2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/public-api/events/mouse-wheel-event.h>
21 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
22 #include <dali-toolkit/public-api/controls/scrollable/scroll-component-impl.h>
23 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
24 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
25 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
26 #include <dali/integration-api/debug.h>
28 //#define ENABLED_SCROLL_STATE_LOGGING
30 #ifdef ENABLED_SCROLL_STATE_LOGGING
31 #define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
33 #define DALI_LOG_SCROLL_STATE(format, args...)
36 // TODO: Change to two class system:
37 // 1. DraggableActor (is an actor which can be dragged anywhere/scaled/rotated, can be set to range using the ruler)
38 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
40 // TODO: Asymetrical scaling
41 // TODO: external components (page and status overlays).
43 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
50 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl)
51 const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms
52 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
53 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
54 const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking)
55 const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
56 const Vector2 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each mouse wheel event received.
57 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
58 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds
59 const Vector2 OVERSCROLL_CLAMP(1.0f, 1.0f); // maximum overscroll allowed in pixels when overshoot indicator is being used
60 const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
61 const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
63 // predefined effect values
64 const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
65 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.2f, Math::PI * 0.2f, 0.0f); ///< Cube page rotates as if it has ten sides with the camera positioned inside
66 const Vector2 ANGLE_CUSTOM_CUBE_SWING(-Math::PI * 0.45f, -Math::PI * 0.45f); ///< outer cube pages swing 90 degrees as they pan offscreen
67 const Vector2 ANGLE_SPIRAL_SWING_IN(Math::PI * 0.5f, Math::PI * 0.5f);
68 const Vector2 ANGLE_SPIRAL_SWING_OUT(Math::PI * 0.35f, Math::PI * 0.35f);
69 const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< outer cube pages swing 90 degrees as they pan offscreen
71 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
73 // TODO: GetAngle for Vector2 can be moved.
74 // GetAngle for Vector3 needs to be measured against a normal/plane.
77 * @param[in] vector The 3D vector to be measured
78 * @return angle in radians from 0 to 2PI
80 float GetAngle(const Vector3& vector)
82 return atan2(vector.y, vector.x) + Math::PI;
86 * @param[in] vector The 2D vector to be measured
87 * @return angle in radians from 0 to 2PI
89 float GetAngle(const Vector2& vector)
91 return atan2(vector.y, vector.x) + Math::PI;
95 * Find the vector (distance) from (a) to (b)
96 * in domain (start) to (end)
97 * (\ / start) (\ / end)
100 * @note assumes both (a) and (b) are already with the domain
103 * @param[in] a the current point
104 * @param[in] b the target point
105 * @param[in] start the start of the domain
106 * @param[in] end the end of the domain
107 * @param[in] bias whether to only take the right direction or the left direction,
108 * or the shortest direction.
109 * @return the shortest direction and distance
111 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
113 if(bias == Dali::Toolkit::DirectionBiasNone)
115 return ShortestDistanceInDomain( a, b, start, end );
118 float size = end-start;
124 if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
130 float aRight = a+size;
137 if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
143 float aLeft = a-size;
150 * Returns the position of the anchor within actor
152 * @param actor The Actor
153 * @param anchor The Anchor point of interest.
154 * @return The position of the Anchor
156 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
158 Vector3 childPosition = actor.GetCurrentPosition();
159 Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
160 Vector3 childSize = actor.GetCurrentSize();
162 return childPosition + childAnchor * childSize;
165 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
167 float FinalDefaultAlphaFunction(float offset)
169 return offset * 0.5f;
173 * ConstantDecelerationAlphaFunction
174 * Newtoninan distance for constant deceleration
175 * v = 1 - t, s = t - 1/2 t^2
176 * when t = 0, s = 0.0 (min distance)
177 * when t = 1, s = 0.5 (max distance)
178 * progress = s / (max-min) = 2t - t^2
180 * @param[in] offset The input progress
181 * @return The output progress
183 float ConstantDecelerationAlphaFunction(float progress)
185 return progress * 2.0f - progress * progress;
188 // Internal Constraints ///////////////////////////////////////////////////////////////////////////
191 * Internal Relative position Constraint
192 * Generates the relative position value of the scroll view
193 * based on the absolute position, and it's relation to the
194 * scroll domain. This is a value from 0.0f to 1.0f in each
195 * scroll position axis.
197 Vector3 InternalRelativePositionConstraint(const Vector3& current,
198 const PropertyInput& scrollPositionProperty,
199 const PropertyInput& scrollMinProperty,
200 const PropertyInput& scrollMaxProperty,
201 const PropertyInput& scrollSizeProperty)
203 Vector3 position = -scrollPositionProperty.GetVector3();
204 const Vector3& min = scrollMinProperty.GetVector3();
205 const Vector3& max = scrollMaxProperty.GetVector3();
206 const Vector3& size = scrollSizeProperty.GetVector3();
208 position.x = WrapInDomain(position.x, min.x, max.x);
209 position.y = WrapInDomain(position.y, min.y, max.y);
211 Vector3 relativePosition;
212 Vector3 domainSize = (max - min) - size;
214 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
215 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
217 return relativePosition;
220 } // unnamed namespace
235 * Returns whether to lock scrolling to a particular axis
237 * @param[in] panDelta Distance panned since gesture started
238 * @param[in] currentLockAxis The current lock axis value
239 * @param[in] lockGradient How quickly to lock to a particular axis
241 * @return The new axis lock state
243 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
245 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
246 currentLockAxis == ScrollView::LockPossible)
248 float dx = fabsf(panDelta.x);
249 float dy = fabsf(panDelta.y);
250 if(dx * lockGradient >= dy)
252 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
253 currentLockAxis = ScrollView::LockVertical;
255 else if(dy * lockGradient > dx)
257 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
258 currentLockAxis = ScrollView::LockHorizontal;
262 currentLockAxis = ScrollView::LockNone;
265 return currentLockAxis;
269 * Internal Pre-Position Property Constraint.
271 * Generates position property based on current position + gesture displacement.
272 * Or generates position property based on positionX/Y.
273 * Note: This is the position prior to any clamping at scroll boundaries.
274 * TODO: Scale & Rotation Transforms.
276 struct InternalPrePositionConstraint
278 InternalPrePositionConstraint(const Vector2& initialPanMask,
280 float axisAutoLockGradient,
281 ScrollView::LockAxis initialLockAxis,
282 const Vector2& maxOvershoot,
283 const RulerDomain& domainX, const RulerDomain& domainY)
284 : mInitialPanMask(initialPanMask),
285 mDomainMin( -domainX.min, -domainY.min ),
286 mDomainMax( -domainX.max, -domainY.max ),
287 mMaxOvershoot(maxOvershoot),
288 mAxisAutoLockGradient(axisAutoLockGradient),
289 mLockAxis(initialLockAxis),
290 mAxisAutoLock(axisAutoLock),
292 mClampX( domainX.enabled ),
293 mClampY( domainY.enabled )
297 Vector3 operator()(const Vector3& current,
298 const PropertyInput& gesturePositionProperty,
299 const PropertyInput& gestureDisplacementProperty,
300 const PropertyInput& sizeProperty)
302 Vector3 scrollPostPosition = current;
303 Vector2 panPosition = gesturePositionProperty.GetVector2();
307 mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
308 mPrePosition = current;
309 mCurrentPanMask = mInitialPanMask;
313 // Calculate Deltas...
314 Vector2 currentPosition = gesturePositionProperty.GetVector2();
315 Vector2 panDelta( currentPosition - mLocalStart );
317 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
318 // appears mostly horizontal or mostly vertical respectively...
321 mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
322 if( mLockAxis == ScrollView::LockVertical )
324 mCurrentPanMask.y = 0.0f;
326 else if( mLockAxis == ScrollView::LockHorizontal )
328 mCurrentPanMask.x = 0.0f;
332 // Restrict deltas based on ruler enable/disable and axis-lock state...
333 panDelta *= mCurrentPanMask;
335 // Perform Position transform based on input deltas...
336 scrollPostPosition = mPrePosition;
337 scrollPostPosition.GetVectorXY() += panDelta;
339 // if no wrapping then clamp preposition to maximum overshoot amount
340 const Vector3& size = sizeProperty.GetVector3();
343 float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
344 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
345 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
347 mPrePosition.x = newXPosition;
348 mLocalStart.x = panPosition.x;
350 scrollPostPosition.x = newXPosition;
354 float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
355 if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
356 || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
358 mPrePosition.y = newYPosition;
359 mLocalStart.y = panPosition.y;
361 scrollPostPosition.y = newYPosition;
364 return scrollPostPosition;
367 Vector3 mPrePosition;
369 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
370 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
373 Vector2 mMaxOvershoot;
375 float mAxisAutoLockGradient; ///< Set by ScrollView
376 ScrollView::LockAxis mLockAxis;
378 bool mAxisAutoLock:1; ///< Set by ScrollView
385 * Internal Position Property Constraint.
387 * Generates position property based on pre-position
388 * Note: This is the position after clamping.
389 * (uses result of InternalPrePositionConstraint)
391 struct InternalPositionConstraint
393 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
394 : mDomainMin( -domainX.min, -domainY.min ),
395 mDomainMax( -domainX.max, -domainY.max ),
396 mClampX( domainX.enabled ),
397 mClampY( domainY.enabled ),
402 Vector3 operator()(const Vector3& current,
403 const PropertyInput& scrollPositionProperty,
404 const PropertyInput& scrollMinProperty,
405 const PropertyInput& scrollMaxProperty,
406 const PropertyInput& scrollSizeProperty)
408 Vector3 position = scrollPositionProperty.GetVector3();
409 const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
410 const Vector3& min = scrollMinProperty.GetVector3();
411 const Vector3& max = scrollMaxProperty.GetVector3();
415 position.x = -WrapInDomain(-position.x, min.x, max.x);
416 position.y = -WrapInDomain(-position.y, min.y, max.y);
420 // clamp post position to domain
421 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
422 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
437 * This constraint updates the X overshoot property using the difference
438 * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f
440 struct OvershootXConstraint
442 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
444 float operator()(const float& current,
445 const PropertyInput& scrollPrePositionProperty,
446 const PropertyInput& scrollPostPositionProperty,
447 const PropertyInput& canScrollProperty)
449 if( canScrollProperty.GetBoolean() )
451 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
452 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
453 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
454 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
463 * This constraint updates the Y overshoot property using the difference
464 * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f
466 struct OvershootYConstraint
468 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
470 float operator()(const float& current,
471 const PropertyInput& scrollPrePositionProperty,
472 const PropertyInput& scrollPostPositionProperty,
473 const PropertyInput& canScrollProperty)
475 if( canScrollProperty.GetBoolean() )
477 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
478 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
479 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
480 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
489 * When panning, this constraint updates the X property, otherwise
490 * it has no effect on the X property.
492 float InternalXConstraint(const float& current,
493 const PropertyInput& scrollPosition)
495 return scrollPosition.GetVector3().x;
499 * When panning, this constraint updates the Y property, otherwise
500 * it has no effect on the Y property.
502 float InternalYConstraint(const float& current,
503 const PropertyInput& scrollPosition)
505 return scrollPosition.GetVector3().y;
509 * Internal Position-Delta Property Constraint.
511 * Generates position-delta property based on scroll-position + scroll-offset properties.
513 Vector3 InternalPositionDeltaConstraint(const Vector3& current,
514 const PropertyInput& scrollPositionProperty,
515 const PropertyInput& scrollOffsetProperty)
517 const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
518 const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
520 return scrollPosition + scrollOffset;
524 * Internal Final Position Constraint
525 * The position of content is:
526 * of scroll-position + f(scroll-overshoot)
527 * where f(...) function defines how overshoot
528 * should affect final-position.
530 struct InternalFinalConstraint
532 InternalFinalConstraint(AlphaFunction functionX,
533 AlphaFunction functionY)
534 : mFunctionX(functionX),
535 mFunctionY(functionY)
539 Vector3 operator()(const Vector3& current,
540 const PropertyInput& scrollPositionProperty,
541 const PropertyInput& scrollOvershootXProperty,
542 const PropertyInput& scrollOvershootYProperty)
544 const float& overshootx = scrollOvershootXProperty.GetFloat();
545 const float& overshooty = scrollOvershootYProperty.GetFloat();
546 Vector3 offset( mFunctionX(overshootx),
547 mFunctionY(overshooty),
550 return scrollPositionProperty.GetVector3() - offset;
553 AlphaFunction mFunctionX;
554 AlphaFunction mFunctionY;
560 return Toolkit::ScrollView::New();
563 TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
565 SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
570 ///////////////////////////////////////////////////////////////////////////////////////////////////
572 ///////////////////////////////////////////////////////////////////////////////////////////////////
574 Dali::Toolkit::ScrollView ScrollView::New()
576 // Create the implementation
577 ScrollViewPtr scrollView(new ScrollView());
579 // Pass ownership to CustomActor via derived handle
580 Dali::Toolkit::ScrollView handle(*scrollView);
582 // Second-phase init of the implementation
583 // This can only be done after the CustomActor connection has been made...
584 scrollView->Initialize();
589 ScrollView::ScrollView()
592 mGestureStackDepth(0),
593 mRotationDelta(0.0f),
594 mScrollStateFlags(0),
595 mScrollPreRotation(0.0f),
596 mScrollPostRotation(0.0f),
597 mMinTouchesForPanning(1),
598 mMaxTouchesForPanning(1),
599 mLockAxis(LockPossible),
600 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
601 mOvershootDelay(1.0f),
602 mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
603 mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
604 mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
605 mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
606 mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
607 mSnapAlphaFunction(AlphaFunctions::EaseOut),
608 mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
609 mFlickAlphaFunction(AlphaFunctions::EaseOut),
610 mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
611 mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
612 mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
613 mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
614 mInAccessibilityPan(false),
617 mScrollInterrupted(false),
620 mTouchDownTimeoutReached(false),
621 mActorAutoSnapEnabled(false),
622 mAutoResizeContainerEnabled(false),
624 mAxisAutoLock(false),
626 mDefaultMaxOvershoot(true),
627 mCanScrollHorizontal(true),
628 mCanScrollVertical(true)
630 SetRequiresMouseWheelEvents(true);
633 void ScrollView::OnInitialize()
637 // Internal Actor, used to hide actors from enumerations.
638 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
639 mInternalActor = Actor::New();
640 mInternalActor.SetDrawMode(DrawMode::OVERLAY);
641 self.Add(mInternalActor);
642 mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
643 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
644 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
648 // Register Scroll Properties.
649 RegisterProperties();
651 mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
652 mScrollPostScale = mScrollPreScale = Vector3::ONE;
653 mScrollPostRotation = mScrollPreRotation = 0.0f;
655 mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
659 mGestureStackDepth = 0;
661 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
663 // For pan, default to only 1 touch required, ignoring touches outside this range.
664 SetTouchesRequiredForPanning(1, 1, false);
666 // By default we'll allow the user to freely drag the scroll view,
667 // while disabling the other rulers.
668 RulerPtr ruler = new DefaultRuler();
669 RulerPtr rulerDisabled = new DefaultRuler();
670 rulerDisabled->Disable();
673 mRulerScaleX = rulerDisabled;
674 mRulerScaleY = rulerDisabled;
675 mRulerRotation = rulerDisabled;
677 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
679 Vector3 size = GetControlSize();
680 UpdatePropertyDomain(size);
681 SetInternalConstraints();
684 void ScrollView::OnControlStageConnection()
686 DALI_LOG_SCROLL_STATE("[0x%X]", this);
690 SetScrollSensitive( false );
691 SetScrollSensitive( true );
693 if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
695 // try and make sure property notifications are set
696 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
700 void ScrollView::OnControlStageDisconnection()
702 DALI_LOG_SCROLL_STATE("[0x%X]", this);
707 ScrollView::~ScrollView()
709 DALI_LOG_SCROLL_STATE("[0x%X]", this);
712 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
714 return mSnapAlphaFunction;
717 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
719 mSnapAlphaFunction = alpha;
722 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
724 return mFlickAlphaFunction;
727 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
729 mFlickAlphaFunction = alpha;
732 float ScrollView::GetScrollSnapDuration() const
734 return mSnapDuration;
737 void ScrollView::SetScrollSnapDuration(float time)
739 mSnapDuration = time;
742 float ScrollView::GetScrollFlickDuration() const
744 return mFlickDuration;
747 void ScrollView::SetScrollFlickDuration(float time)
749 mFlickDuration = time;
752 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
754 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
756 // Assertion check to ensure effect doesn't already exist in this scrollview
757 bool effectAlreadyExistsInScrollView(false);
758 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
762 effectAlreadyExistsInScrollView = true;
767 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
769 // add effect to effects list
770 mEffects.push_back(effect);
772 // invoke Attachment request to ScrollView first
773 GetImpl(effect).Attach(self);
776 Toolkit::ScrollViewEffect ScrollView::ApplyEffect(Toolkit::ScrollView::PageEffect effect)
778 Toolkit::ScrollViewEffect scrollEffect;
781 case Toolkit::ScrollView::PageEffectNone:
785 case Toolkit::ScrollView::PageEffectOuterCube:
787 Toolkit::ScrollViewCustomEffect customEffect;
788 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
789 Vector2 pageSize = Stage::GetCurrent().GetSize();
790 // set the page translation to the slide off distance, also add an extra value to space the pages, having a smaller spacing on translationOut will allow the spacing to reduce over time
791 // the page moving onto screen will start 50.0f further out (1.0f * 50.0f) and the spacing will reduce as its position reaches the centre (0.0f * 50.0f)
792 // the page moving off screen will slowly build a spacing from 0.0f to 20.0f
793 // the spacing from each page is added together for the final spacing between the two pages.
794 customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(50.0f, 50.0f, 0.0f), Vector3(pageSize.x, pageSize.y, 0) + Vector3(20.0f, 20.0f, 0.0f));
795 customEffect.SetSwingAngleOut(ANGLE_CUSTOM_CUBE_SWING.x, Vector3(0.0f, -1.0f, 0.0f));
796 customEffect.SetSwingAnchor(AnchorPoint::CENTER, AnchorPoint::CENTER_LEFT);
797 customEffect.SetOpacityThreshold(0.7f);
800 case Toolkit::ScrollView::PageEffectDepth:
802 Toolkit::ScrollViewCustomEffect customEffect;
803 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
806 case Toolkit::ScrollView::PageEffectInnerCube:
808 Toolkit::ScrollViewCustomEffect customEffect;
809 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
810 customEffect.SetPageSpacing(Vector2(30.0f, 30.0f));
811 customEffect.SetAngledOriginPageRotation(ANGLE_CUBE_PAGE_ROTATE);
812 customEffect.SetSwingAngle(ANGLE_CUBE_PAGE_ROTATE.x, Vector3(0,-1,0));
813 customEffect.SetOpacityThreshold(0.5f);
816 case Toolkit::ScrollView::PageEffectCarousel:
818 Toolkit::ScrollViewCustomEffect customEffect;
819 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
820 customEffect.SetPageTranslation(Vector3(0,0,0), Vector3(-30, 0, 0));
821 customEffect.SetPageSpacing(Vector2(60.0f, 60.0f));
822 customEffect.SetAngledOriginPageRotation(-ANGLE_CUBE_PAGE_ROTATE);
823 customEffect.SetOpacityThreshold(0.2f, 0.6f);
826 case Toolkit::ScrollView::PageEffectSpiral:
828 Toolkit::ScrollViewCustomEffect customEffect;
829 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
831 Vector2 pageSize = Stage::GetCurrent().GetSize();
832 customEffect.SetSwingAngle(-ANGLE_SPIRAL_SWING_IN.x, Vector3(0.0f, -1.0f, 0.0f), ANGLE_SPIRAL_SWING_OUT.x, Vector3(0.0f, -1.0f, 0.0f));
833 //customEffect.SetSwingAngleAlphaFunctionOut(AlphaFunctions::EaseOut);
834 customEffect.SetSwingAnchor(AnchorPoint::CENTER_RIGHT);
835 customEffect.SetPageTranslation(Vector3(pageSize.x, pageSize.y, 0) + Vector3(100.0f, 100.0f, 0.0f), Vector3(pageSize.x, pageSize.y, -pageSize.y * 2.0f) * 0.33f);
836 //customEffect.SetPageTranslateAlphaFunctionOut(AlphaFunctions::EaseOut);
837 customEffect.SetOpacityThreshold(0.75f, 0.6f);
838 customEffect.SetOpacityAlphaFunctionIn(AlphaFunctions::EaseInOut);
843 DALI_ASSERT_DEBUG(0 && "unknown scroll view effect");
846 RemoveConstraintsFromChildren();
849 ApplyEffect(scrollEffect);
854 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
856 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
858 // remove effect from effects list
859 bool effectExistedInScrollView(false);
860 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
864 mEffects.erase(iter);
865 effectExistedInScrollView = true;
870 // Assertion check to ensure effect existed.
871 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
873 // invoke Detachment request to ScrollView last
874 GetImpl(effect).Detach(self);
877 void ScrollView::RemoveAllEffects()
879 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
881 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
883 Toolkit::ScrollViewEffect effect = *effectIter;
885 // invoke Detachment request to ScrollView last
886 GetImpl(effect).Detach(self);
892 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
894 ApplyConstraintToBoundActors(constraint);
897 void ScrollView::RemoveConstraintsFromChildren()
899 RemoveConstraintsFromBoundActors();
902 const RulerPtr ScrollView::GetRulerX() const
907 const RulerPtr ScrollView::GetRulerY() const
912 void ScrollView::SetRulerX(RulerPtr ruler)
916 Vector3 size = GetControlSize();
917 UpdatePropertyDomain(size);
918 UpdateMainInternalConstraint();
921 void ScrollView::SetRulerY(RulerPtr ruler)
925 Vector3 size = GetControlSize();
926 UpdatePropertyDomain(size);
927 UpdateMainInternalConstraint();
930 void ScrollView::UpdatePropertyDomain(const Vector3& size)
933 Vector3 min = mMinScroll;
934 Vector3 max = mMaxScroll;
935 bool scrollPositionChanged = false;
936 bool domainChanged = false;
938 bool canScrollVertical = false;
939 bool canScrollHorizontal = false;
940 UpdateLocalScrollProperties();
941 if(mRulerX->IsEnabled())
943 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
944 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
945 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
947 domainChanged = true;
948 min.x = rulerDomain.min;
949 max.x = rulerDomain.max;
951 // make sure new scroll value is within new domain
952 if( mScrollPrePosition.x < min.x
953 || mScrollPrePosition.x > max.x )
955 scrollPositionChanged = true;
956 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
959 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
961 canScrollHorizontal = true;
964 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
965 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
967 // need to reset to 0
968 domainChanged = true;
971 canScrollHorizontal = false;
974 if(mRulerY->IsEnabled())
976 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
977 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
978 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
980 domainChanged = true;
981 min.y = rulerDomain.min;
982 max.y = rulerDomain.max;
984 // make sure new scroll value is within new domain
985 if( mScrollPrePosition.y < min.y
986 || mScrollPrePosition.y > max.y )
988 scrollPositionChanged = true;
989 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
992 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
994 canScrollVertical = true;
997 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
998 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
1000 // need to reset to 0
1001 domainChanged = true;
1004 canScrollHorizontal = false;
1007 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
1008 if( mCanScrollVertical != canScrollVertical )
1010 mCanScrollVertical = canScrollVertical;
1011 self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
1013 if( mCanScrollHorizontal != canScrollHorizontal )
1015 mCanScrollHorizontal = canScrollHorizontal;
1016 self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
1018 if( scrollPositionChanged )
1020 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
1026 self.SetProperty(mPropertyPositionMin, mMinScroll );
1027 self.SetProperty(mPropertyPositionMax, mMaxScroll );
1031 void ScrollView::SetRulerScaleX(RulerPtr ruler)
1033 mRulerScaleX = ruler;
1034 UpdateMainInternalConstraint();
1037 void ScrollView::SetRulerScaleY(RulerPtr ruler)
1039 mRulerScaleY = ruler;
1040 UpdateMainInternalConstraint();
1043 void ScrollView::SetRulerRotation(RulerPtr ruler)
1045 mRulerRotation = ruler;
1046 UpdateMainInternalConstraint();
1049 void ScrollView::SetScrollSensitive(bool sensitive)
1051 Actor self = Self();
1052 PanGestureDetector panGesture( GetPanGestureDetector() );
1054 DALI_LOG_SCROLL_STATE("[0x%X] sensitive[%d]", this, int(sensitive));
1056 if((!mSensitive) && (sensitive))
1058 mSensitive = sensitive;
1059 panGesture.Attach(self);
1061 else if((mSensitive) && (!sensitive))
1063 // while the scroll view is panning, the state needs to be reset.
1064 bool isPanning = self.GetProperty<bool>( mPropertyPanning );
1067 PanGesture cancelGesture( Gesture::Cancelled );
1068 OnPan( cancelGesture );
1071 panGesture.Detach(self);
1072 mSensitive = sensitive;
1074 mGestureStackDepth = 0;
1078 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
1080 mMaxOvershoot.x = overshootX;
1081 mMaxOvershoot.y = overshootY;
1082 mUserMaxOvershoot = mMaxOvershoot;
1083 mDefaultMaxOvershoot = false;
1084 UpdateMainInternalConstraint();
1087 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
1089 mSnapOvershootAlphaFunction = alpha;
1092 void ScrollView::SetSnapOvershootDuration(float duration)
1094 mSnapOvershootDuration = duration;
1097 void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
1099 PanGestureDetector panGesture( GetPanGestureDetector() );
1101 mMinTouchesForPanning = minTouches;
1102 mMaxTouchesForPanning = maxTouches;
1106 panGesture.SetMinimumTouchesRequired(minTouches);
1107 panGesture.SetMaximumTouchesRequired(maxTouches);
1111 panGesture.SetMinimumTouchesRequired(1);
1112 panGesture.SetMaximumTouchesRequired(UINT_MAX);
1116 void ScrollView::SetActorAutoSnap(bool enable)
1118 mActorAutoSnapEnabled = enable;
1121 void ScrollView::SetAutoResize(bool enable)
1123 mAutoResizeContainerEnabled = enable;
1124 // TODO: This needs a lot of issues to be addressed before working.
1127 bool ScrollView::GetWrapMode() const
1132 void ScrollView::SetWrapMode(bool enable)
1135 Self().SetProperty(mPropertyWrap, enable);
1138 int ScrollView::GetRefreshInterval() const
1140 return mScrollUpdateDistance;
1143 void ScrollView::SetRefreshInterval(int milliseconds)
1145 mScrollUpdateDistance = milliseconds;
1148 int ScrollView::GetScrollUpdateDistance() const
1150 return mScrollUpdateDistance;
1153 void ScrollView::SetScrollUpdateDistance(int distance)
1155 mScrollUpdateDistance = distance;
1158 bool ScrollView::GetAxisAutoLock() const
1160 return mAxisAutoLock;
1163 void ScrollView::SetAxisAutoLock(bool enable)
1165 mAxisAutoLock = enable;
1166 UpdateMainInternalConstraint();
1169 float ScrollView::GetAxisAutoLockGradient() const
1171 return mAxisAutoLockGradient;
1174 void ScrollView::SetAxisAutoLockGradient(float gradient)
1176 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1177 mAxisAutoLockGradient = gradient;
1178 UpdateMainInternalConstraint();
1181 float ScrollView::GetFrictionCoefficient() const
1183 return mFrictionCoefficient;
1186 void ScrollView::SetFrictionCoefficient(float friction)
1188 DALI_ASSERT_DEBUG( friction > 0.0f );
1189 mFrictionCoefficient = friction;
1192 float ScrollView::GetFlickSpeedCoefficient() const
1194 return mFlickSpeedCoefficient;
1197 void ScrollView::SetFlickSpeedCoefficient(float speed)
1199 mFlickSpeedCoefficient = speed;
1202 float ScrollView::GetMaxFlickSpeed() const
1204 return mMaxFlickSpeed;
1207 void ScrollView::SetMaxFlickSpeed(float speed)
1209 mMaxFlickSpeed = speed;
1212 void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step)
1214 mMouseWheelScrollDistanceStep = step;
1217 Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
1219 return mMouseWheelScrollDistanceStep;
1222 unsigned int ScrollView::GetCurrentPage() const
1224 // in case animation is currently taking place.
1225 Vector3 position = GetPropertyPosition();
1227 Actor self = Self();
1228 unsigned int page = 0;
1229 unsigned int pagesPerVolume = 1;
1230 unsigned int volume = 0;
1232 // if rulerX is enabled, then get page count (columns)
1233 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1234 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1235 pagesPerVolume = mRulerX->GetTotalPages();
1237 return volume * pagesPerVolume + page;
1240 Vector3 ScrollView::GetCurrentScrollPosition() const
1242 return -GetPropertyPosition();
1245 void ScrollView::SetScrollPosition(const Vector3& position)
1247 mScrollPrePosition = position;
1250 Vector3 ScrollView::GetCurrentScrollScale() const
1252 // in case animation is currently taking place.
1253 return GetPropertyScale();
1256 Vector3 ScrollView::GetDomainSize() const
1258 Vector3 size = Self().GetCurrentSize();
1260 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1261 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1263 Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size;
1267 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation,
1268 DirectionBias horizontalBias, DirectionBias verticalBias)
1270 TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias);
1273 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
1274 DirectionBias horizontalBias, DirectionBias verticalBias)
1276 // Guard against destruction during signal emission
1277 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1278 Toolkit::ScrollView handle( GetOwner() );
1280 DALI_LOG_SCROLL_STATE("pos[%.2f,%.2f], scale[%.2f,%.2f], rot[%.2f], duration[%.2f] bias[%d, %d]",
1281 position.x, position.y, scale.x, scale.y, rotation, duration, int(horizontalBias), int(verticalBias));
1283 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1284 Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
1286 if( mScrolling ) // are we interrupting a current scroll?
1288 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1290 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1291 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1294 Self().SetProperty(mPropertyScrolling, true);
1297 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1298 mScrollStartedSignalV2.Emit( currentScrollPosition );
1299 bool animating = AnimateTo(-position,
1300 Vector3::ONE * duration,
1302 Vector3::ONE * duration,
1313 // if not animating, then this pan has completed right now.
1314 Self().SetProperty(mPropertyScrolling, false);
1317 // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
1318 // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
1319 Vector3 completedPosition( currentScrollPosition );
1320 if( duration <= Math::MACHINE_EPSILON_10 )
1322 completedPosition = position;
1325 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
1326 SetScrollUpdateNotification(false);
1327 mScrollCompletedSignalV2.Emit( completedPosition );
1331 void ScrollView::ScrollTo(const Vector3& position)
1333 ScrollTo(position, mSnapDuration );
1336 void ScrollView::ScrollTo(const Vector3& position, float duration)
1338 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1341 void ScrollView::ScrollTo(const Vector3& position, float duration,
1342 DirectionBias horizontalBias, DirectionBias verticalBias)
1344 DALI_LOG_SCROLL_STATE("position[%.2f, %.2f] duration[%.2f]",
1345 position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1347 TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
1350 void ScrollView::ScrollTo(unsigned int page)
1352 ScrollTo(page, mSnapDuration);
1355 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1358 unsigned int volume;
1359 unsigned int libraries;
1361 // The position to scroll to is continuous and linear
1362 // unless a domain has been enabled on the X axis.
1363 // or if WrapMode has been enabled.
1364 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1365 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1367 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1368 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1370 ScrollTo(position, duration, bias, bias);
1373 void ScrollView::ScrollTo(Actor &actor)
1375 ScrollTo(actor, mSnapDuration);
1378 void ScrollView::ScrollTo(Actor &actor, float duration)
1380 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1382 Actor self = Self();
1383 Vector3 size = self.GetCurrentSize();
1384 Vector3 position = actor.GetCurrentPosition();
1385 position -= GetPropertyPrePosition();
1387 ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration);
1390 Actor ScrollView::FindClosestActor()
1392 Actor self = Self();
1393 Vector3 size = self.GetCurrentSize();
1395 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1398 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1401 float closestDistance2 = 0.0f;
1402 Vector3 actualPosition = position;
1404 unsigned int numChildren = Self().GetChildCount();
1406 for(unsigned int i = 0; i < numChildren; ++i)
1408 Actor child = Self().GetChildAt(i);
1410 if(mInternalActor == child) // ignore internal actor.
1415 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1417 Vector3 delta = childPosition - actualPosition;
1419 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1420 if(dirX > All) // != All,None
1422 FindDirection deltaH = delta.x > 0 ? Right : Left;
1429 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1430 if(dirY > All) // != All,None
1432 FindDirection deltaV = delta.y > 0 ? Down : Up;
1439 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1440 if(dirZ > All) // != All,None
1442 FindDirection deltaV = delta.y > 0 ? In : Out;
1449 // compare child to closest child in terms of distance.
1450 float distance2 = 0.0f;
1452 // distance2 = the Square of the relevant dimensions of delta
1455 distance2 += delta.x * delta.x;
1460 distance2 += delta.y * delta.y;
1465 distance2 += delta.z * delta.z;
1468 if(closestChild) // Next time.
1470 if(distance2 < closestDistance2)
1472 closestChild = child;
1473 closestDistance2 = distance2;
1478 closestChild = child;
1479 closestDistance2 = distance2;
1483 return closestChild;
1486 bool ScrollView::ScrollToSnapPoint()
1488 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1489 return SnapWithVelocity( stationaryVelocity );
1492 void ScrollView::ScaleTo(const Vector3& scale)
1494 ScaleTo(scale, mSnapDuration);
1497 void ScrollView::ScaleTo(const Vector3& scale, float duration)
1499 TransformTo(mScrollPostPosition, scale, mScrollPostRotation, duration);
1503 // TODO: In situations where axes are different (X snap, Y free)
1504 // Each axis should really have their own independent animation (time and equation)
1505 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1506 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1507 // Currently, the axes have been split however, they both use the same EaseOut equation.
1508 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1510 // Animator takes over now, touches are assumed not to interfere.
1511 // And if touches do interfere, then we'll stop animation, update PrePosition
1512 // to current mScroll's properties, and then resume.
1513 // Note: For Flicking this may work a bit different...
1515 float angle = atan2(velocity.y, velocity.x);
1516 float speed2 = velocity.LengthSquared();
1517 AlphaFunction alphaFunction = mSnapAlphaFunction;
1518 Vector3 positionDuration = Vector3::ONE * mSnapDuration;
1519 Vector3 scaleDuration = Vector3::ONE * mSnapDuration;
1520 float rotationDuration = mSnapDuration;
1523 FindDirection horizontal = None;
1524 FindDirection vertical = None;
1526 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1527 // that will be accepted as a general N,E,S,W flick direction.
1529 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1530 const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD;
1532 Vector3 positionSnap = mScrollPrePosition;
1534 // Flick logic X Axis
1536 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1540 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1541 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1543 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1545 biasX = 0.0f, horizontal = Left;
1547 // This guards against an error where no movement occurs, due to the flick finishing
1548 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1549 positionSnap.x += 1.0f;
1551 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1553 biasX = 1.0f, horizontal = Right;
1555 // This guards against an error where no movement occurs, due to the flick finishing
1556 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1557 positionSnap.x -= 1.0f;
1562 // Flick logic Y Axis
1564 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1568 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1569 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1571 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1573 biasY = 0.0f, vertical = Up;
1575 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1577 biasY = 1.0f, vertical = Down;
1582 // isFlick: Whether this gesture is a flick or not.
1583 bool isFlick = (horizontal != All || vertical != All);
1584 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1585 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1587 if(isFlick || isFreeFlick)
1589 positionDuration = Vector3::ONE * mFlickDuration;
1590 alphaFunction = mFlickAlphaFunction;
1593 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1595 if(mActorAutoSnapEnabled)
1597 Vector3 size = Self().GetCurrentSize();
1599 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1601 if(!child && isFlick )
1603 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1604 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1609 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1611 // Get center-point of the Actor.
1612 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1614 if(mRulerX->IsEnabled())
1616 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1618 if(mRulerY->IsEnabled())
1620 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1625 Vector3 startPosition = positionSnap;
1626 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1627 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1629 Vector3 clampDelta(Vector3::ZERO);
1630 ClampPosition(positionSnap);
1632 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1633 && isFreeFlick && !mActorAutoSnapEnabled)
1635 // Calculate target position based on velocity of flick.
1637 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1638 // u = Initial Velocity (Flick velocity)
1639 // v = 0 (Final Velocity)
1640 // t = Time (Velocity / Deceleration)
1641 Vector2 stageSize = Stage::GetCurrent().GetSize();
1642 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1643 float a = (stageLength * mFrictionCoefficient);
1644 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1645 float speed = u.Length();
1648 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1649 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1651 alphaFunction = ConstantDecelerationAlphaFunction;
1653 float t = speed / a;
1655 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1657 positionSnap.x += t*u.x*0.5f;
1660 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1662 positionSnap.y += t*u.y*0.5f;
1665 clampDelta = positionSnap;
1666 ClampPosition(positionSnap);
1667 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1669 clampDelta -= positionSnap;
1670 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1671 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1675 clampDelta = Vector3::ZERO;
1678 // If Axis is Free and has velocity, then calculate time taken
1679 // to reach target based on velocity in axis.
1680 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1682 float deltaX = fabsf(startPosition.x - positionSnap.x);
1684 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1686 positionDuration.x = fabsf(deltaX / u.x);
1690 positionDuration.x = 0;
1694 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1696 float deltaY = fabsf(startPosition.y - positionSnap.y);
1698 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1700 positionDuration.y = fabsf(deltaY / u.y);
1704 positionDuration.y = 0;
1708 positionSnap += clampDelta;
1710 // Scale Snap ///////////////////////////////////////////////////////////////
1711 Vector3 scaleSnap = mScrollPostScale;
1713 scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x);
1714 scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y);
1716 ClampScale(scaleSnap);
1718 // Rotation Snap ////////////////////////////////////////////////////////////
1719 float rotationSnap = mScrollPostRotation;
1720 // TODO: implement rotation snap
1722 bool animating = AnimateTo(positionSnap, positionDuration,
1723 scaleSnap, scaleDuration,
1724 rotationSnap, rotationDuration,
1725 alphaFunction, false,
1726 DirectionBiasNone, DirectionBiasNone,
1727 isFlick || isFreeFlick ? Flick : Snap);
1732 void ScrollView::StopAnimation(void)
1734 // Clear Snap animation if exists.
1735 StopAnimation(mSnapAnimation);
1736 StopAnimation(mInternalXAnimation);
1737 StopAnimation(mInternalYAnimation);
1738 mScrollStateFlags = 0;
1739 // remove scroll animation flags
1740 HandleStoppedAnimation();
1743 void ScrollView::StopAnimation(Animation& animation)
1752 bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration,
1753 const Vector3& scale, const Vector3& scaleDuration,
1754 float rotation, float rotationDuration,
1755 AlphaFunction alpha, bool findShortcuts,
1756 DirectionBias horizontalBias, DirectionBias verticalBias,
1759 // Here we perform an animation on a number of properties (depending on which have changed)
1760 // The animation is applied to all ScrollBases
1761 Actor self = Self();
1762 mScrollTargetPosition = position;
1763 float totalDuration = 0.0f;
1765 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1766 bool scaleChanged = (scale != mScrollPostScale);
1767 bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0;
1771 totalDuration = std::max(totalDuration, positionDuration.x);
1772 totalDuration = std::max(totalDuration, positionDuration.y);
1776 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1777 totalDuration = 0.01f;
1778 positionChanged = true;
1783 totalDuration = std::max(totalDuration, scaleDuration.x);
1784 totalDuration = std::max(totalDuration, scaleDuration.y);
1789 totalDuration = std::max(totalDuration, rotationDuration);
1793 // Position Delta ///////////////////////////////////////////////////////
1796 if(mWrapMode && findShortcuts)
1798 // In Wrap Mode, the shortest distance is a little less intuitive...
1799 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1800 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1802 if(mRulerX->IsEnabled())
1804 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1805 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1808 if(mRulerY->IsEnabled())
1810 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1811 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1815 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1816 // a horizonal/vertical wall.delay
1817 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1818 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1820 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1822 self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
1823 mScrollPrePosition = mScrollTargetPosition;
1824 mScrollPostPosition = mScrollTargetPosition;
1825 WrapPosition(mScrollPostPosition);
1829 // Scale Delta ///////////////////////////////////////////////////////
1832 if(totalDuration > Math::MACHINE_EPSILON_1)
1834 mSnapAnimation = Animation::New(totalDuration);
1835 mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
1836 // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity
1837 // the height will hit first, and then the width, so that would require two different animation times just like position.
1838 mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x));
1840 mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
1841 mSnapAnimation.Play();
1845 self.SetProperty(mPropertyScale, scale);
1847 mScrollPreScale = mScrollPostScale = scale;
1850 SetScrollUpdateNotification(true);
1852 // Always send a snap event when AnimateTo is called.
1853 Toolkit::ScrollView::SnapEvent snapEvent;
1854 snapEvent.type = snapType;
1855 snapEvent.position = -mScrollTargetPosition;
1856 snapEvent.scale = scale;
1857 snapEvent.rotation = rotation;
1858 snapEvent.duration = totalDuration;
1860 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignalV2 [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1861 mSnapStartedSignalV2.Emit( snapEvent );
1863 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1866 void ScrollView::SetOvershootEnabled(bool enabled)
1868 if(enabled && !mOvershootIndicator)
1870 mOvershootIndicator = ScrollOvershootIndicator::New();
1874 mMaxOvershoot = OVERSCROLL_CLAMP;
1875 mOvershootIndicator->AttachToScrollable(*this);
1879 mMaxOvershoot = mUserMaxOvershoot;
1880 mOvershootIndicator->DetachFromScrollable(*this);
1882 UpdateMainInternalConstraint();
1885 void ScrollView::AddOverlay(Actor actor)
1887 mInternalActor.Add( actor );
1890 void ScrollView::RemoveOverlay(Actor actor)
1892 mInternalActor.Remove( actor );
1895 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1897 PanGestureDetector panGesture( GetPanGestureDetector() );
1899 // First remove just in case we have some set, then add.
1900 panGesture.RemoveDirection( direction );
1901 panGesture.AddDirection( direction, threshold );
1904 void ScrollView::RemoveScrollingDirection( Radian direction )
1906 PanGestureDetector panGesture( GetPanGestureDetector() );
1907 panGesture.RemoveDirection( direction );
1910 Toolkit::ScrollView::SnapStartedSignalV2& ScrollView::SnapStartedSignal()
1912 return mSnapStartedSignalV2;
1915 void ScrollView::FindAndUnbindActor(Actor child)
1920 Vector3 ScrollView::GetPropertyPrePosition() const
1922 Vector3 position = Self().GetProperty<Vector3>(mPropertyPrePosition);
1923 WrapPosition(position);
1927 Vector3 ScrollView::GetPropertyPosition() const
1929 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1930 WrapPosition(position);
1935 Vector3 ScrollView::GetPropertyScale() const
1937 return Self().GetProperty<Vector3>(mPropertyScale);
1940 void ScrollView::HandleStoppedAnimation()
1942 SetScrollUpdateNotification(false);
1945 void ScrollView::HandleSnapAnimationFinished()
1947 // Emit Signal that scrolling has completed.
1949 Actor self = Self();
1950 self.SetProperty(mPropertyScrolling, false);
1952 Vector3 deltaPosition(mScrollPrePosition);
1954 UpdateLocalScrollProperties();
1955 WrapPosition(mScrollPrePosition);
1956 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
1958 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1959 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1960 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1962 mDomainOffset += deltaPosition - mScrollPostPosition;
1963 self.SetProperty(mPropertyDomainOffset, mDomainOffset);
1964 HandleStoppedAnimation();
1967 void ScrollView::SetScrollUpdateNotification( bool enabled )
1969 Actor self = Self();
1970 if( mScrollXUpdateNotification )
1972 // disconnect now to avoid a notification before removed from update thread
1973 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1974 self.RemovePropertyNotification(mScrollXUpdateNotification);
1975 mScrollXUpdateNotification.Reset();
1979 mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1980 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1982 if( mScrollYUpdateNotification )
1984 // disconnect now to avoid a notification before removed from update thread
1985 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1986 self.RemovePropertyNotification(mScrollYUpdateNotification);
1987 mScrollYUpdateNotification.Reset();
1991 mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1992 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1996 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1998 // Guard against destruction during signal emission
1999 Toolkit::ScrollView handle( GetOwner() );
2001 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2002 mScrollUpdatedSignalV2.Emit( currentScrollPosition );
2005 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
2007 Dali::BaseHandle handle( object );
2009 bool connected( true );
2010 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
2012 if( Toolkit::ScrollView::SIGNAL_SNAP_STARTED == signalName )
2014 view.SnapStartedSignal().Connect( tracker, functor );
2018 // signalName does not match any signal
2025 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
2027 // need to update domain properties for new size
2028 UpdatePropertyDomain(targetSize);
2031 void ScrollView::OnControlSizeSet( const Vector3& size )
2033 // need to update domain properties for new size
2034 if( mDefaultMaxOvershoot )
2036 mUserMaxOvershoot.x = size.x * 0.5f;
2037 mUserMaxOvershoot.y = size.y * 0.5f;
2038 if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2040 mMaxOvershoot = mUserMaxOvershoot;
2043 UpdatePropertyDomain(size);
2044 UpdateMainInternalConstraint();
2045 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2047 mOvershootIndicator->Reset();
2051 void ScrollView::OnChildAdd(Actor& child)
2059 void ScrollView::OnChildRemove(Actor& child)
2061 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
2065 void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue )
2067 Actor self = Self();
2068 if( index == mPropertyX )
2070 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2071 propertyValue.Get(mScrollPrePosition.x);
2072 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2074 else if( index == mPropertyY )
2076 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2077 propertyValue.Get(mScrollPrePosition.y);
2078 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2080 else if( index == mPropertyPrePosition )
2082 DALI_LOG_SCROLL_STATE("[0x%X]", this);
2083 propertyValue.Get(mScrollPrePosition);
2087 void ScrollView::StartTouchDownTimer()
2089 if ( !mTouchDownTimer )
2091 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
2092 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
2095 mTouchDownTimer.Start();
2098 void ScrollView::StopTouchDownTimer()
2100 if ( mTouchDownTimer )
2102 mTouchDownTimer.Stop();
2106 bool ScrollView::OnTouchDownTimeout()
2108 mTouchDownTimeoutReached = true;
2110 if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
2113 if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS )
2115 mScrollInterrupted = true;
2116 // reset domain offset as scrolling from original plane.
2117 mDomainOffset = Vector3::ZERO;
2118 Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
2120 UpdateLocalScrollProperties();
2121 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2122 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2123 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2130 bool ScrollView::OnTouchEvent(const TouchEvent& event)
2134 // Ignore this touch event, if scrollview is insensitive.
2138 // Ignore events with multiple-touch points
2139 if (event.GetPointCount() != 1)
2144 if( event.GetPoint(0).state == TouchPoint::Down )
2146 if(mGestureStackDepth==0)
2148 mTouchDownTime = event.time;
2150 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
2151 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
2152 StartTouchDownTimer();
2155 else if( event.GetPoint(0).state == TouchPoint::Up )
2157 StopTouchDownTimer();
2159 // if the user touches and releases without enough movement to go
2160 // into a gesture state, then we should snap to nearest point.
2161 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2162 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2164 unsigned timeDelta( event.time - mTouchDownTime );
2165 if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET )
2167 // Reset the velocity only if down was received a while ago
2168 mLastVelocity = Vector2( 0.0f, 0.0f );
2171 UpdateLocalScrollProperties();
2172 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2173 if ( mScrollInterrupted || mScrolling )
2178 mTouchDownTimeoutReached = false;
2179 mScrollInterrupted = false;
2185 bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
2189 // Ignore this mouse wheel event, if scrollview is insensitive.
2193 Vector3 targetScrollPosition = GetPropertyPosition();
2195 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2197 // If only the ruler in the X axis is enabled, scroll in the X axis.
2198 if(mRulerX->GetType() == Ruler::Free)
2200 // Free panning mode
2201 targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x;
2202 ClampPosition(targetScrollPosition);
2203 ScrollTo(-targetScrollPosition);
2205 else if(!mScrolling)
2207 // Snap mode, only respond to the event when the previous snap animation is finished.
2208 ScrollTo(GetCurrentPage() - event.z);
2213 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2214 if(mRulerY->GetType() == Ruler::Free)
2216 // Free panning mode
2217 targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y;
2218 ClampPosition(targetScrollPosition);
2219 ScrollTo(-targetScrollPosition);
2221 else if(!mScrolling)
2223 // Snap mode, only respond to the event when the previous snap animation is finished.
2224 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2231 void ScrollView::ResetScrolling()
2233 Actor self = Self();
2234 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2235 mScrollPrePosition = mScrollPostPosition;
2236 self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
2239 void ScrollView::UpdateLocalScrollProperties()
2241 Actor self = Self();
2242 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2243 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2246 // private functions
2248 void ScrollView::PreAnimatedScrollSetup()
2250 // mPropertyPrePosition is our unclamped property with wrapping
2251 // mPropertyPosition is our final scroll position after clamping
2253 Actor self = Self();
2255 Vector3 deltaPosition(mScrollPostPosition);
2256 WrapPosition(mScrollPostPosition);
2257 mDomainOffset += deltaPosition - mScrollPostPosition;
2258 Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
2260 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2262 // already performing animation on internal x position
2263 StopAnimation(mInternalXAnimation);
2266 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2268 // already performing animation on internal y position
2269 StopAnimation(mInternalYAnimation);
2272 mScrollStateFlags = 0;
2274 mScrollPostScale = GetPropertyScale();
2276 // Update Actor position with this wrapped value.
2279 mScrollPreScale = mScrollPostScale;
2280 mScrollPreRotation = mScrollPostRotation;
2283 void ScrollView::FinaliseAnimatedScroll()
2285 // TODO - common animation finishing code in here
2288 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2290 StopAnimation(mInternalXAnimation);
2292 if( duration > Math::MACHINE_EPSILON_10 )
2294 Actor self = Self();
2295 mInternalXAnimation = Animation::New(duration);
2296 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2297 mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
2298 mInternalXAnimation.Play();
2300 // erase current state flags
2301 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2302 // add internal animation state flag
2303 mScrollStateFlags |= AnimatingInternalX;
2307 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2309 StopAnimation(mInternalYAnimation);
2311 if( duration > Math::MACHINE_EPSILON_10 )
2313 Actor self = Self();
2314 mInternalYAnimation = Animation::New(duration);
2315 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2316 mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
2317 mInternalYAnimation.Play();
2319 // erase current state flags
2320 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2321 // add internal animation state flag
2322 mScrollStateFlags |= AnimatingInternalY;
2326 void ScrollView::OnScrollAnimationFinished( Animation& source )
2328 // Guard against destruction during signal emission
2329 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2330 Toolkit::ScrollView handle( GetOwner() );
2332 bool scrollingFinished = false;
2334 // update our local scroll positions
2335 UpdateLocalScrollProperties();
2337 if( source == mSnapAnimation )
2339 // generic snap animation used for scaling and rotation
2340 mSnapAnimation.Reset();
2343 if( source == mInternalXAnimation )
2345 if( !(mScrollStateFlags & AnimatingInternalY) )
2347 scrollingFinished = true;
2349 mInternalXAnimation.Reset();
2350 // wrap pre scroll x position and set it
2353 const RulerDomain rulerDomain = mRulerX->GetDomain();
2354 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
2355 handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2357 SnapInternalXTo(mScrollPostPosition.x);
2360 if( source == mInternalYAnimation )
2362 if( !(mScrollStateFlags & AnimatingInternalX) )
2364 scrollingFinished = true;
2366 mInternalYAnimation.Reset();
2369 // wrap pre scroll y position and set it
2370 const RulerDomain rulerDomain = mRulerY->GetDomain();
2371 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
2372 handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2374 SnapInternalYTo(mScrollPostPosition.y);
2377 if(scrollingFinished)
2379 HandleSnapAnimationFinished();
2383 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2385 Actor self = Self();
2386 UpdateLocalScrollProperties();
2387 if( source == mInternalXAnimation )
2389 // clear internal x animation flags
2390 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2391 mInternalXAnimation.Reset();
2392 WrapPosition(mScrollPrePosition);
2394 if( source == mInternalYAnimation )
2396 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2397 mInternalYAnimation.Reset();
2398 WrapPosition(mScrollPrePosition);
2402 void ScrollView::SnapInternalXTo(float position)
2404 Actor self = Self();
2406 StopAnimation(mInternalXAnimation);
2408 // erase current state flags
2409 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2411 // if internal x not equal to inputed parameter, animate it
2412 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2413 if( duration > Math::MACHINE_EPSILON_1 )
2415 mInternalXAnimation = Animation::New(duration);
2416 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2417 mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
2418 mInternalXAnimation.Play();
2420 // add internal animation state flag
2421 mScrollStateFlags |= SnappingInternalX;
2425 void ScrollView::SnapInternalYTo(float position)
2427 Actor self = Self();
2429 StopAnimation(mInternalYAnimation);
2431 // erase current state flags
2432 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2434 // if internal y not equal to inputed parameter, animate it
2435 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2436 if( duration > Math::MACHINE_EPSILON_1 )
2438 mInternalYAnimation = Animation::New(duration);
2439 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2440 mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
2441 mInternalYAnimation.Play();
2443 // add internal animation state flag
2444 mScrollStateFlags |= SnappingInternalY;
2448 void ScrollView::GestureStarted()
2450 // we handle the first gesture.
2451 // if we're currently doing a gesture and receive another
2452 // we continue and combine the effects of the gesture instead of reseting.
2453 if(mGestureStackDepth++==0)
2455 Actor self = Self();
2456 StopTouchDownTimer();
2458 mPanDelta = Vector3::ZERO;
2459 mScaleDelta = Vector3::ONE;
2460 mRotationDelta = 0.0f;
2461 mLastVelocity = Vector2(0.0f, 0.0f);
2464 mLockAxis = LockPossible;
2467 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2469 StopAnimation(mInternalXAnimation);
2471 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2473 StopAnimation(mInternalYAnimation);
2475 mScrollStateFlags = 0;
2477 if(mScrolling) // are we interrupting a current scroll?
2479 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2481 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2482 // give applications the position within the domain from the scroll view's anchor position
2483 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2484 mScrollCompletedSignalV2.Emit( -mScrollPostPosition );
2489 void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta)
2491 mPanDelta.x+= panDelta.x;
2492 mPanDelta.y+= panDelta.y;
2493 mScaleDelta.x*= scaleDelta.x;
2494 mScaleDelta.y*= scaleDelta.y;
2495 mRotationDelta+= rotationDelta;
2497 // Save the velocity, there is a bug in PanGesture
2498 // Whereby the Gesture::Finished's velocity is either:
2499 // NaN (due to time delta of zero between the last two events)
2500 // or 0 (due to position being the same between the last two events)
2502 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2503 // appears mostly horizontal or mostly vertical respectively.
2506 mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient);
2507 } // end if mAxisAutoLock
2510 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2511 // TODO: Reimplement Scaling (pinching 2+ points)
2512 // TODO: Reimplment Rotation (pinching 2+ points)
2513 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2514 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2515 void ScrollView::OnPan(PanGesture gesture)
2517 // Guard against destruction during signal emission
2518 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2519 Actor self( Self() );
2523 // If another callback on the same original signal disables sensitivity,
2524 // this callback will still be called, so we must suppress it.
2528 // translate Gesture input to get useful data...
2529 switch(gesture.state)
2531 case Gesture::Started:
2533 UpdateLocalScrollProperties();
2536 self.SetProperty( mPropertyPanning, true );
2537 self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2539 UpdateMainInternalConstraint();
2543 case Gesture::Continuing:
2545 GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f);
2549 case Gesture::Finished:
2550 case Gesture::Cancelled:
2552 UpdateLocalScrollProperties();
2553 mLastVelocity = gesture.velocity;
2555 self.SetProperty( mPropertyPanning, false );
2557 if( mScrollMainInternalPrePositionConstraint )
2559 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2564 case Gesture::Possible:
2565 case Gesture::Clear:
2567 // Nothing to do, not needed.
2571 } // end switch(gesture.state)
2573 OnGestureEx(gesture.state);
2576 void ScrollView::OnGestureEx(Gesture::State state)
2578 // call necessary signals for application developer
2580 if(state == Gesture::Started)
2582 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2583 Self().SetProperty(mPropertyScrolling, true);
2585 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2586 mScrollStartedSignalV2.Emit( currentScrollPosition );
2588 else if( (state == Gesture::Finished) ||
2589 (state == Gesture::Cancelled) ) // Finished/default
2591 // when all the gestures have finished, we finish the transform.
2592 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2593 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2594 // this is the point we end, and perform necessary snapping.
2595 mGestureStackDepth--;
2596 if(mGestureStackDepth==0)
2603 void ScrollView::UpdateTransform()
2605 // TODO: notify clamps using property notifications (or see if we need this, can deprecate it)
2608 void ScrollView::FinishTransform()
2610 // at this stage internal x and x scroll position should have followed prescroll position exactly
2611 Actor self = Self();
2613 PreAnimatedScrollSetup();
2615 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2619 // if not animating, then this pan has completed right now.
2620 SetScrollUpdateNotification(false);
2622 Self().SetProperty(mPropertyScrolling, false);
2624 if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
2626 SnapInternalXTo(mScrollTargetPosition.x);
2628 if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
2630 SnapInternalYTo(mScrollTargetPosition.y);
2632 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2633 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2634 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2638 Vector3 ScrollView::GetOvershoot(Vector3& position) const
2640 Vector3 size = Self().GetCurrentSize();
2643 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2644 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2646 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2648 const float left = rulerDomainX.min - position.x;
2649 const float right = size.width - rulerDomainX.max - position.x;
2656 overshoot.x = right;
2660 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2662 const float top = rulerDomainY.min - position.y;
2663 const float bottom = size.height - rulerDomainY.max - position.y;
2670 overshoot.y = bottom;
2677 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2679 // Keep track of whether this is an AccessibilityPan
2680 mInAccessibilityPan = true;
2682 mInAccessibilityPan = false;
2687 void ScrollView::ClampPosition(Vector3& position) const
2689 ClampState3 clamped;
2690 ClampPosition(position, clamped);
2693 void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
2695 Vector3 size = Self().GetCurrentSize();
2697 // determine size of viewport relative to current scaled size.
2698 // e.g. if you're zoomed in 200%, then each pixel on screen is only 0.5 pixels on subject.
2699 if(fabsf(mScrollPostScale.x) > Math::MACHINE_EPSILON_0)
2701 size.x /= mScrollPostScale.x;
2704 if(fabsf(mScrollPostScale.y) > Math::MACHINE_EPSILON_0)
2706 size.y /= mScrollPostScale.y;
2709 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2710 position.y = -mRulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
2712 clamped.z = NotClamped;
2715 void ScrollView::WrapPosition(Vector3& position) const
2719 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2720 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2722 if(mRulerX->IsEnabled())
2724 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2727 if(mRulerY->IsEnabled())
2729 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2734 void ScrollView::ClampScale(Vector3& scale) const
2736 ClampState3 clamped;
2737 ClampScale(scale, clamped);
2740 void ScrollView::ClampScale(Vector3& scale, ClampState3 &clamped) const
2742 scale.x = mRulerScaleX->Clamp(scale.x, 0.0f, 1.0f, clamped.x);
2743 scale.y = mRulerScaleY->Clamp(scale.y, 0.0f, 1.0f, clamped.y);
2744 clamped.z = NotClamped;
2747 void ScrollView::UpdateMainInternalConstraint()
2749 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2750 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2751 Actor self = Self();
2752 PanGestureDetector detector( GetPanGestureDetector() );
2754 if(mScrollMainInternalPositionConstraint)
2756 self.RemoveConstraint(mScrollMainInternalPositionConstraint);
2757 self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
2758 self.RemoveConstraint(mScrollMainInternalFinalConstraint);
2759 self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
2760 self.RemoveConstraint(mScrollMainInternalXConstraint);
2761 self.RemoveConstraint(mScrollMainInternalYConstraint);
2763 if( mScrollMainInternalPrePositionConstraint )
2765 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2768 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2769 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2771 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2772 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2774 if( mLockAxis == LockVertical )
2776 initialPanMask.y = 0.0f;
2778 else if( mLockAxis == LockHorizontal )
2780 initialPanMask.x = 0.0f;
2782 Constraint constraint;
2786 constraint = Constraint::New<Vector3>( mPropertyPrePosition,
2787 Source( detector, PanGestureDetector::LOCAL_POSITION ),
2788 Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
2789 Source( self, Actor::SIZE ),
2790 InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
2791 mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
2794 // 2. Second calculate the clamped position (actual position)
2795 constraint = Constraint::New<Vector3>( mPropertyPosition,
2796 LocalSource( mPropertyPrePosition ),
2797 LocalSource( mPropertyPositionMin ),
2798 LocalSource( mPropertyPositionMax ),
2799 Source( self, Actor::SIZE ),
2800 InternalPositionConstraint( mRulerX->GetDomain(),
2801 mRulerY->GetDomain(), mWrapMode ) );
2802 mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
2804 constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
2805 LocalSource( mPropertyPosition ),
2806 LocalSource( mPropertyDomainOffset ),
2807 InternalPositionDeltaConstraint );
2808 mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint );
2810 constraint = Constraint::New<Vector3>( mPropertyFinal,
2811 LocalSource( mPropertyPosition ),
2812 LocalSource( mPropertyOvershootX ),
2813 LocalSource( mPropertyOvershootY ),
2814 InternalFinalConstraint( FinalDefaultAlphaFunction,
2815 FinalDefaultAlphaFunction ) );
2816 mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint );
2818 constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
2819 LocalSource( mPropertyPosition ),
2820 LocalSource( mPropertyPositionMin ),
2821 LocalSource( mPropertyPositionMax ),
2822 LocalSource( Actor::SIZE ),
2823 InternalRelativePositionConstraint );
2824 mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
2826 constraint = Constraint::New<float>( mPropertyX,
2827 LocalSource( mPropertyPrePosition ),
2828 InternalXConstraint );
2829 mScrollMainInternalXConstraint = self.ApplyConstraint( constraint );
2831 constraint = Constraint::New<float>( mPropertyY,
2832 LocalSource( mPropertyPrePosition ),
2833 InternalYConstraint );
2834 mScrollMainInternalYConstraint = self.ApplyConstraint( constraint );
2836 // When panning we want to make sure overshoot values are affected by pre position and post position
2837 SetOvershootConstraintsEnabled(!mWrapMode);
2840 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2842 Actor self( Self() );
2843 // remove and reset, it may now be in wrong order with the main internal constraints
2844 if( mScrollMainInternalOvershootXConstraint )
2846 self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2847 mScrollMainInternalOvershootXConstraint.Reset();
2848 self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2849 mScrollMainInternalOvershootYConstraint.Reset();
2853 Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
2854 LocalSource( mPropertyPrePosition ),
2855 LocalSource( mPropertyPosition ),
2856 LocalSource( mPropertyCanScrollHorizontal ),
2857 OvershootXConstraint(mMaxOvershoot.x) );
2858 mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint );
2860 constraint = Constraint::New<float>( mPropertyOvershootY,
2861 LocalSource( mPropertyPrePosition ),
2862 LocalSource( mPropertyPosition ),
2863 LocalSource( mPropertyCanScrollVertical ),
2864 OvershootYConstraint(mMaxOvershoot.y) );
2865 mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint );
2869 self.SetProperty(mPropertyOvershootX, 0.0f);
2870 self.SetProperty(mPropertyOvershootY, 0.0f);
2874 void ScrollView::SetInternalConstraints()
2876 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2877 UpdateMainInternalConstraint();
2879 // User definable constraints to apply to all child actors //////////////////
2880 Actor self = Self();
2882 // LocalSource - The Actors to be moved.
2883 // self - The ScrollView
2885 // Apply some default constraints to ScrollView.
2886 // Movement + Scaling + Wrap function
2888 Constraint constraint;
2890 // MoveScaledActor (scrolling/zooming)
2891 constraint = Constraint::New<Vector3>( Actor::POSITION,
2892 Source( self, mPropertyPosition ),
2893 Source( self, mPropertyScale ),
2894 MoveScaledActorConstraint );
2895 constraint.SetRemoveAction(Constraint::Discard);
2896 ApplyConstraintToBoundActors(constraint);
2898 // ScaleActor (scrolling/zooming)
2899 constraint = Constraint::New<Vector3>( Actor::SCALE,
2900 Source( self, mPropertyScale ),
2901 ScaleActorConstraint );
2902 constraint.SetRemoveAction(Constraint::Discard);
2903 ApplyConstraintToBoundActors(constraint);
2905 // WrapActor (wrap functionality)
2906 constraint = Constraint::New<Vector3>( Actor::POSITION,
2907 LocalSource( Actor::SCALE ),
2908 LocalSource( Actor::ANCHOR_POINT ),
2909 LocalSource( Actor::SIZE ),
2910 Source( self, mPropertyPositionMin ),
2911 Source( self, mPropertyPositionMax ),
2912 Source( self, mPropertyWrap ),
2913 WrapActorConstraint );
2914 constraint.SetRemoveAction(Constraint::Discard);
2915 ApplyConstraintToBoundActors(constraint);
2918 } // namespace Internal
2920 } // namespace Toolkit