-#ifndef __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
-#define __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
-
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+#ifndef DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H
+#define DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H
+
+/*
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// EXTERNAL INCLUDES
-#include <dali/dali.h>
+#include <dali/public-api/adaptor-framework/timer.h>
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/object/property-notification.h>
+#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-base-impl.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-effect.h>
-// predefined effect includes
-#include <dali-toolkit/public-api/controls/scrollable/scroll-view/scroll-view-custom-effect.h>
-
namespace Dali
{
LockNone ///< Locking is set to none (free panning).
};
+ enum ScrollStateFlag
+ {
+ AnimatingInternalX = 0x01, ///< animating mPropertyX due to externally requested ScrollTo or internal snapping operation
+ AnimatingInternalY = 0x02, ///< animating mPropertyY due to externally requested ScrollTo or internal snapping operation
+ SnappingInternalX = 0x04, ///< snapping mPropertyX back to mPropertyPreScroll x value to remove x overshoot over time
+ SnappingInternalY = 0x08, ///< snapping mPropertyY back to mPropertyPreScroll y value to remove y overshoot over time
+ };
+
+ static const unsigned int SCROLL_X_STATE_MASK = AnimatingInternalX | SnappingInternalX;
+ static const unsigned int SCROLL_Y_STATE_MASK = AnimatingInternalY | SnappingInternalY;
+ static const unsigned int SCROLL_ANIMATION_FLAGS = AnimatingInternalX | AnimatingInternalY;
+ static const unsigned int SNAP_ANIMATION_FLAGS = SnappingInternalX | SnappingInternalY;
+
+private:
+
+ typedef std::vector<Dali::Toolkit::ScrollViewEffect> ScrollViewEffectContainer; ///< Container of Dali::Toolkit::ScrollViewEffect
+ typedef ScrollViewEffectContainer::iterator ScrollViewEffectIter; ///< Iterator for Dali::Toolkit::ScrollViewEffectContainer
+
public:
/**
void ApplyEffect(Toolkit::ScrollViewEffect effect);
/**
- * @brief ApplyEffect Applies a predefined effect
- * @param effect
- */
- Toolkit::ScrollViewEffect ApplyEffect(Toolkit::ScrollView::PageEffect effect);
-
- /**
* @copydoc Toolkit::ScrollView::RemoveEffect
*/
void RemoveEffect(Toolkit::ScrollViewEffect effect);
void SetRulerY(RulerPtr ruler);
/**
- * @copydoc Toolkit::ScrollView::SetRulerScaleX
- */
- void SetRulerScaleX(RulerPtr ruler);
-
- /**
- * @copydoc Toolkit::ScrollView::SetRulerScaleY
- */
- void SetRulerScaleY(RulerPtr ruler);
-
- /**
- * Set Rotation axis ruler (defines how rotating is snapped in radians)
- * @param[in] ruler The ruler to be used for the Rotation axis
+ * Retrieve the touch sensitivity.
+ *
+ * @return whether the touch sensitivity is true or false.
*/
- void SetRulerRotation(RulerPtr ruler);
+ bool GetScrollSensitive();
/**
* @copydoc Toolkit::ScrollView::SetScrollSensitive
void SetSnapOvershootAlphaFunction(AlphaFunction alpha);
/**
+ * Retrieve the duartion of Snap Overshoot animation
+ *
+ * @return the duration.
+ */
+ float GetSnapOvershootDuration();
+
+ /**
* @copydoc Toolkit::ScrollView::SetSnapOvershootDuration
*/
void SetSnapOvershootDuration(float duration);
/**
- * @copydoc Toolkit::ScrollView::SetTouchesRequiredForPanning
+ * Retrieve whether Actor Auto-Snap mode is enabled or not.
+ *
+ * @return Actor Auto-Snap mode Enabled flag.
*/
- void SetTouchesRequiredForPanning(unsigned int minTouches, unsigned int maxTouches, bool endOutside);
+ bool GetActorAutoSnap();
/**
* @copydoc Toolkit::ScrollView::SetActorAutoSnap
void SetWrapMode(bool enable);
/**
- * @copydoc Toolkit::ScrollView::GetRefreshInterval
+ * @copydoc Toolkit::ScrollView::GetScrollupdateDistance
*/
- int GetRefreshInterval() const;
+ int GetScrollUpdateDistance() const;
/**
- * @copydoc Toolkit::ScrollView::SetRefreshInterval
+ * @copydoc Toolkit::ScrollView::SetScrollUpdateDistance
*/
- void SetRefreshInterval(int milliseconds);
+ void SetScrollUpdateDistance(int distance);
/**
* @copydoc Toolkit::ScrollView::GetAxisAutoLock
void SetFlickSpeedCoefficient(float speed);
/**
+ * @copydoc Toolkit::ScrollView::GetMinimumDistanceForFlick
+ */
+ Vector2 GetMinimumDistanceForFlick() const;
+
+ /**
+ * @copydoc Toolkit::ScrollView::SetMinimumDistanceForFlick
+ */
+ void SetMinimumDistanceForFlick( const Vector2& distance );
+
+ /**
+ * @copydoc Toolkit::ScrollView::GetMinimumSpeedForFlick
+ */
+ float GetMinimumSpeedForFlick() const;
+
+ /**
+ * @copydoc Toolkit::ScrollView::SetMinimumSpeedForFlick
+ */
+ void SetMinimumSpeedForFlick( float speed );
+
+ /**
* @copydoc Toolkit::ScrollView::GetMaxFlickSpeed
*/
float GetMaxFlickSpeed() const;
void SetMaxFlickSpeed(float speed);
/**
- * @copydoc Toolkit::ScrollView::GetMouseWheelScrollDistanceStep
+ * @copydoc Toolkit::ScrollView::GetWheelScrollDistanceStep
*/
- Vector2 GetMouseWheelScrollDistanceStep() const;
+ Vector2 GetWheelScrollDistanceStep() const;
/**
- * @copydoc Toolkit::ScrollView::SetMouseWheelScrollDistanceStep
+ * @copydoc Toolkit::ScrollView::SetWheelScrollDistanceStep
*/
- void SetMouseWheelScrollDistanceStep(Vector2 step);
+ void SetWheelScrollDistanceStep(Vector2 step);
/**
* @copydoc Toolkit::ScrollView::GetCurrentPage
/**
* @copydoc Toolkit::ScrollView::GetCurrentScrollPosition
*/
- Vector3 GetCurrentScrollPosition() const;
+ Vector2 GetCurrentScrollPosition() const;
/**
- * @copydoc Toolkit::ScrollView::GetCurrentScrollScale
+ * @copydoc ScrollTo(const Vector2&)
*/
- Vector3 GetCurrentScrollScale() const;
+ void TransformTo(const Vector2& position,
+ DirectionBias horizontalBias = DIRECTION_BIAS_NONE, DirectionBias verticalBias = DIRECTION_BIAS_NONE);
/**
- * @copydoc Toolkit::Scrollable::GetDomainSize
+ * @copydoc ScrollTo(const Vector2&, float, AlhpaFunction, DirectionBias, DirectionBias)
*/
- Vector3 GetDomainSize() const;
+ void TransformTo(const Vector2& position, float duration, AlphaFunction alpha,
+ DirectionBias horizontalBias = DIRECTION_BIAS_NONE, DirectionBias verticalBias = DIRECTION_BIAS_NONE);
/**
- * @copydoc Toolkit::ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position)
*/
- void TransformTo(const Vector3& position, const Vector3& scale, float rotation,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
+ void ScrollTo(const Vector2 &position);
/**
- * @copydoc Toolkit::ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration)
+ * @copydoc Toolkit::Scrollable::ScrollTo(const Vector2& position, float duration)
*/
- void TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone);
+ void ScrollTo(const Vector2& position, float duration);
/**
- * @copydoc Toolkit::ScrollView::ScrollTo(const Vector3 &position)
+ * @copydoc Toolkit::Scrollable::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha)
*/
- void ScrollTo(const Vector3 &position);
+ void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha);
/**
- * @copydoc Toolkit::Scrollable::ScrollTo(const Vector3& position, float duration)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector3& position, float duration);
+ void ScrollTo(const Vector2& position, float duration,
+ DirectionBias horizontalBias, DirectionBias verticalBias);
/**
- * @copydoc Toolkit::ScrollView::ScrollTo(const Vector3 &position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias)
+ * @copydoc Toolkit::ScrollView::ScrollTo(const Vector2 &position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias)
*/
- void ScrollTo(const Vector3& position, float duration,
+ void ScrollTo(const Vector2& position, float duration, AlphaFunction alpha,
DirectionBias horizontalBias, DirectionBias verticalBias);
/**
/**
* @copydoc Toolkit::ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias)
*/
- void ScrollTo(unsigned int page, float duration, DirectionBias bias = DirectionBiasNone);
+ void ScrollTo(unsigned int page, float duration, DirectionBias bias = DIRECTION_BIAS_NONE);
/**
* @copydoc Toolkit::ScrollView::ScrollTo(Actor& actor)
bool ScrollToSnapPoint();
/**
- * @copydoc Toolkit::ScrollView::ScaleTo(const Vector3& scale)
- */
- void ScaleTo(const Vector3& scale);
-
- /**
- * @copydoc Toolkit::ScrollView::ScaleTo(const Vector3& scale, float duration)
+ * Stops animation
*/
- void ScaleTo(const Vector3& scale, float duration);
+ void StopAnimation(void);
/**
- * Stops animation
+ * Stops the input animation
+ *
+ * @param[in] the animation to stop
*/
- void StopAnimation(void);
+ void StopAnimation(Animation& animation);
/**
- * Animates to position/scale/rotation transform.
+ * Animates to position transform.
*
* @param[in] position The position to animate to
* @param[in] positionDuration The number of seconds this animation should run for in each axis.
- * @param[in] scale The scale to animate to
- * @param[in] scaleDuration The number of seconds this animation should run for in each axis.
- * @param[in] rotation The angle to animate to
- * @param[in] rotationDuration The number of seconds this animation should run for in each axis.
* @param[in] alpha The easing alpha function to use.
* @param[in] findShortcuts (optional) Whether to find the shortest route (in Wrap mode)
* @param[in] horizontalBias (optional) Whether to bias animation to left or right (or no biasing)
* @param[in] verticalBias (optional) Whether to bias animation to top or bottom (or no biasing)
* @return True if animation necessary and taking place to reach desired transform.
*/
- bool AnimateTo(const Vector3& position, const Vector3& positionDuration,
- const Vector3& scale, const Vector3& scaleDuration,
- float rotation, float rotationDuration,
+ bool AnimateTo(const Vector2& position, const Vector2& positionDuration,
AlphaFunction alpha, bool findShortcuts = true,
- DirectionBias horizontalBias = DirectionBiasNone, DirectionBias verticalBias = DirectionBiasNone,
- SnapType snapType = Snap);
+ DirectionBias horizontalBias = DIRECTION_BIAS_NONE, DirectionBias verticalBias = DIRECTION_BIAS_NONE,
+ SnapType snapType = SNAP);
/**
* @copydoc Toolkit::Scrollable::AddOverlay()
*/
void RemoveOverlay(Actor actor);
+ /**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootSize
+ */
+ void SetOvershootSize( const Vector2& size );
+
+ /**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
+ */
+ void SetOvershootEffectColor( const Vector4& color );
+
+ //properties
+
+ /**
+ * Called when a property of an object of this type is set.
+ * @param[in] object The object whose property is set.
+ * @param[in] index The property index.
+ * @param[in] value The new property value.
+ */
+ static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value );
+
+ /**
+ * Called to retrieve a property of an object of this type.
+ * @param[in] object The object whose property is to be retrieved.
+ * @param[in] index The property index.
+ * @return The current value of the property.
+ */
+ static Property::Value GetProperty( BaseObject* object, Property::Index index );
+
public: //Signals
/**
* @copydoc Dali::Toolkit::ScrollView::SnapStartedSignal()
*/
- Toolkit::ScrollView::SnapStartedSignalV2& SnapStartedSignal();
+ Toolkit::ScrollView::SnapStartedSignalType& SnapStartedSignal();
/**
* Connects a callback function with the object's signals.
*/
static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
-private: // private overriden functions from CustomActorImpl and Controls
+private: // private overridden functions from CustomActorImpl and Controls
/**
* @copydoc Dali::CustomActorImpl::OnSizeAnimation(Animation&, const Vector3&)
virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize);
/**
- * @copydoc Dali::ControlImpl::OnControlSizeSet(const Vector3&)
+ * @copydoc CustomActorImpl::OnSizeSet(const Vector3&)
*/
- virtual void OnControlSizeSet( const Vector3& size );
+ virtual void OnSizeSet( const Vector3& size );
/**
* From CustomActorImpl; called after a child has been added to the owning actor.
virtual void OnChildRemove(Actor& child);
/**
- * From CustomActorImpl; called after a touch-signal is received by the owning actor.
- *
- * We don't listen to these events as content within the contain may consume events.
- *
- * @param[in] event The touch event.
+ * Called after a wheelEvent is received by the owning actor.
+ * @param[in] actor Actor associated with the event.
+ * @param[in] event The wheel event.
* @return True if the event should be consumed.
*/
- virtual bool OnTouchEvent(const TouchEvent& event);
-
- /**
- * From CustomActorImpl; called after a mouse-wheel-event is received by the owning actor.
- * @param[in] event The mouse wheel event.
- * @return True if the event should be consumed.
- */
- virtual bool OnMouseWheelEvent(const MouseWheelEvent& event);
+ bool OnWheelEvent(Actor actor, const WheelEvent& event);
/**
* @copydoc Toolkit::Control::OnInitialize()
virtual void OnInitialize();
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnControlStageConnection();
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc Toolkit::Control::OnControlStageConnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnControlStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
* @copydoc Toolkit::Control::OnAccessibilityPan()
virtual bool OnAccessibilityPan(PanGesture gesture);
/**
- * @copydoc Toolkit::Scrollable::SetOvershootEnabled()
+ * @copydoc Toolkit::Scrollable::EnableScrollOvershoot()
*/
- virtual void SetOvershootEnabled(bool enable);
+ virtual void EnableScrollOvershoot(bool enable);
private:
/**
+ * Called after a touchSignal is received by the owning actor.
+ *
+ * We don't consume these events as content within the container may consume events.
+ *
+ * @param[in] actor The touched actor.
+ * @param[in] touch The touch information.
+ * @return True if the event should be consumed.
+ */
+ bool OnTouch( Actor actor, const TouchEvent& touch );
+
+ /**
+ * Start a timer which calls OnTouchDownTimeout()
+ */
+ void StartTouchDownTimer();
+
+ /**
+ * Stop a timer which calls OnTouchDownTimeout()
+ */
+ void StopTouchDownTimer();
+
+ /**
+ * Helper to detect when touch-point has been down (outside of pan gesture)
+ */
+ bool OnTouchDownTimeout();
+
+ /**
* Called whenever a snap animation has completed
* @param[in] source the Animation instance that has completed.
+ * Resets all scrolling animations and states, leaving current scroll position at SCROLL_POSITION
+ */
+ void ResetScrolling();
+
+ /**
+ * Updates mScrollInternalPosition, mScrollPrePosition and mScrollPostPosition from their property counterparts
+ */
+ void UpdateLocalScrollProperties();
+
+ /**
+ * Makes sure scroll values are ready for animated scrolling
+ */
+ void PreAnimatedScrollSetup();
+
+ /**
+ * Finish an animated scroll, ensuring all scroll properties are updated
+ * and synchronised
*/
- void OnSnapAnimationFinished( Animation& source );
+ void FinaliseAnimatedScroll();
+
+ /**
+ * Animates the internal x property to the given value
+ *
+ * @param[in] position The X position to animate to
+ * @param[in] duration The time in seconds for animation
+ * @param[in] alpha The alpha function to use for animating
+ */
+ void AnimateInternalXTo( float position, float duration, AlphaFunction alpha );
+
+ /**
+ * Animates the internal y property to the given value
+ *
+ * @param[in] position The Y position to animate to
+ * @param[in] duration The time in seconds for animation
+ * @param[in] alpha The alpha function to use for animating
+ */
+ void AnimateInternalYTo( float position, float duration, AlphaFunction alpha );
/**
* Called whenever a snap animation on the x-axis has completed
* @param[in] source the Animation instance that has completed.
*/
- void OnSnapXAnimationFinished( Animation& source );
+ void OnScrollAnimationFinished( Animation& source );
/**
- * Called whenever a snap animation on the y-axis has completed
+ * Called when either the X or Y internal scroll positions have finished snapping back to SCROLL_PRE_POSITION
+ *
* @param[in] source the Animation instance that has completed.
*/
- void OnSnapYAnimationFinished( Animation& source );
+ void OnSnapInternalPositionFinished( Animation& source );
+
+ /**
+ * Called whenever a snap animation on the x-axis has completed and we need to snap pre scroll
+ * position to our clamped position
+ * @param[in] position The x position to snap pre scroll property to
+ */
+ void SnapInternalXTo( float position );
+
+ /**
+ * Called whenever a snap animation on the y-axis has completed and we need to snap pre scroll
+ * position to our clamped position
+ * @param[in] position The y position to snap pre scroll property to
+ */
+ void SnapInternalYTo( float position );
/**
* This is called internally whenever the Scroll Rulers are
- * modified. This will update the properties: 'scroll-position-min'
- * and 'scroll-position-max' to reflect the changes.
- *
- * @param[in] size size of the visible scroll area (ScrollView control size)
+ * modified. This will update the properties: 'scrollPositionMin'
+ * and 'scrollPositionMax' to reflect the changes.
*/
- void UpdatePropertyDomain(const Vector3& size);
+ void UpdatePropertyDomain();
/**
* Called when the gesture starts.
* Amalgamated Gesture Continuing event
*
* @param[in] panDelta average panning delta from base position (0)
- * @param[in] scaleDelta average scale delta from base scale (1)
- * @param[in] rotationDelta average rotation delta from base angle (0)
*/
- void GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float rotationDelta);
+ void GestureContinuing(const Vector2& panDelta);
/**
* Called upon pan gesture event.
*
* @param[in] gesture The gesture event.
*/
- void OnPan(PanGesture pan);
+ void OnPan( const PanGesture& pan);
/**
* Extension of the above gestures.
*
* @param[in] gesture The gesture event.
*/
- void OnGestureEx(Gesture::State state);
+ void OnGestureEx(GestureState state);
/**
* Performs snapping while taking into account Velocity of gesture
bool SnapWithVelocity(Vector2 velocity);
/**
- * Updates Container Transform based on Pan, Scale, and Rotation props.
- * (occurs when continuing gesture i.e. dragging/pinching.)
- */
- void UpdateTransform();
-
- /**
* Finishes Container Transform
* (occurs upon finishing gesture i.e. releasing)
*/
void FinishTransform();
/**
- * Sets Overshoot to origin / cancels animation
- */
- void SetOvershootToOrigin();
-
- /**
- * Animates Overshoot to origin
- */
- void AnimateOvershootToOrigin(float xDelay, float yDelay);
-
- /**
- * Called whenever a snap overshoot animation has completed.
- * @param[in] source the Animation instance that has completed.
- */
- void OnSnapOvershootAnimationFinished( Animation& source );
-
- /**
* Returns overshoot vector based on current position
*
* Overshoot vector is defined as how far outside of bounds
*
* @param[in] position The position for which you wish to obtain overshoot vector
*/
- Vector3 GetOvershoot(Vector3& position) const;
+ Vector2 GetOvershoot(Vector2& position) const;
/**
* Clamps position within the domain set up by X/Y Rulers
*
* @param[in,out] position The position you wish to clamp
*/
- void ClampPosition(Vector3& position) const;
+ void ClampPosition(Vector2& position) const;
/**
* Clamps position within the domain set up by X/Y Rulers
* @param[in,out] position The position you wish to clamp
* @param[out] clamped The results of the clamping.
*/
- void ClampPosition(Vector3& position, ClampState3 &clamped) const;
+ void ClampPosition(Vector2& position, ClampState2D &clamped) const;
/**
* Wraps position within the domain set up by X/Y Rulers
*
* @param[in,out] position The position you wish to wrap
*/
- void WrapPosition(Vector3& position) const;
-
- /**
- * Clamps scale within the domain set up by Scale-X/Scale-Y Rulers
- *
- * @param[in,out] scale The scale you wish to clamp
- */
- void ClampScale(Vector3& scale) const;
-
- /**
- * Clamps scale within the domain set up by Scale-X/Scale-Y Rulers
- *
- * @param[in,out] scale The scale you wish to clamp
- * @param[out] clamped The results of the clamping.
- */
- void ClampScale(Vector3& scale, ClampState3 &clamped) const;
+ void WrapPosition(Vector2& position) const;
/**
* Updates the main internal scroll constraints with new ruler and domain
*
* @return The current position
*/
- Vector3 GetPropertyPrePosition() const;
+ Vector2 GetPropertyPrePosition() const;
/**
* Gets position property.
*
* @return The current position
*/
- Vector3 GetPropertyPosition() const;
+ Vector2 GetPropertyPosition() const;
/**
- * Gets scale property.
- *
- * @return The current scale
- */
- Vector3 GetPropertyScale() const;
-
- /**
- * Handles a Stopped animation. Its position/scale/rotation properties need to be
- * saved, and the animation flag switched off.
+ * Handles a Stopped animation. Its position properties need to be saved, and the animation flag
+ * switched off.
*/
void HandleStoppedAnimation();
/**
* Handles a Stopped animation (whether the animation completed, or was
- * manually stopped). Its position/scale/rotation properties need to be
- * saved, and the animation flag switched off.
+ * manually stopped). Its position properties need to be saved, and the
+ * animation flag switched off.
*/
void HandleSnapAnimationFinished();
/**
- * Helper to start the refresh timer.
+ * Checks if the property notifications are active and adds them if not
*/
- void StartRefreshTimer();
+ void SetScrollUpdateNotification( bool enabled );
/**
- * Helper to cancel the refresh timer.
+ * Refresh the ScrollView (used when animating to update application developer of changes)
+ * @return True if the refresh timer should be kept running.
*/
- void CancelRefreshTimer();
+ void OnScrollUpdateNotification(Dali::PropertyNotification& source);
/**
- * Refresh the ScrollView (used when animating to update application developer of changes)
- * @return True if the refresh timer should be kept running.
+ * Set up default rulers using a property map
+ * @param[in] scrollModeMap A map defining the characteristics of X and Y scrolling
+ * using either FixedRuler or DefaultRuler.
*/
- bool OnRefreshTick();
+ void SetScrollMode( const Property::Map& scrollModeMap );
private:
private:
- bool mInitialized;
- bool mScrolling; ///< Flag indicating whether the scroll view is being scrolled (by user or animation)
- bool mScrollInterrupted; ///< Flag set for when a down event interrupts a scroll
unsigned long mTouchDownTime; ///< The touch down time
- Vector2 mTouchDownPosition; ///< The touch down position
-
- bool mSensitive; ///< Scroll Sensitivity Flag.
int mGestureStackDepth; ///< How many gestures are currently occuring.
- Vector2 mGestureReferencePosition; ///< Point where scaling should occur from.
- Vector2 mPinchGestureLastPosition;
- Vector2 mPinchGestureLastScale;
-
- Vector3 mPanDelta; ///< Amount currently panned.
- Vector3 mScaleDelta; ///< Amount currently scaled.
- float mRotationDelta; ///< Amount currently rotated.
-
- // Scroll delegate pre and post position/scale/rotation properties...
- Vector3 mScrollPrePosition; ///< Scroll delegate pre-position
- Vector3 mScrollPostPosition; ///< Scroll delegate post-position (affected by current touch)
- Vector3 mScrollPreScale; ///< Scroll delegate pre-scale
- Vector3 mScrollPostScale; ///< Scroll delegate post-scale (affected by current touch)
- float mScrollPreRotation; ///< Scroll delegate pre-rotation
- float mScrollPostRotation; ///< Scroll delegate post-rotation (affected by current touch)
- Vector3 mDomainOffset; ///< Domain offset (this keeps track of the domain boundaries that scroll positions traverses)
+ Vector2 mPanStartPosition; ///< Where the pan gesture's touch down occured
+ Vector2 mPanDelta; ///< Amount currently panned.
+
+ unsigned int mScrollStateFlags; ///< flags indicating current state of scrolling
+ // Scroll delegate pre and post position properties...
+ Vector2 mScrollPrePosition; ///< Wrapped scroll position, but not clamped
+ Vector2 mScrollPostPosition; ///< Wrapped and clamped, this is the final scroll position used
+ Vector2 mScrollTargetPosition; ///< Final target position for an animated scroll
+ Vector2 mDomainOffset; ///< Domain offset (this keeps track of the domain boundaries that scroll positions traverses)
// Rulers for each axes...
RulerPtr mRulerX;
RulerPtr mRulerY;
- RulerPtr mRulerScaleX;
- RulerPtr mRulerScaleY;
- RulerPtr mRulerRotation;
- bool mTouchDownReceived;
- bool mActorAutoSnapEnabled; ///< Whether to automatically snap to closest actor.
- bool mAutoResizeContainerEnabled; ///< Whether to automatically resize container (affects RulerDomain's on X/Y axes)
- bool mWrapMode; ///< Whether to wrap contents based on container size.
- bool mAxisAutoLock; ///< Whether to automatically lock axis when panning.
- unsigned int mMinTouchesForPanning; ///< Minimum number of touches for panning to be used.
- unsigned int mMaxTouchesForPanning; ///< Maximum number of touches for panning to be used.
-
- Animation mSnapAnimation;
- Animation mSnapXAnimation; ///< Animates from current x-axis position to the snapped (or scrolled) x-axis position.
- Animation mSnapYAnimation; ///< Animates from current y-axis position to the snapped (or scrolled) y-axis position.
- Animation mSnapOvershootAnimation; ///< Animates scroll-overshoot from current position to 0,0 based on specified easing equation.
+
+ // Last property values set to ScrollView
+ Vector2 mMinScroll;
+ Vector2 mMaxScroll;
+
+ Animation mInternalXAnimation; ///< Animates mPropertyX to a snap position or application requested scroll position
+ Animation mInternalYAnimation; ///< Animates mPropertyY to a snap position or application requested scroll position
Vector2 mLastVelocity; ///< Record the last velocity from PanGesture (Finish event doesn't have correct velocity)
LockAxis mLockAxis;
- Timer mOvershootRefreshTimer;
- Timer mRefreshTimer; ///< Refresh timer is used to provide the Application developer with updates as animations run.
- int mRefreshIntervalMilliseconds; ///< Refresh timer interval.
+ Timer mTouchDownTimer; ///< Used to interrupt snap-animation. This cannot be done in OnTouch without breaking fast flick behavior.
+
+ float mScrollUpdateDistance; ///< Distance for scrolling to travel for the scroll update notifications
+ Dali::PropertyNotification mScrollXUpdateNotification; ///< scroll x position update notification
+ Dali::PropertyNotification mScrollYUpdateNotification; ///< scroll y position update notification
- bool mAlterChild; ///< Internal flag to control behavior of OnChildAdd/OnChildRemove when Adding internal Actors.
Actor mInternalActor; ///< Internal actor (we keep internal actors in here e.g. scrollbars, so we can ignore it in searches)
ScrollViewEffectContainer mEffects; ///< Container keeping track of all the applied effects.
- float mOvershootDelay; ///< Time to wait for input before reducing overshoot back to 0
Vector2 mMaxOvershoot; ///< Number of scrollable pixels that will take overshoot from 0.0f to 1.0f
- bool mDefaultMaxOvershoot; ///< Whether to use default max overshoot or application defined one
- float mSnapOvershootDuration; ///< Duration for overshoot snapping back to Vector3::ZERO
+ Vector2 mUserMaxOvershoot; ///< Set by user, allows overriding of default max overshoot for the scroll indicator
+ float mSnapOvershootDuration; ///< Duration for overshoot snapping back to Vector2::ZERO
AlphaFunction mSnapOvershootAlphaFunction; ///< AlphaFunction to be used for this overshoot.
float mSnapDuration; ///< Time for the snap animation to take (in seconds).
AlphaFunction mSnapAlphaFunction; ///< AlphaFunction to be used for the Snap Animation.
+ Vector2 mMinFlickDistance; ///< Minimum pan distance required for a flick
+ float mFlickSpeedThreshold; ///< Minimum pan speed required for a flick in pixels/ms
float mFlickDuration; ///< Time for the flick animation to take (in seconds).
AlphaFunction mFlickAlphaFunction; ///< AlphaFunction to be used for the Flick Animation.
float mFlickSpeedCoefficient; ///< Flick velocity coefficient. Input touch velocity is multiplied by this.
float mMaxFlickSpeed; ///< Maximum flick speed. Maximum speed of flick in stage.lengths/sec.
- Vector2 mMouseWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates in X and Y axes for each mouse wheel event received.
+ Vector2 mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates in X and Y axes for each wheel event received.
//ScrollInternalConstraintsPtr mScrollInternalConstraints;
- ActiveConstraint mScrollMainInternalPrePositionConstraint;
- ActiveConstraint mScrollMainInternalPositionConstraint;
- ActiveConstraint mScrollMainInternalXConstraint;
- ActiveConstraint mScrollMainInternalYConstraint;
- ActiveConstraint mScrollMainInternalOvershootXConstraint;
- ActiveConstraint mScrollMainInternalOvershootYConstraint;
- ActiveConstraint mScrollMainInternalDeltaConstraint;
- ActiveConstraint mScrollMainInternalFinalConstraint;
- ActiveConstraint mScrollMainInternalRelativeConstraint;
+ Constraint mScrollMainInternalPrePositionConstraint;
+ Constraint mScrollMainInternalPositionConstraint;
+ Constraint mScrollMainInternalOvershootXConstraint;
+ Constraint mScrollMainInternalOvershootYConstraint;
+ Constraint mScrollMainInternalDeltaConstraint;
+ Constraint mScrollMainInternalFinalConstraint;
+ Constraint mScrollMainInternalRelativeConstraint;
+ Constraint mScrollMainInternalDomainConstraint;
+ Constraint mScrollMainInternalPrePositionMaxConstraint;
ScrollOvershootIndicatorPtr mOvershootIndicator;
-
- Toolkit::ScrollView::SnapStartedSignalV2 mSnapStartedSignalV2;
+ WeakHandle<Toolkit::ScrollBar> mScrollBar;
+
+ Toolkit::ScrollView::SnapStartedSignalType mSnapStartedSignal;
+
+ bool mInAccessibilityPan:1; ///< With AccessibilityPan its easier to move between snap positions
+ bool mScrolling:1; ///< Flag indicating whether the scroll view is being scrolled (by user or animation)
+ bool mScrollInterrupted:1; ///< Flag set for when a down event interrupts a scroll
+ bool mPanning:1; ///< Whether scroll view is currently panning or not
+ bool mSensitive:1; ///< Scroll Sensitivity Flag.
+ bool mTouchDownTimeoutReached:1; ///< Indicates when down event timeout occured without corresponding up event (touch still down)
+ bool mActorAutoSnapEnabled:1; ///< Whether to automatically snap to closest actor.
+ bool mAutoResizeContainerEnabled:1; ///< Whether to automatically resize container (affects RulerDomain's on X/Y axes)
+ bool mWrapMode:1; ///< Whether to wrap contents based on container size.
+ bool mAxisAutoLock:1; ///< Whether to automatically lock axis when panning.
+ bool mAlterChild:1; ///< Internal flag to control behavior of OnChildAdd/OnChildRemove when Adding internal Actors.
+ bool mDefaultMaxOvershoot:1; ///< Whether to use default max overshoot or application defined one
+ bool mCanScrollHorizontal:1; ///< Local value of our property to check against
+ bool mCanScrollVertical:1; ///< Local value of our property to check against
+ bool mTransientScrollBar:1; ///< True if scroll-bar should be automatically show/hidden during/after panning
};
} // namespace Internal
} // namespace Dali
-#endif // __DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H__
+#endif // DALI_TOOLKIT_INTERNAL_SCROLL_VIEW_H