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=2c5b61b12f0a0d903ae5836858e40d217f1c5700;hb=421b1cb023ab3a51842d1c7dab553e241c2301d0;hpb=1ab5a093a38b07a63a5b81ac0394d2ca10eb48d9 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 2c5b61b..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 @@ -15,20 +15,34 @@ * */ -// INTERNAL INCLUDES +// CLASS HEADER +#include + +// EXTERNAL INCLUDES +#include +#include #include +#include +#include +#include +// INTERNAL INCLUDES #include #include -#include #include #include +//#define ENABLED_SCROLL_STATE_LOGGING + +#ifdef ENABLED_SCROLL_STATE_LOGGING +#define DALI_LOG_SCROLL_STATE(format, args...) Dali::Integration::Log::LogMessage(Dali::Integration::Log::DebugInfo, "%s:%d " format "\n", __PRETTY_FUNCTION__, __LINE__, ## args) +#else +#define DALI_LOG_SCROLL_STATE(format, args...) +#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) @@ -39,14 +53,16 @@ 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 ); ///< Determines whether velocity is reset after tap interrupts snap animation -const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f; ///< After this time interval with touch-down, the snap animation will be interrupted (if no gesture has started). +const unsigned long MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET( 150u ); +const float TOUCH_DOWN_TIMER_INTERVAL = 100.0f; +const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal // predefined effect values const Vector3 ANGLE_CAROUSEL_ROTATE(Math::PI * 0.5f, Math::PI * 0.5f, 0.0f); @@ -58,27 +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) @@ -188,11 +183,14 @@ 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; @@ -217,112 +215,152 @@ 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. * 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) - : mInitialPanMask(initialPanMask), - mAxisAutoLock(axisAutoLock), - mLockAxis(ScrollView::LockPossible), + float axisAutoLockGradient, + ScrollView::LockAxis initialLockAxis, + const Vector2& maxOvershoot, + const RulerDomain& domainX, const RulerDomain& domainY) + : mLocalStart(initialPanPosition), + mInitialPanMask(initialPanMask), + 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; + 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; }; /** @@ -334,23 +372,37 @@ 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; } @@ -359,6 +411,7 @@ struct InternalPositionConstraint Vector2 mDomainMax; bool mClampX; bool mClampY; + bool mWrap; }; @@ -368,19 +421,23 @@ 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; }; @@ -390,45 +447,27 @@ 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; }; /** - * 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, - const PropertyInput& panningProperty) -{ - 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, - const PropertyInput& panningProperty) -{ - return scrollPosition.GetVector3().y; -} - -/** * Internal Position-Delta Property Constraint. * * Generates position-delta property based on scroll-position + scroll-offset properties. @@ -511,39 +550,43 @@ Dali::Toolkit::ScrollView ScrollView::New() ScrollView::ScrollView() : ScrollBase(), - mInitialized(false), - mScrolling(false), - mScrollInterrupted(false), mTouchDownTime(0u), - mSensitive(true), mGestureStackDepth(0), - mRotationDelta(0.0f), - mScrollPreRotation(0.0f), - mScrollPostRotation(0.0f), - mTouchDownTimeoutReached(false), - mActorAutoSnapEnabled(false), - mAutoResizeContainerEnabled(false), - mWrapMode(false), - mAxisAutoLock(false), + mScrollStateFlags(0), mMinTouchesForPanning(1), mMaxTouchesForPanning(1), mLockAxis(LockPossible), - mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS), - mAlterChild(false), + mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE), 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), 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), mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT), mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT), mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED), - mInAccessibilityPan(false) + 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), + mCanScrollHorizontal(true), + mCanScrollVertical(true) { SetRequiresMouseWheelEvents(true); } @@ -551,7 +594,6 @@ 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. @@ -568,8 +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; @@ -585,13 +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); @@ -602,6 +637,8 @@ void ScrollView::OnInitialize() void ScrollView::OnControlStageConnection() { + DALI_LOG_SCROLL_STATE("[0x%X]", this); + if ( mSensitive ) { SetScrollSensitive( false ); @@ -616,16 +653,14 @@ void ScrollView::OnControlStageConnection() void ScrollView::OnControlStageDisconnection() { - if ( mSnapOvershootAnimation ) - { - SetOvershootToOrigin(); - } + DALI_LOG_SCROLL_STATE("[0x%X]", this); StopAnimation(); } ScrollView::~ScrollView() { + DALI_LOG_SCROLL_STATE("[0x%X]", this); } AlphaFunction ScrollView::GetScrollSnapAlphaFunction() const @@ -848,70 +883,104 @@ void ScrollView::SetRulerY(RulerPtr ruler) void ScrollView::UpdatePropertyDomain(const Vector3& size) { - Vector3 min; - Vector3 max; + Actor self = Self(); + Vector3 min = mMinScroll; + Vector3 max = mMaxScroll; + 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_100 + || fabsf(max.x - rulerDomain.max) > Math::MACHINE_EPSILON_100 ) + { + 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_100 ) { canScrollHorizontal = true; - float currentScroll = self.GetProperty(scrollXPropertyIndex); - newScroll = Clamp(currentScroll, -(max.x - size.x), -min.x); } - self.SetProperty(scrollXPropertyIndex, newScroll); + } + else if( fabs(min.x) > Math::MACHINE_EPSILON_100 + || fabs(max.x) > Math::MACHINE_EPSILON_100 ) + { + // need to reset to 0 + domainChanged = true; + min.x = 0.0f; + max.x = 0.0f; + canScrollHorizontal = false; } 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_100 + || fabsf(max.y - rulerDomain.max) > Math::MACHINE_EPSILON_100 ) + { + 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_100 ) { 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 ); -} - -void ScrollView::SetRulerScaleX(RulerPtr ruler) -{ - mRulerScaleX = ruler; - UpdateMainInternalConstraint(); -} - -void ScrollView::SetRulerScaleY(RulerPtr ruler) -{ - mRulerScaleY = ruler; - UpdateMainInternalConstraint(); -} + else if( fabs(min.y) > Math::MACHINE_EPSILON_100 + || fabs(max.y) > Math::MACHINE_EPSILON_100 ) + { + // need to reset to 0 + domainChanged = true; + min.y = 0.0f; + max.y = 0.0f; + canScrollVertical = false; + } -void ScrollView::SetRulerRotation(RulerPtr ruler) -{ - mRulerRotation = ruler; - UpdateMainInternalConstraint(); + // avoid setting properties if possible, otherwise this will cause an entire update as well as triggering constraints using each property we update + if( mCanScrollVertical != canScrollVertical ) + { + mCanScrollVertical = canScrollVertical; + self.SetProperty(mPropertyCanScrollVertical, canScrollVertical); + } + if( mCanScrollHorizontal != canScrollHorizontal ) + { + mCanScrollHorizontal = canScrollHorizontal; + self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal); + } + 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 ) + { + mMinScroll = min; + mMaxScroll = max; + self.SetProperty(mPropertyPositionMin, mMinScroll ); + self.SetProperty(mPropertyPositionMax, mMaxScroll ); + } } void ScrollView::SetScrollSensitive(bool sensitive) @@ -919,6 +988,8 @@ void ScrollView::SetScrollSensitive(bool sensitive) Actor self = Self(); PanGestureDetector panGesture( GetPanGestureDetector() ); + DALI_LOG_SCROLL_STATE("[0x%X] sensitive: before:[%d] setting[%d]", this, int(mSensitive), int(sensitive)); + if((!mSensitive) && (sensitive)) { mSensitive = sensitive; @@ -926,9 +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 ); @@ -938,6 +1010,7 @@ void ScrollView::SetScrollSensitive(bool sensitive) mSensitive = sensitive; mGestureStackDepth = 0; + DALI_LOG_SCROLL_STATE("[0x%X] AFTER: panning:[%d]", this, int(mPanning)); } } @@ -945,6 +1018,7 @@ void ScrollView::SetMaxOvershoot(float overshootX, float overshootY) { mMaxOvershoot.x = overshootX; mMaxOvershoot.y = overshootY; + mUserMaxOvershoot = mMaxOvershoot; mDefaultMaxOvershoot = false; UpdateMainInternalConstraint(); } @@ -1000,14 +1074,14 @@ void ScrollView::SetWrapMode(bool enable) Self().SetProperty(mPropertyWrap, enable); } -int ScrollView::GetRefreshInterval() const +int ScrollView::GetScrollUpdateDistance() const { - return mRefreshIntervalMilliseconds; + return mScrollUpdateDistance; } -void ScrollView::SetRefreshInterval(int milliseconds) +void ScrollView::SetScrollUpdateDistance(int distance) { - mRefreshIntervalMilliseconds = milliseconds; + mScrollUpdateDistance = distance; } bool ScrollView::GetAxisAutoLock() const @@ -1054,6 +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; @@ -1077,7 +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; @@ -1094,14 +1188,12 @@ unsigned int ScrollView::GetCurrentPage() const Vector3 ScrollView::GetCurrentScrollPosition() const { - // in case animation is currently taking place. - return -GetPropertyPrePosition(); + return -GetPropertyPosition(); } -Vector3 ScrollView::GetCurrentScrollScale() const +void ScrollView::SetScrollPosition(const Vector3& position) { - // in case animation is currently taking place. - return GetPropertyScale(); + mScrollPrePosition = position; } Vector3 ScrollView::GetDomainSize() const @@ -1115,39 +1207,56 @@ 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? + if( mScrolling ) // are we interrupting a current scroll? { // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete. mScrolling = false; + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); 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, @@ -1156,9 +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; - mScrollCompletedSignalV2.Emit( currentScrollPosition ); + + // 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( completedPosition ); } } @@ -1172,10 +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) @@ -1316,21 +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) @@ -1347,8 +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; @@ -1358,13 +1478,13 @@ 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 = mScrollPostPosition; + Vector3 positionSnap = mScrollPrePosition; // Flick logic X Axis - if(mRulerX->IsEnabled()) + if(mRulerX->IsEnabled() && mLockAxis != LockHorizontal) { horizontal = All; @@ -1392,7 +1512,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) // Flick logic Y Axis - if(mRulerY->IsEnabled()) + if(mRulerY->IsEnabled() && mLockAxis != LockVertical) { vertical = All; @@ -1538,70 +1658,34 @@ 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); - 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(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, - const Vector3& scale, const Vector3& scaleDuration, - float rotation, float rotationDuration, AlphaFunction alpha, bool findShortcuts, DirectionBias horizontalBias, DirectionBias verticalBias, SnapType snapType) @@ -1609,124 +1693,95 @@ 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 scaleChanged = (scale != mScrollPostScale); - bool rotationChanged = fabsf(rotation - mScrollPostRotation) > Math::MACHINE_EPSILON_0; + bool positionChanged = (mScrollTargetPosition != mScrollPostPosition); if(positionChanged) { totalDuration = std::max(totalDuration, positionDuration.x); totalDuration = std::max(totalDuration, positionDuration.y); } - - if(scaleChanged) + else { - totalDuration = std::max(totalDuration, scaleDuration.x); - totalDuration = std::max(totalDuration, scaleDuration.y); + // 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(rotationChanged) - { - 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) - { - // 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(mWrapMode && findShortcuts) + { + // In Wrap Mode, the shortest distance is a little less intuitive... + const RulerDomain rulerDomainX = mRulerX->GetDomain(); + const RulerDomain rulerDomainY = mRulerY->GetDomain(); - if(mRulerY->IsEnabled()) - { - float dir = VectorInDomain(-mScrollPostPosition.y, -positionTransformed.y, rulerDomainY.min, rulerDomainY.max, verticalBias); - positionTransformed.y = mScrollPostPosition.y + -dir; - } + if(mRulerX->IsEnabled()) + { + float dir = VectorInDomain(-mScrollPrePosition.x, -mScrollTargetPosition.x, rulerDomainX.min, rulerDomainX.max, horizontalBias); + mScrollTargetPosition.x = mScrollPrePosition.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)); - } - - // Scale Delta /////////////////////////////////////////////////////// - if(scaleChanged) - { - // 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)); + if(mRulerY->IsEnabled()) + { + float dir = VectorInDomain(-mScrollPrePosition.y, -mScrollTargetPosition.y, rulerDomainY.min, rulerDomainY.max, verticalBias); + mScrollTargetPosition.y = mScrollPrePosition.y + -dir; + } } - mSnapAnimation.AnimateTo( Property(self, mPropertyTime), totalDuration, AlphaFunctions::Linear ); + // 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); - mSnapAnimation.Play(); - mSnapXAnimation.Play(); - mSnapYAnimation.Play(); - StartRefreshTimer(); - } // end if(totalDuration > Math::MACHINE_EPSILON_1) - else // totalDuration == 0 - { - // instantly set transform. - if(positionChanged) + if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) ) { - self.SetProperty(mPropertyX, positionTransformed.x); - self.SetProperty(mPropertyY, positionTransformed.y); - - mScrollPrePosition = mScrollPostPosition = positionTransformed; + 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); } - if(scaleChanged) - { - 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 = positionTransformed; - snapEvent.scale = scale; - snapEvent.rotation = rotation; + snapEvent.position = -mScrollTargetPosition; snapEvent.duration = totalDuration; + DALI_LOG_SCROLL_STATE("[0x%X] mSnapStartedSignalV2 [%.2f, %.2f]", this, snapEvent.position.x, snapEvent.position.y); 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 ) + { + mOvershootIndicator->AttachToScrollable(*this); + } + else + { + mMaxOvershoot = mUserMaxOvershoot; + mOvershootIndicator->DetachFromScrollable(*this); + } + UpdateMainInternalConstraint(); } void ScrollView::AddOverlay(Actor actor) @@ -1739,9 +1794,18 @@ void ScrollView::RemoveOverlay(Actor actor) mInternalActor.Remove( actor ); } -void ScrollView::SetScrollingDirection( Radian direction, Radian threshold ) +void ScrollView::SetOvershootEffectColor( const Vector4& color ) { - PanGestureDetector panGesture( GetPanGestureDetector() ); + mOvershootEffectColor = color; + if( mOvershootIndicator ) + { + mOvershootIndicator->SetOvershootEffectColor( color ); + } +} + +void ScrollView::SetScrollingDirection( Radian direction, Radian threshold ) +{ + PanGestureDetector panGesture( GetPanGestureDetector() ); // First remove just in case we have some set, then add. panGesture.RemoveDirection( direction ); @@ -1766,9 +1830,8 @@ 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; } @@ -1780,50 +1843,72 @@ Vector3 ScrollView::GetPropertyPosition() const return position; } -Vector3 ScrollView::GetPropertyScale() const -{ - return Self().GetProperty(mPropertyScale); -} - 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; + SetScrollUpdateNotification(false); } 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); + 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 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y ); mScrollCompletedSignalV2.Emit( currentScrollPosition ); mDomainOffset += deltaPosition - mScrollPostPosition; - Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + self.SetProperty(mPropertyDomainOffset, mDomainOffset); HandleStoppedAnimation(); } +void ScrollView::SetScrollUpdateNotification( bool enabled ) +{ + Actor self = Self(); + if( mScrollXUpdateNotification ) + { + // disconnect now to avoid a notification before removed from update thread + mScrollXUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification); + self.RemovePropertyNotification(mScrollXUpdateNotification); + mScrollXUpdateNotification.Reset(); + } + if( enabled ) + { + mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f)); + mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification ); + } + if( mScrollYUpdateNotification ) + { + // disconnect now to avoid a notification before removed from update thread + mScrollYUpdateNotification.NotifySignal().Disconnect(this, &ScrollView::OnScrollUpdateNotification); + self.RemovePropertyNotification(mScrollYUpdateNotification); + mScrollYUpdateNotification.Reset(); + } + if( enabled ) + { + mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f)); + mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification ); + } +} + +void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source) +{ + // Guard against destruction during signal emission + Toolkit::ScrollView handle( GetOwner() ); + + Vector3 currentScrollPosition = GetCurrentScrollPosition(); + mScrollUpdatedSignalV2.Emit( currentScrollPosition ); +} + bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { Dali::BaseHandle handle( object ); @@ -1855,8 +1940,12 @@ 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(); @@ -1880,6 +1969,16 @@ void ScrollView::OnChildRemove(Actor& child) UnbindActor(child); } +void ScrollView::OnPropertySet( Property::Index index, Property::Value propertyValue ) +{ + Actor self = Self(); + if( index == mPropertyPrePosition ) + { + DALI_LOG_SCROLL_STATE("[0x%X]: mPropertyPrePosition[%.2f, %.2f]", this, propertyValue.Get().x, propertyValue.Get().y); + propertyValue.Get(mScrollPrePosition); + } +} + void ScrollView::StartTouchDownTimer() { if ( !mTouchDownTimer ) @@ -1901,23 +2000,30 @@ void ScrollView::StopTouchDownTimer() bool ScrollView::OnTouchDownTimeout() { + DALI_LOG_SCROLL_STATE("[0x%X]", this); + mTouchDownTimeoutReached = true; - if( mSnapAnimation || mSnapXAnimation || mSnapYAnimation || mSnapOvershootAnimation ) + unsigned int currentScrollStateFlags( mScrollStateFlags ); // Cleared in StopAnimation so keep local copy for comparison + if( currentScrollStateFlags & (SCROLL_ANIMATION_FLAGS | SNAP_ANIMATION_FLAGS) ) { - mScrollInterrupted = true; + DALI_LOG_SCROLL_STATE("[0x%X] Scrolling Or snapping flags set, stopping animation", this); + StopAnimation(); - } + if( currentScrollStateFlags & SCROLL_ANIMATION_FLAGS ) + { + DALI_LOG_SCROLL_STATE("[0x%X] Scrolling flags set, emitting signal", this); - if(mScrolling) // are we interrupting a current scroll? - { - // reset domain offset as scrolling from original plane. - mDomainOffset = Vector3::ZERO; - Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO); + mScrollInterrupted = true; + // reset domain offset as scrolling from original plane. + mDomainOffset = Vector3::ZERO; + Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO); - mScrolling = false; - Vector3 currentScrollPosition = GetCurrentScrollPosition(); - mScrollCompletedSignalV2.Emit( currentScrollPosition ); + UpdateLocalScrollProperties(); + Vector3 currentScrollPosition = GetCurrentScrollPosition(); + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); + mScrollCompletedSignalV2.Emit( currentScrollPosition ); + } } return false; @@ -1927,6 +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; } @@ -1934,22 +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 @@ -1957,16 +2075,19 @@ 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 ); } + 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 ) { + DALI_LOG_SCROLL_STATE("[0x%X] Calling FinishTransform", this); + FinishTransform(); } } @@ -1974,7 +2095,7 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) mScrollInterrupted = false; } - return true; // consume since we're potentially scrolling + return true; } bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) @@ -2023,61 +2144,231 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) 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; + DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y ); + 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 + +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(!mSnapYAnimation) + 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; + + // Update Actor position with this wrapped value. +} + +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 ) + { + 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(); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_X_STATE_MASK; + // add internal animation state flag + mScrollStateFlags |= AnimatingInternalX; + } +} + +void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFunction alpha ) +{ + StopAnimation(mInternalYAnimation); + + if( duration > Math::MACHINE_EPSILON_10 ) { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootX, 0.0f); + 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(); + + // erase current state flags + mScrollStateFlags &= ~SCROLL_Y_STATE_MASK; + // add internal animation state flag + mScrollStateFlags |= AnimatingInternalY; } } -void ScrollView::OnSnapYAnimationFinished( Animation& source ) +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 == 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; + } + mInternalXAnimation.Reset(); + // wrap pre scroll x position and set it + if( mWrapMode ) + { + 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); + } + + 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; + } + mInternalYAnimation.Reset(); + if( mWrapMode ) + { + // wrap pre scroll y position and set it + const RulerDomain rulerDomain = mRulerY->GetDomain(); + mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max); + DALI_LOG_SCROLL_STATE("[0x%X] Setting 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(); } - if(mScrollMainInternalOvershootYConstraint) +} + +void ScrollView::OnSnapInternalPositionFinished( Animation& source ) +{ + Actor self = Self(); + UpdateLocalScrollProperties(); + if( source == mInternalXAnimation ) { - Self().RemoveConstraint(mScrollMainInternalOvershootYConstraint); - mScrollMainInternalOvershootYConstraint.Reset(); - mScrollMainInternalOvershootYConstraint = 0; + DALI_LOG_SCROLL_STATE("[0x%X] Finished X PostPosition Animation", this ); + + // clear internal x animation flags + mScrollStateFlags &= ~SCROLL_X_STATE_MASK; + mInternalXAnimation.Reset(); + WrapPosition(mScrollPrePosition); } - mSnapYAnimation.FinishedSignal().Disconnect(this, &ScrollView::OnSnapYAnimationFinished); - mSnapYAnimation.Reset(); - mSnapYAnimation = NULL; - if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + if( source == mInternalYAnimation ) { - // kick start animation to 0 - Self().SetProperty(mPropertyOvershootY, 0.0f); + DALI_LOG_SCROLL_STATE("[0x%X] Finished Y PostPosition Animation", this ); + + 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); + 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); + 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); + 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); + mInternalYAnimation.Play(); + + // add internal animation state flag + mScrollStateFlags |= SnappingInternalY; } } @@ -2088,31 +2379,42 @@ 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 + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y); + mScrollCompletedSignalV2.Emit( -mScrollPostPosition ); } } } -void ScrollView::GestureContinuing(Vector2 panDelta, 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: @@ -2123,35 +2425,14 @@ 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 } // 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() @@ -2159,6 +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; @@ -2169,50 +2452,60 @@ 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; 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). - if( ! mScrollMainInternalXConstraint ) - { - Constraint constraint = Constraint::New( mPropertyX, - LocalSource( mPropertyPosition ), - Source( self, mPropertyPanning ), - InternalXConstraint ); - mScrollMainInternalXConstraint = self.ApplyConstraint( constraint ); - } - if( ! mScrollMainInternalYConstraint ) - { - 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. + 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: { - mLastVelocity = gesture.velocity; - self.SetProperty( mPropertyPanning, false ); + if ( mPanning ) + { + DALI_LOG_SCROLL_STATE("[0x%X] Pan %s", this, ( ( gesture.state == Gesture::Finished ) ? "Finished" : "Cancelled" ) ); - // Remove X & Y position constraints as they are not required when we are not panning. - self.RemoveConstraint(mScrollMainInternalXConstraint); - self.RemoveConstraint(mScrollMainInternalYConstraint); - mScrollMainInternalXConstraint.Reset(); - mScrollMainInternalYConstraint.Reset(); + UpdateLocalScrollProperties(); + mLastVelocity = gesture.velocity; + mPanning = false; + self.SetProperty( mPropertyPanning, false ); + + if( mScrollMainInternalPrePositionConstraint ) + { + self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + } + + if( mOvershootIndicator ) + { + mOvershootIndicator->ClearOvershoot(); + } + } + else + { + // If we do not think we are panning, then we should not do anything here + return; + } break; } @@ -2237,6 +2530,7 @@ void ScrollView::OnGestureEx(Gesture::State state) Vector3 currentScrollPosition = GetCurrentScrollPosition(); Self().SetProperty(mPropertyScrolling, true); mScrolling = true; + DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollStartedSignalV2.Emit( currentScrollPosition ); } else if( (state == Gesture::Finished) || @@ -2249,39 +2543,49 @@ 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() { - const Vector3& scrollPosition = Self().GetProperty(mPropertyPosition); - - mScrollPostPosition.x = scrollPosition.x; - mScrollPostPosition.y = scrollPosition.y; - - Vector3 deltaPosition(mScrollPostPosition); - // Cement PRE transform (PRE = POST), and Begin Snap Animation if necessary. - WrapPosition(mScrollPostPosition); + // at this stage internal x and x scroll position should have followed prescroll position exactly + Actor self = Self(); - mDomainOffset += deltaPosition - mScrollPostPosition; - Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + PreAnimatedScrollSetup(); + // convert pixels/millisecond to pixels per second bool animating = SnapWithVelocity(mLastVelocity * 1000.0f); if(!animating) { - AnimateOvershootToOrigin(0.0f, 0.0f); // if not animating, then this pan has completed right now. + SetScrollUpdateNotification(false); mScrolling = false; Self().SetProperty(mPropertyScrolling, false); + + if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 ) + { + SnapInternalXTo(mScrollTargetPosition.x); + } + if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 ) + { + SnapInternalYTo(mScrollTargetPosition.y); + } Vector3 currentScrollPosition = GetCurrentScrollPosition(); + DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollCompletedSignalV2.Emit( currentScrollPosition ); } } @@ -2345,18 +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. @@ -2382,19 +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. @@ -2402,14 +2681,17 @@ 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); } + 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 // but we need to make sure than the gesture system gives displacement since last frame (60Hz), not displacement since last touch event (90Hz). @@ -2417,28 +2699,40 @@ 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( self, Actor::SIZE ), + InternalPrePositionConstraint( mPanStartPosition, 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 ), @@ -2446,7 +2740,7 @@ void ScrollView::UpdateMainInternalConstraint() LocalSource( mPropertyOvershootY ), InternalFinalConstraint( FinalDefaultAlphaFunction, FinalDefaultAlphaFunction ) ); - mScrollMainInternalFinalConstraint = self.ApplyConstraint(constraint); + mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint ); constraint = Constraint::New( mPropertyRelativePosition, LocalSource( mPropertyPosition ), @@ -2454,61 +2748,43 @@ 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); - } - - if(mScrollMainInternalOvershootYConstraint) - { - // reset these constraints in correct order - self.RemoveConstraint(mScrollMainInternalOvershootYConstraint); - mScrollMainInternalOvershootYConstraint.Reset(); - - 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); } } @@ -2520,26 +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); @@ -2556,121 +2821,6 @@ 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) - { - if (!mRefreshTimer) - { - mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds ); - mRefreshTimer.TickSignal().Connect( this, &ScrollView::OnRefreshTick ); - } - - if (!mRefreshTimer.IsRunning()) - { - mRefreshTimer.Start(); - } - } -} - -void ScrollView::CancelRefreshTimer() -{ - if (mRefreshTimer) - { - mRefreshTimer.Stop(); - } -} - -bool ScrollView::OnRefreshTick() -{ - // Guard against destruction during signal emission - Toolkit::ScrollView handle( GetOwner() ); - - Vector3 currentScrollPosition = GetCurrentScrollPosition(); - mScrollUpdatedSignalV2.Emit( currentScrollPosition ); - - return true; -} - } // namespace Internal } // namespace Toolkit