2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
25 #include <dali/public-api/events/mouse-wheel-event.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
28 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
33 namespace // unnamed namespace
37 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
39 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
40 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
41 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
43 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
44 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
46 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
47 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
49 const float MILLISECONDS_PER_SECONDS = 1000.0f;
51 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
52 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
53 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
54 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
55 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
56 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
58 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
59 const string POSITION_PROPERTY_NAME( "item-view-position" );
60 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
61 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
62 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
63 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
65 // Functors which wrap constraint functions with stored item IDs
67 struct WrappedVector3Constraint
69 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
75 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
77 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
79 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
82 Toolkit::ItemLayout::Vector3Function mWrapMe;
86 struct WrappedQuaternionConstraint
88 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
94 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
96 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
98 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
101 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
102 unsigned int mItemId;
105 struct WrappedVector4Constraint
107 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
113 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
115 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
117 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
120 Toolkit::ItemLayout::Vector4Function mWrapMe;
121 unsigned int mItemId;
124 struct WrappedBoolConstraint
126 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
132 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
134 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
136 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
139 Toolkit::ItemLayout::BoolFunction mWrapMe;
140 unsigned int mItemId;
144 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
146 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
148 Radian scrollDirection(layout.GetScrollDirection());
150 float cosTheta = cosf(scrollDirection);
151 float sinTheta = sinf(scrollDirection);
153 return panDistance.x * sinTheta + panDistance.y * cosTheta;
156 // Overshoot overlay constraints
158 struct OvershootOverlaySizeConstraint
160 Vector3 operator()(const Vector3& current,
161 const PropertyInput& parentScrollDirectionProperty,
162 const PropertyInput& parentOvershootProperty,
163 const PropertyInput& parentSizeProperty)
165 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
166 const Vector3 parentSize = parentSizeProperty.GetVector3();
167 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
171 if(Toolkit::IsVertical(parentOrientation))
173 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
177 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
180 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
182 return Vector3( overlayWidth, overlayHeight, current.depth );
186 struct OvershootOverlayRotationConstraint
188 Quaternion operator()(const Quaternion& current,
189 const PropertyInput& parentScrollDirectionProperty,
190 const PropertyInput& parentOvershootProperty)
192 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193 const float parentOvershoot = parentOvershootProperty.GetFloat();
194 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
198 if(Toolkit::IsVertical(parentOrientation))
200 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
203 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
209 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
212 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
213 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215 rotation = Quaternion(0.0f, Vector3::ZAXIS);
219 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
224 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
227 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
229 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
233 rotation = Quaternion(0.0f, Vector3::ZAXIS);
236 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
237 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
243 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
251 struct OvershootOverlayPositionConstraint
253 Vector3 operator()(const Vector3& current,
254 const PropertyInput& parentSizeProperty,
255 const PropertyInput& parentScrollDirectionProperty,
256 const PropertyInput& parentOvershootProperty)
258 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
259 const float parentOvershoot = parentOvershootProperty.GetFloat();
260 const Vector3 parentSize = parentSizeProperty.GetVector3();
261 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
263 Vector3 relativeOffset;
265 if(Toolkit::IsVertical(parentOrientation))
267 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
269 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
270 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
272 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
276 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
279 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
280 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
282 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
286 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
291 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
293 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
294 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
296 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
300 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
303 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
304 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
306 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
310 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
314 return relativeOffset * parentSize;
319 struct OvershootOverlayVisibilityConstraint
321 bool operator()(const bool& current,
322 const PropertyInput& parentLayoutScrollableProperty)
324 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
326 return parentLayoutScrollable;
331 * Relative position Constraint
332 * Generates the relative position value of the item view based on the layout position,
333 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
335 Vector3 RelativePositionConstraint(const Vector3& current,
336 const PropertyInput& scrollPositionProperty,
337 const PropertyInput& scrollMinProperty,
338 const PropertyInput& scrollMaxProperty,
339 const PropertyInput& layoutSizeProperty)
341 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
342 const Vector3& min = scrollMinProperty.GetVector3();
343 const Vector3& max = scrollMaxProperty.GetVector3();
345 Vector3 relativePosition;
346 Vector3 domainSize = max - min;
348 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
349 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
351 return relativePosition;
354 } // unnamed namespace
365 namespace // unnamed namespace
368 bool FindById( const ItemContainer& items, ItemId id )
370 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
372 if( iter->first == id )
381 } // unnamed namespace
383 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
385 // Create the implementation
386 ItemViewPtr itemView(new ItemView(factory));
388 // Pass ownership to CustomActor via derived handle
389 Dali::Toolkit::ItemView handle(*itemView);
391 // Second-phase init of the implementation
392 // This can only be done after the CustomActor connection has been made...
393 itemView->Initialize();
398 ItemView::ItemView(ItemFactory& factory)
400 mItemFactory(factory),
402 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
403 mAnimatingOvershootOn(false),
404 mAnimateOvershootOff(false),
405 mAnchoringEnabled(true),
406 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
407 mRefreshIntervalLayoutPositions(0.0f),
408 mRefreshOrderHint(true/*Refresh item 0 first*/),
409 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
410 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
411 mScrollDistance(0.0f),
413 mTotalPanDisplacement(Vector2::ZERO),
414 mScrollOvershoot(0.0f),
416 mGestureState(Gesture::Clear),
418 mRefreshEnabled(true),
419 mItemsParentOrigin( ParentOrigin::CENTER),
420 mItemsAnchorPoint( AnchorPoint::CENTER)
422 SetRequiresMouseWheelEvents(true);
423 SetKeyboardNavigationSupport(true);
426 void ItemView::OnInitialize()
428 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
430 RegisterCommonProperties();
434 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
435 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
437 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
438 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
439 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
441 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
443 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
444 LocalSource(mPropertyPosition),
445 LocalSource(mPropertyPositionMin),
446 LocalSource(mPropertyPositionMax),
447 LocalSource(Actor::SIZE),
448 RelativePositionConstraint);
449 self.ApplyConstraint(constraint);
451 Vector2 stageSize = Stage::GetCurrent().GetSize();
452 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
454 EnableGestureDetection(Gesture::Type(Gesture::Pan));
456 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
457 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
459 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
462 ItemView::~ItemView()
466 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
468 return mScrollConnector;
471 unsigned int ItemView::GetLayoutCount() const
473 return mLayouts.size();
476 void ItemView::AddLayout(ItemLayout& layout)
478 mLayouts.push_back(ItemLayoutPtr(&layout));
481 void ItemView::RemoveLayout(unsigned int layoutIndex)
483 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
485 if (mActiveLayout == mLayouts[layoutIndex].Get())
487 mActiveLayout = NULL;
490 mLayouts.erase(mLayouts.begin() + layoutIndex);
493 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
495 return mLayouts[layoutIndex];
498 ItemLayoutPtr ItemView::GetActiveLayout() const
500 return ItemLayoutPtr(mActiveLayout);
503 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
505 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
508 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
510 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
512 mRefreshEnabled = false;
516 // The ItemView size should match the active layout size
517 self.SetSize(targetSize);
518 mActiveLayoutTargetSize = targetSize;
520 // Switch to the new layout
521 mActiveLayout = mLayouts[layoutIndex].Get();
523 // Move the items to the new layout positions...
525 bool resizeAnimationNeeded(false);
527 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
529 unsigned int itemId = iter->first;
530 Actor actor = iter->second;
532 // Remove constraints from previous layout
533 actor.RemoveConstraints();
536 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
538 if( durationSeconds > 0.0f )
540 // Use a size animation
541 if (!resizeAnimationNeeded)
543 resizeAnimationNeeded = true;
544 RemoveAnimation(mResizeAnimation);
545 mResizeAnimation = Animation::New(durationSeconds);
548 // The layout provides its own resize animation
549 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
553 // resize immediately
558 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
561 if (resizeAnimationNeeded)
563 mResizeAnimation.Play();
566 // Refresh the new layout
567 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
568 AddActorsWithinRange( range, durationSeconds );
570 // Scroll to an appropriate layout position
572 bool scrollAnimationNeeded(false);
573 float firstItemScrollPosition(0.0f);
575 float current = GetCurrentLayoutPosition(0);
576 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
577 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
579 if (current < minimum)
581 scrollAnimationNeeded = true;
582 firstItemScrollPosition = minimum;
584 else if (mAnchoringEnabled)
586 scrollAnimationNeeded = true;
587 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
590 if (scrollAnimationNeeded)
592 RemoveAnimation(mScrollAnimation);
593 mScrollAnimation = Animation::New(durationSeconds);
594 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
595 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
596 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
597 mScrollAnimation.Play();
600 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
601 AnimateScrollOvershoot(0.0f);
602 mScrollOvershoot = 0.0f;
604 Radian scrollDirection(mActiveLayout->GetScrollDirection());
605 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
606 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
608 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
610 CalculateDomainSize(targetSize);
613 void ItemView::DeactivateCurrentLayout()
617 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
619 Actor actor = iter->second;
620 actor.RemoveConstraints();
623 mActiveLayout = NULL;
627 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
629 mDefaultAlphaFunction = func;
632 AlphaFunction ItemView::GetDefaultAlphaFunction() const
634 return mDefaultAlphaFunction;
637 void ItemView::OnRefreshNotification(PropertyNotification& source)
641 // Only refresh the cache during normal scrolling
642 DoRefresh(GetCurrentLayoutPosition(0), true);
646 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
650 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
651 RemoveActorsOutsideRange( range );
652 AddActorsWithinRange( range, 0.0f/*immediate*/ );
654 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
658 void ItemView::SetMinimumSwipeSpeed(float speed)
660 mMinimumSwipeSpeed = speed;
663 float ItemView::GetMinimumSwipeSpeed() const
665 return mMinimumSwipeSpeed;
668 void ItemView::SetMinimumSwipeDistance(float distance)
670 mMinimumSwipeDistance = distance;
673 float ItemView::GetMinimumSwipeDistance() const
675 return mMinimumSwipeDistance;
678 void ItemView::SetMouseWheelScrollDistanceStep(float step)
680 mMouseWheelScrollDistanceStep = step;
683 float ItemView::GetMouseWheelScrollDistanceStep() const
685 return mMouseWheelScrollDistanceStep;
688 void ItemView::SetAnchoring(bool enabled)
690 mAnchoringEnabled = enabled;
693 bool ItemView::GetAnchoring() const
695 return mAnchoringEnabled;
698 void ItemView::SetAnchoringDuration(float durationSeconds)
700 mAnchoringDuration = durationSeconds;
703 float ItemView::GetAnchoringDuration() const
705 return mAnchoringDuration;
708 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
710 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
712 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
714 if(mRefreshNotification)
716 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
718 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
719 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
723 float ItemView::GetRefreshInterval() const
725 return mRefreshIntervalLayoutPositions;
728 void ItemView::SetRefreshEnabled(bool enabled)
730 mRefreshEnabled = enabled;
733 Actor ItemView::GetItem(unsigned int itemId) const
737 ConstItemPoolIter iter = mItemPool.find( itemId );
738 if( iter != mItemPool.end() )
740 actor = iter->second;
746 unsigned int ItemView::GetItemId( Actor actor ) const
748 unsigned int itemId( 0 );
750 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
752 if( iter->second == actor )
754 itemId = iter->first;
762 void ItemView::InsertItem( Item newItem, float durationSeconds )
766 SetupActor( newItem, durationSeconds );
767 Self().Add( newItem.second );
769 ItemPoolIter foundIter = mItemPool.find( newItem.first );
770 if( mItemPool.end() != foundIter )
772 Actor moveMe = foundIter->second;
773 foundIter->second = newItem.second;
775 // Move the existing actors to make room
776 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
778 Actor temp = iter->second;
779 iter->second = moveMe;
782 iter->second.RemoveConstraints();
783 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
787 ItemId lastId = mItemPool.rbegin()->first;
788 Item lastItem( lastId + 1, moveMe );
789 mItemPool.insert( lastItem );
791 lastItem.second.RemoveConstraints();
792 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
796 mItemPool.insert( newItem );
799 CalculateDomainSize(Self().GetCurrentSize());
801 mAddingItems = false;
804 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
808 // Insert from lowest id to highest
809 set<Item> sortedItems;
810 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
812 sortedItems.insert( *iter );
815 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
817 Self().Add( iter->second );
819 cout << "inserting item: " << iter->first << endl;
821 ItemPoolIter foundIter = mItemPool.find( iter->first );
822 if( mItemPool.end() != foundIter )
824 Actor moveMe = foundIter->second;
825 foundIter->second = iter->second;
827 // Move the existing actors to make room
828 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
830 Actor temp = iter->second;
831 iter->second = moveMe;
836 ItemId lastId = mItemPool.rbegin()->first;
837 Item lastItem( lastId + 1, moveMe );
838 mItemPool.insert( lastItem );
842 mItemPool.insert( *iter );
846 // Relayout everything
847 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
850 if( FindById( newItems, iter->first ) )
852 SetupActor( *iter, durationSeconds );
856 iter->second.RemoveConstraints();
857 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
861 CalculateDomainSize(Self().GetCurrentSize());
863 mAddingItems = false;
866 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
868 bool actorRemoved = RemoveActor( itemId );
871 ReapplyAllConstraints( durationSeconds );
875 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
877 bool actorRemoved( false );
879 // Remove from highest id to lowest
880 set<ItemId> sortedItems;
881 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
883 sortedItems.insert( *iter );
886 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
888 if( RemoveActor( *iter ) )
896 ReapplyAllConstraints( durationSeconds );
900 bool ItemView::RemoveActor(unsigned int itemId)
902 bool removed( false );
904 const ItemPoolIter removeIter = mItemPool.find( itemId );
906 if( removeIter != mItemPool.end() )
908 ReleaseActor(itemId, removeIter->second);
912 // Adjust the remaining item IDs, for example if item 2 is removed:
913 // Initial actors: After insert:
914 // ID 1 - ActorA ID 1 - ActorA
915 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
916 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
918 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
920 if( iter->first < mItemPool.rbegin()->first )
922 iter->second = mItemPool[ iter->first + 1 ];
926 mItemPool.erase( iter );
935 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
939 SetupActor( replacementItem, durationSeconds );
940 Self().Add( replacementItem.second );
942 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
943 if( mItemPool.end() != iter )
945 ReleaseActor(iter->first, iter->second);
946 iter->second = replacementItem.second;
950 mItemPool.insert( replacementItem );
953 CalculateDomainSize(Self().GetCurrentSize());
955 mAddingItems = false;
958 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
960 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
962 ReplaceItem( *iter, durationSeconds );
966 void ItemView::RemoveActorsOutsideRange( ItemRange range )
968 // Remove unwanted actors from the ItemView & ItemPool
969 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
971 unsigned int current = iter->first;
973 if( ! range.Within( current ) )
975 ReleaseActor(iter->first, iter->second);
977 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
986 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
988 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
990 // The order of addition depends on the scroll direction.
991 if (mRefreshOrderHint)
993 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
995 AddNewActor( itemId, durationSeconds );
1000 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
1002 AddNewActor( itemId-1, durationSeconds );
1006 // Total number of items may change dynamically.
1007 // Always recalculate the domain size to reflect that.
1008 CalculateDomainSize(Self().GetCurrentSize());
1011 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1013 mAddingItems = true;
1015 if( mItemPool.end() == mItemPool.find( itemId ) )
1017 Actor actor = mItemFactory.NewItem( itemId );
1021 Item newItem( itemId, actor );
1023 mItemPool.insert( newItem );
1025 SetupActor( newItem, durationSeconds );
1026 Self().Add( actor );
1030 mAddingItems = false;
1033 void ItemView::SetupActor( Item item, float durationSeconds )
1035 item.second.SetParentOrigin( mItemsParentOrigin );
1036 item.second.SetAnchorPoint( mItemsAnchorPoint );
1041 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1043 item.second.SetSize( size );
1046 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1050 void ItemView::ReleaseActor( ItemId item, Actor actor )
1052 Self().Remove( actor );
1053 mItemFactory.ItemReleased(item, actor);
1056 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1058 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1060 ItemRange available(0u, itemCount);
1062 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1066 // Add the reserve items for scrolling
1067 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1068 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1072 return range.Intersection(available);
1075 void ItemView::OnChildAdd(Actor& child)
1079 // We don't want to do this downcast check for any item added by ItemView itself.
1080 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1083 // Set the scroll connector when scroll bar is being added
1084 scrollComponent.SetScrollConnector(mScrollConnector);
1089 bool ItemView::OnTouchEvent(const TouchEvent& event)
1091 // Ignore events with multiple-touch points
1092 if (event.GetPointCount() != 1)
1097 if (event.GetPoint(0).state == TouchPoint::Down)
1099 // Cancel ongoing scrolling etc.
1100 mGestureState = Gesture::Clear;
1102 mScrollDistance = 0.0f;
1103 mScrollSpeed = 0.0f;
1104 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1106 mScrollOvershoot = 0.0f;
1107 AnimateScrollOvershoot(0.0f);
1109 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1111 RemoveAnimation(mScrollAnimation);
1114 return true; // consume since we're potentially scrolling
1117 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1119 // Respond the mouse wheel event to scroll
1122 Actor self = Self();
1123 const Vector3 layoutSize = Self().GetCurrentSize();
1124 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1125 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1127 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1128 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1129 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1130 mRefreshEnabled = true;
1133 if (mMouseWheelEventFinishedTimer.IsRunning())
1135 mMouseWheelEventFinishedTimer.Stop();
1138 mMouseWheelEventFinishedTimer.Start();
1143 bool ItemView::OnMouseWheelEventFinished()
1147 RemoveAnimation(mScrollAnimation);
1149 // No more mouse wheel events coming. Do the anchoring if enabled.
1150 mScrollAnimation = DoAnchoring();
1151 if (mScrollAnimation)
1153 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1154 mScrollAnimation.Play();
1158 mScrollOvershoot = 0.0f;
1159 AnimateScrollOvershoot(0.0f);
1161 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1168 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1170 ItemLayout::Vector3Function positionConstraint;
1171 if (layout.GetPositionConstraint(itemId, positionConstraint))
1173 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1175 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1176 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1177 ParentSource( mPropertyScrollSpeed ),
1178 ParentSource( Actor::SIZE ),
1180 constraint.SetApplyTime(duration);
1181 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1183 actor.ApplyConstraint(constraint);
1186 ItemLayout::QuaternionFunction rotationConstraint;
1187 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1189 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1191 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1192 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1193 ParentSource( mPropertyScrollSpeed ),
1194 ParentSource( Actor::SIZE ),
1196 constraint.SetApplyTime(duration);
1197 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1199 actor.ApplyConstraint(constraint);
1202 ItemLayout::Vector3Function scaleConstraint;
1203 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1205 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1207 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1208 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1209 ParentSource( mPropertyScrollSpeed ),
1210 ParentSource( Actor::SIZE ),
1212 constraint.SetApplyTime(duration);
1213 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1215 actor.ApplyConstraint(constraint);
1218 ItemLayout::Vector4Function colorConstraint;
1219 if (layout.GetColorConstraint(itemId, colorConstraint))
1221 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1223 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1224 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1225 ParentSource( mPropertyScrollSpeed ),
1226 ParentSource( Actor::SIZE ),
1228 constraint.SetApplyTime(duration);
1229 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1231 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1232 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1233 constraint.SetRemoveAction(Dali::Constraint::Discard);
1235 actor.ApplyConstraint(constraint);
1238 ItemLayout::BoolFunction visibilityConstraint;
1239 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1241 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1243 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1244 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1245 ParentSource( mPropertyScrollSpeed ),
1246 ParentSource( Actor::SIZE ),
1248 constraint.SetApplyTime(duration);
1249 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1251 // Release visibility constraints the same time as the color constraint
1252 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1253 constraint.SetRemoveAction(Dali::Constraint::Discard);
1255 actor.ApplyConstraint(constraint);
1259 void ItemView::ReapplyAllConstraints( float durationSeconds )
1261 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1263 unsigned int id = iter->first;
1264 Actor actor = iter->second;
1266 actor.RemoveConstraints();
1267 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1270 CalculateDomainSize(Self().GetCurrentSize());
1273 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1275 Actor self = Self();
1276 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1277 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1278 mScrollOvershoot = targetPosition - clamppedPosition;
1279 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1281 return clamppedPosition;
1284 void ItemView::OnPan(PanGesture gesture)
1286 Actor self = Self();
1287 const Vector3 layoutSize = Self().GetCurrentSize();
1289 RemoveAnimation(mScrollAnimation);
1291 // Short-circuit if there is no active layout
1294 mGestureState = Gesture::Clear;
1298 mGestureState = gesture.state;
1300 switch (mGestureState)
1302 case Gesture::Finished:
1305 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1306 mScrollSpeed > mMinimumSwipeSpeed)
1308 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1310 mRefreshOrderHint = true;
1312 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1313 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1317 if (mAnchoringEnabled)
1319 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1322 RemoveAnimation(mScrollAnimation);
1324 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1325 mScrollAnimation = Animation::New(flickAnimationDuration);
1326 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1327 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1328 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1331 // Check whether it has already scrolled to the end
1332 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1334 AnimateScrollOvershoot(0.0f);
1338 // Anchoring may be triggered when there was no swipe
1339 if (!mScrollAnimation)
1341 mScrollAnimation = DoAnchoring();
1344 // Reset the overshoot if no scroll animation.
1345 if (!mScrollAnimation)
1347 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1349 AnimateScrollOvershoot(0.0f, false);
1354 case Gesture::Started: // Fall through
1356 mTotalPanDisplacement = Vector2::ZERO;
1357 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1358 mRefreshEnabled = true;
1361 case Gesture::Continuing:
1363 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1364 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1366 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1367 mRefreshOrderHint = mScrollDistance < 0.0f;
1369 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1371 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1373 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1374 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1376 mTotalPanDisplacement += gesture.displacement;
1377 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1378 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1380 AnimateScrollOvershoot(1.0f);
1382 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1384 AnimateScrollOvershoot(-1.0f);
1388 AnimateScrollOvershoot(0.0f);
1393 case Gesture::Cancelled:
1395 mScrollAnimation = DoAnchoring();
1403 if (mScrollAnimation)
1405 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1406 mScrollAnimation.Play();
1410 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1416 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1418 Actor nextFocusActor;
1422 if(!actor || actor == this->Self())
1424 nextFocusActor = GetItem(nextItemID);
1426 else if(actor && actor.GetParent() == this->Self())
1428 int itemID = GetItemId(actor);
1429 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1430 nextFocusActor = GetItem(nextItemID);
1431 if(nextFocusActor == actor)
1433 // need to pass NULL actor back to focus manager
1434 nextFocusActor.Reset();
1435 return nextFocusActor;
1438 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1439 Vector3 layoutSize = Self().GetCurrentSize();
1442 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1443 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1444 nextItemID = viewableItems.begin;
1445 nextFocusActor = GetItem(nextItemID);
1448 return nextFocusActor;
1451 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1453 // only in this function if our chosen focus actor was actually used
1454 if(commitedFocusableActor)
1456 int nextItemID = GetItemId(commitedFocusableActor);
1457 float layoutPosition = GetCurrentLayoutPosition(0);
1458 Vector3 layoutSize = Self().GetCurrentSize();
1459 Vector3 focusItemPosition = Vector3::ZERO;
1460 ItemLayout::Vector3Function itemPositionConstraint;
1461 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1463 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1466 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1467 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1471 Animation ItemView::DoAnchoring()
1473 Animation anchoringAnimation;
1474 Actor self = Self();
1476 if (mActiveLayout && mAnchoringEnabled)
1478 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1480 anchoringAnimation = Animation::New(mAnchoringDuration);
1481 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1482 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1483 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1486 AnimateScrollOvershoot(0.0f);
1490 return anchoringAnimation;
1493 void ItemView::OnScrollFinished(Animation& source)
1495 Actor self = Self();
1497 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1499 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1501 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1503 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1507 // Reset the overshoot
1508 AnimateScrollOvershoot( 0.0f );
1510 mIsFlicking = false;
1512 mScrollOvershoot = 0.0f;
1515 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1517 mRefreshEnabled = true;
1518 DoRefresh(GetCurrentLayoutPosition(0), true);
1521 void ItemView::OnOvershootOnFinished(Animation& animation)
1523 mAnimatingOvershootOn = false;
1524 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1525 RemoveAnimation(mScrollOvershootAnimation);
1526 if(mAnimateOvershootOff)
1528 AnimateScrollOvershoot(0.0f);
1532 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1534 Actor self = Self();
1535 const Vector3 layoutSize = Self().GetCurrentSize();
1536 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1538 if(durationSeconds > 0.0f)
1540 RemoveAnimation(mScrollAnimation);
1541 mScrollAnimation = Animation::New(durationSeconds);
1542 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1543 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1544 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1545 mScrollAnimation.Play();
1549 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1550 AnimateScrollOvershoot(0.0f);
1553 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1554 mRefreshEnabled = true;
1557 void ItemView::RemoveAnimation(Animation& animation)
1561 // Cease animating, and reset handle.
1567 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1569 Actor self = Self();
1571 Vector3 firstItemPosition(Vector3::ZERO);
1572 Vector3 lastItemPosition(Vector3::ZERO);
1576 ItemLayout::Vector3Function firstItemPositionConstraint;
1577 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1579 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1582 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1583 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1585 ItemLayout::Vector3Function lastItemPositionConstraint;
1586 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1588 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1593 if(IsHorizontal(mActiveLayout->GetOrientation()))
1595 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1596 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1597 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1601 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1602 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1603 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1606 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1608 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1609 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1610 self.SetProperty(mPropertyCanScrollHorizontal, false);
1614 Vector3 ItemView::GetDomainSize() const
1616 Actor self = Self();
1618 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1619 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1621 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1624 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1626 Actor self = Self();
1628 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1629 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1630 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1632 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1635 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1637 Vector3 firstItemPosition(Vector3::ZERO);
1638 ItemLayout::Vector3Function firstItemPositionConstraint;
1639 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1641 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1644 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1647 Vector3 ItemView::GetCurrentScrollPosition() const
1649 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1650 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1653 void ItemView::AddOverlay(Actor actor)
1658 void ItemView::RemoveOverlay(Actor actor)
1660 Self().Remove(actor);
1663 void ItemView::ScrollTo(const Vector3& position, float duration)
1665 Actor self = Self();
1666 const Vector3 layoutSize = Self().GetCurrentSize();
1668 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1672 RemoveAnimation(mScrollAnimation);
1673 mScrollAnimation = Animation::New(duration);
1674 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1675 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1676 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1677 mScrollAnimation.Play();
1681 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1682 AnimateScrollOvershoot(0.0f);
1685 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1686 mRefreshEnabled = true;
1689 void ItemView::SetOvershootEffectColor( const Vector4& color )
1691 mOvershootEffectColor = color;
1692 if( mOvershootOverlay )
1694 mOvershootOverlay.SetColor( color );
1698 void ItemView::SetOvershootEnabled( bool enable )
1700 Actor self = Self();
1703 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1704 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1705 mOvershootOverlay.SetColor(mOvershootEffectColor);
1706 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1707 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1708 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1709 self.Add(mOvershootOverlay);
1711 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1712 ParentSource( mPropertyScrollDirection ),
1713 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1714 ParentSource( Actor::SIZE ),
1715 OvershootOverlaySizeConstraint() );
1716 mOvershootOverlay.ApplyConstraint(constraint);
1717 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1719 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1720 ParentSource( mPropertyScrollDirection ),
1721 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1722 OvershootOverlayRotationConstraint() );
1723 mOvershootOverlay.ApplyConstraint(constraint);
1725 constraint = Constraint::New<Vector3>( Actor::POSITION,
1726 ParentSource( Actor::SIZE ),
1727 ParentSource( mPropertyScrollDirection ),
1728 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1729 OvershootOverlayPositionConstraint() );
1730 mOvershootOverlay.ApplyConstraint(constraint);
1732 constraint = Constraint::New<bool>( Actor::VISIBLE,
1733 ParentSource( mPropertyCanScrollVertical ),
1734 OvershootOverlayVisibilityConstraint() );
1735 mOvershootOverlay.ApplyConstraint(constraint);
1737 Actor self = Self();
1738 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1739 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1740 EqualToConstraint() );
1741 mOvershootOverlay.ApplyConstraint(constraint);
1745 if( mOvershootOverlay )
1747 self.Remove(mOvershootOverlay);
1748 mOvershootOverlay.Reset();
1753 float ItemView::CalculateScrollOvershoot()
1755 float overshoot = 0.0f;
1759 // The overshoot must be calculated from the accumulated pan gesture displacement
1760 // since the pan gesture starts.
1761 Actor self = Self();
1762 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1763 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1764 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1765 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1766 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1767 overshoot = positionDelta - clamppedPosition;
1773 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1775 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1777 // make sure we animate back if needed
1778 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1780 if( mAnimatingOvershootOn )
1782 // animating on, do not allow animate off
1786 Actor self = Self();
1787 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1788 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1790 RemoveAnimation(mScrollOvershootAnimation);
1791 mScrollOvershootAnimation = Animation::New(duration);
1792 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1793 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1794 mScrollOvershootAnimation.Play();
1796 mAnimatingOvershootOn = animatingOn;
1799 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1801 if( parentOrigin != mItemsParentOrigin )
1803 mItemsParentOrigin = parentOrigin;
1804 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1806 iter->second.SetParentOrigin(parentOrigin);
1811 Vector3 ItemView::GetItemsParentOrigin() const
1813 return mItemsParentOrigin;
1816 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1818 if( anchorPoint != mItemsAnchorPoint )
1820 mItemsAnchorPoint = anchorPoint;
1821 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1823 iter->second.SetAnchorPoint(anchorPoint);
1828 Vector3 ItemView::GetItemsAnchorPoint() const
1830 return mItemsAnchorPoint;
1833 void ItemView::GetItemsRange(ItemRange& range)
1835 range.begin = mItemPool.begin()->first;
1836 range.end = mItemPool.rbegin()->first + 1;
1839 } // namespace Internal
1841 } // namespace Toolkit