Updated all cpp files to new format
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / scroll-view / scroll-view-impl.cpp
index c0943dc..a318c6d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * 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::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ##__VA_ARGS__)
 #else
 #define DALI_LOG_SCROLL_STATE(format, ...)
 #endif
@@ -59,27 +59,27 @@ 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
+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
 
-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)
+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)
 
-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
+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
 
-const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME( "internalMaxPosition" );
+const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME("internalMaxPosition");
 
 // Helpers ////////////////////////////////////////////////////////////////////////////////////////
 
@@ -104,11 +104,11 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
 {
   if(bias == Dali::Toolkit::DIRECTION_BIAS_NONE)
   {
-    return ShortestDistanceInDomain( a, b, start, end );
+    return 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)
   {
@@ -119,8 +119,8 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
     }
     else
     {
-      float aRight = a+size;
-      return b-aRight;
+      float aRight = a + size;
+      return b - aRight;
     }
   }
   else
@@ -132,8 +132,8 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
     }
     else
     {
-      float aLeft = a-size;
-      return b-aLeft;
+      float aLeft = a - size;
+      return b - aLeft;
     }
   }
 }
@@ -145,11 +145,11 @@ float VectorInDomain(float a, float b, float start, float end, Dali::Toolkit::Di
  * @param anchor The Anchor point of interest.
  * @return The position of the Anchor
  */
-Vector3 GetPositionOfAnchor(Actor &actor, const Vector3 &anchor)
+Vector3 GetPositionOfAnchor(Actor& actor, const 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 );
+  Vector3 childPosition = actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
+  Vector3 childAnchor   = -actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT) + anchor;
+  Vector3 childSize     = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
   return childPosition + childAnchor * childSize;
 }
@@ -186,12 +186,12 @@ float ConstantDecelerationAlphaFunction(float progress)
  * scroll domain. This is a value from 0.0f to 1.0f in each
  * scroll position axis.
  */
-void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs)
+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();
+  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);
@@ -206,10 +206,10 @@ void InternalRelativePositionConstraint( Vector2& relativePosition, const Proper
  * Internal scroll domain Constraint
  * Generates the scroll domain of the scroll view.
  */
-void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputContainer& inputs)
+void InternalScrollDomainConstraint(Vector2& scrollDomain, const PropertyInputContainer& inputs)
 {
-  const Vector2& min = inputs[0]->GetVector2();
-  const Vector2& max = inputs[1]->GetVector2();
+  const Vector2& min  = inputs[0]->GetVector2();
+  const Vector2& max  = inputs[1]->GetVector2();
   const Vector3& size = inputs[2]->GetVector3();
 
   scrollDomain = (max - min) - size.GetVectorXY();
@@ -219,9 +219,9 @@ void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputC
  * Internal maximum scroll position Constraint
  * Generates the maximum scroll position of the scroll view.
  */
-void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputContainer& inputs)
+void InternalPrePositionMaxConstraint(Vector2& scrollMax, const PropertyInputContainer& inputs)
 {
-  const Vector2& max = inputs[0]->GetVector2();
+  const Vector2& max  = inputs[0]->GetVector2();
   const Vector3& size = inputs[1]->GetVector3();
 
   scrollMax = max - size.GetVectorXY();
@@ -231,53 +231,49 @@ void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputCo
 
 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_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()
 
@@ -293,7 +289,7 @@ DALI_TYPE_REGISTRATION_END()
 ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient)
 {
   if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 &&
-      currentLockAxis == ScrollView::LockPossible)
+     currentLockAxis == ScrollView::LockPossible)
   {
     float dx = fabsf(panDelta.x);
     float dy = fabsf(panDelta.y);
@@ -324,35 +320,36 @@ ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis c
  */
 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 )
+  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;
+    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 )
+  void operator()(Vector2& scrollPostPosition, const PropertyInputContainer& inputs)
   {
     const Vector2& panPosition = inputs[0]->GetVector2();
-    const bool& inGesture = inputs[1]->GetBoolean();
+    const bool&    inGesture   = inputs[1]->GetBoolean();
 
     // First check if we are within a gesture.
     // The ScrollView may have received a start gesture from ::OnPan()
@@ -360,30 +357,30 @@ struct InternalPrePositionConstraint
     // 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(inGesture)
     {
-      if( !mWasPanning )
+      if(!mWasPanning)
       {
-        mPrePosition = scrollPostPosition;
-        mStartPosition = mPrePosition;
+        mPrePosition    = scrollPostPosition;
+        mStartPosition  = mPrePosition;
         mCurrentPanMask = mInitialPanMask;
-        mWasPanning = true;
+        mWasPanning     = true;
       }
 
       // Calculate Deltas...
       const Vector2& currentPosition = panPosition;
-      Vector2 panDelta( currentPosition - mLocalStart );
+      Vector2        panDelta(currentPosition - mLocalStart);
 
       // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan
       // appears mostly horizontal or mostly vertical respectively...
-      if( mAxisAutoLock )
+      if(mAxisAutoLock)
       {
-        mLockAxis = GetLockAxis( panDelta, mLockAxis, mAxisAutoLockGradient );
-        if( mLockAxis == ScrollView::LockVertical )
+        mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient);
+        if(mLockAxis == ScrollView::LockVertical)
         {
           mCurrentPanMask.y = 0.0f;
         }
-        else if( mLockAxis == ScrollView::LockHorizontal )
+        else if(mLockAxis == ScrollView::LockHorizontal)
         {
           mCurrentPanMask.x = 0.0f;
         }
@@ -398,31 +395,29 @@ struct InternalPrePositionConstraint
 
       // if no wrapping then clamp preposition to maximum overshoot amount
       const Vector3& size = inputs[2]->GetVector3();
-      if( mClampX )
+      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) )
+        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;
+          mLocalStart.x  = panPosition.x;
         }
         scrollPostPosition.x = newXPosition;
       }
-      if( mClampY )
+      if(mClampY)
       {
-        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 ) )
+        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;
+          mLocalStart.y  = panPosition.y;
         }
         scrollPostPosition.y = newYPosition;
       }
 
       // If we are using a fixed ruler in a particular axis, limit the maximum pages scrolled on that axis.
-      if( mFixedRulerX || mFixedRulerY )
+      if(mFixedRulerX || mFixedRulerY)
       {
         // 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.
@@ -430,17 +425,17 @@ struct InternalPrePositionConstraint
         // Note: A further 1.0f is subtracted to handle a compensation that happens later within the flick handling code in SnapWithVelocity().
         //       When a flick is completed, an adjustment of 1.0f is sometimes made to allow for the scenario where:
         //       A flick finishes before the update thread has advanced the scroll position past the previous snap point.
-        Vector2 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 );
+        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 )
+        if(mFixedRulerX)
         {
-          scrollPostPosition.x = Clamp( scrollPostPosition.x, minPosition.x, maxPosition.x );
+          scrollPostPosition.x = Clamp(scrollPostPosition.x, minPosition.x, maxPosition.x);
         }
-        if( mFixedRulerY )
+        if(mFixedRulerY)
         {
-          scrollPostPosition.y = Clamp( scrollPostPosition.y, minPosition.y, maxPosition.y );
+          scrollPostPosition.y = Clamp(scrollPostPosition.y, minPosition.y, maxPosition.y);
         }
       }
     }
@@ -448,22 +443,22 @@ struct InternalPrePositionConstraint
 
   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 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
+  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;
+  bool mAxisAutoLock : 1; ///< Set by ScrollView
+  bool mWasPanning : 1;
+  bool mClampX : 1;
+  bool mClampY : 1;
+  bool mFixedRulerX : 1;
+  bool mFixedRulerY : 1;
 };
 
 /**
@@ -476,22 +471,22 @@ struct 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 )
+  : mDomainMin(-domainX.min, -domainY.min),
+    mDomainMax(-domainX.max, -domainY.max),
+    mClampX(domainX.enabled),
+    mClampY(domainY.enabled),
+    mWrap(wrap)
   {
   }
 
-  void operator()( Vector2& position, const PropertyInputContainer& inputs )
+  void operator()(Vector2& position, const PropertyInputContainer& inputs)
   {
-    position = inputs[0]->GetVector2();
+    position            = inputs[0]->GetVector2();
     const Vector2& size = inputs[3]->GetVector3().GetVectorXY();
-    const Vector2& min = inputs[1]->GetVector2();
-    const Vector2& max = inputs[2]->GetVector2();
+    const Vector2& min  = inputs[1]->GetVector2();
+    const Vector2& max  = inputs[2]->GetVector2();
 
-    if( mWrap )
+    if(mWrap)
     {
       position.x = -WrapInDomain(-position.x, min.x, max.x);
       position.y = -WrapInDomain(-position.y, min.y, max.y);
@@ -499,17 +494,16 @@ struct InternalPositionConstraint
     else
     {
       // 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;
+      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 mDomainMin;
   Vector2 mDomainMax;
-  bool mClampX;
-  bool mClampY;
-  bool mWrap;
-
+  bool    mClampX;
+  bool    mClampY;
+  bool    mWrap;
 };
 
 /**
@@ -518,16 +512,19 @@ struct InternalPositionConstraint
  */
 struct OvershootXConstraint
 {
-  OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
+  OvershootXConstraint(float maxOvershoot)
+  : mMaxOvershoot(maxOvershoot)
+  {
+  }
 
-  void operator()( float& current, const PropertyInputContainer& inputs )
+  void operator()(float& current, const PropertyInputContainer& inputs)
   {
-    if( inputs[2]->GetBoolean() )
+    if(inputs[2]->GetBoolean())
     {
-      const Vector2& scrollPrePosition = inputs[0]->GetVector2();
+      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;
+      float          newOvershoot       = scrollPrePosition.x - scrollPostPosition.x;
+      current                           = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
     }
     else
     {
@@ -544,16 +541,19 @@ struct OvershootXConstraint
  */
 struct OvershootYConstraint
 {
-  OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {}
+  OvershootYConstraint(float maxOvershoot)
+  : mMaxOvershoot(maxOvershoot)
+  {
+  }
 
-  void operator()( float& current, const PropertyInputContainer& inputs )
+  void operator()(float& current, const PropertyInputContainer& inputs)
   {
-    if( inputs[2]->GetBoolean() )
+    if(inputs[2]->GetBoolean())
     {
-      const Vector2& scrollPrePosition = inputs[0]->GetVector2();
+      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;
+      float          newOvershoot       = scrollPrePosition.y - scrollPostPosition.y;
+      current                           = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot;
     }
     else
     {
@@ -569,10 +569,10 @@ struct OvershootYConstraint
  *
  * Generates position-delta property based on scroll-position + scroll-offset properties.
  */
-void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs )
+void InternalPositionDeltaConstraint(Vector2& current, const PropertyInputContainer& inputs)
 {
   const Vector2& scrollPosition = inputs[0]->GetVector2();
-  const Vector2& scrollOffset = inputs[1]->GetVector2();
+  const Vector2& scrollOffset   = inputs[1]->GetVector2();
 
   current = scrollPosition + scrollOffset;
 }
@@ -593,12 +593,12 @@ struct InternalFinalConstraint
   {
   }
 
-  void operator()( Vector2& current, const PropertyInputContainer& inputs )
+  void operator()(Vector2& current, const PropertyInputContainer& inputs)
   {
     const float& overshootx = inputs[1]->GetFloat();
     const float& overshooty = inputs[2]->GetFloat();
-    Vector2 offset( mFunctionX(overshootx),
-                    mFunctionY(overshooty) );
+    Vector2      offset(mFunctionX(overshootx),
+                   mFunctionY(overshooty));
 
     current = inputs[0]->GetVector2() - offset;
   }
@@ -607,8 +607,7 @@ struct InternalFinalConstraint
   AlphaFunctionPrototype mFunctionY;
 };
 
-}
-
+} // namespace
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 // ScrollView
@@ -630,7 +629,7 @@ Dali::Toolkit::ScrollView ScrollView::New()
 }
 
 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),
@@ -678,9 +677,9 @@ void ScrollView::OnInitialize()
   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;
 
@@ -690,14 +689,14 @@ void ScrollView::OnInitialize()
 
   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);
@@ -706,22 +705,22 @@ void ScrollView::OnInitialize()
   SetInternalConstraints();
 
   // 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())
@@ -730,7 +729,7 @@ void ScrollView::OnSceneConnection( int depth )
     EnableScrollOvershoot(true);
   }
 
-  ScrollBase::OnSceneConnection( depth );
+  ScrollBase::OnSceneConnection(depth);
 }
 
 void ScrollView::OnSceneDisconnection()
@@ -793,9 +792,9 @@ void ScrollView::ApplyEffect(Toolkit::ScrollViewEffect effect)
 
   // 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;
@@ -817,9 +816,9 @@ void ScrollView::RemoveEffect(Toolkit::ScrollViewEffect effect)
 
   // 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;
@@ -838,7 +837,7 @@ void ScrollView::RemoveAllEffects()
 {
   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;
 
@@ -887,104 +886,98 @@ void ScrollView::SetRulerY(RulerPtr ruler)
 
 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);
   }
 }
 
@@ -995,8 +988,8 @@ bool ScrollView::GetScrollSensitive()
 
 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));
 
@@ -1010,10 +1003,10 @@ void ScrollView::SetScrollSensitive(bool 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);
@@ -1026,9 +1019,9 @@ void ScrollView::SetScrollSensitive(bool sensitive)
 
 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();
 }
@@ -1103,7 +1096,7 @@ float ScrollView::GetAxisAutoLockGradient() const
 
 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();
 }
@@ -1115,7 +1108,7 @@ float ScrollView::GetFrictionCoefficient() const
 
 void ScrollView::SetFrictionCoefficient(float friction)
 {
-  DALI_ASSERT_DEBUG( friction > 0.0f );
+  DALI_ASSERT_DEBUG(friction > 0.0f);
   mFrictionCoefficient = friction;
 }
 
@@ -1134,7 +1127,7 @@ Vector2 ScrollView::GetMinimumDistanceForFlick() const
   return mMinFlickDistance;
 }
 
-void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance )
+void ScrollView::SetMinimumDistanceForFlick(const Vector2& distance)
 {
   mMinFlickDistance = distance;
 }
@@ -1144,7 +1137,7 @@ float ScrollView::GetMinimumSpeedForFlick() const
   return mFlickSpeedThreshold;
 }
 
-void ScrollView::SetMinimumSpeedForFlick( float speed )
+void ScrollView::SetMinimumSpeedForFlick(float speed)
 {
   mFlickSpeedThreshold = speed;
 }
@@ -1174,14 +1167,14 @@ 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;
@@ -1193,45 +1186,50 @@ Vector2 ScrollView::GetCurrentScrollPosition() const
 }
 
 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 );
+    mScrollCompletedSignal.Emit(currentScrollPosition);
   }
 
-  if( mPanning ) // are we interrupting a current pan?
+  if(mPanning) // are we interrupting a current pan?
   {
-    DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this );
-    mPanning = false;
+    DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this);
+    mPanning           = false;
     mGestureStackDepth = 0;
-    self.SetProperty( Toolkit::ScrollView::Property::PANNING, false );
+    self.SetProperty(Toolkit::ScrollView::Property::PANNING, false);
 
-    if( mScrollMainInternalPrePositionConstraint )
+    if(mScrollMainInternalPrePositionConstraint)
     {
       mScrollMainInternalPrePositionConstraint.Remove();
     }
@@ -1241,7 +1239,7 @@ void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunct
   mScrolling = true;
 
   DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
-  mScrollStartedSignal.Emit( currentScrollPosition );
+  mScrollStartedSignal.Emit(currentScrollPosition);
   bool animating = AnimateTo(-position,
                              Vector2::ONE * duration,
                              alpha,
@@ -1258,21 +1256,21 @@ void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunct
 
     // 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 )
+    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 );
+    mScrollCompletedSignal.Emit(completedPosition);
   }
 }
 
 void ScrollView::ScrollTo(const Vector2& position)
 {
-  ScrollTo(position, mSnapDuration );
+  ScrollTo(position, mSnapDuration);
 }
 
 void ScrollView::ScrollTo(const Vector2& position, float duration)
@@ -1285,14 +1283,12 @@ void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction
   ScrollTo(position, duration, alpha, DIRECTION_BIAS_NONE, DIRECTION_BIAS_NONE);
 }
 
-void ScrollView::ScrollTo(const Vector2& position, float duration,
-                          DirectionBias horizontalBias, DirectionBias verticalBias)
+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)
+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);
@@ -1305,7 +1301,7 @@ void ScrollView::ScrollTo(unsigned int page)
 
 void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
 {
-  Vector2 position;
+  Vector2      position;
   unsigned int volume;
   unsigned int libraries;
 
@@ -1321,18 +1317,18 @@ void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
   ScrollTo(position, duration, bias, bias);
 }
 
-void ScrollView::ScrollTo(Actor &actor)
+void ScrollView::ScrollTo(Actoractor)
 {
   ScrollTo(actor, mSnapDuration);
 }
 
-void ScrollView::ScrollTo(Actor &actor, float duration)
+void ScrollView::ScrollTo(Actoractor, 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 );
+  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;
 
@@ -1341,17 +1337,17 @@ void ScrollView::ScrollTo(Actor &actor, float duration)
 
 Actor ScrollView::FindClosestActor()
 {
-  Actor self = Self();
-  Vector3 size = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  Actor   self = Self();
+  Vector3 size = self.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  return FindClosestActorToPosition(Vector3(size.width * 0.5f,size.height * 0.5f,0.0f));
+  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;
+  Actor   closestChild;
+  float   closestDistance2 = 0.0f;
+  Vector3 actualPosition   = position;
 
   unsigned int numChildren = Self().GetChildCount();
 
@@ -1382,7 +1378,7 @@ Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirect
     if(dirY > All) // != All,None
     {
       FindDirection deltaV = delta.y > 0 ? Down : Up;
-      if(dirY  != deltaV)
+      if(dirY != deltaV)
       {
         continue;
       }
@@ -1392,7 +1388,7 @@ Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirect
     if(dirZ > All) // != All,None
     {
       FindDirection deltaV = delta.y > 0 ? In : Out;
-      if(dirZ  != deltaV)
+      if(dirZ != deltaV)
       {
         continue;
       }
@@ -1421,13 +1417,13 @@ Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirect
     {
       if(distance2 < closestDistance2)
       {
-        closestChild = child;
+        closestChild     = child;
         closestDistance2 = distance2;
       }
     }
     else // First time.
     {
-      closestChild = child;
+      closestChild     = child;
       closestDistance2 = distance2;
     }
   }
@@ -1437,9 +1433,9 @@ Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirect
 
 bool ScrollView::ScrollToSnapPoint()
 {
-  DALI_LOG_SCROLL_STATE("[0x%X]", this );
+  DALI_LOG_SCROLL_STATE("[0x%X]", this);
   Vector2 stationaryVelocity = Vector2(0.0f, 0.0f);
-  return SnapWithVelocity( stationaryVelocity );
+  return SnapWithVelocity(stationaryVelocity);
 }
 
 // TODO: In situations where axes are different (X snap, Y free)
@@ -1454,19 +1450,19 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
   // 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;
+  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 orthoAngleRange      = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f;
   const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold;
 
   Vector2 positionSnap = mScrollPrePosition;
@@ -1477,8 +1473,8 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
   {
     horizontal = All;
 
-    if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
-        mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
+    if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+       mInAccessibilityPan)             // With AccessibilityPan its easier to move between snap positions
     {
       if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East
       {
@@ -1488,7 +1484,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
         // 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
+      else if((angle >= M_PI - orthoAngleRange) || (angle < -M_PI + orthoAngleRange)) // Swiping West
       {
         biasX = 1.0f, horizontal = Right;
 
@@ -1505,14 +1501,14 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
   {
     vertical = All;
 
-    if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold
-        mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions
+    if(speed2 > flickSpeedThreshold2 || // exceeds flick threshold
+       mInAccessibilityPan)             // With AccessibilityPan its easier to move between snap positions
     {
-      if((angle >= M_PI_2-orthoAngleRange) && (angle < M_PI_2+orthoAngleRange)) // Swiping South
+      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
+      else if((angle >= -M_PI_2 - orthoAngleRange) && (angle < -M_PI_2 + orthoAngleRange)) // Swiping North
       {
         biasY = 1.0f, vertical = Down;
       }
@@ -1522,31 +1518,31 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
   // 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);
+  bool isFreeFlick = velocity.LengthSquared() > (FREE_FLICK_SPEED_THRESHOLD * FREE_FLICK_SPEED_THRESHOLD);
 
   if(isFlick || isFreeFlick)
   {
     positionDuration = Vector2::ONE * mFlickDuration;
-    alphaFunction = mFlickAlphaFunction;
+    alphaFunction    = mFlickAlphaFunction;
   }
 
   // Calculate next positionSnap ////////////////////////////////////////////////////////////
 
   if(mActorAutoSnapEnabled)
   {
-    Vector3 size = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+    Vector3 size = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-    Actor child = FindClosestActorToPosition( Vector3(size.width * 0.5f,size.height * 0.5f,0.0f), horizontal, vertical );
+    Actor child = FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f), horizontal, vertical);
 
-    if(!child && isFlick )
+    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) );
+      child = FindClosestActorToPosition(Vector3(size.width * 0.5f, size.height * 0.5f, 0.0f));
     }
 
     if(child)
     {
-      Vector2 position = Self().GetCurrentProperty<Vector2>( Toolkit::ScrollView::Property::SCROLL_POSITION );
+      Vector2 position = Self().GetCurrentProperty<Vector2>(Toolkit::ScrollView::Property::SCROLL_POSITION);
 
       // Get center-point of the Actor.
       Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
@@ -1563,14 +1559,13 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
   }
 
   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.
+  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.
 
   Vector2 clampDelta(Vector2::ZERO);
   ClampPosition(positionSnap);
 
-  if( (mRulerX->GetType() == Ruler::FREE || mRulerY->GetType() == Ruler::FREE)
-      && isFreeFlick && !mActorAutoSnapEnabled)
+  if((mRulerX->GetType() == Ruler::FREE || mRulerY->GetType() == Ruler::FREE) && isFreeFlick && !mActorAutoSnapEnabled)
   {
     // Calculate target position based on velocity of flick.
 
@@ -1578,28 +1573,28 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
     // 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;
+    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;
 
     // TODO: Change this to a decay function. (faster you flick, the slower it should be)
-    speed = std::min(speed, stageLength * mMaxFlickSpeed );
-    u*= speed;
+    speed = std::min(speed, stageLength * mMaxFlickSpeed);
+    u *= speed;
     alphaFunction = ConstantDecelerationAlphaFunction;
 
     float t = speed / a;
 
     if(mRulerX->IsEnabled() && mRulerX->GetType() == Ruler::FREE)
     {
-      positionSnap.x += t*u.x*0.5f;
+      positionSnap.x += t * u.x * 0.5f;
     }
 
     if(mRulerY->IsEnabled() && mRulerY->GetType() == Ruler::FREE)
     {
-      positionSnap.y += t*u.y*0.5f;
+      positionSnap.y += t * u.y * 0.5f;
     }
 
     clampDelta = positionSnap;
@@ -1652,10 +1647,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity)
     positionSnap += clampDelta;
   }
 
-  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;
 }
@@ -1679,16 +1671,13 @@ void ScrollView::StopAnimation(Animation& animation)
   }
 }
 
-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);
 
@@ -1700,7 +1689,7 @@ bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDurat
   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;
   }
 
@@ -1718,13 +1707,13 @@ bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDurat
 
       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;
       }
     }
@@ -1734,38 +1723,38 @@ bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDurat
     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();
     }
@@ -1776,7 +1765,7 @@ void ScrollView::EnableScrollOvershoot(bool enable)
   {
     mMaxOvershoot = mUserMaxOvershoot;
 
-    if (mOvershootIndicator)
+    if(mOvershootIndicator)
     {
       mOvershootIndicator->DetachFromScrollable(*this);
     }
@@ -1787,46 +1776,46 @@ void ScrollView::EnableScrollOvershoot(bool enable)
 
 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()
@@ -1847,14 +1836,14 @@ 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;
@@ -1876,68 +1865,68 @@ void ScrollView::HandleSnapAnimationFinished()
 
   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
   {
@@ -1954,61 +1943,61 @@ void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize
   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() )
+  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)
@@ -2022,15 +2011,15 @@ void ScrollView::OnChildRemove(Actor& child)
   // 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();
@@ -2038,7 +2027,7 @@ void ScrollView::StartTouchDownTimer()
 
 void ScrollView::StopTouchDownTimer()
 {
-  if ( mTouchDownTimer )
+  if(mTouchDownTimer)
   {
     mTouchDownTimer.Stop();
   }
@@ -2050,13 +2039,13 @@ bool ScrollView::OnTouchDownTimeout()
 
   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);
 
@@ -2068,14 +2057,14 @@ bool ScrollView::OnTouchDownTimeout()
       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)
   {
@@ -2086,51 +2075,51 @@ bool ScrollView::OnTouch( Actor actor, const TouchEvent& touch )
   }
 
   // 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);
 
@@ -2138,13 +2127,13 @@ bool ScrollView::OnTouch( Actor actor, const TouchEvent& touch )
       }
     }
     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)
   {
@@ -2193,17 +2182,17 @@ bool ScrollView::OnWheelEvent( Actor actor, const WheelEvent& event)
 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
@@ -2220,13 +2209,13 @@ void ScrollView::PreAnimatedScrollSetup()
   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);
@@ -2242,18 +2231,18 @@ void ScrollView::FinaliseAnimatedScroll()
   // 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
@@ -2263,18 +2252,18 @@ void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFuncti
   }
 }
 
-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
@@ -2284,52 +2273,52 @@ void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFuncti
   }
 }
 
-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);
@@ -2343,22 +2332,22 @@ void ScrollView::OnScrollAnimationFinished( Animation& source )
   }
 }
 
-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();
@@ -2377,10 +2366,10 @@ void ScrollView::SnapInternalXTo(float position)
 
   // 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);
@@ -2403,10 +2392,10 @@ void ScrollView::SnapInternalYTo(float position)
 
   // 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);
@@ -2423,23 +2412,23 @@ void ScrollView::GestureStarted()
   // 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);
     }
@@ -2452,15 +2441,15 @@ void ScrollView::GestureStarted()
       // 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:
@@ -2478,11 +2467,11 @@ void ScrollView::GestureContinuing(const Vector2& panDelta)
 // 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)
   {
@@ -2500,22 +2489,22 @@ void ScrollView::OnPan( const PanGesture& gesture )
     {
       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();
       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();
         }
@@ -2525,7 +2514,7 @@ void ScrollView::OnPan( const PanGesture& gesture )
 
     case GestureState::CONTINUING:
     {
-      if ( mPanning )
+      if(mPanning)
       {
         DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this);
         GestureContinuing(gesture.GetScreenDisplacement());
@@ -2541,22 +2530,22 @@ void ScrollView::OnPan( const PanGesture& gesture )
     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(mScrollMainInternalPrePositionConstraint)
         {
           mScrollMainInternalPrePositionConstraint.Remove();
         }
 
         Toolkit::ScrollBar scrollBar = mScrollBar.GetHandle();
-        if( scrollBar && mTransientScrollBar )
+        if(scrollBar && mTransientScrollBar)
         {
           scrollBar.HideIndicator();
         }
@@ -2591,21 +2580,20 @@ void ScrollView::OnGestureEx(GestureState state)
     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;
@@ -2636,23 +2624,23 @@ void ScrollView::FinishTransform()
     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();
@@ -2660,13 +2648,13 @@ Vector2 ScrollView::GetOvershoot(Vector2& position) const
 
   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;
     }
@@ -2674,13 +2662,13 @@ Vector2 ScrollView::GetOvershoot(Vector2& position) const
 
   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;
     }
@@ -2705,12 +2693,12 @@ void ScrollView::ClampPosition(Vector2& position) const
   ClampPosition(position, clamped);
 }
 
-void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const
+void ScrollView::ClampPosition(Vector2& position, ClampState2Dclamped) 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.
+  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.
 }
 
 void ScrollView::WrapPosition(Vector2& position) const
@@ -2736,8 +2724,8 @@ 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() );
+  Actor              self = Self();
+  PanGestureDetector detector(GetPanGestureDetector());
 
   if(mScrollMainInternalPositionConstraint)
   {
@@ -2748,7 +2736,7 @@ void ScrollView::UpdateMainInternalConstraint()
     mScrollMainInternalDomainConstraint.Remove();
     mScrollMainInternalPrePositionMaxConstraint.Remove();
   }
-  if( mScrollMainInternalPrePositionConstraint )
+  if(mScrollMainInternalPrePositionConstraint)
   {
     mScrollMainInternalPrePositionConstraint.Remove();
   }
@@ -2759,74 +2747,72 @@ void ScrollView::UpdateMainInternalConstraint()
   // 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 )
+  if(mLockAxis == LockVertical)
   {
     initialPanMask.y = 0.0f;
   }
-  else if( mLockAxis == LockHorizontal )
+  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 ) );
+  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 = 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 = 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 = 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 = 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 = 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 = 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
@@ -2835,27 +2821,27 @@ void ScrollView::UpdateMainInternalConstraint()
 
 void ScrollView::SetOvershootConstraintsEnabled(bool enabled)
 {
-  Actor self( Self() );
+  Actor self(Self());
   // remove and reset, it may now be in wrong order with the main internal constraints
-  if( mScrollMainInternalOvershootXConstraint )
+  if(mScrollMainInternalOvershootXConstraint)
   {
     mScrollMainInternalOvershootXConstraint.Remove();
     mScrollMainInternalOvershootXConstraint.Reset();
     mScrollMainInternalOvershootYConstraint.Remove();
     mScrollMainInternalOvershootYConstraint.Reset();
   }
-  if( enabled )
+  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 = 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 = 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
@@ -2879,74 +2865,74 @@ void ScrollView::SetInternalConstraints()
   Constraint constraint;
 
   // MoveActor (scrolling)
-  constraint = Constraint::New<Vector3>( self, Actor::Property::POSITION, MoveActorConstraint );
-  constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) );
+  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 = 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:
       {
@@ -2974,19 +2960,19 @@ Property::Value ScrollView::GetProperty( BaseObject* object, Property::Index ind
   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();
@@ -2994,12 +2980,12 @@ void ScrollView::SetScrollMode( const Property::Map& scrollModeMap )
   }
   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
     {
@@ -3007,24 +2993,24 @@ void ScrollView::SetScrollMode( const Property::Map& scrollModeMap )
       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();
@@ -3032,9 +3018,9 @@ void ScrollView::SetScrollMode( const Property::Map& scrollModeMap )
   }
   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);
@@ -3045,12 +3031,12 @@ void ScrollView::SetScrollMode( const Property::Map& scrollModeMap )
       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));
     }
   }