2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
23 #include <dali/public-api/animation/active-constraint.h>
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>
33 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
34 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
40 namespace // unnamed namespace
44 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
46 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
47 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
48 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
50 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
51 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
53 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
54 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
56 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
58 const float MILLISECONDS_PER_SECONDS = 1000.0f;
60 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
61 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
62 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
63 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
65 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
66 const string POSITION_PROPERTY_NAME( "item-view-position" );
67 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
68 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
69 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
70 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
73 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
75 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
77 Radian scrollDirection(layout.GetScrollDirection());
79 float cosTheta = cosf(scrollDirection);
80 float sinTheta = sinf(scrollDirection);
82 return panDistance.x * sinTheta + panDistance.y * cosTheta;
85 // Overshoot overlay constraints
87 struct OvershootOverlaySizeConstraint
89 Vector3 operator()(const Vector3& current,
90 const PropertyInput& parentScrollDirectionProperty,
91 const PropertyInput& parentOvershootProperty,
92 const PropertyInput& parentSizeProperty)
94 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
95 const Vector3 parentSize = parentSizeProperty.GetVector3();
96 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
100 if(Toolkit::IsVertical(parentOrientation))
102 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
106 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
109 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
111 return Vector3( overlayWidth, overlayHeight, current.depth );
115 struct OvershootOverlayRotationConstraint
117 Quaternion operator()(const Quaternion& current,
118 const PropertyInput& parentScrollDirectionProperty,
119 const PropertyInput& parentOvershootProperty)
121 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
122 const float parentOvershoot = parentOvershootProperty.GetFloat();
123 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
127 if(Toolkit::IsVertical(parentOrientation))
129 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
131 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
132 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
134 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
138 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
141 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
142 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
144 rotation = Quaternion(0.0f, Vector3::ZAXIS);
148 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
153 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
155 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
156 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
158 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
162 rotation = Quaternion(0.0f, Vector3::ZAXIS);
165 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
166 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
168 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
172 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
180 struct OvershootOverlayPositionConstraint
182 Vector3 operator()(const Vector3& current,
183 const PropertyInput& parentSizeProperty,
184 const PropertyInput& parentScrollDirectionProperty,
185 const PropertyInput& parentOvershootProperty)
187 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
188 const float parentOvershoot = parentOvershootProperty.GetFloat();
189 const Vector3 parentSize = parentSizeProperty.GetVector3();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
192 Vector3 relativeOffset;
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 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
205 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
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 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
215 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
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 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
229 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
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 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
239 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
243 return relativeOffset * parentSize;
248 struct OvershootOverlayVisibilityConstraint
250 bool operator()(const bool& current,
251 const PropertyInput& parentLayoutScrollableProperty)
253 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
255 return parentLayoutScrollable;
260 * Relative position Constraint
261 * Generates the relative position value of the item view based on the layout position,
262 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
264 Vector3 RelativePositionConstraint(const Vector3& current,
265 const PropertyInput& scrollPositionProperty,
266 const PropertyInput& scrollMinProperty,
267 const PropertyInput& scrollMaxProperty,
268 const PropertyInput& layoutSizeProperty)
270 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
271 const Vector3& min = scrollMinProperty.GetVector3();
272 const Vector3& max = scrollMaxProperty.GetVector3();
274 Vector3 relativePosition;
275 Vector3 domainSize = max - min;
277 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
278 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
280 return relativePosition;
283 } // unnamed namespace
294 namespace // unnamed namespace
297 bool FindById( const ItemContainer& items, ItemId id )
299 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
301 if( iter->first == id )
310 } // unnamed namespace
312 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
314 // Create the implementation
315 ItemViewPtr itemView(new ItemView(factory));
317 // Pass ownership to CustomActor via derived handle
318 Dali::Toolkit::ItemView handle(*itemView);
320 // Second-phase init of the implementation
321 // This can only be done after the CustomActor connection has been made...
322 itemView->Initialize();
327 ItemView::ItemView(ItemFactory& factory)
329 mItemFactory(factory),
331 mAnimatingOvershootOn(false),
332 mAnimateOvershootOff(false),
333 mAnchoringEnabled(true),
334 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
335 mRefreshIntervalLayoutPositions(0.0f),
336 mRefreshOrderHint(true/*Refresh item 0 first*/),
337 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
338 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
339 mMouseWheelScrollDistanceStep(0.0f),
340 mScrollDistance(0.0f),
342 mTotalPanDisplacement(Vector2::ZERO),
343 mScrollOvershoot(0.0f),
345 mGestureState(Gesture::Clear),
347 mPropertyPosition(Property::INVALID_INDEX),
348 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
349 mPropertyScrollSpeed(Property::INVALID_INDEX),
350 mRefreshEnabled(true),
351 mItemsParentOrigin( ParentOrigin::CENTER),
352 mItemsAnchorPoint( AnchorPoint::CENTER)
354 SetRequiresMouseWheelEvents(true);
355 SetKeyboardNavigationSupport(true);
358 void ItemView::OnInitialize()
360 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
362 RegisterCommonProperties();
366 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
367 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
368 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
370 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
371 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
372 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
374 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
376 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
377 LocalSource(mPropertyPosition),
378 LocalSource(mPropertyPositionMin),
379 LocalSource(mPropertyPositionMax),
380 LocalSource(Actor::Property::Size),
381 RelativePositionConstraint);
382 self.ApplyConstraint(constraint);
384 Vector2 stageSize = Stage::GetCurrent().GetSize();
385 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
387 EnableGestureDetection(Gesture::Type(Gesture::Pan));
389 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
390 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
392 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
395 ItemView::~ItemView()
399 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
401 return mScrollConnector;
404 unsigned int ItemView::GetLayoutCount() const
406 return mLayouts.size();
409 void ItemView::AddLayout(ItemLayout& layout)
411 mLayouts.push_back(ItemLayoutPtr(&layout));
414 void ItemView::RemoveLayout(unsigned int layoutIndex)
416 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
418 if (mActiveLayout == mLayouts[layoutIndex].Get())
420 mActiveLayout = NULL;
423 mLayouts.erase(mLayouts.begin() + layoutIndex);
426 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
428 return mLayouts[layoutIndex];
431 ItemLayoutPtr ItemView::GetActiveLayout() const
433 return ItemLayoutPtr(mActiveLayout);
436 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
438 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
441 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
443 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
445 mRefreshEnabled = false;
449 // The ItemView size should match the active layout size
450 self.SetSize(targetSize);
451 mActiveLayoutTargetSize = targetSize;
453 // Switch to the new layout
454 mActiveLayout = mLayouts[layoutIndex].Get();
456 // Move the items to the new layout positions...
458 bool resizeAnimationNeeded(false);
459 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
461 unsigned int itemId = iter->first;
462 Actor actor = iter->second;
464 // Remove constraints from previous layout
465 actor.RemoveConstraints();
468 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
470 if( durationSeconds > 0.0f )
472 // Use a size animation
473 if (!resizeAnimationNeeded)
475 resizeAnimationNeeded = true;
476 RemoveAnimation(mResizeAnimation);
477 mResizeAnimation = Animation::New(durationSeconds);
480 // The layout provides its own resize animation
481 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
485 // resize immediately
490 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
493 if (resizeAnimationNeeded)
495 mResizeAnimation.Play();
498 // Refresh the new layout
499 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
500 AddActorsWithinRange( range, durationSeconds );
502 // Scroll to an appropriate layout position
504 bool scrollAnimationNeeded(false);
505 float firstItemScrollPosition(0.0f);
507 float current = GetCurrentLayoutPosition(0);
508 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
509 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
511 if (current < minimum)
513 scrollAnimationNeeded = true;
514 firstItemScrollPosition = minimum;
516 else if (mAnchoringEnabled)
518 scrollAnimationNeeded = true;
519 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
522 if (scrollAnimationNeeded)
524 RemoveAnimation(mScrollAnimation);
525 mScrollAnimation = Animation::New(durationSeconds);
526 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
527 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
528 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
529 mScrollAnimation.Play();
532 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
533 AnimateScrollOvershoot(0.0f);
534 mScrollOvershoot = 0.0f;
536 Radian scrollDirection(mActiveLayout->GetScrollDirection());
537 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
538 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
540 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
542 CalculateDomainSize(targetSize);
545 void ItemView::DeactivateCurrentLayout()
549 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
551 Actor actor = iter->second;
552 actor.RemoveConstraints();
555 mActiveLayout = NULL;
559 void ItemView::OnRefreshNotification(PropertyNotification& source)
561 if(mRefreshEnabled || mScrollAnimation)
563 // Only refresh the cache during normal scrolling
564 DoRefresh(GetCurrentLayoutPosition(0), true);
568 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
572 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
573 RemoveActorsOutsideRange( range );
574 AddActorsWithinRange( range, 0.0f/*immediate*/ );
576 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
580 void ItemView::SetMinimumSwipeSpeed(float speed)
582 mMinimumSwipeSpeed = speed;
585 float ItemView::GetMinimumSwipeSpeed() const
587 return mMinimumSwipeSpeed;
590 void ItemView::SetMinimumSwipeDistance(float distance)
592 mMinimumSwipeDistance = distance;
595 float ItemView::GetMinimumSwipeDistance() const
597 return mMinimumSwipeDistance;
600 void ItemView::SetMouseWheelScrollDistanceStep(float step)
602 mMouseWheelScrollDistanceStep = step;
605 float ItemView::GetMouseWheelScrollDistanceStep() const
607 return mMouseWheelScrollDistanceStep;
610 void ItemView::SetAnchoring(bool enabled)
612 mAnchoringEnabled = enabled;
615 bool ItemView::GetAnchoring() const
617 return mAnchoringEnabled;
620 void ItemView::SetAnchoringDuration(float durationSeconds)
622 mAnchoringDuration = durationSeconds;
625 float ItemView::GetAnchoringDuration() const
627 return mAnchoringDuration;
630 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
632 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
634 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
636 if(mRefreshNotification)
638 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
640 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
641 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
645 float ItemView::GetRefreshInterval() const
647 return mRefreshIntervalLayoutPositions;
650 void ItemView::SetRefreshEnabled(bool enabled)
652 mRefreshEnabled = enabled;
655 Actor ItemView::GetItem(unsigned int itemId) const
659 ConstItemPoolIter iter = mItemPool.find( itemId );
660 if( iter != mItemPool.end() )
662 actor = iter->second;
668 unsigned int ItemView::GetItemId( Actor actor ) const
670 unsigned int itemId( 0 );
672 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
674 if( iter->second == actor )
676 itemId = iter->first;
684 void ItemView::InsertItem( Item newItem, float durationSeconds )
688 Actor displacedActor;
689 ItemPoolIter afterDisplacedIter = mItemPool.end();
691 ItemPoolIter foundIter = mItemPool.find( newItem.first );
692 if( mItemPool.end() != foundIter )
694 SetupActor( newItem, durationSeconds );
695 Self().Add( newItem.second );
697 displacedActor = foundIter->second;
698 foundIter->second = newItem.second;
700 afterDisplacedIter = ++foundIter;
704 // Inserting before the existing item range?
705 ItemPoolIter iter = mItemPool.begin();
706 if( iter != mItemPool.end() &&
707 iter->first > newItem.first )
709 displacedActor = iter->second;
710 mItemPool.erase( iter++ ); // iter is still valid after the erase
712 afterDisplacedIter = iter;
718 // Move the existing actors to make room
719 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
721 Actor temp = iter->second;
722 iter->second = displacedActor;
723 displacedActor = temp;
725 iter->second.RemoveConstraints();
726 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
730 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
731 if ( lastIter != mItemPool.rend() )
733 ItemId lastId = lastIter->first;
734 Item lastItem( lastId + 1, displacedActor );
735 mItemPool.insert( lastItem );
737 lastItem.second.RemoveConstraints();
738 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
742 CalculateDomainSize(Self().GetCurrentSize());
744 mAddingItems = false;
747 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
751 // Insert from lowest id to highest
752 std::set<Item> sortedItems;
753 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
755 sortedItems.insert( *iter );
758 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
760 Self().Add( iter->second );
762 ItemPoolIter foundIter = mItemPool.find( iter->first );
763 if( mItemPool.end() != foundIter )
765 Actor moveMe = foundIter->second;
766 foundIter->second = iter->second;
768 // Move the existing actors to make room
769 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
771 Actor temp = iter->second;
772 iter->second = moveMe;
777 ItemId lastId = mItemPool.rbegin()->first;
778 Item lastItem( lastId + 1, moveMe );
779 mItemPool.insert( lastItem );
783 mItemPool.insert( *iter );
787 // Relayout everything
788 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
791 if( FindById( newItems, iter->first ) )
793 SetupActor( *iter, durationSeconds );
797 iter->second.RemoveConstraints();
798 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
802 CalculateDomainSize(Self().GetCurrentSize());
804 mAddingItems = false;
807 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
809 bool actorsReordered = RemoveActor( itemId );
810 if( actorsReordered )
812 ReapplyAllConstraints( durationSeconds );
818 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
820 bool actorsReordered( false );
822 // Remove from highest id to lowest
823 set<ItemId> sortedItems;
824 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
826 sortedItems.insert( *iter );
829 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
831 if( RemoveActor( *iter ) )
833 actorsReordered = true;
837 if( actorsReordered )
839 ReapplyAllConstraints( durationSeconds );
845 bool ItemView::RemoveActor(unsigned int itemId)
847 bool reordered( false );
849 ItemPoolIter removeIter = mItemPool.find( itemId );
850 if( removeIter != mItemPool.end() )
852 ReleaseActor(itemId, removeIter->second);
856 // Removing before the existing item range?
857 ItemPoolIter iter = mItemPool.begin();
858 if( iter != mItemPool.end() &&
859 iter->first > itemId )
861 // In order to decrement the first visible item ID
862 mItemPool.insert( Item(iter->first - 1, Actor()) );
864 removeIter = mItemPool.begin();
868 if( removeIter != mItemPool.end() )
872 // Adjust the remaining item IDs, for example if item 2 is removed:
873 // Initial actors: After insert:
874 // ID 1 - ActorA ID 1 - ActorA
875 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
876 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
878 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
880 if( iter->first < mItemPool.rbegin()->first )
882 iter->second = mItemPool[ iter->first + 1 ];
886 mItemPool.erase( iter );
895 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
899 SetupActor( replacementItem, durationSeconds );
900 Self().Add( replacementItem.second );
902 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
903 if( mItemPool.end() != iter )
905 ReleaseActor(iter->first, iter->second);
906 iter->second = replacementItem.second;
910 mItemPool.insert( replacementItem );
913 CalculateDomainSize(Self().GetCurrentSize());
915 mAddingItems = false;
918 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
920 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
922 ReplaceItem( *iter, durationSeconds );
926 void ItemView::RemoveActorsOutsideRange( ItemRange range )
928 // Remove unwanted actors from the ItemView & ItemPool
929 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
931 unsigned int current = iter->first;
933 if( ! range.Within( current ) )
935 ReleaseActor(iter->first, iter->second);
937 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
946 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
948 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
950 // The order of addition depends on the scroll direction.
951 if (mRefreshOrderHint)
953 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
955 AddNewActor( itemId, durationSeconds );
960 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
962 AddNewActor( itemId-1, durationSeconds );
966 // Total number of items may change dynamically.
967 // Always recalculate the domain size to reflect that.
968 CalculateDomainSize(Self().GetCurrentSize());
971 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
975 if( mItemPool.end() == mItemPool.find( itemId ) )
977 Actor actor = mItemFactory.NewItem( itemId );
981 Item newItem( itemId, actor );
983 mItemPool.insert( newItem );
985 SetupActor( newItem, durationSeconds );
990 mAddingItems = false;
993 void ItemView::SetupActor( Item item, float durationSeconds )
995 item.second.SetParentOrigin( mItemsParentOrigin );
996 item.second.SetAnchorPoint( mItemsAnchorPoint );
1001 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1003 item.second.SetSize( size );
1006 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1010 void ItemView::ReleaseActor( ItemId item, Actor actor )
1012 Self().Remove( actor );
1013 mItemFactory.ItemReleased(item, actor);
1016 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1018 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1020 ItemRange available(0u, itemCount);
1022 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1026 // Add the reserve items for scrolling
1027 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1028 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1032 return range.Intersection(available);
1035 void ItemView::OnChildAdd(Actor& child)
1039 // We don't want to do this downcast check for any item added by ItemView itself.
1040 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1043 // Set the scroll connector when scroll bar is being added
1044 scrollComponent.SetScrollConnector(mScrollConnector);
1049 bool ItemView::OnTouchEvent(const TouchEvent& event)
1051 // Ignore events with multiple-touch points
1052 if (event.GetPointCount() != 1)
1057 if (event.GetPoint(0).state == TouchPoint::Down)
1059 // Cancel ongoing scrolling etc.
1060 mGestureState = Gesture::Clear;
1062 mScrollDistance = 0.0f;
1063 mScrollSpeed = 0.0f;
1064 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1066 mScrollOvershoot = 0.0f;
1067 AnimateScrollOvershoot(0.0f);
1069 if(mScrollAnimation)
1071 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1074 RemoveAnimation(mScrollAnimation);
1077 return true; // consume since we're potentially scrolling
1080 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1082 // Respond the mouse wheel event to scroll
1085 Actor self = Self();
1086 const Vector3 layoutSize = Self().GetCurrentSize();
1087 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1088 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1090 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1091 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1092 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1093 mRefreshEnabled = true;
1096 if (mMouseWheelEventFinishedTimer.IsRunning())
1098 mMouseWheelEventFinishedTimer.Stop();
1101 mMouseWheelEventFinishedTimer.Start();
1106 bool ItemView::OnMouseWheelEventFinished()
1110 RemoveAnimation(mScrollAnimation);
1112 // No more mouse wheel events coming. Do the anchoring if enabled.
1113 mScrollAnimation = DoAnchoring();
1114 if (mScrollAnimation)
1116 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1117 mScrollAnimation.Play();
1121 mScrollOvershoot = 0.0f;
1122 AnimateScrollOvershoot(0.0f);
1124 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1131 void ItemView::ReapplyAllConstraints( float durationSeconds )
1133 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1135 unsigned int id = iter->first;
1136 Actor actor = iter->second;
1138 actor.RemoveConstraints();
1139 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1143 void ItemView::OnItemsRemoved()
1145 CalculateDomainSize(Self().GetCurrentSize());
1147 // Adjust scroll-position after an item is removed
1150 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1152 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1156 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1158 Actor self = Self();
1159 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1160 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1161 mScrollOvershoot = targetPosition - clamppedPosition;
1162 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1164 return clamppedPosition;
1167 void ItemView::OnPan( const PanGesture& gesture )
1169 Actor self = Self();
1170 const Vector3 layoutSize = Self().GetCurrentSize();
1172 RemoveAnimation(mScrollAnimation);
1174 // Short-circuit if there is no active layout
1177 mGestureState = Gesture::Clear;
1181 mGestureState = gesture.state;
1183 switch (mGestureState)
1185 case Gesture::Finished:
1188 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1189 mScrollSpeed > mMinimumSwipeSpeed)
1191 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1193 mRefreshOrderHint = true;
1195 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1196 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1200 if (mAnchoringEnabled)
1202 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1205 RemoveAnimation(mScrollAnimation);
1207 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1208 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1210 mScrollAnimation = Animation::New(flickAnimationDuration);
1211 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1212 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1213 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1216 // Check whether it has already scrolled to the end
1217 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1219 AnimateScrollOvershoot(0.0f);
1223 // Anchoring may be triggered when there was no swipe
1224 if (!mScrollAnimation)
1226 mScrollAnimation = DoAnchoring();
1229 // Reset the overshoot if no scroll animation.
1230 if (!mScrollAnimation)
1232 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1234 AnimateScrollOvershoot(0.0f, false);
1239 case Gesture::Started: // Fall through
1241 mTotalPanDisplacement = Vector2::ZERO;
1242 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1243 mRefreshEnabled = true;
1246 case Gesture::Continuing:
1248 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1249 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1251 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1252 mRefreshOrderHint = mScrollDistance < 0.0f;
1254 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1256 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1258 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1260 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1261 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1263 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1265 mTotalPanDisplacement += gesture.displacement;
1268 mScrollOvershoot = CalculateScrollOvershoot();
1269 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1273 case Gesture::Cancelled:
1275 mScrollAnimation = DoAnchoring();
1283 if (mScrollAnimation)
1285 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1286 mScrollAnimation.Play();
1290 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1296 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1298 Actor nextFocusActor;
1302 if(!actor || actor == this->Self())
1304 nextFocusActor = GetItem(nextItemID);
1306 else if(actor && actor.GetParent() == this->Self())
1308 int itemID = GetItemId(actor);
1309 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1310 nextFocusActor = GetItem(nextItemID);
1311 if(nextFocusActor == actor)
1313 // need to pass NULL actor back to focus manager
1314 nextFocusActor.Reset();
1315 return nextFocusActor;
1318 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1319 Vector3 layoutSize = Self().GetCurrentSize();
1322 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1323 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1324 nextItemID = viewableItems.begin;
1325 nextFocusActor = GetItem(nextItemID);
1328 return nextFocusActor;
1331 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1333 // only in this function if our chosen focus actor was actually used
1334 if(commitedFocusableActor)
1336 int nextItemID = GetItemId(commitedFocusableActor);
1337 float layoutPosition = GetCurrentLayoutPosition(0);
1338 Vector3 layoutSize = Self().GetCurrentSize();
1340 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1341 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1345 Animation ItemView::DoAnchoring()
1347 Animation anchoringAnimation;
1348 Actor self = Self();
1350 if (mActiveLayout && mAnchoringEnabled)
1352 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1354 anchoringAnimation = Animation::New(mAnchoringDuration);
1355 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1356 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1357 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1360 AnimateScrollOvershoot(0.0f);
1364 return anchoringAnimation;
1367 void ItemView::OnScrollFinished(Animation& source)
1369 Actor self = Self();
1371 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1373 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1375 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1377 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1381 // Reset the overshoot
1382 AnimateScrollOvershoot( 0.0f );
1384 mIsFlicking = false;
1386 mScrollOvershoot = 0.0f;
1389 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1391 RemoveAnimation(mScrollAnimation);
1392 mRefreshEnabled = true;
1393 DoRefresh(GetCurrentLayoutPosition(0), true);
1396 void ItemView::OnOvershootOnFinished(Animation& animation)
1398 mAnimatingOvershootOn = false;
1399 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1400 RemoveAnimation(mScrollOvershootAnimation);
1401 if(mAnimateOvershootOff)
1403 AnimateScrollOvershoot(0.0f);
1407 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1409 Actor self = Self();
1410 const Vector3 layoutSize = Self().GetCurrentSize();
1411 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1413 if(durationSeconds > 0.0f)
1415 RemoveAnimation(mScrollAnimation);
1416 mScrollAnimation = Animation::New(durationSeconds);
1417 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1418 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1419 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1420 mScrollAnimation.Play();
1424 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1425 AnimateScrollOvershoot(0.0f);
1428 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1429 mRefreshEnabled = true;
1432 void ItemView::RemoveAnimation(Animation& animation)
1436 // Cease animating, and reset handle.
1442 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1444 Actor self = Self();
1446 Vector3 firstItemPosition(Vector3::ZERO);
1447 Vector3 lastItemPosition(Vector3::ZERO);
1451 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1453 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1454 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1455 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1459 if(IsHorizontal(mActiveLayout->GetOrientation()))
1461 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1462 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1463 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1467 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1468 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1469 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1472 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1474 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1475 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1476 self.SetProperty(mPropertyCanScrollHorizontal, false);
1480 Vector3 ItemView::GetDomainSize() const
1482 Actor self = Self();
1484 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1485 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1487 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1490 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1492 Actor self = Self();
1494 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1495 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1496 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1498 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1501 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1503 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1504 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1507 Vector3 ItemView::GetCurrentScrollPosition() const
1509 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1510 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1513 void ItemView::AddOverlay(Actor actor)
1518 void ItemView::RemoveOverlay(Actor actor)
1520 Self().Remove(actor);
1523 void ItemView::ScrollTo(const Vector3& position, float duration)
1525 Actor self = Self();
1526 const Vector3 layoutSize = Self().GetCurrentSize();
1528 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1532 RemoveAnimation(mScrollAnimation);
1533 mScrollAnimation = Animation::New(duration);
1534 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1535 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1536 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1537 mScrollAnimation.Play();
1541 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1542 AnimateScrollOvershoot(0.0f);
1545 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1546 mRefreshEnabled = true;
1549 void ItemView::SetOvershootEffectColor( const Vector4& color )
1551 mOvershootEffectColor = color;
1552 if( mOvershootOverlay )
1554 mOvershootOverlay.SetColor( color );
1558 void ItemView::SetOvershootEnabled( bool enable )
1560 Actor self = Self();
1563 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1565 Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
1566 ParentSource( mPropertyScrollDirection ),
1567 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1568 ParentSource( Actor::Property::Size ),
1569 OvershootOverlaySizeConstraint() );
1570 mOvershootOverlay.ApplyConstraint(constraint);
1571 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1573 constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
1574 ParentSource( mPropertyScrollDirection ),
1575 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1576 OvershootOverlayRotationConstraint() );
1577 mOvershootOverlay.ApplyConstraint(constraint);
1579 constraint = Constraint::New<Vector3>( Actor::Property::Position,
1580 ParentSource( Actor::Property::Size ),
1581 ParentSource( mPropertyScrollDirection ),
1582 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1583 OvershootOverlayPositionConstraint() );
1584 mOvershootOverlay.ApplyConstraint(constraint);
1586 constraint = Constraint::New<bool>( Actor::Property::Visible,
1587 ParentSource( mPropertyCanScrollVertical ),
1588 OvershootOverlayVisibilityConstraint() );
1589 mOvershootOverlay.ApplyConstraint(constraint);
1591 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1592 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1593 EqualToConstraint() );
1594 mOvershootOverlay.ApplyConstraint(constraint);
1598 if( mOvershootOverlay )
1600 self.Remove(mOvershootOverlay);
1601 mOvershootOverlay.Reset();
1606 float ItemView::CalculateScrollOvershoot()
1608 float overshoot = 0.0f;
1612 // The overshoot must be calculated from the accumulated pan gesture displacement
1613 // since the pan gesture starts.
1614 Actor self = Self();
1615 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1616 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1617 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1618 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1619 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1620 overshoot = positionDelta - clamppedPosition;
1623 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1626 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1628 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1630 // make sure we animate back if needed
1631 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1633 if( mAnimatingOvershootOn )
1635 // animating on, do not allow animate off
1639 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1641 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1642 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1644 RemoveAnimation(mScrollOvershootAnimation);
1645 mScrollOvershootAnimation = Animation::New(duration);
1646 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1647 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1648 mScrollOvershootAnimation.Play();
1650 mAnimatingOvershootOn = animatingOn;
1654 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1658 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1660 if( parentOrigin != mItemsParentOrigin )
1662 mItemsParentOrigin = parentOrigin;
1663 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1665 iter->second.SetParentOrigin(parentOrigin);
1670 Vector3 ItemView::GetItemsParentOrigin() const
1672 return mItemsParentOrigin;
1675 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1677 if( anchorPoint != mItemsAnchorPoint )
1679 mItemsAnchorPoint = anchorPoint;
1680 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1682 iter->second.SetAnchorPoint(anchorPoint);
1687 Vector3 ItemView::GetItemsAnchorPoint() const
1689 return mItemsAnchorPoint;
1692 void ItemView::GetItemsRange(ItemRange& range)
1694 if( !mItemPool.empty() )
1696 range.begin = mItemPool.begin()->first;
1697 range.end = mItemPool.rbegin()->first + 1;
1706 void ItemView::OnScrollPositionChanged( float position )
1708 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1709 RemoveAnimation(mScrollAnimation);
1711 // Refresh the cache immediately when the scroll position is changed.
1712 DoRefresh(position, false); // No need to cache extra items.
1715 } // namespace Internal
1717 } // namespace Toolkit