633a1d2e8d468ebf44d15851aa9956b88aada072
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
29
30 // INTERNAL INCLUDES
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
34
35 using std::string;
36 using std::set;
37 using namespace Dali;
38
39 namespace // unnamed namespace
40 {
41
42 //Type registration
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
44
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
48
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
51
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
54
55 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
56
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
58
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
63 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
65
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
72
73 /**
74  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
75  */
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
77 {
78   Radian scrollDirection(layout.GetScrollDirection());
79
80   float cosTheta = cosf(scrollDirection);
81   float sinTheta = sinf(scrollDirection);
82
83   return panDistance.x * sinTheta + panDistance.y * cosTheta;
84 }
85
86 // Overshoot overlay constraints
87
88 struct OvershootOverlaySizeConstraint
89 {
90   Vector3 operator()(const Vector3& current,
91                      const PropertyInput& parentScrollDirectionProperty,
92                      const PropertyInput& parentOvershootProperty,
93                      const PropertyInput& parentSizeProperty)
94   {
95     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96     const Vector3 parentSize = parentSizeProperty.GetVector3();
97     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
98
99     float overlayWidth;
100
101     if(Toolkit::IsVertical(parentOrientation))
102     {
103       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
104     }
105     else
106     {
107       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
108     }
109
110     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
111
112     return Vector3( overlayWidth, overlayHeight, current.depth );
113   }
114 };
115
116 struct OvershootOverlayRotationConstraint
117 {
118   Quaternion operator()(const Quaternion& current,
119                         const PropertyInput& parentScrollDirectionProperty,
120                         const PropertyInput& parentOvershootProperty)
121   {
122     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123     const float parentOvershoot = parentOvershootProperty.GetFloat();
124     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
125
126     Quaternion rotation;
127
128     if(Toolkit::IsVertical(parentOrientation))
129     {
130       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
131       {
132         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
134         {
135           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
136         }
137         else
138         {
139           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
140         }
141       }
142       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
144       {
145         rotation = Quaternion(0.0f, Vector3::ZAXIS);
146       }
147       else
148       {
149         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
150       }
151     }
152     else
153     {
154       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
155       {
156         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
158         {
159           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
160         }
161         else
162         {
163           rotation = Quaternion(0.0f, Vector3::ZAXIS);
164         }
165       }
166       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
168       {
169         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
170       }
171       else
172       {
173         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
174       }
175     }
176
177     return rotation;
178   }
179 };
180
181 struct OvershootOverlayPositionConstraint
182 {
183   Vector3 operator()(const Vector3&    current,
184                      const PropertyInput& parentSizeProperty,
185                      const PropertyInput& parentScrollDirectionProperty,
186                      const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Vector3 parentSize = parentSizeProperty.GetVector3();
191     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
192
193     Vector3 relativeOffset;
194
195     if(Toolkit::IsVertical(parentOrientation))
196     {
197       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198       {
199         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201         {
202           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
203         }
204         else
205         {
206           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
207         }
208       }
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) )
211       {
212         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
213       }
214       else
215       {
216         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
217       }
218     }
219     else
220     {
221       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222       {
223         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
225         {
226           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
227         }
228         else
229         {
230           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
231         }
232       }
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) )
235       {
236         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
237       }
238       else
239       {
240         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
241       }
242     }
243
244     return relativeOffset * parentSize;
245
246   }
247 };
248
249 struct OvershootOverlayVisibilityConstraint
250 {
251   bool operator()(const bool& current,
252                   const PropertyInput& parentLayoutScrollableProperty)
253   {
254     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
255
256     return parentLayoutScrollable;
257   }
258 };
259
260 /**
261  * Relative position Constraint
262  * Generates the relative position value of the item view based on the layout position,
263  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
264  */
265 Vector3 RelativePositionConstraint(const Vector3& current,
266                                    const PropertyInput& scrollPositionProperty,
267                                    const PropertyInput& scrollMinProperty,
268                                    const PropertyInput& scrollMaxProperty,
269                                    const PropertyInput& layoutSizeProperty)
270 {
271   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272   const Vector3& min = scrollMinProperty.GetVector3();
273   const Vector3& max = scrollMaxProperty.GetVector3();
274
275   Vector3 relativePosition;
276   Vector3 domainSize = max - min;
277
278   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
280
281   return relativePosition;
282 }
283
284 } // unnamed namespace
285
286 namespace Dali
287 {
288
289 namespace Toolkit
290 {
291
292 namespace Internal
293 {
294
295 namespace // unnamed namespace
296 {
297
298 bool FindById( const ItemContainer& items, ItemId id )
299 {
300   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
301   {
302     if( iter->first == id )
303     {
304       return true;
305     }
306   }
307
308   return false;
309 }
310
311 } // unnamed namespace
312
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
314 {
315   // Create the implementation
316   ItemViewPtr itemView(new ItemView(factory));
317
318   // Pass ownership to CustomActor via derived handle
319   Dali::Toolkit::ItemView handle(*itemView);
320
321   // Second-phase init of the implementation
322   // This can only be done after the CustomActor connection has been made...
323   itemView->Initialize();
324
325   return handle;
326 }
327
328 ItemView::ItemView(ItemFactory& factory)
329 : Scrollable(),
330   mItemFactory(factory),
331   mActiveLayout(NULL),
332   mAnimatingOvershootOn(false),
333   mAnimateOvershootOff(false),
334   mAnchoringEnabled(true),
335   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336   mRefreshIntervalLayoutPositions(0.0f),
337   mRefreshOrderHint(true/*Refresh item 0 first*/),
338   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340   mMouseWheelScrollDistanceStep(0.0f),
341   mScrollDistance(0.0f),
342   mScrollSpeed(0.0f),
343   mTotalPanDisplacement(Vector2::ZERO),
344   mScrollOvershoot(0.0f),
345   mIsFlicking(false),
346   mGestureState(Gesture::Clear),
347   mAddingItems(false),
348   mPropertyPosition(Property::INVALID_INDEX),
349   mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
350   mPropertyScrollSpeed(Property::INVALID_INDEX),
351   mRefreshEnabled(true),
352   mItemsParentOrigin( ParentOrigin::CENTER),
353   mItemsAnchorPoint( AnchorPoint::CENTER)
354 {
355   SetRequiresMouseWheelEvents(true);
356   SetKeyboardNavigationSupport(true);
357 }
358
359 void ItemView::OnInitialize()
360 {
361   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
362
363   RegisterCommonProperties();
364
365   Actor self = Self();
366
367   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
368   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
369   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
370
371   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
372   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
373   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
374
375   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
376
377   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
378                                                    LocalSource(mPropertyPosition),
379                                                    LocalSource(mPropertyPositionMin),
380                                                    LocalSource(mPropertyPositionMax),
381                                                    LocalSource(Actor::SIZE),
382                                                    RelativePositionConstraint);
383   self.ApplyConstraint(constraint);
384
385   Vector2 stageSize = Stage::GetCurrent().GetSize();
386   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
387
388   EnableGestureDetection(Gesture::Type(Gesture::Pan));
389
390   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
391   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
392
393   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
394 }
395
396 ItemView::~ItemView()
397 {
398 }
399
400 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
401 {
402   return mScrollConnector;
403 }
404
405 unsigned int ItemView::GetLayoutCount() const
406 {
407   return mLayouts.size();
408 }
409
410 void ItemView::AddLayout(ItemLayout& layout)
411 {
412   mLayouts.push_back(ItemLayoutPtr(&layout));
413 }
414
415 void ItemView::RemoveLayout(unsigned int layoutIndex)
416 {
417   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
418
419   if (mActiveLayout == mLayouts[layoutIndex].Get())
420   {
421     mActiveLayout = NULL;
422   }
423
424   mLayouts.erase(mLayouts.begin() + layoutIndex);
425 }
426
427 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
428 {
429   return mLayouts[layoutIndex];
430 }
431
432 ItemLayoutPtr ItemView::GetActiveLayout() const
433 {
434   return ItemLayoutPtr(mActiveLayout);
435 }
436
437 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
438 {
439   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
440 }
441
442 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
443 {
444   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
445
446   mRefreshEnabled = false;
447
448   Actor self = Self();
449
450   // The ItemView size should match the active layout size
451   self.SetSize(targetSize);
452   mActiveLayoutTargetSize = targetSize;
453
454   // Switch to the new layout
455   mActiveLayout = mLayouts[layoutIndex].Get();
456
457   // Move the items to the new layout positions...
458
459   bool resizeAnimationNeeded(false);
460   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
461   {
462     unsigned int itemId = iter->first;
463     Actor actor = iter->second;
464
465     // Remove constraints from previous layout
466     actor.RemoveConstraints();
467
468     Vector3 size;
469     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
470     {
471       if( durationSeconds > 0.0f )
472       {
473         // Use a size animation
474         if (!resizeAnimationNeeded)
475         {
476           resizeAnimationNeeded = true;
477           RemoveAnimation(mResizeAnimation);
478           mResizeAnimation = Animation::New(durationSeconds);
479         }
480
481         // The layout provides its own resize animation
482         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
483       }
484       else
485       {
486         // resize immediately
487         actor.SetSize(size);
488       }
489     }
490
491     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
492   }
493
494   if (resizeAnimationNeeded)
495   {
496     mResizeAnimation.Play();
497   }
498
499   // Refresh the new layout
500   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
501   AddActorsWithinRange( range, durationSeconds );
502
503   // Scroll to an appropriate layout position
504
505   bool scrollAnimationNeeded(false);
506   float firstItemScrollPosition(0.0f);
507
508   float current = GetCurrentLayoutPosition(0);
509   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
510   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
511
512   if (current < minimum)
513   {
514     scrollAnimationNeeded = true;
515     firstItemScrollPosition = minimum;
516   }
517   else if (mAnchoringEnabled)
518   {
519     scrollAnimationNeeded = true;
520     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
521   }
522
523   if (scrollAnimationNeeded)
524   {
525     RemoveAnimation(mScrollAnimation);
526     mScrollAnimation = Animation::New(durationSeconds);
527     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
528     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
529     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
530     mScrollAnimation.Play();
531   }
532
533   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
534   AnimateScrollOvershoot(0.0f);
535   mScrollOvershoot = 0.0f;
536
537   Radian scrollDirection(mActiveLayout->GetScrollDirection());
538   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
539   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
540
541   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
542
543   CalculateDomainSize(targetSize);
544 }
545
546 void ItemView::DeactivateCurrentLayout()
547 {
548   if (mActiveLayout)
549   {
550     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
551     {
552       Actor actor = iter->second;
553       actor.RemoveConstraints();
554     }
555
556     mActiveLayout = NULL;
557   }
558 }
559
560 void ItemView::OnRefreshNotification(PropertyNotification& source)
561 {
562   if(mRefreshEnabled || mScrollAnimation)
563   {
564     // Only refresh the cache during normal scrolling
565     DoRefresh(GetCurrentLayoutPosition(0), true);
566   }
567 }
568
569 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
570 {
571   if (mActiveLayout)
572   {
573     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
574     RemoveActorsOutsideRange( range );
575     AddActorsWithinRange( range, 0.0f/*immediate*/ );
576
577     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
578   }
579 }
580
581 void ItemView::SetMinimumSwipeSpeed(float speed)
582 {
583   mMinimumSwipeSpeed = speed;
584 }
585
586 float ItemView::GetMinimumSwipeSpeed() const
587 {
588   return mMinimumSwipeSpeed;
589 }
590
591 void ItemView::SetMinimumSwipeDistance(float distance)
592 {
593   mMinimumSwipeDistance = distance;
594 }
595
596 float ItemView::GetMinimumSwipeDistance() const
597 {
598   return mMinimumSwipeDistance;
599 }
600
601 void ItemView::SetMouseWheelScrollDistanceStep(float step)
602 {
603   mMouseWheelScrollDistanceStep = step;
604 }
605
606 float ItemView::GetMouseWheelScrollDistanceStep() const
607 {
608   return mMouseWheelScrollDistanceStep;
609 }
610
611 void ItemView::SetAnchoring(bool enabled)
612 {
613   mAnchoringEnabled = enabled;
614 }
615
616 bool ItemView::GetAnchoring() const
617 {
618   return mAnchoringEnabled;
619 }
620
621 void ItemView::SetAnchoringDuration(float durationSeconds)
622 {
623   mAnchoringDuration = durationSeconds;
624 }
625
626 float ItemView::GetAnchoringDuration() const
627 {
628   return mAnchoringDuration;
629 }
630
631 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
632 {
633   if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
634   {
635     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
636
637     if(mRefreshNotification)
638     {
639       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
640     }
641     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
642     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
643   }
644 }
645
646 float ItemView::GetRefreshInterval() const
647 {
648   return mRefreshIntervalLayoutPositions;
649 }
650
651 void ItemView::SetRefreshEnabled(bool enabled)
652 {
653   mRefreshEnabled = enabled;
654 }
655
656 Actor ItemView::GetItem(unsigned int itemId) const
657 {
658   Actor actor;
659
660   ConstItemPoolIter iter = mItemPool.find( itemId );
661   if( iter != mItemPool.end() )
662   {
663     actor = iter->second;
664   }
665
666   return actor;
667 }
668
669 unsigned int ItemView::GetItemId( Actor actor ) const
670 {
671   unsigned int itemId( 0 );
672
673   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
674   {
675     if( iter->second == actor )
676     {
677       itemId = iter->first;
678       break;
679     }
680   }
681
682   return itemId;
683 }
684
685 void ItemView::InsertItem( Item newItem, float durationSeconds )
686 {
687   mAddingItems = true;
688
689   SetupActor( newItem, durationSeconds );
690   Self().Add( newItem.second );
691
692   ItemPoolIter foundIter = mItemPool.find( newItem.first );
693   if( mItemPool.end() != foundIter )
694   {
695     Actor moveMe = foundIter->second;
696     foundIter->second = newItem.second;
697
698     // Move the existing actors to make room
699     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
700     {
701       Actor temp = iter->second;
702       iter->second = moveMe;
703       moveMe = temp;
704
705       iter->second.RemoveConstraints();
706       mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
707     }
708
709     // Create last item
710     ItemId lastId = mItemPool.rbegin()->first;
711     Item lastItem( lastId + 1, moveMe );
712     mItemPool.insert( lastItem );
713
714     lastItem.second.RemoveConstraints();
715     mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
716   }
717   else
718   {
719     mItemPool.insert( newItem );
720   }
721
722   CalculateDomainSize(Self().GetCurrentSize());
723
724   mAddingItems = false;
725 }
726
727 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
728 {
729   mAddingItems = true;
730
731   // Insert from lowest id to highest
732   std::set<Item> sortedItems;
733   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
734   {
735     sortedItems.insert( *iter );
736   }
737
738   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
739   {
740     Self().Add( iter->second );
741
742     ItemPoolIter foundIter = mItemPool.find( iter->first );
743     if( mItemPool.end() != foundIter )
744     {
745       Actor moveMe = foundIter->second;
746       foundIter->second = iter->second;
747
748       // Move the existing actors to make room
749       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
750       {
751         Actor temp = iter->second;
752         iter->second = moveMe;
753         moveMe = temp;
754       }
755
756       // Create last item
757       ItemId lastId = mItemPool.rbegin()->first;
758       Item lastItem( lastId + 1, moveMe );
759       mItemPool.insert( lastItem );
760     }
761     else
762     {
763       mItemPool.insert( *iter );
764     }
765   }
766
767   // Relayout everything
768   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
769   {
770     // If newly inserted
771     if( FindById( newItems, iter->first ) )
772     {
773       SetupActor( *iter, durationSeconds );
774     }
775     else
776     {
777       iter->second.RemoveConstraints();
778       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
779     }
780   }
781
782   CalculateDomainSize(Self().GetCurrentSize());
783
784   mAddingItems = false;
785 }
786
787 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
788 {
789   bool actorRemoved = RemoveActor( itemId );
790   if( actorRemoved )
791   {
792     ReapplyAllConstraints( durationSeconds );
793   }
794 }
795
796 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
797 {
798   bool actorRemoved( false );
799
800   // Remove from highest id to lowest
801   set<ItemId> sortedItems;
802   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
803   {
804     sortedItems.insert( *iter );
805   }
806
807   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
808   {
809     if( RemoveActor( *iter ) )
810     {
811       actorRemoved = true;
812     }
813   }
814
815   if( actorRemoved )
816   {
817     ReapplyAllConstraints( durationSeconds );
818   }
819 }
820
821 bool ItemView::RemoveActor(unsigned int itemId)
822 {
823   bool removed( false );
824
825   const ItemPoolIter removeIter = mItemPool.find( itemId );
826
827   if( removeIter != mItemPool.end() )
828   {
829     ReleaseActor(itemId, removeIter->second);
830
831     removed = true;
832
833     // Adjust the remaining item IDs, for example if item 2 is removed:
834     //   Initial actors:     After insert:
835     //     ID 1 - ActorA       ID 1 - ActorA
836     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
837     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
838     //     ID 4 - ActorD
839     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
840     {
841       if( iter->first < mItemPool.rbegin()->first )
842       {
843         iter->second = mItemPool[ iter->first + 1 ];
844       }
845       else
846       {
847         mItemPool.erase( iter );
848         break;
849       }
850     }
851   }
852
853   return removed;
854 }
855
856 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
857 {
858   mAddingItems = true;
859
860   SetupActor( replacementItem, durationSeconds );
861   Self().Add( replacementItem.second );
862
863   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
864   if( mItemPool.end() != iter )
865   {
866     ReleaseActor(iter->first, iter->second);
867     iter->second = replacementItem.second;
868   }
869   else
870   {
871     mItemPool.insert( replacementItem );
872   }
873
874   CalculateDomainSize(Self().GetCurrentSize());
875
876   mAddingItems = false;
877 }
878
879 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
880 {
881   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
882   {
883     ReplaceItem( *iter, durationSeconds );
884   }
885 }
886
887 void ItemView::RemoveActorsOutsideRange( ItemRange range )
888 {
889   // Remove unwanted actors from the ItemView & ItemPool
890   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
891   {
892     unsigned int current = iter->first;
893
894     if( ! range.Within( current ) )
895     {
896       ReleaseActor(iter->first, iter->second);
897
898       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
899     }
900     else
901     {
902       ++iter;
903     }
904   }
905 }
906
907 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
908 {
909   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
910
911   // The order of addition depends on the scroll direction.
912   if (mRefreshOrderHint)
913   {
914     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
915     {
916       AddNewActor( itemId, durationSeconds );
917     }
918   }
919   else
920   {
921     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
922     {
923       AddNewActor( itemId-1, durationSeconds );
924     }
925   }
926
927   // Total number of items may change dynamically.
928   // Always recalculate the domain size to reflect that.
929   CalculateDomainSize(Self().GetCurrentSize());
930 }
931
932 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
933 {
934   mAddingItems = true;
935
936   if( mItemPool.end() == mItemPool.find( itemId ) )
937   {
938     Actor actor = mItemFactory.NewItem( itemId );
939
940     if( actor )
941     {
942       Item newItem( itemId, actor );
943
944       mItemPool.insert( newItem );
945
946       SetupActor( newItem, durationSeconds );
947       Self().Add( actor );
948     }
949   }
950
951   mAddingItems = false;
952 }
953
954 void ItemView::SetupActor( Item item, float durationSeconds )
955 {
956   item.second.SetParentOrigin( mItemsParentOrigin );
957   item.second.SetAnchorPoint( mItemsAnchorPoint );
958
959   if( mActiveLayout )
960   {
961     Vector3 size;
962     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
963     {
964       item.second.SetSize( size );
965     }
966
967     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
968   }
969 }
970
971 void ItemView::ReleaseActor( ItemId item, Actor actor )
972 {
973   Self().Remove( actor );
974   mItemFactory.ItemReleased(item, actor);
975 }
976
977 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
978 {
979   unsigned int itemCount = mItemFactory.GetNumberOfItems();
980
981   ItemRange available(0u, itemCount);
982
983   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
984
985   if (reserveExtra)
986   {
987     // Add the reserve items for scrolling
988     unsigned int extra = layout.GetReserveItemCount(layoutSize);
989     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
990     range.end += extra;
991   }
992
993   return range.Intersection(available);
994 }
995
996 void ItemView::OnChildAdd(Actor& child)
997 {
998   if(!mAddingItems)
999   {
1000     // We don't want to do this downcast check for any item added by ItemView itself.
1001     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1002     if(scrollComponent)
1003     {
1004       // Set the scroll connector when scroll bar is being added
1005       scrollComponent.SetScrollConnector(mScrollConnector);
1006     }
1007   }
1008 }
1009
1010 bool ItemView::OnTouchEvent(const TouchEvent& event)
1011 {
1012   // Ignore events with multiple-touch points
1013   if (event.GetPointCount() != 1)
1014   {
1015     return false;
1016   }
1017
1018   if (event.GetPoint(0).state == TouchPoint::Down)
1019   {
1020     // Cancel ongoing scrolling etc.
1021     mGestureState = Gesture::Clear;
1022
1023     mScrollDistance = 0.0f;
1024     mScrollSpeed = 0.0f;
1025     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1026
1027     mScrollOvershoot = 0.0f;
1028     AnimateScrollOvershoot(0.0f);
1029
1030     if(mScrollAnimation)
1031     {
1032       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1033     }
1034
1035     RemoveAnimation(mScrollAnimation);
1036   }
1037
1038   return true; // consume since we're potentially scrolling
1039 }
1040
1041 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1042 {
1043   // Respond the mouse wheel event to scroll
1044   if (mActiveLayout)
1045   {
1046     Actor self = Self();
1047     const Vector3 layoutSize = Self().GetCurrentSize();
1048     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1049     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1050
1051     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1052     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1053     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1054     mRefreshEnabled = true;
1055   }
1056
1057   if (mMouseWheelEventFinishedTimer.IsRunning())
1058   {
1059     mMouseWheelEventFinishedTimer.Stop();
1060   }
1061
1062   mMouseWheelEventFinishedTimer.Start();
1063
1064   return true;
1065 }
1066
1067 bool ItemView::OnMouseWheelEventFinished()
1068 {
1069   if (mActiveLayout)
1070   {
1071     RemoveAnimation(mScrollAnimation);
1072
1073     // No more mouse wheel events coming. Do the anchoring if enabled.
1074     mScrollAnimation = DoAnchoring();
1075     if (mScrollAnimation)
1076     {
1077       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1078       mScrollAnimation.Play();
1079     }
1080     else
1081     {
1082       mScrollOvershoot = 0.0f;
1083       AnimateScrollOvershoot(0.0f);
1084
1085       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1086     }
1087   }
1088
1089   return false;
1090 }
1091
1092 void ItemView::ReapplyAllConstraints( float durationSeconds )
1093 {
1094   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1095   {
1096     unsigned int id = iter->first;
1097     Actor actor = iter->second;
1098
1099     actor.RemoveConstraints();
1100     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1101   }
1102
1103   CalculateDomainSize(Self().GetCurrentSize());
1104 }
1105
1106 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1107 {
1108   Actor self = Self();
1109   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1110   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1111   mScrollOvershoot = targetPosition - clamppedPosition;
1112   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1113
1114   return clamppedPosition;
1115 }
1116
1117 void ItemView::OnPan(PanGesture gesture)
1118 {
1119   Actor self = Self();
1120   const Vector3 layoutSize = Self().GetCurrentSize();
1121
1122   RemoveAnimation(mScrollAnimation);
1123
1124   // Short-circuit if there is no active layout
1125   if (!mActiveLayout)
1126   {
1127     mGestureState = Gesture::Clear;
1128     return;
1129   }
1130
1131   mGestureState = gesture.state;
1132
1133   switch (mGestureState)
1134   {
1135     case Gesture::Finished:
1136     {
1137       // Swipe Detection
1138       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1139           mScrollSpeed > mMinimumSwipeSpeed)
1140       {
1141         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1142
1143         mRefreshOrderHint = true;
1144
1145         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1146         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1147                                                                layoutSize,
1148                                                                *mActiveLayout);
1149
1150         if (mAnchoringEnabled)
1151         {
1152           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1153         }
1154
1155         RemoveAnimation(mScrollAnimation);
1156
1157         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1158                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1159
1160         mScrollAnimation = Animation::New(flickAnimationDuration);
1161         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1162         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1163         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1164
1165         mIsFlicking = true;
1166         // Check whether it has already scrolled to the end
1167         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1168         {
1169           AnimateScrollOvershoot(0.0f);
1170         }
1171       }
1172
1173       // Anchoring may be triggered when there was no swipe
1174       if (!mScrollAnimation)
1175       {
1176         mScrollAnimation = DoAnchoring();
1177       }
1178
1179       // Reset the overshoot if no scroll animation.
1180       if (!mScrollAnimation)
1181       {
1182         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1183
1184         AnimateScrollOvershoot(0.0f, false);
1185       }
1186     }
1187     break;
1188
1189     case Gesture::Started: // Fall through
1190     {
1191       mTotalPanDisplacement = Vector2::ZERO;
1192       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1193       mRefreshEnabled = true;
1194     }
1195
1196     case Gesture::Continuing:
1197     {
1198       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1199       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1200
1201       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1202       mRefreshOrderHint = mScrollDistance < 0.0f;
1203
1204       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1205
1206       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1207
1208       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1209       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1210
1211       mTotalPanDisplacement += gesture.displacement;
1212       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1213       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1214       {
1215         AnimateScrollOvershoot(1.0f);
1216       }
1217       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1218       {
1219         AnimateScrollOvershoot(-1.0f);
1220       }
1221       else
1222       {
1223         AnimateScrollOvershoot(0.0f);
1224       }
1225     }
1226     break;
1227
1228     case Gesture::Cancelled:
1229     {
1230       mScrollAnimation = DoAnchoring();
1231     }
1232     break;
1233
1234     default:
1235       break;
1236   }
1237
1238   if (mScrollAnimation)
1239   {
1240     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1241     mScrollAnimation.Play();
1242   }
1243 }
1244
1245 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1246 {
1247   OnPan(gesture);
1248   return true;
1249 }
1250
1251 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1252 {
1253   Actor nextFocusActor;
1254   if(mActiveLayout)
1255   {
1256     int nextItemID = 0;
1257     if(!actor || actor == this->Self())
1258     {
1259       nextFocusActor = GetItem(nextItemID);
1260     }
1261     else if(actor && actor.GetParent() == this->Self())
1262     {
1263       int itemID = GetItemId(actor);
1264       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1265       nextFocusActor = GetItem(nextItemID);
1266       if(nextFocusActor == actor)
1267       {
1268         // need to pass NULL actor back to focus manager
1269         nextFocusActor.Reset();
1270         return nextFocusActor;
1271       }
1272     }
1273     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1274     Vector3 layoutSize = Self().GetCurrentSize();
1275     if(!nextFocusActor)
1276     {
1277       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1278       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1279       nextItemID = viewableItems.begin;
1280       nextFocusActor = GetItem(nextItemID);
1281     }
1282   }
1283   return nextFocusActor;
1284 }
1285
1286 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1287 {
1288   // only in this function if our chosen focus actor was actually used
1289   if(commitedFocusableActor)
1290   {
1291     int nextItemID = GetItemId(commitedFocusableActor);
1292     float layoutPosition = GetCurrentLayoutPosition(0);
1293     Vector3 layoutSize = Self().GetCurrentSize();
1294
1295     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1296     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1297   }
1298 }
1299
1300 Animation ItemView::DoAnchoring()
1301 {
1302   Animation anchoringAnimation;
1303   Actor self = Self();
1304
1305   if (mActiveLayout && mAnchoringEnabled)
1306   {
1307     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1308
1309     anchoringAnimation = Animation::New(mAnchoringDuration);
1310     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1311     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1312     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1313     if(!mIsFlicking)
1314     {
1315       AnimateScrollOvershoot(0.0f);
1316     }
1317   }
1318
1319   return anchoringAnimation;
1320 }
1321
1322 void ItemView::OnScrollFinished(Animation& source)
1323 {
1324   Actor self = Self();
1325
1326   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1327
1328   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1329
1330   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1331   {
1332     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1333   }
1334   else
1335   {
1336     // Reset the overshoot
1337     AnimateScrollOvershoot( 0.0f );
1338   }
1339   mIsFlicking = false;
1340
1341   mScrollOvershoot = 0.0f;
1342 }
1343
1344 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1345 {
1346   RemoveAnimation(mScrollAnimation);
1347   mRefreshEnabled = true;
1348   DoRefresh(GetCurrentLayoutPosition(0), true);
1349 }
1350
1351 void ItemView::OnOvershootOnFinished(Animation& animation)
1352 {
1353   mAnimatingOvershootOn = false;
1354   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1355   RemoveAnimation(mScrollOvershootAnimation);
1356   if(mAnimateOvershootOff)
1357   {
1358     AnimateScrollOvershoot(0.0f);
1359   }
1360 }
1361
1362 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1363 {
1364   Actor self = Self();
1365   const Vector3 layoutSize = Self().GetCurrentSize();
1366   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1367
1368   if(durationSeconds > 0.0f)
1369   {
1370     RemoveAnimation(mScrollAnimation);
1371     mScrollAnimation = Animation::New(durationSeconds);
1372     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1373     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1374     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1375     mScrollAnimation.Play();
1376   }
1377   else
1378   {
1379     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1380     AnimateScrollOvershoot(0.0f);
1381   }
1382
1383   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1384   mRefreshEnabled = true;
1385 }
1386
1387 void ItemView::RemoveAnimation(Animation& animation)
1388 {
1389   if(animation)
1390   {
1391     // Cease animating, and reset handle.
1392     animation.Clear();
1393     animation.Reset();
1394   }
1395 }
1396
1397 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1398 {
1399   Actor self = Self();
1400
1401   Vector3 firstItemPosition(Vector3::ZERO);
1402   Vector3 lastItemPosition(Vector3::ZERO);
1403
1404   if(mActiveLayout)
1405   {
1406     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1407
1408     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1409     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1410     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1411
1412     float domainSize;
1413
1414     if(IsHorizontal(mActiveLayout->GetOrientation()))
1415     {
1416       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1417       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1418       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1419     }
1420     else
1421     {
1422       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1423       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1424       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1425     }
1426
1427     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1428
1429     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1430     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1431     self.SetProperty(mPropertyCanScrollHorizontal, false);
1432   }
1433 }
1434
1435 Vector3 ItemView::GetDomainSize() const
1436 {
1437   Actor self = Self();
1438
1439   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1440   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1441
1442   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1443 }
1444
1445 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1446 {
1447   Actor self = Self();
1448
1449   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1450   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1451   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1452
1453   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1454 }
1455
1456 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1457 {
1458   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1459   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1460 }
1461
1462 Vector3 ItemView::GetCurrentScrollPosition() const
1463 {
1464   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1465   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1466 }
1467
1468 void ItemView::AddOverlay(Actor actor)
1469 {
1470   Self().Add(actor);
1471 }
1472
1473 void ItemView::RemoveOverlay(Actor actor)
1474 {
1475   Self().Remove(actor);
1476 }
1477
1478 void ItemView::ScrollTo(const Vector3& position, float duration)
1479 {
1480   Actor self = Self();
1481   const Vector3 layoutSize = Self().GetCurrentSize();
1482
1483   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1484
1485   if(duration > 0.0f)
1486   {
1487     RemoveAnimation(mScrollAnimation);
1488     mScrollAnimation = Animation::New(duration);
1489     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1490     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1491     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1492     mScrollAnimation.Play();
1493   }
1494   else
1495   {
1496     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1497     AnimateScrollOvershoot(0.0f);
1498   }
1499
1500   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1501   mRefreshEnabled = true;
1502 }
1503
1504 void ItemView::SetOvershootEffectColor( const Vector4& color )
1505 {
1506   mOvershootEffectColor = color;
1507   if( mOvershootOverlay )
1508   {
1509     mOvershootOverlay.SetColor( color );
1510   }
1511 }
1512
1513 void ItemView::SetOvershootEnabled( bool enable )
1514 {
1515   Actor self = Self();
1516   if( enable )
1517   {
1518     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1519     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1520     mOvershootOverlay.SetColor(mOvershootEffectColor);
1521     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1522     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1523     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1524     self.Add(mOvershootOverlay);
1525
1526     Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1527                                                       ParentSource( mPropertyScrollDirection ),
1528                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1529                                                       ParentSource( Actor::SIZE ),
1530                                                       OvershootOverlaySizeConstraint() );
1531     mOvershootOverlay.ApplyConstraint(constraint);
1532     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1533
1534     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1535                                               ParentSource( mPropertyScrollDirection ),
1536                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1537                                               OvershootOverlayRotationConstraint() );
1538     mOvershootOverlay.ApplyConstraint(constraint);
1539
1540     constraint = Constraint::New<Vector3>( Actor::POSITION,
1541                                            ParentSource( Actor::SIZE ),
1542                                            ParentSource( mPropertyScrollDirection ),
1543                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1544                                            OvershootOverlayPositionConstraint() );
1545     mOvershootOverlay.ApplyConstraint(constraint);
1546
1547     constraint = Constraint::New<bool>( Actor::VISIBLE,
1548                                         ParentSource( mPropertyCanScrollVertical ),
1549                                         OvershootOverlayVisibilityConstraint() );
1550     mOvershootOverlay.ApplyConstraint(constraint);
1551
1552     Actor self = Self();
1553     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1554                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1555                                          EqualToConstraint() );
1556     mOvershootOverlay.ApplyConstraint(constraint);
1557   }
1558   else
1559   {
1560     if( mOvershootOverlay )
1561     {
1562       self.Remove(mOvershootOverlay);
1563       mOvershootOverlay.Reset();
1564     }
1565   }
1566 }
1567
1568 float ItemView::CalculateScrollOvershoot()
1569 {
1570   float overshoot = 0.0f;
1571
1572   if(mActiveLayout)
1573   {
1574     // The overshoot must be calculated from the accumulated pan gesture displacement
1575     // since the pan gesture starts.
1576     Actor self = Self();
1577     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1578     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1579     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1580     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1581     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1582     overshoot = positionDelta - clamppedPosition;
1583   }
1584
1585   return overshoot;
1586 }
1587
1588 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1589 {
1590   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1591
1592   // make sure we animate back if needed
1593   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1594
1595   if( mAnimatingOvershootOn )
1596   {
1597     // animating on, do not allow animate off
1598     return;
1599   }
1600
1601   Actor self = Self();
1602   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1603   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1604
1605   RemoveAnimation(mScrollOvershootAnimation);
1606   mScrollOvershootAnimation = Animation::New(duration);
1607   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1608   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1609   mScrollOvershootAnimation.Play();
1610
1611   mAnimatingOvershootOn = animatingOn;
1612 }
1613
1614 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1615 {
1616   if( parentOrigin != mItemsParentOrigin )
1617   {
1618     mItemsParentOrigin = parentOrigin;
1619     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1620     {
1621       iter->second.SetParentOrigin(parentOrigin);
1622     }
1623   }
1624 }
1625
1626 Vector3 ItemView::GetItemsParentOrigin() const
1627 {
1628   return mItemsParentOrigin;
1629 }
1630
1631 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1632 {
1633   if( anchorPoint != mItemsAnchorPoint )
1634   {
1635     mItemsAnchorPoint = anchorPoint;
1636     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1637     {
1638       iter->second.SetAnchorPoint(anchorPoint);
1639     }
1640   }
1641 }
1642
1643 Vector3 ItemView::GetItemsAnchorPoint() const
1644 {
1645   return mItemsAnchorPoint;
1646 }
1647
1648 void ItemView::GetItemsRange(ItemRange& range)
1649 {
1650   if( !mItemPool.empty() )
1651   {
1652     range.begin = mItemPool.begin()->first;
1653     range.end = mItemPool.rbegin()->first + 1;
1654   }
1655   else
1656   {
1657     range.begin = 0;
1658     range.end = 0;
1659   }
1660 }
1661
1662 void ItemView::OnScrollPositionChanged( float position )
1663 {
1664   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1665   RemoveAnimation(mScrollAnimation);
1666
1667   // Refresh the cache immediately when the scroll position is changed.
1668   DoRefresh(position, false); // No need to cache extra items.
1669 }
1670
1671 } // namespace Internal
1672
1673 } // namespace Toolkit
1674
1675 } // namespace Dali