2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali/public-api/events/touch-event.h>
26 #include <dali/public-api/object/type-registry.h>
27 #include <dali/integration-api/debug.h>
30 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
31 #include <dali-toolkit/public-api/controls/scrollable/scroll-component-impl.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
35 //#define ENABLED_SCROLL_STATE_LOGGING
37 #ifdef ENABLED_SCROLL_STATE_LOGGING
38 #define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
40 #define DALI_LOG_SCROLL_STATE(format, args...)
43 // TODO: Change to two class system:
44 // 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler)
45 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
46 // TODO: external components (page and status overlays).
48 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
55 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl)
56 const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
57 const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
58 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
59 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
60 const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
61 const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
62 const Vector2 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each mouse wheel event received.
63 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
64 const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
65 const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
67 // predefined effect values
68 const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f);
69 const Vector3 ANGLE_CUBE_PAGE_ROTATE(Math::PI * 0.2f, Math::PI * 0.2f, 0.0f); ///< Cube page rotates as if it has ten sides with the camera positioned inside
70 const Vector2 ANGLE_CUSTOM_CUBE_SWING(-Math::PI * 0.45f, -Math::PI * 0.45f); ///< outer cube pages swing 90 degrees as they pan offscreen
71 const Vector2 ANGLE_SPIRAL_SWING_IN(Math::PI * 0.5f, Math::PI * 0.5f);
72 const Vector2 ANGLE_SPIRAL_SWING_OUT(Math::PI * 0.35f, Math::PI * 0.35f);
73 const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< outer cube pages swing 90 degrees as they pan offscreen
75 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
78 * Find the vector (distance) from (a) to (b)
79 * in domain (start) to (end)
80 * (\ / start) (\ / end)
83 * @note assumes both (a) and (b) are already with the domain
86 * @param[in] a the current point
87 * @param[in] b the target point
88 * @param[in] start the start of the domain
89 * @param[in] end the end of the domain
90 * @param[in] bias whether to only take the right direction or the left direction,
91 * or the shortest direction.
92 * @return the shortest direction and distance
94 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
96 if(bias == Dali::Toolkit::DirectionBiasNone)
98 return ShortestDistanceInDomain( a, b, start, end );
101 float size = end-start;
107 if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
113 float aRight = a+size;
120 if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
126 float aLeft = a-size;
133 * Returns the position of the anchor within actor
135 * @param actor The Actor
136 * @param anchor The Anchor point of interest.
137 * @return The position of the Anchor
139 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
141 Vector3 childPosition = actor.GetCurrentPosition();
142 Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
143 Vector3 childSize = actor.GetCurrentSize();
145 return childPosition + childAnchor * childSize;
148 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
150 float FinalDefaultAlphaFunction(float offset)
152 return offset * 0.5f;
156 * ConstantDecelerationAlphaFunction
157 * Newtoninan distance for constant deceleration
158 * v = 1 - t, s = t - 1/2 t^2
159 * when t = 0, s = 0.0 (min distance)
160 * when t = 1, s = 0.5 (max distance)
161 * progress = s / (max-min) = 2t - t^2
163 * @param[in] offset The input progress
164 * @return The output progress
166 float ConstantDecelerationAlphaFunction(float progress)
168 return progress * 2.0f - progress * progress;
171 // Internal Constraints ///////////////////////////////////////////////////////////////////////////
174 * Internal Relative position Constraint
175 * Generates the relative position value of the scroll view
176 * based on the absolute position, and it's relation to the
177 * scroll domain. This is a value from 0.0f to 1.0f in each
178 * scroll position axis.
180 Vector3 InternalRelativePositionConstraint(const Vector3& current,
181 const PropertyInput& scrollPositionProperty,
182 const PropertyInput& scrollMinProperty,
183 const PropertyInput& scrollMaxProperty,
184 const PropertyInput& scrollSizeProperty)
186 Vector3 position = -scrollPositionProperty.GetVector3();
187 const Vector3& min = scrollMinProperty.GetVector3();
188 const Vector3& max = scrollMaxProperty.GetVector3();
189 const Vector3& size = scrollSizeProperty.GetVector3();
191 position.x = WrapInDomain(position.x, min.x, max.x);
192 position.y = WrapInDomain(position.y, min.y, max.y);
194 Vector3 relativePosition;
195 Vector3 domainSize = (max - min) - size;
197 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
198 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
200 return relativePosition;
203 } // unnamed namespace
218 * Returns whether to lock scrolling to a particular axis
220 * @param[in] panDelta Distance panned since gesture started
221 * @param[in] currentLockAxis The current lock axis value
222 * @param[in] lockGradient How quickly to lock to a particular axis
224 * @return The new axis lock state
226 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
228 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
229 currentLockAxis == ScrollView::LockPossible)
231 float dx = fabsf(panDelta.x);
232 float dy = fabsf(panDelta.y);
233 if(dx * lockGradient >= dy)
235 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
236 currentLockAxis = ScrollView::LockVertical;
238 else if(dy * lockGradient > dx)
240 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
241 currentLockAxis = ScrollView::LockHorizontal;
245 currentLockAxis = ScrollView::LockNone;
248 return currentLockAxis;
252 * Internal Pre-Position Property Constraint.
254 * Generates position property based on current position + gesture displacement.
255 * Or generates position property based on positionX/Y.
256 * Note: This is the position prior to any clamping at scroll boundaries.
258 struct InternalPrePositionConstraint
260 InternalPrePositionConstraint(const Vector2& initialPanPosition,
261 const Vector2& initialPanMask,
263 float axisAutoLockGradient,
264 ScrollView::LockAxis initialLockAxis,
265 const Vector2& maxOvershoot,
266 const RulerDomain& domainX, const RulerDomain& domainY)
267 : mLocalStart(initialPanPosition),
268 mInitialPanMask(initialPanMask),
269 mDomainMin( -domainX.min, -domainY.min ),
270 mDomainMax( -domainX.max, -domainY.max ),
271 mMaxOvershoot(maxOvershoot),
272 mAxisAutoLockGradient(axisAutoLockGradient),
273 mLockAxis(initialLockAxis),
274 mAxisAutoLock(axisAutoLock),
276 mClampX( domainX.enabled ),
277 mClampY( domainY.enabled )
281 Vector3 operator()(const Vector3& current,
282 const PropertyInput& gesturePositionProperty,
283 const PropertyInput& sizeProperty)
285 Vector3 scrollPostPosition = current;
286 Vector2 panPosition = gesturePositionProperty.GetVector2();
290 mPrePosition = current;
291 mCurrentPanMask = mInitialPanMask;
295 // Calculate Deltas...
296 Vector2 currentPosition = gesturePositionProperty.GetVector2();
297 Vector2 panDelta( currentPosition - mLocalStart );
299 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
300 // appears mostly horizontal or mostly vertical respectively...
303 mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
304 if( mLockAxis == ScrollView::LockVertical )
306 mCurrentPanMask.y = 0.0f;
308 else if( mLockAxis == ScrollView::LockHorizontal )
310 mCurrentPanMask.x = 0.0f;
314 // Restrict deltas based on ruler enable/disable and axis-lock state...
315 panDelta *= mCurrentPanMask;
317 // Perform Position transform based on input deltas...
318 scrollPostPosition = mPrePosition;
319 scrollPostPosition.GetVectorXY() += panDelta;
321 // if no wrapping then clamp preposition to maximum overshoot amount
322 const Vector3& size = sizeProperty.GetVector3();
325 float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
326 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
327 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
329 mPrePosition.x = newXPosition;
330 mLocalStart.x = panPosition.x;
332 scrollPostPosition.x = newXPosition;
336 float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
337 if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
338 || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
340 mPrePosition.y = newYPosition;
341 mLocalStart.y = panPosition.y;
343 scrollPostPosition.y = newYPosition;
346 return scrollPostPosition;
349 Vector3 mPrePosition;
351 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
352 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
355 Vector2 mMaxOvershoot;
357 float mAxisAutoLockGradient; ///< Set by ScrollView
358 ScrollView::LockAxis mLockAxis;
360 bool mAxisAutoLock:1; ///< Set by ScrollView
367 * Internal Position Property Constraint.
369 * Generates position property based on pre-position
370 * Note: This is the position after clamping.
371 * (uses result of InternalPrePositionConstraint)
373 struct InternalPositionConstraint
375 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
376 : mDomainMin( -domainX.min, -domainY.min ),
377 mDomainMax( -domainX.max, -domainY.max ),
378 mClampX( domainX.enabled ),
379 mClampY( domainY.enabled ),
384 Vector3 operator()(const Vector3& current,
385 const PropertyInput& scrollPositionProperty,
386 const PropertyInput& scrollMinProperty,
387 const PropertyInput& scrollMaxProperty,
388 const PropertyInput& scrollSizeProperty)
390 Vector3 position = scrollPositionProperty.GetVector3();
391 const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY();
392 const Vector3& min = scrollMinProperty.GetVector3();
393 const Vector3& max = scrollMaxProperty.GetVector3();
397 position.x = -WrapInDomain(-position.x, min.x, max.x);
398 position.y = -WrapInDomain(-position.y, min.y, max.y);
402 // clamp post position to domain
403 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
404 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
419 * This constraint updates the X overshoot property using the difference
420 * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f
422 struct OvershootXConstraint
424 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
426 float operator()(const float& current,
427 const PropertyInput& scrollPrePositionProperty,
428 const PropertyInput& scrollPostPositionProperty,
429 const PropertyInput& canScrollProperty)
431 if( canScrollProperty.GetBoolean() )
433 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
434 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
435 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
436 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
445 * This constraint updates the Y overshoot property using the difference
446 * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f
448 struct OvershootYConstraint
450 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
452 float operator()(const float& current,
453 const PropertyInput& scrollPrePositionProperty,
454 const PropertyInput& scrollPostPositionProperty,
455 const PropertyInput& canScrollProperty)
457 if( canScrollProperty.GetBoolean() )
459 const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3();
460 const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3();
461 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
462 return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
471 * Internal Position-Delta Property Constraint.
473 * Generates position-delta property based on scroll-position + scroll-offset properties.
475 Vector3 InternalPositionDeltaConstraint(const Vector3& current,
476 const PropertyInput& scrollPositionProperty,
477 const PropertyInput& scrollOffsetProperty)
479 const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
480 const Vector3& scrollOffset = scrollOffsetProperty.GetVector3();
482 return scrollPosition + scrollOffset;
486 * Internal Final Position Constraint
487 * The position of content is:
488 * of scroll-position + f(scroll-overshoot)
489 * where f(...) function defines how overshoot
490 * should affect final-position.
492 struct InternalFinalConstraint
494 InternalFinalConstraint(AlphaFunction functionX,
495 AlphaFunction functionY)
496 : mFunctionX(functionX),
497 mFunctionY(functionY)
501 Vector3 operator()(const Vector3& current,
502 const PropertyInput& scrollPositionProperty,
503 const PropertyInput& scrollOvershootXProperty,
504 const PropertyInput& scrollOvershootYProperty)
506 const float& overshootx = scrollOvershootXProperty.GetFloat();
507 const float& overshooty = scrollOvershootYProperty.GetFloat();
508 Vector3 offset( mFunctionX(overshootx),
509 mFunctionY(overshooty),
512 return scrollPositionProperty.GetVector3() - offset;
515 AlphaFunction mFunctionX;
516 AlphaFunction mFunctionY;
522 return Toolkit::ScrollView::New();
525 TypeRegistration typeRegistration( typeid(Toolkit::ScrollView), typeid(Toolkit::Scrollable), Create );
527 SignalConnectorType signalConnector1( typeRegistration, Toolkit::ScrollView::SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal );
532 ///////////////////////////////////////////////////////////////////////////////////////////////////
534 ///////////////////////////////////////////////////////////////////////////////////////////////////
536 Dali::Toolkit::ScrollView ScrollView::New()
538 // Create the implementation
539 ScrollViewPtr scrollView(new ScrollView());
541 // Pass ownership to CustomActor via derived handle
542 Dali::Toolkit::ScrollView handle(*scrollView);
544 // Second-phase init of the implementation
545 // This can only be done after the CustomActor connection has been made...
546 scrollView->Initialize();
551 ScrollView::ScrollView()
554 mGestureStackDepth(0),
555 mScrollStateFlags(0),
556 mMinTouchesForPanning(1),
557 mMaxTouchesForPanning(1),
558 mLockAxis(LockPossible),
559 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
560 mOvershootDelay(1.0f),
561 mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
562 mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT),
563 mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION),
564 mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut),
565 mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
566 mSnapAlphaFunction(AlphaFunctions::EaseOut),
567 mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
568 mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
569 mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION),
570 mFlickAlphaFunction(AlphaFunctions::EaseOut),
571 mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
572 mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
573 mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
574 mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
575 mInAccessibilityPan(false),
578 mScrollInterrupted(false),
581 mTouchDownTimeoutReached(false),
582 mActorAutoSnapEnabled(false),
583 mAutoResizeContainerEnabled(false),
585 mAxisAutoLock(false),
587 mDefaultMaxOvershoot(true),
588 mCanScrollHorizontal(true),
589 mCanScrollVertical(true)
591 SetRequiresMouseWheelEvents(true);
594 void ScrollView::OnInitialize()
598 // Internal Actor, used to hide actors from enumerations.
599 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
600 mInternalActor = Actor::New();
601 mInternalActor.SetDrawMode(DrawMode::OVERLAY);
602 self.Add(mInternalActor);
603 mInternalActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
604 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
605 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
609 // Register Scroll Properties.
610 RegisterProperties();
612 mScrollPostPosition = mScrollPrePosition = Vector3::ZERO;
614 mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
618 mGestureStackDepth = 0;
620 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
622 // For pan, default to only 1 touch required, ignoring touches outside this range.
623 SetTouchesRequiredForPanning(1, 1, false);
625 // By default we'll allow the user to freely drag the scroll view,
626 // while disabling the other rulers.
627 RulerPtr ruler = new DefaultRuler();
631 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
633 Vector3 size = GetControlSize();
634 UpdatePropertyDomain(size);
635 SetInternalConstraints();
638 void ScrollView::OnControlStageConnection()
640 DALI_LOG_SCROLL_STATE("[0x%X]", this);
644 SetScrollSensitive( false );
645 SetScrollSensitive( true );
647 if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
649 // try and make sure property notifications are set
650 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
654 void ScrollView::OnControlStageDisconnection()
656 DALI_LOG_SCROLL_STATE("[0x%X]", this);
661 ScrollView::~ScrollView()
663 DALI_LOG_SCROLL_STATE("[0x%X]", this);
666 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
668 return mSnapAlphaFunction;
671 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
673 mSnapAlphaFunction = alpha;
676 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
678 return mFlickAlphaFunction;
681 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
683 mFlickAlphaFunction = alpha;
686 float ScrollView::GetScrollSnapDuration() const
688 return mSnapDuration;
691 void ScrollView::SetScrollSnapDuration(float time)
693 mSnapDuration = time;
696 float ScrollView::GetScrollFlickDuration() const
698 return mFlickDuration;
701 void ScrollView::SetScrollFlickDuration(float time)
703 mFlickDuration = time;
706 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
708 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
710 // Assertion check to ensure effect doesn't already exist in this scrollview
711 bool effectAlreadyExistsInScrollView(false);
712 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
716 effectAlreadyExistsInScrollView = true;
721 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
723 // add effect to effects list
724 mEffects.push_back(effect);
726 // invoke Attachment request to ScrollView first
727 GetImpl(effect).Attach(self);
730 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
732 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
734 // remove effect from effects list
735 bool effectExistedInScrollView(false);
736 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
740 mEffects.erase(iter);
741 effectExistedInScrollView = true;
746 // Assertion check to ensure effect existed.
747 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
749 // invoke Detachment request to ScrollView last
750 GetImpl(effect).Detach(self);
753 void ScrollView::RemoveAllEffects()
755 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
757 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
759 Toolkit::ScrollViewEffect effect = *effectIter;
761 // invoke Detachment request to ScrollView last
762 GetImpl(effect).Detach(self);
768 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
770 ApplyConstraintToBoundActors(constraint);
773 void ScrollView::RemoveConstraintsFromChildren()
775 RemoveConstraintsFromBoundActors();
778 const RulerPtr ScrollView::GetRulerX() const
783 const RulerPtr ScrollView::GetRulerY() const
788 void ScrollView::SetRulerX(RulerPtr ruler)
792 Vector3 size = GetControlSize();
793 UpdatePropertyDomain(size);
794 UpdateMainInternalConstraint();
797 void ScrollView::SetRulerY(RulerPtr ruler)
801 Vector3 size = GetControlSize();
802 UpdatePropertyDomain(size);
803 UpdateMainInternalConstraint();
806 void ScrollView::UpdatePropertyDomain(const Vector3& size)
809 Vector3 min = mMinScroll;
810 Vector3 max = mMaxScroll;
811 bool scrollPositionChanged = false;
812 bool domainChanged = false;
814 bool canScrollVertical = false;
815 bool canScrollHorizontal = false;
816 UpdateLocalScrollProperties();
817 if(mRulerX->IsEnabled())
819 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
820 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
821 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
823 domainChanged = true;
824 min.x = rulerDomain.min;
825 max.x = rulerDomain.max;
827 // make sure new scroll value is within new domain
828 if( mScrollPrePosition.x < min.x
829 || mScrollPrePosition.x > max.x )
831 scrollPositionChanged = true;
832 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
835 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
837 canScrollHorizontal = true;
840 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
841 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
843 // need to reset to 0
844 domainChanged = true;
847 canScrollHorizontal = false;
850 if(mRulerY->IsEnabled())
852 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
853 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
854 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
856 domainChanged = true;
857 min.y = rulerDomain.min;
858 max.y = rulerDomain.max;
860 // make sure new scroll value is within new domain
861 if( mScrollPrePosition.y < min.y
862 || mScrollPrePosition.y > max.y )
864 scrollPositionChanged = true;
865 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
868 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
870 canScrollVertical = true;
873 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
874 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
876 // need to reset to 0
877 domainChanged = true;
880 canScrollVertical = false;
883 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
884 if( mCanScrollVertical != canScrollVertical )
886 mCanScrollVertical = canScrollVertical;
887 self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
889 if( mCanScrollHorizontal != canScrollHorizontal )
891 mCanScrollHorizontal = canScrollHorizontal;
892 self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
894 if( scrollPositionChanged )
896 DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
897 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
903 self.SetProperty(mPropertyPositionMin, mMinScroll );
904 self.SetProperty(mPropertyPositionMax, mMaxScroll );
908 void ScrollView::SetScrollSensitive(bool sensitive)
911 PanGestureDetector panGesture( GetPanGestureDetector() );
913 DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
915 if((!mSensitive) && (sensitive))
917 mSensitive = sensitive;
918 panGesture.Attach(self);
920 else if((mSensitive) && (!sensitive))
922 DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
924 // while the scroll view is panning, the state needs to be reset.
927 PanGesture cancelGesture( Gesture::Cancelled );
928 OnPan( cancelGesture );
931 panGesture.Detach(self);
932 mSensitive = sensitive;
934 mGestureStackDepth = 0;
935 DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
939 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
941 mMaxOvershoot.x = overshootX;
942 mMaxOvershoot.y = overshootY;
943 mUserMaxOvershoot = mMaxOvershoot;
944 mDefaultMaxOvershoot = false;
945 UpdateMainInternalConstraint();
948 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
950 mSnapOvershootAlphaFunction = alpha;
953 void ScrollView::SetSnapOvershootDuration(float duration)
955 mSnapOvershootDuration = duration;
958 void ScrollView::SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside)
960 PanGestureDetector panGesture( GetPanGestureDetector() );
962 mMinTouchesForPanning = minTouches;
963 mMaxTouchesForPanning = maxTouches;
967 panGesture.SetMinimumTouchesRequired(minTouches);
968 panGesture.SetMaximumTouchesRequired(maxTouches);
972 panGesture.SetMinimumTouchesRequired(1);
973 panGesture.SetMaximumTouchesRequired(UINT_MAX);
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(mPropertyWrap, 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::SetMouseWheelScrollDistanceStep(Vector2 step)
1085 mMouseWheelScrollDistanceStep = step;
1088 Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const
1090 return mMouseWheelScrollDistanceStep;
1093 unsigned int ScrollView::GetCurrentPage() const
1095 // in case animation is currently taking place.
1096 Vector3 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 Vector3 ScrollView::GetCurrentScrollPosition() const
1113 return -GetPropertyPosition();
1116 void ScrollView::SetScrollPosition(const Vector3& position)
1118 mScrollPrePosition = position;
1121 Vector3 ScrollView::GetDomainSize() const
1123 Vector3 size = Self().GetCurrentSize();
1125 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1126 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1128 Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size;
1132 void ScrollView::TransformTo(const Vector3& position,
1133 DirectionBias horizontalBias, DirectionBias verticalBias)
1135 TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
1138 void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha,
1139 DirectionBias horizontalBias, DirectionBias verticalBias)
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 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1151 self.SetProperty( mPropertyScrollStartPagePosition, 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( mPropertyPanning, false );
1168 if( mScrollMainInternalPrePositionConstraint )
1170 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
1174 self.SetProperty(mPropertyScrolling, 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 Vector3::ONE * duration,
1189 // if not animating, then this pan has completed right now.
1190 self.SetProperty(mPropertyScrolling, 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 Vector3 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 Vector3& position)
1209 ScrollTo(position, mSnapDuration );
1212 void ScrollView::ScrollTo(const Vector3& position, float duration)
1214 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1217 void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha)
1219 ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
1222 void ScrollView::ScrollTo(const Vector3& position, float duration,
1223 DirectionBias horizontalBias, DirectionBias verticalBias)
1225 ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
1228 void ScrollView::ScrollTo(const Vector3& 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 position -= GetPropertyPrePosition();
1272 ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration);
1275 Actor ScrollView::FindClosestActor()
1277 Actor self = Self();
1278 Vector3 size = self.GetCurrentSize();
1280 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1283 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1286 float closestDistance2 = 0.0f;
1287 Vector3 actualPosition = position;
1289 unsigned int numChildren = Self().GetChildCount();
1291 for(unsigned int i = 0; i < numChildren; ++i)
1293 Actor child = Self().GetChildAt(i);
1295 if(mInternalActor == child) // ignore internal actor.
1300 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1302 Vector3 delta = childPosition - actualPosition;
1304 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1305 if(dirX > All) // != All,None
1307 FindDirection deltaH = delta.x > 0 ? Right : Left;
1314 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1315 if(dirY > All) // != All,None
1317 FindDirection deltaV = delta.y > 0 ? Down : Up;
1324 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1325 if(dirZ > All) // != All,None
1327 FindDirection deltaV = delta.y > 0 ? In : Out;
1334 // compare child to closest child in terms of distance.
1335 float distance2 = 0.0f;
1337 // distance2 = the Square of the relevant dimensions of delta
1340 distance2 += delta.x * delta.x;
1345 distance2 += delta.y * delta.y;
1350 distance2 += delta.z * delta.z;
1353 if(closestChild) // Next time.
1355 if(distance2 < closestDistance2)
1357 closestChild = child;
1358 closestDistance2 = distance2;
1363 closestChild = child;
1364 closestDistance2 = distance2;
1368 return closestChild;
1371 bool ScrollView::ScrollToSnapPoint()
1373 DALI_LOG_SCROLL_STATE("[0x%X]", this );
1374 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1375 return SnapWithVelocity( stationaryVelocity );
1378 // TODO: In situations where axes are different (X snap, Y free)
1379 // Each axis should really have their own independent animation (time and equation)
1380 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1381 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1382 // Currently, the axes have been split however, they both use the same EaseOut equation.
1383 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1385 // Animator takes over now, touches are assumed not to interfere.
1386 // And if touches do interfere, then we'll stop animation, update PrePosition
1387 // to current mScroll's properties, and then resume.
1388 // Note: For Flicking this may work a bit different...
1390 float angle = atan2(velocity.y, velocity.x);
1391 float speed2 = velocity.LengthSquared();
1392 AlphaFunction alphaFunction = mSnapAlphaFunction;
1393 Vector3 positionDuration = Vector3::ONE * mSnapDuration;
1396 FindDirection horizontal = None;
1397 FindDirection vertical = None;
1399 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1400 // that will be accepted as a general N,E,S,W flick direction.
1402 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1403 const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
1405 Vector3 positionSnap = mScrollPrePosition;
1407 // Flick logic X Axis
1409 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1413 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1414 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1416 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1418 biasX = 0.0f, horizontal = Left;
1420 // This guards against an error where no movement occurs, due to the flick finishing
1421 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1422 positionSnap.x += 1.0f;
1424 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1426 biasX = 1.0f, horizontal = Right;
1428 // This guards against an error where no movement occurs, due to the flick finishing
1429 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1430 positionSnap.x -= 1.0f;
1435 // Flick logic Y Axis
1437 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1441 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1442 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1444 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1446 biasY = 0.0f, vertical = Up;
1448 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1450 biasY = 1.0f, vertical = Down;
1455 // isFlick: Whether this gesture is a flick or not.
1456 bool isFlick = (horizontal != All || vertical != All);
1457 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1458 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1460 if(isFlick || isFreeFlick)
1462 positionDuration = Vector3::ONE * mFlickDuration;
1463 alphaFunction = mFlickAlphaFunction;
1466 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1468 if(mActorAutoSnapEnabled)
1470 Vector3 size = Self().GetCurrentSize();
1472 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1474 if(!child && isFlick )
1476 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1477 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1482 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1484 // Get center-point of the Actor.
1485 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1487 if(mRulerX->IsEnabled())
1489 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1491 if(mRulerY->IsEnabled())
1493 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1498 Vector3 startPosition = positionSnap;
1499 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1500 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1502 Vector3 clampDelta(Vector3::ZERO);
1503 ClampPosition(positionSnap);
1505 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1506 && isFreeFlick && !mActorAutoSnapEnabled)
1508 // Calculate target position based on velocity of flick.
1510 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1511 // u = Initial Velocity (Flick velocity)
1512 // v = 0 (Final Velocity)
1513 // t = Time (Velocity / Deceleration)
1514 Vector2 stageSize = Stage::GetCurrent().GetSize();
1515 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1516 float a = (stageLength * mFrictionCoefficient);
1517 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1518 float speed = u.Length();
1521 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1522 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1524 alphaFunction = ConstantDecelerationAlphaFunction;
1526 float t = speed / a;
1528 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1530 positionSnap.x += t*u.x*0.5f;
1533 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1535 positionSnap.y += t*u.y*0.5f;
1538 clampDelta = positionSnap;
1539 ClampPosition(positionSnap);
1540 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1542 clampDelta -= positionSnap;
1543 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1544 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1548 clampDelta = Vector3::ZERO;
1551 // If Axis is Free and has velocity, then calculate time taken
1552 // to reach target based on velocity in axis.
1553 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1555 float deltaX = fabsf(startPosition.x - positionSnap.x);
1557 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1559 positionDuration.x = fabsf(deltaX / u.x);
1563 positionDuration.x = 0;
1567 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1569 float deltaY = fabsf(startPosition.y - positionSnap.y);
1571 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1573 positionDuration.y = fabsf(deltaY / u.y);
1577 positionDuration.y = 0;
1582 if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator))
1584 // Scroll to the end of the overshoot only when overshoot is enabled.
1585 positionSnap += clampDelta;
1588 bool animating = AnimateTo(positionSnap, positionDuration,
1589 alphaFunction, false,
1590 DirectionBiasNone, DirectionBiasNone,
1591 isFlick || isFreeFlick ? Flick : Snap);
1596 void ScrollView::StopAnimation(void)
1598 // Clear Snap animation if exists.
1599 StopAnimation(mInternalXAnimation);
1600 StopAnimation(mInternalYAnimation);
1601 mScrollStateFlags = 0;
1602 // remove scroll animation flags
1603 HandleStoppedAnimation();
1606 void ScrollView::StopAnimation(Animation& animation)
1615 bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration,
1616 AlphaFunction alpha, bool findShortcuts,
1617 DirectionBias horizontalBias, DirectionBias verticalBias,
1620 // Here we perform an animation on a number of properties (depending on which have changed)
1621 // The animation is applied to all ScrollBases
1622 Actor self = Self();
1623 mScrollTargetPosition = position;
1624 float totalDuration = 0.0f;
1626 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1630 totalDuration = std::max(totalDuration, positionDuration.x);
1631 totalDuration = std::max(totalDuration, positionDuration.y);
1635 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1636 totalDuration = 0.01f;
1637 positionChanged = true;
1642 // Position Delta ///////////////////////////////////////////////////////
1645 if(mWrapMode && findShortcuts)
1647 // In Wrap Mode, the shortest distance is a little less intuitive...
1648 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1649 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1651 if(mRulerX->IsEnabled())
1653 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1654 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1657 if(mRulerY->IsEnabled())
1659 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1660 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1664 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1665 // a horizonal/vertical wall.delay
1666 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1667 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1669 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1671 DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
1672 self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
1673 mScrollPrePosition = mScrollTargetPosition;
1674 mScrollPostPosition = mScrollTargetPosition;
1675 WrapPosition(mScrollPostPosition);
1678 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 );
1679 DALI_LOG_SCROLL_STATE("[0x%X] mPropertyPrePosition[%.2f, %.2f], mPropertyPosition[%.2f, %.2f]", this, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().x, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().y, self.GetProperty( mPropertyPosition ).Get<Vector3>().x, self.GetProperty( mPropertyPosition ).Get<Vector3>().y );
1682 SetScrollUpdateNotification(true);
1684 // Always send a snap event when AnimateTo is called.
1685 Toolkit::ScrollView::SnapEvent snapEvent;
1686 snapEvent.type = snapType;
1687 snapEvent.position = -mScrollTargetPosition;
1688 snapEvent.duration = totalDuration;
1690 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1691 mSnapStartedSignal.Emit( snapEvent );
1693 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1696 void ScrollView::SetOvershootEnabled(bool enabled)
1698 if(enabled && !mOvershootIndicator)
1700 mOvershootIndicator = ScrollOvershootIndicator::New();
1704 mOvershootIndicator->AttachToScrollable(*this);
1708 mMaxOvershoot = mUserMaxOvershoot;
1709 mOvershootIndicator->DetachFromScrollable(*this);
1711 UpdateMainInternalConstraint();
1714 void ScrollView::AddOverlay(Actor actor)
1716 mInternalActor.Add( actor );
1719 void ScrollView::RemoveOverlay(Actor actor)
1721 mInternalActor.Remove( actor );
1724 void ScrollView::SetOvershootEffectColor( const Vector4& color )
1726 mOvershootEffectColor = color;
1727 if( mOvershootIndicator )
1729 mOvershootIndicator->SetOvershootEffectColor( color );
1733 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1735 PanGestureDetector panGesture( GetPanGestureDetector() );
1737 // First remove just in case we have some set, then add.
1738 panGesture.RemoveDirection( direction );
1739 panGesture.AddDirection( direction, threshold );
1742 void ScrollView::RemoveScrollingDirection( Radian direction )
1744 PanGestureDetector panGesture( GetPanGestureDetector() );
1745 panGesture.RemoveDirection( direction );
1748 Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
1750 return mSnapStartedSignal;
1753 void ScrollView::FindAndUnbindActor(Actor child)
1758 Vector3 ScrollView::GetPropertyPrePosition() const
1760 Vector3 position = Self().GetProperty<Vector3>(mPropertyPrePosition);
1761 WrapPosition(position);
1765 Vector3 ScrollView::GetPropertyPosition() const
1767 Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
1768 WrapPosition(position);
1773 void ScrollView::HandleStoppedAnimation()
1775 SetScrollUpdateNotification(false);
1778 void ScrollView::HandleSnapAnimationFinished()
1780 // Emit Signal that scrolling has completed.
1782 Actor self = Self();
1783 self.SetProperty(mPropertyScrolling, false);
1785 Vector3 deltaPosition(mScrollPrePosition);
1787 UpdateLocalScrollProperties();
1788 WrapPosition(mScrollPrePosition);
1789 DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
1790 self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
1792 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1793 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
1794 mScrollCompletedSignal.Emit( currentScrollPosition );
1796 mDomainOffset += deltaPosition - mScrollPostPosition;
1797 self.SetProperty(mPropertyDomainOffset, mDomainOffset);
1798 HandleStoppedAnimation();
1801 void ScrollView::SetScrollUpdateNotification( bool enabled )
1803 Actor self = Self();
1804 if( mScrollXUpdateNotification )
1806 // disconnect now to avoid a notification before removed from update thread
1807 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1808 self.RemovePropertyNotification(mScrollXUpdateNotification);
1809 mScrollXUpdateNotification.Reset();
1813 mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1814 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1816 if( mScrollYUpdateNotification )
1818 // disconnect now to avoid a notification before removed from update thread
1819 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1820 self.RemovePropertyNotification(mScrollYUpdateNotification);
1821 mScrollYUpdateNotification.Reset();
1825 mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1826 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1830 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1832 // Guard against destruction during signal emission
1833 Toolkit::ScrollView handle( GetOwner() );
1835 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1836 mScrollUpdatedSignal.Emit( currentScrollPosition );
1839 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1841 Dali::BaseHandle handle( object );
1843 bool connected( true );
1844 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1846 if( Toolkit::ScrollView::SIGNAL_SNAP_STARTED == signalName )
1848 view.SnapStartedSignal().Connect( tracker, functor );
1852 // signalName does not match any signal
1859 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1861 // need to update domain properties for new size
1862 UpdatePropertyDomain(targetSize);
1865 void ScrollView::OnControlSizeSet( const Vector3& size )
1867 // need to update domain properties for new size
1868 if( mDefaultMaxOvershoot )
1870 mUserMaxOvershoot.x = size.x * 0.5f;
1871 mUserMaxOvershoot.y = size.y * 0.5f;
1872 if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
1874 mMaxOvershoot = mUserMaxOvershoot;
1877 UpdatePropertyDomain(size);
1878 UpdateMainInternalConstraint();
1879 if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) )
1881 mOvershootIndicator->Reset();
1885 void ScrollView::OnChildAdd(Actor& child)
1893 void ScrollView::OnChildRemove(Actor& child)
1895 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1899 void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue )
1901 Actor self = Self();
1902 if( index == mPropertyPrePosition )
1904 DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get<Vector3>().x, propertyValue.Get<Vector3>().y);
1905 propertyValue.Get(mScrollPrePosition);
1909 void ScrollView::StartTouchDownTimer()
1911 if ( !mTouchDownTimer )
1913 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
1914 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
1917 mTouchDownTimer.Start();
1920 void ScrollView::StopTouchDownTimer()
1922 if ( mTouchDownTimer )
1924 mTouchDownTimer.Stop();
1928 bool ScrollView::OnTouchDownTimeout()
1930 DALI_LOG_SCROLL_STATE("[0x%X]", this);
1932 mTouchDownTimeoutReached = true;
1934 unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
1935 if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
1937 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
1940 if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
1942 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
1944 mScrollInterrupted = true;
1945 // reset domain offset as scrolling from original plane.
1946 mDomainOffset = Vector3::ZERO;
1947 Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
1949 UpdateLocalScrollProperties();
1950 Vector3 currentScrollPosition = GetCurrentScrollPosition();
1951 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1952 mScrollCompletedSignal.Emit( currentScrollPosition );
1959 bool ScrollView::OnTouchEvent(const TouchEvent& event)
1963 DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
1965 // Ignore this touch event, if scrollview is insensitive.
1969 // Ignore events with multiple-touch points
1970 if (event.GetPointCount() != 1)
1972 DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
1977 const TouchPoint::State pointState = event.GetPoint(0).state;
1978 if( pointState == TouchPoint::Down )
1980 DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
1982 if(mGestureStackDepth==0)
1984 mTouchDownTime = event.time;
1986 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
1987 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
1988 mTouchDownTimeoutReached = false;
1989 mScrollInterrupted = false;
1990 StartTouchDownTimer();
1993 else if( ( pointState == TouchPoint::Up ) ||
1994 ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) )
1996 DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
1998 StopTouchDownTimer();
2000 // if the user touches and releases without enough movement to go
2001 // into a gesture state, then we should snap to nearest point.
2002 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2003 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2005 if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) ||
2006 ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
2008 // Reset the velocity only if down was received a while ago
2009 mLastVelocity = Vector2( 0.0f, 0.0f );
2012 UpdateLocalScrollProperties();
2013 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2014 if ( mScrollInterrupted || mScrolling )
2016 DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
2021 mTouchDownTimeoutReached = false;
2022 mScrollInterrupted = false;
2028 bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event)
2032 // Ignore this mouse wheel event, if scrollview is insensitive.
2036 Vector3 targetScrollPosition = GetPropertyPosition();
2038 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2040 // If only the ruler in the X axis is enabled, scroll in the X axis.
2041 if(mRulerX->GetType() == Ruler::Free)
2043 // Free panning mode
2044 targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x;
2045 ClampPosition(targetScrollPosition);
2046 ScrollTo(-targetScrollPosition);
2048 else if(!mScrolling)
2050 // Snap mode, only respond to the event when the previous snap animation is finished.
2051 ScrollTo(GetCurrentPage() - event.z);
2056 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2057 if(mRulerY->GetType() == Ruler::Free)
2059 // Free panning mode
2060 targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y;
2061 ClampPosition(targetScrollPosition);
2062 ScrollTo(-targetScrollPosition);
2064 else if(!mScrolling)
2066 // Snap mode, only respond to the event when the previous snap animation is finished.
2067 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2074 void ScrollView::ResetScrolling()
2076 Actor self = Self();
2077 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2078 mScrollPrePosition = mScrollPostPosition;
2079 DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
2080 self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
2083 void ScrollView::UpdateLocalScrollProperties()
2085 Actor self = Self();
2086 self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
2087 self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
2090 // private functions
2092 void ScrollView::PreAnimatedScrollSetup()
2094 // mPropertyPrePosition is our unclamped property with wrapping
2095 // mPropertyPosition is our final scroll position after clamping
2097 Actor self = Self();
2099 Vector3 deltaPosition(mScrollPostPosition);
2100 WrapPosition(mScrollPostPosition);
2101 mDomainOffset += deltaPosition - mScrollPostPosition;
2102 Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
2104 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2106 // already performing animation on internal x position
2107 StopAnimation(mInternalXAnimation);
2110 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2112 // already performing animation on internal y position
2113 StopAnimation(mInternalYAnimation);
2116 mScrollStateFlags = 0;
2118 // Update Actor position with this wrapped value.
2121 void ScrollView::FinaliseAnimatedScroll()
2123 // TODO - common animation finishing code in here
2126 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2128 StopAnimation(mInternalXAnimation);
2130 if( duration > Math::MACHINE_EPSILON_10 )
2132 Actor self = Self();
2133 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get<Vector3>().x, position );
2134 mInternalXAnimation = Animation::New(duration);
2135 DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
2136 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2137 mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
2138 mInternalXAnimation.Play();
2140 // erase current state flags
2141 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2142 // add internal animation state flag
2143 mScrollStateFlags |= AnimatingInternalX;
2147 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2149 StopAnimation(mInternalYAnimation);
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(mPropertyPrePosition).Get<Vector3>().y, position );
2155 mInternalYAnimation = Animation::New(duration);
2156 DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
2157 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2158 mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
2159 mInternalYAnimation.Play();
2161 // erase current state flags
2162 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2163 // add internal animation state flag
2164 mScrollStateFlags |= AnimatingInternalY;
2168 void ScrollView::OnScrollAnimationFinished( Animation& source )
2170 // Guard against destruction during signal emission
2171 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2172 Toolkit::ScrollView handle( GetOwner() );
2174 bool scrollingFinished = false;
2176 // update our local scroll positions
2177 UpdateLocalScrollProperties();
2179 if( source == mInternalXAnimation )
2181 DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().x, mScrollPostPosition.x );
2183 if( !(mScrollStateFlags & AnimatingInternalY) )
2185 scrollingFinished = true;
2187 mInternalXAnimation.Reset();
2188 // wrap pre scroll x position and set it
2191 const RulerDomain rulerDomain = mRulerX->GetDomain();
2192 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
2193 DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2194 handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2196 SnapInternalXTo(mScrollPostPosition.x);
2199 if( source == mInternalYAnimation )
2201 DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().y, mScrollPostPosition.y );
2203 if( !(mScrollStateFlags & AnimatingInternalX) )
2205 scrollingFinished = true;
2207 mInternalYAnimation.Reset();
2210 // wrap pre scroll y position and set it
2211 const RulerDomain rulerDomain = mRulerY->GetDomain();
2212 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
2213 DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2214 handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
2216 SnapInternalYTo(mScrollPostPosition.y);
2219 DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
2221 if(scrollingFinished)
2223 HandleSnapAnimationFinished();
2227 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2229 Actor self = Self();
2230 UpdateLocalScrollProperties();
2231 if( source == mInternalXAnimation )
2233 DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
2235 // clear internal x animation flags
2236 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2237 mInternalXAnimation.Reset();
2238 WrapPosition(mScrollPrePosition);
2240 if( source == mInternalYAnimation )
2242 DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
2244 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2245 mInternalYAnimation.Reset();
2246 WrapPosition(mScrollPrePosition);
2250 void ScrollView::SnapInternalXTo(float position)
2252 Actor self = Self();
2254 StopAnimation(mInternalXAnimation);
2256 // erase current state flags
2257 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2259 // if internal x not equal to inputed parameter, animate it
2260 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2261 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2262 if( duration > Math::MACHINE_EPSILON_1 )
2264 DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
2266 mInternalXAnimation = Animation::New(duration);
2267 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2268 mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
2269 mInternalXAnimation.Play();
2271 // add internal animation state flag
2272 mScrollStateFlags |= SnappingInternalX;
2276 void ScrollView::SnapInternalYTo(float position)
2278 Actor self = Self();
2280 StopAnimation(mInternalYAnimation);
2282 // erase current state flags
2283 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2285 // if internal y not equal to inputed parameter, animate it
2286 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2287 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2288 if( duration > Math::MACHINE_EPSILON_1 )
2290 DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
2292 mInternalYAnimation = Animation::New(duration);
2293 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2294 mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
2295 mInternalYAnimation.Play();
2297 // add internal animation state flag
2298 mScrollStateFlags |= SnappingInternalY;
2302 void ScrollView::GestureStarted()
2304 // we handle the first gesture.
2305 // if we're currently doing a gesture and receive another
2306 // we continue and combine the effects of the gesture instead of reseting.
2307 if(mGestureStackDepth++==0)
2309 Actor self = Self();
2310 StopTouchDownTimer();
2312 mPanDelta = Vector3::ZERO;
2313 mLastVelocity = Vector2(0.0f, 0.0f);
2316 mLockAxis = LockPossible;
2319 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2321 StopAnimation(mInternalXAnimation);
2323 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2325 StopAnimation(mInternalYAnimation);
2327 mScrollStateFlags = 0;
2329 if(mScrolling) // are we interrupting a current scroll?
2331 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2333 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2334 // give applications the position within the domain from the scroll view's anchor position
2335 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2336 mScrollCompletedSignal.Emit( -mScrollPostPosition );
2341 void ScrollView::GestureContinuing(const Vector2& panDelta)
2343 mPanDelta.x+= panDelta.x;
2344 mPanDelta.y+= panDelta.y;
2346 // Save the velocity, there is a bug in PanGesture
2347 // Whereby the Gesture::Finished's velocity is either:
2348 // NaN (due to time delta of zero between the last two events)
2349 // or 0 (due to position being the same between the last two events)
2351 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2352 // appears mostly horizontal or mostly vertical respectively.
2355 mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient);
2356 } // end if mAxisAutoLock
2359 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2360 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2361 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2362 void ScrollView::OnPan( const PanGesture& gesture )
2364 // Guard against destruction during signal emission
2365 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2366 Actor self( Self() );
2370 DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
2372 // If another callback on the same original signal disables sensitivity,
2373 // this callback will still be called, so we must suppress it.
2377 // translate Gesture input to get useful data...
2378 switch(gesture.state)
2380 case Gesture::Started:
2382 DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
2383 mPanStartPosition = gesture.position - gesture.displacement;
2384 UpdateLocalScrollProperties();
2387 self.SetProperty( mPropertyPanning, true );
2388 self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2390 UpdateMainInternalConstraint();
2394 case Gesture::Continuing:
2398 DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
2399 GestureContinuing(gesture.screenDisplacement);
2403 // If we do not think we are panning, then we should not do anything here
2409 case Gesture::Finished:
2410 case Gesture::Cancelled:
2414 DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
2416 UpdateLocalScrollProperties();
2417 mLastVelocity = gesture.velocity;
2419 self.SetProperty( mPropertyPanning, false );
2421 if( mScrollMainInternalPrePositionConstraint )
2423 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2426 if( mOvershootIndicator )
2428 mOvershootIndicator->ClearOvershoot();
2433 // If we do not think we are panning, then we should not do anything here
2439 case Gesture::Possible:
2440 case Gesture::Clear:
2442 // Nothing to do, not needed.
2446 } // end switch(gesture.state)
2448 OnGestureEx(gesture.state);
2451 void ScrollView::OnGestureEx(Gesture::State state)
2453 // call necessary signals for application developer
2455 if(state == Gesture::Started)
2457 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2458 Self().SetProperty(mPropertyScrolling, true);
2460 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2461 mScrollStartedSignal.Emit( currentScrollPosition );
2463 else if( (state == Gesture::Finished) ||
2464 (state == Gesture::Cancelled) ) // Finished/default
2466 // when all the gestures have finished, we finish the transform.
2467 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2468 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2469 // this is the point we end, and perform necessary snapping.
2470 mGestureStackDepth--;
2471 if(mGestureStackDepth==0)
2473 // no flick if we have not exceeded min flick distance
2474 if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
2475 && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
2477 // reset flick velocity
2478 mLastVelocity = Vector2::ZERO;
2484 DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
2489 void ScrollView::FinishTransform()
2491 // at this stage internal x and x scroll position should have followed prescroll position exactly
2492 Actor self = Self();
2494 PreAnimatedScrollSetup();
2496 // convert pixels/millisecond to pixels per second
2497 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2501 // if not animating, then this pan has completed right now.
2502 SetScrollUpdateNotification(false);
2504 Self().SetProperty(mPropertyScrolling, false);
2506 if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
2508 SnapInternalXTo(mScrollTargetPosition.x);
2510 if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
2512 SnapInternalYTo(mScrollTargetPosition.y);
2514 Vector3 currentScrollPosition = GetCurrentScrollPosition();
2515 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2516 mScrollCompletedSignal.Emit( currentScrollPosition );
2520 Vector3 ScrollView::GetOvershoot(Vector3& position) const
2522 Vector3 size = Self().GetCurrentSize();
2525 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2526 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2528 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2530 const float left = rulerDomainX.min - position.x;
2531 const float right = size.width - rulerDomainX.max - position.x;
2538 overshoot.x = right;
2542 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2544 const float top = rulerDomainY.min - position.y;
2545 const float bottom = size.height - rulerDomainY.max - position.y;
2552 overshoot.y = bottom;
2559 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2561 // Keep track of whether this is an AccessibilityPan
2562 mInAccessibilityPan = true;
2564 mInAccessibilityPan = false;
2569 void ScrollView::ClampPosition(Vector3& position) const
2571 ClampState3 clamped;
2572 ClampPosition(position, clamped);
2575 void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const
2577 Vector3 size = Self().GetCurrentSize();
2579 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2580 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.
2582 clamped.z = NotClamped;
2585 void ScrollView::WrapPosition(Vector3& position) const
2589 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2590 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2592 if(mRulerX->IsEnabled())
2594 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2597 if(mRulerY->IsEnabled())
2599 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2604 void ScrollView::UpdateMainInternalConstraint()
2606 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2607 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2608 Actor self = Self();
2609 PanGestureDetector detector( GetPanGestureDetector() );
2611 if(mScrollMainInternalPositionConstraint)
2613 self.RemoveConstraint(mScrollMainInternalPositionConstraint);
2614 self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
2615 self.RemoveConstraint(mScrollMainInternalFinalConstraint);
2616 self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
2618 if( mScrollMainInternalPrePositionConstraint )
2620 self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
2623 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2624 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2626 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2627 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2629 if( mLockAxis == LockVertical )
2631 initialPanMask.y = 0.0f;
2633 else if( mLockAxis == LockHorizontal )
2635 initialPanMask.x = 0.0f;
2637 Constraint constraint;
2641 constraint = Constraint::New<Vector3>( mPropertyPrePosition,
2642 Source( detector, PanGestureDetector::LOCAL_POSITION ),
2643 Source( self, Actor::SIZE ),
2644 InternalPrePositionConstraint( mPanStartPosition, initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
2645 mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
2648 // 2. Second calculate the clamped position (actual position)
2649 constraint = Constraint::New<Vector3>( mPropertyPosition,
2650 LocalSource( mPropertyPrePosition ),
2651 LocalSource( mPropertyPositionMin ),
2652 LocalSource( mPropertyPositionMax ),
2653 Source( self, Actor::SIZE ),
2654 InternalPositionConstraint( mRulerX->GetDomain(),
2655 mRulerY->GetDomain(), mWrapMode ) );
2656 mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint );
2658 constraint = Constraint::New<Vector3>( mPropertyPositionDelta,
2659 LocalSource( mPropertyPosition ),
2660 LocalSource( mPropertyDomainOffset ),
2661 InternalPositionDeltaConstraint );
2662 mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint );
2664 constraint = Constraint::New<Vector3>( mPropertyFinal,
2665 LocalSource( mPropertyPosition ),
2666 LocalSource( mPropertyOvershootX ),
2667 LocalSource( mPropertyOvershootY ),
2668 InternalFinalConstraint( FinalDefaultAlphaFunction,
2669 FinalDefaultAlphaFunction ) );
2670 mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint );
2672 constraint = Constraint::New<Vector3>( mPropertyRelativePosition,
2673 LocalSource( mPropertyPosition ),
2674 LocalSource( mPropertyPositionMin ),
2675 LocalSource( mPropertyPositionMax ),
2676 LocalSource( Actor::SIZE ),
2677 InternalRelativePositionConstraint );
2678 mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
2680 // When panning we want to make sure overshoot values are affected by pre position and post position
2681 SetOvershootConstraintsEnabled(!mWrapMode);
2684 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2686 Actor self( Self() );
2687 // remove and reset, it may now be in wrong order with the main internal constraints
2688 if( mScrollMainInternalOvershootXConstraint )
2690 self.RemoveConstraint(mScrollMainInternalOvershootXConstraint);
2691 mScrollMainInternalOvershootXConstraint.Reset();
2692 self.RemoveConstraint(mScrollMainInternalOvershootYConstraint);
2693 mScrollMainInternalOvershootYConstraint.Reset();
2697 Constraint constraint = Constraint::New<float>( mPropertyOvershootX,
2698 LocalSource( mPropertyPrePosition ),
2699 LocalSource( mPropertyPosition ),
2700 LocalSource( mPropertyCanScrollHorizontal ),
2701 OvershootXConstraint(mMaxOvershoot.x) );
2702 mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint );
2704 constraint = Constraint::New<float>( mPropertyOvershootY,
2705 LocalSource( mPropertyPrePosition ),
2706 LocalSource( mPropertyPosition ),
2707 LocalSource( mPropertyCanScrollVertical ),
2708 OvershootYConstraint(mMaxOvershoot.y) );
2709 mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint );
2713 self.SetProperty(mPropertyOvershootX, 0.0f);
2714 self.SetProperty(mPropertyOvershootY, 0.0f);
2718 void ScrollView::SetInternalConstraints()
2720 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2721 UpdateMainInternalConstraint();
2723 // User definable constraints to apply to all child actors //////////////////
2724 Actor self = Self();
2726 // Apply some default constraints to ScrollView & its bound actors
2727 // Movement + Wrap function
2729 Constraint constraint;
2731 // MoveActor (scrolling)
2732 constraint = Constraint::New<Vector3>( Actor::POSITION,
2733 Source( self, mPropertyPosition ),
2734 MoveActorConstraint );
2735 constraint.SetRemoveAction(Constraint::Discard);
2736 ApplyConstraintToBoundActors(constraint);
2738 // WrapActor (wrap functionality)
2739 constraint = Constraint::New<Vector3>( Actor::POSITION,
2740 LocalSource( Actor::SCALE ),
2741 LocalSource( Actor::ANCHOR_POINT ),
2742 LocalSource( Actor::SIZE ),
2743 Source( self, mPropertyPositionMin ),
2744 Source( self, mPropertyPositionMax ),
2745 Source( self, mPropertyWrap ),
2746 WrapActorConstraint );
2747 constraint.SetRemoveAction(Constraint::Discard);
2748 ApplyConstraintToBoundActors(constraint);
2751 } // namespace Internal
2753 } // namespace Toolkit