Include required header files directly rather than through dali.h
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
29
30 // INTERNAL INCLUDES
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
34
35 using std::string;
36 using std::set;
37 using namespace Dali;
38
39 namespace // unnamed namespace
40 {
41
42 //Type registration
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
44
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
48
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
51
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
54
55 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
56
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
58
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
63 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
65
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
72
73 /**
74  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
75  */
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
77 {
78   Radian scrollDirection(layout.GetScrollDirection());
79
80   float cosTheta = cosf(scrollDirection);
81   float sinTheta = sinf(scrollDirection);
82
83   return panDistance.x * sinTheta + panDistance.y * cosTheta;
84 }
85
86 // Overshoot overlay constraints
87
88 struct OvershootOverlaySizeConstraint
89 {
90   Vector3 operator()(const Vector3& current,
91                      const PropertyInput& parentScrollDirectionProperty,
92                      const PropertyInput& parentOvershootProperty,
93                      const PropertyInput& parentSizeProperty)
94   {
95     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96     const Vector3 parentSize = parentSizeProperty.GetVector3();
97     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
98
99     float overlayWidth;
100
101     if(Toolkit::IsVertical(parentOrientation))
102     {
103       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
104     }
105     else
106     {
107       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
108     }
109
110     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
111
112     return Vector3( overlayWidth, overlayHeight, current.depth );
113   }
114 };
115
116 struct OvershootOverlayRotationConstraint
117 {
118   Quaternion operator()(const Quaternion& current,
119                         const PropertyInput& parentScrollDirectionProperty,
120                         const PropertyInput& parentOvershootProperty)
121   {
122     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123     const float parentOvershoot = parentOvershootProperty.GetFloat();
124     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
125
126     Quaternion rotation;
127
128     if(Toolkit::IsVertical(parentOrientation))
129     {
130       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
131       {
132         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
134         {
135           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
136         }
137         else
138         {
139           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
140         }
141       }
142       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
144       {
145         rotation = Quaternion(0.0f, Vector3::ZAXIS);
146       }
147       else
148       {
149         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
150       }
151     }
152     else
153     {
154       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
155       {
156         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
158         {
159           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
160         }
161         else
162         {
163           rotation = Quaternion(0.0f, Vector3::ZAXIS);
164         }
165       }
166       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
168       {
169         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
170       }
171       else
172       {
173         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
174       }
175     }
176
177     return rotation;
178   }
179 };
180
181 struct OvershootOverlayPositionConstraint
182 {
183   Vector3 operator()(const Vector3&    current,
184                      const PropertyInput& parentSizeProperty,
185                      const PropertyInput& parentScrollDirectionProperty,
186                      const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Vector3 parentSize = parentSizeProperty.GetVector3();
191     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
192
193     Vector3 relativeOffset;
194
195     if(Toolkit::IsVertical(parentOrientation))
196     {
197       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198       {
199         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201         {
202           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
203         }
204         else
205         {
206           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
207         }
208       }
209       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211       {
212         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
213       }
214       else
215       {
216         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
217       }
218     }
219     else
220     {
221       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222       {
223         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
225         {
226           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
227         }
228         else
229         {
230           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
231         }
232       }
233       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235       {
236         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
237       }
238       else
239       {
240         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
241       }
242     }
243
244     return relativeOffset * parentSize;
245
246   }
247 };
248
249 struct OvershootOverlayVisibilityConstraint
250 {
251   bool operator()(const bool& current,
252                   const PropertyInput& parentLayoutScrollableProperty)
253   {
254     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
255
256     return parentLayoutScrollable;
257   }
258 };
259
260 /**
261  * Relative position Constraint
262  * Generates the relative position value of the item view based on the layout position,
263  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
264  */
265 Vector3 RelativePositionConstraint(const Vector3& current,
266                                    const PropertyInput& scrollPositionProperty,
267                                    const PropertyInput& scrollMinProperty,
268                                    const PropertyInput& scrollMaxProperty,
269                                    const PropertyInput& layoutSizeProperty)
270 {
271   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272   const Vector3& min = scrollMinProperty.GetVector3();
273   const Vector3& max = scrollMaxProperty.GetVector3();
274
275   Vector3 relativePosition;
276   Vector3 domainSize = max - min;
277
278   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
280
281   return relativePosition;
282 }
283
284 } // unnamed namespace
285
286 namespace Dali
287 {
288
289 namespace Toolkit
290 {
291
292 namespace Internal
293 {
294
295 namespace // unnamed namespace
296 {
297
298 bool FindById( const ItemContainer& items, ItemId id )
299 {
300   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
301   {
302     if( iter->first == id )
303     {
304       return true;
305     }
306   }
307
308   return false;
309 }
310
311 } // unnamed namespace
312
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
314 {
315   // Create the implementation
316   ItemViewPtr itemView(new ItemView(factory));
317
318   // Pass ownership to CustomActor via derived handle
319   Dali::Toolkit::ItemView handle(*itemView);
320
321   // Second-phase init of the implementation
322   // This can only be done after the CustomActor connection has been made...
323   itemView->Initialize();
324
325   return handle;
326 }
327
328 ItemView::ItemView(ItemFactory& factory)
329 : Scrollable(),
330   mItemFactory(factory),
331   mActiveLayout(NULL),
332   mAnimatingOvershootOn(false),
333   mAnimateOvershootOff(false),
334   mAnchoringEnabled(true),
335   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336   mRefreshIntervalLayoutPositions(0.0f),
337   mRefreshOrderHint(true/*Refresh item 0 first*/),
338   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340   mScrollDistance(0.0f),
341   mScrollSpeed(0.0f),
342   mTotalPanDisplacement(Vector2::ZERO),
343   mScrollOvershoot(0.0f),
344   mIsFlicking(false),
345   mGestureState(Gesture::Clear),
346   mAddingItems(false),
347   mRefreshEnabled(true),
348   mItemsParentOrigin( ParentOrigin::CENTER),
349   mItemsAnchorPoint( AnchorPoint::CENTER)
350 {
351   SetRequiresMouseWheelEvents(true);
352   SetKeyboardNavigationSupport(true);
353 }
354
355 void ItemView::OnInitialize()
356 {
357   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
358
359   RegisterCommonProperties();
360
361   Actor self = Self();
362
363   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
364   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
365   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
366
367   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
368   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
369   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
370
371   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
372
373   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
374                                                    LocalSource(mPropertyPosition),
375                                                    LocalSource(mPropertyPositionMin),
376                                                    LocalSource(mPropertyPositionMax),
377                                                    LocalSource(Actor::SIZE),
378                                                    RelativePositionConstraint);
379   self.ApplyConstraint(constraint);
380
381   Vector2 stageSize = Stage::GetCurrent().GetSize();
382   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
383
384   EnableGestureDetection(Gesture::Type(Gesture::Pan));
385
386   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
387   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
388
389   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
390 }
391
392 ItemView::~ItemView()
393 {
394 }
395
396 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
397 {
398   return mScrollConnector;
399 }
400
401 unsigned int ItemView::GetLayoutCount() const
402 {
403   return mLayouts.size();
404 }
405
406 void ItemView::AddLayout(ItemLayout& layout)
407 {
408   mLayouts.push_back(ItemLayoutPtr(&layout));
409 }
410
411 void ItemView::RemoveLayout(unsigned int layoutIndex)
412 {
413   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
414
415   if (mActiveLayout == mLayouts[layoutIndex].Get())
416   {
417     mActiveLayout = NULL;
418   }
419
420   mLayouts.erase(mLayouts.begin() + layoutIndex);
421 }
422
423 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
424 {
425   return mLayouts[layoutIndex];
426 }
427
428 ItemLayoutPtr ItemView::GetActiveLayout() const
429 {
430   return ItemLayoutPtr(mActiveLayout);
431 }
432
433 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
434 {
435   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
436 }
437
438 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
439 {
440   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
441
442   mRefreshEnabled = false;
443
444   Actor self = Self();
445
446   // The ItemView size should match the active layout size
447   self.SetSize(targetSize);
448   mActiveLayoutTargetSize = targetSize;
449
450   // Switch to the new layout
451   mActiveLayout = mLayouts[layoutIndex].Get();
452
453   // Move the items to the new layout positions...
454
455   bool resizeAnimationNeeded(false);
456   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
457   {
458     unsigned int itemId = iter->first;
459     Actor actor = iter->second;
460
461     // Remove constraints from previous layout
462     actor.RemoveConstraints();
463
464     Vector3 size;
465     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
466     {
467       if( durationSeconds > 0.0f )
468       {
469         // Use a size animation
470         if (!resizeAnimationNeeded)
471         {
472           resizeAnimationNeeded = true;
473           RemoveAnimation(mResizeAnimation);
474           mResizeAnimation = Animation::New(durationSeconds);
475         }
476
477         // The layout provides its own resize animation
478         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
479       }
480       else
481       {
482         // resize immediately
483         actor.SetSize(size);
484       }
485     }
486
487     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
488   }
489
490   if (resizeAnimationNeeded)
491   {
492     mResizeAnimation.Play();
493   }
494
495   // Refresh the new layout
496   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
497   AddActorsWithinRange( range, durationSeconds );
498
499   // Scroll to an appropriate layout position
500
501   bool scrollAnimationNeeded(false);
502   float firstItemScrollPosition(0.0f);
503
504   float current = GetCurrentLayoutPosition(0);
505   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
506   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
507
508   if (current < minimum)
509   {
510     scrollAnimationNeeded = true;
511     firstItemScrollPosition = minimum;
512   }
513   else if (mAnchoringEnabled)
514   {
515     scrollAnimationNeeded = true;
516     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
517   }
518
519   if (scrollAnimationNeeded)
520   {
521     RemoveAnimation(mScrollAnimation);
522     mScrollAnimation = Animation::New(durationSeconds);
523     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
524     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
525     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
526     mScrollAnimation.Play();
527   }
528
529   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
530   AnimateScrollOvershoot(0.0f);
531   mScrollOvershoot = 0.0f;
532
533   Radian scrollDirection(mActiveLayout->GetScrollDirection());
534   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
535   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
536
537   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
538
539   CalculateDomainSize(targetSize);
540 }
541
542 void ItemView::DeactivateCurrentLayout()
543 {
544   if (mActiveLayout)
545   {
546     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
547     {
548       Actor actor = iter->second;
549       actor.RemoveConstraints();
550     }
551
552     mActiveLayout = NULL;
553   }
554 }
555
556 void ItemView::OnRefreshNotification(PropertyNotification& source)
557 {
558   if(mRefreshEnabled || mScrollAnimation)
559   {
560     // Only refresh the cache during normal scrolling
561     DoRefresh(GetCurrentLayoutPosition(0), true);
562   }
563 }
564
565 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
566 {
567   if (mActiveLayout)
568   {
569     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
570     RemoveActorsOutsideRange( range );
571     AddActorsWithinRange( range, 0.0f/*immediate*/ );
572
573     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
574   }
575 }
576
577 void ItemView::SetMinimumSwipeSpeed(float speed)
578 {
579   mMinimumSwipeSpeed = speed;
580 }
581
582 float ItemView::GetMinimumSwipeSpeed() const
583 {
584   return mMinimumSwipeSpeed;
585 }
586
587 void ItemView::SetMinimumSwipeDistance(float distance)
588 {
589   mMinimumSwipeDistance = distance;
590 }
591
592 float ItemView::GetMinimumSwipeDistance() const
593 {
594   return mMinimumSwipeDistance;
595 }
596
597 void ItemView::SetMouseWheelScrollDistanceStep(float step)
598 {
599   mMouseWheelScrollDistanceStep = step;
600 }
601
602 float ItemView::GetMouseWheelScrollDistanceStep() const
603 {
604   return mMouseWheelScrollDistanceStep;
605 }
606
607 void ItemView::SetAnchoring(bool enabled)
608 {
609   mAnchoringEnabled = enabled;
610 }
611
612 bool ItemView::GetAnchoring() const
613 {
614   return mAnchoringEnabled;
615 }
616
617 void ItemView::SetAnchoringDuration(float durationSeconds)
618 {
619   mAnchoringDuration = durationSeconds;
620 }
621
622 float ItemView::GetAnchoringDuration() const
623 {
624   return mAnchoringDuration;
625 }
626
627 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
628 {
629   if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
630   {
631     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
632
633     if(mRefreshNotification)
634     {
635       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
636     }
637     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
638     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
639   }
640 }
641
642 float ItemView::GetRefreshInterval() const
643 {
644   return mRefreshIntervalLayoutPositions;
645 }
646
647 void ItemView::SetRefreshEnabled(bool enabled)
648 {
649   mRefreshEnabled = enabled;
650 }
651
652 Actor ItemView::GetItem(unsigned int itemId) const
653 {
654   Actor actor;
655
656   ConstItemPoolIter iter = mItemPool.find( itemId );
657   if( iter != mItemPool.end() )
658   {
659     actor = iter->second;
660   }
661
662   return actor;
663 }
664
665 unsigned int ItemView::GetItemId( Actor actor ) const
666 {
667   unsigned int itemId( 0 );
668
669   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
670   {
671     if( iter->second == actor )
672     {
673       itemId = iter->first;
674       break;
675     }
676   }
677
678   return itemId;
679 }
680
681 void ItemView::InsertItem( Item newItem, float durationSeconds )
682 {
683   mAddingItems = true;
684
685   SetupActor( newItem, durationSeconds );
686   Self().Add( newItem.second );
687
688   ItemPoolIter foundIter = mItemPool.find( newItem.first );
689   if( mItemPool.end() != foundIter )
690   {
691     Actor moveMe = foundIter->second;
692     foundIter->second = newItem.second;
693
694     // Move the existing actors to make room
695     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
696     {
697       Actor temp = iter->second;
698       iter->second = moveMe;
699       moveMe = temp;
700
701       iter->second.RemoveConstraints();
702       mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
703     }
704
705     // Create last item
706     ItemId lastId = mItemPool.rbegin()->first;
707     Item lastItem( lastId + 1, moveMe );
708     mItemPool.insert( lastItem );
709
710     lastItem.second.RemoveConstraints();
711     mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
712   }
713   else
714   {
715     mItemPool.insert( newItem );
716   }
717
718   CalculateDomainSize(Self().GetCurrentSize());
719
720   mAddingItems = false;
721 }
722
723 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
724 {
725   mAddingItems = true;
726
727   // Insert from lowest id to highest
728   std::set<Item> sortedItems;
729   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
730   {
731     sortedItems.insert( *iter );
732   }
733
734   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
735   {
736     Self().Add( iter->second );
737
738     ItemPoolIter foundIter = mItemPool.find( iter->first );
739     if( mItemPool.end() != foundIter )
740     {
741       Actor moveMe = foundIter->second;
742       foundIter->second = iter->second;
743
744       // Move the existing actors to make room
745       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
746       {
747         Actor temp = iter->second;
748         iter->second = moveMe;
749         moveMe = temp;
750       }
751
752       // Create last item
753       ItemId lastId = mItemPool.rbegin()->first;
754       Item lastItem( lastId + 1, moveMe );
755       mItemPool.insert( lastItem );
756     }
757     else
758     {
759       mItemPool.insert( *iter );
760     }
761   }
762
763   // Relayout everything
764   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
765   {
766     // If newly inserted
767     if( FindById( newItems, iter->first ) )
768     {
769       SetupActor( *iter, durationSeconds );
770     }
771     else
772     {
773       iter->second.RemoveConstraints();
774       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
775     }
776   }
777
778   CalculateDomainSize(Self().GetCurrentSize());
779
780   mAddingItems = false;
781 }
782
783 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
784 {
785   bool actorRemoved = RemoveActor( itemId );
786   if( actorRemoved )
787   {
788     ReapplyAllConstraints( durationSeconds );
789   }
790 }
791
792 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
793 {
794   bool actorRemoved( false );
795
796   // Remove from highest id to lowest
797   set<ItemId> sortedItems;
798   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
799   {
800     sortedItems.insert( *iter );
801   }
802
803   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
804   {
805     if( RemoveActor( *iter ) )
806     {
807       actorRemoved = true;
808     }
809   }
810
811   if( actorRemoved )
812   {
813     ReapplyAllConstraints( durationSeconds );
814   }
815 }
816
817 bool ItemView::RemoveActor(unsigned int itemId)
818 {
819   bool removed( false );
820
821   const ItemPoolIter removeIter = mItemPool.find( itemId );
822
823   if( removeIter != mItemPool.end() )
824   {
825     ReleaseActor(itemId, removeIter->second);
826
827     removed = true;
828
829     // Adjust the remaining item IDs, for example if item 2 is removed:
830     //   Initial actors:     After insert:
831     //     ID 1 - ActorA       ID 1 - ActorA
832     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
833     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
834     //     ID 4 - ActorD
835     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
836     {
837       if( iter->first < mItemPool.rbegin()->first )
838       {
839         iter->second = mItemPool[ iter->first + 1 ];
840       }
841       else
842       {
843         mItemPool.erase( iter );
844         break;
845       }
846     }
847   }
848
849   return removed;
850 }
851
852 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
853 {
854   mAddingItems = true;
855
856   SetupActor( replacementItem, durationSeconds );
857   Self().Add( replacementItem.second );
858
859   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
860   if( mItemPool.end() != iter )
861   {
862     ReleaseActor(iter->first, iter->second);
863     iter->second = replacementItem.second;
864   }
865   else
866   {
867     mItemPool.insert( replacementItem );
868   }
869
870   CalculateDomainSize(Self().GetCurrentSize());
871
872   mAddingItems = false;
873 }
874
875 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
876 {
877   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
878   {
879     ReplaceItem( *iter, durationSeconds );
880   }
881 }
882
883 void ItemView::RemoveActorsOutsideRange( ItemRange range )
884 {
885   // Remove unwanted actors from the ItemView & ItemPool
886   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
887   {
888     unsigned int current = iter->first;
889
890     if( ! range.Within( current ) )
891     {
892       ReleaseActor(iter->first, iter->second);
893
894       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
895     }
896     else
897     {
898       ++iter;
899     }
900   }
901 }
902
903 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
904 {
905   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
906
907   // The order of addition depends on the scroll direction.
908   if (mRefreshOrderHint)
909   {
910     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
911     {
912       AddNewActor( itemId, durationSeconds );
913     }
914   }
915   else
916   {
917     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
918     {
919       AddNewActor( itemId-1, durationSeconds );
920     }
921   }
922
923   // Total number of items may change dynamically.
924   // Always recalculate the domain size to reflect that.
925   CalculateDomainSize(Self().GetCurrentSize());
926 }
927
928 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
929 {
930   mAddingItems = true;
931
932   if( mItemPool.end() == mItemPool.find( itemId ) )
933   {
934     Actor actor = mItemFactory.NewItem( itemId );
935
936     if( actor )
937     {
938       Item newItem( itemId, actor );
939
940       mItemPool.insert( newItem );
941
942       SetupActor( newItem, durationSeconds );
943       Self().Add( actor );
944     }
945   }
946
947   mAddingItems = false;
948 }
949
950 void ItemView::SetupActor( Item item, float durationSeconds )
951 {
952   item.second.SetParentOrigin( mItemsParentOrigin );
953   item.second.SetAnchorPoint( mItemsAnchorPoint );
954
955   if( mActiveLayout )
956   {
957     Vector3 size;
958     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
959     {
960       item.second.SetSize( size );
961     }
962
963     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
964   }
965 }
966
967 void ItemView::ReleaseActor( ItemId item, Actor actor )
968 {
969   Self().Remove( actor );
970   mItemFactory.ItemReleased(item, actor);
971 }
972
973 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
974 {
975   unsigned int itemCount = mItemFactory.GetNumberOfItems();
976
977   ItemRange available(0u, itemCount);
978
979   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
980
981   if (reserveExtra)
982   {
983     // Add the reserve items for scrolling
984     unsigned int extra = layout.GetReserveItemCount(layoutSize);
985     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
986     range.end += extra;
987   }
988
989   return range.Intersection(available);
990 }
991
992 void ItemView::OnChildAdd(Actor& child)
993 {
994   if(!mAddingItems)
995   {
996     // We don't want to do this downcast check for any item added by ItemView itself.
997     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
998     if(scrollComponent)
999     {
1000       // Set the scroll connector when scroll bar is being added
1001       scrollComponent.SetScrollConnector(mScrollConnector);
1002     }
1003   }
1004 }
1005
1006 bool ItemView::OnTouchEvent(const TouchEvent& event)
1007 {
1008   // Ignore events with multiple-touch points
1009   if (event.GetPointCount() != 1)
1010   {
1011     return false;
1012   }
1013
1014   if (event.GetPoint(0).state == TouchPoint::Down)
1015   {
1016     // Cancel ongoing scrolling etc.
1017     mGestureState = Gesture::Clear;
1018
1019     mScrollDistance = 0.0f;
1020     mScrollSpeed = 0.0f;
1021     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1022
1023     mScrollOvershoot = 0.0f;
1024     AnimateScrollOvershoot(0.0f);
1025
1026     if(mScrollAnimation)
1027     {
1028       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1029     }
1030
1031     RemoveAnimation(mScrollAnimation);
1032   }
1033
1034   return true; // consume since we're potentially scrolling
1035 }
1036
1037 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1038 {
1039   // Respond the mouse wheel event to scroll
1040   if (mActiveLayout)
1041   {
1042     Actor self = Self();
1043     const Vector3 layoutSize = Self().GetCurrentSize();
1044     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1045     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1046
1047     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1048     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1049     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1050     mRefreshEnabled = true;
1051   }
1052
1053   if (mMouseWheelEventFinishedTimer.IsRunning())
1054   {
1055     mMouseWheelEventFinishedTimer.Stop();
1056   }
1057
1058   mMouseWheelEventFinishedTimer.Start();
1059
1060   return true;
1061 }
1062
1063 bool ItemView::OnMouseWheelEventFinished()
1064 {
1065   if (mActiveLayout)
1066   {
1067     RemoveAnimation(mScrollAnimation);
1068
1069     // No more mouse wheel events coming. Do the anchoring if enabled.
1070     mScrollAnimation = DoAnchoring();
1071     if (mScrollAnimation)
1072     {
1073       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1074       mScrollAnimation.Play();
1075     }
1076     else
1077     {
1078       mScrollOvershoot = 0.0f;
1079       AnimateScrollOvershoot(0.0f);
1080
1081       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1082     }
1083   }
1084
1085   return false;
1086 }
1087
1088 void ItemView::ReapplyAllConstraints( float durationSeconds )
1089 {
1090   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1091   {
1092     unsigned int id = iter->first;
1093     Actor actor = iter->second;
1094
1095     actor.RemoveConstraints();
1096     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1097   }
1098
1099   CalculateDomainSize(Self().GetCurrentSize());
1100 }
1101
1102 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1103 {
1104   Actor self = Self();
1105   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1106   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1107   mScrollOvershoot = targetPosition - clamppedPosition;
1108   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1109
1110   return clamppedPosition;
1111 }
1112
1113 void ItemView::OnPan(PanGesture gesture)
1114 {
1115   Actor self = Self();
1116   const Vector3 layoutSize = Self().GetCurrentSize();
1117
1118   RemoveAnimation(mScrollAnimation);
1119
1120   // Short-circuit if there is no active layout
1121   if (!mActiveLayout)
1122   {
1123     mGestureState = Gesture::Clear;
1124     return;
1125   }
1126
1127   mGestureState = gesture.state;
1128
1129   switch (mGestureState)
1130   {
1131     case Gesture::Finished:
1132     {
1133       // Swipe Detection
1134       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1135           mScrollSpeed > mMinimumSwipeSpeed)
1136       {
1137         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1138
1139         mRefreshOrderHint = true;
1140
1141         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1142         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1143                                                                layoutSize,
1144                                                                *mActiveLayout);
1145
1146         if (mAnchoringEnabled)
1147         {
1148           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1149         }
1150
1151         RemoveAnimation(mScrollAnimation);
1152
1153         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1154                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1155
1156         mScrollAnimation = Animation::New(flickAnimationDuration);
1157         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1158         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1159         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1160
1161         mIsFlicking = true;
1162         // Check whether it has already scrolled to the end
1163         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1164         {
1165           AnimateScrollOvershoot(0.0f);
1166         }
1167       }
1168
1169       // Anchoring may be triggered when there was no swipe
1170       if (!mScrollAnimation)
1171       {
1172         mScrollAnimation = DoAnchoring();
1173       }
1174
1175       // Reset the overshoot if no scroll animation.
1176       if (!mScrollAnimation)
1177       {
1178         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1179
1180         AnimateScrollOvershoot(0.0f, false);
1181       }
1182     }
1183     break;
1184
1185     case Gesture::Started: // Fall through
1186     {
1187       mTotalPanDisplacement = Vector2::ZERO;
1188       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1189       mRefreshEnabled = true;
1190     }
1191
1192     case Gesture::Continuing:
1193     {
1194       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1195       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1196
1197       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1198       mRefreshOrderHint = mScrollDistance < 0.0f;
1199
1200       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1201
1202       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1203
1204       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1205       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1206
1207       mTotalPanDisplacement += gesture.displacement;
1208       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1209       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1210       {
1211         AnimateScrollOvershoot(1.0f);
1212       }
1213       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1214       {
1215         AnimateScrollOvershoot(-1.0f);
1216       }
1217       else
1218       {
1219         AnimateScrollOvershoot(0.0f);
1220       }
1221     }
1222     break;
1223
1224     case Gesture::Cancelled:
1225     {
1226       mScrollAnimation = DoAnchoring();
1227     }
1228     break;
1229
1230     default:
1231       break;
1232   }
1233
1234   if (mScrollAnimation)
1235   {
1236     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1237     mScrollAnimation.Play();
1238   }
1239 }
1240
1241 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1242 {
1243   OnPan(gesture);
1244   return true;
1245 }
1246
1247 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1248 {
1249   Actor nextFocusActor;
1250   if(mActiveLayout)
1251   {
1252     int nextItemID = 0;
1253     if(!actor || actor == this->Self())
1254     {
1255       nextFocusActor = GetItem(nextItemID);
1256     }
1257     else if(actor && actor.GetParent() == this->Self())
1258     {
1259       int itemID = GetItemId(actor);
1260       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1261       nextFocusActor = GetItem(nextItemID);
1262       if(nextFocusActor == actor)
1263       {
1264         // need to pass NULL actor back to focus manager
1265         nextFocusActor.Reset();
1266         return nextFocusActor;
1267       }
1268     }
1269     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1270     Vector3 layoutSize = Self().GetCurrentSize();
1271     if(!nextFocusActor)
1272     {
1273       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1274       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1275       nextItemID = viewableItems.begin;
1276       nextFocusActor = GetItem(nextItemID);
1277     }
1278   }
1279   return nextFocusActor;
1280 }
1281
1282 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1283 {
1284   // only in this function if our chosen focus actor was actually used
1285   if(commitedFocusableActor)
1286   {
1287     int nextItemID = GetItemId(commitedFocusableActor);
1288     float layoutPosition = GetCurrentLayoutPosition(0);
1289     Vector3 layoutSize = Self().GetCurrentSize();
1290
1291     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1292     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1293   }
1294 }
1295
1296 Animation ItemView::DoAnchoring()
1297 {
1298   Animation anchoringAnimation;
1299   Actor self = Self();
1300
1301   if (mActiveLayout && mAnchoringEnabled)
1302   {
1303     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1304
1305     anchoringAnimation = Animation::New(mAnchoringDuration);
1306     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1307     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1308     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1309     if(!mIsFlicking)
1310     {
1311       AnimateScrollOvershoot(0.0f);
1312     }
1313   }
1314
1315   return anchoringAnimation;
1316 }
1317
1318 void ItemView::OnScrollFinished(Animation& source)
1319 {
1320   Actor self = Self();
1321
1322   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1323
1324   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1325
1326   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1327   {
1328     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1329   }
1330   else
1331   {
1332     // Reset the overshoot
1333     AnimateScrollOvershoot( 0.0f );
1334   }
1335   mIsFlicking = false;
1336
1337   mScrollOvershoot = 0.0f;
1338 }
1339
1340 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1341 {
1342   RemoveAnimation(mScrollAnimation);
1343   mRefreshEnabled = true;
1344   DoRefresh(GetCurrentLayoutPosition(0), true);
1345 }
1346
1347 void ItemView::OnOvershootOnFinished(Animation& animation)
1348 {
1349   mAnimatingOvershootOn = false;
1350   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1351   RemoveAnimation(mScrollOvershootAnimation);
1352   if(mAnimateOvershootOff)
1353   {
1354     AnimateScrollOvershoot(0.0f);
1355   }
1356 }
1357
1358 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1359 {
1360   Actor self = Self();
1361   const Vector3 layoutSize = Self().GetCurrentSize();
1362   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1363
1364   if(durationSeconds > 0.0f)
1365   {
1366     RemoveAnimation(mScrollAnimation);
1367     mScrollAnimation = Animation::New(durationSeconds);
1368     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1369     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1370     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1371     mScrollAnimation.Play();
1372   }
1373   else
1374   {
1375     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1376     AnimateScrollOvershoot(0.0f);
1377   }
1378
1379   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1380   mRefreshEnabled = true;
1381 }
1382
1383 void ItemView::RemoveAnimation(Animation& animation)
1384 {
1385   if(animation)
1386   {
1387     // Cease animating, and reset handle.
1388     animation.Clear();
1389     animation.Reset();
1390   }
1391 }
1392
1393 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1394 {
1395   Actor self = Self();
1396
1397   Vector3 firstItemPosition(Vector3::ZERO);
1398   Vector3 lastItemPosition(Vector3::ZERO);
1399
1400   if(mActiveLayout)
1401   {
1402     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1403
1404     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1405     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1406     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1407
1408     float domainSize;
1409
1410     if(IsHorizontal(mActiveLayout->GetOrientation()))
1411     {
1412       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1413       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1414       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1415     }
1416     else
1417     {
1418       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1419       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1420       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1421     }
1422
1423     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1424
1425     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1426     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1427     self.SetProperty(mPropertyCanScrollHorizontal, false);
1428   }
1429 }
1430
1431 Vector3 ItemView::GetDomainSize() const
1432 {
1433   Actor self = Self();
1434
1435   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1436   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1437
1438   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1439 }
1440
1441 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1442 {
1443   Actor self = Self();
1444
1445   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1446   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1447   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1448
1449   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1450 }
1451
1452 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1453 {
1454   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1455   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1456 }
1457
1458 Vector3 ItemView::GetCurrentScrollPosition() const
1459 {
1460   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1461   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1462 }
1463
1464 void ItemView::AddOverlay(Actor actor)
1465 {
1466   Self().Add(actor);
1467 }
1468
1469 void ItemView::RemoveOverlay(Actor actor)
1470 {
1471   Self().Remove(actor);
1472 }
1473
1474 void ItemView::ScrollTo(const Vector3& position, float duration)
1475 {
1476   Actor self = Self();
1477   const Vector3 layoutSize = Self().GetCurrentSize();
1478
1479   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1480
1481   if(duration > 0.0f)
1482   {
1483     RemoveAnimation(mScrollAnimation);
1484     mScrollAnimation = Animation::New(duration);
1485     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1486     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1487     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1488     mScrollAnimation.Play();
1489   }
1490   else
1491   {
1492     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1493     AnimateScrollOvershoot(0.0f);
1494   }
1495
1496   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1497   mRefreshEnabled = true;
1498 }
1499
1500 void ItemView::SetOvershootEffectColor( const Vector4& color )
1501 {
1502   mOvershootEffectColor = color;
1503   if( mOvershootOverlay )
1504   {
1505     mOvershootOverlay.SetColor( color );
1506   }
1507 }
1508
1509 void ItemView::SetOvershootEnabled( bool enable )
1510 {
1511   Actor self = Self();
1512   if( enable )
1513   {
1514     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1515     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1516     mOvershootOverlay.SetColor(mOvershootEffectColor);
1517     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1518     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1519     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1520     self.Add(mOvershootOverlay);
1521
1522     Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1523                                                       ParentSource( mPropertyScrollDirection ),
1524                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1525                                                       ParentSource( Actor::SIZE ),
1526                                                       OvershootOverlaySizeConstraint() );
1527     mOvershootOverlay.ApplyConstraint(constraint);
1528     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1529
1530     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1531                                               ParentSource( mPropertyScrollDirection ),
1532                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1533                                               OvershootOverlayRotationConstraint() );
1534     mOvershootOverlay.ApplyConstraint(constraint);
1535
1536     constraint = Constraint::New<Vector3>( Actor::POSITION,
1537                                            ParentSource( Actor::SIZE ),
1538                                            ParentSource( mPropertyScrollDirection ),
1539                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1540                                            OvershootOverlayPositionConstraint() );
1541     mOvershootOverlay.ApplyConstraint(constraint);
1542
1543     constraint = Constraint::New<bool>( Actor::VISIBLE,
1544                                         ParentSource( mPropertyCanScrollVertical ),
1545                                         OvershootOverlayVisibilityConstraint() );
1546     mOvershootOverlay.ApplyConstraint(constraint);
1547
1548     Actor self = Self();
1549     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1550                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1551                                          EqualToConstraint() );
1552     mOvershootOverlay.ApplyConstraint(constraint);
1553   }
1554   else
1555   {
1556     if( mOvershootOverlay )
1557     {
1558       self.Remove(mOvershootOverlay);
1559       mOvershootOverlay.Reset();
1560     }
1561   }
1562 }
1563
1564 float ItemView::CalculateScrollOvershoot()
1565 {
1566   float overshoot = 0.0f;
1567
1568   if(mActiveLayout)
1569   {
1570     // The overshoot must be calculated from the accumulated pan gesture displacement
1571     // since the pan gesture starts.
1572     Actor self = Self();
1573     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1574     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1575     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1576     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1577     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1578     overshoot = positionDelta - clamppedPosition;
1579   }
1580
1581   return overshoot;
1582 }
1583
1584 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1585 {
1586   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1587
1588   // make sure we animate back if needed
1589   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1590
1591   if( mAnimatingOvershootOn )
1592   {
1593     // animating on, do not allow animate off
1594     return;
1595   }
1596
1597   Actor self = Self();
1598   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1599   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1600
1601   RemoveAnimation(mScrollOvershootAnimation);
1602   mScrollOvershootAnimation = Animation::New(duration);
1603   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1604   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1605   mScrollOvershootAnimation.Play();
1606
1607   mAnimatingOvershootOn = animatingOn;
1608 }
1609
1610 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1611 {
1612   if( parentOrigin != mItemsParentOrigin )
1613   {
1614     mItemsParentOrigin = parentOrigin;
1615     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1616     {
1617       iter->second.SetParentOrigin(parentOrigin);
1618     }
1619   }
1620 }
1621
1622 Vector3 ItemView::GetItemsParentOrigin() const
1623 {
1624   return mItemsParentOrigin;
1625 }
1626
1627 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1628 {
1629   if( anchorPoint != mItemsAnchorPoint )
1630   {
1631     mItemsAnchorPoint = anchorPoint;
1632     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1633     {
1634       iter->second.SetAnchorPoint(anchorPoint);
1635     }
1636   }
1637 }
1638
1639 Vector3 ItemView::GetItemsAnchorPoint() const
1640 {
1641   return mItemsAnchorPoint;
1642 }
1643
1644 void ItemView::GetItemsRange(ItemRange& range)
1645 {
1646   range.begin = mItemPool.begin()->first;
1647   range.end = mItemPool.rbegin()->first + 1;
1648 }
1649
1650 void ItemView::OnScrollPositionChanged( float position )
1651 {
1652   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1653   RemoveAnimation(mScrollAnimation);
1654
1655   // Refresh the cache immediately when the scroll position is changed.
1656   DoRefresh(position, false); // No need to cache extra items.
1657 }
1658
1659 } // namespace Internal
1660
1661 } // namespace Toolkit
1662
1663 } // namespace Dali