2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
25 #include <dali/public-api/events/mouse-wheel-event.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
28 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
33 namespace // unnamed namespace
37 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
39 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
40 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
41 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
43 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
44 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
46 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
47 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
49 const float MILLISECONDS_PER_SECONDS = 1000.0f;
51 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
52 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
53 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
54 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
55 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
56 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
58 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
59 const string POSITION_PROPERTY_NAME( "item-view-position" );
60 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
61 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
62 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
63 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
65 // Functors which wrap constraint functions with stored item IDs
67 struct WrappedVector3Constraint
69 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
75 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
77 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
79 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
82 Toolkit::ItemLayout::Vector3Function mWrapMe;
86 struct WrappedQuaternionConstraint
88 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
94 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
96 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
98 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
101 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
102 unsigned int mItemId;
105 struct WrappedVector4Constraint
107 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
113 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
115 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
117 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
120 Toolkit::ItemLayout::Vector4Function mWrapMe;
121 unsigned int mItemId;
124 struct WrappedBoolConstraint
126 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
132 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
134 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
136 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
139 Toolkit::ItemLayout::BoolFunction mWrapMe;
140 unsigned int mItemId;
144 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
146 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
148 Radian scrollDirection(layout.GetScrollDirection());
150 float cosTheta = cosf(scrollDirection);
151 float sinTheta = sinf(scrollDirection);
153 return panDistance.x * sinTheta + panDistance.y * cosTheta;
156 // Overshoot overlay constraints
158 struct OvershootOverlaySizeConstraint
160 Vector3 operator()(const Vector3& current,
161 const PropertyInput& parentScrollDirectionProperty,
162 const PropertyInput& parentOvershootProperty,
163 const PropertyInput& parentSizeProperty)
165 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
166 const Vector3 parentSize = parentSizeProperty.GetVector3();
167 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
171 if(Toolkit::IsVertical(parentOrientation))
173 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
177 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
180 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
182 return Vector3( overlayWidth, overlayHeight, current.depth );
186 struct OvershootOverlayRotationConstraint
188 Quaternion operator()(const Quaternion& current,
189 const PropertyInput& parentScrollDirectionProperty,
190 const PropertyInput& parentOvershootProperty)
192 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193 const float parentOvershoot = parentOvershootProperty.GetFloat();
194 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
198 if(Toolkit::IsVertical(parentOrientation))
200 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
203 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
209 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
212 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
213 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215 rotation = Quaternion(0.0f, Vector3::ZAXIS);
219 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
224 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
227 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
229 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
233 rotation = Quaternion(0.0f, Vector3::ZAXIS);
236 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
237 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
243 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
251 struct OvershootOverlayPositionConstraint
253 Vector3 operator()(const Vector3& current,
254 const PropertyInput& parentSizeProperty,
255 const PropertyInput& parentScrollDirectionProperty,
256 const PropertyInput& parentOvershootProperty)
258 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
259 const float parentOvershoot = parentOvershootProperty.GetFloat();
260 const Vector3 parentSize = parentSizeProperty.GetVector3();
261 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
263 Vector3 relativeOffset;
265 if(Toolkit::IsVertical(parentOrientation))
267 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
269 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
270 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
272 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
276 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
279 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
280 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
282 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
286 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
291 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
293 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
294 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
296 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
300 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
303 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
304 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
306 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
310 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
314 return relativeOffset * parentSize;
319 struct OvershootOverlayVisibilityConstraint
321 bool operator()(const bool& current,
322 const PropertyInput& parentLayoutScrollableProperty)
324 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
326 return parentLayoutScrollable;
331 * Relative position Constraint
332 * Generates the relative position value of the item view based on the layout position,
333 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
335 Vector3 RelativePositionConstraint(const Vector3& current,
336 const PropertyInput& scrollPositionProperty,
337 const PropertyInput& scrollMinProperty,
338 const PropertyInput& scrollMaxProperty,
339 const PropertyInput& layoutSizeProperty)
341 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
342 const Vector3& min = scrollMinProperty.GetVector3();
343 const Vector3& max = scrollMaxProperty.GetVector3();
345 Vector3 relativePosition;
346 Vector3 domainSize = max - min;
348 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
349 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
351 return relativePosition;
354 } // unnamed namespace
365 namespace // unnamed namespace
368 bool FindById( const ItemContainer& items, ItemId id )
370 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
372 if( iter->first == id )
381 } // unnamed namespace
383 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
385 // Create the implementation
386 ItemViewPtr itemView(new ItemView(factory));
388 // Pass ownership to CustomActor via derived handle
389 Dali::Toolkit::ItemView handle(*itemView);
391 // Second-phase init of the implementation
392 // This can only be done after the CustomActor connection has been made...
393 itemView->Initialize();
398 ItemView::ItemView(ItemFactory& factory)
400 mItemFactory(factory),
402 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
403 mAnimatingOvershootOn(false),
404 mAnimateOvershootOff(false),
405 mAnchoringEnabled(true),
406 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
407 mRefreshIntervalLayoutPositions(0.0f),
408 mRefreshOrderHint(true/*Refresh item 0 first*/),
409 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
410 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
411 mScrollDistance(0.0f),
413 mTotalPanDisplacement(Vector2::ZERO),
414 mScrollOvershoot(0.0f),
416 mGestureState(Gesture::Clear),
418 mRefreshEnabled(true),
419 mItemsParentOrigin( ParentOrigin::CENTER),
420 mItemsAnchorPoint( AnchorPoint::CENTER)
422 SetRequiresMouseWheelEvents(true);
423 SetKeyboardNavigationSupport(true);
426 void ItemView::OnInitialize()
428 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
430 RegisterCommonProperties();
434 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
435 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
436 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
438 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
439 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
440 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
442 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
444 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
445 LocalSource(mPropertyPosition),
446 LocalSource(mPropertyPositionMin),
447 LocalSource(mPropertyPositionMax),
448 LocalSource(Actor::SIZE),
449 RelativePositionConstraint);
450 self.ApplyConstraint(constraint);
452 Vector2 stageSize = Stage::GetCurrent().GetSize();
453 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
455 EnableGestureDetection(Gesture::Type(Gesture::Pan));
457 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
458 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
460 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
463 ItemView::~ItemView()
467 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
469 return mScrollConnector;
472 unsigned int ItemView::GetLayoutCount() const
474 return mLayouts.size();
477 void ItemView::AddLayout(ItemLayout& layout)
479 mLayouts.push_back(ItemLayoutPtr(&layout));
482 void ItemView::RemoveLayout(unsigned int layoutIndex)
484 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
486 if (mActiveLayout == mLayouts[layoutIndex].Get())
488 mActiveLayout = NULL;
491 mLayouts.erase(mLayouts.begin() + layoutIndex);
494 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
496 return mLayouts[layoutIndex];
499 ItemLayoutPtr ItemView::GetActiveLayout() const
501 return ItemLayoutPtr(mActiveLayout);
504 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
506 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
509 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
511 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
513 mRefreshEnabled = false;
517 // The ItemView size should match the active layout size
518 self.SetSize(targetSize);
519 mActiveLayoutTargetSize = targetSize;
521 // Switch to the new layout
522 mActiveLayout = mLayouts[layoutIndex].Get();
524 // Move the items to the new layout positions...
526 bool resizeAnimationNeeded(false);
528 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
530 unsigned int itemId = iter->first;
531 Actor actor = iter->second;
533 // Remove constraints from previous layout
534 actor.RemoveConstraints();
537 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
539 if( durationSeconds > 0.0f )
541 // Use a size animation
542 if (!resizeAnimationNeeded)
544 resizeAnimationNeeded = true;
545 RemoveAnimation(mResizeAnimation);
546 mResizeAnimation = Animation::New(durationSeconds);
549 // The layout provides its own resize animation
550 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
554 // resize immediately
559 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
562 if (resizeAnimationNeeded)
564 mResizeAnimation.Play();
567 // Refresh the new layout
568 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
569 AddActorsWithinRange( range, durationSeconds );
571 // Scroll to an appropriate layout position
573 bool scrollAnimationNeeded(false);
574 float firstItemScrollPosition(0.0f);
576 float current = GetCurrentLayoutPosition(0);
577 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
578 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
580 if (current < minimum)
582 scrollAnimationNeeded = true;
583 firstItemScrollPosition = minimum;
585 else if (mAnchoringEnabled)
587 scrollAnimationNeeded = true;
588 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
591 if (scrollAnimationNeeded)
593 RemoveAnimation(mScrollAnimation);
594 mScrollAnimation = Animation::New(durationSeconds);
595 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
596 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
597 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
598 mScrollAnimation.Play();
601 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
602 AnimateScrollOvershoot(0.0f);
603 mScrollOvershoot = 0.0f;
605 Radian scrollDirection(mActiveLayout->GetScrollDirection());
606 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
607 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
609 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
611 CalculateDomainSize(targetSize);
614 void ItemView::DeactivateCurrentLayout()
618 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
620 Actor actor = iter->second;
621 actor.RemoveConstraints();
624 mActiveLayout = NULL;
628 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
630 mDefaultAlphaFunction = func;
633 AlphaFunction ItemView::GetDefaultAlphaFunction() const
635 return mDefaultAlphaFunction;
638 void ItemView::OnRefreshNotification(PropertyNotification& source)
640 if(mRefreshEnabled || mScrollAnimation)
642 // Only refresh the cache during normal scrolling
643 DoRefresh(GetCurrentLayoutPosition(0), true);
647 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
651 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
652 RemoveActorsOutsideRange( range );
653 AddActorsWithinRange( range, 0.0f/*immediate*/ );
655 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
659 void ItemView::SetMinimumSwipeSpeed(float speed)
661 mMinimumSwipeSpeed = speed;
664 float ItemView::GetMinimumSwipeSpeed() const
666 return mMinimumSwipeSpeed;
669 void ItemView::SetMinimumSwipeDistance(float distance)
671 mMinimumSwipeDistance = distance;
674 float ItemView::GetMinimumSwipeDistance() const
676 return mMinimumSwipeDistance;
679 void ItemView::SetMouseWheelScrollDistanceStep(float step)
681 mMouseWheelScrollDistanceStep = step;
684 float ItemView::GetMouseWheelScrollDistanceStep() const
686 return mMouseWheelScrollDistanceStep;
689 void ItemView::SetAnchoring(bool enabled)
691 mAnchoringEnabled = enabled;
694 bool ItemView::GetAnchoring() const
696 return mAnchoringEnabled;
699 void ItemView::SetAnchoringDuration(float durationSeconds)
701 mAnchoringDuration = durationSeconds;
704 float ItemView::GetAnchoringDuration() const
706 return mAnchoringDuration;
709 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
711 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
713 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
715 if(mRefreshNotification)
717 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
719 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
720 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
724 float ItemView::GetRefreshInterval() const
726 return mRefreshIntervalLayoutPositions;
729 void ItemView::SetRefreshEnabled(bool enabled)
731 mRefreshEnabled = enabled;
734 Actor ItemView::GetItem(unsigned int itemId) const
738 ConstItemPoolIter iter = mItemPool.find( itemId );
739 if( iter != mItemPool.end() )
741 actor = iter->second;
747 unsigned int ItemView::GetItemId( Actor actor ) const
749 unsigned int itemId( 0 );
751 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
753 if( iter->second == actor )
755 itemId = iter->first;
763 void ItemView::InsertItem( Item newItem, float durationSeconds )
767 SetupActor( newItem, durationSeconds );
768 Self().Add( newItem.second );
770 ItemPoolIter foundIter = mItemPool.find( newItem.first );
771 if( mItemPool.end() != foundIter )
773 Actor moveMe = foundIter->second;
774 foundIter->second = newItem.second;
776 // Move the existing actors to make room
777 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
779 Actor temp = iter->second;
780 iter->second = moveMe;
783 iter->second.RemoveConstraints();
784 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
788 ItemId lastId = mItemPool.rbegin()->first;
789 Item lastItem( lastId + 1, moveMe );
790 mItemPool.insert( lastItem );
792 lastItem.second.RemoveConstraints();
793 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
797 mItemPool.insert( newItem );
800 CalculateDomainSize(Self().GetCurrentSize());
802 mAddingItems = false;
805 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
809 // Insert from lowest id to highest
810 set<Item> sortedItems;
811 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
813 sortedItems.insert( *iter );
816 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
818 Self().Add( iter->second );
820 cout << "inserting item: " << iter->first << endl;
822 ItemPoolIter foundIter = mItemPool.find( iter->first );
823 if( mItemPool.end() != foundIter )
825 Actor moveMe = foundIter->second;
826 foundIter->second = iter->second;
828 // Move the existing actors to make room
829 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
831 Actor temp = iter->second;
832 iter->second = moveMe;
837 ItemId lastId = mItemPool.rbegin()->first;
838 Item lastItem( lastId + 1, moveMe );
839 mItemPool.insert( lastItem );
843 mItemPool.insert( *iter );
847 // Relayout everything
848 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
851 if( FindById( newItems, iter->first ) )
853 SetupActor( *iter, durationSeconds );
857 iter->second.RemoveConstraints();
858 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
862 CalculateDomainSize(Self().GetCurrentSize());
864 mAddingItems = false;
867 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
869 bool actorRemoved = RemoveActor( itemId );
872 ReapplyAllConstraints( durationSeconds );
876 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
878 bool actorRemoved( false );
880 // Remove from highest id to lowest
881 set<ItemId> sortedItems;
882 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
884 sortedItems.insert( *iter );
887 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
889 if( RemoveActor( *iter ) )
897 ReapplyAllConstraints( durationSeconds );
901 bool ItemView::RemoveActor(unsigned int itemId)
903 bool removed( false );
905 const ItemPoolIter removeIter = mItemPool.find( itemId );
907 if( removeIter != mItemPool.end() )
909 ReleaseActor(itemId, removeIter->second);
913 // Adjust the remaining item IDs, for example if item 2 is removed:
914 // Initial actors: After insert:
915 // ID 1 - ActorA ID 1 - ActorA
916 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
917 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
919 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
921 if( iter->first < mItemPool.rbegin()->first )
923 iter->second = mItemPool[ iter->first + 1 ];
927 mItemPool.erase( iter );
936 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
940 SetupActor( replacementItem, durationSeconds );
941 Self().Add( replacementItem.second );
943 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
944 if( mItemPool.end() != iter )
946 ReleaseActor(iter->first, iter->second);
947 iter->second = replacementItem.second;
951 mItemPool.insert( replacementItem );
954 CalculateDomainSize(Self().GetCurrentSize());
956 mAddingItems = false;
959 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
961 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
963 ReplaceItem( *iter, durationSeconds );
967 void ItemView::RemoveActorsOutsideRange( ItemRange range )
969 // Remove unwanted actors from the ItemView & ItemPool
970 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
972 unsigned int current = iter->first;
974 if( ! range.Within( current ) )
976 ReleaseActor(iter->first, iter->second);
978 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
987 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
989 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
991 // The order of addition depends on the scroll direction.
992 if (mRefreshOrderHint)
994 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
996 AddNewActor( itemId, durationSeconds );
1001 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
1003 AddNewActor( itemId-1, durationSeconds );
1007 // Total number of items may change dynamically.
1008 // Always recalculate the domain size to reflect that.
1009 CalculateDomainSize(Self().GetCurrentSize());
1012 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1014 mAddingItems = true;
1016 if( mItemPool.end() == mItemPool.find( itemId ) )
1018 Actor actor = mItemFactory.NewItem( itemId );
1022 Item newItem( itemId, actor );
1024 mItemPool.insert( newItem );
1026 SetupActor( newItem, durationSeconds );
1027 Self().Add( actor );
1031 mAddingItems = false;
1034 void ItemView::SetupActor( Item item, float durationSeconds )
1036 item.second.SetParentOrigin( mItemsParentOrigin );
1037 item.second.SetAnchorPoint( mItemsAnchorPoint );
1042 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1044 item.second.SetSize( size );
1047 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1051 void ItemView::ReleaseActor( ItemId item, Actor actor )
1053 Self().Remove( actor );
1054 mItemFactory.ItemReleased(item, actor);
1057 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1059 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1061 ItemRange available(0u, itemCount);
1063 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1067 // Add the reserve items for scrolling
1068 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1069 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1073 return range.Intersection(available);
1076 void ItemView::OnChildAdd(Actor& child)
1080 // We don't want to do this downcast check for any item added by ItemView itself.
1081 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1084 // Set the scroll connector when scroll bar is being added
1085 scrollComponent.SetScrollConnector(mScrollConnector);
1090 bool ItemView::OnTouchEvent(const TouchEvent& event)
1092 // Ignore events with multiple-touch points
1093 if (event.GetPointCount() != 1)
1098 if (event.GetPoint(0).state == TouchPoint::Down)
1100 // Cancel ongoing scrolling etc.
1101 mGestureState = Gesture::Clear;
1103 mScrollDistance = 0.0f;
1104 mScrollSpeed = 0.0f;
1105 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1107 mScrollOvershoot = 0.0f;
1108 AnimateScrollOvershoot(0.0f);
1110 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1112 RemoveAnimation(mScrollAnimation);
1115 return true; // consume since we're potentially scrolling
1118 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1120 // Respond the mouse wheel event to scroll
1123 Actor self = Self();
1124 const Vector3 layoutSize = Self().GetCurrentSize();
1125 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1126 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1128 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1129 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1130 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1131 mRefreshEnabled = true;
1134 if (mMouseWheelEventFinishedTimer.IsRunning())
1136 mMouseWheelEventFinishedTimer.Stop();
1139 mMouseWheelEventFinishedTimer.Start();
1144 bool ItemView::OnMouseWheelEventFinished()
1148 RemoveAnimation(mScrollAnimation);
1150 // No more mouse wheel events coming. Do the anchoring if enabled.
1151 mScrollAnimation = DoAnchoring();
1152 if (mScrollAnimation)
1154 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1155 mScrollAnimation.Play();
1159 mScrollOvershoot = 0.0f;
1160 AnimateScrollOvershoot(0.0f);
1162 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1169 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1171 ItemLayout::Vector3Function positionConstraint;
1172 if (layout.GetPositionConstraint(itemId, positionConstraint))
1174 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1176 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1177 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1178 ParentSource( mPropertyScrollSpeed ),
1179 ParentSource( Actor::SIZE ),
1181 constraint.SetApplyTime(duration);
1182 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1184 actor.ApplyConstraint(constraint);
1187 ItemLayout::QuaternionFunction rotationConstraint;
1188 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1190 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1192 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1193 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1194 ParentSource( mPropertyScrollSpeed ),
1195 ParentSource( Actor::SIZE ),
1197 constraint.SetApplyTime(duration);
1198 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1200 actor.ApplyConstraint(constraint);
1203 ItemLayout::Vector3Function scaleConstraint;
1204 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1206 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1208 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1209 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1210 ParentSource( mPropertyScrollSpeed ),
1211 ParentSource( Actor::SIZE ),
1213 constraint.SetApplyTime(duration);
1214 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1216 actor.ApplyConstraint(constraint);
1219 ItemLayout::Vector4Function colorConstraint;
1220 if (layout.GetColorConstraint(itemId, colorConstraint))
1222 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1224 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1225 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1226 ParentSource( mPropertyScrollSpeed ),
1227 ParentSource( Actor::SIZE ),
1229 constraint.SetApplyTime(duration);
1230 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1232 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1233 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1234 constraint.SetRemoveAction(Dali::Constraint::Discard);
1236 actor.ApplyConstraint(constraint);
1239 ItemLayout::BoolFunction visibilityConstraint;
1240 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1242 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1244 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1245 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1246 ParentSource( mPropertyScrollSpeed ),
1247 ParentSource( Actor::SIZE ),
1249 constraint.SetApplyTime(duration);
1250 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1252 // Release visibility constraints the same time as the color constraint
1253 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1254 constraint.SetRemoveAction(Dali::Constraint::Discard);
1256 actor.ApplyConstraint(constraint);
1260 void ItemView::ReapplyAllConstraints( float durationSeconds )
1262 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1264 unsigned int id = iter->first;
1265 Actor actor = iter->second;
1267 actor.RemoveConstraints();
1268 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1271 CalculateDomainSize(Self().GetCurrentSize());
1274 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1276 Actor self = Self();
1277 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1278 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1279 mScrollOvershoot = targetPosition - clamppedPosition;
1280 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1282 return clamppedPosition;
1285 void ItemView::OnPan(PanGesture gesture)
1287 Actor self = Self();
1288 const Vector3 layoutSize = Self().GetCurrentSize();
1290 RemoveAnimation(mScrollAnimation);
1292 // Short-circuit if there is no active layout
1295 mGestureState = Gesture::Clear;
1299 mGestureState = gesture.state;
1301 switch (mGestureState)
1303 case Gesture::Finished:
1306 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1307 mScrollSpeed > mMinimumSwipeSpeed)
1309 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1311 mRefreshOrderHint = true;
1313 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1314 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1318 if (mAnchoringEnabled)
1320 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1323 RemoveAnimation(mScrollAnimation);
1325 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1326 mScrollAnimation = Animation::New(flickAnimationDuration);
1327 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1328 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1329 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1332 // Check whether it has already scrolled to the end
1333 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1335 AnimateScrollOvershoot(0.0f);
1339 // Anchoring may be triggered when there was no swipe
1340 if (!mScrollAnimation)
1342 mScrollAnimation = DoAnchoring();
1345 // Reset the overshoot if no scroll animation.
1346 if (!mScrollAnimation)
1348 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1350 AnimateScrollOvershoot(0.0f, false);
1355 case Gesture::Started: // Fall through
1357 mTotalPanDisplacement = Vector2::ZERO;
1358 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1359 mRefreshEnabled = true;
1362 case Gesture::Continuing:
1364 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1365 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1367 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1368 mRefreshOrderHint = mScrollDistance < 0.0f;
1370 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1372 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1374 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1375 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1377 mTotalPanDisplacement += gesture.displacement;
1378 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1379 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1381 AnimateScrollOvershoot(1.0f);
1383 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1385 AnimateScrollOvershoot(-1.0f);
1389 AnimateScrollOvershoot(0.0f);
1394 case Gesture::Cancelled:
1396 mScrollAnimation = DoAnchoring();
1404 if (mScrollAnimation)
1406 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1407 mScrollAnimation.Play();
1411 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1417 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1419 Actor nextFocusActor;
1423 if(!actor || actor == this->Self())
1425 nextFocusActor = GetItem(nextItemID);
1427 else if(actor && actor.GetParent() == this->Self())
1429 int itemID = GetItemId(actor);
1430 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1431 nextFocusActor = GetItem(nextItemID);
1432 if(nextFocusActor == actor)
1434 // need to pass NULL actor back to focus manager
1435 nextFocusActor.Reset();
1436 return nextFocusActor;
1439 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1440 Vector3 layoutSize = Self().GetCurrentSize();
1443 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1444 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1445 nextItemID = viewableItems.begin;
1446 nextFocusActor = GetItem(nextItemID);
1449 return nextFocusActor;
1452 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1454 // only in this function if our chosen focus actor was actually used
1455 if(commitedFocusableActor)
1457 int nextItemID = GetItemId(commitedFocusableActor);
1458 float layoutPosition = GetCurrentLayoutPosition(0);
1459 Vector3 layoutSize = Self().GetCurrentSize();
1460 Vector3 focusItemPosition = Vector3::ZERO;
1461 ItemLayout::Vector3Function itemPositionConstraint;
1462 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1464 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1467 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1468 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1472 Animation ItemView::DoAnchoring()
1474 Animation anchoringAnimation;
1475 Actor self = Self();
1477 if (mActiveLayout && mAnchoringEnabled)
1479 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1481 anchoringAnimation = Animation::New(mAnchoringDuration);
1482 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1483 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1484 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1487 AnimateScrollOvershoot(0.0f);
1491 return anchoringAnimation;
1494 void ItemView::OnScrollFinished(Animation& source)
1496 Actor self = Self();
1498 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1500 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1502 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1504 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1508 // Reset the overshoot
1509 AnimateScrollOvershoot( 0.0f );
1511 mIsFlicking = false;
1513 mScrollOvershoot = 0.0f;
1516 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1518 mRefreshEnabled = true;
1519 DoRefresh(GetCurrentLayoutPosition(0), true);
1522 void ItemView::OnOvershootOnFinished(Animation& animation)
1524 mAnimatingOvershootOn = false;
1525 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1526 RemoveAnimation(mScrollOvershootAnimation);
1527 if(mAnimateOvershootOff)
1529 AnimateScrollOvershoot(0.0f);
1533 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1535 Actor self = Self();
1536 const Vector3 layoutSize = Self().GetCurrentSize();
1537 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1539 if(durationSeconds > 0.0f)
1541 RemoveAnimation(mScrollAnimation);
1542 mScrollAnimation = Animation::New(durationSeconds);
1543 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1544 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1545 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1546 mScrollAnimation.Play();
1550 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1551 AnimateScrollOvershoot(0.0f);
1554 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1555 mRefreshEnabled = true;
1558 void ItemView::RemoveAnimation(Animation& animation)
1562 // Cease animating, and reset handle.
1568 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1570 Actor self = Self();
1572 Vector3 firstItemPosition(Vector3::ZERO);
1573 Vector3 lastItemPosition(Vector3::ZERO);
1577 ItemLayout::Vector3Function firstItemPositionConstraint;
1578 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1580 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1583 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1584 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1586 ItemLayout::Vector3Function lastItemPositionConstraint;
1587 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1589 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1594 if(IsHorizontal(mActiveLayout->GetOrientation()))
1596 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1597 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1598 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1602 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1603 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1604 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1607 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1609 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1610 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1611 self.SetProperty(mPropertyCanScrollHorizontal, false);
1615 Vector3 ItemView::GetDomainSize() const
1617 Actor self = Self();
1619 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1620 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1622 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1625 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1627 Actor self = Self();
1629 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1630 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1631 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1633 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1636 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1638 Vector3 firstItemPosition(Vector3::ZERO);
1639 ItemLayout::Vector3Function firstItemPositionConstraint;
1640 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1642 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1645 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1648 Vector3 ItemView::GetCurrentScrollPosition() const
1650 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1651 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1654 void ItemView::AddOverlay(Actor actor)
1659 void ItemView::RemoveOverlay(Actor actor)
1661 Self().Remove(actor);
1664 void ItemView::ScrollTo(const Vector3& position, float duration)
1666 Actor self = Self();
1667 const Vector3 layoutSize = Self().GetCurrentSize();
1669 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1673 RemoveAnimation(mScrollAnimation);
1674 mScrollAnimation = Animation::New(duration);
1675 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1676 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1677 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1678 mScrollAnimation.Play();
1682 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1683 AnimateScrollOvershoot(0.0f);
1686 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1687 mRefreshEnabled = true;
1690 void ItemView::SetOvershootEffectColor( const Vector4& color )
1692 mOvershootEffectColor = color;
1693 if( mOvershootOverlay )
1695 mOvershootOverlay.SetColor( color );
1699 void ItemView::SetOvershootEnabled( bool enable )
1701 Actor self = Self();
1704 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1705 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1706 mOvershootOverlay.SetColor(mOvershootEffectColor);
1707 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1708 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1709 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1710 self.Add(mOvershootOverlay);
1712 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1713 ParentSource( mPropertyScrollDirection ),
1714 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1715 ParentSource( Actor::SIZE ),
1716 OvershootOverlaySizeConstraint() );
1717 mOvershootOverlay.ApplyConstraint(constraint);
1718 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1720 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1721 ParentSource( mPropertyScrollDirection ),
1722 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1723 OvershootOverlayRotationConstraint() );
1724 mOvershootOverlay.ApplyConstraint(constraint);
1726 constraint = Constraint::New<Vector3>( Actor::POSITION,
1727 ParentSource( Actor::SIZE ),
1728 ParentSource( mPropertyScrollDirection ),
1729 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1730 OvershootOverlayPositionConstraint() );
1731 mOvershootOverlay.ApplyConstraint(constraint);
1733 constraint = Constraint::New<bool>( Actor::VISIBLE,
1734 ParentSource( mPropertyCanScrollVertical ),
1735 OvershootOverlayVisibilityConstraint() );
1736 mOvershootOverlay.ApplyConstraint(constraint);
1738 Actor self = Self();
1739 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1740 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1741 EqualToConstraint() );
1742 mOvershootOverlay.ApplyConstraint(constraint);
1746 if( mOvershootOverlay )
1748 self.Remove(mOvershootOverlay);
1749 mOvershootOverlay.Reset();
1754 float ItemView::CalculateScrollOvershoot()
1756 float overshoot = 0.0f;
1760 // The overshoot must be calculated from the accumulated pan gesture displacement
1761 // since the pan gesture starts.
1762 Actor self = Self();
1763 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1764 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1765 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1766 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1767 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1768 overshoot = positionDelta - clamppedPosition;
1774 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1776 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1778 // make sure we animate back if needed
1779 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1781 if( mAnimatingOvershootOn )
1783 // animating on, do not allow animate off
1787 Actor self = Self();
1788 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1789 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1791 RemoveAnimation(mScrollOvershootAnimation);
1792 mScrollOvershootAnimation = Animation::New(duration);
1793 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1794 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1795 mScrollOvershootAnimation.Play();
1797 mAnimatingOvershootOn = animatingOn;
1800 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1802 if( parentOrigin != mItemsParentOrigin )
1804 mItemsParentOrigin = parentOrigin;
1805 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1807 iter->second.SetParentOrigin(parentOrigin);
1812 Vector3 ItemView::GetItemsParentOrigin() const
1814 return mItemsParentOrigin;
1817 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1819 if( anchorPoint != mItemsAnchorPoint )
1821 mItemsAnchorPoint = anchorPoint;
1822 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1824 iter->second.SetAnchorPoint(anchorPoint);
1829 Vector3 ItemView::GetItemsAnchorPoint() const
1831 return mItemsAnchorPoint;
1834 void ItemView::GetItemsRange(ItemRange& range)
1836 range.begin = mItemPool.begin()->first;
1837 range.end = mItemPool.rbegin()->first + 1;
1840 void ItemView::OnScrollPositionChanged( float position )
1842 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1843 RemoveAnimation(mScrollAnimation);
1845 // Refresh the cache immediately when the scroll position is changed.
1846 DoRefresh(position, false); // No need to cache extra items.
1849 } // namespace Internal
1851 } // namespace Toolkit