private:
- ItemFactory& mItemFactory;
-
typedef std::map<unsigned int, Actor> ItemPool;
typedef ItemPool::iterator ItemPoolIter;
typedef ItemPool::const_iterator ConstItemPoolIter;
ItemPool mItemPool;
-
- std::vector< ItemLayoutPtr > mLayouts; ///< Container of Dali::Toolkit::ItemLayout objects
- ItemLayout* mActiveLayout;
- Vector3 mActiveLayoutTargetSize;
-
+ ItemFactory& mItemFactory;
+ std::vector< ItemLayoutPtr > mLayouts; ///< Container of Dali::Toolkit::ItemLayout objects
+ Actor mOvershootOverlay; ///< The overlay actor for overshoot effect
Animation mResizeAnimation;
Animation mScrollAnimation;
Animation mScrollOvershootAnimation;
- bool mAnimatingOvershootOn; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
- bool mAnimateOvershootOff; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
+ Timer mWheelEventFinishedTimer; ///< The timer to determine whether there is no wheel event received for a certain period of time.
+ PropertyNotification mRefreshNotification; ///< Stores the property notification used for item view refresh
+ LayoutActivatedSignalType mLayoutActivatedSignal;
+ Vector3 mActiveLayoutTargetSize;
+ Vector3 mItemsParentOrigin;
+ Vector3 mItemsAnchorPoint;
+ Vector2 mTotalPanDisplacement;
+ ItemLayout* mActiveLayout;
- bool mAnchoringEnabled;
float mAnchoringDuration;
-
- float mRefreshIntervalLayoutPositions; ///< Refresh item view when the layout position changes by this interval in both positive and negative directions.
- PropertyNotification mRefreshNotification; // stores the property notification used for item view refresh
- bool mRefreshOrderHint; ///< True if scrolling towards the last item
-
- // Input handling
-
+ float mRefreshIntervalLayoutPositions; ///< Refresh item view when the layout position changes by this interval in both positive and negative directions.
float mMinimumSwipeSpeed;
float mMinimumSwipeDistance;
- float mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates for each wheel event received.
-
+ float mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates for each wheel event received.
float mScrollDistance;
float mScrollSpeed;
- Vector2 mTotalPanDisplacement;
-
float mScrollOvershoot;
- bool mIsFlicking;
-
- Timer mWheelEventFinishedTimer; ///< The timer to determine whether there is no wheel event received for a certain period of time.
-
- Dali::Gesture::State mGestureState;
- Actor mOvershootOverlay; ///< The overlay actor for overshoot effect
-
- bool mAddingItems;
-
- bool mRefreshEnabled; ///< Whether to refresh the cache automatically
-
- Vector3 mItemsParentOrigin;
- Vector3 mItemsAnchorPoint;
-
- LayoutActivatedSignalType mLayoutActivatedSignal;
+ Dali::Gesture::State mGestureState : 3;
+ bool mAnimatingOvershootOn : 1; ///< Whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
+ bool mAnimateOvershootOff : 1; ///< Whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
+ bool mAnchoringEnabled : 1;
+ bool mRefreshOrderHint : 1; ///< True if scrolling towards the last item
+ bool mIsFlicking : 1;
+ bool mAddingItems : 1;
+ bool mRefreshEnabled : 1; ///< Whether to refresh the cache automatically
+ bool mInAnimation : 1; ///< Keeps track of whether an animation is controlling the overshoot property.
};
} // namespace Internal