Move some public apis in toolkit to devel
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-view-impl.cpp
old mode 100644 (file)
new mode 100755 (executable)
index 163c248..71304d6
@@ -31,7 +31,7 @@
 #include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
+#include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.h>
 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
 #include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-mode.h>
@@ -41,9 +41,9 @@
 //#define ENABLED_SCROLL_STATE_LOGGING
 
 #ifdef ENABLED_SCROLL_STATE_LOGGING
-#define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args)
+#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## __VA_ARGS__)
 #else
-#define DALI_LOG_SCROLL_STATE(format, args...)
+#define DALI_LOG_SCROLL_STATE(format, ...)
 #endif
 
 // TODO: Change to two class system:
@@ -145,9 +145,9 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
  */
 Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
 {
-  Vector3 childPosition = actor.GetCurrentPosition();
-  Vector3 childAnchor = - actor.GetCurrentAnchorPoint() + anchor;
-  Vector3 childSize = actor.GetCurrentSize();
+  Vector3 childPosition = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
+  Vector3 childAnchor = - actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ) + anchor;
+  Vector3 childSize = actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
 
   return childPosition + childAnchor * childSize;
 }
@@ -428,9 +428,9 @@ struct InternalPrePositionConstraint
         // Note: A further 1.0f is subtracted to handle a compensation that happens later within the flick handling code in SnapWithVelocity().
         //       When a flick is completed, an adjustment of 1.0f is sometimes made to allow for the scenario where:
         //       A flick finishes before the update thread has advanced the scroll position past the previous snap point.
-        Vector2 pageSizeLimit( size.x - ( 1.0f + 1.0f ), size.y - ( 1.0f - 1.0f ) );
-        Vector2 minPosition( mStartPosition.x - pageSizeLimit.x, mStartPosition.y - pageSizeLimit.y );
-        Vector2 maxPosition( mStartPosition.x + pageSizeLimit.x, mStartPosition.y + pageSizeLimit.y );
+        Vector2 viewPageSizeLimit( size.x - ( 1.0f + 1.0f ), size.y - ( 1.0f - 1.0f ) );
+        Vector2 minPosition( mStartPosition.x - viewPageSizeLimit.x, mStartPosition.y - viewPageSizeLimit.y );
+        Vector2 maxPosition( mStartPosition.x + viewPageSizeLimit.x, mStartPosition.y + viewPageSizeLimit.y );
 
         if( mFixedRulerX )
         {
@@ -676,8 +676,8 @@ void ScrollView::OnInitialize()
   mInternalActor = Actor::New();
   self.Add(mInternalActor);
 
-  mInternalActor.SetParentOrigin(ParentOrigin::CENTER);
-  mInternalActor.SetAnchorPoint(AnchorPoint::CENTER);
+  mInternalActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+  mInternalActor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
 
   mAlterChild = true;
@@ -1321,8 +1321,8 @@ void ScrollView::ScrollTo(Actor &actor, float duration)
   DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
 
   Actor self = Self();
-  Vector3 size = self.GetCurrentSize();
-  Vector3 position = actor.GetCurrentPosition();
+  Vector3 size = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  Vector3 position = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
   Vector2 prePosition = GetPropertyPrePosition();
   position.GetVectorXY() -= prePosition;
 
@@ -1332,7 +1332,7 @@ void ScrollView::ScrollTo(Actor &actor, float duration)
 Actor ScrollView::FindClosestActor()
 {
   Actor self = Self();
-  Vector3 size = self.GetCurrentSize();
+  Vector3 size = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
 
   return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
 }
@@ -1524,7 +1524,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
 
   if(mActorAutoSnapEnabled)
   {
-    Vector3 size = Self().GetCurrentSize();
+    Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
 
     Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
 
@@ -1777,7 +1777,7 @@ void ScrollView::EnableScrollOvershoot(bool enable)
 
 void ScrollView::AddOverlay(Actor actor)
 {
-  actor.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   mInternalActor.Add( actor );
 }
 
@@ -1968,7 +1968,7 @@ void ScrollView::OnChildAdd(Actor& child)
   if( scrollBar )
   {
     mScrollBar = scrollBar;
-    scrollBar.SetName("ScrollBar");
+    scrollBar.SetProperty( Dali::Actor::Property::NAME,"ScrollBar");
 
     mInternalActor.Add( scrollBar );
     if( scrollBar.GetScrollDirection() == Toolkit::ScrollBar::Horizontal )
@@ -2494,7 +2494,7 @@ void ScrollView::OnPan( const PanGesture& gesture )
       Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
       if( scrollBar && mTransientScrollBar )
       {
-        Vector3 size = Self().GetCurrentSize();
+        Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
         const Toolkit::RulerDomain& rulerDomainX = mRulerX->GetDomain();
         const Toolkit::RulerDomain& rulerDomainY = mRulerY->GetDomain();
 
@@ -2635,7 +2635,7 @@ void ScrollView::FinishTransform()
 
 Vector2 ScrollView::GetOvershoot(Vector2& position) const
 {
-  Vector3 size = Self().GetCurrentSize();
+  Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
   Vector2 overshoot;
 
   const RulerDomain rulerDomainX = mRulerX->GetDomain();
@@ -2690,7 +2690,7 @@ void ScrollView::ClampPosition(Vector2& position) const
 
 void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
 {
-  Vector3 size = Self().GetCurrentSize();
+  Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
 
   position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x);    // NOTE: X & Y rulers think in -ve coordinate system.
   position.y = -mRulerY->Clamp(-position.y, size.height, 1.0f, clamped.y);   // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.