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(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
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(mRefreshIntervalLayoutPositions);
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());
514 // The ItemView size should match the active layout size
515 self.SetSize(targetSize);
516 mActiveLayoutTargetSize = targetSize;
518 // Switch to the new layout
519 mActiveLayout = mLayouts[layoutIndex].Get();
521 // Move the items to the new layout positions...
523 bool resizeAnimationNeeded(false);
525 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
527 unsigned int itemId = iter->first;
528 Actor actor = iter->second;
530 // Remove constraints from previous layout
531 actor.RemoveConstraints();
534 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
536 if( durationSeconds > 0.0f )
538 // Use a size animation
539 if (!resizeAnimationNeeded)
541 resizeAnimationNeeded = true;
542 RemoveAnimation(mResizeAnimation);
543 mResizeAnimation = Animation::New(durationSeconds);
546 // The layout provides its own resize animation
547 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
551 // resize immediately
556 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
559 if (resizeAnimationNeeded)
561 mResizeAnimation.Play();
564 // Refresh the new layout
565 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
566 AddActorsWithinRange( range, durationSeconds );
568 // Scroll to an appropriate layout position
570 bool scrollAnimationNeeded(false);
571 float firstItemScrollPosition(0.0f);
573 float current = GetCurrentLayoutPosition(0);
574 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
575 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
577 if (current < minimum)
579 scrollAnimationNeeded = true;
580 firstItemScrollPosition = minimum;
582 else if (mAnchoringEnabled)
584 scrollAnimationNeeded = true;
585 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
588 if (scrollAnimationNeeded)
590 RemoveAnimation(mScrollAnimation);
591 mScrollAnimation = Animation::New(durationSeconds);
592 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
593 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
594 mScrollAnimation.Play();
597 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
598 AnimateScrollOvershoot(0.0f);
599 mScrollOvershoot = 0.0f;
601 Radian scrollDirection(mActiveLayout->GetScrollDirection());
602 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
603 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
605 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
607 CalculateDomainSize(targetSize);
610 void ItemView::DeactivateCurrentLayout()
614 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
616 Actor actor = iter->second;
617 actor.RemoveConstraints();
620 mActiveLayout = NULL;
624 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
626 mDefaultAlphaFunction = func;
629 AlphaFunction ItemView::GetDefaultAlphaFunction() const
631 return mDefaultAlphaFunction;
634 void ItemView::OnRefreshNotification(PropertyNotification& source)
638 // Only refresh the cache during normal scrolling
639 DoRefresh(GetCurrentLayoutPosition(0), true);
643 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
647 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
648 RemoveActorsOutsideRange( range );
649 AddActorsWithinRange( range, 0.0f/*immediate*/ );
651 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
655 void ItemView::SetMinimumSwipeSpeed(float speed)
657 mMinimumSwipeSpeed = speed;
660 float ItemView::GetMinimumSwipeSpeed() const
662 return mMinimumSwipeSpeed;
665 void ItemView::SetMinimumSwipeDistance(float distance)
667 mMinimumSwipeDistance = distance;
670 float ItemView::GetMinimumSwipeDistance() const
672 return mMinimumSwipeDistance;
675 void ItemView::SetMouseWheelScrollDistanceStep(float step)
677 mMouseWheelScrollDistanceStep = step;
680 float ItemView::GetMouseWheelScrollDistanceStep() const
682 return mMouseWheelScrollDistanceStep;
685 void ItemView::SetAnchoring(bool enabled)
687 mAnchoringEnabled = enabled;
690 bool ItemView::GetAnchoring() const
692 return mAnchoringEnabled;
695 void ItemView::SetAnchoringDuration(float durationSeconds)
697 mAnchoringDuration = durationSeconds;
700 float ItemView::GetAnchoringDuration() const
702 return mAnchoringDuration;
705 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
707 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
709 if(mRefreshNotification)
711 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
713 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
714 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
717 float ItemView::GetRefreshInterval() const
719 return mRefreshIntervalLayoutPositions;
722 void ItemView::SetRefreshEnabled(bool enabled)
724 mRefreshEnabled = enabled;
727 Actor ItemView::GetItem(unsigned int itemId) const
731 ConstItemPoolIter iter = mItemPool.find( itemId );
732 if( iter != mItemPool.end() )
734 actor = iter->second;
740 unsigned int ItemView::GetItemId( Actor actor ) const
742 unsigned int itemId( 0 );
744 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
746 if( iter->second == actor )
748 itemId = iter->first;
756 void ItemView::InsertItem( Item newItem, float durationSeconds )
760 SetupActor( newItem, durationSeconds );
761 Self().Add( newItem.second );
763 ItemPoolIter foundIter = mItemPool.find( newItem.first );
764 if( mItemPool.end() != foundIter )
766 Actor moveMe = foundIter->second;
767 foundIter->second = newItem.second;
769 // Move the existing actors to make room
770 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
772 Actor temp = iter->second;
773 iter->second = moveMe;
776 iter->second.RemoveConstraints();
777 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
781 ItemId lastId = mItemPool.rbegin()->first;
782 Item lastItem( lastId + 1, moveMe );
783 mItemPool.insert( lastItem );
785 lastItem.second.RemoveConstraints();
786 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
790 mItemPool.insert( newItem );
793 CalculateDomainSize(Self().GetCurrentSize());
795 mAddingItems = false;
798 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
802 // Insert from lowest id to highest
803 set<Item> sortedItems;
804 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
806 sortedItems.insert( *iter );
809 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
811 Self().Add( iter->second );
813 cout << "inserting item: " << iter->first << endl;
815 ItemPoolIter foundIter = mItemPool.find( iter->first );
816 if( mItemPool.end() != foundIter )
818 Actor moveMe = foundIter->second;
819 foundIter->second = iter->second;
821 // Move the existing actors to make room
822 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
824 Actor temp = iter->second;
825 iter->second = moveMe;
830 ItemId lastId = mItemPool.rbegin()->first;
831 Item lastItem( lastId + 1, moveMe );
832 mItemPool.insert( lastItem );
836 mItemPool.insert( *iter );
840 // Relayout everything
841 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
844 if( FindById( newItems, iter->first ) )
846 SetupActor( *iter, durationSeconds );
850 iter->second.RemoveConstraints();
851 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
855 CalculateDomainSize(Self().GetCurrentSize());
857 mAddingItems = false;
860 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
862 bool actorRemoved = RemoveActor( itemId );
865 ReapplyAllConstraints( durationSeconds );
869 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
871 bool actorRemoved( false );
873 // Remove from highest id to lowest
874 set<ItemId> sortedItems;
875 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
877 sortedItems.insert( *iter );
880 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
882 if( RemoveActor( *iter ) )
890 ReapplyAllConstraints( durationSeconds );
894 bool ItemView::RemoveActor(unsigned int itemId)
896 bool removed( false );
898 const ItemPoolIter removeIter = mItemPool.find( itemId );
900 if( removeIter != mItemPool.end() )
902 ReleaseActor(itemId, removeIter->second);
906 // Adjust the remaining item IDs, for example if item 2 is removed:
907 // Initial actors: After insert:
908 // ID 1 - ActorA ID 1 - ActorA
909 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
910 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
912 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
914 if( iter->first < mItemPool.rbegin()->first )
916 iter->second = mItemPool[ iter->first + 1 ];
920 mItemPool.erase( iter );
929 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
933 SetupActor( replacementItem, durationSeconds );
934 Self().Add( replacementItem.second );
936 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
937 if( mItemPool.end() != iter )
939 ReleaseActor(iter->first, iter->second);
940 iter->second = replacementItem.second;
944 mItemPool.insert( replacementItem );
947 CalculateDomainSize(Self().GetCurrentSize());
949 mAddingItems = false;
952 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
954 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
956 ReplaceItem( *iter, durationSeconds );
960 void ItemView::RemoveActorsOutsideRange( ItemRange range )
962 // Remove unwanted actors from the ItemView & ItemPool
963 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
965 unsigned int current = iter->first;
967 if( ! range.Within( current ) )
969 ReleaseActor(iter->first, iter->second);
971 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
980 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
982 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
984 // The order of addition depends on the scroll direction.
985 if (mRefreshOrderHint)
987 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
989 AddNewActor( itemId, durationSeconds );
994 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
996 AddNewActor( itemId-1, durationSeconds );
1000 // Total number of items may change dynamically.
1001 // Always recalculate the domain size to reflect that.
1002 CalculateDomainSize(Self().GetCurrentSize());
1005 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1007 mAddingItems = true;
1009 if( mItemPool.end() == mItemPool.find( itemId ) )
1011 Actor actor = mItemFactory.NewItem( itemId );
1015 Item newItem( itemId, actor );
1017 mItemPool.insert( newItem );
1019 SetupActor( newItem, durationSeconds );
1020 Self().Add( actor );
1024 mAddingItems = false;
1027 void ItemView::SetupActor( Item item, float durationSeconds )
1029 item.second.SetParentOrigin( mItemsParentOrigin );
1030 item.second.SetAnchorPoint( mItemsAnchorPoint );
1035 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1037 item.second.SetSize( size );
1040 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1044 void ItemView::ReleaseActor( ItemId item, Actor actor )
1046 Self().Remove( actor );
1047 mItemFactory.ItemReleased(item, actor);
1050 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1052 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1054 ItemRange available(0u, itemCount);
1056 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1060 // Add the reserve items for scrolling
1061 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1062 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1066 return range.Intersection(available);
1069 void ItemView::OnChildAdd(Actor& child)
1073 // We don't want to do this downcast check for any item added by ItemView itself.
1074 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1077 // Set the scroll connector when scroll bar is being added
1078 scrollComponent.SetScrollConnector(mScrollConnector);
1083 bool ItemView::OnTouchEvent(const TouchEvent& event)
1085 // Ignore events with multiple-touch points
1086 if (event.GetPointCount() != 1)
1091 if (event.GetPoint(0).state == TouchPoint::Down)
1093 // Cancel ongoing scrolling etc.
1094 mGestureState = Gesture::Clear;
1096 mScrollDistance = 0.0f;
1097 mScrollSpeed = 0.0f;
1098 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1100 mScrollOvershoot = 0.0f;
1101 AnimateScrollOvershoot(0.0f);
1103 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1105 RemoveAnimation(mScrollAnimation);
1108 return true; // consume since we're potentially scrolling
1111 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1113 // Respond the mouse wheel event to scroll
1116 Actor self = Self();
1117 const Vector3 layoutSize = Self().GetCurrentSize();
1118 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1119 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1121 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1122 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1123 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1126 if (mMouseWheelEventFinishedTimer.IsRunning())
1128 mMouseWheelEventFinishedTimer.Stop();
1131 mMouseWheelEventFinishedTimer.Start();
1136 bool ItemView::OnMouseWheelEventFinished()
1140 RemoveAnimation(mScrollAnimation);
1142 // No more mouse wheel events coming. Do the anchoring if enabled.
1143 mScrollAnimation = DoAnchoring();
1144 if (mScrollAnimation)
1146 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1147 mScrollAnimation.Play();
1151 mScrollOvershoot = 0.0f;
1152 AnimateScrollOvershoot(0.0f);
1154 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1161 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1163 ItemLayout::Vector3Function positionConstraint;
1164 if (layout.GetPositionConstraint(itemId, positionConstraint))
1166 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1168 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1169 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1170 ParentSource( mPropertyScrollSpeed ),
1171 ParentSource( Actor::SIZE ),
1173 constraint.SetApplyTime(duration);
1174 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1176 actor.ApplyConstraint(constraint);
1179 ItemLayout::QuaternionFunction rotationConstraint;
1180 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1182 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1184 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1185 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1186 ParentSource( mPropertyScrollSpeed ),
1187 ParentSource( Actor::SIZE ),
1189 constraint.SetApplyTime(duration);
1190 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1192 actor.ApplyConstraint(constraint);
1195 ItemLayout::Vector3Function scaleConstraint;
1196 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1198 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1200 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1201 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1202 ParentSource( mPropertyScrollSpeed ),
1203 ParentSource( Actor::SIZE ),
1205 constraint.SetApplyTime(duration);
1206 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1208 actor.ApplyConstraint(constraint);
1211 ItemLayout::Vector4Function colorConstraint;
1212 if (layout.GetColorConstraint(itemId, colorConstraint))
1214 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1216 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1217 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1218 ParentSource( mPropertyScrollSpeed ),
1219 ParentSource( Actor::SIZE ),
1221 constraint.SetApplyTime(duration);
1222 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1224 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1225 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1226 constraint.SetRemoveAction(Dali::Constraint::Discard);
1228 actor.ApplyConstraint(constraint);
1231 ItemLayout::BoolFunction visibilityConstraint;
1232 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1234 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1236 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1237 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1238 ParentSource( mPropertyScrollSpeed ),
1239 ParentSource( Actor::SIZE ),
1241 constraint.SetApplyTime(duration);
1242 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1244 // Release visibility constraints the same time as the color constraint
1245 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1246 constraint.SetRemoveAction(Dali::Constraint::Discard);
1248 actor.ApplyConstraint(constraint);
1252 void ItemView::ReapplyAllConstraints( float durationSeconds )
1254 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1256 unsigned int id = iter->first;
1257 Actor actor = iter->second;
1259 actor.RemoveConstraints();
1260 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1263 CalculateDomainSize(Self().GetCurrentSize());
1266 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1268 Actor self = Self();
1269 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1270 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1271 mScrollOvershoot = targetPosition - clamppedPosition;
1272 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1274 return clamppedPosition;
1277 void ItemView::OnPan(PanGesture gesture)
1279 Actor self = Self();
1280 const Vector3 layoutSize = Self().GetCurrentSize();
1282 RemoveAnimation(mScrollAnimation);
1284 // Short-circuit if there is no active layout
1287 mGestureState = Gesture::Clear;
1291 mGestureState = gesture.state;
1293 switch (mGestureState)
1295 case Gesture::Finished:
1298 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1299 mScrollSpeed > mMinimumSwipeSpeed)
1301 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1303 mRefreshOrderHint = true;
1305 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1306 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1310 if (mAnchoringEnabled)
1312 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1315 RemoveAnimation(mScrollAnimation);
1317 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1318 mScrollAnimation = Animation::New(flickAnimationDuration);
1319 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1320 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1321 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1324 // Check whether it has already scrolled to the end
1325 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1327 AnimateScrollOvershoot(0.0f);
1331 // Anchoring may be triggered when there was no swipe
1332 if (!mScrollAnimation)
1334 mScrollAnimation = DoAnchoring();
1337 // Reset the overshoot if no scroll animation.
1338 if (!mScrollAnimation)
1340 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1342 AnimateScrollOvershoot(0.0f, false);
1347 case Gesture::Started: // Fall through
1349 mTotalPanDisplacement = Vector2::ZERO;
1352 case Gesture::Continuing:
1354 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1355 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1357 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1358 mRefreshOrderHint = mScrollDistance < 0.0f;
1360 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1362 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1364 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1365 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1366 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1368 mTotalPanDisplacement += gesture.displacement;
1369 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1370 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1372 AnimateScrollOvershoot(1.0f);
1374 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1376 AnimateScrollOvershoot(-1.0f);
1380 AnimateScrollOvershoot(0.0f);
1385 case Gesture::Cancelled:
1387 mScrollAnimation = DoAnchoring();
1395 if (mScrollAnimation)
1397 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1398 mScrollAnimation.Play();
1402 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1408 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1410 Actor nextFocusActor;
1414 if(!actor || actor == this->Self())
1416 nextFocusActor = GetItem(nextItemID);
1418 else if(actor && actor.GetParent() == this->Self())
1420 int itemID = GetItemId(actor);
1421 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1422 nextFocusActor = GetItem(nextItemID);
1423 if(nextFocusActor == actor)
1425 // need to pass NULL actor back to focus manager
1426 nextFocusActor.Reset();
1427 return nextFocusActor;
1430 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1431 Vector3 layoutSize = Self().GetCurrentSize();
1434 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1435 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1436 nextItemID = viewableItems.begin;
1437 nextFocusActor = GetItem(nextItemID);
1440 return nextFocusActor;
1443 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1445 // only in this function if our chosen focus actor was actually used
1446 if(commitedFocusableActor)
1448 int nextItemID = GetItemId(commitedFocusableActor);
1449 float layoutPosition = GetCurrentLayoutPosition(0);
1450 Vector3 layoutSize = Self().GetCurrentSize();
1451 Vector3 focusItemPosition = Vector3::ZERO;
1452 ItemLayout::Vector3Function itemPositionConstraint;
1453 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1455 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1458 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1459 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1463 Animation ItemView::DoAnchoring()
1465 Animation anchoringAnimation;
1466 Actor self = Self();
1468 if (mActiveLayout && mAnchoringEnabled)
1470 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1472 anchoringAnimation = Animation::New(mAnchoringDuration);
1473 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1474 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1475 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1478 AnimateScrollOvershoot(0.0f);
1482 return anchoringAnimation;
1485 void ItemView::OnScrollFinished(Animation& source)
1487 Actor self = Self();
1489 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1491 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1493 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1495 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1499 // Reset the overshoot
1500 AnimateScrollOvershoot( 0.0f );
1502 mIsFlicking = false;
1504 mScrollOvershoot = 0.0f;
1507 void ItemView::OnOvershootOnFinished(Animation& animation)
1509 mAnimatingOvershootOn = false;
1510 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1511 RemoveAnimation(mScrollOvershootAnimation);
1512 if(mAnimateOvershootOff)
1514 AnimateScrollOvershoot(0.0f);
1518 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1520 Actor self = Self();
1521 const Vector3 layoutSize = Self().GetCurrentSize();
1522 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1524 if(durationSeconds > 0.0f)
1526 RemoveAnimation(mScrollAnimation);
1527 mScrollAnimation = Animation::New(durationSeconds);
1528 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1529 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1530 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1531 mScrollAnimation.Play();
1535 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1536 AnimateScrollOvershoot(0.0f);
1539 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1542 void ItemView::RemoveAnimation(Animation& animation)
1546 // Cease animating, and reset handle.
1552 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1554 Actor self = Self();
1556 Vector3 firstItemPosition(Vector3::ZERO);
1557 Vector3 lastItemPosition(Vector3::ZERO);
1561 ItemLayout::Vector3Function firstItemPositionConstraint;
1562 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1564 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1567 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1568 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1570 ItemLayout::Vector3Function lastItemPositionConstraint;
1571 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1573 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1578 if(IsHorizontal(mActiveLayout->GetOrientation()))
1580 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1581 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1582 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1586 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1587 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1588 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1591 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1593 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1594 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1595 self.SetProperty(mPropertyCanScrollHorizontal, false);
1599 Vector3 ItemView::GetDomainSize() const
1601 Actor self = Self();
1603 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1604 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1606 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1609 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1611 Actor self = Self();
1613 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1614 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1615 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1617 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1620 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1622 Vector3 firstItemPosition(Vector3::ZERO);
1623 ItemLayout::Vector3Function firstItemPositionConstraint;
1624 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1626 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1629 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1632 Vector3 ItemView::GetCurrentScrollPosition() const
1634 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1635 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1638 void ItemView::AddOverlay(Actor actor)
1643 void ItemView::RemoveOverlay(Actor actor)
1645 Self().Remove(actor);
1648 void ItemView::ScrollTo(const Vector3& position, float duration)
1650 Actor self = Self();
1651 const Vector3 layoutSize = Self().GetCurrentSize();
1653 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1657 RemoveAnimation(mScrollAnimation);
1658 mScrollAnimation = Animation::New(duration);
1659 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1660 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1661 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1662 mScrollAnimation.Play();
1666 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1667 AnimateScrollOvershoot(0.0f);
1670 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1673 void ItemView::SetOvershootEffectColor( const Vector4& color )
1675 mOvershootEffectColor = color;
1676 if( mOvershootOverlay )
1678 mOvershootOverlay.SetColor( color );
1682 void ItemView::SetOvershootEnabled( bool enable )
1684 Actor self = Self();
1687 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1688 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1689 mOvershootOverlay.SetColor(mOvershootEffectColor);
1690 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1691 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1692 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1693 self.Add(mOvershootOverlay);
1695 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1696 ParentSource( mPropertyScrollDirection ),
1697 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1698 ParentSource( Actor::SIZE ),
1699 OvershootOverlaySizeConstraint() );
1700 mOvershootOverlay.ApplyConstraint(constraint);
1701 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1703 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1704 ParentSource( mPropertyScrollDirection ),
1705 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1706 OvershootOverlayRotationConstraint() );
1707 mOvershootOverlay.ApplyConstraint(constraint);
1709 constraint = Constraint::New<Vector3>( Actor::POSITION,
1710 ParentSource( Actor::SIZE ),
1711 ParentSource( mPropertyScrollDirection ),
1712 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1713 OvershootOverlayPositionConstraint() );
1714 mOvershootOverlay.ApplyConstraint(constraint);
1716 constraint = Constraint::New<bool>( Actor::VISIBLE,
1717 ParentSource( mPropertyCanScrollVertical ),
1718 OvershootOverlayVisibilityConstraint() );
1719 mOvershootOverlay.ApplyConstraint(constraint);
1721 Actor self = Self();
1722 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1723 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1724 EqualToConstraint() );
1725 mOvershootOverlay.ApplyConstraint(constraint);
1729 if( mOvershootOverlay )
1731 self.Remove(mOvershootOverlay);
1732 mOvershootOverlay.Reset();
1737 float ItemView::CalculateScrollOvershoot()
1739 float overshoot = 0.0f;
1743 // The overshoot must be calculated from the accumulated pan gesture displacement
1744 // since the pan gesture starts.
1745 Actor self = Self();
1746 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1747 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1748 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1749 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1750 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1751 overshoot = positionDelta - clamppedPosition;
1757 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1759 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1761 // make sure we animate back if needed
1762 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1764 if( mAnimatingOvershootOn )
1766 // animating on, do not allow animate off
1770 Actor self = Self();
1771 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1772 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1774 RemoveAnimation(mScrollOvershootAnimation);
1775 mScrollOvershootAnimation = Animation::New(duration);
1776 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1777 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1778 mScrollOvershootAnimation.Play();
1780 mAnimatingOvershootOn = animatingOn;
1783 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1785 if( parentOrigin != mItemsParentOrigin )
1787 mItemsParentOrigin = parentOrigin;
1788 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1790 iter->second.SetParentOrigin(parentOrigin);
1795 Vector3 ItemView::GetItemsParentOrigin() const
1797 return mItemsParentOrigin;
1800 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1802 if( anchorPoint != mItemsAnchorPoint )
1804 mItemsAnchorPoint = anchorPoint;
1805 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1807 iter->second.SetAnchorPoint(anchorPoint);
1812 Vector3 ItemView::GetItemsAnchorPoint() const
1814 return mItemsAnchorPoint;
1817 void ItemView::GetItemsRange(ItemRange& range)
1819 range.begin = mItemPool.begin()->first;
1820 range.end = mItemPool.rbegin()->first + 1;
1823 } // namespace Internal
1825 } // namespace Toolkit