2 * Copyright (c) 2015 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 <cstring> // for strcmp
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/events/wheel-event.h>
26 #include <dali/public-api/events/touch-event.h>
27 #include <dali/public-api/object/type-registry.h>
28 #include <dali/devel-api/object/type-registry-helper.h>
29 #include <dali/integration-api/debug.h>
32 #include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
33 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
34 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
35 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
38 //#define ENABLED_SCROLL_STATE_LOGGING
40 #ifdef ENABLED_SCROLL_STATE_LOGGING
41 #define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
43 #define DALI_LOG_SCROLL_STATE(format, args...)
46 // TODO: Change to two class system:
47 // 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler)
48 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
49 // TODO: external components (page and status overlays).
51 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
57 const float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time.
58 const float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
59 const float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time.
60 const float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels
62 const float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
63 const float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second)
64 const float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity)
65 const float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second)
67 const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
68 const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
69 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
70 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
71 const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
72 const Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
73 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
74 const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
75 const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
77 const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME( "internal-max-position" );
79 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
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 void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs)
186 Vector2 position = -inputs[0]->GetVector2();
187 const Vector2& min = inputs[1]->GetVector2();
188 const Vector2& max = inputs[2]->GetVector2();
189 const Vector3& size = inputs[3]->GetVector3();
191 position.x = WrapInDomain(position.x, min.x, max.x);
192 position.y = WrapInDomain(position.y, min.y, max.y);
194 Vector2 domainSize = (max - min) - size.GetVectorXY();
196 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
197 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
201 * Internal scroll domain Constraint
202 * Generates the scroll domain of the scroll view.
204 void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputContainer& inputs)
206 const Vector2& min = inputs[0]->GetVector2();
207 const Vector2& max = inputs[1]->GetVector2();
208 const Vector3& size = inputs[2]->GetVector3();
210 scrollDomain = (max - min) - size.GetVectorXY();
214 * Internal maximum scroll position Constraint
215 * Generates the maximum scroll position of the scroll view.
217 void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputContainer& inputs)
219 const Vector2& max = inputs[0]->GetVector2();
220 const Vector3& size = inputs[1]->GetVector3();
222 scrollMax = max - size.GetVectorXY();
225 } // unnamed namespace
241 return Toolkit::ScrollView::New();
244 // Setup properties, signals and actions using the type-registry.
245 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create )
247 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position", VECTOR2, SCROLL_POSITION)
248 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position", VECTOR2, SCROLL_PRE_POSITION)
249 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-x", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
250 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-y", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
251 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max", VECTOR2, SCROLL_PRE_POSITION_MAX)
252 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-x", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
253 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-y", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
254 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X)
255 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y)
256 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-final", VECTOR2, SCROLL_FINAL)
257 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-x", SCROLL_FINAL_X, SCROLL_FINAL,0)
258 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-y", SCROLL_FINAL_Y, SCROLL_FINAL,1)
259 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
260 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
261 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
262 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size", VECTOR2, SCROLL_DOMAIN_SIZE)
263 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-x", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
264 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-y", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
265 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-domain-offset", VECTOR2, SCROLL_DOMAIN_OFFSET)
266 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position-delta", VECTOR2, SCROLL_POSITION_DELTA)
267 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION)
269 DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "value-changed", SIGNAL_SNAP_STARTED )
271 DALI_TYPE_REGISTRATION_END()
274 * Returns whether to lock scrolling to a particular axis
276 * @param[in] panDelta Distance panned since gesture started
277 * @param[in] currentLockAxis The current lock axis value
278 * @param[in] lockGradient How quickly to lock to a particular axis
280 * @return The new axis lock state
282 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
284 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
285 currentLockAxis == ScrollView::LockPossible)
287 float dx = fabsf(panDelta.x);
288 float dy = fabsf(panDelta.y);
289 if(dx * lockGradient >= dy)
291 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
292 currentLockAxis = ScrollView::LockVertical;
294 else if(dy * lockGradient > dx)
296 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
297 currentLockAxis = ScrollView::LockHorizontal;
301 currentLockAxis = ScrollView::LockNone;
304 return currentLockAxis;
308 * Internal Pre-Position Property Constraint.
310 * Generates position property based on current position + gesture displacement.
311 * Or generates position property based on positionX/Y.
312 * Note: This is the position prior to any clamping at scroll boundaries.
314 struct InternalPrePositionConstraint
316 InternalPrePositionConstraint(const Vector2& initialPanPosition,
317 const Vector2& initialPanMask,
319 float axisAutoLockGradient,
320 ScrollView::LockAxis initialLockAxis,
321 const Vector2& maxOvershoot,
322 const RulerDomain& domainX, const RulerDomain& domainY)
323 : mLocalStart(initialPanPosition),
324 mInitialPanMask(initialPanMask),
325 mDomainMin( -domainX.min, -domainY.min ),
326 mDomainMax( -domainX.max, -domainY.max ),
327 mMaxOvershoot(maxOvershoot),
328 mAxisAutoLockGradient(axisAutoLockGradient),
329 mLockAxis(initialLockAxis),
330 mAxisAutoLock(axisAutoLock),
332 mClampX( domainX.enabled ),
333 mClampY( domainY.enabled )
337 void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs )
339 const Vector2& panPosition = inputs[0]->GetVector2();
343 mPrePosition = scrollPostPosition;
344 mCurrentPanMask = mInitialPanMask;
348 // Calculate Deltas...
349 const Vector2& currentPosition = panPosition;
350 Vector2 panDelta( currentPosition - mLocalStart );
352 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
353 // appears mostly horizontal or mostly vertical respectively...
356 mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
357 if( mLockAxis == ScrollView::LockVertical )
359 mCurrentPanMask.y = 0.0f;
361 else if( mLockAxis == ScrollView::LockHorizontal )
363 mCurrentPanMask.x = 0.0f;
367 // Restrict deltas based on ruler enable/disable and axis-lock state...
368 panDelta *= mCurrentPanMask;
370 // Perform Position transform based on input deltas...
371 scrollPostPosition = mPrePosition;
372 scrollPostPosition += panDelta;
374 // if no wrapping then clamp preposition to maximum overshoot amount
375 const Vector3& size = inputs[1]->GetVector3();
378 float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
379 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
380 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
382 mPrePosition.x = newXPosition;
383 mLocalStart.x = panPosition.x;
385 scrollPostPosition.x = newXPosition;
389 float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
390 if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
391 || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
393 mPrePosition.y = newYPosition;
394 mLocalStart.y = panPosition.y;
396 scrollPostPosition.y = newYPosition;
400 Vector2 mPrePosition;
402 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
403 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
406 Vector2 mMaxOvershoot;
408 float mAxisAutoLockGradient; ///< Set by ScrollView
409 ScrollView::LockAxis mLockAxis;
411 bool mAxisAutoLock:1; ///< Set by ScrollView
418 * Internal Position Property Constraint.
420 * Generates position property based on pre-position
421 * Note: This is the position after clamping.
422 * (uses result of InternalPrePositionConstraint)
424 struct InternalPositionConstraint
426 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
427 : mDomainMin( -domainX.min, -domainY.min ),
428 mDomainMax( -domainX.max, -domainY.max ),
429 mClampX( domainX.enabled ),
430 mClampY( domainY.enabled ),
435 void operator()( Vector2& position, const PropertyInputContainer& inputs )
437 position = inputs[0]->GetVector2();
438 const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
439 const Vector2& min = inputs[1]->GetVector2();
440 const Vector2& max = inputs[2]->GetVector2();
444 position.x = -WrapInDomain(-position.x, min.x, max.x);
445 position.y = -WrapInDomain(-position.y, min.y, max.y);
449 // clamp post position to domain
450 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
451 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
464 * This constraint updates the X overshoot property using the difference
465 * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f
467 struct OvershootXConstraint
469 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
471 void operator()( float& current, const PropertyInputContainer& inputs )
473 if( inputs[2]->GetBoolean() )
475 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
476 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
477 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
478 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
490 * This constraint updates the Y overshoot property using the difference
491 * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f
493 struct OvershootYConstraint
495 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
497 void operator()( float& current, const PropertyInputContainer& inputs )
499 if( inputs[2]->GetBoolean() )
501 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
502 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
503 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
504 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
516 * Internal Position-Delta Property Constraint.
518 * Generates position-delta property based on scroll-position + scroll-offset properties.
520 void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs )
522 const Vector2& scrollPosition = inputs[0]->GetVector2();
523 const Vector2& scrollOffset = inputs[1]->GetVector2();
525 current = scrollPosition + scrollOffset;
529 * Internal Final Position Constraint
530 * The position of content is:
531 * of scroll-position + f(scroll-overshoot)
532 * where f(...) function defines how overshoot
533 * should affect final-position.
535 struct InternalFinalConstraint
537 InternalFinalConstraint(AlphaFunctionPrototype functionX,
538 AlphaFunctionPrototype functionY)
539 : mFunctionX(functionX),
540 mFunctionY(functionY)
544 void operator()( Vector2& current, const PropertyInputContainer& inputs )
546 const float& overshootx = inputs[1]->GetFloat();
547 const float& overshooty = inputs[2]->GetFloat();
548 Vector2 offset( mFunctionX(overshootx),
549 mFunctionY(overshooty) );
551 current = inputs[0]->GetVector2() - offset;
554 AlphaFunctionPrototype mFunctionX;
555 AlphaFunctionPrototype mFunctionY;
561 ///////////////////////////////////////////////////////////////////////////////////////////////////
563 ///////////////////////////////////////////////////////////////////////////////////////////////////
565 Dali::Toolkit::ScrollView ScrollView::New()
567 // Create the implementation
568 ScrollViewPtr scrollView(new ScrollView());
570 // Pass ownership to CustomActor via derived handle
571 Dali::Toolkit::ScrollView handle(*scrollView);
573 // Second-phase init of the implementation
574 // This can only be done after the CustomActor connection has been made...
575 scrollView->Initialize();
580 ScrollView::ScrollView()
581 : ScrollBase( ControlBehaviour( REQUIRES_WHEEL_EVENTS ) ), // Enable size negotiation
583 mGestureStackDepth(0),
584 mScrollStateFlags(0),
585 mLockAxis(LockPossible),
586 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
587 mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
588 mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
589 mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION),
590 mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
591 mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
592 mSnapAlphaFunction(AlphaFunction::EASE_OUT),
593 mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
594 mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
595 mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION),
596 mFlickAlphaFunction(AlphaFunction::EASE_OUT),
597 mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
598 mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT),
599 mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT),
600 mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED),
601 mWheelScrollDistanceStep(Vector2::ZERO),
602 mInAccessibilityPan(false),
605 mScrollInterrupted(false),
608 mTouchDownTimeoutReached(false),
609 mActorAutoSnapEnabled(false),
610 mAutoResizeContainerEnabled(false),
612 mAxisAutoLock(false),
614 mDefaultMaxOvershoot(true),
615 mCanScrollHorizontal(true),
616 mCanScrollVertical(true)
620 void ScrollView::OnInitialize()
624 // Internal Actor, used to hide actors from enumerations.
625 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
626 mInternalActor = Actor::New();
627 self.Add(mInternalActor);
629 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
630 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
631 mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
635 mScrollPostPosition = mScrollPrePosition = Vector2::ZERO;
637 mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
641 mGestureStackDepth = 0;
643 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
645 // By default we'll allow the user to freely drag the scroll view,
646 // while disabling the other rulers.
647 RulerPtr ruler = new DefaultRuler();
651 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
652 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
654 UpdatePropertyDomain();
655 SetInternalConstraints();
658 void ScrollView::OnStageConnection( int depth )
660 DALI_LOG_SCROLL_STATE("[0x%X]", this);
664 SetScrollSensitive( false );
665 SetScrollSensitive( true );
667 if(IsOvershootEnabled())
669 // try and make sure property notifications are set
670 EnableScrollOvershoot(true);
674 void ScrollView::OnStageDisconnection()
676 DALI_LOG_SCROLL_STATE("[0x%X]", this);
681 ScrollView::~ScrollView()
683 DALI_LOG_SCROLL_STATE("[0x%X]", this);
686 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
688 return mSnapAlphaFunction;
691 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
693 mSnapAlphaFunction = alpha;
696 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
698 return mFlickAlphaFunction;
701 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
703 mFlickAlphaFunction = alpha;
706 float ScrollView::GetScrollSnapDuration() const
708 return mSnapDuration;
711 void ScrollView::SetScrollSnapDuration(float time)
713 mSnapDuration = time;
716 float ScrollView::GetScrollFlickDuration() const
718 return mFlickDuration;
721 void ScrollView::SetScrollFlickDuration(float time)
723 mFlickDuration = time;
726 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
728 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
730 // Assertion check to ensure effect doesn't already exist in this scrollview
731 bool effectAlreadyExistsInScrollView(false);
732 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
736 effectAlreadyExistsInScrollView = true;
741 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
743 // add effect to effects list
744 mEffects.push_back(effect);
746 // invoke Attachment request to ScrollView first
747 GetImpl(effect).Attach(self);
750 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
752 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
754 // remove effect from effects list
755 bool effectExistedInScrollView(false);
756 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
760 mEffects.erase(iter);
761 effectExistedInScrollView = true;
766 // Assertion check to ensure effect existed.
767 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
769 // invoke Detachment request to ScrollView last
770 GetImpl(effect).Detach(self);
773 void ScrollView::RemoveAllEffects()
775 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
777 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
779 Toolkit::ScrollViewEffect effect = *effectIter;
781 // invoke Detachment request to ScrollView last
782 GetImpl(effect).Detach(self);
788 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
790 ApplyConstraintToBoundActors(constraint);
793 void ScrollView::RemoveConstraintsFromChildren()
795 RemoveConstraintsFromBoundActors();
798 const RulerPtr ScrollView::GetRulerX() const
803 const RulerPtr ScrollView::GetRulerY() const
808 void ScrollView::SetRulerX(RulerPtr ruler)
812 UpdatePropertyDomain();
813 UpdateMainInternalConstraint();
816 void ScrollView::SetRulerY(RulerPtr ruler)
820 UpdatePropertyDomain();
821 UpdateMainInternalConstraint();
824 void ScrollView::UpdatePropertyDomain()
827 Vector3 size = self.GetTargetSize();
828 Vector2 min = mMinScroll;
829 Vector2 max = mMaxScroll;
830 bool scrollPositionChanged = false;
831 bool domainChanged = false;
833 bool canScrollVertical = false;
834 bool canScrollHorizontal = false;
835 UpdateLocalScrollProperties();
836 if(mRulerX->IsEnabled())
838 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
839 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
840 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
842 domainChanged = true;
843 min.x = rulerDomain.min;
844 max.x = rulerDomain.max;
846 // make sure new scroll value is within new domain
847 if( mScrollPrePosition.x < min.x
848 || mScrollPrePosition.x > max.x )
850 scrollPositionChanged = true;
851 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
854 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
856 canScrollHorizontal = true;
859 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
860 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
862 // need to reset to 0
863 domainChanged = true;
866 canScrollHorizontal = false;
869 if(mRulerY->IsEnabled())
871 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
872 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
873 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
875 domainChanged = true;
876 min.y = rulerDomain.min;
877 max.y = rulerDomain.max;
879 // make sure new scroll value is within new domain
880 if( mScrollPrePosition.y < min.y
881 || mScrollPrePosition.y > max.y )
883 scrollPositionChanged = true;
884 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
887 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
889 canScrollVertical = true;
892 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
893 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
895 // need to reset to 0
896 domainChanged = true;
899 canScrollVertical = false;
902 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
903 if( mCanScrollVertical != canScrollVertical )
905 mCanScrollVertical = canScrollVertical;
906 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical);
908 if( mCanScrollHorizontal != canScrollHorizontal )
910 mCanScrollHorizontal = canScrollHorizontal;
911 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, canScrollHorizontal);
913 if( scrollPositionChanged )
915 DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
916 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
922 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll );
923 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll );
927 void ScrollView::SetScrollSensitive(bool sensitive)
930 PanGestureDetector panGesture( GetPanGestureDetector() );
932 DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
934 if((!mSensitive) && (sensitive))
936 mSensitive = sensitive;
937 panGesture.Attach(self);
939 else if((mSensitive) && (!sensitive))
941 DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
943 // while the scroll view is panning, the state needs to be reset.
946 PanGesture cancelGesture( Gesture::Cancelled );
947 OnPan( cancelGesture );
950 panGesture.Detach(self);
951 mSensitive = sensitive;
953 mGestureStackDepth = 0;
954 DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
958 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
960 mMaxOvershoot.x = overshootX;
961 mMaxOvershoot.y = overshootY;
962 mUserMaxOvershoot = mMaxOvershoot;
963 mDefaultMaxOvershoot = false;
964 UpdateMainInternalConstraint();
967 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
969 mSnapOvershootAlphaFunction = alpha;
972 void ScrollView::SetSnapOvershootDuration(float duration)
974 mSnapOvershootDuration = duration;
977 void ScrollView::SetActorAutoSnap(bool enable)
979 mActorAutoSnapEnabled = enable;
982 void ScrollView::SetAutoResize(bool enable)
984 mAutoResizeContainerEnabled = enable;
985 // TODO: This needs a lot of issues to be addressed before working.
988 bool ScrollView::GetWrapMode() const
993 void ScrollView::SetWrapMode(bool enable)
996 Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
999 int ScrollView::GetScrollUpdateDistance() const
1001 return mScrollUpdateDistance;
1004 void ScrollView::SetScrollUpdateDistance(int distance)
1006 mScrollUpdateDistance = distance;
1009 bool ScrollView::GetAxisAutoLock() const
1011 return mAxisAutoLock;
1014 void ScrollView::SetAxisAutoLock(bool enable)
1016 mAxisAutoLock = enable;
1017 UpdateMainInternalConstraint();
1020 float ScrollView::GetAxisAutoLockGradient() const
1022 return mAxisAutoLockGradient;
1025 void ScrollView::SetAxisAutoLockGradient(float gradient)
1027 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1028 mAxisAutoLockGradient = gradient;
1029 UpdateMainInternalConstraint();
1032 float ScrollView::GetFrictionCoefficient() const
1034 return mFrictionCoefficient;
1037 void ScrollView::SetFrictionCoefficient(float friction)
1039 DALI_ASSERT_DEBUG( friction > 0.0f );
1040 mFrictionCoefficient = friction;
1043 float ScrollView::GetFlickSpeedCoefficient() const
1045 return mFlickSpeedCoefficient;
1048 void ScrollView::SetFlickSpeedCoefficient(float speed)
1050 mFlickSpeedCoefficient = speed;
1053 Vector2 ScrollView::GetMinimumDistanceForFlick() const
1055 return mMinFlickDistance;
1058 void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
1060 mMinFlickDistance = distance;
1063 float ScrollView::GetMinimumSpeedForFlick() const
1065 return mFlickSpeedThreshold;
1068 void ScrollView::SetMinimumSpeedForFlick( float speed )
1070 mFlickSpeedThreshold = speed;
1073 float ScrollView::GetMaxFlickSpeed() const
1075 return mMaxFlickSpeed;
1078 void ScrollView::SetMaxFlickSpeed(float speed)
1080 mMaxFlickSpeed = speed;
1083 void ScrollView::SetWheelScrollDistanceStep(Vector2 step)
1085 mWheelScrollDistanceStep = step;
1088 Vector2 ScrollView::GetWheelScrollDistanceStep() const
1090 return mWheelScrollDistanceStep;
1093 unsigned int ScrollView::GetCurrentPage() const
1095 // in case animation is currently taking place.
1096 Vector2 position = GetPropertyPosition();
1098 Actor self = Self();
1099 unsigned int page = 0;
1100 unsigned int pagesPerVolume = 1;
1101 unsigned int volume = 0;
1103 // if rulerX is enabled, then get page count (columns)
1104 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1105 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1106 pagesPerVolume = mRulerX->GetTotalPages();
1108 return volume * pagesPerVolume + page;
1111 Vector2 ScrollView::GetCurrentScrollPosition() const
1113 return -GetPropertyPosition();
1116 Vector2 ScrollView::GetDomainSize() const
1118 Vector3 size = Self().GetCurrentSize();
1120 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1121 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1124 domainSize.x = xDomain.max - xDomain.min - size.x;
1125 domainSize.y = yDomain.max - yDomain.min - size.y;
1129 void ScrollView::TransformTo(const Vector2& position,
1130 DirectionBias horizontalBias, DirectionBias verticalBias)
1132 TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
1135 void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
1136 DirectionBias horizontalBias, DirectionBias verticalBias)
1138 // If this is called while the timer is running, then cancel it
1139 StopTouchDownTimer();
1141 Actor self( Self() );
1143 // Guard against destruction during signal emission
1144 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1145 Toolkit::ScrollView handle( GetOwner() );
1147 DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
1148 this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1150 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1151 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) );
1153 if( mScrolling ) // are we interrupting a current scroll?
1155 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1157 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1158 mScrollCompletedSignal.Emit( currentScrollPosition );
1161 if( mPanning ) // are we interrupting a current pan?
1163 DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
1165 mGestureStackDepth = 0;
1166 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
1168 if( mScrollMainInternalPrePositionConstraint )
1170 mScrollMainInternalPrePositionConstraint.Remove();
1174 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
1177 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1178 mScrollStartedSignal.Emit( currentScrollPosition );
1179 bool animating = AnimateTo(-position,
1180 Vector2::ONE * duration,
1189 // if not animating, then this pan has completed right now.
1190 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1193 // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
1194 // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
1195 Vector2 completedPosition( currentScrollPosition );
1196 if( duration <= Math::MACHINE_EPSILON_10 )
1198 completedPosition = position;
1201 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
1202 SetScrollUpdateNotification(false);
1203 mScrollCompletedSignal.Emit( completedPosition );
1207 void ScrollView::ScrollTo(const Vector2& position)
1209 ScrollTo(position, mSnapDuration );
1212 void ScrollView::ScrollTo(const Vector2& position, float duration)
1214 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1217 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
1219 ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
1222 void ScrollView::ScrollTo(const Vector2& position, float duration,
1223 DirectionBias horizontalBias, DirectionBias verticalBias)
1225 ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
1228 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
1229 DirectionBias horizontalBias, DirectionBias verticalBias)
1231 DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1232 TransformTo(position, duration, alpha, horizontalBias, verticalBias);
1235 void ScrollView::ScrollTo(unsigned int page)
1237 ScrollTo(page, mSnapDuration);
1240 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1243 unsigned int volume;
1244 unsigned int libraries;
1246 // The position to scroll to is continuous and linear
1247 // unless a domain has been enabled on the X axis.
1248 // or if WrapMode has been enabled.
1249 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1250 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1252 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1253 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1255 ScrollTo(position, duration, bias, bias);
1258 void ScrollView::ScrollTo(Actor &actor)
1260 ScrollTo(actor, mSnapDuration);
1263 void ScrollView::ScrollTo(Actor &actor, float duration)
1265 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1267 Actor self = Self();
1268 Vector3 size = self.GetCurrentSize();
1269 Vector3 position = actor.GetCurrentPosition();
1270 Vector2 prePosition = GetPropertyPrePosition();
1271 position.GetVectorXY() -= prePosition;
1273 ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
1276 Actor ScrollView::FindClosestActor()
1278 Actor self = Self();
1279 Vector3 size = self.GetCurrentSize();
1281 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1284 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1287 float closestDistance2 = 0.0f;
1288 Vector3 actualPosition = position;
1290 unsigned int numChildren = Self().GetChildCount();
1292 for(unsigned int i = 0; i < numChildren; ++i)
1294 Actor child = Self().GetChildAt(i);
1296 if(mInternalActor == child) // ignore internal actor.
1301 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1303 Vector3 delta = childPosition - actualPosition;
1305 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1306 if(dirX > All) // != All,None
1308 FindDirection deltaH = delta.x > 0 ? Right : Left;
1315 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1316 if(dirY > All) // != All,None
1318 FindDirection deltaV = delta.y > 0 ? Down : Up;
1325 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1326 if(dirZ > All) // != All,None
1328 FindDirection deltaV = delta.y > 0 ? In : Out;
1335 // compare child to closest child in terms of distance.
1336 float distance2 = 0.0f;
1338 // distance2 = the Square of the relevant dimensions of delta
1341 distance2 += delta.x * delta.x;
1346 distance2 += delta.y * delta.y;
1351 distance2 += delta.z * delta.z;
1354 if(closestChild) // Next time.
1356 if(distance2 < closestDistance2)
1358 closestChild = child;
1359 closestDistance2 = distance2;
1364 closestChild = child;
1365 closestDistance2 = distance2;
1369 return closestChild;
1372 bool ScrollView::ScrollToSnapPoint()
1374 DALI_LOG_SCROLL_STATE("[0x%X]", this );
1375 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1376 return SnapWithVelocity( stationaryVelocity );
1379 // TODO: In situations where axes are different (X snap, Y free)
1380 // Each axis should really have their own independent animation (time and equation)
1381 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1382 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1383 // Currently, the axes have been split however, they both use the same EaseOut equation.
1384 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1386 // Animator takes over now, touches are assumed not to interfere.
1387 // And if touches do interfere, then we'll stop animation, update PrePosition
1388 // to current mScroll's properties, and then resume.
1389 // Note: For Flicking this may work a bit different...
1391 float angle = atan2(velocity.y, velocity.x);
1392 float speed2 = velocity.LengthSquared();
1393 AlphaFunction alphaFunction = mSnapAlphaFunction;
1394 Vector2 positionDuration = Vector2::ONE * mSnapDuration;
1397 FindDirection horizontal = None;
1398 FindDirection vertical = None;
1400 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1401 // that will be accepted as a general N,E,S,W flick direction.
1403 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1404 const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
1406 Vector2 positionSnap = mScrollPrePosition;
1408 // Flick logic X Axis
1410 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1414 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1415 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1417 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1419 biasX = 0.0f, horizontal = Left;
1421 // This guards against an error where no movement occurs, due to the flick finishing
1422 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1423 positionSnap.x += 1.0f;
1425 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1427 biasX = 1.0f, horizontal = Right;
1429 // This guards against an error where no movement occurs, due to the flick finishing
1430 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1431 positionSnap.x -= 1.0f;
1436 // Flick logic Y Axis
1438 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1442 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1443 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1445 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1447 biasY = 0.0f, vertical = Up;
1449 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1451 biasY = 1.0f, vertical = Down;
1456 // isFlick: Whether this gesture is a flick or not.
1457 bool isFlick = (horizontal != All || vertical != All);
1458 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1459 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1461 if(isFlick || isFreeFlick)
1463 positionDuration = Vector2::ONE * mFlickDuration;
1464 alphaFunction = mFlickAlphaFunction;
1467 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1469 if(mActorAutoSnapEnabled)
1471 Vector3 size = Self().GetCurrentSize();
1473 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1475 if(!child && isFlick )
1477 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1478 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1483 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1485 // Get center-point of the Actor.
1486 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1488 if(mRulerX->IsEnabled())
1490 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1492 if(mRulerY->IsEnabled())
1494 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1499 Vector2 startPosition = positionSnap;
1500 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1501 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1503 Vector2 clampDelta(Vector2::ZERO);
1504 ClampPosition(positionSnap);
1506 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1507 && isFreeFlick && !mActorAutoSnapEnabled)
1509 // Calculate target position based on velocity of flick.
1511 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1512 // u = Initial Velocity (Flick velocity)
1513 // v = 0 (Final Velocity)
1514 // t = Time (Velocity / Deceleration)
1515 Vector2 stageSize = Stage::GetCurrent().GetSize();
1516 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1517 float a = (stageLength * mFrictionCoefficient);
1518 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1519 float speed = u.Length();
1522 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1523 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1525 alphaFunction = ConstantDecelerationAlphaFunction;
1527 float t = speed / a;
1529 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1531 positionSnap.x += t*u.x*0.5f;
1534 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1536 positionSnap.y += t*u.y*0.5f;
1539 clampDelta = positionSnap;
1540 ClampPosition(positionSnap);
1541 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1543 clampDelta -= positionSnap;
1544 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1545 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1549 clampDelta = Vector2::ZERO;
1552 // If Axis is Free and has velocity, then calculate time taken
1553 // to reach target based on velocity in axis.
1554 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1556 float deltaX = fabsf(startPosition.x - positionSnap.x);
1558 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1560 positionDuration.x = fabsf(deltaX / u.x);
1564 positionDuration.x = 0;
1568 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1570 float deltaY = fabsf(startPosition.y - positionSnap.y);
1572 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1574 positionDuration.y = fabsf(deltaY / u.y);
1578 positionDuration.y = 0;
1583 if(IsOvershootEnabled())
1585 // Scroll to the end of the overshoot only when overshoot is enabled.
1586 positionSnap += clampDelta;
1589 bool animating = AnimateTo(positionSnap, positionDuration,
1590 alphaFunction, false,
1591 DirectionBiasNone, DirectionBiasNone,
1592 isFlick || isFreeFlick ? Flick : Snap);
1597 void ScrollView::StopAnimation(void)
1599 // Clear Snap animation if exists.
1600 StopAnimation(mInternalXAnimation);
1601 StopAnimation(mInternalYAnimation);
1602 mScrollStateFlags = 0;
1603 // remove scroll animation flags
1604 HandleStoppedAnimation();
1607 void ScrollView::StopAnimation(Animation& animation)
1616 bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration,
1617 AlphaFunction alpha, bool findShortcuts,
1618 DirectionBias horizontalBias, DirectionBias verticalBias,
1621 // Here we perform an animation on a number of properties (depending on which have changed)
1622 // The animation is applied to all ScrollBases
1623 Actor self = Self();
1624 mScrollTargetPosition = position;
1625 float totalDuration = 0.0f;
1627 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1631 totalDuration = std::max(totalDuration, positionDuration.x);
1632 totalDuration = std::max(totalDuration, positionDuration.y);
1636 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1637 totalDuration = 0.01f;
1638 positionChanged = true;
1643 // Position Delta ///////////////////////////////////////////////////////
1646 if(mWrapMode && findShortcuts)
1648 // In Wrap Mode, the shortest distance is a little less intuitive...
1649 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1650 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1652 if(mRulerX->IsEnabled())
1654 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1655 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1658 if(mRulerY->IsEnabled())
1660 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1661 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1665 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1666 // a horizonal/vertical wall.delay
1667 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1668 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1670 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1672 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
1673 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
1674 mScrollPrePosition = mScrollTargetPosition;
1675 mScrollPostPosition = mScrollTargetPosition;
1676 WrapPosition(mScrollPostPosition);
1679 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 );
1680 DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().y, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().y );
1683 SetScrollUpdateNotification(true);
1685 // Always send a snap event when AnimateTo is called.
1686 Toolkit::ScrollView::SnapEvent snapEvent;
1687 snapEvent.type = snapType;
1688 snapEvent.position = -mScrollTargetPosition;
1689 snapEvent.duration = totalDuration;
1691 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1692 mSnapStartedSignal.Emit( snapEvent );
1694 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1697 void ScrollView::EnableScrollOvershoot(bool enable)
1701 if (!mOvershootIndicator)
1703 mOvershootIndicator = ScrollOvershootIndicator::New();
1706 mOvershootIndicator->AttachToScrollable(*this);
1710 mMaxOvershoot = mUserMaxOvershoot;
1712 if (mOvershootIndicator)
1714 mOvershootIndicator->DetachFromScrollable(*this);
1718 UpdateMainInternalConstraint();
1721 void ScrollView::AddOverlay(Actor actor)
1723 actor.SetDrawMode( DrawMode::OVERLAY_2D );
1724 mInternalActor.Add( actor );
1727 void ScrollView::RemoveOverlay(Actor actor)
1729 mInternalActor.Remove( actor );
1732 void ScrollView::SetOvershootEffectColor( const Vector4& color )
1734 mOvershootEffectColor = color;
1735 if( mOvershootIndicator )
1737 mOvershootIndicator->SetOvershootEffectColor( color );
1741 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1743 PanGestureDetector panGesture( GetPanGestureDetector() );
1745 // First remove just in case we have some set, then add.
1746 panGesture.RemoveDirection( direction );
1747 panGesture.AddDirection( direction, threshold );
1750 void ScrollView::RemoveScrollingDirection( Radian direction )
1752 PanGestureDetector panGesture( GetPanGestureDetector() );
1753 panGesture.RemoveDirection( direction );
1756 Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
1758 return mSnapStartedSignal;
1761 void ScrollView::FindAndUnbindActor(Actor child)
1766 Vector2 ScrollView::GetPropertyPrePosition() const
1768 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
1769 WrapPosition(position);
1773 Vector2 ScrollView::GetPropertyPosition() const
1775 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1776 WrapPosition(position);
1781 void ScrollView::HandleStoppedAnimation()
1783 SetScrollUpdateNotification(false);
1786 void ScrollView::HandleSnapAnimationFinished()
1788 // Emit Signal that scrolling has completed.
1790 Actor self = Self();
1791 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1793 Vector2 deltaPosition(mScrollPrePosition);
1795 UpdateLocalScrollProperties();
1796 WrapPosition(mScrollPrePosition);
1797 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
1798 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1800 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1801 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
1802 mScrollCompletedSignal.Emit( currentScrollPosition );
1804 mDomainOffset += deltaPosition - mScrollPostPosition;
1805 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
1806 HandleStoppedAnimation();
1809 void ScrollView::SetScrollUpdateNotification( bool enabled )
1811 Actor self = Self();
1812 if( mScrollXUpdateNotification )
1814 // disconnect now to avoid a notification before removed from update thread
1815 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1816 self.RemovePropertyNotification(mScrollXUpdateNotification);
1817 mScrollXUpdateNotification.Reset();
1819 if( enabled && !mScrollUpdatedSignal.Empty())
1821 // Only set up the notification when the application has connected to the updated signal
1822 mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1823 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1825 if( mScrollYUpdateNotification )
1827 // disconnect now to avoid a notification before removed from update thread
1828 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1829 self.RemovePropertyNotification(mScrollYUpdateNotification);
1830 mScrollYUpdateNotification.Reset();
1832 if( enabled && !mScrollUpdatedSignal.Empty())
1834 // Only set up the notification when the application has connected to the updated signal
1835 mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1836 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1840 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1842 // Guard against destruction during signal emission
1843 Toolkit::ScrollView handle( GetOwner() );
1845 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1846 mScrollUpdatedSignal.Emit( currentScrollPosition );
1849 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1851 Dali::BaseHandle handle( object );
1853 bool connected( true );
1854 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1856 if( 0 == strcmp( signalName.c_str(), SIGNAL_SNAP_STARTED ) )
1858 view.SnapStartedSignal().Connect( tracker, functor );
1862 // signalName does not match any signal
1869 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1871 // need to update domain properties for new size
1872 UpdatePropertyDomain();
1875 void ScrollView::OnSizeSet( const Vector3& size )
1877 // need to update domain properties for new size
1878 if( mDefaultMaxOvershoot )
1880 mUserMaxOvershoot.x = size.x * 0.5f;
1881 mUserMaxOvershoot.y = size.y * 0.5f;
1882 if( !IsOvershootEnabled() )
1884 mMaxOvershoot = mUserMaxOvershoot;
1887 UpdatePropertyDomain();
1888 UpdateMainInternalConstraint();
1889 if( IsOvershootEnabled() )
1891 mOvershootIndicator->Reset();
1895 void ScrollView::OnChildAdd(Actor& child)
1897 Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
1900 mInternalActor.Add(scrollBar);
1901 if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::Horizontal)
1903 scrollBar.SetScrollPropertySource(Self(),
1904 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
1905 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
1906 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
1907 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
1911 scrollBar.SetScrollPropertySource(Self(),
1912 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
1913 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
1914 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
1915 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
1918 else if(mAlterChild)
1924 void ScrollView::OnChildRemove(Actor& child)
1926 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1930 void ScrollView::StartTouchDownTimer()
1932 if ( !mTouchDownTimer )
1934 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
1935 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
1938 mTouchDownTimer.Start();
1941 void ScrollView::StopTouchDownTimer()
1943 if ( mTouchDownTimer )
1945 mTouchDownTimer.Stop();
1949 bool ScrollView::OnTouchDownTimeout()
1951 DALI_LOG_SCROLL_STATE("[0x%X]", this);
1953 mTouchDownTimeoutReached = true;
1955 unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
1956 if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
1958 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
1961 if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
1963 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
1965 mScrollInterrupted = true;
1966 // reset domain offset as scrolling from original plane.
1967 mDomainOffset = Vector2::ZERO;
1968 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO);
1970 UpdateLocalScrollProperties();
1971 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1972 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1973 mScrollCompletedSignal.Emit( currentScrollPosition );
1980 bool ScrollView::OnTouchEvent(const TouchEvent& event)
1984 DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
1986 // Ignore this touch event, if scrollview is insensitive.
1990 // Ignore events with multiple-touch points
1991 if (event.GetPointCount() != 1)
1993 DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
1998 const TouchPoint::State pointState = event.GetPoint(0).state;
1999 if( pointState == TouchPoint::Down )
2001 DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
2003 if(mGestureStackDepth==0)
2005 mTouchDownTime = event.time;
2007 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
2008 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
2009 mTouchDownTimeoutReached = false;
2010 mScrollInterrupted = false;
2011 StartTouchDownTimer();
2014 else if( ( pointState == TouchPoint::Up ) ||
2015 ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) )
2017 DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
2019 StopTouchDownTimer();
2021 // if the user touches and releases without enough movement to go
2022 // into a gesture state, then we should snap to nearest point.
2023 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2024 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2026 if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) ||
2027 ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
2029 // Reset the velocity only if down was received a while ago
2030 mLastVelocity = Vector2( 0.0f, 0.0f );
2033 UpdateLocalScrollProperties();
2034 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2035 if ( mScrollInterrupted || mScrolling )
2037 DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
2042 mTouchDownTimeoutReached = false;
2043 mScrollInterrupted = false;
2049 bool ScrollView::OnWheelEvent(const WheelEvent& event)
2053 // Ignore this wheel event, if scrollview is insensitive.
2057 Vector2 targetScrollPosition = GetPropertyPosition();
2059 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2061 // If only the ruler in the X axis is enabled, scroll in the X axis.
2062 if(mRulerX->GetType() == Ruler::Free)
2064 // Free panning mode
2065 targetScrollPosition.x += event.z * mWheelScrollDistanceStep.x;
2066 ClampPosition(targetScrollPosition);
2067 ScrollTo(-targetScrollPosition);
2069 else if(!mScrolling)
2071 // Snap mode, only respond to the event when the previous snap animation is finished.
2072 ScrollTo(GetCurrentPage() - event.z);
2077 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2078 if(mRulerY->GetType() == Ruler::Free)
2080 // Free panning mode
2081 targetScrollPosition.y += event.z * mWheelScrollDistanceStep.y;
2082 ClampPosition(targetScrollPosition);
2083 ScrollTo(-targetScrollPosition);
2085 else if(!mScrolling)
2087 // Snap mode, only respond to the event when the previous snap animation is finished.
2088 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2095 void ScrollView::ResetScrolling()
2097 Actor self = Self();
2098 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2099 mScrollPrePosition = mScrollPostPosition;
2100 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
2101 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
2104 void ScrollView::UpdateLocalScrollProperties()
2106 Actor self = Self();
2107 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
2108 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2111 // private functions
2113 void ScrollView::PreAnimatedScrollSetup()
2115 // SCROLL_PRE_POSITION is our unclamped property with wrapping
2116 // SCROLL_POSITION is our final scroll position after clamping
2118 Actor self = Self();
2120 Vector2 deltaPosition(mScrollPostPosition);
2121 WrapPosition(mScrollPostPosition);
2122 mDomainOffset += deltaPosition - mScrollPostPosition;
2123 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
2125 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2127 // already performing animation on internal x position
2128 StopAnimation(mInternalXAnimation);
2131 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2133 // already performing animation on internal y position
2134 StopAnimation(mInternalYAnimation);
2137 mScrollStateFlags = 0;
2139 // Update Actor position with this wrapped value.
2142 void ScrollView::FinaliseAnimatedScroll()
2144 // TODO - common animation finishing code in here
2147 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2149 StopAnimation(mInternalXAnimation);
2151 if( duration > Math::MACHINE_EPSILON_10 )
2153 Actor self = Self();
2154 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, position );
2155 mInternalXAnimation = Animation::New(duration);
2156 DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
2157 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2158 mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
2159 mInternalXAnimation.Play();
2161 // erase current state flags
2162 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2163 // add internal animation state flag
2164 mScrollStateFlags |= AnimatingInternalX;
2168 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2170 StopAnimation(mInternalYAnimation);
2172 if( duration > Math::MACHINE_EPSILON_10 )
2174 Actor self = Self();
2175 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, position );
2176 mInternalYAnimation = Animation::New(duration);
2177 DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
2178 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2179 mInternalYAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
2180 mInternalYAnimation.Play();
2182 // erase current state flags
2183 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2184 // add internal animation state flag
2185 mScrollStateFlags |= AnimatingInternalY;
2189 void ScrollView::OnScrollAnimationFinished( Animation& source )
2191 // Guard against destruction during signal emission
2192 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2193 Toolkit::ScrollView handle( GetOwner() );
2195 bool scrollingFinished = false;
2197 // update our local scroll positions
2198 UpdateLocalScrollProperties();
2200 if( source == mInternalXAnimation )
2202 DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(SCROLL_PRE_POSITION).Get<Vector2>().x, mScrollPostPosition.x );
2204 if( !(mScrollStateFlags & AnimatingInternalY) )
2206 scrollingFinished = true;
2208 mInternalXAnimation.Reset();
2209 // wrap pre scroll x position and set it
2212 const RulerDomain rulerDomain = mRulerX->GetDomain();
2213 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
2214 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2215 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2217 SnapInternalXTo(mScrollPostPosition.x);
2220 if( source == mInternalYAnimation )
2222 DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(SCROLL_PRE_POSITION).Get<Vector2>().y, mScrollPostPosition.y );
2224 if( !(mScrollStateFlags & AnimatingInternalX) )
2226 scrollingFinished = true;
2228 mInternalYAnimation.Reset();
2231 // wrap pre scroll y position and set it
2232 const RulerDomain rulerDomain = mRulerY->GetDomain();
2233 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
2234 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2235 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2237 SnapInternalYTo(mScrollPostPosition.y);
2240 DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
2242 if(scrollingFinished)
2244 HandleSnapAnimationFinished();
2248 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2250 Actor self = Self();
2251 UpdateLocalScrollProperties();
2252 if( source == mInternalXAnimation )
2254 DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
2256 // clear internal x animation flags
2257 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2258 mInternalXAnimation.Reset();
2259 WrapPosition(mScrollPrePosition);
2261 if( source == mInternalYAnimation )
2263 DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
2265 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2266 mInternalYAnimation.Reset();
2267 WrapPosition(mScrollPrePosition);
2271 void ScrollView::SnapInternalXTo(float position)
2273 Actor self = Self();
2275 StopAnimation(mInternalXAnimation);
2277 // erase current state flags
2278 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2280 // if internal x not equal to inputed parameter, animate it
2281 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2282 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2283 if( duration > Math::MACHINE_EPSILON_1 )
2285 DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
2287 mInternalXAnimation = Animation::New(duration);
2288 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2289 mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position);
2290 mInternalXAnimation.Play();
2292 // add internal animation state flag
2293 mScrollStateFlags |= SnappingInternalX;
2297 void ScrollView::SnapInternalYTo(float position)
2299 Actor self = Self();
2301 StopAnimation(mInternalYAnimation);
2303 // erase current state flags
2304 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2306 // if internal y not equal to inputed parameter, animate it
2307 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2308 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2309 if( duration > Math::MACHINE_EPSILON_1 )
2311 DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
2313 mInternalYAnimation = Animation::New(duration);
2314 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2315 mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position);
2316 mInternalYAnimation.Play();
2318 // add internal animation state flag
2319 mScrollStateFlags |= SnappingInternalY;
2323 void ScrollView::GestureStarted()
2325 // we handle the first gesture.
2326 // if we're currently doing a gesture and receive another
2327 // we continue and combine the effects of the gesture instead of reseting.
2328 if(mGestureStackDepth++==0)
2330 Actor self = Self();
2331 StopTouchDownTimer();
2333 mPanDelta = Vector2::ZERO;
2334 mLastVelocity = Vector2::ZERO;
2337 mLockAxis = LockPossible;
2340 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2342 StopAnimation(mInternalXAnimation);
2344 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2346 StopAnimation(mInternalYAnimation);
2348 mScrollStateFlags = 0;
2350 if(mScrolling) // are we interrupting a current scroll?
2352 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2354 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2355 // give applications the position within the domain from the scroll view's anchor position
2356 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2357 mScrollCompletedSignal.Emit( -mScrollPostPosition );
2362 void ScrollView::GestureContinuing(const Vector2& panDelta)
2364 mPanDelta.x+= panDelta.x;
2365 mPanDelta.y+= panDelta.y;
2367 // Save the velocity, there is a bug in PanGesture
2368 // Whereby the Gesture::Finished's velocity is either:
2369 // NaN (due to time delta of zero between the last two events)
2370 // or 0 (due to position being the same between the last two events)
2372 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2373 // appears mostly horizontal or mostly vertical respectively.
2376 mLockAxis = GetLockAxis(mPanDelta, mLockAxis, mAxisAutoLockGradient);
2377 } // end if mAxisAutoLock
2380 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2381 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2382 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2383 void ScrollView::OnPan( const PanGesture& gesture )
2385 // Guard against destruction during signal emission
2386 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2387 Actor self( Self() );
2391 DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
2393 // If another callback on the same original signal disables sensitivity,
2394 // this callback will still be called, so we must suppress it.
2398 // translate Gesture input to get useful data...
2399 switch(gesture.state)
2401 case Gesture::Started:
2403 DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
2404 mPanStartPosition = gesture.position - gesture.displacement;
2405 UpdateLocalScrollProperties();
2408 self.SetProperty( Toolkit::ScrollView::Property::PANNING, true );
2409 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2411 UpdateMainInternalConstraint();
2415 case Gesture::Continuing:
2419 DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
2420 GestureContinuing(gesture.screenDisplacement);
2424 // If we do not think we are panning, then we should not do anything here
2430 case Gesture::Finished:
2431 case Gesture::Cancelled:
2435 DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
2437 UpdateLocalScrollProperties();
2438 mLastVelocity = gesture.velocity;
2440 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
2442 if( mScrollMainInternalPrePositionConstraint )
2444 mScrollMainInternalPrePositionConstraint.Remove();
2449 // If we do not think we are panning, then we should not do anything here
2455 case Gesture::Possible:
2456 case Gesture::Clear:
2458 // Nothing to do, not needed.
2462 } // end switch(gesture.state)
2464 OnGestureEx(gesture.state);
2467 void ScrollView::OnGestureEx(Gesture::State state)
2469 // call necessary signals for application developer
2471 if(state == Gesture::Started)
2473 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2474 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
2476 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2477 mScrollStartedSignal.Emit( currentScrollPosition );
2479 else if( (state == Gesture::Finished) ||
2480 (state == Gesture::Cancelled) ) // Finished/default
2482 // when all the gestures have finished, we finish the transform.
2483 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2484 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2485 // this is the point we end, and perform necessary snapping.
2486 mGestureStackDepth--;
2487 if(mGestureStackDepth==0)
2489 // no flick if we have not exceeded min flick distance
2490 if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
2491 && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
2493 // reset flick velocity
2494 mLastVelocity = Vector2::ZERO;
2500 DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
2505 void ScrollView::FinishTransform()
2507 // at this stage internal x and x scroll position should have followed prescroll position exactly
2508 Actor self = Self();
2510 PreAnimatedScrollSetup();
2512 // convert pixels/millisecond to pixels per second
2513 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2517 // if not animating, then this pan has completed right now.
2518 SetScrollUpdateNotification(false);
2520 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
2522 if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
2524 SnapInternalXTo(mScrollTargetPosition.x);
2526 if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
2528 SnapInternalYTo(mScrollTargetPosition.y);
2530 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2531 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2532 mScrollCompletedSignal.Emit( currentScrollPosition );
2536 Vector2 ScrollView::GetOvershoot(Vector2& position) const
2538 Vector3 size = Self().GetCurrentSize();
2541 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2542 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2544 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2546 const float left = rulerDomainX.min - position.x;
2547 const float right = size.width - rulerDomainX.max - position.x;
2554 overshoot.x = right;
2558 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2560 const float top = rulerDomainY.min - position.y;
2561 const float bottom = size.height - rulerDomainY.max - position.y;
2568 overshoot.y = bottom;
2575 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2577 // Keep track of whether this is an AccessibilityPan
2578 mInAccessibilityPan = true;
2580 mInAccessibilityPan = false;
2585 void ScrollView::ClampPosition(Vector2& position) const
2587 ClampState2D clamped;
2588 ClampPosition(position, clamped);
2591 void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
2593 Vector3 size = Self().GetCurrentSize();
2595 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2596 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.
2599 void ScrollView::WrapPosition(Vector2& position) const
2603 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2604 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2606 if(mRulerX->IsEnabled())
2608 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2611 if(mRulerY->IsEnabled())
2613 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2618 void ScrollView::UpdateMainInternalConstraint()
2620 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2621 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2622 Actor self = Self();
2623 PanGestureDetector detector( GetPanGestureDetector() );
2625 if(mScrollMainInternalPositionConstraint)
2627 mScrollMainInternalPositionConstraint.Remove();
2628 mScrollMainInternalDeltaConstraint.Remove();
2629 mScrollMainInternalFinalConstraint.Remove();
2630 mScrollMainInternalRelativeConstraint.Remove();
2631 mScrollMainInternalDomainConstraint.Remove();
2632 mScrollMainInternalPrePositionMaxConstraint.Remove();
2634 if( mScrollMainInternalPrePositionConstraint )
2636 mScrollMainInternalPrePositionConstraint.Remove();
2639 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2640 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2642 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2643 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2645 if( mLockAxis == LockVertical )
2647 initialPanMask.y = 0.0f;
2649 else if( mLockAxis == LockHorizontal )
2651 initialPanMask.x = 0.0f;
2656 mScrollMainInternalPrePositionConstraint = Constraint::New<Vector2>( self,
2657 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION,
2658 InternalPrePositionConstraint( mPanStartPosition,
2661 mAxisAutoLockGradient,
2664 mRulerX->GetDomain(),
2665 mRulerY->GetDomain() ) );
2666 mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) );
2667 mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2668 mScrollMainInternalPrePositionConstraint.Apply();
2671 // 2. Second calculate the clamped position (actual position)
2672 mScrollMainInternalPositionConstraint = Constraint::New<Vector2>( self,
2673 Toolkit::ScrollView::Property::SCROLL_POSITION,
2674 InternalPositionConstraint( mRulerX->GetDomain(),
2675 mRulerY->GetDomain(),
2677 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2678 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2679 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2680 mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2681 mScrollMainInternalPositionConstraint.Apply();
2683 mScrollMainInternalDeltaConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint );
2684 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2685 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) );
2686 mScrollMainInternalDeltaConstraint.Apply();
2688 mScrollMainInternalFinalConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_FINAL,
2689 InternalFinalConstraint( FinalDefaultAlphaFunction,
2690 FinalDefaultAlphaFunction ) );
2691 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2692 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) );
2693 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) );
2694 mScrollMainInternalFinalConstraint.Apply();
2696 mScrollMainInternalRelativeConstraint = Constraint::New<Vector2>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint );
2697 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2698 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2699 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2700 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2701 mScrollMainInternalRelativeConstraint.Apply();
2703 mScrollMainInternalDomainConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE, InternalScrollDomainConstraint );
2704 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2705 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2706 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2707 mScrollMainInternalDomainConstraint.Apply();
2709 mScrollMainInternalPrePositionMaxConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX, InternalPrePositionMaxConstraint );
2710 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2711 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2712 mScrollMainInternalPrePositionMaxConstraint.Apply();
2714 // When panning we want to make sure overshoot values are affected by pre position and post position
2715 SetOvershootConstraintsEnabled(!mWrapMode);
2718 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2720 Actor self( Self() );
2721 // remove and reset, it may now be in wrong order with the main internal constraints
2722 if( mScrollMainInternalOvershootXConstraint )
2724 mScrollMainInternalOvershootXConstraint.Remove();
2725 mScrollMainInternalOvershootXConstraint.Reset();
2726 mScrollMainInternalOvershootYConstraint.Remove();
2727 mScrollMainInternalOvershootYConstraint.Reset();
2731 mScrollMainInternalOvershootXConstraint= Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) );
2732 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2733 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2734 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) );
2735 mScrollMainInternalOvershootXConstraint.Apply();
2737 mScrollMainInternalOvershootYConstraint = Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) );
2738 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2739 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2740 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
2741 mScrollMainInternalOvershootYConstraint.Apply();
2745 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f);
2746 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f);
2750 void ScrollView::SetInternalConstraints()
2752 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2753 UpdateMainInternalConstraint();
2755 // User definable constraints to apply to all child actors //////////////////
2756 Actor self = Self();
2758 // Apply some default constraints to ScrollView & its bound actors
2759 // Movement + Wrap function
2761 Constraint constraint;
2763 // MoveActor (scrolling)
2764 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
2765 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2766 constraint.SetRemoveAction(Constraint::Discard);
2767 ApplyConstraintToBoundActors(constraint);
2769 // WrapActor (wrap functionality)
2770 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, WrapActorConstraint );
2771 constraint.AddSource( LocalSource( Actor::Property::SCALE ) );
2772 constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) );
2773 constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2774 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2775 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2776 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) );
2777 constraint.SetRemoveAction(Constraint::Discard);
2778 ApplyConstraintToBoundActors(constraint);
2781 } // namespace Internal
2783 } // namespace Toolkit