Fix ItemView insert/remove when outside the current visible range
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
29
30 // INTERNAL INCLUDES
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
34
35 using std::string;
36 using std::set;
37 using namespace Dali;
38
39 namespace // unnamed namespace
40 {
41
42 //Type registration
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
44
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
48
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
51
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
54
55 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
56
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
58
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
63 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
65
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
72
73 /**
74  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
75  */
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
77 {
78   Radian scrollDirection(layout.GetScrollDirection());
79
80   float cosTheta = cosf(scrollDirection);
81   float sinTheta = sinf(scrollDirection);
82
83   return panDistance.x * sinTheta + panDistance.y * cosTheta;
84 }
85
86 // Overshoot overlay constraints
87
88 struct OvershootOverlaySizeConstraint
89 {
90   Vector3 operator()(const Vector3& current,
91                      const PropertyInput& parentScrollDirectionProperty,
92                      const PropertyInput& parentOvershootProperty,
93                      const PropertyInput& parentSizeProperty)
94   {
95     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96     const Vector3 parentSize = parentSizeProperty.GetVector3();
97     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
98
99     float overlayWidth;
100
101     if(Toolkit::IsVertical(parentOrientation))
102     {
103       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
104     }
105     else
106     {
107       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
108     }
109
110     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
111
112     return Vector3( overlayWidth, overlayHeight, current.depth );
113   }
114 };
115
116 struct OvershootOverlayRotationConstraint
117 {
118   Quaternion operator()(const Quaternion& current,
119                         const PropertyInput& parentScrollDirectionProperty,
120                         const PropertyInput& parentOvershootProperty)
121   {
122     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123     const float parentOvershoot = parentOvershootProperty.GetFloat();
124     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
125
126     Quaternion rotation;
127
128     if(Toolkit::IsVertical(parentOrientation))
129     {
130       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
131       {
132         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
134         {
135           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
136         }
137         else
138         {
139           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
140         }
141       }
142       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
144       {
145         rotation = Quaternion(0.0f, Vector3::ZAXIS);
146       }
147       else
148       {
149         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
150       }
151     }
152     else
153     {
154       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
155       {
156         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
158         {
159           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
160         }
161         else
162         {
163           rotation = Quaternion(0.0f, Vector3::ZAXIS);
164         }
165       }
166       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
168       {
169         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
170       }
171       else
172       {
173         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
174       }
175     }
176
177     return rotation;
178   }
179 };
180
181 struct OvershootOverlayPositionConstraint
182 {
183   Vector3 operator()(const Vector3&    current,
184                      const PropertyInput& parentSizeProperty,
185                      const PropertyInput& parentScrollDirectionProperty,
186                      const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Vector3 parentSize = parentSizeProperty.GetVector3();
191     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
192
193     Vector3 relativeOffset;
194
195     if(Toolkit::IsVertical(parentOrientation))
196     {
197       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198       {
199         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201         {
202           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
203         }
204         else
205         {
206           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
207         }
208       }
209       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211       {
212         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
213       }
214       else
215       {
216         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
217       }
218     }
219     else
220     {
221       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222       {
223         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
225         {
226           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
227         }
228         else
229         {
230           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
231         }
232       }
233       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235       {
236         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
237       }
238       else
239       {
240         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
241       }
242     }
243
244     return relativeOffset * parentSize;
245
246   }
247 };
248
249 struct OvershootOverlayVisibilityConstraint
250 {
251   bool operator()(const bool& current,
252                   const PropertyInput& parentLayoutScrollableProperty)
253   {
254     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
255
256     return parentLayoutScrollable;
257   }
258 };
259
260 /**
261  * Relative position Constraint
262  * Generates the relative position value of the item view based on the layout position,
263  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
264  */
265 Vector3 RelativePositionConstraint(const Vector3& current,
266                                    const PropertyInput& scrollPositionProperty,
267                                    const PropertyInput& scrollMinProperty,
268                                    const PropertyInput& scrollMaxProperty,
269                                    const PropertyInput& layoutSizeProperty)
270 {
271   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272   const Vector3& min = scrollMinProperty.GetVector3();
273   const Vector3& max = scrollMaxProperty.GetVector3();
274
275   Vector3 relativePosition;
276   Vector3 domainSize = max - min;
277
278   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
280
281   return relativePosition;
282 }
283
284 } // unnamed namespace
285
286 namespace Dali
287 {
288
289 namespace Toolkit
290 {
291
292 namespace Internal
293 {
294
295 namespace // unnamed namespace
296 {
297
298 bool FindById( const ItemContainer& items, ItemId id )
299 {
300   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
301   {
302     if( iter->first == id )
303     {
304       return true;
305     }
306   }
307
308   return false;
309 }
310
311 } // unnamed namespace
312
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
314 {
315   // Create the implementation
316   ItemViewPtr itemView(new ItemView(factory));
317
318   // Pass ownership to CustomActor via derived handle
319   Dali::Toolkit::ItemView handle(*itemView);
320
321   // Second-phase init of the implementation
322   // This can only be done after the CustomActor connection has been made...
323   itemView->Initialize();
324
325   return handle;
326 }
327
328 ItemView::ItemView(ItemFactory& factory)
329 : Scrollable(),
330   mItemFactory(factory),
331   mActiveLayout(NULL),
332   mAnimatingOvershootOn(false),
333   mAnimateOvershootOff(false),
334   mAnchoringEnabled(true),
335   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336   mRefreshIntervalLayoutPositions(0.0f),
337   mRefreshOrderHint(true/*Refresh item 0 first*/),
338   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340   mMouseWheelScrollDistanceStep(0.0f),
341   mScrollDistance(0.0f),
342   mScrollSpeed(0.0f),
343   mTotalPanDisplacement(Vector2::ZERO),
344   mScrollOvershoot(0.0f),
345   mIsFlicking(false),
346   mGestureState(Gesture::Clear),
347   mAddingItems(false),
348   mPropertyPosition(Property::INVALID_INDEX),
349   mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
350   mPropertyScrollSpeed(Property::INVALID_INDEX),
351   mRefreshEnabled(true),
352   mItemsParentOrigin( ParentOrigin::CENTER),
353   mItemsAnchorPoint( AnchorPoint::CENTER)
354 {
355   SetRequiresMouseWheelEvents(true);
356   SetKeyboardNavigationSupport(true);
357 }
358
359 void ItemView::OnInitialize()
360 {
361   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
362
363   RegisterCommonProperties();
364
365   Actor self = Self();
366
367   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
368   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
369   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
370
371   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
372   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
373   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
374
375   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
376
377   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
378                                                    LocalSource(mPropertyPosition),
379                                                    LocalSource(mPropertyPositionMin),
380                                                    LocalSource(mPropertyPositionMax),
381                                                    LocalSource(Actor::SIZE),
382                                                    RelativePositionConstraint);
383   self.ApplyConstraint(constraint);
384
385   Vector2 stageSize = Stage::GetCurrent().GetSize();
386   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
387
388   EnableGestureDetection(Gesture::Type(Gesture::Pan));
389
390   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
391   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
392
393   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
394 }
395
396 ItemView::~ItemView()
397 {
398 }
399
400 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
401 {
402   return mScrollConnector;
403 }
404
405 unsigned int ItemView::GetLayoutCount() const
406 {
407   return mLayouts.size();
408 }
409
410 void ItemView::AddLayout(ItemLayout& layout)
411 {
412   mLayouts.push_back(ItemLayoutPtr(&layout));
413 }
414
415 void ItemView::RemoveLayout(unsigned int layoutIndex)
416 {
417   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
418
419   if (mActiveLayout == mLayouts[layoutIndex].Get())
420   {
421     mActiveLayout = NULL;
422   }
423
424   mLayouts.erase(mLayouts.begin() + layoutIndex);
425 }
426
427 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
428 {
429   return mLayouts[layoutIndex];
430 }
431
432 ItemLayoutPtr ItemView::GetActiveLayout() const
433 {
434   return ItemLayoutPtr(mActiveLayout);
435 }
436
437 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
438 {
439   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
440 }
441
442 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
443 {
444   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
445
446   mRefreshEnabled = false;
447
448   Actor self = Self();
449
450   // The ItemView size should match the active layout size
451   self.SetSize(targetSize);
452   mActiveLayoutTargetSize = targetSize;
453
454   // Switch to the new layout
455   mActiveLayout = mLayouts[layoutIndex].Get();
456
457   // Move the items to the new layout positions...
458
459   bool resizeAnimationNeeded(false);
460   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
461   {
462     unsigned int itemId = iter->first;
463     Actor actor = iter->second;
464
465     // Remove constraints from previous layout
466     actor.RemoveConstraints();
467
468     Vector3 size;
469     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
470     {
471       if( durationSeconds > 0.0f )
472       {
473         // Use a size animation
474         if (!resizeAnimationNeeded)
475         {
476           resizeAnimationNeeded = true;
477           RemoveAnimation(mResizeAnimation);
478           mResizeAnimation = Animation::New(durationSeconds);
479         }
480
481         // The layout provides its own resize animation
482         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
483       }
484       else
485       {
486         // resize immediately
487         actor.SetSize(size);
488       }
489     }
490
491     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
492   }
493
494   if (resizeAnimationNeeded)
495   {
496     mResizeAnimation.Play();
497   }
498
499   // Refresh the new layout
500   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
501   AddActorsWithinRange( range, durationSeconds );
502
503   // Scroll to an appropriate layout position
504
505   bool scrollAnimationNeeded(false);
506   float firstItemScrollPosition(0.0f);
507
508   float current = GetCurrentLayoutPosition(0);
509   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
510   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
511
512   if (current < minimum)
513   {
514     scrollAnimationNeeded = true;
515     firstItemScrollPosition = minimum;
516   }
517   else if (mAnchoringEnabled)
518   {
519     scrollAnimationNeeded = true;
520     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
521   }
522
523   if (scrollAnimationNeeded)
524   {
525     RemoveAnimation(mScrollAnimation);
526     mScrollAnimation = Animation::New(durationSeconds);
527     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
528     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
529     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
530     mScrollAnimation.Play();
531   }
532
533   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
534   AnimateScrollOvershoot(0.0f);
535   mScrollOvershoot = 0.0f;
536
537   Radian scrollDirection(mActiveLayout->GetScrollDirection());
538   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
539   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
540
541   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
542
543   CalculateDomainSize(targetSize);
544 }
545
546 void ItemView::DeactivateCurrentLayout()
547 {
548   if (mActiveLayout)
549   {
550     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
551     {
552       Actor actor = iter->second;
553       actor.RemoveConstraints();
554     }
555
556     mActiveLayout = NULL;
557   }
558 }
559
560 void ItemView::OnRefreshNotification(PropertyNotification& source)
561 {
562   if(mRefreshEnabled || mScrollAnimation)
563   {
564     // Only refresh the cache during normal scrolling
565     DoRefresh(GetCurrentLayoutPosition(0), true);
566   }
567 }
568
569 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
570 {
571   if (mActiveLayout)
572   {
573     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
574     RemoveActorsOutsideRange( range );
575     AddActorsWithinRange( range, 0.0f/*immediate*/ );
576
577     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
578   }
579 }
580
581 void ItemView::SetMinimumSwipeSpeed(float speed)
582 {
583   mMinimumSwipeSpeed = speed;
584 }
585
586 float ItemView::GetMinimumSwipeSpeed() const
587 {
588   return mMinimumSwipeSpeed;
589 }
590
591 void ItemView::SetMinimumSwipeDistance(float distance)
592 {
593   mMinimumSwipeDistance = distance;
594 }
595
596 float ItemView::GetMinimumSwipeDistance() const
597 {
598   return mMinimumSwipeDistance;
599 }
600
601 void ItemView::SetMouseWheelScrollDistanceStep(float step)
602 {
603   mMouseWheelScrollDistanceStep = step;
604 }
605
606 float ItemView::GetMouseWheelScrollDistanceStep() const
607 {
608   return mMouseWheelScrollDistanceStep;
609 }
610
611 void ItemView::SetAnchoring(bool enabled)
612 {
613   mAnchoringEnabled = enabled;
614 }
615
616 bool ItemView::GetAnchoring() const
617 {
618   return mAnchoringEnabled;
619 }
620
621 void ItemView::SetAnchoringDuration(float durationSeconds)
622 {
623   mAnchoringDuration = durationSeconds;
624 }
625
626 float ItemView::GetAnchoringDuration() const
627 {
628   return mAnchoringDuration;
629 }
630
631 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
632 {
633   if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
634   {
635     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
636
637     if(mRefreshNotification)
638     {
639       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
640     }
641     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
642     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
643   }
644 }
645
646 float ItemView::GetRefreshInterval() const
647 {
648   return mRefreshIntervalLayoutPositions;
649 }
650
651 void ItemView::SetRefreshEnabled(bool enabled)
652 {
653   mRefreshEnabled = enabled;
654 }
655
656 Actor ItemView::GetItem(unsigned int itemId) const
657 {
658   Actor actor;
659
660   ConstItemPoolIter iter = mItemPool.find( itemId );
661   if( iter != mItemPool.end() )
662   {
663     actor = iter->second;
664   }
665
666   return actor;
667 }
668
669 unsigned int ItemView::GetItemId( Actor actor ) const
670 {
671   unsigned int itemId( 0 );
672
673   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
674   {
675     if( iter->second == actor )
676     {
677       itemId = iter->first;
678       break;
679     }
680   }
681
682   return itemId;
683 }
684
685 void ItemView::InsertItem( Item newItem, float durationSeconds )
686 {
687   mAddingItems = true;
688
689   Actor displacedActor;
690   ItemPoolIter afterDisplacedIter = mItemPool.end();
691
692   ItemPoolIter foundIter = mItemPool.find( newItem.first );
693   if( mItemPool.end() != foundIter )
694   {
695     SetupActor( newItem, durationSeconds );
696     Self().Add( newItem.second );
697
698     displacedActor = foundIter->second;
699     foundIter->second = newItem.second;
700
701     afterDisplacedIter = ++foundIter;
702   }
703   else
704   {
705     // Inserting before the existing item range?
706     ItemPoolIter iter = mItemPool.begin();
707     if( iter != mItemPool.end() &&
708         iter->first > newItem.first )
709     {
710       displacedActor = iter->second;
711       mItemPool.erase( iter++ ); // iter is still valid after the erase
712
713       afterDisplacedIter = iter;
714     }
715   }
716
717   if( displacedActor )
718   {
719     // Move the existing actors to make room
720     for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
721     {
722       Actor temp = iter->second;
723       iter->second = displacedActor;
724       displacedActor = temp;
725
726       iter->second.RemoveConstraints();
727       mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
728     }
729
730     // Create last item
731     ItemId lastId = mItemPool.rbegin()->first;
732     Item lastItem( lastId + 1, displacedActor );
733     mItemPool.insert( lastItem );
734
735     lastItem.second.RemoveConstraints();
736     mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
737   }
738
739   CalculateDomainSize(Self().GetCurrentSize());
740
741   mAddingItems = false;
742 }
743
744 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
745 {
746   mAddingItems = true;
747
748   // Insert from lowest id to highest
749   std::set<Item> sortedItems;
750   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
751   {
752     sortedItems.insert( *iter );
753   }
754
755   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
756   {
757     Self().Add( iter->second );
758
759     ItemPoolIter foundIter = mItemPool.find( iter->first );
760     if( mItemPool.end() != foundIter )
761     {
762       Actor moveMe = foundIter->second;
763       foundIter->second = iter->second;
764
765       // Move the existing actors to make room
766       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
767       {
768         Actor temp = iter->second;
769         iter->second = moveMe;
770         moveMe = temp;
771       }
772
773       // Create last item
774       ItemId lastId = mItemPool.rbegin()->first;
775       Item lastItem( lastId + 1, moveMe );
776       mItemPool.insert( lastItem );
777     }
778     else
779     {
780       mItemPool.insert( *iter );
781     }
782   }
783
784   // Relayout everything
785   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
786   {
787     // If newly inserted
788     if( FindById( newItems, iter->first ) )
789     {
790       SetupActor( *iter, durationSeconds );
791     }
792     else
793     {
794       iter->second.RemoveConstraints();
795       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
796     }
797   }
798
799   CalculateDomainSize(Self().GetCurrentSize());
800
801   mAddingItems = false;
802 }
803
804 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
805 {
806   bool actorsReordered = RemoveActor( itemId );
807   if( actorsReordered )
808   {
809     ReapplyAllConstraints( durationSeconds );
810
811     OnItemsRemoved();
812   }
813 }
814
815 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
816 {
817   bool actorsReordered( false );
818
819   // Remove from highest id to lowest
820   set<ItemId> sortedItems;
821   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
822   {
823     sortedItems.insert( *iter );
824   }
825
826   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
827   {
828     if( RemoveActor( *iter ) )
829     {
830       actorsReordered = true;
831     }
832   }
833
834   if( actorsReordered )
835   {
836     ReapplyAllConstraints( durationSeconds );
837
838     OnItemsRemoved();
839   }
840 }
841
842 bool ItemView::RemoveActor(unsigned int itemId)
843 {
844   bool reordered( false );
845
846   ItemPoolIter removeIter = mItemPool.find( itemId );
847   if( removeIter != mItemPool.end() )
848   {
849     ReleaseActor(itemId, removeIter->second);
850   }
851   else
852   {
853     // Removing before the existing item range?
854     ItemPoolIter iter = mItemPool.begin();
855     if( iter != mItemPool.end() &&
856         iter->first > itemId )
857     {
858       // In order to decrement the first visible item ID
859       mItemPool.insert( Item(iter->first - 1, Actor()) );
860
861       removeIter = mItemPool.begin();
862     }
863   }
864
865   if( removeIter != mItemPool.end() )
866   {
867     reordered = true;
868
869     // Adjust the remaining item IDs, for example if item 2 is removed:
870     //   Initial actors:     After insert:
871     //     ID 1 - ActorA       ID 1 - ActorA
872     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
873     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
874     //     ID 4 - ActorD
875     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
876     {
877       if( iter->first < mItemPool.rbegin()->first )
878       {
879         iter->second = mItemPool[ iter->first + 1 ];
880       }
881       else
882       {
883         mItemPool.erase( iter );
884         break;
885       }
886     }
887   }
888
889   return reordered;
890 }
891
892 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
893 {
894   mAddingItems = true;
895
896   SetupActor( replacementItem, durationSeconds );
897   Self().Add( replacementItem.second );
898
899   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
900   if( mItemPool.end() != iter )
901   {
902     ReleaseActor(iter->first, iter->second);
903     iter->second = replacementItem.second;
904   }
905   else
906   {
907     mItemPool.insert( replacementItem );
908   }
909
910   CalculateDomainSize(Self().GetCurrentSize());
911
912   mAddingItems = false;
913 }
914
915 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
916 {
917   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
918   {
919     ReplaceItem( *iter, durationSeconds );
920   }
921 }
922
923 void ItemView::RemoveActorsOutsideRange( ItemRange range )
924 {
925   // Remove unwanted actors from the ItemView & ItemPool
926   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
927   {
928     unsigned int current = iter->first;
929
930     if( ! range.Within( current ) )
931     {
932       ReleaseActor(iter->first, iter->second);
933
934       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
935     }
936     else
937     {
938       ++iter;
939     }
940   }
941 }
942
943 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
944 {
945   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
946
947   // The order of addition depends on the scroll direction.
948   if (mRefreshOrderHint)
949   {
950     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
951     {
952       AddNewActor( itemId, durationSeconds );
953     }
954   }
955   else
956   {
957     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
958     {
959       AddNewActor( itemId-1, durationSeconds );
960     }
961   }
962
963   // Total number of items may change dynamically.
964   // Always recalculate the domain size to reflect that.
965   CalculateDomainSize(Self().GetCurrentSize());
966 }
967
968 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
969 {
970   mAddingItems = true;
971
972   if( mItemPool.end() == mItemPool.find( itemId ) )
973   {
974     Actor actor = mItemFactory.NewItem( itemId );
975
976     if( actor )
977     {
978       Item newItem( itemId, actor );
979
980       mItemPool.insert( newItem );
981
982       SetupActor( newItem, durationSeconds );
983       Self().Add( actor );
984     }
985   }
986
987   mAddingItems = false;
988 }
989
990 void ItemView::SetupActor( Item item, float durationSeconds )
991 {
992   item.second.SetParentOrigin( mItemsParentOrigin );
993   item.second.SetAnchorPoint( mItemsAnchorPoint );
994
995   if( mActiveLayout )
996   {
997     Vector3 size;
998     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
999     {
1000       item.second.SetSize( size );
1001     }
1002
1003     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1004   }
1005 }
1006
1007 void ItemView::ReleaseActor( ItemId item, Actor actor )
1008 {
1009   Self().Remove( actor );
1010   mItemFactory.ItemReleased(item, actor);
1011 }
1012
1013 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1014 {
1015   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1016
1017   ItemRange available(0u, itemCount);
1018
1019   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1020
1021   if (reserveExtra)
1022   {
1023     // Add the reserve items for scrolling
1024     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1025     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1026     range.end += extra;
1027   }
1028
1029   return range.Intersection(available);
1030 }
1031
1032 void ItemView::OnChildAdd(Actor& child)
1033 {
1034   if(!mAddingItems)
1035   {
1036     // We don't want to do this downcast check for any item added by ItemView itself.
1037     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1038     if(scrollComponent)
1039     {
1040       // Set the scroll connector when scroll bar is being added
1041       scrollComponent.SetScrollConnector(mScrollConnector);
1042     }
1043   }
1044 }
1045
1046 bool ItemView::OnTouchEvent(const TouchEvent& event)
1047 {
1048   // Ignore events with multiple-touch points
1049   if (event.GetPointCount() != 1)
1050   {
1051     return false;
1052   }
1053
1054   if (event.GetPoint(0).state == TouchPoint::Down)
1055   {
1056     // Cancel ongoing scrolling etc.
1057     mGestureState = Gesture::Clear;
1058
1059     mScrollDistance = 0.0f;
1060     mScrollSpeed = 0.0f;
1061     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1062
1063     mScrollOvershoot = 0.0f;
1064     AnimateScrollOvershoot(0.0f);
1065
1066     if(mScrollAnimation)
1067     {
1068       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1069     }
1070
1071     RemoveAnimation(mScrollAnimation);
1072   }
1073
1074   return true; // consume since we're potentially scrolling
1075 }
1076
1077 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1078 {
1079   // Respond the mouse wheel event to scroll
1080   if (mActiveLayout)
1081   {
1082     Actor self = Self();
1083     const Vector3 layoutSize = Self().GetCurrentSize();
1084     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1085     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1086
1087     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1088     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1089     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1090     mRefreshEnabled = true;
1091   }
1092
1093   if (mMouseWheelEventFinishedTimer.IsRunning())
1094   {
1095     mMouseWheelEventFinishedTimer.Stop();
1096   }
1097
1098   mMouseWheelEventFinishedTimer.Start();
1099
1100   return true;
1101 }
1102
1103 bool ItemView::OnMouseWheelEventFinished()
1104 {
1105   if (mActiveLayout)
1106   {
1107     RemoveAnimation(mScrollAnimation);
1108
1109     // No more mouse wheel events coming. Do the anchoring if enabled.
1110     mScrollAnimation = DoAnchoring();
1111     if (mScrollAnimation)
1112     {
1113       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1114       mScrollAnimation.Play();
1115     }
1116     else
1117     {
1118       mScrollOvershoot = 0.0f;
1119       AnimateScrollOvershoot(0.0f);
1120
1121       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1122     }
1123   }
1124
1125   return false;
1126 }
1127
1128 void ItemView::ReapplyAllConstraints( float durationSeconds )
1129 {
1130   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1131   {
1132     unsigned int id = iter->first;
1133     Actor actor = iter->second;
1134
1135     actor.RemoveConstraints();
1136     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1137   }
1138 }
1139
1140 void ItemView::OnItemsRemoved()
1141 {
1142   CalculateDomainSize(Self().GetCurrentSize());
1143
1144   // Adjust scroll-position after an item is removed
1145   if( mActiveLayout )
1146   {
1147     float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1148
1149     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1150   }
1151 }
1152
1153 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1154 {
1155   Actor self = Self();
1156   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1157   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1158   mScrollOvershoot = targetPosition - clamppedPosition;
1159   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1160
1161   return clamppedPosition;
1162 }
1163
1164 void ItemView::OnPan( const PanGesture& gesture )
1165 {
1166   Actor self = Self();
1167   const Vector3 layoutSize = Self().GetCurrentSize();
1168
1169   RemoveAnimation(mScrollAnimation);
1170
1171   // Short-circuit if there is no active layout
1172   if (!mActiveLayout)
1173   {
1174     mGestureState = Gesture::Clear;
1175     return;
1176   }
1177
1178   mGestureState = gesture.state;
1179
1180   switch (mGestureState)
1181   {
1182     case Gesture::Finished:
1183     {
1184       // Swipe Detection
1185       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1186           mScrollSpeed > mMinimumSwipeSpeed)
1187       {
1188         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1189
1190         mRefreshOrderHint = true;
1191
1192         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1193         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1194                                                                layoutSize,
1195                                                                *mActiveLayout);
1196
1197         if (mAnchoringEnabled)
1198         {
1199           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1200         }
1201
1202         RemoveAnimation(mScrollAnimation);
1203
1204         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1205                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1206
1207         mScrollAnimation = Animation::New(flickAnimationDuration);
1208         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1209         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1210         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1211
1212         mIsFlicking = true;
1213         // Check whether it has already scrolled to the end
1214         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1215         {
1216           AnimateScrollOvershoot(0.0f);
1217         }
1218       }
1219
1220       // Anchoring may be triggered when there was no swipe
1221       if (!mScrollAnimation)
1222       {
1223         mScrollAnimation = DoAnchoring();
1224       }
1225
1226       // Reset the overshoot if no scroll animation.
1227       if (!mScrollAnimation)
1228       {
1229         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1230
1231         AnimateScrollOvershoot(0.0f, false);
1232       }
1233     }
1234     break;
1235
1236     case Gesture::Started: // Fall through
1237     {
1238       mTotalPanDisplacement = Vector2::ZERO;
1239       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1240       mRefreshEnabled = true;
1241     }
1242
1243     case Gesture::Continuing:
1244     {
1245       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1246       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1247
1248       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1249       mRefreshOrderHint = mScrollDistance < 0.0f;
1250
1251       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1252
1253       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1254
1255       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1256       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1257
1258       mTotalPanDisplacement += gesture.displacement;
1259       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1260       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1261       {
1262         AnimateScrollOvershoot(1.0f);
1263       }
1264       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1265       {
1266         AnimateScrollOvershoot(-1.0f);
1267       }
1268       else
1269       {
1270         AnimateScrollOvershoot(0.0f);
1271       }
1272     }
1273     break;
1274
1275     case Gesture::Cancelled:
1276     {
1277       mScrollAnimation = DoAnchoring();
1278     }
1279     break;
1280
1281     default:
1282       break;
1283   }
1284
1285   if (mScrollAnimation)
1286   {
1287     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1288     mScrollAnimation.Play();
1289   }
1290 }
1291
1292 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1293 {
1294   OnPan(gesture);
1295   return true;
1296 }
1297
1298 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1299 {
1300   Actor nextFocusActor;
1301   if(mActiveLayout)
1302   {
1303     int nextItemID = 0;
1304     if(!actor || actor == this->Self())
1305     {
1306       nextFocusActor = GetItem(nextItemID);
1307     }
1308     else if(actor && actor.GetParent() == this->Self())
1309     {
1310       int itemID = GetItemId(actor);
1311       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1312       nextFocusActor = GetItem(nextItemID);
1313       if(nextFocusActor == actor)
1314       {
1315         // need to pass NULL actor back to focus manager
1316         nextFocusActor.Reset();
1317         return nextFocusActor;
1318       }
1319     }
1320     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1321     Vector3 layoutSize = Self().GetCurrentSize();
1322     if(!nextFocusActor)
1323     {
1324       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1325       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1326       nextItemID = viewableItems.begin;
1327       nextFocusActor = GetItem(nextItemID);
1328     }
1329   }
1330   return nextFocusActor;
1331 }
1332
1333 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1334 {
1335   // only in this function if our chosen focus actor was actually used
1336   if(commitedFocusableActor)
1337   {
1338     int nextItemID = GetItemId(commitedFocusableActor);
1339     float layoutPosition = GetCurrentLayoutPosition(0);
1340     Vector3 layoutSize = Self().GetCurrentSize();
1341
1342     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1343     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1344   }
1345 }
1346
1347 Animation ItemView::DoAnchoring()
1348 {
1349   Animation anchoringAnimation;
1350   Actor self = Self();
1351
1352   if (mActiveLayout && mAnchoringEnabled)
1353   {
1354     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1355
1356     anchoringAnimation = Animation::New(mAnchoringDuration);
1357     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1358     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1359     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1360     if(!mIsFlicking)
1361     {
1362       AnimateScrollOvershoot(0.0f);
1363     }
1364   }
1365
1366   return anchoringAnimation;
1367 }
1368
1369 void ItemView::OnScrollFinished(Animation& source)
1370 {
1371   Actor self = Self();
1372
1373   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1374
1375   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1376
1377   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1378   {
1379     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1380   }
1381   else
1382   {
1383     // Reset the overshoot
1384     AnimateScrollOvershoot( 0.0f );
1385   }
1386   mIsFlicking = false;
1387
1388   mScrollOvershoot = 0.0f;
1389 }
1390
1391 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1392 {
1393   RemoveAnimation(mScrollAnimation);
1394   mRefreshEnabled = true;
1395   DoRefresh(GetCurrentLayoutPosition(0), true);
1396 }
1397
1398 void ItemView::OnOvershootOnFinished(Animation& animation)
1399 {
1400   mAnimatingOvershootOn = false;
1401   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1402   RemoveAnimation(mScrollOvershootAnimation);
1403   if(mAnimateOvershootOff)
1404   {
1405     AnimateScrollOvershoot(0.0f);
1406   }
1407 }
1408
1409 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1410 {
1411   Actor self = Self();
1412   const Vector3 layoutSize = Self().GetCurrentSize();
1413   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1414
1415   if(durationSeconds > 0.0f)
1416   {
1417     RemoveAnimation(mScrollAnimation);
1418     mScrollAnimation = Animation::New(durationSeconds);
1419     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1420     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1421     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1422     mScrollAnimation.Play();
1423   }
1424   else
1425   {
1426     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1427     AnimateScrollOvershoot(0.0f);
1428   }
1429
1430   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1431   mRefreshEnabled = true;
1432 }
1433
1434 void ItemView::RemoveAnimation(Animation& animation)
1435 {
1436   if(animation)
1437   {
1438     // Cease animating, and reset handle.
1439     animation.Clear();
1440     animation.Reset();
1441   }
1442 }
1443
1444 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1445 {
1446   Actor self = Self();
1447
1448   Vector3 firstItemPosition(Vector3::ZERO);
1449   Vector3 lastItemPosition(Vector3::ZERO);
1450
1451   if(mActiveLayout)
1452   {
1453     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1454
1455     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1456     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1457     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1458
1459     float domainSize;
1460
1461     if(IsHorizontal(mActiveLayout->GetOrientation()))
1462     {
1463       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1464       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1465       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1466     }
1467     else
1468     {
1469       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1470       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1471       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1472     }
1473
1474     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1475
1476     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1477     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1478     self.SetProperty(mPropertyCanScrollHorizontal, false);
1479   }
1480 }
1481
1482 Vector3 ItemView::GetDomainSize() const
1483 {
1484   Actor self = Self();
1485
1486   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1487   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1488
1489   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1490 }
1491
1492 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1493 {
1494   Actor self = Self();
1495
1496   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1497   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1498   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1499
1500   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1501 }
1502
1503 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1504 {
1505   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1506   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1507 }
1508
1509 Vector3 ItemView::GetCurrentScrollPosition() const
1510 {
1511   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1512   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1513 }
1514
1515 void ItemView::AddOverlay(Actor actor)
1516 {
1517   Self().Add(actor);
1518 }
1519
1520 void ItemView::RemoveOverlay(Actor actor)
1521 {
1522   Self().Remove(actor);
1523 }
1524
1525 void ItemView::ScrollTo(const Vector3& position, float duration)
1526 {
1527   Actor self = Self();
1528   const Vector3 layoutSize = Self().GetCurrentSize();
1529
1530   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1531
1532   if(duration > 0.0f)
1533   {
1534     RemoveAnimation(mScrollAnimation);
1535     mScrollAnimation = Animation::New(duration);
1536     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1537     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1538     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1539     mScrollAnimation.Play();
1540   }
1541   else
1542   {
1543     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1544     AnimateScrollOvershoot(0.0f);
1545   }
1546
1547   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1548   mRefreshEnabled = true;
1549 }
1550
1551 void ItemView::SetOvershootEffectColor( const Vector4& color )
1552 {
1553   mOvershootEffectColor = color;
1554   if( mOvershootOverlay )
1555   {
1556     mOvershootOverlay.SetColor( color );
1557   }
1558 }
1559
1560 void ItemView::SetOvershootEnabled( bool enable )
1561 {
1562   Actor self = Self();
1563   if( enable )
1564   {
1565     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1566     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1567     mOvershootOverlay.SetColor(mOvershootEffectColor);
1568     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1569     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1570     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1571     self.Add(mOvershootOverlay);
1572
1573     Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1574                                                       ParentSource( mPropertyScrollDirection ),
1575                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1576                                                       ParentSource( Actor::SIZE ),
1577                                                       OvershootOverlaySizeConstraint() );
1578     mOvershootOverlay.ApplyConstraint(constraint);
1579     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1580
1581     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1582                                               ParentSource( mPropertyScrollDirection ),
1583                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1584                                               OvershootOverlayRotationConstraint() );
1585     mOvershootOverlay.ApplyConstraint(constraint);
1586
1587     constraint = Constraint::New<Vector3>( Actor::POSITION,
1588                                            ParentSource( Actor::SIZE ),
1589                                            ParentSource( mPropertyScrollDirection ),
1590                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1591                                            OvershootOverlayPositionConstraint() );
1592     mOvershootOverlay.ApplyConstraint(constraint);
1593
1594     constraint = Constraint::New<bool>( Actor::VISIBLE,
1595                                         ParentSource( mPropertyCanScrollVertical ),
1596                                         OvershootOverlayVisibilityConstraint() );
1597     mOvershootOverlay.ApplyConstraint(constraint);
1598
1599     Actor self = Self();
1600     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1601                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1602                                          EqualToConstraint() );
1603     mOvershootOverlay.ApplyConstraint(constraint);
1604   }
1605   else
1606   {
1607     if( mOvershootOverlay )
1608     {
1609       self.Remove(mOvershootOverlay);
1610       mOvershootOverlay.Reset();
1611     }
1612   }
1613 }
1614
1615 float ItemView::CalculateScrollOvershoot()
1616 {
1617   float overshoot = 0.0f;
1618
1619   if(mActiveLayout)
1620   {
1621     // The overshoot must be calculated from the accumulated pan gesture displacement
1622     // since the pan gesture starts.
1623     Actor self = Self();
1624     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1625     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1626     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1627     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1628     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1629     overshoot = positionDelta - clamppedPosition;
1630   }
1631
1632   return overshoot;
1633 }
1634
1635 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1636 {
1637   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1638
1639   // make sure we animate back if needed
1640   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1641
1642   if( mAnimatingOvershootOn )
1643   {
1644     // animating on, do not allow animate off
1645     return;
1646   }
1647
1648   Actor self = Self();
1649   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1650   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1651
1652   RemoveAnimation(mScrollOvershootAnimation);
1653   mScrollOvershootAnimation = Animation::New(duration);
1654   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1655   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1656   mScrollOvershootAnimation.Play();
1657
1658   mAnimatingOvershootOn = animatingOn;
1659 }
1660
1661 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1662 {
1663   if( parentOrigin != mItemsParentOrigin )
1664   {
1665     mItemsParentOrigin = parentOrigin;
1666     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1667     {
1668       iter->second.SetParentOrigin(parentOrigin);
1669     }
1670   }
1671 }
1672
1673 Vector3 ItemView::GetItemsParentOrigin() const
1674 {
1675   return mItemsParentOrigin;
1676 }
1677
1678 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1679 {
1680   if( anchorPoint != mItemsAnchorPoint )
1681   {
1682     mItemsAnchorPoint = anchorPoint;
1683     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1684     {
1685       iter->second.SetAnchorPoint(anchorPoint);
1686     }
1687   }
1688 }
1689
1690 Vector3 ItemView::GetItemsAnchorPoint() const
1691 {
1692   return mItemsAnchorPoint;
1693 }
1694
1695 void ItemView::GetItemsRange(ItemRange& range)
1696 {
1697   if( !mItemPool.empty() )
1698   {
1699     range.begin = mItemPool.begin()->first;
1700     range.end = mItemPool.rbegin()->first + 1;
1701   }
1702   else
1703   {
1704     range.begin = 0;
1705     range.end = 0;
1706   }
1707 }
1708
1709 void ItemView::OnScrollPositionChanged( float position )
1710 {
1711   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1712   RemoveAnimation(mScrollAnimation);
1713
1714   // Refresh the cache immediately when the scroll position is changed.
1715   DoRefresh(position, false); // No need to cache extra items.
1716 }
1717
1718 } // namespace Internal
1719
1720 } // namespace Toolkit
1721
1722 } // namespace Dali