-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/object/property-input.h>
+// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-depth-effect-impl.h>
}
/**
- * @param[in] current The current scale
- * @param[in] pagePositionProperty The page's position.
- * @param[in] scrollPositionProperty The scroll-view's position property (SCROLL_POSITION_PROPERTY_NAME)
- * @param[in] scrollPositionMin The minimum extent of this scroll domain. (SCROLL_POSITION_MIN_PROPERTY_NAME)
- * @param[in] scrollPositionMax The maximum extent of this scroll domain. (SCROLL_POSITION_MIN_PROPERTY_NAME)
- * @param[in] pageSizeProperty The size of the page. (scrollView SIZE)
- * @param[in] scrollWrap Whether scroll wrap has been enabled or not (SCROLL_WRAP_PROPERTY_NAME)
+ * @param[in,out] current The current scale
+ * @param[in] inputs Contains:
+ * The page's position.
+ * The scroll-view's position property (SCROLL_POSITION)
+ * The minimum extent of this scroll domain. (SCROLL_POSITION_MIN)
+ * The maximum extent of this scroll domain. (SCROLL_POSITION_MIN)
+ * The size of the page. (scrollView SIZE)
+ * Whether scroll wrap has been enabled or not (SCROLL_WRAP)
* @return The new scale of this Actor.
*/
- Vector3 operator()(const Vector3& currentScale,
- const PropertyInput& currentPositionProperty,
- const PropertyInput& pagePositionProperty,
- const PropertyInput& scrollPositionProperty,
- const PropertyInput& scrollPositionMin,
- const PropertyInput& scrollPositionMax,
- const PropertyInput& pageSizeProperty)
+ void operator()( Vector3& currentScale, const PropertyInputContainer& inputs )
{
- const Vector3& currentPosition = currentPositionProperty.GetVector3();
- const Vector3& pagePosition = pagePositionProperty.GetVector3();
- const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
+ const Vector3& currentPosition = inputs[0]->GetVector3();
+ const Vector3& pagePosition = inputs[1]->GetVector3();
+ const Vector3& scrollPosition = inputs[2]->GetVector3();
// Get position of page.
Vector3 position = pagePosition + scrollPosition;
// short circuit: for orthognal view.
if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) )
{
- return currentScale;
+ return;
}
- const Vector3& pageSize = pageSizeProperty.GetVector3();
+ const Vector3& pageSize = inputs[5]->GetVector3();
+
// Don't have enough parameters, to provide Wrap mode (need a way of having 'uniforms' instead of scrollWrap.GetBoolean())
- const bool wrap = true;
- if(wrap)
- {
- const Vector3& min = scrollPositionMin.GetVector3();
- const Vector3& max = scrollPositionMax.GetVector3();
+ const Vector3& min = inputs[3]->GetVector3();
+ const Vector3& max = inputs[4]->GetVector3();
- if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
- {
- // WRAP X (based on the position of the right side)
- position.x = WrapInDomain(position.x + pageSize.x, min.x, max.x) - pageSize.x;
- }
+ if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
+ {
+ // WRAP X (based on the position of the right side)
+ position.x = WrapInDomain(position.x + pageSize.x, min.x, max.x) - pageSize.x;
+ }
- if(fabsf(min.y - max.y) > Math::MACHINE_EPSILON_1)
- {
- // WRAP Y (based on the position of the bottom side)
- position.y = WrapInDomain(position.y + pageSize.y, min.y, max.y) - pageSize.y;
- }
+ if(fabsf(min.y - max.y) > Math::MACHINE_EPSILON_1)
+ {
+ // WRAP Y (based on the position of the bottom side)
+ position.y = WrapInDomain(position.y + pageSize.y, min.y, max.y) - pageSize.y;
}
// short circuit: for pages outside of view.
if( (fabsf(position.x) >= pageSize.x) || (fabsf(position.y) >= pageSize.y) )
{
- return currentScale;
+ return;
}
// Calculate scale ////////////////////////////////////////////////////////
float f = mScaleExtent + cos(position.x * Math::PI_2) * cos(position.y * Math::PI_2) * (1.0f - mScaleExtent);
- return currentScale * f;
+ currentScale *= f;
}
const Vector2 mPositionExtent; ///< Determines how much of the Actor's X and Y position affects exponent value.
}
/**
- * @param[in] current The current position
- * @param[in] pagePositionProperty The page's position.
- * @param[in] scrollPositionProperty The scroll-view's position property (SCROLL_POSITION_PROPERTY_NAME)
- * @param[in] scrollPositionMin The minimum extent of this scroll domain. (SCROLL_POSITION_MIN_PROPERTY_NAME)
- * @param[in] scrollPositionMax The maximum extent of this scroll domain. (SCROLL_POSITION_MIN_PROPERTY_NAME)
- * @param[in] pageSizeProperty The size of the page. (scrollView SIZE)
- * @param[in] scrollWrap Whether scroll wrap has been enabled or not (SCROLL_WRAP_PROPERTY_NAME)
+ * @param[in,out] current The current position
+ * @param[in] inputs Contains:
+ * The page's position.
+ * The scroll-view's position property (SCROLL_POSITION)
+ * The minimum extent of this scroll domain. (SCROLL_POSITION_MIN)
+ * The maximum extent of this scroll domain. (SCROLL_POSITION_MIN)
+ * The size of the page. (scrollView SIZE)
+ * Whether scroll wrap has been enabled or not (SCROLL_WRAP)
* @return The new position of this Actor.
*/
- Vector3 operator()(const Vector3& currentPosition,
- const PropertyInput& pagePositionProperty,
- const PropertyInput& scrollPositionProperty,
- const PropertyInput& scrollPositionMin,
- const PropertyInput& scrollPositionMax,
- const PropertyInput& pageSizeProperty,
- const PropertyInput& scrollWrap)
+ void operator()( Vector3& currentPosition, const PropertyInputContainer& inputs )
{
- const Vector3& pagePosition = pagePositionProperty.GetVector3();
- const Vector3& scrollPosition = scrollPositionProperty.GetVector3();
+ const Vector3& pagePosition = inputs[0]->GetVector3();
+ const Vector3& scrollPosition = inputs[1]->GetVector3();
// Get position of page.
Vector3 position = pagePosition + scrollPosition;
// short circuit: for orthognal view.
if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) )
{
- return currentPosition + scrollPosition;
+ currentPosition += scrollPosition;
+ return;
}
- const Vector3& pageSize = pageSizeProperty.GetVector3();
- bool wrap = scrollWrap.GetBoolean();
+ const Vector3& pageSize = inputs[4]->GetVector3();
+ bool wrap = inputs[5]->GetBoolean();
if(wrap)
{
- const Vector3& min = scrollPositionMin.GetVector3();
- const Vector3& max = scrollPositionMax.GetVector3();
+ const Vector3& min = inputs[2]->GetVector3();
+ const Vector3& max = inputs[3]->GetVector3();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
{
// position actors at: scrollposition (Property) + pagePosition (Parent) + current (this)
// they will be invisible so doesn't have to be precise, just away from stage.
- return currentPosition + scrollPosition;
+ currentPosition += scrollPosition;
+ return;
}
// Calculate position /////////////////////////////////////////////////////
position *= mPositionScale;
- Vector3 finalPosition(currentPosition - pagePosition);
-
Vector3 relCurrentPosition = currentPosition;
relCurrentPosition.x = relCurrentPosition.x / pageSize.x + 0.5f;
relCurrentPosition.y = relCurrentPosition.y / pageSize.y + 0.5f;
position.x = RampFunction(position.x, mOffsetExtent.x + extent.x);
position.y = RampFunction(position.y, mOffsetExtent.y + extent.y);
- finalPosition += pageSize * position;
-
- return finalPosition;
+ currentPosition -= pagePosition;
+ currentPosition += pageSize * position;
}
const Vector2 mPositionExtent; ///< Determines how much of the Actor's X and Y position affects exponent value.
float scaleExtent)
{
// Scale Constraint
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- LocalSource(Actor::POSITION),
- ParentSource(Actor::POSITION),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
- ScrollDepthScaleConstraint( positionExtent, offsetExtent, positionScale, scaleExtent ) );
+ Constraint constraint = Constraint::New<Vector3>( child, Actor::Property::SCALE, ScrollDepthScaleConstraint( positionExtent, offsetExtent, positionScale, scaleExtent ) );
+ constraint.AddSource( LocalSource( Actor::Property::POSITION ) );
+ constraint.AddSource( ParentSource( Actor::Property::POSITION ) );
+ constraint.AddSource( Source( scrollView, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ constraint.AddSource( Source( scrollView, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
+ constraint.AddSource( Source( scrollView, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
+ constraint.AddSource( Source( scrollView, Actor::Property::SIZE ) );
constraint.SetRemoveAction( Constraint::Discard );
- child.ApplyConstraint( constraint );
+ constraint.Apply();
// Position Constraint (apply last as other constraints use Actor::POSITION as a function input)
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource(Actor::POSITION),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_PROPERTY_NAME ) ),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MIN_PROPERTY_NAME ) ),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_POSITION_MAX_PROPERTY_NAME ) ),
- Source(scrollView, Actor::SIZE ),
- Source(scrollView, scrollView.GetPropertyIndex( Toolkit::ScrollView::SCROLL_WRAP_PROPERTY_NAME ) ),
- ScrollDepthPositionConstraint( positionExtent, offsetExtent, positionScale ) );
-
+ constraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, ScrollDepthPositionConstraint( positionExtent, offsetExtent, positionScale ) );
+ constraint.AddSource( ParentSource(Actor::Property::POSITION) );
+ constraint.AddSource( Source(scrollView, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+ constraint.AddSource( Source(scrollView, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
+ constraint.AddSource( Source(scrollView, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
+ constraint.AddSource( Source(scrollView, Actor::Property::SIZE ) );
+ constraint.AddSource( Source(scrollView, Toolkit::ScrollView::Property::WRAP ) );
constraint.SetRemoveAction( Constraint::Discard );
- child.ApplyConstraint( constraint );
+ constraint.Apply();
}
} // unnamed namespace