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/public-api/controls/default-controls/solid-color-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 Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
52 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
53 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
54 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
55 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
57 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
58 const string POSITION_PROPERTY_NAME( "item-view-position" );
59 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
60 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
61 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
62 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
64 // Functors which wrap constraint functions with stored item IDs
66 struct WrappedVector3Constraint
68 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
74 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
76 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
78 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
81 Toolkit::ItemLayout::Vector3Function mWrapMe;
85 struct WrappedQuaternionConstraint
87 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
93 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
95 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
97 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
100 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
101 unsigned int mItemId;
104 struct WrappedVector4Constraint
106 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
112 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
114 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
116 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
119 Toolkit::ItemLayout::Vector4Function mWrapMe;
120 unsigned int mItemId;
123 struct WrappedBoolConstraint
125 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
131 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
133 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
135 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
138 Toolkit::ItemLayout::BoolFunction mWrapMe;
139 unsigned int mItemId;
143 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
145 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
147 Radian scrollDirection(layout.GetScrollDirection());
149 float cosTheta = cosf(scrollDirection);
150 float sinTheta = sinf(scrollDirection);
152 return panDistance.x * sinTheta + panDistance.y * cosTheta;
155 // Overshoot overlay constraints
157 struct OvershootOverlaySizeConstraint
159 float operator()(const float& current,
160 const PropertyInput& parentScrollDirectionProperty,
161 const PropertyInput& parentOvershootProperty,
162 const PropertyInput& parentSizeProperty)
164 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
165 const Vector3 parentSize = parentSizeProperty.GetVector3();
166 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
170 if(Toolkit::IsVertical(parentOrientation))
172 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
176 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
183 struct OvershootOverlayRotationConstraint
185 Quaternion operator()(const Quaternion& current,
186 const PropertyInput& parentScrollDirectionProperty,
187 const PropertyInput& parentOvershootProperty)
189 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
190 const float parentOvershoot = parentOvershootProperty.GetFloat();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
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 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
206 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
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 rotation = Quaternion(0.0f, Vector3::ZAXIS);
216 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
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 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
230 rotation = Quaternion(0.0f, Vector3::ZAXIS);
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 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
240 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
248 struct OvershootOverlayPositionConstraint
250 Vector3 operator()(const Vector3& current,
251 const PropertyInput& parentSizeProperty,
252 const PropertyInput& parentScrollDirectionProperty,
253 const PropertyInput& parentOvershootProperty)
255 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
256 const float parentOvershoot = parentOvershootProperty.GetFloat();
257 const Vector3 parentSize = parentSizeProperty.GetVector3();
258 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
260 Vector3 relativeOffset;
262 if(Toolkit::IsVertical(parentOrientation))
264 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
266 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
267 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
269 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
273 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
276 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
277 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
279 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
283 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
288 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
290 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
291 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
293 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
297 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
300 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
301 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
303 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
307 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
311 return relativeOffset * parentSize;
316 struct OvershootOverlayVisibilityConstraint
318 bool operator()(const bool& current,
319 const PropertyInput& parentLayoutScrollableProperty)
321 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
323 return parentLayoutScrollable;
328 * Relative position Constraint
329 * Generates the relative position value of the item view based on the layout position,
330 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
332 Vector3 RelativePositionConstraint(const Vector3& current,
333 const PropertyInput& scrollPositionProperty,
334 const PropertyInput& scrollMinProperty,
335 const PropertyInput& scrollMaxProperty,
336 const PropertyInput& layoutSizeProperty)
338 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
339 const Vector3& min = scrollMinProperty.GetVector3();
340 const Vector3& max = scrollMaxProperty.GetVector3();
342 Vector3 relativePosition;
343 Vector3 domainSize = max - min;
345 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
346 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
348 return relativePosition;
351 } // unnamed namespace
362 namespace // unnamed namespace
365 bool FindById( const ItemContainer& items, ItemId id )
367 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
369 if( iter->first == id )
378 } // unnamed namespace
380 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
382 // Create the implementation
383 ItemViewPtr itemView(new ItemView(factory));
385 // Pass ownership to CustomActor via derived handle
386 Dali::Toolkit::ItemView handle(*itemView);
388 // Second-phase init of the implementation
389 // This can only be done after the CustomActor connection has been made...
390 itemView->Initialize();
395 ItemView::ItemView(ItemFactory& factory)
397 mItemFactory(factory),
399 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
400 mAnimatingOvershootOn(false),
401 mAnimateOvershootOff(false),
402 mAnchoringEnabled(true),
403 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
404 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
405 mRefreshOrderHint(true/*Refresh item 0 first*/),
406 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
407 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
408 mScrollDistance(0.0f),
410 mTotalPanDisplacement(Vector2::ZERO),
411 mScrollOvershoot(0.0f),
413 mGestureState(Gesture::Clear),
415 mRefreshEnabled(true),
416 mItemsParentOrigin( ParentOrigin::CENTER),
417 mItemsAnchorPoint( AnchorPoint::CENTER)
419 SetRequiresMouseWheelEvents(true);
420 SetKeyboardNavigationSupport(true);
423 void ItemView::OnInitialize()
425 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
427 RegisterCommonProperties();
431 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
432 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
434 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
435 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
436 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
438 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
440 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
441 LocalSource(mPropertyPosition),
442 LocalSource(mPropertyPositionMin),
443 LocalSource(mPropertyPositionMax),
444 LocalSource(Actor::SIZE),
445 RelativePositionConstraint);
446 self.ApplyConstraint(constraint);
448 Vector2 stageSize = Stage::GetCurrent().GetSize();
449 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
451 EnableGestureDetection(Gesture::Type(Gesture::Pan));
453 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
454 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
456 SetRefreshInterval(mRefreshIntervalLayoutPositions);
459 ItemView::~ItemView()
463 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
465 return mScrollConnector;
468 unsigned int ItemView::GetLayoutCount() const
470 return mLayouts.size();
473 void ItemView::AddLayout(ItemLayout& layout)
475 mLayouts.push_back(ItemLayoutPtr(&layout));
478 void ItemView::RemoveLayout(unsigned int layoutIndex)
480 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
482 if (mActiveLayout == mLayouts[layoutIndex].Get())
484 mActiveLayout = NULL;
487 mLayouts.erase(mLayouts.begin() + layoutIndex);
490 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
492 return mLayouts[layoutIndex];
495 ItemLayoutPtr ItemView::GetActiveLayout() const
497 return ItemLayoutPtr(mActiveLayout);
500 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
502 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
505 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
507 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
511 // The ItemView size should match the active layout size
512 self.SetSize(targetSize);
513 mActiveLayoutTargetSize = targetSize;
515 // Switch to the new layout
516 mActiveLayout = mLayouts[layoutIndex].Get();
518 // Move the items to the new layout positions...
520 bool resizeAnimationNeeded(false);
522 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
524 unsigned int itemId = iter->first;
525 Actor actor = iter->second;
527 // Remove constraints from previous layout
528 actor.RemoveConstraints();
531 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
533 if( durationSeconds > 0.0f )
535 // Use a size animation
536 if (!resizeAnimationNeeded)
538 resizeAnimationNeeded = true;
539 RemoveAnimation(mResizeAnimation);
540 mResizeAnimation = Animation::New(durationSeconds);
543 // The layout provides its own resize animation
544 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
548 // resize immediately
553 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
556 if (resizeAnimationNeeded)
558 mResizeAnimation.Play();
561 // Refresh the new layout
562 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
563 AddActorsWithinRange( range, durationSeconds );
565 // Scroll to an appropriate layout position
567 bool scrollAnimationNeeded(false);
568 float firstItemScrollPosition(0.0f);
570 float current = GetCurrentLayoutPosition(0);
571 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
572 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
574 if (current < minimum)
576 scrollAnimationNeeded = true;
577 firstItemScrollPosition = minimum;
579 else if (mAnchoringEnabled)
581 scrollAnimationNeeded = true;
582 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
585 if (scrollAnimationNeeded)
587 RemoveAnimation(mScrollAnimation);
588 mScrollAnimation = Animation::New(durationSeconds);
589 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
590 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
591 mScrollAnimation.Play();
594 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
595 AnimateScrollOvershoot(0.0f);
596 mScrollOvershoot = 0.0f;
598 Radian scrollDirection(mActiveLayout->GetScrollDirection());
599 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
600 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
602 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
604 CalculateDomainSize(targetSize);
607 void ItemView::DeactivateCurrentLayout()
611 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
613 Actor actor = iter->second;
614 actor.RemoveConstraints();
617 mActiveLayout = NULL;
621 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
623 mDefaultAlphaFunction = func;
626 AlphaFunction ItemView::GetDefaultAlphaFunction() const
628 return mDefaultAlphaFunction;
631 void ItemView::OnRefreshNotification(PropertyNotification& source)
635 // Only refresh the cache during normal scrolling
636 DoRefresh(GetCurrentLayoutPosition(0), true);
640 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
644 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
645 RemoveActorsOutsideRange( range );
646 AddActorsWithinRange( range, 0.0f/*immediate*/ );
648 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
652 void ItemView::SetMinimumSwipeSpeed(float speed)
654 mMinimumSwipeSpeed = speed;
657 float ItemView::GetMinimumSwipeSpeed() const
659 return mMinimumSwipeSpeed;
662 void ItemView::SetMinimumSwipeDistance(float distance)
664 mMinimumSwipeDistance = distance;
667 float ItemView::GetMinimumSwipeDistance() const
669 return mMinimumSwipeDistance;
672 void ItemView::SetMouseWheelScrollDistanceStep(float step)
674 mMouseWheelScrollDistanceStep = step;
677 float ItemView::GetMouseWheelScrollDistanceStep() const
679 return mMouseWheelScrollDistanceStep;
682 void ItemView::SetAnchoring(bool enabled)
684 mAnchoringEnabled = enabled;
687 bool ItemView::GetAnchoring() const
689 return mAnchoringEnabled;
692 void ItemView::SetAnchoringDuration(float durationSeconds)
694 mAnchoringDuration = durationSeconds;
697 float ItemView::GetAnchoringDuration() const
699 return mAnchoringDuration;
702 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
704 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
706 if(mRefreshNotification)
708 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
710 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
711 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
714 float ItemView::GetRefreshInterval() const
716 return mRefreshIntervalLayoutPositions;
719 void ItemView::SetRefreshEnabled(bool enabled)
721 mRefreshEnabled = enabled;
724 Actor ItemView::GetItem(unsigned int itemId) const
728 ConstItemPoolIter iter = mItemPool.find( itemId );
729 if( iter != mItemPool.end() )
731 actor = iter->second;
737 unsigned int ItemView::GetItemId( Actor actor ) const
739 unsigned int itemId( 0 );
741 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
743 if( iter->second == actor )
745 itemId = iter->first;
753 void ItemView::InsertItem( Item newItem, float durationSeconds )
757 SetupActor( newItem, durationSeconds );
758 Self().Add( newItem.second );
760 ItemPoolIter foundIter = mItemPool.find( newItem.first );
761 if( mItemPool.end() != foundIter )
763 Actor moveMe = foundIter->second;
764 foundIter->second = newItem.second;
766 // Move the existing actors to make room
767 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
769 Actor temp = iter->second;
770 iter->second = moveMe;
773 iter->second.RemoveConstraints();
774 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
778 ItemId lastId = mItemPool.rbegin()->first;
779 Item lastItem( lastId + 1, moveMe );
780 mItemPool.insert( lastItem );
782 lastItem.second.RemoveConstraints();
783 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
787 mItemPool.insert( newItem );
790 CalculateDomainSize(Self().GetCurrentSize());
792 mAddingItems = false;
795 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
799 // Insert from lowest id to highest
800 set<Item> sortedItems;
801 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
803 sortedItems.insert( *iter );
806 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
808 Self().Add( iter->second );
810 cout << "inserting item: " << iter->first << endl;
812 ItemPoolIter foundIter = mItemPool.find( iter->first );
813 if( mItemPool.end() != foundIter )
815 Actor moveMe = foundIter->second;
816 foundIter->second = iter->second;
818 // Move the existing actors to make room
819 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
821 Actor temp = iter->second;
822 iter->second = moveMe;
827 ItemId lastId = mItemPool.rbegin()->first;
828 Item lastItem( lastId + 1, moveMe );
829 mItemPool.insert( lastItem );
833 mItemPool.insert( *iter );
837 // Relayout everything
838 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
841 if( FindById( newItems, iter->first ) )
843 SetupActor( *iter, durationSeconds );
847 iter->second.RemoveConstraints();
848 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
852 CalculateDomainSize(Self().GetCurrentSize());
854 mAddingItems = false;
857 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
859 bool actorRemoved = RemoveActor( itemId );
862 ReapplyAllConstraints( durationSeconds );
866 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
868 bool actorRemoved( false );
870 // Remove from highest id to lowest
871 set<ItemId> sortedItems;
872 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
874 sortedItems.insert( *iter );
877 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
879 if( RemoveActor( *iter ) )
887 ReapplyAllConstraints( durationSeconds );
891 bool ItemView::RemoveActor(unsigned int itemId)
893 bool removed( false );
895 const ItemPoolIter removeIter = mItemPool.find( itemId );
897 if( removeIter != mItemPool.end() )
899 ReleaseActor(itemId, removeIter->second);
903 // Adjust the remaining item IDs, for example if item 2 is removed:
904 // Initial actors: After insert:
905 // ID 1 - ActorA ID 1 - ActorA
906 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
907 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
909 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
911 if( iter->first < mItemPool.rbegin()->first )
913 iter->second = mItemPool[ iter->first + 1 ];
917 mItemPool.erase( iter );
926 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
930 SetupActor( replacementItem, durationSeconds );
931 Self().Add( replacementItem.second );
933 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
934 if( mItemPool.end() != iter )
936 ReleaseActor(iter->first, iter->second);
937 iter->second = replacementItem.second;
941 mItemPool.insert( replacementItem );
944 CalculateDomainSize(Self().GetCurrentSize());
946 mAddingItems = false;
949 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
951 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
953 ReplaceItem( *iter, durationSeconds );
957 void ItemView::RemoveActorsOutsideRange( ItemRange range )
959 // Remove unwanted actors from the ItemView & ItemPool
960 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
962 unsigned int current = iter->first;
964 if( ! range.Within( current ) )
966 ReleaseActor(iter->first, iter->second);
968 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
977 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
979 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
981 // The order of addition depends on the scroll direction.
982 if (mRefreshOrderHint)
984 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
986 AddNewActor( itemId, durationSeconds );
991 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
993 AddNewActor( itemId-1, durationSeconds );
997 // Total number of items may change dynamically.
998 // Always recalculate the domain size to reflect that.
999 CalculateDomainSize(Self().GetCurrentSize());
1002 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1004 mAddingItems = true;
1006 if( mItemPool.end() == mItemPool.find( itemId ) )
1008 Actor actor = mItemFactory.NewItem( itemId );
1012 Item newItem( itemId, actor );
1014 mItemPool.insert( newItem );
1016 SetupActor( newItem, durationSeconds );
1017 Self().Add( actor );
1021 mAddingItems = false;
1024 void ItemView::SetupActor( Item item, float durationSeconds )
1026 item.second.SetParentOrigin( mItemsParentOrigin );
1027 item.second.SetAnchorPoint( mItemsAnchorPoint );
1032 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1034 item.second.SetSize( size );
1037 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1041 void ItemView::ReleaseActor( ItemId item, Actor actor )
1043 Self().Remove( actor );
1044 mItemFactory.ItemReleased(item, actor);
1047 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1049 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1051 ItemRange available(0u, itemCount);
1053 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1057 // Add the reserve items for scrolling
1058 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1059 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1063 return range.Intersection(available);
1066 void ItemView::OnChildAdd(Actor& child)
1070 // We don't want to do this downcast check for any item added by ItemView itself.
1071 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1074 // Set the scroll connector when scroll bar is being added
1075 scrollComponent.SetScrollConnector(mScrollConnector);
1080 bool ItemView::OnTouchEvent(const TouchEvent& event)
1082 // Ignore events with multiple-touch points
1083 if (event.GetPointCount() != 1)
1088 if (event.GetPoint(0).state == TouchPoint::Down)
1090 // Cancel ongoing scrolling etc.
1091 mGestureState = Gesture::Clear;
1093 mScrollDistance = 0.0f;
1094 mScrollSpeed = 0.0f;
1095 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1097 mScrollOvershoot = 0.0f;
1098 AnimateScrollOvershoot(0.0f);
1100 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1102 RemoveAnimation(mScrollAnimation);
1105 return true; // consume since we're potentially scrolling
1108 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1110 // Respond the mouse wheel event to scroll
1113 Actor self = Self();
1114 const Vector3 layoutSize = Self().GetCurrentSize();
1115 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1116 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1118 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1119 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1120 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1123 if (mMouseWheelEventFinishedTimer.IsRunning())
1125 mMouseWheelEventFinishedTimer.Stop();
1128 mMouseWheelEventFinishedTimer.Start();
1133 bool ItemView::OnMouseWheelEventFinished()
1137 RemoveAnimation(mScrollAnimation);
1139 // No more mouse wheel events coming. Do the anchoring if enabled.
1140 mScrollAnimation = DoAnchoring();
1141 if (mScrollAnimation)
1143 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1144 mScrollAnimation.Play();
1148 mScrollOvershoot = 0.0f;
1149 AnimateScrollOvershoot(0.0f);
1151 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1158 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1160 ItemLayout::Vector3Function positionConstraint;
1161 if (layout.GetPositionConstraint(itemId, positionConstraint))
1163 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1165 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1166 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1167 ParentSource( mPropertyScrollSpeed ),
1168 ParentSource( Actor::SIZE ),
1170 constraint.SetApplyTime(duration);
1171 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1173 actor.ApplyConstraint(constraint);
1176 ItemLayout::QuaternionFunction rotationConstraint;
1177 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1179 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1181 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1182 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1183 ParentSource( mPropertyScrollSpeed ),
1184 ParentSource( Actor::SIZE ),
1186 constraint.SetApplyTime(duration);
1187 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1189 actor.ApplyConstraint(constraint);
1192 ItemLayout::Vector3Function scaleConstraint;
1193 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1195 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1197 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1198 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1199 ParentSource( mPropertyScrollSpeed ),
1200 ParentSource( Actor::SIZE ),
1202 constraint.SetApplyTime(duration);
1203 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1205 actor.ApplyConstraint(constraint);
1208 ItemLayout::Vector4Function colorConstraint;
1209 if (layout.GetColorConstraint(itemId, colorConstraint))
1211 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1213 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1214 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1215 ParentSource( mPropertyScrollSpeed ),
1216 ParentSource( Actor::SIZE ),
1218 constraint.SetApplyTime(duration);
1219 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1221 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1222 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1223 constraint.SetRemoveAction(Dali::Constraint::Discard);
1225 actor.ApplyConstraint(constraint);
1228 ItemLayout::BoolFunction visibilityConstraint;
1229 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1231 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1233 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1234 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1235 ParentSource( mPropertyScrollSpeed ),
1236 ParentSource( Actor::SIZE ),
1238 constraint.SetApplyTime(duration);
1239 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1241 // Release visibility constraints the same time as the color constraint
1242 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1243 constraint.SetRemoveAction(Dali::Constraint::Discard);
1245 actor.ApplyConstraint(constraint);
1249 void ItemView::ReapplyAllConstraints( float durationSeconds )
1251 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1253 unsigned int id = iter->first;
1254 Actor actor = iter->second;
1256 actor.RemoveConstraints();
1257 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1260 CalculateDomainSize(Self().GetCurrentSize());
1263 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1265 Actor self = Self();
1266 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1267 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1268 mScrollOvershoot = targetPosition - clamppedPosition;
1269 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1271 return clamppedPosition;
1274 void ItemView::OnPan(PanGesture gesture)
1276 Actor self = Self();
1277 const Vector3 layoutSize = Self().GetCurrentSize();
1279 RemoveAnimation(mScrollAnimation);
1281 // Short-circuit if there is no active layout
1284 mGestureState = Gesture::Clear;
1288 mGestureState = gesture.state;
1290 switch (mGestureState)
1292 case Gesture::Finished:
1295 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1296 mScrollSpeed > mMinimumSwipeSpeed)
1298 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1300 mRefreshOrderHint = true;
1302 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1303 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1307 if (mAnchoringEnabled)
1309 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1312 RemoveAnimation(mScrollAnimation);
1314 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1315 mScrollAnimation = Animation::New(flickAnimationDuration);
1316 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1317 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1318 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1321 // Check whether it has already scrolled to the end
1322 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1324 AnimateScrollOvershoot(0.0f);
1328 // Anchoring may be triggered when there was no swipe
1329 if (!mScrollAnimation)
1331 mScrollAnimation = DoAnchoring();
1334 // Reset the overshoot if no scroll animation.
1335 if (!mScrollAnimation)
1337 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1339 AnimateScrollOvershoot(0.0f, false);
1344 case Gesture::Started: // Fall through
1346 mTotalPanDisplacement = Vector2::ZERO;
1349 case Gesture::Continuing:
1351 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1352 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1354 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1355 mRefreshOrderHint = mScrollDistance < 0.0f;
1357 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1359 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1361 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1362 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1363 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1365 mTotalPanDisplacement += gesture.displacement;
1366 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1367 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1369 AnimateScrollOvershoot(1.0f);
1371 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1373 AnimateScrollOvershoot(-1.0f);
1377 AnimateScrollOvershoot(0.0f);
1382 case Gesture::Cancelled:
1384 mScrollAnimation = DoAnchoring();
1392 if (mScrollAnimation)
1394 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1395 mScrollAnimation.Play();
1399 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1405 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1407 Actor nextFocusActor;
1411 if(!actor || actor == this->Self())
1413 nextFocusActor = GetItem(nextItemID);
1415 else if(actor && actor.GetParent() == this->Self())
1417 int itemID = GetItemId(actor);
1418 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1419 nextFocusActor = GetItem(nextItemID);
1420 if(nextFocusActor == actor)
1422 // need to pass NULL actor back to focus manager
1423 nextFocusActor.Reset();
1424 return nextFocusActor;
1427 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1428 Vector3 layoutSize = Self().GetCurrentSize();
1431 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1432 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1433 nextItemID = viewableItems.begin;
1434 nextFocusActor = GetItem(nextItemID);
1437 return nextFocusActor;
1440 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1442 // only in this function if our chosen focus actor was actually used
1443 if(commitedFocusableActor)
1445 int nextItemID = GetItemId(commitedFocusableActor);
1446 float layoutPosition = GetCurrentLayoutPosition(0);
1447 Vector3 layoutSize = Self().GetCurrentSize();
1448 Vector3 focusItemPosition = Vector3::ZERO;
1449 ItemLayout::Vector3Function itemPositionConstraint;
1450 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1452 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1455 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1456 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1460 Animation ItemView::DoAnchoring()
1462 Animation anchoringAnimation;
1463 Actor self = Self();
1465 if (mActiveLayout && mAnchoringEnabled)
1467 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1469 anchoringAnimation = Animation::New(mAnchoringDuration);
1470 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1471 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1472 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1475 AnimateScrollOvershoot(0.0f);
1479 return anchoringAnimation;
1482 void ItemView::OnScrollFinished(Animation& source)
1484 Actor self = Self();
1486 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1488 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1490 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1492 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1496 // Reset the overshoot
1497 AnimateScrollOvershoot( 0.0f );
1499 mIsFlicking = false;
1501 mScrollOvershoot = 0.0f;
1504 void ItemView::OnOvershootOnFinished(Animation& animation)
1506 mAnimatingOvershootOn = false;
1507 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1508 RemoveAnimation(mScrollOvershootAnimation);
1509 if(mAnimateOvershootOff)
1511 AnimateScrollOvershoot(0.0f);
1515 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1517 Actor self = Self();
1518 const Vector3 layoutSize = Self().GetCurrentSize();
1519 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1521 if(durationSeconds > 0.0f)
1523 RemoveAnimation(mScrollAnimation);
1524 mScrollAnimation = Animation::New(durationSeconds);
1525 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1526 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1527 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1528 mScrollAnimation.Play();
1532 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1533 AnimateScrollOvershoot(0.0f);
1536 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1539 void ItemView::RemoveAnimation(Animation& animation)
1543 // Cease animating, and reset handle.
1549 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1551 Actor self = Self();
1553 Vector3 firstItemPosition(Vector3::ZERO);
1554 Vector3 lastItemPosition(Vector3::ZERO);
1558 ItemLayout::Vector3Function firstItemPositionConstraint;
1559 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1561 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1564 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1565 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1567 ItemLayout::Vector3Function lastItemPositionConstraint;
1568 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1570 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1575 if(IsHorizontal(mActiveLayout->GetOrientation()))
1577 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1578 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1579 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1583 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1584 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1585 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1588 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1590 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1591 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1592 self.SetProperty(mPropertyCanScrollHorizontal, false);
1596 Vector3 ItemView::GetDomainSize() const
1598 Actor self = Self();
1600 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1601 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1603 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1606 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1608 Actor self = Self();
1610 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1611 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1612 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1614 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1617 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1619 Vector3 firstItemPosition(Vector3::ZERO);
1620 ItemLayout::Vector3Function firstItemPositionConstraint;
1621 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1623 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1626 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1629 Vector3 ItemView::GetCurrentScrollPosition() const
1631 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1632 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1635 void ItemView::AddOverlay(Actor actor)
1640 void ItemView::RemoveOverlay(Actor actor)
1642 Self().Remove(actor);
1645 void ItemView::ScrollTo(const Vector3& position, float duration)
1647 Actor self = Self();
1648 const Vector3 layoutSize = Self().GetCurrentSize();
1650 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1654 RemoveAnimation(mScrollAnimation);
1655 mScrollAnimation = Animation::New(duration);
1656 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1657 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1658 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1659 mScrollAnimation.Play();
1663 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1664 AnimateScrollOvershoot(0.0f);
1667 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1670 void ItemView::SetOvershootEnabled( bool enable )
1672 Actor self = Self();
1675 mOvershootEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
1676 mOvershootOverlay = CreateSolidColorActor(Vector4::ONE);
1677 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1678 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1679 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1680 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
1681 self.Add(mOvershootOverlay);
1682 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1683 ParentSource( mPropertyScrollDirection ),
1684 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1685 ParentSource( Actor::SIZE ),
1686 OvershootOverlaySizeConstraint() );
1687 mOvershootOverlay.ApplyConstraint(constraint);
1688 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1690 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1691 ParentSource( mPropertyScrollDirection ),
1692 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1693 OvershootOverlayRotationConstraint() );
1694 mOvershootOverlay.ApplyConstraint(constraint);
1696 constraint = Constraint::New<Vector3>( Actor::POSITION,
1697 ParentSource( Actor::SIZE ),
1698 ParentSource( mPropertyScrollDirection ),
1699 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1700 OvershootOverlayPositionConstraint() );
1701 mOvershootOverlay.ApplyConstraint(constraint);
1703 constraint = Constraint::New<bool>( Actor::VISIBLE,
1704 ParentSource( mPropertyCanScrollVertical ),
1705 OvershootOverlayVisibilityConstraint() );
1706 mOvershootOverlay.ApplyConstraint(constraint);
1708 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetProgressRatePropertyName());
1709 Actor self = Self();
1710 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1711 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1712 EqualToConstraint() );
1713 mOvershootEffect.ApplyConstraint(constraint);
1717 if( mOvershootOverlay )
1719 self.Remove(mOvershootOverlay);
1720 mOvershootOverlay.Reset();
1722 mOvershootEffect.Reset();
1726 float ItemView::CalculateScrollOvershoot()
1728 float overshoot = 0.0f;
1732 // The overshoot must be calculated from the accumulated pan gesture displacement
1733 // since the pan gesture starts.
1734 Actor self = Self();
1735 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1736 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1737 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1738 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1739 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1740 overshoot = positionDelta - clamppedPosition;
1746 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1748 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1750 // make sure we animate back if needed
1751 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1753 if( mAnimatingOvershootOn )
1755 // animating on, do not allow animate off
1759 Actor self = Self();
1760 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1761 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1763 RemoveAnimation(mScrollOvershootAnimation);
1764 mScrollOvershootAnimation = Animation::New(duration);
1765 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1766 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1767 mScrollOvershootAnimation.Play();
1769 mAnimatingOvershootOn = animatingOn;
1772 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1774 if( parentOrigin != mItemsParentOrigin )
1776 mItemsParentOrigin = parentOrigin;
1777 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1779 iter->second.SetParentOrigin(parentOrigin);
1784 Vector3 ItemView::GetItemsParentOrigin() const
1786 return mItemsParentOrigin;
1789 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1791 if( anchorPoint != mItemsAnchorPoint )
1793 mItemsAnchorPoint = anchorPoint;
1794 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1796 iter->second.SetAnchorPoint(anchorPoint);
1801 Vector3 ItemView::GetItemsAnchorPoint() const
1803 return mItemsAnchorPoint;
1806 void ItemView::GetItemsRange(ItemRange& range)
1808 range.begin = mItemPool.begin()->first;
1809 range.end = mItemPool.rbegin()->first + 1;
1812 } // namespace Internal
1814 } // namespace Toolkit