#include <algorithm>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/set-wrapper.h>
+#include <dali/devel-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/events/wheel-event.h>
+#include <dali/public-api/events/touch-data.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.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/internal/controls/scrollable/bouncing-effect-actor.h>
-#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
using std::string;
using std::set;
namespace // Unnamed namespace
{
-//Type registration
-
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
-DALI_TYPE_REGISTRATION_END()
-
const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
-const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
+const float DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
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 int WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
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 string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
-const string POSITION_PROPERTY_NAME( "item-view-position" );
-const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
-const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
-const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
-const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
-
/**
* 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 Vector3& parentScrollDirection = inputs[0]->GetVector3();
- const Vector3& parentSize = inputs[1]->GetVector3();
- const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
-
- if(Toolkit::IsVertical(parentOrientation))
+ 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 )
{
- const Vector3& parentScrollDirection = inputs[0]->GetVector3();
- const float parentOvershoot = inputs[1]->GetFloat();
- const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
+ const Vector2& parentScrollDirection = inputs[0]->GetVector2();
+ const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+ const float parentOvershoot = inputs[2]->GetFloat();
float multiplier = 0;
- if(Toolkit::IsVertical(parentOrientation))
+ if(Toolkit::IsVertical(layoutOrientation))
{
if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
{
- if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
- || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
+ if( (layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
+ || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
multiplier = 0.5f;
}
{
if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
{
- if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
- ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
+ if( (layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
+ ||(layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
{
multiplier = 1.0f;
}
void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
{
const Vector3& parentSize = inputs[0]->GetVector3();
- const Vector3& parentScrollDirection = inputs[1]->GetVector3();
- const float parentOvershoot = inputs[2]->GetFloat();
- const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
+ const Vector2& parentScrollDirection = inputs[1]->GetVector2();
+ const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[2]->GetInteger());
+ const float parentOvershoot = inputs[3]->GetFloat();
Vector3 relativeOffset;
- if(Toolkit::IsVertical(parentOrientation))
+ if(Toolkit::IsVertical(layoutOrientation))
{
if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
{
- if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
- || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
+ if( (layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
+ || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
}
{
if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
{
- if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
- || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
+ if( (layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
+ || (layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
}
current = inputs[0]->GetBoolean();
}
-/**
- * Relative position Constraint
- * Generates the relative position value of the item view based on the layout position,
- * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
- */
-void RelativePositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
-{
- const Vector3& position = Vector3(0.0f, inputs[0]->GetFloat(), 0.0f);
- const Vector3& min = inputs[1]->GetVector3();
- const Vector3& max = inputs[2]->GetVector3();
-
- Vector3 domainSize = max - min;
-
- current.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
- current.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
- current.z = 0.0f;
-}
-
} // unnamed namespace
namespace Dali
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_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_TYPE_REGISTRATION_END()
+
bool FindById( const ItemContainer& items, ItemId id )
{
for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
}
ItemView::ItemView(ItemFactory& factory)
-: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | REQUIRES_MOUSE_WHEEL_EVENTS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ),
+: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | 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(true),
mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
mRefreshIntervalLayoutPositions(0.0f),
- mRefreshOrderHint(true/*Refresh item 0 first*/),
mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
- mMouseWheelScrollDistanceStep(0.0f),
+ 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),
- mPropertyPosition(Property::INVALID_INDEX),
- mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
- mPropertyScrollSpeed(Property::INVALID_INDEX),
mRefreshEnabled(true),
- mItemsParentOrigin( ParentOrigin::CENTER),
- mItemsAnchorPoint( AnchorPoint::CENTER)
+ mInAnimation(false)
{
}
{
Actor self = Self();
- 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);
-
- EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
-
- Constraint constraint = Constraint::New<Vector3>( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, RelativePositionConstraint );
- constraint.AddSource( LocalSource( mPropertyPosition ) );
- constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) );
- constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) );
- constraint.Apply();
-
Vector2 stageSize = Stage::GetCurrent().GetSize();
- mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
+ mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
+ self.TouchSignal().Connect( this, &ItemView::OnTouch );
EnableGestureDetection(Gesture::Type(Gesture::Pan));
- mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
- mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
+ mWheelEventFinishedTimer = Timer::New( WHEEL_EVENT_FINISHED_TIME_OUT );
+ mWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnWheelEventFinished );
SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
}
{
}
-Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
-{
- return mScrollConnector;
-}
-
unsigned int ItemView::GetLayoutCount() const
{
return mLayouts.size();
float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
{
- return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
+ return Self().GetProperty<float>( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
}
void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
actor.RemoveConstraints();
Vector3 size;
- if(mActiveLayout->GetItemSize(itemId, targetSize, size))
- {
- // resize immediately
- actor.SetSize( size.GetVectorXY() );
- }
+ mActiveLayout->GetItemSize( itemId, targetSize, size );
+ actor.SetSize( size.GetVectorXY() );
- mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints(actor, itemId, targetSize, Self() );
}
// Refresh the new layout
ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
- AddActorsWithinRange( range, durationSeconds );
+ AddActorsWithinRange( range, targetSize );
// Scroll to an appropriate layout position
float current = GetCurrentLayoutPosition(0);
float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
- self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
if (current < minimum)
{
{
RemoveAnimation(mScrollAnimation);
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.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
mScrollAnimation.Play();
}
+ else
+ {
+ // Emit the layout activated signal
+ mLayoutActivatedSignal.Emit();
+ }
- self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
AnimateScrollOvershoot(0.0f);
mScrollOvershoot = 0.0f;
Radian scrollDirection(mActiveLayout->GetScrollDirection());
- float orientation = static_cast<float>(mActiveLayout->GetOrientation());
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
-
- self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
+ self.SetProperty(Toolkit::ItemView::Property::SCROLL_DIRECTION, Vector2(sinf(scrollDirection), cosf(scrollDirection)));
+ self.SetProperty(Toolkit::ItemView::Property::LAYOUT_ORIENTATION, static_cast<int>(mActiveLayout->GetOrientation()));
+ self.SetProperty(Toolkit::ItemView::Property::SCROLL_SPEED, mScrollSpeed);
CalculateDomainSize(targetSize);
}
void ItemView::OnRefreshNotification(PropertyNotification& source)
{
- if(mRefreshEnabled || mScrollAnimation)
+ // Cancel scroll animation to prevent any fighting of setting the scroll position property by scroll bar during fast scroll.
+ if(!mRefreshEnabled && mScrollAnimation)
{
- // Only refresh the cache during normal scrolling
- DoRefresh(GetCurrentLayoutPosition(0), true);
+ RemoveAnimation(mScrollAnimation);
}
+
+ // Only cache extra items when it is not a fast scroll
+ DoRefresh(GetCurrentLayoutPosition(0), mRefreshEnabled || mScrollAnimation);
}
void ItemView::Refresh()
{
ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
RemoveActorsOutsideRange( range );
- AddActorsWithinRange( range, 0.0f/*immediate*/ );
+ AddActorsWithinRange( range, Self().GetCurrentSize() );
- mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
+ mScrollUpdatedSignal.Emit( Vector2(0.0f, currentLayoutPosition) );
}
}
return mMinimumSwipeDistance;
}
-void ItemView::SetMouseWheelScrollDistanceStep(float step)
+void ItemView::SetWheelScrollDistanceStep(float step)
{
- mMouseWheelScrollDistanceStep = step;
+ mWheelScrollDistanceStep = step;
}
-float ItemView::GetMouseWheelScrollDistanceStep() const
+float ItemView::GetWheelScrollDistanceStep() const
{
- return mMouseWheelScrollDistanceStep;
+ return mWheelScrollDistanceStep;
}
void ItemView::SetAnchoring(bool enabled)
{
mRefreshIntervalLayoutPositions = intervalLayoutPositions;
+ Actor self = Self();
if(mRefreshNotification)
{
- mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
+ self.RemovePropertyNotification(mRefreshNotification);
}
- mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
+ mRefreshNotification = self.AddPropertyNotification( Toolkit::ItemView::Property::LAYOUT_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
}
}
void ItemView::InsertItem( Item newItem, float durationSeconds )
{
mAddingItems = true;
+ Vector3 layoutSize = Self().GetCurrentSize();
Actor displacedActor;
ItemPoolIter afterDisplacedIter = mItemPool.end();
ItemPoolIter foundIter = mItemPool.find( newItem.first );
if( mItemPool.end() != foundIter )
{
- SetupActor( newItem, durationSeconds );
+ SetupActor( newItem, layoutSize );
Self().Add( newItem.second );
displacedActor = foundIter->second;
displacedActor = temp;
iter->second.RemoveConstraints();
- mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, layoutSize, Self() );
}
// Create last item
mItemPool.insert( lastItem );
lastItem.second.RemoveConstraints();
- mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, layoutSize, Self() );
}
}
- CalculateDomainSize(Self().GetCurrentSize());
+ CalculateDomainSize( layoutSize );
mAddingItems = false;
}
void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
{
mAddingItems = true;
+ Vector3 layoutSize = Self().GetCurrentSize();
// Insert from lowest id to highest
std::set<Item> sortedItems;
// If newly inserted
if( FindById( newItems, iter->first ) )
{
- SetupActor( *iter, durationSeconds );
+ SetupActor( *iter, layoutSize );
}
else
{
iter->second.RemoveConstraints();
- mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, layoutSize, Self() );
}
}
- CalculateDomainSize(Self().GetCurrentSize());
+ CalculateDomainSize( layoutSize );
mAddingItems = false;
}
bool actorsReordered = RemoveActor( itemId );
if( actorsReordered )
{
- ReapplyAllConstraints( durationSeconds );
+ ReapplyAllConstraints();
OnItemsRemoved();
}
if( actorsReordered )
{
- ReapplyAllConstraints( durationSeconds );
+ ReapplyAllConstraints();
OnItemsRemoved();
}
void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
{
mAddingItems = true;
+ Vector3 layoutSize = Self().GetCurrentSize();
- SetupActor( replacementItem, durationSeconds );
+ SetupActor( replacementItem, layoutSize );
Self().Add( replacementItem.second );
const ItemPoolIter iter = mItemPool.find( replacementItem.first );
mItemPool.insert( replacementItem );
}
- CalculateDomainSize(Self().GetCurrentSize());
+ CalculateDomainSize( layoutSize );
mAddingItems = false;
}
}
}
-void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
+void ItemView::AddActorsWithinRange( ItemRange range, const Vector3& layoutSize )
{
range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
{
for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
{
- AddNewActor( itemId, durationSeconds );
+ AddNewActor( itemId, layoutSize );
}
}
else
{
for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
{
- AddNewActor( itemId-1, durationSeconds );
+ AddNewActor( itemId-1, layoutSize );
}
}
CalculateDomainSize(Self().GetCurrentSize());
}
-void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
+void ItemView::AddNewActor( unsigned int itemId, const Vector3& layoutSize )
{
mAddingItems = true;
mItemPool.insert( newItem );
- SetupActor( newItem, durationSeconds );
+ SetupActor( newItem, layoutSize );
Self().Add( actor );
}
}
mAddingItems = false;
}
-void ItemView::SetupActor( Item item, float durationSeconds )
+void ItemView::SetupActor( Item item, const Vector3& layoutSize )
{
item.second.SetParentOrigin( mItemsParentOrigin );
item.second.SetAnchorPoint( mItemsAnchorPoint );
if( mActiveLayout )
{
Vector3 size;
- if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
- {
- item.second.SetSize( size.GetVectorXY() );
- }
+ mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size );
+ item.second.SetSize( size.GetVectorXY() );
- mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints( item.second, item.first, layoutSize, Self() );
}
}
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
- 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(mPropertyScrollSpeed, mScrollSpeed);
-
- mScrollOvershoot = 0.0f;
- AnimateScrollOvershoot(0.0f);
-
- if(mScrollAnimation)
+ Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
+ if(scrollBar)
{
- mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
+ scrollBar.SetScrollPropertySource(Self(),
+ Toolkit::ItemView::Property::LAYOUT_POSITION,
+ Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
+ Toolkit::Scrollable::Property::SCROLL_POSITION_MAX_Y,
+ Toolkit::ItemView::Property::SCROLL_CONTENT_SIZE);
}
-
- RemoveAnimation(mScrollAnimation);
}
-
- return true; // consume since we're potentially scrolling
}
-bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool ItemView::OnWheelEvent(const WheelEvent& event)
{
- // Respond the mouse wheel event to scroll
+ // Respond the wheel event to scroll
if (mActiveLayout)
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
- float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
+ float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
- self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
+ self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+
mScrollStartedSignal.Emit(GetCurrentScrollPosition());
mRefreshEnabled = true;
}
- if (mMouseWheelEventFinishedTimer.IsRunning())
+ if (mWheelEventFinishedTimer.IsRunning())
{
- mMouseWheelEventFinishedTimer.Stop();
+ mWheelEventFinishedTimer.Stop();
}
- mMouseWheelEventFinishedTimer.Start();
+ mWheelEventFinishedTimer.Start();
return true;
}
-bool ItemView::OnMouseWheelEventFinished()
+bool ItemView::OnWheelEventFinished()
{
if (mActiveLayout)
{
RemoveAnimation(mScrollAnimation);
- // No more mouse wheel events coming. Do the anchoring if enabled.
+ // No more wheel events coming. Do the anchoring if enabled.
mScrollAnimation = DoAnchoring();
if (mScrollAnimation)
{
return false;
}
-void ItemView::ReapplyAllConstraints( float durationSeconds )
+void ItemView::ReapplyAllConstraints()
{
+ Vector3 layoutSize = Self().GetCurrentSize();
+
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
unsigned int id = iter->first;
Actor actor = iter->second;
actor.RemoveConstraints();
- mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
+ mActiveLayout->ApplyConstraints(actor, id, layoutSize, Self());
}
}
if( mActiveLayout )
{
float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
-
- mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
+ Self().SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
}
}
-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(mPropertyMinimumLayoutPosition, minLayoutPosition);
+ 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();
, 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 );
- mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION ), firstItemScrollPosition, AlphaFunction::EASE_OUT );
+ 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
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+ float currentOvershoot = self.GetProperty<float>(Toolkit::ItemView::Property::OVERSHOOT);
- mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
- self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
+ 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();
- mScrollPositionObject.SetProperty( ScrollConnector::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;
return true;
}
-Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
{
Actor nextFocusActor;
if(mActiveLayout)
Vector3 layoutSize = Self().GetCurrentSize();
float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
- ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
+ ScrollTo(Vector2(0.0f, scrollTo), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
}
}
float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
anchoringAnimation = Animation::New(mAnchoringDuration);
- 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 );
+ anchoringAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), anchorPosition, AlphaFunction::EASE_OUT );
+ anchoringAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT );
if(!mIsFlicking)
{
AnimateScrollOvershoot(0.0f);
RemoveAnimation(mScrollAnimation);
mRefreshEnabled = true;
DoRefresh(GetCurrentLayoutPosition(0), true);
+
+ // Emit the layout activated signal
+ mLayoutActivatedSignal.Emit();
}
void ItemView::OnOvershootOnFinished(Animation& animation)
{
AnimateScrollOvershoot(0.0f);
}
+ mInAnimation = false;
}
void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(durationSeconds);
- mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
- mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
else
{
- mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
+ self.SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
AnimateScrollOvershoot(0.0f);
}
firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
- self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
float domainSize;
if(IsHorizontal(mActiveLayout->GetOrientation()))
{
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f));
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f));
domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
}
else
{
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f));
- self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f));
domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
}
- mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector2::ZERO);
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition));
+
+ self.SetProperty(Toolkit::ItemView::Property::SCROLL_CONTENT_SIZE, domainSize);
bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable);
}
}
-Vector3 ItemView::GetDomainSize() const
-{
- Actor self = Self();
-
- float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN);
- float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX);
-
- return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
-}
-
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);
}
return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
}
-Vector3 ItemView::GetCurrentScrollPosition() const
+Vector2 ItemView::GetCurrentScrollPosition() const
{
- float currentLayoutPosition = GetCurrentLayoutPosition(0);
- return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
+ return Vector2(0.0f, GetScrollPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize()));
}
void ItemView::AddOverlay(Actor actor)
{
+ actor.SetDrawMode( DrawMode::OVERLAY_2D );
Self().Add(actor);
}
Self().Remove(actor);
}
-void ItemView::ScrollTo(const Vector3& position, float duration)
+void ItemView::ScrollTo(const Vector2& position, float duration)
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
{
RemoveAnimation(mScrollAnimation);
mScrollAnimation = Animation::New(duration);
- mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
- mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
+ mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
mScrollAnimation.Play();
}
else
{
- mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
+ self.SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
AnimateScrollOvershoot(0.0f);
}
}
}
-void ItemView::SetOvershootEnabled( bool enable )
+void ItemView::EnableScrollOvershoot( bool enable )
{
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);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
- self.Add(mOvershootOverlay);
-
- Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
- constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) );
- 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::Scrollable::Property::SCROLL_DIRECTION ) );
- constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) );
- constraint.Apply();
-
- constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint );
- constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
- constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) );
- constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::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( Source( mScrollPositionObject, ScrollConnector::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);
+
+ Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint(mOvershootSize.height) );
+ 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(mOvershootSize.width, mOvershootSize.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();
+ }
}
else
{
float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
- self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
+ self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition));
float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
overshoot = positionDelta - clamppedPosition;
}
return;
}
+ Actor self = Self();
+
if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
{
- float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+ float currentOvershoot = self.GetProperty<float>(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(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
+ mScrollOvershootAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
mScrollOvershootAnimation.Play();
-
- mAnimatingOvershootOn = animatingOn;
}
else
{
- mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
+ self.SetProperty( Toolkit::ItemView::Property::OVERSHOOT, overshootAmount );
}
}
}
}
-void ItemView::OnScrollPositionChanged( float position )
+bool ItemView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
- // Cancel scroll animation to prevent any fighting of setting the scroll position property.
- RemoveAnimation(mScrollAnimation);
+ Dali::BaseHandle handle( object );
+
+ bool connected( true );
+ Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( handle );
+
+ if( 0 == strcmp( signalName.c_str(), LAYOUT_ACTIVATED_SIGNAL ) )
+ {
+ itemView.LayoutActivatedSignal().Connect( tracker, functor );
+ }
+ else
+ {
+ // signalName does not match any signal
+ connected = false;
+ }
+
+ 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;
+ }
+ }
+ }
+}
+
+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;
+ }
+ }
+ }
+
+ 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();
+ }
+
+ return true;
+}
- // Refresh the cache immediately when the scroll position is changed.
- DoRefresh(position, false); // No need to cache extra items.
+void ItemView::DoStopScrolling()
+{
+ if( mScrollAnimation )
+ {
+ mScrollAnimation.Stop();
+ mScrollAnimation.Reset();
+ }
}
} // namespace Internal