void SetRulerY(RulerPtr ruler);
/**
- * @copydoc Toolkit::ScrollView::SetRulerScaleX
- */
- void SetRulerScaleX(RulerPtr ruler);
-
- /**
- * @copydoc Toolkit::ScrollView::SetRulerScaleY
- */
- void SetRulerScaleY(RulerPtr ruler);
-
- /**
- * Set Rotation axis ruler (defines how rotating is snapped in radians)
- * @param[in] ruler The ruler to be used for the Rotation axis
- */
- void SetRulerRotation(RulerPtr ruler);
-
- /**
* @copydoc Toolkit::ScrollView::SetScrollSensitive
*/
void SetScrollSensitive(bool sensitive);
void SetWrapMode(bool enable);
/**
- * @copydoc Toolkit::ScrollView::GetRefreshInterval
+ * @copydoc Toolkit::ScrollView::GetScrollupdateDistance
*/
- int GetRefreshInterval() const;
+ int GetScrollUpdateDistance() const;
/**
- * @copydoc Toolkit::ScrollView::SetRefreshInterval
+ * @copydoc Toolkit::ScrollView::SetScrollUpdateDistance
*/
- void SetRefreshInterval(int milliseconds);
+ void SetScrollUpdateDistance(int distance);
/**
* @copydoc Toolkit::ScrollView::GetAxisAutoLock
void SetFlickSpeedCoefficient(float speed);
/**
+ * @copydoc Toolkit::ScrollView::GetMinimumDistanceForFlick
+ */
+ Vector2 GetMinimumDistanceForFlick() const;
+
+ /**
+ * @copydoc Toolkit::ScrollView::SetMinimumDistanceForFlick
+ */
+ void SetMinimumDistanceForFlick( const Vector2& distance );
+
+ /**
+ * @copydoc Toolkit::ScrollView::GetMinimumSpeedForFlick
+ */
+ float GetMinimumSpeedForFlick() const;
+
+ /**
+ * @copydoc Toolkit::ScrollView::SetMinimumSpeedForFlick
+ */
+ void SetMinimumSpeedForFlick( float speed );
+
+ /**
* @copydoc Toolkit::ScrollView::GetMaxFlickSpeed
*/
float GetMaxFlickSpeed() const;
void SetScrollPosition(const Vector3& position);
/**
- * @copydoc Toolkit::ScrollView::GetCurrentScrollScale
- */
- Vector3 GetCurrentScrollScale() const;
-
- /**
* @copydoc Toolkit::Scrollable::GetDomainSize
*/
Vector3 GetDomainSize() const;
/**
- * @copydoc Toolkit::ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation)
+ * @copydoc ScrollTo(const Vector3&)
*/
- void TransformTo(const Vector3& position, const Vector3& scale, float rotation,
+ void TransformTo(const Vector3& position,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
/**
- * @copydoc Toolkit::ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration)
+ * @copydoc ScrollTo(const Vector3&, float, DirectionBias, DirectionBias)
*/
- void TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
+ void TransformTo(const Vector3& position, float duration,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
/**
bool ScrollToSnapPoint();
/**
- * @copydoc Toolkit::ScrollView::ScaleTo(const Vector3& scale)
- */
- void ScaleTo(const Vector3& scale);
-
- /**
- * @copydoc Toolkit::ScrollView::ScaleTo(const Vector3& scale, float duration)
- */
- void ScaleTo(const Vector3& scale, float duration);
-
- /**
* Stops animation
*/
void StopAnimation(void);
void StopAnimation(Animation& animation);
/**
- * Animates to position/scale/rotation transform.
+ * Animates to position transform.
*
* @param[in] position The position to animate to
* @param[in] positionDuration The number of seconds this animation should run for in each axis.
- * @param[in] scale The scale to animate to
- * @param[in] scaleDuration The number of seconds this animation should run for in each axis.
- * @param[in] rotation The angle to animate to
- * @param[in] rotationDuration The number of seconds this animation should run for in each axis.
* @param[in] alpha The easing alpha function to use.
* @param[in] findShortcuts (optional) Whether to find the shortest route (in Wrap mode)
* @param[in] horizontalBias (optional) Whether to bias animation to left or right (or no biasing)
* @return True if animation necessary and taking place to reach desired transform.
*/
bool AnimateTo(const Vector3& position, const Vector3& positionDuration,
- const Vector3& scale, const Vector3& scaleDuration,
- float rotation, float rotationDuration,
AlphaFunction alpha, bool findShortcuts = true,
DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone,
SnapType snapType = Snap);
*/
void RemoveOverlay(Actor actor);
+ /**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
+ */
+ void SetOvershootEffectColor( const Vector4& color );
+
public: //Signals
/**
* Amalgamated Gesture Continuing event
*
* @param[in] panDelta average panning delta from base position (0)
- * @param[in] scaleDelta average scale delta from base scale (1)
- * @param[in] rotationDelta average rotation delta from base angle (0)
*/
- void GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta);
+ void GestureContinuing(const Vector2& panDelta);
/**
* Called upon pan gesture event.
bool SnapWithVelocity(Vector2 velocity);
/**
- * Updates Container Transform based on Pan, Scale, and Rotation props.
- * (occurs when continuing gesture i.e. dragging/pinching.)
- */
- void UpdateTransform();
-
- /**
* Finishes Container Transform
* (occurs upon finishing gesture i.e. releasing)
*/
void WrapPosition(Vector3& position) const;
/**
- * Clamps scale within the domain set up by Scale-X/Scale-Y Rulers
- *
- * @param[in,out] scale The scale you wish to clamp
- */
- void ClampScale(Vector3& scale) const;
-
- /**
- * Clamps scale within the domain set up by Scale-X/Scale-Y Rulers
- *
- * @param[in,out] scale The scale you wish to clamp
- * @param[out] clamped The results of the clamping.
- */
- void ClampScale(Vector3& scale, ClampState3 &clamped) const;
-
- /**
* Updates the main internal scroll constraints with new ruler and domain
* values
*/
Vector3 GetPropertyPosition() const;
/**
- * Gets scale property.
- *
- * @return The current scale
- */
- Vector3 GetPropertyScale() const;
-
- /**
- * Handles a Stopped animation. Its position/scale/rotation properties need to be
- * saved, and the animation flag switched off.
+ * Handles a Stopped animation. Its position properties need to be saved, and the animation flag
+ * switched off.
*/
void HandleStoppedAnimation();
/**
* Handles a Stopped animation (whether the animation completed, or was
- * manually stopped). Its position/scale/rotation properties need to be
- * saved, and the animation flag switched off.
+ * manually stopped). Its position properties need to be saved, and the
+ * animation flag switched off.
*/
void HandleSnapAnimationFinished();
/**
- * Helper to start the refresh timer.
+ * Checks if the property notifications are active and adds them if not
*/
- void StartRefreshTimer();
-
- /**
- * Helper to cancel the refresh timer.
- */
- void CancelRefreshTimer();
+ void SetScrollUpdateNotification( bool enabled );
/**
* Refresh the ScrollView (used when animating to update application developer of changes)
* @return True if the refresh timer should be kept running.
*/
- bool OnRefreshTick();
+ void OnScrollUpdateNotification(Dali::PropertyNotification& source);
private:
unsigned long mTouchDownTime; ///< The touch down time
int mGestureStackDepth; ///< How many gestures are currently occuring.
- Vector2 mGestureReferencePosition; ///< Point where scaling should occur from.
- Vector2 mPinchGestureLastPosition;
- Vector2 mPinchGestureLastScale;
-
+ Vector2 mPanStartPosition; ///< Where the pan gesture's touch down occured
Vector3 mPanDelta; ///< Amount currently panned.
- Vector3 mScaleDelta; ///< Amount currently scaled.
- float mRotationDelta; ///< Amount currently rotated.
unsigned int mScrollStateFlags; ///< flags indicating current state of scrolling
- // Scroll delegate pre and post position/scale/rotation properties...
+ // Scroll delegate pre and post position properties...
Vector3 mScrollPrePosition; ///< Wrapped scroll position, but not clamped
Vector3 mScrollPostPosition; ///< Wrapped and clamped, this is the final scroll position used
Vector3 mScrollTargetPosition; ///< Final target position for an animated scroll
- Vector3 mScrollPreScale; ///< Scroll delegate pre-scale
- Vector3 mScrollPostScale; ///< Scroll delegate post-scale (affected by current touch)
- float mScrollPreRotation; ///< Scroll delegate pre-rotation
- float mScrollPostRotation; ///< Scroll delegate post-rotation (affected by current touch)
Vector3 mDomainOffset; ///< Domain offset (this keeps track of the domain boundaries that scroll positions traverses)
// Rulers for each axes...
RulerPtr mRulerX;
RulerPtr mRulerY;
- RulerPtr mRulerScaleX;
- RulerPtr mRulerScaleY;
- RulerPtr mRulerRotation;
+
+ // Last property values set to ScrollView
+ Vector3 mMinScroll;
+ Vector3 mMaxScroll;
unsigned int mMinTouchesForPanning; ///< Minimum number of touches for panning to be used.
unsigned int mMaxTouchesForPanning; ///< Maximum number of touches for panning to be used.
- Animation mSnapAnimation; ///< Used to animate rotation and scaling of scroll properties
Animation mInternalXAnimation; ///< Animates mPropertyX to a snap position or application requested scroll position
Animation mInternalYAnimation; ///< Animates mPropertyY to a snap position or application requested scroll position
LockAxis mLockAxis;
Timer mTouchDownTimer; ///< Used to interrupt snap-animation. This cannot be done in OnTouchEvent without breaking fast flick behavior.
- Timer mOvershootRefreshTimer;
- Timer mRefreshTimer; ///< Refresh timer is used to provide the Application developer with updates as animations run.
- int mRefreshIntervalMilliseconds; ///< Refresh timer interval.
+
+ float mScrollUpdateDistance; ///< Distance for scrolling to travel for the scroll update notifications
+ Dali::PropertyNotification mScrollXUpdateNotification; ///< scroll x position update notification
+ Dali::PropertyNotification mScrollYUpdateNotification; ///< scroll y position update notification
Actor mInternalActor; ///< Internal actor (we keep internal actors in here e.g. scrollbars, so we can ignore it in searches)
float mSnapDuration; ///< Time for the snap animation to take (in seconds).
AlphaFunction mSnapAlphaFunction; ///< AlphaFunction to be used for the Snap Animation.
+ Vector2 mMinFlickDistance; ///< Minimum pan distance required for a flick
+ float mFlickSpeedThreshold; ///< Minimum pan speed required for a flick in pixels/ms
float mFlickDuration; ///< Time for the flick animation to take (in seconds).
AlphaFunction mFlickAlphaFunction; ///< AlphaFunction to be used for the Flick Animation.
//ScrollInternalConstraintsPtr mScrollInternalConstraints;
ActiveConstraint mScrollMainInternalPrePositionConstraint;
ActiveConstraint mScrollMainInternalPositionConstraint;
- ActiveConstraint mScrollMainInternalXConstraint;
- ActiveConstraint mScrollMainInternalYConstraint;
ActiveConstraint mScrollMainInternalOvershootXConstraint;
ActiveConstraint mScrollMainInternalOvershootYConstraint;
ActiveConstraint mScrollMainInternalDeltaConstraint;
bool mAxisAutoLock:1; ///< Whether to automatically lock axis when panning.
bool mAlterChild:1; ///< Internal flag to control behavior of OnChildAdd/OnChildRemove when Adding internal Actors.
bool mDefaultMaxOvershoot:1; ///< Whether to use default max overshoot or application defined one
- bool mUserSetPosition:1; ///< SetScrollPosition has been called, return this position until internals get control of scroll position again
+ bool mCanScrollHorizontal:1; ///< Local value of our property to check against
+ bool mCanScrollVertical:1; ///< Local value of our property to check against
};
} // namespace Internal