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=9d465e4db2a05ddf9d7725e3c61d2b060eb0810f;hp=b11b64c72ed79015f40aeb7b98cbb10755b8a4d0;hb=fb4c5271bfb173434c5ad0e3e0743d9da688eb16;hpb=c80891229bdd801ce5cbc02d68453b4aa7b59397 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 b11b64c..9d465e4 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 @@ -1,18 +1,19 @@ -// -// 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. -// +/* + * Copyright (c) 2014 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. + * + */ // INTERNAL INCLUDES #include @@ -22,6 +23,7 @@ #include #include #include +#include // TODO: Change to two class system: // 1. DraggableActor (is an actor which can be dragged anywhere/scaled/rotated, can be set to range using the ruler) @@ -45,6 +47,9 @@ const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; const unsigned int MAXIMUM_NUMBER_OF_VALUES = 5; ///< Number of values to use for weighted pan calculation. const Vector2 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each mouse wheel event received. const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u ); +const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.35f; // time in seconds +const Vector2 OVERSCROLL_CLAMP(1.0f, 1.0f); // maximum overscroll allowed in pixels when overshoot indicator is being used +const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f; // predefined effect values const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f); @@ -186,11 +191,14 @@ Vector3 InternalRelativePositionConstraint(const Vector3& current, const PropertyInput& scrollMaxProperty, const PropertyInput& scrollSizeProperty) { - const Vector3& position = -scrollPositionProperty.GetVector3(); + Vector3 position = -scrollPositionProperty.GetVector3(); const Vector3& min = scrollMinProperty.GetVector3(); const Vector3& max = scrollMaxProperty.GetVector3(); const Vector3& size = scrollSizeProperty.GetVector3(); + position.x = WrapInDomain(position.x, min.x, max.x); + position.y = WrapInDomain(position.y, min.y, max.y); + Vector3 relativePosition; Vector3 domainSize = (max - min) - size; @@ -215,6 +223,40 @@ namespace { /** + * Returns whether to lock scrolling to a particular axis + * + * @param[in] panDelta Distance panned since gesture started + * @param[in] currentLockAxis The current lock axis value + * @param[in] lockGradient How quickly to lock to a particular axis + * + * @return The new axis lock state + */ +ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis currentLockAxis, float lockGradient) +{ + if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 && + currentLockAxis == ScrollView::LockPossible) + { + float dx = fabsf(panDelta.x); + float dy = fabsf(panDelta.y); + if(dx * lockGradient >= dy) + { + // 0.36:1 gradient to the horizontal (deviate < 20 degrees) + currentLockAxis = ScrollView::LockVertical; + } + else if(dy * lockGradient > dx) + { + // 0.36:1 gradient to the vertical (deviate < 20 degrees) + currentLockAxis = ScrollView::LockHorizontal; + } + else + { + currentLockAxis = ScrollView::LockNone; + } + } + return currentLockAxis; +} + +/** * Internal Pre-Position Property Constraint. * * Generates position property based on current position + gesture displacement. @@ -226,101 +268,108 @@ struct InternalPrePositionConstraint { InternalPrePositionConstraint(const Vector2& initialPanMask, bool axisAutoLock, - float axisAutoLockGradient) + float axisAutoLockGradient, + ScrollView::LockAxis initialLockAxis, + const Vector2& maxOvershoot, + const RulerDomain& domainX, const RulerDomain& domainY) : mInitialPanMask(initialPanMask), - mAxisAutoLock(axisAutoLock), - mLockAxis(ScrollView::LockPossible), + mDomainMin( -domainX.min, -domainY.min ), + mDomainMax( -domainX.max, -domainY.max ), + mMaxOvershoot(maxOvershoot), mAxisAutoLockGradient(axisAutoLockGradient), - mPrePosition(Vector3::ZERO), - mWasPanning(false) + mLockAxis(initialLockAxis), + mAxisAutoLock(axisAutoLock), + mWasPanning(false), + mClampX( domainX.enabled ), + mClampY( domainY.enabled ) { } Vector3 operator()(const Vector3& current, const PropertyInput& gesturePositionProperty, const PropertyInput& gestureDisplacementProperty, - const PropertyInput& scrollPositionXProperty, - const PropertyInput& scrollPositionYProperty, - const PropertyInput& panningProperty) + const PropertyInput& sizeProperty) { - const bool panning = panningProperty.GetBoolean(); - Vector3 scrollPostPosition; + Vector3 scrollPostPosition = current; + Vector2 panPosition = gesturePositionProperty.GetVector2(); - if(panning) + if(!mWasPanning) { - // Check if panning has just started... - if(!mWasPanning) - { - mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2(); - mPrePosition = current; - mLockAxis = ScrollView::LockPossible; + mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2(); + mPrePosition = current; + mCurrentPanMask = mInitialPanMask; + mWasPanning = true; + } - mCurrentPanMask = mInitialPanMask; - } + // Calculate Deltas... + Vector2 currentPosition = gesturePositionProperty.GetVector2(); + Vector2 panDelta( currentPosition - mLocalStart ); - // Calculate Deltas... - Vector2 currentPosition = gesturePositionProperty.GetVector2(); - 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 ) + { + mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient); + if( mLockAxis == ScrollView::LockVertical ) + { + mCurrentPanMask.y = 0.0f; + } + else if( mLockAxis == ScrollView::LockHorizontal ) + { + mCurrentPanMask.x = 0.0f; + } + } - // Axis Auto Lock - locks the panning to the horizontal or vertical axis if the pan - // appears mostly horizontal or mostly vertical respectively... - AxisAutoLock(panDelta); + // Restrict deltas based on ruler enable/disable and axis-lock state... + panDelta *= mCurrentPanMask; - // Restrict deltas based on ruler enable/disable and axis-lock state... - panDelta *= mCurrentPanMask; + // Perform Position transform based on input deltas... + scrollPostPosition = mPrePosition; + scrollPostPosition.GetVectorXY() += panDelta; - // Perform Position transform based on input deltas... - scrollPostPosition = mPrePosition; - scrollPostPosition.GetVectorXY() += panDelta; - } - else + // if no wrapping then clamp preposition to maximum overshoot amount + const Vector3& size = sizeProperty.GetVector3(); + if( mClampX ) { - scrollPostPosition.x = scrollPositionXProperty.GetFloat(); - scrollPostPosition.y = scrollPositionYProperty.GetFloat(); + float newXPosition = Clamp(scrollPostPosition.x, (mDomainMax.x + size.x) - mMaxOvershoot.x, mDomainMin.x + mMaxOvershoot.x ); + if( (newXPosition < scrollPostPosition.x - Math::MACHINE_EPSILON_1) + || (newXPosition > scrollPostPosition.x + Math::MACHINE_EPSILON_1) ) + { + mPrePosition.x = newXPosition; + mLocalStart.x = panPosition.x; + } + scrollPostPosition.x = newXPosition; } - - mWasPanning = panning; - return scrollPostPosition; - } - - void AxisAutoLock(Vector2& panDelta) - { - if(mAxisAutoLock) + if( mClampY ) { - if(panDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 && - mLockAxis == ScrollView::LockPossible) + 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 dx = fabsf(panDelta.x); - float dy = fabsf(panDelta.y); - if(dx * mAxisAutoLockGradient >= dy) - { - // 0.36:1 gradient to the horizontal (deviate < 20 degrees) - mLockAxis = ScrollView::LockVertical; - mCurrentPanMask.y = 0.0f; - } - else if(dy * mAxisAutoLockGradient > dx) - { - // 0.36:1 gradient to the vertical (deviate < 20 degrees) - mLockAxis = ScrollView::LockHorizontal; - mCurrentPanMask.x = 0.0f; - } - else - { - mLockAxis = ScrollView::LockNone; - } + mPrePosition.y = newYPosition; + mLocalStart.y = panPosition.y; } - } // end if mAxisAutoLock + scrollPostPosition.y = newYPosition; + } + + return scrollPostPosition; } + Vector3 mPrePosition; Vector2 mLocalStart; 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; - bool mAxisAutoLock; ///< Set by ScrollView - ScrollView::LockAxis mLockAxis; float mAxisAutoLockGradient; ///< Set by ScrollView - Vector3 mPrePosition; - bool mWasPanning; + ScrollView::LockAxis mLockAxis; + + bool mAxisAutoLock:1; ///< Set by ScrollView + bool mWasPanning:1; + bool mClampX:1; + bool mClampY:1; }; /** @@ -332,23 +381,37 @@ struct InternalPrePositionConstraint */ struct InternalPositionConstraint { - InternalPositionConstraint(const RulerDomain& domainX, const RulerDomain& domainY) + 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 ) + mClampY( domainY.enabled ), + mWrap( wrap ) { } Vector3 operator()(const Vector3& current, const PropertyInput& scrollPositionProperty, + const PropertyInput& scrollMinProperty, + const PropertyInput& scrollMaxProperty, const PropertyInput& scrollSizeProperty) { Vector3 position = scrollPositionProperty.GetVector3(); const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY(); + const Vector3& min = scrollMinProperty.GetVector3(); + const Vector3& max = scrollMaxProperty.GetVector3(); - 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; + if( mWrap ) + { + position.x = -WrapInDomain(-position.x, min.x, max.x); + position.y = -WrapInDomain(-position.y, min.y, max.y); + } + 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; + } return position; } @@ -357,6 +420,7 @@ struct InternalPositionConstraint Vector2 mDomainMax; bool mClampX; bool mClampY; + bool mWrap; }; @@ -366,19 +430,23 @@ struct InternalPositionConstraint */ struct OvershootXConstraint { - OvershootXConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {} + OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {} float operator()(const float& current, const PropertyInput& scrollPrePositionProperty, - const PropertyInput& scrollPostPositionProperty) + const PropertyInput& scrollPostPositionProperty, + const PropertyInput& canScrollProperty) { - Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3(); - Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3(); - float newOvershoot = scrollPrePosition.x - scrollPostPosition.x; - return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + if( canScrollProperty.GetBoolean() ) + { + const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3(); + const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3(); + float newOvershoot = scrollPrePosition.x - scrollPostPosition.x; + return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + } + return 0.0f; } - float mLastOvershoot; float mMaxOvershoot; }; @@ -388,19 +456,23 @@ struct OvershootXConstraint */ struct OvershootYConstraint { - OvershootYConstraint(float maxOvershoot) : mLastOvershoot(0.0f), mMaxOvershoot(maxOvershoot) {} + OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {} float operator()(const float& current, const PropertyInput& scrollPrePositionProperty, - const PropertyInput& scrollPostPositionProperty) + const PropertyInput& scrollPostPositionProperty, + const PropertyInput& canScrollProperty) { - Vector3 scrollPrePosition = scrollPrePositionProperty.GetVector3(); - Vector3 scrollPostPosition = scrollPostPositionProperty.GetVector3(); - float newOvershoot = scrollPrePosition.y - scrollPostPosition.y; - return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + if( canScrollProperty.GetBoolean() ) + { + const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3(); + const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3(); + float newOvershoot = scrollPrePosition.y - scrollPostPosition.y; + return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + } + return 0.0f; } - float mLastOvershoot; float mMaxOvershoot; }; @@ -409,8 +481,7 @@ struct OvershootYConstraint * it has no effect on the X property. */ float InternalXConstraint(const float& current, - const PropertyInput& scrollPosition, - const PropertyInput& panningProperty) + const PropertyInput& scrollPosition) { return scrollPosition.GetVector3().x; } @@ -420,8 +491,7 @@ float InternalXConstraint(const float& current, * it has no effect on the Y property. */ float InternalYConstraint(const float& current, - const PropertyInput& scrollPosition, - const PropertyInput& panningProperty) + const PropertyInput& scrollPosition) { return scrollPosition.GetVector3().y; } @@ -509,28 +579,19 @@ Dali::Toolkit::ScrollView ScrollView::New() ScrollView::ScrollView() : ScrollBase(), - mInitialized(false), - mScrolling(false), - mScrollInterrupted(false), mTouchDownTime(0u), - mSensitive(true), mGestureStackDepth(0), mRotationDelta(0.0f), + mScrollStateFlags(0), mScrollPreRotation(0.0f), mScrollPostRotation(0.0f), - mTouchDownReceived(false), - mActorAutoSnapEnabled(false), - mAutoResizeContainerEnabled(false), - mWrapMode(false), - mAxisAutoLock(false), mMinTouchesForPanning(1), mMaxTouchesForPanning(1), mLockAxis(LockPossible), mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS), - mAlterChild(false), mOvershootDelay(1.0f), mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT), - mDefaultMaxOvershoot(true), + mUserMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT), mSnapOvershootDuration(Toolkit::ScrollView::DEFAULT_SNAP_OVERSHOOT_DURATION), mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut), mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION), @@ -540,7 +601,20 @@ ScrollView::ScrollView() mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT), mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT), mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT), - mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED) + mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED), + mInAccessibilityPan(false), + mInitialized(false), + mScrolling(false), + mScrollInterrupted(false), + mPanning(false), + mSensitive(true), + mTouchDownTimeoutReached(false), + mActorAutoSnapEnabled(false), + mAutoResizeContainerEnabled(false), + mWrapMode(false), + mAxisAutoLock(false), + mAlterChild(false), + mDefaultMaxOvershoot(true) { SetRequiresMouseWheelEvents(true); } @@ -548,7 +622,6 @@ ScrollView::ScrollView() void ScrollView::OnInitialize() { Actor self = Self(); - self.SetLeaveRequired(true); // Internal Actor, used to hide actors from enumerations. // Also actors added to Internal actor appear as overlays e.g. ScrollBar components. @@ -613,11 +686,6 @@ void ScrollView::OnControlStageConnection() void ScrollView::OnControlStageDisconnection() { - if ( mSnapOvershootAnimation ) - { - SetOvershootToOrigin(); - } - StopAnimation(); } @@ -845,52 +913,80 @@ void ScrollView::SetRulerY(RulerPtr ruler) void ScrollView::UpdatePropertyDomain(const Vector3& size) { - Vector3 min; - Vector3 max; + Actor self = Self(); + Vector3 min = self.GetProperty(mPropertyPositionMin); + Vector3 max = self.GetProperty(mPropertyPositionMax); + bool scrollPositionChanged = false; + bool domainChanged = false; bool canScrollVertical = false; bool canScrollHorizontal = false; - Actor self = Self(); + UpdateLocalScrollProperties(); if(mRulerX->IsEnabled()) { const Toolkit::RulerDomain& rulerDomain = mRulerX->GetDomain(); - min.x = rulerDomain.min; - max.x = rulerDomain.max; + if( fabsf(min.x - rulerDomain.min) > Math::MACHINE_EPSILON_10000 + || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_10000 ) + { + domainChanged = true; + min.x = rulerDomain.min; + max.x = rulerDomain.max; - // make sure new scroll value is within new domain - float newScroll = min.x; - int scrollXPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_X_PROPERTY_NAME); - if((fabsf(max.x - min.x) - size.x) > Math::MACHINE_EPSILON_1) + // make sure new scroll value is within new domain + if( mScrollPrePosition.x < min.x + || mScrollPrePosition.x > max.x ) + { + scrollPositionChanged = true; + mScrollPrePosition.x = Clamp(mScrollPrePosition.x, -(max.x - size.x), -min.x); + } + } + if( (fabsf(rulerDomain.max - rulerDomain.min) - size.x) > Math::MACHINE_EPSILON_10000 ) { canScrollHorizontal = true; - float currentScroll = self.GetProperty(scrollXPropertyIndex); - newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x); } - self.SetProperty(scrollXPropertyIndex, newScroll); } if(mRulerY->IsEnabled()) { const Toolkit::RulerDomain& rulerDomain = mRulerY->GetDomain(); - min.y = rulerDomain.min; - max.y = rulerDomain.max; + if( fabsf(min.y - rulerDomain.min) > Math::MACHINE_EPSILON_10000 + || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_10000 ) + { + domainChanged = true; + min.y = rulerDomain.min; + max.y = rulerDomain.max; - // make sure new scroll value is within new domain - float newScroll = min.y; - int scrollYPropertyIndex = self.GetPropertyIndex(Toolkit::ScrollView::SCROLL_Y_PROPERTY_NAME); - if((fabsf(max.y - min.y) - size.y) > Math::MACHINE_EPSILON_1) + // make sure new scroll value is within new domain + if( mScrollPrePosition.y < min.y + || mScrollPrePosition.y > max.y ) + { + scrollPositionChanged = true; + mScrollPrePosition.y = Clamp(mScrollPrePosition.y, -(max.y - size.y), -min.y); + } + } + if( (fabsf(rulerDomain.max - rulerDomain.min) - size.y) > Math::MACHINE_EPSILON_10000 ) { canScrollVertical = true; - float currentScroll = self.GetProperty(scrollYPropertyIndex); - newScroll = Clamp(currentScroll, -(max.y - size.y), -min.y); } - self.SetProperty(scrollYPropertyIndex, newScroll); } - self.SetProperty(mPropertyCanScrollVertical, canScrollVertical); - self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal); - - self.SetProperty(mPropertyPositionMin, min ); - self.SetProperty(mPropertyPositionMax, max ); + // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update + if( self.GetProperty(mPropertyCanScrollVertical) != canScrollVertical ) + { + self.SetProperty(mPropertyCanScrollVertical, canScrollVertical); + } + if( self.GetProperty(mPropertyCanScrollHorizontal) != canScrollHorizontal ) + { + self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal); + } + if( scrollPositionChanged ) + { + self.SetProperty(mPropertyPrePosition, mScrollPrePosition); + } + if( domainChanged ) + { + self.SetProperty(mPropertyPositionMin, min ); + self.SetProperty(mPropertyPositionMax, max ); + } } void ScrollView::SetRulerScaleX(RulerPtr ruler) @@ -942,6 +1038,7 @@ void ScrollView::SetMaxOvershoot(float overshootX, float overshootY) { mMaxOvershoot.x = overshootX; mMaxOvershoot.y = overshootY; + mUserMaxOvershoot = mMaxOvershoot; mDefaultMaxOvershoot = false; UpdateMainInternalConstraint(); } @@ -1074,7 +1171,7 @@ Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const unsigned int ScrollView::GetCurrentPage() const { // in case animation is currently taking place. - Vector3 position = GetPropertyPrePosition(); + Vector3 position = GetPropertyPosition(); Actor self = Self(); unsigned int page = 0; @@ -1091,8 +1188,12 @@ unsigned int ScrollView::GetCurrentPage() const Vector3 ScrollView::GetCurrentScrollPosition() const { - // in case animation is currently taking place. - return -GetPropertyPrePosition(); + return -GetPropertyPosition(); +} + +void ScrollView::SetScrollPosition(const Vector3& position) +{ + mScrollPrePosition = position; } Vector3 ScrollView::GetCurrentScrollScale() const @@ -1357,15 +1458,16 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f; const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD; - Vector3 positionSnap = mScrollPostPosition; + Vector3 positionSnap = mScrollPrePosition; // Flick logic X Axis - if(mRulerX->IsEnabled()) + if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal) { horizontal = All; - if(speed2 > flickSpeedThreshold2) // exceeds flick threshold + if( speed2 > flickSpeedThreshold2 || // exceeds flick threshold + mInAccessibilityPan ) // With AccessibilityPan its easier to move between snap positions { if((angle >= -orthoAngleRange) && (angle < orthoAngleRange)) // Swiping East { @@ -1388,11 +1490,12 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) // Flick logic Y Axis - if(mRulerY->IsEnabled()) + if(mRulerY->IsEnabled() && mLockAxis != LockVertical) { vertical = All; - if(speed2 > flickSpeedThreshold2) // exceeds flick threshold + 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 { @@ -1552,46 +1655,27 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) DirectionBiasNone, DirectionBiasNone, isFlick || isFreeFlick ? Flick : Snap); - if(animating) - { - AnimateOvershootToOrigin(positionDuration.x, positionDuration.y); - } - return animating; } void ScrollView::StopAnimation(void) { // Clear Snap animation if exists. - if(mSnapAnimation) - { - mSnapAnimation.Stop(); - mSnapAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapAnimationFinished); - mSnapAnimation.Clear(); - mSnapAnimation = NULL; - } - if(mSnapXAnimation) - { - mSnapXAnimation.Stop(); - mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished); - mSnapXAnimation.Clear(); - mSnapXAnimation = NULL; - } - if(mSnapYAnimation) - { - mSnapYAnimation.Stop(); - mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished); - mSnapYAnimation.Clear(); - mSnapYAnimation = NULL; - } - if(mSnapOvershootAnimation) + StopAnimation(mSnapAnimation); + StopAnimation(mInternalXAnimation); + StopAnimation(mInternalYAnimation); + mScrollStateFlags = 0; + // remove scroll animation flags + HandleStoppedAnimation(); +} + +void ScrollView::StopAnimation(Animation& animation) +{ + if(animation) { - mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished); - mSnapOvershootAnimation.Stop(); - mSnapOvershootAnimation.Clear(); - mSnapOvershootAnimation = NULL; + animation.Stop(); + animation.Reset(); } - HandleStoppedAnimation(); } bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration, @@ -1604,11 +1688,10 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat // 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(); - bool startAnimation = false; - Vector3 positionTransformed = position; + mScrollTargetPosition = position; float totalDuration = 0.0f; - bool positionChanged = (positionTransformed != mScrollPostPosition); + bool positionChanged = (mScrollTargetPosition != mScrollPostPosition); bool scaleChanged = (scale != mScrollPostScale); bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0; @@ -1617,6 +1700,12 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat totalDuration = std::max(totalDuration, positionDuration.x); totalDuration = std::max(totalDuration, positionDuration.y); } + 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; + positionChanged = true; + } if(scaleChanged) { @@ -1628,100 +1717,95 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat { totalDuration = std::max(totalDuration, rotationDuration); } + StopAnimation(); - if(totalDuration > Math::MACHINE_EPSILON_1) + // Position Delta /////////////////////////////////////////////////////// + if(positionChanged) { - StopAnimation(); - mSnapAnimation = Animation::New(totalDuration); - mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapAnimationFinished); - mSnapXAnimation = Animation::New(positionDuration.x); - mSnapXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapXAnimationFinished); - mSnapYAnimation = Animation::New(positionDuration.y); - mSnapYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapYAnimationFinished); - startAnimation = true; - - // Position Delta /////////////////////////////////////////////////////// - if(positionChanged) - { - if(mWrapMode && findShortcuts) + if(mWrapMode && findShortcuts) + { + // In Wrap Mode, the shortest distance is a little less intuitive... + const RulerDomain rulerDomainX = mRulerX->GetDomain(); + const RulerDomain rulerDomainY = mRulerY->GetDomain(); + + if(mRulerX->IsEnabled()) { - // In Wrap Mode, the shortest distance is a little less intuitive... - const RulerDomain rulerDomainX = mRulerX->GetDomain(); - const RulerDomain rulerDomainY = mRulerY->GetDomain(); - - if(mRulerX->IsEnabled()) - { - float dir = VectorInDomain(-mScrollPostPosition.x, -positionTransformed.x, rulerDomainX.min, rulerDomainX.max, horizontalBias); - positionTransformed.x = mScrollPostPosition.x + -dir; - } - - if(mRulerY->IsEnabled()) - { - float dir = VectorInDomain(-mScrollPostPosition.y, -positionTransformed.y, rulerDomainY.min, rulerDomainY.max, verticalBias); - positionTransformed.y = mScrollPostPosition.y + -dir; - } + float dir = VectorInDomain(-mScrollPostPosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias); + mScrollTargetPosition.x = mScrollPostPosition.x + -dir; } - // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting - // a horizonal/vertical wall.delay - mSnapXAnimation.AnimateTo( Property(self, mPropertyX), positionTransformed.x, alpha, TimePeriod(0.0f, positionDuration.x)); - mSnapYAnimation.AnimateTo( Property(self, mPropertyY), positionTransformed.y, alpha, TimePeriod(0.0f, positionDuration.y)); + if(mRulerY->IsEnabled()) + { + float dir = VectorInDomain(-mScrollPostPosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias); + mScrollTargetPosition.y = mScrollPostPosition.y + -dir; + } } - // Scale Delta /////////////////////////////////////////////////////// - if(scaleChanged) + // note we have two separate animations for X & Y, this deals with sliding diagonally and hitting + // a horizonal/vertical wall.delay + AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha); + AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha); + + if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) ) { - // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity - // the height will hit first, and then the width, so that would require two different animation times just like position. - mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x)); + self.SetProperty(mPropertyPrePosition, mScrollTargetPosition); + mScrollPrePosition = mScrollTargetPosition; } + } - mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear ); - - mSnapAnimation.Play(); - mSnapXAnimation.Play(); - mSnapYAnimation.Play(); - StartRefreshTimer(); - } // end if(totalDuration > Math::MACHINE_EPSILON_1) - else // totalDuration == 0 + // Scale Delta /////////////////////////////////////////////////////// + if(scaleChanged) { - // instantly set transform. - if(positionChanged) + if(totalDuration > Math::MACHINE_EPSILON_1) { - self.SetProperty(mPropertyX, positionTransformed.x); - self.SetProperty(mPropertyY, positionTransformed.y); + mSnapAnimation = Animation::New(totalDuration); + mSnapAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished); + // TODO: for non-uniform scaling to different bounds e.g. scaling a square to a 4:3 aspect ratio screen with a velocity + // the height will hit first, and then the width, so that would require two different animation times just like position. + mSnapAnimation.AnimateTo( Property(self, mPropertyScale), scale, alpha, TimePeriod(0.0f, scaleDuration.x)); - mScrollPrePosition = mScrollPostPosition = positionTransformed; + mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear ); + mSnapAnimation.Play(); } - - if(scaleChanged) + else { self.SetProperty(mPropertyScale, scale); mScrollPreScale = mScrollPostScale = scale; } } + StartRefreshTimer(); // Always send a snap event when AnimateTo is called. Toolkit::ScrollView::SnapEvent snapEvent; snapEvent.type = snapType; - snapEvent.position = positionTransformed; + snapEvent.position = -mScrollTargetPosition; snapEvent.scale = scale; snapEvent.rotation = rotation; snapEvent.duration = totalDuration; mSnapStartedSignalV2.Emit( snapEvent ); - return startAnimation; + return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0; } void ScrollView::SetOvershootEnabled(bool enabled) { if(enabled && !mOvershootIndicator) { - mOvershootIndicator = ScrollOvershootIndicator::New(*this); + mOvershootIndicator = ScrollOvershootIndicator::New(); } - mOvershootIndicator->Enable(enabled); + if( enabled ) + { + mMaxOvershoot = OVERSCROLL_CLAMP; + mOvershootIndicator->AttachToScrollable(*this); + } + else + { + mMaxOvershoot = mUserMaxOvershoot; + mOvershootIndicator->DetachFromScrollable(*this); + } + UpdateMainInternalConstraint(); } void ScrollView::AddOverlay(Actor actor) @@ -1761,9 +1845,8 @@ void ScrollView::FindAndUnbindActor(Actor child) Vector3 ScrollView::GetPropertyPrePosition() const { - Vector3 position(Self().GetProperty(mPropertyX), Self().GetProperty(mPropertyY), 0.0f); + Vector3 position = Self().GetProperty(mPropertyPrePosition); WrapPosition(position); - return position; } @@ -1784,38 +1867,26 @@ void ScrollView::HandleStoppedAnimation() { // Animation has stopped, so stop sending the scroll-update signal. CancelRefreshTimer(); - - // cement transform now, and allow interactivity to resume. - mScrollPostPosition = GetPropertyPosition(); - - mScrollPostScale = GetPropertyScale(); - - // Update Actor position with this wrapped value. - - Self().SetProperty(mPropertyX, mScrollPostPosition.x); - Self().SetProperty(mPropertyY, mScrollPostPosition.y); - // TODO Rotation - - mScrollPrePosition = mScrollPostPosition; - mScrollPreScale = mScrollPostScale; - mScrollPreRotation = mScrollPostRotation; } void ScrollView::HandleSnapAnimationFinished() { // Emit Signal that scrolling has completed. mScrolling = false; - Self().SetProperty(mPropertyScrolling, false); + Actor self = Self(); + self.SetProperty(mPropertyScrolling, false); - Vector3 deltaPosition(Self().GetProperty(mPropertyX), - Self().GetProperty(mPropertyY), - 0.0f); + Vector3 deltaPosition(mScrollPrePosition); + + UpdateLocalScrollProperties(); + WrapPosition(mScrollPrePosition); + self.SetProperty(mPropertyPrePosition, mScrollPrePosition); Vector3 currentScrollPosition = GetCurrentScrollPosition(); mScrollCompletedSignalV2.Emit( currentScrollPosition ); mDomainOffset += deltaPosition - mScrollPostPosition; - Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + self.SetProperty(mPropertyDomainOffset, mDomainOffset); HandleStoppedAnimation(); } @@ -1850,8 +1921,12 @@ void ScrollView::OnControlSizeSet( const Vector3& size ) // need to update domain properties for new size if( mDefaultMaxOvershoot ) { - mMaxOvershoot.x = size.x * 0.5f; - mMaxOvershoot.y = size.y * 0.5f; + mUserMaxOvershoot.x = size.x * 0.5f; + mUserMaxOvershoot.y = size.y * 0.5f; + if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + { + mMaxOvershoot = mUserMaxOvershoot; + } } UpdatePropertyDomain(size); UpdateMainInternalConstraint(); @@ -1875,49 +1950,102 @@ void ScrollView::OnChildRemove(Actor& child) UnbindActor(child); } -bool ScrollView::OnTouchEvent(const TouchEvent& event) +void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue ) { - if(!mSensitive) + Actor self = Self(); + if( index == mPropertyX ) { - // Ignore this touch event, if scrollview is insensitive. - return false; + self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); + propertyValue.Get(mScrollPrePosition.x); + self.SetProperty(mPropertyPrePosition, mScrollPrePosition); } + else if( index == mPropertyY ) + { + self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); + propertyValue.Get(mScrollPrePosition.y); + self.SetProperty(mPropertyPrePosition, mScrollPrePosition); + } + else if( index == mPropertyPrePosition ) + { + propertyValue.Get(mScrollPrePosition); + } +} - // Ignore events with multiple-touch points - if (event.GetPointCount() != 1) +void ScrollView::StartTouchDownTimer() +{ + if ( !mTouchDownTimer ) { - return false; + mTouchDownTimer = Timer::New( TOUCH_DOWN_TIMER_INTERVAL ); + mTouchDownTimer.TickSignal().Connect( this, &ScrollView::OnTouchDownTimeout ); } - if (event.GetPoint(0).state == TouchPoint::Down) + mTouchDownTimer.Start(); +} + +void ScrollView::StopTouchDownTimer() +{ + if ( mTouchDownTimer ) { - mTouchDownTime = event.time; - mTouchDownReceived = true; - mTouchDownPosition = event.GetPoint(0).local; + mTouchDownTimer.Stop(); + } +} - if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation ) - { - mScrollInterrupted = true; - StopAnimation(); - } +bool ScrollView::OnTouchDownTimeout() +{ + mTouchDownTimeoutReached = true; - if(mScrolling) // are we interrupting a current scroll? + if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) ) + { + StopAnimation(); + if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS ) { + mScrollInterrupted = true; // reset domain offset as scrolling from original plane. mDomainOffset = Vector3::ZERO; Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO); - mScrolling = false; + UpdateLocalScrollProperties(); Vector3 currentScrollPosition = GetCurrentScrollPosition(); mScrollCompletedSignalV2.Emit( currentScrollPosition ); } } - else if(event.GetPoint(0).state == TouchPoint::Up) + + return false; +} + +bool ScrollView::OnTouchEvent(const TouchEvent& event) +{ + if(!mSensitive) { + // Ignore this touch event, if scrollview is insensitive. + return false; + } + + // Ignore events with multiple-touch points + if (event.GetPointCount() != 1) + { + return false; + } + + if( event.GetPoint(0).state == TouchPoint::Down ) + { + if(mGestureStackDepth==0) + { + mTouchDownTime = event.time; + + // 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. + StartTouchDownTimer(); + } + } + else if( event.GetPoint(0).state == TouchPoint::Up ) + { + 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 && mTouchDownReceived) + if(mGestureStackDepth==0 && mTouchDownTimeoutReached) { unsigned timeDelta( event.time - mTouchDownTime ); if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) @@ -1925,23 +2053,19 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) // Reset the velocity only if down was received a while ago mLastVelocity = Vector2( 0.0f, 0.0f ); } - else - { - Vector2 positionDelta( mTouchDownPosition - event.GetPoint(0).local ); - mLastVelocity = positionDelta / timeDelta; - } + UpdateLocalScrollProperties(); // Only finish the transform if scrolling was interrupted on down or if we are scrolling - if ( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation || mScrollInterrupted || mScrolling ) + if ( mScrollInterrupted || mScrolling ) { FinishTransform(); } } - mTouchDownReceived = false; + mTouchDownTimeoutReached = false; mScrollInterrupted = false; } - return true; // consume since we're potentially scrolling + return true; } bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) @@ -1960,14 +2084,14 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) if(mRulerX->GetType() == Ruler::Free) { // Free panning mode - targetScrollPosition.x -= event.z * mMouseWheelScrollDistanceStep.x; + targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x; ClampPosition(targetScrollPosition); ScrollTo(-targetScrollPosition); } else if(!mScrolling) { // Snap mode, only respond to the event when the previous snap animation is finished. - ScrollTo(GetCurrentPage() + event.z); + ScrollTo(GetCurrentPage() - event.z); } } else @@ -1976,75 +2100,220 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) if(mRulerY->GetType() == Ruler::Free) { // Free panning mode - targetScrollPosition.y -= event.z * mMouseWheelScrollDistanceStep.y; + targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y; ClampPosition(targetScrollPosition); ScrollTo(-targetScrollPosition); } else if(!mScrolling) { // Snap mode, only respond to the event when the previous snap animation is finished. - ScrollTo(GetCurrentPage() + event.z * mRulerX->GetTotalPages()); + ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages()); } } return true; } -void ScrollView::OnSnapAnimationFinished( Animation& source ) +void ScrollView::ResetScrolling() { - mSnapAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapAnimationFinished ); - mSnapAnimation = NULL; + Actor self = Self(); + self.GetProperty(mPropertyPosition).Get(mScrollPostPosition); + mScrollPrePosition = mScrollPostPosition; + self.SetProperty(mPropertyPrePosition, mScrollPostPosition); } -void ScrollView::OnSnapXAnimationFinished( Animation& source ) +void ScrollView::UpdateLocalScrollProperties() { - // Guard against destruction during signal emission - // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished() - Toolkit::ScrollView handle( GetOwner() ); + Actor self = Self(); + self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); + self.GetProperty(mPropertyPosition).Get(mScrollPostPosition); +} + +// private functions - if(!mSnapYAnimation) +void ScrollView::PreAnimatedScrollSetup() +{ + // mPropertyPrePosition is our unclamped property with wrapping + // mPropertyPosition is our final scroll position after clamping + + Actor self = Self(); + + Vector3 deltaPosition(mScrollPostPosition); + WrapPosition(mScrollPostPosition); + mDomainOffset += deltaPosition - mScrollPostPosition; + Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + + if( mScrollStateFlags & SCROLL_X_STATE_MASK ) { - HandleSnapAnimationFinished(); + // already performing animation on internal x position + StopAnimation(mInternalXAnimation); } - if(mScrollMainInternalOvershootXConstraint) + + if( mScrollStateFlags & SCROLL_Y_STATE_MASK ) { - Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint); - mScrollMainInternalOvershootXConstraint.Reset(); - mScrollMainInternalOvershootXConstraint = 0; + // already performing animation on internal y position + StopAnimation(mInternalYAnimation); } - mSnapXAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapXAnimationFinished); - mSnapXAnimation.Reset(); - mSnapXAnimation = NULL; - if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + + mScrollStateFlags = 0; + + mScrollPostScale = GetPropertyScale(); + + // Update Actor position with this wrapped value. + // TODO Rotation + + mScrollPreScale = mScrollPostScale; + mScrollPreRotation = mScrollPostRotation; +} + +void ScrollView::FinaliseAnimatedScroll() +{ + // TODO - common animation finishing code in here +} + +void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFunction alpha ) +{ + StopAnimation(mInternalXAnimation); + + if( duration > Math::MACHINE_EPSILON_10 ) { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootX, 0.0f); + Actor self = Self(); + mInternalXAnimation = Animation::New(duration); + mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished); + mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration); + mInternalXAnimation.Play(); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_X_STATE_MASK; + // add internal animation state flag + mScrollStateFlags |= AnimatingInternalX; } } -void ScrollView::OnSnapYAnimationFinished( Animation& source ) +void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha ) +{ + StopAnimation(mInternalYAnimation); + + if( duration > Math::MACHINE_EPSILON_10 ) + { + Actor self = Self(); + mInternalYAnimation = Animation::New(duration); + mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished); + mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration)); + mInternalYAnimation.Play(); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_Y_STATE_MASK; + // add internal animation state flag + mScrollStateFlags |= AnimatingInternalY; + } +} + +void ScrollView::OnScrollAnimationFinished( Animation& source ) { // Guard against destruction during signal emission // Note that ScrollCompletedSignal is emitted from HandleSnapAnimationFinished() Toolkit::ScrollView handle( GetOwner() ); - if(!mSnapXAnimation) + bool scrollingFinished = false; + + // update our local scroll positions + UpdateLocalScrollProperties(); + + if( source == mSnapAnimation ) + { + // generic snap animation used for scaling and rotation + mSnapAnimation.Reset(); + } + + if( source == mInternalXAnimation ) + { + if( !(mScrollStateFlags & AnimatingInternalY) ) + { + scrollingFinished = true; + } + mInternalXAnimation.Reset(); + SnapInternalXTo(mScrollPostPosition.x); + } + + if( source == mInternalYAnimation ) + { + if( !(mScrollStateFlags & AnimatingInternalX) ) + { + scrollingFinished = true; + } + mInternalYAnimation.Reset(); + SnapInternalYTo(mScrollPostPosition.y); + } + + if(scrollingFinished) { HandleSnapAnimationFinished(); } - if(mScrollMainInternalOvershootYConstraint) +} + +void ScrollView::OnSnapInternalPositionFinished( Animation& source ) +{ + Actor self = Self(); + UpdateLocalScrollProperties(); + if( source == mInternalXAnimation ) { - Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint); - mScrollMainInternalOvershootYConstraint.Reset(); - mScrollMainInternalOvershootYConstraint = 0; + // clear internal x animation flags + mScrollStateFlags &= ~SCROLL_X_STATE_MASK; + mInternalXAnimation.Reset(); + WrapPosition(mScrollPrePosition); } - mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished); - mSnapYAnimation.Reset(); - mSnapYAnimation = NULL; - if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + if( source == mInternalYAnimation ) + { + mScrollStateFlags &= ~SCROLL_Y_STATE_MASK; + mInternalYAnimation.Reset(); + WrapPosition(mScrollPrePosition); + } +} + +void ScrollView::SnapInternalXTo(float position) +{ + Actor self = Self(); + + StopAnimation(mInternalXAnimation); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_X_STATE_MASK; + + // if internal x not equal to inputed parameter, animate it + float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration); + if( duration > Math::MACHINE_EPSILON_1 ) { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootY, 0.0f); + mInternalXAnimation = Animation::New(duration); + mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); + mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position); + mInternalXAnimation.Play(); + + // add internal animation state flag + mScrollStateFlags |= SnappingInternalX; + } +} + +void ScrollView::SnapInternalYTo(float position) +{ + Actor self = Self(); + + StopAnimation(mInternalYAnimation); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_Y_STATE_MASK; + + // if internal y not equal to inputed parameter, animate it + float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration); + if( duration > Math::MACHINE_EPSILON_1 ) + { + mInternalYAnimation = Animation::New(duration); + mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); + mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position); + mInternalYAnimation.Play(); + + // add internal animation state flag + mScrollStateFlags |= SnappingInternalY; } } @@ -2055,24 +2324,40 @@ void ScrollView::GestureStarted() // we continue and combine the effects of the gesture instead of reseting. if(mGestureStackDepth++==0) { + Actor self = Self(); + StopTouchDownTimer(); StopAnimation(); mPanDelta = Vector3::ZERO; mScaleDelta = Vector3::ONE; mRotationDelta = 0.0f; mLastVelocity = Vector2(0.0f, 0.0f); - mLockAxis = LockPossible; + if( !mScrolling ) + { + mLockAxis = LockPossible; + } + + if( mScrollStateFlags & SCROLL_X_STATE_MASK ) + { + StopAnimation(mInternalXAnimation); + } + if( mScrollStateFlags & SCROLL_Y_STATE_MASK ) + { + StopAnimation(mInternalYAnimation); + } + mScrollStateFlags = 0; 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; - Vector3 currentScrollPosition = GetCurrentScrollPosition(); - mScrollCompletedSignalV2.Emit( currentScrollPosition ); + // 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 + mScrollCompletedSignalV2.Emit( -mScrollPostPosition ); } } } -void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float rotationDelta) +void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta) { mPanDelta.x+= panDelta.x; mPanDelta.y+= panDelta.y; @@ -2089,26 +2374,7 @@ void ScrollView::GestureContinuing(Vector2 panDelta, Vector2 scaleDelta, float r // appears mostly horizontal or mostly vertical respectively. if(mAxisAutoLock) { - if(mPanDelta.LengthSquared() > AUTOLOCK_AXIS_MINIMUM_DISTANCE2 && - mLockAxis == LockPossible) - { - float dx = fabsf(mPanDelta.x); - float dy = fabsf(mPanDelta.y); - if(dx * mAxisAutoLockGradient >= dy) - { - // 0.36:1 gradient to the horizontal (deviate < 20 degrees) - mLockAxis = LockVertical; - } - else if(dy * mAxisAutoLockGradient > dx) - { - // 0.36:1 gradient to the vertical (deviate < 20 degrees) - mLockAxis = LockHorizontal; - } - else - { - mLockAxis = LockNone; - } - } + mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient); } // end if mAxisAutoLock } @@ -2135,42 +2401,34 @@ void ScrollView::OnPan(PanGesture gesture) { case Gesture::Started: { + UpdateLocalScrollProperties(); GestureStarted(); + mPanning = true; self.SetProperty( mPropertyPanning, true ); - self.SetProperty( mPropertyScrollStartPagePosition, GetCurrentScrollPosition() ); + self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) ); - // Update property: X & Y = Position (only when in panning mode - in snapping mode, X & Y are animated). - Constraint constraint = Constraint::New( mPropertyX, - LocalSource( mPropertyPosition ), - Source( self, mPropertyPanning ), - InternalXConstraint ); - mScrollMainInternalXConstraint = self.ApplyConstraint(constraint); - - constraint = Constraint::New( mPropertyY, - LocalSource( mPropertyPosition ), - Source( self, mPropertyPanning ), - InternalYConstraint ); - mScrollMainInternalYConstraint = self.ApplyConstraint(constraint); - // When panning we want to make sure overshoot values are affected by pre position and post position - SetOvershootConstraintsEnabled(true); + UpdateMainInternalConstraint(); break; } case Gesture::Continuing: { - // Nothing to do, handled in constraint. + GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f); break; } case Gesture::Finished: case Gesture::Cancelled: { + UpdateLocalScrollProperties(); mLastVelocity = gesture.velocity; + mPanning = false; self.SetProperty( mPropertyPanning, false ); - // Remove X & Y position constraints as they are not required when we are not panning. - self.RemoveConstraint(mScrollMainInternalXConstraint); - self.RemoveConstraint(mScrollMainInternalYConstraint); + if( mScrollMainInternalPrePositionConstraint ) + { + self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + } break; } @@ -2219,23 +2477,15 @@ void ScrollView::UpdateTransform() void ScrollView::FinishTransform() { - const Vector3& scrollPosition = Self().GetProperty(mPropertyPosition); - - mScrollPostPosition.x = scrollPosition.x; - mScrollPostPosition.y = scrollPosition.y; + // at this stage internal x and x scroll position should have followed prescroll position exactly + Actor self = Self(); - Vector3 deltaPosition(mScrollPostPosition); - // Cement PRE transform (PRE = POST), and Begin Snap Animation if necessary. - WrapPosition(mScrollPostPosition); - - mDomainOffset += deltaPosition - mScrollPostPosition; - Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + PreAnimatedScrollSetup(); bool animating = SnapWithVelocity(mLastVelocity * 1000.0f); if(!animating) { - AnimateOvershootToOrigin(0.0f, 0.0f); // if not animating, then this pan has completed right now. mScrolling = false; Self().SetProperty(mPropertyScrolling, false); @@ -2285,7 +2535,11 @@ Vector3 ScrollView::GetOvershoot(Vector3& position) const bool ScrollView::OnAccessibilityPan(PanGesture gesture) { + // Keep track of whether this is an AccessibilityPan + mInAccessibilityPan = true; OnPan(gesture); + mInAccessibilityPan = false; + return true; } @@ -2356,13 +2610,18 @@ void ScrollView::UpdateMainInternalConstraint() Actor self = Self(); PanGestureDetector detector( GetPanGestureDetector() ); - if(mScrollMainInternalPrePositionConstraint) + if(mScrollMainInternalPositionConstraint) { - self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); self.RemoveConstraint(mScrollMainInternalPositionConstraint); self.RemoveConstraint(mScrollMainInternalDeltaConstraint); self.RemoveConstraint(mScrollMainInternalFinalConstraint); self.RemoveConstraint(mScrollMainInternalRelativeConstraint); + self.RemoveConstraint(mScrollMainInternalXConstraint); + self.RemoveConstraint(mScrollMainInternalYConstraint); + } + if( mScrollMainInternalPrePositionConstraint ) + { + self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); } // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences @@ -2371,28 +2630,41 @@ 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); - Constraint constraint = Constraint::New( mPropertyPrePosition, - Source( detector, PanGestureDetector::LOCAL_POSITION ), - Source( detector, PanGestureDetector::LOCAL_DISPLACEMENT ), - LocalSource( mPropertyX ), - LocalSource( mPropertyY ), - Source( self, mPropertyPanning ), - InternalPrePositionConstraint( initialPanMask, mAxisAutoLock, mAxisAutoLockGradient ) ); - mScrollMainInternalPrePositionConstraint = self.ApplyConstraint(constraint); + if( mLockAxis == LockVertical ) + { + initialPanMask.y = 0.0f; + } + else if( mLockAxis == LockHorizontal ) + { + initialPanMask.x = 0.0f; + } + Constraint constraint; + + if( mPanning ) + { + 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() ) ); + mScrollMainInternalPrePositionConstraint = self.ApplyConstraint( constraint ); + } // 2. Second calculate the clamped position (actual position) constraint = Constraint::New( mPropertyPosition, LocalSource( mPropertyPrePosition ), + LocalSource( mPropertyPositionMin ), + LocalSource( mPropertyPositionMax ), Source( self, Actor::SIZE ), InternalPositionConstraint( mRulerX->GetDomain(), - mRulerY->GetDomain()) ); - mScrollMainInternalPositionConstraint = self.ApplyConstraint(constraint); + mRulerY->GetDomain(), mWrapMode ) ); + mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint ); constraint = Constraint::New( mPropertyPositionDelta, LocalSource( mPropertyPosition ), LocalSource( mPropertyDomainOffset ), InternalPositionDeltaConstraint ); - mScrollMainInternalDeltaConstraint = self.ApplyConstraint(constraint); + mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint ); constraint = Constraint::New( mPropertyFinal, LocalSource( mPropertyPosition ), @@ -2400,7 +2672,7 @@ void ScrollView::UpdateMainInternalConstraint() LocalSource( mPropertyOvershootY ), InternalFinalConstraint( FinalDefaultAlphaFunction, FinalDefaultAlphaFunction ) ); - mScrollMainInternalFinalConstraint = self.ApplyConstraint(constraint); + mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint ); constraint = Constraint::New( mPropertyRelativePosition, LocalSource( mPropertyPosition ), @@ -2408,61 +2680,53 @@ void ScrollView::UpdateMainInternalConstraint() LocalSource( mPropertyPositionMax ), LocalSource( Actor::SIZE ), InternalRelativePositionConstraint ); - mScrollMainInternalRelativeConstraint = self.ApplyConstraint(constraint); - - if(mScrollMainInternalOvershootXConstraint) - { - // reset these constraints in correct order - self.RemoveConstraint(mScrollMainInternalOvershootXConstraint); - mScrollMainInternalOvershootXConstraint.Reset(); + mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint ); - Constraint constraint = Constraint::New( mPropertyOvershootX, - LocalSource( mPropertyPrePosition ), - LocalSource( mPropertyPosition ), - OvershootXConstraint(mMaxOvershoot.x) ); - mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint); - } + constraint = Constraint::New( mPropertyX, + LocalSource( mPropertyPrePosition ), + InternalXConstraint ); + mScrollMainInternalXConstraint = self.ApplyConstraint( constraint ); - if(mScrollMainInternalOvershootYConstraint) - { - // reset these constraints in correct order - self.RemoveConstraint(mScrollMainInternalOvershootYConstraint); - mScrollMainInternalOvershootYConstraint.Reset(); + constraint = Constraint::New( mPropertyY, + LocalSource( mPropertyPrePosition ), + InternalYConstraint ); + mScrollMainInternalYConstraint = self.ApplyConstraint( constraint ); - Constraint constraint = Constraint::New( mPropertyOvershootY, - LocalSource( mPropertyPrePosition ), - LocalSource( mPropertyPosition ), - OvershootXConstraint(mMaxOvershoot.y) ); - mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint); - } + // When panning we want to make sure overshoot values are affected by pre position and post position + SetOvershootConstraintsEnabled(!mWrapMode); } void ScrollView::SetOvershootConstraintsEnabled(bool enabled) { Actor self( Self() ); // remove and reset, it may now be in wrong order with the main internal constraints - if(mScrollMainInternalOvershootXConstraint) + if( mScrollMainInternalOvershootXConstraint ) { self.RemoveConstraint(mScrollMainInternalOvershootXConstraint); mScrollMainInternalOvershootXConstraint.Reset(); - } - if(mScrollMainInternalOvershootYConstraint) - { self.RemoveConstraint(mScrollMainInternalOvershootYConstraint); mScrollMainInternalOvershootYConstraint.Reset(); } - if(enabled) + if( enabled ) { Constraint constraint = Constraint::New( mPropertyOvershootX, LocalSource( mPropertyPrePosition ), LocalSource( mPropertyPosition ), + LocalSource( mPropertyCanScrollHorizontal ), OvershootXConstraint(mMaxOvershoot.x) ); - mScrollMainInternalOvershootXConstraint = self.ApplyConstraint(constraint); + mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint ); + constraint = Constraint::New( mPropertyOvershootY, LocalSource( mPropertyPrePosition ), LocalSource( mPropertyPosition ), + LocalSource( mPropertyCanScrollVertical ), OvershootYConstraint(mMaxOvershoot.y) ); - mScrollMainInternalOvershootYConstraint = self.ApplyConstraint(constraint); + mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint ); + } + else + { + self.SetProperty(mPropertyOvershootX, 0.0f); + self.SetProperty(mPropertyOvershootY, 0.0f); } } @@ -2510,85 +2774,6 @@ void ScrollView::SetInternalConstraints() ApplyConstraintToBoundActors(constraint); } -void ScrollView::SetOvershootToOrigin() -{ - // Clear Snap animation if exists. - if(mSnapOvershootAnimation) - { - mSnapOvershootAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapOvershootAnimationFinished); - mSnapOvershootAnimation.Stop(); - mSnapOvershootAnimation.Clear(); - mSnapOvershootAnimation = NULL; - } - SetOvershootConstraintsEnabled(false); - Self().SetProperty(mPropertyOvershootX, 0.0f); - Self().SetProperty(mPropertyOvershootY, 0.0f); -} - -void ScrollView::AnimateOvershootToOrigin(float xDelay, float yDelay) -{ - if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) - { - if(xDelay < Math::MACHINE_EPSILON_1) - { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootX, 0.0f); - } - if(yDelay < Math::MACHINE_EPSILON_1) - { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootY, 0.0f); - } - return; - } - // When we need to animate overshoot to 0 - if(mSnapOvershootDuration > Math::MACHINE_EPSILON_1) - { - Actor self = Self(); - // Clear Snap animation if exists. - if(mSnapOvershootAnimation) - { - mSnapOvershootAnimation.FinishedSignal().Disconnect( this, &ScrollView::OnSnapOvershootAnimationFinished ); - mSnapOvershootAnimation.Stop(); - mSnapOvershootAnimation.Clear(); - mSnapOvershootAnimation = NULL; - } - if(!mSnapXAnimation && mScrollMainInternalOvershootXConstraint) - { - // need to remove the x overshoot constraint now or it will override animation to 0 - Self().RemoveConstraint(mScrollMainInternalOvershootXConstraint); - mScrollMainInternalOvershootXConstraint.Reset(); - mScrollMainInternalOvershootXConstraint = 0; - } - if(!mSnapYAnimation && mScrollMainInternalOvershootYConstraint) - { - // need to remove the y overshoot constraint now or it will override animation to 0 - Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint); - mScrollMainInternalOvershootYConstraint.Reset(); - mScrollMainInternalOvershootYConstraint = 0; - } - // setup the new overshoot to 0 animation - float totalDuration = (xDelay > yDelay ? xDelay : yDelay) + mSnapOvershootDuration; - mSnapOvershootAnimation = Animation::New(totalDuration); - mSnapOvershootAnimation.FinishedSignal().Connect( this, &ScrollView::OnSnapOvershootAnimationFinished ); - - mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootX), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(xDelay, mSnapOvershootDuration) ); - mSnapOvershootAnimation.AnimateTo( Property(self, mPropertyOvershootY), 0.0f, mSnapOvershootAlphaFunction, TimePeriod(yDelay, mSnapOvershootDuration) ); - - mSnapOvershootAnimation.SetDuration(totalDuration); - mSnapOvershootAnimation.Play(); - } - else - { - SetOvershootToOrigin(); - } -} - -void ScrollView::OnSnapOvershootAnimationFinished( Animation& source ) -{ - mSnapOvershootAnimation = NULL; -} - void ScrollView::StartRefreshTimer() { if(mRefreshIntervalMilliseconds > 0)