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>
22 #include <cstring> // for strcmp
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31 #include <dali/public-api/object/type-registry-helper.h>
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
42 namespace // Unnamed namespace
47 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
48 DALI_TYPE_REGISTRATION_END()
50 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
51 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
52 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
54 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
55 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
57 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
58 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
60 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
62 const float MILLISECONDS_PER_SECONDS = 1000.0f;
64 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
65 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
66 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
67 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
69 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
70 const string POSITION_PROPERTY_NAME( "item-view-position" );
71 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
72 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
73 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
74 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
77 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
79 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
81 Radian scrollDirection(layout.GetScrollDirection());
83 float cosTheta = cosf(scrollDirection);
84 float sinTheta = sinf(scrollDirection);
86 return panDistance.x * sinTheta + panDistance.y * cosTheta;
89 // Overshoot overlay constraints
90 void OvershootOverlaySizeConstraint( Vector3& current, const PropertyInputContainer& inputs )
92 const Vector3& parentScrollDirection = inputs[0]->GetVector3();
93 const Vector3& parentSize = inputs[1]->GetVector3();
94 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
96 if(Toolkit::IsVertical(parentOrientation))
98 current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
102 current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
105 current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
108 void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
110 const Vector3& parentScrollDirection = inputs[0]->GetVector3();
111 const float parentOvershoot = inputs[1]->GetFloat();
112 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
114 float multiplier = 0;
115 if(Toolkit::IsVertical(parentOrientation))
117 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
119 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
120 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
129 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
130 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
141 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
143 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
144 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
153 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
154 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
164 current = Quaternion( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
167 void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
169 const Vector3& parentSize = inputs[0]->GetVector3();
170 const Vector3& parentScrollDirection = inputs[1]->GetVector3();
171 const float parentOvershoot = inputs[2]->GetFloat();
172 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
174 Vector3 relativeOffset;
176 if(Toolkit::IsVertical(parentOrientation))
178 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
180 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
181 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
183 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
187 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
190 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
191 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
193 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
197 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
202 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
204 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
205 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
207 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
211 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
214 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
215 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
217 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
221 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
225 current = relativeOffset * parentSize;
228 void OvershootOverlayVisibilityConstraint( bool& current, const PropertyInputContainer& inputs )
230 current = inputs[0]->GetBoolean();
234 * Relative position Constraint
235 * Generates the relative position value of the item view based on the layout position,
236 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
238 void RelativePositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
240 const Vector3& position = Vector3(0.0f, inputs[0]->GetFloat(), 0.0f);
241 const Vector3& min = inputs[1]->GetVector3();
242 const Vector3& max = inputs[2]->GetVector3();
244 Vector3 domainSize = max - min;
246 current.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
247 current.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
251 } // unnamed namespace
262 namespace // unnamed namespace
265 bool FindById( const ItemContainer& items, ItemId id )
267 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
269 if( iter->first == id )
278 } // unnamed namespace
280 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
282 // Create the implementation
283 ItemViewPtr itemView(new ItemView(factory));
285 // Pass ownership to CustomActor via derived handle
286 Dali::Toolkit::ItemView handle(*itemView);
288 // Second-phase init of the implementation
289 // This can only be done after the CustomActor connection has been made...
290 itemView->Initialize();
295 ItemView::ItemView(ItemFactory& factory)
296 : Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | REQUIRES_MOUSE_WHEEL_EVENTS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ),
297 mItemFactory(factory),
299 mAnimatingOvershootOn(false),
300 mAnimateOvershootOff(false),
301 mAnchoringEnabled(true),
302 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
303 mRefreshIntervalLayoutPositions(0.0f),
304 mRefreshOrderHint(true/*Refresh item 0 first*/),
305 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
306 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
307 mMouseWheelScrollDistanceStep(0.0f),
308 mScrollDistance(0.0f),
310 mTotalPanDisplacement(Vector2::ZERO),
311 mScrollOvershoot(0.0f),
313 mGestureState(Gesture::Clear),
315 mPropertyPosition(Property::INVALID_INDEX),
316 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
317 mPropertyScrollSpeed(Property::INVALID_INDEX),
318 mRefreshEnabled(true),
319 mItemsParentOrigin( ParentOrigin::CENTER),
320 mItemsAnchorPoint( AnchorPoint::CENTER)
324 void ItemView::OnInitialize()
328 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
329 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
330 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
332 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
333 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
334 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
336 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
338 Constraint constraint = Constraint::New<Vector3>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, RelativePositionConstraint );
339 constraint.AddSource( LocalSource( mPropertyPosition ) );
340 constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
341 constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
344 Vector2 stageSize = Stage::GetCurrent().GetSize();
345 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
347 EnableGestureDetection(Gesture::Type(Gesture::Pan));
349 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
350 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
352 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
355 ItemView::~ItemView()
359 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
361 return mScrollConnector;
364 unsigned int ItemView::GetLayoutCount() const
366 return mLayouts.size();
369 void ItemView::AddLayout(ItemLayout& layout)
371 mLayouts.push_back(ItemLayoutPtr(&layout));
374 void ItemView::RemoveLayout(unsigned int layoutIndex)
376 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
378 if (mActiveLayout == mLayouts[layoutIndex].Get())
380 mActiveLayout = NULL;
383 mLayouts.erase(mLayouts.begin() + layoutIndex);
386 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
388 return mLayouts[layoutIndex];
391 ItemLayoutPtr ItemView::GetActiveLayout() const
393 return ItemLayoutPtr(mActiveLayout);
396 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
398 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
401 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
403 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
405 mRefreshEnabled = false;
409 // The ItemView size should match the active layout size
410 self.SetSize(targetSize);
411 mActiveLayoutTargetSize = targetSize;
413 // Switch to the new layout
414 mActiveLayout = mLayouts[layoutIndex].Get();
416 // Move the items to the new layout positions...
418 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
420 unsigned int itemId = iter->first;
421 Actor actor = iter->second;
423 // Remove constraints from previous layout
424 actor.RemoveConstraints();
427 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
429 // resize immediately
430 actor.SetSize( size.GetVectorXY() );
433 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
436 // Refresh the new layout
437 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
438 AddActorsWithinRange( range, durationSeconds );
440 // Scroll to an appropriate layout position
442 bool scrollAnimationNeeded(false);
443 float firstItemScrollPosition(0.0f);
445 float current = GetCurrentLayoutPosition(0);
446 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
447 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
449 if (current < minimum)
451 scrollAnimationNeeded = true;
452 firstItemScrollPosition = minimum;
454 else if (mAnchoringEnabled)
456 scrollAnimationNeeded = true;
457 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
460 if (scrollAnimationNeeded)
462 RemoveAnimation(mScrollAnimation);
463 mScrollAnimation = Animation::New(durationSeconds);
464 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
465 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
466 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
467 mScrollAnimation.Play();
470 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
471 AnimateScrollOvershoot(0.0f);
472 mScrollOvershoot = 0.0f;
474 Radian scrollDirection(mActiveLayout->GetScrollDirection());
475 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
476 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
478 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
480 CalculateDomainSize(targetSize);
483 void ItemView::DeactivateCurrentLayout()
487 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
489 Actor actor = iter->second;
490 actor.RemoveConstraints();
493 mActiveLayout = NULL;
497 void ItemView::OnRefreshNotification(PropertyNotification& source)
499 if(mRefreshEnabled || mScrollAnimation)
501 // Only refresh the cache during normal scrolling
502 DoRefresh(GetCurrentLayoutPosition(0), true);
506 void ItemView::Refresh()
508 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
510 ReleaseActor( iter->first, iter->second );
514 DoRefresh(GetCurrentLayoutPosition(0), true);
517 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
521 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
522 RemoveActorsOutsideRange( range );
523 AddActorsWithinRange( range, 0.0f/*immediate*/ );
525 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
529 void ItemView::SetMinimumSwipeSpeed(float speed)
531 mMinimumSwipeSpeed = speed;
534 float ItemView::GetMinimumSwipeSpeed() const
536 return mMinimumSwipeSpeed;
539 void ItemView::SetMinimumSwipeDistance(float distance)
541 mMinimumSwipeDistance = distance;
544 float ItemView::GetMinimumSwipeDistance() const
546 return mMinimumSwipeDistance;
549 void ItemView::SetMouseWheelScrollDistanceStep(float step)
551 mMouseWheelScrollDistanceStep = step;
554 float ItemView::GetMouseWheelScrollDistanceStep() const
556 return mMouseWheelScrollDistanceStep;
559 void ItemView::SetAnchoring(bool enabled)
561 mAnchoringEnabled = enabled;
564 bool ItemView::GetAnchoring() const
566 return mAnchoringEnabled;
569 void ItemView::SetAnchoringDuration(float durationSeconds)
571 mAnchoringDuration = durationSeconds;
574 float ItemView::GetAnchoringDuration() const
576 return mAnchoringDuration;
579 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
581 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
583 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
585 if(mRefreshNotification)
587 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
589 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
590 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
594 float ItemView::GetRefreshInterval() const
596 return mRefreshIntervalLayoutPositions;
599 void ItemView::SetRefreshEnabled(bool enabled)
601 mRefreshEnabled = enabled;
604 Actor ItemView::GetItem(unsigned int itemId) const
608 ConstItemPoolIter iter = mItemPool.find( itemId );
609 if( iter != mItemPool.end() )
611 actor = iter->second;
617 unsigned int ItemView::GetItemId( Actor actor ) const
619 unsigned int itemId( 0 );
621 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
623 if( iter->second == actor )
625 itemId = iter->first;
633 void ItemView::InsertItem( Item newItem, float durationSeconds )
637 Actor displacedActor;
638 ItemPoolIter afterDisplacedIter = mItemPool.end();
640 ItemPoolIter foundIter = mItemPool.find( newItem.first );
641 if( mItemPool.end() != foundIter )
643 SetupActor( newItem, durationSeconds );
644 Self().Add( newItem.second );
646 displacedActor = foundIter->second;
647 foundIter->second = newItem.second;
649 afterDisplacedIter = ++foundIter;
653 // Inserting before the existing item range?
654 ItemPoolIter iter = mItemPool.begin();
655 if( iter != mItemPool.end() &&
656 iter->first > newItem.first )
658 displacedActor = iter->second;
659 mItemPool.erase( iter++ ); // iter is still valid after the erase
661 afterDisplacedIter = iter;
667 // Move the existing actors to make room
668 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
670 Actor temp = iter->second;
671 iter->second = displacedActor;
672 displacedActor = temp;
674 iter->second.RemoveConstraints();
675 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
679 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
680 if ( lastIter != mItemPool.rend() )
682 ItemId lastId = lastIter->first;
683 Item lastItem( lastId + 1, displacedActor );
684 mItemPool.insert( lastItem );
686 lastItem.second.RemoveConstraints();
687 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
691 CalculateDomainSize(Self().GetCurrentSize());
693 mAddingItems = false;
696 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
700 // Insert from lowest id to highest
701 std::set<Item> sortedItems;
702 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
704 sortedItems.insert( *iter );
707 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
709 Self().Add( iter->second );
711 ItemPoolIter foundIter = mItemPool.find( iter->first );
712 if( mItemPool.end() != foundIter )
714 Actor moveMe = foundIter->second;
715 foundIter->second = iter->second;
717 // Move the existing actors to make room
718 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
720 Actor temp = iter->second;
721 iter->second = moveMe;
726 ItemId lastId = mItemPool.rbegin()->first;
727 Item lastItem( lastId + 1, moveMe );
728 mItemPool.insert( lastItem );
732 mItemPool.insert( *iter );
736 // Relayout everything
737 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
740 if( FindById( newItems, iter->first ) )
742 SetupActor( *iter, durationSeconds );
746 iter->second.RemoveConstraints();
747 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
751 CalculateDomainSize(Self().GetCurrentSize());
753 mAddingItems = false;
756 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
758 bool actorsReordered = RemoveActor( itemId );
759 if( actorsReordered )
761 ReapplyAllConstraints( durationSeconds );
767 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
769 bool actorsReordered( false );
771 // Remove from highest id to lowest
772 set<ItemId> sortedItems;
773 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
775 sortedItems.insert( *iter );
778 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
780 if( RemoveActor( *iter ) )
782 actorsReordered = true;
786 if( actorsReordered )
788 ReapplyAllConstraints( durationSeconds );
794 bool ItemView::RemoveActor(unsigned int itemId)
796 bool reordered( false );
798 ItemPoolIter removeIter = mItemPool.find( itemId );
799 if( removeIter != mItemPool.end() )
801 ReleaseActor(itemId, removeIter->second);
805 // Removing before the existing item range?
806 ItemPoolIter iter = mItemPool.begin();
807 if( iter != mItemPool.end() &&
808 iter->first > itemId )
810 // In order to decrement the first visible item ID
811 mItemPool.insert( Item(iter->first - 1, Actor()) );
813 removeIter = mItemPool.begin();
817 if( removeIter != mItemPool.end() )
821 // Adjust the remaining item IDs, for example if item 2 is removed:
822 // Initial actors: After insert:
823 // ID 1 - ActorA ID 1 - ActorA
824 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
825 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
827 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
829 if( iter->first < mItemPool.rbegin()->first )
831 iter->second = mItemPool[ iter->first + 1 ];
835 mItemPool.erase( iter );
844 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
848 SetupActor( replacementItem, durationSeconds );
849 Self().Add( replacementItem.second );
851 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
852 if( mItemPool.end() != iter )
854 ReleaseActor(iter->first, iter->second);
855 iter->second = replacementItem.second;
859 mItemPool.insert( replacementItem );
862 CalculateDomainSize(Self().GetCurrentSize());
864 mAddingItems = false;
867 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
869 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
871 ReplaceItem( *iter, durationSeconds );
875 void ItemView::RemoveActorsOutsideRange( ItemRange range )
877 // Remove unwanted actors from the ItemView & ItemPool
878 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
880 unsigned int current = iter->first;
882 if( ! range.Within( current ) )
884 ReleaseActor(iter->first, iter->second);
886 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
895 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
897 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
899 // The order of addition depends on the scroll direction.
900 if (mRefreshOrderHint)
902 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
904 AddNewActor( itemId, durationSeconds );
909 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
911 AddNewActor( itemId-1, durationSeconds );
915 // Total number of items may change dynamically.
916 // Always recalculate the domain size to reflect that.
917 CalculateDomainSize(Self().GetCurrentSize());
920 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
924 if( mItemPool.end() == mItemPool.find( itemId ) )
926 Actor actor = mItemFactory.NewItem( itemId );
930 Item newItem( itemId, actor );
932 mItemPool.insert( newItem );
934 SetupActor( newItem, durationSeconds );
939 mAddingItems = false;
942 void ItemView::SetupActor( Item item, float durationSeconds )
944 item.second.SetParentOrigin( mItemsParentOrigin );
945 item.second.SetAnchorPoint( mItemsAnchorPoint );
950 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
952 item.second.SetSize( size.GetVectorXY() );
955 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
959 void ItemView::ReleaseActor( ItemId item, Actor actor )
961 Self().Remove( actor );
962 mItemFactory.ItemReleased(item, actor);
965 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
967 unsigned int itemCount = mItemFactory.GetNumberOfItems();
969 ItemRange available(0u, itemCount);
971 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
975 // Add the reserve items for scrolling
976 unsigned int extra = layout.GetReserveItemCount(layoutSize);
977 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
981 return range.Intersection(available);
984 void ItemView::OnChildAdd(Actor& child)
988 // We don't want to do this downcast check for any item added by ItemView itself.
989 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
992 // Set the scroll connector when scroll bar is being added
993 scrollComponent.SetScrollConnector(mScrollConnector);
998 bool ItemView::OnTouchEvent(const TouchEvent& event)
1000 // Ignore events with multiple-touch points
1001 if (event.GetPointCount() != 1)
1006 if (event.GetPoint(0).state == TouchPoint::Down)
1008 // Cancel ongoing scrolling etc.
1009 mGestureState = Gesture::Clear;
1011 mScrollDistance = 0.0f;
1012 mScrollSpeed = 0.0f;
1013 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1015 mScrollOvershoot = 0.0f;
1016 AnimateScrollOvershoot(0.0f);
1018 if(mScrollAnimation)
1020 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1023 RemoveAnimation(mScrollAnimation);
1026 return true; // consume since we're potentially scrolling
1029 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1031 // Respond the mouse wheel event to scroll
1034 Actor self = Self();
1035 const Vector3 layoutSize = Self().GetCurrentSize();
1036 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1037 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1039 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1040 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1041 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1042 mRefreshEnabled = true;
1045 if (mMouseWheelEventFinishedTimer.IsRunning())
1047 mMouseWheelEventFinishedTimer.Stop();
1050 mMouseWheelEventFinishedTimer.Start();
1055 bool ItemView::OnMouseWheelEventFinished()
1059 RemoveAnimation(mScrollAnimation);
1061 // No more mouse wheel events coming. Do the anchoring if enabled.
1062 mScrollAnimation = DoAnchoring();
1063 if (mScrollAnimation)
1065 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1066 mScrollAnimation.Play();
1070 mScrollOvershoot = 0.0f;
1071 AnimateScrollOvershoot(0.0f);
1073 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1080 void ItemView::ReapplyAllConstraints( float durationSeconds )
1082 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1084 unsigned int id = iter->first;
1085 Actor actor = iter->second;
1087 actor.RemoveConstraints();
1088 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1092 void ItemView::OnItemsRemoved()
1094 CalculateDomainSize(Self().GetCurrentSize());
1096 // Adjust scroll-position after an item is removed
1099 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1101 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1105 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1107 Actor self = Self();
1108 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1109 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1110 mScrollOvershoot = targetPosition - clamppedPosition;
1111 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1113 return clamppedPosition;
1116 void ItemView::OnPan( const PanGesture& gesture )
1118 Actor self = Self();
1119 const Vector3 layoutSize = Self().GetCurrentSize();
1121 RemoveAnimation(mScrollAnimation);
1123 // Short-circuit if there is no active layout
1126 mGestureState = Gesture::Clear;
1130 mGestureState = gesture.state;
1132 switch (mGestureState)
1134 case Gesture::Finished:
1137 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1138 mScrollSpeed > mMinimumSwipeSpeed)
1140 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1142 mRefreshOrderHint = true;
1144 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1145 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1149 if (mAnchoringEnabled)
1151 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1154 RemoveAnimation(mScrollAnimation);
1156 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1157 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1159 mScrollAnimation = Animation::New(flickAnimationDuration);
1160 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1161 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1162 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1165 // Check whether it has already scrolled to the end
1166 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1168 AnimateScrollOvershoot(0.0f);
1172 // Anchoring may be triggered when there was no swipe
1173 if (!mScrollAnimation)
1175 mScrollAnimation = DoAnchoring();
1178 // Reset the overshoot if no scroll animation.
1179 if (!mScrollAnimation)
1181 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1183 AnimateScrollOvershoot(0.0f, false);
1188 case Gesture::Started: // Fall through
1190 mTotalPanDisplacement = Vector2::ZERO;
1191 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1192 mRefreshEnabled = true;
1195 case Gesture::Continuing:
1197 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1198 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1200 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1201 mRefreshOrderHint = mScrollDistance < 0.0f;
1203 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1205 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1207 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1209 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1210 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1212 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1214 mTotalPanDisplacement += gesture.displacement;
1217 mScrollOvershoot = CalculateScrollOvershoot();
1218 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1222 case Gesture::Cancelled:
1224 mScrollAnimation = DoAnchoring();
1232 if (mScrollAnimation)
1234 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1235 mScrollAnimation.Play();
1239 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1245 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1247 Actor nextFocusActor;
1251 if(!actor || actor == this->Self())
1253 nextFocusActor = GetItem(nextItemID);
1255 else if(actor && actor.GetParent() == this->Self())
1257 int itemID = GetItemId(actor);
1258 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1259 nextFocusActor = GetItem(nextItemID);
1260 if(nextFocusActor == actor)
1262 // need to pass NULL actor back to focus manager
1263 nextFocusActor.Reset();
1264 return nextFocusActor;
1267 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1268 Vector3 layoutSize = Self().GetCurrentSize();
1271 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1272 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1273 nextItemID = viewableItems.begin;
1274 nextFocusActor = GetItem(nextItemID);
1277 return nextFocusActor;
1280 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1282 // only in this function if our chosen focus actor was actually used
1283 if(commitedFocusableActor)
1285 int nextItemID = GetItemId(commitedFocusableActor);
1286 float layoutPosition = GetCurrentLayoutPosition(0);
1287 Vector3 layoutSize = Self().GetCurrentSize();
1289 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1290 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1294 Animation ItemView::DoAnchoring()
1296 Animation anchoringAnimation;
1297 Actor self = Self();
1299 if (mActiveLayout && mAnchoringEnabled)
1301 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1303 anchoringAnimation = Animation::New(mAnchoringDuration);
1304 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1305 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1306 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1309 AnimateScrollOvershoot(0.0f);
1313 return anchoringAnimation;
1316 void ItemView::OnScrollFinished(Animation& source)
1318 Actor self = Self();
1320 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1322 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1324 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1326 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1330 // Reset the overshoot
1331 AnimateScrollOvershoot( 0.0f );
1333 mIsFlicking = false;
1335 mScrollOvershoot = 0.0f;
1338 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1340 RemoveAnimation(mScrollAnimation);
1341 mRefreshEnabled = true;
1342 DoRefresh(GetCurrentLayoutPosition(0), true);
1345 void ItemView::OnOvershootOnFinished(Animation& animation)
1347 mAnimatingOvershootOn = false;
1348 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1349 RemoveAnimation(mScrollOvershootAnimation);
1350 if(mAnimateOvershootOff)
1352 AnimateScrollOvershoot(0.0f);
1356 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1358 Actor self = Self();
1359 const Vector3 layoutSize = Self().GetCurrentSize();
1360 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1362 if(durationSeconds > 0.0f)
1364 RemoveAnimation(mScrollAnimation);
1365 mScrollAnimation = Animation::New(durationSeconds);
1366 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1367 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1368 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1369 mScrollAnimation.Play();
1373 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1374 AnimateScrollOvershoot(0.0f);
1377 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1378 mRefreshEnabled = true;
1381 void ItemView::RemoveAnimation(Animation& animation)
1385 // Cease animating, and reset handle.
1391 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1393 Actor self = Self();
1395 Vector3 firstItemPosition(Vector3::ZERO);
1396 Vector3 lastItemPosition(Vector3::ZERO);
1400 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1402 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1403 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1404 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1408 if(IsHorizontal(mActiveLayout->GetOrientation()))
1410 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f));
1411 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f));
1412 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1416 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f));
1417 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f));
1418 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1421 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1423 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1424 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable);
1425 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, false);
1429 Vector3 ItemView::GetDomainSize() const
1431 Actor self = Self();
1433 float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN);
1434 float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX);
1436 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1439 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1441 Actor self = Self();
1443 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1444 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1445 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1447 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1450 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1452 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1453 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1456 Vector3 ItemView::GetCurrentScrollPosition() const
1458 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1459 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1462 void ItemView::AddOverlay(Actor actor)
1467 void ItemView::RemoveOverlay(Actor actor)
1469 Self().Remove(actor);
1472 void ItemView::ScrollTo(const Vector3& position, float duration)
1474 Actor self = Self();
1475 const Vector3 layoutSize = Self().GetCurrentSize();
1477 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1481 RemoveAnimation(mScrollAnimation);
1482 mScrollAnimation = Animation::New(duration);
1483 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1484 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1485 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1486 mScrollAnimation.Play();
1490 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1491 AnimateScrollOvershoot(0.0f);
1494 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1495 mRefreshEnabled = true;
1498 void ItemView::SetOvershootEffectColor( const Vector4& color )
1500 mOvershootEffectColor = color;
1501 if( mOvershootOverlay )
1503 mOvershootOverlay.SetColor( color );
1507 void ItemView::SetOvershootEnabled( bool enable )
1509 Actor self = Self();
1512 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1513 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1514 mOvershootOverlay.SetColor(mOvershootEffectColor);
1515 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1516 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1517 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1518 self.Add(mOvershootOverlay);
1520 Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
1521 constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) );
1522 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
1525 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1527 constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
1528 constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) );
1529 constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) );
1532 constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint );
1533 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
1534 constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) );
1535 constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) );
1538 constraint = Constraint::New<bool>( mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint );
1539 constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
1542 constraint = Constraint::New<float>( mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint() );
1543 constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) );
1548 if( mOvershootOverlay )
1550 self.Remove(mOvershootOverlay);
1551 mOvershootOverlay.Reset();
1556 float ItemView::CalculateScrollOvershoot()
1558 float overshoot = 0.0f;
1562 // The overshoot must be calculated from the accumulated pan gesture displacement
1563 // since the pan gesture starts.
1564 Actor self = Self();
1565 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1566 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1567 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1568 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1569 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1570 overshoot = positionDelta - clamppedPosition;
1573 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1576 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1578 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1580 // make sure we animate back if needed
1581 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1583 if( mAnimatingOvershootOn )
1585 // animating on, do not allow animate off
1589 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1591 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1592 float duration = 0.0f;
1594 if (mOvershootOverlay)
1596 duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1599 RemoveAnimation(mScrollOvershootAnimation);
1600 mScrollOvershootAnimation = Animation::New(duration);
1601 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1602 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1603 mScrollOvershootAnimation.Play();
1605 mAnimatingOvershootOn = animatingOn;
1609 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1613 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1615 if( parentOrigin != mItemsParentOrigin )
1617 mItemsParentOrigin = parentOrigin;
1618 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1620 iter->second.SetParentOrigin(parentOrigin);
1625 Vector3 ItemView::GetItemsParentOrigin() const
1627 return mItemsParentOrigin;
1630 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1632 if( anchorPoint != mItemsAnchorPoint )
1634 mItemsAnchorPoint = anchorPoint;
1635 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1637 iter->second.SetAnchorPoint(anchorPoint);
1642 Vector3 ItemView::GetItemsAnchorPoint() const
1644 return mItemsAnchorPoint;
1647 void ItemView::GetItemsRange(ItemRange& range)
1649 if( !mItemPool.empty() )
1651 range.begin = mItemPool.begin()->first;
1652 range.end = mItemPool.rbegin()->first + 1;
1661 void ItemView::OnScrollPositionChanged( float position )
1663 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1664 RemoveAnimation(mScrollAnimation);
1666 // Refresh the cache immediately when the scroll position is changed.
1667 DoRefresh(position, false); // No need to cache extra items.
1670 } // namespace Internal
1672 } // namespace Toolkit