CCScrollView.cpp 25.2 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910
/****************************************************************************
 Copyright (c) 2012 cocos2d-x.org
 Copyright (c) 2010 Sangwoo Im
 Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
 
 http://www.cocos2d-x.org
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
 in the Software without restriction, including without limitation the rights
 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 copies of the Software, and to permit persons to whom the Software is
 furnished to do so, subject to the following conditions:
 
 The above copyright notice and this permission notice shall be included in
 all copies or substantial portions of the Software.
 
 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 THE SOFTWARE.
 ****************************************************************************/

#include "CCScrollView.h"
#include "platform/CCDevice.h"
#include "2d/CCActionInstant.h"
#include "2d/CCActionInterval.h"
#include "2d/CCActionTween.h"
#include "base/CCDirector.h"
#include "base/CCEventDispatcher.h"
#include "renderer/CCRenderer.h"

#include <algorithm>

NS_CC_EXT_BEGIN

#define SCROLL_DEACCEL_RATE  0.95f
#define SCROLL_DEACCEL_DIST  1.0f
#define BOUNCE_DURATION      0.15f
#define INSET_RATIO          0.2f
#define MOVE_INCH            7.0f/160.0f
#define BOUNCE_BACK_FACTOR   0.35f

static float convertDistanceFromPointToInch(float pointDis)
{
    auto glview = Director::getInstance()->getOpenGLView();
    float factor = ( glview->getScaleX() + glview->getScaleY() ) / 2;
    return pointDis * factor / Device::getDPI();
}


ScrollView::ScrollView()
: _delegate(nullptr)
, _direction(Direction::BOTH)
, _dragging(false)
, _container(nullptr)
, _touchMoved(false)
, _bounceable(false)
, _clippingToBounds(false)
, _touchLength(0.0f)
, _minScale(0.0f)
, _maxScale(0.0f)
, _scissorRestored(false)
, _touchListener(nullptr)
, _animatedScrollAction(nullptr)
{

}

ScrollView::~ScrollView()
{

}

ScrollView* ScrollView::create(Size size, Node* container/* = nullptr*/)
{
    ScrollView* pRet = new (std::nothrow) ScrollView();
    if (pRet && pRet->initWithViewSize(size, container))
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }
    return pRet;
}

ScrollView* ScrollView::create()
{
    ScrollView* pRet = new (std::nothrow) ScrollView();
    if (pRet && pRet->init())
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }
    return pRet;
}


bool ScrollView::initWithViewSize(Size size, Node *container/* = nullptr*/)
{
    if (Layer::init())
    {
        _container = container;
        
        if (!this->_container)
        {
            _container = Layer::create();
            _container->setIgnoreAnchorPointForPosition(false);
            _container->setAnchorPoint(Vec2(0.0f, 0.0f));
        }

        this->setViewSize(size);

        setTouchEnabled(true);
        
        _touches.reserve(EventTouch::MAX_TOUCHES);
        
        _delegate = nullptr;
        _bounceable = true;
        _clippingToBounds = true;
        //_container->setContentSize(Size::ZERO);
        _direction  = Direction::BOTH;
        _container->setPosition(0.0f, 0.0f);
        _touchLength = 0.0f;
        
        this->addChild(_container);
        _minScale = _maxScale = 1.0f;

        
        return true;
    }
    return false;
}

bool ScrollView::init()
{
    return this->initWithViewSize(Size(200, 200), nullptr);
}

bool ScrollView::isNodeVisible(Node* node)
{
    const Vec2 offset = this->getContentOffset();
    const Size  size   = this->getViewSize();
    const float   scale  = this->getZoomScale();
    
    Rect viewRect;
    
    viewRect = Rect(-offset.x/scale, -offset.y/scale, size.width/scale, size.height/scale); 
    
    return viewRect.intersectsRect(node->getBoundingBox());
}

void ScrollView::pause(Ref* /*sender*/)
{
    _container->pause();

    auto& children = _container->getChildren();
    for(const auto &child : children) {
        child->pause();
    }
}

void ScrollView::resume(Ref* /*sender*/)
{
    auto& children = _container->getChildren();
    for(const auto &child : children) {
        child->resume();
    }

    _container->resume();
}

bool ScrollView::isTouchEnabled() const
{
	return _touchListener != nullptr;
}

void ScrollView::setTouchEnabled(bool enabled)
{
    _eventDispatcher->removeEventListener(_touchListener);
    _touchListener = nullptr;

    if (enabled)
    {
        _touchListener = EventListenerTouchOneByOne::create();
        _touchListener->setSwallowTouches(true);
        _touchListener->onTouchBegan = CC_CALLBACK_2(ScrollView::onTouchBegan, this);
        _touchListener->onTouchMoved = CC_CALLBACK_2(ScrollView::onTouchMoved, this);
        _touchListener->onTouchEnded = CC_CALLBACK_2(ScrollView::onTouchEnded, this);
        _touchListener->onTouchCancelled = CC_CALLBACK_2(ScrollView::onTouchCancelled, this);
        
        _eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
    }
    else
    {
        _dragging = false;
        _touchMoved = false;
        _touches.clear();
    }
}

void ScrollView::setSwallowTouches(bool needSwallow)
{
    if (_touchListener != nullptr)
    {
        _touchListener->setSwallowTouches(needSwallow);
    }
}

void ScrollView::setContentOffset(Vec2 offset, bool animated/* = false*/)
{
    if (animated)
    { //animate scrolling
        this->setContentOffsetInDuration(offset, BOUNCE_DURATION);
    } 
    else
    { //set the container position directly
        if (!_bounceable)
        {
            const Vec2 minOffset = this->minContainerOffset();
            const Vec2 maxOffset = this->maxContainerOffset();
            
            offset.x = MAX(minOffset.x, MIN(maxOffset.x, offset.x));
            offset.y = MAX(minOffset.y, MIN(maxOffset.y, offset.y));
        }

        _container->setPosition(offset);

        if (_delegate != nullptr)
        {
            _delegate->scrollViewDidScroll(this);   
        }
    }
}

void ScrollView::setContentOffsetInDuration(Vec2 offset, float dt)
{
    FiniteTimeAction *scroll, *expire;
    
    if (_animatedScrollAction) {
        stopAnimatedContentOffset();
    }
    scroll = MoveTo::create(dt, offset);
    expire = CallFuncN::create(CC_CALLBACK_1(ScrollView::stoppedAnimatedScroll,this));
    _animatedScrollAction = _container->runAction(Sequence::create(scroll, expire, nullptr));
    _animatedScrollAction->retain();
    this->schedule(CC_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
}

void ScrollView::stopAnimatedContentOffset() {
    stopAction(_animatedScrollAction);
    _animatedScrollAction->release();
    _animatedScrollAction = nullptr;
    stoppedAnimatedScroll(this);
}

Vec2 ScrollView::getContentOffset()
{
    return _container->getPosition();
}

void ScrollView::setZoomScale(float s)
{
    if (_container->getScale() != s)
    {
        Vec2 oldCenter, newCenter;
        Vec2 center;
        
        if (_touchLength == 0.0f) 
        {
            center.set(_viewSize.width*0.5f, _viewSize.height*0.5f);
            center = this->convertToWorldSpace(center);
        }
        else
        {
            center = _touchPoint;
        }
        
        oldCenter = _container->convertToNodeSpace(center);
        _container->setScale(MAX(_minScale, MIN(_maxScale, s)));
        newCenter = _container->convertToWorldSpace(oldCenter);
        
        const Vec2 offset = center - newCenter;
        if (_delegate != nullptr)
        {
            _delegate->scrollViewDidZoom(this);
        }
        this->setContentOffset(_container->getPosition() + offset);
    }
}

float ScrollView::getZoomScale()
{
    return _container->getScale();
}

void ScrollView::setZoomScale(float s, bool animated)
{
    if (animated)
    {
        this->setZoomScaleInDuration(s, BOUNCE_DURATION);
    }
    else
    {
        this->setZoomScale(s);
    }
}

void ScrollView::setZoomScaleInDuration(float s, float dt)
{
    if (dt > 0)
    {
        if (_container->getScale() != s)
        {
            ActionTween *scaleAction;
            scaleAction = ActionTween::create(dt, "zoomScale", _container->getScale(), s);
            this->runAction(scaleAction);
        }
    }
    else
    {
        this->setZoomScale(s);
    }
}

void ScrollView::updateTweenAction(float value, const std::string& /*key*/)
{
    this->setZoomScale(value);
}

void ScrollView::setViewSize(Size size)
{
    _viewSize = size;
    Layer::setContentSize(size);
}

Node * ScrollView::getContainer()
{
    return this->_container;
}

void ScrollView::setContainer(Node * pContainer)
{
    // Make sure that '_container' has a non-nullptr value since there are
    // lots of logic that use '_container'.
    if (nullptr == pContainer)
        return;

    this->removeAllChildrenWithCleanup(true);
    this->_container = pContainer;

    this->_container->setIgnoreAnchorPointForPosition(false);
    this->_container->setAnchorPoint(Vec2(0.0f, 0.0f));

    this->addChild(this->_container);

    this->setViewSize(this->_viewSize);
}

bool ScrollView::hasVisibleParents() const
{
    auto parent = this->getParent();
    for( auto c = parent; c != nullptr; c = c->getParent() )
    {
        if( !c->isVisible() )
        {
            return false;
        }
    }
    return true;
}

void ScrollView::relocateContainer(bool animated)
{
    Vec2 oldPoint, min, max;
    float newX, newY;
    
    min = this->minContainerOffset();
    max = this->maxContainerOffset();
    
    oldPoint = _container->getPosition();

    newX     = oldPoint.x;
    newY     = oldPoint.y;
    if (_direction == Direction::BOTH || _direction == Direction::HORIZONTAL)
    {
        newX     = MAX(newX, min.x);
        newX     = MIN(newX, max.x);
    }

    if (_direction == Direction::BOTH || _direction == Direction::VERTICAL)
    {
        newY     = MIN(newY, max.y);
        newY     = MAX(newY, min.y);
    }

    if (newY != oldPoint.y || newX != oldPoint.x)
    {
        this->setContentOffset(Vec2(newX, newY), animated);
    }
}

Vec2 ScrollView::maxContainerOffset()
{
    Point anchorPoint = _container->isIgnoreAnchorPointForPosition()?Point::ZERO:_container->getAnchorPoint();
    float contW       = _container->getContentSize().width * _container->getScaleX();
    float contH       = _container->getContentSize().height * _container->getScaleY();
    
    return Vec2(anchorPoint.x * contW, anchorPoint.y * contH);
}

Vec2 ScrollView::minContainerOffset()
{
    Point anchorPoint = _container->isIgnoreAnchorPointForPosition()?Point::ZERO:_container->getAnchorPoint();
    float contW       = _container->getContentSize().width * _container->getScaleX();
    float contH       = _container->getContentSize().height * _container->getScaleY();
    
    return Vec2(_viewSize.width - (1 - anchorPoint.x) * contW, _viewSize.height - (1 - anchorPoint.y) * contH);
}

void ScrollView::deaccelerateScrolling(float /*dt*/)
{
    if (_dragging)
    {
        this->unschedule(CC_SCHEDULE_SELECTOR(ScrollView::deaccelerateScrolling));
        return;
    }
    
    float newX, newY;
    Vec2 maxInset, minInset;
    
    _container->setPosition(_container->getPosition() + _scrollDistance);
    
    if (_bounceable)
    {
        maxInset = _maxInset;
        minInset = _minInset;
    }
    else
    {
        maxInset = this->maxContainerOffset();
        minInset = this->minContainerOffset();
    }
    
    newX = _container->getPosition().x;
    newY = _container->getPosition().y;
    
    _scrollDistance     = _scrollDistance * SCROLL_DEACCEL_RATE;
    this->setContentOffset(Vec2(newX,newY));
    
    if ((fabsf(_scrollDistance.x) <= SCROLL_DEACCEL_DIST &&
         fabsf(_scrollDistance.y) <= SCROLL_DEACCEL_DIST) ||
        ((_direction == Direction::BOTH || _direction == Direction::VERTICAL) && (newY >= maxInset.y || newY <= minInset.y)) ||
        ((_direction == Direction::BOTH || _direction == Direction::HORIZONTAL) && (newX >= maxInset.x || newX <= minInset.x)))
    {
        this->unschedule(CC_SCHEDULE_SELECTOR(ScrollView::deaccelerateScrolling));
        this->relocateContainer(true);
    }
}

void ScrollView::stoppedAnimatedScroll(Node * /*node*/)
{
    this->unschedule(CC_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
    // After the animation stopped, "scrollViewDidScroll" should be invoked, this could fix the bug of lack of tableview cells.
    if (_delegate != nullptr)
    {
        _delegate->scrollViewDidScroll(this);
    }
}

void ScrollView::performedAnimatedScroll(float /*dt*/)
{
    if (_dragging)
    {
        this->unschedule(CC_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
        return;
    }

    if (_delegate != nullptr)
    {
        _delegate->scrollViewDidScroll(this);
    }
}


const Size& ScrollView::getContentSize() const
{
	return _container->getContentSize();
}

void ScrollView::setContentSize(const Size & size)
{
    if (this->getContainer() != nullptr)
    {
        this->getContainer()->setContentSize(size);
		this->updateInset();
    }
}

void ScrollView::updateInset()
{
	if (this->getContainer() != nullptr)
	{
		_maxInset = this->maxContainerOffset();
        _maxInset.set(_maxInset.x + _viewSize.width * INSET_RATIO,
			_maxInset.y + _viewSize.height * INSET_RATIO);
		_minInset = this->minContainerOffset();
        _minInset.set(_minInset.x - _viewSize.width * INSET_RATIO,
			_minInset.y - _viewSize.height * INSET_RATIO);
	}
}

/**
 * make sure all children go to the container
 */
void ScrollView::addChild(Node * child, int zOrder, int tag)
{
    if (_container != child) {
        _container->addChild(child, zOrder, tag);
    } else {
        Layer::addChild(child, zOrder, tag);
    }
}

void ScrollView::removeChild(Node* node, bool cleanup)
{
    if(_container != node)
    {
        _container->removeChild(node, cleanup);
    }
    else
    {
        Layer::removeChild(node, cleanup);
    }
}

void ScrollView::removeAllChildrenWithCleanup(bool cleanup)
{
    _container->removeAllChildrenWithCleanup(cleanup);
    Layer::removeAllChildrenWithCleanup(cleanup);
}

void ScrollView::removeAllChildren()
{
    removeAllChildrenWithCleanup(true);
}

void ScrollView::addChild(Node * child, int zOrder, const std::string &name)
{
    if (_container != child)
    {
        _container->addChild(child, zOrder, name);
    }
    else
    {
        Layer::addChild(child, zOrder, name);
    }
}

void ScrollView::beforeDraw()
{
    //TODO: minggo
    //ScrollView don't support drawing in 3D space
//     _beforeDrawCommand.init(_globalZOrder);
//     _beforeDrawCommand.func = CC_CALLBACK_0(ScrollView::onBeforeDraw, this);
//     Director::getInstance()->getRenderer()->addCommand(&_beforeDrawCommand);
 }

/**
 * clip this view so that outside of the visible bounds can be hidden.
 */
void ScrollView::onBeforeDraw()
{
    //TODO: minggo
//    if (_clippingToBounds)
//    {
//        _scissorRestored = false;
//        Rect frame = getViewRect();
//        auto glview = Director::getInstance()->getOpenGLView();
//
//        if (glview->getVR() == nullptr) {
//            if (glview->isScissorEnabled()) {
//                _scissorRestored = true;
//                _parentScissorRect = glview->getScissorRect();
//                //set the intersection of _parentScissorRect and frame as the new scissor rect
//                if (frame.intersectsRect(_parentScissorRect)) {
//                    float x = MAX(frame.origin.x, _parentScissorRect.origin.x);
//                    float y = MAX(frame.origin.y, _parentScissorRect.origin.y);
//                    float xx = MIN(frame.origin.x + frame.size.width, _parentScissorRect.origin.x + _parentScissorRect.size.width);
//                    float yy = MIN(frame.origin.y + frame.size.height, _parentScissorRect.origin.y + _parentScissorRect.size.height);
//                    glview->setScissorInPoints(x, y, xx - x, yy - y);
//                }
//            }
//            else {
//                glEnable(GL_SCISSOR_TEST);
//                glview->setScissorInPoints(frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
//            }
//        }
//    }
}

void ScrollView::afterDraw()
{
    //TODO: minggo
    // _afterDrawCommand.init(_globalZOrder);
    // _afterDrawCommand.func = CC_CALLBACK_0(ScrollView::onAfterDraw, this);
    // Director::getInstance()->getRenderer()->addCommand(&_afterDrawCommand);
}

/**
 * retract what's done in beforeDraw so that there's no side effect to
 * other nodes.
 */
void ScrollView::onAfterDraw()
{
    //TODO:minggo
//    if (_clippingToBounds)
//    {
//        auto glview = Director::getInstance()->getOpenGLView();
//        if (glview->getVR() == nullptr) {
//            if (_scissorRestored) {//restore the parent's scissor rect
//                glview->setScissorInPoints(_parentScissorRect.origin.x, _parentScissorRect.origin.y, _parentScissorRect.size.width, _parentScissorRect.size.height);
//            }
//            else {
//                glDisable(GL_SCISSOR_TEST);
//            }
//        }
//    }
}

void ScrollView::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible
    if (!isVisible())
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    this->beforeDraw();
    bool visibleByCamera = isVisitableByVisitingCamera();

    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, flags);
            }
            else
            {
                break;
            }
        }
		
		// this draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        // draw children zOrder >= 0
        for( ; i < _children.size(); i++ )
        {
			Node *child = _children.at(i);
			child->visit(renderer, _modelViewTransform, flags);
        }
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    this->afterDraw();

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}

bool ScrollView::onTouchBegan(Touch* touch, Event* /*event*/)
{
    if (!this->isVisible() || !this->hasVisibleParents())
    {
        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.setZero();
        _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
            Vec2 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.setZero();
            }
            
            _touchPoint = newPoint;
            _touchMoved = true;
            
            if (_dragging)
            {
                switch (_direction)
                {
                    case Direction::VERTICAL:
                        moveDistance.set(0.0f, moveDistance.y);
                        break;
                    case Direction::HORIZONTAL:
                        moveDistance.set(moveDistance.x, 0.0f);
                        break;
                    default:
                        break;
                }

                newX     = _container->getPosition().x + moveDistance.x;
                newY     = _container->getPosition().y + moveDistance.y;

                _scrollDistance = moveDistance;
                this->setContentOffset(Vec2(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(CC_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);

    if ( touchIter == _touches.end() )
        return;
    
    _touches.erase(touchIter);
    
    if (_touches.size() == 0)
    {
        _dragging = false;    
        _touchMoved = false;
    }
}

Rect ScrollView::getViewRect()
{
    Vec2 screenPos = this->convertToWorldSpace(Vec2::ZERO);
    
    float scaleX = this->getScaleX();
    float scaleY = this->getScaleY();
    
    for (Node *p = _parent; p != nullptr; 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