2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
27 #include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
32 namespace // unnamed namespace
36 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
38 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
39 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
40 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
42 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
43 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
45 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
46 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
48 const float MILLISECONDS_PER_SECONDS = 1000.0f;
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear),
414 mRefreshEnabled(true),
415 mItemsParentOrigin( ParentOrigin::CENTER),
416 mItemsAnchorPoint( AnchorPoint::CENTER)
418 SetRequiresMouseWheelEvents(true);
419 SetKeyboardNavigationSupport(true);
422 void ItemView::OnInitialize()
424 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
426 RegisterCommonProperties();
430 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
431 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
433 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
434 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
435 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
437 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
439 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
440 LocalSource(mPropertyPosition),
441 LocalSource(mPropertyPositionMin),
442 LocalSource(mPropertyPositionMax),
443 LocalSource(Actor::SIZE),
444 RelativePositionConstraint);
445 self.ApplyConstraint(constraint);
447 Vector2 stageSize = Stage::GetCurrent().GetSize();
448 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
450 EnableGestureDetection(Gesture::Type(Gesture::Pan));
452 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
453 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
455 SetRefreshInterval(mRefreshIntervalLayoutPositions);
458 ItemView::~ItemView()
462 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
464 return mScrollConnector;
467 unsigned int ItemView::GetLayoutCount() const
469 return mLayouts.size();
472 void ItemView::AddLayout(ItemLayout& layout)
474 mLayouts.push_back(ItemLayoutPtr(&layout));
477 void ItemView::RemoveLayout(unsigned int layoutIndex)
479 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
481 if (mActiveLayout == mLayouts[layoutIndex].Get())
483 mActiveLayout = NULL;
486 mLayouts.erase(mLayouts.begin() + layoutIndex);
489 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
491 return mLayouts[layoutIndex];
494 ItemLayoutPtr ItemView::GetActiveLayout() const
496 return ItemLayoutPtr(mActiveLayout);
499 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
501 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
504 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
506 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
510 // The ItemView size should match the active layout size
511 self.SetSize(targetSize);
512 mActiveLayoutTargetSize = targetSize;
514 // Switch to the new layout
515 mActiveLayout = mLayouts[layoutIndex].Get();
517 // Move the items to the new layout positions...
519 bool resizeAnimationNeeded(false);
521 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
523 unsigned int itemId = iter->first;
524 Actor actor = iter->second;
526 // Remove constraints from previous layout
527 actor.RemoveConstraints();
530 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
532 if( durationSeconds > 0.0f )
534 // Use a size animation
535 if (!resizeAnimationNeeded)
537 resizeAnimationNeeded = true;
538 RemoveAnimation(mResizeAnimation);
539 mResizeAnimation = Animation::New(durationSeconds);
542 // The layout provides its own resize animation
543 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
547 // resize immediately
552 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
555 if (resizeAnimationNeeded)
557 mResizeAnimation.Play();
560 // Refresh the new layout
561 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
562 AddActorsWithinRange( range, durationSeconds );
564 // Scroll to an appropriate layout position
566 bool scrollAnimationNeeded(false);
567 float firstItemScrollPosition(0.0f);
569 float current = GetCurrentLayoutPosition(0);
570 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
571 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
573 if (current < minimum)
575 scrollAnimationNeeded = true;
576 firstItemScrollPosition = minimum;
578 else if (mAnchoringEnabled)
580 scrollAnimationNeeded = true;
581 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
584 if (scrollAnimationNeeded)
586 RemoveAnimation(mScrollAnimation);
587 mScrollAnimation = Animation::New(mAnchoringDuration);
588 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
589 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
590 mScrollAnimation.Play();
593 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
594 AnimateScrollOvershoot(0.0f);
595 mScrollOvershoot = 0.0f;
597 Radian scrollDirection(mActiveLayout->GetScrollDirection());
598 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
599 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
601 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
603 CalculateDomainSize(targetSize);
606 void ItemView::DeactivateCurrentLayout()
610 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
612 Actor actor = iter->second;
613 actor.RemoveConstraints();
616 mActiveLayout = NULL;
620 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
622 mDefaultAlphaFunction = func;
625 AlphaFunction ItemView::GetDefaultAlphaFunction() const
627 return mDefaultAlphaFunction;
630 void ItemView::OnRefreshNotification(PropertyNotification& source)
634 // Only refresh the cache during normal scrolling
635 DoRefresh(GetCurrentLayoutPosition(0), true);
639 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
643 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
644 RemoveActorsOutsideRange( range );
645 AddActorsWithinRange( range, 0.0f/*immediate*/ );
647 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
651 void ItemView::SetMinimumSwipeSpeed(float speed)
653 mMinimumSwipeSpeed = speed;
656 float ItemView::GetMinimumSwipeSpeed() const
658 return mMinimumSwipeSpeed;
661 void ItemView::SetMinimumSwipeDistance(float distance)
663 mMinimumSwipeDistance = distance;
666 float ItemView::GetMinimumSwipeDistance() const
668 return mMinimumSwipeDistance;
671 void ItemView::SetMouseWheelScrollDistanceStep(float step)
673 mMouseWheelScrollDistanceStep = step;
676 float ItemView::GetMouseWheelScrollDistanceStep() const
678 return mMouseWheelScrollDistanceStep;
681 void ItemView::SetAnchoring(bool enabled)
683 mAnchoringEnabled = enabled;
686 bool ItemView::GetAnchoring() const
688 return mAnchoringEnabled;
691 void ItemView::SetAnchoringDuration(float durationSeconds)
693 mAnchoringDuration = durationSeconds;
696 float ItemView::GetAnchoringDuration() const
698 return mAnchoringDuration;
701 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
703 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
705 if(mRefreshNotification)
707 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
709 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
710 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
713 float ItemView::GetRefreshInterval() const
715 return mRefreshIntervalLayoutPositions;
718 void ItemView::SetRefreshEnabled(bool enabled)
720 mRefreshEnabled = enabled;
723 Actor ItemView::GetItem(unsigned int itemId) const
727 ConstItemPoolIter iter = mItemPool.find( itemId );
728 if( iter != mItemPool.end() )
730 actor = iter->second;
736 unsigned int ItemView::GetItemId( Actor actor ) const
738 unsigned int itemId( 0 );
740 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
742 if( iter->second == actor )
744 itemId = iter->first;
752 void ItemView::InsertItem( Item newItem, float durationSeconds )
756 SetupActor( newItem, durationSeconds );
757 Self().Add( newItem.second );
759 ItemPoolIter foundIter = mItemPool.find( newItem.first );
760 if( mItemPool.end() != foundIter )
762 Actor moveMe = foundIter->second;
763 foundIter->second = newItem.second;
765 // Move the existing actors to make room
766 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
768 Actor temp = iter->second;
769 iter->second = moveMe;
772 iter->second.RemoveConstraints();
773 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
777 ItemId lastId = mItemPool.rbegin()->first;
778 Item lastItem( lastId + 1, moveMe );
779 mItemPool.insert( lastItem );
781 lastItem.second.RemoveConstraints();
782 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
786 mItemPool.insert( newItem );
789 CalculateDomainSize(Self().GetCurrentSize());
791 mAddingItems = false;
794 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
798 // Insert from lowest id to highest
799 set<Item> sortedItems;
800 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
802 sortedItems.insert( *iter );
805 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
807 Self().Add( iter->second );
809 cout << "inserting item: " << iter->first << endl;
811 ItemPoolIter foundIter = mItemPool.find( iter->first );
812 if( mItemPool.end() != foundIter )
814 Actor moveMe = foundIter->second;
815 foundIter->second = iter->second;
817 // Move the existing actors to make room
818 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
820 Actor temp = iter->second;
821 iter->second = moveMe;
826 ItemId lastId = mItemPool.rbegin()->first;
827 Item lastItem( lastId + 1, moveMe );
828 mItemPool.insert( lastItem );
832 mItemPool.insert( *iter );
836 // Relayout everything
837 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
840 if( FindById( newItems, iter->first ) )
842 SetupActor( *iter, durationSeconds );
846 iter->second.RemoveConstraints();
847 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
851 CalculateDomainSize(Self().GetCurrentSize());
853 mAddingItems = false;
856 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
858 bool actorRemoved = RemoveActor( itemId );
861 ReapplyAllConstraints( durationSeconds );
865 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
867 bool actorRemoved( false );
869 // Remove from highest id to lowest
870 set<ItemId> sortedItems;
871 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
873 sortedItems.insert( *iter );
876 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
878 if( RemoveActor( *iter ) )
886 ReapplyAllConstraints( durationSeconds );
890 bool ItemView::RemoveActor(unsigned int itemId)
892 bool removed( false );
894 const ItemPoolIter removeIter = mItemPool.find( itemId );
896 if( removeIter != mItemPool.end() )
898 Self().Remove( removeIter->second );
901 // Adjust the remaining item IDs, for example if item 2 is removed:
902 // Initial actors: After insert:
903 // ID 1 - ActorA ID 1 - ActorA
904 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
905 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
907 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
909 if( iter->first < mItemPool.rbegin()->first )
911 iter->second = mItemPool[ iter->first + 1 ];
915 mItemPool.erase( iter );
924 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
928 SetupActor( replacementItem, durationSeconds );
929 Self().Add( replacementItem.second );
931 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
932 if( mItemPool.end() != iter )
934 Self().Remove( iter->second );
935 iter->second = replacementItem.second;
939 mItemPool.insert( replacementItem );
942 CalculateDomainSize(Self().GetCurrentSize());
944 mAddingItems = false;
947 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
949 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
951 ReplaceItem( *iter, durationSeconds );
955 void ItemView::RemoveActorsOutsideRange( ItemRange range )
957 // Remove unwanted actors from the ItemView & ItemPool
958 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
960 unsigned int current = iter->first;
962 if( ! range.Within( current ) )
964 Self().Remove( iter->second );
966 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
975 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
977 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
979 // The order of addition depends on the scroll direction.
980 if (mRefreshOrderHint)
982 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
984 AddNewActor( itemId, durationSeconds );
989 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
991 AddNewActor( itemId-1, durationSeconds );
995 // Total number of items may change dynamically.
996 // Always recalculate the domain size to reflect that.
997 CalculateDomainSize(Self().GetCurrentSize());
1000 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1002 mAddingItems = true;
1004 if( mItemPool.end() == mItemPool.find( itemId ) )
1006 Actor actor = mItemFactory.NewItem( itemId );
1010 Item newItem( itemId, actor );
1012 mItemPool.insert( newItem );
1014 SetupActor( newItem, durationSeconds );
1015 Self().Add( actor );
1019 mAddingItems = false;
1022 void ItemView::SetupActor( Item item, float durationSeconds )
1024 item.second.SetParentOrigin( mItemsParentOrigin );
1025 item.second.SetAnchorPoint( mItemsAnchorPoint );
1030 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1032 item.second.SetSize( size );
1035 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1039 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1041 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1043 ItemRange available(0u, itemCount);
1045 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1049 // Add the reserve items for scrolling
1050 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1051 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1055 return range.Intersection(available);
1058 void ItemView::OnChildAdd(Actor& child)
1062 // We don't want to do this downcast check for any item added by ItemView itself.
1063 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1066 // Set the scroll connector when scroll bar is being added
1067 scrollComponent.SetScrollConnector(mScrollConnector);
1072 bool ItemView::OnTouchEvent(const TouchEvent& event)
1074 // Ignore events with multiple-touch points
1075 if (event.GetPointCount() != 1)
1080 if (event.GetPoint(0).state == TouchPoint::Down)
1082 // Cancel ongoing scrolling etc.
1083 mGestureState = Gesture::Clear;
1085 mScrollDistance = 0.0f;
1086 mScrollSpeed = 0.0f;
1087 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1089 mScrollOvershoot = 0.0f;
1090 AnimateScrollOvershoot(0.0f);
1092 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1094 RemoveAnimation(mScrollAnimation);
1097 return true; // consume since we're potentially scrolling
1100 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1102 // Respond the mouse wheel event to scroll
1105 Actor self = Self();
1106 const Vector3 layoutSize = Self().GetCurrentSize();
1107 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1108 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1110 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1111 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1112 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1115 if (mMouseWheelEventFinishedTimer.IsRunning())
1117 mMouseWheelEventFinishedTimer.Stop();
1120 mMouseWheelEventFinishedTimer.Start();
1125 bool ItemView::OnMouseWheelEventFinished()
1129 RemoveAnimation(mScrollAnimation);
1131 // No more mouse wheel events coming. Do the anchoring if enabled.
1132 mScrollAnimation = DoAnchoring();
1133 if (mScrollAnimation)
1135 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1136 mScrollAnimation.Play();
1140 mScrollOvershoot = 0.0f;
1141 AnimateScrollOvershoot(0.0f);
1143 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1150 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1152 ItemLayout::Vector3Function positionConstraint;
1153 if (layout.GetPositionConstraint(itemId, positionConstraint))
1155 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1157 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1158 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1159 ParentSource( mPropertyScrollSpeed ),
1160 ParentSource( Actor::SIZE ),
1162 constraint.SetApplyTime(duration);
1163 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1165 actor.ApplyConstraint(constraint);
1168 ItemLayout::QuaternionFunction rotationConstraint;
1169 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1171 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1173 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1174 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1175 ParentSource( mPropertyScrollSpeed ),
1176 ParentSource( Actor::SIZE ),
1178 constraint.SetApplyTime(duration);
1179 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1181 actor.ApplyConstraint(constraint);
1184 ItemLayout::Vector3Function scaleConstraint;
1185 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1187 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1189 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1190 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1191 ParentSource( mPropertyScrollSpeed ),
1192 ParentSource( Actor::SIZE ),
1194 constraint.SetApplyTime(duration);
1195 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1197 actor.ApplyConstraint(constraint);
1200 ItemLayout::Vector4Function colorConstraint;
1201 if (layout.GetColorConstraint(itemId, colorConstraint))
1203 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1205 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1206 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1207 ParentSource( mPropertyScrollSpeed ),
1208 ParentSource( Actor::SIZE ),
1210 constraint.SetApplyTime(duration);
1211 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1213 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1214 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1215 constraint.SetRemoveAction(Dali::Constraint::Discard);
1217 actor.ApplyConstraint(constraint);
1220 ItemLayout::BoolFunction visibilityConstraint;
1221 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1223 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1225 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1226 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1227 ParentSource( mPropertyScrollSpeed ),
1228 ParentSource( Actor::SIZE ),
1230 constraint.SetApplyTime(duration);
1231 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1233 // Release visibility constraints the same time as the color constraint
1234 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1235 constraint.SetRemoveAction(Dali::Constraint::Discard);
1237 actor.ApplyConstraint(constraint);
1241 void ItemView::ReapplyAllConstraints( float durationSeconds )
1243 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1245 unsigned int id = iter->first;
1246 Actor actor = iter->second;
1248 actor.RemoveConstraints();
1249 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1252 CalculateDomainSize(Self().GetCurrentSize());
1255 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1257 Actor self = Self();
1258 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1259 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1260 mScrollOvershoot = targetPosition - clamppedPosition;
1261 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1263 return clamppedPosition;
1266 void ItemView::OnPan(PanGesture gesture)
1268 Actor self = Self();
1269 const Vector3 layoutSize = Self().GetCurrentSize();
1271 RemoveAnimation(mScrollAnimation);
1273 // Short-circuit if there is no active layout
1276 mGestureState = Gesture::Clear;
1280 mGestureState = gesture.state;
1282 switch (mGestureState)
1284 case Gesture::Finished:
1287 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1288 mScrollSpeed > mMinimumSwipeSpeed)
1290 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1292 mRefreshOrderHint = true;
1294 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1295 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1299 if (mAnchoringEnabled)
1301 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1304 RemoveAnimation(mScrollAnimation);
1306 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1307 mScrollAnimation = Animation::New(flickAnimationDuration);
1308 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1309 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1310 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1313 // Check whether it has already scrolled to the end
1314 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1316 AnimateScrollOvershoot(0.0f);
1320 // Anchoring may be triggered when there was no swipe
1321 if (!mScrollAnimation)
1323 mScrollAnimation = DoAnchoring();
1326 // Reset the overshoot if no scroll animation.
1327 if (!mScrollAnimation)
1329 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1331 AnimateScrollOvershoot(0.0f, false);
1336 case Gesture::Started: // Fall through
1338 mTotalPanDisplacement = Vector2::ZERO;
1341 case Gesture::Continuing:
1343 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1344 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1346 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1347 mRefreshOrderHint = mScrollDistance < 0.0f;
1349 RemoveAnimation(mScrollSpeedAnimation);
1350 mScrollSpeedAnimation = Animation::New(0.3f);
1351 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1352 mScrollSpeedAnimation.Play();
1354 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1356 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1358 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1359 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1360 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1362 mTotalPanDisplacement += gesture.displacement;
1363 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1364 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1366 AnimateScrollOvershoot(1.0f);
1368 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1370 AnimateScrollOvershoot(-1.0f);
1374 AnimateScrollOvershoot(0.0f);
1379 case Gesture::Cancelled:
1381 mScrollAnimation = DoAnchoring();
1389 if (mScrollAnimation)
1391 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1392 mScrollAnimation.Play();
1396 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1402 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1404 Actor nextFocusActor;
1408 if(!actor || actor == this->Self())
1410 nextFocusActor = GetItem(nextItemID);
1412 else if(actor && actor.GetParent() == this->Self())
1414 int itemID = GetItemId(actor);
1415 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1416 nextFocusActor = GetItem(nextItemID);
1417 if(nextFocusActor == actor)
1419 // need to pass NULL actor back to focus manager
1420 nextFocusActor.Reset();
1421 return nextFocusActor;
1424 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1425 Vector3 layoutSize = Self().GetCurrentSize();
1428 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1429 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1430 nextItemID = viewableItems.begin;
1431 nextFocusActor = GetItem(nextItemID);
1434 return nextFocusActor;
1437 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1439 // only in this function if our chosen focus actor was actually used
1440 if(commitedFocusableActor)
1442 int nextItemID = GetItemId(commitedFocusableActor);
1443 float layoutPosition = GetCurrentLayoutPosition(0);
1444 Vector3 layoutSize = Self().GetCurrentSize();
1445 Vector3 focusItemPosition = Vector3::ZERO;
1446 ItemLayout::Vector3Function itemPositionConstraint;
1447 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1449 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1452 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1453 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1457 Animation ItemView::DoAnchoring()
1459 Animation anchoringAnimation;
1460 Actor self = Self();
1462 if (mActiveLayout && mAnchoringEnabled)
1464 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1466 anchoringAnimation = Animation::New(mAnchoringDuration);
1467 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1468 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1469 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1472 AnimateScrollOvershoot(0.0f);
1476 return anchoringAnimation;
1479 void ItemView::OnScrollFinished(Animation& source)
1481 Actor self = Self();
1483 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1485 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1487 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1489 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1493 // Reset the overshoot
1494 AnimateScrollOvershoot( 0.0f );
1496 mIsFlicking = false;
1498 mScrollOvershoot = 0.0f;
1501 void ItemView::OnOvershootOnFinished(Animation& animation)
1503 mAnimatingOvershootOn = false;
1504 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1505 RemoveAnimation(mScrollOvershootAnimation);
1506 if(mAnimateOvershootOff)
1508 AnimateScrollOvershoot(0.0f);
1512 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1514 Actor self = Self();
1515 const Vector3 layoutSize = Self().GetCurrentSize();
1516 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1518 if(durationSeconds > 0.0f)
1520 RemoveAnimation(mScrollAnimation);
1521 mScrollAnimation = Animation::New(durationSeconds);
1522 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1523 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1524 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1525 mScrollAnimation.Play();
1529 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1530 AnimateScrollOvershoot(0.0f);
1533 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1536 void ItemView::RemoveAnimation(Animation& animation)
1540 // Cease animating, and reset handle.
1546 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1548 Actor self = Self();
1550 Vector3 firstItemPosition(Vector3::ZERO);
1551 Vector3 lastItemPosition(Vector3::ZERO);
1555 ItemLayout::Vector3Function firstItemPositionConstraint;
1556 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1558 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1561 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1562 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1564 ItemLayout::Vector3Function lastItemPositionConstraint;
1565 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1567 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1572 if(IsHorizontal(mActiveLayout->GetOrientation()))
1574 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1575 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1576 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1580 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1581 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1582 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1585 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1587 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1588 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1589 self.SetProperty(mPropertyCanScrollHorizontal, false);
1593 Vector3 ItemView::GetDomainSize() const
1595 Actor self = Self();
1597 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1598 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1600 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1603 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1605 Actor self = Self();
1607 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1608 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1609 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1611 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1614 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1616 Vector3 firstItemPosition(Vector3::ZERO);
1617 ItemLayout::Vector3Function firstItemPositionConstraint;
1618 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1620 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1623 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1626 Vector3 ItemView::GetCurrentScrollPosition() const
1628 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1629 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1632 void ItemView::AddOverlay(Actor actor)
1637 void ItemView::RemoveOverlay(Actor actor)
1639 Self().Remove(actor);
1642 void ItemView::ScrollTo(const Vector3& position, float duration)
1644 Actor self = Self();
1645 const Vector3 layoutSize = Self().GetCurrentSize();
1647 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1651 RemoveAnimation(mScrollAnimation);
1652 mScrollAnimation = Animation::New(duration);
1653 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1654 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1655 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1656 mScrollAnimation.Play();
1660 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1661 AnimateScrollOvershoot(0.0f);
1664 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1667 void ItemView::SetOvershootEnabled( bool enable )
1669 Actor self = Self();
1672 mOvershootEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
1673 mOvershootOverlay = CreateSolidColorActor(Vector4::ONE);
1674 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1675 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1676 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1677 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
1678 self.Add(mOvershootOverlay);
1679 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1680 ParentSource( mPropertyScrollDirection ),
1681 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1682 ParentSource( Actor::SIZE ),
1683 OvershootOverlaySizeConstraint() );
1684 mOvershootOverlay.ApplyConstraint(constraint);
1685 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1687 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1688 ParentSource( mPropertyScrollDirection ),
1689 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1690 OvershootOverlayRotationConstraint() );
1691 mOvershootOverlay.ApplyConstraint(constraint);
1693 constraint = Constraint::New<Vector3>( Actor::POSITION,
1694 ParentSource( Actor::SIZE ),
1695 ParentSource( mPropertyScrollDirection ),
1696 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1697 OvershootOverlayPositionConstraint() );
1698 mOvershootOverlay.ApplyConstraint(constraint);
1700 constraint = Constraint::New<bool>( Actor::VISIBLE,
1701 ParentSource( mPropertyCanScrollVertical ),
1702 OvershootOverlayVisibilityConstraint() );
1703 mOvershootOverlay.ApplyConstraint(constraint);
1705 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetProgressRatePropertyName());
1706 Actor self = Self();
1707 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1708 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1709 EqualToConstraint() );
1710 mOvershootEffect.ApplyConstraint(constraint);
1714 if( mOvershootOverlay )
1716 self.Remove(mOvershootOverlay);
1717 mOvershootOverlay.Reset();
1719 mOvershootEffect.Reset();
1723 float ItemView::CalculateScrollOvershoot()
1725 float overshoot = 0.0f;
1729 // The overshoot must be calculated from the accumulated pan gesture displacement
1730 // since the pan gesture starts.
1731 Actor self = Self();
1732 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1733 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1734 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1735 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1736 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1737 overshoot = positionDelta - clamppedPosition;
1743 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1745 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1747 // make sure we animate back if needed
1748 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1750 if( mAnimatingOvershootOn )
1752 // animating on, do not allow animate off
1756 Actor self = Self();
1757 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1758 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1760 RemoveAnimation(mScrollOvershootAnimation);
1761 mScrollOvershootAnimation = Animation::New(duration);
1762 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1763 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1764 mScrollOvershootAnimation.Play();
1766 mAnimatingOvershootOn = animatingOn;
1769 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1771 if( parentOrigin != mItemsParentOrigin )
1773 mItemsParentOrigin = parentOrigin;
1774 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1776 iter->second.SetParentOrigin(parentOrigin);
1781 Vector3 ItemView::GetItemsParentOrigin() const
1783 return mItemsParentOrigin;
1786 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1788 if( anchorPoint != mItemsAnchorPoint )
1790 mItemsAnchorPoint = anchorPoint;
1791 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1793 iter->second.SetAnchorPoint(anchorPoint);
1798 Vector3 ItemView::GetItemsAnchorPoint() const
1800 return mItemsAnchorPoint;
1803 } // namespace Internal
1805 } // namespace Toolkit