mirror of https://github.com/axmolengine/axmol.git
826 lines
22 KiB
C++
826 lines
22 KiB
C++
/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2010 Sangwoo Im
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCScrollView.h"
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#include "CCGLView.h"
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#include "platform/CCDevice.h"
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#include "CCActionInstant.h"
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#include "CCActionInterval.h"
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#include "CCActionTween.h"
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#include "CCDirector.h"
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#include "renderer/CCRenderer.h"
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#include <algorithm>
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NS_CC_EXT_BEGIN
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#define SCROLL_DEACCEL_RATE 0.95f
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#define SCROLL_DEACCEL_DIST 1.0f
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#define BOUNCE_DURATION 0.15f
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#define INSET_RATIO 0.2f
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#define MOVE_INCH 7.0f/160.0f
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#define BOUNCE_BACK_FACTOR 0.35f
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static float convertDistanceFromPointToInch(float pointDis)
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{
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auto glview = Director::getInstance()->getOpenGLView();
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float factor = ( glview->getScaleX() + glview->getScaleY() ) / 2;
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return pointDis * factor / Device::getDPI();
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}
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ScrollView::ScrollView()
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: _zoomScale(0.0f)
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, _minZoomScale(0.0f)
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, _maxZoomScale(0.0f)
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, _delegate(nullptr)
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, _direction(Direction::BOTH)
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, _dragging(false)
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, _container(nullptr)
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, _touchMoved(false)
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, _bounceable(false)
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, _clippingToBounds(false)
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, _touchLength(0.0f)
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, _minScale(0.0f)
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, _maxScale(0.0f)
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, _touchListener(nullptr)
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{
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}
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ScrollView::~ScrollView()
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{
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}
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ScrollView* ScrollView::create(Size size, Node* container/* = NULL*/)
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{
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ScrollView* pRet = new ScrollView();
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if (pRet && pRet->initWithViewSize(size, container))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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ScrollView* ScrollView::create()
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{
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ScrollView* pRet = new ScrollView();
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if (pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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bool ScrollView::initWithViewSize(Size size, Node *container/* = NULL*/)
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{
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if (Layer::init())
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{
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_container = container;
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if (!this->_container)
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{
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_container = Layer::create();
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_container->ignoreAnchorPointForPosition(false);
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_container->setAnchorPoint(Point(0.0f, 0.0f));
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}
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this->setViewSize(size);
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setTouchEnabled(true);
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_touches.reserve(EventTouch::MAX_TOUCHES);
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_delegate = NULL;
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_bounceable = true;
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_clippingToBounds = true;
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//_container->setContentSize(Size::ZERO);
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_direction = Direction::BOTH;
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_container->setPosition(Point(0.0f, 0.0f));
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_touchLength = 0.0f;
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this->addChild(_container);
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_minScale = _maxScale = 1.0f;
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return true;
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}
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return false;
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}
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bool ScrollView::init()
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{
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return this->initWithViewSize(Size(200, 200), NULL);
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}
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bool ScrollView::isNodeVisible(Node* node)
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{
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const Point offset = this->getContentOffset();
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const Size size = this->getViewSize();
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const float scale = this->getZoomScale();
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Rect viewRect;
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viewRect = Rect(-offset.x/scale, -offset.y/scale, size.width/scale, size.height/scale);
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return viewRect.intersectsRect(node->getBoundingBox());
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}
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void ScrollView::pause(Ref* sender)
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{
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_container->pause();
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auto& children = _container->getChildren();
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for(const auto &child : children) {
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child->pause();
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}
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}
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void ScrollView::resume(Ref* sender)
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{
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auto& children = _container->getChildren();
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for(const auto &child : children) {
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child->resume();
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}
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_container->resume();
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}
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bool ScrollView::isTouchEnabled() const
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{
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return _touchListener != nullptr;
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}
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void ScrollView::setTouchEnabled(bool enabled)
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{
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_eventDispatcher->removeEventListener(_touchListener);
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_touchListener = nullptr;
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if (enabled)
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{
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_touchListener = EventListenerTouchOneByOne::create();
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_touchListener->onTouchBegan = CC_CALLBACK_2(ScrollView::onTouchBegan, this);
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_touchListener->onTouchMoved = CC_CALLBACK_2(ScrollView::onTouchMoved, this);
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_touchListener->onTouchEnded = CC_CALLBACK_2(ScrollView::onTouchEnded, this);
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_touchListener->onTouchCancelled = CC_CALLBACK_2(ScrollView::onTouchCancelled, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
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}
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else
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{
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_dragging = false;
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_touchMoved = false;
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_touches.clear();
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}
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}
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void ScrollView::setContentOffset(Point offset, bool animated/* = false*/)
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{
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if (animated)
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{ //animate scrolling
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this->setContentOffsetInDuration(offset, BOUNCE_DURATION);
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}
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else
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{ //set the container position directly
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if (!_bounceable)
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{
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const Point minOffset = this->minContainerOffset();
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const Point maxOffset = this->maxContainerOffset();
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offset.x = MAX(minOffset.x, MIN(maxOffset.x, offset.x));
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offset.y = MAX(minOffset.y, MIN(maxOffset.y, offset.y));
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}
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_container->setPosition(offset);
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if (_delegate != NULL)
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{
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_delegate->scrollViewDidScroll(this);
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}
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}
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}
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void ScrollView::setContentOffsetInDuration(Point offset, float dt)
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{
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FiniteTimeAction *scroll, *expire;
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scroll = MoveTo::create(dt, offset);
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expire = CallFuncN::create(CC_CALLBACK_1(ScrollView::stoppedAnimatedScroll,this));
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_container->runAction(Sequence::create(scroll, expire, nullptr));
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this->schedule(schedule_selector(ScrollView::performedAnimatedScroll));
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}
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Point ScrollView::getContentOffset()
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{
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return _container->getPosition();
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}
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void ScrollView::setZoomScale(float s)
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{
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if (_container->getScale() != s)
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{
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Point oldCenter, newCenter;
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Point center;
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if (_touchLength == 0.0f)
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{
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center = Point(_viewSize.width*0.5f, _viewSize.height*0.5f);
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center = this->convertToWorldSpace(center);
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}
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else
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{
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center = _touchPoint;
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}
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oldCenter = _container->convertToNodeSpace(center);
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_container->setScale(MAX(_minScale, MIN(_maxScale, s)));
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newCenter = _container->convertToWorldSpace(oldCenter);
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const Point offset = center - newCenter;
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if (_delegate != NULL)
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{
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_delegate->scrollViewDidZoom(this);
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}
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this->setContentOffset(_container->getPosition() + offset);
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}
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}
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float ScrollView::getZoomScale()
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{
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return _container->getScale();
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}
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void ScrollView::setZoomScale(float s, bool animated)
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{
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if (animated)
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{
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this->setZoomScaleInDuration(s, BOUNCE_DURATION);
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}
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else
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{
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this->setZoomScale(s);
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}
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}
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void ScrollView::setZoomScaleInDuration(float s, float dt)
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{
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if (dt > 0)
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{
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if (_container->getScale() != s)
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{
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ActionTween *scaleAction;
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scaleAction = ActionTween::create(dt, "zoomScale", _container->getScale(), s);
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this->runAction(scaleAction);
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}
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}
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else
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{
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this->setZoomScale(s);
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}
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}
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void ScrollView::updateTweenAction(float value, const std::string& key)
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{
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this->setZoomScale(value);
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}
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void ScrollView::setViewSize(Size size)
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{
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_viewSize = size;
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Layer::setContentSize(size);
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}
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Node * ScrollView::getContainer()
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{
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return this->_container;
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}
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void ScrollView::setContainer(Node * pContainer)
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{
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// Make sure that '_container' has a non-NULL value since there are
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// lots of logic that use '_container'.
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if (NULL == pContainer)
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return;
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this->removeAllChildrenWithCleanup(true);
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this->_container = pContainer;
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this->_container->ignoreAnchorPointForPosition(false);
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this->_container->setAnchorPoint(Point(0.0f, 0.0f));
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this->addChild(this->_container);
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this->setViewSize(this->_viewSize);
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}
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void ScrollView::relocateContainer(bool animated)
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{
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Point oldPoint, min, max;
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float newX, newY;
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min = this->minContainerOffset();
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max = this->maxContainerOffset();
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oldPoint = _container->getPosition();
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newX = oldPoint.x;
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newY = oldPoint.y;
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if (_direction == Direction::BOTH || _direction == Direction::HORIZONTAL)
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{
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newX = MAX(newX, min.x);
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newX = MIN(newX, max.x);
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}
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if (_direction == Direction::BOTH || _direction == Direction::VERTICAL)
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{
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newY = MIN(newY, max.y);
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newY = MAX(newY, min.y);
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}
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if (newY != oldPoint.y || newX != oldPoint.x)
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{
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this->setContentOffset(Point(newX, newY), animated);
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}
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}
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Point ScrollView::maxContainerOffset()
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{
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return Point(0.0f, 0.0f);
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}
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Point ScrollView::minContainerOffset()
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{
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return Point(_viewSize.width - _container->getContentSize().width*_container->getScaleX(),
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_viewSize.height - _container->getContentSize().height*_container->getScaleY());
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}
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void ScrollView::deaccelerateScrolling(float dt)
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{
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if (_dragging)
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{
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this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling));
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return;
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}
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float newX, newY;
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Point maxInset, minInset;
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_container->setPosition(_container->getPosition() + _scrollDistance);
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if (_bounceable)
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{
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maxInset = _maxInset;
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minInset = _minInset;
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}
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else
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{
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maxInset = this->maxContainerOffset();
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minInset = this->minContainerOffset();
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}
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newX = _container->getPosition().x;
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newY = _container->getPosition().y;
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_scrollDistance = _scrollDistance * SCROLL_DEACCEL_RATE;
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this->setContentOffset(Point(newX,newY));
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if ((fabsf(_scrollDistance.x) <= SCROLL_DEACCEL_DIST &&
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fabsf(_scrollDistance.y) <= SCROLL_DEACCEL_DIST) ||
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newY >= maxInset.y || newY <= minInset.y ||
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newX >= maxInset.x || newX <= minInset.x)
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{
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this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling));
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this->relocateContainer(true);
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}
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}
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void ScrollView::stoppedAnimatedScroll(Node * node)
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{
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this->unschedule(schedule_selector(ScrollView::performedAnimatedScroll));
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// After the animation stopped, "scrollViewDidScroll" should be invoked, this could fix the bug of lack of tableview cells.
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if (_delegate != NULL)
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{
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_delegate->scrollViewDidScroll(this);
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}
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}
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void ScrollView::performedAnimatedScroll(float dt)
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{
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if (_dragging)
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{
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this->unschedule(schedule_selector(ScrollView::performedAnimatedScroll));
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return;
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}
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if (_delegate != NULL)
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{
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_delegate->scrollViewDidScroll(this);
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}
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}
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const Size& ScrollView::getContentSize() const
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{
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return _container->getContentSize();
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}
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void ScrollView::setContentSize(const Size & size)
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{
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if (this->getContainer() != NULL)
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{
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this->getContainer()->setContentSize(size);
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this->updateInset();
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}
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}
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void ScrollView::updateInset()
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{
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if (this->getContainer() != NULL)
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{
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_maxInset = this->maxContainerOffset();
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_maxInset = Point(_maxInset.x + _viewSize.width * INSET_RATIO,
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_maxInset.y + _viewSize.height * INSET_RATIO);
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_minInset = this->minContainerOffset();
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_minInset = Point(_minInset.x - _viewSize.width * INSET_RATIO,
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_minInset.y - _viewSize.height * INSET_RATIO);
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}
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}
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/**
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* make sure all children go to the container
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*/
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void ScrollView::addChild(Node * child, int zOrder, int tag)
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{
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if (_container != child) {
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_container->addChild(child, zOrder, tag);
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} else {
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Layer::addChild(child, zOrder, tag);
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}
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}
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void ScrollView::beforeDraw()
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{
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_beforeDrawCommand.init(_globalZOrder);
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_beforeDrawCommand.func = CC_CALLBACK_0(ScrollView::onBeforeDraw, this);
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Director::getInstance()->getRenderer()->addCommand(&_beforeDrawCommand);
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}
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/**
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* clip this view so that outside of the visible bounds can be hidden.
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*/
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void ScrollView::onBeforeDraw()
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{
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if (_clippingToBounds)
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{
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_scissorRestored = false;
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Rect frame = getViewRect();
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auto glview = Director::getInstance()->getOpenGLView();
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if (glview->isScissorEnabled()) {
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_scissorRestored = true;
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_parentScissorRect = glview->getScissorRect();
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//set the intersection of _parentScissorRect and frame as the new scissor rect
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if (frame.intersectsRect(_parentScissorRect)) {
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float x = MAX(frame.origin.x, _parentScissorRect.origin.x);
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float y = MAX(frame.origin.y, _parentScissorRect.origin.y);
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float xx = MIN(frame.origin.x+frame.size.width, _parentScissorRect.origin.x+_parentScissorRect.size.width);
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float yy = MIN(frame.origin.y+frame.size.height, _parentScissorRect.origin.y+_parentScissorRect.size.height);
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glview->setScissorInPoints(x, y, xx-x, yy-y);
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}
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}
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else {
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glEnable(GL_SCISSOR_TEST);
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glview->setScissorInPoints(frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
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}
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}
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}
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void ScrollView::afterDraw()
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{
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_afterDrawCommand.init(_globalZOrder);
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_afterDrawCommand.func = CC_CALLBACK_0(ScrollView::onAfterDraw, this);
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Director::getInstance()->getRenderer()->addCommand(&_afterDrawCommand);
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}
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/**
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* retract what's done in beforeDraw so that there's no side effect to
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* other nodes.
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*/
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void ScrollView::onAfterDraw()
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{
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if (_clippingToBounds)
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{
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if (_scissorRestored) {//restore the parent's scissor rect
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auto glview = Director::getInstance()->getOpenGLView();
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glview->setScissorInPoints(_parentScissorRect.origin.x, _parentScissorRect.origin.y, _parentScissorRect.size.width, _parentScissorRect.size.height);
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}
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else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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}
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void ScrollView::visit(Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
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{
|
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// quick return if not visible
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if (!isVisible())
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{
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return;
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}
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bool dirty = parentTransformUpdated || _transformUpdated;
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if(dirty)
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|
_modelViewTransform = this->transform(parentTransform);
|
|
_transformUpdated = false;
|
|
|
|
// IMPORTANT:
|
|
// To ease the migration to v3.0, we still support the kmMat4 stack,
|
|
// but it is deprecated and your code should not rely on it
|
|
Director* director = Director::getInstance();
|
|
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
|
|
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
|
|
|
|
this->beforeDraw();
|
|
|
|
if (!_children.empty())
|
|
{
|
|
int i=0;
|
|
|
|
// draw children zOrder < 0
|
|
for( ; i < _children.size(); i++ )
|
|
{
|
|
Node *child = _children.at(i);
|
|
if ( child->getLocalZOrder() < 0 )
|
|
{
|
|
child->visit(renderer, _modelViewTransform, dirty);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// this draw
|
|
this->draw(renderer, _modelViewTransform, dirty);
|
|
|
|
// draw children zOrder >= 0
|
|
for( ; i < _children.size(); i++ )
|
|
{
|
|
Node *child = _children.at(i);
|
|
child->visit(renderer, _modelViewTransform, dirty);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
this->draw(renderer, _modelViewTransform, dirty);
|
|
}
|
|
|
|
this->afterDraw();
|
|
|
|
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
}
|
|
|
|
bool ScrollView::onTouchBegan(Touch* touch, Event* event)
|
|
{
|
|
if (!this->isVisible())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Rect frame = getViewRect();
|
|
|
|
//dispatcher does not know about clipping. reject touches outside visible bounds.
|
|
if (_touches.size() > 2 ||
|
|
_touchMoved ||
|
|
!frame.containsPoint(touch->getLocation()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (std::find(_touches.begin(), _touches.end(), touch) == _touches.end())
|
|
{
|
|
_touches.push_back(touch);
|
|
}
|
|
|
|
if (_touches.size() == 1)
|
|
{ // scrolling
|
|
_touchPoint = this->convertTouchToNodeSpace(touch);
|
|
_touchMoved = false;
|
|
_dragging = true; //dragging started
|
|
_scrollDistance = Point(0.0f, 0.0f);
|
|
_touchLength = 0.0f;
|
|
}
|
|
else if (_touches.size() == 2)
|
|
{
|
|
_touchPoint = (this->convertTouchToNodeSpace(_touches[0]).getMidpoint(
|
|
this->convertTouchToNodeSpace(_touches[1])));
|
|
|
|
_touchLength = _container->convertTouchToNodeSpace(_touches[0]).getDistance(
|
|
_container->convertTouchToNodeSpace(_touches[1]));
|
|
|
|
_dragging = false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ScrollView::onTouchMoved(Touch* touch, Event* event)
|
|
{
|
|
if (!this->isVisible())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (std::find(_touches.begin(), _touches.end(), touch) != _touches.end())
|
|
{
|
|
if (_touches.size() == 1 && _dragging)
|
|
{ // scrolling
|
|
Point moveDistance, newPoint;
|
|
Rect frame;
|
|
float newX, newY;
|
|
|
|
frame = getViewRect();
|
|
|
|
newPoint = this->convertTouchToNodeSpace(_touches[0]);
|
|
moveDistance = newPoint - _touchPoint;
|
|
|
|
float dis = 0.0f;
|
|
if (_direction == Direction::VERTICAL)
|
|
{
|
|
dis = moveDistance.y;
|
|
float pos = _container->getPosition().y;
|
|
if (!(minContainerOffset().y <= pos && pos <= maxContainerOffset().y)) {
|
|
moveDistance.y *= BOUNCE_BACK_FACTOR;
|
|
}
|
|
}
|
|
else if (_direction == Direction::HORIZONTAL)
|
|
{
|
|
dis = moveDistance.x;
|
|
float pos = _container->getPosition().x;
|
|
if (!(minContainerOffset().x <= pos && pos <= maxContainerOffset().x)) {
|
|
moveDistance.x *= BOUNCE_BACK_FACTOR;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dis = sqrtf(moveDistance.x*moveDistance.x + moveDistance.y*moveDistance.y);
|
|
|
|
float pos = _container->getPosition().y;
|
|
if (!(minContainerOffset().y <= pos && pos <= maxContainerOffset().y)) {
|
|
moveDistance.y *= BOUNCE_BACK_FACTOR;
|
|
}
|
|
|
|
pos = _container->getPosition().x;
|
|
if (!(minContainerOffset().x <= pos && pos <= maxContainerOffset().x)) {
|
|
moveDistance.x *= BOUNCE_BACK_FACTOR;
|
|
}
|
|
}
|
|
|
|
if (!_touchMoved && fabs(convertDistanceFromPointToInch(dis)) < MOVE_INCH )
|
|
{
|
|
//CCLOG("Invalid movement, distance = [%f, %f], disInch = %f", moveDistance.x, moveDistance.y);
|
|
return;
|
|
}
|
|
|
|
if (!_touchMoved)
|
|
{
|
|
moveDistance = Point::ZERO;
|
|
}
|
|
|
|
_touchPoint = newPoint;
|
|
_touchMoved = true;
|
|
|
|
if (_dragging)
|
|
{
|
|
switch (_direction)
|
|
{
|
|
case Direction::VERTICAL:
|
|
moveDistance = Point(0.0f, moveDistance.y);
|
|
break;
|
|
case Direction::HORIZONTAL:
|
|
moveDistance = Point(moveDistance.x, 0.0f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
newX = _container->getPosition().x + moveDistance.x;
|
|
newY = _container->getPosition().y + moveDistance.y;
|
|
|
|
_scrollDistance = moveDistance;
|
|
this->setContentOffset(Point(newX, newY));
|
|
}
|
|
}
|
|
else if (_touches.size() == 2 && !_dragging)
|
|
{
|
|
const float len = _container->convertTouchToNodeSpace(_touches[0]).getDistance(
|
|
_container->convertTouchToNodeSpace(_touches[1]));
|
|
this->setZoomScale(this->getZoomScale()*len/_touchLength);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScrollView::onTouchEnded(Touch* touch, Event* event)
|
|
{
|
|
if (!this->isVisible())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto touchIter = std::find(_touches.begin(), _touches.end(), touch);
|
|
|
|
if (touchIter != _touches.end())
|
|
{
|
|
if (_touches.size() == 1 && _touchMoved)
|
|
{
|
|
this->schedule(schedule_selector(ScrollView::deaccelerateScrolling));
|
|
}
|
|
_touches.erase(touchIter);
|
|
}
|
|
|
|
if (_touches.size() == 0)
|
|
{
|
|
_dragging = false;
|
|
_touchMoved = false;
|
|
}
|
|
}
|
|
|
|
void ScrollView::onTouchCancelled(Touch* touch, Event* event)
|
|
{
|
|
if (!this->isVisible())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto touchIter = std::find(_touches.begin(), _touches.end(), touch);
|
|
_touches.erase(touchIter);
|
|
|
|
if (_touches.size() == 0)
|
|
{
|
|
_dragging = false;
|
|
_touchMoved = false;
|
|
}
|
|
}
|
|
|
|
Rect ScrollView::getViewRect()
|
|
{
|
|
Point screenPos = this->convertToWorldSpace(Point::ZERO);
|
|
|
|
float scaleX = this->getScaleX();
|
|
float scaleY = this->getScaleY();
|
|
|
|
for (Node *p = _parent; p != NULL; p = p->getParent()) {
|
|
scaleX *= p->getScaleX();
|
|
scaleY *= p->getScaleY();
|
|
}
|
|
|
|
// Support negative scaling. Not doing so causes intersectsRect calls
|
|
// (eg: to check if the touch was within the bounds) to return false.
|
|
// Note, Node::getScale will assert if X and Y scales are different.
|
|
if(scaleX<0.f) {
|
|
screenPos.x += _viewSize.width*scaleX;
|
|
scaleX = -scaleX;
|
|
}
|
|
if(scaleY<0.f) {
|
|
screenPos.y += _viewSize.height*scaleY;
|
|
scaleY = -scaleY;
|
|
}
|
|
|
|
return Rect(screenPos.x, screenPos.y, _viewSize.width*scaleX, _viewSize.height*scaleY);
|
|
}
|
|
NS_CC_EXT_END
|