#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
#include <dali/integration-api/debug.h>
-#define ENABLED_SCROLL_STATE_LOGGING
+//#define ENABLED_SCROLL_STATE_LOGGING
#ifdef ENABLED_SCROLL_STATE_LOGGING
-#define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format, __PRETTY_FUNCTION__, __LINE__, ## args)
+#define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
#else
#define DALI_LOG_SCROLL_STATE(format, args...)
#endif
const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms
const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
-const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking)
+const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation.
const Vector2 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each mouse wheel event received.
const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
mWrapMode(false),
mAxisAutoLock(false),
mAlterChild(false),
- mDefaultMaxOvershoot(true)
+ mDefaultMaxOvershoot(true),
+ mCanScrollHorizontal(true),
+ mCanScrollVertical(true)
{
SetRequiresMouseWheelEvents(true);
}
if(mRulerX->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
- if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_10000
- || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_10000 )
+ if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
+ || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
{
domainChanged = true;
min.x = rulerDomain.min;
mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
}
}
- if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_10000 )
+ if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
{
canScrollHorizontal = true;
}
}
+ else if( fabs(min.x) > Math::MACHINE_EPSILON_100
+ || fabs(max.x) > Math::MACHINE_EPSILON_100 )
+ {
+ // need to reset to 0
+ domainChanged = true;
+ min.x = 0.0f;
+ max.x = 0.0f;
+ canScrollHorizontal = false;
+ }
if(mRulerY->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
- if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_10000
- || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_10000 )
+ if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
+ || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
{
domainChanged = true;
min.y = rulerDomain.min;
mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
}
}
- if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_10000 )
+ if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
{
canScrollVertical = true;
}
}
+ else if( fabs(min.y) > Math::MACHINE_EPSILON_100
+ || fabs(max.y) > Math::MACHINE_EPSILON_100 )
+ {
+ // need to reset to 0
+ domainChanged = true;
+ min.y = 0.0f;
+ max.y = 0.0f;
+ canScrollHorizontal = false;
+ }
+
// avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
- if( self.GetProperty<bool>(mPropertyCanScrollVertical) != canScrollVertical )
+ if( mCanScrollVertical != canScrollVertical )
{
+ mCanScrollVertical = canScrollVertical;
self.SetProperty(mPropertyCanScrollVertical, canScrollVertical);
}
- if( self.GetProperty<bool>(mPropertyCanScrollHorizontal) != canScrollHorizontal )
+ if( mCanScrollHorizontal != canScrollHorizontal )
{
+ mCanScrollHorizontal = canScrollHorizontal;
self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal);
}
if( scrollPositionChanged )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
}
if( domainChanged )
{
mMinScroll = min;
mMaxScroll = max;
- self.SetProperty(mPropertyPositionMin, min );
- self.SetProperty(mPropertyPositionMax, max );
+ self.SetProperty(mPropertyPositionMin, mMinScroll );
+ self.SetProperty(mPropertyPositionMax, mMaxScroll );
}
}
Actor self = Self();
PanGestureDetector panGesture( GetPanGestureDetector() );
- DALI_LOG_SCROLL_STATE("[0x%X] sensitive[%d]", this, int(sensitive));
+ DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
if((!mSensitive) && (sensitive))
{
}
else if((mSensitive) && (!sensitive))
{
+ DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
+
// while the scroll view is panning, the state needs to be reset.
- bool isPanning = self.GetProperty<bool>( mPropertyPanning );
- if ( isPanning )
+ if ( mPanning )
{
PanGesture cancelGesture( Gesture::Cancelled );
OnPan( cancelGesture );
mSensitive = sensitive;
mGestureStackDepth = 0;
+ DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning));
}
}
void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
DirectionBias horizontalBias, DirectionBias verticalBias)
{
+ Actor self( Self() );
+
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
Toolkit::ScrollView handle( GetOwner() );
+ DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], scale[%.2f,%.2f], rot[%.2f], duration[%.2f] bias[%d, %d]",
+ this, position.x, position.y, scale.x, scale.y, rotation, duration, int(horizontalBias), int(verticalBias));
+
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
+ self.SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
- if(mScrolling) // are we interrupting a current scroll?
+ if( mScrolling ) // are we interrupting a current scroll?
{
// set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
mScrolling = false;
mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
- Self().SetProperty(mPropertyScrolling, true);
+ if( mPanning ) // are we interrupting a current pan?
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
+ mPanning = false;
+ mGestureStackDepth = 0;
+ self.SetProperty( mPropertyPanning, false );
+
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
+ }
+ }
+
+ self.SetProperty(mPropertyScrolling, true);
mScrolling = true;
+
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollStartedSignalV2.Emit( currentScrollPosition );
bool animating = AnimateTo(-position,
Vector3::ONE * duration,
if(!animating)
{
// if not animating, then this pan has completed right now.
- Self().SetProperty(mPropertyScrolling, false);
+ self.SetProperty(mPropertyScrolling, false);
mScrolling = false;
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+
+ // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
+ // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
+ Vector3 completedPosition( currentScrollPosition );
+ if( duration <= Math::MACHINE_EPSILON_10 )
+ {
+ completedPosition = position;
+ }
+
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
SetScrollUpdateNotification(false);
- mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ mScrollCompletedSignalV2.Emit( completedPosition );
}
}
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));
+
TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias);
}
bool ScrollView::ScrollToSnapPoint()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this );
Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
return SnapWithVelocity( stationaryVelocity );
}
if(mRulerX->IsEnabled())
{
- float dir = VectorInDomain(-mScrollPostPosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
- mScrollTargetPosition.x = mScrollPostPosition.x + -dir;
+ float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
+ mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
}
if(mRulerY->IsEnabled())
{
- float dir = VectorInDomain(-mScrollPostPosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
- mScrollTargetPosition.y = mScrollPostPosition.y + -dir;
+ float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
+ mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
}
}
if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
mScrollPrePosition = mScrollTargetPosition;
+ mScrollPostPosition = mScrollTargetPosition;
+ WrapPosition(mScrollPostPosition);
}
+
+ 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 );
+ DALI_LOG_SCROLL_STATE("[0x%X] mPropertyPrePosition[%.2f, %.2f], mPropertyPosition[%.2f, %.2f]", this, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().x, self.GetProperty( mPropertyPrePosition ).Get<Vector3>().y, self.GetProperty( mPropertyPosition ).Get<Vector3>().x, self.GetProperty( mPropertyPosition ).Get<Vector3>().y );
}
// Scale Delta ///////////////////////////////////////////////////////
snapEvent.rotation = rotation;
snapEvent.duration = totalDuration;
+ DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignalV2 [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
mSnapStartedSignalV2.Emit( snapEvent );
return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
mInternalActor.Remove( actor );
}
+void ScrollView::SetOvershootEffectColor( const Vector4& color )
+{
+ mOvershootEffectColor = color;
+ if( mOvershootIndicator )
+ {
+ mOvershootIndicator->SetOvershootEffectColor( color );
+ }
+}
+
void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
{
PanGestureDetector panGesture( GetPanGestureDetector() );
UpdateLocalScrollProperties();
WrapPosition(mScrollPrePosition);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
mScrollCompletedSignalV2.Emit( currentScrollPosition );
mDomainOffset += deltaPosition - mScrollPostPosition;
{
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 )
{
- DALI_LOG_SCROLL_STATE("[0x%X]", this);
+ DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get<Vector3>().x, propertyValue.Get<Vector3>().y);
propertyValue.Get(mScrollPrePosition);
}
}
bool ScrollView::OnTouchDownTimeout()
{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+
mTouchDownTimeoutReached = true;
- if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
+ unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
+ if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
+
StopAnimation();
- if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS )
+ if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
+
mScrollInterrupted = true;
// reset domain offset as scrolling from original plane.
mDomainOffset = Vector3::ZERO;
{
if(!mSensitive)
{
+ DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this);
+
// Ignore this touch event, if scrollview is insensitive.
return false;
}
// Ignore events with multiple-touch points
if (event.GetPointCount() != 1)
{
+ DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
+
return false;
}
if( event.GetPoint(0).state == TouchPoint::Down )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
+
if(mGestureStackDepth==0)
{
mTouchDownTime = event.time;
// This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
// If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
+ mTouchDownTimeoutReached = false;
+ mScrollInterrupted = false;
StartTouchDownTimer();
}
}
else if( event.GetPoint(0).state == TouchPoint::Up )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Up", this);
+
StopTouchDownTimer();
// if the user touches and releases without enough movement to go
// Only finish the transform if scrolling was interrupted on down or if we are scrolling
if ( mScrollInterrupted || mScrolling )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
+
FinishTransform();
}
}
Actor self = Self();
self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
mScrollPrePosition = mScrollPostPosition;
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
}
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get<Vector3>().x, position );
mInternalXAnimation = Animation::New(duration);
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration);
mInternalXAnimation.Play();
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get<Vector3>().y, position );
mInternalYAnimation = Animation::New(duration);
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration));
mInternalYAnimation.Play();
if( source == mSnapAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mSnapAnimation[0x%X]", this, mSnapAnimation.GetObjectPtr() );
+
// generic snap animation used for scaling and rotation
mSnapAnimation.Reset();
}
if( source == mInternalXAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().x, mScrollPostPosition.x );
+
if( !(mScrollStateFlags & AnimatingInternalY) )
{
scrollingFinished = true;
}
mInternalXAnimation.Reset();
+ // wrap pre scroll x position and set it
+ if( mWrapMode )
+ {
+ const RulerDomain rulerDomain = mRulerX->GetDomain();
+ mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ }
SnapInternalXTo(mScrollPostPosition.x);
}
if( source == mInternalYAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(mPropertyPrePosition).Get<Vector3>().y, mScrollPostPosition.y );
+
if( !(mScrollStateFlags & AnimatingInternalX) )
{
scrollingFinished = true;
}
mInternalYAnimation.Reset();
+ if( mWrapMode )
+ {
+ // wrap pre scroll y position and set it
+ const RulerDomain rulerDomain = mRulerY->GetDomain();
+ mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ handle.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ }
SnapInternalYTo(mScrollPostPosition.y);
}
+ DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr());
+
if(scrollingFinished)
{
HandleSnapAnimationFinished();
UpdateLocalScrollProperties();
if( source == mInternalXAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
+
// clear internal x animation flags
mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
mInternalXAnimation.Reset();
}
if( source == mInternalYAnimation )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
+
mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
mInternalYAnimation.Reset();
WrapPosition(mScrollPrePosition);
// if internal x not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
if( duration > Math::MACHINE_EPSILON_1 )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
+
mInternalXAnimation = Animation::New(duration);
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
// if internal y not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
if( duration > Math::MACHINE_EPSILON_1 )
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
+
mInternalYAnimation = Animation::New(duration);
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
if(!mSensitive)
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this);
+
// If another callback on the same original signal disables sensitivity,
// this callback will still be called, so we must suppress it.
return;
{
case Gesture::Started:
{
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
UpdateLocalScrollProperties();
GestureStarted();
mPanning = true;
case Gesture::Continuing:
{
- GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f);
+ if ( mPanning )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
+ GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f);
+ }
+ else
+ {
+ // If we do not think we are panning, then we should not do anything here
+ return;
+ }
break;
}
case Gesture::Finished:
case Gesture::Cancelled:
{
- UpdateLocalScrollProperties();
- mLastVelocity = gesture.velocity;
- mPanning = false;
- self.SetProperty( mPropertyPanning, false );
-
- if( mScrollMainInternalPrePositionConstraint )
+ if ( mPanning )
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) );
+
+ UpdateLocalScrollProperties();
+ mLastVelocity = gesture.velocity;
+ mPanning = false;
+ self.SetProperty( mPropertyPanning, false );
+
+ if( mScrollMainInternalPrePositionConstraint )
+ {
+ self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
+ }
+
+ if( mOvershootIndicator )
+ {
+ mOvershootIndicator->ClearOvershoot();
+ }
+ }
+ else
{
- self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
+ // If we do not think we are panning, then we should not do anything here
+ return;
}
break;
}
Vector3 currentScrollPosition = GetCurrentScrollPosition();
Self().SetProperty(mPropertyScrolling, true);
mScrolling = true;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollStartedSignalV2.Emit( currentScrollPosition );
}
else if( (state == Gesture::Finished) ||
{
FinishTransform();
}
+ else
+ {
+ DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth);
+ }
}
}
SetScrollUpdateNotification(false);
mScrolling = false;
Self().SetProperty(mPropertyScrolling, false);
+
+ if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
+ {
+ SnapInternalXTo(mScrollTargetPosition.x);
+ }
+ if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
+ {
+ SnapInternalYTo(mScrollTargetPosition.y);
+ }
Vector3 currentScrollPosition = GetCurrentScrollPosition();
DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
mScrollCompletedSignalV2.Emit( currentScrollPosition );