* | scrollStarted | @ref ScrollStartedSignal() |
* | scrollCompleted | @ref ScrollUpdatedSignal() |
* | scrollUpdated | @ref ScrollCompletedSignal() |
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API Scrollable : public Control
{
/**
* @brief The start and end property ranges for this control.
+ * @SINCE_1_0.0
*/
enum PropertyRange
{
- PROPERTY_START_INDEX = Control::CONTROL_PROPERTY_END_INDEX + 1, ///< @since DALi 1.1.18
- PROPERTY_END_INDEX = PROPERTY_START_INDEX + 1000, ///< Reserve property indices, @since DALi 1.1.18
+ PROPERTY_START_INDEX = Control::CONTROL_PROPERTY_END_INDEX + 1, ///< @SINCE_1_0.0
+ PROPERTY_END_INDEX = PROPERTY_START_INDEX + 1000, ///< Reserve property indices @SINCE_1_0.0
ANIMATABLE_PROPERTY_START_INDEX = ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX,
- ANIMATABLE_PROPERTY_END_INDEX = ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX + 1000 ///< Reserve animatable property indices
+ ANIMATABLE_PROPERTY_END_INDEX = ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX + 1000 ///< Reserve animatable property indices @SINCE_1_0.0
};
/**
* @brief An enumeration of properties belonging to the Scrollable class.
+ * @SINCE_1_0.0
*/
struct Property
{
enum
{
// Event side properties
- OVERSHOOT_EFFECT_COLOR = PROPERTY_START_INDEX, ///< Property, name "overshootEffectColor", @see SetOvershootEffectColor(), type Vector4
- OVERSHOOT_ANIMATION_SPEED, ///< Property, name "overshootAnimationSpeed", @see SetOvershootAnimationSpeed(), type float
- OVERSHOOT_ENABLED, ///< Property, name "overshootEnabled", @see SetOvershootEnabled(), type bool, @since DALi 1.1.18
+ OVERSHOOT_EFFECT_COLOR = PROPERTY_START_INDEX, ///< Property, name "overshootEffectColor", @see SetOvershootEffectColor(), type Vector4 @SINCE_1_0.0
+ OVERSHOOT_ANIMATION_SPEED, ///< Property, name "overshootAnimationSpeed", @see SetOvershootAnimationSpeed(), type float @SINCE_1_0.0
+ OVERSHOOT_ENABLED, ///< Property, name "overshootEnabled", @see SetOvershootEnabled(), type bool, @SINCE_1_1.18
// Animatable properties
- SCROLL_RELATIVE_POSITION = ANIMATABLE_PROPERTY_START_INDEX, ///< Property, name "scrollRelativePosition", type Vector2
- SCROLL_POSITION_MIN, ///< Property, name "scrollPositionMin", type Vector2
- SCROLL_POSITION_MIN_X, ///< Property, name "scrollPositionMinX", type float
- SCROLL_POSITION_MIN_Y, ///< Property, name "scrollPositionMinY", type float
- SCROLL_POSITION_MAX, ///< Property, name "scrollPositionMax", type Vector2
- SCROLL_POSITION_MAX_X, ///< Property, name "scrollPositionMaxX", type float
- SCROLL_POSITION_MAX_Y, ///< Property, name "scrollPositionMaxY", type float
- CAN_SCROLL_VERTICAL, ///< Property, name "canScrollVertical", type bool
- CAN_SCROLL_HORIZONTAL ///< Property, name "canScrollHorizontal", type bool
+ SCROLL_RELATIVE_POSITION = ANIMATABLE_PROPERTY_START_INDEX, ///< Property, name "scrollRelativePosition", type Vector2 @SINCE_1_0.0
+ SCROLL_POSITION_MIN, ///< Property, name "scrollPositionMin", type Vector2 @SINCE_1_0.0
+ SCROLL_POSITION_MIN_X, ///< Property, name "scrollPositionMinX", type float @SINCE_1_0.0
+ SCROLL_POSITION_MIN_Y, ///< Property, name "scrollPositionMinY", type float @SINCE_1_0.0
+ SCROLL_POSITION_MAX, ///< Property, name "scrollPositionMax", type Vector2 @SINCE_1_0.0
+ SCROLL_POSITION_MAX_X, ///< Property, name "scrollPositionMaxX", type float @SINCE_1_0.0
+ SCROLL_POSITION_MAX_Y, ///< Property, name "scrollPositionMaxY", type float @SINCE_1_0.0
+ CAN_SCROLL_VERTICAL, ///< Property, name "canScrollVertical", type bool @SINCE_1_0.0
+ CAN_SCROLL_HORIZONTAL ///< Property, name "canScrollHorizontal", type bool @SINCE_1_0.0
};
};
// Typedefs
- typedef Signal< void ( const Vector2& ) > ScrollStartedSignalType; ///< ScrollStarted signal type
- typedef Signal< void ( const Vector2& ) > ScrollCompletedSignalType; ///< ScrollCompleted signal type
- typedef Signal< void ( const Vector2& ) > ScrollUpdatedSignalType; ///< Scroll updated signal type
+ typedef Signal< void ( const Vector2& ) > ScrollStartedSignalType; ///< ScrollStarted signal type @SINCE_1_0.0
+ typedef Signal< void ( const Vector2& ) > ScrollCompletedSignalType; ///< ScrollCompleted signal type @SINCE_1_0.0
+ typedef Signal< void ( const Vector2& ) > ScrollUpdatedSignalType; ///< Scroll updated signal type @SINCE_1_0.0
public:
/**
* @brief Creates an uninitialized Scrollable handle.
+ * @SINCE_1_0.0
*/
Scrollable();
*
* Creates another handle that points to the same real object
*
+ * @SINCE_1_0.0
* @param handle to copy from
*/
Scrollable( const Scrollable& handle );
* @brief Assignment operator.
*
* Changes this handle to point to another real object
+ * @SINCE_1_0.0
* @param[in] 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
*/
~Scrollable();
* If handle points to a Scrollable 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 Scrollable or an uninitialized handle
*/
/**
* @brief Checks if scroll overshoot has been enabled or not.
*
+ * @SINCE_1_0.0
* @return Whether the scroll obvershoot is enabled
*/
bool IsOvershootEnabled() const;
/**
* @brief Sets whether to enables or disable scroll overshoot.
*
+ * @SINCE_1_0.0
* @param[in] enable Whether to enable the scroll obvershoot or not
*/
void SetOvershootEnabled(bool enable);
/**
* @brief Set the color of the overshoot effect.
*
+ * @SINCE_1_0.0
* @param[in] color The color of the overshoot effect.
*/
void SetOvershootEffectColor( const Vector4& color );
/**
* @brief Get the color of the overshoot effect.
+ * @SINCE_1_0.0
* @return The color of the overshoot effect.
*/
Vector4 GetOvershootEffectColor() const;
/**
* @brief Set the speed of overshoot animation in pixels per second.
* When the speed is not greater than 0, the overshoot is set instantly with no animation.
+ * @SINCE_1_0.0
* @param[in] pixelsPerSecond The speed of the overshoot animation.
*/
void SetOvershootAnimationSpeed( float pixelsPerSecond );
/**
* @brief Get the speed of overshoot animation in pixels per second.
+ * @SINCE_1_0.0
* @return The speed of the overshoot animation.
*/
float GetOvershootAnimationSpeed() const;
* @code
* void YourCallbackName(const Vector2& currentScrollPosition);
* @endcode
- * @pre The Object has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Object has been initialized.
*/
ScrollStartedSignalType& ScrollStartedSignal();
* @code
* void YourCallbackName(const Vector2& currentScrollPosition);
* @endcode
- * @pre The Object has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Object has been initialized.
*/
ScrollUpdatedSignalType& ScrollUpdatedSignal();
* @code
* void YourCallbackName(const Vector2& currentScrollPosition);
* @endcode
- * @pre The Object has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Object has been initialized.
*/
ScrollCompletedSignalType& ScrollCompletedSignal();
/**
* @brief Creates a handle using the Toolkit::Internal implementation.
*
+ * @SINCE_1_0.0
* @param[in] implementation The Control implementation.
*/
DALI_INTERNAL Scrollable(Internal::Scrollable& 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 Scrollable( Dali::Internal::CustomActor* internal );