ScrollView - Remove separate X and Y scroll properties as these are now redundant...
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-view-impl.cpp
index 81c8893..1b987dc 100644 (file)
@@ -276,13 +276,15 @@ ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis c
  */
 struct InternalPrePositionConstraint
 {
-  InternalPrePositionConstraint(const Vector2& initialPanMask,
+  InternalPrePositionConstraint(const Vector2& initialPanPosition,
+                                const Vector2& initialPanMask,
                                 bool axisAutoLock,
                                 float axisAutoLockGradient,
                                 ScrollView::LockAxis initialLockAxis,
                                 const Vector2& maxOvershoot,
                                 const RulerDomain& domainX, const RulerDomain& domainY)
-  : mInitialPanMask(initialPanMask),
+  : mLocalStart(initialPanPosition),
+    mInitialPanMask(initialPanMask),
     mDomainMin( -domainX.min, -domainY.min ),
     mDomainMax( -domainX.max, -domainY.max ),
     mMaxOvershoot(maxOvershoot),
@@ -297,7 +299,6 @@ struct InternalPrePositionConstraint
 
   Vector3 operator()(const Vector3&    current,
                      const PropertyInput& gesturePositionProperty,
-                     const PropertyInput& gestureDisplacementProperty,
                      const PropertyInput& sizeProperty)
   {
     Vector3 scrollPostPosition = current;
@@ -305,7 +306,6 @@ struct InternalPrePositionConstraint
 
     if(!mWasPanning)
     {
-      mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
       mPrePosition = current;
       mCurrentPanMask = mInitialPanMask;
       mWasPanning = true;
@@ -487,26 +487,6 @@ struct OvershootYConstraint
 };
 
 /**
- * When panning, this constraint updates the X property, otherwise
- * it has no effect on the X property.
- */
-float InternalXConstraint(const float&    current,
-                          const PropertyInput& scrollPosition)
-{
-  return scrollPosition.GetVector3().x;
-}
-
-/**
- * When panning, this constraint updates the Y property, otherwise
- * it has no effect on the Y property.
- */
-float InternalYConstraint(const float&    current,
-                          const PropertyInput& scrollPosition)
-{
-  return scrollPosition.GetVector3().y;
-}
-
-/**
  * Internal Position-Delta Property Constraint.
  *
  * Generates position-delta property based on scroll-position + scroll-offset properties.
@@ -2013,21 +1993,7 @@ void ScrollView::OnChildRemove(Actor& child)
 void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue )
 {
   Actor self = Self();
-  if( index == mPropertyX )
-  {
-    self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
-    propertyValue.Get(mScrollPrePosition.x);
-    DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
-    self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
-  }
-  else if( index == mPropertyY )
-  {
-    self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
-    propertyValue.Get(mScrollPrePosition.y);
-    DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
-    self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
-  }
-  else if( index == mPropertyPrePosition )
+  if( index == mPropertyPrePosition )
   {
     DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get<Vector3>().x, propertyValue.Get<Vector3>().y);
     propertyValue.Get(mScrollPrePosition);
@@ -2508,6 +2474,7 @@ void ScrollView::OnPan(PanGesture gesture)
     case Gesture::Started:
     {
       DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
+      mPanStartPosition = gesture.position - gesture.displacement;
       UpdateLocalScrollProperties();
       GestureStarted();
       mPanning = true;
@@ -2741,8 +2708,6 @@ void ScrollView::UpdateMainInternalConstraint()
     self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
     self.RemoveConstraint(mScrollMainInternalFinalConstraint);
     self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
-    self.RemoveConstraint(mScrollMainInternalXConstraint);
-    self.RemoveConstraint(mScrollMainInternalYConstraint);
   }
   if( mScrollMainInternalPrePositionConstraint )
   {
@@ -2769,9 +2734,8 @@ void ScrollView::UpdateMainInternalConstraint()
   {
     constraint = Constraint::New<Vector3>( mPropertyPrePosition,
                                                       Source( detector, PanGestureDetector::LOCAL_POSITION ),
-                                                      Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ),
                                                       Source( self, Actor::SIZE ),
-                                                      InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
+                                                      InternalPrePositionConstraint( mPanStartPosition, initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) );
     mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint );
   }
 
@@ -2807,16 +2771,6 @@ void ScrollView::UpdateMainInternalConstraint()
                                          InternalRelativePositionConstraint );
   mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint );
 
-  constraint = Constraint::New<float>( mPropertyX,
-                                         LocalSource( mPropertyPrePosition ),
-                                         InternalXConstraint );
-  mScrollMainInternalXConstraint = self.ApplyConstraint( constraint );
-
-  constraint = Constraint::New<float>( mPropertyY,
-                                         LocalSource( mPropertyPrePosition ),
-                                         InternalYConstraint );
-  mScrollMainInternalYConstraint = self.ApplyConstraint( constraint );
-
   // When panning we want to make sure overshoot values are affected by pre position and post position
   SetOvershootConstraintsEnabled(!mWrapMode);
 }
@@ -2863,27 +2817,15 @@ void ScrollView::SetInternalConstraints()
   // User definable constraints to apply to all child actors //////////////////
   Actor self = Self();
 
-  // LocalSource - The Actors to be moved.
-  // self - The ScrollView
-
-  // Apply some default constraints to ScrollView.
+  // Apply some default constraints to ScrollView & its bound actors
   // Movement + Wrap function
-  // TODO: Look into removing some of these constraints
 
   Constraint constraint;
 
-  // MoveScaledActor (scrolling/zooming)
+  // MoveActor (scrolling)
   constraint = Constraint::New<Vector3>( Actor::POSITION,
                                          Source( self, mPropertyPosition ),
-                                         Source( self, mPropertyScale ),
-                                         MoveScaledActorConstraint );
-  constraint.SetRemoveAction(Constraint::Discard);
-  ApplyConstraintToBoundActors(constraint);
-
-  // ScaleActor (scrolling/zooming)
-  constraint = Constraint::New<Vector3>( Actor::SCALE,
-                                         Source( self, mPropertyScale ),
-                                         ScaleActorConstraint );
+                                         MoveActorConstraint );
   constraint.SetRemoveAction(Constraint::Discard);
   ApplyConstraintToBoundActors(constraint);