mFrictionCoefficient(Toolkit::ScrollView::DEFAULT_FRICTION_COEFFICIENT),
mFlickSpeedCoefficient(Toolkit::ScrollView::DEFAULT_FLICK_SPEED_COEFFICIENT),
mMaxFlickSpeed(Toolkit::ScrollView::DEFAULT_MAX_FLICK_SPEED),
- mPropertiesUpdated(false),
mInAccessibilityPan(false),
mInitialized(false),
mScrolling(false),
unsigned int ScrollView::GetCurrentPage() const
{
// in case animation is currently taking place.
- Vector3 position = GetCurrentScrollPosition();
+ Vector3 position = GetPropertyPosition();
Actor self = Self();
unsigned int page = 0;
unsigned int volume = 0;
// if rulerX is enabled, then get page count (columns)
- page = mRulerX->GetPageFromPosition(position.x, mWrapMode);
- volume = mRulerY->GetPageFromPosition(position.y, mWrapMode);
+ page = mRulerX->GetPageFromPosition(-position.x, mWrapMode);
+ volume = mRulerY->GetPageFromPosition(-position.y, mWrapMode);
pagesPerVolume = mRulerX->GetTotalPages();
return volume * pagesPerVolume + page;
Vector3 ScrollView::GetCurrentScrollPosition() const
{
- if( mPropertiesUpdated )
- {
- return -mScrollPostPosition;
- }
return -GetPropertyPosition();
}
Vector3 currentScrollPosition = GetCurrentScrollPosition();
Self().SetProperty( mPropertyScrollStartPagePosition, currentScrollPosition );
- PreAnimatedScrollSetup();
+ if( mScrolling ) // are we interrupting a current scroll?
+ {
+ // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
+ mScrolling = false;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
+ }
- Vector3 scrollStartPosition = GetCurrentScrollPosition();
+ Self().SetProperty(mPropertyScrolling, true);
+ mScrolling = true;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollStartedSignalV2.Emit( currentScrollPosition );
bool animating = AnimateTo(-position,
Vector3::ONE * duration,
scale,
verticalBias,
Snap);
- if( !mScrolling )
- {
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 1 [%.2f, %.2f]", this, scrollStartPosition.x, scrollStartPosition.y);
- ScrollingStarted(scrollStartPosition);
- }
-
if(!animating)
{
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 1 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
- ScrollingStopped(-mScrollPostPosition);
+ // if not animating, then this pan has completed right now.
+ Self().SetProperty(mPropertyScrolling, false);
+ mScrolling = false;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ SetScrollUpdateNotification(false);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
}
StopAnimation(mSnapAnimation);
StopAnimation(mInternalXAnimation);
StopAnimation(mInternalYAnimation);
-
- // clear scrolling flags
mScrollStateFlags = 0;
-
// remove scroll animation flags
HandleStoppedAnimation();
}
totalDuration = std::max(totalDuration, positionDuration.x);
totalDuration = std::max(totalDuration, positionDuration.y);
}
+ else
+ {
+ // try to animate for a frame, on some occasions update will be changing scroll value while event side thinks it hasnt changed
+ totalDuration = 0.01f;
+ positionChanged = true;
+ }
if(scaleChanged)
{
// a horizonal/vertical wall.delay
AnimateInternalXTo(mScrollTargetPosition.x, positionDuration.x, alpha);
AnimateInternalYTo(mScrollTargetPosition.y, positionDuration.y, alpha);
- }
- if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
- {
- mScrollTargetPosition = position;
- WrapPosition(mScrollTargetPosition);
- self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
- mScrollPrePosition = mScrollPostPosition = mScrollTargetPosition;
+ if( !(mScrollStateFlags & SCROLL_ANIMATION_FLAGS) )
+ {
+ self.SetProperty(mPropertyPrePosition, mScrollTargetPosition);
+ mScrollPrePosition = mScrollTargetPosition;
+ mScrollPostPosition = mScrollTargetPosition;
+ WrapPosition(mScrollPostPosition);
+ }
}
// Scale Delta ///////////////////////////////////////////////////////
Vector3 ScrollView::GetPropertyPrePosition() const
{
- return Self().GetProperty<Vector3>(mPropertyPrePosition);
+ Vector3 position = Self().GetProperty<Vector3>(mPropertyPrePosition);
+ WrapPosition(position);
+ return position;
}
Vector3 ScrollView::GetPropertyPosition() const
{
- return Self().GetProperty<Vector3>(mPropertyPosition);
+ Vector3 position = Self().GetProperty<Vector3>(mPropertyPosition);
+ WrapPosition(position);
+
+ return position;
}
Vector3 ScrollView::GetPropertyScale() const
void ScrollView::HandleSnapAnimationFinished()
{
// Emit Signal that scrolling has completed.
+ mScrolling = false;
Actor self = Self();
self.SetProperty(mPropertyScrolling, false);
Vector3 deltaPosition(mScrollPrePosition);
+ UpdateLocalScrollProperties();
WrapPosition(mScrollPrePosition);
self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
+
mDomainOffset += deltaPosition - mScrollPostPosition;
self.SetProperty(mPropertyDomainOffset, mDomainOffset);
HandleStoppedAnimation();
-
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 2 [%.2f, %.2f]", this, GetCurrentScrollPosition().x, GetCurrentScrollPosition().y);
- ScrollingStopped(GetCurrentScrollPosition());
}
void ScrollView::SetScrollUpdateNotification( bool enabled )
// Guard against destruction during signal emission
Toolkit::ScrollView handle( GetOwner() );
- // sometimes notification isnt removed quickly enough, dont emit signal if not scrolling
- if( mScrolling )
- {
- Vector3 currentScrollPosition = GetCurrentScrollPosition();
- mScrollUpdatedSignalV2.Emit( currentScrollPosition );
- }
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ mScrollUpdatedSignalV2.Emit( currentScrollPosition );
}
bool ScrollView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
Self().SetProperty(mPropertyDomainOffset, Vector3::ZERO);
UpdateLocalScrollProperties();
- mPropertiesUpdated = true;
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 3 [%.2f, %.2f]", this, GetCurrentScrollPosition().x, GetCurrentScrollPosition().y);
- ScrollingStopped(GetCurrentScrollPosition());
-
- // make sure scroll view returns actual property value and not locally stored value once we return from this function
- mPropertiesUpdated = false;
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
}
return false;
}
- UpdateLocalScrollProperties();
- mPropertiesUpdated = true;
-
if( event.GetPoint(0).state == TouchPoint::Down )
{
if(mGestureStackDepth==0)
mLastVelocity = Vector2( 0.0f, 0.0f );
}
+ UpdateLocalScrollProperties();
// Only finish the transform if scrolling was interrupted on down or if we are scrolling
if ( mScrollInterrupted || mScrolling )
{
mScrollInterrupted = false;
}
- // no longer guarantee local properties are up to date
- mPropertiesUpdated = false;
-
return true;
}
return true;
}
+void ScrollView::ResetScrolling()
+{
+ Actor self = Self();
+ self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
+ mScrollPrePosition = mScrollPostPosition;
+ self.SetProperty(mPropertyPrePosition, mScrollPostPosition);
+}
+
void ScrollView::UpdateLocalScrollProperties()
{
- if( !mPropertiesUpdated )
- {
- // only update local properties if we are not currently handler an event originating from this scroll view
- Actor self = Self();
- self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
- self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
- }
+ Actor self = Self();
+ self.GetProperty(mPropertyPrePosition).Get(mScrollPrePosition);
+ self.GetProperty(mPropertyPosition).Get(mScrollPostPosition);
}
// private functions
Actor self = Self();
- Vector3 deltaPosition(mScrollPrePosition);
+ Vector3 deltaPosition(mScrollPostPosition);
+ WrapPosition(mScrollPostPosition);
mDomainOffset += deltaPosition - mScrollPostPosition;
Self().SetProperty(mPropertyDomainOffset, mDomainOffset);
- StopAnimation();
+
+ if( mScrollStateFlags & SCROLL_X_STATE_MASK )
+ {
+ // already performing animation on internal x position
+ StopAnimation(mInternalXAnimation);
+ }
+
+ if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
+ {
+ // already performing animation on internal y position
+ StopAnimation(mInternalYAnimation);
+ }
+
+ mScrollStateFlags = 0;
mScrollPostScale = GetPropertyScale();
mScrollPreScale = mScrollPostScale;
mScrollPreRotation = mScrollPostRotation;
-
- // animated scroll needs update notification
- SetScrollUpdateNotification(true);
}
void ScrollView::FinaliseAnimatedScroll()
// update our local scroll positions
UpdateLocalScrollProperties();
- mPropertiesUpdated = true;
if( source == mSnapAnimation )
{
{
HandleSnapAnimationFinished();
}
- mPropertiesUpdated = false;
}
void ScrollView::OnSnapInternalPositionFinished( Animation& source )
mScaleDelta = Vector3::ONE;
mRotationDelta = 0.0f;
mLastVelocity = Vector2(0.0f, 0.0f);
+ if( !mScrolling )
+ {
+ mLockAxis = LockPossible;
+ }
- // inform application that animated scroll has been interrupted
- if( mScrolling )
+ if( mScrollStateFlags & SCROLL_X_STATE_MASK )
{
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 4 [%.2f, %.2f]", this, GetCurrentScrollPosition().x, GetCurrentScrollPosition().y);
- ScrollingStopped(GetCurrentScrollPosition());
+ StopAnimation(mInternalXAnimation);
+ }
+ if( mScrollStateFlags & SCROLL_Y_STATE_MASK )
+ {
+ StopAnimation(mInternalYAnimation);
+ }
+ mScrollStateFlags = 0;
+
+ if(mScrolling) // are we interrupting a current scroll?
+ {
+ // set mScrolling to false, in case user has code that interrogates mScrolling Getter() in complete.
+ mScrolling = false;
+ // send negative scroll position since scroll internal scroll position works as an offset for actors,
+ // give applications the position within the domain from the scroll view's anchor position
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, -mScrollPostPosition.x, -mScrollPostPosition.y);
+ mScrollCompletedSignalV2.Emit( -mScrollPostPosition );
}
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, GetCurrentScrollPosition().x, GetCurrentScrollPosition().y);
- ScrollingStarted(GetCurrentScrollPosition());
}
}
} // end if mAxisAutoLock
}
-void ScrollView::ScrollingStarted( const Vector3& position )
-{
- Self().SetProperty(mPropertyScrolling, true);
- mScrolling = true;
- mLockAxis = LockPossible;
-
- mScrollStartedSignalV2.Emit( position );
-}
-
-void ScrollView::ScrollingStopped( const Vector3& position )
-{
- Self().SetProperty(mPropertyScrolling, false);
- mScrolling = false;
- SetScrollUpdateNotification(false);
-
- mScrollCompletedSignalV2.Emit( position );
-}
-
// TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
// TODO: Reimplement Scaling (pinching 2+ points)
// TODO: Reimplment Rotation (pinching 2+ points)
// this callback will still be called, so we must suppress it.
return;
}
- UpdateLocalScrollProperties();
- mPropertiesUpdated = true;
// translate Gesture input to get useful data...
switch(gesture.state)
{
case Gesture::Started:
{
+ UpdateLocalScrollProperties();
GestureStarted();
mPanning = true;
self.SetProperty( mPropertyPanning, true );
case Gesture::Finished:
case Gesture::Cancelled:
{
+ UpdateLocalScrollProperties();
mLastVelocity = gesture.velocity;
mPanning = false;
self.SetProperty( mPropertyPanning, false );
{
self.RemoveConstraint(mScrollMainInternalPrePositionConstraint);
}
- mGestureStackDepth--;
- if(mGestureStackDepth==0)
- {
- FinishTransform();
- }
break;
}
// Nothing to do, not needed.
break;
}
+
} // end switch(gesture.state)
- // can no longer guarantee local properties are latest
- mPropertiesUpdated = false;
+ OnGestureEx(gesture.state);
+}
+
+void ScrollView::OnGestureEx(Gesture::State state)
+{
+ // call necessary signals for application developer
+
+ if(state == Gesture::Started)
+ {
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ Self().SetProperty(mPropertyScrolling, true);
+ mScrolling = true;
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollStartedSignalV2 2 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollStartedSignalV2.Emit( currentScrollPosition );
+ }
+ else if( (state == Gesture::Finished) ||
+ (state == Gesture::Cancelled) ) // Finished/default
+ {
+ // when all the gestures have finished, we finish the transform.
+ // so if a user decides to pan (1 gesture), and then pan+zoom (2 gestures)
+ // then stop panning (back to 1 gesture), and then stop zooming (0 gestures).
+ // this is the point we end, and perform necessary snapping.
+ mGestureStackDepth--;
+ if(mGestureStackDepth==0)
+ {
+ FinishTransform();
+ }
+ }
}
void ScrollView::UpdateTransform()
{
SnapInternalYTo(mScrollTargetPosition.y);
}
- if( !(mScrollStateFlags & SNAP_ANIMATION_FLAGS) )
- {
- // set final position
- WrapPosition(mScrollTargetPosition);
- mScrollPrePosition = mScrollTargetPosition;
- self.SetProperty(mPropertyPrePosition, mScrollPrePosition);
- }
- DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 5 [%.2f, %.2f]", this, GetCurrentScrollPosition().x, GetCurrentScrollPosition().y);
- ScrollingStopped(GetCurrentScrollPosition());
+ Vector3 currentScrollPosition = GetCurrentScrollPosition();
+ DALI_LOG_SCROLL_STATE("[0x%X] mScrollCompletedSignalV2 6 [%.2f, %.2f]", this, currentScrollPosition.x, currentScrollPosition.y);
+ mScrollCompletedSignalV2.Emit( currentScrollPosition );
}
}