2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
31 namespace // unnamed namespace
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
44 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear),
414 mRefreshEnabled(true)
416 SetRequiresMouseWheelEvents(true);
417 SetKeyboardNavigationSupport(true);
420 void ItemView::OnInitialize()
422 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
424 RegisterCommonProperties();
428 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
429 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
431 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
432 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
433 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
435 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
437 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
438 LocalSource(mPropertyPosition),
439 LocalSource(mPropertyPositionMin),
440 LocalSource(mPropertyPositionMax),
441 LocalSource(Actor::SIZE),
442 RelativePositionConstraint);
443 self.ApplyConstraint(constraint);
445 Vector2 stageSize = Stage::GetCurrent().GetSize();
446 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
448 EnableGestureDetection(Gesture::Type(Gesture::Pan));
450 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
451 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
453 SetRefreshInterval(mRefreshIntervalLayoutPositions);
456 ItemView::~ItemView()
460 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
462 return mScrollConnector;
465 unsigned int ItemView::GetLayoutCount() const
467 return mLayouts.size();
470 void ItemView::AddLayout(ItemLayout& layout)
472 mLayouts.push_back(ItemLayoutPtr(&layout));
475 void ItemView::RemoveLayout(unsigned int layoutIndex)
477 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
479 if (mActiveLayout == mLayouts[layoutIndex].Get())
481 mActiveLayout = NULL;
484 mLayouts.erase(mLayouts.begin() + layoutIndex);
487 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
489 return mLayouts[layoutIndex];
492 ItemLayoutPtr ItemView::GetActiveLayout() const
494 return ItemLayoutPtr(mActiveLayout);
497 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
499 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
502 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
504 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
508 // The ItemView size should match the active layout size
509 self.SetSize(targetSize);
510 mActiveLayoutTargetSize = targetSize;
512 // Switch to the new layout
513 mActiveLayout = mLayouts[layoutIndex].Get();
515 // Move the items to the new layout positions...
517 bool resizeAnimationNeeded(false);
519 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
521 unsigned int itemId = iter->first;
522 Actor actor = iter->second;
524 // Remove constraints from previous layout
525 actor.RemoveConstraints();
528 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
530 if( durationSeconds > 0.0f )
532 // Use a size animation
533 if (!resizeAnimationNeeded)
535 resizeAnimationNeeded = true;
536 RemoveAnimation(mResizeAnimation);
537 mResizeAnimation = Animation::New(durationSeconds);
540 // The layout provides its own resize animation
541 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
545 // resize immediately
550 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
553 if (resizeAnimationNeeded)
555 mResizeAnimation.Play();
558 // Refresh the new layout
559 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
560 AddActorsWithinRange( range, durationSeconds );
562 // Scroll to an appropriate layout position
564 bool scrollAnimationNeeded(false);
565 float firstItemScrollPosition(0.0f);
567 float current = GetCurrentLayoutPosition(0);
568 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
569 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
571 if (current < minimum)
573 scrollAnimationNeeded = true;
574 firstItemScrollPosition = minimum;
576 else if (mAnchoringEnabled)
578 scrollAnimationNeeded = true;
579 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
582 if (scrollAnimationNeeded)
584 RemoveAnimation(mScrollAnimation);
585 mScrollAnimation = Animation::New(mAnchoringDuration);
586 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
587 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
588 mScrollAnimation.Play();
591 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
592 AnimateScrollOvershoot(0.0f);
593 mScrollOvershoot = 0.0f;
595 Radian scrollDirection(mActiveLayout->GetScrollDirection());
596 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
597 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
599 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
601 CalculateDomainSize(targetSize);
604 void ItemView::DeactivateCurrentLayout()
608 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
610 Actor actor = iter->second;
611 actor.RemoveConstraints();
614 mActiveLayout = NULL;
618 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
620 mDefaultAlphaFunction = func;
623 AlphaFunction ItemView::GetDefaultAlphaFunction() const
625 return mDefaultAlphaFunction;
628 void ItemView::OnRefreshNotification(PropertyNotification& source)
632 // Only refresh the cache during normal scrolling
633 DoRefresh(GetCurrentLayoutPosition(0), true);
637 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
641 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
642 RemoveActorsOutsideRange( range );
643 AddActorsWithinRange( range, 0.0f/*immediate*/ );
645 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
649 void ItemView::SetMinimumSwipeSpeed(float speed)
651 mMinimumSwipeSpeed = speed;
654 float ItemView::GetMinimumSwipeSpeed() const
656 return mMinimumSwipeSpeed;
659 void ItemView::SetMinimumSwipeDistance(float distance)
661 mMinimumSwipeDistance = distance;
664 float ItemView::GetMinimumSwipeDistance() const
666 return mMinimumSwipeDistance;
669 void ItemView::SetMouseWheelScrollDistanceStep(float step)
671 mMouseWheelScrollDistanceStep = step;
674 float ItemView::GetMouseWheelScrollDistanceStep() const
676 return mMouseWheelScrollDistanceStep;
679 void ItemView::SetAnchoring(bool enabled)
681 mAnchoringEnabled = enabled;
684 bool ItemView::GetAnchoring() const
686 return mAnchoringEnabled;
689 void ItemView::SetAnchoringDuration(float durationSeconds)
691 mAnchoringDuration = durationSeconds;
694 float ItemView::GetAnchoringDuration() const
696 return mAnchoringDuration;
699 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
701 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
703 if(mRefreshNotification)
705 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
707 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
708 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
711 float ItemView::GetRefreshInterval() const
713 return mRefreshIntervalLayoutPositions;
716 void ItemView::SetRefreshEnabled(bool enabled)
718 mRefreshEnabled = enabled;
721 Actor ItemView::GetItem(unsigned int itemId) const
725 ConstItemPoolIter iter = mItemPool.find( itemId );
726 if( iter != mItemPool.end() )
728 actor = iter->second;
734 unsigned int ItemView::GetItemId( Actor actor ) const
736 unsigned int itemId( 0 );
738 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
740 if( iter->second == actor )
742 itemId = iter->first;
750 void ItemView::InsertItem( Item newItem, float durationSeconds )
754 SetupActor( newItem, durationSeconds );
755 Self().Add( newItem.second );
757 ItemPoolIter foundIter = mItemPool.find( newItem.first );
758 if( mItemPool.end() != foundIter )
760 Actor moveMe = foundIter->second;
761 foundIter->second = newItem.second;
763 // Move the existing actors to make room
764 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
766 Actor temp = iter->second;
767 iter->second = moveMe;
770 iter->second.RemoveConstraints();
771 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
775 ItemId lastId = mItemPool.rbegin()->first;
776 Item lastItem( lastId + 1, moveMe );
777 mItemPool.insert( lastItem );
779 lastItem.second.RemoveConstraints();
780 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
784 mItemPool.insert( newItem );
787 CalculateDomainSize(Self().GetCurrentSize());
789 mAddingItems = false;
792 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
796 // Insert from lowest id to highest
797 set<Item> sortedItems;
798 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
800 sortedItems.insert( *iter );
803 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
805 Self().Add( iter->second );
807 cout << "inserting item: " << iter->first << endl;
809 ItemPoolIter foundIter = mItemPool.find( iter->first );
810 if( mItemPool.end() != foundIter )
812 Actor moveMe = foundIter->second;
813 foundIter->second = iter->second;
815 // Move the existing actors to make room
816 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
818 Actor temp = iter->second;
819 iter->second = moveMe;
824 ItemId lastId = mItemPool.rbegin()->first;
825 Item lastItem( lastId + 1, moveMe );
826 mItemPool.insert( lastItem );
830 mItemPool.insert( *iter );
834 // Relayout everything
835 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
838 if( FindById( newItems, iter->first ) )
840 SetupActor( *iter, durationSeconds );
844 iter->second.RemoveConstraints();
845 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
849 CalculateDomainSize(Self().GetCurrentSize());
851 mAddingItems = false;
854 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
856 bool actorRemoved = RemoveActor( itemId );
859 ReapplyAllConstraints( durationSeconds );
863 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
865 bool actorRemoved( false );
867 // Remove from highest id to lowest
868 set<ItemId> sortedItems;
869 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
871 sortedItems.insert( *iter );
874 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
876 if( RemoveActor( *iter ) )
884 ReapplyAllConstraints( durationSeconds );
888 bool ItemView::RemoveActor(unsigned int itemId)
890 bool removed( false );
892 const ItemPoolIter removeIter = mItemPool.find( itemId );
894 if( removeIter != mItemPool.end() )
896 Self().Remove( removeIter->second );
899 // Adjust the remaining item IDs, for example if item 2 is removed:
900 // Initial actors: After insert:
901 // ID 1 - ActorA ID 1 - ActorA
902 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
903 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
905 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
907 if( iter->first < mItemPool.rbegin()->first )
909 iter->second = mItemPool[ iter->first + 1 ];
913 mItemPool.erase( iter );
922 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
926 SetupActor( replacementItem, durationSeconds );
927 Self().Add( replacementItem.second );
929 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
930 if( mItemPool.end() != iter )
932 Self().Remove( iter->second );
933 iter->second = replacementItem.second;
937 mItemPool.insert( replacementItem );
940 CalculateDomainSize(Self().GetCurrentSize());
942 mAddingItems = false;
945 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
947 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
949 ReplaceItem( *iter, durationSeconds );
953 void ItemView::RemoveActorsOutsideRange( ItemRange range )
955 // Remove unwanted actors from the ItemView & ItemPool
956 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
958 unsigned int current = iter->first;
960 if( ! range.Within( current ) )
962 Self().Remove( iter->second );
964 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
973 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
975 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
977 // The order of addition depends on the scroll direction.
978 if (mRefreshOrderHint)
980 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
982 AddNewActor( itemId, durationSeconds );
987 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
989 AddNewActor( itemId-1, durationSeconds );
993 // Total number of items may change dynamically.
994 // Always recalculate the domain size to reflect that.
995 CalculateDomainSize(Self().GetCurrentSize());
998 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1000 mAddingItems = true;
1002 if( mItemPool.end() == mItemPool.find( itemId ) )
1004 Actor actor = mItemFactory.NewItem( itemId );
1008 Item newItem( itemId, actor );
1010 mItemPool.insert( newItem );
1012 SetupActor( newItem, durationSeconds );
1013 Self().Add( actor );
1017 mAddingItems = false;
1020 void ItemView::SetupActor( Item item, float durationSeconds )
1022 item.second.SetParentOrigin( ParentOrigin::CENTER );
1023 item.second.SetAnchorPoint( AnchorPoint::CENTER );
1028 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1030 item.second.SetSize( size );
1033 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1037 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1039 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1041 ItemRange available(0u, itemCount);
1043 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1047 // Add the reserve items for scrolling
1048 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1049 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1053 return range.Intersection(available);
1056 void ItemView::OnChildAdd(Actor& child)
1060 // We don't want to do this downcast check for any item added by ItemView itself.
1061 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1064 // Set the scroll connector when scroll bar is being added
1065 scrollComponent.SetScrollConnector(mScrollConnector);
1070 bool ItemView::OnTouchEvent(const TouchEvent& event)
1072 // Ignore events with multiple-touch points
1073 if (event.GetPointCount() != 1)
1078 if (event.GetPoint(0).state == TouchPoint::Down)
1080 // Cancel ongoing scrolling etc.
1081 mGestureState = Gesture::Clear;
1083 mScrollDistance = 0.0f;
1084 mScrollSpeed = 0.0f;
1085 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1087 mScrollOvershoot = 0.0f;
1088 AnimateScrollOvershoot(0.0f);
1090 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1092 RemoveAnimation(mScrollAnimation);
1095 return true; // consume since we're potentially scrolling
1098 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1100 // Respond the mouse wheel event to scroll
1103 Actor self = Self();
1104 const Vector3 layoutSize = Self().GetCurrentSize();
1105 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1106 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1108 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1109 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1110 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1113 if (mMouseWheelEventFinishedTimer.IsRunning())
1115 mMouseWheelEventFinishedTimer.Stop();
1118 mMouseWheelEventFinishedTimer.Start();
1123 bool ItemView::OnMouseWheelEventFinished()
1127 RemoveAnimation(mScrollAnimation);
1129 // No more mouse wheel events coming. Do the anchoring if enabled.
1130 mScrollAnimation = DoAnchoring();
1131 if (mScrollAnimation)
1133 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1134 mScrollAnimation.Play();
1138 mScrollOvershoot = 0.0f;
1139 AnimateScrollOvershoot(0.0f);
1141 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1148 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1150 ItemLayout::Vector3Function positionConstraint;
1151 if (layout.GetPositionConstraint(itemId, positionConstraint))
1153 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1155 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1156 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1157 ParentSource( mPropertyScrollSpeed ),
1158 ParentSource( Actor::SIZE ),
1160 constraint.SetApplyTime(duration);
1161 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1163 actor.ApplyConstraint(constraint);
1166 ItemLayout::QuaternionFunction rotationConstraint;
1167 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1169 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1171 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1172 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1173 ParentSource( mPropertyScrollSpeed ),
1174 ParentSource( Actor::SIZE ),
1176 constraint.SetApplyTime(duration);
1177 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1179 actor.ApplyConstraint(constraint);
1182 ItemLayout::Vector3Function scaleConstraint;
1183 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1185 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1187 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1188 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1189 ParentSource( mPropertyScrollSpeed ),
1190 ParentSource( Actor::SIZE ),
1192 constraint.SetApplyTime(duration);
1193 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1195 actor.ApplyConstraint(constraint);
1198 ItemLayout::Vector4Function colorConstraint;
1199 if (layout.GetColorConstraint(itemId, colorConstraint))
1201 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1203 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1204 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1205 ParentSource( mPropertyScrollSpeed ),
1206 ParentSource( Actor::SIZE ),
1208 constraint.SetApplyTime(duration);
1209 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1211 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1212 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1213 constraint.SetRemoveAction(Dali::Constraint::Discard);
1215 actor.ApplyConstraint(constraint);
1218 ItemLayout::BoolFunction visibilityConstraint;
1219 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1221 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1223 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1224 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1225 ParentSource( mPropertyScrollSpeed ),
1226 ParentSource( Actor::SIZE ),
1228 constraint.SetApplyTime(duration);
1229 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1231 // Release visibility constraints the same time as the color constraint
1232 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1233 constraint.SetRemoveAction(Dali::Constraint::Discard);
1235 actor.ApplyConstraint(constraint);
1239 void ItemView::ReapplyAllConstraints( float durationSeconds )
1241 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1243 unsigned int id = iter->first;
1244 Actor actor = iter->second;
1246 actor.RemoveConstraints();
1247 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1250 CalculateDomainSize(Self().GetCurrentSize());
1253 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1255 Actor self = Self();
1256 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1257 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1258 mScrollOvershoot = targetPosition - clamppedPosition;
1259 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1261 return clamppedPosition;
1264 void ItemView::OnPan(PanGesture gesture)
1266 Actor self = Self();
1267 const Vector3 layoutSize = Self().GetCurrentSize();
1269 RemoveAnimation(mScrollAnimation);
1271 // Short-circuit if there is no active layout
1274 mGestureState = Gesture::Clear;
1278 mGestureState = gesture.state;
1280 switch (mGestureState)
1282 case Gesture::Finished:
1285 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1286 mScrollSpeed > mMinimumSwipeSpeed)
1288 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1290 mRefreshOrderHint = true;
1292 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1293 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1297 if (mAnchoringEnabled)
1299 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1302 RemoveAnimation(mScrollAnimation);
1304 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1305 mScrollAnimation = Animation::New(flickAnimationDuration);
1306 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1307 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1308 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1311 // Check whether it has already scrolled to the end
1312 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1314 AnimateScrollOvershoot(0.0f);
1318 // Anchoring may be triggered when there was no swipe
1319 if (!mScrollAnimation)
1321 mScrollAnimation = DoAnchoring();
1324 // Reset the overshoot if no scroll animation.
1325 if (!mScrollAnimation)
1327 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1329 AnimateScrollOvershoot(0.0f, false);
1334 case Gesture::Started: // Fall through
1336 mTotalPanDisplacement = Vector2::ZERO;
1339 case Gesture::Continuing:
1341 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1342 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1344 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1345 mRefreshOrderHint = mScrollDistance < 0.0f;
1347 RemoveAnimation(mScrollSpeedAnimation);
1348 mScrollSpeedAnimation = Animation::New(0.3f);
1349 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1350 mScrollSpeedAnimation.Play();
1352 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1354 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1356 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1357 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1358 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1360 mTotalPanDisplacement += gesture.displacement;
1361 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1362 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1364 AnimateScrollOvershoot(1.0f);
1366 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1368 AnimateScrollOvershoot(-1.0f);
1372 AnimateScrollOvershoot(0.0f);
1377 case Gesture::Cancelled:
1379 mScrollAnimation = DoAnchoring();
1387 if (mScrollAnimation)
1389 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1390 mScrollAnimation.Play();
1394 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1400 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1402 Actor nextFocusActor;
1406 if(!actor || actor == this->Self())
1408 nextFocusActor = GetItem(nextItemID);
1410 else if(actor && actor.GetParent() == this->Self())
1412 int itemID = GetItemId(actor);
1413 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1414 nextFocusActor = GetItem(nextItemID);
1415 if(nextFocusActor == actor)
1417 // need to pass NULL actor back to focus manager
1418 nextFocusActor.Reset();
1419 return nextFocusActor;
1422 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1423 Vector3 layoutSize = Self().GetCurrentSize();
1426 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1427 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1428 nextItemID = viewableItems.begin;
1429 nextFocusActor = GetItem(nextItemID);
1432 return nextFocusActor;
1435 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1437 // only in this function if our chosen focus actor was actually used
1438 if(commitedFocusableActor)
1440 int nextItemID = GetItemId(commitedFocusableActor);
1441 float layoutPosition = GetCurrentLayoutPosition(0);
1442 Vector3 layoutSize = Self().GetCurrentSize();
1443 Vector3 focusItemPosition = Vector3::ZERO;
1444 ItemLayout::Vector3Function itemPositionConstraint;
1445 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1447 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1450 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1451 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1455 Animation ItemView::DoAnchoring()
1457 Animation anchoringAnimation;
1458 Actor self = Self();
1460 if (mActiveLayout && mAnchoringEnabled)
1462 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1464 anchoringAnimation = Animation::New(mAnchoringDuration);
1465 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1466 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1467 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1470 AnimateScrollOvershoot(0.0f);
1474 return anchoringAnimation;
1477 void ItemView::OnScrollFinished(Animation& source)
1479 Actor self = Self();
1481 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1483 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1485 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1487 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1491 // Reset the overshoot
1492 AnimateScrollOvershoot( 0.0f );
1494 mIsFlicking = false;
1496 mScrollOvershoot = 0.0f;
1499 void ItemView::OnOvershootOnFinished(Animation& animation)
1501 mAnimatingOvershootOn = false;
1502 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1503 RemoveAnimation(mScrollOvershootAnimation);
1504 if(mAnimateOvershootOff)
1506 AnimateScrollOvershoot(0.0f);
1510 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1512 Actor self = Self();
1513 const Vector3 layoutSize = Self().GetCurrentSize();
1514 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1516 if(durationSeconds > 0.0f)
1518 RemoveAnimation(mScrollAnimation);
1519 mScrollAnimation = Animation::New(durationSeconds);
1520 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1521 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1522 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1523 mScrollAnimation.Play();
1527 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1528 AnimateScrollOvershoot(0.0f);
1531 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1534 void ItemView::RemoveAnimation(Animation& animation)
1538 // Cease animating, and reset handle.
1544 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1546 Actor self = Self();
1548 Vector3 firstItemPosition(Vector3::ZERO);
1549 Vector3 lastItemPosition(Vector3::ZERO);
1553 ItemLayout::Vector3Function firstItemPositionConstraint;
1554 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1556 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1559 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1560 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1562 ItemLayout::Vector3Function lastItemPositionConstraint;
1563 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1565 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1570 if(IsHorizontal(mActiveLayout->GetOrientation()))
1572 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1573 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1574 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1578 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1579 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1580 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1583 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1585 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1586 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1587 self.SetProperty(mPropertyCanScrollHorizontal, false);
1591 Vector3 ItemView::GetDomainSize() const
1593 Actor self = Self();
1595 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1596 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1598 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1601 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1603 Actor self = Self();
1605 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1606 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1607 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1609 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1612 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1614 Vector3 firstItemPosition(Vector3::ZERO);
1615 ItemLayout::Vector3Function firstItemPositionConstraint;
1616 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1618 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1621 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1624 Vector3 ItemView::GetCurrentScrollPosition() const
1626 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1627 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1630 void ItemView::AddOverlay(Actor actor)
1635 void ItemView::RemoveOverlay(Actor actor)
1637 Self().Remove(actor);
1640 void ItemView::ScrollTo(const Vector3& position, float duration)
1642 Actor self = Self();
1643 const Vector3 layoutSize = Self().GetCurrentSize();
1645 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1649 RemoveAnimation(mScrollAnimation);
1650 mScrollAnimation = Animation::New(duration);
1651 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1652 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1653 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1654 mScrollAnimation.Play();
1658 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1659 AnimateScrollOvershoot(0.0f);
1662 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1665 void ItemView::SetOvershootEnabled( bool enable )
1667 Actor self = Self();
1670 mOvershootEffect = OvershootRippleEffect::New();
1671 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
1672 mOvershootOverlay = ImageActor::New( overshootImage );
1673 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1674 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1675 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1676 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
1677 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
1678 self.Add(mOvershootOverlay);
1679 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1680 ParentSource( mPropertyScrollDirection ),
1681 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1682 ParentSource( Actor::SIZE ),
1683 OvershootOverlaySizeConstraint() );
1684 mOvershootOverlay.ApplyConstraint(constraint);
1685 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1687 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1688 ParentSource( mPropertyScrollDirection ),
1689 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1690 OvershootOverlayRotationConstraint() );
1691 mOvershootOverlay.ApplyConstraint(constraint);
1693 constraint = Constraint::New<Vector3>( Actor::POSITION,
1694 ParentSource( Actor::SIZE ),
1695 ParentSource( mPropertyScrollDirection ),
1696 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1697 OvershootOverlayPositionConstraint() );
1698 mOvershootOverlay.ApplyConstraint(constraint);
1700 constraint = Constraint::New<bool>( Actor::VISIBLE,
1701 ParentSource( mPropertyCanScrollVertical ),
1702 OvershootOverlayVisibilityConstraint() );
1703 mOvershootOverlay.ApplyConstraint(constraint);
1705 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1706 Actor self = Self();
1707 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1708 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1709 EqualToConstraint() );
1710 mOvershootEffect.ApplyConstraint(constraint);
1714 if( mOvershootOverlay )
1716 self.Remove(mOvershootOverlay);
1717 mOvershootOverlay.Reset();
1719 mOvershootEffect.Reset();
1723 float ItemView::CalculateScrollOvershoot()
1725 float overshoot = 0.0f;
1729 // The overshoot must be calculated from the accumulated pan gesture displacement
1730 // since the pan gesture starts.
1731 Actor self = Self();
1732 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1733 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1734 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1735 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1736 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1737 overshoot = positionDelta - clamppedPosition;
1743 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1745 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1747 // make sure we animate back if needed
1748 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1750 if( mAnimatingOvershootOn )
1752 // animating on, do not allow animate off
1756 Actor self = Self();
1757 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1758 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1760 RemoveAnimation(mScrollOvershootAnimation);
1761 mScrollOvershootAnimation = Animation::New(duration);
1762 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1763 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1764 mScrollOvershootAnimation.Play();
1766 mAnimatingOvershootOn = animatingOn;
1769 } // namespace Internal
1771 } // namespace Toolkit