/**
* @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
/**
* @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
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 );
void SetRulerY(RulerPtr ruler);
/**
- * @brief Set Scroll's touch sensitivity.
+ * @brief Set scroll sensibility of pan gesture.
*
* @SINCE_1_0.0
* @param[in] sensitive true to enable scroll, false to disable scrolling
- * @note Unlike SetSensitive(), this determines whether this ScrollView
+ * @note Unlike Actor::SetSensitive(), this determines whether this ScrollView
* should react (e.g. pan), without disrupting the sensitivity of it's children.
*
*/
* 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).
*
* @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
+ * @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);
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
* 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
- * all panning gestures will auto-lock. Either to the horizontal or vertical axis.
- *
* @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.
+ *
*/
void SetAxisAutoLockGradient(float gradient);
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
* @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 wheel events.
*
* 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.
- * @SINCE_1_0.0
*/
unsigned int GetCurrentPage() const;
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.
* @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
+ * 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.
* @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
+ * to get to the target page.
*
*/
void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
*
* @SINCE_1_0.0
* @param[in] constraint The constraint to apply
- * @note this affects all existing and future Actors that are added to scrollview.
+ * @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.
*
* @SINCE_1_0.0
- * @note this removes all constraints from actors that have been added
+ * @note This removes all constraints from actors that have been added
* to scrollview.
*/
void RemoveConstraintsFromChildren();
* Once Unbound, this ScrollView will not affect the actor.
* @SINCE_1_0.0
* @param[in] child The actor to be unbound.
- * @note this does not remove the child from the ScrollView container
+ * @note This does not remove the child from the ScrollView container
*
*/
void UnbindActor(Actor child);
/**
* @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
public: // Not intended for application developers
+ /// @cond internal
/**
* @brief Creates a handle using the Toolkit::Internal implementation.
*
* @param[in] internal A pointer to the internal CustomActor.
*/
explicit DALI_INTERNAL ScrollView( Dali::Internal::CustomActor* internal );
+ /// @endcond
};
/**