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=e2df7a5f60b7f7f6793a4cf9533c35ce5a64f411;hp=0dabb5a41735cf62b03c3ea6d427310607db0860;hb=421b1cb023ab3a51842d1c7dab553e241c2301d0;hpb=44020c96e86a466383d70f05e5bdacb3d409e3d6 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 0dabb5a..e2df7a5 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 @@ -15,15 +15,22 @@ * */ -// INTERNAL INCLUDES +// CLASS HEADER +#include + +// EXTERNAL INCLUDES +#include +#include #include +#include +#include +#include +// INTERNAL INCLUDES #include #include -#include #include #include -#include //#define ENABLED_SCROLL_STATE_LOGGING @@ -34,10 +41,8 @@ #endif // 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) +// 1. DraggableActor (is an actor which can be dragged anywhere, can be set to range using the ruler) // 2. ScrollView (contains a draggable actor that can a) be dragged in the negative X, and Y domain, b) has a hitArea for touches) -// TODO: Rotation -// TODO: Asymetrical scaling // TODO: external components (page and status overlays). // TODO: Orientation. // TODO: upgrade Vector2/3 to support returning Unit vectors, normals, & cross product (dot product is already provided) @@ -48,15 +53,14 @@ namespace { const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; ///< Refresh rate TODO: Animation should have an update signal (and see item-view-impl) -const float FLICK_SPEED_THRESHOLD = 500.0f; ///< Flick threshold in pixels/ms +const Vector2 DEFAULT_MIN_FLICK_DISTANCE(30.0f, 30.0f); ///< minimum distance for pan before flick allowed +const float DEFAULT_MIN_FLICK_SPEED_THRESHOLD(500.0f); ///< Minimum pan speed required for flick in pixels/s const float FREE_FLICK_SPEED_THRESHOLD = 200.0f; ///< Free-Flick threshold in pixels/ms const float AUTOLOCK_AXIS_MINIMUM_DISTANCE2 = 100.0f; ///< Auto-lock axis after minimum distance squared. -const float FLICK_ORTHO_ANGLE_RANGE = 60.0f; ///< degrees. (if >45, then supports diagonal flicking) +const float FLICK_ORTHO_ANGLE_RANGE = 75.0f; ///< degrees. (if >45, then supports diagonal flicking) 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; const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal @@ -70,27 +74,6 @@ 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) @@ -271,17 +254,18 @@ ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis c * Generates position property based on current position + gesture displacement. * Or generates position property based on positionX/Y. * Note: This is the position prior to any clamping at scroll boundaries. - * TODO: Scale & Rotation Transforms. */ 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), @@ -296,7 +280,6 @@ struct InternalPrePositionConstraint Vector3 operator()(const Vector3& current, const PropertyInput& gesturePositionProperty, - const PropertyInput& gestureDisplacementProperty, const PropertyInput& sizeProperty) { Vector3 scrollPostPosition = current; @@ -304,7 +287,6 @@ struct InternalPrePositionConstraint if(!mWasPanning) { - mLocalStart = gesturePositionProperty.GetVector2() - gestureDisplacementProperty.GetVector2(); mPrePosition = current; mCurrentPanMask = mInitialPanMask; mWasPanning = true; @@ -486,26 +468,6 @@ 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. @@ -590,10 +552,7 @@ ScrollView::ScrollView() : ScrollBase(), mTouchDownTime(0u), mGestureStackDepth(0), - mRotationDelta(0.0f), mScrollStateFlags(0), - mScrollPreRotation(0.0f), - mScrollPostRotation(0.0f), mMinTouchesForPanning(1), mMaxTouchesForPanning(1), mLockAxis(LockPossible), @@ -605,6 +564,8 @@ ScrollView::ScrollView() mSnapOvershootAlphaFunction(AlphaFunctions::EaseOut), mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION), mSnapAlphaFunction(AlphaFunctions::EaseOut), + mMinFlickDistance(DEFAULT_MIN_FLICK_DISTANCE), + mFlickSpeedThreshold(DEFAULT_MIN_FLICK_SPEED_THRESHOLD), mFlickDuration(Toolkit::ScrollView::DEFAULT_FAST_SNAP_ANIMATION_DURATION), mFlickAlphaFunction(AlphaFunctions::EaseOut), mAxisAutoLockGradient(Toolkit::ScrollView::DEFAULT_AXIS_AUTO_LOCK_GRADIENT), @@ -649,8 +610,6 @@ void ScrollView::OnInitialize() RegisterProperties(); mScrollPostPosition = mScrollPrePosition = Vector3::ZERO; - mScrollPostScale = mScrollPreScale = Vector3::ONE; - mScrollPostRotation = mScrollPreRotation = 0.0f; mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; @@ -666,13 +625,8 @@ void ScrollView::OnInitialize() // By default we'll allow the user to freely drag the scroll view, // while disabling the other rulers. RulerPtr ruler = new DefaultRuler(); - RulerPtr rulerDisabled = new DefaultRuler(); - rulerDisabled->Disable(); mRulerX = ruler; mRulerY = ruler; - mRulerScaleX = rulerDisabled; - mRulerScaleY = rulerDisabled; - mRulerRotation = rulerDisabled; EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator); @@ -1001,7 +955,7 @@ 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 @@ -1017,6 +971,7 @@ void ScrollView::UpdatePropertyDomain(const Vector3& size) } if( scrollPositionChanged ) { + DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); self.SetProperty(mPropertyPrePosition, mScrollPrePosition); } if( domainChanged ) @@ -1028,30 +983,12 @@ void ScrollView::UpdatePropertyDomain(const Vector3& size) } } -void ScrollView::SetRulerScaleX(RulerPtr ruler) -{ - mRulerScaleX = ruler; - UpdateMainInternalConstraint(); -} - -void ScrollView::SetRulerScaleY(RulerPtr ruler) -{ - mRulerScaleY = ruler; - UpdateMainInternalConstraint(); -} - -void ScrollView::SetRulerRotation(RulerPtr ruler) -{ - mRulerRotation = ruler; - UpdateMainInternalConstraint(); -} - void ScrollView::SetScrollSensitive(bool sensitive) { Actor self = Self(); PanGestureDetector panGesture( GetPanGestureDetector() ); - DALI_LOG_SCROLL_STATE("[0x%X] sensitive[%d]", this, int(sensitive)); + DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive)); if((!mSensitive) && (sensitive)) { @@ -1060,9 +997,10 @@ void ScrollView::SetScrollSensitive(bool sensitive) } else if((mSensitive) && (!sensitive)) { + DALI_LOG_SCROLL_STATE("[0x%X] BEFORE: panning:[%d]", this, int(mPanning)); + // while the scroll view is panning, the state needs to be reset. - bool isPanning = self.GetProperty( mPropertyPanning ); - if ( isPanning ) + if ( mPanning ) { PanGesture cancelGesture( Gesture::Cancelled ); OnPan( cancelGesture ); @@ -1072,6 +1010,7 @@ void ScrollView::SetScrollSensitive(bool sensitive) mSensitive = sensitive; mGestureStackDepth = 0; + DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning)); } } @@ -1135,16 +1074,6 @@ 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; @@ -1199,6 +1128,26 @@ void ScrollView::SetFlickSpeedCoefficient(float speed) mFlickSpeedCoefficient = speed; } +Vector2 ScrollView::GetMinimumDistanceForFlick() const +{ + return mMinFlickDistance; +} + +void ScrollView::SetMinimumDistanceForFlick( const Vector2& distance ) +{ + mMinFlickDistance = distance; +} + +float ScrollView::GetMinimumSpeedForFlick() const +{ + return mFlickSpeedThreshold; +} + +void ScrollView::SetMinimumSpeedForFlick( float speed ) +{ + mFlickSpeedThreshold = speed; +} + float ScrollView::GetMaxFlickSpeed() const { return mMaxFlickSpeed; @@ -1247,12 +1196,6 @@ void ScrollView::SetScrollPosition(const Vector3& position) mScrollPrePosition = position; } -Vector3 ScrollView::GetCurrentScrollScale() const -{ - // in case animation is currently taking place. - return GetPropertyScale(); -} - Vector3 ScrollView::GetDomainSize() const { Vector3 size = Self().GetCurrentSize(); @@ -1264,21 +1207,26 @@ Vector3 ScrollView::GetDomainSize() const return domainSize; } -void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, +void ScrollView::TransformTo(const Vector3& position, DirectionBias horizontalBias, DirectionBias verticalBias) { - TransformTo(position, scale, rotation, mSnapDuration, horizontalBias, verticalBias); + TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias); } -void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, float rotation, float duration, +void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias) { + Actor self( Self() ); + // Guard against destruction during signal emission // Note that Emit() methods are called indirectly e.g. from within ScrollView::AnimateTo() Toolkit::ScrollView handle( GetOwner() ); + DALI_LOG_SCROLL_STATE("[0x%X] pos[%.2f,%.2f], duration[%.2f] bias[%d, %d]", + this, position.x, position.y, duration, int(horizontalBias), int(verticalBias)); + Vector3 currentScrollPosition = GetCurrentScrollPosition(); - Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition ); + self.SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition ); if( mScrolling ) // are we interrupting a current scroll? { @@ -1288,18 +1236,27 @@ void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, floa mScrollCompletedSignalV2.Emit( currentScrollPosition ); } - Self().SetProperty(mPropertyScrolling, true); + if( mPanning ) // are we interrupting a current pan? + { + DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this ); + mPanning = false; + mGestureStackDepth = 0; + self.SetProperty( mPropertyPanning, false ); + + if( mScrollMainInternalPrePositionConstraint ) + { + self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + } + } + + self.SetProperty(mPropertyScrolling, true); mScrolling = true; DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollStartedSignalV2.Emit( currentScrollPosition ); bool animating = AnimateTo(-position, Vector3::ONE * duration, - scale, - Vector3::ONE * duration, - rotation, - duration, - mSnapAlphaFunction, + alpha, true, horizontalBias, verticalBias, @@ -1308,11 +1265,20 @@ void ScrollView::TransformTo(const Vector3& position, const Vector3& scale, floa if(!animating) { // if not animating, then this pan has completed right now. - Self().SetProperty(mPropertyScrolling, false); + self.SetProperty(mPropertyScrolling, false); mScrolling = false; - DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); + + // If we have no duration, then in the next update frame, we will be at the position specified as we just set. + // In this scenario, we cannot return the currentScrollPosition as this is out-of-date and should instead return the requested final position + Vector3 completedPosition( currentScrollPosition ); + if( duration <= Math::MACHINE_EPSILON_10 ) + { + completedPosition = position; + } + + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, completedPosition.x, completedPosition.y); SetScrollUpdateNotification(false); - mScrollCompletedSignalV2.Emit( currentScrollPosition ); + mScrollCompletedSignalV2.Emit( completedPosition ); } } @@ -1326,10 +1292,22 @@ 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) { - TransformTo(position, mScrollPostScale, mScrollPostRotation, duration, horizontalBias, verticalBias); + ScrollTo(position, duration, mSnapAlphaFunction, 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], bias[%d, %d]", this, position.x, position.y, duration, int(horizontalBias), int(verticalBias)); + TransformTo(position, duration, alpha, horizontalBias, verticalBias); } void ScrollView::ScrollTo(unsigned int page) @@ -1470,21 +1448,11 @@ Actor ScrollView::FindClosestActorToPosition(const Vector3& position, FindDirect bool ScrollView::ScrollToSnapPoint() { + DALI_LOG_SCROLL_STATE("[0x%X]", this ); Vector2 stationaryVelocity = Vector2(0.0f, 0.0f); return SnapWithVelocity( stationaryVelocity ); } -void ScrollView::ScaleTo(const Vector3& scale) -{ - ScaleTo(scale, mSnapDuration); -} - -void ScrollView::ScaleTo(const Vector3& scale, float duration) -{ - TransformTo(mScrollPostPosition, scale, mScrollPostRotation, duration); -} - - // TODO: In situations where axes are different (X snap, Y free) // Each axis should really have their own independent animation (time and equation) // Consider, X axis snapping to nearest grid point (EaseOut over fixed time) @@ -1501,8 +1469,6 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) float speed2 = velocity.LengthSquared(); AlphaFunction alphaFunction = mSnapAlphaFunction; Vector3 positionDuration = Vector3::ONE * mSnapDuration; - Vector3 scaleDuration = Vector3::ONE * mSnapDuration; - float rotationDuration = mSnapDuration; float biasX = 0.5f; float biasY = 0.5f; FindDirection horizontal = None; @@ -1512,7 +1478,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) // that will be accepted as a general N,E,S,W flick direction. const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f; - const float flickSpeedThreshold2 = FLICK_SPEED_THRESHOLD*FLICK_SPEED_THRESHOLD; + const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold; Vector3 positionSnap = mScrollPrePosition; @@ -1692,21 +1658,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) } positionSnap += clampDelta; - // Scale Snap /////////////////////////////////////////////////////////////// - Vector3 scaleSnap = mScrollPostScale; - - scaleSnap.x = mRulerScaleX->Snap(scaleSnap.x); - scaleSnap.y = mRulerScaleY->Snap(scaleSnap.y); - - ClampScale(scaleSnap); - - // Rotation Snap //////////////////////////////////////////////////////////// - float rotationSnap = mScrollPostRotation; - // TODO: implement rotation snap - bool animating = AnimateTo(positionSnap, positionDuration, - scaleSnap, scaleDuration, - rotationSnap, rotationDuration, alphaFunction, false, DirectionBiasNone, DirectionBiasNone, isFlick || isFreeFlick ? Flick : Snap); @@ -1717,7 +1669,6 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) void ScrollView::StopAnimation(void) { // Clear Snap animation if exists. - StopAnimation(mSnapAnimation); StopAnimation(mInternalXAnimation); StopAnimation(mInternalYAnimation); mScrollStateFlags = 0; @@ -1735,8 +1686,6 @@ void ScrollView::StopAnimation(Animation& animation) } bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration, - const Vector3& scale, const Vector3& scaleDuration, - float rotation, float rotationDuration, AlphaFunction alpha, bool findShortcuts, DirectionBias horizontalBias, DirectionBias verticalBias, SnapType snapType) @@ -1748,8 +1697,6 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat float totalDuration = 0.0f; bool positionChanged = (mScrollTargetPosition != mScrollPostPosition); - bool scaleChanged = (scale != mScrollPostScale); - bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0; if(positionChanged) { @@ -1763,16 +1710,6 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat positionChanged = true; } - if(scaleChanged) - { - totalDuration = std::max(totalDuration, scaleDuration.x); - totalDuration = std::max(totalDuration, scaleDuration.y); - } - - if(rotationChanged) - { - totalDuration = std::max(totalDuration, rotationDuration); - } StopAnimation(); // Position Delta /////////////////////////////////////////////////////// @@ -1804,42 +1741,23 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) ) { + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y ); self.SetProperty(mPropertyPrePosition, mScrollTargetPosition); mScrollPrePosition = mScrollTargetPosition; mScrollPostPosition = mScrollTargetPosition; WrapPosition(mScrollPostPosition); } - } - - // Scale Delta /////////////////////////////////////////////////////// - if(scaleChanged) - { - if(totalDuration > Math::MACHINE_EPSILON_1) - { - 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)); - - mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear ); - mSnapAnimation.Play(); - } - else - { - self.SetProperty(mPropertyScale, scale); - mScrollPreScale = mScrollPostScale = scale; - } + DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y ); + DALI_LOG_SCROLL_STATE("[0x%X] mPropertyPrePosition[%.2f, %.2f], mPropertyPosition[%.2f, %.2f]", this, self.GetProperty( mPropertyPrePosition ).Get().x, self.GetProperty( mPropertyPrePosition ).Get().y, self.GetProperty( mPropertyPosition ).Get().x, self.GetProperty( mPropertyPosition ).Get().y ); } + SetScrollUpdateNotification(true); // Always send a snap event when AnimateTo is called. Toolkit::ScrollView::SnapEvent snapEvent; snapEvent.type = snapType; snapEvent.position = -mScrollTargetPosition; - snapEvent.scale = scale; - snapEvent.rotation = rotation; snapEvent.duration = totalDuration; DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignalV2 [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y); @@ -1856,7 +1774,6 @@ void ScrollView::SetOvershootEnabled(bool enabled) } if( enabled ) { - mMaxOvershoot = OVERSCROLL_CLAMP; mOvershootIndicator->AttachToScrollable(*this); } else @@ -1877,6 +1794,15 @@ void ScrollView::RemoveOverlay(Actor actor) mInternalActor.Remove( actor ); } +void ScrollView::SetOvershootEffectColor( const Vector4& color ) +{ + mOvershootEffectColor = color; + if( mOvershootIndicator ) + { + mOvershootIndicator->SetOvershootEffectColor( color ); + } +} + void ScrollView::SetScrollingDirection( Radian direction, Radian threshold ) { PanGestureDetector panGesture( GetPanGestureDetector() ); @@ -1917,11 +1843,6 @@ Vector3 ScrollView::GetPropertyPosition() const return position; } -Vector3 ScrollView::GetPropertyScale() const -{ - return Self().GetProperty(mPropertyScale); -} - void ScrollView::HandleStoppedAnimation() { SetScrollUpdateNotification(false); @@ -1938,10 +1859,11 @@ void ScrollView::HandleSnapAnimationFinished() UpdateLocalScrollProperties(); WrapPosition(mScrollPrePosition); + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); self.SetProperty(mPropertyPrePosition, mScrollPrePosition); Vector3 currentScrollPosition = GetCurrentScrollPosition(); - DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y ); mScrollCompletedSignalV2.Emit( currentScrollPosition ); mDomainOffset += deltaPosition - mScrollPostPosition; @@ -2050,21 +1972,9 @@ 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); - self.SetProperty(mPropertyPrePosition, mScrollPrePosition); - } - else if( index == mPropertyY ) + if( index == mPropertyPrePosition ) { - self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); - propertyValue.Get(mScrollPrePosition.y); - self.SetProperty(mPropertyPrePosition, mScrollPrePosition); - } - else if( index == mPropertyPrePosition ) - { - DALI_LOG_SCROLL_STATE("[0x%X]", this); + DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get().x, propertyValue.Get().y); propertyValue.Get(mScrollPrePosition); } } @@ -2090,13 +2000,20 @@ void ScrollView::StopTouchDownTimer() bool ScrollView::OnTouchDownTimeout() { + DALI_LOG_SCROLL_STATE("[0x%X]", this); + mTouchDownTimeoutReached = true; - if( mScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) ) + unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison + if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) ) { + DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this); + StopAnimation(); - if( mScrollStateFlags & SCROLL_ANIMATION_FLAGS ) + if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS ) { + DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this); + mScrollInterrupted = true; // reset domain offset as scrolling from original plane. mDomainOffset = Vector3::ZERO; @@ -2116,6 +2033,8 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) { if(!mSensitive) { + DALI_LOG_SCROLL_STATE("[0x%X], Not Sensitive, ignoring", this); + // Ignore this touch event, if scrollview is insensitive. return false; } @@ -2123,22 +2042,32 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) // Ignore events with multiple-touch points if (event.GetPointCount() != 1) { + DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this); + return false; } - if( event.GetPoint(0).state == TouchPoint::Down ) + const TouchPoint::State pointState = event.GetPoint(0).state; + if( pointState == TouchPoint::Down ) { + DALI_LOG_SCROLL_STATE("[0x%X] Down", this); + 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. + mTouchDownTimeoutReached = false; + mScrollInterrupted = false; StartTouchDownTimer(); } } - else if( event.GetPoint(0).state == TouchPoint::Up ) + else if( ( pointState == TouchPoint::Up ) || + ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) ) { + DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) ); + StopTouchDownTimer(); // if the user touches and releases without enough movement to go @@ -2146,8 +2075,8 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) // otherwise our scroll could be stopped (interrupted) half way through an animation. if(mGestureStackDepth==0 && mTouchDownTimeoutReached) { - unsigned timeDelta( event.time - mTouchDownTime ); - if ( timeDelta >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) + if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) || + ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) ) { // Reset the velocity only if down was received a while ago mLastVelocity = Vector2( 0.0f, 0.0f ); @@ -2157,6 +2086,8 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) // Only finish the transform if scrolling was interrupted on down or if we are scrolling if ( mScrollInterrupted || mScrolling ) { + DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this); + FinishTransform(); } } @@ -2218,6 +2149,7 @@ void ScrollView::ResetScrolling() Actor self = Self(); self.GetProperty(mPropertyPosition).Get(mScrollPostPosition); mScrollPrePosition = mScrollPostPosition; + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y ); self.SetProperty(mPropertyPrePosition, mScrollPostPosition); } @@ -2256,13 +2188,7 @@ void ScrollView::PreAnimatedScrollSetup() mScrollStateFlags = 0; - mScrollPostScale = GetPropertyScale(); - // Update Actor position with this wrapped value. - // TODO Rotation - - mScrollPreScale = mScrollPostScale; - mScrollPreRotation = mScrollPostRotation; } void ScrollView::FinaliseAnimatedScroll() @@ -2277,7 +2203,9 @@ void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFuncti if( duration > Math::MACHINE_EPSILON_10 ) { Actor self = Self(); + DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get().x, position ); mInternalXAnimation = Animation::New(duration); + DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() ); mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished); mInternalXAnimation.AnimateTo( Property(self, mPropertyPrePosition, 0), position, alpha, duration); mInternalXAnimation.Play(); @@ -2296,7 +2224,9 @@ void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFuncti if( duration > Math::MACHINE_EPSILON_10 ) { Actor self = Self(); + DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get().y, position ); mInternalYAnimation = Animation::New(duration); + DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() ); mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished); mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration)); mInternalYAnimation.Play(); @@ -2319,14 +2249,10 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) // update our local scroll positions UpdateLocalScrollProperties(); - if( source == mSnapAnimation ) - { - // generic snap animation used for scaling and rotation - mSnapAnimation.Reset(); - } - if( source == mInternalXAnimation ) { + DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(mPropertyPrePosition).Get().x, mScrollPostPosition.x ); + if( !(mScrollStateFlags & AnimatingInternalY) ) { scrollingFinished = true; @@ -2337,6 +2263,7 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) { const RulerDomain rulerDomain = mRulerX->GetDomain(); mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max); + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); handle.SetProperty(mPropertyPrePosition, mScrollPrePosition); } SnapInternalXTo(mScrollPostPosition.x); @@ -2344,6 +2271,8 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) if( source == mInternalYAnimation ) { + DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(mPropertyPrePosition).Get().y, mScrollPostPosition.y ); + if( !(mScrollStateFlags & AnimatingInternalX) ) { scrollingFinished = true; @@ -2354,11 +2283,14 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) // wrap pre scroll y position and set it const RulerDomain rulerDomain = mRulerY->GetDomain(); mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max); + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); handle.SetProperty(mPropertyPrePosition, mScrollPrePosition); } SnapInternalYTo(mScrollPostPosition.y); } + DALI_LOG_SCROLL_STATE("[0x%X] scrollingFinished[%d] Animation[0x%X]", this, scrollingFinished, source.GetObjectPtr()); + if(scrollingFinished) { HandleSnapAnimationFinished(); @@ -2371,6 +2303,8 @@ void ScrollView::OnSnapInternalPositionFinished( Animation& source ) UpdateLocalScrollProperties(); if( source == mInternalXAnimation ) { + DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this ); + // clear internal x animation flags mScrollStateFlags &= ~SCROLL_X_STATE_MASK; mInternalXAnimation.Reset(); @@ -2378,6 +2312,8 @@ void ScrollView::OnSnapInternalPositionFinished( Animation& source ) } if( source == mInternalYAnimation ) { + DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this ); + mScrollStateFlags &= ~SCROLL_Y_STATE_MASK; mInternalYAnimation.Reset(); WrapPosition(mScrollPrePosition); @@ -2395,8 +2331,11 @@ void ScrollView::SnapInternalXTo(float position) // if internal x not equal to inputed parameter, animate it float duration = std::min(fabsf((position - mScrollPrePosition.x) / mMaxOvershoot.x) * mSnapOvershootDuration, mSnapOvershootDuration); + DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration ); if( duration > Math::MACHINE_EPSILON_1 ) { + DALI_LOG_SCROLL_STATE("[0x%X] Starting X Snap Animation to[%.2f]", this, position ); + mInternalXAnimation = Animation::New(duration); mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position); @@ -2418,8 +2357,11 @@ void ScrollView::SnapInternalYTo(float position) // if internal y not equal to inputed parameter, animate it float duration = std::min(fabsf((position - mScrollPrePosition.y) / mMaxOvershoot.y) * mSnapOvershootDuration, mSnapOvershootDuration); + DALI_LOG_SCROLL_STATE("[0x%X] duration[%.2f]", this, duration ); if( duration > Math::MACHINE_EPSILON_1 ) { + DALI_LOG_SCROLL_STATE("[0x%X] Starting Y Snap Animation to[%.2f]", this, position ); + mInternalYAnimation = Animation::New(duration); mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position); @@ -2441,8 +2383,6 @@ void ScrollView::GestureStarted() StopTouchDownTimer(); StopAnimation(); mPanDelta = Vector3::ZERO; - mScaleDelta = Vector3::ONE; - mRotationDelta = 0.0f; mLastVelocity = Vector2(0.0f, 0.0f); if( !mScrolling ) { @@ -2471,13 +2411,10 @@ void ScrollView::GestureStarted() } } -void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scaleDelta, float rotationDelta) +void ScrollView::GestureContinuing(const Vector2& panDelta) { mPanDelta.x+= panDelta.x; mPanDelta.y+= panDelta.y; - mScaleDelta.x*= scaleDelta.x; - mScaleDelta.y*= scaleDelta.y; - mRotationDelta+= rotationDelta; // Save the velocity, there is a bug in PanGesture // Whereby the Gesture::Finished's velocity is either: @@ -2493,11 +2430,9 @@ void ScrollView::GestureContinuing(const Vector2& panDelta, const Vector2& scale } // TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture) -// TODO: Reimplement Scaling (pinching 2+ points) -// TODO: Reimplment Rotation (pinching 2+ points) // BUG: Gesture::Finished doesn't always return velocity on release (due to // timeDelta between last two events being 0 sometimes, or posiiton being the same) -void ScrollView::OnPan(PanGesture gesture) +void ScrollView::OnPan( const PanGesture& gesture ) { // Guard against destruction during signal emission // Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx() @@ -2505,6 +2440,8 @@ void ScrollView::OnPan(PanGesture gesture) if(!mSensitive) { + DALI_LOG_SCROLL_STATE("[0x%X] Pan Ignored, Insensitive", this); + // If another callback on the same original signal disables sensitivity, // this callback will still be called, so we must suppress it. return; @@ -2515,6 +2452,8 @@ 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; @@ -2527,21 +2466,45 @@ void ScrollView::OnPan(PanGesture gesture) case Gesture::Continuing: { - GestureContinuing(gesture.screenDisplacement, Vector2::ZERO, 0.0f); + if ( mPanning ) + { + DALI_LOG_SCROLL_STATE("[0x%X] Pan Continuing", this); + GestureContinuing(gesture.screenDisplacement); + } + else + { + // If we do not think we are panning, then we should not do anything here + return; + } break; } case Gesture::Finished: case Gesture::Cancelled: { - UpdateLocalScrollProperties(); - mLastVelocity = gesture.velocity; - mPanning = false; - self.SetProperty( mPropertyPanning, false ); - - if( mScrollMainInternalPrePositionConstraint ) + if ( mPanning ) + { + DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) ); + + UpdateLocalScrollProperties(); + mLastVelocity = gesture.velocity; + mPanning = false; + self.SetProperty( mPropertyPanning, false ); + + if( mScrollMainInternalPrePositionConstraint ) + { + self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + } + + if( mOvershootIndicator ) + { + mOvershootIndicator->ClearOvershoot(); + } + } + else { - self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + // If we do not think we are panning, then we should not do anything here + return; } break; } @@ -2580,16 +2543,22 @@ void ScrollView::OnGestureEx(Gesture::State state) mGestureStackDepth--; if(mGestureStackDepth==0) { + // no flick if we have not exceeded min flick distance + if( (fabsf(mPanDelta.x) < mMinFlickDistance.x) + && (fabsf(mPanDelta.y) < mMinFlickDistance.y) ) + { + // reset flick velocity + mLastVelocity = Vector2::ZERO; + } FinishTransform(); } + else + { + DALI_LOG_SCROLL_STATE("[0x%X] mGestureStackDepth[%d]", this, mGestureStackDepth); + } } } -void ScrollView::UpdateTransform() -{ -// TODO: notify clamps using property notifications (or see if we need this, can deprecate it) -} - void ScrollView::FinishTransform() { // at this stage internal x and x scroll position should have followed prescroll position exactly @@ -2597,6 +2566,7 @@ void ScrollView::FinishTransform() PreAnimatedScrollSetup(); + // convert pixels/millisecond to pixels per second bool animating = SnapWithVelocity(mLastVelocity * 1000.0f); if(!animating) @@ -2679,18 +2649,6 @@ void ScrollView::ClampPosition(Vector3& position, ClampState3 &clamped) const { Vector3 size = Self().GetCurrentSize(); - // determine size of viewport relative to current scaled size. - // e.g. if you're zoomed in 200%, then each pixel on screen is only 0.5 pixels on subject. - if(fabsf(mScrollPostScale.x) > Math::MACHINE_EPSILON_0) - { - size.x /= mScrollPostScale.x; - } - - if(fabsf(mScrollPostScale.y) > Math::MACHINE_EPSILON_0) - { - size.y /= mScrollPostScale.y; - } - position.x = -mRulerX->Clamp(-position.x, size.width, 1.0f, clamped.x); // NOTE: X & Y rulers think in -ve coordinate system. position.y = -mRulerY->Clamp(-position.y, size.height, 1.0f, clamped.y); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT. @@ -2716,19 +2674,6 @@ void ScrollView::WrapPosition(Vector3& position) const } } -void ScrollView::ClampScale(Vector3& scale) const -{ - ClampState3 clamped; - ClampScale(scale, clamped); -} - -void ScrollView::ClampScale(Vector3& scale, ClampState3 &clamped) const -{ - scale.x = mRulerScaleX->Clamp(scale.x, 0.0f, 1.0f, clamped.x); - scale.y = mRulerScaleY->Clamp(scale.y, 0.0f, 1.0f, clamped.y); - clamped.z = NotClamped; -} - void ScrollView::UpdateMainInternalConstraint() { // TODO: Only update the constraints which have changed, rather than remove all and add all again. @@ -2742,8 +2687,6 @@ void ScrollView::UpdateMainInternalConstraint() self.RemoveConstraint(mScrollMainInternalDeltaConstraint); self.RemoveConstraint(mScrollMainInternalFinalConstraint); self.RemoveConstraint(mScrollMainInternalRelativeConstraint); - self.RemoveConstraint(mScrollMainInternalXConstraint); - self.RemoveConstraint(mScrollMainInternalYConstraint); } if( mScrollMainInternalPrePositionConstraint ) { @@ -2770,9 +2713,8 @@ 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 ); } @@ -2808,16 +2750,6 @@ 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); } @@ -2864,26 +2796,15 @@ 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. - // Movement + Scaling + Wrap function + // Apply some default constraints to ScrollView & its bound actors + // Movement + Wrap function 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);