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>
27 // TODO: Change to two class system:
28 // 1. DraggableActor (is an actor which can be dragged anywhere/scaled/rotated, can be set to range using the ruler)
29 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
31 // TODO: Asymetrical scaling
32 // TODO: external components (page and status overlays).
34 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
41 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl)
42 const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms
43 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
44 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
45 const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking)
46 const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
47 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.
48 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
50 // predefined effect values
51 const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
52 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
53 const Vector2 ANGLE_CUSTOM_CUBE_SWING(-Math::PI * 0.45f, -Math::PI * 0.45f); ///< outer cube pages swing 90 degrees as they pan offscreen
54 const Vector2 ANGLE_SPIRAL_SWING_IN(Math::PI * 0.5f, Math::PI * 0.5f);
55 const Vector2 ANGLE_SPIRAL_SWING_OUT(Math::PI * 0.35f, Math::PI * 0.35f);
56 const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< outer cube pages swing 90 degrees as they pan offscreen
58 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
60 // TODO: GetAngle for Vector2 can be moved.
61 // GetAngle for Vector3 needs to be measured against a normal/plane.
64 * @param[in] vector The 3D vector to be measured
65 * @return angle in radians from 0 to 2PI
67 float GetAngle(const Vector3& vector)
69 return atan2(vector.y, vector.x) + Math::PI;
73 * @param[in] vector The 2D vector to be measured
74 * @return angle in radians from 0 to 2PI
76 float GetAngle(const Vector2& vector)
78 return atan2(vector.y, vector.x) + Math::PI;
82 * Find the vector (distance) from (a) to (b)
83 * in domain (start) to (end)
84 * (\ / start) (\ / end)
87 * @note assumes both (a) and (b) are already with the domain
90 * @param[in] a the current point
91 * @param[in] b the target point
92 * @param[in] start the start of the domain
93 * @param[in] end the end of the domain
94 * @param[in] bias whether to only take the right direction or the left direction,
95 * or the shortest direction.
96 * @return the shortest direction and distance
98 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
100 if(bias == Dali::Toolkit::DirectionBiasNone)
102 return ShortestDistanceInDomain( a, b, start, end );
105 float size = end-start;
111 if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
117 float aRight = a+size;
124 if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
130 float aLeft = a-size;
137 * Returns the position of the anchor within actor
139 * @param actor The Actor
140 * @param anchor The Anchor point of interest.
141 * @return The position of the Anchor
143 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
145 Vector3 childPosition = actor.GetCurrentPosition();
146 Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
147 Vector3 childSize = actor.GetCurrentSize();
149 return childPosition + childAnchor * childSize;
152 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
154 float FinalDefaultAlphaFunction(float offset)
156 return offset * 0.5f;
160 * ConstantDecelerationAlphaFunction
161 * Newtoninan distance for constant deceleration
162 * v = 1 - t, s = t - 1/2 t^2
163 * when t = 0, s = 0.0 (min distance)
164 * when t = 1, s = 0.5 (max distance)
165 * progress = s / (max-min) = 2t - t^2
167 * @param[in] offset The input progress
168 * @return The output progress
170 float ConstantDecelerationAlphaFunction(float progress)
172 return progress * 2.0f - progress * progress;
175 // Internal Constraints ///////////////////////////////////////////////////////////////////////////
178 * Internal Relative position Constraint
179 * Generates the relative position value of the scroll view
180 * based on the absolute position, and it's relation to the
181 * scroll domain. This is a value from 0.0f to 1.0f in each
182 * scroll position axis.
184 Vector3 InternalRelativePositionConstraint(const Vector3& current,
185 const PropertyInput& scrollPositionProperty,
186 const PropertyInput& scrollMinProperty,
187 const PropertyInput& scrollMaxProperty,
188 const PropertyInput& scrollSizeProperty)
190 const Vector3& position = -scrollPositionProperty.GetVector3();
191 const Vector3& min = scrollMinProperty.GetVector3();
192 const Vector3& max = scrollMaxProperty.GetVector3();
193 const Vector3& size = scrollSizeProperty.GetVector3();
195 Vector3 relativePosition;
196 Vector3 domainSize = (max - min) - size;
198 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
199 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
201 return relativePosition;
204 } // unnamed namespace
219 * Internal Pre-Position Property Constraint.
221 * Generates position property based on current position + gesture displacement.
222 * Or generates position property based on positionX/Y.
223 * Note: This is the position prior to any clamping at scroll boundaries.
224 * TODO: Scale & Rotation Transforms.
226 struct InternalPrePositionConstraint
228 InternalPrePositionConstraint(const Vector2& initialPanMask,
230 float axisAutoLockGradient)
231 : mInitialPanMask(initialPanMask),
232 mAxisAutoLock(axisAutoLock),
233 mLockAxis(ScrollView::LockPossible),
234 mAxisAutoLockGradient(axisAutoLockGradient),
235 mPrePosition(Vector3::ZERO),
240 Vector3 operator()(const Vector3& current,
241 const PropertyInput& gesturePositionProperty,
242 const PropertyInput& gestureDisplacementProperty,
243 const PropertyInput& scrollPositionXProperty,
244 const PropertyInput& scrollPositionYProperty,
245 const PropertyInput& panningProperty)
247 const bool panning = panningProperty.GetBoolean();
248 Vector3 scrollPostPosition;
252 // Check if panning has just started...
255 mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
256 mPrePosition = current;
257 mLockAxis = ScrollView::LockPossible;
259 mCurrentPanMask = mInitialPanMask;
262 // Calculate Deltas...
263 Vector2 currentPosition = gesturePositionProperty.GetVector2();
264 Vector2 panDelta( currentPosition - mLocalStart );
266 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
267 // appears mostly horizontal or mostly vertical respectively...
268 AxisAutoLock(panDelta);
270 // Restrict deltas based on ruler enable/disable and axis-lock state...
271 panDelta *= mCurrentPanMask;
273 // Perform Position transform based on input deltas...
274 scrollPostPosition = mPrePosition;
275 scrollPostPosition.GetVectorXY() += panDelta;
279 scrollPostPosition.x = scrollPositionXProperty.GetFloat();
280 scrollPostPosition.y = scrollPositionYProperty.GetFloat();
283 mWasPanning = panning;
284 return scrollPostPosition;
287 void AxisAutoLock(Vector2& panDelta)
291 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
292 mLockAxis == ScrollView::LockPossible)
294 float dx = fabsf(panDelta.x);
295 float dy = fabsf(panDelta.y);
296 if(dx * mAxisAutoLockGradient >= dy)
298 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
299 mLockAxis = ScrollView::LockVertical;
300 mCurrentPanMask.y = 0.0f;
302 else if(dy * mAxisAutoLockGradient > dx)
304 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
305 mLockAxis = ScrollView::LockHorizontal;
306 mCurrentPanMask.x = 0.0f;
310 mLockAxis = ScrollView::LockNone;
313 } // end if mAxisAutoLock
317 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
318 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
320 bool mAxisAutoLock; ///< Set by ScrollView
321 ScrollView::LockAxis mLockAxis;
322 float mAxisAutoLockGradient; ///< Set by ScrollView
323 Vector3 mPrePosition;
328 * Internal Position Property Constraint.
330 * Generates position property based on pre-position
331 * Note: This is the position after clamping.
332 * (uses result of InternalPrePositionConstraint)
334 struct InternalPositionConstraint
336 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY)
337 : mDomainMin( -domainX.min, -domainY.min ),
338 mDomainMax( -domainX.max, -domainY.max ),
339 mClampX( domainX.enabled ),
340 mClampY( domainY.enabled )
344 Vector3 operator()(const Vector3& current,
345 const PropertyInput& scrollPositionProperty,
346 const PropertyInput& scrollSizeProperty)
348 Vector3 position = scrollPositionProperty.GetVector3();
349 const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
351 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
352 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
365 * This constraint updates the X overshoot property using the difference
366 * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f
368 struct OvershootXConstraint
370 OvershootXConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
372 float operator()(const float& current,
373 const PropertyInput& scrollPrePositionProperty,
374 const PropertyInput& scrollPostPositionProperty)
376 Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3();
377 Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3();
378 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
379 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
382 float mLastOvershoot;
387 * This constraint updates the Y overshoot property using the difference
388 * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f
390 struct OvershootYConstraint
392 OvershootYConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {}
394 float operator()(const float& current,
395 const PropertyInput& scrollPrePositionProperty,
396 const PropertyInput& scrollPostPositionProperty)
398 Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3();
399 Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3();
400 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
401 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
404 float mLastOvershoot;
409 * When panning, this constraint updates the X property, otherwise
410 * it has no effect on the X property.
412 float InternalXConstraint(const float& current,
413 const PropertyInput& scrollPosition,
414 const PropertyInput& panningProperty)
416 return scrollPosition.GetVector3().x;
420 * When panning, this constraint updates the Y property, otherwise
421 * it has no effect on the Y property.
423 float InternalYConstraint(const float& current,
424 const PropertyInput& scrollPosition,
425 const PropertyInput& panningProperty)
427 return scrollPosition.GetVector3().y;
431 * Internal Position-Delta Property Constraint.
433 * Generates position-delta property based on scroll-position + scroll-offset properties.
435 Vector3 InternalPositionDeltaConstraint(const Vector3& current,
436 const PropertyInput& scrollPositionProperty,
437 const PropertyInput& scrollOffsetProperty)
439 const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
440 const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
442 return scrollPosition + scrollOffset;
446 * Internal Final Position Constraint
447 * The position of content is:
448 * of scroll-position + f(scroll-overshoot)
449 * where f(...) function defines how overshoot
450 * should affect final-position.
452 struct InternalFinalConstraint
454 InternalFinalConstraint(AlphaFunction functionX,
455 AlphaFunction functionY)
456 : mFunctionX(functionX),
457 mFunctionY(functionY)
461 Vector3 operator()(const Vector3& current,
462 const PropertyInput& scrollPositionProperty,
463 const PropertyInput& scrollOvershootXProperty,
464 const PropertyInput& scrollOvershootYProperty)
466 const float& overshootx = scrollOvershootXProperty.GetFloat();
467 const float& overshooty = scrollOvershootYProperty.GetFloat();
468 Vector3 offset( mFunctionX(overshootx),
469 mFunctionY(overshooty),
472 return scrollPositionProperty.GetVector3() - offset;
475 AlphaFunction mFunctionX;
476 AlphaFunction mFunctionY;
482 return Toolkit::ScrollView::New();
485 TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
487 SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
492 ///////////////////////////////////////////////////////////////////////////////////////////////////
494 ///////////////////////////////////////////////////////////////////////////////////////////////////
496 Dali::Toolkit::ScrollView ScrollView::New()
498 // Create the implementation
499 ScrollViewPtr scrollView(new ScrollView());
501 // Pass ownership to CustomActor via derived handle
502 Dali::Toolkit::ScrollView handle(*scrollView);
504 // Second-phase init of the implementation
505 // This can only be done after the CustomActor connection has been made...
506 scrollView->Initialize();
511 ScrollView::ScrollView()
515 mScrollInterrupted(false),
518 mGestureStackDepth(0),
519 mRotationDelta(0.0f),
520 mScrollPreRotation(0.0f),
521 mScrollPostRotation(0.0f),
522 mTouchDownReceived(false),
523 mActorAutoSnapEnabled(false),
524 mAutoResizeContainerEnabled(false),
526 mAxisAutoLock(false),
527 mMinTouchesForPanning(1),
528 mMaxTouchesForPanning(1),
529 mLockAxis(LockPossible),
530 mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
532 mOvershootDelay(1.0f),
533 mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
534 mDefaultMaxOvershoot(true),
535 mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
536 mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
537 mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
538 mSnapAlphaFunction(AlphaFunctions::EaseOut),
539 mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
540 mFlickAlphaFunction(AlphaFunctions::EaseOut),
541 mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
542 mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
543 mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
544 mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED)
546 SetRequiresMouseWheelEvents(true);
549 void ScrollView::OnInitialize()
552 self.SetLeaveRequired(true);
554 // Internal Actor, used to hide actors from enumerations.
555 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
556 mInternalActor = Actor::New();
557 mInternalActor.SetDrawMode(DrawMode::OVERLAY);
558 self.Add(mInternalActor);
559 mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
560 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
561 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
565 // Register Scroll Properties.
566 RegisterProperties();
568 mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
569 mScrollPostScale = mScrollPreScale = Vector3::ONE;
570 mScrollPostRotation = mScrollPreRotation = 0.0f;
572 mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
576 mGestureStackDepth = 0;
578 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
580 // For pan, default to only 1 touch required, ignoring touches outside this range.
581 SetTouchesRequiredForPanning(1, 1, false);
583 // By default we'll allow the user to freely drag the scroll view,
584 // while disabling the other rulers.
585 RulerPtr ruler = new DefaultRuler();
586 RulerPtr rulerDisabled = new DefaultRuler();
587 rulerDisabled->Disable();
590 mRulerScaleX = rulerDisabled;
591 mRulerScaleY = rulerDisabled;
592 mRulerRotation = rulerDisabled;
594 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
596 Vector3 size = GetControlSize();
597 UpdatePropertyDomain(size);
598 SetInternalConstraints();
601 void ScrollView::OnControlStageConnection()
605 SetScrollSensitive( false );
606 SetScrollSensitive( true );
608 if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
610 // try and make sure property notifications are set
611 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
615 void ScrollView::OnControlStageDisconnection()
617 if ( mSnapOvershootAnimation )
619 SetOvershootToOrigin();
625 ScrollView::~ScrollView()
629 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
631 return mSnapAlphaFunction;
634 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
636 mSnapAlphaFunction = alpha;
639 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
641 return mFlickAlphaFunction;
644 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
646 mFlickAlphaFunction = alpha;
649 float ScrollView::GetScrollSnapDuration() const
651 return mSnapDuration;
654 void ScrollView::SetScrollSnapDuration(float time)
656 mSnapDuration = time;
659 float ScrollView::GetScrollFlickDuration() const
661 return mFlickDuration;
664 void ScrollView::SetScrollFlickDuration(float time)
666 mFlickDuration = time;
669 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
671 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
673 // Assertion check to ensure effect doesn't already exist in this scrollview
674 bool effectAlreadyExistsInScrollView(false);
675 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
679 effectAlreadyExistsInScrollView = true;
684 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
686 // add effect to effects list
687 mEffects.push_back(effect);
689 // invoke Attachment request to ScrollView first
690 GetImpl(effect).Attach(self);
693 Toolkit::ScrollViewEffect ScrollView::ApplyEffect(Toolkit::ScrollView::PageEffect effect)
695 Toolkit::ScrollViewEffect scrollEffect;
698 case Toolkit::ScrollView::PageEffectNone:
702 case Toolkit::ScrollView::PageEffectOuterCube:
704 Toolkit::ScrollViewCustomEffect customEffect;
705 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
706 Vector2 pageSize = Stage::GetCurrent().GetSize();
707 // 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
708 // 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)
709 // the page moving off screen will slowly build a spacing from 0.0f to 20.0f
710 // the spacing from each page is added together for the final spacing between the two pages.
711 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));
712 customEffect.SetSwingAngleOut(ANGLE_CUSTOM_CUBE_SWING.x, Vector3(0.0f, -1.0f, 0.0f));
713 customEffect.SetSwingAnchor(AnchorPoint::CENTER, AnchorPoint::CENTER_LEFT);
714 customEffect.SetOpacityThreshold(0.7f);
717 case Toolkit::ScrollView::PageEffectDepth:
719 Toolkit::ScrollViewCustomEffect customEffect;
720 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
723 case Toolkit::ScrollView::PageEffectInnerCube:
725 Toolkit::ScrollViewCustomEffect customEffect;
726 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
727 customEffect.SetPageSpacing(Vector2(30.0f, 30.0f));
728 customEffect.SetAngledOriginPageRotation(ANGLE_CUBE_PAGE_ROTATE);
729 customEffect.SetSwingAngle(ANGLE_CUBE_PAGE_ROTATE.x, Vector3(0,-1,0));
730 customEffect.SetOpacityThreshold(0.5f);
733 case Toolkit::ScrollView::PageEffectCarousel:
735 Toolkit::ScrollViewCustomEffect customEffect;
736 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
737 customEffect.SetPageTranslation(Vector3(0,0,0), Vector3(-30, 0, 0));
738 customEffect.SetPageSpacing(Vector2(60.0f, 60.0f));
739 customEffect.SetAngledOriginPageRotation(-ANGLE_CUBE_PAGE_ROTATE);
740 customEffect.SetOpacityThreshold(0.2f, 0.6f);
743 case Toolkit::ScrollView::PageEffectSpiral:
745 Toolkit::ScrollViewCustomEffect customEffect;
746 scrollEffect = customEffect = Toolkit::ScrollViewCustomEffect::New();
748 Vector2 pageSize = Stage::GetCurrent().GetSize();
749 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));
750 //customEffect.SetSwingAngleAlphaFunctionOut(AlphaFunctions::EaseOut);
751 customEffect.SetSwingAnchor(AnchorPoint::CENTER_RIGHT);
752 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);
753 //customEffect.SetPageTranslateAlphaFunctionOut(AlphaFunctions::EaseOut);
754 customEffect.SetOpacityThreshold(0.75f, 0.6f);
755 customEffect.SetOpacityAlphaFunctionIn(AlphaFunctions::EaseInOut);
760 DALI_ASSERT_DEBUG(0 && "unknown scroll view effect");
763 RemoveConstraintsFromChildren();
766 ApplyEffect(scrollEffect);
771 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
773 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
775 // remove effect from effects list
776 bool effectExistedInScrollView(false);
777 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
781 mEffects.erase(iter);
782 effectExistedInScrollView = true;
787 // Assertion check to ensure effect existed.
788 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
790 // invoke Detachment request to ScrollView last
791 GetImpl(effect).Detach(self);
794 void ScrollView::RemoveAllEffects()
796 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
798 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
800 Toolkit::ScrollViewEffect effect = *effectIter;
802 // invoke Detachment request to ScrollView last
803 GetImpl(effect).Detach(self);
809 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
811 ApplyConstraintToBoundActors(constraint);
814 void ScrollView::RemoveConstraintsFromChildren()
816 RemoveConstraintsFromBoundActors();
819 const RulerPtr ScrollView::GetRulerX() const
824 const RulerPtr ScrollView::GetRulerY() const
829 void ScrollView::SetRulerX(RulerPtr ruler)
833 Vector3 size = GetControlSize();
834 UpdatePropertyDomain(size);
835 UpdateMainInternalConstraint();
838 void ScrollView::SetRulerY(RulerPtr ruler)
842 Vector3 size = GetControlSize();
843 UpdatePropertyDomain(size);
844 UpdateMainInternalConstraint();
847 void ScrollView::UpdatePropertyDomain(const Vector3& size)
852 bool canScrollVertical = false;
853 bool canScrollHorizontal = false;
855 if(mRulerX->IsEnabled())
857 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
858 min.x = rulerDomain.min;
859 max.x = rulerDomain.max;
861 // make sure new scroll value is within new domain
862 float newScroll = min.x;
863 int scrollXPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_X_PROPERTY_NAME);
864 if((fabsf(max.x - min.x) - size.x) > Math::MACHINE_EPSILON_1)
866 canScrollHorizontal = true;
867 float currentScroll = self.GetProperty<float>(scrollXPropertyIndex);
868 newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x);
870 self.SetProperty(scrollXPropertyIndex, newScroll);
873 if(mRulerY->IsEnabled())
875 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
876 min.y = rulerDomain.min;
877 max.y = rulerDomain.max;
879 // make sure new scroll value is within new domain
880 float newScroll = min.y;
881 int scrollYPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_Y_PROPERTY_NAME);
882 if((fabsf(max.y - min.y) - size.y) > Math::MACHINE_EPSILON_1)
884 canScrollVertical = true;
885 float currentScroll = self.GetProperty<float>(scrollYPropertyIndex);
886 newScroll = Clamp(currentScroll, -(max.y - size.y), -min.y);
888 self.SetProperty(scrollYPropertyIndex, newScroll);
890 self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
891 self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
893 self.SetProperty(mPropertyPositionMin, min );
894 self.SetProperty(mPropertyPositionMax, max );
897 void ScrollView::SetRulerScaleX(RulerPtr ruler)
899 mRulerScaleX = ruler;
900 UpdateMainInternalConstraint();
903 void ScrollView::SetRulerScaleY(RulerPtr ruler)
905 mRulerScaleY = ruler;
906 UpdateMainInternalConstraint();
909 void ScrollView::SetRulerRotation(RulerPtr ruler)
911 mRulerRotation = ruler;
912 UpdateMainInternalConstraint();
915 void ScrollView::SetScrollSensitive(bool sensitive)
918 PanGestureDetector panGesture( GetPanGestureDetector() );
920 if((!mSensitive) && (sensitive))
922 mSensitive = sensitive;
923 panGesture.Attach(self);
925 else if((mSensitive) && (!sensitive))
927 // while the scroll view is panning, the state needs to be reset.
928 bool isPanning = self.GetProperty<bool>( mPropertyPanning );
931 PanGesture cancelGesture( Gesture::Cancelled );
932 OnPan( cancelGesture );
935 panGesture.Detach(self);
936 mSensitive = sensitive;
938 mGestureStackDepth = 0;
942 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
944 mMaxOvershoot.x = overshootX;
945 mMaxOvershoot.y = overshootY;
946 mDefaultMaxOvershoot = false;
947 UpdateMainInternalConstraint();
950 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
952 mSnapOvershootAlphaFunction = alpha;
955 void ScrollView::SetSnapOvershootDuration(float duration)
957 mSnapOvershootDuration = duration;
960 void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
962 PanGestureDetector panGesture( GetPanGestureDetector() );
964 mMinTouchesForPanning = minTouches;
965 mMaxTouchesForPanning = maxTouches;
969 panGesture.SetMinimumTouchesRequired(minTouches);
970 panGesture.SetMaximumTouchesRequired(maxTouches);
974 panGesture.SetMinimumTouchesRequired(1);
975 panGesture.SetMaximumTouchesRequired(UINT_MAX);
979 void ScrollView::SetActorAutoSnap(bool enable)
981 mActorAutoSnapEnabled = enable;
984 void ScrollView::SetAutoResize(bool enable)
986 mAutoResizeContainerEnabled = enable;
987 // TODO: This needs a lot of issues to be addressed before working.
990 bool ScrollView::GetWrapMode() const
995 void ScrollView::SetWrapMode(bool enable)
998 Self().SetProperty(mPropertyWrap, enable);
1001 int ScrollView::GetRefreshInterval() const
1003 return mRefreshIntervalMilliseconds;
1006 void ScrollView::SetRefreshInterval(int milliseconds)
1008 mRefreshIntervalMilliseconds = milliseconds;
1011 bool ScrollView::GetAxisAutoLock() const
1013 return mAxisAutoLock;
1016 void ScrollView::SetAxisAutoLock(bool enable)
1018 mAxisAutoLock = enable;
1019 UpdateMainInternalConstraint();
1022 float ScrollView::GetAxisAutoLockGradient() const
1024 return mAxisAutoLockGradient;
1027 void ScrollView::SetAxisAutoLockGradient(float gradient)
1029 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1030 mAxisAutoLockGradient = gradient;
1031 UpdateMainInternalConstraint();
1034 float ScrollView::GetFrictionCoefficient() const
1036 return mFrictionCoefficient;
1039 void ScrollView::SetFrictionCoefficient(float friction)
1041 DALI_ASSERT_DEBUG( friction > 0.0f );
1042 mFrictionCoefficient = friction;
1045 float ScrollView::GetFlickSpeedCoefficient() const
1047 return mFlickSpeedCoefficient;
1050 void ScrollView::SetFlickSpeedCoefficient(float speed)
1052 mFlickSpeedCoefficient = speed;
1055 float ScrollView::GetMaxFlickSpeed() const
1057 return mMaxFlickSpeed;
1060 void ScrollView::SetMaxFlickSpeed(float speed)
1062 mMaxFlickSpeed = speed;
1065 void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step)
1067 mMouseWheelScrollDistanceStep = step;
1070 Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
1072 return mMouseWheelScrollDistanceStep;
1075 unsigned int ScrollView::GetCurrentPage() const
1077 // in case animation is currently taking place.
1078 Vector3 position = GetPropertyPrePosition();
1080 Actor self = Self();
1081 unsigned int page = 0;
1082 unsigned int pagesPerVolume = 1;
1083 unsigned int volume = 0;
1085 // if rulerX is enabled, then get page count (columns)
1086 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1087 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1088 pagesPerVolume = mRulerX->GetTotalPages();
1090 return volume * pagesPerVolume + page;
1093 Vector3 ScrollView::GetCurrentScrollPosition() const
1095 // in case animation is currently taking place.
1096 return -GetPropertyPrePosition();
1099 Vector3 ScrollView::GetCurrentScrollScale() const
1101 // in case animation is currently taking place.
1102 return GetPropertyScale();
1105 Vector3 ScrollView::GetDomainSize() const
1107 Vector3 size = Self().GetCurrentSize();
1109 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1110 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1112 Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size;
1116 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation,
1117 DirectionBias horizontalBias, DirectionBias verticalBias)
1119 TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias);
1122 void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
1123 DirectionBias horizontalBias, DirectionBias verticalBias)
1125 // Guard against destruction during signal emission
1126 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1127 Toolkit::ScrollView handle( GetOwner() );
1129 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1130 Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
1132 if(mScrolling) // are we interrupting a current scroll?
1134 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1136 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1139 Self().SetProperty(mPropertyScrolling, true);
1141 mScrollStartedSignalV2.Emit( currentScrollPosition );
1142 bool animating = AnimateTo(-position,
1143 Vector3::ONE * duration,
1145 Vector3::ONE * duration,
1156 // if not animating, then this pan has completed right now.
1157 Self().SetProperty(mPropertyScrolling, false);
1159 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1163 void ScrollView::ScrollTo(const Vector3& position)
1165 ScrollTo(position, mSnapDuration );
1168 void ScrollView::ScrollTo(const Vector3& position, float duration)
1170 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1173 void ScrollView::ScrollTo(const Vector3& position, float duration,
1174 DirectionBias horizontalBias, DirectionBias verticalBias)
1176 TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
1179 void ScrollView::ScrollTo(unsigned int page)
1181 ScrollTo(page, mSnapDuration);
1184 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1187 unsigned int volume;
1188 unsigned int libraries;
1190 // The position to scroll to is continuous and linear
1191 // unless a domain has been enabled on the X axis.
1192 // or if WrapMode has been enabled.
1193 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1194 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1196 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1197 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1199 ScrollTo(position, duration, bias, bias);
1202 void ScrollView::ScrollTo(Actor &actor)
1204 ScrollTo(actor, mSnapDuration);
1207 void ScrollView::ScrollTo(Actor &actor, float duration)
1209 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1211 Actor self = Self();
1212 Vector3 size = self.GetCurrentSize();
1213 Vector3 position = actor.GetCurrentPosition();
1214 position -= GetPropertyPrePosition();
1216 ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration);
1219 Actor ScrollView::FindClosestActor()
1221 Actor self = Self();
1222 Vector3 size = self.GetCurrentSize();
1224 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1227 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1230 float closestDistance2 = 0.0f;
1231 Vector3 actualPosition = position;
1233 unsigned int numChildren = Self().GetChildCount();
1235 for(unsigned int i = 0; i < numChildren; ++i)
1237 Actor child = Self().GetChildAt(i);
1239 if(mInternalActor == child) // ignore internal actor.
1244 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1246 Vector3 delta = childPosition - actualPosition;
1248 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1249 if(dirX > All) // != All,None
1251 FindDirection deltaH = delta.x > 0 ? Right : Left;
1258 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1259 if(dirY > All) // != All,None
1261 FindDirection deltaV = delta.y > 0 ? Down : Up;
1268 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1269 if(dirZ > All) // != All,None
1271 FindDirection deltaV = delta.y > 0 ? In : Out;
1278 // compare child to closest child in terms of distance.
1279 float distance2 = 0.0f;
1281 // distance2 = the Square of the relevant dimensions of delta
1284 distance2 += delta.x * delta.x;
1289 distance2 += delta.y * delta.y;
1294 distance2 += delta.z * delta.z;
1297 if(closestChild) // Next time.
1299 if(distance2 < closestDistance2)
1301 closestChild = child;
1302 closestDistance2 = distance2;
1307 closestChild = child;
1308 closestDistance2 = distance2;
1312 return closestChild;
1315 bool ScrollView::ScrollToSnapPoint()
1317 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1318 return SnapWithVelocity( stationaryVelocity );
1321 void ScrollView::ScaleTo(const Vector3& scale)
1323 ScaleTo(scale, mSnapDuration);
1326 void ScrollView::ScaleTo(const Vector3& scale, float duration)
1328 TransformTo(mScrollPostPosition, scale, mScrollPostRotation, duration);
1332 // TODO: In situations where axes are different (X snap, Y free)
1333 // Each axis should really have their own independent animation (time and equation)
1334 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1335 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1336 // Currently, the axes have been split however, they both use the same EaseOut equation.
1337 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1339 // Animator takes over now, touches are assumed not to interfere.
1340 // And if touches do interfere, then we'll stop animation, update PrePosition
1341 // to current mScroll's properties, and then resume.
1342 // Note: For Flicking this may work a bit different...
1344 float angle = atan2(velocity.y, velocity.x);
1345 float speed2 = velocity.LengthSquared();
1346 AlphaFunction alphaFunction = mSnapAlphaFunction;
1347 Vector3 positionDuration = Vector3::ONE * mSnapDuration;
1348 Vector3 scaleDuration = Vector3::ONE * mSnapDuration;
1349 float rotationDuration = mSnapDuration;
1352 FindDirection horizontal = None;
1353 FindDirection vertical = None;
1355 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1356 // that will be accepted as a general N,E,S,W flick direction.
1358 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1359 const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD;
1361 // Flick logic X Axis
1363 if(mRulerX->IsEnabled())
1367 if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
1369 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1371 biasX = 0.0f, horizontal = Left;
1373 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1375 biasX = 1.0f, horizontal = Right;
1380 // Flick logic Y Axis
1382 if(mRulerY->IsEnabled())
1386 if(speed2 > flickSpeedThreshold2) // exceeds flick threshold
1388 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1390 biasY = 0.0f, vertical = Up;
1392 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1394 biasY = 1.0f, vertical = Down;
1399 // isFlick: Whether this gesture is a flick or not.
1400 bool isFlick = (horizontal != All || vertical != All);
1401 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1402 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1404 if(isFlick || isFreeFlick)
1406 positionDuration = Vector3::ONE * mFlickDuration;
1407 alphaFunction = mFlickAlphaFunction;
1410 // Position Snap ////////////////////////////////////////////////////////////
1411 Vector3 positionSnap = mScrollPostPosition;
1413 if(mActorAutoSnapEnabled)
1415 Vector3 size = Self().GetCurrentSize();
1417 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1419 if(!child && isFlick )
1421 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1422 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1427 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1429 // Get center-point of the Actor.
1430 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1432 if(mRulerX->IsEnabled())
1434 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1436 if(mRulerY->IsEnabled())
1438 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1443 Vector3 startPosition = positionSnap;
1444 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1445 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1447 Vector3 clampDelta(Vector3::ZERO);
1448 ClampPosition(positionSnap);
1450 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1451 && isFreeFlick && !mActorAutoSnapEnabled)
1453 // Calculate target position based on velocity of flick.
1455 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1456 // u = Initial Velocity (Flick velocity)
1457 // v = 0 (Final Velocity)
1458 // t = Time (Velocity / Deceleration)
1459 Vector2 stageSize = Stage::GetCurrent().GetSize();
1460 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1461 float a = (stageLength * mFrictionCoefficient);
1462 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1463 float speed = u.Length();
1466 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1467 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1469 alphaFunction = ConstantDecelerationAlphaFunction;
1471 float t = speed / a;
1473 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1475 positionSnap.x += t*u.x*0.5f;
1478 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1480 positionSnap.y += t*u.y*0.5f;
1483 clampDelta = positionSnap;
1484 ClampPosition(positionSnap);
1485 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1487 clampDelta -= positionSnap;
1488 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1489 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1493 clampDelta = Vector3::ZERO;
1496 // If Axis is Free and has velocity, then calculate time taken
1497 // to reach target based on velocity in axis.
1498 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1500 float deltaX = fabsf(startPosition.x - positionSnap.x);
1502 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1504 positionDuration.x = fabsf(deltaX / u.x);
1508 positionDuration.x = 0;
1512 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1514 float deltaY = fabsf(startPosition.y - positionSnap.y);
1516 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1518 positionDuration.y = fabsf(deltaY / u.y);
1522 positionDuration.y = 0;
1526 positionSnap += clampDelta;
1528 // Scale Snap ///////////////////////////////////////////////////////////////
1529 Vector3 scaleSnap = mScrollPostScale;
1531 scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x);
1532 scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y);
1534 ClampScale(scaleSnap);
1536 // Rotation Snap ////////////////////////////////////////////////////////////
1537 float rotationSnap = mScrollPostRotation;
1538 // TODO: implement rotation snap
1540 bool animating = AnimateTo(positionSnap, positionDuration,
1541 scaleSnap, scaleDuration,
1542 rotationSnap, rotationDuration,
1543 alphaFunction, false,
1544 DirectionBiasNone, DirectionBiasNone,
1545 isFlick || isFreeFlick ? Flick : Snap);
1549 AnimateOvershootToOrigin(positionDuration.x, positionDuration.y);
1555 void ScrollView::StopAnimation(void)
1557 // Clear Snap animation if exists.
1560 mSnapAnimation.Stop();
1561 mSnapAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapAnimationFinished);
1562 mSnapAnimation.Clear();
1563 mSnapAnimation = NULL;
1567 mSnapXAnimation.Stop();
1568 mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished);
1569 mSnapXAnimation.Clear();
1570 mSnapXAnimation = NULL;
1574 mSnapYAnimation.Stop();
1575 mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
1576 mSnapYAnimation.Clear();
1577 mSnapYAnimation = NULL;
1579 if(mSnapOvershootAnimation)
1581 mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished);
1582 mSnapOvershootAnimation.Stop();
1583 mSnapOvershootAnimation.Clear();
1584 mSnapOvershootAnimation = NULL;
1586 HandleStoppedAnimation();
1589 bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration,
1590 const Vector3& scale, const Vector3& scaleDuration,
1591 float rotation, float rotationDuration,
1592 AlphaFunction alpha, bool findShortcuts,
1593 DirectionBias horizontalBias, DirectionBias verticalBias,
1596 // Here we perform an animation on a number of properties (depending on which have changed)
1597 // The animation is applied to all ScrollBases
1598 Actor self = Self();
1599 bool startAnimation = false;
1600 Vector3 positionTransformed = position;
1601 float totalDuration = 0.0f;
1603 bool positionChanged = (positionTransformed != mScrollPostPosition);
1604 bool scaleChanged = (scale != mScrollPostScale);
1605 bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0;
1609 totalDuration = std::max(totalDuration, positionDuration.x);
1610 totalDuration = std::max(totalDuration, positionDuration.y);
1615 totalDuration = std::max(totalDuration, scaleDuration.x);
1616 totalDuration = std::max(totalDuration, scaleDuration.y);
1621 totalDuration = std::max(totalDuration, rotationDuration);
1624 if(totalDuration > Math::MACHINE_EPSILON_1)
1627 mSnapAnimation = Animation::New(totalDuration);
1628 mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapAnimationFinished);
1629 mSnapXAnimation = Animation::New(positionDuration.x);
1630 mSnapXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapXAnimationFinished);
1631 mSnapYAnimation = Animation::New(positionDuration.y);
1632 mSnapYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapYAnimationFinished);
1633 startAnimation = true;
1635 // Position Delta ///////////////////////////////////////////////////////
1638 if(mWrapMode && findShortcuts)
1640 // In Wrap Mode, the shortest distance is a little less intuitive...
1641 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1642 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1644 if(mRulerX->IsEnabled())
1646 float dir = VectorInDomain(-mScrollPostPosition.x, -positionTransformed.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1647 positionTransformed.x = mScrollPostPosition.x + -dir;
1650 if(mRulerY->IsEnabled())
1652 float dir = VectorInDomain(-mScrollPostPosition.y, -positionTransformed.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1653 positionTransformed.y = mScrollPostPosition.y + -dir;
1657 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1658 // a horizonal/vertical wall.delay
1659 mSnapXAnimation.AnimateTo( Property(self, mPropertyX), positionTransformed.x, alpha, TimePeriod(0.0f, positionDuration.x));
1660 mSnapYAnimation.AnimateTo( Property(self, mPropertyY), positionTransformed.y, alpha, TimePeriod(0.0f, positionDuration.y));
1663 // Scale Delta ///////////////////////////////////////////////////////
1666 // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity
1667 // the height will hit first, and then the width, so that would require two different animation times just like position.
1668 mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x));
1671 mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear );
1673 mSnapAnimation.Play();
1674 mSnapXAnimation.Play();
1675 mSnapYAnimation.Play();
1676 StartRefreshTimer();
1677 } // end if(totalDuration > Math::MACHINE_EPSILON_1)
1678 else // totalDuration == 0
1680 // instantly set transform.
1683 self.SetProperty(mPropertyX, positionTransformed.x);
1684 self.SetProperty(mPropertyY, positionTransformed.y);
1686 mScrollPrePosition = mScrollPostPosition = positionTransformed;
1691 self.SetProperty(mPropertyScale, scale);
1693 mScrollPreScale = mScrollPostScale = scale;
1697 // Always send a snap event when AnimateTo is called.
1698 Toolkit::ScrollView::SnapEvent snapEvent;
1699 snapEvent.type = snapType;
1700 snapEvent.position = positionTransformed;
1701 snapEvent.scale = scale;
1702 snapEvent.rotation = rotation;
1703 snapEvent.duration = totalDuration;
1705 mSnapStartedSignalV2.Emit( snapEvent );
1707 return startAnimation;
1710 void ScrollView::SetOvershootEnabled(bool enabled)
1712 if(enabled && !mOvershootIndicator)
1714 mOvershootIndicator = ScrollOvershootIndicator::New(*this);
1716 mOvershootIndicator->Enable(enabled);
1719 void ScrollView::AddOverlay(Actor actor)
1721 mInternalActor.Add( actor );
1724 void ScrollView::RemoveOverlay(Actor actor)
1726 mInternalActor.Remove( actor );
1729 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1731 PanGestureDetector panGesture( GetPanGestureDetector() );
1733 // First remove just in case we have some set, then add.
1734 panGesture.RemoveDirection( direction );
1735 panGesture.AddDirection( direction, threshold );
1738 void ScrollView::RemoveScrollingDirection( Radian direction )
1740 PanGestureDetector panGesture( GetPanGestureDetector() );
1741 panGesture.RemoveDirection( direction );
1744 Toolkit::ScrollView::SnapStartedSignalV2& ScrollView::SnapStartedSignal()
1746 return mSnapStartedSignalV2;
1749 void ScrollView::FindAndUnbindActor(Actor child)
1754 Vector3 ScrollView::GetPropertyPrePosition() const
1756 Vector3 position(Self().GetProperty<float>(mPropertyX), Self().GetProperty<float>(mPropertyY), 0.0f);
1757 WrapPosition(position);
1762 Vector3 ScrollView::GetPropertyPosition() const
1764 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1765 WrapPosition(position);
1770 Vector3 ScrollView::GetPropertyScale() const
1772 return Self().GetProperty<Vector3>(mPropertyScale);
1775 void ScrollView::HandleStoppedAnimation()
1777 // Animation has stopped, so stop sending the scroll-update signal.
1778 CancelRefreshTimer();
1780 // cement transform now, and allow interactivity to resume.
1781 mScrollPostPosition = GetPropertyPosition();
1783 mScrollPostScale = GetPropertyScale();
1785 // Update Actor position with this wrapped value.
1787 Self().SetProperty(mPropertyX, mScrollPostPosition.x);
1788 Self().SetProperty(mPropertyY, mScrollPostPosition.y);
1791 mScrollPrePosition = mScrollPostPosition;
1792 mScrollPreScale = mScrollPostScale;
1793 mScrollPreRotation = mScrollPostRotation;
1796 void ScrollView::HandleSnapAnimationFinished()
1798 // Emit Signal that scrolling has completed.
1800 Self().SetProperty(mPropertyScrolling, false);
1802 Vector3 deltaPosition(Self().GetProperty<float>(mPropertyX),
1803 Self().GetProperty<float>(mPropertyY),
1806 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1807 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1809 mDomainOffset += deltaPosition - mScrollPostPosition;
1810 Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
1811 HandleStoppedAnimation();
1814 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1816 Dali::BaseHandle handle( object );
1818 bool connected( true );
1819 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1821 if( Toolkit::ScrollView::SIGNAL_SNAP_STARTED == signalName )
1823 view.SnapStartedSignal().Connect( tracker, functor );
1827 // signalName does not match any signal
1834 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1836 // need to update domain properties for new size
1837 UpdatePropertyDomain(targetSize);
1840 void ScrollView::OnControlSizeSet( const Vector3& size )
1842 // need to update domain properties for new size
1843 if( mDefaultMaxOvershoot )
1845 mMaxOvershoot.x = size.x * 0.5f;
1846 mMaxOvershoot.y = size.y * 0.5f;
1848 UpdatePropertyDomain(size);
1849 UpdateMainInternalConstraint();
1850 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
1852 mOvershootIndicator->Reset();
1856 void ScrollView::OnChildAdd(Actor& child)
1864 void ScrollView::OnChildRemove(Actor& child)
1866 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1870 bool ScrollView::OnTouchEvent(const TouchEvent& event)
1874 // Ignore this touch event, if scrollview is insensitive.
1878 // Ignore events with multiple-touch points
1879 if (event.GetPointCount() != 1)
1884 if (event.GetPoint(0).state == TouchPoint::Down)
1886 mTouchDownTime = event.time;
1887 mTouchDownReceived = true;
1888 mTouchDownPosition = event.GetPoint(0).local;
1890 if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation )
1892 mScrollInterrupted = true;
1896 if(mScrolling) // are we interrupting a current scroll?
1898 // reset domain offset as scrolling from original plane.
1899 mDomainOffset = Vector3::ZERO;
1900 Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
1903 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1904 mScrollCompletedSignalV2.Emit( currentScrollPosition );
1907 else if(event.GetPoint(0).state == TouchPoint::Up)
1909 // if the user touches and releases without enough movement to go
1910 // into a gesture state, then we should snap to nearest point.
1911 // otherwise our scroll could be stopped (interrupted) half way through an animation.
1912 if(mGestureStackDepth==0 && mTouchDownReceived)
1914 unsigned timeDelta( event.time - mTouchDownTime );
1915 if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET )
1917 // Reset the velocity only if down was received a while ago
1918 mLastVelocity = Vector2( 0.0f, 0.0f );
1922 Vector2 positionDelta( mTouchDownPosition - event.GetPoint(0).local );
1923 mLastVelocity = positionDelta / timeDelta;
1926 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
1927 if ( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation || mScrollInterrupted || mScrolling )
1932 mTouchDownReceived = false;
1933 mScrollInterrupted = false;
1936 return true; // consume since we're potentially scrolling
1939 bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
1943 // Ignore this mouse wheel event, if scrollview is insensitive.
1947 Vector3 targetScrollPosition = GetPropertyPosition();
1949 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
1951 // If only the ruler in the X axis is enabled, scroll in the X axis.
1952 if(mRulerX->GetType() == Ruler::Free)
1954 // Free panning mode
1955 targetScrollPosition.x -= event.z * mMouseWheelScrollDistanceStep.x;
1956 ClampPosition(targetScrollPosition);
1957 ScrollTo(-targetScrollPosition);
1959 else if(!mScrolling)
1961 // Snap mode, only respond to the event when the previous snap animation is finished.
1962 ScrollTo(GetCurrentPage() + event.z);
1967 // If the ruler in the Y axis is enabled, scroll in the Y axis.
1968 if(mRulerY->GetType() == Ruler::Free)
1970 // Free panning mode
1971 targetScrollPosition.y -= event.z * mMouseWheelScrollDistanceStep.y;
1972 ClampPosition(targetScrollPosition);
1973 ScrollTo(-targetScrollPosition);
1975 else if(!mScrolling)
1977 // Snap mode, only respond to the event when the previous snap animation is finished.
1978 ScrollTo(GetCurrentPage() + event.z * mRulerX->GetTotalPages());
1985 void ScrollView::OnSnapAnimationFinished( Animation& source )
1987 mSnapAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapAnimationFinished );
1988 mSnapAnimation = NULL;
1991 void ScrollView::OnSnapXAnimationFinished( Animation& source )
1993 // Guard against destruction during signal emission
1994 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
1995 Toolkit::ScrollView handle( GetOwner() );
1997 if(!mSnapYAnimation)
1999 HandleSnapAnimationFinished();
2001 if(mScrollMainInternalOvershootXConstraint)
2003 Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2004 mScrollMainInternalOvershootXConstraint.Reset();
2005 mScrollMainInternalOvershootXConstraint = 0;
2007 mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished);
2008 mSnapXAnimation.Reset();
2009 mSnapXAnimation = NULL;
2010 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2012 // kick start animation to 0
2013 Self().SetProperty(mPropertyOvershootX, 0.0f);
2017 void ScrollView::OnSnapYAnimationFinished( Animation& source )
2019 // Guard against destruction during signal emission
2020 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2021 Toolkit::ScrollView handle( GetOwner() );
2023 if(!mSnapXAnimation)
2025 HandleSnapAnimationFinished();
2027 if(mScrollMainInternalOvershootYConstraint)
2029 Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2030 mScrollMainInternalOvershootYConstraint.Reset();
2031 mScrollMainInternalOvershootYConstraint = 0;
2033 mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished);
2034 mSnapYAnimation.Reset();
2035 mSnapYAnimation = NULL;
2036 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2038 // kick start animation to 0
2039 Self().SetProperty(mPropertyOvershootY, 0.0f);
2043 void ScrollView::GestureStarted()
2045 // we handle the first gesture.
2046 // if we're currently doing a gesture and receive another
2047 // we continue and combine the effects of the gesture instead of reseting.
2048 if(mGestureStackDepth++==0)
2051 mPanDelta = Vector3::ZERO;
2052 mScaleDelta = Vector3::ONE;
2053 mRotationDelta = 0.0f;
2054 mLastVelocity = Vector2(0.0f, 0.0f);
2055 mLockAxis = LockPossible;
2057 if(mScrolling) // are we interrupting a current scroll?
2059 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2061 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2062 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2067 void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float rotationDelta)
2069 mPanDelta.x+= panDelta.x;
2070 mPanDelta.y+= panDelta.y;
2071 mScaleDelta.x*= scaleDelta.x;
2072 mScaleDelta.y*= scaleDelta.y;
2073 mRotationDelta+= rotationDelta;
2075 // Save the velocity, there is a bug in PanGesture
2076 // Whereby the Gesture::Finished's velocity is either:
2077 // NaN (due to time delta of zero between the last two events)
2078 // or 0 (due to position being the same between the last two events)
2080 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2081 // appears mostly horizontal or mostly vertical respectively.
2084 if(mPanDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
2085 mLockAxis == LockPossible)
2087 float dx = fabsf(mPanDelta.x);
2088 float dy = fabsf(mPanDelta.y);
2089 if(dx * mAxisAutoLockGradient >= dy)
2091 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
2092 mLockAxis = LockVertical;
2094 else if(dy * mAxisAutoLockGradient > dx)
2096 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
2097 mLockAxis = LockHorizontal;
2101 mLockAxis = LockNone;
2104 } // end if mAxisAutoLock
2107 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2108 // TODO: Reimplement Scaling (pinching 2+ points)
2109 // TODO: Reimplment Rotation (pinching 2+ points)
2110 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2111 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2112 void ScrollView::OnPan(PanGesture gesture)
2114 // Guard against destruction during signal emission
2115 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2116 Actor self( Self() );
2120 // If another callback on the same original signal disables sensitivity,
2121 // this callback will still be called, so we must suppress it.
2125 // translate Gesture input to get useful data...
2126 switch(gesture.state)
2128 case Gesture::Started:
2131 self.SetProperty( mPropertyPanning, true );
2132 self.SetProperty( mPropertyScrollStartPagePosition, GetCurrentScrollPosition() );
2134 // Update property: X & Y = Position (only when in panning mode - in snapping mode, X & Y are animated).
2135 Constraint constraint = Constraint::New<float>( mPropertyX,
2136 LocalSource( mPropertyPosition ),
2137 Source( self, mPropertyPanning ),
2138 InternalXConstraint );
2139 mScrollMainInternalXConstraint = self.ApplyConstraint(constraint);
2141 constraint = Constraint::New<float>( mPropertyY,
2142 LocalSource( mPropertyPosition ),
2143 Source( self, mPropertyPanning ),
2144 InternalYConstraint );
2145 mScrollMainInternalYConstraint = self.ApplyConstraint(constraint);
2146 // When panning we want to make sure overshoot values are affected by pre position and post position
2147 SetOvershootConstraintsEnabled(true);
2151 case Gesture::Continuing:
2153 // Nothing to do, handled in constraint.
2157 case Gesture::Finished:
2158 case Gesture::Cancelled:
2160 mLastVelocity = gesture.velocity;
2161 self.SetProperty( mPropertyPanning, false );
2163 // Remove X & Y position constraints as they are not required when we are not panning.
2164 self.RemoveConstraint(mScrollMainInternalXConstraint);
2165 self.RemoveConstraint(mScrollMainInternalYConstraint);
2169 case Gesture::Possible:
2170 case Gesture::Clear:
2172 // Nothing to do, not needed.
2176 } // end switch(gesture.state)
2178 OnGestureEx(gesture.state);
2181 void ScrollView::OnGestureEx(Gesture::State state)
2183 // call necessary signals for application developer
2185 if(state == Gesture::Started)
2187 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2188 Self().SetProperty(mPropertyScrolling, true);
2190 mScrollStartedSignalV2.Emit( currentScrollPosition );
2192 else if( (state == Gesture::Finished) ||
2193 (state == Gesture::Cancelled) ) // Finished/default
2195 // when all the gestures have finished, we finish the transform.
2196 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2197 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2198 // this is the point we end, and perform necessary snapping.
2199 mGestureStackDepth--;
2200 if(mGestureStackDepth==0)
2207 void ScrollView::UpdateTransform()
2209 // TODO: notify clamps using property notifications (or see if we need this, can deprecate it)
2212 void ScrollView::FinishTransform()
2214 const Vector3& scrollPosition = Self().GetProperty<Vector3>(mPropertyPosition);
2216 mScrollPostPosition.x = scrollPosition.x;
2217 mScrollPostPosition.y = scrollPosition.y;
2219 Vector3 deltaPosition(mScrollPostPosition);
2220 // Cement PRE transform (PRE = POST), and Begin Snap Animation if necessary.
2221 WrapPosition(mScrollPostPosition);
2223 mDomainOffset += deltaPosition - mScrollPostPosition;
2224 Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
2226 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2230 AnimateOvershootToOrigin(0.0f, 0.0f);
2231 // if not animating, then this pan has completed right now.
2233 Self().SetProperty(mPropertyScrolling, false);
2234 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2235 mScrollCompletedSignalV2.Emit( currentScrollPosition );
2239 Vector3 ScrollView::GetOvershoot(Vector3& position) const
2241 Vector3 size = Self().GetCurrentSize();
2244 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2245 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2247 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2249 const float left = rulerDomainX.min - position.x;
2250 const float right = size.width - rulerDomainX.max - position.x;
2257 overshoot.x = right;
2261 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2263 const float top = rulerDomainY.min - position.y;
2264 const float bottom = size.height - rulerDomainY.max - position.y;
2271 overshoot.y = bottom;
2278 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2284 void ScrollView::ClampPosition(Vector3& position) const
2286 ClampState3 clamped;
2287 ClampPosition(position, clamped);
2290 void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
2292 Vector3 size = Self().GetCurrentSize();
2294 // determine size of viewport relative to current scaled size.
2295 // e.g. if you're zoomed in 200%, then each pixel on screen is only 0.5 pixels on subject.
2296 if(fabsf(mScrollPostScale.x) > Math::MACHINE_EPSILON_0)
2298 size.x /= mScrollPostScale.x;
2301 if(fabsf(mScrollPostScale.y) > Math::MACHINE_EPSILON_0)
2303 size.y /= mScrollPostScale.y;
2306 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2307 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.
2309 clamped.z = NotClamped;
2312 void ScrollView::WrapPosition(Vector3& position) const
2316 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2317 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2319 if(mRulerX->IsEnabled())
2321 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2324 if(mRulerY->IsEnabled())
2326 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2331 void ScrollView::ClampScale(Vector3& scale) const
2333 ClampState3 clamped;
2334 ClampScale(scale, clamped);
2337 void ScrollView::ClampScale(Vector3& scale, ClampState3 &clamped) const
2339 scale.x = mRulerScaleX->Clamp(scale.x, 0.0f, 1.0f, clamped.x);
2340 scale.y = mRulerScaleY->Clamp(scale.y, 0.0f, 1.0f, clamped.y);
2341 clamped.z = NotClamped;
2344 void ScrollView::UpdateMainInternalConstraint()
2346 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2347 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2348 Actor self = Self();
2349 PanGestureDetector detector( GetPanGestureDetector() );
2351 if(mScrollMainInternalPrePositionConstraint)
2353 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2354 self.RemoveConstraint(mScrollMainInternalPositionConstraint);
2355 self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
2356 self.RemoveConstraint(mScrollMainInternalFinalConstraint);
2357 self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
2360 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2361 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2363 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2364 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2366 Constraint constraint = Constraint::New<Vector3>( mPropertyPrePosition,
2367 Source( detector, PanGestureDetector::LOCAL_POSITION ),
2368 Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
2369 LocalSource( mPropertyX ),
2370 LocalSource( mPropertyY ),
2371 Source( self, mPropertyPanning ),
2372 InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient ) );
2373 mScrollMainInternalPrePositionConstraint = self.ApplyConstraint(constraint);
2375 // 2. Second calculate the clamped position (actual position)
2376 constraint = Constraint::New<Vector3>( mPropertyPosition,
2377 LocalSource( mPropertyPrePosition ),
2378 Source( self, Actor::SIZE ),
2379 InternalPositionConstraint( mRulerX->GetDomain(),
2380 mRulerY->GetDomain()) );
2381 mScrollMainInternalPositionConstraint = self.ApplyConstraint(constraint);
2383 constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
2384 LocalSource( mPropertyPosition ),
2385 LocalSource( mPropertyDomainOffset ),
2386 InternalPositionDeltaConstraint );
2387 mScrollMainInternalDeltaConstraint = self.ApplyConstraint(constraint);
2389 constraint = Constraint::New<Vector3>( mPropertyFinal,
2390 LocalSource( mPropertyPosition ),
2391 LocalSource( mPropertyOvershootX ),
2392 LocalSource( mPropertyOvershootY ),
2393 InternalFinalConstraint( FinalDefaultAlphaFunction,
2394 FinalDefaultAlphaFunction ) );
2395 mScrollMainInternalFinalConstraint = self.ApplyConstraint(constraint);
2397 constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
2398 LocalSource( mPropertyPosition ),
2399 LocalSource( mPropertyPositionMin ),
2400 LocalSource( mPropertyPositionMax ),
2401 LocalSource( Actor::SIZE ),
2402 InternalRelativePositionConstraint );
2403 mScrollMainInternalRelativeConstraint = self.ApplyConstraint(constraint);
2405 if(mScrollMainInternalOvershootXConstraint)
2407 // reset these constraints in correct order
2408 self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2409 mScrollMainInternalOvershootXConstraint.Reset();
2411 Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
2412 LocalSource( mPropertyPrePosition ),
2413 LocalSource( mPropertyPosition ),
2414 OvershootXConstraint(mMaxOvershoot.x) );
2415 mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint);
2418 if(mScrollMainInternalOvershootYConstraint)
2420 // reset these constraints in correct order
2421 self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2422 mScrollMainInternalOvershootYConstraint.Reset();
2424 Constraint constraint = Constraint::New<float>( mPropertyOvershootY,
2425 LocalSource( mPropertyPrePosition ),
2426 LocalSource( mPropertyPosition ),
2427 OvershootXConstraint(mMaxOvershoot.y) );
2428 mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
2432 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2434 Actor self( Self() );
2435 // remove and reset, it may now be in wrong order with the main internal constraints
2436 if(mScrollMainInternalOvershootXConstraint)
2438 self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2439 mScrollMainInternalOvershootXConstraint.Reset();
2441 if(mScrollMainInternalOvershootYConstraint)
2443 self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2444 mScrollMainInternalOvershootYConstraint.Reset();
2448 Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
2449 LocalSource( mPropertyPrePosition ),
2450 LocalSource( mPropertyPosition ),
2451 OvershootXConstraint(mMaxOvershoot.x) );
2452 mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint);
2453 constraint = Constraint::New<float>( mPropertyOvershootY,
2454 LocalSource( mPropertyPrePosition ),
2455 LocalSource( mPropertyPosition ),
2456 OvershootYConstraint(mMaxOvershoot.y) );
2457 mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint);
2461 void ScrollView::SetInternalConstraints()
2463 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2464 UpdateMainInternalConstraint();
2466 // User definable constraints to apply to all child actors //////////////////
2467 Actor self = Self();
2469 // LocalSource - The Actors to be moved.
2470 // self - The ScrollView
2472 // Apply some default constraints to ScrollView.
2473 // Movement + Scaling + Wrap function
2475 Constraint constraint;
2477 // MoveScaledActor (scrolling/zooming)
2478 constraint = Constraint::New<Vector3>( Actor::POSITION,
2479 Source( self, mPropertyPosition ),
2480 Source( self, mPropertyScale ),
2481 MoveScaledActorConstraint );
2482 constraint.SetRemoveAction(Constraint::Discard);
2483 ApplyConstraintToBoundActors(constraint);
2485 // ScaleActor (scrolling/zooming)
2486 constraint = Constraint::New<Vector3>( Actor::SCALE,
2487 Source( self, mPropertyScale ),
2488 ScaleActorConstraint );
2489 constraint.SetRemoveAction(Constraint::Discard);
2490 ApplyConstraintToBoundActors(constraint);
2492 // WrapActor (wrap functionality)
2493 constraint = Constraint::New<Vector3>( Actor::POSITION,
2494 LocalSource( Actor::SCALE ),
2495 LocalSource( Actor::ANCHOR_POINT ),
2496 LocalSource( Actor::SIZE ),
2497 Source( self, mPropertyPositionMin ),
2498 Source( self, mPropertyPositionMax ),
2499 Source( self, mPropertyWrap ),
2500 WrapActorConstraint );
2501 constraint.SetRemoveAction(Constraint::Discard);
2502 ApplyConstraintToBoundActors(constraint);
2505 void ScrollView::SetOvershootToOrigin()
2507 // Clear Snap animation if exists.
2508 if(mSnapOvershootAnimation)
2510 mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished);
2511 mSnapOvershootAnimation.Stop();
2512 mSnapOvershootAnimation.Clear();
2513 mSnapOvershootAnimation = NULL;
2515 SetOvershootConstraintsEnabled(false);
2516 Self().SetProperty(mPropertyOvershootX, 0.0f);
2517 Self().SetProperty(mPropertyOvershootY, 0.0f);
2520 void ScrollView::AnimateOvershootToOrigin(float xDelay, float yDelay)
2522 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
2524 if(xDelay < Math::MACHINE_EPSILON_1)
2526 // kick start animation to 0
2527 Self().SetProperty(mPropertyOvershootX, 0.0f);
2529 if(yDelay < Math::MACHINE_EPSILON_1)
2531 // kick start animation to 0
2532 Self().SetProperty(mPropertyOvershootY, 0.0f);
2536 // When we need to animate overshoot to 0
2537 if(mSnapOvershootDuration > Math::MACHINE_EPSILON_1)
2539 Actor self = Self();
2540 // Clear Snap animation if exists.
2541 if(mSnapOvershootAnimation)
2543 mSnapOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapOvershootAnimationFinished );
2544 mSnapOvershootAnimation.Stop();
2545 mSnapOvershootAnimation.Clear();
2546 mSnapOvershootAnimation = NULL;
2548 if(!mSnapXAnimation && mScrollMainInternalOvershootXConstraint)
2550 // need to remove the x overshoot constraint now or it will override animation to 0
2551 Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2552 mScrollMainInternalOvershootXConstraint.Reset();
2553 mScrollMainInternalOvershootXConstraint = 0;
2555 if(!mSnapYAnimation && mScrollMainInternalOvershootYConstraint)
2557 // need to remove the y overshoot constraint now or it will override animation to 0
2558 Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2559 mScrollMainInternalOvershootYConstraint.Reset();
2560 mScrollMainInternalOvershootYConstraint = 0;
2562 // setup the new overshoot to 0 animation
2563 float totalDuration = (xDelay > yDelay ? xDelay : yDelay) + mSnapOvershootDuration;
2564 mSnapOvershootAnimation = Animation::New(totalDuration);
2565 mSnapOvershootAnimation.FinishedSignal().Connect( this, &ScrollView::OnSnapOvershootAnimationFinished );
2567 mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootX), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(xDelay, mSnapOvershootDuration) );
2568 mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootY), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(yDelay, mSnapOvershootDuration) );
2570 mSnapOvershootAnimation.SetDuration(totalDuration);
2571 mSnapOvershootAnimation.Play();
2575 SetOvershootToOrigin();
2579 void ScrollView::OnSnapOvershootAnimationFinished( Animation& source )
2581 mSnapOvershootAnimation = NULL;
2584 void ScrollView::StartRefreshTimer()
2586 if(mRefreshIntervalMilliseconds > 0)
2590 mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
2591 mRefreshTimer.TickSignal().Connect( this, &ScrollView::OnRefreshTick );
2594 if (!mRefreshTimer.IsRunning())
2596 mRefreshTimer.Start();
2601 void ScrollView::CancelRefreshTimer()
2605 mRefreshTimer.Stop();
2609 bool ScrollView::OnRefreshTick()
2611 // Guard against destruction during signal emission
2612 Toolkit::ScrollView handle( GetOwner() );
2614 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2615 mScrollUpdatedSignalV2.Emit( currentScrollPosition );
2620 } // namespace Internal
2622 } // namespace Toolkit