2 * Copyright (c) 2021 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-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
22 #include <dali/devel-api/actors/actor-devel.h>
23 #include <dali/devel-api/common/stage.h>
24 #include <dali/devel-api/events/pan-gesture-devel.h>
25 #include <dali/devel-api/object/property-helper-devel.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/public-api/animation/constraints.h>
28 #include <dali/public-api/events/touch-event.h>
29 #include <dali/public-api/events/wheel-event.h>
30 #include <dali/public-api/object/property-map.h>
31 #include <dali/public-api/object/type-registry-helper.h>
32 #include <dali/public-api/object/type-registry.h>
33 #include <cstring> // for strcmp
36 #include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.h>
37 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
38 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
39 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl-property-handler.h>
40 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-mode.h>
41 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
42 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
44 //#define ENABLED_SCROLL_STATE_LOGGING
46 #ifdef ENABLED_SCROLL_STATE_LOGGING
47 #define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessageWithFunctionLine(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
49 #define DALI_LOG_SCROLL_STATE(format, ...)
52 // TODO: Change to two class system:
53 // 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler)
54 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
55 // TODO: external components (page and status overlays).
57 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
63 constexpr float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time.
64 constexpr float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
65 constexpr float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time.
66 constexpr float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels
68 constexpr float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
69 constexpr float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second)
70 constexpr float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity)
71 constexpr float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second)
73 constexpr Dali::Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
74 constexpr float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
76 constexpr float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
77 constexpr float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
78 constexpr float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
80 constexpr Dali::Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
82 constexpr unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET(150u);
83 constexpr float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
84 constexpr float DEFAULT_SCROLL_UPDATE_DISTANCE(30.0f); ///< Default distance to travel in pixels for scroll update signal
86 const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME("internalMaxPosition");
88 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
91 * Find the vector (distance) from (a) to (b)
92 * in domain (start) to (end)
93 * (\ / start) (\ / end)
96 * @note assumes both (a) and (b) are already with the domain
99 * @param[in] a the current point
100 * @param[in] b the target point
101 * @param[in] start the start of the domain
102 * @param[in] end the end of the domain
103 * @param[in] bias whether to only take the right direction or the left direction,
104 * or the shortest direction.
105 * @return the shortest direction and distance
107 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
109 if(bias == Dali::Toolkit::DIRECTION_BIAS_NONE)
111 return Dali::ShortestDistanceInDomain(a, b, start, end);
114 float size = end - start;
120 if(bias == Dali::Toolkit::DIRECTION_BIAS_RIGHT) // going right, take the vector.
126 float aRight = a + size;
133 if(bias == Dali::Toolkit::DIRECTION_BIAS_LEFT) // going left, take the vector.
139 float aLeft = a - size;
146 * Returns the position of the anchor within actor
148 * @param actor The Actor
149 * @param anchor The Anchor point of interest.
150 * @return The position of the Anchor
152 Dali::Vector3 GetPositionOfAnchor(Dali::Actor& actor, const Dali::Vector3& anchor)
154 Dali::Vector3 childPosition = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::POSITION);
155 Dali::Vector3 childAnchor = -actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::ANCHOR_POINT) + anchor;
156 Dali::Vector3 childSize = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::SIZE);
158 return childPosition + childAnchor * childSize;
162 * Returns the closest actor to the given position
163 * @param[in] actor The scrollview actor
164 * @param[in] internalActor The internal actor (to ignore)
165 * @param[in] position The given position
166 * @param[in] dirX Direction to search in
167 * @param[in] dirY Direction to search in
168 * @param[in] dirZ Direction to search in
169 * @return the closest child actor
171 using FindDirection = Dali::Toolkit::Internal::ScrollView::FindDirection;
173 Actor FindClosestActorToPosition(
174 CustomActor actor, Actor internalActor, const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
177 float closestDistance2 = 0.0f;
178 Vector3 actualPosition = position;
180 unsigned int numChildren = actor.GetChildCount();
182 for(unsigned int i = 0; i < numChildren; ++i)
184 Actor child = actor.GetChildAt(i);
186 if(internalActor == child) // ignore internal actor.
191 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
193 Vector3 delta = childPosition - actualPosition;
195 // X-axis checking (only find Actors to the [dirX] of actualPosition)
196 if(dirX > FindDirection::All) // != All,None
198 FindDirection deltaH = delta.x > 0 ? FindDirection::Right : FindDirection::Left;
205 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
206 if(dirY > FindDirection::All) // != All,None
208 FindDirection deltaV = delta.y > 0 ? FindDirection::Down : FindDirection::Up;
215 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
216 if(dirZ > FindDirection::All) // != All,None
218 FindDirection deltaV = delta.y > 0 ? FindDirection::In : FindDirection::Out;
225 // compare child to closest child in terms of distance.
226 float distance2 = 0.0f;
228 // distance2 = the Square of the relevant dimensions of delta
229 if(dirX != FindDirection::None)
231 distance2 += delta.x * delta.x;
234 if(dirY != FindDirection::None)
236 distance2 += delta.y * delta.y;
239 if(dirZ != FindDirection::None)
241 distance2 += delta.z * delta.z;
244 if(closestChild) // Next time.
246 if(distance2 < closestDistance2)
248 closestChild = child;
249 closestDistance2 = distance2;
254 closestChild = child;
255 closestDistance2 = distance2;
262 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
265 * ConstantDecelerationAlphaFunction
266 * Newtoninan distance for constant deceleration
267 * v = 1 - t, s = t - 1/2 t^2
268 * when t = 0, s = 0.0 (min distance)
269 * when t = 1, s = 0.5 (max distance)
270 * progress = s / (max-min) = 2t - t^2
272 * @param[in] offset The input progress
273 * @return The output progress
275 float ConstantDecelerationAlphaFunction(float progress)
277 return progress * 2.0f - progress * progress;
282 * @param[in] size The size to clamp to
283 * @param[in] rulerX The horizontal ruler
284 * @param[in] rulerY The vertical ruler
285 * @param[in,out] position The position to clamp
286 * @param[out] clamped the clamped state
288 void ClampPosition(const Vector3& size, Dali::Toolkit::RulerPtr rulerX, Dali::Toolkit::RulerPtr rulerY, Vector2& position, Dali::Toolkit::ClampState2D& clamped)
290 position.x = -rulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
291 position.y = -rulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
295 * TODO: In situations where axes are different (X snap, Y free)
296 * Each axis should really have their own independent animation (time and equation)
297 * Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
298 * Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
299 * Currently, the axes have been split however, they both use the same EaseOut equation.
301 * @param[in] scrollView The main scrollview
302 * @param[in] rulerX The X ruler
303 * @param[in] rulerY The Y ruler
304 * @param[in] lockAxis Which axis (if any) is locked.
305 * @param[in] velocity Current pan velocity
306 * @param[in] maxOvershoot Maximum overshoot
307 * @param[in] inAcessibilityPan True if we are currently panning with accessibility
308 * @param[out] positionSnap The target position of snap animation
309 * @param[out] positionDuration The duration of the snap animation
310 * @param[out] alphaFunction The snap animation alpha function
311 * @param[out] isFlick if we are flicking or not
312 * @param[out] isFreeFlick if we are free flicking or not
314 void SnapWithVelocity(
315 Dali::Toolkit::Internal::ScrollView& scrollView,
316 Dali::Toolkit::RulerPtr rulerX,
317 Dali::Toolkit::RulerPtr rulerY,
318 Dali::Toolkit::Internal::ScrollView::LockAxis lockAxis,
320 Vector2 maxOvershoot,
321 Vector2& positionSnap,
322 Vector2& positionDuration,
323 AlphaFunction& alphaFunction,
324 bool inAccessibilityPan,
328 // Animator takes over now, touches are assumed not to interfere.
329 // And if touches do interfere, then we'll stop animation, update PrePosition
330 // to current mScroll's properties, and then resume.
331 // Note: For Flicking this may work a bit different...
333 float angle = atan2(velocity.y, velocity.x);
334 float speed2 = velocity.LengthSquared();
337 FindDirection horizontal = FindDirection::None;
338 FindDirection vertical = FindDirection::None;
340 using LockAxis = Dali::Toolkit::Internal::ScrollView::LockAxis;
342 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
343 // that will be accepted as a general N,E,S,W flick direction.
345 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
346 const float flickSpeedThreshold2 = scrollView.GetMinimumSpeedForFlick() * scrollView.GetMinimumSpeedForFlick();
348 // Flick logic X Axis
350 if(rulerX->IsEnabled() && lockAxis != LockAxis::LockHorizontal)
352 horizontal = FindDirection::All;
354 if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
355 inAccessibilityPan) // With AccessibilityPan its easier to move between snap positions
357 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
359 biasX = 0.0f, horizontal = FindDirection::Left;
361 // This guards against an error where no movement occurs, due to the flick finishing
362 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
363 positionSnap.x += 1.0f;
365 else if((angle >= M_PI - orthoAngleRange) || (angle < -M_PI + orthoAngleRange)) // Swiping West
367 biasX = 1.0f, horizontal = FindDirection::Right;
369 // This guards against an error where no movement occurs, due to the flick finishing
370 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
371 positionSnap.x -= 1.0f;
376 // Flick logic Y Axis
378 if(rulerY->IsEnabled() && lockAxis != LockAxis::LockVertical)
380 vertical = FindDirection::All;
382 if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
383 inAccessibilityPan) // With AccessibilityPan its easier to move between snap positions
385 if((angle >= M_PI_2 - orthoAngleRange) && (angle < M_PI_2 + orthoAngleRange)) // Swiping South
387 biasY = 0.0f, vertical = FindDirection::Up;
389 else if((angle >= -M_PI_2 - orthoAngleRange) && (angle < -M_PI_2 + orthoAngleRange)) // Swiping North
391 biasY = 1.0f, vertical = FindDirection::Down;
396 // isFlick: Whether this gesture is a flick or not.
397 isFlick = (horizontal != FindDirection::All || vertical != FindDirection::All);
398 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
399 isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD * FREE_FLICK_SPEED_THRESHOLD);
401 if(isFlick || isFreeFlick)
403 positionDuration = Vector2::ONE * scrollView.GetScrollFlickDuration();
404 alphaFunction = scrollView.GetScrollFlickAlphaFunction();
407 // Calculate next positionSnap ////////////////////////////////////////////////////////////
409 if(scrollView.GetActorAutoSnap())
411 Vector3 size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
413 Actor child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f), horizontal, vertical);
415 if(!child && isFlick)
417 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
418 child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
423 Vector2 position = scrollView.Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
425 // Get center-point of the Actor.
426 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
428 if(rulerX->IsEnabled())
430 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
432 if(rulerY->IsEnabled())
434 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
439 Vector2 startPosition = positionSnap;
440 positionSnap.x = -rulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
441 positionSnap.y = -rulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
443 Dali::Toolkit::ClampState2D clamped;
444 Vector3 size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
445 Vector2 clampDelta(Vector2::ZERO);
446 ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
448 if((rulerX->GetType() == Dali::Toolkit::Ruler::FREE || rulerY->GetType() == Dali::Toolkit::Ruler::FREE) &&
449 isFreeFlick && !scrollView.GetActorAutoSnap())
451 // Calculate target position based on velocity of flick.
453 // a = Deceleration (Set to diagonal stage length * friction coefficient)
454 // u = Initial Velocity (Flick velocity)
455 // v = 0 (Final Velocity)
456 // t = Time (Velocity / Deceleration)
457 Vector2 stageSize = Stage::GetCurrent().GetSize();
458 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
459 float a = (stageLength * scrollView.GetFrictionCoefficient());
460 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * scrollView.GetFlickSpeedCoefficient();
461 float speed = u.Length();
464 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
465 speed = std::min(speed, stageLength * scrollView.GetMaxFlickSpeed());
467 alphaFunction = ConstantDecelerationAlphaFunction;
471 if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
473 positionSnap.x += t * u.x * 0.5f;
476 if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
478 positionSnap.y += t * u.y * 0.5f;
481 clampDelta = positionSnap;
482 ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
484 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
486 clampDelta -= positionSnap;
487 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, maxOvershoot.x) : std::max(clampDelta.x, -maxOvershoot.x);
488 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, maxOvershoot.y) : std::max(clampDelta.y, -maxOvershoot.y);
492 clampDelta = Vector2::ZERO;
495 // If Axis is Free and has velocity, then calculate time taken
496 // to reach target based on velocity in axis.
497 if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
499 float deltaX = fabsf(startPosition.x - positionSnap.x);
501 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
503 positionDuration.x = fabsf(deltaX / u.x);
507 positionDuration.x = 0;
511 if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
513 float deltaY = fabsf(startPosition.y - positionSnap.y);
515 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
517 positionDuration.y = fabsf(deltaY / u.y);
521 positionDuration.y = 0;
526 if(scrollView.IsOvershootEnabled())
528 // Scroll to the end of the overshoot only when overshoot is enabled.
529 positionSnap += clampDelta;
533 } // unnamed namespace
545 return Toolkit::ScrollView::New();
548 // Setup properties, signals and actions using the type-registry.
549 DALI_TYPE_REGISTRATION_BEGIN(Toolkit::ScrollView, Toolkit::Scrollable, Create)
551 DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED)
552 DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED)
553 DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED)
554 DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP)
555 DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollMode", MAP, SCROLL_MODE)
557 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION)
558 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION)
559 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
560 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
561 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX)
562 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
563 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
564 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X)
565 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y)
566 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL)
567 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL, 0)
568 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL, 1)
569 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
570 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
571 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
572 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE)
573 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
574 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
575 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET)
576 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA)
577 DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION)
579 DALI_SIGNAL_REGISTRATION(Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED)
581 DALI_TYPE_REGISTRATION_END()
585 ///////////////////////////////////////////////////////////////////////////////////////////////////
587 ///////////////////////////////////////////////////////////////////////////////////////////////////
589 Dali::Toolkit::ScrollView ScrollView::New()
591 // Create the implementation
592 ScrollViewPtr scrollView(new ScrollView());
594 // Pass ownership to CustomActor via derived handle
595 Dali::Toolkit::ScrollView handle(*scrollView);
597 // Second-phase init of the implementation
598 // This can only be done after the CustomActor connection has been made...
599 scrollView->Initialize();
604 ScrollView::ScrollView()
605 : ScrollBase(ControlBehaviour(DISABLE_STYLE_CHANGE_SIGNALS)), // Enable size negotiation
607 mGestureStackDepth(0),
608 mScrollStateFlags(0),
609 mLockAxis(LockPossible),
610 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
611 mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
612 mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
613 mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION),
614 mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
615 mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
616 mSnapAlphaFunction(AlphaFunction::EASE_OUT),
617 mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
618 mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
619 mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION),
620 mFlickAlphaFunction(AlphaFunction::EASE_OUT),
621 mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
622 mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT),
623 mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT),
624 mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED),
625 mWheelScrollDistanceStep(Vector2::ZERO),
626 mInAccessibilityPan(false),
628 mScrollInterrupted(false),
631 mTouchDownTimeoutReached(false),
632 mActorAutoSnapEnabled(false),
633 mAutoResizeContainerEnabled(false),
635 mAxisAutoLock(false),
637 mDefaultMaxOvershoot(true),
638 mCanScrollHorizontal(true),
639 mCanScrollVertical(true),
640 mTransientScrollBar(true)
644 void ScrollView::OnInitialize()
648 // Internal Actor, used to hide actors from enumerations.
649 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
650 mInternalActor = Actor::New();
651 self.Add(mInternalActor);
653 mInternalActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
654 mInternalActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
655 mInternalActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
659 mScrollPostPosition = mScrollPrePosition = Vector2::ZERO;
661 mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
663 mGestureStackDepth = 0;
665 self.TouchedSignal().Connect(this, &ScrollView::OnTouch);
666 EnableGestureDetection(GestureType::Value(GestureType::PAN));
668 // By default we'll allow the user to freely drag the scroll view,
669 // while disabling the other rulers.
670 RulerPtr ruler = new DefaultRuler();
674 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
675 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
677 ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
678 mConstraints.SetInternalConstraints(*this);
680 // Connect wheel event
681 self.WheelEventSignal().Connect(this, &ScrollView::OnWheelEvent);
683 DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
684 return std::make_unique<ScrollViewAccessible>(actor, Dali::Accessibility::Role::SCROLL_PANE);
688 void ScrollView::OnSceneConnection(int depth)
690 DALI_LOG_SCROLL_STATE("[0x%X]", this);
694 SetScrollSensitive(false);
695 SetScrollSensitive(true);
698 if(IsOvershootEnabled())
700 // try and make sure property notifications are set
701 EnableScrollOvershoot(true);
704 ScrollBase::OnSceneConnection(depth);
707 void ScrollView::OnSceneDisconnection()
709 DALI_LOG_SCROLL_STATE("[0x%X]", this);
713 ScrollBase::OnSceneDisconnection();
716 ScrollView::~ScrollView()
718 DALI_LOG_SCROLL_STATE("[0x%X]", this);
721 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
723 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
725 // Assertion check to ensure effect doesn't already exist in this scrollview
726 bool effectAlreadyExistsInScrollView(false);
727 for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
731 effectAlreadyExistsInScrollView = true;
736 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
738 // add effect to effects list
739 mEffects.push_back(effect);
741 // invoke Attachment request to ScrollView first
742 GetImpl(effect).Attach(self);
745 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
747 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
749 // remove effect from effects list
750 bool effectExistedInScrollView(false);
751 for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
755 mEffects.erase(iter);
756 effectExistedInScrollView = true;
761 // Assertion check to ensure effect existed.
762 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
764 // invoke Detachment request to ScrollView last
765 GetImpl(effect).Detach(self);
768 void ScrollView::RemoveAllEffects()
770 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
772 for(ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
774 Toolkit::ScrollViewEffect effect = *effectIter;
776 // invoke Detachment request to ScrollView last
777 GetImpl(effect).Detach(self);
783 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
785 ApplyConstraintToBoundActors(constraint);
788 void ScrollView::RemoveConstraintsFromChildren()
790 RemoveConstraintsFromBoundActors();
793 void ScrollView::SetRulerX(RulerPtr ruler)
797 ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
798 mConstraints.UpdateMainInternalConstraint(*this);
801 void ScrollView::SetRulerY(RulerPtr ruler)
805 ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
806 mConstraints.UpdateMainInternalConstraint(*this);
809 void ScrollView::SetScrollSensitive(bool sensitive)
812 PanGestureDetector panGesture(GetPanGestureDetector());
814 DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
816 if((!mSensitive) && (sensitive))
818 mSensitive = sensitive;
819 panGesture.Attach(self);
821 else if((mSensitive) && (!sensitive))
823 DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
825 // while the scroll view is panning, the state needs to be reset.
828 PanGesture cancelGesture = DevelPanGesture::New(GestureState::CANCELLED);
829 OnPan(cancelGesture);
832 panGesture.Detach(self);
833 mSensitive = sensitive;
835 mGestureStackDepth = 0;
836 DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
840 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
842 mMaxOvershoot.x = overshootX;
843 mMaxOvershoot.y = overshootY;
844 mUserMaxOvershoot = mMaxOvershoot;
845 mDefaultMaxOvershoot = false;
846 mConstraints.UpdateMainInternalConstraint(*this);
849 bool ScrollView::GetActorAutoSnap()
851 return mActorAutoSnapEnabled;
854 void ScrollView::SetAutoResize(bool enable)
856 mAutoResizeContainerEnabled = enable;
857 // TODO: This needs a lot of issues to be addressed before working.
860 void ScrollView::SetWrapMode(bool enable)
863 Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
866 void ScrollView::SetAxisAutoLock(bool enable)
868 mAxisAutoLock = enable;
869 mConstraints.UpdateMainInternalConstraint(*this);
872 void ScrollView::SetAxisAutoLockGradient(float gradient)
874 DALI_ASSERT_DEBUG(gradient >= 0.0f && gradient <= 1.0f);
875 mAxisAutoLockGradient = gradient;
876 mConstraints.UpdateMainInternalConstraint(*this);
879 void ScrollView::SetFrictionCoefficient(float friction)
881 DALI_ASSERT_DEBUG(friction > 0.0f);
882 mFrictionCoefficient = friction;
885 unsigned int ScrollView::GetCurrentPage() const
887 // in case animation is currently taking place.
888 Vector2 position = GetPropertyPosition();
891 unsigned int page = 0;
892 unsigned int pagesPerVolume = 1;
893 unsigned int volume = 0;
895 // if rulerX is enabled, then get page count (columns)
896 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
897 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
898 pagesPerVolume = mRulerX->GetTotalPages();
900 return volume * pagesPerVolume + page;
903 Vector2 ScrollView::GetCurrentScrollPosition() const
905 return -GetPropertyPosition();
908 void ScrollView::TransformTo(const Vector2& position,
909 DirectionBias horizontalBias,
910 DirectionBias verticalBias)
912 TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
915 void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
917 // If this is called while the timer is running, then cancel it
918 StopTouchDownTimer();
922 // Guard against destruction during signal emission
923 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
924 Toolkit::ScrollView handle(GetOwner());
926 DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
934 Vector2 currentScrollPosition = GetCurrentScrollPosition();
935 self.SetProperty(Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition));
937 if(mScrolling) // are we interrupting a current scroll?
939 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
941 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
942 mScrollCompletedSignal.Emit(currentScrollPosition);
945 if(mPanning) // are we interrupting a current pan?
947 DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this);
949 mGestureStackDepth = 0;
950 self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
952 if(mConstraints.mScrollMainInternalPrePositionConstraint)
954 mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
958 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
961 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
962 mScrollStartedSignal.Emit(currentScrollPosition);
963 bool animating = AnimateTo(-position,
964 Vector2::ONE * duration,
973 // if not animating, then this pan has completed right now.
974 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
977 // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
978 // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
979 Vector2 completedPosition(currentScrollPosition);
980 if(duration <= Math::MACHINE_EPSILON_10)
982 completedPosition = position;
985 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
986 SetScrollUpdateNotification(false);
987 mScrollCompletedSignal.Emit(completedPosition);
991 void ScrollView::ScrollTo(const Vector2& position)
993 ScrollTo(position, mSnapDuration);
996 void ScrollView::ScrollTo(const Vector2& position, float duration)
998 ScrollTo(position, duration, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
1001 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
1003 ScrollTo(position, duration, alpha, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
1006 void ScrollView::ScrollTo(const Vector2& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
1008 ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
1011 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
1013 DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1014 TransformTo(position, duration, alpha, horizontalBias, verticalBias);
1017 void ScrollView::ScrollTo(unsigned int page)
1019 ScrollTo(page, mSnapDuration);
1022 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1025 unsigned int volume;
1026 unsigned int libraries;
1028 // The position to scroll to is continuous and linear
1029 // unless a domain has been enabled on the X axis.
1030 // or if WrapMode has been enabled.
1031 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1032 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1034 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1035 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1037 ScrollTo(position, duration, bias, bias);
1040 void ScrollView::ScrollTo(Actor& actor)
1042 ScrollTo(actor, mSnapDuration);
1045 void ScrollView::ScrollTo(Actor& actor, float duration)
1047 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1049 Actor self = Self();
1050 Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
1051 Vector3 position = actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
1052 Vector2 prePosition = GetPropertyPrePosition();
1053 position.GetVectorXY() -= prePosition;
1055 ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
1058 Actor ScrollView::FindClosestActor()
1060 Actor self = Self();
1061 Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
1063 return FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
1066 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1068 return ::FindClosestActorToPosition(Self(), mInternalActor, position, dirX, dirY, dirZ);
1071 bool ScrollView::ScrollToSnapPoint()
1073 DALI_LOG_SCROLL_STATE("[0x%X]", this);
1074 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1075 return SnapWithVelocity(stationaryVelocity);
1078 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1080 Vector2 positionSnap = mScrollPrePosition;
1081 Vector2 positionDuration = Vector2::ONE * mSnapDuration;
1082 AlphaFunction alphaFunction = mSnapAlphaFunction;
1086 ::SnapWithVelocity(*this, mRulerX, mRulerY, mLockAxis, velocity, mMaxOvershoot, positionSnap, positionDuration, alphaFunction, mInAccessibilityPan, isFlick, isFreeFlick);
1088 bool animating = AnimateTo(positionSnap, positionDuration, alphaFunction, false, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE, isFlick || isFreeFlick ? FLICK : SNAP);
1093 void ScrollView::StopAnimation(void)
1095 // Clear Snap animation if exists.
1096 StopAnimation(mInternalXAnimation);
1097 StopAnimation(mInternalYAnimation);
1098 mScrollStateFlags = 0;
1099 // remove scroll animation flags
1100 HandleStoppedAnimation();
1103 void ScrollView::StopAnimation(Animation& animation)
1112 bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration, AlphaFunction alpha, bool findShortcuts, DirectionBias horizontalBias, DirectionBias verticalBias, SnapType snapType)
1114 // Here we perform an animation on a number of properties (depending on which have changed)
1115 // The animation is applied to all ScrollBases
1116 Actor self = Self();
1117 mScrollTargetPosition = position;
1118 float totalDuration = 0.0f;
1120 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1124 totalDuration = std::max(totalDuration, positionDuration.x);
1125 totalDuration = std::max(totalDuration, positionDuration.y);
1129 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1130 totalDuration = 0.01f;
1131 positionChanged = true;
1136 // Position Delta ///////////////////////////////////////////////////////
1139 mConstraints.UpdateMainInternalConstraint(*this);
1140 if(mWrapMode && findShortcuts)
1142 // In Wrap Mode, the shortest distance is a little less intuitive...
1143 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1144 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1146 if(mRulerX->IsEnabled())
1148 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1149 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1152 if(mRulerY->IsEnabled())
1154 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1155 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1159 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1160 // a horizonal/vertical wall.delay
1161 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1162 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1164 if(!(mScrollStateFlags & SCROLL_ANIMATION_FLAGS))
1166 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y);
1167 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
1168 mScrollPrePosition = mScrollTargetPosition;
1169 mScrollPostPosition = mScrollTargetPosition;
1170 WrapPosition(mScrollPostPosition);
1173 DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y);
1174 DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().y);
1177 SetScrollUpdateNotification(true);
1179 // Always send a snap event when AnimateTo is called.
1180 Toolkit::ScrollView::SnapEvent snapEvent;
1181 snapEvent.type = snapType;
1182 snapEvent.position = -mScrollTargetPosition;
1183 snapEvent.duration = totalDuration;
1185 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1186 mSnapStartedSignal.Emit(snapEvent);
1188 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1191 void ScrollView::EnableScrollOvershoot(bool enable)
1195 if(!mOvershootIndicator)
1197 mOvershootIndicator = ScrollOvershootIndicator::New();
1200 mOvershootIndicator->AttachToScrollable(*this);
1204 mMaxOvershoot = mUserMaxOvershoot;
1206 if(mOvershootIndicator)
1208 mOvershootIndicator->DetachFromScrollable(*this);
1212 mConstraints.UpdateMainInternalConstraint(*this);
1215 void ScrollView::AddOverlay(Actor actor)
1217 actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
1218 mInternalActor.Add(actor);
1221 void ScrollView::RemoveOverlay(Actor actor)
1223 mInternalActor.Remove(actor);
1226 void ScrollView::SetOvershootSize(const Vector2& size)
1228 mOvershootSize = size;
1229 if(IsOvershootEnabled() && mOvershootIndicator)
1231 mOvershootIndicator->AttachToScrollable(*this);
1235 void ScrollView::SetOvershootEffectColor(const Vector4& color)
1237 mOvershootEffectColor = color;
1238 if(mOvershootIndicator)
1240 mOvershootIndicator->SetOvershootEffectColor(color);
1244 void ScrollView::SetScrollingDirection(Radian direction, Radian threshold)
1246 PanGestureDetector panGesture(GetPanGestureDetector());
1248 // First remove just in case we have some set, then add.
1249 panGesture.RemoveDirection(direction);
1250 panGesture.AddDirection(direction, threshold);
1253 void ScrollView::RemoveScrollingDirection(Radian direction)
1255 PanGestureDetector panGesture(GetPanGestureDetector());
1256 panGesture.RemoveDirection(direction);
1259 Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
1261 return mSnapStartedSignal;
1264 bool ScrollView::ScrollViewAccessible::ScrollToChild(Actor child)
1266 auto scrollView = Dali::Toolkit::ScrollView::DownCast(Self());
1267 if(Toolkit::GetImpl(scrollView).FindClosestActor() == child)
1272 // FIXME: ScrollTo does not work (snaps back to original position)
1273 scrollView.ScrollTo(child, scrollView.GetScrollFlickDuration());
1277 void ScrollView::FindAndUnbindActor(Actor child)
1282 Vector2 ScrollView::GetPropertyPrePosition() const
1284 Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
1285 WrapPosition(position);
1289 Vector2 ScrollView::GetPropertyPosition() const
1291 Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1292 WrapPosition(position);
1297 void ScrollView::HandleStoppedAnimation()
1299 SetScrollUpdateNotification(false);
1302 void ScrollView::HandleSnapAnimationFinished()
1304 // Emit Signal that scrolling has completed.
1306 Actor self = Self();
1307 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1309 Vector2 deltaPosition(mScrollPrePosition);
1311 UpdateLocalScrollProperties();
1312 WrapPosition(mScrollPrePosition);
1313 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
1314 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1316 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1317 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y);
1318 mScrollCompletedSignal.Emit(currentScrollPosition);
1320 mDomainOffset += deltaPosition - mScrollPostPosition;
1321 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
1322 HandleStoppedAnimation();
1325 void ScrollView::SetScrollUpdateNotification(bool enabled)
1327 Actor self = Self();
1328 if(mScrollXUpdateNotification)
1330 // disconnect now to avoid a notification before removed from update thread
1331 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1332 self.RemovePropertyNotification(mScrollXUpdateNotification);
1333 mScrollXUpdateNotification.Reset();
1335 if(enabled && !mScrollUpdatedSignal.Empty())
1337 // Only set up the notification when the application has connected to the updated signal
1338 mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1339 mScrollXUpdateNotification.NotifySignal().Connect(this, &ScrollView::OnScrollUpdateNotification);
1341 if(mScrollYUpdateNotification)
1343 // disconnect now to avoid a notification before removed from update thread
1344 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1345 self.RemovePropertyNotification(mScrollYUpdateNotification);
1346 mScrollYUpdateNotification.Reset();
1348 if(enabled && !mScrollUpdatedSignal.Empty())
1350 // Only set up the notification when the application has connected to the updated signal
1351 mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1352 mScrollYUpdateNotification.NotifySignal().Connect(this, &ScrollView::OnScrollUpdateNotification);
1356 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1358 // Guard against destruction during signal emission
1359 Toolkit::ScrollView handle(GetOwner());
1361 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1362 mScrollUpdatedSignal.Emit(currentScrollPosition);
1365 bool ScrollView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1367 Dali::BaseHandle handle(object);
1369 bool connected(true);
1370 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast(handle);
1372 if(0 == strcmp(signalName.c_str(), SIGNAL_SNAP_STARTED))
1374 view.SnapStartedSignal().Connect(tracker, functor);
1378 // signalName does not match any signal
1385 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1387 // need to update domain properties for new size
1388 ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
1391 void ScrollView::OnSizeSet(const Vector3& size)
1393 // need to update domain properties for new size
1394 if(mDefaultMaxOvershoot)
1396 mUserMaxOvershoot.x = size.x * 0.5f;
1397 mUserMaxOvershoot.y = size.y * 0.5f;
1398 if(!IsOvershootEnabled())
1400 mMaxOvershoot = mUserMaxOvershoot;
1403 ScrollViewPropertyHandler::UpdatePropertyDomain(*this);
1404 mConstraints.UpdateMainInternalConstraint(*this);
1405 if(IsOvershootEnabled())
1407 mOvershootIndicator->Reset();
1410 ScrollBase::OnSizeSet(size);
1413 void ScrollView::OnChildAdd(Actor& child)
1415 ScrollBase::OnChildAdd(child);
1417 Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
1420 mScrollBar = scrollBar;
1421 scrollBar.SetProperty(Dali::Actor::Property::NAME, "ScrollBar");
1423 mInternalActor.Add(scrollBar);
1424 if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::HORIZONTAL)
1426 scrollBar.SetScrollPropertySource(Self(),
1427 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
1428 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
1429 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
1430 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
1434 scrollBar.SetScrollPropertySource(Self(),
1435 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
1436 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
1437 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
1438 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
1441 if(mTransientScrollBar)
1443 // Show the scroll-indicator for a brief period
1444 Property::Map emptyMap;
1445 scrollBar.DoAction("ShowTransientIndicator", emptyMap);
1448 else if(mAlterChild)
1454 void ScrollView::OnChildRemove(Actor& child)
1456 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1459 ScrollBase::OnChildRemove(child);
1462 void ScrollView::StartTouchDownTimer()
1464 if(!mTouchDownTimer)
1466 mTouchDownTimer = Timer::New(TOUCH_DOWN_TIMER_INTERVAL);
1467 mTouchDownTimer.TickSignal().Connect(this, &ScrollView::OnTouchDownTimeout);
1470 mTouchDownTimer.Start();
1473 void ScrollView::StopTouchDownTimer()
1477 mTouchDownTimer.Stop();
1481 bool ScrollView::OnTouchDownTimeout()
1483 DALI_LOG_SCROLL_STATE("[0x%X]", this);
1485 mTouchDownTimeoutReached = true;
1487 unsigned int currentScrollStateFlags(mScrollStateFlags); // Cleared in StopAnimation so keep local copy for comparison
1488 if(currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS))
1490 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
1493 if(currentScrollStateFlags & SCROLL_ANIMATION_FLAGS)
1495 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
1497 mScrollInterrupted = true;
1498 // reset domain offset as scrolling from original plane.
1499 mDomainOffset = Vector2::ZERO;
1500 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO);
1502 UpdateLocalScrollProperties();
1503 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1504 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1505 mScrollCompletedSignal.Emit(currentScrollPosition);
1512 bool ScrollView::OnTouch(Actor actor, const TouchEvent& touch)
1516 DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
1518 // Ignore this touch event, if scrollview is insensitive.
1522 // Ignore events with multiple-touch points
1523 if(touch.GetPointCount() != 1)
1525 DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
1530 const PointState::Type pointState = touch.GetState(0);
1531 if(pointState == PointState::DOWN)
1533 DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
1535 if(mGestureStackDepth == 0)
1537 mTouchDownTime = touch.GetTime();
1539 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
1540 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
1541 mTouchDownTimeoutReached = false;
1542 mScrollInterrupted = false;
1543 StartTouchDownTimer();
1546 else if((pointState == PointState::UP) ||
1547 ((pointState == PointState::INTERRUPTED) && (touch.GetHitActor(0) == Self())))
1549 DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ((pointState == PointState::UP) ? "Up" : "Interrupted"));
1551 StopTouchDownTimer();
1553 // if the user touches and releases without enough movement to go
1554 // into a gesture state, then we should snap to nearest point.
1555 // otherwise our scroll could be stopped (interrupted) half way through an animation.
1556 if(mGestureStackDepth == 0 && mTouchDownTimeoutReached)
1558 if((pointState == PointState::INTERRUPTED) ||
1559 ((touch.GetTime() - mTouchDownTime) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET))
1561 // Reset the velocity only if down was received a while ago
1562 mLastVelocity = Vector2(0.0f, 0.0f);
1565 UpdateLocalScrollProperties();
1566 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
1567 if(mScrollInterrupted || mScrolling)
1569 DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
1574 mTouchDownTimeoutReached = false;
1575 mScrollInterrupted = false;
1581 bool ScrollView::OnWheelEvent(Actor actor, const WheelEvent& event)
1585 // Ignore this wheel event, if scrollview is insensitive.
1589 Vector2 targetScrollPosition = GetPropertyPosition();
1591 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
1593 // If only the ruler in the X axis is enabled, scroll in the X axis.
1594 if(mRulerX->GetType() == Ruler::FREE)
1596 // Free panning mode
1597 targetScrollPosition.x += event.GetDelta() * mWheelScrollDistanceStep.x;
1598 ClampPosition(targetScrollPosition);
1599 ScrollTo(-targetScrollPosition);
1601 else if(!mScrolling)
1603 // Snap mode, only respond to the event when the previous snap animation is finished.
1604 ScrollTo(GetCurrentPage() - event.GetDelta());
1609 // If the ruler in the Y axis is enabled, scroll in the Y axis.
1610 if(mRulerY->GetType() == Ruler::FREE)
1612 // Free panning mode
1613 targetScrollPosition.y += event.GetDelta() * mWheelScrollDistanceStep.y;
1614 ClampPosition(targetScrollPosition);
1615 ScrollTo(-targetScrollPosition);
1617 else if(!mScrolling)
1619 // Snap mode, only respond to the event when the previous snap animation is finished.
1620 ScrollTo(GetCurrentPage() - event.GetDelta() * mRulerX->GetTotalPages());
1627 void ScrollView::ResetScrolling()
1629 Actor self = Self();
1630 self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
1631 mScrollPrePosition = mScrollPostPosition;
1632 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y);
1633 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
1636 void ScrollView::UpdateLocalScrollProperties()
1638 Actor self = Self();
1639 self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
1640 self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
1643 // private functions
1645 void ScrollView::PreAnimatedScrollSetup()
1647 // SCROLL_PRE_POSITION is our unclamped property with wrapping
1648 // SCROLL_POSITION is our final scroll position after clamping
1650 Actor self = Self();
1652 Vector2 deltaPosition(mScrollPostPosition);
1653 WrapPosition(mScrollPostPosition);
1654 mDomainOffset += deltaPosition - mScrollPostPosition;
1655 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
1657 if(mScrollStateFlags & SCROLL_X_STATE_MASK)
1659 // already performing animation on internal x position
1660 StopAnimation(mInternalXAnimation);
1663 if(mScrollStateFlags & SCROLL_Y_STATE_MASK)
1665 // already performing animation on internal y position
1666 StopAnimation(mInternalYAnimation);
1669 mScrollStateFlags = 0;
1671 // Update Actor position with this wrapped value.
1674 void ScrollView::FinaliseAnimatedScroll()
1676 // TODO - common animation finishing code in here
1679 void ScrollView::AnimateInternalXTo(float position, float duration, AlphaFunction alpha)
1681 StopAnimation(mInternalXAnimation);
1683 if(duration > Math::MACHINE_EPSILON_10)
1685 Actor self = Self();
1686 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, position);
1687 mInternalXAnimation = Animation::New(duration);
1688 DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr());
1689 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
1690 mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
1691 mInternalXAnimation.Play();
1693 // erase current state flags
1694 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
1695 // add internal animation state flag
1696 mScrollStateFlags |= AnimatingInternalX;
1700 void ScrollView::AnimateInternalYTo(float position, float duration, AlphaFunction alpha)
1702 StopAnimation(mInternalYAnimation);
1704 if(duration > Math::MACHINE_EPSILON_10)
1706 Actor self = Self();
1707 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, position);
1708 mInternalYAnimation = Animation::New(duration);
1709 DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr());
1710 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
1711 mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
1712 mInternalYAnimation.Play();
1714 // erase current state flags
1715 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
1716 // add internal animation state flag
1717 mScrollStateFlags |= AnimatingInternalY;
1721 void ScrollView::OnScrollAnimationFinished(Animation& source)
1723 // Guard against destruction during signal emission
1724 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
1725 Toolkit::ScrollView handle(GetOwner());
1727 bool scrollingFinished = false;
1729 // update our local scroll positions
1730 UpdateLocalScrollProperties();
1732 if(source == mInternalXAnimation)
1734 DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetCurrentProperty(SCROLL_PRE_POSITION).Get<Vector2>().x, mScrollPostPosition.x);
1736 if(!(mScrollStateFlags & AnimatingInternalY))
1738 scrollingFinished = true;
1740 mInternalXAnimation.Reset();
1741 // wrap pre scroll x position and set it
1744 const RulerDomain rulerDomain = mRulerX->GetDomain();
1745 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
1746 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
1747 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1749 SnapInternalXTo(mScrollPostPosition.x);
1752 if(source == mInternalYAnimation)
1754 DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, DevelHandle::GetProperty(Self(), SCROLL_PRE_POSITION).Get<Vector2>().y, mScrollPostPosition.y);
1756 if(!(mScrollStateFlags & AnimatingInternalX))
1758 scrollingFinished = true;
1760 mInternalYAnimation.Reset();
1763 // wrap pre scroll y position and set it
1764 const RulerDomain rulerDomain = mRulerY->GetDomain();
1765 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
1766 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
1767 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1769 SnapInternalYTo(mScrollPostPosition.y);
1772 DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
1774 if(scrollingFinished)
1776 HandleSnapAnimationFinished();
1780 void ScrollView::OnSnapInternalPositionFinished(Animation& source)
1782 Actor self = Self();
1783 UpdateLocalScrollProperties();
1784 if(source == mInternalXAnimation)
1786 DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this);
1788 // clear internal x animation flags
1789 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
1790 mInternalXAnimation.Reset();
1791 WrapPosition(mScrollPrePosition);
1793 if(source == mInternalYAnimation)
1795 DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this);
1797 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
1798 mInternalYAnimation.Reset();
1799 WrapPosition(mScrollPrePosition);
1803 void ScrollView::SnapInternalXTo(float position)
1805 Actor self = Self();
1807 StopAnimation(mInternalXAnimation);
1809 // erase current state flags
1810 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
1812 // if internal x not equal to inputed parameter, animate it
1813 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
1814 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration);
1815 if(duration > Math::MACHINE_EPSILON_1)
1817 DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position);
1819 mInternalXAnimation = Animation::New(duration);
1820 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
1821 mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position);
1822 mInternalXAnimation.Play();
1824 // add internal animation state flag
1825 mScrollStateFlags |= SnappingInternalX;
1829 void ScrollView::SnapInternalYTo(float position)
1831 Actor self = Self();
1833 StopAnimation(mInternalYAnimation);
1835 // erase current state flags
1836 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
1838 // if internal y not equal to inputed parameter, animate it
1839 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
1840 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration);
1841 if(duration > Math::MACHINE_EPSILON_1)
1843 DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position);
1845 mInternalYAnimation = Animation::New(duration);
1846 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
1847 mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position);
1848 mInternalYAnimation.Play();
1850 // add internal animation state flag
1851 mScrollStateFlags |= SnappingInternalY;
1855 void ScrollView::GestureStarted()
1857 // we handle the first gesture.
1858 // if we're currently doing a gesture and receive another
1859 // we continue and combine the effects of the gesture instead of reseting.
1860 if(mGestureStackDepth++ == 0)
1862 Actor self = Self();
1863 StopTouchDownTimer();
1865 mPanDelta = Vector2::ZERO;
1866 mLastVelocity = Vector2::ZERO;
1869 mLockAxis = LockPossible;
1872 if(mScrollStateFlags & SCROLL_X_STATE_MASK)
1874 StopAnimation(mInternalXAnimation);
1876 if(mScrollStateFlags & SCROLL_Y_STATE_MASK)
1878 StopAnimation(mInternalYAnimation);
1880 mScrollStateFlags = 0;
1882 if(mScrolling) // are we interrupting a current scroll?
1884 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1886 // send negative scroll position since scroll internal scroll position works as an offset for actors,
1887 // give applications the position within the domain from the scroll view's anchor position
1888 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
1889 mScrollCompletedSignal.Emit(-mScrollPostPosition);
1894 void ScrollView::GestureContinuing(const Vector2& panDelta)
1896 mPanDelta.x += panDelta.x;
1897 mPanDelta.y += panDelta.y;
1899 // Save the velocity, there is a bug in PanGesture
1900 // Whereby the GestureState::FINISHED's velocity is either:
1901 // NaN (due to time delta of zero between the last two events)
1902 // or 0 (due to position being the same between the last two events)
1904 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
1905 // appears mostly horizontal or mostly vertical respectively.
1908 mLockAxis = GetLockAxis(mPanDelta, mLockAxis, mAxisAutoLockGradient);
1909 } // end if mAxisAutoLock
1912 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
1913 // BUG: GestureState::FINISHED doesn't always return velocity on release (due to
1914 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
1915 void ScrollView::OnPan(const PanGesture& gesture)
1917 // Guard against destruction during signal emission
1918 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
1923 DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
1925 // If another callback on the same original signal disables sensitivity,
1926 // this callback will still be called, so we must suppress it.
1930 // translate Gesture input to get useful data...
1931 switch(gesture.GetState())
1933 case GestureState::STARTED:
1935 DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
1936 const Vector2& position = gesture.GetPosition();
1937 mPanStartPosition = position - gesture.GetDisplacement();
1938 UpdateLocalScrollProperties();
1941 self.SetProperty(Toolkit::ScrollView::Property::PANNING, true);
1942 self.SetProperty(Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(position.x, position.y, 0.0f));
1944 mConstraints.UpdateMainInternalConstraint(*this);
1945 Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
1946 if(scrollBar && mTransientScrollBar)
1948 Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
1949 const Toolkit::RulerDomain& rulerDomainX = mRulerX->GetDomain();
1950 const Toolkit::RulerDomain& rulerDomainY = mRulerY->GetDomain();
1952 if((rulerDomainX.max > size.width) || (rulerDomainY.max > size.height))
1954 scrollBar.ShowIndicator();
1960 case GestureState::CONTINUING:
1964 DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
1965 GestureContinuing(gesture.GetScreenDisplacement());
1969 // If we do not think we are panning, then we should not do anything here
1975 case GestureState::FINISHED:
1976 case GestureState::CANCELLED:
1980 DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ((gesture.GetState() == GestureState::FINISHED) ? "Finished" : "Cancelled"));
1982 UpdateLocalScrollProperties();
1983 mLastVelocity = gesture.GetVelocity();
1985 self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
1987 if(mConstraints.mScrollMainInternalPrePositionConstraint)
1989 mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
1992 Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
1993 if(scrollBar && mTransientScrollBar)
1995 scrollBar.HideIndicator();
2000 // If we do not think we are panning, then we should not do anything here
2006 case GestureState::POSSIBLE:
2007 case GestureState::CLEAR:
2009 // Nothing to do, not needed.
2013 } // end switch(gesture.state)
2015 OnGestureEx(gesture.GetState());
2018 void ScrollView::OnGestureEx(GestureState state)
2020 // call necessary signals for application developer
2022 if(state == GestureState::STARTED)
2024 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2025 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
2027 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2028 mScrollStartedSignal.Emit(currentScrollPosition);
2030 else if((state == GestureState::FINISHED) ||
2031 (state == GestureState::CANCELLED)) // Finished/default
2033 // when all the gestures have finished, we finish the transform.
2034 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2035 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2036 // this is the point we end, and perform necessary snapping.
2037 mGestureStackDepth--;
2038 if(mGestureStackDepth == 0)
2040 // no flick if we have not exceeded min flick distance
2041 if((fabsf(mPanDelta.x) < mMinFlickDistance.x) && (fabsf(mPanDelta.y) < mMinFlickDistance.y))
2043 // reset flick velocity
2044 mLastVelocity = Vector2::ZERO;
2050 DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
2055 void ScrollView::FinishTransform()
2057 // at this stage internal x and x scroll position should have followed prescroll position exactly
2058 Actor self = Self();
2060 PreAnimatedScrollSetup();
2062 // convert pixels/millisecond to pixels per second
2063 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2067 // if not animating, then this pan has completed right now.
2068 SetScrollUpdateNotification(false);
2070 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
2072 if(fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10)
2074 SnapInternalXTo(mScrollTargetPosition.x);
2076 if(fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10)
2078 SnapInternalYTo(mScrollTargetPosition.y);
2080 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2081 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2082 mScrollCompletedSignal.Emit(currentScrollPosition);
2086 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2088 // Keep track of whether this is an AccessibilityPan
2089 mInAccessibilityPan = true;
2091 mInAccessibilityPan = false;
2096 void ScrollView::ClampPosition(Vector2& position) const
2098 ClampState2D clamped;
2099 ClampPosition(position, clamped);
2102 void ScrollView::ClampPosition(Vector2& position, ClampState2D& clamped) const
2104 Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
2106 ::ClampPosition(size, mRulerX, mRulerY, position, clamped);
2109 void ScrollView::WrapPosition(Vector2& position) const
2113 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2114 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2116 if(mRulerX->IsEnabled())
2118 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2121 if(mRulerY->IsEnabled())
2123 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2128 void ScrollView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
2130 ScrollViewPropertyHandler::Set(object, index, value);
2133 Property::Value ScrollView::GetProperty(BaseObject* object, Property::Index index)
2135 return ScrollViewPropertyHandler::Get(object, index);
2138 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
2140 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
2141 currentLockAxis == ScrollView::LockPossible)
2143 float dx = fabsf(panDelta.x);
2144 float dy = fabsf(panDelta.y);
2145 if(dx * lockGradient >= dy)
2147 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
2148 currentLockAxis = ScrollView::LockVertical;
2150 else if(dy * lockGradient > dx)
2152 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
2153 currentLockAxis = ScrollView::LockHorizontal;
2157 currentLockAxis = ScrollView::LockNone;
2160 return currentLockAxis;
2163 } // namespace Internal
2165 } // namespace Toolkit