2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
25 #include <dali/public-api/events/mouse-wheel-event.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
28 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
33 namespace // unnamed namespace
37 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
39 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
40 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
41 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
43 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
44 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
46 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
47 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
49 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
51 const float MILLISECONDS_PER_SECONDS = 1000.0f;
53 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
54 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
55 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
56 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
57 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
58 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
60 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
61 const string POSITION_PROPERTY_NAME( "item-view-position" );
62 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
63 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
64 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
65 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
68 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
70 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
72 Radian scrollDirection(layout.GetScrollDirection());
74 float cosTheta = cosf(scrollDirection);
75 float sinTheta = sinf(scrollDirection);
77 return panDistance.x * sinTheta + panDistance.y * cosTheta;
80 // Overshoot overlay constraints
82 struct OvershootOverlaySizeConstraint
84 Vector3 operator()(const Vector3& current,
85 const PropertyInput& parentScrollDirectionProperty,
86 const PropertyInput& parentOvershootProperty,
87 const PropertyInput& parentSizeProperty)
89 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
90 const Vector3 parentSize = parentSizeProperty.GetVector3();
91 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
95 if(Toolkit::IsVertical(parentOrientation))
97 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
101 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
104 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
106 return Vector3( overlayWidth, overlayHeight, current.depth );
110 struct OvershootOverlayRotationConstraint
112 Quaternion operator()(const Quaternion& current,
113 const PropertyInput& parentScrollDirectionProperty,
114 const PropertyInput& parentOvershootProperty)
116 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
117 const float parentOvershoot = parentOvershootProperty.GetFloat();
118 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
122 if(Toolkit::IsVertical(parentOrientation))
124 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
126 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
127 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
129 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
133 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
136 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
137 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
139 rotation = Quaternion(0.0f, Vector3::ZAXIS);
143 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
148 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
150 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
151 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
153 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
157 rotation = Quaternion(0.0f, Vector3::ZAXIS);
160 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
161 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
163 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
167 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
175 struct OvershootOverlayPositionConstraint
177 Vector3 operator()(const Vector3& current,
178 const PropertyInput& parentSizeProperty,
179 const PropertyInput& parentScrollDirectionProperty,
180 const PropertyInput& parentOvershootProperty)
182 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
183 const float parentOvershoot = parentOvershootProperty.GetFloat();
184 const Vector3 parentSize = parentSizeProperty.GetVector3();
185 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
187 Vector3 relativeOffset;
189 if(Toolkit::IsVertical(parentOrientation))
191 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
193 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
194 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
196 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
200 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
203 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
204 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
206 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
210 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
215 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
217 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
218 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
220 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
224 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
227 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
228 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
230 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
234 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
238 return relativeOffset * parentSize;
243 struct OvershootOverlayVisibilityConstraint
245 bool operator()(const bool& current,
246 const PropertyInput& parentLayoutScrollableProperty)
248 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
250 return parentLayoutScrollable;
255 * Relative position Constraint
256 * Generates the relative position value of the item view based on the layout position,
257 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
259 Vector3 RelativePositionConstraint(const Vector3& current,
260 const PropertyInput& scrollPositionProperty,
261 const PropertyInput& scrollMinProperty,
262 const PropertyInput& scrollMaxProperty,
263 const PropertyInput& layoutSizeProperty)
265 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
266 const Vector3& min = scrollMinProperty.GetVector3();
267 const Vector3& max = scrollMaxProperty.GetVector3();
269 Vector3 relativePosition;
270 Vector3 domainSize = max - min;
272 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
273 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
275 return relativePosition;
278 } // unnamed namespace
289 namespace // unnamed namespace
292 bool FindById( const ItemContainer& items, ItemId id )
294 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
296 if( iter->first == id )
305 } // unnamed namespace
307 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
309 // Create the implementation
310 ItemViewPtr itemView(new ItemView(factory));
312 // Pass ownership to CustomActor via derived handle
313 Dali::Toolkit::ItemView handle(*itemView);
315 // Second-phase init of the implementation
316 // This can only be done after the CustomActor connection has been made...
317 itemView->Initialize();
322 ItemView::ItemView(ItemFactory& factory)
324 mItemFactory(factory),
326 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
327 mAnimatingOvershootOn(false),
328 mAnimateOvershootOff(false),
329 mAnchoringEnabled(true),
330 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
331 mRefreshIntervalLayoutPositions(0.0f),
332 mRefreshOrderHint(true/*Refresh item 0 first*/),
333 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
334 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
335 mScrollDistance(0.0f),
337 mTotalPanDisplacement(Vector2::ZERO),
338 mScrollOvershoot(0.0f),
340 mGestureState(Gesture::Clear),
342 mRefreshEnabled(true),
343 mItemsParentOrigin( ParentOrigin::CENTER),
344 mItemsAnchorPoint( AnchorPoint::CENTER)
346 SetRequiresMouseWheelEvents(true);
347 SetKeyboardNavigationSupport(true);
350 void ItemView::OnInitialize()
352 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
354 RegisterCommonProperties();
358 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
359 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
360 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
362 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
363 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
364 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
366 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
368 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
369 LocalSource(mPropertyPosition),
370 LocalSource(mPropertyPositionMin),
371 LocalSource(mPropertyPositionMax),
372 LocalSource(Actor::SIZE),
373 RelativePositionConstraint);
374 self.ApplyConstraint(constraint);
376 Vector2 stageSize = Stage::GetCurrent().GetSize();
377 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
379 EnableGestureDetection(Gesture::Type(Gesture::Pan));
381 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
382 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
384 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
387 ItemView::~ItemView()
391 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
393 return mScrollConnector;
396 unsigned int ItemView::GetLayoutCount() const
398 return mLayouts.size();
401 void ItemView::AddLayout(ItemLayout& layout)
403 mLayouts.push_back(ItemLayoutPtr(&layout));
406 void ItemView::RemoveLayout(unsigned int layoutIndex)
408 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
410 if (mActiveLayout == mLayouts[layoutIndex].Get())
412 mActiveLayout = NULL;
415 mLayouts.erase(mLayouts.begin() + layoutIndex);
418 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
420 return mLayouts[layoutIndex];
423 ItemLayoutPtr ItemView::GetActiveLayout() const
425 return ItemLayoutPtr(mActiveLayout);
428 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
430 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
433 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
435 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
437 mRefreshEnabled = false;
441 // The ItemView size should match the active layout size
442 self.SetSize(targetSize);
443 mActiveLayoutTargetSize = targetSize;
445 // Switch to the new layout
446 mActiveLayout = mLayouts[layoutIndex].Get();
448 // Move the items to the new layout positions...
450 bool resizeAnimationNeeded(false);
451 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
453 unsigned int itemId = iter->first;
454 Actor actor = iter->second;
456 // Remove constraints from previous layout
457 actor.RemoveConstraints();
460 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
462 if( durationSeconds > 0.0f )
464 // Use a size animation
465 if (!resizeAnimationNeeded)
467 resizeAnimationNeeded = true;
468 RemoveAnimation(mResizeAnimation);
469 mResizeAnimation = Animation::New(durationSeconds);
472 // The layout provides its own resize animation
473 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
477 // resize immediately
482 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
485 if (resizeAnimationNeeded)
487 mResizeAnimation.Play();
490 // Refresh the new layout
491 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
492 AddActorsWithinRange( range, durationSeconds );
494 // Scroll to an appropriate layout position
496 bool scrollAnimationNeeded(false);
497 float firstItemScrollPosition(0.0f);
499 float current = GetCurrentLayoutPosition(0);
500 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
501 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
503 if (current < minimum)
505 scrollAnimationNeeded = true;
506 firstItemScrollPosition = minimum;
508 else if (mAnchoringEnabled)
510 scrollAnimationNeeded = true;
511 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
514 if (scrollAnimationNeeded)
516 RemoveAnimation(mScrollAnimation);
517 mScrollAnimation = Animation::New(durationSeconds);
518 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
519 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
520 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
521 mScrollAnimation.Play();
524 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
525 AnimateScrollOvershoot(0.0f);
526 mScrollOvershoot = 0.0f;
528 Radian scrollDirection(mActiveLayout->GetScrollDirection());
529 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
530 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
532 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
534 CalculateDomainSize(targetSize);
537 void ItemView::DeactivateCurrentLayout()
541 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
543 Actor actor = iter->second;
544 actor.RemoveConstraints();
547 mActiveLayout = NULL;
551 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
553 mDefaultAlphaFunction = func;
556 AlphaFunction ItemView::GetDefaultAlphaFunction() const
558 return mDefaultAlphaFunction;
561 void ItemView::OnRefreshNotification(PropertyNotification& source)
563 if(mRefreshEnabled || mScrollAnimation)
565 // Only refresh the cache during normal scrolling
566 DoRefresh(GetCurrentLayoutPosition(0), true);
570 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
574 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
575 RemoveActorsOutsideRange( range );
576 AddActorsWithinRange( range, 0.0f/*immediate*/ );
578 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
582 void ItemView::SetMinimumSwipeSpeed(float speed)
584 mMinimumSwipeSpeed = speed;
587 float ItemView::GetMinimumSwipeSpeed() const
589 return mMinimumSwipeSpeed;
592 void ItemView::SetMinimumSwipeDistance(float distance)
594 mMinimumSwipeDistance = distance;
597 float ItemView::GetMinimumSwipeDistance() const
599 return mMinimumSwipeDistance;
602 void ItemView::SetMouseWheelScrollDistanceStep(float step)
604 mMouseWheelScrollDistanceStep = step;
607 float ItemView::GetMouseWheelScrollDistanceStep() const
609 return mMouseWheelScrollDistanceStep;
612 void ItemView::SetAnchoring(bool enabled)
614 mAnchoringEnabled = enabled;
617 bool ItemView::GetAnchoring() const
619 return mAnchoringEnabled;
622 void ItemView::SetAnchoringDuration(float durationSeconds)
624 mAnchoringDuration = durationSeconds;
627 float ItemView::GetAnchoringDuration() const
629 return mAnchoringDuration;
632 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
634 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
636 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
638 if(mRefreshNotification)
640 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
642 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
643 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
647 float ItemView::GetRefreshInterval() const
649 return mRefreshIntervalLayoutPositions;
652 void ItemView::SetRefreshEnabled(bool enabled)
654 mRefreshEnabled = enabled;
657 Actor ItemView::GetItem(unsigned int itemId) const
661 ConstItemPoolIter iter = mItemPool.find( itemId );
662 if( iter != mItemPool.end() )
664 actor = iter->second;
670 unsigned int ItemView::GetItemId( Actor actor ) const
672 unsigned int itemId( 0 );
674 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
676 if( iter->second == actor )
678 itemId = iter->first;
686 void ItemView::InsertItem( Item newItem, float durationSeconds )
690 SetupActor( newItem, durationSeconds );
691 Self().Add( newItem.second );
693 ItemPoolIter foundIter = mItemPool.find( newItem.first );
694 if( mItemPool.end() != foundIter )
696 Actor moveMe = foundIter->second;
697 foundIter->second = newItem.second;
699 // Move the existing actors to make room
700 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
702 Actor temp = iter->second;
703 iter->second = moveMe;
706 iter->second.RemoveConstraints();
707 mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
711 ItemId lastId = mItemPool.rbegin()->first;
712 Item lastItem( lastId + 1, moveMe );
713 mItemPool.insert( lastItem );
715 lastItem.second.RemoveConstraints();
716 mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
720 mItemPool.insert( newItem );
723 CalculateDomainSize(Self().GetCurrentSize());
725 mAddingItems = false;
728 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
732 // Insert from lowest id to highest
733 set<Item> sortedItems;
734 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
736 sortedItems.insert( *iter );
739 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
741 Self().Add( iter->second );
743 cout << "inserting item: " << iter->first << endl;
745 ItemPoolIter foundIter = mItemPool.find( iter->first );
746 if( mItemPool.end() != foundIter )
748 Actor moveMe = foundIter->second;
749 foundIter->second = iter->second;
751 // Move the existing actors to make room
752 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
754 Actor temp = iter->second;
755 iter->second = moveMe;
760 ItemId lastId = mItemPool.rbegin()->first;
761 Item lastItem( lastId + 1, moveMe );
762 mItemPool.insert( lastItem );
766 mItemPool.insert( *iter );
770 // Relayout everything
771 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
774 if( FindById( newItems, iter->first ) )
776 SetupActor( *iter, durationSeconds );
780 iter->second.RemoveConstraints();
781 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
785 CalculateDomainSize(Self().GetCurrentSize());
787 mAddingItems = false;
790 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
792 bool actorRemoved = RemoveActor( itemId );
795 ReapplyAllConstraints( durationSeconds );
799 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
801 bool actorRemoved( false );
803 // Remove from highest id to lowest
804 set<ItemId> sortedItems;
805 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
807 sortedItems.insert( *iter );
810 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
812 if( RemoveActor( *iter ) )
820 ReapplyAllConstraints( durationSeconds );
824 bool ItemView::RemoveActor(unsigned int itemId)
826 bool removed( false );
828 const ItemPoolIter removeIter = mItemPool.find( itemId );
830 if( removeIter != mItemPool.end() )
832 ReleaseActor(itemId, removeIter->second);
836 // Adjust the remaining item IDs, for example if item 2 is removed:
837 // Initial actors: After insert:
838 // ID 1 - ActorA ID 1 - ActorA
839 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
840 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
842 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
844 if( iter->first < mItemPool.rbegin()->first )
846 iter->second = mItemPool[ iter->first + 1 ];
850 mItemPool.erase( iter );
859 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
863 SetupActor( replacementItem, durationSeconds );
864 Self().Add( replacementItem.second );
866 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
867 if( mItemPool.end() != iter )
869 ReleaseActor(iter->first, iter->second);
870 iter->second = replacementItem.second;
874 mItemPool.insert( replacementItem );
877 CalculateDomainSize(Self().GetCurrentSize());
879 mAddingItems = false;
882 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
884 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
886 ReplaceItem( *iter, durationSeconds );
890 void ItemView::RemoveActorsOutsideRange( ItemRange range )
892 // Remove unwanted actors from the ItemView & ItemPool
893 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
895 unsigned int current = iter->first;
897 if( ! range.Within( current ) )
899 ReleaseActor(iter->first, iter->second);
901 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
910 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
912 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
914 // The order of addition depends on the scroll direction.
915 if (mRefreshOrderHint)
917 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
919 AddNewActor( itemId, durationSeconds );
924 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
926 AddNewActor( itemId-1, durationSeconds );
930 // Total number of items may change dynamically.
931 // Always recalculate the domain size to reflect that.
932 CalculateDomainSize(Self().GetCurrentSize());
935 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
939 if( mItemPool.end() == mItemPool.find( itemId ) )
941 Actor actor = mItemFactory.NewItem( itemId );
945 Item newItem( itemId, actor );
947 mItemPool.insert( newItem );
949 SetupActor( newItem, durationSeconds );
954 mAddingItems = false;
957 void ItemView::SetupActor( Item item, float durationSeconds )
959 item.second.SetParentOrigin( mItemsParentOrigin );
960 item.second.SetAnchorPoint( mItemsAnchorPoint );
965 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
967 item.second.SetSize( size );
970 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
974 void ItemView::ReleaseActor( ItemId item, Actor actor )
976 Self().Remove( actor );
977 mItemFactory.ItemReleased(item, actor);
980 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
982 unsigned int itemCount = mItemFactory.GetNumberOfItems();
984 ItemRange available(0u, itemCount);
986 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
990 // Add the reserve items for scrolling
991 unsigned int extra = layout.GetReserveItemCount(layoutSize);
992 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
996 return range.Intersection(available);
999 void ItemView::OnChildAdd(Actor& child)
1003 // We don't want to do this downcast check for any item added by ItemView itself.
1004 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1007 // Set the scroll connector when scroll bar is being added
1008 scrollComponent.SetScrollConnector(mScrollConnector);
1013 bool ItemView::OnTouchEvent(const TouchEvent& event)
1015 // Ignore events with multiple-touch points
1016 if (event.GetPointCount() != 1)
1021 if (event.GetPoint(0).state == TouchPoint::Down)
1023 // Cancel ongoing scrolling etc.
1024 mGestureState = Gesture::Clear;
1026 mScrollDistance = 0.0f;
1027 mScrollSpeed = 0.0f;
1028 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1030 mScrollOvershoot = 0.0f;
1031 AnimateScrollOvershoot(0.0f);
1033 if(mScrollAnimation)
1035 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1038 RemoveAnimation(mScrollAnimation);
1041 return true; // consume since we're potentially scrolling
1044 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1046 // Respond the mouse wheel event to scroll
1049 Actor self = Self();
1050 const Vector3 layoutSize = Self().GetCurrentSize();
1051 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1052 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1054 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1055 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1056 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1057 mRefreshEnabled = true;
1060 if (mMouseWheelEventFinishedTimer.IsRunning())
1062 mMouseWheelEventFinishedTimer.Stop();
1065 mMouseWheelEventFinishedTimer.Start();
1070 bool ItemView::OnMouseWheelEventFinished()
1074 RemoveAnimation(mScrollAnimation);
1076 // No more mouse wheel events coming. Do the anchoring if enabled.
1077 mScrollAnimation = DoAnchoring();
1078 if (mScrollAnimation)
1080 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1081 mScrollAnimation.Play();
1085 mScrollOvershoot = 0.0f;
1086 AnimateScrollOvershoot(0.0f);
1088 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1095 void ItemView::ReapplyAllConstraints( float durationSeconds )
1097 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1099 unsigned int id = iter->first;
1100 Actor actor = iter->second;
1102 actor.RemoveConstraints();
1103 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1106 CalculateDomainSize(Self().GetCurrentSize());
1109 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1111 Actor self = Self();
1112 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1113 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1114 mScrollOvershoot = targetPosition - clamppedPosition;
1115 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1117 return clamppedPosition;
1120 void ItemView::OnPan(PanGesture gesture)
1122 Actor self = Self();
1123 const Vector3 layoutSize = Self().GetCurrentSize();
1125 RemoveAnimation(mScrollAnimation);
1127 // Short-circuit if there is no active layout
1130 mGestureState = Gesture::Clear;
1134 mGestureState = gesture.state;
1136 switch (mGestureState)
1138 case Gesture::Finished:
1141 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1142 mScrollSpeed > mMinimumSwipeSpeed)
1144 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1146 mRefreshOrderHint = true;
1148 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1149 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1153 if (mAnchoringEnabled)
1155 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1158 RemoveAnimation(mScrollAnimation);
1160 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1161 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1163 mScrollAnimation = Animation::New(flickAnimationDuration);
1164 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1165 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1166 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1169 // Check whether it has already scrolled to the end
1170 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1172 AnimateScrollOvershoot(0.0f);
1176 // Anchoring may be triggered when there was no swipe
1177 if (!mScrollAnimation)
1179 mScrollAnimation = DoAnchoring();
1182 // Reset the overshoot if no scroll animation.
1183 if (!mScrollAnimation)
1185 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1187 AnimateScrollOvershoot(0.0f, false);
1192 case Gesture::Started: // Fall through
1194 mTotalPanDisplacement = Vector2::ZERO;
1195 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1196 mRefreshEnabled = true;
1199 case Gesture::Continuing:
1201 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1202 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1204 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1205 mRefreshOrderHint = mScrollDistance < 0.0f;
1207 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1209 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1211 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1212 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1214 mTotalPanDisplacement += gesture.displacement;
1215 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1216 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1218 AnimateScrollOvershoot(1.0f);
1220 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1222 AnimateScrollOvershoot(-1.0f);
1226 AnimateScrollOvershoot(0.0f);
1231 case Gesture::Cancelled:
1233 mScrollAnimation = DoAnchoring();
1241 if (mScrollAnimation)
1243 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1244 mScrollAnimation.Play();
1248 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1254 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1256 Actor nextFocusActor;
1260 if(!actor || actor == this->Self())
1262 nextFocusActor = GetItem(nextItemID);
1264 else if(actor && actor.GetParent() == this->Self())
1266 int itemID = GetItemId(actor);
1267 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1268 nextFocusActor = GetItem(nextItemID);
1269 if(nextFocusActor == actor)
1271 // need to pass NULL actor back to focus manager
1272 nextFocusActor.Reset();
1273 return nextFocusActor;
1276 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1277 Vector3 layoutSize = Self().GetCurrentSize();
1280 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1281 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1282 nextItemID = viewableItems.begin;
1283 nextFocusActor = GetItem(nextItemID);
1286 return nextFocusActor;
1289 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1291 // only in this function if our chosen focus actor was actually used
1292 if(commitedFocusableActor)
1294 int nextItemID = GetItemId(commitedFocusableActor);
1295 float layoutPosition = GetCurrentLayoutPosition(0);
1296 Vector3 layoutSize = Self().GetCurrentSize();
1298 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1299 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1303 Animation ItemView::DoAnchoring()
1305 Animation anchoringAnimation;
1306 Actor self = Self();
1308 if (mActiveLayout && mAnchoringEnabled)
1310 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1312 anchoringAnimation = Animation::New(mAnchoringDuration);
1313 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1314 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1315 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1318 AnimateScrollOvershoot(0.0f);
1322 return anchoringAnimation;
1325 void ItemView::OnScrollFinished(Animation& source)
1327 Actor self = Self();
1329 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1331 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1333 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1335 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1339 // Reset the overshoot
1340 AnimateScrollOvershoot( 0.0f );
1342 mIsFlicking = false;
1344 mScrollOvershoot = 0.0f;
1347 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1349 RemoveAnimation(mScrollAnimation);
1350 mRefreshEnabled = true;
1351 DoRefresh(GetCurrentLayoutPosition(0), true);
1354 void ItemView::OnOvershootOnFinished(Animation& animation)
1356 mAnimatingOvershootOn = false;
1357 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1358 RemoveAnimation(mScrollOvershootAnimation);
1359 if(mAnimateOvershootOff)
1361 AnimateScrollOvershoot(0.0f);
1365 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1367 Actor self = Self();
1368 const Vector3 layoutSize = Self().GetCurrentSize();
1369 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1371 if(durationSeconds > 0.0f)
1373 RemoveAnimation(mScrollAnimation);
1374 mScrollAnimation = Animation::New(durationSeconds);
1375 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1376 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1377 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1378 mScrollAnimation.Play();
1382 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1383 AnimateScrollOvershoot(0.0f);
1386 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1387 mRefreshEnabled = true;
1390 void ItemView::RemoveAnimation(Animation& animation)
1394 // Cease animating, and reset handle.
1400 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1402 Actor self = Self();
1404 Vector3 firstItemPosition(Vector3::ZERO);
1405 Vector3 lastItemPosition(Vector3::ZERO);
1409 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1411 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1412 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1413 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1417 if(IsHorizontal(mActiveLayout->GetOrientation()))
1419 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1420 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1421 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1425 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1426 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1427 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1430 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1432 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1433 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1434 self.SetProperty(mPropertyCanScrollHorizontal, false);
1438 Vector3 ItemView::GetDomainSize() const
1440 Actor self = Self();
1442 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1443 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1445 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1448 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1450 Actor self = Self();
1452 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1453 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1454 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1456 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1459 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1461 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1462 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1465 Vector3 ItemView::GetCurrentScrollPosition() const
1467 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1468 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1471 void ItemView::AddOverlay(Actor actor)
1476 void ItemView::RemoveOverlay(Actor actor)
1478 Self().Remove(actor);
1481 void ItemView::ScrollTo(const Vector3& position, float duration)
1483 Actor self = Self();
1484 const Vector3 layoutSize = Self().GetCurrentSize();
1486 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1490 RemoveAnimation(mScrollAnimation);
1491 mScrollAnimation = Animation::New(duration);
1492 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1493 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1494 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1495 mScrollAnimation.Play();
1499 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1500 AnimateScrollOvershoot(0.0f);
1503 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1504 mRefreshEnabled = true;
1507 void ItemView::SetOvershootEffectColor( const Vector4& color )
1509 mOvershootEffectColor = color;
1510 if( mOvershootOverlay )
1512 mOvershootOverlay.SetColor( color );
1516 void ItemView::SetOvershootEnabled( bool enable )
1518 Actor self = Self();
1521 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1522 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1523 mOvershootOverlay.SetColor(mOvershootEffectColor);
1524 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1525 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1526 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1527 self.Add(mOvershootOverlay);
1529 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1530 ParentSource( mPropertyScrollDirection ),
1531 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1532 ParentSource( Actor::SIZE ),
1533 OvershootOverlaySizeConstraint() );
1534 mOvershootOverlay.ApplyConstraint(constraint);
1535 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1537 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1538 ParentSource( mPropertyScrollDirection ),
1539 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1540 OvershootOverlayRotationConstraint() );
1541 mOvershootOverlay.ApplyConstraint(constraint);
1543 constraint = Constraint::New<Vector3>( Actor::POSITION,
1544 ParentSource( Actor::SIZE ),
1545 ParentSource( mPropertyScrollDirection ),
1546 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1547 OvershootOverlayPositionConstraint() );
1548 mOvershootOverlay.ApplyConstraint(constraint);
1550 constraint = Constraint::New<bool>( Actor::VISIBLE,
1551 ParentSource( mPropertyCanScrollVertical ),
1552 OvershootOverlayVisibilityConstraint() );
1553 mOvershootOverlay.ApplyConstraint(constraint);
1555 Actor self = Self();
1556 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1557 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1558 EqualToConstraint() );
1559 mOvershootOverlay.ApplyConstraint(constraint);
1563 if( mOvershootOverlay )
1565 self.Remove(mOvershootOverlay);
1566 mOvershootOverlay.Reset();
1571 float ItemView::CalculateScrollOvershoot()
1573 float overshoot = 0.0f;
1577 // The overshoot must be calculated from the accumulated pan gesture displacement
1578 // since the pan gesture starts.
1579 Actor self = Self();
1580 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1581 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1582 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1583 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1584 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1585 overshoot = positionDelta - clamppedPosition;
1591 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1593 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1595 // make sure we animate back if needed
1596 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1598 if( mAnimatingOvershootOn )
1600 // animating on, do not allow animate off
1604 Actor self = Self();
1605 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1606 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1608 RemoveAnimation(mScrollOvershootAnimation);
1609 mScrollOvershootAnimation = Animation::New(duration);
1610 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1611 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1612 mScrollOvershootAnimation.Play();
1614 mAnimatingOvershootOn = animatingOn;
1617 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1619 if( parentOrigin != mItemsParentOrigin )
1621 mItemsParentOrigin = parentOrigin;
1622 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1624 iter->second.SetParentOrigin(parentOrigin);
1629 Vector3 ItemView::GetItemsParentOrigin() const
1631 return mItemsParentOrigin;
1634 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1636 if( anchorPoint != mItemsAnchorPoint )
1638 mItemsAnchorPoint = anchorPoint;
1639 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1641 iter->second.SetAnchorPoint(anchorPoint);
1646 Vector3 ItemView::GetItemsAnchorPoint() const
1648 return mItemsAnchorPoint;
1651 void ItemView::GetItemsRange(ItemRange& range)
1653 range.begin = mItemPool.begin()->first;
1654 range.end = mItemPool.rbegin()->first + 1;
1657 void ItemView::OnScrollPositionChanged( float position )
1659 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1660 RemoveAnimation(mScrollAnimation);
1662 // Refresh the cache immediately when the scroll position is changed.
1663 DoRefresh(position, false); // No need to cache extra items.
1666 } // namespace Internal
1668 } // namespace Toolkit