{
public:
+ // Signals
+ typedef Toolkit::ItemView::LayoutActivatedSignalType LayoutActivatedSignalType;
+
+public:
+
/**
* Create a new ItemView.
* @param[in] factory The factory which provides ItemView with items.
*/
void GetItemsRange(ItemRange& range);
+ /**
+ * @copydoc Toolkit::ItemView::LayoutActivatedSignal()
+ */
+ LayoutActivatedSignalType& LayoutActivatedSignal()
+ {
+ return mLayoutActivatedSignal;
+ }
+
+ /**
+ * Connects a callback function with the object's signals.
+ * @param[in] object The object providing the signal.
+ * @param[in] tracker Used to disconnect the signal.
+ * @param[in] signalName The signal to connect to.
+ * @param[in] functor A newly allocated FunctorDelegate.
+ * @return True if the signal was connected.
+ * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
+ */
+ static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
+
private:
/**
* @param[in] targetPosition The target position of the drag etc.
* @param[in] targetSize The target ItemView & layout size.
* @param[in] layout The current layout.
+ * @param[in] updateOvershoot False stops the current overshoot value from being clamped also.
* @return The clamped first-item position.
*/
- float ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout);
+ float ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout, bool updateOvershoot = true);
/**
* Called upon pan gesture event.
*/
void OnRefreshNotification(PropertyNotification& source);
- /**
- * This is called when the change of scroll position is notified by ScrollBar.
- * @param[in] position The new scroll position
- */
- void OnScrollPositionChanged( float position );
-
private:
- ItemFactory& mItemFactory;
-
typedef std::map<unsigned int, Actor> ItemPool;
typedef ItemPool::iterator ItemPoolIter;
typedef ItemPool::const_iterator ConstItemPoolIter;
ItemPool mItemPool;
-
- std::vector< ItemLayoutPtr > mLayouts; ///< Container of Dali::Toolkit::ItemLayout objects
- ItemLayout* mActiveLayout;
- Vector3 mActiveLayoutTargetSize;
-
+ ItemFactory& mItemFactory;
+ std::vector< ItemLayoutPtr > mLayouts; ///< Container of Dali::Toolkit::ItemLayout objects
+ Actor mOvershootOverlay; ///< The overlay actor for overshoot effect
Animation mResizeAnimation;
Animation mScrollAnimation;
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)
+ Timer mWheelEventFinishedTimer; ///< The timer to determine whether there is no wheel event received for a certain period of time.
+ PropertyNotification mRefreshNotification; ///< Stores the property notification used for item view refresh
+ LayoutActivatedSignalType mLayoutActivatedSignal;
+ Vector3 mActiveLayoutTargetSize;
+ Vector3 mItemsParentOrigin;
+ Vector3 mItemsAnchorPoint;
+ Vector2 mTotalPanDisplacement;
+ ItemLayout* mActiveLayout;
- bool mAnchoringEnabled;
float mAnchoringDuration;
-
- 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
-
+ float mRefreshIntervalLayoutPositions; ///< Refresh item view when the layout position changes by this interval in both positive and negative directions.
float mMinimumSwipeSpeed;
float mMinimumSwipeDistance;
- float mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates for each wheel event received.
-
+ float mWheelScrollDistanceStep; ///< The step of scroll distance in actor coordinates for each wheel event received.
float mScrollDistance;
float mScrollSpeed;
- Vector2 mTotalPanDisplacement;
-
float mScrollOvershoot;
- bool mIsFlicking;
-
- Timer mWheelEventFinishedTimer; ///< The timer to determine whether there is no wheel event received for a certain period of time.
-
- Dali::Gesture::State mGestureState;
-
- Actor mOvershootOverlay; ///< The overlay actor for overshoot effect
- bool mAddingItems;
-
- bool mRefreshEnabled; ///< Whether to refresh the cache automatically
-
- Vector3 mItemsParentOrigin;
- Vector3 mItemsAnchorPoint;
+ Dali::Gesture::State mGestureState : 3;
+ bool mAnimatingOvershootOn : 1; ///< Whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
+ bool mAnimateOvershootOff : 1; ///< Whether we are currently animating overshoot to 1.0f/-1.0f (on) or to 0.0f (off)
+ bool mAnchoringEnabled : 1;
+ bool mRefreshOrderHint : 1; ///< True if scrolling towards the last item
+ bool mIsFlicking : 1;
+ bool mAddingItems : 1;
+ bool mRefreshEnabled : 1; ///< Whether to refresh the cache automatically
+ bool mInAnimation : 1; ///< Keeps track of whether an animation is controlling the overshoot property.
};
} // namespace Internal