X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=base%2Fdali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fscroll-view%2Fscroll-view-impl.cpp;h=1d3b7b16ba98306c7ee8ce964009882cb63e2a3d;hp=81c8893349280b126034592d12882d6a27953117;hb=2f87ffbd6ded1a9114f25d05ee31a86c53bdc4bd;hpb=6af5947bc891acb3ee308d9bca5f848fb69a1744 diff --git a/base/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp b/base/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp index 81c8893..1d3b7b1 100644 --- a/base/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp +++ b/base/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp @@ -72,27 +72,6 @@ const Vector2 ANGLE_OUTER_CUBE_SWING(Math::PI * 0.5f, Math::PI * 0.5f); ///< ou // Helpers //////////////////////////////////////////////////////////////////////////////////////// -// TODO: GetAngle for Vector2 can be moved. -// GetAngle for Vector3 needs to be measured against a normal/plane. - -/** - * @param[in] vector The 3D vector to be measured - * @return angle in radians from 0 to 2PI - */ -float GetAngle(const Vector3& vector) -{ - return atan2(vector.y, vector.x) + Math::PI; -} - -/** - * @param[in] vector The 2D vector to be measured - * @return angle in radians from 0 to 2PI - */ -float GetAngle(const Vector2& vector) -{ - return atan2(vector.y, vector.x) + Math::PI; -} - /** * Find the vector (distance) from (a) to (b) * in domain (start) to (end) @@ -276,13 +255,15 @@ ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis c */ struct InternalPrePositionConstraint { - InternalPrePositionConstraint(const Vector2& initialPanMask, + InternalPrePositionConstraint(const Vector2& initialPanPosition, + const Vector2& initialPanMask, bool axisAutoLock, float axisAutoLockGradient, ScrollView::LockAxis initialLockAxis, const Vector2& maxOvershoot, const RulerDomain& domainX, const RulerDomain& domainY) - : mInitialPanMask(initialPanMask), + : mLocalStart(initialPanPosition), + mInitialPanMask(initialPanMask), mDomainMin( -domainX.min, -domainY.min ), mDomainMax( -domainX.max, -domainY.max ), mMaxOvershoot(maxOvershoot), @@ -297,7 +278,6 @@ struct InternalPrePositionConstraint Vector3 operator()(const Vector3& current, const PropertyInput& gesturePositionProperty, - const PropertyInput& gestureDisplacementProperty, const PropertyInput& sizeProperty) { Vector3 scrollPostPosition = current; @@ -305,7 +285,6 @@ struct InternalPrePositionConstraint if(!mWasPanning) { - mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2(); mPrePosition = current; mCurrentPanMask = mInitialPanMask; mWasPanning = true; @@ -487,26 +466,6 @@ struct OvershootYConstraint }; /** - * When panning, this constraint updates the X property, otherwise - * it has no effect on the X property. - */ -float InternalXConstraint(const float& current, - const PropertyInput& scrollPosition) -{ - return scrollPosition.GetVector3().x; -} - -/** - * When panning, this constraint updates the Y property, otherwise - * it has no effect on the Y property. - */ -float InternalYConstraint(const float& current, - const PropertyInput& scrollPosition) -{ - return scrollPosition.GetVector3().y; -} - -/** * Internal Position-Delta Property Constraint. * * Generates position-delta property based on scroll-position + scroll-offset properties. @@ -994,7 +953,7 @@ void ScrollView::UpdatePropertyDomain(const Vector3& size) domainChanged = true; min.y = 0.0f; max.y = 0.0f; - canScrollHorizontal = false; + canScrollVertical = false; } // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update @@ -1113,16 +1072,6 @@ void ScrollView::SetWrapMode(bool enable) Self().SetProperty(mPropertyWrap, enable); } -int ScrollView::GetRefreshInterval() const -{ - return mScrollUpdateDistance; -} - -void ScrollView::SetRefreshInterval(int milliseconds) -{ - mScrollUpdateDistance = milliseconds; -} - int ScrollView::GetScrollUpdateDistance() const { return mScrollUpdateDistance; @@ -1259,10 +1208,10 @@ Vector3 ScrollView::GetDomainSize() const void ScrollView::TransformTo(const Vector3& position, DirectionBias horizontalBias, DirectionBias verticalBias) { - TransformTo(position, mSnapDuration, horizontalBias, verticalBias); + TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias); } -void ScrollView::TransformTo(const Vector3& position, float duration, +void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias) { Actor self( Self() ); @@ -1305,7 +1254,7 @@ void ScrollView::TransformTo(const Vector3& position, float duration, mScrollStartedSignalV2.Emit( currentScrollPosition ); bool animating = AnimateTo(-position, Vector3::ONE * duration, - mSnapAlphaFunction, + alpha, true, horizontalBias, verticalBias, @@ -1341,13 +1290,22 @@ void ScrollView::ScrollTo(const Vector3& position, float duration) ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone); } +void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha) +{ + ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone); +} + void ScrollView::ScrollTo(const Vector3& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias) { - DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f]", - this, position.x, position.y, duration, int(horizontalBias), int(verticalBias)); + ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias); +} - TransformTo(position, duration, horizontalBias, verticalBias); +void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha, + DirectionBias horizontalBias, DirectionBias verticalBias) +{ + DALI_LOG_SCROLL_STATE("[0x%X] position[%.2f, %.2f] duration[%.2f]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias)); + TransformTo(position, duration, alpha, horizontalBias, verticalBias); } void ScrollView::ScrollTo(unsigned int page) @@ -2013,21 +1971,7 @@ void ScrollView::OnChildRemove(Actor& child) void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue ) { Actor self = Self(); - if( index == mPropertyX ) - { - self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); - propertyValue.Get(mScrollPrePosition.x); - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); - self.SetProperty(mPropertyPrePosition, mScrollPrePosition); - } - else if( index == mPropertyY ) - { - self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); - propertyValue.Get(mScrollPrePosition.y); - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); - self.SetProperty(mPropertyPrePosition, mScrollPrePosition); - } - else if( index == mPropertyPrePosition ) + if( index == mPropertyPrePosition ) { DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get().x, propertyValue.Get().y); propertyValue.Get(mScrollPrePosition); @@ -2508,6 +2452,7 @@ void ScrollView::OnPan(PanGesture gesture) case Gesture::Started: { DALI_LOG_SCROLL_STATE("[0x%X] Pan Started", this); + mPanStartPosition = gesture.position - gesture.displacement; UpdateLocalScrollProperties(); GestureStarted(); mPanning = true; @@ -2741,8 +2686,6 @@ void ScrollView::UpdateMainInternalConstraint() self.RemoveConstraint(mScrollMainInternalDeltaConstraint); self.RemoveConstraint(mScrollMainInternalFinalConstraint); self.RemoveConstraint(mScrollMainInternalRelativeConstraint); - self.RemoveConstraint(mScrollMainInternalXConstraint); - self.RemoveConstraint(mScrollMainInternalYConstraint); } if( mScrollMainInternalPrePositionConstraint ) { @@ -2769,9 +2712,8 @@ void ScrollView::UpdateMainInternalConstraint() { constraint = Constraint::New( mPropertyPrePosition, Source( detector, PanGestureDetector::LOCAL_POSITION ), - Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ), Source( self, Actor::SIZE ), - InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) ); + InternalPrePositionConstraint( mPanStartPosition, initialPanMask, mAxisAutoLock, mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, mRulerX->GetDomain(), mRulerY->GetDomain() ) ); mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint ); } @@ -2807,16 +2749,6 @@ void ScrollView::UpdateMainInternalConstraint() InternalRelativePositionConstraint ); mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint ); - constraint = Constraint::New( mPropertyX, - LocalSource( mPropertyPrePosition ), - InternalXConstraint ); - mScrollMainInternalXConstraint = self.ApplyConstraint( constraint ); - - constraint = Constraint::New( mPropertyY, - LocalSource( mPropertyPrePosition ), - InternalYConstraint ); - mScrollMainInternalYConstraint = self.ApplyConstraint( constraint ); - // When panning we want to make sure overshoot values are affected by pre position and post position SetOvershootConstraintsEnabled(!mWrapMode); } @@ -2863,27 +2795,15 @@ void ScrollView::SetInternalConstraints() // User definable constraints to apply to all child actors ////////////////// Actor self = Self(); - // LocalSource - The Actors to be moved. - // self - The ScrollView - - // Apply some default constraints to ScrollView. + // Apply some default constraints to ScrollView & its bound actors // Movement + Wrap function - // TODO: Look into removing some of these constraints Constraint constraint; - // MoveScaledActor (scrolling/zooming) + // MoveActor (scrolling) constraint = Constraint::New( Actor::POSITION, Source( self, mPropertyPosition ), - Source( self, mPropertyScale ), - MoveScaledActorConstraint ); - constraint.SetRemoveAction(Constraint::Discard); - ApplyConstraintToBoundActors(constraint); - - // ScaleActor (scrolling/zooming) - constraint = Constraint::New( Actor::SCALE, - Source( self, mPropertyScale ), - ScaleActorConstraint ); + MoveActorConstraint ); constraint.SetRemoveAction(Constraint::Discard); ApplyConstraintToBoundActors(constraint);