaps and Clamps (x) in accordance to ruler settings.
*
+ * @SINCE_1_0.0
* @param[in] x value to be snapped in accordance to ruler snap value,
* and clamped in accordance to the ruler's domain (if set).
* @param[in] bias (optional) The biasing employed for snapping
/**
* @brief Snaps and Clamps (x) in accordance to ruler settings.
*
+ * @SINCE_1_0.0
* @param[in] x value to be snapped in accordance to ruler snap value,
* and clamped in accordance to the ruler's domain (if set).
* @param[in] bias (optional) The biasing employed for snapping
/**
* @brief Destructor - A reference counted object may only be deleted by calling Unreference().
+ * @SINCE_1_0.0
*/
virtual ~Ruler();
};
-typedef IntrusivePtr<Ruler> RulerPtr; ///< Pointer to Dali::Toolkit::Ruler object
+typedef IntrusivePtr<Ruler> RulerPtr; ///< Pointer to Dali::Toolkit::Ruler object @SINCE_1_0.0
/**
* @brief Concrete implementation of Ruler that has no snapping and has one single page.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API DefaultRuler : public Ruler
{
public:
/**
* @brief DefaultRuler constructor.
+ * @SINCE_1_0.0
*/
DefaultRuler();
/**
* @brief Concrete implementation of Ruler that has fixed snapping.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API FixedRuler : public Ruler
{
/**
* @brief Constructor
*
+ * @SINCE_1_0.0
* @param[in] spacing The spacing between each interval on this ruler.
*/
FixedRuler(float spacing = 1.0f);
* | %Signal Name | Method |
* |-------------------|----------------------------|
* | snap-started | @ref SnapStartedSignal() |
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API ScrollView : public Scrollable
{
/**
* @brief Clamp signal event's data
+ * @SINCE_1_0.0
*/
struct ClampEvent
{
/**
* @brief Snap signal event's data.
+ * @SINCE_1_0.0
*/
struct SnapEvent
{
/**
* @brief The start and end property ranges for this control.
+ * @SINCE_1_0.0
*/
enum PropertyRange
{
+ PROPERTY_START_INDEX = Toolkit::Scrollable::PROPERTY_END_INDEX + 1, ///< @SINCE_1_1.18
+ PROPERTY_END_INDEX = PROPERTY_START_INDEX + 1000, ///< Reserve property indices, @SINCE_1_1.18
+
ANIMATABLE_PROPERTY_START_INDEX = Toolkit::Scrollable::ANIMATABLE_PROPERTY_END_INDEX + 1,
- ANIMATABLE_PROPERTY_END_INDEX = ANIMATABLE_PROPERTY_START_INDEX + 1000 ///< Reserve animatable property indices
+ ANIMATABLE_PROPERTY_END_INDEX = ANIMATABLE_PROPERTY_START_INDEX + 1000 ///< Reserve animatable property indices @SINCE_1_0.0
};
/**
* @brief An enumeration of properties belonging to the ScrollView class.
+ * @SINCE_1_0.0
*/
struct Property
{
enum
{
- SCROLL_POSITION = ANIMATABLE_PROPERTY_START_INDEX, ///< Property, name "scroll-position", type Vector2
- SCROLL_PRE_POSITION, ///< Property, name "scroll-pre-position", type Vector2
- SCROLL_PRE_POSITION_X, ///< Property, name "scroll-pre-position-x", type float
- SCROLL_PRE_POSITION_Y, ///< Property, name "scroll-pre-position-y", type float
- SCROLL_PRE_POSITION_MAX, ///< Property, name "scroll-pre-position-max", type Vector2
- SCROLL_PRE_POSITION_MAX_X, ///< Property, name "scroll-pre-position-max-x", type float
- SCROLL_PRE_POSITION_MAX_Y, ///< Property, name "scroll-pre-position-max-y", type float
- OVERSHOOT_X, ///< Property, name "overshoot-x", type float
- OVERSHOOT_Y, ///< Property, name "overshoot-y", type float
- SCROLL_FINAL, ///< Property, name "scroll-final", type Vector2
- SCROLL_FINAL_X, ///< Property, name "scroll-final-x", type float
- SCROLL_FINAL_Y, ///< Property, name "scroll-final-y", type float
- WRAP, ///< Property, name "wrap", type bool
- PANNING, ///< Property, name "panning", type bool
- SCROLLING, ///< Property, name "scrolling", type bool
- SCROLL_DOMAIN_SIZE, ///< Property, name "scroll-domain-size" type Vector2
- SCROLL_DOMAIN_SIZE_X, ///< Property, name "scroll-domain-size-x" type float
- SCROLL_DOMAIN_SIZE_Y, ///< Property, name "scroll-domain-size-y" type float
- SCROLL_DOMAIN_OFFSET, ///< Property, name "scroll-domain-offset" type Vector2
- SCROLL_POSITION_DELTA, ///< Property, name "scroll-position-delta" type Vector2
- START_PAGE_POSITION ///< Property, name "start-page-position" type Vector3
+ // Event side properties
+ WRAP_ENABLED = PROPERTY_START_INDEX, ///< Property, name "wrapEnabled", @see SetWrapMode(), type bool, @SINCE_1_1.18
+ PANNING_ENABLED, ///< Property, name "panningEnabled", @see SetScrollSensitive(), type bool, @SINCE_1_1.18
+ AXIS_AUTO_LOCK_ENABLED, ///< Property, name "axisAutoLockEnabled", @see SetAxisAutoLock(), type bool, @SINCE_1_1.18
+ WHEEL_SCROLL_DISTANCE_STEP, ///< Property, name "wheelScrollDistanceStep", @see SetWheelScrollDistanceStep(), type Vector2, @SINCE_1_1.18
+
+ SCROLL_POSITION = ANIMATABLE_PROPERTY_START_INDEX, ///< Property, name "scrollPosition", type Vector2 @SINCE_1_0.0
+ SCROLL_PRE_POSITION, ///< Property, name "scrollPrePosition", type Vector2 @SINCE_1_0.0
+ SCROLL_PRE_POSITION_X, ///< Property, name "scrollPrePositionX", type float @SINCE_1_0.0
+ SCROLL_PRE_POSITION_Y, ///< Property, name "scrollPrePositionY", type float @SINCE_1_0.0
+ SCROLL_PRE_POSITION_MAX, ///< Property, name "scrollPrePositionMax", type Vector2 @SINCE_1_0.0
+ SCROLL_PRE_POSITION_MAX_X, ///< Property, name "scrollPrePositionMaxX", type float @SINCE_1_0.0
+ SCROLL_PRE_POSITION_MAX_Y, ///< Property, name "scrollPrePositionMaxY", type float @SINCE_1_0.0
+ OVERSHOOT_X, ///< Property, name "overshootX", type float @SINCE_1_0.0
+ OVERSHOOT_Y, ///< Property, name "overshootY", type float @SINCE_1_0.0
+ SCROLL_FINAL, ///< Property, name "scrollFinal", type Vector2 @SINCE_1_0.0
+ SCROLL_FINAL_X, ///< Property, name "scrollFinalX", type float @SINCE_1_0.0
+ SCROLL_FINAL_Y, ///< Property, name "scrollFinalY", type float @SINCE_1_0.0
+ WRAP, ///< Property, name "wrap", type bool @SINCE_1_0.0
+ PANNING, ///< Property, name "panning", type bool @SINCE_1_0.0
+ SCROLLING, ///< Property, name "scrolling", type bool @SINCE_1_0.0
+ SCROLL_DOMAIN_SIZE, ///< Property, name "scrollDomainSize", type Vector2 @SINCE_1_0.0
+ SCROLL_DOMAIN_SIZE_X, ///< Property, name "scrollDomainSizeX", type float @SINCE_1_0.0
+ SCROLL_DOMAIN_SIZE_Y, ///< Property, name "scrollDomainSizeY", type float @SINCE_1_0.0
+ SCROLL_DOMAIN_OFFSET, ///< Property, name "scrollDomainOffset", type Vector2 @SINCE_1_0.0
+ SCROLL_POSITION_DELTA, ///< Property, name "scrollPositionDelta", type Vector2 @SINCE_1_0.0
+ START_PAGE_POSITION ///< Property, name "startPagePosition", type Vector3 @SINCE_1_0.0
};
};
// Typedefs
- typedef Signal< void ( const SnapEvent& ) > SnapStartedSignalType; ///< SnapStarted signal type
+ typedef Signal< void ( const SnapEvent& ) > SnapStartedSignalType; ///< SnapStarted signal type @SINCE_1_0.0
public:
/**
* @brief Creates an empty ScrollView handle.
+ * @SINCE_1_0.0
*/
ScrollView();
/**
* @brief Copy constructor.
*
- * Creates another handle that points to the same real object
+ * Creates another handle that points to the same real object.
*
+ * @SINCE_1_0.0
* @param[in] handle to copy from
*/
ScrollView( const ScrollView& handle );
/**
* @brief Assignment operator.
*
- * Changes this handle to point to another real object
+ * Changes this handle to point to another real object.
+ * @SINCE_1_0.0
* @param[in] handle The handle to copy from
* @return A reference to this
*/
* @brief Destructor
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~ScrollView();
/**
* @brief Create an initialized ScrollView.
*
+ * @SINCE_1_0.0
* @return A handle to a newly allocated Dali resource.
*/
static ScrollView New();
/**
- * @brief Downcast an Object handle to ScrollView.
+ * @brief Downcast a handle to ScrollView handle.
*
* If handle points to a ScrollView the downcast produces valid
* handle. If not the returned handle is left uninitialized.
*
+ * @SINCE_1_0.0
* @param[in] handle Handle to an object
- * @return handle to a ScrollView or an uninitialized handle
+ * @return A handle to a ScrollView or an uninitialized handle
*/
static ScrollView DownCast( BaseHandle handle );
/**
* @brief Get snap-animation's AlphaFunction.
*
+ * @SINCE_1_0.0
* @return Current easing alpha function of the snap animation.
*/
AlphaFunction GetScrollSnapAlphaFunction() const;
/**
* @brief Set snap-animation's AlphaFunction.
*
+ * @SINCE_1_0.0
* @param[in] alpha Easing alpha function of the snap animation.
*/
void SetScrollSnapAlphaFunction(AlphaFunction alpha);
/**
* @brief Get flick-animation's AlphaFunction.
*
+ * @SINCE_1_0.0
* @return Current easing alpha function of the flick animation.
*/
AlphaFunction GetScrollFlickAlphaFunction() const;
/**
* @brief Set flick-animation's AlphaFunction.
*
+ * @SINCE_1_0.0
* @param[in] alpha Easing alpha function of the flick animation.
*/
void SetScrollFlickAlphaFunction(AlphaFunction alpha);
*
* This animation occurs when the user drags, and releases.
*
+ * @SINCE_1_0.0
* @return The time in seconds for the animation to take.
*/
float GetScrollSnapDuration() const;
*
* This animation occurs when the user drags, and releases.
*
+ * @SINCE_1_0.0
* @param[in] time The time in seconds for the animation to take.
*/
void SetScrollSnapDuration(float time);
*
* This animation occurs when the user flicks scroll view.
*
+ * @SINCE_1_0.0
* @return The time in seconds for the animation to take.
*/
float GetScrollFlickDuration() const;
*
* This animation occurs when the user flicks scroll view.
*
+ * @SINCE_1_0.0
* @param[in] time The time in seconds for the animation to take.
*/
void SetScrollFlickDuration(float time);
* Defines how scrolling horizontally is snapped, and
* the boundary (domain) in which the ScrollView can pan.
*
+ * @SINCE_1_0.0
* @param[in] ruler The ruler to be used for the X axis
*/
void SetRulerX(RulerPtr ruler);
* Defines how scrolling vertically is snapped, and the boundary
* (domain) in which the ScrollView can pan.
*
+ * @SINCE_1_0.0
* @param[in] ruler The ruler to be used for the Y axis
*/
void SetRulerY(RulerPtr ruler);
/**
- * @brief Set Scroll's touch sensitivity.
+ * @brief Set scroll sensibility of pan gesture.
*
- * @note Unlike SetSensitive(), this determines whether this ScrollView
+ * @SINCE_1_0.0
+ * @param[in] sensitive true to enable scroll, false to disable scrolling
+ * @note Unlike Actor::SetSensitive(), this determines whether this ScrollView
* should react (e.g. pan), without disrupting the sensitivity of it's children.
*
- * @param[in] sensitive true to enable scroll, false to disable scrolling
*/
void SetScrollSensitive(bool sensitive);
* The final overshoot value is within 0.0f to 1.0f, but the maximum
* overshoot is in pixels (e.g. if you scroll 75 pixels beyond the
* edge of a scrollable area and the maximum overshoot is 100 then
- * the final overshoot value will be 0.75f)
+ * the final overshoot value will be 0.75f).
*
- * @param[in] overshootX the maximum number of horizontally scrolled pixels before overshoot X reaches 1.0f
- * @param[in] overshootY the maximum number of vertically scrolled pixels before overshoot Y reaches 1.0f
+ * @SINCE_1_0.0
+ * @param[in] overshootX The maximum number of horizontally scrolled pixels before overshoot X reaches 1.0f
+ * @param[in] overshootY The maximum number of vertically scrolled pixels before overshoot Y reaches 1.0f
*/
void SetMaxOvershoot(float overshootX, float overshootY);
/**
* @brief Set Snap Overshoot animation's AlphaFunction.
*
+ * @SINCE_1_0.0
* @param[in] alpha Easing alpha function of the overshoot snap animation.
*/
void SetSnapOvershootAlphaFunction(AlphaFunction alpha);
/**
* @brief Set Snap Overshoot animation's Duration.
*
+ * @SINCE_1_0.0
+ * @param[in] duration The duration of the overshoot snap animation.
* @note Set duration to 0 seconds, to disable Animation.
*
- * @param[in] duration The duration of the overshoot snap animation.
*/
void SetSnapOvershootDuration(float duration);
* snap to the closest actor (The closest actor will appear in the center of
* the ScrollView).
*
+ * @SINCE_1_0.0
* @param[in] enable Enables (true), or disables (false) Actor AutoSnap
*/
void SetActorAutoSnap(bool enable);
*
* When enabled, the ScrollView contents are wrapped over the X/Y Domain.
*
+ * @SINCE_1_0.0
+ * @param[in] enable Enables (true), or disables (false) Wrap Mode.
* @note You must apply a position constraint that causes Wrapping
* to all children.
*
- * @param[in] enable Enables (true), or disables (false) Wrap Mode.
*/
void SetWrapMode(bool enable);
/**
- * @brief Gets the current distance needed to scroll for ScrollUpdatedSignal to be emitted
+ * @brief Gets the current distance needed to scroll for ScrollUpdatedSignal to be emitted.
*
+ * @SINCE_1_0.0
* @return Current scroll update distance
*/
int GetScrollUpdateDistance() const;
/**
- * @brief Sets the distance needed to scroll for ScrollUpdatedSignal to be emitted
+ * @brief Sets the distance needed to scroll for ScrollUpdatedSignal to be emitted.
*
* The scroll update distance tells ScrollView how far to move before ScrollUpdatedSignal the informs application.
- * Each time the ScrollView crosses this distance the signal will be emitted
+ * Each time the ScrollView crosses this distance the signal will be emitted.
*
+ * @SINCE_1_0.0
* @param[in] distance The distance for ScrollView to move before emitting update signal
*/
void SetScrollUpdateDistance(int distance);
/**
* @brief Returns state of Axis Auto Lock mode.
*
+ * @SINCE_1_0.0
* @return Whether Axis Auto Lock mode has been enabled or not.
*/
bool GetAxisAutoLock() const;
* vertical, will be automatically restricted to horizontal only or vertical
* only panning, until the pan gesture has completed.
*
+ * @SINCE_1_0.0
* @param[in] enable Enables (true), or disables (false) AxisAutoLock mode.
*/
void SetAxisAutoLock(bool enable);
* @brief Gets the gradient threshold at which a panning gesture
* should be locked to the Horizontal or Vertical axis.
*
+ * @SINCE_1_0.0
* @return The gradient, a value between 0.0 and 1.0f.
*/
float GetAxisAutoLockGradient() const;
* By default this is 0.36 (0.36:1) which means angles less than 20
* degrees to an axis will lock to that axis.
*
- * @note: Specifying a value of 1.0 (the maximum value accepted) indicates that
+ * @SINCE_1_0.0
+ * @param[in] gradient A value between 0.0 and 1.0 (auto-lock for all angles)
+ * @note Specifying a value of 1.0 (the maximum value accepted) indicates that
* all panning gestures will auto-lock. Either to the horizontal or vertical axis.
*
- * @param[in] gradient A value between 0.0 and 1.0 (auto-lock for all angles)
*/
void SetAxisAutoLockGradient(float gradient);
*
* This is a value in stage-diagonals per second^2.
* stage-diagonal = Length( stage.width, stage.height )
+ * @SINCE_1_0.0
* @return Friction coefficient is returned.
*/
float GetFrictionCoefficient() const;
* A stage 480x800 in size has a diagonal length of 933.
* Friction coefficient of 1.0 means the swipe velocity will
* reduce by 1.0 * 933 pixels/sec^2.
+ * @SINCE_1_0.0
* @param[in] friction Friction coefficient, must be greater than 0.0 (default = 1.0)
*/
void SetFrictionCoefficient(float friction);
* This is a constant which multiplies the input touch
* flick velocity to determine the actual velocity at
* which to move the scrolling area.
+ * @SINCE_1_0.0
* @return The flick speed coefficient is returned.
*/
float GetFlickSpeedCoefficient() const;
* This is a constant which multiplies the input touch
* flick velocity to determine the actual velocity at
* which to move the scrolling area.
+ * @SINCE_1_0.0
* @param[in] speed The flick speed coefficient (default = 1.0).
*/
void SetFlickSpeedCoefficient(float speed);
/**
- * @brief Returns the minimum pan distance required for a flick gesture in pixels
+ * @brief Returns the minimum pan distance required for a flick gesture in pixels.
*
+ * @SINCE_1_0.0
* @return Minimum pan distance vector with separate x and y distance
*/
Vector2 GetMinimumDistanceForFlick() const;
/**
- * @brief Sets the minimum pan distance required for a flick in pixels
+ * @brief Sets the minimum pan distance required for a flick in pixels.
*
- * Takes a Vector2 containing separate x and y values. As long as the pan distance exceeds one of these axes a flick will be allowed
+ * Takes a Vector2 containing separate x and y values. As long as the pan distance exceeds one of these axes a flick will be allowed.
*
+ * @SINCE_1_0.0
* @param[in] distance The minimum pan distance for a flick
*/
void SetMinimumDistanceForFlick( const Vector2& distance );
/**
- * @brief Returns the minimum pan speed required for a flick gesture in pixels per second
+ * @brief Returns the minimum pan speed required for a flick gesture in pixels per second.
*
+ * @SINCE_1_0.0
* @return Minimum pan speed
*/
float GetMinimumSpeedForFlick() const;
/**
- * @brief Sets the minimum pan speed required for a flick in pixels per second
+ * @brief Sets the minimum pan speed required for a flick in pixels per second.
*
+ * @SINCE_1_0.0
* @param[in] speed The minimum pan speed for a flick
*/
void SetMinimumSpeedForFlick( float speed );
*
* This is a value in stage-diagonals per second.
* stage-diagonal = Length( stage.width, stage.height )
+ * @SINCE_1_0.0
* @return Maximum flick speed is returned
*/
float GetMaxFlickSpeed() const;
* A stage 480x800 in size has a diagonal length of 933.
* Max Flick speed of 1.0 means the maximum velocity of
* a swipe can be 1.0 * 933 pixels/sec.
+ * @SINCE_1_0.0
* @param[in] speed Maximum flick speed (default = 3.0)
*/
void SetMaxFlickSpeed(float speed);
/**
* @brief Gets the step of scroll distance in actor coordinates for
- * each mouse wheel event received in free panning mode.
+ * each wheel event received in free panning mode.
*
+ * @SINCE_1_0.0
* @return The step of scroll distance(pixel) in X and Y axes.
*/
- Vector2 GetMouseWheelScrollDistanceStep() const;
+ Vector2 GetWheelScrollDistanceStep() const;
/**
* @brief Sets the step of scroll distance in actor coordinates for
- * each mouse wheel event received in free panning mode.
+ * each wheel event received in free panning mode.
*
+ * @SINCE_1_0.0
* @param[in] step The step of scroll distance(pixel) in X and Y axes.
*
- * @note: If snap points are defined in the rulers, it will always
+ * @note If snap points are defined in the rulers, it will always
* scroll to the next snap point towards the scroll direction while
- * receiving the mouse wheel events.
+ * receiving the wheel events.
*
*/
- void SetMouseWheelScrollDistanceStep(Vector2 step);
+ void SetWheelScrollDistanceStep(Vector2 step);
/**
* @brief Retrieves current scroll position.
*
* @returns The current scroll position.
+ * @SINCE_1_0.0
*/
Vector2 GetCurrentScrollPosition() const;
* a grid fashion, increasing from left to right until the end of
* the X-domain.
*
- * @note: Pages start from 0 as the first page, not 1.
+ * @SINCE_1_0.0
+ * @note Pages start from 0 as the first page, not 1.
*
* @returns The Current page.
*/
* increasing Y scrolls contents up.
* - If Rulers have been applied to the axes, then the contents will scroll until
* reaching the domain boundary.
+ * @SINCE_1_0.0
+ * @param[in] position The position to scroll to.
* @note Contents will not snap to ruler snap points.
*
- * @param[in] position The position to scroll to.
*/
void ScrollTo(const Vector2& position);
* increasing Y scrolls contents up.
* - If Rulers have been applied to the axes, then the contents will scroll until
* reaching the domain boundary.
- * @note Contents will not snap to ruler snap points.
- *
+ * @SINCE_1_0.0
* @param[in] position The position to scroll to.
* @param[in] duration The duration of the animation in seconds
+ * @note Contents will not snap to ruler snap points.
+ *
*/
void ScrollTo(const Vector2& position, float duration);
/**
- * @brief Scrolls View to position specified (contents will scroll to this position)
+ * @brief Scrolls View to position specified (contents will scroll to this position).
*
* Position 0,0 is the origin. Increasing X scrolls contents left, while
* increasing Y scrolls contents up.
* - If Rulers have been applied to the axes, then the contents will scroll until
* reaching the domain boundary.
- * @note Contents will not snap to ruler snap points.
- *
+ * @SINCE_1_0.0
* @param[in] position The position to scroll to.
* @param[in] duration The duration of the animation in seconds
* @param[in] alpha The alpha function to use
+ * @note Contents will not snap to ruler snap points.
+ *
*/
void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha);
* increasing Y scrolls contents up.
* - If Rulers have been applied to the axes, then the contents will scroll until
* reaching the domain boundary.
- * @note Contents will not snap to ruler snap points.
- * Biasing parameters are provided such that in scenarios with 2 or 2x2 pages in
- * wrap mode, the application developer can decide whether to scroll left or right
- * to get to the target page
- *
+ * @SINCE_1_0.0
* @param[in] position The position to scroll to.
* @param[in] duration The duration of the animation in seconds
* @param[in] horizontalBias Whether to bias scrolling to left or right.
* @param[in] verticalBias Whether to bias scrolling to top or bottom.
+ * @note Contents will not snap to ruler snap points.
+ * Biasing parameters are provided such that in scenarios with 2 or 2x2 pages in
+ * wrap mode, the application developer can decide whether to scroll left or right
+ * to get to the target page.
+ *
*/
void ScrollTo(const Vector2& position, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias);
/**
- * @brief Scrolls View to position specified (contents will scroll to this position)
+ * @brief Scrolls View to position specified (contents will scroll to this position).
*
* Position 0,0 is the origin. Increasing X scrolls contents left, while
* increasing Y scrolls contents up.
* - If Rulers have been applied to the axes, then the contents will scroll until
* reaching the domain boundary.
- * @note Contents will not snap to ruler snap points.
- * Biasing parameters are provided such that in scenarios with 2 or 2x2 pages in
- * wrap mode, the application developer can decide whether to scroll left or right
- * to get to the target page
- *
+ * @SINCE_1_0.0
* @param[in] position The position to scroll to.
* @param[in] duration The duration of the animation in seconds
* @param[in] horizontalBias Whether to bias scrolling to left or right.
* @param[in] verticalBias Whether to bias scrolling to top or bottom.
* @param[in] alpha Alpha function to use
+ * @note Contents will not snap to ruler snap points.
+ * Biasing parameters are provided such that in scenarios with 2 or 2x2 pages in
+ * wrap mode, the application developer can decide whether to scroll left or right
+ * to get to the target page.
+ *
*/
void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias);
* @brief Scrolls View to page currently based on assumption that each page is
* "(page) * ScrollViewSize.width, 0".
*
+ * @SINCE_1_0.0
+ * @param[in] page to scroll to
* @note Should probably be upgraded so that page is an abstract class, that can be
* a function of ScrollViewSize, ruler domain, ruler snap points etc. as pages may be
* orchestrated in a 2D grid fashion, or variable width.
*
- * @param[in] page to scroll to
*/
void ScrollTo(unsigned int page);
* @brief Scrolls View to page currently based on assumption that each page is
* "(page) * ScrollViewSize.width, 0".
*
+ * @SINCE_1_0.0
+ * @param[in] page to scroll to
+ * @param[in] duration The duration of the animation in seconds
* @note Should probably be upgraded so that page is an abstract class, that can be
* a function of ScrollViewSize, ruler domain, ruler snap points etc. as pages may be
* orchestrated in a 2D grid fashion, or variable width.
*
- * @param[in] page to scroll to
- * @param[in] duration The duration of the animation in seconds
*/
void ScrollTo(unsigned int page, float duration);
* @brief Scrolls View to page currently based on assumption that each page is
* "(page) * ScrollViewSize.width, 0".
*
+ * @SINCE_1_0.0
+ * @param[in] page to scroll to
+ * @param[in] duration The duration of the animation in seconds
+ * @param[in] bias Whether to bias scrolling to left or right.
* @note Should probably be upgraded so that page is an abstract class, that can be
* a function of ScrollViewSize, ruler domain, ruler snap points etc. as pages may be
* orchestrated in a 2D grid fashion, or variable width.
* the application developer can decide whether to scroll left or right to get to
* the target page.
*
- * @param[in] page to scroll to
- * @param[in] duration The duration of the animation in seconds
- * @param[in] bias Whether to bias scrolling to left or right.
*/
void ScrollTo(unsigned int page, float duration, DirectionBias bias);
/**
* @brief Scrolls View such that actor appears in the center of the ScrollView.
*
+ * @SINCE_1_0.0
+ * @param[in] actor The actor to center in on (via Scrolling).
* @note Actor must be a direct child of ScrollView, otherwise will
* cause an assertion failure.
- * @param[in] actor The actor to center in on (via Scrolling).
*/
void ScrollTo(Actor& actor);
/**
* @brief Scrolls View such that actor appears in the center of the ScrollView.
*
- * @note Actor must be a direct child of ScrollView, otherwise will
- * cause an assertion failure.
+ * @SINCE_1_0.0
* @param[in] actor The actor to center in on (via Scrolling).
* @param[in] duration The duration of the animation in seconds
+ * @note Actor must be a direct child of ScrollView, otherwise will
+ * cause an assertion failure.
*/
void ScrollTo(Actor& actor, float duration);
*
* If already at snap points, then will return false, and not scroll.
*
+ * @SINCE_1_0.0
* @return True if Snapping necessary.
*/
bool ScrollToSnapPoint();
/**
* @brief Applies a constraint that will affect the children of ScrollView.
*
- * @note this affects all existing and future Actors that are added to scrollview.
+ * @SINCE_1_0.0
* @param[in] constraint The constraint to apply
+ * @note This affects all existing and future Actors that are added to scrollview.
*/
void ApplyConstraintToChildren(Constraint constraint);
/**
* @brief Removes all constraints that will affect the children of ScrollView.
*
- * @note this removes all constraints from actors that have been added
+ * @SINCE_1_0.0
+ * @note This removes all constraints from actors that have been added
* to scrollview.
*/
void RemoveConstraintsFromChildren();
/**
* @brief Apply Effect to ScrollView.
*
+ * @SINCE_1_0.0
* @param[in] effect The effect to apply to scroll view
*/
void ApplyEffect(ScrollViewEffect effect);
/**
* @brief Remove Effect from ScrollView.
*
+ * @SINCE_1_0.0
* @param[in] effect The effect to remove.
*/
void RemoveEffect(ScrollViewEffect effect);
/**
* @brief Remove All Effects from ScrollView.
+ * @SINCE_1_0.0
*/
void RemoveAllEffects();
* Once an actor is bound to a ScrollView, it will be subject to
* that ScrollView's properties.
*
+ * @SINCE_1_0.0
* @param[in] child The actor to add to this ScrollView.
*/
void BindActor(Actor child);
* @brief Unbind Actor from this ScrollView.
*
* Once Unbound, this ScrollView will not affect the actor.
- * @note this does not remove the child from the ScrollView container
- *
+ * @SINCE_1_0.0
* @param[in] child The actor to be unbound.
+ * @note This does not remove the child from the ScrollView container
+ *
*/
void UnbindActor(Actor child);
/**
* @brief Allows the user to constrain the scroll view in a particular direction.
*
+ * @SINCE_1_0.0
* @param[in] direction The axis to constrain the scroll-view to.
* Usually set to PanGestureDetector::DIRECTION_VERTICAL or PanGestureDetector::DIRECTION_HORIZONTAL (but can be any other angle if desired).
* @param[in] threshold The threshold to apply around the axis.
/**
* @brief Remove a direction constraint from the scroll view.
*
+ * @SINCE_1_0.0
* @param[in] direction The axis to stop constraining to.
* Usually will be PanGestureDetector::DIRECTION_VERTICAL or PanGestureDetector::DIRECTION_HORIZONTAL (but can be any other angle if desired).
*/
/**
* @brief Signal emitted when the ScrollView has started to snap or flick (it tells the target
- * position, scale, rotation for the snap or flick)
+ * position, scale, rotation for the snap or flick).
*
* A callback of the following type may be connected:
* @code
* void YourCallbackName(const SnapEvent& event);
* @endcode
- * @pre The Object has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Object has been initialized.
*/
SnapStartedSignalType& SnapStartedSignal();
public: // Not intended for application developers
+ /// @cond internal
/**
* @brief Creates a handle using the Toolkit::Internal implementation.
*
+ * @SINCE_1_0.0
* @param[in] implementation The Control implementation.
*/
DALI_INTERNAL ScrollView(Internal::ScrollView& implementation);
/**
* @brief Allows the creation of this Control from an Internal::CustomActor pointer.
*
+ * @SINCE_1_0.0
* @param[in] internal A pointer to the internal CustomActor.
*/
explicit DALI_INTERNAL ScrollView( Dali::Internal::CustomActor* internal );
+ /// @endcond
};
+/**
+ * @}
+ */
} // namespace Toolkit
} // namespace Dali