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-view-impl.cpp;h=1d53111b0bf05be12a7fc1a42cad426c50ee0128;hp=496d20fea5ff8295817e90acdfa8bfe239998ce8;hb=1f316c7e8f22f1ada38dfdff44d556205bb40ca4;hpb=cd7d41bc8e0a0816da28401207091344fbbe0b2c diff --git a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp index 496d20f..1d53111 100644 --- a/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/scroll-view/scroll-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2015 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. @@ -22,14 +22,14 @@ #include // for strcmp #include #include -#include -#include +#include +#include #include #include #include // INTERNAL INCLUDES -#include +#include #include #include #include @@ -54,16 +54,27 @@ using namespace Dali; namespace { - -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 = 75.0f; ///< degrees. (if >45, then supports diagonal flicking) -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 float DEFAULT_SLOW_SNAP_ANIMATION_DURATION(0.5f); ///< Default Drag-Release animation time. +const float DEFAULT_FAST_SNAP_ANIMATION_DURATION(0.25f); ///< Default Drag-Flick animation time. +const float DEFAULT_SNAP_OVERSHOOT_DURATION(0.5f); ///< Default Overshoot snapping animation time. +const float DEFAULT_MAX_OVERSHOOT(100.0f); ///< Default maximum allowed overshoot in pixels + +const float DEFAULT_AXIS_AUTO_LOCK_GRADIENT(0.36f); ///< Default Axis-AutoLock gradient threshold. default is 0.36:1 (20 degrees) +const float DEFAULT_FRICTION_COEFFICIENT(1.0f); ///< Default Friction Co-efficient. (in stage diagonals per second) +const float DEFAULT_FLICK_SPEED_COEFFICIENT(1.0f); ///< Default Flick speed coefficient (multiples input touch velocity) +const float DEFAULT_MAX_FLICK_SPEED(3.0f); ///< Default Maximum flick speed. (in stage diagonals per second) + +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 = 75.0f; ///< degrees. (if >45, then supports diagonal flicking) +const Vector2 DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = Vector2(0.17f, 0.1f); ///< The step of horizontal scroll distance in the proportion of stage size for each wheel event received. 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 +const float DEFAULT_SCROLL_UPDATE_DISTANCE( 30.0f ); ///< Default distance to travel in pixels for scroll update signal + +const std::string INTERNAL_MAX_POSITION_PROPERTY_NAME( "internalMaxPosition" ); // Helpers //////////////////////////////////////////////////////////////////////////////////////// @@ -170,21 +181,45 @@ float ConstantDecelerationAlphaFunction(float progress) * scroll domain. This is a value from 0.0f to 1.0f in each * scroll position axis. */ -void InternalRelativePositionConstraint( Vector3& relativePosition, const PropertyInputContainer& inputs) +void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs) { - Vector3 position = -inputs[0]->GetVector3(); - const Vector3& min = inputs[1]->GetVector3(); - const Vector3& max = inputs[2]->GetVector3(); + Vector2 position = -inputs[0]->GetVector2(); + const Vector2& min = inputs[1]->GetVector2(); + const Vector2& max = inputs[2]->GetVector2(); const Vector3& size = inputs[3]->GetVector3(); position.x = WrapInDomain(position.x, min.x, max.x); position.y = WrapInDomain(position.y, min.y, max.y); - Vector3 domainSize = (max - min) - size; + Vector2 domainSize = (max - min) - size.GetVectorXY(); relativePosition.x = domainSize.x > Math::MACHINE_EPSILON_1 ? fabsf((position.x - min.x) / domainSize.x) : 0.0f; relativePosition.y = domainSize.y > Math::MACHINE_EPSILON_1 ? fabsf((position.y - min.y) / domainSize.y) : 0.0f; - relativePosition.z = 0.0f; +} + +/** + * Internal scroll domain Constraint + * Generates the scroll domain of the scroll view. + */ +void InternalScrollDomainConstraint( Vector2& scrollDomain, const PropertyInputContainer& inputs) +{ + const Vector2& min = inputs[0]->GetVector2(); + const Vector2& max = inputs[1]->GetVector2(); + const Vector3& size = inputs[2]->GetVector3(); + + scrollDomain = (max - min) - size.GetVectorXY(); +} + +/** + * Internal maximum scroll position Constraint + * Generates the maximum scroll position of the scroll view. + */ +void InternalPrePositionMaxConstraint( Vector2& scrollMax, const PropertyInputContainer& inputs) +{ + const Vector2& max = inputs[0]->GetVector2(); + const Vector3& size = inputs[1]->GetVector3(); + + scrollMax = max - size.GetVectorXY(); } } // unnamed namespace @@ -209,19 +244,34 @@ BaseHandle Create() // Setup properties, signals and actions using the type-registry. DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-position", VECTOR3, SCROLL_POSITION) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-pre-position", VECTOR3, SCROLL_PRE_POSITION) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-final", VECTOR3, SCROLL_FINAL) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "wrap", BOOLEAN, WRAP) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "panning", BOOLEAN, PANNING) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scrolling", BOOLEAN, SCROLLING) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-domain-offset", VECTOR3, SCROLL_DOMAIN_OFFSET) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "scroll-position-delta", VECTOR3, SCROLL_POSITION_DELTA) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION) - -DALI_SIGNAL_REGISTRATION( ScrollView, "value-changed", SIGNAL_SNAP_STARTED ) +DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrapEnabled", BOOLEAN, WRAP_ENABLED ) +DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panningEnabled", BOOLEAN, PANNING_ENABLED ) +DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "axisAutoLockEnabled", BOOLEAN, AXIS_AUTO_LOCK_ENABLED ) +DALI_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wheelScrollDistanceStep", VECTOR2, WHEEL_SCROLL_DISTANCE_STEP ) + +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPosition", VECTOR2, SCROLL_POSITION) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePosition", VECTOR2, SCROLL_PRE_POSITION) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionX", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionY", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMax", VECTOR2, SCROLL_PRE_POSITION_MAX) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxX", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollPrePositionMaxY", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootX", FLOAT, OVERSHOOT_X) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshootY", FLOAT, OVERSHOOT_Y) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollFinal", VECTOR2, SCROLL_FINAL) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalX", SCROLL_FINAL_X, SCROLL_FINAL,0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollFinalY", SCROLL_FINAL_Y, SCROLL_FINAL,1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "wrap", BOOLEAN, WRAP) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "panning", BOOLEAN, PANNING) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrolling", BOOLEAN, SCROLLING) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainSize", VECTOR2, SCROLL_DOMAIN_SIZE) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeX", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scrollDomainSizeY", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollDomainOffset", VECTOR2, SCROLL_DOMAIN_OFFSET) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scrollPositionDelta", VECTOR2, SCROLL_POSITION_DELTA) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "startPagePosition", VECTOR3, START_PAGE_POSITION) + +DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "valueChanged", SIGNAL_SNAP_STARTED ) DALI_TYPE_REGISTRATION_END() @@ -268,93 +318,132 @@ ScrollView::LockAxis GetLockAxis(const Vector2& panDelta, ScrollView::LockAxis c */ struct InternalPrePositionConstraint { - InternalPrePositionConstraint(const Vector2& initialPanPosition, - const Vector2& initialPanMask, - bool axisAutoLock, - 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), - mLockAxis(initialLockAxis), - mAxisAutoLock(axisAutoLock), - mWasPanning(false), - mClampX( domainX.enabled ), - mClampY( domainY.enabled ) - { - } - - void operator()( Vector3& scrollPostPosition, const PropertyInputContainer& inputs ) + InternalPrePositionConstraint( const Vector2& initialPanPosition, + const Vector2& initialPanMask, + bool axisAutoLock, + float axisAutoLockGradient, + ScrollView::LockAxis initialLockAxis, + const Vector2& maxOvershoot, + const RulerPtr& rulerX, const RulerPtr& rulerY ) + : mLocalStart( initialPanPosition ), + mInitialPanMask( initialPanMask ), + mMaxOvershoot( maxOvershoot ), + mAxisAutoLockGradient( axisAutoLockGradient ), + mLockAxis( initialLockAxis ), + mAxisAutoLock( axisAutoLock ), + mWasPanning( false ) + { + const RulerDomain& rulerDomainX = rulerX->GetDomain(); + const RulerDomain& rulerDomainY = rulerY->GetDomain(); + mDomainMin = Vector2( rulerDomainX.min, -rulerDomainY.min ); + mDomainMax = Vector2( -rulerDomainX.max, -rulerDomainY.max ); + mClampX = rulerDomainX.enabled; + mClampY = rulerDomainY.enabled; + mFixedRulerX = rulerX->GetType() == Ruler::Fixed; + mFixedRulerY = rulerY->GetType() == Ruler::Fixed; + } + + void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs ) { const Vector2& panPosition = inputs[0]->GetVector2(); + const bool& inGesture = inputs[1]->GetBoolean(); - if(!mWasPanning) - { - mPrePosition = scrollPostPosition; - mCurrentPanMask = mInitialPanMask; - mWasPanning = true; - } - - // Calculate Deltas... - const Vector2& currentPosition = panPosition; - 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 ) + // First check if we are within a gesture. + // The ScrollView may have received a start gesture from ::OnPan() + // while the finish gesture is received now in this constraint. + // This gesture must then be rejected as the value will be "old". + // Typically the last value from the end of the last gesture. + // If we are rejecting the gesture, we simply don't modify the constraint target. + if( inGesture ) { - mLockAxis = GetLockAxis(panDelta, mLockAxis, mAxisAutoLockGradient); - if( mLockAxis == ScrollView::LockVertical ) + if( !mWasPanning ) { - mCurrentPanMask.y = 0.0f; + mPrePosition = scrollPostPosition; + mStartPosition = mPrePosition; + mCurrentPanMask = mInitialPanMask; + mWasPanning = true; } - else if( mLockAxis == ScrollView::LockHorizontal ) + + // Calculate Deltas... + const Vector2& currentPosition = panPosition; + 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 ) { - mCurrentPanMask.x = 0.0f; + mLockAxis = GetLockAxis( panDelta, mLockAxis, mAxisAutoLockGradient ); + if( mLockAxis == ScrollView::LockVertical ) + { + mCurrentPanMask.y = 0.0f; + } + else if( mLockAxis == ScrollView::LockHorizontal ) + { + mCurrentPanMask.x = 0.0f; + } } - } - // 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 += panDelta; - // if no wrapping then clamp preposition to maximum overshoot amount - const Vector3& size = inputs[1]->GetVector3(); - if( mClampX ) - { - 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) ) + // if no wrapping then clamp preposition to maximum overshoot amount + const Vector3& size = inputs[2]->GetVector3(); + if( mClampX ) { - mPrePosition.x = newXPosition; - mLocalStart.x = panPosition.x; + 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; } - scrollPostPosition.x = newXPosition; - } - if( mClampY ) - { - 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) ) + if( mClampY ) + { + 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 ) ) + { + mPrePosition.y = newYPosition; + mLocalStart.y = panPosition.y; + } + scrollPostPosition.y = newYPosition; + } + + // If we are using a fixed ruler in a particular axis, limit the maximum pages scrolled on that axis. + if( mFixedRulerX || mFixedRulerY ) { - mPrePosition.y = newYPosition; - mLocalStart.y = panPosition.y; + // Here we limit the maximum amount that can be moved from the starting position of the gesture to one page. + // We do this only if we have a fixed ruler (on that axis) and the mode is enabled. + // Note: 1.0f is subtracted to keep the value within one page size (otherwise we stray on to the page after). + // Note: A further 1.0f is subtracted to handle a compensation that happens later within the flick handling code in SnapWithVelocity(). + // When a flick is completed, an adjustment of 1.0f is sometimes made to allow for the scenario where: + // A flick finishes before the update thread has advanced the scroll position past the previous snap point. + Vector2 pageSizeLimit( size.x - ( 1.0f + 1.0f ), size.y - ( 1.0f - 1.0f ) ); + Vector2 minPosition( mStartPosition.x - pageSizeLimit.x, mStartPosition.y - pageSizeLimit.y ); + Vector2 maxPosition( mStartPosition.x + pageSizeLimit.x, mStartPosition.y + pageSizeLimit.y ); + + if( mFixedRulerX ) + { + scrollPostPosition.x = Clamp( scrollPostPosition.x, minPosition.x, maxPosition.x ); + } + if( mFixedRulerY ) + { + scrollPostPosition.y = Clamp( scrollPostPosition.y, minPosition.y, maxPosition.y ); + } } - scrollPostPosition.y = newYPosition; } } - Vector3 mPrePosition; + Vector2 mPrePosition; Vector2 mLocalStart; - Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings) + Vector2 mStartPosition; ///< The start position of the gesture - used to limit scroll amount (not modified by clamping). + 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; @@ -363,10 +452,12 @@ struct InternalPrePositionConstraint float mAxisAutoLockGradient; ///< Set by ScrollView ScrollView::LockAxis mLockAxis; - bool mAxisAutoLock:1; ///< Set by ScrollView + bool mAxisAutoLock:1; ///< Set by ScrollView bool mWasPanning:1; bool mClampX:1; bool mClampY:1; + bool mFixedRulerX:1; + bool mFixedRulerY:1; }; /** @@ -387,12 +478,12 @@ struct InternalPositionConstraint { } - void operator()( Vector3& position, const PropertyInputContainer& inputs ) + void operator()( Vector2& position, const PropertyInputContainer& inputs ) { - position = inputs[0]->GetVector3(); + position = inputs[0]->GetVector2(); const Vector2& size = inputs[3]->GetVector3().GetVectorXY(); - const Vector3& min = inputs[1]->GetVector3(); - const Vector3& max = inputs[2]->GetVector3(); + const Vector2& min = inputs[1]->GetVector2(); + const Vector2& max = inputs[2]->GetVector2(); if( mWrap ) { @@ -427,8 +518,8 @@ struct OvershootXConstraint { if( inputs[2]->GetBoolean() ) { - const Vector3& scrollPrePosition = inputs[0]->GetVector3(); - const Vector3& scrollPostPosition = inputs[1]->GetVector3(); + const Vector2& scrollPrePosition = inputs[0]->GetVector2(); + const Vector2& scrollPostPosition = inputs[1]->GetVector2(); float newOvershoot = scrollPrePosition.x - scrollPostPosition.x; current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; } @@ -453,8 +544,8 @@ struct OvershootYConstraint { if( inputs[2]->GetBoolean() ) { - const Vector3& scrollPrePosition = inputs[0]->GetVector3(); - const Vector3& scrollPostPosition = inputs[1]->GetVector3(); + const Vector2& scrollPrePosition = inputs[0]->GetVector2(); + const Vector2& scrollPostPosition = inputs[1]->GetVector2(); float newOvershoot = scrollPrePosition.y - scrollPostPosition.y; current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; } @@ -472,10 +563,10 @@ struct OvershootYConstraint * * Generates position-delta property based on scroll-position + scroll-offset properties. */ -void InternalPositionDeltaConstraint( Vector3& current, const PropertyInputContainer& inputs ) +void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs ) { - const Vector3& scrollPosition = inputs[0]->GetVector3(); - const Vector3& scrollOffset = inputs[1]->GetVector3(); + const Vector2& scrollPosition = inputs[0]->GetVector2(); + const Vector2& scrollOffset = inputs[1]->GetVector2(); current = scrollPosition + scrollOffset; } @@ -489,26 +580,25 @@ void InternalPositionDeltaConstraint( Vector3& current, const PropertyInputConta */ struct InternalFinalConstraint { - InternalFinalConstraint(AlphaFunction functionX, - AlphaFunction functionY) + InternalFinalConstraint(AlphaFunctionPrototype functionX, + AlphaFunctionPrototype functionY) : mFunctionX(functionX), mFunctionY(functionY) { } - void operator()( Vector3& current, const PropertyInputContainer& inputs ) + void operator()( Vector2& current, const PropertyInputContainer& inputs ) { const float& overshootx = inputs[1]->GetFloat(); const float& overshooty = inputs[2]->GetFloat(); - Vector3 offset( mFunctionX(overshootx), - mFunctionY(overshooty), - 0.0f); + Vector2 offset( mFunctionX(overshootx), + mFunctionY(overshooty) ); - current = inputs[0]->GetVector3() - offset; + current = inputs[0]->GetVector2() - offset; } - AlphaFunction mFunctionX; - AlphaFunction mFunctionY; + AlphaFunctionPrototype mFunctionX; + AlphaFunctionPrototype mFunctionY; }; } @@ -534,28 +624,28 @@ Dali::Toolkit::ScrollView ScrollView::New() } ScrollView::ScrollView() -: ScrollBase(), +: ScrollBase( ControlBehaviour( REQUIRES_WHEEL_EVENTS ) ), // Enable size negotiation mTouchDownTime(0u), mGestureStackDepth(0), mScrollStateFlags(0), mLockAxis(LockPossible), mScrollUpdateDistance(DEFAULT_SCROLL_UPDATE_DISTANCE), - mMaxOvershoot(Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT, Toolkit::ScrollView::DEFAULT_MAX_OVERSHOOT), - 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), + mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT), + mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT), + mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION), + mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT), + mSnapDuration(DEFAULT_SLOW_SNAP_ANIMATION_DURATION), + mSnapAlphaFunction(AlphaFunction::EASE_OUT), 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), + mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION), + mFlickAlphaFunction(AlphaFunction::EASE_OUT), + mAxisAutoLockGradient(DEFAULT_AXIS_AUTO_LOCK_GRADIENT), + mFrictionCoefficient(DEFAULT_FRICTION_COEFFICIENT), + mFlickSpeedCoefficient(DEFAULT_FLICK_SPEED_COEFFICIENT), + mMaxFlickSpeed(DEFAULT_MAX_FLICK_SPEED), + mWheelScrollDistanceStep(Vector2::ZERO), mInAccessibilityPan(false), - mInitialized(false), mScrolling(false), mScrollInterrupted(false), mPanning(false), @@ -570,7 +660,6 @@ ScrollView::ScrollView() mCanScrollHorizontal(true), mCanScrollVertical(true) { - SetRequiresMouseWheelEvents(true); } void ScrollView::OnInitialize() @@ -580,24 +669,21 @@ void ScrollView::OnInitialize() // Internal Actor, used to hide actors from enumerations. // Also actors added to Internal actor appear as overlays e.g. ScrollBar components. mInternalActor = Actor::New(); - mInternalActor.SetDrawMode(DrawMode::OVERLAY); self.Add(mInternalActor); - Constraint constraint = Constraint::New( mInternalActor, Actor::Property::SIZE, EqualToConstraint() ); - constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); - constraint.Apply(); + mInternalActor.SetParentOrigin(ParentOrigin::CENTER); mInternalActor.SetAnchorPoint(AnchorPoint::CENTER); + mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mAlterChild = true; - mScrollPostPosition = mScrollPrePosition = Vector3::ZERO; + mScrollPostPosition = mScrollPrePosition = Vector2::ZERO; - mMouseWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; - - mInitialized = true; + mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; mGestureStackDepth = 0; + self.TouchSignal().Connect( this, &ScrollView::OnTouch ); EnableGestureDetection( Gesture::Type( Gesture::Pan ) ); // By default we'll allow the user to freely drag the scroll view, @@ -606,18 +692,17 @@ void ScrollView::OnInitialize() mRulerX = ruler; mRulerY = ruler; - EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator); - self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, mCanScrollVertical); self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, mCanScrollHorizontal); - Vector3 size = GetControlSize(); - UpdatePropertyDomain(size); + UpdatePropertyDomain(); SetInternalConstraints(); } -void ScrollView::OnControlStageConnection() +void ScrollView::OnStageConnection( int depth ) { + ScrollBase::OnStageConnection( depth ); + DALI_LOG_SCROLL_STATE("[0x%X]", this); if ( mSensitive ) @@ -625,18 +710,20 @@ void ScrollView::OnControlStageConnection() SetScrollSensitive( false ); SetScrollSensitive( true ); } - if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator)) + if(IsOvershootEnabled()) { // try and make sure property notifications are set - EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator); + EnableScrollOvershoot(true); } } -void ScrollView::OnControlStageDisconnection() +void ScrollView::OnStageDisconnection() { DALI_LOG_SCROLL_STATE("[0x%X]", this); StopAnimation(); + + ScrollBase::OnStageDisconnection(); } ScrollView::~ScrollView() @@ -770,8 +857,7 @@ void ScrollView::SetRulerX(RulerPtr ruler) { mRulerX = ruler; - Vector3 size = GetControlSize(); - UpdatePropertyDomain(size); + UpdatePropertyDomain(); UpdateMainInternalConstraint(); } @@ -779,16 +865,16 @@ void ScrollView::SetRulerY(RulerPtr ruler) { mRulerY = ruler; - Vector3 size = GetControlSize(); - UpdatePropertyDomain(size); + UpdatePropertyDomain(); UpdateMainInternalConstraint(); } -void ScrollView::UpdatePropertyDomain(const Vector3& size) +void ScrollView::UpdatePropertyDomain() { Actor self = Self(); - Vector3 min = mMinScroll; - Vector3 max = mMaxScroll; + Vector3 size = self.GetTargetSize(); + Vector2 min = mMinScroll; + Vector2 max = mMaxScroll; bool scrollPositionChanged = false; bool domainChanged = false; @@ -886,6 +972,11 @@ void ScrollView::UpdatePropertyDomain(const Vector3& size) } } +bool ScrollView::GetScrollSensitive() +{ + return mSensitive; +} + void ScrollView::SetScrollSensitive(bool sensitive) { Actor self = Self(); @@ -931,11 +1022,21 @@ void ScrollView::SetSnapOvershootAlphaFunction(AlphaFunction alpha) mSnapOvershootAlphaFunction = alpha; } +float ScrollView::GetSnapOvershootDuration() +{ + return mSnapOvershootDuration; +} + void ScrollView::SetSnapOvershootDuration(float duration) { mSnapOvershootDuration = duration; } +bool ScrollView::GetActorAutoSnap() +{ + return mActorAutoSnapEnabled; +} + void ScrollView::SetActorAutoSnap(bool enable) { mActorAutoSnapEnabled = enable; @@ -1042,20 +1143,20 @@ void ScrollView::SetMaxFlickSpeed(float speed) mMaxFlickSpeed = speed; } -void ScrollView::SetMouseWheelScrollDistanceStep(Vector2 step) +void ScrollView::SetWheelScrollDistanceStep(Vector2 step) { - mMouseWheelScrollDistanceStep = step; + mWheelScrollDistanceStep = step; } -Vector2 ScrollView::GetMouseWheelScrollDistanceStep() const +Vector2 ScrollView::GetWheelScrollDistanceStep() const { - return mMouseWheelScrollDistanceStep; + return mWheelScrollDistanceStep; } unsigned int ScrollView::GetCurrentPage() const { // in case animation is currently taking place. - Vector3 position = GetPropertyPosition(); + Vector2 position = GetPropertyPosition(); Actor self = Self(); unsigned int page = 0; @@ -1070,34 +1171,18 @@ unsigned int ScrollView::GetCurrentPage() const return volume * pagesPerVolume + page; } -Vector3 ScrollView::GetCurrentScrollPosition() const +Vector2 ScrollView::GetCurrentScrollPosition() const { return -GetPropertyPosition(); } -void ScrollView::SetScrollPosition(const Vector3& position) -{ - mScrollPrePosition = position; -} - -Vector3 ScrollView::GetDomainSize() const -{ - Vector3 size = Self().GetCurrentSize(); - - const RulerDomain& xDomain = GetRulerX()->GetDomain(); - const RulerDomain& yDomain = GetRulerY()->GetDomain(); - - Vector3 domainSize = Vector3( xDomain.max - xDomain.min, yDomain.max - yDomain.min, 0.0f ) - size; - return domainSize; -} - -void ScrollView::TransformTo(const Vector3& position, +void ScrollView::TransformTo(const Vector2& position, DirectionBias horizontalBias, DirectionBias verticalBias) { TransformTo(position, mSnapDuration, mSnapAlphaFunction, horizontalBias, verticalBias); } -void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunction alpha, +void ScrollView::TransformTo(const Vector2& position, float duration, AlphaFunction alpha, DirectionBias horizontalBias, DirectionBias verticalBias) { // If this is called while the timer is running, then cancel it @@ -1112,8 +1197,8 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct 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( Toolkit::ScrollView::Property::START_PAGE_POSITION, currentScrollPosition ); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); + self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) ); if( mScrolling ) // are we interrupting a current scroll? { @@ -1142,7 +1227,7 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollStartedSignal.Emit( currentScrollPosition ); bool animating = AnimateTo(-position, - Vector3::ONE * duration, + Vector2::ONE * duration, alpha, true, horizontalBias, @@ -1157,7 +1242,7 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct // 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 ); + Vector2 completedPosition( currentScrollPosition ); if( duration <= Math::MACHINE_EPSILON_10 ) { completedPosition = position; @@ -1169,28 +1254,28 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct } } -void ScrollView::ScrollTo(const Vector3& position) +void ScrollView::ScrollTo(const Vector2& position) { ScrollTo(position, mSnapDuration ); } -void ScrollView::ScrollTo(const Vector3& position, float duration) +void ScrollView::ScrollTo(const Vector2& position, float duration) { ScrollTo(position, duration, DirectionBiasNone, DirectionBiasNone); } -void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha) +void ScrollView::ScrollTo(const Vector2& position, float duration, AlphaFunction alpha) { ScrollTo(position, duration, alpha, DirectionBiasNone, DirectionBiasNone); } -void ScrollView::ScrollTo(const Vector3& position, float duration, +void ScrollView::ScrollTo(const Vector2& position, float duration, DirectionBias horizontalBias, DirectionBias verticalBias) { ScrollTo(position, duration, mSnapAlphaFunction, horizontalBias, verticalBias); } -void ScrollView::ScrollTo(const Vector3& position, float duration, AlphaFunction alpha, +void ScrollView::ScrollTo(const Vector2& 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)); @@ -1204,7 +1289,7 @@ void ScrollView::ScrollTo(unsigned int page) void ScrollView::ScrollTo(unsigned int page, float duration, DirectionBias bias) { - Vector3 position; + Vector2 position; unsigned int volume; unsigned int libraries; @@ -1232,9 +1317,10 @@ void ScrollView::ScrollTo(Actor &actor, float duration) Actor self = Self(); Vector3 size = self.GetCurrentSize(); Vector3 position = actor.GetCurrentPosition(); - position -= GetPropertyPrePosition(); + Vector2 prePosition = GetPropertyPrePosition(); + position.GetVectorXY() -= prePosition; - ScrollTo(Vector3(position.x - size.width * 0.5f, position.y - size.height * 0.5f, 0.0f), duration); + ScrollTo(Vector2(position.x - size.width * 0.5f, position.y - size.height * 0.5f), duration); } Actor ScrollView::FindClosestActor() @@ -1355,7 +1441,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) float angle = atan2(velocity.y, velocity.x); float speed2 = velocity.LengthSquared(); AlphaFunction alphaFunction = mSnapAlphaFunction; - Vector3 positionDuration = Vector3::ONE * mSnapDuration; + Vector2 positionDuration = Vector2::ONE * mSnapDuration; float biasX = 0.5f; float biasY = 0.5f; FindDirection horizontal = None; @@ -1367,7 +1453,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) const float orthoAngleRange = FLICK_ORTHO_ANGLE_RANGE * M_PI / 180.0f; const float flickSpeedThreshold2 = mFlickSpeedThreshold * mFlickSpeedThreshold; - Vector3 positionSnap = mScrollPrePosition; + Vector2 positionSnap = mScrollPrePosition; // Flick logic X Axis @@ -1424,7 +1510,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) if(isFlick || isFreeFlick) { - positionDuration = Vector3::ONE * mFlickDuration; + positionDuration = Vector2::ONE * mFlickDuration; alphaFunction = mFlickAlphaFunction; } @@ -1444,7 +1530,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) if(child) { - Vector3 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); + Vector2 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); // Get center-point of the Actor. Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER); @@ -1460,11 +1546,11 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) } } - Vector3 startPosition = positionSnap; + Vector2 startPosition = positionSnap; positionSnap.x = -mRulerX->Snap(-positionSnap.x, biasX); // NOTE: X & Y rulers think in -ve coordinate system. positionSnap.y = -mRulerY->Snap(-positionSnap.y, biasY); // That is scrolling RIGHT (e.g. 100.0, 0.0) means moving LEFT. - Vector3 clampDelta(Vector3::ZERO); + Vector2 clampDelta(Vector2::ZERO); ClampPosition(positionSnap); if( (mRulerX->GetType() == Ruler::Free || mRulerY->GetType() == Ruler::Free) @@ -1510,7 +1596,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) } else { - clampDelta = Vector3::ZERO; + clampDelta = Vector2::ZERO; } // If Axis is Free and has velocity, then calculate time taken @@ -1544,7 +1630,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) } } - if(IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator)) + if(IsOvershootEnabled()) { // Scroll to the end of the overshoot only when overshoot is enabled. positionSnap += clampDelta; @@ -1577,7 +1663,7 @@ void ScrollView::StopAnimation(Animation& animation) } } -bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDuration, +bool ScrollView::AnimateTo(const Vector2& position, const Vector2& positionDuration, AlphaFunction alpha, bool findShortcuts, DirectionBias horizontalBias, DirectionBias verticalBias, SnapType snapType) @@ -1641,7 +1727,7 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat } 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] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get().y, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get().y ); + DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get().y, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get().x, self.GetProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get().y ); } SetScrollUpdateNotification(true); @@ -1658,26 +1744,33 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat return (mScrollStateFlags & SCROLL_ANIMATION_FLAGS) != 0; } -void ScrollView::SetOvershootEnabled(bool enabled) +void ScrollView::EnableScrollOvershoot(bool enable) { - if(enabled && !mOvershootIndicator) - { - mOvershootIndicator = ScrollOvershootIndicator::New(); - } - if( enabled ) + if (enable) { + if (!mOvershootIndicator) + { + mOvershootIndicator = ScrollOvershootIndicator::New(); + } + mOvershootIndicator->AttachToScrollable(*this); } else { mMaxOvershoot = mUserMaxOvershoot; - mOvershootIndicator->DetachFromScrollable(*this); + + if (mOvershootIndicator) + { + mOvershootIndicator->DetachFromScrollable(*this); + } } + UpdateMainInternalConstraint(); } void ScrollView::AddOverlay(Actor actor) { + actor.SetDrawMode( DrawMode::OVERLAY_2D ); mInternalActor.Add( actor ); } @@ -1720,16 +1813,16 @@ void ScrollView::FindAndUnbindActor(Actor child) UnbindActor(child); } -Vector3 ScrollView::GetPropertyPrePosition() const +Vector2 ScrollView::GetPropertyPrePosition() const { - Vector3 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION); + Vector2 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION); WrapPosition(position); return position; } -Vector3 ScrollView::GetPropertyPosition() const +Vector2 ScrollView::GetPropertyPosition() const { - Vector3 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); + Vector2 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); WrapPosition(position); return position; @@ -1747,14 +1840,14 @@ void ScrollView::HandleSnapAnimationFinished() Actor self = Self(); self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false); - Vector3 deltaPosition(mScrollPrePosition); + Vector2 deltaPosition(mScrollPrePosition); UpdateLocalScrollProperties(); WrapPosition(mScrollPrePosition); DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition); - Vector3 currentScrollPosition = GetCurrentScrollPosition(); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 3 current[%.2f, %.2f], mScrollTargetPosition[%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y, -mScrollTargetPosition.x, -mScrollTargetPosition.y ); mScrollCompletedSignal.Emit( currentScrollPosition ); @@ -1799,7 +1892,7 @@ void ScrollView::OnScrollUpdateNotification(Dali::PropertyNotification& source) // Guard against destruction during signal emission Toolkit::ScrollView handle( GetOwner() ); - Vector3 currentScrollPosition = GetCurrentScrollPosition(); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); mScrollUpdatedSignal.Emit( currentScrollPosition ); } @@ -1826,24 +1919,24 @@ bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface void ScrollView::OnSizeAnimation(Animation& animation, const Vector3& targetSize) { // need to update domain properties for new size - UpdatePropertyDomain(targetSize); + UpdatePropertyDomain(); } -void ScrollView::OnControlSizeSet( const Vector3& size ) +void ScrollView::OnSizeSet( const Vector3& size ) { // need to update domain properties for new size if( mDefaultMaxOvershoot ) { mUserMaxOvershoot.x = size.x * 0.5f; mUserMaxOvershoot.y = size.y * 0.5f; - if( !IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + if( !IsOvershootEnabled() ) { mMaxOvershoot = mUserMaxOvershoot; } } - UpdatePropertyDomain(size); + UpdatePropertyDomain(); UpdateMainInternalConstraint(); - if( IsScrollComponentEnabled(Toolkit::Scrollable::OvershootIndicator) ) + if( IsOvershootEnabled() ) { mOvershootIndicator->Reset(); } @@ -1851,7 +1944,30 @@ void ScrollView::OnControlSizeSet( const Vector3& size ) void ScrollView::OnChildAdd(Actor& child) { - if(mAlterChild) + ScrollBase::OnChildAdd( child ); + + Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child); + if(scrollBar) + { + mInternalActor.Add(scrollBar); + if(scrollBar.GetScrollDirection() == Toolkit::ScrollBar::Horizontal) + { + scrollBar.SetScrollPropertySource(Self(), + Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_X, + Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_X, + Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_X, + Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_X); + } + else + { + scrollBar.SetScrollPropertySource(Self(), + Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_Y, + Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y, + Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX_Y, + Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE_Y); + } + } + else if(mAlterChild) { BindActor(child); } @@ -1861,6 +1977,8 @@ void ScrollView::OnChildRemove(Actor& child) { // TODO: Actor needs a RemoveConstraint method to take out an individual constraint. UnbindActor(child); + + ScrollBase::OnChildRemove( child ); } void ScrollView::StartTouchDownTimer() @@ -1900,11 +2018,11 @@ bool ScrollView::OnTouchDownTimeout() mScrollInterrupted = true; // reset domain offset as scrolling from original plane. - mDomainOffset = Vector3::ZERO; - Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector3::ZERO); + mDomainOffset = Vector2::ZERO; + Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, Vector2::ZERO); UpdateLocalScrollProperties(); - Vector3 currentScrollPosition = GetCurrentScrollPosition(); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollCompletedSignal.Emit( currentScrollPosition ); } @@ -1913,7 +2031,7 @@ bool ScrollView::OnTouchDownTimeout() return false; } -bool ScrollView::OnTouchEvent(const TouchEvent& event) +bool ScrollView::OnTouch( Actor actor, const TouchData& touch ) { if(!mSensitive) { @@ -1924,21 +2042,21 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) } // Ignore events with multiple-touch points - if (event.GetPointCount() != 1) + if (touch.GetPointCount() != 1) { DALI_LOG_SCROLL_STATE("[0x%X], multiple touch, ignoring", this); return false; } - const TouchPoint::State pointState = event.GetPoint(0).state; - if( pointState == TouchPoint::Down ) + const PointState::Type pointState = touch.GetState( 0 ); + if( pointState == PointState::DOWN ) { DALI_LOG_SCROLL_STATE("[0x%X] Down", this); if(mGestureStackDepth==0) { - mTouchDownTime = event.time; + mTouchDownTime = touch.GetTime(); // 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. @@ -1947,8 +2065,8 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) StartTouchDownTimer(); } } - else if( ( pointState == TouchPoint::Up ) || - ( ( pointState == TouchPoint::Interrupted ) && ( event.GetPoint(0).hitActor == Self() ) ) ) + else if( ( pointState == PointState::UP ) || + ( ( pointState == PointState::INTERRUPTED ) && ( touch.GetHitActor( 0 )== Self() ) ) ) { DALI_LOG_SCROLL_STATE("[0x%X] %s", this, ( ( pointState == TouchPoint::Up ) ? "Up" : "Interrupted" ) ); @@ -1959,8 +2077,8 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) // otherwise our scroll could be stopped (interrupted) half way through an animation. if(mGestureStackDepth==0 && mTouchDownTimeoutReached) { - if( ( event.GetPoint(0).state == TouchPoint::Interrupted ) || - ( ( event.time - mTouchDownTime ) >= MINIMUM_TIME_BETWEEN_DOWN_AND_UP_FOR_RESET ) ) + if( ( pointState == PointState::INTERRUPTED ) || + ( ( touch.GetTime() - 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 ); @@ -1982,15 +2100,15 @@ bool ScrollView::OnTouchEvent(const TouchEvent& event) return true; } -bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) +bool ScrollView::OnWheelEvent(const WheelEvent& event) { if(!mSensitive) { - // Ignore this mouse wheel event, if scrollview is insensitive. + // Ignore this wheel event, if scrollview is insensitive. return false; } - Vector3 targetScrollPosition = GetPropertyPosition(); + Vector2 targetScrollPosition = GetPropertyPosition(); if(mRulerX->IsEnabled() && !mRulerY->IsEnabled()) { @@ -1998,7 +2116,7 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) if(mRulerX->GetType() == Ruler::Free) { // Free panning mode - targetScrollPosition.x += event.z * mMouseWheelScrollDistanceStep.x; + targetScrollPosition.x += event.z * mWheelScrollDistanceStep.x; ClampPosition(targetScrollPosition); ScrollTo(-targetScrollPosition); } @@ -2014,7 +2132,7 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) if(mRulerY->GetType() == Ruler::Free) { // Free panning mode - targetScrollPosition.y += event.z * mMouseWheelScrollDistanceStep.y; + targetScrollPosition.y += event.z * mWheelScrollDistanceStep.y; ClampPosition(targetScrollPosition); ScrollTo(-targetScrollPosition); } @@ -2053,7 +2171,7 @@ void ScrollView::PreAnimatedScrollSetup() Actor self = Self(); - Vector3 deltaPosition(mScrollPostPosition); + Vector2 deltaPosition(mScrollPostPosition); WrapPosition(mScrollPostPosition); mDomainOffset += deltaPosition - mScrollPostPosition; Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset); @@ -2087,11 +2205,11 @@ void ScrollView::AnimateInternalXTo( float position, float duration, AlphaFuncti if( duration > Math::MACHINE_EPSILON_10 ) { Actor self = Self(); - DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get().x, position ); + DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).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, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, duration); + mInternalXAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position, alpha, TimePeriod(duration)); mInternalXAnimation.Play(); // erase current state flags @@ -2108,7 +2226,7 @@ void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFuncti if( duration > Math::MACHINE_EPSILON_10 ) { Actor self = Self(); - DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get().y, position ); + DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).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); @@ -2135,7 +2253,7 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) 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(SCROLL_PRE_POSITION).Get().x, mScrollPostPosition.x ); + DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetProperty(SCROLL_PRE_POSITION).Get().x, mScrollPostPosition.x ); if( !(mScrollStateFlags & AnimatingInternalY) ) { @@ -2155,7 +2273,7 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) if( source == mInternalYAnimation ) { - DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(SCROLL_PRE_POSITION).Get().y, mScrollPostPosition.y ); + DALI_LOG_SCROLL_STATE("[0x%X] mInternalYAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalYAnimation.GetObjectPtr(), mScrollTargetPosition.y, Self().GetProperty(SCROLL_PRE_POSITION).Get().y, mScrollPostPosition.y ); if( !(mScrollStateFlags & AnimatingInternalX) ) { @@ -2266,8 +2384,8 @@ void ScrollView::GestureStarted() Actor self = Self(); StopTouchDownTimer(); StopAnimation(); - mPanDelta = Vector3::ZERO; - mLastVelocity = Vector2(0.0f, 0.0f); + mPanDelta = Vector2::ZERO; + mLastVelocity = Vector2::ZERO; if( !mScrolling ) { mLockAxis = LockPossible; @@ -2309,7 +2427,7 @@ void ScrollView::GestureContinuing(const Vector2& panDelta) // appears mostly horizontal or mostly vertical respectively. if(mAxisAutoLock) { - mLockAxis = GetLockAxis(mPanDelta.GetVectorXY(), mLockAxis, mAxisAutoLockGradient); + mLockAxis = GetLockAxis(mPanDelta, mLockAxis, mAxisAutoLockGradient); } // end if mAxisAutoLock } @@ -2379,11 +2497,6 @@ void ScrollView::OnPan( const PanGesture& gesture ) { mScrollMainInternalPrePositionConstraint.Remove(); } - - if( mOvershootIndicator ) - { - mOvershootIndicator->ClearOvershoot(); - } } else { @@ -2411,7 +2524,7 @@ void ScrollView::OnGestureEx(Gesture::State state) if(state == Gesture::Started) { - Vector3 currentScrollPosition = GetCurrentScrollPosition(); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, true); mScrolling = true; DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignal 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); @@ -2468,16 +2581,16 @@ void ScrollView::FinishTransform() { SnapInternalYTo(mScrollTargetPosition.y); } - Vector3 currentScrollPosition = GetCurrentScrollPosition(); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignal 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y); mScrollCompletedSignal.Emit( currentScrollPosition ); } } -Vector3 ScrollView::GetOvershoot(Vector3& position) const +Vector2 ScrollView::GetOvershoot(Vector2& position) const { Vector3 size = Self().GetCurrentSize(); - Vector3 overshoot; + Vector2 overshoot; const RulerDomain rulerDomainX = mRulerX->GetDomain(); const RulerDomain rulerDomainY = mRulerY->GetDomain(); @@ -2523,23 +2636,21 @@ bool ScrollView::OnAccessibilityPan(PanGesture gesture) return true; } -void ScrollView::ClampPosition(Vector3& position) const +void ScrollView::ClampPosition(Vector2& position) const { - ClampState3D clamped; + ClampState2D clamped; ClampPosition(position, clamped); } -void ScrollView::ClampPosition(Vector3& position, ClampState3D &clamped) const +void ScrollView::ClampPosition(Vector2& position, ClampState2D &clamped) const { Vector3 size = Self().GetCurrentSize(); 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. - - clamped.z = NotClamped; } -void ScrollView::WrapPosition(Vector3& position) const +void ScrollView::WrapPosition(Vector2& position) const { if(mWrapMode) { @@ -2571,6 +2682,8 @@ void ScrollView::UpdateMainInternalConstraint() mScrollMainInternalDeltaConstraint.Remove(); mScrollMainInternalFinalConstraint.Remove(); mScrollMainInternalRelativeConstraint.Remove(); + mScrollMainInternalDomainConstraint.Remove(); + mScrollMainInternalPrePositionMaxConstraint.Remove(); } if( mScrollMainInternalPrePositionConstraint ) { @@ -2594,7 +2707,7 @@ void ScrollView::UpdateMainInternalConstraint() if( mPanning ) { - mScrollMainInternalPrePositionConstraint = Constraint::New( self, + mScrollMainInternalPrePositionConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, InternalPrePositionConstraint( mPanStartPosition, initialPanMask, @@ -2602,15 +2715,16 @@ void ScrollView::UpdateMainInternalConstraint() mAxisAutoLockGradient, mLockAxis, mMaxOvershoot, - mRulerX->GetDomain(), - mRulerY->GetDomain() ) ); + mRulerX, + mRulerY ) ); mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::LOCAL_POSITION ) ); + mScrollMainInternalPrePositionConstraint.AddSource( Source( detector, PanGestureDetector::Property::PANNING ) ); mScrollMainInternalPrePositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) ); mScrollMainInternalPrePositionConstraint.Apply(); } // 2. Second calculate the clamped position (actual position) - mScrollMainInternalPositionConstraint = Constraint::New( self, + mScrollMainInternalPositionConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_POSITION, InternalPositionConstraint( mRulerX->GetDomain(), mRulerY->GetDomain(), @@ -2621,26 +2735,37 @@ void ScrollView::UpdateMainInternalConstraint() mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) ); mScrollMainInternalPositionConstraint.Apply(); - mScrollMainInternalDeltaConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint ); + mScrollMainInternalDeltaConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_POSITION_DELTA, InternalPositionDeltaConstraint ); mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); mScrollMainInternalDeltaConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET ) ); mScrollMainInternalDeltaConstraint.Apply(); - mScrollMainInternalFinalConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_FINAL, + mScrollMainInternalFinalConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_FINAL, InternalFinalConstraint( FinalDefaultAlphaFunction, FinalDefaultAlphaFunction ) ); - mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); - mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) ); - mScrollMainInternalFinalConstraint .AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) ); + mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); + mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_X ) ); + mScrollMainInternalFinalConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::OVERSHOOT_Y ) ); mScrollMainInternalFinalConstraint.Apply(); - mScrollMainInternalRelativeConstraint = Constraint::New( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint ); + mScrollMainInternalRelativeConstraint = Constraint::New( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, InternalRelativePositionConstraint ); mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) ); mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); mScrollMainInternalRelativeConstraint.AddSource( LocalSource( Actor::Property::SIZE ) ); mScrollMainInternalRelativeConstraint.Apply(); + mScrollMainInternalDomainConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_DOMAIN_SIZE, InternalScrollDomainConstraint ); + mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) ); + mScrollMainInternalDomainConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); + mScrollMainInternalDomainConstraint.AddSource( LocalSource( Actor::Property::SIZE ) ); + mScrollMainInternalDomainConstraint.Apply(); + + mScrollMainInternalPrePositionMaxConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION_MAX, InternalPrePositionMaxConstraint ); + mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); + mScrollMainInternalPrePositionMaxConstraint.AddSource( LocalSource( Actor::Property::SIZE ) ); + mScrollMainInternalPrePositionMaxConstraint.Apply(); + // When panning we want to make sure overshoot values are affected by pre position and post position SetOvershootConstraintsEnabled(!mWrapMode); } @@ -2708,6 +2833,76 @@ void ScrollView::SetInternalConstraints() ApplyConstraintToBoundActors(constraint); } +void ScrollView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value ) +{ + Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) ); + + if( scrollView ) + { + ScrollView& scrollViewImpl( GetImpl( scrollView ) ); + switch( index ) + { + case Toolkit::ScrollView::Property::WRAP_ENABLED: + { + scrollViewImpl.SetWrapMode( value.Get() ); + break; + } + case Toolkit::ScrollView::Property::PANNING_ENABLED: + { + scrollViewImpl.SetScrollSensitive( value.Get() ); + break; + } + case Toolkit::ScrollView::Property::AXIS_AUTO_LOCK_ENABLED: + { + scrollViewImpl.SetAxisAutoLock( value.Get() ); + break; + } + case Toolkit::ScrollView::Property::WHEEL_SCROLL_DISTANCE_STEP: + { + scrollViewImpl.SetWheelScrollDistanceStep( value.Get() ); + break; + } + } + } +} + +Property::Value ScrollView::GetProperty( BaseObject* object, Property::Index index ) +{ + Property::Value value; + + Toolkit::ScrollView scrollView = Toolkit::ScrollView::DownCast( Dali::BaseHandle( object ) ); + + if( scrollView ) + { + ScrollView& scrollViewImpl( GetImpl( scrollView ) ); + switch( index ) + { + case Toolkit::ScrollView::Property::WRAP_ENABLED: + { + value = scrollViewImpl.GetWrapMode(); + break; + } + case Toolkit::ScrollView::Property::PANNING_ENABLED: + { + value = scrollViewImpl.GetScrollSensitive(); + break; + } + case Toolkit::ScrollView::Property::AXIS_AUTO_LOCK_ENABLED: + { + value = scrollViewImpl.GetAxisAutoLock(); + break; + } + case Toolkit::ScrollView::Property::WHEEL_SCROLL_DISTANCE_STEP: + { + value = scrollViewImpl.GetWheelScrollDistanceStep(); + break; + } + } + } + + return value; +} + } // namespace Internal } // namespace Toolkit