/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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-view-impl.h>
// EXTERNAL INCLUDES
-#include <cstring> // for strcmp
#include <dali/devel-api/actors/actor-devel.h>
-#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/common/stage.h>
-#include <dali/public-api/events/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>
-#include <dali/public-api/object/property-map.h>
-#include <dali/devel-api/object/property-helper-devel.h>
#include <dali/devel-api/events/pan-gesture-devel.h>
+#include <dali/devel-api/object/property-helper-devel.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/events/wheel-event.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry.h>
+#include <cstring> // for strcmp
// INTERNAL INCLUDES
#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>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-effect-impl.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-mode.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-constraints.h>
+#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
//#define ENABLED_SCROLL_STATE_LOGGING
#ifdef ENABLED_SCROLL_STATE_LOGGING
-#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## __VA_ARGS__)
+#define DALI_LOG_SCROLL_STATE(format, ...) Dali::Integration::Log::LogMessageWithFunctionLine(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
#else
#define DALI_LOG_SCROLL_STATE(format, ...)
#endif
// TODO: Orientation.
// TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided)
-using namespace Dali;
-
namespace
{
-const float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time.
-const float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
-const float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time.
-const float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels
+using namespace Dali;
+
+constexpr float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time.
+constexpr float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time.
+constexpr float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time.
+constexpr float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels
+
+constexpr float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
+constexpr float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second)
+constexpr float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity)
+constexpr float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second)
+
+constexpr Dali::Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
+constexpr float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
-const float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees)
-const float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second)
-const float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity)
-const float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second)
+constexpr float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
+constexpr float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
+constexpr float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
-const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed
-const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s
-const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms
-const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared.
-const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking)
-const Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
-const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u );
-const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
-const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal
+constexpr Dali::Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received.
-const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME( "internalMaxPosition" );
+constexpr unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET(150u);
+constexpr float TOUCH_DOWN_TIMER_INTERVAL = 100.0f;
+constexpr float DEFAULT_SCROLL_UPDATE_DISTANCE(30.0f); ///< Default distance to travel in pixels for scroll update signal
+
+const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME("internalMaxPosition");
// Helpers ////////////////////////////////////////////////////////////////////////////////////////
{
if(bias == Dali::Toolkit::DIRECTION_BIAS_NONE)
{
- return ShortestDistanceInDomain( a, b, start, end );
+ return Dali::ShortestDistanceInDomain(a, b, start, end);
}
// (a-start + end-b)
- float size = end-start;
- float vect = b-a;
+ float size = end - start;
+ float vect = b - a;
if(vect > 0)
{
}
else
{
- float aRight = a+size;
- return b-aRight;
+ float aRight = a + size;
+ return b - aRight;
}
}
else
}
else
{
- float aLeft = a-size;
- return b-aLeft;
+ float aLeft = a - size;
+ return b - aLeft;
}
}
}
* @param anchor The Anchor point of interest.
* @return The position of the Anchor
*/
-Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
+Dali::Vector3 GetPositionOfAnchor(Dali::Actor& actor, const Dali::Vector3& anchor)
{
- 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 );
+ Dali::Vector3 childPosition = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::POSITION);
+ Dali::Vector3 childAnchor = -actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::ANCHOR_POINT) + anchor;
+ Dali::Vector3 childSize = actor.GetCurrentProperty<Dali::Vector3>(Dali::Actor::Property::SIZE);
return childPosition + childAnchor * childSize;
}
-// AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
+/**
+ * Returns the closest actor to the given position
+ * @param[in] actor The scrollview actor
+ * @param[in] internalActor The internal actor (to ignore)
+ * @param[in] position The given position
+ * @param[in] dirX Direction to search in
+ * @param[in] dirY Direction to search in
+ * @param[in] dirZ Direction to search in
+ * @return the closest child actor
+ */
+using FindDirection = Dali::Toolkit::Internal::ScrollView::FindDirection;
-float FinalDefaultAlphaFunction(float offset)
+Actor FindClosestActorToPosition(
+ CustomActor actor, Actor internalActor, const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
{
- return offset * 0.5f;
+ Actor closestChild;
+ float closestDistance2 = 0.0f;
+ Vector3 actualPosition = position;
+
+ unsigned int numChildren = actor.GetChildCount();
+
+ for(unsigned int i = 0; i < numChildren; ++i)
+ {
+ Actor child = actor.GetChildAt(i);
+
+ if(internalActor == child) // ignore internal actor.
+ {
+ continue;
+ }
+
+ Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
+
+ Vector3 delta = childPosition - actualPosition;
+
+ // X-axis checking (only find Actors to the [dirX] of actualPosition)
+ if(dirX > FindDirection::All) // != All,None
+ {
+ FindDirection deltaH = delta.x > 0 ? FindDirection::Right : FindDirection::Left;
+ if(dirX != deltaH)
+ {
+ continue;
+ }
+ }
+
+ // Y-axis checking (only find Actors to the [dirY] of actualPosition)
+ if(dirY > FindDirection::All) // != All,None
+ {
+ FindDirection deltaV = delta.y > 0 ? FindDirection::Down : FindDirection::Up;
+ if(dirY != deltaV)
+ {
+ continue;
+ }
+ }
+
+ // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
+ if(dirZ > FindDirection::All) // != All,None
+ {
+ FindDirection deltaV = delta.y > 0 ? FindDirection::In : FindDirection::Out;
+ if(dirZ != deltaV)
+ {
+ continue;
+ }
+ }
+
+ // compare child to closest child in terms of distance.
+ float distance2 = 0.0f;
+
+ // distance2 = the Square of the relevant dimensions of delta
+ if(dirX != FindDirection::None)
+ {
+ distance2 += delta.x * delta.x;
+ }
+
+ if(dirY != FindDirection::None)
+ {
+ distance2 += delta.y * delta.y;
+ }
+
+ if(dirZ != FindDirection::None)
+ {
+ distance2 += delta.z * delta.z;
+ }
+
+ if(closestChild) // Next time.
+ {
+ if(distance2 < closestDistance2)
+ {
+ closestChild = child;
+ closestDistance2 = distance2;
+ }
+ }
+ else // First time.
+ {
+ closestChild = child;
+ closestDistance2 = distance2;
+ }
+ }
+
+ return closestChild;
}
+// AlphaFunctions /////////////////////////////////////////////////////////////////////////////////
+
/**
* ConstantDecelerationAlphaFunction
* Newtoninan distance for constant deceleration
return progress * 2.0f - progress * progress;
}
-// Internal Constraints ///////////////////////////////////////////////////////////////////////////
-
-/**
- * Internal Relative position Constraint
- * Generates the relative position value of the scroll view
- * based on the absolute position, and it's relation to the
- * scroll domain. This is a value from 0.0f to 1.0f in each
- * scroll position axis.
- */
-void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs)
-{
- Vector2 position = -inputs[0]->GetVector2();
- const Vector2& min = inputs[1]->GetVector2();
- const Vector2& max = inputs[2]->GetVector2();
- const Vector3& size = inputs[3]->GetVector3();
-
- position.x = WrapInDomain(position.x, min.x, max.x);
- position.y = WrapInDomain(position.y, min.y, max.y);
-
- Vector2 domainSize = (max - min) - size.GetVectorXY();
-
- relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f;
- relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f;
-}
-
/**
- * Internal scroll domain Constraint
- * Generates the scroll domain of the scroll view.
+ * Clamp a position
+ * @param[in] size The size to clamp to
+ * @param[in] rulerX The horizontal ruler
+ * @param[in] rulerY The vertical ruler
+ * @param[in,out] position The position to clamp
+ * @param[out] clamped the clamped state
*/
-void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputContainer& inputs)
+void ClampPosition(const Vector3& size, Dali::Toolkit::RulerPtr rulerX, Dali::Toolkit::RulerPtr rulerY, Vector2& position, Dali::Toolkit::ClampState2D& clamped)
{
- const Vector2& min = inputs[0]->GetVector2();
- const Vector2& max = inputs[1]->GetVector2();
- const Vector3& size = inputs[2]->GetVector3();
-
- scrollDomain = (max - min) - size.GetVectorXY();
+ position.x = -rulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system.
+ position.y = -rulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
}
/**
- * Internal maximum scroll position Constraint
- * Generates the maximum scroll position of the scroll view.
+ * TODO: In situations where axes are different (X snap, Y free)
+ * Each axis should really have their own independent animation (time and equation)
+ * Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
+ * Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
+ * Currently, the axes have been split however, they both use the same EaseOut equation.
+ *
+ * @param[in] scrollView The main scrollview
+ * @param[in] rulerX The X ruler
+ * @param[in] rulerY The Y ruler
+ * @param[in] lockAxis Which axis (if any) is locked.
+ * @param[in] velocity Current pan velocity
+ * @param[in] maxOvershoot Maximum overshoot
+ * @param[in] inAcessibilityPan True if we are currently panning with accessibility
+ * @param[out] positionSnap The target position of snap animation
+ * @param[out] positionDuration The duration of the snap animation
+ * @param[out] alphaFunction The snap animation alpha function
+ * @param[out] isFlick if we are flicking or not
+ * @param[out] isFreeFlick if we are free flicking or not
*/
-void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputContainer& inputs)
-{
- const Vector2& max = inputs[0]->GetVector2();
- const Vector3& size = inputs[1]->GetVector3();
-
- scrollMax = max - size.GetVectorXY();
-}
-
-} // unnamed namespace
-
-namespace Dali
-{
-
-namespace Toolkit
+void SnapWithVelocity(
+ Dali::Toolkit::Internal::ScrollView& scrollView,
+ Dali::Toolkit::RulerPtr rulerX,
+ Dali::Toolkit::RulerPtr rulerY,
+ Dali::Toolkit::Internal::ScrollView::LockAxis lockAxis,
+ Vector2 velocity,
+ Vector2 maxOvershoot,
+ Vector2& positionSnap,
+ Vector2& positionDuration,
+ AlphaFunction& alphaFunction,
+ bool inAccessibilityPan,
+ bool& isFlick,
+ bool& isFreeFlick)
{
+ // Animator takes over now, touches are assumed not to interfere.
+ // And if touches do interfere, then we'll stop animation, update PrePosition
+ // to current mScroll's properties, and then resume.
+ // Note: For Flicking this may work a bit different...
-namespace Internal
-{
+ float angle = atan2(velocity.y, velocity.x);
+ float speed2 = velocity.LengthSquared();
+ float biasX = 0.5f;
+ float biasY = 0.5f;
+ FindDirection horizontal = FindDirection::None;
+ FindDirection vertical = FindDirection::None;
-namespace
-{
+ using LockAxis = Dali::Toolkit::Internal::ScrollView::LockAxis;
-BaseHandle Create()
-{
- return Toolkit::ScrollView::New();
-}
+ // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
+ // that will be accepted as a general N,E,S,W flick direction.
-// Setup properties, signals and actions using the type-registry.
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create )
-
-DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED )
-DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED )
-DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED )
-DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP )
-DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollMode", MAP, SCROLL_MODE )
-
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL,0)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL,1)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
-DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION)
-
-DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED )
+ const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
+ const float flickSpeedThreshold2 = scrollView.GetMinimumSpeedForFlick() * scrollView.GetMinimumSpeedForFlick();
-DALI_TYPE_REGISTRATION_END()
+ // Flick logic X Axis
-/**
- * Returns whether to lock scrolling to a particular axis
- *
- * @param[in] panDelta Distance panned since gesture started
- * @param[in] currentLockAxis The current lock axis value
- * @param[in] lockGradient How quickly to lock to a particular axis
- *
- * @return The new axis lock state
- */
-ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
-{
- if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
- currentLockAxis == ScrollView::LockPossible)
+ if(rulerX->IsEnabled() && lockAxis != LockAxis::LockHorizontal)
{
- float dx = fabsf(panDelta.x);
- float dy = fabsf(panDelta.y);
- if(dx * lockGradient >= dy)
- {
- // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
- currentLockAxis = ScrollView::LockVertical;
- }
- else if(dy * lockGradient > dx)
- {
- // 0.36:1 gradient to the vertical (deviate < 20 degrees)
- currentLockAxis = ScrollView::LockHorizontal;
- }
- else
- {
- currentLockAxis = ScrollView::LockNone;
- }
- }
- return currentLockAxis;
-}
+ horizontal = FindDirection::All;
-/**
- * Internal Pre-Position Property Constraint.
- *
- * Generates position property based on current position + gesture displacement.
- * Or generates position property based on positionX/Y.
- * Note: This is the position prior to any clamping at scroll boundaries.
- */
-struct InternalPrePositionConstraint
-{
- InternalPrePositionConstraint( const Vector2& initialPanPosition,
- const Vector2& initialPanMask,
- bool axisAutoLock,
- float axisAutoLockGradient,
- ScrollView::LockAxis initialLockAxis,
- const Vector2& maxOvershoot,
- const RulerPtr& rulerX, const RulerPtr& rulerY )
- : mLocalStart( initialPanPosition ),
- mInitialPanMask( initialPanMask ),
- mMaxOvershoot( maxOvershoot ),
- mAxisAutoLockGradient( axisAutoLockGradient ),
- mLockAxis( initialLockAxis ),
- mAxisAutoLock( axisAutoLock ),
- mWasPanning( false )
- {
- const RulerDomain& rulerDomainX = rulerX->GetDomain();
- const RulerDomain& rulerDomainY = rulerY->GetDomain();
- mDomainMin = Vector2( rulerDomainX.min, -rulerDomainY.min );
- mDomainMax = Vector2( -rulerDomainX.max, -rulerDomainY.max );
- mClampX = rulerDomainX.enabled;
- mClampY = rulerDomainY.enabled;
- mFixedRulerX = rulerX->GetType() == Ruler::FIXED;
- mFixedRulerY = rulerY->GetType() == Ruler::FIXED;
- }
-
- void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs )
- {
- const Vector2& panPosition = inputs[0]->GetVector2();
- const bool& inGesture = inputs[1]->GetBoolean();
-
- // First check if we are within a gesture.
- // The ScrollView may have received a start gesture from ::OnPan()
- // while the finish gesture is received now in this constraint.
- // This gesture must then be rejected as the value will be "old".
- // Typically the last value from the end of the last gesture.
- // If we are rejecting the gesture, we simply don't modify the constraint target.
- if( inGesture )
- {
- if( !mWasPanning )
+ if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+ inAccessibilityPan) // With AccessibilityPan its easier to move between snap positions
+ {
+ if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
{
- mPrePosition = scrollPostPosition;
- mStartPosition = mPrePosition;
- mCurrentPanMask = mInitialPanMask;
- mWasPanning = true;
- }
-
- // Calculate Deltas...
- const Vector2& currentPosition = panPosition;
- Vector2 panDelta( currentPosition - mLocalStart );
+ biasX = 0.0f, horizontal = FindDirection::Left;
- // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
- // appears mostly horizontal or mostly vertical respectively...
- if( mAxisAutoLock )
+ // This guards against an error where no movement occurs, due to the flick finishing
+ // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
+ positionSnap.x += 1.0f;
+ }
+ else if((angle >= M_PI - orthoAngleRange) || (angle < -M_PI + orthoAngleRange)) // Swiping West
{
- mLockAxis = GetLockAxis( panDelta, mLockAxis, mAxisAutoLockGradient );
- if( mLockAxis == ScrollView::LockVertical )
- {
- mCurrentPanMask.y = 0.0f;
- }
- else if( mLockAxis == ScrollView::LockHorizontal )
- {
- mCurrentPanMask.x = 0.0f;
- }
+ biasX = 1.0f, horizontal = FindDirection::Right;
+
+ // This guards against an error where no movement occurs, due to the flick finishing
+ // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
+ positionSnap.x -= 1.0f;
}
+ }
+ }
- // Restrict deltas based on ruler enable/disable and axis-lock state...
- panDelta *= mCurrentPanMask;
+ // Flick logic Y Axis
- // Perform Position transform based on input deltas...
- scrollPostPosition = mPrePosition;
- scrollPostPosition += panDelta;
+ if(rulerY->IsEnabled() && lockAxis != LockAxis::LockVertical)
+ {
+ vertical = FindDirection::All;
- // if no wrapping then clamp preposition to maximum overshoot amount
- const Vector3& size = inputs[2]->GetVector3();
- if( mClampX )
- {
- float newXPosition = Clamp( scrollPostPosition.x, ( mDomainMax.x + size.x ) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x );
- if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1)
- || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) )
- {
- mPrePosition.x = newXPosition;
- mLocalStart.x = panPosition.x;
- }
- scrollPostPosition.x = newXPosition;
- }
- if( mClampY )
+ if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+ inAccessibilityPan) // With AccessibilityPan its easier to move between snap positions
+ {
+ if((angle >= M_PI_2 - orthoAngleRange) && (angle < M_PI_2 + orthoAngleRange)) // Swiping South
{
- float newYPosition = Clamp( scrollPostPosition.y, ( mDomainMax.y + size.y ) - mMaxOvershoot.y, mDomainMin.y + mMaxOvershoot.y );
- if( ( newYPosition < scrollPostPosition.y - Math::MACHINE_EPSILON_1 )
- || ( newYPosition > scrollPostPosition.y + Math::MACHINE_EPSILON_1 ) )
- {
- mPrePosition.y = newYPosition;
- mLocalStart.y = panPosition.y;
- }
- scrollPostPosition.y = newYPosition;
+ biasY = 0.0f, vertical = FindDirection::Up;
}
-
- // If we are using a fixed ruler in a particular axis, limit the maximum pages scrolled on that axis.
- if( mFixedRulerX || mFixedRulerY )
+ else if((angle >= -M_PI_2 - orthoAngleRange) && (angle < -M_PI_2 + orthoAngleRange)) // Swiping North
{
- // Here we limit the maximum amount that can be moved from the starting position of the gesture to one page.
- // We do this only if we have a fixed ruler (on that axis) and the mode is enabled.
- // Note: 1.0f is subtracted to keep the value within one page size (otherwise we stray on to the page after).
- // 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 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 )
- {
- scrollPostPosition.x = Clamp( scrollPostPosition.x, minPosition.x, maxPosition.x );
- }
- if( mFixedRulerY )
- {
- scrollPostPosition.y = Clamp( scrollPostPosition.y, minPosition.y, maxPosition.y );
- }
+ biasY = 1.0f, vertical = FindDirection::Down;
}
}
}
- Vector2 mPrePosition;
- Vector2 mLocalStart;
- Vector2 mStartPosition; ///< The start position of the gesture - used to limit scroll amount (not modified by clamping).
- Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings).
- Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode.
- Vector2 mDomainMin;
- Vector2 mDomainMax;
- Vector2 mMaxOvershoot;
-
- float mAxisAutoLockGradient; ///< Set by ScrollView
- ScrollView::LockAxis mLockAxis;
-
- bool mAxisAutoLock:1; ///< Set by ScrollView
- bool mWasPanning:1;
- bool mClampX:1;
- bool mClampY:1;
- bool mFixedRulerX:1;
- bool mFixedRulerY:1;
-};
+ // isFlick: Whether this gesture is a flick or not.
+ isFlick = (horizontal != FindDirection::All || vertical != FindDirection::All);
+ // isFreeFlick: Whether this gesture is a flick under free panning criteria.
+ isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD * FREE_FLICK_SPEED_THRESHOLD);
-/**
- * Internal Position Property Constraint.
- *
- * Generates position property based on pre-position
- * Note: This is the position after clamping.
- * (uses result of InternalPrePositionConstraint)
- */
-struct InternalPositionConstraint
-{
- InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY, bool wrap)
- : mDomainMin( -domainX.min, -domainY.min ),
- mDomainMax( -domainX.max, -domainY.max ),
- mClampX( domainX.enabled ),
- mClampY( domainY.enabled ),
- mWrap( wrap )
+ if(isFlick || isFreeFlick)
{
+ positionDuration = Vector2::ONE * scrollView.GetScrollFlickDuration();
+ alphaFunction = scrollView.GetScrollFlickAlphaFunction();
}
- void operator()( Vector2& position, const PropertyInputContainer& inputs )
+ // Calculate next positionSnap ////////////////////////////////////////////////////////////
+
+ if(scrollView.GetActorAutoSnap())
{
- position = inputs[0]->GetVector2();
- const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
- const Vector2& min = inputs[1]->GetVector2();
- const Vector2& max = inputs[2]->GetVector2();
+ Vector3 size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+
+ Actor child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f), horizontal, vertical);
- if( mWrap )
+ if(!child && isFlick)
{
- position.x = -WrapInDomain(-position.x, min.x, max.x);
- position.y = -WrapInDomain(-position.y, min.y, max.y);
+ // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
+ child = scrollView.FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
}
- else
+
+ if(child)
{
- // clamp post position to domain
- position.x = mClampX ? Clamp(position.x, mDomainMax.x + size.x, mDomainMin.x ) : position.x;
- position.y = mClampY ? Clamp(position.y, mDomainMax.y + size.y, mDomainMin.y ) : position.y;
+ Vector2 position = scrollView.Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
+
+ // Get center-point of the Actor.
+ Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
+
+ if(rulerX->IsEnabled())
+ {
+ positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
+ }
+ if(rulerY->IsEnabled())
+ {
+ positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
+ }
}
}
- Vector2 mDomainMin;
- Vector2 mDomainMax;
- bool mClampX;
- bool mClampY;
- bool mWrap;
-
-};
+ Vector2 startPosition = positionSnap;
+ positionSnap.x = -rulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
+ positionSnap.y = -rulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
-/**
- * This constraint updates the X overshoot property using the difference
- * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f
- */
-struct OvershootXConstraint
-{
- OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
+ Dali::Toolkit::ClampState2D clamped;
+ Vector3 size = scrollView.Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+ Vector2 clampDelta(Vector2::ZERO);
+ ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
- void operator()( float& current, const PropertyInputContainer& inputs )
+ if((rulerX->GetType() == Dali::Toolkit::Ruler::FREE || rulerY->GetType() == Dali::Toolkit::Ruler::FREE) &&
+ isFreeFlick && !scrollView.GetActorAutoSnap())
{
- if( inputs[2]->GetBoolean() )
+ // Calculate target position based on velocity of flick.
+
+ // a = Deceleration (Set to diagonal stage length * friction coefficient)
+ // u = Initial Velocity (Flick velocity)
+ // v = 0 (Final Velocity)
+ // t = Time (Velocity / Deceleration)
+ Vector2 stageSize = Stage::GetCurrent().GetSize();
+ float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
+ float a = (stageLength * scrollView.GetFrictionCoefficient());
+ Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * scrollView.GetFlickSpeedCoefficient();
+ float speed = u.Length();
+ u /= speed;
+
+ // TODO: Change this to a decay function. (faster you flick, the slower it should be)
+ speed = std::min(speed, stageLength * scrollView.GetMaxFlickSpeed());
+ u *= speed;
+ alphaFunction = ConstantDecelerationAlphaFunction;
+
+ float t = speed / a;
+
+ if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
{
- const Vector2& scrollPrePosition = inputs[0]->GetVector2();
- const Vector2& scrollPostPosition = inputs[1]->GetVector2();
- float newOvershoot = scrollPrePosition.x - scrollPostPosition.x;
- current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ positionSnap.x += t * u.x * 0.5f;
}
- else
+
+ if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
{
- current = 0.0f;
+ positionSnap.y += t * u.y * 0.5f;
}
- }
- float mMaxOvershoot;
-};
-
-/**
- * This constraint updates the Y overshoot property using the difference
- * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f
- */
-struct OvershootYConstraint
-{
- OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
+ clampDelta = positionSnap;
+ ClampPosition(size, rulerX, rulerY, positionSnap, clamped);
- void operator()( float& current, const PropertyInputContainer& inputs )
- {
- if( inputs[2]->GetBoolean() )
+ if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
{
- const Vector2& scrollPrePosition = inputs[0]->GetVector2();
- const Vector2& scrollPostPosition = inputs[1]->GetVector2();
- float newOvershoot = scrollPrePosition.y - scrollPostPosition.y;
- current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
+ clampDelta -= positionSnap;
+ clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, maxOvershoot.x) : std::max(clampDelta.x, -maxOvershoot.x);
+ clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, maxOvershoot.y) : std::max(clampDelta.y, -maxOvershoot.y);
}
else
{
- current = 0.0f;
+ clampDelta = Vector2::ZERO;
}
- }
- float mMaxOvershoot;
-};
-
-/**
- * Internal Position-Delta Property Constraint.
- *
- * Generates position-delta property based on scroll-position + scroll-offset properties.
- */
-void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs )
-{
- const Vector2& scrollPosition = inputs[0]->GetVector2();
- const Vector2& scrollOffset = inputs[1]->GetVector2();
+ // If Axis is Free and has velocity, then calculate time taken
+ // to reach target based on velocity in axis.
+ if(rulerX->IsEnabled() && rulerX->GetType() == Dali::Toolkit::Ruler::FREE)
+ {
+ float deltaX = fabsf(startPosition.x - positionSnap.x);
- current = scrollPosition + scrollOffset;
-}
+ if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
+ {
+ positionDuration.x = fabsf(deltaX / u.x);
+ }
+ else
+ {
+ positionDuration.x = 0;
+ }
+ }
-/**
- * Internal Final Position Constraint
- * The position of content is:
- * of scroll-position + f(scroll-overshoot)
- * where f(...) function defines how overshoot
- * should affect final-position.
- */
-struct InternalFinalConstraint
-{
- InternalFinalConstraint(AlphaFunctionPrototype functionX,
- AlphaFunctionPrototype functionY)
- : mFunctionX(functionX),
- mFunctionY(functionY)
- {
+ if(rulerY->IsEnabled() && rulerY->GetType() == Dali::Toolkit::Ruler::FREE)
+ {
+ float deltaY = fabsf(startPosition.y - positionSnap.y);
+
+ if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
+ {
+ positionDuration.y = fabsf(deltaY / u.y);
+ }
+ else
+ {
+ positionDuration.y = 0;
+ }
+ }
}
- void operator()( Vector2& current, const PropertyInputContainer& inputs )
+ if(scrollView.IsOvershootEnabled())
{
- const float& overshootx = inputs[1]->GetFloat();
- const float& overshooty = inputs[2]->GetFloat();
- Vector2 offset( mFunctionX(overshootx),
- mFunctionY(overshooty) );
-
- current = inputs[0]->GetVector2() - offset;
+ // Scroll to the end of the overshoot only when overshoot is enabled.
+ positionSnap += clampDelta;
}
+}
- AlphaFunctionPrototype mFunctionX;
- AlphaFunctionPrototype mFunctionY;
-};
+} // unnamed namespace
+namespace Dali
+{
+namespace Toolkit
+{
+namespace Internal
+{
+namespace
+{
+BaseHandle Create()
+{
+ return Toolkit::ScrollView::New();
}
+// Setup properties, signals and actions using the type-registry.
+DALI_TYPE_REGISTRATION_BEGIN(Toolkit::ScrollView, Toolkit::Scrollable, Create)
+
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP)
+DALI_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollMode", MAP, SCROLL_MODE)
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "wrap", BOOLEAN, WRAP)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "panning", BOOLEAN, PANNING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0)
+DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION(Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION)
+
+DALI_SIGNAL_REGISTRATION(Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED)
+
+DALI_TYPE_REGISTRATION_END()
+
+} // namespace
///////////////////////////////////////////////////////////////////////////////////////////////////
// ScrollView
}
ScrollView::ScrollView()
-: ScrollBase( ControlBehaviour( DISABLE_STYLE_CHANGE_SIGNALS ) ), // Enable size negotiation
+: ScrollBase(ControlBehaviour(DISABLE_STYLE_CHANGE_SIGNALS)), // Enable size negotiation
mTouchDownTime(0u),
mGestureStackDepth(0),
mScrollStateFlags(0),
mInternalActor = Actor::New();
self.Add(mInternalActor);
- 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 );
+ 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;
mGestureStackDepth = 0;
- self.TouchedSignal().Connect( this, &ScrollView::OnTouch );
- EnableGestureDetection( GestureType::Value( GestureType::PAN ) );
+ self.TouchedSignal().Connect(this, &ScrollView::OnTouch);
+ EnableGestureDetection(GestureType::Value(GestureType::PAN));
// By default we'll allow the user to freely drag the scroll view,
// while disabling the other rulers.
RulerPtr ruler = new DefaultRuler();
- mRulerX = ruler;
- mRulerY = ruler;
+ mRulerX = ruler;
+ mRulerY = ruler;
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical);
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal);
UpdatePropertyDomain();
- SetInternalConstraints();
+ mConstraints.SetInternalConstraints(*this);
// Connect wheel event
- self.WheelEventSignal().Connect( this, &ScrollView::OnWheelEvent );
+ self.WheelEventSignal().Connect(this, &ScrollView::OnWheelEvent);
- DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
- return std::unique_ptr< Dali::Accessibility::Accessible >(
- new AccessibleImpl( actor, Dali::Accessibility::Role::SCROLL_PANE ) );
- } );
+ DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
+ return std::unique_ptr<Dali::Accessibility::Accessible>(
+ new AccessibleImpl(actor, Dali::Accessibility::Role::SCROLL_PANE));
+ });
}
-void ScrollView::OnSceneConnection( int depth )
+void ScrollView::OnSceneConnection(int depth)
{
DALI_LOG_SCROLL_STATE("[0x%X]", this);
- if ( mSensitive )
+ if(mSensitive)
{
- SetScrollSensitive( false );
- SetScrollSensitive( true );
+ SetScrollSensitive(false);
+ SetScrollSensitive(true);
}
if(IsOvershootEnabled())
EnableScrollOvershoot(true);
}
- ScrollBase::OnSceneConnection( depth );
+ ScrollBase::OnSceneConnection(depth);
}
void ScrollView::OnSceneDisconnection()
DALI_LOG_SCROLL_STATE("[0x%X]", this);
}
-AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const
-{
- return mSnapAlphaFunction;
-}
-
-void ScrollView::SetScrollSnapAlphaFunction(AlphaFunction alpha)
-{
- mSnapAlphaFunction = alpha;
-}
-
-AlphaFunction ScrollView::GetScrollFlickAlphaFunction() const
-{
- return mFlickAlphaFunction;
-}
-
-void ScrollView::SetScrollFlickAlphaFunction(AlphaFunction alpha)
-{
- mFlickAlphaFunction = alpha;
-}
-
-float ScrollView::GetScrollSnapDuration() const
-{
- return mSnapDuration;
-}
-
-void ScrollView::SetScrollSnapDuration(float time)
-{
- mSnapDuration = time;
-}
-
-float ScrollView::GetScrollFlickDuration() const
-{
- return mFlickDuration;
-}
-
-void ScrollView::SetScrollFlickDuration(float time)
-{
- mFlickDuration = time;
-}
-
void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
{
Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
// Assertion check to ensure effect doesn't already exist in this scrollview
bool effectAlreadyExistsInScrollView(false);
- for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
+ for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
{
- if(*iter==effect)
+ if(*iter == effect)
{
effectAlreadyExistsInScrollView = true;
break;
// remove effect from effects list
bool effectExistedInScrollView(false);
- for (ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
+ for(ScrollViewEffectIter iter = mEffects.begin(); iter != mEffects.end(); ++iter)
{
- if(*iter==effect)
+ if(*iter == effect)
{
mEffects.erase(iter);
effectExistedInScrollView = true;
{
Dali::Toolkit::ScrollView self = Dali::Toolkit::ScrollView::DownCast(Self());
- for (ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
+ for(ScrollViewEffectIter effectIter = mEffects.begin(); effectIter != mEffects.end(); ++effectIter)
{
Toolkit::ScrollViewEffect effect = *effectIter;
RemoveConstraintsFromBoundActors();
}
-const RulerPtr ScrollView::GetRulerX() const
-{
- return mRulerX;
-}
-
-const RulerPtr ScrollView::GetRulerY() const
-{
- return mRulerY;
-}
-
void ScrollView::SetRulerX(RulerPtr ruler)
{
mRulerX = ruler;
UpdatePropertyDomain();
- UpdateMainInternalConstraint();
+ mConstraints.UpdateMainInternalConstraint(*this);
}
void ScrollView::SetRulerY(RulerPtr ruler)
mRulerY = ruler;
UpdatePropertyDomain();
- UpdateMainInternalConstraint();
+ mConstraints.UpdateMainInternalConstraint(*this);
}
void ScrollView::UpdatePropertyDomain()
{
- Actor self = Self();
- Vector3 size = self.GetTargetSize();
- Vector2 min = mMinScroll;
- Vector2 max = mMaxScroll;
- bool scrollPositionChanged = false;
- bool domainChanged = false;
+ Actor self = Self();
+ Vector3 size = self.GetTargetSize();
+ Vector2 min = mMinScroll;
+ Vector2 max = mMaxScroll;
+ bool scrollPositionChanged = false;
+ bool domainChanged = false;
- bool canScrollVertical = false;
+ bool canScrollVertical = false;
bool canScrollHorizontal = false;
UpdateLocalScrollProperties();
if(mRulerX->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain();
- if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100
- || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
+ if(fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_100 || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100)
{
domainChanged = true;
- min.x = rulerDomain.min;
- max.x = rulerDomain.max;
+ min.x = rulerDomain.min;
+ max.x = rulerDomain.max;
// make sure new scroll value is within new domain
- if( mScrollPrePosition.x < min.x
- || mScrollPrePosition.x > max.x )
+ if(mScrollPrePosition.x < min.x || mScrollPrePosition.x > max.x)
{
scrollPositionChanged = true;
- mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
+ mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x);
}
}
- if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100 )
+ if((fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_100)
{
canScrollHorizontal = true;
}
}
- else if( fabs(min.x) > Math::MACHINE_EPSILON_100
- || fabs(max.x) > Math::MACHINE_EPSILON_100 )
+ else if(fabs(min.x) > Math::MACHINE_EPSILON_100 || fabs(max.x) > Math::MACHINE_EPSILON_100)
{
// need to reset to 0
- domainChanged = true;
- min.x = 0.0f;
- max.x = 0.0f;
+ domainChanged = true;
+ min.x = 0.0f;
+ max.x = 0.0f;
canScrollHorizontal = false;
}
if(mRulerY->IsEnabled())
{
const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain();
- if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100
- || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 )
+ if(fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_100 || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100)
{
domainChanged = true;
- min.y = rulerDomain.min;
- max.y = rulerDomain.max;
+ min.y = rulerDomain.min;
+ max.y = rulerDomain.max;
// make sure new scroll value is within new domain
- if( mScrollPrePosition.y < min.y
- || mScrollPrePosition.y > max.y )
+ if(mScrollPrePosition.y < min.y || mScrollPrePosition.y > max.y)
{
scrollPositionChanged = true;
- mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
+ mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y);
}
}
- if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100 )
+ if((fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_100)
{
canScrollVertical = true;
}
}
- else if( fabs(min.y) > Math::MACHINE_EPSILON_100
- || fabs(max.y) > Math::MACHINE_EPSILON_100 )
+ else if(fabs(min.y) > Math::MACHINE_EPSILON_100 || fabs(max.y) > Math::MACHINE_EPSILON_100)
{
// need to reset to 0
- domainChanged = true;
- min.y = 0.0f;
- max.y = 0.0f;
+ domainChanged = true;
+ min.y = 0.0f;
+ max.y = 0.0f;
canScrollVertical = false;
}
// avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update
- if( mCanScrollVertical != canScrollVertical )
+ if(mCanScrollVertical != canScrollVertical)
{
mCanScrollVertical = canScrollVertical;
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical);
}
- if( mCanScrollHorizontal != canScrollHorizontal )
+ if(mCanScrollHorizontal != canScrollHorizontal)
{
mCanScrollHorizontal = canScrollHorizontal;
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, canScrollHorizontal);
}
- if( scrollPositionChanged )
+ if(scrollPositionChanged)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
}
- if( domainChanged )
+ if(domainChanged)
{
mMinScroll = min;
mMaxScroll = max;
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll );
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll );
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll);
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll);
}
}
-bool ScrollView::GetScrollSensitive()
-{
- return mSensitive;
-}
-
void ScrollView::SetScrollSensitive(bool sensitive)
{
- Actor self = Self();
- PanGestureDetector panGesture( GetPanGestureDetector() );
+ Actor self = Self();
+ PanGestureDetector panGesture(GetPanGestureDetector());
DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive));
DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning));
// while the scroll view is panning, the state needs to be reset.
- if ( mPanning )
+ if(mPanning)
{
- PanGesture cancelGesture = DevelPanGesture::New( GestureState::CANCELLED );
- OnPan( cancelGesture );
+ PanGesture cancelGesture = DevelPanGesture::New(GestureState::CANCELLED);
+ OnPan(cancelGesture);
}
panGesture.Detach(self);
void ScrollView::SetMaxOvershoot(float overshootX, float overshootY)
{
- mMaxOvershoot.x = overshootX;
- mMaxOvershoot.y = overshootY;
- mUserMaxOvershoot = mMaxOvershoot;
+ mMaxOvershoot.x = overshootX;
+ mMaxOvershoot.y = overshootY;
+ mUserMaxOvershoot = mMaxOvershoot;
mDefaultMaxOvershoot = false;
- UpdateMainInternalConstraint();
-}
-
-void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha)
-{
- mSnapOvershootAlphaFunction = alpha;
-}
-
-float ScrollView::GetSnapOvershootDuration()
-{
- return mSnapOvershootDuration;
-}
-
-void ScrollView::SetSnapOvershootDuration(float duration)
-{
- mSnapOvershootDuration = duration;
+ mConstraints.UpdateMainInternalConstraint(*this);
}
bool ScrollView::GetActorAutoSnap()
return mActorAutoSnapEnabled;
}
-void ScrollView::SetActorAutoSnap(bool enable)
-{
- mActorAutoSnapEnabled = enable;
-}
-
void ScrollView::SetAutoResize(bool enable)
{
mAutoResizeContainerEnabled = enable;
// TODO: This needs a lot of issues to be addressed before working.
}
-bool ScrollView::GetWrapMode() const
-{
- return mWrapMode;
-}
-
void ScrollView::SetWrapMode(bool enable)
{
mWrapMode = enable;
Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable);
}
-int ScrollView::GetScrollUpdateDistance() const
-{
- return mScrollUpdateDistance;
-}
-
-void ScrollView::SetScrollUpdateDistance(int distance)
-{
- mScrollUpdateDistance = distance;
-}
-
-bool ScrollView::GetAxisAutoLock() const
-{
- return mAxisAutoLock;
-}
-
void ScrollView::SetAxisAutoLock(bool enable)
{
mAxisAutoLock = enable;
- UpdateMainInternalConstraint();
-}
-
-float ScrollView::GetAxisAutoLockGradient() const
-{
- return mAxisAutoLockGradient;
+ mConstraints.UpdateMainInternalConstraint(*this);
}
void ScrollView::SetAxisAutoLockGradient(float gradient)
{
- DALI_ASSERT_DEBUG( gradient >= 0.0f && gradient <= 1.0f );
+ DALI_ASSERT_DEBUG(gradient >= 0.0f && gradient <= 1.0f);
mAxisAutoLockGradient = gradient;
- UpdateMainInternalConstraint();
-}
-
-float ScrollView::GetFrictionCoefficient() const
-{
- return mFrictionCoefficient;
+ mConstraints.UpdateMainInternalConstraint(*this);
}
void ScrollView::SetFrictionCoefficient(float friction)
{
- DALI_ASSERT_DEBUG( friction > 0.0f );
+ DALI_ASSERT_DEBUG(friction > 0.0f);
mFrictionCoefficient = friction;
}
-float ScrollView::GetFlickSpeedCoefficient() const
-{
- return mFlickSpeedCoefficient;
-}
-
-void ScrollView::SetFlickSpeedCoefficient(float speed)
-{
- mFlickSpeedCoefficient = speed;
-}
-
-Vector2 ScrollView::GetMinimumDistanceForFlick() const
-{
- return mMinFlickDistance;
-}
-
-void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
-{
- mMinFlickDistance = distance;
-}
-
-float ScrollView::GetMinimumSpeedForFlick() const
-{
- return mFlickSpeedThreshold;
-}
-
-void ScrollView::SetMinimumSpeedForFlick( float speed )
-{
- mFlickSpeedThreshold = speed;
-}
-
-float ScrollView::GetMaxFlickSpeed() const
-{
- return mMaxFlickSpeed;
-}
-
-void ScrollView::SetMaxFlickSpeed(float speed)
-{
- mMaxFlickSpeed = speed;
-}
-
-void ScrollView::SetWheelScrollDistanceStep(Vector2 step)
-{
- mWheelScrollDistanceStep = step;
-}
-
-Vector2 ScrollView::GetWheelScrollDistanceStep() const
-{
- return mWheelScrollDistanceStep;
-}
-
unsigned int ScrollView::GetCurrentPage() const
{
// in case animation is currently taking place.
Vector2 position = GetPropertyPosition();
- Actor self = Self();
- unsigned int page = 0;
+ Actor self = Self();
+ unsigned int page = 0;
unsigned int pagesPerVolume = 1;
- unsigned int volume = 0;
+ unsigned int volume = 0;
// if rulerX is enabled, then get page count (columns)
- page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
- volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
+ page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
+ volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
pagesPerVolume = mRulerX->GetTotalPages();
return volume * pagesPerVolume + page;
}
void ScrollView::TransformTo(const Vector2& position,
- DirectionBias horizontalBias, DirectionBias verticalBias)
+ DirectionBias horizontalBias,
+ DirectionBias verticalBias)
{
TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias);
}
-void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
- DirectionBias horizontalBias, DirectionBias verticalBias)
+void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
{
// If this is called while the timer is running, then cancel it
StopTouchDownTimer();
- Actor self( Self() );
+ Actor self(Self());
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo()
- Toolkit::ScrollView handle( GetOwner() );
+ Toolkit::ScrollView handle(GetOwner());
DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]",
- this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+ this,
+ position.x,
+ position.y,
+ duration,
+ int(horizontalBias),
+ int(verticalBias));
Vector2 currentScrollPosition = GetCurrentScrollPosition();
- self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) );
+ self.SetProperty(Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition));
- if( mScrolling ) // are we interrupting a current scroll?
+ if(mScrolling) // are we interrupting a current scroll?
{
// set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
mScrolling = false;
DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
- mScrollCompletedSignal.Emit( currentScrollPosition );
- }
-
- if( mPanning ) // are we interrupting a current pan?
- {
- DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
- mPanning = false;
- mGestureStackDepth = 0;
- self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
-
- if( mScrollMainInternalPrePositionConstraint )
- {
- mScrollMainInternalPrePositionConstraint.Remove();
- }
- }
-
- self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
- mScrolling = true;
-
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
- mScrollStartedSignal.Emit( currentScrollPosition );
- bool animating = AnimateTo(-position,
- Vector2::ONE * duration,
- alpha,
- true,
- horizontalBias,
- verticalBias,
- SNAP);
-
- if(!animating)
- {
- // if not animating, then this pan has completed right now.
- self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
- mScrolling = false;
-
- // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
- // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
- Vector2 completedPosition( currentScrollPosition );
- if( duration <= Math::MACHINE_EPSILON_10 )
- {
- completedPosition = position;
- }
-
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
- SetScrollUpdateNotification(false);
- mScrollCompletedSignal.Emit( completedPosition );
- }
-}
-
-void ScrollView::ScrollTo(const Vector2& position)
-{
- ScrollTo(position, mSnapDuration );
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration)
-{
- ScrollTo(position, duration, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
-{
- ScrollTo(position, duration, alpha, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration,
- DirectionBias horizontalBias, DirectionBias verticalBias)
-{
- ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
-}
-
-void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
- DirectionBias horizontalBias, DirectionBias verticalBias)
-{
- DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
- TransformTo(position, duration, alpha, horizontalBias, verticalBias);
-}
-
-void ScrollView::ScrollTo(unsigned int page)
-{
- ScrollTo(page, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
-{
- Vector2 position;
- unsigned int volume;
- unsigned int libraries;
-
- // The position to scroll to is continuous and linear
- // unless a domain has been enabled on the X axis.
- // or if WrapMode has been enabled.
- bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
- bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
-
- position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
- position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
-
- ScrollTo(position, duration, bias, bias);
-}
-
-void ScrollView::ScrollTo(Actor &actor)
-{
- ScrollTo(actor, mSnapDuration);
-}
-
-void ScrollView::ScrollTo(Actor &actor, float duration)
-{
- DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
-
- Actor self = Self();
- Vector3 size = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
- Vector3 position = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
- Vector2 prePosition = GetPropertyPrePosition();
- position.GetVectorXY() -= prePosition;
-
- ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
-}
-
-Actor ScrollView::FindClosestActor()
-{
- Actor self = Self();
- Vector3 size = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
-
- return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
-}
-
-Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
-{
- Actor closestChild;
- float closestDistance2 = 0.0f;
- Vector3 actualPosition = position;
-
- unsigned int numChildren = Self().GetChildCount();
-
- for(unsigned int i = 0; i < numChildren; ++i)
- {
- Actor child = Self().GetChildAt(i);
-
- if(mInternalActor == child) // ignore internal actor.
- {
- continue;
- }
-
- Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
-
- Vector3 delta = childPosition - actualPosition;
-
- // X-axis checking (only find Actors to the [dirX] of actualPosition)
- if(dirX > All) // != All,None
- {
- FindDirection deltaH = delta.x > 0 ? Right : Left;
- if(dirX != deltaH)
- {
- continue;
- }
- }
-
- // Y-axis checking (only find Actors to the [dirY] of actualPosition)
- if(dirY > All) // != All,None
- {
- FindDirection deltaV = delta.y > 0 ? Down : Up;
- if(dirY != deltaV)
- {
- continue;
- }
- }
-
- // Z-axis checking (only find Actors to the [dirZ] of actualPosition)
- if(dirZ > All) // != All,None
- {
- FindDirection deltaV = delta.y > 0 ? In : Out;
- if(dirZ != deltaV)
- {
- continue;
- }
- }
-
- // compare child to closest child in terms of distance.
- float distance2 = 0.0f;
-
- // distance2 = the Square of the relevant dimensions of delta
- if(dirX != None)
- {
- distance2 += delta.x * delta.x;
- }
-
- if(dirY != None)
- {
- distance2 += delta.y * delta.y;
- }
-
- if(dirZ != None)
- {
- distance2 += delta.z * delta.z;
- }
-
- if(closestChild) // Next time.
- {
- if(distance2 < closestDistance2)
- {
- closestChild = child;
- closestDistance2 = distance2;
- }
- }
- else // First time.
- {
- closestChild = child;
- closestDistance2 = distance2;
- }
- }
-
- return closestChild;
-}
-
-bool ScrollView::ScrollToSnapPoint()
-{
- DALI_LOG_SCROLL_STATE("[0x%X]", this );
- Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
- return SnapWithVelocity( stationaryVelocity );
-}
-
-// TODO: In situations where axes are different (X snap, Y free)
-// Each axis should really have their own independent animation (time and equation)
-// Consider, X axis snapping to nearest grid point (EaseOut over fixed time)
-// Consider, Y axis simulating physics to arrive at a point (Physics equation over variable time)
-// Currently, the axes have been split however, they both use the same EaseOut equation.
-bool ScrollView::SnapWithVelocity(Vector2 velocity)
-{
- // Animator takes over now, touches are assumed not to interfere.
- // And if touches do interfere, then we'll stop animation, update PrePosition
- // to current mScroll's properties, and then resume.
- // Note: For Flicking this may work a bit different...
-
- float angle = atan2(velocity.y, velocity.x);
- float speed2 = velocity.LengthSquared();
- AlphaFunction alphaFunction = mSnapAlphaFunction;
- Vector2 positionDuration = Vector2::ONE * mSnapDuration;
- float biasX = 0.5f;
- float biasY = 0.5f;
- FindDirection horizontal = None;
- FindDirection vertical = None;
-
- // orthoAngleRange = Angle tolerance within the Exact N,E,S,W direction
- // that will be accepted as a general N,E,S,W flick direction.
-
- const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
- const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
-
- Vector2 positionSnap = mScrollPrePosition;
-
- // Flick logic X Axis
+ mScrollCompletedSignal.Emit(currentScrollPosition);
+ }
- if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal)
+ if(mPanning) // are we interrupting a current pan?
{
- horizontal = All;
+ DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this);
+ mPanning = false;
+ mGestureStackDepth = 0;
+ self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
- if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
- mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
+ if(mConstraints.mScrollMainInternalPrePositionConstraint)
{
- if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
- {
- biasX = 0.0f, horizontal = Left;
-
- // This guards against an error where no movement occurs, due to the flick finishing
- // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
- positionSnap.x += 1.0f;
- }
- else if((angle >= M_PI-orthoAngleRange) || (angle < -M_PI+orthoAngleRange)) // Swiping West
- {
- biasX = 1.0f, horizontal = Right;
-
- // This guards against an error where no movement occurs, due to the flick finishing
- // before the update-thread has advanced mScrollPostPosition past the the previous snap point.
- positionSnap.x -= 1.0f;
- }
+ mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
}
}
- // Flick logic Y Axis
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
+ mScrolling = true;
+
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollStartedSignal.Emit(currentScrollPosition);
+ bool animating = AnimateTo(-position,
+ Vector2::ONE * duration,
+ alpha,
+ true,
+ horizontalBias,
+ verticalBias,
+ SNAP);
- if(mRulerY->IsEnabled() && mLockAxis != LockVertical)
+ if(!animating)
{
- vertical = All;
+ // if not animating, then this pan has completed right now.
+ self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
+ mScrolling = false;
- if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
- mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
+ // If we have no duration, then in the next update frame, we will be at the position specified as we just set.
+ // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position
+ Vector2 completedPosition(currentScrollPosition);
+ if(duration <= Math::MACHINE_EPSILON_10)
{
- if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
- {
- biasY = 0.0f, vertical = Up;
- }
- else if((angle >= -M_PI_2-orthoAngleRange) && (angle < -M_PI_2+orthoAngleRange)) // Swiping North
- {
- biasY = 1.0f, vertical = Down;
- }
+ completedPosition = position;
}
- }
-
- // isFlick: Whether this gesture is a flick or not.
- bool isFlick = (horizontal != All || vertical != All);
- // isFreeFlick: Whether this gesture is a flick under free panning criteria.
- bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD*FREE_FLICK_SPEED_THRESHOLD);
- if(isFlick || isFreeFlick)
- {
- positionDuration = Vector2::ONE * mFlickDuration;
- alphaFunction = mFlickAlphaFunction;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y);
+ SetScrollUpdateNotification(false);
+ mScrollCompletedSignal.Emit(completedPosition);
}
+}
- // Calculate next positionSnap ////////////////////////////////////////////////////////////
-
- if(mActorAutoSnapEnabled)
- {
- Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+void ScrollView::ScrollTo(const Vector2& position)
+{
+ ScrollTo(position, mSnapDuration);
+}
- Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
+void ScrollView::ScrollTo(const Vector2& position, float duration)
+{
+ ScrollTo(position, duration, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
+}
- if(!child && isFlick )
- {
- // If we conducted a direction limited search and found no actor, then just snap to the closest actor.
- child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f) );
- }
+void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
+{
+ ScrollTo(position, duration, alpha, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
+}
- if(child)
- {
- Vector2 position = Self().GetCurrentProperty<Vector2>( Toolkit::ScrollView::Property::SCROLL_POSITION );
+void ScrollView::ScrollTo(const Vector2& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
+{
+ ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias);
+}
- // Get center-point of the Actor.
- Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
+void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
+{
+ DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias));
+ TransformTo(position, duration, alpha, horizontalBias, verticalBias);
+}
- if(mRulerX->IsEnabled())
- {
- positionSnap.x = position.x - childPosition.x + size.width * 0.5f;
- }
- if(mRulerY->IsEnabled())
- {
- positionSnap.y = position.y - childPosition.y + size.height * 0.5f;
- }
- }
- }
+void ScrollView::ScrollTo(unsigned int page)
+{
+ ScrollTo(page, mSnapDuration);
+}
- Vector2 startPosition = positionSnap;
- positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system.
- positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT.
+void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
+{
+ Vector2 position;
+ unsigned int volume;
+ unsigned int libraries;
- Vector2 clampDelta(Vector2::ZERO);
- ClampPosition(positionSnap);
+ // The position to scroll to is continuous and linear
+ // unless a domain has been enabled on the X axis.
+ // or if WrapMode has been enabled.
+ bool carryX = mRulerX->GetDomain().enabled | mWrapMode;
+ bool carryY = mRulerY->GetDomain().enabled | mWrapMode;
- if( (mRulerX->GetType() == Ruler::FREE || mRulerY->GetType() == Ruler::FREE)
- && isFreeFlick && !mActorAutoSnapEnabled)
- {
- // Calculate target position based on velocity of flick.
+ position.x = mRulerX->GetPositionFromPage(page, volume, carryX);
+ position.y = mRulerY->GetPositionFromPage(volume, libraries, carryY);
- // a = Deceleration (Set to diagonal stage length * friction coefficient)
- // u = Initial Velocity (Flick velocity)
- // v = 0 (Final Velocity)
- // t = Time (Velocity / Deceleration)
- Vector2 stageSize = Stage::GetCurrent().GetSize();
- float stageLength = Vector3(stageSize.x, stageSize.y, 0.0f).Length();
- float a = (stageLength * mFrictionCoefficient);
- Vector3 u = Vector3(velocity.x, velocity.y, 0.0f) * mFlickSpeedCoefficient;
- float speed = u.Length();
- u/= speed;
+ ScrollTo(position, duration, bias, bias);
+}
- // TODO: Change this to a decay function. (faster you flick, the slower it should be)
- speed = std::min(speed, stageLength * mMaxFlickSpeed );
- u*= speed;
- alphaFunction = ConstantDecelerationAlphaFunction;
+void ScrollView::ScrollTo(Actor& actor)
+{
+ ScrollTo(actor, mSnapDuration);
+}
- float t = speed / a;
+void ScrollView::ScrollTo(Actor& actor, float duration)
+{
+ DALI_ASSERT_ALWAYS(actor.GetParent() == Self());
- if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::FREE)
- {
- positionSnap.x += t*u.x*0.5f;
- }
+ Actor self = Self();
+ Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+ Vector3 position = actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+ Vector2 prePosition = GetPropertyPrePosition();
+ position.GetVectorXY() -= prePosition;
- if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::FREE)
- {
- positionSnap.y += t*u.y*0.5f;
- }
+ ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration);
+}
- clampDelta = positionSnap;
- ClampPosition(positionSnap);
- if((positionSnap - startPosition).LengthSquared() > Math::MACHINE_EPSILON_0)
- {
- clampDelta -= positionSnap;
- clampDelta.x = clampDelta.x > 0.0f ? std::min(clampDelta.x, mMaxOvershoot.x) : std::max(clampDelta.x, -mMaxOvershoot.x);
- clampDelta.y = clampDelta.y > 0.0f ? std::min(clampDelta.y, mMaxOvershoot.y) : std::max(clampDelta.y, -mMaxOvershoot.y);
- }
- else
- {
- clampDelta = Vector2::ZERO;
- }
+Actor ScrollView::FindClosestActor()
+{
+ Actor self = Self();
+ Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
- // If Axis is Free and has velocity, then calculate time taken
- // to reach target based on velocity in axis.
- if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::FREE)
- {
- float deltaX = fabsf(startPosition.x - positionSnap.x);
+ return FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
+}
- if(fabsf(u.x) > Math::MACHINE_EPSILON_1)
- {
- positionDuration.x = fabsf(deltaX / u.x);
- }
- else
- {
- positionDuration.x = 0;
- }
- }
+Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirection dirX, FindDirection dirY, FindDirection dirZ)
+{
+ return ::FindClosestActorToPosition(Self(), mInternalActor, position, dirX, dirY, dirZ);
+}
- if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::FREE)
- {
- float deltaY = fabsf(startPosition.y - positionSnap.y);
+bool ScrollView::ScrollToSnapPoint()
+{
+ DALI_LOG_SCROLL_STATE("[0x%X]", this);
+ Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
+ return SnapWithVelocity(stationaryVelocity);
+}
- if(fabsf(u.y) > Math::MACHINE_EPSILON_1)
- {
- positionDuration.y = fabsf(deltaY / u.y);
- }
- else
- {
- positionDuration.y = 0;
- }
- }
- }
+bool ScrollView::SnapWithVelocity(Vector2 velocity)
+{
+ Vector2 positionSnap = mScrollPrePosition;
+ Vector2 positionDuration = Vector2::ONE * mSnapDuration;
+ AlphaFunction alphaFunction = mSnapAlphaFunction;
+ bool isFlick;
+ bool isFreeFlick;
- if(IsOvershootEnabled())
- {
- // Scroll to the end of the overshoot only when overshoot is enabled.
- positionSnap += clampDelta;
- }
+ ::SnapWithVelocity(*this, mRulerX, mRulerY, mLockAxis, velocity, mMaxOvershoot, positionSnap, positionDuration, alphaFunction, mInAccessibilityPan, isFlick, isFreeFlick);
- bool animating = AnimateTo(positionSnap, positionDuration,
- alphaFunction, false,
- DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE,
- isFlick || isFreeFlick ? FLICK : SNAP);
+ bool animating = AnimateTo(positionSnap, positionDuration, alphaFunction, false, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE, isFlick || isFreeFlick ? FLICK : SNAP);
return animating;
}
}
}
-bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration,
- AlphaFunction alpha, bool findShortcuts,
- DirectionBias horizontalBias, DirectionBias verticalBias,
- SnapType snapType)
+bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration, AlphaFunction alpha, bool findShortcuts, DirectionBias horizontalBias, DirectionBias verticalBias, SnapType snapType)
{
// Here we perform an animation on a number of properties (depending on which have changed)
// The animation is applied to all ScrollBases
- Actor self = Self();
+ Actor self = Self();
mScrollTargetPosition = position;
- float totalDuration = 0.0f;
+ float totalDuration = 0.0f;
bool positionChanged = (mScrollTargetPosition != mScrollPostPosition);
else
{
// try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
- totalDuration = 0.01f;
+ totalDuration = 0.01f;
positionChanged = true;
}
// Position Delta ///////////////////////////////////////////////////////
if(positionChanged)
{
- UpdateMainInternalConstraint();
+ mConstraints.UpdateMainInternalConstraint(*this);
if(mWrapMode && findShortcuts)
{
// In Wrap Mode, the shortest distance is a little less intuitive...
if(mRulerX->IsEnabled())
{
- float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
+ float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias);
mScrollTargetPosition.x = mScrollPrePosition.x + -dir;
}
if(mRulerY->IsEnabled())
{
- float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
+ float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias);
mScrollTargetPosition.y = mScrollPrePosition.y + -dir;
}
}
AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
- if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
+ if(!(mScrollStateFlags & SCROLL_ANIMATION_FLAGS))
{
- DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y);
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition);
- mScrollPrePosition = mScrollTargetPosition;
+ mScrollPrePosition = mScrollTargetPosition;
mScrollPostPosition = mScrollTargetPosition;
WrapPosition(mScrollPostPosition);
}
- DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y );
- DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().x, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().y, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().x, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().y );
+ DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y);
+ DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().x, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get<Vector2>().y);
}
SetScrollUpdateNotification(true);
// Always send a snap event when AnimateTo is called.
Toolkit::ScrollView::SnapEvent snapEvent;
- snapEvent.type = snapType;
+ snapEvent.type = snapType;
snapEvent.position = -mScrollTargetPosition;
snapEvent.duration = totalDuration;
DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignal [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y);
- mSnapStartedSignal.Emit( snapEvent );
+ mSnapStartedSignal.Emit(snapEvent);
return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0;
}
void ScrollView::EnableScrollOvershoot(bool enable)
{
- if (enable)
+ if(enable)
{
- if (!mOvershootIndicator)
+ if(!mOvershootIndicator)
{
mOvershootIndicator = ScrollOvershootIndicator::New();
}
{
mMaxOvershoot = mUserMaxOvershoot;
- if (mOvershootIndicator)
+ if(mOvershootIndicator)
{
mOvershootIndicator->DetachFromScrollable(*this);
}
}
- UpdateMainInternalConstraint();
+ mConstraints.UpdateMainInternalConstraint(*this);
}
void ScrollView::AddOverlay(Actor actor)
{
- actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
- mInternalActor.Add( actor );
+ actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ mInternalActor.Add(actor);
}
void ScrollView::RemoveOverlay(Actor actor)
{
- mInternalActor.Remove( actor );
+ mInternalActor.Remove(actor);
}
-void ScrollView::SetOvershootSize( const Vector2& size )
+void ScrollView::SetOvershootSize(const Vector2& size)
{
mOvershootSize = size;
- if( IsOvershootEnabled() && mOvershootIndicator )
+ if(IsOvershootEnabled() && mOvershootIndicator)
{
mOvershootIndicator->AttachToScrollable(*this);
}
}
-void ScrollView::SetOvershootEffectColor( const Vector4& color )
+void ScrollView::SetOvershootEffectColor(const Vector4& color)
{
mOvershootEffectColor = color;
- if( mOvershootIndicator )
+ if(mOvershootIndicator)
{
- mOvershootIndicator->SetOvershootEffectColor( color );
+ mOvershootIndicator->SetOvershootEffectColor(color);
}
}
-void ScrollView::SetScrollingDirection( Radian direction, Radian threshold )
+void ScrollView::SetScrollingDirection(Radian direction, Radian threshold)
{
- PanGestureDetector panGesture( GetPanGestureDetector() );
+ PanGestureDetector panGesture(GetPanGestureDetector());
// First remove just in case we have some set, then add.
- panGesture.RemoveDirection( direction );
- panGesture.AddDirection( direction, threshold );
+ panGesture.RemoveDirection(direction);
+ panGesture.AddDirection(direction, threshold);
}
-void ScrollView::RemoveScrollingDirection( Radian direction )
+void ScrollView::RemoveScrollingDirection(Radian direction)
{
- PanGestureDetector panGesture( GetPanGestureDetector() );
- panGesture.RemoveDirection( direction );
+ PanGestureDetector panGesture(GetPanGestureDetector());
+ panGesture.RemoveDirection(direction);
}
Toolkit::ScrollView::SnapStartedSignalType& ScrollView::SnapStartedSignal()
return mSnapStartedSignal;
}
-void ScrollView::AccessibleImpl::EnsureChildVisible(Actor child)
+bool ScrollView::AccessibleImpl::ScrollToChild(Actor child)
{
- auto scrollView = Dali::Toolkit::ScrollView::DownCast(self);
- scrollView.ScrollTo(child);
+ auto scrollView = Dali::Toolkit::ScrollView::DownCast(Self());
+ if(Toolkit::GetImpl(scrollView).FindClosestActor() == child)
+ {
+ return false;
+ }
+
+ // FIXME: ScrollTo does not work (snaps back to original position)
+ scrollView.ScrollTo(child, scrollView.GetScrollFlickDuration());
+ return true;
}
void ScrollView::FindAndUnbindActor(Actor child)
Vector2 ScrollView::GetPropertyPrePosition() const
{
- Vector2 position = Self().GetCurrentProperty< Vector2 >( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION );
+ Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION);
WrapPosition(position);
return position;
}
Vector2 ScrollView::GetPropertyPosition() const
{
- Vector2 position = Self().GetCurrentProperty< Vector2 >( Toolkit::ScrollView::Property::SCROLL_POSITION );
+ Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
WrapPosition(position);
return position;
UpdateLocalScrollProperties();
WrapPosition(mScrollPrePosition);
- DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
Vector2 currentScrollPosition = GetCurrentScrollPosition();
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y );
- mScrollCompletedSignal.Emit( currentScrollPosition );
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y);
+ mScrollCompletedSignal.Emit(currentScrollPosition);
mDomainOffset += deltaPosition - mScrollPostPosition;
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
HandleStoppedAnimation();
}
-void ScrollView::SetScrollUpdateNotification( bool enabled )
+void ScrollView::SetScrollUpdateNotification(bool enabled)
{
Actor self = Self();
- if( mScrollXUpdateNotification )
+ if(mScrollXUpdateNotification)
{
// disconnect now to avoid a notification before removed from update thread
mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
self.RemovePropertyNotification(mScrollXUpdateNotification);
mScrollXUpdateNotification.Reset();
}
- if( enabled && !mScrollUpdatedSignal.Empty())
+ if(enabled && !mScrollUpdatedSignal.Empty())
{
// Only set up the notification when the application has connected to the updated signal
mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f));
- mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
+ mScrollXUpdateNotification.NotifySignal().Connect(this, &ScrollView::OnScrollUpdateNotification);
}
- if( mScrollYUpdateNotification )
+ if(mScrollYUpdateNotification)
{
// disconnect now to avoid a notification before removed from update thread
mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification);
self.RemovePropertyNotification(mScrollYUpdateNotification);
mScrollYUpdateNotification.Reset();
}
- if( enabled && !mScrollUpdatedSignal.Empty())
+ if(enabled && !mScrollUpdatedSignal.Empty())
{
// Only set up the notification when the application has connected to the updated signal
mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f));
- mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification );
+ mScrollYUpdateNotification.NotifySignal().Connect(this, &ScrollView::OnScrollUpdateNotification);
}
}
void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source)
{
// Guard against destruction during signal emission
- Toolkit::ScrollView handle( GetOwner() );
+ Toolkit::ScrollView handle(GetOwner());
Vector2 currentScrollPosition = GetCurrentScrollPosition();
- mScrollUpdatedSignal.Emit( currentScrollPosition );
+ mScrollUpdatedSignal.Emit(currentScrollPosition);
}
-bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool ScrollView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
{
- Dali::BaseHandle handle( object );
+ Dali::BaseHandle handle(object);
- bool connected( true );
- Toolkit::ScrollView view = Toolkit::ScrollView::DownCast( handle );
+ bool connected(true);
+ Toolkit::ScrollView view = Toolkit::ScrollView::DownCast(handle);
- if( 0 == strcmp( signalName.c_str(), SIGNAL_SNAP_STARTED ) )
+ if(0 == strcmp(signalName.c_str(), SIGNAL_SNAP_STARTED))
{
- view.SnapStartedSignal().Connect( tracker, functor );
+ view.SnapStartedSignal().Connect(tracker, functor);
}
else
{
UpdatePropertyDomain();
}
-void ScrollView::OnSizeSet( const Vector3& size )
+void ScrollView::OnSizeSet(const Vector3& size)
{
// need to update domain properties for new size
- if( mDefaultMaxOvershoot )
+ if(mDefaultMaxOvershoot)
{
mUserMaxOvershoot.x = size.x * 0.5f;
mUserMaxOvershoot.y = size.y * 0.5f;
- if( !IsOvershootEnabled() )
+ if(!IsOvershootEnabled())
{
mMaxOvershoot = mUserMaxOvershoot;
}
}
UpdatePropertyDomain();
- UpdateMainInternalConstraint();
- if( IsOvershootEnabled() )
+ mConstraints.UpdateMainInternalConstraint(*this);
+ if(IsOvershootEnabled())
{
mOvershootIndicator->Reset();
}
- ScrollBase::OnSizeSet( size );
+ ScrollBase::OnSizeSet(size);
}
void ScrollView::OnChildAdd(Actor& child)
{
- ScrollBase::OnChildAdd( child );
+ ScrollBase::OnChildAdd(child);
Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
- if( scrollBar )
+ if(scrollBar)
{
mScrollBar = scrollBar;
- scrollBar.SetProperty( Dali::Actor::Property::NAME,"ScrollBar");
+ scrollBar.SetProperty(Dali::Actor::Property::NAME, "ScrollBar");
- mInternalActor.Add( scrollBar );
- if( scrollBar.GetScrollDirection() == Toolkit::ScrollBar::HORIZONTAL )
+ mInternalActor.Add(scrollBar);
+ if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::HORIZONTAL)
{
- scrollBar.SetScrollPropertySource( Self(),
- Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
- Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
- Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
- Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X );
+ scrollBar.SetScrollPropertySource(Self(),
+ Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X,
+ Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X,
+ Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X,
+ Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X);
}
else
{
- scrollBar.SetScrollPropertySource( Self(),
- Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
- Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
- Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
- Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y );
+ scrollBar.SetScrollPropertySource(Self(),
+ Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y,
+ Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
+ Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y,
+ Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y);
}
- if( mTransientScrollBar )
+ if(mTransientScrollBar)
{
// Show the scroll-indicator for a brief period
Property::Map emptyMap;
- scrollBar.DoAction( "ShowTransientIndicator", emptyMap );
+ scrollBar.DoAction("ShowTransientIndicator", emptyMap);
}
}
else if(mAlterChild)
// TODO: Actor needs a RemoveConstraint method to take out an individual constraint.
UnbindActor(child);
- ScrollBase::OnChildRemove( child );
+ ScrollBase::OnChildRemove(child);
}
void ScrollView::StartTouchDownTimer()
{
- if ( !mTouchDownTimer )
+ if(!mTouchDownTimer)
{
- mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL );
- mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout );
+ mTouchDownTimer = Timer::New(TOUCH_DOWN_TIMER_INTERVAL);
+ mTouchDownTimer.TickSignal().Connect(this, &ScrollView::OnTouchDownTimeout);
}
mTouchDownTimer.Start();
void ScrollView::StopTouchDownTimer()
{
- if ( mTouchDownTimer )
+ if(mTouchDownTimer)
{
mTouchDownTimer.Stop();
}
mTouchDownTimeoutReached = true;
- unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison
- if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) )
+ unsigned int currentScrollStateFlags(mScrollStateFlags); // Cleared in StopAnimation so keep local copy for comparison
+ if(currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS))
{
DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this);
StopAnimation();
- if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS )
+ if(currentScrollStateFlags & SCROLL_ANIMATION_FLAGS)
{
DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this);
UpdateLocalScrollProperties();
Vector2 currentScrollPosition = GetCurrentScrollPosition();
DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
- mScrollCompletedSignal.Emit( currentScrollPosition );
+ mScrollCompletedSignal.Emit(currentScrollPosition);
}
}
return false;
}
-bool ScrollView::OnTouch( Actor actor, const TouchEvent& touch )
+bool ScrollView::OnTouch(Actor actor, const TouchEvent& touch)
{
if(!mSensitive)
{
}
// Ignore events with multiple-touch points
- if (touch.GetPointCount() != 1)
+ if(touch.GetPointCount() != 1)
{
DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this);
return false;
}
- const PointState::Type pointState = touch.GetState( 0 );
- if( pointState == PointState::DOWN )
+ const PointState::Type pointState = touch.GetState(0);
+ if(pointState == PointState::DOWN)
{
DALI_LOG_SCROLL_STATE("[0x%X] Down", this);
- if(mGestureStackDepth==0)
+ if(mGestureStackDepth == 0)
{
mTouchDownTime = touch.GetTime();
// This allows time for a pan-gesture to start, to avoid breaking snap-animation behavior with fast flicks.
// If touch-down does not become a pan (after timeout interval), then snap-animation can be interrupted.
mTouchDownTimeoutReached = false;
- mScrollInterrupted = false;
+ mScrollInterrupted = false;
StartTouchDownTimer();
}
}
- else if( ( pointState == PointState::UP ) ||
- ( ( pointState == PointState::INTERRUPTED ) && ( touch.GetHitActor( 0 )== Self() ) ) )
+ else if((pointState == PointState::UP) ||
+ ((pointState == PointState::INTERRUPTED) && (touch.GetHitActor(0) == Self())))
{
- DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == PointState::UP ) ? "Up" : "Interrupted" ) );
+ DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ((pointState == PointState::UP) ? "Up" : "Interrupted"));
StopTouchDownTimer();
// if the user touches and releases without enough movement to go
// into a gesture state, then we should snap to nearest point.
// otherwise our scroll could be stopped (interrupted) half way through an animation.
- if(mGestureStackDepth==0 && mTouchDownTimeoutReached)
+ if(mGestureStackDepth == 0 && mTouchDownTimeoutReached)
{
- if( ( pointState == PointState::INTERRUPTED ) ||
- ( ( touch.GetTime() - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) )
+ if((pointState == PointState::INTERRUPTED) ||
+ ((touch.GetTime() - mTouchDownTime) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET))
{
// Reset the velocity only if down was received a while ago
- mLastVelocity = Vector2( 0.0f, 0.0f );
+ mLastVelocity = Vector2(0.0f, 0.0f);
}
UpdateLocalScrollProperties();
// Only finish the transform if scrolling was interrupted on down or if we are scrolling
- if ( mScrollInterrupted || mScrolling )
+ if(mScrollInterrupted || mScrolling)
{
DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this);
}
}
mTouchDownTimeoutReached = false;
- mScrollInterrupted = false;
+ mScrollInterrupted = false;
}
return false;
}
-bool ScrollView::OnWheelEvent( Actor actor, const WheelEvent& event)
+bool ScrollView::OnWheelEvent(Actor actor, const WheelEvent& event)
{
if(!mSensitive)
{
void ScrollView::ResetScrolling()
{
Actor self = Self();
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
+ self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
mScrollPrePosition = mScrollPostPosition;
- DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y);
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
}
void ScrollView::UpdateLocalScrollProperties()
{
Actor self = Self();
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get( mScrollPrePosition );
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
+ self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition);
+ self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition);
}
// private functions
mDomainOffset += deltaPosition - mScrollPostPosition;
Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset);
- if( mScrollStateFlags & SCROLL_X_STATE_MASK )
+ if(mScrollStateFlags & SCROLL_X_STATE_MASK)
{
// already performing animation on internal x position
StopAnimation(mInternalXAnimation);
}
- if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
+ if(mScrollStateFlags & SCROLL_Y_STATE_MASK)
{
// already performing animation on internal y position
StopAnimation(mInternalYAnimation);
// TODO - common animation finishing code in here
}
-void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha )
+void ScrollView::AnimateInternalXTo(float position, float duration, AlphaFunction alpha)
{
StopAnimation(mInternalXAnimation);
- if( duration > Math::MACHINE_EPSILON_10 )
+ if(duration > Math::MACHINE_EPSILON_10)
{
Actor self = Self();
- DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().x, position );
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().x, position);
mInternalXAnimation = Animation::New(duration);
- DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr());
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
- mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
+ mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration));
mInternalXAnimation.Play();
// erase current state flags
}
}
-void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha )
+void ScrollView::AnimateInternalYTo(float position, float duration, AlphaFunction alpha)
{
StopAnimation(mInternalYAnimation);
- if( duration > Math::MACHINE_EPSILON_10 )
+ if(duration > Math::MACHINE_EPSILON_10)
{
Actor self = Self();
- DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().y, position );
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get<Vector2>().y, position);
mInternalYAnimation = Animation::New(duration);
- DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
+ DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr());
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
- mInternalYAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
+ mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration));
mInternalYAnimation.Play();
// erase current state flags
}
}
-void ScrollView::OnScrollAnimationFinished( Animation& source )
+void ScrollView::OnScrollAnimationFinished(Animation& source)
{
// Guard against destruction during signal emission
// Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished()
- Toolkit::ScrollView handle( GetOwner() );
+ Toolkit::ScrollView handle(GetOwner());
bool scrollingFinished = false;
// update our local scroll positions
UpdateLocalScrollProperties();
- if( source == mInternalXAnimation )
+ if(source == mInternalXAnimation)
{
- DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetCurrentProperty( SCROLL_PRE_POSITION ).Get< Vector2 >().x, mScrollPostPosition.x );
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetCurrentProperty(SCROLL_PRE_POSITION).Get<Vector2>().x, mScrollPostPosition.x);
- if( !(mScrollStateFlags & AnimatingInternalY) )
+ if(!(mScrollStateFlags & AnimatingInternalY))
{
scrollingFinished = true;
}
mInternalXAnimation.Reset();
// wrap pre scroll x position and set it
- if( mWrapMode )
+ if(mWrapMode)
{
const RulerDomain rulerDomain = mRulerX->GetDomain();
- mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
- DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
}
SnapInternalXTo(mScrollPostPosition.x);
}
- if( source == mInternalYAnimation )
+ if(source == mInternalYAnimation)
{
- DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, DevelHandle::GetProperty( Self(), SCROLL_PRE_POSITION ).Get< Vector2 >().y, mScrollPostPosition.y );
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, DevelHandle::GetProperty(Self(), SCROLL_PRE_POSITION).Get<Vector2>().y, mScrollPostPosition.y);
- if( !(mScrollStateFlags & AnimatingInternalX) )
+ if(!(mScrollStateFlags & AnimatingInternalX))
{
scrollingFinished = true;
}
mInternalYAnimation.Reset();
- if( mWrapMode )
+ if(mWrapMode)
{
// wrap pre scroll y position and set it
const RulerDomain rulerDomain = mRulerY->GetDomain();
- mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
- DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y );
+ mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max);
+ DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y);
handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition);
}
SnapInternalYTo(mScrollPostPosition.y);
}
}
-void ScrollView::OnSnapInternalPositionFinished( Animation& source )
+void ScrollView::OnSnapInternalPositionFinished(Animation& source)
{
Actor self = Self();
UpdateLocalScrollProperties();
- if( source == mInternalXAnimation )
+ if(source == mInternalXAnimation)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this );
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this);
// clear internal x animation flags
mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
mInternalXAnimation.Reset();
WrapPosition(mScrollPrePosition);
}
- if( source == mInternalYAnimation )
+ if(source == mInternalYAnimation)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this );
+ DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this);
mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
mInternalYAnimation.Reset();
// if internal x not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration);
- DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
- if( duration > Math::MACHINE_EPSILON_1 )
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration);
+ if(duration > Math::MACHINE_EPSILON_1)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position );
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position);
mInternalXAnimation = Animation::New(duration);
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
// if internal y not equal to inputed parameter, animate it
float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration);
- DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration );
- if( duration > Math::MACHINE_EPSILON_1 )
+ DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration);
+ if(duration > Math::MACHINE_EPSILON_1)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position );
+ DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position);
mInternalYAnimation = Animation::New(duration);
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
// we handle the first gesture.
// if we're currently doing a gesture and receive another
// we continue and combine the effects of the gesture instead of reseting.
- if(mGestureStackDepth++==0)
+ if(mGestureStackDepth++ == 0)
{
Actor self = Self();
StopTouchDownTimer();
StopAnimation();
- mPanDelta = Vector2::ZERO;
+ mPanDelta = Vector2::ZERO;
mLastVelocity = Vector2::ZERO;
- if( !mScrolling )
+ if(!mScrolling)
{
mLockAxis = LockPossible;
}
- if( mScrollStateFlags & SCROLL_X_STATE_MASK )
+ if(mScrollStateFlags & SCROLL_X_STATE_MASK)
{
StopAnimation(mInternalXAnimation);
}
- if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
+ if(mScrollStateFlags & SCROLL_Y_STATE_MASK)
{
StopAnimation(mInternalYAnimation);
}
// send negative scroll position since scroll internal scroll position works as an offset for actors,
// give applications the position within the domain from the scroll view's anchor position
DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
- mScrollCompletedSignal.Emit( -mScrollPostPosition );
+ mScrollCompletedSignal.Emit(-mScrollPostPosition);
}
}
}
void ScrollView::GestureContinuing(const Vector2& panDelta)
{
- mPanDelta.x+= panDelta.x;
- mPanDelta.y+= panDelta.y;
+ mPanDelta.x += panDelta.x;
+ mPanDelta.y += panDelta.y;
// Save the velocity, there is a bug in PanGesture
// Whereby the GestureState::FINISHED's velocity is either:
// TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
// BUG: GestureState::FINISHED doesn't always return velocity on release (due to
// timeDelta between last two events being 0 sometimes, or posiiton being the same)
-void ScrollView::OnPan( const PanGesture& gesture )
+void ScrollView::OnPan(const PanGesture& gesture)
{
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
- Actor self( Self() );
+ Actor self(Self());
if(!mSensitive)
{
{
DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this);
const Vector2& position = gesture.GetPosition();
- mPanStartPosition = position - gesture.GetDisplacement();
+ mPanStartPosition = position - gesture.GetDisplacement();
UpdateLocalScrollProperties();
GestureStarted();
mPanning = true;
- self.SetProperty( Toolkit::ScrollView::Property::PANNING, true );
- self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(position.x, position.y, 0.0f) );
+ self.SetProperty(Toolkit::ScrollView::Property::PANNING, true);
+ self.SetProperty(Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(position.x, position.y, 0.0f));
- UpdateMainInternalConstraint();
+ mConstraints.UpdateMainInternalConstraint(*this);
Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
- if( scrollBar && mTransientScrollBar )
+ if(scrollBar && mTransientScrollBar)
{
- Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+ Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
const Toolkit::RulerDomain& rulerDomainX = mRulerX->GetDomain();
const Toolkit::RulerDomain& rulerDomainY = mRulerY->GetDomain();
- if( ( rulerDomainX.max > size.width ) || ( rulerDomainY.max > size.height ) )
+ if((rulerDomainX.max > size.width) || (rulerDomainY.max > size.height))
{
scrollBar.ShowIndicator();
}
case GestureState::CONTINUING:
{
- if ( mPanning )
+ if(mPanning)
{
DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
GestureContinuing(gesture.GetScreenDisplacement());
case GestureState::FINISHED:
case GestureState::CANCELLED:
{
- if ( mPanning )
+ if(mPanning)
{
- DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.GetState() == GestureState::FINISHED ) ? "Finished" : "Cancelled" ) );
+ DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ((gesture.GetState() == GestureState::FINISHED) ? "Finished" : "Cancelled"));
UpdateLocalScrollProperties();
mLastVelocity = gesture.GetVelocity();
- mPanning = false;
- self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
+ mPanning = false;
+ self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
- if( mScrollMainInternalPrePositionConstraint )
+ if(mConstraints.mScrollMainInternalPrePositionConstraint)
{
- mScrollMainInternalPrePositionConstraint.Remove();
+ mConstraints.mScrollMainInternalPrePositionConstraint.Remove();
}
Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
- if( scrollBar && mTransientScrollBar )
+ if(scrollBar && mTransientScrollBar)
{
scrollBar.HideIndicator();
}
Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true);
mScrolling = true;
DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
- mScrollStartedSignal.Emit( currentScrollPosition );
+ mScrollStartedSignal.Emit(currentScrollPosition);
}
- else if( (state == GestureState::FINISHED) ||
- (state == GestureState::CANCELLED) ) // Finished/default
+ else if((state == GestureState::FINISHED) ||
+ (state == GestureState::CANCELLED)) // Finished/default
{
// when all the gestures have finished, we finish the transform.
// so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
// then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
// this is the point we end, and perform necessary snapping.
mGestureStackDepth--;
- if(mGestureStackDepth==0)
+ if(mGestureStackDepth == 0)
{
// no flick if we have not exceeded min flick distance
- if( (fabsf(mPanDelta.x) < mMinFlickDistance.x)
- && (fabsf(mPanDelta.y) < mMinFlickDistance.y) )
+ if((fabsf(mPanDelta.x) < mMinFlickDistance.x) && (fabsf(mPanDelta.y) < mMinFlickDistance.y))
{
// reset flick velocity
mLastVelocity = Vector2::ZERO;
mScrolling = false;
Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false);
- if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
+ if(fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10)
{
SnapInternalXTo(mScrollTargetPosition.x);
}
- if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
+ if(fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10)
{
SnapInternalYTo(mScrollTargetPosition.y);
}
Vector2 currentScrollPosition = GetCurrentScrollPosition();
DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
- mScrollCompletedSignal.Emit( currentScrollPosition );
+ mScrollCompletedSignal.Emit(currentScrollPosition);
}
}
Vector2 ScrollView::GetOvershoot(Vector2& position) const
{
- Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+ Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
Vector2 overshoot;
const RulerDomain rulerDomainX = mRulerX->GetDomain();
if(mRulerX->IsEnabled() && rulerDomainX.enabled)
{
- const float left = rulerDomainX.min - position.x;
+ const float left = rulerDomainX.min - position.x;
const float right = size.width - rulerDomainX.max - position.x;
- if(left<0)
+ if(left < 0)
{
overshoot.x = left;
}
- else if(right>0)
+ else if(right > 0)
{
overshoot.x = right;
}
if(mRulerY->IsEnabled() && rulerDomainY.enabled)
{
- const float top = rulerDomainY.min - position.y;
+ const float top = rulerDomainY.min - position.y;
const float bottom = size.height - rulerDomainY.max - position.y;
- if(top<0)
+ if(top < 0)
{
overshoot.y = top;
}
- else if(bottom>0)
+ else if(bottom > 0)
{
overshoot.y = bottom;
}
ClampPosition(position, clamped);
}
-void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
+void ScrollView::ClampPosition(Vector2& position, ClampState2D& clamped) const
{
- Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+ 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.
+ ::ClampPosition(size, mRulerX, mRulerY, position, clamped);
}
void ScrollView::WrapPosition(Vector2& position) const
}
}
-void ScrollView::UpdateMainInternalConstraint()
-{
- // TODO: Only update the constraints which have changed, rather than remove all and add all again.
- // Requires a dali-core ApplyConstraintAt, or a ReplaceConstraint. The former is probably more flexible.
- Actor self = Self();
- PanGestureDetector detector( GetPanGestureDetector() );
-
- if(mScrollMainInternalPositionConstraint)
- {
- mScrollMainInternalPositionConstraint.Remove();
- mScrollMainInternalDeltaConstraint.Remove();
- mScrollMainInternalFinalConstraint.Remove();
- mScrollMainInternalRelativeConstraint.Remove();
- mScrollMainInternalDomainConstraint.Remove();
- mScrollMainInternalPrePositionMaxConstraint.Remove();
- }
- if( mScrollMainInternalPrePositionConstraint )
- {
- mScrollMainInternalPrePositionConstraint.Remove();
- }
-
- // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences
- // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz).
-
- // 1. First calculate the pre-position (this is the scroll position if no clamping has taken place)
- Vector2 initialPanMask = Vector2(mRulerX->IsEnabled() ? 1.0f : 0.0f, mRulerY->IsEnabled() ? 1.0f : 0.0f);
-
- if( mLockAxis == LockVertical )
- {
- initialPanMask.y = 0.0f;
- }
- else if( mLockAxis == LockHorizontal )
- {
- initialPanMask.x = 0.0f;
- }
-
- if( mPanning )
- {
- mScrollMainInternalPrePositionConstraint = Constraint::New<Vector2>( self,
- Toolkit::ScrollView::Property::SCROLL_PRE_POSITION,
- InternalPrePositionConstraint( mPanStartPosition,
- initialPanMask,
- mAxisAutoLock,
- mAxisAutoLockGradient,
- mLockAxis,
- mMaxOvershoot,
- mRulerX,
- mRulerY ) );
- mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) );
- mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::PANNING ) );
- mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
- mScrollMainInternalPrePositionConstraint.Apply();
- }
-
- // 2. Second calculate the clamped position (actual position)
- mScrollMainInternalPositionConstraint = Constraint::New<Vector2>( self,
- Toolkit::ScrollView::Property::SCROLL_POSITION,
- InternalPositionConstraint( mRulerX->GetDomain(),
- mRulerY->GetDomain(),
- mWrapMode ) );
- mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
- mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
- mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) );
- mScrollMainInternalPositionConstraint.Apply();
-
- mScrollMainInternalDeltaConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint );
- mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) );
- mScrollMainInternalDeltaConstraint.Apply();
-
- mScrollMainInternalFinalConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_FINAL,
- InternalFinalConstraint( FinalDefaultAlphaFunction,
- FinalDefaultAlphaFunction ) );
- mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) );
- mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) );
- mScrollMainInternalFinalConstraint.Apply();
-
- mScrollMainInternalRelativeConstraint = Constraint::New<Vector2>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint );
- mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
- mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- mScrollMainInternalRelativeConstraint.Apply();
-
- mScrollMainInternalDomainConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE, InternalScrollDomainConstraint );
- mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
- mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- mScrollMainInternalDomainConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- mScrollMainInternalDomainConstraint.Apply();
-
- mScrollMainInternalPrePositionMaxConstraint = Constraint::New<Vector2>( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX, InternalPrePositionMaxConstraint );
- mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- mScrollMainInternalPrePositionMaxConstraint.Apply();
-
- // When panning we want to make sure overshoot values are affected by pre position and post position
- SetOvershootConstraintsEnabled(!mWrapMode);
-}
-
-void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
-{
- Actor self( Self() );
- // remove and reset, it may now be in wrong order with the main internal constraints
- if( mScrollMainInternalOvershootXConstraint )
- {
- mScrollMainInternalOvershootXConstraint.Remove();
- mScrollMainInternalOvershootXConstraint.Reset();
- mScrollMainInternalOvershootYConstraint.Remove();
- mScrollMainInternalOvershootYConstraint.Reset();
- }
- if( enabled )
- {
- mScrollMainInternalOvershootXConstraint= Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) );
- mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
- mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) );
- mScrollMainInternalOvershootXConstraint.Apply();
-
- mScrollMainInternalOvershootYConstraint = Constraint::New<float>( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) );
- mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) );
- mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
- mScrollMainInternalOvershootYConstraint.Apply();
- }
- else
- {
- self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f);
- self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f);
- }
-}
-
-void ScrollView::SetInternalConstraints()
-{
- // Internal constraints (applied to target ScrollBase Actor itself) /////////
- UpdateMainInternalConstraint();
-
- // User definable constraints to apply to all child actors //////////////////
- Actor self = Self();
-
- // Apply some default constraints to ScrollView & its bound actors
- // Movement + Wrap function
-
- Constraint constraint;
-
- // MoveActor (scrolling)
- constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
- constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
- constraint.SetRemoveAction(Constraint::DISCARD);
- ApplyConstraintToBoundActors(constraint);
-
- // WrapActor (wrap functionality)
- constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, WrapActorConstraint );
- constraint.AddSource( LocalSource( Actor::Property::SCALE ) );
- constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) );
- constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
- constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) );
- constraint.SetRemoveAction(Constraint::DISCARD);
- ApplyConstraintToBoundActors(constraint);
-}
-
-void ScrollView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
+void ScrollView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
{
- Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) );
+ Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast(Dali::BaseHandle(object));
- if( scrollView )
+ if(scrollView)
{
- ScrollView& scrollViewImpl( GetImpl( scrollView ) );
- switch( index )
+ ScrollView& scrollViewImpl(GetImpl(scrollView));
+ switch(index)
{
case Toolkit::ScrollView::Property::WRAP_ENABLED:
{
- scrollViewImpl.SetWrapMode( value.Get<bool>() );
+ scrollViewImpl.SetWrapMode(value.Get<bool>());
break;
}
case Toolkit::ScrollView::Property::PANNING_ENABLED:
{
- scrollViewImpl.SetScrollSensitive( value.Get<bool>() );
+ scrollViewImpl.SetScrollSensitive(value.Get<bool>());
break;
}
case Toolkit::ScrollView::Property::AXIS_AUTO_LOCK_ENABLED:
{
- scrollViewImpl.SetAxisAutoLock( value.Get<bool>() );
+ scrollViewImpl.SetAxisAutoLock(value.Get<bool>());
break;
}
case Toolkit::ScrollView::Property::WHEEL_SCROLL_DISTANCE_STEP:
{
- scrollViewImpl.SetWheelScrollDistanceStep( value.Get<Vector2>() );
+ scrollViewImpl.SetWheelScrollDistanceStep(value.Get<Vector2>());
break;
}
case Toolkit::ScrollView::Property::SCROLL_MODE:
{
const Property::Map* map = value.GetMap();
- if( map )
+ if(map)
{
- scrollViewImpl.SetScrollMode( *map );
+ scrollViewImpl.SetScrollMode(*map);
}
}
}
}
}
-Property::Value ScrollView::GetProperty( BaseObject* object, Property::Index index )
+Property::Value ScrollView::GetProperty(BaseObject* object, Property::Index index)
{
Property::Value value;
- Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) );
+ Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast(Dali::BaseHandle(object));
- if( scrollView )
+ if(scrollView)
{
- ScrollView& scrollViewImpl( GetImpl( scrollView ) );
- switch( index )
+ ScrollView& scrollViewImpl(GetImpl(scrollView));
+ switch(index)
{
case Toolkit::ScrollView::Property::WRAP_ENABLED:
{
return value;
}
-void ScrollView::SetScrollMode( const Property::Map& scrollModeMap )
+void ScrollView::SetScrollMode(const Property::Map& scrollModeMap)
{
Toolkit::RulerPtr rulerX, rulerY;
// Check the scroll mode in the X axis
- bool xAxisScrollEnabled = true;
- Property::Value* valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::X_AXIS_SCROLL_ENABLED, "xAxisScrollEnabled" );
- if( valuePtr && valuePtr->GetType() == Property::BOOLEAN )
+ bool xAxisScrollEnabled = true;
+ Property::Value* valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::X_AXIS_SCROLL_ENABLED, "xAxisScrollEnabled");
+ if(valuePtr && valuePtr->GetType() == Property::BOOLEAN)
{
- valuePtr->Get( xAxisScrollEnabled );
+ valuePtr->Get(xAxisScrollEnabled);
}
- if( !xAxisScrollEnabled )
+ if(!xAxisScrollEnabled)
{
// Default ruler and disabled
rulerX = new Toolkit::DefaultRuler();
}
else
{
- valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::X_AXIS_SNAP_TO_INTERVAL, "xAxisSnapToInterval" );
+ valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::X_AXIS_SNAP_TO_INTERVAL, "xAxisSnapToInterval");
float xAxisSnapToInterval = 0.0f;
- if( valuePtr && valuePtr->Get( xAxisSnapToInterval ) )
+ if(valuePtr && valuePtr->Get(xAxisSnapToInterval))
{
// Fixed ruler and enabled
- rulerX = new Toolkit::FixedRuler( xAxisSnapToInterval );
+ rulerX = new Toolkit::FixedRuler(xAxisSnapToInterval);
}
else
{
rulerX = new Toolkit::DefaultRuler();
}
- valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::X_AXIS_SCROLL_BOUNDARY, "xAxisScrollBoundary" );
+ valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::X_AXIS_SCROLL_BOUNDARY, "xAxisScrollBoundary");
float xAxisScrollBoundary = 0.0f;
- if( valuePtr && valuePtr->Get( xAxisScrollBoundary ) )
+ if(valuePtr && valuePtr->Get(xAxisScrollBoundary))
{
// By default ruler domain is disabled unless set
- rulerX->SetDomain( Toolkit::RulerDomain( 0, xAxisScrollBoundary, true ) );
+ rulerX->SetDomain(Toolkit::RulerDomain(0, xAxisScrollBoundary, true));
}
}
// Check the scroll mode in the Y axis
bool yAxisScrollEnabled = true;
- valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::Y_AXIS_SCROLL_ENABLED, "yAxisScrollEnabled" );
- if( valuePtr && valuePtr->GetType() == Property::BOOLEAN )
+ valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::Y_AXIS_SCROLL_ENABLED, "yAxisScrollEnabled");
+ if(valuePtr && valuePtr->GetType() == Property::BOOLEAN)
{
- valuePtr->Get( yAxisScrollEnabled );
+ valuePtr->Get(yAxisScrollEnabled);
}
- if( !yAxisScrollEnabled )
+ if(!yAxisScrollEnabled)
{
// Default ruler and disabled
rulerY = new Toolkit::DefaultRuler();
}
else
{
- valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::Y_AXIS_SNAP_TO_INTERVAL, "yAxisSnapToInterval" );
+ valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::Y_AXIS_SNAP_TO_INTERVAL, "yAxisSnapToInterval");
float yAxisSnapToInterval = 0.0f;
- if( valuePtr && valuePtr->Get( yAxisSnapToInterval ) )
+ if(valuePtr && valuePtr->Get(yAxisSnapToInterval))
{
// Fixed ruler and enabled
rulerY = new Toolkit::FixedRuler(yAxisSnapToInterval);
rulerY = new Toolkit::DefaultRuler();
}
- valuePtr = scrollModeMap.Find( Toolkit::ScrollMode::Y_AXIS_SCROLL_BOUNDARY, "yAxisScrollBoundary" );
+ valuePtr = scrollModeMap.Find(Toolkit::ScrollMode::Y_AXIS_SCROLL_BOUNDARY, "yAxisScrollBoundary");
float yAxisScrollBoundary = 0.0f;
- if( valuePtr && valuePtr->Get( yAxisScrollBoundary ) )
+ if(valuePtr && valuePtr->Get(yAxisScrollBoundary))
{
// By default ruler domain is disabled unless set
- rulerY->SetDomain( Toolkit::RulerDomain( 0, yAxisScrollBoundary, true ) );
+ rulerY->SetDomain(Toolkit::RulerDomain(0, yAxisScrollBoundary, true));
}
}
SetRulerY(rulerY);
}
+ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
+{
+ if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
+ currentLockAxis == ScrollView::LockPossible)
+ {
+ float dx = fabsf(panDelta.x);
+ float dy = fabsf(panDelta.y);
+ if(dx * lockGradient >= dy)
+ {
+ // 0.36:1 gradient to the horizontal (deviate < 20 degrees)
+ currentLockAxis = ScrollView::LockVertical;
+ }
+ else if(dy * lockGradient > dx)
+ {
+ // 0.36:1 gradient to the vertical (deviate < 20 degrees)
+ currentLockAxis = ScrollView::LockHorizontal;
+ }
+ else
+ {
+ currentLockAxis = ScrollView::LockNone;
+ }
+ }
+ return currentLockAxis;
+}
+
} // namespace Internal
} // namespace Toolkit