/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// EXTERNAL INCLUDES
#include <cstring> // for strcmp
#include <algorithm>
+#include <dali/public-api/actors/layer.h>
+
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/common/set-wrapper.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/wheel-event.h>
-#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/events/touch-data.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout.h>
+#include <dali-toolkit/devel-api/controls/scrollable/item-view/default-item-layout-property.h>
+#include <dali-toolkit/devel-api/controls/scrollable/item-view/item-view-devel.h>
+#include <dali-toolkit/internal/controls/scrollable/item-view/grid-layout.h>
+#include <dali-toolkit/internal/controls/scrollable/item-view/depth-layout.h>
+#include <dali-toolkit/internal/controls/scrollable/item-view/spiral-layout.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
using std::string;
namespace // Unnamed namespace
{
-//Type registration
-
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL)
-
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout-position", FLOAT, LAYOUT_POSITION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scroll-speed", FLOAT, SCROLL_SPEED)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "overshoot", FLOAT, OVERSHOOT)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scroll-direction", VECTOR2, SCROLL_DIRECTION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout-orientation", INTEGER, LAYOUT_ORIENTATION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scroll-content-size", FLOAT, SCROLL_CONTENT_SIZE)
-
-DALI_SIGNAL_REGISTRATION( Toolkit, ItemView, "layout-activated", LAYOUT_ACTIVATED_SIGNAL )
-
-DALI_TYPE_REGISTRATION_END()
-
const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
const float DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
const float MILLISECONDS_PER_SECONDS = 1000.0f;
-const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
+const unsigned int OVERSHOOT_SIZE_CONSTRAINT_TAG(42);
+
/**
* Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
*/
}
// Overshoot overlay constraints
-void OvershootOverlaySizeConstraint( Vector3& current, const PropertyInputContainer& inputs )
+struct OvershootOverlaySizeConstraint
{
- const Vector2& parentScrollDirection = inputs[0]->GetVector2();
- const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
- const Vector3& parentSize = inputs[2]->GetVector3();
-
- if(Toolkit::IsVertical(layoutOrientation))
+ OvershootOverlaySizeConstraint( float height )
+ : mOvershootHeight( height )
{
- current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
}
- else
+
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+ const Vector2& parentScrollDirection = inputs[0]->GetVector2();
+ const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+ const Vector3& parentSize = inputs[2]->GetVector3();
+
+ if(Toolkit::IsVertical(layoutOrientation))
+ {
+ current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
+ }
+ else
+ {
+ current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+ }
+
+ current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? mOvershootHeight : mOvershootHeight*0.5f;
}
- current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
-}
+ float mOvershootHeight;
+};
void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
{
namespace // unnamed namespace
{
+//Type registration
+
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL)
+
+DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "minimumSwipeSpeed", FLOAT, MINIMUM_SWIPE_SPEED )
+DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "minimumSwipeDistance", FLOAT, MINIMUM_SWIPE_DISTANCE )
+DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "wheelScrollDistanceStep", FLOAT, WHEEL_SCROLL_DISTANCE_STEP )
+DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "snapToItemEnabled", BOOLEAN, SNAP_TO_ITEM_ENABLED )
+DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "refreshInterval", FLOAT, REFRESH_INTERVAL )
+DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout", ARRAY, LAYOUT )
+
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layoutPosition", FLOAT, LAYOUT_POSITION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollSpeed", FLOAT, SCROLL_SPEED)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "overshoot", FLOAT, OVERSHOOT)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollDirection", VECTOR2, SCROLL_DIRECTION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layoutOrientation", INTEGER, LAYOUT_ORIENTATION)
+DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollContentSize", FLOAT, SCROLL_CONTENT_SIZE)
+
+DALI_SIGNAL_REGISTRATION( Toolkit, ItemView, "layoutActivated", LAYOUT_ACTIVATED_SIGNAL )
+
+DALI_ACTION_REGISTRATION( Toolkit, ItemView, "stopScrolling", ACTION_STOP_SCROLLING )
+
+DALI_ACTION_REGISTRATION( Toolkit, ItemView, "enableRefresh", ACTION_ENABLE_REFRESH )
+DALI_ACTION_REGISTRATION( Toolkit, ItemView, "disableRefresh", ACTION_DISABLE_REFRESH )
+
+DALI_TYPE_REGISTRATION_END()
+
bool FindById( const ItemContainer& items, ItemId id )
{
for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
return false;
}
+/**
+ * Helper to apply size constraint to mOvershootOverlay
+ * @param[in] overshootOverlay The overshootOverlay actor
+ * @param[in] The required height
+ */
+void ApplyOvershootSizeConstraint( Actor overshootOverlay, float height )
+{
+ Constraint constraint = Constraint::New<Vector3>( overshootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint( height ) );
+ constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
+ constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
+ constraint.AddSource( ParentSource( Dali::Actor::Property::SIZE ) );
+ constraint.SetTag( OVERSHOOT_SIZE_CONSTRAINT_TAG );
+ constraint.Apply();
+}
+
} // unnamed namespace
Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
}
ItemView::ItemView(ItemFactory& factory)
-: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | REQUIRES_WHEEL_EVENTS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ),
+: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS | REQUIRES_WHEEL_EVENTS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ),
mItemFactory(factory),
+ mItemsParentOrigin(ParentOrigin::CENTER),
+ mItemsAnchorPoint(AnchorPoint::CENTER),
+ mTotalPanDisplacement(Vector2::ZERO),
mActiveLayout(NULL),
- mAnimatingOvershootOn(false),
- mAnimateOvershootOff(false),
- mAnchoringEnabled(false),
mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
mRefreshIntervalLayoutPositions(0.0f),
- mRefreshOrderHint(true/*Refresh item 0 first*/),
mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
mWheelScrollDistanceStep(0.0f),
mScrollDistance(0.0f),
mScrollSpeed(0.0f),
- mTotalPanDisplacement(Vector2::ZERO),
mScrollOvershoot(0.0f),
- mIsFlicking(false),
mGestureState(Gesture::Clear),
+ mAnimatingOvershootOn(false),
+ mAnimateOvershootOff(false),
+ mAnchoringEnabled(false),
+ mRefreshOrderHint(true/*Refresh item 0 first*/),
+ mIsFlicking(false),
mAddingItems(false),
mRefreshEnabled(true),
- mItemsParentOrigin( ParentOrigin::CENTER),
- mItemsAnchorPoint( AnchorPoint::CENTER)
+ mRefreshNotificationEnabled(true),
+ mInAnimation(false)
{
}
{
Actor self = Self();
- SetOvershootEnabled(true);
-
Vector2 stageSize = Stage::GetCurrent().GetSize();
mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
+ self.TouchSignal().Connect( this, &ItemView::OnTouch );
EnableGestureDetection(Gesture::Type(Gesture::Pan));
mWheelEventFinishedTimer = Timer::New( WHEEL_EVENT_FINISHED_TIME_OUT );
float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
{
- return Self().GetProperty<float>( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
+ return DevelHandle::GetCurrentProperty< float >( Self(), Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
}
void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
// Remove constraints from previous layout
actor.RemoveConstraints();
+ mActiveLayout->ApplyConstraints(actor, itemId, targetSize, Self() );
+
Vector3 size;
mActiveLayout->GetItemSize( itemId, targetSize, size );
actor.SetSize( size.GetVectorXY() );
-
- mActiveLayout->ApplyConstraints(actor, itemId, targetSize, Self() );
}
// Refresh the new layout
void ItemView::OnRefreshNotification(PropertyNotification& source)
{
- // Cancel scroll animation to prevent any fighting of setting the scroll position property by scroll bar during fast scroll.
- if(!mRefreshEnabled && mScrollAnimation)
+ if( mRefreshNotificationEnabled )
{
- RemoveAnimation(mScrollAnimation);
- }
+ // Cancel scroll animation to prevent any fighting of setting the scroll position property by scroll bar during fast scroll.
+ if(!mRefreshEnabled && mScrollAnimation)
+ {
+ RemoveAnimation(mScrollAnimation);
+ }
- // Only cache extra items when it is not a fast scroll
- DoRefresh(GetCurrentLayoutPosition(0), mRefreshEnabled || mScrollAnimation);
+ // Only cache extra items when it is not a fast scroll
+ DoRefresh(GetCurrentLayoutPosition(0), mRefreshEnabled || mScrollAnimation);
+ }
}
void ItemView::Refresh()
Toolkit::ItemView::Property::SCROLL_CONTENT_SIZE);
}
}
-}
-
-bool ItemView::OnTouchEvent(const TouchEvent& event)
-{
- // Ignore events with multiple-touch points
- if (event.GetPointCount() != 1)
- {
- return false;
- }
-
- if (event.GetPoint(0).state == TouchPoint::Down)
- {
- // Cancel ongoing scrolling etc.
- mGestureState = Gesture::Clear;
-
- mScrollDistance = 0.0f;
- mScrollSpeed = 0.0f;
- Self().SetProperty(Toolkit::ItemView::Property::SCROLL_SPEED, mScrollSpeed);
-
- mScrollOvershoot = 0.0f;
- AnimateScrollOvershoot(0.0f);
-
- if(mScrollAnimation)
- {
- mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
- }
-
- RemoveAnimation(mScrollAnimation);
- }
- return true; // consume since we're potentially scrolling
+ Scrollable::OnChildAdd( child );
}
bool ItemView::OnWheelEvent(const WheelEvent& event)
}
}
-float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
+float ItemView::ClampFirstItemPosition( float targetPosition, const Vector3& targetSize, ItemLayout& layout, bool updateOvershoot )
{
Actor self = Self();
float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
- mScrollOvershoot = targetPosition - clamppedPosition;
self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition));
+ if( updateOvershoot )
+ {
+ mScrollOvershoot = targetPosition - clamppedPosition;
+ }
+
return clamppedPosition;
}
+bool ItemView::OnTouch( Actor actor, const TouchData& touch )
+{
+ // Ignore events with multiple-touch points
+ if (touch.GetPointCount() != 1)
+ {
+ return false;
+ }
+
+ if ( touch.GetState( 0 ) == PointState::DOWN )
+ {
+ // Cancel ongoing scrolling etc.
+ mGestureState = Gesture::Clear;
+
+ mScrollDistance = 0.0f;
+ mScrollSpeed = 0.0f;
+ Self().SetProperty(Toolkit::ItemView::Property::SCROLL_SPEED, mScrollSpeed);
+
+ mScrollOvershoot = 0.0f;
+ AnimateScrollOvershoot(0.0f);
+
+ if(mScrollAnimation)
+ {
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
+ }
+
+ RemoveAnimation(mScrollAnimation);
+ }
+
+ return true; // consume since we're potentially scrolling
+}
+
void ItemView::OnPan( const PanGesture& gesture )
{
Actor self = Self();
mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT );
mIsFlicking = true;
+
// Check whether it has already scrolled to the end
- if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
+ if( fabs(currentLayoutPosition - firstItemScrollPosition) < Math::MACHINE_EPSILON_0 )
{
- AnimateScrollOvershoot(0.0f);
+ AnimateScrollOvershoot( 0.0f );
+ RemoveAnimation( mScrollAnimation );
}
}
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- float currentOvershoot = self.GetProperty<float>(Toolkit::ItemView::Property::OVERSHOOT);
+ float currentOvershoot = DevelHandle::GetCurrentProperty< float >( self, Toolkit::ItemView::Property::OVERSHOOT );
self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
- if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition >= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
+ if( ( firstItemScrollPosition >= 0.0f &&
+ currentOvershoot < 1.0f ) ||
+ ( firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) &&
+ currentOvershoot > -1.0f ) )
{
mTotalPanDisplacement += gesture.displacement;
}
mScrollOvershoot = CalculateScrollOvershoot();
- self.SetProperty( Toolkit::ItemView::Property::OVERSHOOT, mScrollOvershoot );
+
+ // If the view is moved in a direction against the overshoot indicator, then the indicator should be animated off.
+ // First make sure we are not in an animation, otherwise a previously started
+ // off-animation will be overwritten as the user continues scrolling.
+ if( !mInAnimation )
+ {
+ // Check if the movement is against the current overshoot amount (if we are currently displaying the indicator).
+ if( ( ( mScrollOvershoot > Math::MACHINE_EPSILON_0 ) && ( mScrollDistance < -Math::MACHINE_EPSILON_0 ) ) ||
+ ( ( mScrollOvershoot < Math::MACHINE_EPSILON_0 ) && ( mScrollDistance > Math::MACHINE_EPSILON_0 ) ) )
+ {
+ // The user has moved against the indicator direction.
+ // First, we reset the total displacement. This means the overshoot amount will become zero the next frame,
+ // and if the user starts dragging in the overshoot direction again, the indicator will appear once more.
+ mTotalPanDisplacement = Vector2::ZERO;
+ // Animate the overshoot indicator off.
+ AnimateScrollOvershoot( 0.0f, false );
+ }
+ else
+ {
+ // Only set the property directly if we are not animating the overshoot away,
+ // as otherwise this will overwrite the animation generated value.
+ self.SetProperty( Toolkit::ItemView::Property::OVERSHOOT, mScrollOvershoot );
+ }
+ }
}
break;
{
AnimateScrollOvershoot(0.0f);
}
+ mInAnimation = false;
}
void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(durationSeconds);
- mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT );
+ mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
}
}
-Vector2 ItemView::GetDomainSize() const
-{
- Actor self = Self();
-
- float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y);
- float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX_Y);
-
- return Vector2(0.0f, fabs(GetScrollPosition(minScrollPosition, self.GetCurrentSize()) - GetScrollPosition(-maxScrollPosition, self.GetCurrentSize())));
-}
-
bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
{
Actor self = Self();
- float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
- float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
- float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
+ float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout, false );
+ float forwardClampedPosition = ClampFirstItemPosition( currentLayoutPosition + 1.0, layoutSize, *mActiveLayout, false );
+ float backwardClampedPosition = ClampFirstItemPosition( currentLayoutPosition - 1.0, layoutSize, *mActiveLayout, false );
return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
}
void ItemView::AddOverlay(Actor actor)
{
+ actor.SetDrawMode( DrawMode::OVERLAY_2D );
Self().Add(actor);
}
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(duration);
- mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT );
+ mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
mRefreshEnabled = true;
}
+void ItemView::SetOvershootSize( const Vector2& size )
+{
+ mOvershootSize = size;
+
+ if( mOvershootOverlay )
+ {
+ // Remove old & add new size constraint
+ mOvershootOverlay.RemoveConstraints( OVERSHOOT_SIZE_CONSTRAINT_TAG );
+ ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );
+ }
+}
+
void ItemView::SetOvershootEffectColor( const Vector4& color )
{
mOvershootEffectColor = color;
Actor self = Self();
if( enable )
{
- Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
- mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
- mOvershootOverlay.SetColor(mOvershootEffectColor);
- mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- self.Add(mOvershootOverlay);
-
- Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
- constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
- constraint.Apply();
-
- mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
-
- constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
- constraint.Apply();
-
- constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint );
- constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
- constraint.Apply();
-
- constraint = Constraint::New<bool>( mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint );
- constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
- constraint.Apply();
-
- constraint = Constraint::New<float>( mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint() );
- constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
- constraint.Apply();
+ if( !mOvershootOverlay )
+ {
+ Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
+ mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
+ mOvershootOverlay.SetColor(mOvershootEffectColor);
+ mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
+ mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ mOvershootOverlay.SetDrawMode( DrawMode::OVERLAY_2D );
+ self.Add(mOvershootOverlay);
+
+ ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );
+
+ Constraint constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+ constraint.Apply();
+
+ constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+ constraint.Apply();
+
+ constraint = Constraint::New<bool>( mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint );
+ constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
+ constraint.Apply();
+
+ constraint = Constraint::New<float>( mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint() );
+ constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+ constraint.Apply();
+ }
}
else
{
if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
{
- float currentOvershoot = self.GetProperty<float>(Toolkit::ItemView::Property::OVERSHOOT);
+ float currentOvershoot = DevelHandle::GetCurrentProperty< float >( self, Toolkit::ItemView::Property::OVERSHOOT );
float duration = 0.0f;
if (mOvershootOverlay)
duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
}
+ // Mark the animation as in progress to prevent manual property sets overwriting it.
+ mInAnimation = true;
+ mAnimatingOvershootOn = animatingOn;
RemoveAnimation(mScrollOvershootAnimation);
mScrollOvershootAnimation = Animation::New(duration);
mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
mScrollOvershootAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
mScrollOvershootAnimation.Play();
-
- mAnimatingOvershootOn = animatingOn;
}
else
{
return connected;
}
+void ItemView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
+{
+ Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( Dali::BaseHandle( object ) );
+
+ if( itemView )
+ {
+ ItemView& itemViewImpl( GetImpl( itemView ) );
+ switch( index )
+ {
+ case Toolkit::ItemView::Property::MINIMUM_SWIPE_SPEED:
+ {
+ itemViewImpl.SetMinimumSwipeSpeed( value.Get<float>() );
+ break;
+ }
+ case Toolkit::ItemView::Property::MINIMUM_SWIPE_DISTANCE:
+ {
+ itemViewImpl.SetMinimumSwipeDistance( value.Get<float>() );
+ break;
+ }
+ case Toolkit::ItemView::Property::WHEEL_SCROLL_DISTANCE_STEP:
+ {
+ itemViewImpl.SetWheelScrollDistanceStep( value.Get<float>() );
+ break;
+ }
+ case Toolkit::ItemView::Property::SNAP_TO_ITEM_ENABLED:
+ {
+ itemViewImpl.SetAnchoring( value.Get<bool>() );
+ break;
+ }
+ case Toolkit::ItemView::Property::REFRESH_INTERVAL:
+ {
+ itemViewImpl.SetRefreshInterval( value.Get<float>() );
+ break;
+ }
+ case Toolkit::DevelItemView::Property::LAYOUT:
+ {
+ // Get a Property::Array from the property if possible.
+ Property::Array layoutArray;
+ if( value.Get( layoutArray ) )
+ {
+ itemViewImpl.SetLayoutArray( layoutArray );
+ }
+ break;
+ }
+ }
+ }
+}
+
+Property::Array ItemView::GetLayoutArray()
+{
+ return mlayoutArray;
+}
+
+void ItemView::SetLayoutArray( const Property::Array& layouts )
+{
+ mlayoutArray = layouts;
+ const int layoutCount = GetLayoutCount();
+ if( layoutCount > 0 )
+ {
+ for(int index = layoutCount - 1; index >= 0; --index)
+ {
+ RemoveLayout(index);
+ if(index == 0) break;
+ }
+ }
+
+ for( unsigned int arrayIdx = 0, arrayCount = layouts.Count(); arrayIdx < arrayCount; ++arrayIdx )
+ {
+ const Property::Value& element = layouts.GetElementAt( arrayIdx );
+
+ Property::Map* layout = element.GetMap();
+ if( layout != NULL )
+ {
+ for( unsigned int mapIdx = 0, mapCount = (*layout).Count(); mapIdx < mapCount; ++mapIdx )
+ {
+ KeyValuePair propertyPair( (*layout).GetKeyValue( mapIdx ) );
+
+ if(propertyPair.first == DefaultItemLayoutProperty::TYPE)
+ {
+ int layoutType = propertyPair.second.Get<int>();
+ if(layoutType <= DefaultItemLayout::SPIRAL && layoutType >= DefaultItemLayout::DEPTH)
+ {
+ //DEPTH, GRID, LIST, SPIRAL
+ switch(DefaultItemLayout::Type(layoutType))
+ {
+ case DefaultItemLayout::DEPTH:
+ {
+ Internal::DepthLayoutPtr depthLayout = Internal::DepthLayout::New();
+ (*depthLayout).SetLayoutProperties(*layout);
+ (*depthLayout).SetDepthLayoutProperties(*layout);
+ AddLayout(*depthLayout);
+ break;
+ }
+ case DefaultItemLayout::GRID:
+ {
+ Internal::GridLayoutPtr gridLayout = Internal::GridLayout::New();
+ (*gridLayout).SetLayoutProperties(*layout);
+ (*gridLayout).SetGridLayoutProperties(*layout);
+ AddLayout(*gridLayout);
+ break;
+ }
+ case DefaultItemLayout::LIST:
+ {
+ Internal::GridLayoutPtr listLayout = Internal::GridLayout::New();
+ listLayout->SetNumberOfColumns( 1 );
+ (*listLayout).SetLayoutProperties(*layout);
+ (*listLayout).SetGridLayoutProperties(*layout);
+ AddLayout(*listLayout);
+ break;
+ }
+ case DefaultItemLayout::SPIRAL:
+ {
+ Internal::SpiralLayoutPtr spiralLayout = Internal::SpiralLayout::New();
+ (*spiralLayout).SetLayoutProperties(*layout);
+ (*spiralLayout).SetSpiralLayoutProperties(*layout);
+ AddLayout(*spiralLayout);
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+Property::Value ItemView::GetProperty( BaseObject* object, Property::Index index )
+{
+ Property::Value value;
+
+ Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( Dali::BaseHandle( object ) );
+
+ if( itemView )
+ {
+ ItemView& itemViewImpl( GetImpl( itemView ) );
+ switch( index )
+ {
+ case Toolkit::ItemView::Property::MINIMUM_SWIPE_SPEED:
+ {
+ value = itemViewImpl.GetMinimumSwipeSpeed();
+ break;
+ }
+ case Toolkit::ItemView::Property::MINIMUM_SWIPE_DISTANCE:
+ {
+ value = itemViewImpl.GetMinimumSwipeDistance();
+ break;
+ }
+ case Toolkit::ItemView::Property::WHEEL_SCROLL_DISTANCE_STEP:
+ {
+ value = itemViewImpl.GetWheelScrollDistanceStep();
+ break;
+ }
+ case Toolkit::ItemView::Property::SNAP_TO_ITEM_ENABLED:
+ {
+ value = itemViewImpl.GetAnchoring();
+ break;
+ }
+ case Toolkit::ItemView::Property::REFRESH_INTERVAL:
+ {
+ value = itemViewImpl.GetRefreshInterval();
+ break;
+ }
+ case Toolkit::DevelItemView::Property::LAYOUT:
+ {
+ Property::Array layouts= itemViewImpl.GetLayoutArray();
+ value = layouts;
+ break;
+ }
+
+ }
+ }
+
+ return value;
+}
+
+bool ItemView::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
+{
+ Dali::BaseHandle handle( object );
+
+ Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( handle );
+
+ DALI_ASSERT_ALWAYS( itemView );
+
+ if( 0 == strcmp( actionName.c_str(), ACTION_STOP_SCROLLING ) )
+ {
+ GetImpl( itemView ).DoStopScrolling();
+ }
+ else if ( 0 == strcmp( actionName.c_str(), ACTION_ENABLE_REFRESH ) )
+ {
+ GetImpl( itemView ).SetRefreshNotificationEnabled( true );
+ }
+ else if ( 0 == strcmp( actionName.c_str(), ACTION_DISABLE_REFRESH ) )
+ {
+ GetImpl( itemView ).SetRefreshNotificationEnabled( false );
+ }
+
+ return true;
+}
+
+void ItemView::DoStopScrolling()
+{
+ if( mScrollAnimation )
+ {
+ mScrollAnimation.Stop();
+ mScrollAnimation.Reset();
+ }
+}
+
+void ItemView::SetRefreshNotificationEnabled( bool enabled )
+{
+ mRefreshNotificationEnabled = enabled;
+}
+
} // namespace Internal
} // namespace Toolkit