X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fscroll-view%2Fscroll-overshoot-indicator-impl.cpp;h=c02c7ec6f00c64433c635fe93695ec818bca38dd;hp=c3a900e8dc59844f9d3f6d12bd21793e1e32f70e;hb=405f6216e6bb0c6c5e88a809452f5ecf490ea1ba;hpb=56d412791a44c2a79135d2293c13fddb135c9d54 diff --git a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp index c3a900e..c02c7ec 100644 --- a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -18,9 +18,6 @@ // CLASS HEADER #include -// EXTERNAL INCLUDES -#include - // INTERNAL INCLUDES #include #include @@ -30,13 +27,13 @@ using namespace Dali; namespace { -const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f ); + const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f; // local helper function to resize the height of the bounce actor -float GetBounceActorHeight( float width ) +float GetBounceActorHeight( float width, float defaultHeight ) { - return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height * 0.5f; + return (width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? defaultHeight : defaultHeight * 0.5f; } const float MAX_OVERSHOOT_NOTIFY_AMOUNT = 0.99f; // maximum amount to set notification for increased overshoot, beyond this we just wait for it to reduce again @@ -115,18 +112,6 @@ void ScrollOvershootIndicator::SetOvershootEffectColor( const Vector4& color ) } } -void ScrollOvershootIndicator::ClearOvershoot() -{ - if(mEffectX) - { - mEffectX->SetOvershoot(0.0f); - } - if(mEffectY) - { - mEffectY->SetOvershoot(0.0f); - } -} - ScrollOvershootEffect::ScrollOvershootEffect( bool vertical ) : mVertical(vertical) { @@ -144,14 +129,14 @@ ScrollOvershootEffectRipple::ScrollOvershootEffectRipple( bool vertical, Scrolla mOvershootProperty(Property::INVALID_INDEX), mEffectOvershootProperty(Property::INVALID_INDEX), mOvershoot(0.0f), + mOvershootSize( scrollable.GetOvershootSize() ), mAnimationStateFlags(0) { mOvershootOverlay = CreateBouncingEffectActor(mEffectOvershootProperty); - mOvershootOverlay.SetColor(mAttachedScrollView.GetOvershootEffectColor()); - mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT); - mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT); - mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY); - mOvershootOverlay.SetVisible(false); + mOvershootOverlay.SetProperty( Actor::Property::COLOR,mAttachedScrollView.GetOvershootEffectColor()); + mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT ); + mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT); + mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false); } @@ -161,7 +146,8 @@ void ScrollOvershootEffectRipple::Apply() mOvershootProperty = IsVertical() ? Toolkit::ScrollView::Property::OVERSHOOT_Y : Toolkit::ScrollView::Property::OVERSHOOT_X; // make sure height is set, since we only create a constraint for image width - mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height); + mOvershootSize = mAttachedScrollView.GetOvershootSize(); + mOvershootOverlay.SetProperty( Actor::Property::SIZE, mOvershootSize ); mAttachedScrollView.AddOverlay(mOvershootOverlay); @@ -188,7 +174,7 @@ void ScrollOvershootEffectRipple::Remove( Scrollable& scrollable ) void ScrollOvershootEffectRipple::Reset() { - mOvershootOverlay.SetVisible(false); + mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false); mOvershootOverlay.SetProperty( mEffectOvershootProperty, 0.f); } @@ -211,7 +197,7 @@ void ScrollOvershootEffectRipple::UpdatePropertyNotifications() increaseStep = MAX_OVERSHOOT_NOTIFY_AMOUNT; } mOvershootIncreaseNotification = self.AddPropertyNotification( mOvershootProperty, OutsideCondition(-increaseStep, increaseStep) ); - mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue); + mOvershootIncreaseNotification.SetNotifyMode(PropertyNotification::NOTIFY_ON_TRUE); mOvershootIncreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification); } @@ -229,7 +215,7 @@ void ScrollOvershootEffectRipple::UpdatePropertyNotifications() reduceStep = MIN_OVERSHOOT_NOTIFY_AMOUNT; } mOvershootDecreaseNotification = self.AddPropertyNotification( mOvershootProperty, InsideCondition(-reduceStep, reduceStep) ); - mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NotifyOnTrue); + mOvershootDecreaseNotification.SetNotifyMode(PropertyNotification::NOTIFY_ON_TRUE); mOvershootDecreaseNotification.NotifySignal().Connect(this, &ScrollOvershootEffectRipple::OnOvershootNotification); } } @@ -238,13 +224,13 @@ void ScrollOvershootEffectRipple::SetOvershootEffectColor( const Vector4& color { if(mOvershootOverlay) { - mOvershootOverlay.SetColor(color); + mOvershootOverlay.SetProperty( Actor::Property::COLOR,color); } } void ScrollOvershootEffectRipple::UpdateVisibility( bool visible ) { - mOvershootOverlay.SetVisible(visible); + mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,visible); // make sure overshoot image is correctly placed if( visible ) { @@ -252,41 +238,41 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible ) if(mOvershoot > 0.0f) { // positive overshoot - const Vector3 size = mOvershootOverlay.GetCurrentSize(); + const Vector3 size = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); Vector3 relativeOffset; - const Vector3 parentSize = self.GetCurrentSize(); + const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); if(IsVertical()) { - mOvershootOverlay.SetOrientation(Quaternion(0.0f, Vector3::ZAXIS)); - mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth); + mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.0f ), Vector3::ZAXIS ) ) ); + mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth ) ); } else { - mOvershootOverlay.SetOrientation(Quaternion(1.5f * Math::PI, Vector3::ZAXIS)); - mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth); + mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS ) ) ); + mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) ); relativeOffset = Vector3(0.0f, 1.0f, 0.0f); } - mOvershootOverlay.SetPosition(relativeOffset * parentSize); + mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize ); } else { // negative overshoot - const Vector3 size = mOvershootOverlay.GetCurrentSize(); + const Vector3 size = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); Vector3 relativeOffset; - const Vector3 parentSize = self.GetCurrentSize(); + const Vector3 parentSize = self.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); if(IsVertical()) { - mOvershootOverlay.SetOrientation(Quaternion(Math::PI, Vector3::ZAXIS)); - mOvershootOverlay.SetSize(parentSize.width, GetBounceActorHeight(parentSize.width), size.depth); + mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( Math::PI ), Vector3::ZAXIS ) ) ); + mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.width, GetBounceActorHeight(parentSize.width, mOvershootSize.height), size.depth ) ); relativeOffset = Vector3(1.0f, 1.0f, 0.0f); } else { - mOvershootOverlay.SetOrientation(Quaternion(0.5f * Math::PI, Vector3::ZAXIS)); - mOvershootOverlay.SetSize(parentSize.height, GetBounceActorHeight(parentSize.height), size.depth); + mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) ); + mOvershootOverlay.SetProperty( Actor::Property::SIZE, Vector3( parentSize.height, GetBounceActorHeight(parentSize.height, mOvershootSize.height), size.depth ) ); relativeOffset = Vector3(1.0f, 0.0f, 0.0f); } - mOvershootOverlay.SetPosition(relativeOffset * parentSize); + mOvershootOverlay.SetProperty( Actor::Property::POSITION, relativeOffset * parentSize ); } } } @@ -294,7 +280,7 @@ void ScrollOvershootEffectRipple::UpdateVisibility( bool visible ) void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source) { Actor self = mAttachedScrollView.Self(); - mOvershoot = self.GetProperty(mOvershootProperty); + mOvershoot = self.GetCurrentProperty< float >( mOvershootProperty ); SetOvershoot(mOvershoot, false); UpdatePropertyNotifications(); } @@ -334,7 +320,7 @@ void ScrollOvershootEffectRipple::SetOvershoot(float amount, bool animate) if( animate && overshootAnimationSpeed > Math::MACHINE_EPSILON_0 ) { float currentOvershoot = fabsf( mOvershootOverlay.GetProperty( mEffectOvershootProperty ).Get() ); - float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed; + float duration = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height * (animatingOn ? (1.0f - currentOvershoot) : currentOvershoot) / overshootAnimationSpeed; if( duration > Math::MACHINE_EPSILON_0 ) { @@ -363,7 +349,7 @@ void ScrollOvershootEffectRipple::OnOvershootAnimFinished(Animation& animation) if( mAnimationStateFlags & AnimatingOut ) { // should now be offscreen - mOvershootOverlay.SetVisible(false); + mOvershootOverlay.SetProperty( Actor::Property::VISIBLE,false); } if( (mAnimationStateFlags & AnimateBack) ) {