// Helpers ////////////////////////////////////////////////////////////////////////////////////////
-// TODO: GetAngle for Vector2 can be moved.
-// GetAngle for Vector3 needs to be measured against a normal/plane.
-
-/**
- * @param[in] vector The 3D vector to be measured
- * @return angle in radians from 0 to 2PI
- */
-float GetAngle(const Vector3& vector)
-{
- return atan2(vector.y, vector.x) + Math::PI;
-}
-
-/**
- * @param[in] vector The 2D vector to be measured
- * @return angle in radians from 0 to 2PI
- */
-float GetAngle(const Vector2& vector)
-{
- return atan2(vector.y, vector.x) + Math::PI;
-}
-
/**
* Find the vector (distance) from (a) to (b)
* in domain (start) to (end)
};
/**
- * 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.
domainChanged = true;
min.y = 0.0f;
max.y = 0.0f;
- canScrollHorizontal = false;
+ canScrollVertical = false;
}
// avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
Self().SetProperty(mPropertyWrap, enable);
}
-int ScrollView::GetRefreshInterval() const
-{
- return mScrollUpdateDistance;
-}
-
-void ScrollView::SetRefreshInterval(int milliseconds)
-{
- mScrollUpdateDistance = milliseconds;
-}
-
int ScrollView::GetScrollUpdateDistance() const
{
return mScrollUpdateDistance;
void ScrollView::TransformTo(const Vector3& position,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
- TransformTo(position, mSnapDuration, horizontalBias, verticalBias);
+ TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
}
-void ScrollView::TransformTo(const Vector3& position, float duration,
+void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
Actor self( Self() );
mScrollStartedSignalV2.Emit( currentScrollPosition );
bool animating = AnimateTo(-position,
Vector3::ONE * duration,
- mSnapAlphaFunction,
+ alpha,
true,
horizontalBias,
verticalBias,
ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone);
}
+void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha)
+{
+ ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone);
+}
+
void ScrollView::ScrollTo(const Vector3& position, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
- DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f]",
- this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+ ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
+}
- TransformTo(position, duration, horizontalBias, verticalBias);
+void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha,
+ DirectionBias horizontalBias, DirectionBias verticalBias)
+{
+ DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+ TransformTo(position, duration, alpha, horizontalBias, verticalBias);
}
void ScrollView::ScrollTo(unsigned int page)
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);
self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
self.RemoveConstraint(mScrollMainInternalFinalConstraint);
self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
- self.RemoveConstraint(mScrollMainInternalXConstraint);
- self.RemoveConstraint(mScrollMainInternalYConstraint);
}
if( mScrollMainInternalPrePositionConstraint )
{
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);
}