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=33dbe22c39a8b77b4720ea66e678331128d70738;hp=b73ab0c9a89b00ee57b94cf5fb812254ad397f35;hb=e9d852fcdacc5788785bfe0b617bd757794e8208;hpb=79182b18eabe71f0ffa2779f0ad17a859f855b9a 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 b73ab0c..33dbe22 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. @@ -19,18 +19,21 @@ #include // EXTERNAL INCLUDES +#include // for strcmp #include #include -#include +#include #include #include +#include #include // INTERNAL INCLUDES +#include +#include #include -#include -#include #include +#include //#define ENABLED_SCROLL_STATE_LOGGING @@ -51,20 +54,27 @@ using namespace Dali; namespace { - -// Signals - -const char* const SIGNAL_SNAP_STARTED = "snap-started"; - -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 //////////////////////////////////////////////////////////////////////////////////////// @@ -171,27 +181,45 @@ float ConstantDecelerationAlphaFunction(float progress) * scroll domain. This is a value from 0.0f to 1.0f in each * scroll position axis. */ -Vector3 InternalRelativePositionConstraint(const Vector3& current, - const PropertyInput& scrollPositionProperty, - const PropertyInput& scrollMinProperty, - const PropertyInput& scrollMaxProperty, - const PropertyInput& scrollSizeProperty) +void InternalRelativePositionConstraint( Vector2& relativePosition, const PropertyInputContainer& inputs) { - Vector3 position = -scrollPositionProperty.GetVector3(); - const Vector3& min = scrollMinProperty.GetVector3(); - const Vector3& max = scrollMaxProperty.GetVector3(); - const Vector3& size = scrollSizeProperty.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 relativePosition; - 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; +} - return relativePosition; +/** + * 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 @@ -208,6 +236,45 @@ namespace Internal namespace { +BaseHandle Create() +{ + return Toolkit::ScrollView::New(); +} + +// Setup properties, signals and actions using the type-registry. +DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create ) + +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() + /** * Returns whether to lock scrolling to a particular axis * @@ -251,98 +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 ) - { - } - - Vector3 operator()(const Vector3& current, - const PropertyInput& gesturePositionProperty, - const PropertyInput& sizeProperty) - { - Vector3 scrollPostPosition = current; - Vector2 panPosition = gesturePositionProperty.GetVector2(); - - if(!mWasPanning) - { - mPrePosition = current; - mCurrentPanMask = mInitialPanMask; - mWasPanning = true; - } - - // 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 ) + 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(); + + // 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 ) + { + 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 = sizeProperty.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 ) { - mPrePosition.y = newYPosition; - mLocalStart.y = panPosition.y; + 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; } - scrollPostPosition.y = newYPosition; - } - return scrollPostPosition; + // If we are using a fixed ruler in a particular axis, limit the maximum pages scrolled on that axis. + if( mFixedRulerX || mFixedRulerY ) + { + // 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 ); + } + } + } } - 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; @@ -351,10 +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; }; /** @@ -375,16 +478,12 @@ struct InternalPositionConstraint { } - Vector3 operator()(const Vector3& current, - const PropertyInput& scrollPositionProperty, - const PropertyInput& scrollMinProperty, - const PropertyInput& scrollMaxProperty, - const PropertyInput& scrollSizeProperty) + void operator()( Vector2& position, const PropertyInputContainer& inputs ) { - Vector3 position = scrollPositionProperty.GetVector3(); - const Vector2& size = scrollSizeProperty.GetVector3().GetVectorXY(); - const Vector3& min = scrollMinProperty.GetVector3(); - const Vector3& max = scrollMaxProperty.GetVector3(); + position = inputs[0]->GetVector2(); + const Vector2& size = inputs[3]->GetVector3().GetVectorXY(); + const Vector2& min = inputs[1]->GetVector2(); + const Vector2& max = inputs[2]->GetVector2(); if( mWrap ) { @@ -397,8 +496,6 @@ struct InternalPositionConstraint 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; } Vector2 mDomainMin; @@ -411,25 +508,25 @@ struct InternalPositionConstraint /** * This constraint updates the X overshoot property using the difference - * mPropertyPrePosition.x and mPropertyPosition.x, returning a relative value between 0.0f and 1.0f + * SCROLL_PRE_POSITION.x and SCROLL_POSITION.x, returning a relative value between 0.0f and 1.0f */ struct OvershootXConstraint { OvershootXConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {} - float operator()(const float& current, - const PropertyInput& scrollPrePositionProperty, - const PropertyInput& scrollPostPositionProperty, - const PropertyInput& canScrollProperty) + void operator()( float& current, const PropertyInputContainer& inputs ) { - if( canScrollProperty.GetBoolean() ) + if( inputs[2]->GetBoolean() ) { - const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3(); - const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3(); + const Vector2& scrollPrePosition = inputs[0]->GetVector2(); + const Vector2& scrollPostPosition = inputs[1]->GetVector2(); float newOvershoot = scrollPrePosition.x - scrollPostPosition.x; - return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + } + else + { + current = 0.0f; } - return 0.0f; } float mMaxOvershoot; @@ -437,25 +534,25 @@ struct OvershootXConstraint /** * This constraint updates the Y overshoot property using the difference - * mPropertyPrePosition.y and mPropertyPosition.y, returning a relative value between 0.0f and 1.0f + * SCROLL_PRE_POSITION.y and SCROLL_POSITION.y, returning a relative value between 0.0f and 1.0f */ struct OvershootYConstraint { OvershootYConstraint(float maxOvershoot) : mMaxOvershoot(maxOvershoot) {} - float operator()(const float& current, - const PropertyInput& scrollPrePositionProperty, - const PropertyInput& scrollPostPositionProperty, - const PropertyInput& canScrollProperty) + void operator()( float& current, const PropertyInputContainer& inputs ) { - if( canScrollProperty.GetBoolean() ) + if( inputs[2]->GetBoolean() ) { - const Vector3& scrollPrePosition = scrollPrePositionProperty.GetVector3(); - const Vector3& scrollPostPosition = scrollPostPositionProperty.GetVector3(); + const Vector2& scrollPrePosition = inputs[0]->GetVector2(); + const Vector2& scrollPostPosition = inputs[1]->GetVector2(); float newOvershoot = scrollPrePosition.y - scrollPostPosition.y; - return (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + current = (newOvershoot > 0.0f ? std::min(newOvershoot, mMaxOvershoot) : std::max(newOvershoot, -mMaxOvershoot)) / mMaxOvershoot; + } + else + { + current = 0.0f; } - return 0.0f; } float mMaxOvershoot; @@ -466,14 +563,12 @@ struct OvershootYConstraint * * Generates position-delta property based on scroll-position + scroll-offset properties. */ -Vector3 InternalPositionDeltaConstraint(const Vector3& current, - const PropertyInput& scrollPositionProperty, - const PropertyInput& scrollOffsetProperty) +void InternalPositionDeltaConstraint( Vector2& current, const PropertyInputContainer& inputs ) { - const Vector3& scrollPosition = scrollPositionProperty.GetVector3(); - const Vector3& scrollOffset = scrollOffsetProperty.GetVector3(); + const Vector2& scrollPosition = inputs[0]->GetVector2(); + const Vector2& scrollOffset = inputs[1]->GetVector2(); - return scrollPosition + scrollOffset; + current = scrollPosition + scrollOffset; } /** @@ -485,41 +580,27 @@ Vector3 InternalPositionDeltaConstraint(const Vector3& current, */ struct InternalFinalConstraint { - InternalFinalConstraint(AlphaFunction functionX, - AlphaFunction functionY) + InternalFinalConstraint(AlphaFunctionPrototype functionX, + AlphaFunctionPrototype functionY) : mFunctionX(functionX), mFunctionY(functionY) { } - Vector3 operator()(const Vector3& current, - const PropertyInput& scrollPositionProperty, - const PropertyInput& scrollOvershootXProperty, - const PropertyInput& scrollOvershootYProperty) + void operator()( Vector2& current, const PropertyInputContainer& inputs ) { - const float& overshootx = scrollOvershootXProperty.GetFloat(); - const float& overshooty = scrollOvershootYProperty.GetFloat(); - Vector3 offset( mFunctionX(overshootx), - mFunctionY(overshooty), - 0.0f); + const float& overshootx = inputs[1]->GetFloat(); + const float& overshooty = inputs[2]->GetFloat(); + Vector2 offset( mFunctionX(overshootx), + mFunctionY(overshooty) ); - return scrollPositionProperty.GetVector3() - offset; + current = inputs[0]->GetVector2() - offset; } - AlphaFunction mFunctionX; - AlphaFunction mFunctionY; + AlphaFunctionPrototype mFunctionX; + AlphaFunctionPrototype mFunctionY; }; - -BaseHandle Create() -{ - return Toolkit::ScrollView::New(); -} - -TypeRegistration typeRegistration( typeid( Toolkit::ScrollView ), typeid( Toolkit::Scrollable ), Create ); - -SignalConnectorType signalConnector1( typeRegistration, SIGNAL_SNAP_STARTED, &ScrollView::DoConnectSignal ); - } @@ -543,28 +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), @@ -579,7 +660,6 @@ ScrollView::ScrollView() mCanScrollHorizontal(true), mCanScrollVertical(true) { - SetRequiresMouseWheelEvents(true); } void ScrollView::OnInitialize() @@ -589,22 +669,17 @@ 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); - mInternalActor.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); + mInternalActor.SetParentOrigin(ParentOrigin::CENTER); mInternalActor.SetAnchorPoint(AnchorPoint::CENTER); + mInternalActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mAlterChild = true; - // Register Scroll Properties. - RegisterProperties(); - - 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; @@ -616,15 +691,17 @@ 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 ) @@ -632,18 +709,20 @@ 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() @@ -777,8 +856,7 @@ void ScrollView::SetRulerX(RulerPtr ruler) { mRulerX = ruler; - Vector3 size = GetControlSize(); - UpdatePropertyDomain(size); + UpdatePropertyDomain(); UpdateMainInternalConstraint(); } @@ -786,16 +864,16 @@ 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; @@ -872,27 +950,32 @@ void ScrollView::UpdatePropertyDomain(const Vector3& size) if( mCanScrollVertical != canScrollVertical ) { mCanScrollVertical = canScrollVertical; - self.SetProperty(mPropertyCanScrollVertical, canScrollVertical); + self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, canScrollVertical); } if( mCanScrollHorizontal != canScrollHorizontal ) { mCanScrollHorizontal = canScrollHorizontal; - self.SetProperty(mPropertyCanScrollHorizontal, canScrollHorizontal); + self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, 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); + DALI_LOG_SCROLL_STATE("[0x%X] Domain Changed, setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); + self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition); } if( domainChanged ) { mMinScroll = min; mMaxScroll = max; - self.SetProperty(mPropertyPositionMin, mMinScroll ); - self.SetProperty(mPropertyPositionMax, mMaxScroll ); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, mMinScroll ); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, mMaxScroll ); } } +bool ScrollView::GetScrollSensitive() +{ + return mSensitive; +} + void ScrollView::SetScrollSensitive(bool sensitive) { Actor self = Self(); @@ -938,11 +1021,21 @@ 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; @@ -962,7 +1055,7 @@ bool ScrollView::GetWrapMode() const void ScrollView::SetWrapMode(bool enable) { mWrapMode = enable; - Self().SetProperty(mPropertyWrap, enable); + Self().SetProperty(Toolkit::ScrollView::Property::WRAP, enable); } int ScrollView::GetScrollUpdateDistance() const @@ -1049,20 +1142,20 @@ 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; @@ -1077,34 +1170,31 @@ 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 +Vector2 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; + Vector2 domainSize; + domainSize.x = xDomain.max - xDomain.min - size.x; + domainSize.y = yDomain.max - yDomain.min - size.y; 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 @@ -1119,8 +1209,8 @@ 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( mPropertyScrollStartPagePosition, currentScrollPosition ); + Vector2 currentScrollPosition = GetCurrentScrollPosition(); + self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(currentScrollPosition) ); if( mScrolling ) // are we interrupting a current scroll? { @@ -1135,21 +1225,21 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct DALI_LOG_SCROLL_STATE("[0x%X] Interrupting Pan, set to false", this ); mPanning = false; mGestureStackDepth = 0; - self.SetProperty( mPropertyPanning, false ); + self.SetProperty( Toolkit::ScrollView::Property::PANNING, false ); if( mScrollMainInternalPrePositionConstraint ) { - self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + mScrollMainInternalPrePositionConstraint.Remove(); } } - self.SetProperty(mPropertyScrolling, true); + self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, true); mScrolling = true; 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, @@ -1159,12 +1249,12 @@ void ScrollView::TransformTo(const Vector3& position, float duration, AlphaFunct if(!animating) { // if not animating, then this pan has completed right now. - self.SetProperty(mPropertyScrolling, false); + self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false); mScrolling = false; // 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; @@ -1176,28 +1266,28 @@ 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)); @@ -1211,7 +1301,7 @@ 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; @@ -1239,9 +1329,10 @@ 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() @@ -1362,7 +1453,7 @@ 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; @@ -1374,7 +1465,7 @@ 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 @@ -1431,7 +1522,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) if(isFlick || isFreeFlick) { - positionDuration = Vector3::ONE * mFlickDuration; + positionDuration = Vector2::ONE * mFlickDuration; alphaFunction = mFlickAlphaFunction; } @@ -1451,7 +1542,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) if(child) { - Vector3 position = Self().GetProperty(mPropertyPosition); + Vector2 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); // Get center-point of the Actor. Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER); @@ -1467,11 +1558,11 @@ 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) @@ -1517,7 +1608,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) } else { - clampDelta = Vector3::ZERO; + clampDelta = Vector2::ZERO; } // If Axis is Free and has velocity, then calculate time taken @@ -1551,7 +1642,7 @@ 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; @@ -1584,7 +1675,7 @@ 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) @@ -1640,15 +1731,15 @@ bool ScrollView::AnimateTo(const Vector3& position, const Vector3& positionDurat if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) ) { - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y ); - self.SetProperty(mPropertyPrePosition, mScrollTargetPosition); + DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y ); + self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollTargetPosition); mScrollPrePosition = mScrollTargetPosition; mScrollPostPosition = mScrollTargetPosition; WrapPosition(mScrollPostPosition); } 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 ); + 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); @@ -1665,26 +1756,33 @@ 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 ); } @@ -1727,16 +1825,16 @@ void ScrollView::FindAndUnbindActor(Actor child) UnbindActor(child); } -Vector3 ScrollView::GetPropertyPrePosition() const +Vector2 ScrollView::GetPropertyPrePosition() const { - Vector3 position = Self().GetProperty(mPropertyPrePosition); + 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(mPropertyPosition); + Vector2 position = Self().GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION); WrapPosition(position); return position; @@ -1752,21 +1850,21 @@ void ScrollView::HandleSnapAnimationFinished() // Emit Signal that scrolling has completed. mScrolling = false; Actor self = Self(); - self.SetProperty(mPropertyScrolling, false); + self.SetProperty(Toolkit::ScrollView::Property::SCROLLING, false); - Vector3 deltaPosition(mScrollPrePosition); + Vector2 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); + 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 ); mDomainOffset += deltaPosition - mScrollPostPosition; - self.SetProperty(mPropertyDomainOffset, mDomainOffset); + self.SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset); HandleStoppedAnimation(); } @@ -1783,7 +1881,7 @@ void ScrollView::SetScrollUpdateNotification( bool enabled ) if( enabled && !mScrollUpdatedSignal.Empty()) { // Only set up the notification when the application has connected to the updated signal - mScrollXUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 0, StepCondition(mScrollUpdateDistance, 0.0f)); + mScrollXUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 0, StepCondition(mScrollUpdateDistance, 0.0f)); mScrollXUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification ); } if( mScrollYUpdateNotification ) @@ -1796,7 +1894,7 @@ void ScrollView::SetScrollUpdateNotification( bool enabled ) if( enabled && !mScrollUpdatedSignal.Empty()) { // Only set up the notification when the application has connected to the updated signal - mScrollYUpdateNotification = self.AddPropertyNotification(mPropertyPosition, 1, StepCondition(mScrollUpdateDistance, 0.0f)); + mScrollYUpdateNotification = self.AddPropertyNotification(Toolkit::ScrollView::Property::SCROLL_POSITION, 1, StepCondition(mScrollUpdateDistance, 0.0f)); mScrollYUpdateNotification.NotifySignal().Connect( this, &ScrollView::OnScrollUpdateNotification ); } } @@ -1806,7 +1904,7 @@ 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 ); } @@ -1833,24 +1931,24 @@ 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(); } @@ -1858,7 +1956,30 @@ 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); } @@ -1868,16 +1989,8 @@ void ScrollView::OnChildRemove(Actor& child) { // TODO: Actor needs a RemoveConstraint method to take out an individual constraint. 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); - } + ScrollBase::OnChildRemove( child ); } void ScrollView::StartTouchDownTimer() @@ -1917,11 +2030,11 @@ bool ScrollView::OnTouchDownTimeout() mScrollInterrupted = true; // reset domain offset as scrolling from original plane. - mDomainOffset = Vector3::ZERO; - Self().SetProperty(mPropertyDomainOffset, 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 ); } @@ -1999,15 +2112,15 @@ 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()) { @@ -2015,7 +2128,7 @@ 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); } @@ -2031,7 +2144,7 @@ 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); } @@ -2048,32 +2161,32 @@ bool ScrollView::OnMouseWheelEvent(const MouseWheelEvent& event) void ScrollView::ResetScrolling() { Actor self = Self(); - self.GetProperty(mPropertyPosition).Get(mScrollPostPosition); + self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition); mScrollPrePosition = mScrollPostPosition; - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y ); - self.SetProperty(mPropertyPrePosition, mScrollPostPosition); + DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y ); + self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition); } void ScrollView::UpdateLocalScrollProperties() { Actor self = Self(); - self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition); - self.GetProperty(mPropertyPosition).Get(mScrollPostPosition); + self.GetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION).Get(mScrollPrePosition); + self.GetProperty(Toolkit::ScrollView::Property::SCROLL_POSITION).Get(mScrollPostPosition); } // private functions void ScrollView::PreAnimatedScrollSetup() { - // mPropertyPrePosition is our unclamped property with wrapping - // mPropertyPosition is our final scroll position after clamping + // SCROLL_PRE_POSITION is our unclamped property with wrapping + // SCROLL_POSITION is our final scroll position after clamping Actor self = Self(); - Vector3 deltaPosition(mScrollPostPosition); + Vector2 deltaPosition(mScrollPostPosition); WrapPosition(mScrollPostPosition); mDomainOffset += deltaPosition - mScrollPostPosition; - Self().SetProperty(mPropertyDomainOffset, mDomainOffset); + Self().SetProperty(Toolkit::ScrollView::Property::SCROLL_DOMAIN_OFFSET, mDomainOffset); if( mScrollStateFlags & SCROLL_X_STATE_MASK ) { @@ -2104,11 +2217,11 @@ 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(mPropertyPrePosition).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, mPropertyPrePosition, 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 @@ -2125,11 +2238,11 @@ void ScrollView::AnimateInternalYTo( float position, float duration, AlphaFuncti if( duration > Math::MACHINE_EPSILON_10 ) { Actor self = Self(); - DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetProperty(mPropertyPrePosition).Get().y, position ); + 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); - mInternalYAnimation.AnimateTo( Property(self, mPropertyPrePosition, 1), position, alpha, TimePeriod(duration)); + mInternalYAnimation.AnimateTo( Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position, alpha, TimePeriod(duration)); mInternalYAnimation.Play(); // erase current state flags @@ -2152,7 +2265,7 @@ 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(mPropertyPrePosition).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) ) { @@ -2164,15 +2277,15 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) { const RulerDomain rulerDomain = mRulerX->GetDomain(); mScrollPrePosition.x = -WrapInDomain(-mScrollPrePosition.x, rulerDomain.min, rulerDomain.max); - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); - handle.SetProperty(mPropertyPrePosition, mScrollPrePosition); + DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); + handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 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 ); + 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) ) { @@ -2184,8 +2297,8 @@ void ScrollView::OnScrollAnimationFinished( Animation& source ) // wrap pre scroll y position and set it const RulerDomain rulerDomain = mRulerY->GetDomain(); mScrollPrePosition.y = -WrapInDomain(-mScrollPrePosition.y, rulerDomain.min, rulerDomain.max); - DALI_LOG_SCROLL_STATE("[0x%X] Setting mPropertyPrePosition To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); - handle.SetProperty(mPropertyPrePosition, mScrollPrePosition); + DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPrePosition.x, mScrollPrePosition.y ); + handle.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPrePosition); } SnapInternalYTo(mScrollPostPosition.y); } @@ -2239,7 +2352,7 @@ void ScrollView::SnapInternalXTo(float position) mInternalXAnimation = Animation::New(duration); mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); - mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position); + mInternalXAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 0), position); mInternalXAnimation.Play(); // add internal animation state flag @@ -2265,7 +2378,7 @@ void ScrollView::SnapInternalYTo(float position) mInternalYAnimation = Animation::New(duration); mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished); - mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position); + mInternalYAnimation.AnimateTo(Property(self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, 1), position); mInternalYAnimation.Play(); // add internal animation state flag @@ -2283,8 +2396,8 @@ 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; @@ -2326,7 +2439,7 @@ 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 } @@ -2358,8 +2471,8 @@ void ScrollView::OnPan( const PanGesture& gesture ) UpdateLocalScrollProperties(); GestureStarted(); mPanning = true; - self.SetProperty( mPropertyPanning, true ); - self.SetProperty( mPropertyScrollStartPagePosition, Vector3(gesture.position.x, gesture.position.y, 0.0f) ); + self.SetProperty( Toolkit::ScrollView::Property::PANNING, true ); + self.SetProperty( Toolkit::ScrollView::Property::START_PAGE_POSITION, Vector3(gesture.position.x, gesture.position.y, 0.0f) ); UpdateMainInternalConstraint(); break; @@ -2390,16 +2503,11 @@ void ScrollView::OnPan( const PanGesture& gesture ) UpdateLocalScrollProperties(); mLastVelocity = gesture.velocity; mPanning = false; - self.SetProperty( mPropertyPanning, false ); + self.SetProperty( Toolkit::ScrollView::Property::PANNING, false ); if( mScrollMainInternalPrePositionConstraint ) { - self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); - } - - if( mOvershootIndicator ) - { - mOvershootIndicator->ClearOvershoot(); + mScrollMainInternalPrePositionConstraint.Remove(); } } else @@ -2428,8 +2536,8 @@ void ScrollView::OnGestureEx(Gesture::State state) if(state == Gesture::Started) { - Vector3 currentScrollPosition = GetCurrentScrollPosition(); - Self().SetProperty(mPropertyScrolling, true); + 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); mScrollStartedSignal.Emit( currentScrollPosition ); @@ -2475,7 +2583,7 @@ void ScrollView::FinishTransform() // if not animating, then this pan has completed right now. SetScrollUpdateNotification(false); mScrolling = false; - Self().SetProperty(mPropertyScrolling, false); + Self().SetProperty(Toolkit::ScrollView::Property::SCROLLING, false); if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 ) { @@ -2485,16 +2593,16 @@ 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(); @@ -2540,23 +2648,21 @@ 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) { @@ -2584,14 +2690,16 @@ void ScrollView::UpdateMainInternalConstraint() if(mScrollMainInternalPositionConstraint) { - self.RemoveConstraint(mScrollMainInternalPositionConstraint); - self.RemoveConstraint(mScrollMainInternalDeltaConstraint); - self.RemoveConstraint(mScrollMainInternalFinalConstraint); - self.RemoveConstraint(mScrollMainInternalRelativeConstraint); + mScrollMainInternalPositionConstraint.Remove(); + mScrollMainInternalDeltaConstraint.Remove(); + mScrollMainInternalFinalConstraint.Remove(); + mScrollMainInternalRelativeConstraint.Remove(); + mScrollMainInternalDomainConstraint.Remove(); + mScrollMainInternalPrePositionMaxConstraint.Remove(); } if( mScrollMainInternalPrePositionConstraint ) { - self.RemoveConstraint(mScrollMainInternalPrePositionConstraint); + mScrollMainInternalPrePositionConstraint.Remove(); } // TODO: It's probably better to use a local displacement value as this will give a displacement when scrolling just commences @@ -2608,48 +2716,67 @@ void ScrollView::UpdateMainInternalConstraint() { 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 ); + mScrollMainInternalPrePositionConstraint = Constraint::New( self, + Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, + InternalPrePositionConstraint( mPanStartPosition, + initialPanMask, + mAxisAutoLock, + mAxisAutoLockGradient, + mLockAxis, + mMaxOvershoot, + 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) - constraint = Constraint::New( mPropertyPosition, - LocalSource( mPropertyPrePosition ), - LocalSource( mPropertyPositionMin ), - LocalSource( mPropertyPositionMax ), - Source( self, Actor::SIZE ), - InternalPositionConstraint( mRulerX->GetDomain(), - mRulerY->GetDomain(), mWrapMode ) ); - mScrollMainInternalPositionConstraint = self.ApplyConstraint( constraint ); - - constraint = Constraint::New( mPropertyPositionDelta, - LocalSource( mPropertyPosition ), - LocalSource( mPropertyDomainOffset ), - InternalPositionDeltaConstraint ); - mScrollMainInternalDeltaConstraint = self.ApplyConstraint( constraint ); - - constraint = Constraint::New( mPropertyFinal, - LocalSource( mPropertyPosition ), - LocalSource( mPropertyOvershootX ), - LocalSource( mPropertyOvershootY ), - InternalFinalConstraint( FinalDefaultAlphaFunction, - FinalDefaultAlphaFunction ) ); - mScrollMainInternalFinalConstraint = self.ApplyConstraint( constraint ); - - constraint = Constraint::New( mPropertyRelativePosition, - LocalSource( mPropertyPosition ), - LocalSource( mPropertyPositionMin ), - LocalSource( mPropertyPositionMax ), - LocalSource( Actor::SIZE ), - InternalRelativePositionConstraint ); - mScrollMainInternalRelativeConstraint = self.ApplyConstraint( constraint ); + mScrollMainInternalPositionConstraint = Constraint::New( self, + Toolkit::ScrollView::Property::SCROLL_POSITION, + InternalPositionConstraint( mRulerX->GetDomain(), + mRulerY->GetDomain(), + mWrapMode ) ); + mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) ); + mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) ); + mScrollMainInternalPositionConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); + mScrollMainInternalPositionConstraint.AddSource( Source( self, Actor::Property::SIZE ) ); + mScrollMainInternalPositionConstraint.Apply(); + + 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, + 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.Apply(); + + 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); @@ -2661,31 +2788,29 @@ void ScrollView::SetOvershootConstraintsEnabled(bool enabled) // remove and reset, it may now be in wrong order with the main internal constraints if( mScrollMainInternalOvershootXConstraint ) { - self.RemoveConstraint(mScrollMainInternalOvershootXConstraint); + mScrollMainInternalOvershootXConstraint.Remove(); mScrollMainInternalOvershootXConstraint.Reset(); - self.RemoveConstraint(mScrollMainInternalOvershootYConstraint); + mScrollMainInternalOvershootYConstraint.Remove(); mScrollMainInternalOvershootYConstraint.Reset(); } if( enabled ) { - Constraint constraint = Constraint::New( mPropertyOvershootX, - LocalSource( mPropertyPrePosition ), - LocalSource( mPropertyPosition ), - LocalSource( mPropertyCanScrollHorizontal ), - OvershootXConstraint(mMaxOvershoot.x) ); - mScrollMainInternalOvershootXConstraint = self.ApplyConstraint( constraint ); + mScrollMainInternalOvershootXConstraint= Constraint::New( self, Toolkit::ScrollView::Property::OVERSHOOT_X, OvershootXConstraint(mMaxOvershoot.x) ); + mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) ); + mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); + mScrollMainInternalOvershootXConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL ) ); + mScrollMainInternalOvershootXConstraint.Apply(); - constraint = Constraint::New( mPropertyOvershootY, - LocalSource( mPropertyPrePosition ), - LocalSource( mPropertyPosition ), - LocalSource( mPropertyCanScrollVertical ), - OvershootYConstraint(mMaxOvershoot.y) ); - mScrollMainInternalOvershootYConstraint = self.ApplyConstraint( constraint ); + mScrollMainInternalOvershootYConstraint = Constraint::New( self, Toolkit::ScrollView::Property::OVERSHOOT_Y, OvershootYConstraint(mMaxOvershoot.y) ); + mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ) ); + mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::ScrollView::Property::SCROLL_POSITION ) ); + mScrollMainInternalOvershootYConstraint.AddSource( LocalSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) ); + mScrollMainInternalOvershootYConstraint.Apply(); } else { - self.SetProperty(mPropertyOvershootX, 0.0f); - self.SetProperty(mPropertyOvershootY, 0.0f); + self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_X, 0.0f); + self.SetProperty(Toolkit::ScrollView::Property::OVERSHOOT_Y, 0.0f); } } @@ -2703,25 +2828,93 @@ void ScrollView::SetInternalConstraints() Constraint constraint; // MoveActor (scrolling) - constraint = Constraint::New( Actor::POSITION, - Source( self, mPropertyPosition ), - MoveActorConstraint ); + constraint = Constraint::New( self, Actor::Property::POSITION, MoveActorConstraint ); + constraint.AddSource( Source( self, Toolkit::ScrollView::Property::SCROLL_POSITION ) ); constraint.SetRemoveAction(Constraint::Discard); ApplyConstraintToBoundActors(constraint); // WrapActor (wrap functionality) - constraint = Constraint::New( Actor::POSITION, - LocalSource( Actor::SCALE ), - LocalSource( Actor::ANCHOR_POINT ), - LocalSource( Actor::SIZE ), - Source( self, mPropertyPositionMin ), - Source( self, mPropertyPositionMax ), - Source( self, mPropertyWrap ), - WrapActorConstraint ); + constraint = Constraint::New( self, Actor::Property::POSITION, WrapActorConstraint ); + constraint.AddSource( LocalSource( Actor::Property::SCALE ) ); + constraint.AddSource( LocalSource( Actor::Property::ANCHOR_POINT ) ); + constraint.AddSource( LocalSource( Actor::Property::SIZE ) ); + constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) ); + constraint.AddSource( Source( self, Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); + constraint.AddSource( Source( self, Toolkit::ScrollView::Property::WRAP ) ); constraint.SetRemoveAction(Constraint::Discard); 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