scrollingFinished = true;
}
mInternalXAnimation.Reset();
- SnapInternalXTo(mScrollPostPosition.x);
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
}
if( source == mInternalYAnimation )
scrollingFinished = true;
}
mInternalYAnimation.Reset();
- SnapInternalYTo(mScrollPostPosition.y);
+
+ // erase current state flags
+ mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
}
if(scrollingFinished)
}
}
-void ScrollView::OnSnapInternalPositionFinished( Animation& source )
-{
- Actor self = Self();
- UpdateLocalScrollProperties();
- if( source == mInternalXAnimation )
- {
- // clear internal x animation flags
- mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
- mInternalXAnimation.Reset();
- WrapPosition(mScrollPrePosition);
- }
- if( source == mInternalYAnimation )
- {
- mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
- mInternalYAnimation.Reset();
- WrapPosition(mScrollPrePosition);
- }
-}
-
-void ScrollView::SnapInternalXTo(float position)
-{
- Actor self = Self();
-
- StopAnimation(mInternalXAnimation);
-
- // erase current state flags
- mScrollStateFlags &= ~SCROLL_X_STATE_MASK;
-
- // if internal x not equal to inputed parameter, animate it
- float current = self.GetProperty<Vector3>(mPropertyPrePosition).x;
- float duration = fabsf(position - current);
- mInternalXAnimation = Animation::New(duration);
- mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
- mInternalXAnimation.AnimateTo(Property(self, mPropertyPrePosition, 0), position);
- mInternalXAnimation.Play();
-
- // add internal animation state flag
- mScrollStateFlags |= SnappingInternalX;
-}
-
-void ScrollView::SnapInternalYTo(float position)
-{
- Actor self = Self();
-
- StopAnimation(mInternalYAnimation);
-
- // erase current state flags
- mScrollStateFlags &= ~SCROLL_Y_STATE_MASK;
-
- // if internal y not equal to inputed parameter, animate it
- float current = self.GetProperty<Vector3>(mPropertyPrePosition).y;
- float duration = fabsf(position - current);
- mInternalYAnimation = Animation::New(duration);
- mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnSnapInternalPositionFinished);
- mInternalYAnimation.AnimateTo(Property(self, mPropertyPrePosition, 1), position);
- mInternalYAnimation.Play();
-
- // add internal animation state flag
- mScrollStateFlags |= SnappingInternalY;
-}
-
void ScrollView::GestureStarted()
{
// we handle the first gesture.
Self().SetProperty(mPropertyScrolling, false);
Vector3 currentScrollPosition = GetCurrentScrollPosition();
mScrollCompletedSignalV2.Emit( currentScrollPosition );
- if( fabs(mScrollPrePosition.x - mScrollTargetPosition.x) > Math::MACHINE_EPSILON_10 )
- {
- SnapInternalXTo(mScrollTargetPosition.x);
- }
- if( fabs(mScrollPrePosition.y - mScrollTargetPosition.y) > Math::MACHINE_EPSILON_10 )
- {
- SnapInternalYTo(mScrollTargetPosition.y);
- }
}
}
void OnScrollAnimationFinished( Animation& source );
/**
- * Called when either the X or Y internal scroll positions have finished snapping back to mPropertyPrePosition
- *
- * @param[in] source the Animation instance that has completed.
- */
- void OnSnapInternalPositionFinished( Animation& source );
-
- /**
- * Called whenever a snap animation on the x-axis has completed and we need to snap pre scroll
- * position to our clamped position
- * @param[in] position The x position to snap pre scroll property to
- */
- void SnapInternalXTo( float position );
-
- /**
- * Called whenever a snap animation on the y-axis has completed and we need to snap pre scroll
- * position to our clamped position
- * @param[in] position The y position to snap pre scroll property to
- */
- void SnapInternalYTo( float position );
-
- /**
* This is called internally whenever the Scroll Rulers are
* modified. This will update the properties: 'scroll-position-min'
* and 'scroll-position-max' to reflect the changes.