const float DEFAULT_MAX_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
const Rect<int> OVERSHOOT_RIPPLE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds
+const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.9f; // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again
+const float MIN_OVERSHOOT_NOTIFY_AMOUNT = Math::MACHINE_EPSILON_1; // minimum amount to set notification for reduced overshoot, beyond this we just wait for it to increase again
+const float OVERSHOOT_NOTIFY_STEP = 0.1f; // amount to set notifications beyond current overshoot value
-ScrollOvershootIndicator::ScrollOvershootIndicator(Scrollable& scrollable) :
- mScrollable(scrollable),
+ScrollOvershootIndicator::ScrollOvershootIndicator() :
mEffectX(NULL),
mEffectY(NULL)
{
}
-ScrollOvershootIndicator* ScrollOvershootIndicator::New(Scrollable& scrollable)
+ScrollOvershootIndicator* ScrollOvershootIndicator::New()
{
- ScrollOvershootIndicator* scrollOvershootPtr = new ScrollOvershootIndicator(scrollable);
+ ScrollOvershootIndicator* scrollOvershootPtr = new ScrollOvershootIndicator();
return scrollOvershootPtr;
}
-void ScrollOvershootIndicator::Enable(bool enable)
+void ScrollOvershootIndicator::AttachToScrollable(Scrollable& scrollable)
{
- if(enable)
+ if(!mEffectX)
{
- Actor scrollableActor = mScrollable.Self();
- if(!mEffectX)
- {
- mEffectX = ScrollOvershootEffectRipple::New(false);
- }
- mEffectX->Apply(mScrollable);
- if(!mEffectY)
- {
- mEffectY = ScrollOvershootEffectRipple::New(true);
- }
- mEffectY->Apply(mScrollable);
- mEffectY->SetPropertyNotifications(scrollableActor);
+ mEffectX = ScrollOvershootEffectRipple::New(false, scrollable);
}
- else
+ mEffectX->Apply();
+ if(!mEffectY)
{
- if(mEffectX)
- {
- mEffectX->Remove(mScrollable);
- }
- if(mEffectY)
- {
- mEffectY->Remove(mScrollable);
- }
+ mEffectY = ScrollOvershootEffectRipple::New(true, scrollable);
+ }
+ mEffectY->Apply();
+}
+
+void ScrollOvershootIndicator::DetachFromScrollable(Scrollable& scrollable)
+{
+ if(mEffectX)
+ {
+ mEffectX->Remove(scrollable);
+ }
+ if(mEffectY)
+ {
+ mEffectY->Remove(scrollable);
}
}
mEffectY->Reset();
}
-ScrollOvershootEffect::ScrollOvershootEffect(bool vertical) :
+ScrollOvershootEffect::ScrollOvershootEffect( bool vertical ) :
mVertical(vertical)
{
}
-ScrollOvershootEffectRipple::ScrollOvershootEffectRipple(bool vertical) :
- ScrollOvershootEffect(vertical),
- mMaxOvershootImageSize(DEFAULT_MAX_OVERSHOOT_HEIGHT)
+bool ScrollOvershootEffect::IsVertical() const
+{
+ return mVertical;
+}
+
+ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrollable& scrollable ) :
+ ScrollOvershootEffect( vertical ),
+ mAttachedScrollView(scrollable),
+ mCanScrollPropertyIndex(Property::INVALID_INDEX),
+ mOvershootProperty(Property::INVALID_INDEX),
+ mEffectOvershootProperty(Property::INVALID_INDEX),
+ mMaxOvershootImageSize(DEFAULT_MAX_OVERSHOOT_HEIGHT),
+ mOvershootAnimationDuration(DEFAULT_OVERSHOOT_ANIMATION_DURATION),
+ mOvershoot(0.0f),
+ mAnimationStateFlags(0)
{
mRippleEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
mOvershootImage = CreateSolidColorActor(Vector4::ONE);
mOvershootImage.SetDrawMode(DrawMode::OVERLAY);
mOvershootImage.SetShaderEffect(mRippleEffect);
mOvershootImage.SetVisible(false);
- mAnimatingOvershootOn = false;
- mAnimateOvershootOff = false;
}
-void ScrollOvershootEffectRipple::Apply(Scrollable& scrollable)
+void ScrollOvershootEffectRipple::Apply()
{
- Actor scrollableActor = scrollable.Self();
+ Actor self = mAttachedScrollView.Self();
+ mOvershootProperty = self.GetPropertyIndex(IsVertical() ? Toolkit::ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME : Toolkit::ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
+ mCanScrollPropertyIndex = self.GetPropertyIndex(IsVertical() ? Scrollable::SCROLLABLE_CAN_SCROLL_VERTICAL : Scrollable::SCROLLABLE_CAN_SCROLL_HORIZONTAL);
+ mEffectOvershootProperty = mRippleEffect.GetPropertyIndex(mRippleEffect.GetProgressRatePropertyName());
// make sure height is set, since we only create a constraint for image width
mOvershootImage.SetSize(OVERSHOOT_RIPPLE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_RIPPLE_IMAGE_1_PIXEL_AREA.height);
- UpdateConstraints(scrollableActor);
- scrollable.AddOverlay(mOvershootImage);
+ mAttachedScrollView.AddOverlay(mOvershootImage);
- SetPropertyNotifications(scrollableActor);
+ UpdatePropertyNotifications();
}
-void ScrollOvershootEffectRipple::Remove(Scrollable& scrollable)
+void ScrollOvershootEffectRipple::Remove( Scrollable& scrollable )
{
if(mOvershootImage)
{
- if(mSizeConstraint)
+ if(mOvershootIncreaseNotification)
{
- mOvershootImage.RemoveConstraint(mSizeConstraint);
- mSizeConstraint = NULL;
+ scrollable.Self().RemovePropertyNotification(mOvershootIncreaseNotification);
+ mOvershootIncreaseNotification.Reset();
}
- if(mPositionConstraint)
+ if(mOvershootDecreaseNotification)
{
- mOvershootImage.RemoveConstraint(mPositionConstraint);
- mPositionConstraint = NULL;
+ scrollable.Self().RemovePropertyNotification(mOvershootDecreaseNotification);
+ mOvershootDecreaseNotification.Reset();
}
scrollable.RemoveOverlay(mOvershootImage);
}
void ScrollOvershootEffectRipple::Reset()
{
- mAnimatingOvershootOn = false;
- mAnimateOvershootOff = false;
mOvershootImage.SetVisible(false);
- mRippleEffect.SetProgressRate(0.0f);
- if(mScrollOvershootAnimation)
- {
- mScrollOvershootAnimation.Clear();
- mScrollOvershootAnimation.Reset();
- }
+ mRippleEffect.SetUniform(mRippleEffect.GetProgressRatePropertyName(), 0.0f);
}
-void ScrollOvershootEffectRipple::UpdateConstraints(Actor& scrollable)
+void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
{
- int overshootPropertyIndex = mRippleEffect.GetPropertyIndex(mRippleEffect.GetProgressRatePropertyName());
- Constraint constraint;
- if(!mSizeConstraint)
+ float absOvershoot = fabsf(mOvershoot);
+
+ Actor self = mAttachedScrollView.Self();
+ // update overshoot increase notify
+ if( mOvershootIncreaseNotification )
{
- constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
- Source( scrollable, IsVertical() ? Actor::SIZE_WIDTH : Actor::SIZE_HEIGHT),
- EqualToConstraint() );
- mSizeConstraint = mOvershootImage.ApplyConstraint(constraint);
+ self.RemovePropertyNotification( mOvershootIncreaseNotification );
+ mOvershootIncreaseNotification.Reset();
}
-
- if(!mPositionConstraint)
+ if( absOvershoot < MAX_OVERSHOOT_NOTIFY_AMOUNT )
{
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( scrollable, Actor::SIZE ),
- Source( mRippleEffect, overshootPropertyIndex ),
- boost::bind( &ScrollOvershootEffectRipple::PositionConstraint, this, _1, _2, _3) );
- mPositionConstraint = mOvershootImage.ApplyConstraint(constraint);
+ float increaseStep = absOvershoot + OVERSHOOT_NOTIFY_STEP;
+ if( increaseStep > MAX_OVERSHOOT_NOTIFY_AMOUNT )
+ {
+ increaseStep = MAX_OVERSHOOT_NOTIFY_AMOUNT;
+ }
+ mOvershootIncreaseNotification = self.AddPropertyNotification( mOvershootProperty, OutsideCondition(-increaseStep, increaseStep) );
+ mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
+ mOvershootIncreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
}
-}
-
-void ScrollOvershootEffectRipple::SetPropertyNotifications(Actor& scrollable)
-{
- int overshootXPropertyIndex = scrollable.GetPropertyIndex(Toolkit::ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- int overshootYPropertyIndex = scrollable.GetPropertyIndex(Toolkit::ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
- mCanScrollPropertyIndex = scrollable.GetPropertyIndex(IsVertical() ? Scrollable::SCROLLABLE_CAN_SCROLL_VERTICAL : Scrollable::SCROLLABLE_CAN_SCROLL_HORIZONTAL);
- if(!mOvershootNegativeNotification)
+ // update overshoot decrease notify
+ if( mOvershootDecreaseNotification )
{
- mOvershootNegativeNotification = scrollable.AddPropertyNotification(IsVertical() ? overshootYPropertyIndex : overshootXPropertyIndex, LessThanCondition(-Math::MACHINE_EPSILON_1));
- mOvershootNegativeNotification.SetNotifyMode(PropertyNotification::NotifyOnChanged);
- mOvershootNegativeNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnNegativeOvershootNotification);
+ self.RemovePropertyNotification( mOvershootDecreaseNotification );
+ mOvershootDecreaseNotification.Reset();
}
-
- if(!mOvershootPositiveNotification)
+ if( absOvershoot > MIN_OVERSHOOT_NOTIFY_AMOUNT )
{
- mOvershootPositiveNotification = scrollable.AddPropertyNotification(IsVertical() ? overshootYPropertyIndex : overshootXPropertyIndex, GreaterThanCondition(Math::MACHINE_EPSILON_1));
- mOvershootPositiveNotification.SetNotifyMode(PropertyNotification::NotifyOnChanged);
- mOvershootPositiveNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnPositiveOvershootNotification);
+ float reduceStep = absOvershoot - OVERSHOOT_NOTIFY_STEP;
+ if( reduceStep < MIN_OVERSHOOT_NOTIFY_AMOUNT )
+ {
+ reduceStep = MIN_OVERSHOOT_NOTIFY_AMOUNT;
+ }
+ mOvershootDecreaseNotification = self.AddPropertyNotification( mOvershootProperty, InsideCondition(-reduceStep, reduceStep) );
+ mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue);
+ mOvershootDecreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification);
}
}
-Vector3 ScrollOvershootEffectRipple::PositionConstraint(const Vector3& current,
- const PropertyInput& parentSizeProperty, const PropertyInput& overshootProperty)
+void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
{
- float overshoot = overshootProperty.GetFloat();
- const Vector3 parentSize = parentSizeProperty.GetVector3();
-
- Vector3 relativeOffset = Vector3::ZERO;
-
- if(IsVertical())
+ mOvershootImage.SetVisible(visible);
+ // make sure overshoot image is correctly placed
+ if( visible )
{
- if(overshoot > Math::MACHINE_EPSILON_0)
+ Actor self = mAttachedScrollView.Self();
+ if(mOvershoot > 0.0f)
{
- relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
+ // positive overshoot
+ const Vector3 imageSize = mOvershootImage.GetCurrentSize();
+ Vector3 relativeOffset;
+ const Vector3 parentSize = self.GetCurrentSize();
+ if(IsVertical())
+ {
+ mOvershootImage.SetRotation(Quaternion(0.0f, Vector3::ZAXIS));
+ mOvershootImage.SetSize(parentSize.width, imageSize.height, imageSize.depth);
+ }
+ else
+ {
+ mOvershootImage.SetRotation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS));
+ mOvershootImage.SetSize(parentSize.height, imageSize.height, imageSize.depth);
+ relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
+ }
+ mOvershootImage.SetPosition(relativeOffset * parentSize);
}
- else if (overshoot < -Math::MACHINE_EPSILON_0)
+ else
{
- relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
+ // negative overshoot
+ const Vector3 imageSize = mOvershootImage.GetCurrentSize();
+ Vector3 relativeOffset;
+ const Vector3 parentSize = self.GetCurrentSize();
+ if(IsVertical())
+ {
+ mOvershootImage.SetRotation(Quaternion(Math::PI, Vector3::ZAXIS));
+ mOvershootImage.SetSize(parentSize.width, imageSize.height, imageSize.depth);
+ relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
+ }
+ else
+ {
+ mOvershootImage.SetRotation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS));
+ mOvershootImage.SetSize(parentSize.height, imageSize.height, imageSize.depth);
+ relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
+ }
+ mOvershootImage.SetPosition(relativeOffset * parentSize);
}
}
- else
+}
+
+void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
+{
+ Actor self = mAttachedScrollView.Self();
+ mOvershoot = self.GetProperty<float>(mOvershootProperty);
+ if( source == mOvershootIncreaseNotification )
{
- if(overshoot > Math::MACHINE_EPSILON_0)
+ if( mOvershoot > Math::MACHINE_EPSILON_0 )
{
- relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
+ SetOvershoot(1.0f);
}
- else if (overshoot < -Math::MACHINE_EPSILON_0)
+ else if ( mOvershoot < -Math::MACHINE_EPSILON_0 )
{
- relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
+ SetOvershoot(-1.0f);
}
}
-
- return relativeOffset * parentSize;
-}
-
-void ScrollOvershootEffectRipple::OnPositiveOvershootNotification(PropertyNotification& source)
-{
- Actor delegate = Actor::DownCast(source.GetTarget());
- float overshoot = delegate.GetProperty<float>(source.GetTargetProperty());
- bool canScroll = delegate.GetProperty<bool>(mCanScrollPropertyIndex);
- if(!canScroll)
+ else if( source == mOvershootDecreaseNotification )
{
- mOvershootImage.SetVisible(false);
- return;
+ SetOvershoot(0.0f);
+ // overshoot reducing
}
- mOvershootImage.SetVisible(true);
+ UpdatePropertyNotifications();
+}
- if (fabsf(overshoot) < Math::MACHINE_EPSILON_1)
- {
- AnimateScrollOvershoot(0.0f);
- return;
- }
- if(overshoot > 0.0f)
+void ScrollOvershootEffectRipple::SetOvershoot(float amount, bool animate)
+{
+ float absAmount = fabsf(amount);
+ bool animatingOn = absAmount > Math::MACHINE_EPSILON_0;
+ if( (animatingOn && (mAnimationStateFlags & AnimatingIn)) )
{
- const Vector3 imageSize = mOvershootImage.GetCurrentSize();
- Vector3 relativeOffset = Vector3::ZERO;
- const Vector3 parentSize = delegate.GetCurrentSize();
- AnimateScrollOvershoot(1.0f);
- if(IsVertical())
+ // trying to do what we are already doing
+ if( mAnimationStateFlags & AnimateBack )
{
- mOvershootImage.SetRotation(Quaternion(0.0f, Vector3::ZAXIS));
- mOvershootImage.SetSize(parentSize.width, imageSize.height, imageSize.depth);
- relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
+ mAnimationStateFlags &= ~AnimateBack;
}
- else
- {
- mOvershootImage.SetRotation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS));
- mOvershootImage.SetSize(parentSize.height, imageSize.height, imageSize.depth);
- relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
- }
- mOvershootImage.SetPosition(relativeOffset * parentSize);
+ return;
}
-}
-
-void ScrollOvershootEffectRipple::OnNegativeOvershootNotification(PropertyNotification& source)
-{
- Actor delegate = Actor::DownCast(source.GetTarget());
- float overshoot = delegate.GetProperty<float>(source.GetTargetProperty());
- bool canScroll = delegate.GetProperty<bool>(mCanScrollPropertyIndex);
- if(!canScroll)
+ if( (!animatingOn && (mAnimationStateFlags & AnimatingOut)) )
{
- mOvershootImage.SetVisible(false);
+ // trying to do what we are already doing
return;
}
- mOvershootImage.SetVisible(true);
-
- if (fabsf(overshoot) < Math::MACHINE_EPSILON_1)
+ if( !animatingOn && (mAnimationStateFlags & AnimatingIn) )
{
- AnimateScrollOvershoot(0.0f);
+ // dont interrupt while animating on
+ mAnimationStateFlags |= AnimateBack;
return;
}
-
- if(overshoot < 0.0f)
+ // When we need to animate overshoot to 0
+ if( mOvershootAnimationDuration > Math::MACHINE_EPSILON_1 )
{
- const Vector3 imageSize = mOvershootImage.GetCurrentSize();
- Vector3 relativeOffset = Vector3::ZERO;
- const Vector3 parentSize = delegate.GetCurrentSize();
- AnimateScrollOvershoot(-1.0f);
- if(IsVertical())
- {
- mOvershootImage.SetRotation(Quaternion(Math::PI, Vector3::ZAXIS));
- mOvershootImage.SetSize(parentSize.width, imageSize.height, imageSize.depth);
- relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
- }
- else
+ // setup the new overshoot to 0 animation
+ float currentOvershoot = fabsf( mRippleEffect.GetProperty<float>( mEffectOvershootProperty ) );
+ float duration = mOvershootAnimationDuration * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot);
+
+ if( duration > Math::MACHINE_EPSILON_0 )
{
- mOvershootImage.SetRotation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS));
- mOvershootImage.SetSize(parentSize.height, imageSize.height, imageSize.depth);
- relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
+ if(mScrollOvershootAnimation)
+ {
+ mScrollOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
+ mScrollOvershootAnimation.Stop();
+ mScrollOvershootAnimation.Clear();
+ mScrollOvershootAnimation = NULL;
+ }
+ mScrollOvershootAnimation = Animation::New(duration);
+ mScrollOvershootAnimation.FinishedSignal().Connect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
+ mScrollOvershootAnimation.AnimateTo( Property(mRippleEffect, mEffectOvershootProperty), amount, TimePeriod(0.0f, duration) );
+ mScrollOvershootAnimation.Play();
+ mAnimationStateFlags = animatingOn ? AnimatingIn : AnimatingOut;
}
- mOvershootImage.SetPosition(relativeOffset * parentSize);
}
-}
-
-void ScrollOvershootEffectRipple::AnimateScrollOvershoot(float overshootAmount)
-{
- bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
-
- // make sure we animate back if needed
- mAnimateOvershootOff = (!animatingOn && mAnimatingOvershootOn);
-
- int overShootProperty = mRippleEffect.GetPropertyIndex(mRippleEffect.GetProgressRatePropertyName());
- float currentOvershoot = mRippleEffect.GetProperty<float>(overShootProperty);
- if(((currentOvershoot < 0.0f && overshootAmount > 0.0f)
- || (currentOvershoot > 0.0f && overshootAmount < 0.0f)))
+ else
{
- // cancel current animation
- mAnimatingOvershootOn = false;
- // reset currentOvershoot to 0.0f
- mRippleEffect.SetProperty(overShootProperty, 0.0f);
- currentOvershoot = 0.0f;
+ mRippleEffect.SetProgressRate(amount);
}
- if( mAnimatingOvershootOn )
- {
- // animating on in same direction, do not allow animate off
- return;
- }
- float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
-
- if(mScrollOvershootAnimation)
+ if( absAmount > Math::MACHINE_EPSILON_1 )
{
- mScrollOvershootAnimation.Clear();
- mScrollOvershootAnimation.Reset();
+ UpdateVisibility(true);
}
- mScrollOvershootAnimation = Animation::New(duration);
- mScrollOvershootAnimation.FinishedSignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished);
- mScrollOvershootAnimation.AnimateTo( Property(mRippleEffect, overShootProperty), overshootAmount, TimePeriod(0.0f, duration) );
- mScrollOvershootAnimation.Play();
-
- mOvershootImage.SetVisible(true);
-
- mAnimatingOvershootOn = animatingOn;
}
void ScrollOvershootEffectRipple::OnOvershootAnimFinished(Animation& animation)
{
- if(!mAnimatingOvershootOn && !mAnimateOvershootOff)
+ bool animateOff = false;
+ if( mAnimationStateFlags & AnimatingOut )
{
- // just finished animating overshoot to 0
+ // should now be offscreen
mOvershootImage.SetVisible(false);
}
- mAnimatingOvershootOn = false;
- mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished);
+ if( (mAnimationStateFlags & AnimateBack) )
+ {
+ animateOff = true;
+ }
+ mScrollOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
+ mScrollOvershootAnimation.Stop();
mScrollOvershootAnimation.Clear();
- mScrollOvershootAnimation.Reset();
- if(mAnimateOvershootOff)
+ mScrollOvershootAnimation = NULL;
+ mAnimationStateFlags = 0;
+ if( animateOff )
{
- AnimateScrollOvershoot(0.0f);
+ SetOvershoot(0.0f, true);
}
}
-ScrollOvershootEffectRipplePtr ScrollOvershootEffectRipple::New(bool vertical)
+ScrollOvershootEffectRipplePtr ScrollOvershootEffectRipple::New( bool vertical, Scrollable& scrollable )
{
- return new ScrollOvershootEffectRipple(vertical);
+ return new ScrollOvershootEffectRipple(vertical, scrollable);
}
} // namespace Internal