2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
39 namespace // unnamed namespace
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
55 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
63 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
74 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
78 Radian scrollDirection(layout.GetScrollDirection());
80 float cosTheta = cosf(scrollDirection);
81 float sinTheta = sinf(scrollDirection);
83 return panDistance.x * sinTheta + panDistance.y * cosTheta;
86 // Overshoot overlay constraints
88 struct OvershootOverlaySizeConstraint
90 Vector3 operator()(const Vector3& current,
91 const PropertyInput& parentScrollDirectionProperty,
92 const PropertyInput& parentOvershootProperty,
93 const PropertyInput& parentSizeProperty)
95 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96 const Vector3 parentSize = parentSizeProperty.GetVector3();
97 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
101 if(Toolkit::IsVertical(parentOrientation))
103 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
107 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
110 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
112 return Vector3( overlayWidth, overlayHeight, current.depth );
116 struct OvershootOverlayRotationConstraint
118 Quaternion operator()(const Quaternion& current,
119 const PropertyInput& parentScrollDirectionProperty,
120 const PropertyInput& parentOvershootProperty)
122 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123 const float parentOvershoot = parentOvershootProperty.GetFloat();
124 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128 if(Toolkit::IsVertical(parentOrientation))
130 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
132 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
135 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
139 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
142 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
145 rotation = Quaternion(0.0f, Vector3::ZAXIS);
149 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
154 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
156 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
159 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
163 rotation = Quaternion(0.0f, Vector3::ZAXIS);
166 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
169 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
173 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
181 struct OvershootOverlayPositionConstraint
183 Vector3 operator()(const Vector3& current,
184 const PropertyInput& parentSizeProperty,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Vector3 parentSize = parentSizeProperty.GetVector3();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
193 Vector3 relativeOffset;
195 if(Toolkit::IsVertical(parentOrientation))
197 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
199 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
202 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
206 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
209 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
212 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
216 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
221 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
223 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
226 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
230 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
233 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
236 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
240 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
244 return relativeOffset * parentSize;
249 struct OvershootOverlayVisibilityConstraint
251 bool operator()(const bool& current,
252 const PropertyInput& parentLayoutScrollableProperty)
254 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
256 return parentLayoutScrollable;
261 * Relative position Constraint
262 * Generates the relative position value of the item view based on the layout position,
263 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
265 Vector3 RelativePositionConstraint(const Vector3& current,
266 const PropertyInput& scrollPositionProperty,
267 const PropertyInput& scrollMinProperty,
268 const PropertyInput& scrollMaxProperty,
269 const PropertyInput& layoutSizeProperty)
271 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272 const Vector3& min = scrollMinProperty.GetVector3();
273 const Vector3& max = scrollMaxProperty.GetVector3();
275 Vector3 relativePosition;
276 Vector3 domainSize = max - min;
278 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
281 return relativePosition;
284 } // unnamed namespace
295 namespace // unnamed namespace
298 bool FindById( const ItemContainer& items, ItemId id )
300 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
302 if( iter->first == id )
311 } // unnamed namespace
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
315 // Create the implementation
316 ItemViewPtr itemView(new ItemView(factory));
318 // Pass ownership to CustomActor via derived handle
319 Dali::Toolkit::ItemView handle(*itemView);
321 // Second-phase init of the implementation
322 // This can only be done after the CustomActor connection has been made...
323 itemView->Initialize();
328 ItemView::ItemView(ItemFactory& factory)
330 mItemFactory(factory),
332 mAnimatingOvershootOn(false),
333 mAnimateOvershootOff(false),
334 mAnchoringEnabled(true),
335 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336 mRefreshIntervalLayoutPositions(0.0f),
337 mRefreshOrderHint(true/*Refresh item 0 first*/),
338 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340 mScrollDistance(0.0f),
342 mTotalPanDisplacement(Vector2::ZERO),
343 mScrollOvershoot(0.0f),
345 mGestureState(Gesture::Clear),
347 mRefreshEnabled(true),
348 mItemsParentOrigin( ParentOrigin::CENTER),
349 mItemsAnchorPoint( AnchorPoint::CENTER)
351 SetRequiresMouseWheelEvents(true);
352 SetKeyboardNavigationSupport(true);
355 void ItemView::OnInitialize()
357 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
359 RegisterCommonProperties();
363 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
364 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
365 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
367 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
368 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
369 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
371 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
373 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
374 LocalSource(mPropertyPosition),
375 LocalSource(mPropertyPositionMin),
376 LocalSource(mPropertyPositionMax),
377 LocalSource(Actor::SIZE),
378 RelativePositionConstraint);
379 self.ApplyConstraint(constraint);
381 Vector2 stageSize = Stage::GetCurrent().GetSize();
382 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
384 EnableGestureDetection(Gesture::Type(Gesture::Pan));
386 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
387 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
389 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
392 ItemView::~ItemView()
396 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
398 return mScrollConnector;
401 unsigned int ItemView::GetLayoutCount() const
403 return mLayouts.size();
406 void ItemView::AddLayout(ItemLayout& layout)
408 mLayouts.push_back(ItemLayoutPtr(&layout));
411 void ItemView::RemoveLayout(unsigned int layoutIndex)
413 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
415 if (mActiveLayout == mLayouts[layoutIndex].Get())
417 mActiveLayout = NULL;
420 mLayouts.erase(mLayouts.begin() + layoutIndex);
423 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
425 return mLayouts[layoutIndex];
428 ItemLayoutPtr ItemView::GetActiveLayout() const
430 return ItemLayoutPtr(mActiveLayout);
433 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
435 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
438 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
440 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
442 mRefreshEnabled = false;
446 // The ItemView size should match the active layout size
447 self.SetSize(targetSize);
448 mActiveLayoutTargetSize = targetSize;
450 // Switch to the new layout
451 mActiveLayout = mLayouts[layoutIndex].Get();
453 // Move the items to the new layout positions...
455 bool resizeAnimationNeeded(false);
456 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
458 unsigned int itemId = iter->first;
459 Actor actor = iter->second;
461 // Remove constraints from previous layout
462 actor.RemoveConstraints();
465 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
467 if( durationSeconds > 0.0f )
469 // Use a size animation
470 if (!resizeAnimationNeeded)
472 resizeAnimationNeeded = true;
473 RemoveAnimation(mResizeAnimation);
474 mResizeAnimation = Animation::New(durationSeconds);
477 // The layout provides its own resize animation
478 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
482 // resize immediately
487 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
490 if (resizeAnimationNeeded)
492 mResizeAnimation.Play();
495 // Refresh the new layout
496 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
497 AddActorsWithinRange( range, durationSeconds );
499 // Scroll to an appropriate layout position
501 bool scrollAnimationNeeded(false);
502 float firstItemScrollPosition(0.0f);
504 float current = GetCurrentLayoutPosition(0);
505 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
506 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
508 if (current < minimum)
510 scrollAnimationNeeded = true;
511 firstItemScrollPosition = minimum;
513 else if (mAnchoringEnabled)
515 scrollAnimationNeeded = true;
516 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
519 if (scrollAnimationNeeded)
521 RemoveAnimation(mScrollAnimation);
522 mScrollAnimation = Animation::New(durationSeconds);
523 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
524 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
525 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
526 mScrollAnimation.Play();
529 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
530 AnimateScrollOvershoot(0.0f);
531 mScrollOvershoot = 0.0f;
533 Radian scrollDirection(mActiveLayout->GetScrollDirection());
534 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
535 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
537 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
539 CalculateDomainSize(targetSize);
542 void ItemView::DeactivateCurrentLayout()
546 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
548 Actor actor = iter->second;
549 actor.RemoveConstraints();
552 mActiveLayout = NULL;
556 void ItemView::OnRefreshNotification(PropertyNotification& source)
558 if(mRefreshEnabled || mScrollAnimation)
560 // Only refresh the cache during normal scrolling
561 DoRefresh(GetCurrentLayoutPosition(0), true);
565 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
569 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
570 RemoveActorsOutsideRange( range );
571 AddActorsWithinRange( range, 0.0f/*immediate*/ );
573 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
577 void ItemView::SetMinimumSwipeSpeed(float speed)
579 mMinimumSwipeSpeed = speed;
582 float ItemView::GetMinimumSwipeSpeed() const
584 return mMinimumSwipeSpeed;
587 void ItemView::SetMinimumSwipeDistance(float distance)
589 mMinimumSwipeDistance = distance;
592 float ItemView::GetMinimumSwipeDistance() const
594 return mMinimumSwipeDistance;
597 void ItemView::SetMouseWheelScrollDistanceStep(float step)
599 mMouseWheelScrollDistanceStep = step;
602 float ItemView::GetMouseWheelScrollDistanceStep() const
604 return mMouseWheelScrollDistanceStep;
607 void ItemView::SetAnchoring(bool enabled)
609 mAnchoringEnabled = enabled;
612 bool ItemView::GetAnchoring() const
614 return mAnchoringEnabled;
617 void ItemView::SetAnchoringDuration(float durationSeconds)
619 mAnchoringDuration = durationSeconds;
622 float ItemView::GetAnchoringDuration() const
624 return mAnchoringDuration;
627 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
629 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
631 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
633 if(mRefreshNotification)
635 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
637 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
638 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
642 float ItemView::GetRefreshInterval() const
644 return mRefreshIntervalLayoutPositions;
647 void ItemView::SetRefreshEnabled(bool enabled)
649 mRefreshEnabled = enabled;
652 Actor ItemView::GetItem(unsigned int itemId) const
656 ConstItemPoolIter iter = mItemPool.find( itemId );
657 if( iter != mItemPool.end() )
659 actor = iter->second;
665 unsigned int ItemView::GetItemId( Actor actor ) const
667 unsigned int itemId( 0 );
669 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
671 if( iter->second == actor )
673 itemId = iter->first;
681 void ItemView::InsertItem( Item newItem, float durationSeconds )
685 SetupActor( newItem, durationSeconds );
686 Self().Add( newItem.second );
688 ItemPoolIter foundIter = mItemPool.find( newItem.first );
689 if( mItemPool.end() != foundIter )
691 Actor moveMe = foundIter->second;
692 foundIter->second = newItem.second;
694 // Move the existing actors to make room
695 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
697 Actor temp = iter->second;
698 iter->second = moveMe;
701 iter->second.RemoveConstraints();
702 mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
706 ItemId lastId = mItemPool.rbegin()->first;
707 Item lastItem( lastId + 1, moveMe );
708 mItemPool.insert( lastItem );
710 lastItem.second.RemoveConstraints();
711 mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
715 mItemPool.insert( newItem );
718 CalculateDomainSize(Self().GetCurrentSize());
720 mAddingItems = false;
723 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
727 // Insert from lowest id to highest
728 std::set<Item> sortedItems;
729 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
731 sortedItems.insert( *iter );
734 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
736 Self().Add( iter->second );
738 ItemPoolIter foundIter = mItemPool.find( iter->first );
739 if( mItemPool.end() != foundIter )
741 Actor moveMe = foundIter->second;
742 foundIter->second = iter->second;
744 // Move the existing actors to make room
745 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
747 Actor temp = iter->second;
748 iter->second = moveMe;
753 ItemId lastId = mItemPool.rbegin()->first;
754 Item lastItem( lastId + 1, moveMe );
755 mItemPool.insert( lastItem );
759 mItemPool.insert( *iter );
763 // Relayout everything
764 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
767 if( FindById( newItems, iter->first ) )
769 SetupActor( *iter, durationSeconds );
773 iter->second.RemoveConstraints();
774 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
778 CalculateDomainSize(Self().GetCurrentSize());
780 mAddingItems = false;
783 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
785 bool actorRemoved = RemoveActor( itemId );
788 ReapplyAllConstraints( durationSeconds );
792 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
794 bool actorRemoved( false );
796 // Remove from highest id to lowest
797 set<ItemId> sortedItems;
798 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
800 sortedItems.insert( *iter );
803 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
805 if( RemoveActor( *iter ) )
813 ReapplyAllConstraints( durationSeconds );
817 bool ItemView::RemoveActor(unsigned int itemId)
819 bool removed( false );
821 const ItemPoolIter removeIter = mItemPool.find( itemId );
823 if( removeIter != mItemPool.end() )
825 ReleaseActor(itemId, removeIter->second);
829 // Adjust the remaining item IDs, for example if item 2 is removed:
830 // Initial actors: After insert:
831 // ID 1 - ActorA ID 1 - ActorA
832 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
833 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
835 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
837 if( iter->first < mItemPool.rbegin()->first )
839 iter->second = mItemPool[ iter->first + 1 ];
843 mItemPool.erase( iter );
852 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
856 SetupActor( replacementItem, durationSeconds );
857 Self().Add( replacementItem.second );
859 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
860 if( mItemPool.end() != iter )
862 ReleaseActor(iter->first, iter->second);
863 iter->second = replacementItem.second;
867 mItemPool.insert( replacementItem );
870 CalculateDomainSize(Self().GetCurrentSize());
872 mAddingItems = false;
875 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
877 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
879 ReplaceItem( *iter, durationSeconds );
883 void ItemView::RemoveActorsOutsideRange( ItemRange range )
885 // Remove unwanted actors from the ItemView & ItemPool
886 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
888 unsigned int current = iter->first;
890 if( ! range.Within( current ) )
892 ReleaseActor(iter->first, iter->second);
894 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
903 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
905 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
907 // The order of addition depends on the scroll direction.
908 if (mRefreshOrderHint)
910 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
912 AddNewActor( itemId, durationSeconds );
917 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
919 AddNewActor( itemId-1, durationSeconds );
923 // Total number of items may change dynamically.
924 // Always recalculate the domain size to reflect that.
925 CalculateDomainSize(Self().GetCurrentSize());
928 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
932 if( mItemPool.end() == mItemPool.find( itemId ) )
934 Actor actor = mItemFactory.NewItem( itemId );
938 Item newItem( itemId, actor );
940 mItemPool.insert( newItem );
942 SetupActor( newItem, durationSeconds );
947 mAddingItems = false;
950 void ItemView::SetupActor( Item item, float durationSeconds )
952 item.second.SetParentOrigin( mItemsParentOrigin );
953 item.second.SetAnchorPoint( mItemsAnchorPoint );
958 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
960 item.second.SetSize( size );
963 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
967 void ItemView::ReleaseActor( ItemId item, Actor actor )
969 Self().Remove( actor );
970 mItemFactory.ItemReleased(item, actor);
973 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
975 unsigned int itemCount = mItemFactory.GetNumberOfItems();
977 ItemRange available(0u, itemCount);
979 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
983 // Add the reserve items for scrolling
984 unsigned int extra = layout.GetReserveItemCount(layoutSize);
985 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
989 return range.Intersection(available);
992 void ItemView::OnChildAdd(Actor& child)
996 // We don't want to do this downcast check for any item added by ItemView itself.
997 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1000 // Set the scroll connector when scroll bar is being added
1001 scrollComponent.SetScrollConnector(mScrollConnector);
1006 bool ItemView::OnTouchEvent(const TouchEvent& event)
1008 // Ignore events with multiple-touch points
1009 if (event.GetPointCount() != 1)
1014 if (event.GetPoint(0).state == TouchPoint::Down)
1016 // Cancel ongoing scrolling etc.
1017 mGestureState = Gesture::Clear;
1019 mScrollDistance = 0.0f;
1020 mScrollSpeed = 0.0f;
1021 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1023 mScrollOvershoot = 0.0f;
1024 AnimateScrollOvershoot(0.0f);
1026 if(mScrollAnimation)
1028 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1031 RemoveAnimation(mScrollAnimation);
1034 return true; // consume since we're potentially scrolling
1037 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1039 // Respond the mouse wheel event to scroll
1042 Actor self = Self();
1043 const Vector3 layoutSize = Self().GetCurrentSize();
1044 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1045 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1047 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1048 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1049 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1050 mRefreshEnabled = true;
1053 if (mMouseWheelEventFinishedTimer.IsRunning())
1055 mMouseWheelEventFinishedTimer.Stop();
1058 mMouseWheelEventFinishedTimer.Start();
1063 bool ItemView::OnMouseWheelEventFinished()
1067 RemoveAnimation(mScrollAnimation);
1069 // No more mouse wheel events coming. Do the anchoring if enabled.
1070 mScrollAnimation = DoAnchoring();
1071 if (mScrollAnimation)
1073 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1074 mScrollAnimation.Play();
1078 mScrollOvershoot = 0.0f;
1079 AnimateScrollOvershoot(0.0f);
1081 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1088 void ItemView::ReapplyAllConstraints( float durationSeconds )
1090 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1092 unsigned int id = iter->first;
1093 Actor actor = iter->second;
1095 actor.RemoveConstraints();
1096 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1099 CalculateDomainSize(Self().GetCurrentSize());
1102 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1104 Actor self = Self();
1105 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1106 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1107 mScrollOvershoot = targetPosition - clamppedPosition;
1108 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1110 return clamppedPosition;
1113 void ItemView::OnPan(PanGesture gesture)
1115 Actor self = Self();
1116 const Vector3 layoutSize = Self().GetCurrentSize();
1118 RemoveAnimation(mScrollAnimation);
1120 // Short-circuit if there is no active layout
1123 mGestureState = Gesture::Clear;
1127 mGestureState = gesture.state;
1129 switch (mGestureState)
1131 case Gesture::Finished:
1134 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1135 mScrollSpeed > mMinimumSwipeSpeed)
1137 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1139 mRefreshOrderHint = true;
1141 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1142 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1146 if (mAnchoringEnabled)
1148 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1151 RemoveAnimation(mScrollAnimation);
1153 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1154 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1156 mScrollAnimation = Animation::New(flickAnimationDuration);
1157 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1158 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1159 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1162 // Check whether it has already scrolled to the end
1163 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1165 AnimateScrollOvershoot(0.0f);
1169 // Anchoring may be triggered when there was no swipe
1170 if (!mScrollAnimation)
1172 mScrollAnimation = DoAnchoring();
1175 // Reset the overshoot if no scroll animation.
1176 if (!mScrollAnimation)
1178 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1180 AnimateScrollOvershoot(0.0f, false);
1185 case Gesture::Started: // Fall through
1187 mTotalPanDisplacement = Vector2::ZERO;
1188 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1189 mRefreshEnabled = true;
1192 case Gesture::Continuing:
1194 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1195 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1197 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1198 mRefreshOrderHint = mScrollDistance < 0.0f;
1200 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1202 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1204 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1205 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1207 mTotalPanDisplacement += gesture.displacement;
1208 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1209 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1211 AnimateScrollOvershoot(1.0f);
1213 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1215 AnimateScrollOvershoot(-1.0f);
1219 AnimateScrollOvershoot(0.0f);
1224 case Gesture::Cancelled:
1226 mScrollAnimation = DoAnchoring();
1234 if (mScrollAnimation)
1236 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1237 mScrollAnimation.Play();
1241 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1247 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1249 Actor nextFocusActor;
1253 if(!actor || actor == this->Self())
1255 nextFocusActor = GetItem(nextItemID);
1257 else if(actor && actor.GetParent() == this->Self())
1259 int itemID = GetItemId(actor);
1260 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1261 nextFocusActor = GetItem(nextItemID);
1262 if(nextFocusActor == actor)
1264 // need to pass NULL actor back to focus manager
1265 nextFocusActor.Reset();
1266 return nextFocusActor;
1269 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1270 Vector3 layoutSize = Self().GetCurrentSize();
1273 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1274 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1275 nextItemID = viewableItems.begin;
1276 nextFocusActor = GetItem(nextItemID);
1279 return nextFocusActor;
1282 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1284 // only in this function if our chosen focus actor was actually used
1285 if(commitedFocusableActor)
1287 int nextItemID = GetItemId(commitedFocusableActor);
1288 float layoutPosition = GetCurrentLayoutPosition(0);
1289 Vector3 layoutSize = Self().GetCurrentSize();
1291 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1292 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1296 Animation ItemView::DoAnchoring()
1298 Animation anchoringAnimation;
1299 Actor self = Self();
1301 if (mActiveLayout && mAnchoringEnabled)
1303 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1305 anchoringAnimation = Animation::New(mAnchoringDuration);
1306 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1307 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1308 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1311 AnimateScrollOvershoot(0.0f);
1315 return anchoringAnimation;
1318 void ItemView::OnScrollFinished(Animation& source)
1320 Actor self = Self();
1322 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1324 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1326 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1328 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1332 // Reset the overshoot
1333 AnimateScrollOvershoot( 0.0f );
1335 mIsFlicking = false;
1337 mScrollOvershoot = 0.0f;
1340 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1342 RemoveAnimation(mScrollAnimation);
1343 mRefreshEnabled = true;
1344 DoRefresh(GetCurrentLayoutPosition(0), true);
1347 void ItemView::OnOvershootOnFinished(Animation& animation)
1349 mAnimatingOvershootOn = false;
1350 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1351 RemoveAnimation(mScrollOvershootAnimation);
1352 if(mAnimateOvershootOff)
1354 AnimateScrollOvershoot(0.0f);
1358 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1360 Actor self = Self();
1361 const Vector3 layoutSize = Self().GetCurrentSize();
1362 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1364 if(durationSeconds > 0.0f)
1366 RemoveAnimation(mScrollAnimation);
1367 mScrollAnimation = Animation::New(durationSeconds);
1368 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1369 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1370 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1371 mScrollAnimation.Play();
1375 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1376 AnimateScrollOvershoot(0.0f);
1379 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1380 mRefreshEnabled = true;
1383 void ItemView::RemoveAnimation(Animation& animation)
1387 // Cease animating, and reset handle.
1393 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1395 Actor self = Self();
1397 Vector3 firstItemPosition(Vector3::ZERO);
1398 Vector3 lastItemPosition(Vector3::ZERO);
1402 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1404 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1405 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1406 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1410 if(IsHorizontal(mActiveLayout->GetOrientation()))
1412 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1413 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1414 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1418 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1419 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1420 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1423 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1425 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1426 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1427 self.SetProperty(mPropertyCanScrollHorizontal, false);
1431 Vector3 ItemView::GetDomainSize() const
1433 Actor self = Self();
1435 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1436 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1438 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1441 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1443 Actor self = Self();
1445 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1446 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1447 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1449 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1452 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1454 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1455 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1458 Vector3 ItemView::GetCurrentScrollPosition() const
1460 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1461 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1464 void ItemView::AddOverlay(Actor actor)
1469 void ItemView::RemoveOverlay(Actor actor)
1471 Self().Remove(actor);
1474 void ItemView::ScrollTo(const Vector3& position, float duration)
1476 Actor self = Self();
1477 const Vector3 layoutSize = Self().GetCurrentSize();
1479 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1483 RemoveAnimation(mScrollAnimation);
1484 mScrollAnimation = Animation::New(duration);
1485 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1486 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1487 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1488 mScrollAnimation.Play();
1492 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1493 AnimateScrollOvershoot(0.0f);
1496 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1497 mRefreshEnabled = true;
1500 void ItemView::SetOvershootEffectColor( const Vector4& color )
1502 mOvershootEffectColor = color;
1503 if( mOvershootOverlay )
1505 mOvershootOverlay.SetColor( color );
1509 void ItemView::SetOvershootEnabled( bool enable )
1511 Actor self = Self();
1514 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1515 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1516 mOvershootOverlay.SetColor(mOvershootEffectColor);
1517 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1518 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1519 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1520 self.Add(mOvershootOverlay);
1522 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1523 ParentSource( mPropertyScrollDirection ),
1524 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1525 ParentSource( Actor::SIZE ),
1526 OvershootOverlaySizeConstraint() );
1527 mOvershootOverlay.ApplyConstraint(constraint);
1528 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1530 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1531 ParentSource( mPropertyScrollDirection ),
1532 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1533 OvershootOverlayRotationConstraint() );
1534 mOvershootOverlay.ApplyConstraint(constraint);
1536 constraint = Constraint::New<Vector3>( Actor::POSITION,
1537 ParentSource( Actor::SIZE ),
1538 ParentSource( mPropertyScrollDirection ),
1539 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1540 OvershootOverlayPositionConstraint() );
1541 mOvershootOverlay.ApplyConstraint(constraint);
1543 constraint = Constraint::New<bool>( Actor::VISIBLE,
1544 ParentSource( mPropertyCanScrollVertical ),
1545 OvershootOverlayVisibilityConstraint() );
1546 mOvershootOverlay.ApplyConstraint(constraint);
1548 Actor self = Self();
1549 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1550 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1551 EqualToConstraint() );
1552 mOvershootOverlay.ApplyConstraint(constraint);
1556 if( mOvershootOverlay )
1558 self.Remove(mOvershootOverlay);
1559 mOvershootOverlay.Reset();
1564 float ItemView::CalculateScrollOvershoot()
1566 float overshoot = 0.0f;
1570 // The overshoot must be calculated from the accumulated pan gesture displacement
1571 // since the pan gesture starts.
1572 Actor self = Self();
1573 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1574 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1575 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1576 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1577 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1578 overshoot = positionDelta - clamppedPosition;
1584 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1586 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1588 // make sure we animate back if needed
1589 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1591 if( mAnimatingOvershootOn )
1593 // animating on, do not allow animate off
1597 Actor self = Self();
1598 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1599 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1601 RemoveAnimation(mScrollOvershootAnimation);
1602 mScrollOvershootAnimation = Animation::New(duration);
1603 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1604 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1605 mScrollOvershootAnimation.Play();
1607 mAnimatingOvershootOn = animatingOn;
1610 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1612 if( parentOrigin != mItemsParentOrigin )
1614 mItemsParentOrigin = parentOrigin;
1615 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1617 iter->second.SetParentOrigin(parentOrigin);
1622 Vector3 ItemView::GetItemsParentOrigin() const
1624 return mItemsParentOrigin;
1627 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1629 if( anchorPoint != mItemsAnchorPoint )
1631 mItemsAnchorPoint = anchorPoint;
1632 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1634 iter->second.SetAnchorPoint(anchorPoint);
1639 Vector3 ItemView::GetItemsAnchorPoint() const
1641 return mItemsAnchorPoint;
1644 void ItemView::GetItemsRange(ItemRange& range)
1646 range.begin = mItemPool.begin()->first;
1647 range.end = mItemPool.rbegin()->first + 1;
1650 void ItemView::OnScrollPositionChanged( float position )
1652 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1653 RemoveAnimation(mScrollAnimation);
1655 // Refresh the cache immediately when the scroll position is changed.
1656 DoRefresh(position, false); // No need to cache extra items.
1659 } // namespace Internal
1661 } // namespace Toolkit