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>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
39 namespace // unnamed namespace
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
55 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
63 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
74 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
78 Radian scrollDirection(layout.GetScrollDirection());
80 float cosTheta = cosf(scrollDirection);
81 float sinTheta = sinf(scrollDirection);
83 return panDistance.x * sinTheta + panDistance.y * cosTheta;
86 // Overshoot overlay constraints
88 struct OvershootOverlaySizeConstraint
90 Vector3 operator()(const Vector3& current,
91 const PropertyInput& parentScrollDirectionProperty,
92 const PropertyInput& parentOvershootProperty,
93 const PropertyInput& parentSizeProperty)
95 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96 const Vector3 parentSize = parentSizeProperty.GetVector3();
97 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
101 if(Toolkit::IsVertical(parentOrientation))
103 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
107 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
110 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
112 return Vector3( overlayWidth, overlayHeight, current.depth );
116 struct OvershootOverlayRotationConstraint
118 Quaternion operator()(const Quaternion& current,
119 const PropertyInput& parentScrollDirectionProperty,
120 const PropertyInput& parentOvershootProperty)
122 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123 const float parentOvershoot = parentOvershootProperty.GetFloat();
124 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128 if(Toolkit::IsVertical(parentOrientation))
130 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
132 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
135 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
139 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
142 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
145 rotation = Quaternion(0.0f, Vector3::ZAXIS);
149 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
154 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
156 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
159 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
163 rotation = Quaternion(0.0f, Vector3::ZAXIS);
166 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
169 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
173 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
181 struct OvershootOverlayPositionConstraint
183 Vector3 operator()(const Vector3& current,
184 const PropertyInput& parentSizeProperty,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Vector3 parentSize = parentSizeProperty.GetVector3();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
193 Vector3 relativeOffset;
195 if(Toolkit::IsVertical(parentOrientation))
197 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
199 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
202 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
206 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
209 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
212 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
216 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
221 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
223 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
226 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
230 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
233 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
236 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
240 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
244 return relativeOffset * parentSize;
249 struct OvershootOverlayVisibilityConstraint
251 bool operator()(const bool& current,
252 const PropertyInput& parentLayoutScrollableProperty)
254 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
256 return parentLayoutScrollable;
261 * Relative position Constraint
262 * Generates the relative position value of the item view based on the layout position,
263 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
265 Vector3 RelativePositionConstraint(const Vector3& current,
266 const PropertyInput& scrollPositionProperty,
267 const PropertyInput& scrollMinProperty,
268 const PropertyInput& scrollMaxProperty,
269 const PropertyInput& layoutSizeProperty)
271 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272 const Vector3& min = scrollMinProperty.GetVector3();
273 const Vector3& max = scrollMaxProperty.GetVector3();
275 Vector3 relativePosition;
276 Vector3 domainSize = max - min;
278 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
281 return relativePosition;
284 } // unnamed namespace
295 namespace // unnamed namespace
298 bool FindById( const ItemContainer& items, ItemId id )
300 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
302 if( iter->first == id )
311 } // unnamed namespace
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
315 // Create the implementation
316 ItemViewPtr itemView(new ItemView(factory));
318 // Pass ownership to CustomActor via derived handle
319 Dali::Toolkit::ItemView handle(*itemView);
321 // Second-phase init of the implementation
322 // This can only be done after the CustomActor connection has been made...
323 itemView->Initialize();
328 ItemView::ItemView(ItemFactory& factory)
330 mItemFactory(factory),
332 mAnimatingOvershootOn(false),
333 mAnimateOvershootOff(false),
334 mAnchoringEnabled(true),
335 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336 mRefreshIntervalLayoutPositions(0.0f),
337 mRefreshOrderHint(true/*Refresh item 0 first*/),
338 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340 mMouseWheelScrollDistanceStep(0.0f),
341 mScrollDistance(0.0f),
343 mTotalPanDisplacement(Vector2::ZERO),
344 mScrollOvershoot(0.0f),
346 mGestureState(Gesture::Clear),
348 mPropertyPosition(Property::INVALID_INDEX),
349 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
350 mPropertyScrollSpeed(Property::INVALID_INDEX),
351 mRefreshEnabled(true),
352 mItemsParentOrigin( ParentOrigin::CENTER),
353 mItemsAnchorPoint( AnchorPoint::CENTER)
355 SetRequiresMouseWheelEvents(true);
356 SetKeyboardNavigationSupport(true);
359 void ItemView::OnInitialize()
361 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
363 RegisterCommonProperties();
367 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
368 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
369 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
371 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
372 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
373 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
375 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
377 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
378 LocalSource(mPropertyPosition),
379 LocalSource(mPropertyPositionMin),
380 LocalSource(mPropertyPositionMax),
381 LocalSource(Actor::SIZE),
382 RelativePositionConstraint);
383 self.ApplyConstraint(constraint);
385 Vector2 stageSize = Stage::GetCurrent().GetSize();
386 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
388 EnableGestureDetection(Gesture::Type(Gesture::Pan));
390 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
391 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
393 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
396 ItemView::~ItemView()
400 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
402 return mScrollConnector;
405 unsigned int ItemView::GetLayoutCount() const
407 return mLayouts.size();
410 void ItemView::AddLayout(ItemLayout& layout)
412 mLayouts.push_back(ItemLayoutPtr(&layout));
415 void ItemView::RemoveLayout(unsigned int layoutIndex)
417 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
419 if (mActiveLayout == mLayouts[layoutIndex].Get())
421 mActiveLayout = NULL;
424 mLayouts.erase(mLayouts.begin() + layoutIndex);
427 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
429 return mLayouts[layoutIndex];
432 ItemLayoutPtr ItemView::GetActiveLayout() const
434 return ItemLayoutPtr(mActiveLayout);
437 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
439 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
442 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
444 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
446 mRefreshEnabled = false;
450 // The ItemView size should match the active layout size
451 self.SetSize(targetSize);
452 mActiveLayoutTargetSize = targetSize;
454 // Switch to the new layout
455 mActiveLayout = mLayouts[layoutIndex].Get();
457 // Move the items to the new layout positions...
459 bool resizeAnimationNeeded(false);
460 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
462 unsigned int itemId = iter->first;
463 Actor actor = iter->second;
465 // Remove constraints from previous layout
466 actor.RemoveConstraints();
469 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
471 if( durationSeconds > 0.0f )
473 // Use a size animation
474 if (!resizeAnimationNeeded)
476 resizeAnimationNeeded = true;
477 RemoveAnimation(mResizeAnimation);
478 mResizeAnimation = Animation::New(durationSeconds);
481 // The layout provides its own resize animation
482 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
486 // resize immediately
491 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
494 if (resizeAnimationNeeded)
496 mResizeAnimation.Play();
499 // Refresh the new layout
500 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
501 AddActorsWithinRange( range, durationSeconds );
503 // Scroll to an appropriate layout position
505 bool scrollAnimationNeeded(false);
506 float firstItemScrollPosition(0.0f);
508 float current = GetCurrentLayoutPosition(0);
509 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
510 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
512 if (current < minimum)
514 scrollAnimationNeeded = true;
515 firstItemScrollPosition = minimum;
517 else if (mAnchoringEnabled)
519 scrollAnimationNeeded = true;
520 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
523 if (scrollAnimationNeeded)
525 RemoveAnimation(mScrollAnimation);
526 mScrollAnimation = Animation::New(durationSeconds);
527 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
528 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
529 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
530 mScrollAnimation.Play();
533 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
534 AnimateScrollOvershoot(0.0f);
535 mScrollOvershoot = 0.0f;
537 Radian scrollDirection(mActiveLayout->GetScrollDirection());
538 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
539 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
541 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
543 CalculateDomainSize(targetSize);
546 void ItemView::DeactivateCurrentLayout()
550 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
552 Actor actor = iter->second;
553 actor.RemoveConstraints();
556 mActiveLayout = NULL;
560 void ItemView::OnRefreshNotification(PropertyNotification& source)
562 if(mRefreshEnabled || mScrollAnimation)
564 // Only refresh the cache during normal scrolling
565 DoRefresh(GetCurrentLayoutPosition(0), true);
569 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
573 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
574 RemoveActorsOutsideRange( range );
575 AddActorsWithinRange( range, 0.0f/*immediate*/ );
577 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
581 void ItemView::SetMinimumSwipeSpeed(float speed)
583 mMinimumSwipeSpeed = speed;
586 float ItemView::GetMinimumSwipeSpeed() const
588 return mMinimumSwipeSpeed;
591 void ItemView::SetMinimumSwipeDistance(float distance)
593 mMinimumSwipeDistance = distance;
596 float ItemView::GetMinimumSwipeDistance() const
598 return mMinimumSwipeDistance;
601 void ItemView::SetMouseWheelScrollDistanceStep(float step)
603 mMouseWheelScrollDistanceStep = step;
606 float ItemView::GetMouseWheelScrollDistanceStep() const
608 return mMouseWheelScrollDistanceStep;
611 void ItemView::SetAnchoring(bool enabled)
613 mAnchoringEnabled = enabled;
616 bool ItemView::GetAnchoring() const
618 return mAnchoringEnabled;
621 void ItemView::SetAnchoringDuration(float durationSeconds)
623 mAnchoringDuration = durationSeconds;
626 float ItemView::GetAnchoringDuration() const
628 return mAnchoringDuration;
631 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
633 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
635 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
637 if(mRefreshNotification)
639 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
641 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
642 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
646 float ItemView::GetRefreshInterval() const
648 return mRefreshIntervalLayoutPositions;
651 void ItemView::SetRefreshEnabled(bool enabled)
653 mRefreshEnabled = enabled;
656 Actor ItemView::GetItem(unsigned int itemId) const
660 ConstItemPoolIter iter = mItemPool.find( itemId );
661 if( iter != mItemPool.end() )
663 actor = iter->second;
669 unsigned int ItemView::GetItemId( Actor actor ) const
671 unsigned int itemId( 0 );
673 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
675 if( iter->second == actor )
677 itemId = iter->first;
685 void ItemView::InsertItem( Item newItem, float durationSeconds )
689 Actor displacedActor;
690 ItemPoolIter afterDisplacedIter = mItemPool.end();
692 ItemPoolIter foundIter = mItemPool.find( newItem.first );
693 if( mItemPool.end() != foundIter )
695 SetupActor( newItem, durationSeconds );
696 Self().Add( newItem.second );
698 displacedActor = foundIter->second;
699 foundIter->second = newItem.second;
701 afterDisplacedIter = ++foundIter;
705 // Inserting before the existing item range?
706 ItemPoolIter iter = mItemPool.begin();
707 if( iter != mItemPool.end() &&
708 iter->first > newItem.first )
710 displacedActor = iter->second;
711 mItemPool.erase( iter++ ); // iter is still valid after the erase
713 afterDisplacedIter = iter;
719 // Move the existing actors to make room
720 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
722 Actor temp = iter->second;
723 iter->second = displacedActor;
724 displacedActor = temp;
726 iter->second.RemoveConstraints();
727 mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
731 ItemId lastId = mItemPool.rbegin()->first;
732 Item lastItem( lastId + 1, displacedActor );
733 mItemPool.insert( lastItem );
735 lastItem.second.RemoveConstraints();
736 mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
739 CalculateDomainSize(Self().GetCurrentSize());
741 mAddingItems = false;
744 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
748 // Insert from lowest id to highest
749 std::set<Item> sortedItems;
750 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
752 sortedItems.insert( *iter );
755 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
757 Self().Add( iter->second );
759 ItemPoolIter foundIter = mItemPool.find( iter->first );
760 if( mItemPool.end() != foundIter )
762 Actor moveMe = foundIter->second;
763 foundIter->second = iter->second;
765 // Move the existing actors to make room
766 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
768 Actor temp = iter->second;
769 iter->second = moveMe;
774 ItemId lastId = mItemPool.rbegin()->first;
775 Item lastItem( lastId + 1, moveMe );
776 mItemPool.insert( lastItem );
780 mItemPool.insert( *iter );
784 // Relayout everything
785 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
788 if( FindById( newItems, iter->first ) )
790 SetupActor( *iter, durationSeconds );
794 iter->second.RemoveConstraints();
795 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
799 CalculateDomainSize(Self().GetCurrentSize());
801 mAddingItems = false;
804 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
806 bool actorsReordered = RemoveActor( itemId );
807 if( actorsReordered )
809 ReapplyAllConstraints( durationSeconds );
815 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
817 bool actorsReordered( false );
819 // Remove from highest id to lowest
820 set<ItemId> sortedItems;
821 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
823 sortedItems.insert( *iter );
826 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
828 if( RemoveActor( *iter ) )
830 actorsReordered = true;
834 if( actorsReordered )
836 ReapplyAllConstraints( durationSeconds );
842 bool ItemView::RemoveActor(unsigned int itemId)
844 bool reordered( false );
846 ItemPoolIter removeIter = mItemPool.find( itemId );
847 if( removeIter != mItemPool.end() )
849 ReleaseActor(itemId, removeIter->second);
853 // Removing before the existing item range?
854 ItemPoolIter iter = mItemPool.begin();
855 if( iter != mItemPool.end() &&
856 iter->first > itemId )
858 // In order to decrement the first visible item ID
859 mItemPool.insert( Item(iter->first - 1, Actor()) );
861 removeIter = mItemPool.begin();
865 if( removeIter != mItemPool.end() )
869 // Adjust the remaining item IDs, for example if item 2 is removed:
870 // Initial actors: After insert:
871 // ID 1 - ActorA ID 1 - ActorA
872 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
873 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
875 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
877 if( iter->first < mItemPool.rbegin()->first )
879 iter->second = mItemPool[ iter->first + 1 ];
883 mItemPool.erase( iter );
892 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
896 SetupActor( replacementItem, durationSeconds );
897 Self().Add( replacementItem.second );
899 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
900 if( mItemPool.end() != iter )
902 ReleaseActor(iter->first, iter->second);
903 iter->second = replacementItem.second;
907 mItemPool.insert( replacementItem );
910 CalculateDomainSize(Self().GetCurrentSize());
912 mAddingItems = false;
915 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
917 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
919 ReplaceItem( *iter, durationSeconds );
923 void ItemView::RemoveActorsOutsideRange( ItemRange range )
925 // Remove unwanted actors from the ItemView & ItemPool
926 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
928 unsigned int current = iter->first;
930 if( ! range.Within( current ) )
932 ReleaseActor(iter->first, iter->second);
934 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
943 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
945 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
947 // The order of addition depends on the scroll direction.
948 if (mRefreshOrderHint)
950 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
952 AddNewActor( itemId, durationSeconds );
957 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
959 AddNewActor( itemId-1, durationSeconds );
963 // Total number of items may change dynamically.
964 // Always recalculate the domain size to reflect that.
965 CalculateDomainSize(Self().GetCurrentSize());
968 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
972 if( mItemPool.end() == mItemPool.find( itemId ) )
974 Actor actor = mItemFactory.NewItem( itemId );
978 Item newItem( itemId, actor );
980 mItemPool.insert( newItem );
982 SetupActor( newItem, durationSeconds );
987 mAddingItems = false;
990 void ItemView::SetupActor( Item item, float durationSeconds )
992 item.second.SetParentOrigin( mItemsParentOrigin );
993 item.second.SetAnchorPoint( mItemsAnchorPoint );
998 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1000 item.second.SetSize( size );
1003 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1007 void ItemView::ReleaseActor( ItemId item, Actor actor )
1009 Self().Remove( actor );
1010 mItemFactory.ItemReleased(item, actor);
1013 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1015 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1017 ItemRange available(0u, itemCount);
1019 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1023 // Add the reserve items for scrolling
1024 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1025 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1029 return range.Intersection(available);
1032 void ItemView::OnChildAdd(Actor& child)
1036 // We don't want to do this downcast check for any item added by ItemView itself.
1037 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1040 // Set the scroll connector when scroll bar is being added
1041 scrollComponent.SetScrollConnector(mScrollConnector);
1046 bool ItemView::OnTouchEvent(const TouchEvent& event)
1048 // Ignore events with multiple-touch points
1049 if (event.GetPointCount() != 1)
1054 if (event.GetPoint(0).state == TouchPoint::Down)
1056 // Cancel ongoing scrolling etc.
1057 mGestureState = Gesture::Clear;
1059 mScrollDistance = 0.0f;
1060 mScrollSpeed = 0.0f;
1061 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1063 mScrollOvershoot = 0.0f;
1064 AnimateScrollOvershoot(0.0f);
1066 if(mScrollAnimation)
1068 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1071 RemoveAnimation(mScrollAnimation);
1074 return true; // consume since we're potentially scrolling
1077 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1079 // Respond the mouse wheel event to scroll
1082 Actor self = Self();
1083 const Vector3 layoutSize = Self().GetCurrentSize();
1084 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1085 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1087 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1088 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1089 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1090 mRefreshEnabled = true;
1093 if (mMouseWheelEventFinishedTimer.IsRunning())
1095 mMouseWheelEventFinishedTimer.Stop();
1098 mMouseWheelEventFinishedTimer.Start();
1103 bool ItemView::OnMouseWheelEventFinished()
1107 RemoveAnimation(mScrollAnimation);
1109 // No more mouse wheel events coming. Do the anchoring if enabled.
1110 mScrollAnimation = DoAnchoring();
1111 if (mScrollAnimation)
1113 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1114 mScrollAnimation.Play();
1118 mScrollOvershoot = 0.0f;
1119 AnimateScrollOvershoot(0.0f);
1121 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1128 void ItemView::ReapplyAllConstraints( float durationSeconds )
1130 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1132 unsigned int id = iter->first;
1133 Actor actor = iter->second;
1135 actor.RemoveConstraints();
1136 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1140 void ItemView::OnItemsRemoved()
1142 CalculateDomainSize(Self().GetCurrentSize());
1144 // Adjust scroll-position after an item is removed
1147 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1149 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1153 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1155 Actor self = Self();
1156 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1157 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1158 mScrollOvershoot = targetPosition - clamppedPosition;
1159 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1161 return clamppedPosition;
1164 void ItemView::OnPan( const PanGesture& gesture )
1166 Actor self = Self();
1167 const Vector3 layoutSize = Self().GetCurrentSize();
1169 RemoveAnimation(mScrollAnimation);
1171 // Short-circuit if there is no active layout
1174 mGestureState = Gesture::Clear;
1178 mGestureState = gesture.state;
1180 switch (mGestureState)
1182 case Gesture::Finished:
1185 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1186 mScrollSpeed > mMinimumSwipeSpeed)
1188 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1190 mRefreshOrderHint = true;
1192 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1193 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1197 if (mAnchoringEnabled)
1199 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1202 RemoveAnimation(mScrollAnimation);
1204 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1205 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1207 mScrollAnimation = Animation::New(flickAnimationDuration);
1208 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1209 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1210 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1213 // Check whether it has already scrolled to the end
1214 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1216 AnimateScrollOvershoot(0.0f);
1220 // Anchoring may be triggered when there was no swipe
1221 if (!mScrollAnimation)
1223 mScrollAnimation = DoAnchoring();
1226 // Reset the overshoot if no scroll animation.
1227 if (!mScrollAnimation)
1229 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1231 AnimateScrollOvershoot(0.0f, false);
1236 case Gesture::Started: // Fall through
1238 mTotalPanDisplacement = Vector2::ZERO;
1239 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1240 mRefreshEnabled = true;
1243 case Gesture::Continuing:
1245 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1246 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1248 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1249 mRefreshOrderHint = mScrollDistance < 0.0f;
1251 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1253 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1255 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1256 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1258 mTotalPanDisplacement += gesture.displacement;
1259 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1260 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1262 AnimateScrollOvershoot(1.0f);
1264 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1266 AnimateScrollOvershoot(-1.0f);
1270 AnimateScrollOvershoot(0.0f);
1275 case Gesture::Cancelled:
1277 mScrollAnimation = DoAnchoring();
1285 if (mScrollAnimation)
1287 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1288 mScrollAnimation.Play();
1292 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1298 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1300 Actor nextFocusActor;
1304 if(!actor || actor == this->Self())
1306 nextFocusActor = GetItem(nextItemID);
1308 else if(actor && actor.GetParent() == this->Self())
1310 int itemID = GetItemId(actor);
1311 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1312 nextFocusActor = GetItem(nextItemID);
1313 if(nextFocusActor == actor)
1315 // need to pass NULL actor back to focus manager
1316 nextFocusActor.Reset();
1317 return nextFocusActor;
1320 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1321 Vector3 layoutSize = Self().GetCurrentSize();
1324 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1325 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1326 nextItemID = viewableItems.begin;
1327 nextFocusActor = GetItem(nextItemID);
1330 return nextFocusActor;
1333 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1335 // only in this function if our chosen focus actor was actually used
1336 if(commitedFocusableActor)
1338 int nextItemID = GetItemId(commitedFocusableActor);
1339 float layoutPosition = GetCurrentLayoutPosition(0);
1340 Vector3 layoutSize = Self().GetCurrentSize();
1342 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1343 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1347 Animation ItemView::DoAnchoring()
1349 Animation anchoringAnimation;
1350 Actor self = Self();
1352 if (mActiveLayout && mAnchoringEnabled)
1354 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1356 anchoringAnimation = Animation::New(mAnchoringDuration);
1357 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1358 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1359 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1362 AnimateScrollOvershoot(0.0f);
1366 return anchoringAnimation;
1369 void ItemView::OnScrollFinished(Animation& source)
1371 Actor self = Self();
1373 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1375 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1377 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1379 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1383 // Reset the overshoot
1384 AnimateScrollOvershoot( 0.0f );
1386 mIsFlicking = false;
1388 mScrollOvershoot = 0.0f;
1391 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1393 RemoveAnimation(mScrollAnimation);
1394 mRefreshEnabled = true;
1395 DoRefresh(GetCurrentLayoutPosition(0), true);
1398 void ItemView::OnOvershootOnFinished(Animation& animation)
1400 mAnimatingOvershootOn = false;
1401 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1402 RemoveAnimation(mScrollOvershootAnimation);
1403 if(mAnimateOvershootOff)
1405 AnimateScrollOvershoot(0.0f);
1409 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1411 Actor self = Self();
1412 const Vector3 layoutSize = Self().GetCurrentSize();
1413 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1415 if(durationSeconds > 0.0f)
1417 RemoveAnimation(mScrollAnimation);
1418 mScrollAnimation = Animation::New(durationSeconds);
1419 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1420 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1421 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1422 mScrollAnimation.Play();
1426 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1427 AnimateScrollOvershoot(0.0f);
1430 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1431 mRefreshEnabled = true;
1434 void ItemView::RemoveAnimation(Animation& animation)
1438 // Cease animating, and reset handle.
1444 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1446 Actor self = Self();
1448 Vector3 firstItemPosition(Vector3::ZERO);
1449 Vector3 lastItemPosition(Vector3::ZERO);
1453 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1455 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1456 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1457 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1461 if(IsHorizontal(mActiveLayout->GetOrientation()))
1463 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1464 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1465 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1469 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1470 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1471 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1474 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1476 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1477 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1478 self.SetProperty(mPropertyCanScrollHorizontal, false);
1482 Vector3 ItemView::GetDomainSize() const
1484 Actor self = Self();
1486 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1487 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1489 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1492 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1494 Actor self = Self();
1496 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1497 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1498 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1500 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1503 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1505 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1506 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1509 Vector3 ItemView::GetCurrentScrollPosition() const
1511 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1512 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1515 void ItemView::AddOverlay(Actor actor)
1520 void ItemView::RemoveOverlay(Actor actor)
1522 Self().Remove(actor);
1525 void ItemView::ScrollTo(const Vector3& position, float duration)
1527 Actor self = Self();
1528 const Vector3 layoutSize = Self().GetCurrentSize();
1530 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1534 RemoveAnimation(mScrollAnimation);
1535 mScrollAnimation = Animation::New(duration);
1536 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1537 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1538 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1539 mScrollAnimation.Play();
1543 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1544 AnimateScrollOvershoot(0.0f);
1547 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1548 mRefreshEnabled = true;
1551 void ItemView::SetOvershootEffectColor( const Vector4& color )
1553 mOvershootEffectColor = color;
1554 if( mOvershootOverlay )
1556 mOvershootOverlay.SetColor( color );
1560 void ItemView::SetOvershootEnabled( bool enable )
1562 Actor self = Self();
1565 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1566 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1567 mOvershootOverlay.SetColor(mOvershootEffectColor);
1568 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1569 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1570 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1571 self.Add(mOvershootOverlay);
1573 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1574 ParentSource( mPropertyScrollDirection ),
1575 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1576 ParentSource( Actor::SIZE ),
1577 OvershootOverlaySizeConstraint() );
1578 mOvershootOverlay.ApplyConstraint(constraint);
1579 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1581 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1582 ParentSource( mPropertyScrollDirection ),
1583 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1584 OvershootOverlayRotationConstraint() );
1585 mOvershootOverlay.ApplyConstraint(constraint);
1587 constraint = Constraint::New<Vector3>( Actor::POSITION,
1588 ParentSource( Actor::SIZE ),
1589 ParentSource( mPropertyScrollDirection ),
1590 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1591 OvershootOverlayPositionConstraint() );
1592 mOvershootOverlay.ApplyConstraint(constraint);
1594 constraint = Constraint::New<bool>( Actor::VISIBLE,
1595 ParentSource( mPropertyCanScrollVertical ),
1596 OvershootOverlayVisibilityConstraint() );
1597 mOvershootOverlay.ApplyConstraint(constraint);
1599 Actor self = Self();
1600 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1601 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1602 EqualToConstraint() );
1603 mOvershootOverlay.ApplyConstraint(constraint);
1607 if( mOvershootOverlay )
1609 self.Remove(mOvershootOverlay);
1610 mOvershootOverlay.Reset();
1615 float ItemView::CalculateScrollOvershoot()
1617 float overshoot = 0.0f;
1621 // The overshoot must be calculated from the accumulated pan gesture displacement
1622 // since the pan gesture starts.
1623 Actor self = Self();
1624 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1625 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1626 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1627 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1628 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1629 overshoot = positionDelta - clamppedPosition;
1635 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1637 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1639 // make sure we animate back if needed
1640 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1642 if( mAnimatingOvershootOn )
1644 // animating on, do not allow animate off
1648 Actor self = Self();
1649 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1650 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1652 RemoveAnimation(mScrollOvershootAnimation);
1653 mScrollOvershootAnimation = Animation::New(duration);
1654 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1655 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1656 mScrollOvershootAnimation.Play();
1658 mAnimatingOvershootOn = animatingOn;
1661 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1663 if( parentOrigin != mItemsParentOrigin )
1665 mItemsParentOrigin = parentOrigin;
1666 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1668 iter->second.SetParentOrigin(parentOrigin);
1673 Vector3 ItemView::GetItemsParentOrigin() const
1675 return mItemsParentOrigin;
1678 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1680 if( anchorPoint != mItemsAnchorPoint )
1682 mItemsAnchorPoint = anchorPoint;
1683 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1685 iter->second.SetAnchorPoint(anchorPoint);
1690 Vector3 ItemView::GetItemsAnchorPoint() const
1692 return mItemsAnchorPoint;
1695 void ItemView::GetItemsRange(ItemRange& range)
1697 if( !mItemPool.empty() )
1699 range.begin = mItemPool.begin()->first;
1700 range.end = mItemPool.rbegin()->first + 1;
1709 void ItemView::OnScrollPositionChanged( float position )
1711 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1712 RemoveAnimation(mScrollAnimation);
1714 // Refresh the cache immediately when the scroll position is changed.
1715 DoRefresh(position, false); // No need to cache extra items.
1718 } // namespace Internal
1720 } // namespace Toolkit