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=86e9173baa8602108479ceff4e9c87db36e76c99;hp=00cd4731667a6adb2f98f74fb032ca5eaa44f1ad;hb=906b5eed2f9ddd8c03ac4b7b4b6aee7547bab42d;hpb=41fcad41b941f67b55d499ab1997df97a005033c 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 00cd473..86e9173 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( "internal-max-position" ); // 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 +244,28 @@ BaseHandle Create() // Setup properties, signals and actions using the type-registry. DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ScrollView, Toolkit::Scrollable, Create ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position", VECTOR3, SCROLL_POSITION ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position", VECTOR3, SCROLL_PRE_POSITION ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-final", VECTOR3, SCROLL_FINAL ) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position", VECTOR2, SCROLL_POSITION) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position", VECTOR2, SCROLL_PRE_POSITION) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-x", SCROLL_PRE_POSITION_X, SCROLL_PRE_POSITION, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-y", SCROLL_PRE_POSITION_Y, SCROLL_PRE_POSITION, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max", VECTOR2, SCROLL_PRE_POSITION_MAX) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-x", SCROLL_PRE_POSITION_MAX_X, SCROLL_PRE_POSITION_MAX, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-pre-position-max-y", SCROLL_PRE_POSITION_MAX_Y, SCROLL_PRE_POSITION_MAX, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-x", FLOAT, OVERSHOOT_X) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "overshoot-y", FLOAT, OVERSHOOT_Y) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-final", VECTOR2, SCROLL_FINAL) DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-x", SCROLL_FINAL_X, SCROLL_FINAL,0) DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-final-y", 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, "scroll-domain-offset", VECTOR3, SCROLL_DOMAIN_OFFSET ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position-delta", VECTOR3, SCROLL_POSITION_DELTA ) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION ) +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, "scroll-domain-size", VECTOR2, SCROLL_DOMAIN_SIZE) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-x", SCROLL_DOMAIN_SIZE_X, SCROLL_DOMAIN_SIZE, 0) +DALI_ANIMATABLE_PROPERTY_COMPONENT_REGISTRATION( Toolkit, ScrollView, "scroll-domain-size-y", SCROLL_DOMAIN_SIZE_Y, SCROLL_DOMAIN_SIZE, 1) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-domain-offset", VECTOR2, SCROLL_DOMAIN_OFFSET) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "scroll-position-delta", VECTOR2, SCROLL_POSITION_DELTA) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ScrollView, "start-page-position", VECTOR3, START_PAGE_POSITION) + DALI_SIGNAL_REGISTRATION( Toolkit, ScrollView, "value-changed", SIGNAL_SNAP_STARTED ) DALI_TYPE_REGISTRATION_END() @@ -290,7 +334,7 @@ struct InternalPrePositionConstraint { } - void operator()( Vector3& scrollPostPosition, const PropertyInputContainer& inputs ) + void operator()( Vector2& scrollPostPosition, const PropertyInputContainer& inputs ) { const Vector2& panPosition = inputs[0]->GetVector2(); @@ -325,7 +369,7 @@ struct InternalPrePositionConstraint // Perform Position transform based on input deltas... scrollPostPosition = mPrePosition; - scrollPostPosition.GetVectorXY() += panDelta; + scrollPostPosition += panDelta; // if no wrapping then clamp preposition to maximum overshoot amount const Vector3& size = inputs[1]->GetVector3(); @@ -353,7 +397,7 @@ struct InternalPrePositionConstraint } } - Vector3 mPrePosition; + Vector2 mPrePosition; Vector2 mLocalStart; Vector2 mInitialPanMask; ///< Initial pan mask (based on ruler settings) Vector2 mCurrentPanMask; ///< Current pan mask that can be altered by axis lock mode. @@ -388,12 +432,12 @@ 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 ) { @@ -428,8 +472,8 @@ 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; } @@ -454,8 +498,8 @@ 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; } @@ -473,10 +517,10 @@ 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; } @@ -497,15 +541,14 @@ struct InternalFinalConstraint { } - 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; } AlphaFunctionPrototype mFunctionX; @@ -535,26 +578,27 @@ Dali::Toolkit::ScrollView ScrollView::New() } ScrollView::ScrollView() -: ScrollBase( ControlBehaviour( REQUIRES_MOUSE_WHEEL_EVENTS ) ), // Enable size negotiation +: 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), + mMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT), + mUserMaxOvershoot(DEFAULT_MAX_OVERSHOOT, DEFAULT_MAX_OVERSHOOT), + mSnapOvershootDuration(DEFAULT_SNAP_OVERSHOOT_DURATION), mSnapOvershootAlphaFunction(AlphaFunction::EASE_OUT), - mSnapDuration(Toolkit::ScrollView::DEFAULT_SLOW_SNAP_ANIMATION_DURATION), + 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), + mFlickDuration(DEFAULT_FAST_SNAP_ANIMATION_DURATION), mFlickAlphaFunction(AlphaFunction::EASE_OUT), - 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), + 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), @@ -580,19 +624,17 @@ 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); - 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; + mWheelScrollDistanceStep = Stage::GetCurrent().GetSize() * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; mInitialized = true; @@ -606,17 +648,16 @@ void ScrollView::OnInitialize() mRulerX = ruler; mRulerY = ruler; - EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator); + SetOvershootEnabled(true); 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 ) { DALI_LOG_SCROLL_STATE("[0x%X]", this); @@ -625,14 +666,14 @@ 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); @@ -770,8 +811,7 @@ void ScrollView::SetRulerX(RulerPtr ruler) { mRulerX = ruler; - Vector3 size = GetControlSize(); - UpdatePropertyDomain(size); + UpdatePropertyDomain(); UpdateMainInternalConstraint(); } @@ -779,16 +819,16 @@ 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; @@ -1042,20 +1082,20 @@ 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 +1110,31 @@ 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 @@ -1112,8 +1149,8 @@ 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 +1179,7 @@ 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 +1194,7 @@ 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 +1206,28 @@ 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 +1241,7 @@ 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 +1269,10 @@ 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 +1393,7 @@ 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 +1405,7 @@ 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 +1462,7 @@ bool ScrollView::SnapWithVelocity(Vector2 velocity) if(isFlick || isFreeFlick) { - positionDuration = Vector3::ONE * mFlickDuration; + positionDuration = Vector2::ONE * mFlickDuration; alphaFunction = mFlickAlphaFunction; } @@ -1444,7 +1482,7 @@ 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 +1498,11 @@ 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 +1548,7 @@ 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 +1582,7 @@ 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 +1615,7 @@ 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 +1679,7 @@ 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); @@ -1658,13 +1696,13 @@ 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) + if(enable && !mOvershootIndicator) { mOvershootIndicator = ScrollOvershootIndicator::New(); } - if( enabled ) + if( enable ) { mOvershootIndicator->AttachToScrollable(*this); } @@ -1678,6 +1716,7 @@ void ScrollView::SetOvershootEnabled(bool enabled) void ScrollView::AddOverlay(Actor actor) { + actor.SetDrawMode( DrawMode::OVERLAY_2D ); mInternalActor.Add( actor ); } @@ -1720,16 +1759,16 @@ 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 +1786,14 @@ 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 +1838,7 @@ 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 +1865,24 @@ 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 +1890,28 @@ void ScrollView::OnControlSizeSet( const Vector3& size ) void ScrollView::OnChildAdd(Actor& child) { - if(mAlterChild) + 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); } @@ -1900,11 +1960,11 @@ 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 ); } @@ -1982,15 +2042,15 @@ 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 +2058,7 @@ 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 +2074,7 @@ 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 +2113,7 @@ 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); @@ -2087,7 +2147,7 @@ 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); @@ -2108,7 +2168,7 @@ 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 +2195,7 @@ 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 +2215,7 @@ 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 +2326,8 @@ 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 +2369,7 @@ 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 } @@ -2411,7 +2471,7 @@ 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 +2528,16 @@ 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 +2583,21 @@ 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 +2629,8 @@ void ScrollView::UpdateMainInternalConstraint() mScrollMainInternalDeltaConstraint.Remove(); mScrollMainInternalFinalConstraint.Remove(); mScrollMainInternalRelativeConstraint.Remove(); + mScrollMainInternalDomainConstraint.Remove(); + mScrollMainInternalPrePositionMaxConstraint.Remove(); } if( mScrollMainInternalPrePositionConstraint ) { @@ -2594,7 +2654,7 @@ void ScrollView::UpdateMainInternalConstraint() if( mPanning ) { - mScrollMainInternalPrePositionConstraint = Constraint::New( self, + mScrollMainInternalPrePositionConstraint = Constraint::New( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, InternalPrePositionConstraint( mPanStartPosition, initialPanMask, @@ -2610,7 +2670,7 @@ void ScrollView::UpdateMainInternalConstraint() } // 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 +2681,37 @@ 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); }