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>
25 #include <dali/public-api/events/mouse-wheel-event.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
28 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
33 namespace // unnamed namespace
37 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
39 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
40 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
41 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
43 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
44 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
46 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
47 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
49 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
51 const float MILLISECONDS_PER_SECONDS = 1000.0f;
53 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
54 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
55 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
56 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
57 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
58 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
60 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
61 const string POSITION_PROPERTY_NAME( "item-view-position" );
62 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
63 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
64 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
65 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
68 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
70 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
72 Radian scrollDirection(layout.GetScrollDirection());
74 float cosTheta = cosf(scrollDirection);
75 float sinTheta = sinf(scrollDirection);
77 return panDistance.x * sinTheta + panDistance.y * cosTheta;
80 // Overshoot overlay constraints
82 struct OvershootOverlaySizeConstraint
84 Vector3 operator()(const Vector3& current,
85 const PropertyInput& parentScrollDirectionProperty,
86 const PropertyInput& parentOvershootProperty,
87 const PropertyInput& parentSizeProperty)
89 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
90 const Vector3 parentSize = parentSizeProperty.GetVector3();
91 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
95 if(Toolkit::IsVertical(parentOrientation))
97 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
101 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
104 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
106 return Vector3( overlayWidth, overlayHeight, current.depth );
110 struct OvershootOverlayRotationConstraint
112 Quaternion operator()(const Quaternion& current,
113 const PropertyInput& parentScrollDirectionProperty,
114 const PropertyInput& parentOvershootProperty)
116 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
117 const float parentOvershoot = parentOvershootProperty.GetFloat();
118 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
122 if(Toolkit::IsVertical(parentOrientation))
124 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
126 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
127 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
129 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
133 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
136 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
137 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
139 rotation = Quaternion(0.0f, Vector3::ZAXIS);
143 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
148 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
150 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
151 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
153 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
157 rotation = Quaternion(0.0f, Vector3::ZAXIS);
160 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
161 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
163 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
167 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
175 struct OvershootOverlayPositionConstraint
177 Vector3 operator()(const Vector3& current,
178 const PropertyInput& parentSizeProperty,
179 const PropertyInput& parentScrollDirectionProperty,
180 const PropertyInput& parentOvershootProperty)
182 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
183 const float parentOvershoot = parentOvershootProperty.GetFloat();
184 const Vector3 parentSize = parentSizeProperty.GetVector3();
185 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
187 Vector3 relativeOffset;
189 if(Toolkit::IsVertical(parentOrientation))
191 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
193 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
194 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
196 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
200 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
203 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
204 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
206 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
210 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
215 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
217 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
218 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
220 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
224 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
227 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
228 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
230 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
234 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
238 return relativeOffset * parentSize;
243 struct OvershootOverlayVisibilityConstraint
245 bool operator()(const bool& current,
246 const PropertyInput& parentLayoutScrollableProperty)
248 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
250 return parentLayoutScrollable;
255 * Relative position Constraint
256 * Generates the relative position value of the item view based on the layout position,
257 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
259 Vector3 RelativePositionConstraint(const Vector3& current,
260 const PropertyInput& scrollPositionProperty,
261 const PropertyInput& scrollMinProperty,
262 const PropertyInput& scrollMaxProperty,
263 const PropertyInput& layoutSizeProperty)
265 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
266 const Vector3& min = scrollMinProperty.GetVector3();
267 const Vector3& max = scrollMaxProperty.GetVector3();
269 Vector3 relativePosition;
270 Vector3 domainSize = max - min;
272 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
273 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
275 return relativePosition;
278 } // unnamed namespace
289 namespace // unnamed namespace
292 bool FindById( const ItemContainer& items, ItemId id )
294 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
296 if( iter->first == id )
305 } // unnamed namespace
307 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
309 // Create the implementation
310 ItemViewPtr itemView(new ItemView(factory));
312 // Pass ownership to CustomActor via derived handle
313 Dali::Toolkit::ItemView handle(*itemView);
315 // Second-phase init of the implementation
316 // This can only be done after the CustomActor connection has been made...
317 itemView->Initialize();
322 ItemView::ItemView(ItemFactory& factory)
324 mItemFactory(factory),
326 mAnimatingOvershootOn(false),
327 mAnimateOvershootOff(false),
328 mAnchoringEnabled(true),
329 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
330 mRefreshIntervalLayoutPositions(0.0f),
331 mRefreshOrderHint(true/*Refresh item 0 first*/),
332 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
333 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
334 mScrollDistance(0.0f),
336 mTotalPanDisplacement(Vector2::ZERO),
337 mScrollOvershoot(0.0f),
339 mGestureState(Gesture::Clear),
341 mRefreshEnabled(true),
342 mItemsParentOrigin( ParentOrigin::CENTER),
343 mItemsAnchorPoint( AnchorPoint::CENTER)
345 SetRequiresMouseWheelEvents(true);
346 SetKeyboardNavigationSupport(true);
349 void ItemView::OnInitialize()
351 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
353 RegisterCommonProperties();
357 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
358 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
359 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
361 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
362 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
363 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
365 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
367 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
368 LocalSource(mPropertyPosition),
369 LocalSource(mPropertyPositionMin),
370 LocalSource(mPropertyPositionMax),
371 LocalSource(Actor::SIZE),
372 RelativePositionConstraint);
373 self.ApplyConstraint(constraint);
375 Vector2 stageSize = Stage::GetCurrent().GetSize();
376 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
378 EnableGestureDetection(Gesture::Type(Gesture::Pan));
380 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
381 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
383 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
386 ItemView::~ItemView()
390 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
392 return mScrollConnector;
395 unsigned int ItemView::GetLayoutCount() const
397 return mLayouts.size();
400 void ItemView::AddLayout(ItemLayout& layout)
402 mLayouts.push_back(ItemLayoutPtr(&layout));
405 void ItemView::RemoveLayout(unsigned int layoutIndex)
407 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
409 if (mActiveLayout == mLayouts[layoutIndex].Get())
411 mActiveLayout = NULL;
414 mLayouts.erase(mLayouts.begin() + layoutIndex);
417 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
419 return mLayouts[layoutIndex];
422 ItemLayoutPtr ItemView::GetActiveLayout() const
424 return ItemLayoutPtr(mActiveLayout);
427 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
429 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
432 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
434 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
436 mRefreshEnabled = false;
440 // The ItemView size should match the active layout size
441 self.SetSize(targetSize);
442 mActiveLayoutTargetSize = targetSize;
444 // Switch to the new layout
445 mActiveLayout = mLayouts[layoutIndex].Get();
447 // Move the items to the new layout positions...
449 bool resizeAnimationNeeded(false);
450 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
452 unsigned int itemId = iter->first;
453 Actor actor = iter->second;
455 // Remove constraints from previous layout
456 actor.RemoveConstraints();
459 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
461 if( durationSeconds > 0.0f )
463 // Use a size animation
464 if (!resizeAnimationNeeded)
466 resizeAnimationNeeded = true;
467 RemoveAnimation(mResizeAnimation);
468 mResizeAnimation = Animation::New(durationSeconds);
471 // The layout provides its own resize animation
472 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
476 // resize immediately
481 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
484 if (resizeAnimationNeeded)
486 mResizeAnimation.Play();
489 // Refresh the new layout
490 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
491 AddActorsWithinRange( range, durationSeconds );
493 // Scroll to an appropriate layout position
495 bool scrollAnimationNeeded(false);
496 float firstItemScrollPosition(0.0f);
498 float current = GetCurrentLayoutPosition(0);
499 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
500 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
502 if (current < minimum)
504 scrollAnimationNeeded = true;
505 firstItemScrollPosition = minimum;
507 else if (mAnchoringEnabled)
509 scrollAnimationNeeded = true;
510 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
513 if (scrollAnimationNeeded)
515 RemoveAnimation(mScrollAnimation);
516 mScrollAnimation = Animation::New(durationSeconds);
517 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
518 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
519 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
520 mScrollAnimation.Play();
523 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
524 AnimateScrollOvershoot(0.0f);
525 mScrollOvershoot = 0.0f;
527 Radian scrollDirection(mActiveLayout->GetScrollDirection());
528 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
529 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
531 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
533 CalculateDomainSize(targetSize);
536 void ItemView::DeactivateCurrentLayout()
540 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
542 Actor actor = iter->second;
543 actor.RemoveConstraints();
546 mActiveLayout = NULL;
550 void ItemView::OnRefreshNotification(PropertyNotification& source)
552 if(mRefreshEnabled || mScrollAnimation)
554 // Only refresh the cache during normal scrolling
555 DoRefresh(GetCurrentLayoutPosition(0), true);
559 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
563 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
564 RemoveActorsOutsideRange( range );
565 AddActorsWithinRange( range, 0.0f/*immediate*/ );
567 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
571 void ItemView::SetMinimumSwipeSpeed(float speed)
573 mMinimumSwipeSpeed = speed;
576 float ItemView::GetMinimumSwipeSpeed() const
578 return mMinimumSwipeSpeed;
581 void ItemView::SetMinimumSwipeDistance(float distance)
583 mMinimumSwipeDistance = distance;
586 float ItemView::GetMinimumSwipeDistance() const
588 return mMinimumSwipeDistance;
591 void ItemView::SetMouseWheelScrollDistanceStep(float step)
593 mMouseWheelScrollDistanceStep = step;
596 float ItemView::GetMouseWheelScrollDistanceStep() const
598 return mMouseWheelScrollDistanceStep;
601 void ItemView::SetAnchoring(bool enabled)
603 mAnchoringEnabled = enabled;
606 bool ItemView::GetAnchoring() const
608 return mAnchoringEnabled;
611 void ItemView::SetAnchoringDuration(float durationSeconds)
613 mAnchoringDuration = durationSeconds;
616 float ItemView::GetAnchoringDuration() const
618 return mAnchoringDuration;
621 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
623 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
625 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
627 if(mRefreshNotification)
629 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
631 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
632 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
636 float ItemView::GetRefreshInterval() const
638 return mRefreshIntervalLayoutPositions;
641 void ItemView::SetRefreshEnabled(bool enabled)
643 mRefreshEnabled = enabled;
646 Actor ItemView::GetItem(unsigned int itemId) const
650 ConstItemPoolIter iter = mItemPool.find( itemId );
651 if( iter != mItemPool.end() )
653 actor = iter->second;
659 unsigned int ItemView::GetItemId( Actor actor ) const
661 unsigned int itemId( 0 );
663 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
665 if( iter->second == actor )
667 itemId = iter->first;
675 void ItemView::InsertItem( Item newItem, float durationSeconds )
679 SetupActor( newItem, durationSeconds );
680 Self().Add( newItem.second );
682 ItemPoolIter foundIter = mItemPool.find( newItem.first );
683 if( mItemPool.end() != foundIter )
685 Actor moveMe = foundIter->second;
686 foundIter->second = newItem.second;
688 // Move the existing actors to make room
689 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
691 Actor temp = iter->second;
692 iter->second = moveMe;
695 iter->second.RemoveConstraints();
696 mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
700 ItemId lastId = mItemPool.rbegin()->first;
701 Item lastItem( lastId + 1, moveMe );
702 mItemPool.insert( lastItem );
704 lastItem.second.RemoveConstraints();
705 mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
709 mItemPool.insert( newItem );
712 CalculateDomainSize(Self().GetCurrentSize());
714 mAddingItems = false;
717 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
721 // Insert from lowest id to highest
722 set<Item> sortedItems;
723 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
725 sortedItems.insert( *iter );
728 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
730 Self().Add( iter->second );
732 cout << "inserting item: " << iter->first << endl;
734 ItemPoolIter foundIter = mItemPool.find( iter->first );
735 if( mItemPool.end() != foundIter )
737 Actor moveMe = foundIter->second;
738 foundIter->second = iter->second;
740 // Move the existing actors to make room
741 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
743 Actor temp = iter->second;
744 iter->second = moveMe;
749 ItemId lastId = mItemPool.rbegin()->first;
750 Item lastItem( lastId + 1, moveMe );
751 mItemPool.insert( lastItem );
755 mItemPool.insert( *iter );
759 // Relayout everything
760 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
763 if( FindById( newItems, iter->first ) )
765 SetupActor( *iter, durationSeconds );
769 iter->second.RemoveConstraints();
770 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
774 CalculateDomainSize(Self().GetCurrentSize());
776 mAddingItems = false;
779 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
781 bool actorRemoved = RemoveActor( itemId );
784 ReapplyAllConstraints( durationSeconds );
788 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
790 bool actorRemoved( false );
792 // Remove from highest id to lowest
793 set<ItemId> sortedItems;
794 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
796 sortedItems.insert( *iter );
799 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
801 if( RemoveActor( *iter ) )
809 ReapplyAllConstraints( durationSeconds );
813 bool ItemView::RemoveActor(unsigned int itemId)
815 bool removed( false );
817 const ItemPoolIter removeIter = mItemPool.find( itemId );
819 if( removeIter != mItemPool.end() )
821 ReleaseActor(itemId, removeIter->second);
825 // Adjust the remaining item IDs, for example if item 2 is removed:
826 // Initial actors: After insert:
827 // ID 1 - ActorA ID 1 - ActorA
828 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
829 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
831 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
833 if( iter->first < mItemPool.rbegin()->first )
835 iter->second = mItemPool[ iter->first + 1 ];
839 mItemPool.erase( iter );
848 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
852 SetupActor( replacementItem, durationSeconds );
853 Self().Add( replacementItem.second );
855 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
856 if( mItemPool.end() != iter )
858 ReleaseActor(iter->first, iter->second);
859 iter->second = replacementItem.second;
863 mItemPool.insert( replacementItem );
866 CalculateDomainSize(Self().GetCurrentSize());
868 mAddingItems = false;
871 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
873 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
875 ReplaceItem( *iter, durationSeconds );
879 void ItemView::RemoveActorsOutsideRange( ItemRange range )
881 // Remove unwanted actors from the ItemView & ItemPool
882 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
884 unsigned int current = iter->first;
886 if( ! range.Within( current ) )
888 ReleaseActor(iter->first, iter->second);
890 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
899 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
901 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
903 // The order of addition depends on the scroll direction.
904 if (mRefreshOrderHint)
906 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
908 AddNewActor( itemId, durationSeconds );
913 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
915 AddNewActor( itemId-1, durationSeconds );
919 // Total number of items may change dynamically.
920 // Always recalculate the domain size to reflect that.
921 CalculateDomainSize(Self().GetCurrentSize());
924 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
928 if( mItemPool.end() == mItemPool.find( itemId ) )
930 Actor actor = mItemFactory.NewItem( itemId );
934 Item newItem( itemId, actor );
936 mItemPool.insert( newItem );
938 SetupActor( newItem, durationSeconds );
943 mAddingItems = false;
946 void ItemView::SetupActor( Item item, float durationSeconds )
948 item.second.SetParentOrigin( mItemsParentOrigin );
949 item.second.SetAnchorPoint( mItemsAnchorPoint );
954 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
956 item.second.SetSize( size );
959 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
963 void ItemView::ReleaseActor( ItemId item, Actor actor )
965 Self().Remove( actor );
966 mItemFactory.ItemReleased(item, actor);
969 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
971 unsigned int itemCount = mItemFactory.GetNumberOfItems();
973 ItemRange available(0u, itemCount);
975 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
979 // Add the reserve items for scrolling
980 unsigned int extra = layout.GetReserveItemCount(layoutSize);
981 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
985 return range.Intersection(available);
988 void ItemView::OnChildAdd(Actor& child)
992 // We don't want to do this downcast check for any item added by ItemView itself.
993 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
996 // Set the scroll connector when scroll bar is being added
997 scrollComponent.SetScrollConnector(mScrollConnector);
1002 bool ItemView::OnTouchEvent(const TouchEvent& event)
1004 // Ignore events with multiple-touch points
1005 if (event.GetPointCount() != 1)
1010 if (event.GetPoint(0).state == TouchPoint::Down)
1012 // Cancel ongoing scrolling etc.
1013 mGestureState = Gesture::Clear;
1015 mScrollDistance = 0.0f;
1016 mScrollSpeed = 0.0f;
1017 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1019 mScrollOvershoot = 0.0f;
1020 AnimateScrollOvershoot(0.0f);
1022 if(mScrollAnimation)
1024 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1027 RemoveAnimation(mScrollAnimation);
1030 return true; // consume since we're potentially scrolling
1033 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1035 // Respond the mouse wheel event to scroll
1038 Actor self = Self();
1039 const Vector3 layoutSize = Self().GetCurrentSize();
1040 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1041 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1043 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1044 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1045 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1046 mRefreshEnabled = true;
1049 if (mMouseWheelEventFinishedTimer.IsRunning())
1051 mMouseWheelEventFinishedTimer.Stop();
1054 mMouseWheelEventFinishedTimer.Start();
1059 bool ItemView::OnMouseWheelEventFinished()
1063 RemoveAnimation(mScrollAnimation);
1065 // No more mouse wheel events coming. Do the anchoring if enabled.
1066 mScrollAnimation = DoAnchoring();
1067 if (mScrollAnimation)
1069 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1070 mScrollAnimation.Play();
1074 mScrollOvershoot = 0.0f;
1075 AnimateScrollOvershoot(0.0f);
1077 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1084 void ItemView::ReapplyAllConstraints( float durationSeconds )
1086 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1088 unsigned int id = iter->first;
1089 Actor actor = iter->second;
1091 actor.RemoveConstraints();
1092 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1095 CalculateDomainSize(Self().GetCurrentSize());
1098 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1100 Actor self = Self();
1101 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1102 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1103 mScrollOvershoot = targetPosition - clamppedPosition;
1104 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1106 return clamppedPosition;
1109 void ItemView::OnPan(PanGesture gesture)
1111 Actor self = Self();
1112 const Vector3 layoutSize = Self().GetCurrentSize();
1114 RemoveAnimation(mScrollAnimation);
1116 // Short-circuit if there is no active layout
1119 mGestureState = Gesture::Clear;
1123 mGestureState = gesture.state;
1125 switch (mGestureState)
1127 case Gesture::Finished:
1130 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1131 mScrollSpeed > mMinimumSwipeSpeed)
1133 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1135 mRefreshOrderHint = true;
1137 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1138 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1142 if (mAnchoringEnabled)
1144 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1147 RemoveAnimation(mScrollAnimation);
1149 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1150 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1152 mScrollAnimation = Animation::New(flickAnimationDuration);
1153 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1154 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1155 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1158 // Check whether it has already scrolled to the end
1159 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1161 AnimateScrollOvershoot(0.0f);
1165 // Anchoring may be triggered when there was no swipe
1166 if (!mScrollAnimation)
1168 mScrollAnimation = DoAnchoring();
1171 // Reset the overshoot if no scroll animation.
1172 if (!mScrollAnimation)
1174 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1176 AnimateScrollOvershoot(0.0f, false);
1181 case Gesture::Started: // Fall through
1183 mTotalPanDisplacement = Vector2::ZERO;
1184 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1185 mRefreshEnabled = true;
1188 case Gesture::Continuing:
1190 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1191 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1193 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1194 mRefreshOrderHint = mScrollDistance < 0.0f;
1196 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1198 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1200 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1201 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1203 mTotalPanDisplacement += gesture.displacement;
1204 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1205 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1207 AnimateScrollOvershoot(1.0f);
1209 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1211 AnimateScrollOvershoot(-1.0f);
1215 AnimateScrollOvershoot(0.0f);
1220 case Gesture::Cancelled:
1222 mScrollAnimation = DoAnchoring();
1230 if (mScrollAnimation)
1232 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1233 mScrollAnimation.Play();
1237 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1243 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1245 Actor nextFocusActor;
1249 if(!actor || actor == this->Self())
1251 nextFocusActor = GetItem(nextItemID);
1253 else if(actor && actor.GetParent() == this->Self())
1255 int itemID = GetItemId(actor);
1256 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1257 nextFocusActor = GetItem(nextItemID);
1258 if(nextFocusActor == actor)
1260 // need to pass NULL actor back to focus manager
1261 nextFocusActor.Reset();
1262 return nextFocusActor;
1265 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1266 Vector3 layoutSize = Self().GetCurrentSize();
1269 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1270 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1271 nextItemID = viewableItems.begin;
1272 nextFocusActor = GetItem(nextItemID);
1275 return nextFocusActor;
1278 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1280 // only in this function if our chosen focus actor was actually used
1281 if(commitedFocusableActor)
1283 int nextItemID = GetItemId(commitedFocusableActor);
1284 float layoutPosition = GetCurrentLayoutPosition(0);
1285 Vector3 layoutSize = Self().GetCurrentSize();
1287 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1288 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1292 Animation ItemView::DoAnchoring()
1294 Animation anchoringAnimation;
1295 Actor self = Self();
1297 if (mActiveLayout && mAnchoringEnabled)
1299 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1301 anchoringAnimation = Animation::New(mAnchoringDuration);
1302 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1303 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1304 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1307 AnimateScrollOvershoot(0.0f);
1311 return anchoringAnimation;
1314 void ItemView::OnScrollFinished(Animation& source)
1316 Actor self = Self();
1318 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1320 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1322 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1324 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1328 // Reset the overshoot
1329 AnimateScrollOvershoot( 0.0f );
1331 mIsFlicking = false;
1333 mScrollOvershoot = 0.0f;
1336 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1338 RemoveAnimation(mScrollAnimation);
1339 mRefreshEnabled = true;
1340 DoRefresh(GetCurrentLayoutPosition(0), true);
1343 void ItemView::OnOvershootOnFinished(Animation& animation)
1345 mAnimatingOvershootOn = false;
1346 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1347 RemoveAnimation(mScrollOvershootAnimation);
1348 if(mAnimateOvershootOff)
1350 AnimateScrollOvershoot(0.0f);
1354 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1356 Actor self = Self();
1357 const Vector3 layoutSize = Self().GetCurrentSize();
1358 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1360 if(durationSeconds > 0.0f)
1362 RemoveAnimation(mScrollAnimation);
1363 mScrollAnimation = Animation::New(durationSeconds);
1364 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1365 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1366 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1367 mScrollAnimation.Play();
1371 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1372 AnimateScrollOvershoot(0.0f);
1375 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1376 mRefreshEnabled = true;
1379 void ItemView::RemoveAnimation(Animation& animation)
1383 // Cease animating, and reset handle.
1389 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1391 Actor self = Self();
1393 Vector3 firstItemPosition(Vector3::ZERO);
1394 Vector3 lastItemPosition(Vector3::ZERO);
1398 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1400 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1401 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1402 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1406 if(IsHorizontal(mActiveLayout->GetOrientation()))
1408 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1409 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1410 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1414 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1415 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1416 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1419 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1421 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1422 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1423 self.SetProperty(mPropertyCanScrollHorizontal, false);
1427 Vector3 ItemView::GetDomainSize() const
1429 Actor self = Self();
1431 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1432 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1434 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1437 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1439 Actor self = Self();
1441 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1442 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1443 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1445 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1448 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1450 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1451 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1454 Vector3 ItemView::GetCurrentScrollPosition() const
1456 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1457 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1460 void ItemView::AddOverlay(Actor actor)
1465 void ItemView::RemoveOverlay(Actor actor)
1467 Self().Remove(actor);
1470 void ItemView::ScrollTo(const Vector3& position, float duration)
1472 Actor self = Self();
1473 const Vector3 layoutSize = Self().GetCurrentSize();
1475 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1479 RemoveAnimation(mScrollAnimation);
1480 mScrollAnimation = Animation::New(duration);
1481 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1482 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1483 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1484 mScrollAnimation.Play();
1488 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1489 AnimateScrollOvershoot(0.0f);
1492 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1493 mRefreshEnabled = true;
1496 void ItemView::SetOvershootEffectColor( const Vector4& color )
1498 mOvershootEffectColor = color;
1499 if( mOvershootOverlay )
1501 mOvershootOverlay.SetColor( color );
1505 void ItemView::SetOvershootEnabled( bool enable )
1507 Actor self = Self();
1510 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1511 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1512 mOvershootOverlay.SetColor(mOvershootEffectColor);
1513 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1514 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1515 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1516 self.Add(mOvershootOverlay);
1518 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1519 ParentSource( mPropertyScrollDirection ),
1520 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1521 ParentSource( Actor::SIZE ),
1522 OvershootOverlaySizeConstraint() );
1523 mOvershootOverlay.ApplyConstraint(constraint);
1524 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1526 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1527 ParentSource( mPropertyScrollDirection ),
1528 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1529 OvershootOverlayRotationConstraint() );
1530 mOvershootOverlay.ApplyConstraint(constraint);
1532 constraint = Constraint::New<Vector3>( Actor::POSITION,
1533 ParentSource( Actor::SIZE ),
1534 ParentSource( mPropertyScrollDirection ),
1535 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1536 OvershootOverlayPositionConstraint() );
1537 mOvershootOverlay.ApplyConstraint(constraint);
1539 constraint = Constraint::New<bool>( Actor::VISIBLE,
1540 ParentSource( mPropertyCanScrollVertical ),
1541 OvershootOverlayVisibilityConstraint() );
1542 mOvershootOverlay.ApplyConstraint(constraint);
1544 Actor self = Self();
1545 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1546 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1547 EqualToConstraint() );
1548 mOvershootOverlay.ApplyConstraint(constraint);
1552 if( mOvershootOverlay )
1554 self.Remove(mOvershootOverlay);
1555 mOvershootOverlay.Reset();
1560 float ItemView::CalculateScrollOvershoot()
1562 float overshoot = 0.0f;
1566 // The overshoot must be calculated from the accumulated pan gesture displacement
1567 // since the pan gesture starts.
1568 Actor self = Self();
1569 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1570 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1571 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1572 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1573 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1574 overshoot = positionDelta - clamppedPosition;
1580 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1582 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1584 // make sure we animate back if needed
1585 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1587 if( mAnimatingOvershootOn )
1589 // animating on, do not allow animate off
1593 Actor self = Self();
1594 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1595 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1597 RemoveAnimation(mScrollOvershootAnimation);
1598 mScrollOvershootAnimation = Animation::New(duration);
1599 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1600 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1601 mScrollOvershootAnimation.Play();
1603 mAnimatingOvershootOn = animatingOn;
1606 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1608 if( parentOrigin != mItemsParentOrigin )
1610 mItemsParentOrigin = parentOrigin;
1611 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1613 iter->second.SetParentOrigin(parentOrigin);
1618 Vector3 ItemView::GetItemsParentOrigin() const
1620 return mItemsParentOrigin;
1623 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1625 if( anchorPoint != mItemsAnchorPoint )
1627 mItemsAnchorPoint = anchorPoint;
1628 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1630 iter->second.SetAnchorPoint(anchorPoint);
1635 Vector3 ItemView::GetItemsAnchorPoint() const
1637 return mItemsAnchorPoint;
1640 void ItemView::GetItemsRange(ItemRange& range)
1642 range.begin = mItemPool.begin()->first;
1643 range.end = mItemPool.rbegin()->first + 1;
1646 void ItemView::OnScrollPositionChanged( float position )
1648 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1649 RemoveAnimation(mScrollAnimation);
1651 // Refresh the cache immediately when the scroll position is changed.
1652 DoRefresh(position, false); // No need to cache extra items.
1655 } // namespace Internal
1657 } // namespace Toolkit