2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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
8 // http://floralicense.org/license/
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.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
31 namespace // unnamed namespace
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
44 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear),
414 mRefreshEnabled(true)
416 SetRequiresMouseWheelEvents(true);
417 SetKeyboardNavigationSupport(true);
420 void ItemView::OnInitialize()
422 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
424 RegisterCommonProperties();
428 mOvershootEffect = OvershootRippleEffect::New();
429 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
430 mOvershootOverlay = ImageActor::New( overshootImage );
431 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
432 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
433 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
434 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
435 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
436 self.Add(mOvershootOverlay);
438 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
439 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
441 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
442 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
443 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
445 ApplyOvershootOverlayConstraints();
447 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
448 LocalSource(mPropertyPosition),
449 LocalSource(mPropertyPositionMin),
450 LocalSource(mPropertyPositionMax),
451 LocalSource(Actor::SIZE),
452 RelativePositionConstraint);
453 self.ApplyConstraint(constraint);
455 Vector2 stageSize = Stage::GetCurrent().GetSize();
456 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
458 EnableGestureDetection(Gesture::Type(Gesture::Pan));
460 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
461 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
463 SetRefreshInterval(mRefreshIntervalLayoutPositions);
466 ItemView::~ItemView()
470 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
472 return mScrollConnector;
475 unsigned int ItemView::GetLayoutCount() const
477 return mLayouts.size();
480 void ItemView::AddLayout(ItemLayout& layout)
482 mLayouts.push_back(ItemLayoutPtr(&layout));
485 void ItemView::RemoveLayout(unsigned int layoutIndex)
487 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
489 if (mActiveLayout == mLayouts[layoutIndex].Get())
491 mActiveLayout = NULL;
494 mLayouts.erase(mLayouts.begin() + layoutIndex);
497 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
499 return mLayouts[layoutIndex];
502 ItemLayoutPtr ItemView::GetActiveLayout() const
504 return ItemLayoutPtr(mActiveLayout);
507 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
509 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
512 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
514 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
518 // The ItemView size should match the active layout size
519 self.SetSize(targetSize);
520 mActiveLayoutTargetSize = targetSize;
522 // Switch to the new layout
523 mActiveLayout = mLayouts[layoutIndex].Get();
525 // Move the items to the new layout positions...
527 bool resizeAnimationNeeded(false);
529 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
531 unsigned int itemId = iter->first;
532 Actor actor = iter->second;
534 // Remove constraints from previous layout
535 actor.RemoveConstraints();
538 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
540 if( durationSeconds > 0.0f )
542 // Use a size animation
543 if (!resizeAnimationNeeded)
545 resizeAnimationNeeded = true;
546 RemoveAnimation(mResizeAnimation);
547 mResizeAnimation = Animation::New(durationSeconds);
550 // The layout provides its own resize animation
551 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
555 // resize immediately
560 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
563 if (resizeAnimationNeeded)
565 mResizeAnimation.Play();
568 // Refresh the new layout
569 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
570 AddActorsWithinRange( range, durationSeconds );
572 // Scroll to an appropriate layout position
574 bool scrollAnimationNeeded(false);
575 float firstItemScrollPosition(0.0f);
577 float current = GetCurrentLayoutPosition(0);
578 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
579 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
581 if (current < minimum)
583 scrollAnimationNeeded = true;
584 firstItemScrollPosition = minimum;
586 else if (mAnchoringEnabled)
588 scrollAnimationNeeded = true;
589 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
592 if (scrollAnimationNeeded)
594 RemoveAnimation(mScrollAnimation);
595 mScrollAnimation = Animation::New(mAnchoringDuration);
596 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
597 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
598 mScrollAnimation.Play();
601 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
602 AnimateScrollOvershoot(0.0f);
603 mScrollOvershoot = 0.0f;
605 Radian scrollDirection(mActiveLayout->GetScrollDirection());
606 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
607 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
609 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
611 CalculateDomainSize(targetSize);
614 void ItemView::DeactivateCurrentLayout()
618 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
620 Actor actor = iter->second;
621 actor.RemoveConstraints();
624 mActiveLayout = NULL;
628 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
630 mDefaultAlphaFunction = func;
633 AlphaFunction ItemView::GetDefaultAlphaFunction() const
635 return mDefaultAlphaFunction;
638 void ItemView::OnRefreshNotification(PropertyNotification& source)
642 // Only refresh the cache during normal scrolling
643 DoRefresh(GetCurrentLayoutPosition(0), true);
647 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
651 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
652 RemoveActorsOutsideRange( range );
653 AddActorsWithinRange( range, 0.0f/*immediate*/ );
655 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
659 void ItemView::SetMinimumSwipeSpeed(float speed)
661 mMinimumSwipeSpeed = speed;
664 float ItemView::GetMinimumSwipeSpeed() const
666 return mMinimumSwipeSpeed;
669 void ItemView::SetMinimumSwipeDistance(float distance)
671 mMinimumSwipeDistance = distance;
674 float ItemView::GetMinimumSwipeDistance() const
676 return mMinimumSwipeDistance;
679 void ItemView::SetMouseWheelScrollDistanceStep(float step)
681 mMouseWheelScrollDistanceStep = step;
684 float ItemView::GetMouseWheelScrollDistanceStep() const
686 return mMouseWheelScrollDistanceStep;
689 void ItemView::SetAnchoring(bool enabled)
691 mAnchoringEnabled = enabled;
694 bool ItemView::GetAnchoring() const
696 return mAnchoringEnabled;
699 void ItemView::SetAnchoringDuration(float durationSeconds)
701 mAnchoringDuration = durationSeconds;
704 float ItemView::GetAnchoringDuration() const
706 return mAnchoringDuration;
709 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
711 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
713 if(mRefreshNotification)
715 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
717 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
718 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
721 float ItemView::GetRefreshInterval() const
723 return mRefreshIntervalLayoutPositions;
726 void ItemView::SetRefreshEnabled(bool enabled)
728 mRefreshEnabled = enabled;
731 Actor ItemView::GetItem(unsigned int itemId) const
735 ConstItemPoolIter iter = mItemPool.find( itemId );
736 if( iter != mItemPool.end() )
738 actor = iter->second;
744 unsigned int ItemView::GetItemId( Actor actor ) const
746 unsigned int itemId( 0 );
748 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
750 if( iter->second == actor )
752 itemId = iter->first;
760 void ItemView::InsertItem( Item newItem, float durationSeconds )
764 SetupActor( newItem, durationSeconds );
765 Self().Add( newItem.second );
767 ItemPoolIter foundIter = mItemPool.find( newItem.first );
768 if( mItemPool.end() != foundIter )
770 Actor moveMe = foundIter->second;
771 foundIter->second = newItem.second;
773 // Move the existing actors to make room
774 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
776 Actor temp = iter->second;
777 iter->second = moveMe;
780 iter->second.RemoveConstraints();
781 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
785 ItemId lastId = mItemPool.rbegin()->first;
786 Item lastItem( lastId + 1, moveMe );
787 mItemPool.insert( lastItem );
789 lastItem.second.RemoveConstraints();
790 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
794 mItemPool.insert( newItem );
797 CalculateDomainSize(Self().GetCurrentSize());
799 mAddingItems = false;
802 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
806 // Insert from lowest id to highest
807 set<Item> sortedItems;
808 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
810 sortedItems.insert( *iter );
813 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
815 Self().Add( iter->second );
817 cout << "inserting item: " << iter->first << endl;
819 ItemPoolIter foundIter = mItemPool.find( iter->first );
820 if( mItemPool.end() != foundIter )
822 Actor moveMe = foundIter->second;
823 foundIter->second = iter->second;
825 // Move the existing actors to make room
826 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
828 Actor temp = iter->second;
829 iter->second = moveMe;
834 ItemId lastId = mItemPool.rbegin()->first;
835 Item lastItem( lastId + 1, moveMe );
836 mItemPool.insert( lastItem );
840 mItemPool.insert( *iter );
844 // Relayout everything
845 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
848 if( FindById( newItems, iter->first ) )
850 SetupActor( *iter, durationSeconds );
854 iter->second.RemoveConstraints();
855 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
859 CalculateDomainSize(Self().GetCurrentSize());
861 mAddingItems = false;
864 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
866 bool actorRemoved = RemoveActor( itemId );
869 ReapplyAllConstraints( durationSeconds );
873 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
875 bool actorRemoved( false );
877 // Remove from highest id to lowest
878 set<ItemId> sortedItems;
879 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
881 sortedItems.insert( *iter );
884 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
886 if( RemoveActor( *iter ) )
894 ReapplyAllConstraints( durationSeconds );
898 bool ItemView::RemoveActor(unsigned int itemId)
900 bool removed( false );
902 const ItemPoolIter removeIter = mItemPool.find( itemId );
904 if( removeIter != mItemPool.end() )
906 Self().Remove( removeIter->second );
909 // Adjust the remaining item IDs, for example if item 2 is removed:
910 // Initial actors: After insert:
911 // ID 1 - ActorA ID 1 - ActorA
912 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
913 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
915 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
917 if( iter->first < mItemPool.rbegin()->first )
919 iter->second = mItemPool[ iter->first + 1 ];
923 mItemPool.erase( iter );
932 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
936 SetupActor( replacementItem, durationSeconds );
937 Self().Add( replacementItem.second );
939 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
940 if( mItemPool.end() != iter )
942 Self().Remove( iter->second );
943 iter->second = replacementItem.second;
947 mItemPool.insert( replacementItem );
950 CalculateDomainSize(Self().GetCurrentSize());
952 mAddingItems = false;
955 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
957 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
959 ReplaceItem( *iter, durationSeconds );
963 void ItemView::RemoveActorsOutsideRange( ItemRange range )
965 // Remove unwanted actors from the ItemView & ItemPool
966 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
968 unsigned int current = iter->first;
970 if( ! range.Within( current ) )
972 Self().Remove( iter->second );
974 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
983 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
985 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
987 // The order of addition depends on the scroll direction.
988 if (mRefreshOrderHint)
990 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
992 AddNewActor( itemId, durationSeconds );
997 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
999 AddNewActor( itemId-1, durationSeconds );
1003 // Total number of items may change dynamically.
1004 // Always recalculate the domain size to reflect that.
1005 CalculateDomainSize(Self().GetCurrentSize());
1008 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1010 mAddingItems = true;
1012 if( mItemPool.end() == mItemPool.find( itemId ) )
1014 Actor actor = mItemFactory.NewItem( itemId );
1018 Item newItem( itemId, actor );
1020 mItemPool.insert( newItem );
1022 SetupActor( newItem, durationSeconds );
1023 Self().Add( actor );
1027 mAddingItems = false;
1030 void ItemView::SetupActor( Item item, float durationSeconds )
1032 item.second.SetParentOrigin( ParentOrigin::CENTER );
1033 item.second.SetAnchorPoint( AnchorPoint::CENTER );
1038 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1040 item.second.SetSize( size );
1043 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1047 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1049 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1051 ItemRange available(0u, itemCount);
1053 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1057 // Add the reserve items for scrolling
1058 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1059 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1063 return range.Intersection(available);
1066 void ItemView::OnChildAdd(Actor& child)
1070 // We don't want to do this downcast check for any item added by ItemView itself.
1071 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1074 // Set the scroll connector when scroll bar is being added
1075 scrollComponent.SetScrollConnector(mScrollConnector);
1080 bool ItemView::OnTouchEvent(const TouchEvent& event)
1082 // Ignore events with multiple-touch points
1083 if (event.GetPointCount() != 1)
1088 if (event.GetPoint(0).state == TouchPoint::Down)
1090 // Cancel ongoing scrolling etc.
1091 mGestureState = Gesture::Clear;
1093 mScrollDistance = 0.0f;
1094 mScrollSpeed = 0.0f;
1095 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1097 mScrollOvershoot = 0.0f;
1098 AnimateScrollOvershoot(0.0f);
1100 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1102 RemoveAnimation(mScrollAnimation);
1105 return true; // consume since we're potentially scrolling
1108 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1110 // Respond the mouse wheel event to scroll
1113 Actor self = Self();
1114 const Vector3 layoutSize = Self().GetCurrentSize();
1115 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1116 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1118 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1119 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1120 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1123 if (mMouseWheelEventFinishedTimer.IsRunning())
1125 mMouseWheelEventFinishedTimer.Stop();
1128 mMouseWheelEventFinishedTimer.Start();
1133 bool ItemView::OnMouseWheelEventFinished()
1137 RemoveAnimation(mScrollAnimation);
1139 // No more mouse wheel events coming. Do the anchoring if enabled.
1140 mScrollAnimation = DoAnchoring();
1141 if (mScrollAnimation)
1143 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1144 mScrollAnimation.Play();
1148 mScrollOvershoot = 0.0f;
1149 AnimateScrollOvershoot(0.0f);
1151 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1158 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1160 ItemLayout::Vector3Function positionConstraint;
1161 if (layout.GetPositionConstraint(itemId, positionConstraint))
1163 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1165 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1166 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1167 ParentSource( mPropertyScrollSpeed ),
1168 ParentSource( Actor::SIZE ),
1170 constraint.SetApplyTime(duration);
1171 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1173 actor.ApplyConstraint(constraint);
1176 ItemLayout::QuaternionFunction rotationConstraint;
1177 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1179 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1181 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1182 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1183 ParentSource( mPropertyScrollSpeed ),
1184 ParentSource( Actor::SIZE ),
1186 constraint.SetApplyTime(duration);
1187 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1189 actor.ApplyConstraint(constraint);
1192 ItemLayout::Vector3Function scaleConstraint;
1193 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1195 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1197 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1198 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1199 ParentSource( mPropertyScrollSpeed ),
1200 ParentSource( Actor::SIZE ),
1202 constraint.SetApplyTime(duration);
1203 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1205 actor.ApplyConstraint(constraint);
1208 ItemLayout::Vector4Function colorConstraint;
1209 if (layout.GetColorConstraint(itemId, colorConstraint))
1211 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1213 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1214 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1215 ParentSource( mPropertyScrollSpeed ),
1216 ParentSource( Actor::SIZE ),
1218 constraint.SetApplyTime(duration);
1219 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1221 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1222 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1223 constraint.SetRemoveAction(Dali::Constraint::Discard);
1225 actor.ApplyConstraint(constraint);
1228 ItemLayout::BoolFunction visibilityConstraint;
1229 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1231 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1233 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1234 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1235 ParentSource( mPropertyScrollSpeed ),
1236 ParentSource( Actor::SIZE ),
1238 constraint.SetApplyTime(duration);
1239 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1241 // Release visibility constraints the same time as the color constraint
1242 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1243 constraint.SetRemoveAction(Dali::Constraint::Discard);
1245 actor.ApplyConstraint(constraint);
1249 void ItemView::ReapplyAllConstraints( float durationSeconds )
1251 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1253 unsigned int id = iter->first;
1254 Actor actor = iter->second;
1256 actor.RemoveConstraints();
1257 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1260 CalculateDomainSize(Self().GetCurrentSize());
1263 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1265 Actor self = Self();
1266 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1267 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1268 mScrollOvershoot = targetPosition - clamppedPosition;
1269 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1271 return clamppedPosition;
1274 void ItemView::OnPan(PanGesture gesture)
1276 Actor self = Self();
1277 const Vector3 layoutSize = Self().GetCurrentSize();
1279 RemoveAnimation(mScrollAnimation);
1281 // Short-circuit if there is no active layout
1284 mGestureState = Gesture::Clear;
1288 mGestureState = gesture.state;
1290 switch (mGestureState)
1292 case Gesture::Finished:
1295 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1296 mScrollSpeed > mMinimumSwipeSpeed)
1298 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1300 mRefreshOrderHint = true;
1302 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1303 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1307 if (mAnchoringEnabled)
1309 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1312 RemoveAnimation(mScrollAnimation);
1314 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1315 mScrollAnimation = Animation::New(flickAnimationDuration);
1316 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1317 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1318 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1321 // Check whether it has already scrolled to the end
1322 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1324 AnimateScrollOvershoot(0.0f);
1328 // Anchoring may be triggered when there was no swipe
1329 if (!mScrollAnimation)
1331 mScrollAnimation = DoAnchoring();
1334 // Reset the overshoot if no scroll animation.
1335 if (!mScrollAnimation)
1337 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1339 AnimateScrollOvershoot(0.0f, false);
1344 case Gesture::Started: // Fall through
1346 mTotalPanDisplacement = Vector2::ZERO;
1349 case Gesture::Continuing:
1351 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1352 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1354 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1355 mRefreshOrderHint = mScrollDistance < 0.0f;
1357 RemoveAnimation(mScrollSpeedAnimation);
1358 mScrollSpeedAnimation = Animation::New(0.3f);
1359 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1360 mScrollSpeedAnimation.Play();
1362 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1364 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1366 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1367 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1368 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1370 mTotalPanDisplacement += gesture.displacement;
1371 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1372 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1374 AnimateScrollOvershoot(1.0f);
1376 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1378 AnimateScrollOvershoot(-1.0f);
1382 AnimateScrollOvershoot(0.0f);
1387 case Gesture::Cancelled:
1389 mScrollAnimation = DoAnchoring();
1397 if (mScrollAnimation)
1399 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1400 mScrollAnimation.Play();
1404 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1410 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1412 Actor nextFocusActor;
1416 if(!actor || actor == this->Self())
1418 nextFocusActor = GetItem(nextItemID);
1420 else if(actor && actor.GetParent() == this->Self())
1422 int itemID = GetItemId(actor);
1423 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1424 nextFocusActor = GetItem(nextItemID);
1425 if(nextFocusActor == actor)
1427 // need to pass NULL actor back to focus manager
1428 nextFocusActor.Reset();
1429 return nextFocusActor;
1432 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1433 Vector3 layoutSize = Self().GetCurrentSize();
1436 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1437 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1438 nextItemID = viewableItems.begin;
1439 nextFocusActor = GetItem(nextItemID);
1442 return nextFocusActor;
1445 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1447 // only in this function if our chosen focus actor was actually used
1448 if(commitedFocusableActor)
1450 int nextItemID = GetItemId(commitedFocusableActor);
1451 float layoutPosition = GetCurrentLayoutPosition(0);
1452 Vector3 layoutSize = Self().GetCurrentSize();
1453 Vector3 focusItemPosition = Vector3::ZERO;
1454 ItemLayout::Vector3Function itemPositionConstraint;
1455 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1457 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1460 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1461 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1465 Animation ItemView::DoAnchoring()
1467 Animation anchoringAnimation;
1468 Actor self = Self();
1470 if (mActiveLayout && mAnchoringEnabled)
1472 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1474 anchoringAnimation = Animation::New(mAnchoringDuration);
1475 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1476 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1477 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1480 AnimateScrollOvershoot(0.0f);
1484 return anchoringAnimation;
1487 void ItemView::OnScrollFinished(Animation& source)
1489 Actor self = Self();
1491 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1493 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1495 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1497 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1501 // Reset the overshoot
1502 AnimateScrollOvershoot( 0.0f );
1504 mIsFlicking = false;
1506 mScrollOvershoot = 0.0f;
1509 void ItemView::OnOvershootOnFinished(Animation& animation)
1511 mAnimatingOvershootOn = false;
1512 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1513 RemoveAnimation(mScrollOvershootAnimation);
1514 if(mAnimateOvershootOff)
1516 AnimateScrollOvershoot(0.0f);
1520 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1522 Actor self = Self();
1523 const Vector3 layoutSize = Self().GetCurrentSize();
1524 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1526 if(durationSeconds > 0.0f)
1528 RemoveAnimation(mScrollAnimation);
1529 mScrollAnimation = Animation::New(durationSeconds);
1530 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1531 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1532 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1533 mScrollAnimation.Play();
1537 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1538 AnimateScrollOvershoot(0.0f);
1541 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1544 void ItemView::RemoveAnimation(Animation& animation)
1548 // Cease animating, and reset handle.
1554 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1556 Actor self = Self();
1558 Vector3 firstItemPosition(Vector3::ZERO);
1559 Vector3 lastItemPosition(Vector3::ZERO);
1563 ItemLayout::Vector3Function firstItemPositionConstraint;
1564 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1566 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1569 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1570 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1572 ItemLayout::Vector3Function lastItemPositionConstraint;
1573 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1575 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1580 if(IsHorizontal(mActiveLayout->GetOrientation()))
1582 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1583 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1584 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1588 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1589 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1590 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1593 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1595 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1596 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1597 self.SetProperty(mPropertyCanScrollHorizontal, false);
1601 Vector3 ItemView::GetDomainSize() const
1603 Actor self = Self();
1605 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1606 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1608 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1611 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1613 Actor self = Self();
1615 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1616 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1617 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1619 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1622 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1624 Vector3 firstItemPosition(Vector3::ZERO);
1625 ItemLayout::Vector3Function firstItemPositionConstraint;
1626 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1628 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1631 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1634 Vector3 ItemView::GetCurrentScrollPosition() const
1636 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1637 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1640 void ItemView::AddOverlay(Actor actor)
1645 void ItemView::RemoveOverlay(Actor actor)
1647 Self().Remove(actor);
1650 void ItemView::ScrollTo(const Vector3& position, float duration)
1652 Actor self = Self();
1653 const Vector3 layoutSize = Self().GetCurrentSize();
1655 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1659 RemoveAnimation(mScrollAnimation);
1660 mScrollAnimation = Animation::New(duration);
1661 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1662 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1663 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1664 mScrollAnimation.Play();
1668 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1669 AnimateScrollOvershoot(0.0f);
1672 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1675 void ItemView::ApplyOvershootOverlayConstraints()
1677 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1678 ParentSource( mPropertyScrollDirection ),
1679 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1680 ParentSource( Actor::SIZE ),
1681 OvershootOverlaySizeConstraint() );
1682 mOvershootOverlay.ApplyConstraint(constraint);
1683 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1685 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1686 ParentSource( mPropertyScrollDirection ),
1687 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1688 OvershootOverlayRotationConstraint() );
1689 mOvershootOverlay.ApplyConstraint(constraint);
1691 constraint = Constraint::New<Vector3>( Actor::POSITION,
1692 ParentSource( Actor::SIZE ),
1693 ParentSource( mPropertyScrollDirection ),
1694 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1695 OvershootOverlayPositionConstraint() );
1696 mOvershootOverlay.ApplyConstraint(constraint);
1698 constraint = Constraint::New<bool>( Actor::VISIBLE,
1699 ParentSource( mPropertyCanScrollVertical ),
1700 OvershootOverlayVisibilityConstraint() );
1701 mOvershootOverlay.ApplyConstraint(constraint);
1703 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1704 Actor self = Self();
1705 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1706 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1707 EqualToConstraint() );
1708 mOvershootEffect.ApplyConstraint(constraint);
1711 float ItemView::CalculateScrollOvershoot()
1713 float overshoot = 0.0f;
1717 // The overshoot must be calculated from the accumulated pan gesture displacement
1718 // since the pan gesture starts.
1719 Actor self = Self();
1720 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1721 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1722 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1723 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1724 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1725 overshoot = positionDelta - clamppedPosition;
1731 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1733 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1735 // make sure we animate back if needed
1736 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1738 if( mAnimatingOvershootOn )
1740 // animating on, do not allow animate off
1744 Actor self = Self();
1745 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1746 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1748 RemoveAnimation(mScrollOvershootAnimation);
1749 mScrollOvershootAnimation = Animation::New(duration);
1750 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1751 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1752 mScrollOvershootAnimation.Play();
1754 mAnimatingOvershootOn = animatingOn;
1757 } // namespace Internal
1759 } // namespace Toolkit