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/public-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( "internalMaxPosition" );
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_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED )
248 DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED )
249 DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED )
250 DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP )
252 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION)
253 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION)
254 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
255 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
256 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX)
257 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
258 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
259 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X)
260 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y)
261 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL)
262 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL,0)
263 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL,1)
264 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
265 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
266 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
267 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE)
268 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
269 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
270 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET)
271 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA)
272 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION)
274 DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED )
276 DALI_TYPE_REGISTRATION_END()
279 * Returns whether to lock scrolling to a particular axis
281 * @param[in] panDelta Distance panned since gesture started
282 * @param[in] currentLockAxis The current lock axis value
283 * @param[in] lockGradient How quickly to lock to a particular axis
285 * @return The new axis lock state
287 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
289 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
290 currentLockAxis == ScrollView::LockPossible)
292 float dx = fabsf(panDelta.x);
293 float dy = fabsf(panDelta.y);
294 if(dx * lockGradient >= dy)
296 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
297 currentLockAxis = ScrollView::LockVertical;
299 else if(dy * lockGradient > dx)
301 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
302 currentLockAxis = ScrollView::LockHorizontal;
306 currentLockAxis = ScrollView::LockNone;
309 return currentLockAxis;
313 * Internal Pre-Position Property Constraint.
315 * Generates position property based on current position + gesture displacement.
316 * Or generates position property based on positionX/Y.
317 * Note: This is the position prior to any clamping at scroll boundaries.
319 struct InternalPrePositionConstraint
321 InternalPrePositionConstraint( const Vector2& initialPanPosition,
322 const Vector2& initialPanMask,
324 float axisAutoLockGradient,
325 ScrollView::LockAxis initialLockAxis,
326 const Vector2& maxOvershoot,
327 const RulerPtr& rulerX, const RulerPtr& rulerY )
328 : mLocalStart( initialPanPosition ),
329 mInitialPanMask( initialPanMask ),
330 mMaxOvershoot( maxOvershoot ),
331 mAxisAutoLockGradient( axisAutoLockGradient ),
332 mLockAxis( initialLockAxis ),
333 mAxisAutoLock( axisAutoLock ),
336 const RulerDomain& rulerDomainX = rulerX->GetDomain();
337 const RulerDomain& rulerDomainY = rulerY->GetDomain();
338 mDomainMin = Vector2( rulerDomainX.min, -rulerDomainY.min );
339 mDomainMax = Vector2( -rulerDomainX.max, -rulerDomainY.max );
340 mClampX = rulerDomainX.enabled;
341 mClampY = rulerDomainY.enabled;
342 mFixedRulerX = rulerX->GetType() == Ruler::Fixed;
343 mFixedRulerY = rulerY->GetType() == Ruler::Fixed;
346 void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs )
348 const Vector2& panPosition = inputs[0]->GetVector2();
349 const bool& inGesture = inputs[1]->GetBoolean();
351 // First check if we are within a gesture.
352 // The ScrollView may have received a start gesture from ::OnPan()
353 // while the finish gesture is received now in this constraint.
354 // This gesture must then be rejected as the value will be "old".
355 // Typically the last value from the end of the last gesture.
356 // If we are rejecting the gesture, we simply don't modify the constraint target.
361 mPrePosition = scrollPostPosition;
362 mStartPosition = mPrePosition;
363 mCurrentPanMask = mInitialPanMask;
367 // Calculate Deltas...
368 const Vector2& currentPosition = panPosition;
369 Vector2 panDelta( currentPosition - mLocalStart );
371 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
372 // appears mostly horizontal or mostly vertical respectively...
375 mLockAxis = GetLockAxis( panDelta, mLockAxis, mAxisAutoLockGradient );
376 if( mLockAxis == ScrollView::LockVertical )
378 mCurrentPanMask.y = 0.0f;
380 else if( mLockAxis == ScrollView::LockHorizontal )
382 mCurrentPanMask.x = 0.0f;
386 // Restrict deltas based on ruler enable/disable and axis-lock state...
387 panDelta *= mCurrentPanMask;
389 // Perform Position transform based on input deltas...
390 scrollPostPosition = mPrePosition;
391 scrollPostPosition += panDelta;
393 // if no wrapping then clamp preposition to maximum overshoot amount
394 const Vector3& size = inputs[2]->GetVector3();
397 float newXPosition = Clamp( scrollPostPosition.x, ( mDomainMax.x + size.x ) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
398 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
399 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
401 mPrePosition.x = newXPosition;
402 mLocalStart.x = panPosition.x;
404 scrollPostPosition.x = newXPosition;
408 float newYPosition = Clamp( scrollPostPosition.y, ( mDomainMax.y + size.y ) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
409 if( ( newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1 )
410 || ( newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1 ) )
412 mPrePosition.y = newYPosition;
413 mLocalStart.y = panPosition.y;
415 scrollPostPosition.y = newYPosition;
418 // If we are using a fixed ruler in a particular axis, limit the maximum pages scrolled on that axis.
419 if( mFixedRulerX || mFixedRulerY )
421 // Here we limit the maximum amount that can be moved from the starting position of the gesture to one page.
422 // We do this only if we have a fixed ruler (on that axis) and the mode is enabled.
423 // Note: 1.0f is subtracted to keep the value within one page size (otherwise we stray on to the page after).
424 // Note: A further 1.0f is subtracted to handle a compensation that happens later within the flick handling code in SnapWithVelocity().
425 // When a flick is completed, an adjustment of 1.0f is sometimes made to allow for the scenario where:
426 // A flick finishes before the update thread has advanced the scroll position past the previous snap point.
427 Vector2 pageSizeLimit( size.x - ( 1.0f + 1.0f ), size.y - ( 1.0f - 1.0f ) );
428 Vector2 minPosition( mStartPosition.x - pageSizeLimit.x, mStartPosition.y - pageSizeLimit.y );
429 Vector2 maxPosition( mStartPosition.x + pageSizeLimit.x, mStartPosition.y + pageSizeLimit.y );
433 scrollPostPosition.x = Clamp( scrollPostPosition.x, minPosition.x, maxPosition.x );
437 scrollPostPosition.y = Clamp( scrollPostPosition.y, minPosition.y, maxPosition.y );
443 Vector2 mPrePosition;
445 Vector2 mStartPosition; ///< The start position of the gesture - used to limit scroll amount (not modified by clamping).
446 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings).
447 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
450 Vector2 mMaxOvershoot;
452 float mAxisAutoLockGradient; ///< Set by ScrollView
453 ScrollView::LockAxis mLockAxis;
455 bool mAxisAutoLock:1; ///< Set by ScrollView
464 * Internal Position Property Constraint.
466 * Generates position property based on pre-position
467 * Note: This is the position after clamping.
468 * (uses result of InternalPrePositionConstraint)
470 struct InternalPositionConstraint
472 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
473 : mDomainMin( -domainX.min, -domainY.min ),
474 mDomainMax( -domainX.max, -domainY.max ),
475 mClampX( domainX.enabled ),
476 mClampY( domainY.enabled ),
481 void operator()( Vector2& position, const PropertyInputContainer& inputs )
483 position = inputs[0]->GetVector2();
484 const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
485 const Vector2& min = inputs[1]->GetVector2();
486 const Vector2& max = inputs[2]->GetVector2();
490 position.x = -WrapInDomain(-position.x, min.x, max.x);
491 position.y = -WrapInDomain(-position.y, min.y, max.y);
495 // clamp post position to domain
496 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
497 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
510 * This constraint updates the X overshoot property using the difference
511 * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f
513 struct OvershootXConstraint
515 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
517 void operator()( float& current, const PropertyInputContainer& inputs )
519 if( inputs[2]->GetBoolean() )
521 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
522 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
523 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
524 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
536 * This constraint updates the Y overshoot property using the difference
537 * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f
539 struct OvershootYConstraint
541 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
543 void operator()( float& current, const PropertyInputContainer& inputs )
545 if( inputs[2]->GetBoolean() )
547 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
548 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
549 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
550 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
562 * Internal Position-Delta Property Constraint.
564 * Generates position-delta property based on scroll-position + scroll-offset properties.
566 void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs )
568 const Vector2& scrollPosition = inputs[0]->GetVector2();
569 const Vector2& scrollOffset = inputs[1]->GetVector2();
571 current = scrollPosition + scrollOffset;
575 * Internal Final Position Constraint
576 * The position of content is:
577 * of scroll-position + f(scroll-overshoot)
578 * where f(...) function defines how overshoot
579 * should affect final-position.
581 struct InternalFinalConstraint
583 InternalFinalConstraint(AlphaFunctionPrototype functionX,
584 AlphaFunctionPrototype functionY)
585 : mFunctionX(functionX),
586 mFunctionY(functionY)
590 void operator()( Vector2& current, const PropertyInputContainer& inputs )
592 const float& overshootx = inputs[1]->GetFloat();
593 const float& overshooty = inputs[2]->GetFloat();
594 Vector2 offset( mFunctionX(overshootx),
595 mFunctionY(overshooty) );
597 current = inputs[0]->GetVector2() - offset;
600 AlphaFunctionPrototype mFunctionX;
601 AlphaFunctionPrototype mFunctionY;
607 ///////////////////////////////////////////////////////////////////////////////////////////////////
609 ///////////////////////////////////////////////////////////////////////////////////////////////////
611 Dali::Toolkit::ScrollView ScrollView::New()
613 // Create the implementation
614 ScrollViewPtr scrollView(new ScrollView());
616 // Pass ownership to CustomActor via derived handle
617 Dali::Toolkit::ScrollView handle(*scrollView);
619 // Second-phase init of the implementation
620 // This can only be done after the CustomActor connection has been made...
621 scrollView->Initialize();
626 ScrollView::ScrollView()
627 : ScrollBase( ControlBehaviour( REQUIRES_WHEEL_EVENTS ) ), // Enable size negotiation
629 mGestureStackDepth(0),
630 mScrollStateFlags(0),
631 mLockAxis(LockPossible),
632 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
633 mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
634 mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
635 mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION),
636 mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
637 mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
638 mSnapAlphaFunction(AlphaFunction::EASE_OUT),
639 mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
640 mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
641 mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION),
642 mFlickAlphaFunction(AlphaFunction::EASE_OUT),
643 mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
644 mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT),
645 mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT),
646 mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED),
647 mWheelScrollDistanceStep(Vector2::ZERO),
648 mInAccessibilityPan(false),
650 mScrollInterrupted(false),
653 mTouchDownTimeoutReached(false),
654 mActorAutoSnapEnabled(false),
655 mAutoResizeContainerEnabled(false),
657 mAxisAutoLock(false),
659 mDefaultMaxOvershoot(true),
660 mCanScrollHorizontal(true),
661 mCanScrollVertical(true)
665 void ScrollView::OnInitialize()
669 // Internal Actor, used to hide actors from enumerations.
670 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
671 mInternalActor = Actor::New();
672 self.Add(mInternalActor);
674 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
675 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
676 mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
680 mScrollPostPosition = mScrollPrePosition = Vector2::ZERO;
682 mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
684 mGestureStackDepth = 0;
686 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
688 // By default we'll allow the user to freely drag the scroll view,
689 // while disabling the other rulers.
690 RulerPtr ruler = new DefaultRuler();
694 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
695 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
697 UpdatePropertyDomain();
698 SetInternalConstraints();
701 void ScrollView::OnStageConnection( int depth )
703 ScrollBase::OnStageConnection( depth );
705 DALI_LOG_SCROLL_STATE("[0x%X]", this);
709 SetScrollSensitive( false );
710 SetScrollSensitive( true );
712 if(IsOvershootEnabled())
714 // try and make sure property notifications are set
715 EnableScrollOvershoot(true);
719 void ScrollView::OnStageDisconnection()
721 DALI_LOG_SCROLL_STATE("[0x%X]", this);
725 ScrollBase::OnStageDisconnection();
728 ScrollView::~ScrollView()
730 DALI_LOG_SCROLL_STATE("[0x%X]", this);
733 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
735 return mSnapAlphaFunction;
738 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
740 mSnapAlphaFunction = alpha;
743 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
745 return mFlickAlphaFunction;
748 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
750 mFlickAlphaFunction = alpha;
753 float ScrollView::GetScrollSnapDuration() const
755 return mSnapDuration;
758 void ScrollView::SetScrollSnapDuration(float time)
760 mSnapDuration = time;
763 float ScrollView::GetScrollFlickDuration() const
765 return mFlickDuration;
768 void ScrollView::SetScrollFlickDuration(float time)
770 mFlickDuration = time;
773 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
775 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
777 // Assertion check to ensure effect doesn't already exist in this scrollview
778 bool effectAlreadyExistsInScrollView(false);
779 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
783 effectAlreadyExistsInScrollView = true;
788 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
790 // add effect to effects list
791 mEffects.push_back(effect);
793 // invoke Attachment request to ScrollView first
794 GetImpl(effect).Attach(self);
797 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
799 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
801 // remove effect from effects list
802 bool effectExistedInScrollView(false);
803 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
807 mEffects.erase(iter);
808 effectExistedInScrollView = true;
813 // Assertion check to ensure effect existed.
814 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
816 // invoke Detachment request to ScrollView last
817 GetImpl(effect).Detach(self);
820 void ScrollView::RemoveAllEffects()
822 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
824 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
826 Toolkit::ScrollViewEffect effect = *effectIter;
828 // invoke Detachment request to ScrollView last
829 GetImpl(effect).Detach(self);
835 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
837 ApplyConstraintToBoundActors(constraint);
840 void ScrollView::RemoveConstraintsFromChildren()
842 RemoveConstraintsFromBoundActors();
845 const RulerPtr ScrollView::GetRulerX() const
850 const RulerPtr ScrollView::GetRulerY() const
855 void ScrollView::SetRulerX(RulerPtr ruler)
859 UpdatePropertyDomain();
860 UpdateMainInternalConstraint();
863 void ScrollView::SetRulerY(RulerPtr ruler)
867 UpdatePropertyDomain();
868 UpdateMainInternalConstraint();
871 void ScrollView::UpdatePropertyDomain()
874 Vector3 size = self.GetTargetSize();
875 Vector2 min = mMinScroll;
876 Vector2 max = mMaxScroll;
877 bool scrollPositionChanged = false;
878 bool domainChanged = false;
880 bool canScrollVertical = false;
881 bool canScrollHorizontal = false;
882 UpdateLocalScrollProperties();
883 if(mRulerX->IsEnabled())
885 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
886 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
887 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
889 domainChanged = true;
890 min.x = rulerDomain.min;
891 max.x = rulerDomain.max;
893 // make sure new scroll value is within new domain
894 if( mScrollPrePosition.x < min.x
895 || mScrollPrePosition.x > max.x )
897 scrollPositionChanged = true;
898 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
901 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
903 canScrollHorizontal = true;
906 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
907 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
909 // need to reset to 0
910 domainChanged = true;
913 canScrollHorizontal = false;
916 if(mRulerY->IsEnabled())
918 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
919 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
920 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
922 domainChanged = true;
923 min.y = rulerDomain.min;
924 max.y = rulerDomain.max;
926 // make sure new scroll value is within new domain
927 if( mScrollPrePosition.y < min.y
928 || mScrollPrePosition.y > max.y )
930 scrollPositionChanged = true;
931 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
934 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
936 canScrollVertical = true;
939 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
940 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
942 // need to reset to 0
943 domainChanged = true;
946 canScrollVertical = false;
949 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
950 if( mCanScrollVertical != canScrollVertical )
952 mCanScrollVertical = canScrollVertical;
953 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical);
955 if( mCanScrollHorizontal != canScrollHorizontal )
957 mCanScrollHorizontal = canScrollHorizontal;
958 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, canScrollHorizontal);
960 if( scrollPositionChanged )
962 DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
963 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
969 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll );
970 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll );
974 bool ScrollView::GetScrollSensitive()
979 void ScrollView::SetScrollSensitive(bool sensitive)
982 PanGestureDetector panGesture( GetPanGestureDetector() );
984 DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
986 if((!mSensitive) && (sensitive))
988 mSensitive = sensitive;
989 panGesture.Attach(self);
991 else if((mSensitive) && (!sensitive))
993 DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
995 // while the scroll view is panning, the state needs to be reset.
998 PanGesture cancelGesture( Gesture::Cancelled );
999 OnPan( cancelGesture );
1002 panGesture.Detach(self);
1003 mSensitive = sensitive;
1005 mGestureStackDepth = 0;
1006 DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
1010 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
1012 mMaxOvershoot.x = overshootX;
1013 mMaxOvershoot.y = overshootY;
1014 mUserMaxOvershoot = mMaxOvershoot;
1015 mDefaultMaxOvershoot = false;
1016 UpdateMainInternalConstraint();
1019 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
1021 mSnapOvershootAlphaFunction = alpha;
1024 float ScrollView::GetSnapOvershootDuration()
1026 return mSnapOvershootDuration;
1029 void ScrollView::SetSnapOvershootDuration(float duration)
1031 mSnapOvershootDuration = duration;
1034 bool ScrollView::GetActorAutoSnap()
1036 return mActorAutoSnapEnabled;
1039 void ScrollView::SetActorAutoSnap(bool enable)
1041 mActorAutoSnapEnabled = enable;
1044 void ScrollView::SetAutoResize(bool enable)
1046 mAutoResizeContainerEnabled = enable;
1047 // TODO: This needs a lot of issues to be addressed before working.
1050 bool ScrollView::GetWrapMode() const
1055 void ScrollView::SetWrapMode(bool enable)
1058 Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
1061 int ScrollView::GetScrollUpdateDistance() const
1063 return mScrollUpdateDistance;
1066 void ScrollView::SetScrollUpdateDistance(int distance)
1068 mScrollUpdateDistance = distance;
1071 bool ScrollView::GetAxisAutoLock() const
1073 return mAxisAutoLock;
1076 void ScrollView::SetAxisAutoLock(bool enable)
1078 mAxisAutoLock = enable;
1079 UpdateMainInternalConstraint();
1082 float ScrollView::GetAxisAutoLockGradient() const
1084 return mAxisAutoLockGradient;
1087 void ScrollView::SetAxisAutoLockGradient(float gradient)
1089 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1090 mAxisAutoLockGradient = gradient;
1091 UpdateMainInternalConstraint();
1094 float ScrollView::GetFrictionCoefficient() const
1096 return mFrictionCoefficient;
1099 void ScrollView::SetFrictionCoefficient(float friction)
1101 DALI_ASSERT_DEBUG( friction > 0.0f );
1102 mFrictionCoefficient = friction;
1105 float ScrollView::GetFlickSpeedCoefficient() const
1107 return mFlickSpeedCoefficient;
1110 void ScrollView::SetFlickSpeedCoefficient(float speed)
1112 mFlickSpeedCoefficient = speed;
1115 Vector2 ScrollView::GetMinimumDistanceForFlick() const
1117 return mMinFlickDistance;
1120 void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
1122 mMinFlickDistance = distance;
1125 float ScrollView::GetMinimumSpeedForFlick() const
1127 return mFlickSpeedThreshold;
1130 void ScrollView::SetMinimumSpeedForFlick( float speed )
1132 mFlickSpeedThreshold = speed;
1135 float ScrollView::GetMaxFlickSpeed() const
1137 return mMaxFlickSpeed;
1140 void ScrollView::SetMaxFlickSpeed(float speed)
1142 mMaxFlickSpeed = speed;
1145 void ScrollView::SetWheelScrollDistanceStep(Vector2 step)
1147 mWheelScrollDistanceStep = step;
1150 Vector2 ScrollView::GetWheelScrollDistanceStep() const
1152 return mWheelScrollDistanceStep;
1155 unsigned int ScrollView::GetCurrentPage() const
1157 // in case animation is currently taking place.
1158 Vector2 position = GetPropertyPosition();
1160 Actor self = Self();
1161 unsigned int page = 0;
1162 unsigned int pagesPerVolume = 1;
1163 unsigned int volume = 0;
1165 // if rulerX is enabled, then get page count (columns)
1166 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1167 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1168 pagesPerVolume = mRulerX->GetTotalPages();
1170 return volume * pagesPerVolume + page;
1173 Vector2 ScrollView::GetCurrentScrollPosition() const
1175 return -GetPropertyPosition();
1178 Vector2 ScrollView::GetDomainSize() const
1180 Vector3 size = Self().GetCurrentSize();
1182 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1183 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1186 domainSize.x = xDomain.max - xDomain.min - size.x;
1187 domainSize.y = yDomain.max - yDomain.min - size.y;
1191 void ScrollView::TransformTo(const Vector2& position,
1192 DirectionBias horizontalBias, DirectionBias verticalBias)
1194 TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
1197 void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
1198 DirectionBias horizontalBias, DirectionBias verticalBias)
1200 // If this is called while the timer is running, then cancel it
1201 StopTouchDownTimer();
1203 Actor self( Self() );
1205 // Guard against destruction during signal emission
1206 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1207 Toolkit::ScrollView handle( GetOwner() );
1209 DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
1210 this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1212 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1213 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) );
1215 if( mScrolling ) // are we interrupting a current scroll?
1217 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1219 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1220 mScrollCompletedSignal.Emit( currentScrollPosition );
1223 if( mPanning ) // are we interrupting a current pan?
1225 DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
1227 mGestureStackDepth = 0;
1228 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
1230 if( mScrollMainInternalPrePositionConstraint )
1232 mScrollMainInternalPrePositionConstraint.Remove();
1236 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
1239 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1240 mScrollStartedSignal.Emit( currentScrollPosition );
1241 bool animating = AnimateTo(-position,
1242 Vector2::ONE * duration,
1251 // if not animating, then this pan has completed right now.
1252 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1255 // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
1256 // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
1257 Vector2 completedPosition( currentScrollPosition );
1258 if( duration <= Math::MACHINE_EPSILON_10 )
1260 completedPosition = position;
1263 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
1264 SetScrollUpdateNotification(false);
1265 mScrollCompletedSignal.Emit( completedPosition );
1269 void ScrollView::ScrollTo(const Vector2& position)
1271 ScrollTo(position, mSnapDuration );
1274 void ScrollView::ScrollTo(const Vector2& position, float duration)
1276 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1279 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
1281 ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
1284 void ScrollView::ScrollTo(const Vector2& position, float duration,
1285 DirectionBias horizontalBias, DirectionBias verticalBias)
1287 ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
1290 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
1291 DirectionBias horizontalBias, DirectionBias verticalBias)
1293 DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1294 TransformTo(position, duration, alpha, horizontalBias, verticalBias);
1297 void ScrollView::ScrollTo(unsigned int page)
1299 ScrollTo(page, mSnapDuration);
1302 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1305 unsigned int volume;
1306 unsigned int libraries;
1308 // The position to scroll to is continuous and linear
1309 // unless a domain has been enabled on the X axis.
1310 // or if WrapMode has been enabled.
1311 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1312 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1314 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1315 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1317 ScrollTo(position, duration, bias, bias);
1320 void ScrollView::ScrollTo(Actor &actor)
1322 ScrollTo(actor, mSnapDuration);
1325 void ScrollView::ScrollTo(Actor &actor, float duration)
1327 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1329 Actor self = Self();
1330 Vector3 size = self.GetCurrentSize();
1331 Vector3 position = actor.GetCurrentPosition();
1332 Vector2 prePosition = GetPropertyPrePosition();
1333 position.GetVectorXY() -= prePosition;
1335 ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
1338 Actor ScrollView::FindClosestActor()
1340 Actor self = Self();
1341 Vector3 size = self.GetCurrentSize();
1343 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1346 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1349 float closestDistance2 = 0.0f;
1350 Vector3 actualPosition = position;
1352 unsigned int numChildren = Self().GetChildCount();
1354 for(unsigned int i = 0; i < numChildren; ++i)
1356 Actor child = Self().GetChildAt(i);
1358 if(mInternalActor == child) // ignore internal actor.
1363 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1365 Vector3 delta = childPosition - actualPosition;
1367 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1368 if(dirX > All) // != All,None
1370 FindDirection deltaH = delta.x > 0 ? Right : Left;
1377 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1378 if(dirY > All) // != All,None
1380 FindDirection deltaV = delta.y > 0 ? Down : Up;
1387 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1388 if(dirZ > All) // != All,None
1390 FindDirection deltaV = delta.y > 0 ? In : Out;
1397 // compare child to closest child in terms of distance.
1398 float distance2 = 0.0f;
1400 // distance2 = the Square of the relevant dimensions of delta
1403 distance2 += delta.x * delta.x;
1408 distance2 += delta.y * delta.y;
1413 distance2 += delta.z * delta.z;
1416 if(closestChild) // Next time.
1418 if(distance2 < closestDistance2)
1420 closestChild = child;
1421 closestDistance2 = distance2;
1426 closestChild = child;
1427 closestDistance2 = distance2;
1431 return closestChild;
1434 bool ScrollView::ScrollToSnapPoint()
1436 DALI_LOG_SCROLL_STATE("[0x%X]", this );
1437 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1438 return SnapWithVelocity( stationaryVelocity );
1441 // TODO: In situations where axes are different (X snap, Y free)
1442 // Each axis should really have their own independent animation (time and equation)
1443 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1444 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1445 // Currently, the axes have been split however, they both use the same EaseOut equation.
1446 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1448 // Animator takes over now, touches are assumed not to interfere.
1449 // And if touches do interfere, then we'll stop animation, update PrePosition
1450 // to current mScroll's properties, and then resume.
1451 // Note: For Flicking this may work a bit different...
1453 float angle = atan2(velocity.y, velocity.x);
1454 float speed2 = velocity.LengthSquared();
1455 AlphaFunction alphaFunction = mSnapAlphaFunction;
1456 Vector2 positionDuration = Vector2::ONE * mSnapDuration;
1459 FindDirection horizontal = None;
1460 FindDirection vertical = None;
1462 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1463 // that will be accepted as a general N,E,S,W flick direction.
1465 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1466 const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
1468 Vector2 positionSnap = mScrollPrePosition;
1470 // Flick logic X Axis
1472 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1476 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1477 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1479 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1481 biasX = 0.0f, horizontal = Left;
1483 // This guards against an error where no movement occurs, due to the flick finishing
1484 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1485 positionSnap.x += 1.0f;
1487 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1489 biasX = 1.0f, horizontal = Right;
1491 // This guards against an error where no movement occurs, due to the flick finishing
1492 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1493 positionSnap.x -= 1.0f;
1498 // Flick logic Y Axis
1500 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1504 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1505 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1507 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1509 biasY = 0.0f, vertical = Up;
1511 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1513 biasY = 1.0f, vertical = Down;
1518 // isFlick: Whether this gesture is a flick or not.
1519 bool isFlick = (horizontal != All || vertical != All);
1520 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1521 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1523 if(isFlick || isFreeFlick)
1525 positionDuration = Vector2::ONE * mFlickDuration;
1526 alphaFunction = mFlickAlphaFunction;
1529 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1531 if(mActorAutoSnapEnabled)
1533 Vector3 size = Self().GetCurrentSize();
1535 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1537 if(!child && isFlick )
1539 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1540 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1545 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1547 // Get center-point of the Actor.
1548 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1550 if(mRulerX->IsEnabled())
1552 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1554 if(mRulerY->IsEnabled())
1556 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1561 Vector2 startPosition = positionSnap;
1562 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1563 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1565 Vector2 clampDelta(Vector2::ZERO);
1566 ClampPosition(positionSnap);
1568 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1569 && isFreeFlick && !mActorAutoSnapEnabled)
1571 // Calculate target position based on velocity of flick.
1573 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1574 // u = Initial Velocity (Flick velocity)
1575 // v = 0 (Final Velocity)
1576 // t = Time (Velocity / Deceleration)
1577 Vector2 stageSize = Stage::GetCurrent().GetSize();
1578 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1579 float a = (stageLength * mFrictionCoefficient);
1580 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1581 float speed = u.Length();
1584 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1585 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1587 alphaFunction = ConstantDecelerationAlphaFunction;
1589 float t = speed / a;
1591 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1593 positionSnap.x += t*u.x*0.5f;
1596 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1598 positionSnap.y += t*u.y*0.5f;
1601 clampDelta = positionSnap;
1602 ClampPosition(positionSnap);
1603 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1605 clampDelta -= positionSnap;
1606 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1607 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1611 clampDelta = Vector2::ZERO;
1614 // If Axis is Free and has velocity, then calculate time taken
1615 // to reach target based on velocity in axis.
1616 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1618 float deltaX = fabsf(startPosition.x - positionSnap.x);
1620 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1622 positionDuration.x = fabsf(deltaX / u.x);
1626 positionDuration.x = 0;
1630 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1632 float deltaY = fabsf(startPosition.y - positionSnap.y);
1634 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1636 positionDuration.y = fabsf(deltaY / u.y);
1640 positionDuration.y = 0;
1645 if(IsOvershootEnabled())
1647 // Scroll to the end of the overshoot only when overshoot is enabled.
1648 positionSnap += clampDelta;
1651 bool animating = AnimateTo(positionSnap, positionDuration,
1652 alphaFunction, false,
1653 DirectionBiasNone, DirectionBiasNone,
1654 isFlick || isFreeFlick ? Flick : Snap);
1659 void ScrollView::StopAnimation(void)
1661 // Clear Snap animation if exists.
1662 StopAnimation(mInternalXAnimation);
1663 StopAnimation(mInternalYAnimation);
1664 mScrollStateFlags = 0;
1665 // remove scroll animation flags
1666 HandleStoppedAnimation();
1669 void ScrollView::StopAnimation(Animation& animation)
1678 bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration,
1679 AlphaFunction alpha, bool findShortcuts,
1680 DirectionBias horizontalBias, DirectionBias verticalBias,
1683 // Here we perform an animation on a number of properties (depending on which have changed)
1684 // The animation is applied to all ScrollBases
1685 Actor self = Self();
1686 mScrollTargetPosition = position;
1687 float totalDuration = 0.0f;
1689 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1693 totalDuration = std::max(totalDuration, positionDuration.x);
1694 totalDuration = std::max(totalDuration, positionDuration.y);
1698 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1699 totalDuration = 0.01f;
1700 positionChanged = true;
1705 // Position Delta ///////////////////////////////////////////////////////
1708 if(mWrapMode && findShortcuts)
1710 // In Wrap Mode, the shortest distance is a little less intuitive...
1711 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1712 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1714 if(mRulerX->IsEnabled())
1716 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1717 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1720 if(mRulerY->IsEnabled())
1722 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1723 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1727 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1728 // a horizonal/vertical wall.delay
1729 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1730 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1732 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1734 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
1735 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
1736 mScrollPrePosition = mScrollTargetPosition;
1737 mScrollPostPosition = mScrollTargetPosition;
1738 WrapPosition(mScrollPostPosition);
1741 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 );
1742 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 );
1745 SetScrollUpdateNotification(true);
1747 // Always send a snap event when AnimateTo is called.
1748 Toolkit::ScrollView::SnapEvent snapEvent;
1749 snapEvent.type = snapType;
1750 snapEvent.position = -mScrollTargetPosition;
1751 snapEvent.duration = totalDuration;
1753 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1754 mSnapStartedSignal.Emit( snapEvent );
1756 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1759 void ScrollView::EnableScrollOvershoot(bool enable)
1763 if (!mOvershootIndicator)
1765 mOvershootIndicator = ScrollOvershootIndicator::New();
1768 mOvershootIndicator->AttachToScrollable(*this);
1772 mMaxOvershoot = mUserMaxOvershoot;
1774 if (mOvershootIndicator)
1776 mOvershootIndicator->DetachFromScrollable(*this);
1780 UpdateMainInternalConstraint();
1783 void ScrollView::AddOverlay(Actor actor)
1785 actor.SetDrawMode( DrawMode::OVERLAY_2D );
1786 mInternalActor.Add( actor );
1789 void ScrollView::RemoveOverlay(Actor actor)
1791 mInternalActor.Remove( actor );
1794 void ScrollView::SetOvershootEffectColor( const Vector4& color )
1796 mOvershootEffectColor = color;
1797 if( mOvershootIndicator )
1799 mOvershootIndicator->SetOvershootEffectColor( color );
1803 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1805 PanGestureDetector panGesture( GetPanGestureDetector() );
1807 // First remove just in case we have some set, then add.
1808 panGesture.RemoveDirection( direction );
1809 panGesture.AddDirection( direction, threshold );
1812 void ScrollView::RemoveScrollingDirection( Radian direction )
1814 PanGestureDetector panGesture( GetPanGestureDetector() );
1815 panGesture.RemoveDirection( direction );
1818 Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
1820 return mSnapStartedSignal;
1823 void ScrollView::FindAndUnbindActor(Actor child)
1828 Vector2 ScrollView::GetPropertyPrePosition() const
1830 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
1831 WrapPosition(position);
1835 Vector2 ScrollView::GetPropertyPosition() const
1837 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1838 WrapPosition(position);
1843 void ScrollView::HandleStoppedAnimation()
1845 SetScrollUpdateNotification(false);
1848 void ScrollView::HandleSnapAnimationFinished()
1850 // Emit Signal that scrolling has completed.
1852 Actor self = Self();
1853 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1855 Vector2 deltaPosition(mScrollPrePosition);
1857 UpdateLocalScrollProperties();
1858 WrapPosition(mScrollPrePosition);
1859 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
1860 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1862 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1863 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
1864 mScrollCompletedSignal.Emit( currentScrollPosition );
1866 mDomainOffset += deltaPosition - mScrollPostPosition;
1867 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
1868 HandleStoppedAnimation();
1871 void ScrollView::SetScrollUpdateNotification( bool enabled )
1873 Actor self = Self();
1874 if( mScrollXUpdateNotification )
1876 // disconnect now to avoid a notification before removed from update thread
1877 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1878 self.RemovePropertyNotification(mScrollXUpdateNotification);
1879 mScrollXUpdateNotification.Reset();
1881 if( enabled && !mScrollUpdatedSignal.Empty())
1883 // Only set up the notification when the application has connected to the updated signal
1884 mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1885 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1887 if( mScrollYUpdateNotification )
1889 // disconnect now to avoid a notification before removed from update thread
1890 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1891 self.RemovePropertyNotification(mScrollYUpdateNotification);
1892 mScrollYUpdateNotification.Reset();
1894 if( enabled && !mScrollUpdatedSignal.Empty())
1896 // Only set up the notification when the application has connected to the updated signal
1897 mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1898 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1902 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1904 // Guard against destruction during signal emission
1905 Toolkit::ScrollView handle( GetOwner() );
1907 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1908 mScrollUpdatedSignal.Emit( currentScrollPosition );
1911 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1913 Dali::BaseHandle handle( object );
1915 bool connected( true );
1916 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1918 if( 0 == strcmp( signalName.c_str(), SIGNAL_SNAP_STARTED ) )
1920 view.SnapStartedSignal().Connect( tracker, functor );
1924 // signalName does not match any signal
1931 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1933 // need to update domain properties for new size
1934 UpdatePropertyDomain();
1937 void ScrollView::OnSizeSet( const Vector3& size )
1939 // need to update domain properties for new size
1940 if( mDefaultMaxOvershoot )
1942 mUserMaxOvershoot.x = size.x * 0.5f;
1943 mUserMaxOvershoot.y = size.y * 0.5f;
1944 if( !IsOvershootEnabled() )
1946 mMaxOvershoot = mUserMaxOvershoot;
1949 UpdatePropertyDomain();
1950 UpdateMainInternalConstraint();
1951 if( IsOvershootEnabled() )
1953 mOvershootIndicator->Reset();
1957 void ScrollView::OnChildAdd(Actor& child)
1959 ScrollBase::OnChildAdd( child );
1961 Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
1964 mInternalActor.Add(scrollBar);
1965 if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::Horizontal)
1967 scrollBar.SetScrollPropertySource(Self(),
1968 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
1969 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
1970 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
1971 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
1975 scrollBar.SetScrollPropertySource(Self(),
1976 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
1977 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
1978 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
1979 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
1982 else if(mAlterChild)
1988 void ScrollView::OnChildRemove(Actor& child)
1990 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1993 ScrollBase::OnChildRemove( child );
1996 void ScrollView::StartTouchDownTimer()
1998 if ( !mTouchDownTimer )
2000 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
2001 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
2004 mTouchDownTimer.Start();
2007 void ScrollView::StopTouchDownTimer()
2009 if ( mTouchDownTimer )
2011 mTouchDownTimer.Stop();
2015 bool ScrollView::OnTouchDownTimeout()
2017 DALI_LOG_SCROLL_STATE("[0x%X]", this);
2019 mTouchDownTimeoutReached = true;
2021 unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
2022 if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
2024 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
2027 if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
2029 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
2031 mScrollInterrupted = true;
2032 // reset domain offset as scrolling from original plane.
2033 mDomainOffset = Vector2::ZERO;
2034 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO);
2036 UpdateLocalScrollProperties();
2037 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2038 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2039 mScrollCompletedSignal.Emit( currentScrollPosition );
2046 bool ScrollView::OnTouchEvent(const TouchEvent& event)
2050 DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
2052 // Ignore this touch event, if scrollview is insensitive.
2056 // Ignore events with multiple-touch points
2057 if (event.GetPointCount() != 1)
2059 DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
2064 const TouchPoint::State pointState = event.GetPoint(0).state;
2065 if( pointState == TouchPoint::Down )
2067 DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
2069 if(mGestureStackDepth==0)
2071 mTouchDownTime = event.time;
2073 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
2074 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
2075 mTouchDownTimeoutReached = false;
2076 mScrollInterrupted = false;
2077 StartTouchDownTimer();
2080 else if( ( pointState == TouchPoint::Up ) ||
2081 ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) )
2083 DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
2085 StopTouchDownTimer();
2087 // if the user touches and releases without enough movement to go
2088 // into a gesture state, then we should snap to nearest point.
2089 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2090 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2092 if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) ||
2093 ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
2095 // Reset the velocity only if down was received a while ago
2096 mLastVelocity = Vector2( 0.0f, 0.0f );
2099 UpdateLocalScrollProperties();
2100 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2101 if ( mScrollInterrupted || mScrolling )
2103 DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
2108 mTouchDownTimeoutReached = false;
2109 mScrollInterrupted = false;
2115 bool ScrollView::OnWheelEvent(const WheelEvent& event)
2119 // Ignore this wheel event, if scrollview is insensitive.
2123 Vector2 targetScrollPosition = GetPropertyPosition();
2125 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2127 // If only the ruler in the X axis is enabled, scroll in the X axis.
2128 if(mRulerX->GetType() == Ruler::Free)
2130 // Free panning mode
2131 targetScrollPosition.x += event.z * mWheelScrollDistanceStep.x;
2132 ClampPosition(targetScrollPosition);
2133 ScrollTo(-targetScrollPosition);
2135 else if(!mScrolling)
2137 // Snap mode, only respond to the event when the previous snap animation is finished.
2138 ScrollTo(GetCurrentPage() - event.z);
2143 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2144 if(mRulerY->GetType() == Ruler::Free)
2146 // Free panning mode
2147 targetScrollPosition.y += event.z * mWheelScrollDistanceStep.y;
2148 ClampPosition(targetScrollPosition);
2149 ScrollTo(-targetScrollPosition);
2151 else if(!mScrolling)
2153 // Snap mode, only respond to the event when the previous snap animation is finished.
2154 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2161 void ScrollView::ResetScrolling()
2163 Actor self = Self();
2164 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2165 mScrollPrePosition = mScrollPostPosition;
2166 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
2167 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
2170 void ScrollView::UpdateLocalScrollProperties()
2172 Actor self = Self();
2173 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
2174 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2177 // private functions
2179 void ScrollView::PreAnimatedScrollSetup()
2181 // SCROLL_PRE_POSITION is our unclamped property with wrapping
2182 // SCROLL_POSITION is our final scroll position after clamping
2184 Actor self = Self();
2186 Vector2 deltaPosition(mScrollPostPosition);
2187 WrapPosition(mScrollPostPosition);
2188 mDomainOffset += deltaPosition - mScrollPostPosition;
2189 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
2191 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2193 // already performing animation on internal x position
2194 StopAnimation(mInternalXAnimation);
2197 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2199 // already performing animation on internal y position
2200 StopAnimation(mInternalYAnimation);
2203 mScrollStateFlags = 0;
2205 // Update Actor position with this wrapped value.
2208 void ScrollView::FinaliseAnimatedScroll()
2210 // TODO - common animation finishing code in here
2213 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2215 StopAnimation(mInternalXAnimation);
2217 if( duration > Math::MACHINE_EPSILON_10 )
2219 Actor self = Self();
2220 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, position );
2221 mInternalXAnimation = Animation::New(duration);
2222 DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
2223 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2224 mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
2225 mInternalXAnimation.Play();
2227 // erase current state flags
2228 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2229 // add internal animation state flag
2230 mScrollStateFlags |= AnimatingInternalX;
2234 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2236 StopAnimation(mInternalYAnimation);
2238 if( duration > Math::MACHINE_EPSILON_10 )
2240 Actor self = Self();
2241 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, position );
2242 mInternalYAnimation = Animation::New(duration);
2243 DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
2244 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2245 mInternalYAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
2246 mInternalYAnimation.Play();
2248 // erase current state flags
2249 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2250 // add internal animation state flag
2251 mScrollStateFlags |= AnimatingInternalY;
2255 void ScrollView::OnScrollAnimationFinished( Animation& source )
2257 // Guard against destruction during signal emission
2258 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2259 Toolkit::ScrollView handle( GetOwner() );
2261 bool scrollingFinished = false;
2263 // update our local scroll positions
2264 UpdateLocalScrollProperties();
2266 if( source == mInternalXAnimation )
2268 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 );
2270 if( !(mScrollStateFlags & AnimatingInternalY) )
2272 scrollingFinished = true;
2274 mInternalXAnimation.Reset();
2275 // wrap pre scroll x position and set it
2278 const RulerDomain rulerDomain = mRulerX->GetDomain();
2279 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
2280 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2281 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2283 SnapInternalXTo(mScrollPostPosition.x);
2286 if( source == mInternalYAnimation )
2288 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 );
2290 if( !(mScrollStateFlags & AnimatingInternalX) )
2292 scrollingFinished = true;
2294 mInternalYAnimation.Reset();
2297 // wrap pre scroll y position and set it
2298 const RulerDomain rulerDomain = mRulerY->GetDomain();
2299 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
2300 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2301 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2303 SnapInternalYTo(mScrollPostPosition.y);
2306 DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
2308 if(scrollingFinished)
2310 HandleSnapAnimationFinished();
2314 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2316 Actor self = Self();
2317 UpdateLocalScrollProperties();
2318 if( source == mInternalXAnimation )
2320 DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
2322 // clear internal x animation flags
2323 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2324 mInternalXAnimation.Reset();
2325 WrapPosition(mScrollPrePosition);
2327 if( source == mInternalYAnimation )
2329 DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
2331 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2332 mInternalYAnimation.Reset();
2333 WrapPosition(mScrollPrePosition);
2337 void ScrollView::SnapInternalXTo(float position)
2339 Actor self = Self();
2341 StopAnimation(mInternalXAnimation);
2343 // erase current state flags
2344 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2346 // if internal x not equal to inputed parameter, animate it
2347 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2348 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2349 if( duration > Math::MACHINE_EPSILON_1 )
2351 DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
2353 mInternalXAnimation = Animation::New(duration);
2354 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2355 mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position);
2356 mInternalXAnimation.Play();
2358 // add internal animation state flag
2359 mScrollStateFlags |= SnappingInternalX;
2363 void ScrollView::SnapInternalYTo(float position)
2365 Actor self = Self();
2367 StopAnimation(mInternalYAnimation);
2369 // erase current state flags
2370 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2372 // if internal y not equal to inputed parameter, animate it
2373 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2374 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2375 if( duration > Math::MACHINE_EPSILON_1 )
2377 DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
2379 mInternalYAnimation = Animation::New(duration);
2380 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2381 mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position);
2382 mInternalYAnimation.Play();
2384 // add internal animation state flag
2385 mScrollStateFlags |= SnappingInternalY;
2389 void ScrollView::GestureStarted()
2391 // we handle the first gesture.
2392 // if we're currently doing a gesture and receive another
2393 // we continue and combine the effects of the gesture instead of reseting.
2394 if(mGestureStackDepth++==0)
2396 Actor self = Self();
2397 StopTouchDownTimer();
2399 mPanDelta = Vector2::ZERO;
2400 mLastVelocity = Vector2::ZERO;
2403 mLockAxis = LockPossible;
2406 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2408 StopAnimation(mInternalXAnimation);
2410 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2412 StopAnimation(mInternalYAnimation);
2414 mScrollStateFlags = 0;
2416 if(mScrolling) // are we interrupting a current scroll?
2418 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2420 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2421 // give applications the position within the domain from the scroll view's anchor position
2422 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2423 mScrollCompletedSignal.Emit( -mScrollPostPosition );
2428 void ScrollView::GestureContinuing(const Vector2& panDelta)
2430 mPanDelta.x+= panDelta.x;
2431 mPanDelta.y+= panDelta.y;
2433 // Save the velocity, there is a bug in PanGesture
2434 // Whereby the Gesture::Finished's velocity is either:
2435 // NaN (due to time delta of zero between the last two events)
2436 // or 0 (due to position being the same between the last two events)
2438 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2439 // appears mostly horizontal or mostly vertical respectively.
2442 mLockAxis = GetLockAxis(mPanDelta, mLockAxis, mAxisAutoLockGradient);
2443 } // end if mAxisAutoLock
2446 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2447 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2448 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2449 void ScrollView::OnPan( const PanGesture& gesture )
2451 // Guard against destruction during signal emission
2452 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2453 Actor self( Self() );
2457 DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
2459 // If another callback on the same original signal disables sensitivity,
2460 // this callback will still be called, so we must suppress it.
2464 // translate Gesture input to get useful data...
2465 switch(gesture.state)
2467 case Gesture::Started:
2469 DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
2470 mPanStartPosition = gesture.position - gesture.displacement;
2471 UpdateLocalScrollProperties();
2474 self.SetProperty( Toolkit::ScrollView::Property::PANNING, true );
2475 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2477 UpdateMainInternalConstraint();
2481 case Gesture::Continuing:
2485 DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
2486 GestureContinuing(gesture.screenDisplacement);
2490 // If we do not think we are panning, then we should not do anything here
2496 case Gesture::Finished:
2497 case Gesture::Cancelled:
2501 DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
2503 UpdateLocalScrollProperties();
2504 mLastVelocity = gesture.velocity;
2506 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
2508 if( mScrollMainInternalPrePositionConstraint )
2510 mScrollMainInternalPrePositionConstraint.Remove();
2515 // If we do not think we are panning, then we should not do anything here
2521 case Gesture::Possible:
2522 case Gesture::Clear:
2524 // Nothing to do, not needed.
2528 } // end switch(gesture.state)
2530 OnGestureEx(gesture.state);
2533 void ScrollView::OnGestureEx(Gesture::State state)
2535 // call necessary signals for application developer
2537 if(state == Gesture::Started)
2539 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2540 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
2542 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2543 mScrollStartedSignal.Emit( currentScrollPosition );
2545 else if( (state == Gesture::Finished) ||
2546 (state == Gesture::Cancelled) ) // Finished/default
2548 // when all the gestures have finished, we finish the transform.
2549 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2550 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2551 // this is the point we end, and perform necessary snapping.
2552 mGestureStackDepth--;
2553 if(mGestureStackDepth==0)
2555 // no flick if we have not exceeded min flick distance
2556 if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
2557 && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
2559 // reset flick velocity
2560 mLastVelocity = Vector2::ZERO;
2566 DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
2571 void ScrollView::FinishTransform()
2573 // at this stage internal x and x scroll position should have followed prescroll position exactly
2574 Actor self = Self();
2576 PreAnimatedScrollSetup();
2578 // convert pixels/millisecond to pixels per second
2579 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2583 // if not animating, then this pan has completed right now.
2584 SetScrollUpdateNotification(false);
2586 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
2588 if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
2590 SnapInternalXTo(mScrollTargetPosition.x);
2592 if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
2594 SnapInternalYTo(mScrollTargetPosition.y);
2596 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2597 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2598 mScrollCompletedSignal.Emit( currentScrollPosition );
2602 Vector2 ScrollView::GetOvershoot(Vector2& position) const
2604 Vector3 size = Self().GetCurrentSize();
2607 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2608 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2610 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2612 const float left = rulerDomainX.min - position.x;
2613 const float right = size.width - rulerDomainX.max - position.x;
2620 overshoot.x = right;
2624 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2626 const float top = rulerDomainY.min - position.y;
2627 const float bottom = size.height - rulerDomainY.max - position.y;
2634 overshoot.y = bottom;
2641 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2643 // Keep track of whether this is an AccessibilityPan
2644 mInAccessibilityPan = true;
2646 mInAccessibilityPan = false;
2651 void ScrollView::ClampPosition(Vector2& position) const
2653 ClampState2D clamped;
2654 ClampPosition(position, clamped);
2657 void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
2659 Vector3 size = Self().GetCurrentSize();
2661 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2662 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.
2665 void ScrollView::WrapPosition(Vector2& position) const
2669 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2670 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2672 if(mRulerX->IsEnabled())
2674 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2677 if(mRulerY->IsEnabled())
2679 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2684 void ScrollView::UpdateMainInternalConstraint()
2686 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2687 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2688 Actor self = Self();
2689 PanGestureDetector detector( GetPanGestureDetector() );
2691 if(mScrollMainInternalPositionConstraint)
2693 mScrollMainInternalPositionConstraint.Remove();
2694 mScrollMainInternalDeltaConstraint.Remove();
2695 mScrollMainInternalFinalConstraint.Remove();
2696 mScrollMainInternalRelativeConstraint.Remove();
2697 mScrollMainInternalDomainConstraint.Remove();
2698 mScrollMainInternalPrePositionMaxConstraint.Remove();
2700 if( mScrollMainInternalPrePositionConstraint )
2702 mScrollMainInternalPrePositionConstraint.Remove();
2705 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2706 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2708 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2709 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2711 if( mLockAxis == LockVertical )
2713 initialPanMask.y = 0.0f;
2715 else if( mLockAxis == LockHorizontal )
2717 initialPanMask.x = 0.0f;
2722 mScrollMainInternalPrePositionConstraint = Constraint::New<Vector2>( self,
2723 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION,
2724 InternalPrePositionConstraint( mPanStartPosition,
2727 mAxisAutoLockGradient,
2732 mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) );
2733 mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::PANNING ) );
2734 mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2735 mScrollMainInternalPrePositionConstraint.Apply();
2738 // 2. Second calculate the clamped position (actual position)
2739 mScrollMainInternalPositionConstraint = Constraint::New<Vector2>( self,
2740 Toolkit::ScrollView::Property::SCROLL_POSITION,
2741 InternalPositionConstraint( mRulerX->GetDomain(),
2742 mRulerY->GetDomain(),
2744 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2745 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2746 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2747 mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2748 mScrollMainInternalPositionConstraint.Apply();
2750 mScrollMainInternalDeltaConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint );
2751 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2752 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) );
2753 mScrollMainInternalDeltaConstraint.Apply();
2755 mScrollMainInternalFinalConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_FINAL,
2756 InternalFinalConstraint( FinalDefaultAlphaFunction,
2757 FinalDefaultAlphaFunction ) );
2758 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2759 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) );
2760 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) );
2761 mScrollMainInternalFinalConstraint.Apply();
2763 mScrollMainInternalRelativeConstraint = Constraint::New<Vector2>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint );
2764 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2765 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2766 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2767 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2768 mScrollMainInternalRelativeConstraint.Apply();
2770 mScrollMainInternalDomainConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE, InternalScrollDomainConstraint );
2771 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2772 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2773 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2774 mScrollMainInternalDomainConstraint.Apply();
2776 mScrollMainInternalPrePositionMaxConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX, InternalPrePositionMaxConstraint );
2777 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2778 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2779 mScrollMainInternalPrePositionMaxConstraint.Apply();
2781 // When panning we want to make sure overshoot values are affected by pre position and post position
2782 SetOvershootConstraintsEnabled(!mWrapMode);
2785 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2787 Actor self( Self() );
2788 // remove and reset, it may now be in wrong order with the main internal constraints
2789 if( mScrollMainInternalOvershootXConstraint )
2791 mScrollMainInternalOvershootXConstraint.Remove();
2792 mScrollMainInternalOvershootXConstraint.Reset();
2793 mScrollMainInternalOvershootYConstraint.Remove();
2794 mScrollMainInternalOvershootYConstraint.Reset();
2798 mScrollMainInternalOvershootXConstraint= Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) );
2799 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2800 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2801 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) );
2802 mScrollMainInternalOvershootXConstraint.Apply();
2804 mScrollMainInternalOvershootYConstraint = Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) );
2805 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2806 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2807 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
2808 mScrollMainInternalOvershootYConstraint.Apply();
2812 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f);
2813 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f);
2817 void ScrollView::SetInternalConstraints()
2819 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2820 UpdateMainInternalConstraint();
2822 // User definable constraints to apply to all child actors //////////////////
2823 Actor self = Self();
2825 // Apply some default constraints to ScrollView & its bound actors
2826 // Movement + Wrap function
2828 Constraint constraint;
2830 // MoveActor (scrolling)
2831 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
2832 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2833 constraint.SetRemoveAction(Constraint::Discard);
2834 ApplyConstraintToBoundActors(constraint);
2836 // WrapActor (wrap functionality)
2837 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, WrapActorConstraint );
2838 constraint.AddSource( LocalSource( Actor::Property::SCALE ) );
2839 constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) );
2840 constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2841 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2842 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2843 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) );
2844 constraint.SetRemoveAction(Constraint::Discard);
2845 ApplyConstraintToBoundActors(constraint);
2848 void ScrollView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
2850 Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) );
2854 ScrollView& scrollViewImpl( GetImpl( scrollView ) );
2857 case Toolkit::ScrollView::Property::WRAP_ENABLED:
2859 scrollViewImpl.SetWrapMode( value.Get<bool>() );
2862 case Toolkit::ScrollView::Property::PANNING_ENABLED:
2864 scrollViewImpl.SetScrollSensitive( value.Get<bool>() );
2867 case Toolkit::ScrollView::Property::AXIS_AUTO_LOCK_ENABLED:
2869 scrollViewImpl.SetAxisAutoLock( value.Get<bool>() );
2872 case Toolkit::ScrollView::Property::WHEEL_SCROLL_DISTANCE_STEP:
2874 scrollViewImpl.SetWheelScrollDistanceStep( value.Get<Vector2>() );
2881 Property::Value ScrollView::GetProperty( BaseObject* object, Property::Index index )
2883 Property::Value value;
2885 Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) );
2889 ScrollView& scrollViewImpl( GetImpl( scrollView ) );
2892 case Toolkit::ScrollView::Property::WRAP_ENABLED:
2894 value = scrollViewImpl.GetWrapMode();
2897 case Toolkit::ScrollView::Property::PANNING_ENABLED:
2899 value = scrollViewImpl.GetScrollSensitive();
2902 case Toolkit::ScrollView::Property::AXIS_AUTO_LOCK_ENABLED:
2904 value = scrollViewImpl.GetAxisAutoLock();
2907 case Toolkit::ScrollView::Property::WHEEL_SCROLL_DISTANCE_STEP:
2909 value = scrollViewImpl.GetWheelScrollDistanceStep();
2918 } // namespace Internal
2920 } // namespace Toolkit