// INTERNAL INCLUDES
#include <dali/public-api/events/mouse-wheel-event.h>
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
+#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
using namespace std;
using namespace Dali;
const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
-const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; // 20 updates per second
+const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
namespace Internal
{
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// ItemPool
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-void ItemPool::AddItems(bool scrollingTowardsLast, ItemRange range, const Vector3& targetSize)
-{
- // Add new actors to the ItemPool.
- // The order of addition depends on the scroll direction.
- if (scrollingTowardsLast)
- {
- for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
- {
- AddItem(itemId, targetSize);
- }
- }
- else
- {
- for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
- {
- AddItem(itemId-1, targetSize);
- }
- }
-}
-
-void ItemPool::RemoveItems(ItemRange range)
-{
- // Remove unwanted actors from the ItemView & ItemPool
- for (IDKeyIter iter = mIdKeyContainer.begin(); iter != mIdKeyContainer.end(); )
- {
- unsigned int current = iter->first;
-
- if (!range.Within(current))
- {
- mItemView.ActorRemovedFromItemPool(iter->second, iter->first);
-
- mActorKeyContainer.erase(iter->second);
- mIdKeyContainer.erase(iter++); // erase invalidates the current iter; the post-increment is important here
- }
- else
- {
- ++iter;
- }
- }
-}
-
-void ItemPool::AddItem(unsigned int itemId, const Vector3& targetSize)
+namespace // unnamed namespace
{
- if (mIdKeyContainer.find(itemId) == mIdKeyContainer.end())
- {
- Actor actor = mItemView.CreateActor(itemId);
-
- if (actor)
- {
- mIdKeyContainer.insert(IDKeyPair(itemId, actor));
- mActorKeyContainer.insert(ActorKeyPair(actor, itemId));
-
- mItemView.ActorAddedToItemPool(actor, itemId, targetSize);
- }
- }
-}
-bool ItemPool::RemoveItem(unsigned int itemId)
+bool FindById( const ItemContainer& items, ItemId id )
{
- bool found = false;
-
- IDKeyIter iter = mIdKeyContainer.find(itemId);
- if (iter != mIdKeyContainer.end())
+ for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
{
- mItemView.ActorRemovedFromItemPool(iter->second, iter->first);
-
- mActorKeyContainer.erase(iter->second);
- for (ActorKeyIter iterActorKey = mActorKeyContainer.begin(); iterActorKey != mActorKeyContainer.end(); ++iterActorKey)
- {
- if(iterActorKey->second > itemId)
- {
- iterActorKey->second--;
- }
- }
-
- for (IDKeyIter iterIDKey = iter; iterIDKey != mIdKeyContainer.end(); ++iterIDKey)
+ if( iter->first == id )
{
- if(iterIDKey->first < mIdKeyContainer.rbegin()->first)
- {
- iterIDKey->second = mIdKeyContainer[iterIDKey->first + 1];
- }
- else
- {
- mIdKeyContainer.erase(iterIDKey);
- break;
- }
+ return true;
}
-
- found = true;
}
- return found;
+ return false;
}
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// ItemView
-///////////////////////////////////////////////////////////////////////////////////////////////////
+} // unnamed namespace
Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
{
ItemView::ItemView(ItemFactory& factory)
: Scrollable(),
mItemFactory(factory),
- mItemPool(*this),
mActiveLayout(NULL),
+ mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
mAnimatingOvershootOn(false),
mAnimateOvershootOff(false),
mAnchoringEnabled(true),
mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
- mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
+ mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
mRefreshOrderHint(true/*Refresh item 0 first*/),
mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
mTotalPanDisplacement(Vector2::ZERO),
mScrollOvershoot(0.0f),
mIsFlicking(false),
- mGestureState(Gesture::Clear)
+ mGestureState(Gesture::Clear),
+ mAddingItems(false),
+ mRefreshEnabled(true)
{
SetRequiresMouseWheelEvents(true);
SetKeyboardNavigationSupport(true);
mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
self.Add(mOvershootOverlay);
- mPropertyLayoutPosition = self.RegisterProperty(LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
+ mScrollConnector = Dali::Toolkit::ScrollConnector::New();
+ mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
+
mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
- mPropertyOvershoot = self.RegisterProperty(OVERSHOOT_PROPERTY_NAME, 0.0f);
ApplyOvershootOverlayConstraints();
mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
+
+ SetRefreshInterval(mRefreshIntervalLayoutPositions);
}
ItemView::~ItemView()
{
}
+Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
+{
+ return mScrollConnector;
+}
+
unsigned int ItemView::GetLayoutCount() const
{
return mLayouts.size();
float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
{
- return Self().GetProperty<float>(mPropertyLayoutPosition) + static_cast<float>(itemId);
+ return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
}
void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
// The ItemView size should match the active layout size
self.SetSize(targetSize);
+ mActiveLayoutTargetSize = targetSize;
// Switch to the new layout
- ItemLayout* previousLayout = mActiveLayout;
mActiveLayout = mLayouts[layoutIndex].Get();
- // Calculate which items are within either layout
- ItemRange oldRange = previousLayout ? GetItemRange(*previousLayout, targetSize, false/*don't reserve extra*/) : ItemRange(0u, 0u);
- ItemRange newRange = GetItemRange(*mActiveLayout, targetSize, false/*don't reserve extra*/);
-
// Move the items to the new layout positions...
bool resizeAnimationNeeded(false);
- const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer();
- for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter)
+ for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
unsigned int itemId = iter->first;
Actor actor = iter->second;
- // Immediately relayout items that aren't within either layout
- bool immediate = !oldRange.Within(itemId) &&
- !newRange.Within(itemId);
-
// Remove constraints from previous layout
actor.RemoveConstraints();
Vector3 size;
if(mActiveLayout->GetItemSize(itemId, targetSize, size))
{
- if (!immediate &&
- durationSeconds > 0.0f)
+ if( durationSeconds > 0.0f )
{
// Use a size animation
if (!resizeAnimationNeeded)
}
}
- ApplyConstraints(actor, *mActiveLayout, itemId, immediate ? 0.0f : durationSeconds);
+ ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
}
if (resizeAnimationNeeded)
}
// Refresh the new layout
- ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
- AddItems(*mActiveLayout, targetSize, range);
+ ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
+ AddActorsWithinRange( range, durationSeconds );
// Scroll to an appropriate layout position
bool scrollAnimationNeeded(false);
float firstItemScrollPosition(0.0f);
- float current = self.GetProperty<float>(mPropertyLayoutPosition);
+ float current = GetCurrentLayoutPosition(0);
float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(mAnchoringDuration);
- mScrollAnimation.AnimateTo( Property(self, mPropertyLayoutPosition), firstItemScrollPosition, AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
mScrollAnimation.Play();
}
{
if (mActiveLayout)
{
- const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer();
- for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter)
+ for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
Actor actor = iter->second;
actor.RemoveConstraints();
mActiveLayout = NULL;
}
+}
- CancelRefreshTimer();
+void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
+{
+ mDefaultAlphaFunction = func;
}
-bool ItemView::OnRefreshTick()
+AlphaFunction ItemView::GetDefaultAlphaFunction() const
{
- // Short-circuit if there is no active layout
- if (!mActiveLayout)
+ return mDefaultAlphaFunction;
+}
+
+void ItemView::OnRefreshNotification(PropertyNotification& source)
+{
+ if(mRefreshEnabled)
{
- return false;
+ // Only refresh the cache during normal scrolling
+ DoRefresh(GetCurrentLayoutPosition(0), true);
}
+}
- const Vector3 layoutSize = Self().GetCurrentSize();
-
- ItemRange range = GetItemRange(*mActiveLayout, layoutSize, true/*reserve extra*/);
-
- RemoveItems(range);
- AddItems(*mActiveLayout, layoutSize, range);
+void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
+{
+ if (mActiveLayout)
+ {
+ ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
+ RemoveActorsOutsideRange( range );
+ AddActorsWithinRange( range, 0.0f/*immediate*/ );
- // Keep refreshing whilst the layout is moving
- return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
+ mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
+ }
}
void ItemView::SetMinimumSwipeSpeed(float speed)
return mAnchoringDuration;
}
-void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
+void ItemView::SetRefreshInterval(float intervalLayoutPositions)
+{
+ mRefreshIntervalLayoutPositions = intervalLayoutPositions;
+
+ if(mRefreshNotification)
+ {
+ mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
+ }
+ mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
+ mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
+}
+
+float ItemView::GetRefreshInterval() const
{
- mRefreshIntervalMilliseconds = intervalMilliseconds;
+ return mRefreshIntervalLayoutPositions;
}
-unsigned int ItemView::GetRefreshInterval() const
+void ItemView::SetRefreshEnabled(bool enabled)
{
- return mRefreshIntervalMilliseconds;
+ mRefreshEnabled = enabled;
}
Actor ItemView::GetItem(unsigned int itemId) const
{
Actor actor;
- ItemPool::IDKeyConstIter found = mItemPool.GetIDKeyContainer().find(itemId);
- if (found != mItemPool.GetIDKeyContainer().end())
+ ConstItemPoolIter iter = mItemPool.find( itemId );
+ if( iter != mItemPool.end() )
{
- actor = found->second;
+ actor = iter->second;
}
return actor;
}
-unsigned int ItemView::GetItemId(Actor actor) const
+unsigned int ItemView::GetItemId( Actor actor ) const
{
- unsigned int itemId(0);
+ unsigned int itemId( 0 );
- ItemPool::ActorKeyConstIter found = mItemPool.GetActorKeyContainer().find(actor);
- if (found != mItemPool.GetActorKeyContainer().end())
+ for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
{
- itemId = found->second;
+ if( iter->second == actor )
+ {
+ itemId = iter->first;
+ break;
+ }
}
return itemId;
}
-void ItemView::RemoveItem(unsigned int itemId, float durationSeconds)
+void ItemView::InsertItem( Item newItem, float durationSeconds )
{
- if (mItemPool.RemoveItem(itemId))
+ mAddingItems = true;
+
+ SetupActor( newItem, durationSeconds );
+ Self().Add( newItem.second );
+
+ ItemPoolIter foundIter = mItemPool.find( newItem.first );
+ if( mItemPool.end() != foundIter )
{
- const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer();
- for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter)
+ Actor moveMe = foundIter->second;
+ foundIter->second = newItem.second;
+
+ // Move the existing actors to make room
+ for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
{
- unsigned int id = iter->first;
- Actor actor = iter->second;
+ Actor temp = iter->second;
+ iter->second = moveMe;
+ moveMe = temp;
- // Reposition the items if necessary
- actor.RemoveConstraints();
- ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
+ iter->second.RemoveConstraints();
+ ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
}
- CalculateDomainSize(Self().GetCurrentSize());
+ // Create last item
+ ItemId lastId = mItemPool.rbegin()->first;
+ Item lastItem( lastId + 1, moveMe );
+ mItemPool.insert( lastItem );
+
+ lastItem.second.RemoveConstraints();
+ ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
+ }
+ else
+ {
+ mItemPool.insert( newItem );
}
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
}
-Actor ItemView::CreateActor(unsigned int itemId)
+void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
{
- return mItemFactory.NewItem(itemId);
+ mAddingItems = true;
+
+ // Insert from lowest id to highest
+ set<Item> sortedItems;
+ for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
+ {
+ sortedItems.insert( *iter );
+ }
+
+ for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
+ {
+ Self().Add( iter->second );
+
+ cout << "inserting item: " << iter->first << endl;
+
+ ItemPoolIter foundIter = mItemPool.find( iter->first );
+ if( mItemPool.end() != foundIter )
+ {
+ Actor moveMe = foundIter->second;
+ foundIter->second = iter->second;
+
+ // Move the existing actors to make room
+ for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
+ {
+ Actor temp = iter->second;
+ iter->second = moveMe;
+ moveMe = temp;
+ }
+
+ // Create last item
+ ItemId lastId = mItemPool.rbegin()->first;
+ Item lastItem( lastId + 1, moveMe );
+ mItemPool.insert( lastItem );
+ }
+ else
+ {
+ mItemPool.insert( *iter );
+ }
+ }
+
+ // Relayout everything
+ for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+ {
+ // If newly inserted
+ if( FindById( newItems, iter->first ) )
+ {
+ SetupActor( *iter, durationSeconds );
+ }
+ else
+ {
+ iter->second.RemoveConstraints();
+ ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
+ }
+ }
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
}
-void ItemView::ActorAddedToItemPool(Actor actor, unsigned int itemId, const Vector3& targetSize)
+void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
{
- Actor self = Self();
+ bool actorRemoved = RemoveActor( itemId );
+ if( actorRemoved )
+ {
+ ReapplyAllConstraints( durationSeconds );
+ }
+}
- actor.SetParentOrigin(ParentOrigin::CENTER);
- actor.SetAnchorPoint(AnchorPoint::CENTER);
+void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
+{
+ bool actorRemoved( false );
- if (mActiveLayout)
+ // Remove from highest id to lowest
+ set<ItemId> sortedItems;
+ for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
{
- Vector3 size;
- if(mActiveLayout->GetItemSize(itemId, targetSize, size))
+ sortedItems.insert( *iter );
+ }
+
+ for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
+ {
+ if( RemoveActor( *iter ) )
{
- actor.SetSize(size);
+ actorRemoved = true;
}
+ }
+
+ if( actorRemoved )
+ {
+ ReapplyAllConstraints( durationSeconds );
+ }
+}
+
+bool ItemView::RemoveActor(unsigned int itemId)
+{
+ bool removed( false );
- ApplyConstraints(actor, *mActiveLayout, itemId, 0.0f/*immediate*/);
+ const ItemPoolIter removeIter = mItemPool.find( itemId );
+
+ if( removeIter != mItemPool.end() )
+ {
+ Self().Remove( removeIter->second );
+ removed = true;
+
+ // Adjust the remaining item IDs, for example if item 2 is removed:
+ // Initial actors: After insert:
+ // ID 1 - ActorA ID 1 - ActorA
+ // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
+ // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
+ // ID 4 - ActorD
+ for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
+ {
+ if( iter->first < mItemPool.rbegin()->first )
+ {
+ iter->second = mItemPool[ iter->first + 1 ];
+ }
+ else
+ {
+ mItemPool.erase( iter );
+ break;
+ }
+ }
}
- self.Add(actor);
+ return removed;
}
-void ItemView::ActorRemovedFromItemPool(Actor actor, unsigned int itemId)
+void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
{
- Self().Remove(actor);
+ mAddingItems = true;
+
+ SetupActor( replacementItem, durationSeconds );
+ Self().Add( replacementItem.second );
+
+ const ItemPoolIter iter = mItemPool.find( replacementItem.first );
+ if( mItemPool.end() != iter )
+ {
+ Self().Remove( iter->second );
+ iter->second = replacementItem.second;
+ }
+ else
+ {
+ mItemPool.insert( replacementItem );
+ }
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
+}
+
+void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
+{
+ for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
+ {
+ ReplaceItem( *iter, durationSeconds );
+ }
}
-void ItemView::RemoveItems(ItemRange range)
+void ItemView::RemoveActorsOutsideRange( ItemRange range )
{
- mItemPool.RemoveItems(range);
+ // Remove unwanted actors from the ItemView & ItemPool
+ for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
+ {
+ unsigned int current = iter->first;
+
+ if( ! range.Within( current ) )
+ {
+ Self().Remove( iter->second );
+
+ mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
+ }
+ else
+ {
+ ++iter;
+ }
+ }
}
-void ItemView::AddItems(ItemLayout& layout, const Vector3& layoutSize, ItemRange range)
+void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
{
range.end = min(mItemFactory.GetNumberOfItems(), range.end);
- mItemPool.AddItems(mRefreshOrderHint, range, layoutSize);
+ // The order of addition depends on the scroll direction.
+ if (mRefreshOrderHint)
+ {
+ for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
+ {
+ AddNewActor( itemId, durationSeconds );
+ }
+ }
+ else
+ {
+ for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
+ {
+ AddNewActor( itemId-1, durationSeconds );
+ }
+ }
+
+ // Total number of items may change dynamically.
+ // Always recalculate the domain size to reflect that.
+ CalculateDomainSize(Self().GetCurrentSize());
+}
+
+void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
+{
+ mAddingItems = true;
+
+ if( mItemPool.end() == mItemPool.find( itemId ) )
+ {
+ Actor actor = mItemFactory.NewItem( itemId );
+
+ if( actor )
+ {
+ Item newItem( itemId, actor );
+
+ mItemPool.insert( newItem );
+
+ SetupActor( newItem, durationSeconds );
+ Self().Add( actor );
+ }
+ }
+
+ mAddingItems = false;
+}
+
+void ItemView::SetupActor( Item item, float durationSeconds )
+{
+ item.second.SetParentOrigin( ParentOrigin::CENTER );
+ item.second.SetAnchorPoint( AnchorPoint::CENTER );
+
+ if( mActiveLayout )
+ {
+ Vector3 size;
+ if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
+ {
+ item.second.SetSize( size );
+ }
+
+ ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
+ }
}
-ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
+ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
{
unsigned int itemCount = mItemFactory.GetNumberOfItems();
ItemRange available(0u, itemCount);
- ItemRange range = layout.GetItemsWithinArea(Self().GetProperty<float>(mPropertyLayoutPosition), layoutSize);
+ ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
if (reserveExtra)
{
return range.Intersection(available);
}
+void ItemView::OnChildAdd(Actor& child)
+{
+ if(!mAddingItems)
+ {
+ // We don't want to do this downcast check for any item added by ItemView itself.
+ Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
+ if(scrollComponent)
+ {
+ // Set the scroll connector when scroll bar is being added
+ scrollComponent.SetScrollConnector(mScrollConnector);
+ }
+ }
+}
+
bool ItemView::OnTouchEvent(const TouchEvent& event)
{
// Ignore events with multiple-touch points
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
- float layoutPositionDelta = self.GetProperty<float>(mPropertyLayoutPosition) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
+ float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- self.SetProperty(mPropertyLayoutPosition, firstItemScrollPosition);
+
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
- StartRefreshTimer();
}
if (mMouseWheelEventFinishedTimer.IsRunning())
mScrollAnimation = DoAnchoring();
if (mScrollAnimation)
{
- StartRefreshTimer();
-
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
WrappedVector3Constraint wrapped(positionConstraint, itemId);
Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource( mPropertyLayoutPosition ),
+ Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
ParentSource( mPropertyScrollSpeed ),
ParentSource( Actor::SIZE ),
wrapped );
constraint.SetApplyTime(duration);
+ constraint.SetAlphaFunction(mDefaultAlphaFunction);
actor.ApplyConstraint(constraint);
}
WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- ParentSource( mPropertyLayoutPosition ),
+ Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
ParentSource( mPropertyScrollSpeed ),
ParentSource( Actor::SIZE ),
wrapped );
constraint.SetApplyTime(duration);
+ constraint.SetAlphaFunction(mDefaultAlphaFunction);
actor.ApplyConstraint(constraint);
}
WrappedVector3Constraint wrapped(scaleConstraint, itemId);
Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- ParentSource( mPropertyLayoutPosition ),
+ Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
ParentSource( mPropertyScrollSpeed ),
ParentSource( Actor::SIZE ),
wrapped );
constraint.SetApplyTime(duration);
+ constraint.SetAlphaFunction(mDefaultAlphaFunction);
actor.ApplyConstraint(constraint);
}
WrappedVector4Constraint wrapped(colorConstraint, itemId);
Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
- ParentSource( mPropertyLayoutPosition ),
+ Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
ParentSource( mPropertyScrollSpeed ),
ParentSource( Actor::SIZE ),
wrapped );
constraint.SetApplyTime(duration);
+ constraint.SetAlphaFunction(mDefaultAlphaFunction);
// Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
- ParentSource( mPropertyLayoutPosition ),
+ Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
ParentSource( mPropertyScrollSpeed ),
ParentSource( Actor::SIZE ),
wrapped );
constraint.SetApplyTime(duration);
+ constraint.SetAlphaFunction(mDefaultAlphaFunction);
// Release visibility constraints the same time as the color constraint
constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
}
}
+void ItemView::ReapplyAllConstraints( float durationSeconds )
+{
+ for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+ {
+ unsigned int id = iter->first;
+ Actor actor = iter->second;
+
+ actor.RemoveConstraints();
+ ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
+ }
+
+ CalculateDomainSize(Self().GetCurrentSize());
+}
+
float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
{
Actor self = Self();
mRefreshOrderHint = true;
- float currentLayoutPosition = self.GetProperty<float>(mPropertyLayoutPosition);
+ float currentLayoutPosition = GetCurrentLayoutPosition(0);
float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
layoutSize,
*mActiveLayout);
float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
mScrollAnimation = Animation::New(flickAnimationDuration);
- mScrollAnimation.AnimateTo( Property(self, mPropertyLayoutPosition), firstItemScrollPosition, AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
mScrollSpeedAnimation.Play();
- float layoutPositionDelta = self.GetProperty<float>(mPropertyLayoutPosition) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
+ float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- self.SetProperty(mPropertyLayoutPosition, firstItemScrollPosition);
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
{
AnimateScrollOvershoot(0.0f);
}
-
- StartRefreshTimer();
}
break;
if (mScrollAnimation)
{
- StartRefreshTimer();
-
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
return nextFocusActor;
}
}
- float layoutPosition = mActiveLayout->GetClosestAnchorPosition(Self().GetProperty<float>(mPropertyLayoutPosition));
+ float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
Vector3 layoutSize = Self().GetCurrentSize();
if(!nextFocusActor)
{
if(commitedFocusableActor)
{
int nextItemID = GetItemId(commitedFocusableActor);
- float layoutPosition = Self().GetProperty<float>(mPropertyLayoutPosition);
+ float layoutPosition = GetCurrentLayoutPosition(0);
Vector3 layoutSize = Self().GetCurrentSize();
Vector3 focusItemPosition = Vector3::ZERO;
ItemLayout::Vector3Function itemPositionConstraint;
if (mActiveLayout && mAnchoringEnabled)
{
- float anchorPosition = mActiveLayout->GetClosestAnchorPosition(Self().GetProperty<float>(mPropertyLayoutPosition));
+ float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
anchoringAnimation = Animation::New(mAnchoringDuration);
- anchoringAnimation.AnimateTo( Property(self, mPropertyLayoutPosition), anchorPosition, AlphaFunctions::EaseOut );
+ anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
if(!mIsFlicking)
}
}
-void ItemView::StartRefreshTimer()
-{
- if (!mRefreshTimer)
- {
- mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
- mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
- }
-
- if (!mRefreshTimer.IsRunning())
- {
- mRefreshTimer.Start();
- }
-}
-
-void ItemView::CancelRefreshTimer()
-{
- if (mRefreshTimer)
- {
- mRefreshTimer.Stop();
- }
-}
-
void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
- StartRefreshTimer();
-
if(durationSeconds > 0.0f)
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(durationSeconds);
- mScrollAnimation.AnimateTo( Property(self, mPropertyLayoutPosition), firstItemScrollPosition, AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
else
{
- self.SetProperty(mPropertyLayoutPosition, firstItemScrollPosition);
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
AnimateScrollOvershoot(0.0f);
}
}
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
+ self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
+
ItemLayout::Vector3Function lastItemPositionConstraint;
if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
{
lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
}
+ float domainSize;
+
if(IsHorizontal(mActiveLayout->GetOrientation()))
{
self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
+ domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
}
else
{
self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
+ domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
}
+ mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
+
bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
self.SetProperty(mPropertyCanScrollHorizontal, false);
{
Actor self = Self();
- float currentLayoutPosition = ClampFirstItemPosition(self.GetProperty<float>(mPropertyLayoutPosition), layoutSize, *mActiveLayout);
+ float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
Vector3 ItemView::GetCurrentScrollPosition() const
{
- float currentLayoutPosition = Self().GetProperty<float>(mPropertyLayoutPosition);
+ float currentLayoutPosition = GetCurrentLayoutPosition(0);
return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
}
float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
- StartRefreshTimer();
-
if(duration > 0.0f)
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(duration);
- mScrollAnimation.AnimateTo( Property(self, mPropertyLayoutPosition), firstItemScrollPosition, AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
else
{
- self.SetProperty(mPropertyLayoutPosition, firstItemScrollPosition);
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
AnimateScrollOvershoot(0.0f);
}
{
Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
ParentSource( Actor::SIZE ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<Quaternion>( Actor::ROTATION,
ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
constraint = Constraint::New<Vector3>( Actor::POSITION,
ParentSource( Actor::SIZE ),
ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
Actor self = Self();
constraint = Constraint::New<float>( effectOvershootPropertyIndex,
- Source( self, mPropertyOvershoot ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
EqualToConstraint() );
mOvershootEffect.ApplyConstraint(constraint);
}
// since the pan gesture starts.
Actor self = Self();
float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
- float positionDelta = self.GetProperty<float>(mPropertyLayoutPosition) + scrollDistance;
+ float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
}
Actor self = Self();
- float currentOvershoot = self.GetProperty<float>(mPropertyOvershoot);
+ float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
RemoveAnimation(mScrollOvershootAnimation);
mScrollOvershootAnimation = Animation::New(duration);
mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
- mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) );
+ mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
mScrollOvershootAnimation.Play();
mAnimatingOvershootOn = animatingOn;