// 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)
*/
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),
Vector3 operator()(const Vector3& current,
const PropertyInput& gesturePositionProperty,
- const PropertyInput& gestureDisplacementProperty,
const PropertyInput& sizeProperty)
{
Vector3 scrollPostPosition = current;
if(!mWasPanning)
{
- mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2();
mPrePosition = current;
mCurrentPanMask = mInitialPanMask;
mWasPanning = true;
};
/**
- * 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::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);
case Gesture::Started:
{
DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
+ mPanStartPosition = gesture.position - gesture.displacement;
UpdateLocalScrollProperties();
GestureStarted();
mPanning = true;
self.RemoveConstraint(mScrollMainInternalDeltaConstraint);
self.RemoveConstraint(mScrollMainInternalFinalConstraint);
self.RemoveConstraint(mScrollMainInternalRelativeConstraint);
- self.RemoveConstraint(mScrollMainInternalXConstraint);
- self.RemoveConstraint(mScrollMainInternalYConstraint);
}
if( mScrollMainInternalPrePositionConstraint )
{
{
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 );
}
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);
}
// 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);