Changes after Set/Get synchronous behaviour of registered animatable & custom properties
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-overshoot-indicator-impl.cpp
index 3a9d9b9..8652ac4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
 
 // EXTERNAL INCLUDES
-#include <boost/bind.hpp>
+#include <dali/devel-api/object/handle-devel.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
+#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
 
 using namespace Dali;
 
 namespace
 {
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
+
 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
 
 // local helper function to resize the height of the bounce actor
-float GetBounceActorHeight( float width )
+float GetBounceActorHeight( float width, float defaultHeight )
 {
-  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f;
+  return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? defaultHeight : defaultHeight * 0.5f;
 }
 
 const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.99f;                     // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again
@@ -114,18 +115,6 @@ void ScrollOvershootIndicator::SetOvershootEffectColor( const Vector4& color )
   }
 }
 
-void ScrollOvershootIndicator::ClearOvershoot()
-{
-  if(mEffectX)
-  {
-    mEffectX->SetOvershoot(0.0f);
-  }
-  if(mEffectY)
-  {
-    mEffectY->SetOvershoot(0.0f);
-  }
-}
-
 ScrollOvershootEffect::ScrollOvershootEffect( bool vertical ) :
     mVertical(vertical)
 {
@@ -143,28 +132,53 @@ ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrolla
     mOvershootProperty(Property::INVALID_INDEX),
     mEffectOvershootProperty(Property::INVALID_INDEX),
     mOvershoot(0.0f),
+    mOvershootSize( scrollable.GetOvershootSize() ),
     mAnimationStateFlags(0)
 {
+  mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty);
+  mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor());
+  mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
+  mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  mOvershootOverlay.SetVisible(false);
 
 }
 
 void ScrollOvershootEffectRipple::Apply()
 {
   Actor self = mAttachedScrollView.Self();
-  mOvershootProperty = self.GetPropertyIndex(IsVertical() ? Toolkit::ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME : Toolkit::ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
+  mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X;
 
   // make sure height is set, since we only create a constraint for image width
+  mOvershootSize = mAttachedScrollView.GetOvershootSize();
+  mOvershootOverlay.SetSize( mOvershootSize );
 
+  mAttachedScrollView.AddOverlay(mOvershootOverlay);
 
   UpdatePropertyNotifications();
 }
 
 void ScrollOvershootEffectRipple::Remove( Scrollable& scrollable )
 {
+  if(mOvershootOverlay)
+  {
+    if(mOvershootIncreaseNotification)
+    {
+      scrollable.Self().RemovePropertyNotification(mOvershootIncreaseNotification);
+      mOvershootIncreaseNotification.Reset();
+    }
+    if(mOvershootDecreaseNotification)
+    {
+      scrollable.Self().RemovePropertyNotification(mOvershootDecreaseNotification);
+      mOvershootDecreaseNotification.Reset();
+    }
+    scrollable.RemoveOverlay(mOvershootOverlay);
+  }
 }
 
 void ScrollOvershootEffectRipple::Reset()
 {
+  mOvershootOverlay.SetVisible(false);
+  mOvershootOverlay.SetProperty( mEffectOvershootProperty, 0.f);
 }
 
 void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
@@ -211,22 +225,125 @@ void ScrollOvershootEffectRipple::UpdatePropertyNotifications()
 
 void ScrollOvershootEffectRipple::SetOvershootEffectColor( const Vector4& color )
 {
+  if(mOvershootOverlay)
+  {
+    mOvershootOverlay.SetColor(color);
+  }
 }
 
 void ScrollOvershootEffectRipple::UpdateVisibility( bool visible )
 {
+  mOvershootOverlay.SetVisible(visible);
+  // make sure overshoot image is correctly placed
+  if( visible )
+  {
+    Actor self = mAttachedScrollView.Self();
+    if(mOvershoot > 0.0f)
+    {
+      // positive overshoot
+      const Vector3 size = mOvershootOverlay.GetCurrentSize();
+      Vector3 relativeOffset;
+      const Vector3 parentSize = self.GetCurrentSize();
+      if(IsVertical())
+      {
+        mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) );
+        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+      }
+      else
+      {
+        mOvershootOverlay.SetOrientation( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) );
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
+        relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
+      }
+      mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+    }
+    else
+    {
+      // negative overshoot
+      const Vector3 size = mOvershootOverlay.GetCurrentSize();
+      Vector3 relativeOffset;
+      const Vector3 parentSize = self.GetCurrentSize();
+      if(IsVertical())
+      {
+        mOvershootOverlay.SetOrientation( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) );
+        mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth);
+        relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
+      }
+      else
+      {
+        mOvershootOverlay.SetOrientation( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) );
+        mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth);
+        relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
+      }
+      mOvershootOverlay.SetPosition(relativeOffset * parentSize);
+    }
+  }
 }
 
 void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
 {
   Actor self = mAttachedScrollView.Self();
-  mOvershoot = self.GetProperty<float>(mOvershootProperty);
+  mOvershoot = DevelHandle::GetCurrentProperty< float >( self, mOvershootProperty );
   SetOvershoot(mOvershoot, false);
   UpdatePropertyNotifications();
 }
 
 void ScrollOvershootEffectRipple::SetOvershoot(float amount, bool animate)
 {
+  float absAmount = fabsf(amount);
+  bool animatingOn = absAmount > Math::MACHINE_EPSILON_0;
+  if( (animatingOn && (mAnimationStateFlags & AnimatingIn)) )
+  {
+    // trying to do what we are already doing
+    if( mAnimationStateFlags & AnimateBack )
+    {
+      mAnimationStateFlags &= ~AnimateBack;
+    }
+    return;
+  }
+  if( (!animatingOn && (mAnimationStateFlags & AnimatingOut)) )
+  {
+    // trying to do what we are already doing
+    return;
+  }
+  if( !animatingOn && (mAnimationStateFlags & AnimatingIn) )
+  {
+    // dont interrupt while animating on
+    mAnimationStateFlags |= AnimateBack;
+    return;
+  }
+
+  if( absAmount > Math::MACHINE_EPSILON_1 )
+  {
+    UpdateVisibility(true);
+  }
+
+  float overshootAnimationSpeed = mAttachedScrollView.Self().GetProperty<float>(Toolkit::Scrollable::Property::OVERSHOOT_ANIMATION_SPEED);
+
+  if( animate && overshootAnimationSpeed > Math::MACHINE_EPSILON_0 )
+  {
+    float currentOvershoot = fabsf( mOvershootOverlay.GetProperty( mEffectOvershootProperty ).Get<float>() );
+    float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed;
+
+    if( duration > Math::MACHINE_EPSILON_0 )
+    {
+      if(mScrollOvershootAnimation)
+      {
+        mScrollOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
+        mScrollOvershootAnimation.Stop();
+        mScrollOvershootAnimation.Reset();
+      }
+      mScrollOvershootAnimation = Animation::New(duration);
+      mScrollOvershootAnimation.FinishedSignal().Connect( this, &ScrollOvershootEffectRipple::OnOvershootAnimFinished );
+      mScrollOvershootAnimation.AnimateTo( Property(mOvershootOverlay, mEffectOvershootProperty), amount, TimePeriod(duration) );
+      mScrollOvershootAnimation.Play();
+      mAnimationStateFlags = animatingOn ? AnimatingIn : AnimatingOut;
+    }
+  }
+  else
+  {
+    mOvershootOverlay.SetProperty( mEffectOvershootProperty, amount);
+  }
 }
 
 void ScrollOvershootEffectRipple::OnOvershootAnimFinished(Animation& animation)
@@ -234,6 +351,8 @@ void ScrollOvershootEffectRipple::OnOvershootAnimFinished(Animation& animation)
   bool animateOff = false;
   if( mAnimationStateFlags & AnimatingOut )
   {
+    // should now be offscreen
+    mOvershootOverlay.SetVisible(false);
   }
   if( (mAnimationStateFlags & AnimateBack) )
   {