#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/public-api/object/type-registry-helper.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
-#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
+#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
using std::string;
using std::set;
using namespace Dali;
-namespace // unnamed namespace
+namespace // Unnamed namespace
{
//Type registration
-TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
+
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
+DALI_TYPE_REGISTRATION_END()
const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
const float parentOvershoot = parentOvershootProperty.GetFloat();
const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
- Quaternion rotation;
-
+ float multiplier = 0;
if(Toolkit::IsVertical(parentOrientation))
{
if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
|| (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
else
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
else
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
}
else
if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
else
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
else
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
}
+ Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
+
return rotation;
}
};
LocalSource(mPropertyPosition),
LocalSource(mPropertyPositionMin),
LocalSource(mPropertyPositionMax),
- LocalSource(Actor::SIZE),
+ LocalSource(Actor::Property::SIZE),
RelativePositionConstraint);
self.ApplyConstraint(constraint);
mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
self.Add(mOvershootOverlay);
- Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
- ParentSource( Actor::SIZE ),
+ ParentSource( Actor::Property::SIZE ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource( Actor::SIZE ),
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ ParentSource( Actor::Property::SIZE ),
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<bool>( Actor::VISIBLE,
+ constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
ParentSource( mPropertyCanScrollVertical ),
OvershootOverlayVisibilityConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);