#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.h>
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/mouse-wheel-event.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/object/type-registry.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
// 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)
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)
// TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
// BUG: Gesture::Finished doesn't always return velocity on release (due to
// timeDelta between last two events being 0 sometimes, or posiiton being the same)
-void ScrollView::OnPan(PanGesture gesture)
+void ScrollView::OnPan( const PanGesture& gesture )
{
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()