2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
22 #include <cstring> // for strcmp
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/events/wheel-event.h>
26 #include <dali/public-api/events/touch-event.h>
27 #include <dali/public-api/object/type-registry.h>
28 #include <dali/devel-api/object/type-registry-helper.h>
29 #include <dali/integration-api/debug.h>
32 #include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
33 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
34 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
35 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
38 //#define ENABLED_SCROLL_STATE_LOGGING
40 #ifdef ENABLED_SCROLL_STATE_LOGGING
41 #define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
43 #define DALI_LOG_SCROLL_STATE(format, args...)
46 // TODO: Change to two class system:
47 // 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler)
48 // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches)
49 // TODO: external components (page and status overlays).
51 // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
57 const float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time.
58 const float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
59 const float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time.
60 const float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels
62 const float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
63 const float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second)
64 const float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity)
65 const float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second)
67 const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
68 const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
69 const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
70 const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
71 const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
72 const Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
73 const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
74 const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
75 const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
77 const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME( "internal-max-position" );
79 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
82 * Find the vector (distance) from (a) to (b)
83 * in domain (start) to (end)
84 * (\ / start) (\ / end)
87 * @note assumes both (a) and (b) are already with the domain
90 * @param[in] a the current point
91 * @param[in] b the target point
92 * @param[in] start the start of the domain
93 * @param[in] end the end of the domain
94 * @param[in] bias whether to only take the right direction or the left direction,
95 * or the shortest direction.
96 * @return the shortest direction and distance
98 float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::DirectionBias bias)
100 if(bias == Dali::Toolkit::DirectionBiasNone)
102 return ShortestDistanceInDomain( a, b, start, end );
105 float size = end-start;
111 if(bias == Dali::Toolkit::DirectionBiasRight) // going right, take the vector.
117 float aRight = a+size;
124 if(bias == Dali::Toolkit::DirectionBiasLeft) // going left, take the vector.
130 float aLeft = a-size;
137 * Returns the position of the anchor within actor
139 * @param actor The Actor
140 * @param anchor The Anchor point of interest.
141 * @return The position of the Anchor
143 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
145 Vector3 childPosition = actor.GetCurrentPosition();
146 Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
147 Vector3 childSize = actor.GetCurrentSize();
149 return childPosition + childAnchor * childSize;
152 // AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
154 float FinalDefaultAlphaFunction(float offset)
156 return offset * 0.5f;
160 * ConstantDecelerationAlphaFunction
161 * Newtoninan distance for constant deceleration
162 * v = 1 - t, s = t - 1/2 t^2
163 * when t = 0, s = 0.0 (min distance)
164 * when t = 1, s = 0.5 (max distance)
165 * progress = s / (max-min) = 2t - t^2
167 * @param[in] offset The input progress
168 * @return The output progress
170 float ConstantDecelerationAlphaFunction(float progress)
172 return progress * 2.0f - progress * progress;
175 // Internal Constraints ///////////////////////////////////////////////////////////////////////////
178 * Internal Relative position Constraint
179 * Generates the relative position value of the scroll view
180 * based on the absolute position, and it's relation to the
181 * scroll domain. This is a value from 0.0f to 1.0f in each
182 * scroll position axis.
184 void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs)
186 Vector2 position = -inputs[0]->GetVector2();
187 const Vector2& min = inputs[1]->GetVector2();
188 const Vector2& max = inputs[2]->GetVector2();
189 const Vector3& size = inputs[3]->GetVector3();
191 position.x = WrapInDomain(position.x, min.x, max.x);
192 position.y = WrapInDomain(position.y, min.y, max.y);
194 Vector2 domainSize = (max - min) - size.GetVectorXY();
196 relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
197 relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
201 * Internal scroll domain Constraint
202 * Generates the scroll domain of the scroll view.
204 void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputContainer& inputs)
206 const Vector2& min = inputs[0]->GetVector2();
207 const Vector2& max = inputs[1]->GetVector2();
208 const Vector3& size = inputs[2]->GetVector3();
210 scrollDomain = (max - min) - size.GetVectorXY();
214 * Internal maximum scroll position Constraint
215 * Generates the maximum scroll position of the scroll view.
217 void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputContainer& inputs)
219 const Vector2& max = inputs[0]->GetVector2();
220 const Vector3& size = inputs[1]->GetVector3();
222 scrollMax = max - size.GetVectorXY();
225 } // unnamed namespace
241 return Toolkit::ScrollView::New();
244 // Setup properties, signals and actions using the type-registry.
245 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create )
247 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position", VECTOR2, SCROLL_POSITION)
248 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position", VECTOR2, SCROLL_PRE_POSITION)
249 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-x", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
250 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-y", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
251 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max", VECTOR2, SCROLL_PRE_POSITION_MAX)
252 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-x", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
253 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-y", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
254 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X)
255 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y)
256 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-final", VECTOR2, SCROLL_FINAL)
257 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-x", SCROLL_FINAL_X, SCROLL_FINAL,0)
258 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-y", SCROLL_FINAL_Y, SCROLL_FINAL,1)
259 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
260 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
261 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
262 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size", VECTOR2, SCROLL_DOMAIN_SIZE)
263 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-x", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
264 DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-y", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
265 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-domain-offset", VECTOR2, SCROLL_DOMAIN_OFFSET)
266 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position-delta", VECTOR2, SCROLL_POSITION_DELTA)
267 DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION)
269 DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "value-changed", SIGNAL_SNAP_STARTED )
271 DALI_TYPE_REGISTRATION_END()
274 * Returns whether to lock scrolling to a particular axis
276 * @param[in] panDelta Distance panned since gesture started
277 * @param[in] currentLockAxis The current lock axis value
278 * @param[in] lockGradient How quickly to lock to a particular axis
280 * @return The new axis lock state
282 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
284 if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
285 currentLockAxis == ScrollView::LockPossible)
287 float dx = fabsf(panDelta.x);
288 float dy = fabsf(panDelta.y);
289 if(dx * lockGradient >= dy)
291 // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
292 currentLockAxis = ScrollView::LockVertical;
294 else if(dy * lockGradient > dx)
296 // 0.36:1 gradient to the vertical (deviate < 20 degrees)
297 currentLockAxis = ScrollView::LockHorizontal;
301 currentLockAxis = ScrollView::LockNone;
304 return currentLockAxis;
308 * Internal Pre-Position Property Constraint.
310 * Generates position property based on current position + gesture displacement.
311 * Or generates position property based on positionX/Y.
312 * Note: This is the position prior to any clamping at scroll boundaries.
314 struct InternalPrePositionConstraint
316 InternalPrePositionConstraint(const Vector2& initialPanPosition,
317 const Vector2& initialPanMask,
319 float axisAutoLockGradient,
320 ScrollView::LockAxis initialLockAxis,
321 const Vector2& maxOvershoot,
322 const RulerDomain& domainX, const RulerDomain& domainY)
323 : mLocalStart(initialPanPosition),
324 mInitialPanMask(initialPanMask),
325 mDomainMin( -domainX.min, -domainY.min ),
326 mDomainMax( -domainX.max, -domainY.max ),
327 mMaxOvershoot(maxOvershoot),
328 mAxisAutoLockGradient(axisAutoLockGradient),
329 mLockAxis(initialLockAxis),
330 mAxisAutoLock(axisAutoLock),
332 mClampX( domainX.enabled ),
333 mClampY( domainY.enabled )
337 void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs )
339 const Vector2& panPosition = inputs[0]->GetVector2();
343 mPrePosition = scrollPostPosition;
344 mCurrentPanMask = mInitialPanMask;
348 // Calculate Deltas...
349 const Vector2& currentPosition = panPosition;
350 Vector2 panDelta( currentPosition - mLocalStart );
352 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
353 // appears mostly horizontal or mostly vertical respectively...
356 mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
357 if( mLockAxis == ScrollView::LockVertical )
359 mCurrentPanMask.y = 0.0f;
361 else if( mLockAxis == ScrollView::LockHorizontal )
363 mCurrentPanMask.x = 0.0f;
367 // Restrict deltas based on ruler enable/disable and axis-lock state...
368 panDelta *= mCurrentPanMask;
370 // Perform Position transform based on input deltas...
371 scrollPostPosition = mPrePosition;
372 scrollPostPosition += panDelta;
374 // if no wrapping then clamp preposition to maximum overshoot amount
375 const Vector3& size = inputs[1]->GetVector3();
378 float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
379 if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
380 || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
382 mPrePosition.x = newXPosition;
383 mLocalStart.x = panPosition.x;
385 scrollPostPosition.x = newXPosition;
389 float newYPosition = Clamp(scrollPostPosition.y, (mDomainMax.y + size.y) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
390 if( (newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1)
391 || (newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1) )
393 mPrePosition.y = newYPosition;
394 mLocalStart.y = panPosition.y;
396 scrollPostPosition.y = newYPosition;
400 Vector2 mPrePosition;
402 Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings)
403 Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
406 Vector2 mMaxOvershoot;
408 float mAxisAutoLockGradient; ///< Set by ScrollView
409 ScrollView::LockAxis mLockAxis;
411 bool mAxisAutoLock:1; ///< Set by ScrollView
418 * Internal Position Property Constraint.
420 * Generates position property based on pre-position
421 * Note: This is the position after clamping.
422 * (uses result of InternalPrePositionConstraint)
424 struct InternalPositionConstraint
426 InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
427 : mDomainMin( -domainX.min, -domainY.min ),
428 mDomainMax( -domainX.max, -domainY.max ),
429 mClampX( domainX.enabled ),
430 mClampY( domainY.enabled ),
435 void operator()( Vector2& position, const PropertyInputContainer& inputs )
437 position = inputs[0]->GetVector2();
438 const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
439 const Vector2& min = inputs[1]->GetVector2();
440 const Vector2& max = inputs[2]->GetVector2();
444 position.x = -WrapInDomain(-position.x, min.x, max.x);
445 position.y = -WrapInDomain(-position.y, min.y, max.y);
449 // clamp post position to domain
450 position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
451 position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
464 * This constraint updates the X overshoot property using the difference
465 * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f
467 struct OvershootXConstraint
469 OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
471 void operator()( float& current, const PropertyInputContainer& inputs )
473 if( inputs[2]->GetBoolean() )
475 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
476 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
477 float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
478 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
490 * This constraint updates the Y overshoot property using the difference
491 * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f
493 struct OvershootYConstraint
495 OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
497 void operator()( float& current, const PropertyInputContainer& inputs )
499 if( inputs[2]->GetBoolean() )
501 const Vector2& scrollPrePosition = inputs[0]->GetVector2();
502 const Vector2& scrollPostPosition = inputs[1]->GetVector2();
503 float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
504 current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
516 * Internal Position-Delta Property Constraint.
518 * Generates position-delta property based on scroll-position + scroll-offset properties.
520 void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs )
522 const Vector2& scrollPosition = inputs[0]->GetVector2();
523 const Vector2& scrollOffset = inputs[1]->GetVector2();
525 current = scrollPosition + scrollOffset;
529 * Internal Final Position Constraint
530 * The position of content is:
531 * of scroll-position + f(scroll-overshoot)
532 * where f(...) function defines how overshoot
533 * should affect final-position.
535 struct InternalFinalConstraint
537 InternalFinalConstraint(AlphaFunctionPrototype functionX,
538 AlphaFunctionPrototype functionY)
539 : mFunctionX(functionX),
540 mFunctionY(functionY)
544 void operator()( Vector2& current, const PropertyInputContainer& inputs )
546 const float& overshootx = inputs[1]->GetFloat();
547 const float& overshooty = inputs[2]->GetFloat();
548 Vector2 offset( mFunctionX(overshootx),
549 mFunctionY(overshooty) );
551 current = inputs[0]->GetVector2() - offset;
554 AlphaFunctionPrototype mFunctionX;
555 AlphaFunctionPrototype mFunctionY;
561 ///////////////////////////////////////////////////////////////////////////////////////////////////
563 ///////////////////////////////////////////////////////////////////////////////////////////////////
565 Dali::Toolkit::ScrollView ScrollView::New()
567 // Create the implementation
568 ScrollViewPtr scrollView(new ScrollView());
570 // Pass ownership to CustomActor via derived handle
571 Dali::Toolkit::ScrollView handle(*scrollView);
573 // Second-phase init of the implementation
574 // This can only be done after the CustomActor connection has been made...
575 scrollView->Initialize();
580 ScrollView::ScrollView()
581 : ScrollBase( ControlBehaviour( REQUIRES_WHEEL_EVENTS ) ), // Enable size negotiation
583 mGestureStackDepth(0),
584 mScrollStateFlags(0),
585 mLockAxis(LockPossible),
586 mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE),
587 mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
588 mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT),
589 mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION),
590 mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT),
591 mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION),
592 mSnapAlphaFunction(AlphaFunction::EASE_OUT),
593 mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE),
594 mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD),
595 mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION),
596 mFlickAlphaFunction(AlphaFunction::EASE_OUT),
597 mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT),
598 mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT),
599 mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT),
600 mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED),
601 mWheelScrollDistanceStep(Vector2::ZERO),
602 mInAccessibilityPan(false),
605 mScrollInterrupted(false),
608 mTouchDownTimeoutReached(false),
609 mActorAutoSnapEnabled(false),
610 mAutoResizeContainerEnabled(false),
612 mAxisAutoLock(false),
614 mDefaultMaxOvershoot(true),
615 mCanScrollHorizontal(true),
616 mCanScrollVertical(true)
620 void ScrollView::OnInitialize()
624 // Internal Actor, used to hide actors from enumerations.
625 // Also actors added to Internal actor appear as overlays e.g. ScrollBar components.
626 mInternalActor = Actor::New();
627 self.Add(mInternalActor);
629 mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
630 mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
631 mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
635 mScrollPostPosition = mScrollPrePosition = Vector2::ZERO;
637 mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
641 mGestureStackDepth = 0;
643 EnableGestureDetection( Gesture::Type( Gesture::Pan ) );
645 // By default we'll allow the user to freely drag the scroll view,
646 // while disabling the other rulers.
647 RulerPtr ruler = new DefaultRuler();
651 SetOvershootEnabled(true);
653 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
654 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
656 UpdatePropertyDomain();
657 SetInternalConstraints();
660 void ScrollView::OnStageConnection( int depth )
662 DALI_LOG_SCROLL_STATE("[0x%X]", this);
666 SetScrollSensitive( false );
667 SetScrollSensitive( true );
669 if(IsOvershootEnabled())
671 // try and make sure property notifications are set
672 EnableScrollOvershoot(true);
676 void ScrollView::OnStageDisconnection()
678 DALI_LOG_SCROLL_STATE("[0x%X]", this);
683 ScrollView::~ScrollView()
685 DALI_LOG_SCROLL_STATE("[0x%X]", this);
688 AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
690 return mSnapAlphaFunction;
693 void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
695 mSnapAlphaFunction = alpha;
698 AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
700 return mFlickAlphaFunction;
703 void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
705 mFlickAlphaFunction = alpha;
708 float ScrollView::GetScrollSnapDuration() const
710 return mSnapDuration;
713 void ScrollView::SetScrollSnapDuration(float time)
715 mSnapDuration = time;
718 float ScrollView::GetScrollFlickDuration() const
720 return mFlickDuration;
723 void ScrollView::SetScrollFlickDuration(float time)
725 mFlickDuration = time;
728 void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
730 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
732 // Assertion check to ensure effect doesn't already exist in this scrollview
733 bool effectAlreadyExistsInScrollView(false);
734 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
738 effectAlreadyExistsInScrollView = true;
743 DALI_ASSERT_ALWAYS(!effectAlreadyExistsInScrollView);
745 // add effect to effects list
746 mEffects.push_back(effect);
748 // invoke Attachment request to ScrollView first
749 GetImpl(effect).Attach(self);
752 void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
754 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
756 // remove effect from effects list
757 bool effectExistedInScrollView(false);
758 for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
762 mEffects.erase(iter);
763 effectExistedInScrollView = true;
768 // Assertion check to ensure effect existed.
769 DALI_ASSERT_ALWAYS(effectExistedInScrollView);
771 // invoke Detachment request to ScrollView last
772 GetImpl(effect).Detach(self);
775 void ScrollView::RemoveAllEffects()
777 Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
779 for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
781 Toolkit::ScrollViewEffect effect = *effectIter;
783 // invoke Detachment request to ScrollView last
784 GetImpl(effect).Detach(self);
790 void ScrollView::ApplyConstraintToChildren(Constraint constraint)
792 ApplyConstraintToBoundActors(constraint);
795 void ScrollView::RemoveConstraintsFromChildren()
797 RemoveConstraintsFromBoundActors();
800 const RulerPtr ScrollView::GetRulerX() const
805 const RulerPtr ScrollView::GetRulerY() const
810 void ScrollView::SetRulerX(RulerPtr ruler)
814 UpdatePropertyDomain();
815 UpdateMainInternalConstraint();
818 void ScrollView::SetRulerY(RulerPtr ruler)
822 UpdatePropertyDomain();
823 UpdateMainInternalConstraint();
826 void ScrollView::UpdatePropertyDomain()
829 Vector3 size = self.GetTargetSize();
830 Vector2 min = mMinScroll;
831 Vector2 max = mMaxScroll;
832 bool scrollPositionChanged = false;
833 bool domainChanged = false;
835 bool canScrollVertical = false;
836 bool canScrollHorizontal = false;
837 UpdateLocalScrollProperties();
838 if(mRulerX->IsEnabled())
840 const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
841 if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
842 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
844 domainChanged = true;
845 min.x = rulerDomain.min;
846 max.x = rulerDomain.max;
848 // make sure new scroll value is within new domain
849 if( mScrollPrePosition.x < min.x
850 || mScrollPrePosition.x > max.x )
852 scrollPositionChanged = true;
853 mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
856 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
858 canScrollHorizontal = true;
861 else if( fabs(min.x) > Math::MACHINE_EPSILON_100
862 || fabs(max.x) > Math::MACHINE_EPSILON_100 )
864 // need to reset to 0
865 domainChanged = true;
868 canScrollHorizontal = false;
871 if(mRulerY->IsEnabled())
873 const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
874 if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
875 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
877 domainChanged = true;
878 min.y = rulerDomain.min;
879 max.y = rulerDomain.max;
881 // make sure new scroll value is within new domain
882 if( mScrollPrePosition.y < min.y
883 || mScrollPrePosition.y > max.y )
885 scrollPositionChanged = true;
886 mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
889 if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
891 canScrollVertical = true;
894 else if( fabs(min.y) > Math::MACHINE_EPSILON_100
895 || fabs(max.y) > Math::MACHINE_EPSILON_100 )
897 // need to reset to 0
898 domainChanged = true;
901 canScrollVertical = false;
904 // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
905 if( mCanScrollVertical != canScrollVertical )
907 mCanScrollVertical = canScrollVertical;
908 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical);
910 if( mCanScrollHorizontal != canScrollHorizontal )
912 mCanScrollHorizontal = canScrollHorizontal;
913 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, canScrollHorizontal);
915 if( scrollPositionChanged )
917 DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
918 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
924 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll );
925 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll );
929 void ScrollView::SetScrollSensitive(bool sensitive)
932 PanGestureDetector panGesture( GetPanGestureDetector() );
934 DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
936 if((!mSensitive) && (sensitive))
938 mSensitive = sensitive;
939 panGesture.Attach(self);
941 else if((mSensitive) && (!sensitive))
943 DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
945 // while the scroll view is panning, the state needs to be reset.
948 PanGesture cancelGesture( Gesture::Cancelled );
949 OnPan( cancelGesture );
952 panGesture.Detach(self);
953 mSensitive = sensitive;
955 mGestureStackDepth = 0;
956 DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
960 void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
962 mMaxOvershoot.x = overshootX;
963 mMaxOvershoot.y = overshootY;
964 mUserMaxOvershoot = mMaxOvershoot;
965 mDefaultMaxOvershoot = false;
966 UpdateMainInternalConstraint();
969 void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
971 mSnapOvershootAlphaFunction = alpha;
974 void ScrollView::SetSnapOvershootDuration(float duration)
976 mSnapOvershootDuration = duration;
979 void ScrollView::SetActorAutoSnap(bool enable)
981 mActorAutoSnapEnabled = enable;
984 void ScrollView::SetAutoResize(bool enable)
986 mAutoResizeContainerEnabled = enable;
987 // TODO: This needs a lot of issues to be addressed before working.
990 bool ScrollView::GetWrapMode() const
995 void ScrollView::SetWrapMode(bool enable)
998 Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
1001 int ScrollView::GetScrollUpdateDistance() const
1003 return mScrollUpdateDistance;
1006 void ScrollView::SetScrollUpdateDistance(int distance)
1008 mScrollUpdateDistance = distance;
1011 bool ScrollView::GetAxisAutoLock() const
1013 return mAxisAutoLock;
1016 void ScrollView::SetAxisAutoLock(bool enable)
1018 mAxisAutoLock = enable;
1019 UpdateMainInternalConstraint();
1022 float ScrollView::GetAxisAutoLockGradient() const
1024 return mAxisAutoLockGradient;
1027 void ScrollView::SetAxisAutoLockGradient(float gradient)
1029 DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
1030 mAxisAutoLockGradient = gradient;
1031 UpdateMainInternalConstraint();
1034 float ScrollView::GetFrictionCoefficient() const
1036 return mFrictionCoefficient;
1039 void ScrollView::SetFrictionCoefficient(float friction)
1041 DALI_ASSERT_DEBUG( friction > 0.0f );
1042 mFrictionCoefficient = friction;
1045 float ScrollView::GetFlickSpeedCoefficient() const
1047 return mFlickSpeedCoefficient;
1050 void ScrollView::SetFlickSpeedCoefficient(float speed)
1052 mFlickSpeedCoefficient = speed;
1055 Vector2 ScrollView::GetMinimumDistanceForFlick() const
1057 return mMinFlickDistance;
1060 void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
1062 mMinFlickDistance = distance;
1065 float ScrollView::GetMinimumSpeedForFlick() const
1067 return mFlickSpeedThreshold;
1070 void ScrollView::SetMinimumSpeedForFlick( float speed )
1072 mFlickSpeedThreshold = speed;
1075 float ScrollView::GetMaxFlickSpeed() const
1077 return mMaxFlickSpeed;
1080 void ScrollView::SetMaxFlickSpeed(float speed)
1082 mMaxFlickSpeed = speed;
1085 void ScrollView::SetWheelScrollDistanceStep(Vector2 step)
1087 mWheelScrollDistanceStep = step;
1090 Vector2 ScrollView::GetWheelScrollDistanceStep() const
1092 return mWheelScrollDistanceStep;
1095 unsigned int ScrollView::GetCurrentPage() const
1097 // in case animation is currently taking place.
1098 Vector2 position = GetPropertyPosition();
1100 Actor self = Self();
1101 unsigned int page = 0;
1102 unsigned int pagesPerVolume = 1;
1103 unsigned int volume = 0;
1105 // if rulerX is enabled, then get page count (columns)
1106 page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
1107 volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
1108 pagesPerVolume = mRulerX->GetTotalPages();
1110 return volume * pagesPerVolume + page;
1113 Vector2 ScrollView::GetCurrentScrollPosition() const
1115 return -GetPropertyPosition();
1118 Vector2 ScrollView::GetDomainSize() const
1120 Vector3 size = Self().GetCurrentSize();
1122 const RulerDomain& xDomain = GetRulerX()->GetDomain();
1123 const RulerDomain& yDomain = GetRulerY()->GetDomain();
1126 domainSize.x = xDomain.max - xDomain.min - size.x;
1127 domainSize.y = yDomain.max - yDomain.min - size.y;
1131 void ScrollView::TransformTo(const Vector2& position,
1132 DirectionBias horizontalBias, DirectionBias verticalBias)
1134 TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
1137 void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
1138 DirectionBias horizontalBias, DirectionBias verticalBias)
1140 // If this is called while the timer is running, then cancel it
1141 StopTouchDownTimer();
1143 Actor self( Self() );
1145 // Guard against destruction during signal emission
1146 // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
1147 Toolkit::ScrollView handle( GetOwner() );
1149 DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
1150 this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1152 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1153 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) );
1155 if( mScrolling ) // are we interrupting a current scroll?
1157 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
1159 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1160 mScrollCompletedSignal.Emit( currentScrollPosition );
1163 if( mPanning ) // are we interrupting a current pan?
1165 DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
1167 mGestureStackDepth = 0;
1168 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
1170 if( mScrollMainInternalPrePositionConstraint )
1172 mScrollMainInternalPrePositionConstraint.Remove();
1176 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
1179 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1180 mScrollStartedSignal.Emit( currentScrollPosition );
1181 bool animating = AnimateTo(-position,
1182 Vector2::ONE * duration,
1191 // if not animating, then this pan has completed right now.
1192 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1195 // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
1196 // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
1197 Vector2 completedPosition( currentScrollPosition );
1198 if( duration <= Math::MACHINE_EPSILON_10 )
1200 completedPosition = position;
1203 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
1204 SetScrollUpdateNotification(false);
1205 mScrollCompletedSignal.Emit( completedPosition );
1209 void ScrollView::ScrollTo(const Vector2& position)
1211 ScrollTo(position, mSnapDuration );
1214 void ScrollView::ScrollTo(const Vector2& position, float duration)
1216 ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
1219 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
1221 ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
1224 void ScrollView::ScrollTo(const Vector2& position, float duration,
1225 DirectionBias horizontalBias, DirectionBias verticalBias)
1227 ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
1230 void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
1231 DirectionBias horizontalBias, DirectionBias verticalBias)
1233 DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
1234 TransformTo(position, duration, alpha, horizontalBias, verticalBias);
1237 void ScrollView::ScrollTo(unsigned int page)
1239 ScrollTo(page, mSnapDuration);
1242 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
1245 unsigned int volume;
1246 unsigned int libraries;
1248 // The position to scroll to is continuous and linear
1249 // unless a domain has been enabled on the X axis.
1250 // or if WrapMode has been enabled.
1251 bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
1252 bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
1254 position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
1255 position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
1257 ScrollTo(position, duration, bias, bias);
1260 void ScrollView::ScrollTo(Actor &actor)
1262 ScrollTo(actor, mSnapDuration);
1265 void ScrollView::ScrollTo(Actor &actor, float duration)
1267 DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
1269 Actor self = Self();
1270 Vector3 size = self.GetCurrentSize();
1271 Vector3 position = actor.GetCurrentPosition();
1272 Vector2 prePosition = GetPropertyPrePosition();
1273 position.GetVectorXY() -= prePosition;
1275 ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
1278 Actor ScrollView::FindClosestActor()
1280 Actor self = Self();
1281 Vector3 size = self.GetCurrentSize();
1283 return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
1286 Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
1289 float closestDistance2 = 0.0f;
1290 Vector3 actualPosition = position;
1292 unsigned int numChildren = Self().GetChildCount();
1294 for(unsigned int i = 0; i < numChildren; ++i)
1296 Actor child = Self().GetChildAt(i);
1298 if(mInternalActor == child) // ignore internal actor.
1303 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1305 Vector3 delta = childPosition - actualPosition;
1307 // X-axis checking (only find Actors to the [dirX] of actualPosition)
1308 if(dirX > All) // != All,None
1310 FindDirection deltaH = delta.x > 0 ? Right : Left;
1317 // Y-axis checking (only find Actors to the [dirY] of actualPosition)
1318 if(dirY > All) // != All,None
1320 FindDirection deltaV = delta.y > 0 ? Down : Up;
1327 // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
1328 if(dirZ > All) // != All,None
1330 FindDirection deltaV = delta.y > 0 ? In : Out;
1337 // compare child to closest child in terms of distance.
1338 float distance2 = 0.0f;
1340 // distance2 = the Square of the relevant dimensions of delta
1343 distance2 += delta.x * delta.x;
1348 distance2 += delta.y * delta.y;
1353 distance2 += delta.z * delta.z;
1356 if(closestChild) // Next time.
1358 if(distance2 < closestDistance2)
1360 closestChild = child;
1361 closestDistance2 = distance2;
1366 closestChild = child;
1367 closestDistance2 = distance2;
1371 return closestChild;
1374 bool ScrollView::ScrollToSnapPoint()
1376 DALI_LOG_SCROLL_STATE("[0x%X]", this );
1377 Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
1378 return SnapWithVelocity( stationaryVelocity );
1381 // TODO: In situations where axes are different (X snap, Y free)
1382 // Each axis should really have their own independent animation (time and equation)
1383 // Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
1384 // Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
1385 // Currently, the axes have been split however, they both use the same EaseOut equation.
1386 bool ScrollView::SnapWithVelocity(Vector2 velocity)
1388 // Animator takes over now, touches are assumed not to interfere.
1389 // And if touches do interfere, then we'll stop animation, update PrePosition
1390 // to current mScroll's properties, and then resume.
1391 // Note: For Flicking this may work a bit different...
1393 float angle = atan2(velocity.y, velocity.x);
1394 float speed2 = velocity.LengthSquared();
1395 AlphaFunction alphaFunction = mSnapAlphaFunction;
1396 Vector2 positionDuration = Vector2::ONE * mSnapDuration;
1399 FindDirection horizontal = None;
1400 FindDirection vertical = None;
1402 // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
1403 // that will be accepted as a general N,E,S,W flick direction.
1405 const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
1406 const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
1408 Vector2 positionSnap = mScrollPrePosition;
1410 // Flick logic X Axis
1412 if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
1416 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1417 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1419 if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
1421 biasX = 0.0f, horizontal = Left;
1423 // This guards against an error where no movement occurs, due to the flick finishing
1424 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1425 positionSnap.x += 1.0f;
1427 else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
1429 biasX = 1.0f, horizontal = Right;
1431 // This guards against an error where no movement occurs, due to the flick finishing
1432 // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
1433 positionSnap.x -= 1.0f;
1438 // Flick logic Y Axis
1440 if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
1444 if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
1445 mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
1447 if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
1449 biasY = 0.0f, vertical = Up;
1451 else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
1453 biasY = 1.0f, vertical = Down;
1458 // isFlick: Whether this gesture is a flick or not.
1459 bool isFlick = (horizontal != All || vertical != All);
1460 // isFreeFlick: Whether this gesture is a flick under free panning criteria.
1461 bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
1463 if(isFlick || isFreeFlick)
1465 positionDuration = Vector2::ONE * mFlickDuration;
1466 alphaFunction = mFlickAlphaFunction;
1469 // Calculate next positionSnap ////////////////////////////////////////////////////////////
1471 if(mActorAutoSnapEnabled)
1473 Vector3 size = Self().GetCurrentSize();
1475 Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
1477 if(!child && isFlick )
1479 // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
1480 child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
1485 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1487 // Get center-point of the Actor.
1488 Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
1490 if(mRulerX->IsEnabled())
1492 positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
1494 if(mRulerY->IsEnabled())
1496 positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
1501 Vector2 startPosition = positionSnap;
1502 positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
1503 positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
1505 Vector2 clampDelta(Vector2::ZERO);
1506 ClampPosition(positionSnap);
1508 if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free)
1509 && isFreeFlick && !mActorAutoSnapEnabled)
1511 // Calculate target position based on velocity of flick.
1513 // a = Deceleration (Set to diagonal stage length * friction coefficient)
1514 // u = Initial Velocity (Flick velocity)
1515 // v = 0 (Final Velocity)
1516 // t = Time (Velocity / Deceleration)
1517 Vector2 stageSize = Stage::GetCurrent().GetSize();
1518 float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
1519 float a = (stageLength * mFrictionCoefficient);
1520 Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
1521 float speed = u.Length();
1524 // TODO: Change this to a decay function. (faster you flick, the slower it should be)
1525 speed = std::min(speed, stageLength * mMaxFlickSpeed );
1527 alphaFunction = ConstantDecelerationAlphaFunction;
1529 float t = speed / a;
1531 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1533 positionSnap.x += t*u.x*0.5f;
1536 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1538 positionSnap.y += t*u.y*0.5f;
1541 clampDelta = positionSnap;
1542 ClampPosition(positionSnap);
1543 if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
1545 clampDelta -= positionSnap;
1546 clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
1547 clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
1551 clampDelta = Vector2::ZERO;
1554 // If Axis is Free and has velocity, then calculate time taken
1555 // to reach target based on velocity in axis.
1556 if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::Free)
1558 float deltaX = fabsf(startPosition.x - positionSnap.x);
1560 if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
1562 positionDuration.x = fabsf(deltaX / u.x);
1566 positionDuration.x = 0;
1570 if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::Free)
1572 float deltaY = fabsf(startPosition.y - positionSnap.y);
1574 if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
1576 positionDuration.y = fabsf(deltaY / u.y);
1580 positionDuration.y = 0;
1585 if(IsOvershootEnabled())
1587 // Scroll to the end of the overshoot only when overshoot is enabled.
1588 positionSnap += clampDelta;
1591 bool animating = AnimateTo(positionSnap, positionDuration,
1592 alphaFunction, false,
1593 DirectionBiasNone, DirectionBiasNone,
1594 isFlick || isFreeFlick ? Flick : Snap);
1599 void ScrollView::StopAnimation(void)
1601 // Clear Snap animation if exists.
1602 StopAnimation(mInternalXAnimation);
1603 StopAnimation(mInternalYAnimation);
1604 mScrollStateFlags = 0;
1605 // remove scroll animation flags
1606 HandleStoppedAnimation();
1609 void ScrollView::StopAnimation(Animation& animation)
1618 bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration,
1619 AlphaFunction alpha, bool findShortcuts,
1620 DirectionBias horizontalBias, DirectionBias verticalBias,
1623 // Here we perform an animation on a number of properties (depending on which have changed)
1624 // The animation is applied to all ScrollBases
1625 Actor self = Self();
1626 mScrollTargetPosition = position;
1627 float totalDuration = 0.0f;
1629 bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
1633 totalDuration = std::max(totalDuration, positionDuration.x);
1634 totalDuration = std::max(totalDuration, positionDuration.y);
1638 // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
1639 totalDuration = 0.01f;
1640 positionChanged = true;
1645 // Position Delta ///////////////////////////////////////////////////////
1648 if(mWrapMode && findShortcuts)
1650 // In Wrap Mode, the shortest distance is a little less intuitive...
1651 const RulerDomain rulerDomainX = mRulerX->GetDomain();
1652 const RulerDomain rulerDomainY = mRulerY->GetDomain();
1654 if(mRulerX->IsEnabled())
1656 float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
1657 mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
1660 if(mRulerY->IsEnabled())
1662 float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
1663 mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
1667 // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting
1668 // a horizonal/vertical wall.delay
1669 AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
1670 AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
1672 if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
1674 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
1675 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
1676 mScrollPrePosition = mScrollTargetPosition;
1677 mScrollPostPosition = mScrollTargetPosition;
1678 WrapPosition(mScrollPostPosition);
1681 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 );
1682 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 );
1685 SetScrollUpdateNotification(true);
1687 // Always send a snap event when AnimateTo is called.
1688 Toolkit::ScrollView::SnapEvent snapEvent;
1689 snapEvent.type = snapType;
1690 snapEvent.position = -mScrollTargetPosition;
1691 snapEvent.duration = totalDuration;
1693 DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
1694 mSnapStartedSignal.Emit( snapEvent );
1696 return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
1699 void ScrollView::EnableScrollOvershoot(bool enable)
1701 if(enable && !mOvershootIndicator)
1703 mOvershootIndicator = ScrollOvershootIndicator::New();
1707 mOvershootIndicator->AttachToScrollable(*this);
1711 mMaxOvershoot = mUserMaxOvershoot;
1712 mOvershootIndicator->DetachFromScrollable(*this);
1714 UpdateMainInternalConstraint();
1717 void ScrollView::AddOverlay(Actor actor)
1719 actor.SetDrawMode( DrawMode::OVERLAY_2D );
1720 mInternalActor.Add( actor );
1723 void ScrollView::RemoveOverlay(Actor actor)
1725 mInternalActor.Remove( actor );
1728 void ScrollView::SetOvershootEffectColor( const Vector4& color )
1730 mOvershootEffectColor = color;
1731 if( mOvershootIndicator )
1733 mOvershootIndicator->SetOvershootEffectColor( color );
1737 void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
1739 PanGestureDetector panGesture( GetPanGestureDetector() );
1741 // First remove just in case we have some set, then add.
1742 panGesture.RemoveDirection( direction );
1743 panGesture.AddDirection( direction, threshold );
1746 void ScrollView::RemoveScrollingDirection( Radian direction )
1748 PanGestureDetector panGesture( GetPanGestureDetector() );
1749 panGesture.RemoveDirection( direction );
1752 Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
1754 return mSnapStartedSignal;
1757 void ScrollView::FindAndUnbindActor(Actor child)
1762 Vector2 ScrollView::GetPropertyPrePosition() const
1764 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
1765 WrapPosition(position);
1769 Vector2 ScrollView::GetPropertyPosition() const
1771 Vector2 position = Self().GetProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
1772 WrapPosition(position);
1777 void ScrollView::HandleStoppedAnimation()
1779 SetScrollUpdateNotification(false);
1782 void ScrollView::HandleSnapAnimationFinished()
1784 // Emit Signal that scrolling has completed.
1786 Actor self = Self();
1787 self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
1789 Vector2 deltaPosition(mScrollPrePosition);
1791 UpdateLocalScrollProperties();
1792 WrapPosition(mScrollPrePosition);
1793 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
1794 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
1796 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1797 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
1798 mScrollCompletedSignal.Emit( currentScrollPosition );
1800 mDomainOffset += deltaPosition - mScrollPostPosition;
1801 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
1802 HandleStoppedAnimation();
1805 void ScrollView::SetScrollUpdateNotification( bool enabled )
1807 Actor self = Self();
1808 if( mScrollXUpdateNotification )
1810 // disconnect now to avoid a notification before removed from update thread
1811 mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1812 self.RemovePropertyNotification(mScrollXUpdateNotification);
1813 mScrollXUpdateNotification.Reset();
1815 if( enabled && !mScrollUpdatedSignal.Empty())
1817 // Only set up the notification when the application has connected to the updated signal
1818 mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f));
1819 mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1821 if( mScrollYUpdateNotification )
1823 // disconnect now to avoid a notification before removed from update thread
1824 mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
1825 self.RemovePropertyNotification(mScrollYUpdateNotification);
1826 mScrollYUpdateNotification.Reset();
1828 if( enabled && !mScrollUpdatedSignal.Empty())
1830 // Only set up the notification when the application has connected to the updated signal
1831 mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f));
1832 mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
1836 void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
1838 // Guard against destruction during signal emission
1839 Toolkit::ScrollView handle( GetOwner() );
1841 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1842 mScrollUpdatedSignal.Emit( currentScrollPosition );
1845 bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1847 Dali::BaseHandle handle( object );
1849 bool connected( true );
1850 Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
1852 if( 0 == strcmp( signalName.c_str(), SIGNAL_SNAP_STARTED ) )
1854 view.SnapStartedSignal().Connect( tracker, functor );
1858 // signalName does not match any signal
1865 void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1867 // need to update domain properties for new size
1868 UpdatePropertyDomain();
1871 void ScrollView::OnSizeSet( const Vector3& size )
1873 // need to update domain properties for new size
1874 if( mDefaultMaxOvershoot )
1876 mUserMaxOvershoot.x = size.x * 0.5f;
1877 mUserMaxOvershoot.y = size.y * 0.5f;
1878 if( !IsOvershootEnabled() )
1880 mMaxOvershoot = mUserMaxOvershoot;
1883 UpdatePropertyDomain();
1884 UpdateMainInternalConstraint();
1885 if( IsOvershootEnabled() )
1887 mOvershootIndicator->Reset();
1891 void ScrollView::OnChildAdd(Actor& child)
1893 Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
1896 mInternalActor.Add(scrollBar);
1897 if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::Horizontal)
1899 scrollBar.SetScrollPropertySource(Self(),
1900 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
1901 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
1902 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
1903 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
1907 scrollBar.SetScrollPropertySource(Self(),
1908 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
1909 Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
1910 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
1911 Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
1914 else if(mAlterChild)
1920 void ScrollView::OnChildRemove(Actor& child)
1922 // TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
1926 void ScrollView::StartTouchDownTimer()
1928 if ( !mTouchDownTimer )
1930 mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
1931 mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
1934 mTouchDownTimer.Start();
1937 void ScrollView::StopTouchDownTimer()
1939 if ( mTouchDownTimer )
1941 mTouchDownTimer.Stop();
1945 bool ScrollView::OnTouchDownTimeout()
1947 DALI_LOG_SCROLL_STATE("[0x%X]", this);
1949 mTouchDownTimeoutReached = true;
1951 unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
1952 if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
1954 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
1957 if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
1959 DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
1961 mScrollInterrupted = true;
1962 // reset domain offset as scrolling from original plane.
1963 mDomainOffset = Vector2::ZERO;
1964 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO);
1966 UpdateLocalScrollProperties();
1967 Vector2 currentScrollPosition = GetCurrentScrollPosition();
1968 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
1969 mScrollCompletedSignal.Emit( currentScrollPosition );
1976 bool ScrollView::OnTouchEvent(const TouchEvent& event)
1980 DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
1982 // Ignore this touch event, if scrollview is insensitive.
1986 // Ignore events with multiple-touch points
1987 if (event.GetPointCount() != 1)
1989 DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
1994 const TouchPoint::State pointState = event.GetPoint(0).state;
1995 if( pointState == TouchPoint::Down )
1997 DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
1999 if(mGestureStackDepth==0)
2001 mTouchDownTime = event.time;
2003 // This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
2004 // If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
2005 mTouchDownTimeoutReached = false;
2006 mScrollInterrupted = false;
2007 StartTouchDownTimer();
2010 else if( ( pointState == TouchPoint::Up ) ||
2011 ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) )
2013 DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) );
2015 StopTouchDownTimer();
2017 // if the user touches and releases without enough movement to go
2018 // into a gesture state, then we should snap to nearest point.
2019 // otherwise our scroll could be stopped (interrupted) half way through an animation.
2020 if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
2022 if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) ||
2023 ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
2025 // Reset the velocity only if down was received a while ago
2026 mLastVelocity = Vector2( 0.0f, 0.0f );
2029 UpdateLocalScrollProperties();
2030 // Only finish the transform if scrolling was interrupted on down or if we are scrolling
2031 if ( mScrollInterrupted || mScrolling )
2033 DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
2038 mTouchDownTimeoutReached = false;
2039 mScrollInterrupted = false;
2045 bool ScrollView::OnWheelEvent(const WheelEvent& event)
2049 // Ignore this wheel event, if scrollview is insensitive.
2053 Vector2 targetScrollPosition = GetPropertyPosition();
2055 if(mRulerX->IsEnabled() && !mRulerY->IsEnabled())
2057 // If only the ruler in the X axis is enabled, scroll in the X axis.
2058 if(mRulerX->GetType() == Ruler::Free)
2060 // Free panning mode
2061 targetScrollPosition.x += event.z * mWheelScrollDistanceStep.x;
2062 ClampPosition(targetScrollPosition);
2063 ScrollTo(-targetScrollPosition);
2065 else if(!mScrolling)
2067 // Snap mode, only respond to the event when the previous snap animation is finished.
2068 ScrollTo(GetCurrentPage() - event.z);
2073 // If the ruler in the Y axis is enabled, scroll in the Y axis.
2074 if(mRulerY->GetType() == Ruler::Free)
2076 // Free panning mode
2077 targetScrollPosition.y += event.z * mWheelScrollDistanceStep.y;
2078 ClampPosition(targetScrollPosition);
2079 ScrollTo(-targetScrollPosition);
2081 else if(!mScrolling)
2083 // Snap mode, only respond to the event when the previous snap animation is finished.
2084 ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
2091 void ScrollView::ResetScrolling()
2093 Actor self = Self();
2094 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2095 mScrollPrePosition = mScrollPostPosition;
2096 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
2097 self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
2100 void ScrollView::UpdateLocalScrollProperties()
2102 Actor self = Self();
2103 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
2104 self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
2107 // private functions
2109 void ScrollView::PreAnimatedScrollSetup()
2111 // SCROLL_PRE_POSITION is our unclamped property with wrapping
2112 // SCROLL_POSITION is our final scroll position after clamping
2114 Actor self = Self();
2116 Vector2 deltaPosition(mScrollPostPosition);
2117 WrapPosition(mScrollPostPosition);
2118 mDomainOffset += deltaPosition - mScrollPostPosition;
2119 Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
2121 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2123 // already performing animation on internal x position
2124 StopAnimation(mInternalXAnimation);
2127 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2129 // already performing animation on internal y position
2130 StopAnimation(mInternalYAnimation);
2133 mScrollStateFlags = 0;
2135 // Update Actor position with this wrapped value.
2138 void ScrollView::FinaliseAnimatedScroll()
2140 // TODO - common animation finishing code in here
2143 void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
2145 StopAnimation(mInternalXAnimation);
2147 if( duration > Math::MACHINE_EPSILON_10 )
2149 Actor self = Self();
2150 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, position );
2151 mInternalXAnimation = Animation::New(duration);
2152 DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
2153 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2154 mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
2155 mInternalXAnimation.Play();
2157 // erase current state flags
2158 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2159 // add internal animation state flag
2160 mScrollStateFlags |= AnimatingInternalX;
2164 void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
2166 StopAnimation(mInternalYAnimation);
2168 if( duration > Math::MACHINE_EPSILON_10 )
2170 Actor self = Self();
2171 DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, position );
2172 mInternalYAnimation = Animation::New(duration);
2173 DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
2174 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
2175 mInternalYAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
2176 mInternalYAnimation.Play();
2178 // erase current state flags
2179 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2180 // add internal animation state flag
2181 mScrollStateFlags |= AnimatingInternalY;
2185 void ScrollView::OnScrollAnimationFinished( Animation& source )
2187 // Guard against destruction during signal emission
2188 // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
2189 Toolkit::ScrollView handle( GetOwner() );
2191 bool scrollingFinished = false;
2193 // update our local scroll positions
2194 UpdateLocalScrollProperties();
2196 if( source == mInternalXAnimation )
2198 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 );
2200 if( !(mScrollStateFlags & AnimatingInternalY) )
2202 scrollingFinished = true;
2204 mInternalXAnimation.Reset();
2205 // wrap pre scroll x position and set it
2208 const RulerDomain rulerDomain = mRulerX->GetDomain();
2209 mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
2210 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2211 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2213 SnapInternalXTo(mScrollPostPosition.x);
2216 if( source == mInternalYAnimation )
2218 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 );
2220 if( !(mScrollStateFlags & AnimatingInternalX) )
2222 scrollingFinished = true;
2224 mInternalYAnimation.Reset();
2227 // wrap pre scroll y position and set it
2228 const RulerDomain rulerDomain = mRulerY->GetDomain();
2229 mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
2230 DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
2231 handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
2233 SnapInternalYTo(mScrollPostPosition.y);
2236 DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
2238 if(scrollingFinished)
2240 HandleSnapAnimationFinished();
2244 void ScrollView::OnSnapInternalPositionFinished( Animation& source )
2246 Actor self = Self();
2247 UpdateLocalScrollProperties();
2248 if( source == mInternalXAnimation )
2250 DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
2252 // clear internal x animation flags
2253 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2254 mInternalXAnimation.Reset();
2255 WrapPosition(mScrollPrePosition);
2257 if( source == mInternalYAnimation )
2259 DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
2261 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2262 mInternalYAnimation.Reset();
2263 WrapPosition(mScrollPrePosition);
2267 void ScrollView::SnapInternalXTo(float position)
2269 Actor self = Self();
2271 StopAnimation(mInternalXAnimation);
2273 // erase current state flags
2274 mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
2276 // if internal x not equal to inputed parameter, animate it
2277 float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
2278 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2279 if( duration > Math::MACHINE_EPSILON_1 )
2281 DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
2283 mInternalXAnimation = Animation::New(duration);
2284 mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2285 mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position);
2286 mInternalXAnimation.Play();
2288 // add internal animation state flag
2289 mScrollStateFlags |= SnappingInternalX;
2293 void ScrollView::SnapInternalYTo(float position)
2295 Actor self = Self();
2297 StopAnimation(mInternalYAnimation);
2299 // erase current state flags
2300 mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
2302 // if internal y not equal to inputed parameter, animate it
2303 float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
2304 DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
2305 if( duration > Math::MACHINE_EPSILON_1 )
2307 DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
2309 mInternalYAnimation = Animation::New(duration);
2310 mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
2311 mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position);
2312 mInternalYAnimation.Play();
2314 // add internal animation state flag
2315 mScrollStateFlags |= SnappingInternalY;
2319 void ScrollView::GestureStarted()
2321 // we handle the first gesture.
2322 // if we're currently doing a gesture and receive another
2323 // we continue and combine the effects of the gesture instead of reseting.
2324 if(mGestureStackDepth++==0)
2326 Actor self = Self();
2327 StopTouchDownTimer();
2329 mPanDelta = Vector2::ZERO;
2330 mLastVelocity = Vector2::ZERO;
2333 mLockAxis = LockPossible;
2336 if( mScrollStateFlags & SCROLL_X_STATE_MASK )
2338 StopAnimation(mInternalXAnimation);
2340 if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
2342 StopAnimation(mInternalYAnimation);
2344 mScrollStateFlags = 0;
2346 if(mScrolling) // are we interrupting a current scroll?
2348 // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
2350 // send negative scroll position since scroll internal scroll position works as an offset for actors,
2351 // give applications the position within the domain from the scroll view's anchor position
2352 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
2353 mScrollCompletedSignal.Emit( -mScrollPostPosition );
2358 void ScrollView::GestureContinuing(const Vector2& panDelta)
2360 mPanDelta.x+= panDelta.x;
2361 mPanDelta.y+= panDelta.y;
2363 // Save the velocity, there is a bug in PanGesture
2364 // Whereby the Gesture::Finished's velocity is either:
2365 // NaN (due to time delta of zero between the last two events)
2366 // or 0 (due to position being the same between the last two events)
2368 // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
2369 // appears mostly horizontal or mostly vertical respectively.
2372 mLockAxis = GetLockAxis(mPanDelta, mLockAxis, mAxisAutoLockGradient);
2373 } // end if mAxisAutoLock
2376 // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
2377 // BUG: Gesture::Finished doesn't always return velocity on release (due to
2378 // timeDelta between last two events being 0 sometimes, or posiiton being the same)
2379 void ScrollView::OnPan( const PanGesture& gesture )
2381 // Guard against destruction during signal emission
2382 // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
2383 Actor self( Self() );
2387 DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
2389 // If another callback on the same original signal disables sensitivity,
2390 // this callback will still be called, so we must suppress it.
2394 // translate Gesture input to get useful data...
2395 switch(gesture.state)
2397 case Gesture::Started:
2399 DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
2400 mPanStartPosition = gesture.position - gesture.displacement;
2401 UpdateLocalScrollProperties();
2404 self.SetProperty( Toolkit::ScrollView::Property::PANNING, true );
2405 self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(gesture.position.x, gesture.position.y, 0.0f) );
2407 UpdateMainInternalConstraint();
2411 case Gesture::Continuing:
2415 DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
2416 GestureContinuing(gesture.screenDisplacement);
2420 // If we do not think we are panning, then we should not do anything here
2426 case Gesture::Finished:
2427 case Gesture::Cancelled:
2431 DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
2433 UpdateLocalScrollProperties();
2434 mLastVelocity = gesture.velocity;
2436 self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
2438 if( mScrollMainInternalPrePositionConstraint )
2440 mScrollMainInternalPrePositionConstraint.Remove();
2445 // If we do not think we are panning, then we should not do anything here
2451 case Gesture::Possible:
2452 case Gesture::Clear:
2454 // Nothing to do, not needed.
2458 } // end switch(gesture.state)
2460 OnGestureEx(gesture.state);
2463 void ScrollView::OnGestureEx(Gesture::State state)
2465 // call necessary signals for application developer
2467 if(state == Gesture::Started)
2469 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2470 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
2472 DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2473 mScrollStartedSignal.Emit( currentScrollPosition );
2475 else if( (state == Gesture::Finished) ||
2476 (state == Gesture::Cancelled) ) // Finished/default
2478 // when all the gestures have finished, we finish the transform.
2479 // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
2480 // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
2481 // this is the point we end, and perform necessary snapping.
2482 mGestureStackDepth--;
2483 if(mGestureStackDepth==0)
2485 // no flick if we have not exceeded min flick distance
2486 if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
2487 && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
2489 // reset flick velocity
2490 mLastVelocity = Vector2::ZERO;
2496 DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
2501 void ScrollView::FinishTransform()
2503 // at this stage internal x and x scroll position should have followed prescroll position exactly
2504 Actor self = Self();
2506 PreAnimatedScrollSetup();
2508 // convert pixels/millisecond to pixels per second
2509 bool animating = SnapWithVelocity(mLastVelocity * 1000.0f);
2513 // if not animating, then this pan has completed right now.
2514 SetScrollUpdateNotification(false);
2516 Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
2518 if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
2520 SnapInternalXTo(mScrollTargetPosition.x);
2522 if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
2524 SnapInternalYTo(mScrollTargetPosition.y);
2526 Vector2 currentScrollPosition = GetCurrentScrollPosition();
2527 DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
2528 mScrollCompletedSignal.Emit( currentScrollPosition );
2532 Vector2 ScrollView::GetOvershoot(Vector2& position) const
2534 Vector3 size = Self().GetCurrentSize();
2537 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2538 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2540 if(mRulerX->IsEnabled() && rulerDomainX.enabled)
2542 const float left = rulerDomainX.min - position.x;
2543 const float right = size.width - rulerDomainX.max - position.x;
2550 overshoot.x = right;
2554 if(mRulerY->IsEnabled() && rulerDomainY.enabled)
2556 const float top = rulerDomainY.min - position.y;
2557 const float bottom = size.height - rulerDomainY.max - position.y;
2564 overshoot.y = bottom;
2571 bool ScrollView::OnAccessibilityPan(PanGesture gesture)
2573 // Keep track of whether this is an AccessibilityPan
2574 mInAccessibilityPan = true;
2576 mInAccessibilityPan = false;
2581 void ScrollView::ClampPosition(Vector2& position) const
2583 ClampState2D clamped;
2584 ClampPosition(position, clamped);
2587 void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
2589 Vector3 size = Self().GetCurrentSize();
2591 position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
2592 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.
2595 void ScrollView::WrapPosition(Vector2& position) const
2599 const RulerDomain rulerDomainX = mRulerX->GetDomain();
2600 const RulerDomain rulerDomainY = mRulerY->GetDomain();
2602 if(mRulerX->IsEnabled())
2604 position.x = -WrapInDomain(-position.x, rulerDomainX.min, rulerDomainX.max);
2607 if(mRulerY->IsEnabled())
2609 position.y = -WrapInDomain(-position.y, rulerDomainY.min, rulerDomainY.max);
2614 void ScrollView::UpdateMainInternalConstraint()
2616 // TODO: Only update the constraints which have changed, rather than remove all and add all again.
2617 // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
2618 Actor self = Self();
2619 PanGestureDetector detector( GetPanGestureDetector() );
2621 if(mScrollMainInternalPositionConstraint)
2623 mScrollMainInternalPositionConstraint.Remove();
2624 mScrollMainInternalDeltaConstraint.Remove();
2625 mScrollMainInternalFinalConstraint.Remove();
2626 mScrollMainInternalRelativeConstraint.Remove();
2627 mScrollMainInternalDomainConstraint.Remove();
2628 mScrollMainInternalPrePositionMaxConstraint.Remove();
2630 if( mScrollMainInternalPrePositionConstraint )
2632 mScrollMainInternalPrePositionConstraint.Remove();
2635 // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
2636 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
2638 // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
2639 Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
2641 if( mLockAxis == LockVertical )
2643 initialPanMask.y = 0.0f;
2645 else if( mLockAxis == LockHorizontal )
2647 initialPanMask.x = 0.0f;
2652 mScrollMainInternalPrePositionConstraint = Constraint::New<Vector2>( self,
2653 Toolkit::ScrollView::Property::SCROLL_PRE_POSITION,
2654 InternalPrePositionConstraint( mPanStartPosition,
2657 mAxisAutoLockGradient,
2660 mRulerX->GetDomain(),
2661 mRulerY->GetDomain() ) );
2662 mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) );
2663 mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2664 mScrollMainInternalPrePositionConstraint.Apply();
2667 // 2. Second calculate the clamped position (actual position)
2668 mScrollMainInternalPositionConstraint = Constraint::New<Vector2>( self,
2669 Toolkit::ScrollView::Property::SCROLL_POSITION,
2670 InternalPositionConstraint( mRulerX->GetDomain(),
2671 mRulerY->GetDomain(),
2673 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2674 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2675 mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2676 mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
2677 mScrollMainInternalPositionConstraint.Apply();
2679 mScrollMainInternalDeltaConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint );
2680 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2681 mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) );
2682 mScrollMainInternalDeltaConstraint.Apply();
2684 mScrollMainInternalFinalConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_FINAL,
2685 InternalFinalConstraint( FinalDefaultAlphaFunction,
2686 FinalDefaultAlphaFunction ) );
2687 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2688 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) );
2689 mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) );
2690 mScrollMainInternalFinalConstraint.Apply();
2692 mScrollMainInternalRelativeConstraint = Constraint::New<Vector2>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint );
2693 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2694 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2695 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2696 mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2697 mScrollMainInternalRelativeConstraint.Apply();
2699 mScrollMainInternalDomainConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE, InternalScrollDomainConstraint );
2700 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2701 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2702 mScrollMainInternalDomainConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2703 mScrollMainInternalDomainConstraint.Apply();
2705 mScrollMainInternalPrePositionMaxConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX, InternalPrePositionMaxConstraint );
2706 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2707 mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2708 mScrollMainInternalPrePositionMaxConstraint.Apply();
2710 // When panning we want to make sure overshoot values are affected by pre position and post position
2711 SetOvershootConstraintsEnabled(!mWrapMode);
2714 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
2716 Actor self( Self() );
2717 // remove and reset, it may now be in wrong order with the main internal constraints
2718 if( mScrollMainInternalOvershootXConstraint )
2720 mScrollMainInternalOvershootXConstraint.Remove();
2721 mScrollMainInternalOvershootXConstraint.Reset();
2722 mScrollMainInternalOvershootYConstraint.Remove();
2723 mScrollMainInternalOvershootYConstraint.Reset();
2727 mScrollMainInternalOvershootXConstraint= Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) );
2728 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2729 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2730 mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) );
2731 mScrollMainInternalOvershootXConstraint.Apply();
2733 mScrollMainInternalOvershootYConstraint = Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) );
2734 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
2735 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2736 mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
2737 mScrollMainInternalOvershootYConstraint.Apply();
2741 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f);
2742 self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f);
2746 void ScrollView::SetInternalConstraints()
2748 // Internal constraints (applied to target ScrollBase Actor itself) /////////
2749 UpdateMainInternalConstraint();
2751 // User definable constraints to apply to all child actors //////////////////
2752 Actor self = Self();
2754 // Apply some default constraints to ScrollView & its bound actors
2755 // Movement + Wrap function
2757 Constraint constraint;
2759 // MoveActor (scrolling)
2760 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
2761 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
2762 constraint.SetRemoveAction(Constraint::Discard);
2763 ApplyConstraintToBoundActors(constraint);
2765 // WrapActor (wrap functionality)
2766 constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, WrapActorConstraint );
2767 constraint.AddSource( LocalSource( Actor::Property::SCALE ) );
2768 constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) );
2769 constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
2770 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
2771 constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
2772 constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) );
2773 constraint.SetRemoveAction(Constraint::Discard);
2774 ApplyConstraintToBoundActors(constraint);
2777 } // namespace Internal
2779 } // namespace Toolkit