-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
// EXTERNAL INCLUDES
#include <algorithm>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/set-wrapper.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/events/mouse-wheel-event.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/object/type-registry.h>
// 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>
+#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
-using namespace std;
+using std::string;
+using std::set;
using namespace Dali;
namespace // unnamed namespace
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_MINIMUM_SWIPE_DURATION = 0.45f;
+const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
+
+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
-const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
const float MILLISECONDS_PER_SECONDS = 1000.0f;
-const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
-const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
+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 MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
-const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
-// Functors which wrap constraint functions with stored item IDs
-
-struct WrappedVector3Constraint
-{
- WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
-
- Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
-
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
-
- Toolkit::ItemLayout::Vector3Function mWrapMe;
- unsigned int mItemId;
-};
-
-struct WrappedQuaternionConstraint
-{
- WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
-
- Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
-
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
-
- Toolkit::ItemLayout::QuaternionFunction mWrapMe;
- unsigned int mItemId;
-};
-
-struct WrappedVector4Constraint
-{
- WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
-
- Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
-
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
-
- Toolkit::ItemLayout::Vector4Function mWrapMe;
- unsigned int mItemId;
-};
-
-struct WrappedBoolConstraint
-{
- WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
- : mWrapMe(wrapMe),
- mItemId(itemId)
- {
- }
-
- bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
- {
- float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
-
- return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
- }
-
- Toolkit::ItemLayout::BoolFunction mWrapMe;
- unsigned int mItemId;
-};
-
/**
* Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
*/
struct OvershootOverlaySizeConstraint
{
- float operator()(const float& current,
+ Vector3 operator()(const Vector3& current,
const PropertyInput& parentScrollDirectionProperty,
const PropertyInput& parentOvershootProperty,
const PropertyInput& parentSizeProperty)
overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
}
- return overlayWidth;
+ float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
+
+ return Vector3( overlayWidth, overlayHeight, current.depth );
}
};
: Scrollable(),
mItemFactory(factory),
mActiveLayout(NULL),
- mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
mAnimatingOvershootOn(false),
mAnimateOvershootOff(false),
mAnchoringEnabled(true),
mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
- mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
+ mRefreshIntervalLayoutPositions(0.0f),
mRefreshOrderHint(true/*Refresh item 0 first*/),
mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
+ mMouseWheelScrollDistanceStep(0.0f),
mScrollDistance(0.0f),
mScrollSpeed(0.0f),
mTotalPanDisplacement(Vector2::ZERO),
mScrollOvershoot(0.0f),
mIsFlicking(false),
- mGestureState(Gesture::Clear)
+ mGestureState(Gesture::Clear),
+ mAddingItems(false),
+ mPropertyPosition(Property::INVALID_INDEX),
+ mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
+ mPropertyScrollSpeed(Property::INVALID_INDEX),
+ mRefreshEnabled(true),
+ mItemsParentOrigin( ParentOrigin::CENTER),
+ mItemsAnchorPoint( AnchorPoint::CENTER)
{
SetRequiresMouseWheelEvents(true);
SetKeyboardNavigationSupport(true);
Actor self = Self();
- mOvershootEffect = OvershootRippleEffect::New();
- Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
- mOvershootOverlay = ImageActor::New( overshootImage );
- mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
- mOvershootOverlay.SetShaderEffect(mOvershootEffect);
- mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
- self.Add(mOvershootOverlay);
-
mScrollConnector = Dali::Toolkit::ScrollConnector::New();
mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
+ mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
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();
+ EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
LocalSource(mPropertyPosition),
mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
+
+ SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
}
ItemView::~ItemView()
float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
{
- return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
+ return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
}
void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
{
DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
+ mRefreshEnabled = false;
+
Actor self = Self();
// The ItemView size should match the active layout size
// Move the items to the new layout positions...
bool resizeAnimationNeeded(false);
-
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
unsigned int itemId = iter->first;
}
}
- ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
+ mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
}
if (resizeAnimationNeeded)
}
// Refresh the new layout
- ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
+ ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
AddActorsWithinRange( range, durationSeconds );
// Scroll to an appropriate layout position
if (scrollAnimationNeeded)
{
RemoveAnimation(mScrollAnimation);
- mScrollAnimation = Animation::New(mAnchoringDuration);
+ mScrollAnimation = Animation::New(durationSeconds);
mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
+ mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
mScrollAnimation.Play();
}
mActiveLayout = NULL;
}
-
- CancelRefreshTimer();
-}
-
-void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
-{
- mDefaultAlphaFunction = func;
}
-AlphaFunction ItemView::GetDefaultAlphaFunction() const
+void ItemView::OnRefreshNotification(PropertyNotification& source)
{
- return mDefaultAlphaFunction;
+ if(mRefreshEnabled || mScrollAnimation)
+ {
+ // Only refresh the cache during normal scrolling
+ DoRefresh(GetCurrentLayoutPosition(0), true);
+ }
}
-bool ItemView::OnRefreshTick()
+void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
{
- // Short-circuit if there is no active layout
- if (!mActiveLayout)
+ if (mActiveLayout)
{
- return false;
- }
-
- ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
+ ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
+ RemoveActorsOutsideRange( range );
+ AddActorsWithinRange( range, 0.0f/*immediate*/ );
- RemoveActorsOutsideRange( range );
-
- AddActorsWithinRange( range, 0.0f/*immediate*/ );
-
- // Keep refreshing whilst the layout is moving
- return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
+ mScrollUpdatedSignal.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)
{
- mRefreshIntervalMilliseconds = intervalMilliseconds;
+ if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
+ {
+ mRefreshIntervalLayoutPositions = intervalLayoutPositions;
+
+ if(mRefreshNotification)
+ {
+ mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
+ }
+ mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
+ mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
+ }
}
-unsigned int ItemView::GetRefreshInterval() const
+float ItemView::GetRefreshInterval() const
{
- return mRefreshIntervalMilliseconds;
+ return mRefreshIntervalLayoutPositions;
+}
+
+void ItemView::SetRefreshEnabled(bool enabled)
+{
+ mRefreshEnabled = enabled;
}
Actor ItemView::GetItem(unsigned int itemId) const
void ItemView::InsertItem( Item newItem, float durationSeconds )
{
- SetupActor( newItem, durationSeconds );
- Self().Add( newItem.second );
+ mAddingItems = true;
+
+ Actor displacedActor;
+ ItemPoolIter afterDisplacedIter = mItemPool.end();
ItemPoolIter foundIter = mItemPool.find( newItem.first );
if( mItemPool.end() != foundIter )
{
- Actor moveMe = foundIter->second;
+ SetupActor( newItem, durationSeconds );
+ Self().Add( newItem.second );
+
+ displacedActor = foundIter->second;
foundIter->second = newItem.second;
+ afterDisplacedIter = ++foundIter;
+ }
+ else
+ {
+ // Inserting before the existing item range?
+ ItemPoolIter iter = mItemPool.begin();
+ if( iter != mItemPool.end() &&
+ iter->first > newItem.first )
+ {
+ displacedActor = iter->second;
+ mItemPool.erase( iter++ ); // iter is still valid after the erase
+
+ afterDisplacedIter = iter;
+ }
+ }
+
+ if( displacedActor )
+ {
// Move the existing actors to make room
- for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
+ for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
{
Actor temp = iter->second;
- iter->second = moveMe;
- moveMe = temp;
+ iter->second = displacedActor;
+ displacedActor = temp;
iter->second.RemoveConstraints();
- ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
}
// Create last item
- ItemId lastId = mItemPool.rbegin()->first;
- Item lastItem( lastId + 1, moveMe );
- mItemPool.insert( lastItem );
+ ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
+ if ( lastIter != mItemPool.rend() )
+ {
+ ItemId lastId = lastIter->first;
+ Item lastItem( lastId + 1, displacedActor );
+ mItemPool.insert( lastItem );
- lastItem.second.RemoveConstraints();
- ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
- }
- else
- {
- mItemPool.insert( newItem );
+ lastItem.second.RemoveConstraints();
+ mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
+ }
}
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
}
void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
{
+ mAddingItems = true;
+
// Insert from lowest id to highest
- set<Item> sortedItems;
+ std::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 )
+ for( std::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 )
{
else
{
iter->second.RemoveConstraints();
- ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
}
}
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
}
void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
{
- bool actorRemoved = RemoveActor( itemId );
- if( actorRemoved )
+ bool actorsReordered = RemoveActor( itemId );
+ if( actorsReordered )
{
ReapplyAllConstraints( durationSeconds );
+
+ OnItemsRemoved();
}
}
void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
{
- bool actorRemoved( false );
+ bool actorsReordered( false );
// Remove from highest id to lowest
set<ItemId> sortedItems;
{
if( RemoveActor( *iter ) )
{
- actorRemoved = true;
+ actorsReordered = true;
}
}
- if( actorRemoved )
+ if( actorsReordered )
{
ReapplyAllConstraints( durationSeconds );
+
+ OnItemsRemoved();
}
}
bool ItemView::RemoveActor(unsigned int itemId)
{
- bool removed( false );
+ bool reordered( false );
- const ItemPoolIter removeIter = mItemPool.find( itemId );
+ ItemPoolIter removeIter = mItemPool.find( itemId );
+ if( removeIter != mItemPool.end() )
+ {
+ ReleaseActor(itemId, removeIter->second);
+ }
+ else
+ {
+ // Removing before the existing item range?
+ ItemPoolIter iter = mItemPool.begin();
+ if( iter != mItemPool.end() &&
+ iter->first > itemId )
+ {
+ // In order to decrement the first visible item ID
+ mItemPool.insert( Item(iter->first - 1, Actor()) );
+
+ removeIter = mItemPool.begin();
+ }
+ }
if( removeIter != mItemPool.end() )
{
- Self().Remove( removeIter->second );
- removed = true;
+ reordered = true;
// Adjust the remaining item IDs, for example if item 2 is removed:
// Initial actors: After insert:
}
}
- return removed;
+ return reordered;
}
void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
{
+ mAddingItems = true;
+
SetupActor( replacementItem, durationSeconds );
Self().Add( replacementItem.second );
const ItemPoolIter iter = mItemPool.find( replacementItem.first );
if( mItemPool.end() != iter )
{
- Self().Remove( iter->second );
+ ReleaseActor(iter->first, iter->second);
iter->second = replacementItem.second;
}
else
{
mItemPool.insert( replacementItem );
}
+
+ CalculateDomainSize(Self().GetCurrentSize());
+
+ mAddingItems = false;
}
void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
if( ! range.Within( current ) )
{
- Self().Remove( iter->second );
+ ReleaseActor(iter->first, iter->second);
mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
}
void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
{
- range.end = min(mItemFactory.GetNumberOfItems(), range.end);
+ range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
// The order of addition depends on the scroll direction.
if (mRefreshOrderHint)
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 );
Self().Add( actor );
}
}
+
+ mAddingItems = false;
}
void ItemView::SetupActor( Item item, float durationSeconds )
{
- item.second.SetParentOrigin( ParentOrigin::CENTER );
- item.second.SetAnchorPoint( AnchorPoint::CENTER );
+ item.second.SetParentOrigin( mItemsParentOrigin );
+ item.second.SetAnchorPoint( mItemsAnchorPoint );
if( mActiveLayout )
{
item.second.SetSize( size );
}
- ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
+ mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
}
}
-ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
+void ItemView::ReleaseActor( ItemId item, Actor actor )
+{
+ Self().Remove( actor );
+ mItemFactory.ItemReleased(item, actor);
+}
+
+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( GetCurrentLayoutPosition(0), 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
mScrollOvershoot = 0.0f;
AnimateScrollOvershoot(0.0f);
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ if(mScrollAnimation)
+ {
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
+ }
RemoveAnimation(mScrollAnimation);
}
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
- float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
+ float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
- StartRefreshTimer();
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
+ mRefreshEnabled = true;
}
if (mMouseWheelEventFinishedTimer.IsRunning())
mScrollAnimation = DoAnchoring();
if (mScrollAnimation)
{
- StartRefreshTimer();
-
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
mScrollOvershoot = 0.0f;
AnimateScrollOvershoot(0.0f);
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
}
}
return false;
}
-void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
-{
- ItemLayout::Vector3Function positionConstraint;
- if (layout.GetPositionConstraint(itemId, positionConstraint))
- {
- WrappedVector3Constraint wrapped(positionConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::QuaternionFunction rotationConstraint;
- if (layout.GetRotationConstraint(itemId, rotationConstraint))
- {
- WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
-
- Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::Vector3Function scaleConstraint;
- if (layout.GetScaleConstraint(itemId, scaleConstraint))
- {
- WrappedVector3Constraint wrapped(scaleConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::Vector4Function colorConstraint;
- if (layout.GetColorConstraint(itemId, colorConstraint))
- {
- WrappedVector4Constraint wrapped(colorConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
- 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);
- constraint.SetRemoveAction(Dali::Constraint::Discard);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::BoolFunction visibilityConstraint;
- if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
- {
- WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
-
- Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
- 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);
- constraint.SetRemoveAction(Dali::Constraint::Discard);
-
- actor.ApplyConstraint(constraint);
- }
-}
-
void ItemView::ReapplyAllConstraints( float durationSeconds )
{
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
Actor actor = iter->second;
actor.RemoveConstraints();
- ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
+ mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
}
+}
+void ItemView::OnItemsRemoved()
+{
CalculateDomainSize(Self().GetCurrentSize());
+
+ // Adjust scroll-position after an item is removed
+ if( mActiveLayout )
+ {
+ float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
+
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
+ }
}
float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
{
Actor self = Self();
float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
- float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
+ float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
mScrollOvershoot = targetPosition - clamppedPosition;
self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
return clamppedPosition;
}
-void ItemView::OnPan(PanGesture gesture)
+void ItemView::OnPan( const PanGesture& gesture )
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
RemoveAnimation(mScrollAnimation);
- float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
+ float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
+ , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
+
mScrollAnimation = Animation::New(flickAnimationDuration);
mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
// Reset the overshoot if no scroll animation.
if (!mScrollAnimation)
{
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
AnimateScrollOvershoot(0.0f, false);
}
case Gesture::Started: // Fall through
{
mTotalPanDisplacement = Vector2::ZERO;
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
+ mRefreshEnabled = true;
}
case Gesture::Continuing:
{
mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
- mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
+ mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
// Refresh order depends on the direction of the scroll; negative is towards the last item.
mRefreshOrderHint = mScrollDistance < 0.0f;
- RemoveAnimation(mScrollSpeedAnimation);
- mScrollSpeedAnimation = Animation::New(0.3f);
- mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
- mScrollSpeedAnimation.Play();
-
float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
+ float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+
mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
- mTotalPanDisplacement += gesture.displacement;
- mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
- if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
- {
- AnimateScrollOvershoot(1.0f);
- }
- else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
+ if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
{
- AnimateScrollOvershoot(-1.0f);
- }
- else
- {
- AnimateScrollOvershoot(0.0f);
+ mTotalPanDisplacement += gesture.displacement;
}
- StartRefreshTimer();
+ mScrollOvershoot = CalculateScrollOvershoot();
+ mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
}
break;
if (mScrollAnimation)
{
- StartRefreshTimer();
-
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
return true;
}
-Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
{
Actor nextFocusActor;
if(mActiveLayout)
int nextItemID = GetItemId(commitedFocusableActor);
float layoutPosition = GetCurrentLayoutPosition(0);
Vector3 layoutSize = Self().GetCurrentSize();
- Vector3 focusItemPosition = Vector3::ZERO;
- ItemLayout::Vector3Function itemPositionConstraint;
- if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
- {
- focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
- }
float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
- mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
{
mScrollOvershoot = 0.0f;
}
+void ItemView::OnLayoutActivationScrollFinished(Animation& source)
+{
+ RemoveAnimation(mScrollAnimation);
+ mRefreshEnabled = true;
+ DoRefresh(GetCurrentLayoutPosition(0), true);
+}
+
void ItemView::OnOvershootOnFinished(Animation& animation)
{
mAnimatingOvershootOn = false;
}
}
-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);
AnimateScrollOvershoot(0.0f);
}
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
+ mRefreshEnabled = true;
}
void ItemView::RemoveAnimation(Animation& animation)
if(mActiveLayout)
{
- ItemLayout::Vector3Function firstItemPositionConstraint;
- if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
- {
- firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
- }
+ firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
- ItemLayout::Vector3Function lastItemPositionConstraint;
- if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
- {
- lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
- }
+ self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
+ lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),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);
float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
{
- Vector3 firstItemPosition(Vector3::ZERO);
- ItemLayout::Vector3Function firstItemPositionConstraint;
- if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
- {
- firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
- }
-
+ Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
}
float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
- StartRefreshTimer();
-
if(duration > 0.0f)
{
RemoveAnimation(mScrollAnimation);
AnimateScrollOvershoot(0.0f);
}
- mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
+ mScrollStartedSignal.Emit(GetCurrentScrollPosition());
+ mRefreshEnabled = true;
}
-void ItemView::ApplyOvershootOverlayConstraints()
+void ItemView::SetOvershootEffectColor( const Vector4& color )
{
- Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
- ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
- ParentSource( Actor::SIZE ),
- OvershootOverlaySizeConstraint() );
- mOvershootOverlay.ApplyConstraint(constraint);
- mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
-
- constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
- OvershootOverlayRotationConstraint() );
- mOvershootOverlay.ApplyConstraint(constraint);
-
- constraint = Constraint::New<Vector3>( Actor::POSITION,
- ParentSource( Actor::SIZE ),
- ParentSource( mPropertyScrollDirection ),
- ParentSource( mPropertyOvershoot ),
- OvershootOverlayPositionConstraint() );
- mOvershootOverlay.ApplyConstraint(constraint);
-
- constraint = Constraint::New<bool>( Actor::VISIBLE,
- ParentSource( mPropertyCanScrollVertical ),
- OvershootOverlayVisibilityConstraint() );
- mOvershootOverlay.ApplyConstraint(constraint);
+ mOvershootEffectColor = color;
+ if( mOvershootOverlay )
+ {
+ mOvershootOverlay.SetColor( color );
+ }
+}
- int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
+void ItemView::SetOvershootEnabled( bool enable )
+{
Actor self = Self();
- constraint = Constraint::New<float>( effectOvershootPropertyIndex,
- Source( self, mPropertyOvershoot ),
- EqualToConstraint() );
- mOvershootEffect.ApplyConstraint(constraint);
+ if( enable )
+ {
+ 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);
+ self.Add(mOvershootOverlay);
+
+ Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
+ ParentSource( mPropertyScrollDirection ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
+ ParentSource( Actor::SIZE ),
+ OvershootOverlaySizeConstraint() );
+ mOvershootOverlay.ApplyConstraint(constraint);
+ mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
+
+ constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ ParentSource( mPropertyScrollDirection ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
+ OvershootOverlayRotationConstraint() );
+ mOvershootOverlay.ApplyConstraint(constraint);
+
+ constraint = Constraint::New<Vector3>( Actor::POSITION,
+ ParentSource( Actor::SIZE ),
+ ParentSource( mPropertyScrollDirection ),
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
+ OvershootOverlayPositionConstraint() );
+ mOvershootOverlay.ApplyConstraint(constraint);
+
+ constraint = Constraint::New<bool>( Actor::VISIBLE,
+ ParentSource( mPropertyCanScrollVertical ),
+ OvershootOverlayVisibilityConstraint() );
+ mOvershootOverlay.ApplyConstraint(constraint);
+
+ constraint = Constraint::New<float>( effectOvershootPropertyIndex,
+ Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
+ EqualToConstraint() );
+ mOvershootOverlay.ApplyConstraint(constraint);
+ }
+ else
+ {
+ if( mOvershootOverlay )
+ {
+ self.Remove(mOvershootOverlay);
+ mOvershootOverlay.Reset();
+ }
+ }
}
float ItemView::CalculateScrollOvershoot()
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));
+ float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
overshoot = positionDelta - clamppedPosition;
}
- return overshoot;
+ return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
}
void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
return;
}
- Actor self = Self();
- float currentOvershoot = self.GetProperty<float>(mPropertyOvershoot);
- float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
+ if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
+ {
+ float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+ float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
- RemoveAnimation(mScrollOvershootAnimation);
- mScrollOvershootAnimation = Animation::New(duration);
- mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
- mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) );
- mScrollOvershootAnimation.Play();
+ RemoveAnimation(mScrollOvershootAnimation);
+ mScrollOvershootAnimation = Animation::New(duration);
+ mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
+ mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
+ mScrollOvershootAnimation.Play();
+
+ mAnimatingOvershootOn = animatingOn;
+ }
+ else
+ {
+ mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
+ }
+}
+
+void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
+{
+ if( parentOrigin != mItemsParentOrigin )
+ {
+ mItemsParentOrigin = parentOrigin;
+ for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+ {
+ iter->second.SetParentOrigin(parentOrigin);
+ }
+ }
+}
+
+Vector3 ItemView::GetItemsParentOrigin() const
+{
+ return mItemsParentOrigin;
+}
+
+void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
+{
+ if( anchorPoint != mItemsAnchorPoint )
+ {
+ mItemsAnchorPoint = anchorPoint;
+ for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+ {
+ iter->second.SetAnchorPoint(anchorPoint);
+ }
+ }
+}
+
+Vector3 ItemView::GetItemsAnchorPoint() const
+{
+ return mItemsAnchorPoint;
+}
+
+void ItemView::GetItemsRange(ItemRange& range)
+{
+ if( !mItemPool.empty() )
+ {
+ range.begin = mItemPool.begin()->first;
+ range.end = mItemPool.rbegin()->first + 1;
+ }
+ else
+ {
+ range.begin = 0;
+ range.end = 0;
+ }
+}
+
+void ItemView::OnScrollPositionChanged( float position )
+{
+ // Cancel scroll animation to prevent any fighting of setting the scroll position property.
+ RemoveAnimation(mScrollAnimation);
- mAnimatingOvershootOn = animatingOn;
+ // Refresh the cache immediately when the scroll position is changed.
+ DoRefresh(position, false); // No need to cache extra items.
}
} // namespace Internal