#ifndef __DALI_TOOLKIT_INTERNAL_ITEM_VIEW_H__
#define __DALI_TOOLKIT_INTERNAL_ITEM_VIEW_H__
-//
-// 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.
+ *
+ */
// EXTERNAL INCLUDES
-#include <dali/dali.h>
+#include <dali/public-api/adaptor-framework/timer.h>
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/object/property-notification.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/scrollable/scroll-connector.h>
#include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
-#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
namespace Dali
{
void ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds);
/**
- * @copydoc Toolkit::ItemView::SetDefaultAlphaFunction
- */
- void SetDefaultAlphaFunction(AlphaFunction func);
-
- /**
- * @copydoc Toolkit::ItemView::GetDefaultAlphaFunction
- */
- AlphaFunction GetDefaultAlphaFunction() const;
-
- /**
* @copydoc Toolkit::ItemView::DeactivateCurrentLayout
*/
void DeactivateCurrentLayout();
/**
* @copydoc Toolkit::ItemView::SetRefreshInterval
*/
- void SetRefreshInterval(unsigned int intervalMilliseconds);
+ void SetRefreshInterval(float intervalLayoutPositions);
/**
* @copydoc Toolkit::ItemView::GetRefreshInterval
*/
- unsigned int GetRefreshInterval() const;
+ float GetRefreshInterval() const;
+
+ /**
+ * @copydoc Toolkit::ItemView::Refresh
+ */
+ void Refresh();
/**
* @copydoc Toolkit::ItemView::GetItem
*/
void ScrollTo(const Vector3& position, float duration);
+ /**
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootEffectColor
+ */
+ void SetOvershootEffectColor( const Vector4& color );
+
+ /**
+ * @brief Set whether to enable automatic refresh or not. When refresh is disabled,
+ * ItemView will not automatically refresh the cache in the given interval when the
+ * layout position is changed. This is useful in some cases, for example, automatic
+ * refresh is not needed during fast scrolling, otherwise it will cache unneeded
+ * items when the layout position changes quickly.
+ *
+ * @param[in] enabled True to enable automatic refresh or false to disable it.
+ */
+ void SetRefreshEnabled(bool enabled);
+
+ /**
+ * @brief Helper to perform the refresh.
+ *
+ * @param[in] currentLayoutPosition The current layout position.
+ * @param[in] cacheExtra Whether to cache extra items during refresh.
+ */
+ void DoRefresh(float currentLayoutPosition, bool cacheExtra);
+
+ /**
+ * @copydoc Toolkit::ItemView::SetItemsParentOrigin
+ */
+ void SetItemsParentOrigin( const Vector3& parentOrigin );
+
+ /**
+ * @copydoc Toolkit::ItemView::GetItemsParentOrigin
+ */
+ Vector3 GetItemsParentOrigin() const;
+
+ /**
+ * @copydoc Toolkit::ItemView::SetItemsAnchorPoint
+ */
+ void SetItemsAnchorPoint( const Vector3& anchorPoint );
+
+ /**
+ * @copydoc Toolkit::ItemView::GetItemsAnchorPoint
+ */
+ Vector3 GetItemsAnchorPoint() const;
+
+ /**
+ * @copydoc Toolkit::ItemView::GetItemsRange
+ */
+ void GetItemsRange(ItemRange& range);
+
private:
/**
* Remove an Actor if found in the ItemPool.
* @param[in] itemId The item to remove.
- * @return True if an actor was removed.
+ * @return True if the remaining actors were reordered.
*/
bool RemoveActor( unsigned int itemId );
/**
* Add a range of Actors, if they are not already in the ItemPool.
- * @param[in] layout The active layout.
* @param[in] range The range of Item IDs to associate with the new actors.
+ * @param[in] durationSeconds The time taken to fully constrain the newly added actor.
*/
- void AddActorsWithinRange( ItemRange range );
+ void AddActorsWithinRange( ItemRange range, float durationSeconds );
/**
* Add a new Actor, if not already in the ItemPool.
* @param[in] item The ID for the new item.
+ * @param[in] durationSeconds The time taken to fully constrain the new actor.
*/
- void AddNewActor( ItemId item );
+ void AddNewActor( ItemId item, float durationSeconds );
/**
* Apply the constraints etc. that are required for ItemView children.
*/
void SetupActor( Item item, float durationSeconds );
+ /**
+ * Remove the Actor from the ItemPool and notify the ItemFactory the actor has been released by ItemView.
+ * @param[in] item The ID for the item to be released.
+ * @param[in] actor The actor to be removed from ItemView.
+ */
+ void ReleaseActor( ItemId item, Actor actor );
+
private: // From CustomActorImpl
/**
+ * From CustomActorImpl; called after a child has been added to the owning actor.
+ * @param[in] child The child which has been added.
+ */
+ virtual void OnChildAdd(Actor& child);
+
+ /**
* From CustomActorImpl; called after a touch-signal is received by the owning actor.
* @param[in] event The touch event.
* @return True if the event should be consumed.
*/
virtual bool OnMouseWheelEvent(const MouseWheelEvent& event);
-private: // From ControlImpl
+private: // From Control
/**
* @copydoc Toolkit::Control::OnInitialize()
/**
* @copydoc Toolkit::Control::GetNextKeyboardFocusableActor()
*/
- virtual Actor GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ virtual Actor GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
/**
* @copydoc Toolkit::Control::OnKeyboardFocusChangeCommitted()
ItemView& operator=(const ItemView& rhs);
/**
- * Helper to apply constraints to an actor.
- * @param[in] actor The actor to constrain.
- * @param[in] layout The active layout.
- * @param[in] itemId The ID of the item represented by the actor.
+ * Helper to re-apply all the constraints after items have been inserted, removed etc.
* @param[in] durationSeconds The time taken to fully constrain the actors.
*/
- void ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float durationSeconds);
+ void ReapplyAllConstraints( float durationSeconds );
/**
- * Helper to re-apply all the constraints after items have been inserted, removed etc.
- * @param[in] durationSeconds The time taken to fully constrain the actors.
+ * Helper to relayout after item(s) are removed.
*/
- void ReapplyAllConstraints( float durationSeconds );
+ void OnItemsRemoved();
/**
* Helper to remove items outside a given range.
* @param[in] range The range of items.
* @param[in] reserveExtra True if reserve items should be included.
*/
- ItemRange GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra);
+ ItemRange GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra);
// Input Handling
*
* @param[in] gesture The gesture event.
*/
- void OnPan(PanGesture pan);
+ void OnPan( const PanGesture& pan );
/**
* Helper to handle anchoring animations.
void OnScrollFinished(Animation& animation);
/**
+ * Callback from layout activation scroll animations
+ * @param[in] animation The scroll-animation which has finished.
+ */
+ void OnLayoutActivationScrollFinished(Animation& animation);
+
+ /**
* Called by animation system when overshoot has finished animating to maximum (either -1.0f or 1.0f)
*
* @param[in] animation the animation that has finished
void OnOvershootOnFinished(Animation& animation);
/**
- * Helper to start the refresh timer.
- */
- void StartRefreshTimer();
-
- /**
- * Helper to cancel the refresh timer.
- */
- void CancelRefreshTimer();
-
- /**
- * Refresh the ItemView; this is called after a timeout when scrolling.
- * During a refresh, ItemFactory::NewItem() will be called to create newly visible items.
- * @return True if the refresh timer should be kept running.
- */
- bool OnRefreshTick();
-
- /**
* This is called after a timeout when no new mouse wheel event is received for a certain period of time.
* @return will return false; one-shot timer.
*/
void RemoveAnimation(Animation& animation);
/**
- * Helper to apply constraints to the overshoot overlay actor.
+ * @copydoc Toolkit::Internal::Scrollable::SetOvershootEnabled
*/
- void ApplyOvershootOverlayConstraints();
+ virtual void SetOvershootEnabled( bool enable );
/**
* Helper to calculate the scroll overshoot according to the pan gesture displacement.
*/
bool IsLayoutScrollable(const Vector3& layoutSize);
+ /**
+ * Callback when the current layout position of ItemView changes in both positive
+ * and negative directions by the specified amount. Refresh the ItemView to create
+ * newly visible items.
+ * @param[in] source the property notification that triggered this callback
+ */
+ void OnRefreshNotification(PropertyNotification& source);
+
+ /**
+ * This is called when scroll position has been changed by ScrollConnector::SetScrollPosition.
+ * @param[in] position The new scroll position
+ */
+ void OnScrollPositionChanged( float position );
+
private:
ItemFactory& mItemFactory;
ItemLayout* mActiveLayout;
Vector3 mActiveLayoutTargetSize;
- AlphaFunction mDefaultAlphaFunction;
-
Animation mResizeAnimation;
Animation mScrollAnimation;
- Animation mScrollSpeedAnimation;
Animation mScrollOvershootAnimation;
bool mAnimatingOvershootOn; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
bool mAnimateOvershootOff; ///< whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
bool mAnchoringEnabled;
float mAnchoringDuration;
- Timer mRefreshTimer;
- int mRefreshIntervalMilliseconds;
+ float mRefreshIntervalLayoutPositions; ///< Refresh item view when the layout position changes by this interval in both positive and negative directions.
+ PropertyNotification mRefreshNotification; // stores the property notification used for item view refresh
bool mRefreshOrderHint; ///< True if scrolling towards the last item
// Input handling
Dali::Gesture::State mGestureState;
- ImageActor mOvershootOverlay; ///< The overlay actor for overshoot effect
- OvershootRippleEffect mOvershootEffect; ///< The vertex/fragment shader used to display the overshoot ripple effect
+ Actor mOvershootOverlay; ///< The overlay actor for overshoot effect
Dali::Toolkit::ScrollConnector mScrollConnector; ///< Connects ItemView with scrollable components e.g. scroll bars
- Constrainable mScrollPositionObject; ///< From mScrollConnector
+ Handle mScrollPositionObject; ///< From mScrollConnector
+
+ bool mAddingItems;
Property::Index mPropertyPosition; ///< The physical position of the first item within the layout
Property::Index mPropertyMinimumLayoutPosition; ///< The minimum valid layout position in the layout.
Property::Index mPropertyScrollSpeed; ///< The current scroll speed of item view
- Property::Index mPropertyOvershoot; ///< The scroll overshoot (difference of the layout position before and after clamping)
+
+ bool mRefreshEnabled; ///< Whether to refresh the cache automatically
+
+ Vector3 mItemsParentOrigin;
+ Vector3 mItemsAnchorPoint;
};
} // namespace Internal