{
class ItemView;
}
+/**
+ * @addtogroup dali_toolkit_controls_item_view
+ * @{
+ */
-class ScrollConnector;
class ItemFactory;
class ItemLayout;
struct ItemRange;
*
* Multiple ItemLayouts may be provided, to determine the logical position of each item a layout.
* Actors are provided from an external ItemFactory, to display the currently visible items.
+ *
+ * Signals
+ * | %Signal Name | Method |
+ * |---------------------------------|--------------------------------------------|
+ * | layoutActivated | @ref LayoutActivatedSignal() |
+ * @SINCE_1_0.0
*/
+
class DALI_IMPORT_API ItemView : public Scrollable
{
public:
+ enum PropertyRange
+ {
+ PROPERTY_START_INDEX = Toolkit::Scrollable::PROPERTY_END_INDEX + 1, ///< @SINCE_1_1.18
+ PROPERTY_END_INDEX = PROPERTY_START_INDEX + 1000, ///< Reserve property indices, @SINCE_1_1.18
+
+ ANIMATABLE_PROPERTY_START_INDEX = Toolkit::Scrollable::ANIMATABLE_PROPERTY_END_INDEX + 1,
+ ANIMATABLE_PROPERTY_END_INDEX = ANIMATABLE_PROPERTY_START_INDEX + 1000 ///< Reserve animatable property indices @SINCE_1_0.0
+ };
+
+ /**
+ * @brief An enumeration of properties belonging to the ScrollView class.
+ * @SINCE_1_0.0
+ */
+ struct Property
+ {
+ enum
+ {
+ // Event side properties
+ MINIMUM_SWIPE_SPEED = PROPERTY_START_INDEX, ///< Property, name "minimumSwipeSpeed", @see SetMinimumSwipeSpeed(), type float, @SINCE_1_1.18
+ MINIMUM_SWIPE_DISTANCE, ///< Property, name "minimumSwipeDistance", @see SetMinimumSwipeDistance(), type float, @SINCE_1_1.18
+ WHEEL_SCROLL_DISTANCE_STEP, ///< Property, name "wheelScrollDistanceStep", @see SetWheelScrollDistanceStep(), type float, @SINCE_1_1.18
+ SNAP_TO_ITEM_ENABLED, ///< Property, name "snapToItemEnabled", @see SetAnchoring(), type bool, @SINCE_1_1.18
+ REFRESH_INTERVAL, ///< Property, name "refreshInterval", @see SetRefreshInterval(), type float, @SINCE_1_1.18
+
+ // Animatable properties
+ LAYOUT_POSITION = ANIMATABLE_PROPERTY_START_INDEX, ///< Property, name "layoutPosition", type float @SINCE_1_0.0
+ SCROLL_SPEED, ///< Property, name "scrollSpeed", type float @SINCE_1_0.0
+ OVERSHOOT, ///< Property, name "overshoot", type float @SINCE_1_0.0
+ SCROLL_DIRECTION, ///< Property, name "scrollDirection", type Vector2 @SINCE_1_0.0
+ LAYOUT_ORIENTATION, ///< Property, name "layoutOrientation", type integer @SINCE_1_0.0
+ SCROLL_CONTENT_SIZE ///< Property, name "scrollContentSize", type float @SINCE_1_0.0
+ };
+ };
+
+ // Signals
+
+ typedef Signal< void () > LayoutActivatedSignalType;
+
+public:
+
/**
* @brief Create an uninitialized ItemView; this can be initialized with ItemView::New().
*
* Calling member functions with an uninitialized Dali::Object is not allowed.
+ * @SINCE_1_0.0
*/
ItemView();
/**
* @brief Copy constructor.
+ * @SINCE_1_0.0
*/
ItemView( const ItemView& itemView );
/**
* @brief Assignment operator.
+ * @SINCE_1_0.0
*/
ItemView& operator=( const ItemView& itemView );
* @brief Destructor
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~ItemView();
/**
* @brief Create an initialized ItemView.
*
+ * @SINCE_1_0.0
* @param[in] factory The factory which provides ItemView with items.
* @return A handle to a newly allocated Dali resource.
*/
static ItemView New(ItemFactory& factory);
/**
- * @brief Downcast an Object handle to ItemView.
+ * @brief Downcast a handle to ItemView handle.
*
* If handle points to a ItemView the downcast produces valid
* handle. If not the returned handle is left uninitialized.
*
+ * @SINCE_1_0.0
* @param[in] handle Handle to an object
- * @return handle to a ItemView or an uninitialized handle
+ * @return A handle to a ItemView or an uninitialized handle
*/
static ItemView DownCast( BaseHandle handle );
/**
- * @brief Retrieve a scroll-connector; this can be used to connect scroll components e.g. scroll bars.
- *
- * @return The connector.
- */
- ScrollConnector GetScrollConnector() const;
-
- /**
* @brief Query the number of layouts.
*
+ * @SINCE_1_0.0
* @return The number of layouts.
*/
unsigned int GetLayoutCount() const;
/**
* @brief Add a layout.
*
+ * @SINCE_1_0.0
* @param[in] layout The layout.
*/
void AddLayout(ItemLayout& layout);
/**
* @brief Remove a layout.
*
- * @pre layoutIndex is less than GetLayoutCount().
+ * @SINCE_1_0.0
* @param[in] layoutIndex The index of one of the ItemView layouts.
+ * @pre layoutIndex is less than GetLayoutCount().
*/
void RemoveLayout(unsigned int layoutIndex);
/**
* @brief Retrieve a layout.
*
- * @pre layoutIndex is less than GetLayoutCount().
+ * @SINCE_1_0.0
* @param[in] layoutIndex The index of the layout to retrieve.
* @return The layout
+ * @pre layoutIndex is less than GetLayoutCount().
*/
ItemLayoutPtr GetLayout(unsigned int layoutIndex) const;
/**
* @brief Retrieve the currently active layout, if any.
*
+ * @SINCE_1_0.0
* @return The layout, or an uninitialized pointer if no layout is active.
*/
ItemLayoutPtr GetActiveLayout() const;
/**
* @brief Retrieve the current layout-position of an item in the ItemView.
*
+ * @SINCE_1_0.0
* @param[in] itemId The item identifier.
* @return The current layout-position.
*/
* This is done by applying constraints from the new layout, and
* removing constraints from the previous layout.
*
- * @pre layoutIndex is less than GetLayoutCount().
- * @pre durationSeconds is greater or equal to zero.
+ * @SINCE_1_0.0
* @param[in] layoutIndex The index of one of the ItemView layouts.
* @param[in] targetSize The target ItemView & layout size.
* @param[in] durationSeconds The time taken to relayout in seconds (zero for immediate).
+ * @pre layoutIndex is less than GetLayoutCount().
+ * @pre durationSeconds is greater or equal to zero.
*/
void ActivateLayout(unsigned int layoutIndex, Vector3 targetSize, float durationSeconds);
* @brief Deactivate the current layout, if any.
*
* The constraints applied by the layout will be removed.
+ * @SINCE_1_0.0
*/
void DeactivateCurrentLayout();
* @brief Set the minimum swipe speed in pixels per second; A pan
* gesture must exceed this to trigger a swipe.
*
+ * @SINCE_1_0.0
* @param[in] speed The minimum swipe speed
*/
void SetMinimumSwipeSpeed(float speed);
/**
* @brief Get the minimum swipe speed in pixels per second.
*
+ * @SINCE_1_0.0
* @return The minimum swipe speed
*/
float GetMinimumSwipeSpeed() const;
* @brief Set the minimum swipe distance in actor coordinates; A pan
* gesture must exceed this to trigger a swipe.
*
+ * @SINCE_1_0.0
* @param[in] distance The minimum swipe distance.
*/
void SetMinimumSwipeDistance(float distance);
/**
* @brief Get the minimum swipe distance in actor coordinates.
*
+ * @SINCE_1_0.0
* @return The minimum swipe distance
*/
float GetMinimumSwipeDistance() const;
/**
- * @brief Set the step of scroll distance in actor coordinates for each mouse wheel event received.
+ * @brief Set the step of scroll distance in actor coordinates for each wheel event received.
*
+ * @SINCE_1_0.0
* @param[in] step The step of scroll distance(pixel).
*/
- void SetMouseWheelScrollDistanceStep(float step);
+ void SetWheelScrollDistanceStep(float step);
/**
- * @brief Get the step of scroll distance in actor coordinates for each mouse wheel event received.
+ * @brief Get the step of scroll distance in actor coordinates for each wheel event received.
*
+ * @SINCE_1_0.0
* @return The step of scroll distance(pixel)
*/
- float GetMouseWheelScrollDistanceStep() const;
+ float GetWheelScrollDistanceStep() const;
/**
* @brief Set whether to enable the animation for the layout to
* The anchor position is the position where all the items in the layout
* are aligned to their closest rounded layout positions in integer.
*
+ * @SINCE_1_0.0
* @param[in] enabled Whether the anchor animation is enabled or not.
*/
void SetAnchoring(bool enabled);
/**
* @brief Get whether the anchor animation is enabled or not.
*
+ * @SINCE_1_0.0
* @return Whether the anchor animation is enabled or not.
*/
bool GetAnchoring() const;
* This is the time taken to reach the nearest anchor position after
* a drag or swipe gesture ends.
*
- * @pre durationSeconds must be greater than zero.
+ * @SINCE_1_0.0
* @param[in] durationSeconds The duration of the anchor animation in seconds.
+ * @pre durationSeconds must be greater than zero.
*/
void SetAnchoringDuration(float durationSeconds);
/**
* @brief Get the duration of the anchor animation in seconds.
*
+ * @SINCE_1_0.0
* @return The duration of the anchor animation
*/
float GetAnchoringDuration() const;
/**
* @brief Scroll the current layout to a particular item.
*
+ * @SINCE_1_0.0
+ * @param[in] itemId The ID of an item in the layout.
+ * @param[in] durationSeconds How long the scrolling takes in seconds.
* @pre durationSeconds must be zero or greater; zero means the layout should scroll to the particular item instantly.
* If calling this with zero second of duration immediately after calling ActivateLayout, it might not work unless
* the duration of relayout animation for ActivateLayout is also set to be zero.
- * @param[in] itemId The ID of an item in the layout.
- * @param[in] durationSeconds How long the scrolling takes in seconds.
*/
void ScrollToItem(ItemId itemId, float durationSeconds);
/**
- * @brief Set the interval between refreshes. When the layout-position of items is changed by this interval,
+ * @brief Set the interval between refreshes.
+ *
+ * When the layout-position of items is changed by this interval,
* new items are requested from ItemFactory.
*
+ * @SINCE_1_0.0
* @param[in] intervalLayoutPositions The refresh interval in layout position.
*/
void SetRefreshInterval(float intervalLayoutPositions);
/**
* @brief Get the interval between refreshes in layout position.
*
+ * @SINCE_1_0.0
* @return The refresh interval
*/
float GetRefreshInterval() const;
/**
* @brief Do a refresh of the item view.
+ * @SINCE_1_0.0
*/
void Refresh();
/**
* @brief Given the Item ID, this returns the accompanying actor.
*
+ * @SINCE_1_0.0
* @param[in] itemId The Item ID of the actor required.
* @return The Actor corresponding to the Item ID.
*/
/**
* @brief Returns the Item ID of the specified actor.
*
+ * @SINCE_1_0.0
* @param[in] actor The actor whose Item ID is required.
* @return The Item ID of the item.
* @pre The actor should be an item of ItemView.
* ID 2 - ActorB ID 2 - ActorZ !
* ID 3 - ActorC ID 3 - ActorB
* ID 4 - ActorC
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] newItem The item to insert.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void InsertItem(Item newItem, float durationSeconds);
/**
* @brief Insert a set of items; this is more efficient than calling InsertItem() repeatedly.
*
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] newItems The items to insert.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void InsertItems(const ItemContainer& newItems, float durationSeconds);
* ID 2 - ActorB ID 2 - ActorC (previously ID 3)
* ID 3 - ActorC ID 3 - ActorB (previously ID 4)
* ID 4 - ActorD
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] itemId The Item ID of the item to remove.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void RemoveItem(ItemId itemId, float durationSeconds);
/**
* @brief Remove a set of items; this is more efficient than calling RemoveItem() repeatedly.
*
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] itemIds The IDs of the items to remove.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void RemoveItems(const ItemIdContainer& itemIds, float durationSeconds);
* @brief Replace an item.
*
* A relayout will occur for the replacement item only.
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] replacementItem The replacement for an existing item.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void ReplaceItem(Item replacementItem, float durationSeconds);
* @brief Replace a set of items.
*
* A relayout will occur for the replacement items only.
- * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @SINCE_1_0.0
* @param[in] replacementItems The replacements for a set of existing items.
* @param[in] durationSeconds How long the relayout takes in seconds.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
*/
void ReplaceItems(const ItemContainer& replacementItems, float durationSeconds);
/**
- * @brief Set the parent origin of the items
+ * @brief Set the parent origin of the items.
*
* A relayout will occur for all the items if the parent origin is different than the current one.
+ * @SINCE_1_0.0
* @param[in] parentOrigin New parent origin position vector
*/
void SetItemsParentOrigin( const Vector3& parentOrigin );
/**
- * @brief Get the parent origin of the items
+ * @brief Get the parent origin of the items.
*
+ * @SINCE_1_0.0
* @return The current parent origin of the items
*/
Vector3 GetItemsParentOrigin() const;
/**
- * @brief Set the anchor point of the items
+ * @brief Set the anchor point of the items.
*
* A relayout will occur for all the items if the anchor point is different than the current one.
+ * @SINCE_1_0.0
* @param[in] anchorPoint New anchor point position vector
*/
void SetItemsAnchorPoint( const Vector3& anchorPoint );
/**
- * @brief Get the anchor point of the items
+ * @brief Get the anchor point of the items.
*
+ * @SINCE_1_0.0
* @return The current anchor point of the items
*/
Vector3 GetItemsAnchorPoint() const;
/**
* @brief Get the range of items that are currently in ItemView.
*
+ * @SINCE_1_0.0
* @param[out] range The range of items.
*/
void GetItemsRange(ItemRange& range);
+public: // Signals
+
+ /**
+ * @brief Signal emitted when layout activation is finished.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName();
+ * @endcode
+ * @SINCE_1_0.0
+ * @return The signal to connect to.
+ * @pre The Object has been initialized.
+ */
+ ItemView::LayoutActivatedSignalType& LayoutActivatedSignal();
+
public: // Not intended for application developers
/**
* @brief Creates a handle using the Toolkit::Internal implementation.
*
+ * @SINCE_1_0.0
* @param[in] implementation The Control implementation.
*/
DALI_INTERNAL ItemView(Internal::ItemView& implementation);
/**
* @brief Allows the creation of this Control from an Internal::CustomActor pointer.
*
+ * @SINCE_1_0.0
* @param[in] internal A pointer to the internal CustomActor.
*/
explicit DALI_INTERNAL ItemView( Dali::Internal::CustomActor* internal );
};
+/**
+ * @}
+ */
} // namespace Toolkit
} // namespace Dali