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;
47 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
48 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
50 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
51 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
53 const float MILLISECONDS_PER_SECONDS = 1000.0f;
55 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
56 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
57 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
58 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
59 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
60 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
62 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
63 const string POSITION_PROPERTY_NAME( "item-view-position" );
64 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
65 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
66 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
67 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
69 // Functors which wrap constraint functions with stored item IDs
71 struct WrappedVector3Constraint
73 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
79 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
81 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
83 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
86 Toolkit::ItemLayout::Vector3Function mWrapMe;
90 struct WrappedQuaternionConstraint
92 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
98 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
100 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
102 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
105 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
106 unsigned int mItemId;
109 struct WrappedVector4Constraint
111 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
117 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
119 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
121 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
124 Toolkit::ItemLayout::Vector4Function mWrapMe;
125 unsigned int mItemId;
128 struct WrappedBoolConstraint
130 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
136 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
138 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
140 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
143 Toolkit::ItemLayout::BoolFunction mWrapMe;
144 unsigned int mItemId;
148 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
150 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
152 Radian scrollDirection(layout.GetScrollDirection());
154 float cosTheta = cosf(scrollDirection);
155 float sinTheta = sinf(scrollDirection);
157 return panDistance.x * sinTheta + panDistance.y * cosTheta;
160 // Overshoot overlay constraints
162 struct OvershootOverlaySizeConstraint
164 Vector3 operator()(const Vector3& current,
165 const PropertyInput& parentScrollDirectionProperty,
166 const PropertyInput& parentOvershootProperty,
167 const PropertyInput& parentSizeProperty)
169 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
170 const Vector3 parentSize = parentSizeProperty.GetVector3();
171 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
175 if(Toolkit::IsVertical(parentOrientation))
177 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
181 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
184 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
186 return Vector3( overlayWidth, overlayHeight, current.depth );
190 struct OvershootOverlayRotationConstraint
192 Quaternion operator()(const Quaternion& current,
193 const PropertyInput& parentScrollDirectionProperty,
194 const PropertyInput& parentOvershootProperty)
196 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
197 const float parentOvershoot = parentOvershootProperty.GetFloat();
198 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
202 if(Toolkit::IsVertical(parentOrientation))
204 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
206 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
207 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
209 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
213 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
216 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
217 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
219 rotation = Quaternion(0.0f, Vector3::ZAXIS);
223 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
228 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
230 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
231 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
233 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
237 rotation = Quaternion(0.0f, Vector3::ZAXIS);
240 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
241 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
243 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
247 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
255 struct OvershootOverlayPositionConstraint
257 Vector3 operator()(const Vector3& current,
258 const PropertyInput& parentSizeProperty,
259 const PropertyInput& parentScrollDirectionProperty,
260 const PropertyInput& parentOvershootProperty)
262 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
263 const float parentOvershoot = parentOvershootProperty.GetFloat();
264 const Vector3 parentSize = parentSizeProperty.GetVector3();
265 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
267 Vector3 relativeOffset;
269 if(Toolkit::IsVertical(parentOrientation))
271 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
273 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
274 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
276 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
280 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
283 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
284 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
286 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
290 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
295 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
297 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
298 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
300 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
304 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
307 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
308 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
310 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
314 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
318 return relativeOffset * parentSize;
323 struct OvershootOverlayVisibilityConstraint
325 bool operator()(const bool& current,
326 const PropertyInput& parentLayoutScrollableProperty)
328 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
330 return parentLayoutScrollable;
335 * Relative position Constraint
336 * Generates the relative position value of the item view based on the layout position,
337 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
339 Vector3 RelativePositionConstraint(const Vector3& current,
340 const PropertyInput& scrollPositionProperty,
341 const PropertyInput& scrollMinProperty,
342 const PropertyInput& scrollMaxProperty,
343 const PropertyInput& layoutSizeProperty)
345 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
346 const Vector3& min = scrollMinProperty.GetVector3();
347 const Vector3& max = scrollMaxProperty.GetVector3();
349 Vector3 relativePosition;
350 Vector3 domainSize = max - min;
352 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
353 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
355 return relativePosition;
358 } // unnamed namespace
369 namespace // unnamed namespace
372 bool FindById( const ItemContainer& items, ItemId id )
374 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
376 if( iter->first == id )
385 } // unnamed namespace
387 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
389 // Create the implementation
390 ItemViewPtr itemView(new ItemView(factory));
392 // Pass ownership to CustomActor via derived handle
393 Dali::Toolkit::ItemView handle(*itemView);
395 // Second-phase init of the implementation
396 // This can only be done after the CustomActor connection has been made...
397 itemView->Initialize();
402 ItemView::ItemView(ItemFactory& factory)
404 mItemFactory(factory),
406 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
407 mAnimatingOvershootOn(false),
408 mAnimateOvershootOff(false),
409 mAnchoringEnabled(true),
410 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
411 mRefreshIntervalLayoutPositions(0.0f),
412 mRefreshOrderHint(true/*Refresh item 0 first*/),
413 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
414 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
415 mScrollDistance(0.0f),
417 mTotalPanDisplacement(Vector2::ZERO),
418 mScrollOvershoot(0.0f),
420 mGestureState(Gesture::Clear),
422 mRefreshEnabled(true),
423 mItemsParentOrigin( ParentOrigin::CENTER),
424 mItemsAnchorPoint( AnchorPoint::CENTER)
426 SetRequiresMouseWheelEvents(true);
427 SetKeyboardNavigationSupport(true);
430 void ItemView::OnInitialize()
432 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
434 RegisterCommonProperties();
438 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
439 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
440 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
442 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
443 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
444 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
446 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
448 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
449 LocalSource(mPropertyPosition),
450 LocalSource(mPropertyPositionMin),
451 LocalSource(mPropertyPositionMax),
452 LocalSource(Actor::SIZE),
453 RelativePositionConstraint);
454 self.ApplyConstraint(constraint);
456 Vector2 stageSize = Stage::GetCurrent().GetSize();
457 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
459 EnableGestureDetection(Gesture::Type(Gesture::Pan));
461 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
462 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
464 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
467 ItemView::~ItemView()
471 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
473 return mScrollConnector;
476 unsigned int ItemView::GetLayoutCount() const
478 return mLayouts.size();
481 void ItemView::AddLayout(ItemLayout& layout)
483 mLayouts.push_back(ItemLayoutPtr(&layout));
486 void ItemView::RemoveLayout(unsigned int layoutIndex)
488 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
490 if (mActiveLayout == mLayouts[layoutIndex].Get())
492 mActiveLayout = NULL;
495 mLayouts.erase(mLayouts.begin() + layoutIndex);
498 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
500 return mLayouts[layoutIndex];
503 ItemLayoutPtr ItemView::GetActiveLayout() const
505 return ItemLayoutPtr(mActiveLayout);
508 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
510 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
513 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
515 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
517 mRefreshEnabled = false;
521 // The ItemView size should match the active layout size
522 self.SetSize(targetSize);
523 mActiveLayoutTargetSize = targetSize;
525 // Switch to the new layout
526 mActiveLayout = mLayouts[layoutIndex].Get();
528 // Move the items to the new layout positions...
530 bool resizeAnimationNeeded(false);
532 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
534 unsigned int itemId = iter->first;
535 Actor actor = iter->second;
537 // Remove constraints from previous layout
538 actor.RemoveConstraints();
541 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
543 if( durationSeconds > 0.0f )
545 // Use a size animation
546 if (!resizeAnimationNeeded)
548 resizeAnimationNeeded = true;
549 RemoveAnimation(mResizeAnimation);
550 mResizeAnimation = Animation::New(durationSeconds);
553 // The layout provides its own resize animation
554 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
558 // resize immediately
563 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
566 if (resizeAnimationNeeded)
568 mResizeAnimation.Play();
571 // Refresh the new layout
572 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
573 AddActorsWithinRange( range, durationSeconds );
575 // Scroll to an appropriate layout position
577 bool scrollAnimationNeeded(false);
578 float firstItemScrollPosition(0.0f);
580 float current = GetCurrentLayoutPosition(0);
581 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
582 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
584 if (current < minimum)
586 scrollAnimationNeeded = true;
587 firstItemScrollPosition = minimum;
589 else if (mAnchoringEnabled)
591 scrollAnimationNeeded = true;
592 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
595 if (scrollAnimationNeeded)
597 RemoveAnimation(mScrollAnimation);
598 mScrollAnimation = Animation::New(durationSeconds);
599 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
600 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
601 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
602 mScrollAnimation.Play();
605 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
606 AnimateScrollOvershoot(0.0f);
607 mScrollOvershoot = 0.0f;
609 Radian scrollDirection(mActiveLayout->GetScrollDirection());
610 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
611 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
613 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
615 CalculateDomainSize(targetSize);
618 void ItemView::DeactivateCurrentLayout()
622 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
624 Actor actor = iter->second;
625 actor.RemoveConstraints();
628 mActiveLayout = NULL;
632 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
634 mDefaultAlphaFunction = func;
637 AlphaFunction ItemView::GetDefaultAlphaFunction() const
639 return mDefaultAlphaFunction;
642 void ItemView::OnRefreshNotification(PropertyNotification& source)
644 if(mRefreshEnabled || mScrollAnimation)
646 // Only refresh the cache during normal scrolling
647 DoRefresh(GetCurrentLayoutPosition(0), true);
651 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
655 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
656 RemoveActorsOutsideRange( range );
657 AddActorsWithinRange( range, 0.0f/*immediate*/ );
659 mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
663 void ItemView::SetMinimumSwipeSpeed(float speed)
665 mMinimumSwipeSpeed = speed;
668 float ItemView::GetMinimumSwipeSpeed() const
670 return mMinimumSwipeSpeed;
673 void ItemView::SetMinimumSwipeDistance(float distance)
675 mMinimumSwipeDistance = distance;
678 float ItemView::GetMinimumSwipeDistance() const
680 return mMinimumSwipeDistance;
683 void ItemView::SetMouseWheelScrollDistanceStep(float step)
685 mMouseWheelScrollDistanceStep = step;
688 float ItemView::GetMouseWheelScrollDistanceStep() const
690 return mMouseWheelScrollDistanceStep;
693 void ItemView::SetAnchoring(bool enabled)
695 mAnchoringEnabled = enabled;
698 bool ItemView::GetAnchoring() const
700 return mAnchoringEnabled;
703 void ItemView::SetAnchoringDuration(float durationSeconds)
705 mAnchoringDuration = durationSeconds;
708 float ItemView::GetAnchoringDuration() const
710 return mAnchoringDuration;
713 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
715 if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
717 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
719 if(mRefreshNotification)
721 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
723 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
724 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
728 float ItemView::GetRefreshInterval() const
730 return mRefreshIntervalLayoutPositions;
733 void ItemView::SetRefreshEnabled(bool enabled)
735 mRefreshEnabled = enabled;
738 Actor ItemView::GetItem(unsigned int itemId) const
742 ConstItemPoolIter iter = mItemPool.find( itemId );
743 if( iter != mItemPool.end() )
745 actor = iter->second;
751 unsigned int ItemView::GetItemId( Actor actor ) const
753 unsigned int itemId( 0 );
755 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
757 if( iter->second == actor )
759 itemId = iter->first;
767 void ItemView::InsertItem( Item newItem, float durationSeconds )
771 SetupActor( newItem, durationSeconds );
772 Self().Add( newItem.second );
774 ItemPoolIter foundIter = mItemPool.find( newItem.first );
775 if( mItemPool.end() != foundIter )
777 Actor moveMe = foundIter->second;
778 foundIter->second = newItem.second;
780 // Move the existing actors to make room
781 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
783 Actor temp = iter->second;
784 iter->second = moveMe;
787 iter->second.RemoveConstraints();
788 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
792 ItemId lastId = mItemPool.rbegin()->first;
793 Item lastItem( lastId + 1, moveMe );
794 mItemPool.insert( lastItem );
796 lastItem.second.RemoveConstraints();
797 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
801 mItemPool.insert( newItem );
804 CalculateDomainSize(Self().GetCurrentSize());
806 mAddingItems = false;
809 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
813 // Insert from lowest id to highest
814 set<Item> sortedItems;
815 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
817 sortedItems.insert( *iter );
820 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
822 Self().Add( iter->second );
824 cout << "inserting item: " << iter->first << endl;
826 ItemPoolIter foundIter = mItemPool.find( iter->first );
827 if( mItemPool.end() != foundIter )
829 Actor moveMe = foundIter->second;
830 foundIter->second = iter->second;
832 // Move the existing actors to make room
833 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
835 Actor temp = iter->second;
836 iter->second = moveMe;
841 ItemId lastId = mItemPool.rbegin()->first;
842 Item lastItem( lastId + 1, moveMe );
843 mItemPool.insert( lastItem );
847 mItemPool.insert( *iter );
851 // Relayout everything
852 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
855 if( FindById( newItems, iter->first ) )
857 SetupActor( *iter, durationSeconds );
861 iter->second.RemoveConstraints();
862 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
866 CalculateDomainSize(Self().GetCurrentSize());
868 mAddingItems = false;
871 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
873 bool actorRemoved = RemoveActor( itemId );
876 ReapplyAllConstraints( durationSeconds );
880 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
882 bool actorRemoved( false );
884 // Remove from highest id to lowest
885 set<ItemId> sortedItems;
886 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
888 sortedItems.insert( *iter );
891 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
893 if( RemoveActor( *iter ) )
901 ReapplyAllConstraints( durationSeconds );
905 bool ItemView::RemoveActor(unsigned int itemId)
907 bool removed( false );
909 const ItemPoolIter removeIter = mItemPool.find( itemId );
911 if( removeIter != mItemPool.end() )
913 ReleaseActor(itemId, removeIter->second);
917 // Adjust the remaining item IDs, for example if item 2 is removed:
918 // Initial actors: After insert:
919 // ID 1 - ActorA ID 1 - ActorA
920 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
921 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
923 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
925 if( iter->first < mItemPool.rbegin()->first )
927 iter->second = mItemPool[ iter->first + 1 ];
931 mItemPool.erase( iter );
940 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
944 SetupActor( replacementItem, durationSeconds );
945 Self().Add( replacementItem.second );
947 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
948 if( mItemPool.end() != iter )
950 ReleaseActor(iter->first, iter->second);
951 iter->second = replacementItem.second;
955 mItemPool.insert( replacementItem );
958 CalculateDomainSize(Self().GetCurrentSize());
960 mAddingItems = false;
963 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
965 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
967 ReplaceItem( *iter, durationSeconds );
971 void ItemView::RemoveActorsOutsideRange( ItemRange range )
973 // Remove unwanted actors from the ItemView & ItemPool
974 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
976 unsigned int current = iter->first;
978 if( ! range.Within( current ) )
980 ReleaseActor(iter->first, iter->second);
982 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
991 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
993 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
995 // The order of addition depends on the scroll direction.
996 if (mRefreshOrderHint)
998 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
1000 AddNewActor( itemId, durationSeconds );
1005 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
1007 AddNewActor( itemId-1, durationSeconds );
1011 // Total number of items may change dynamically.
1012 // Always recalculate the domain size to reflect that.
1013 CalculateDomainSize(Self().GetCurrentSize());
1016 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1018 mAddingItems = true;
1020 if( mItemPool.end() == mItemPool.find( itemId ) )
1022 Actor actor = mItemFactory.NewItem( itemId );
1026 Item newItem( itemId, actor );
1028 mItemPool.insert( newItem );
1030 SetupActor( newItem, durationSeconds );
1031 Self().Add( actor );
1035 mAddingItems = false;
1038 void ItemView::SetupActor( Item item, float durationSeconds )
1040 item.second.SetParentOrigin( mItemsParentOrigin );
1041 item.second.SetAnchorPoint( mItemsAnchorPoint );
1046 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1048 item.second.SetSize( size );
1051 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1055 void ItemView::ReleaseActor( ItemId item, Actor actor )
1057 Self().Remove( actor );
1058 mItemFactory.ItemReleased(item, actor);
1061 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1063 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1065 ItemRange available(0u, itemCount);
1067 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1071 // Add the reserve items for scrolling
1072 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1073 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1077 return range.Intersection(available);
1080 void ItemView::OnChildAdd(Actor& child)
1084 // We don't want to do this downcast check for any item added by ItemView itself.
1085 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1088 // Set the scroll connector when scroll bar is being added
1089 scrollComponent.SetScrollConnector(mScrollConnector);
1094 bool ItemView::OnTouchEvent(const TouchEvent& event)
1096 // Ignore events with multiple-touch points
1097 if (event.GetPointCount() != 1)
1102 if (event.GetPoint(0).state == TouchPoint::Down)
1104 // Cancel ongoing scrolling etc.
1105 mGestureState = Gesture::Clear;
1107 mScrollDistance = 0.0f;
1108 mScrollSpeed = 0.0f;
1109 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1111 mScrollOvershoot = 0.0f;
1112 AnimateScrollOvershoot(0.0f);
1114 if(mScrollAnimation)
1116 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1119 RemoveAnimation(mScrollAnimation);
1122 return true; // consume since we're potentially scrolling
1125 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1127 // Respond the mouse wheel event to scroll
1130 Actor self = Self();
1131 const Vector3 layoutSize = Self().GetCurrentSize();
1132 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1133 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1135 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1136 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1137 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1138 mRefreshEnabled = true;
1141 if (mMouseWheelEventFinishedTimer.IsRunning())
1143 mMouseWheelEventFinishedTimer.Stop();
1146 mMouseWheelEventFinishedTimer.Start();
1151 bool ItemView::OnMouseWheelEventFinished()
1155 RemoveAnimation(mScrollAnimation);
1157 // No more mouse wheel events coming. Do the anchoring if enabled.
1158 mScrollAnimation = DoAnchoring();
1159 if (mScrollAnimation)
1161 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1162 mScrollAnimation.Play();
1166 mScrollOvershoot = 0.0f;
1167 AnimateScrollOvershoot(0.0f);
1169 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1176 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1178 ItemLayout::Vector3Function positionConstraint;
1179 if (layout.GetPositionConstraint(itemId, positionConstraint))
1181 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1183 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1184 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1185 ParentSource( mPropertyScrollSpeed ),
1186 ParentSource( Actor::SIZE ),
1188 constraint.SetApplyTime(duration);
1189 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1191 actor.ApplyConstraint(constraint);
1194 ItemLayout::QuaternionFunction rotationConstraint;
1195 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1197 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1199 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1200 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1201 ParentSource( mPropertyScrollSpeed ),
1202 ParentSource( Actor::SIZE ),
1204 constraint.SetApplyTime(duration);
1205 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1207 actor.ApplyConstraint(constraint);
1210 ItemLayout::Vector3Function scaleConstraint;
1211 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1213 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1215 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1216 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1217 ParentSource( mPropertyScrollSpeed ),
1218 ParentSource( Actor::SIZE ),
1220 constraint.SetApplyTime(duration);
1221 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1223 actor.ApplyConstraint(constraint);
1226 ItemLayout::Vector4Function colorConstraint;
1227 if (layout.GetColorConstraint(itemId, colorConstraint))
1229 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1231 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1232 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1233 ParentSource( mPropertyScrollSpeed ),
1234 ParentSource( Actor::SIZE ),
1236 constraint.SetApplyTime(duration);
1237 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1239 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1240 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1241 constraint.SetRemoveAction(Dali::Constraint::Discard);
1243 actor.ApplyConstraint(constraint);
1246 ItemLayout::BoolFunction visibilityConstraint;
1247 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1249 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1251 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1252 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1253 ParentSource( mPropertyScrollSpeed ),
1254 ParentSource( Actor::SIZE ),
1256 constraint.SetApplyTime(duration);
1257 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1259 // Release visibility constraints the same time as the color constraint
1260 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1261 constraint.SetRemoveAction(Dali::Constraint::Discard);
1263 actor.ApplyConstraint(constraint);
1267 void ItemView::ReapplyAllConstraints( float durationSeconds )
1269 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1271 unsigned int id = iter->first;
1272 Actor actor = iter->second;
1274 actor.RemoveConstraints();
1275 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1278 CalculateDomainSize(Self().GetCurrentSize());
1281 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1283 Actor self = Self();
1284 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1285 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1286 mScrollOvershoot = targetPosition - clamppedPosition;
1287 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1289 return clamppedPosition;
1292 void ItemView::OnPan(PanGesture gesture)
1294 Actor self = Self();
1295 const Vector3 layoutSize = Self().GetCurrentSize();
1297 RemoveAnimation(mScrollAnimation);
1299 // Short-circuit if there is no active layout
1302 mGestureState = Gesture::Clear;
1306 mGestureState = gesture.state;
1308 switch (mGestureState)
1310 case Gesture::Finished:
1313 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1314 mScrollSpeed > mMinimumSwipeSpeed)
1316 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1318 mRefreshOrderHint = true;
1320 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1321 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1325 if (mAnchoringEnabled)
1327 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1330 RemoveAnimation(mScrollAnimation);
1332 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1333 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1335 mScrollAnimation = Animation::New(flickAnimationDuration);
1336 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1337 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1338 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1341 // Check whether it has already scrolled to the end
1342 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1344 AnimateScrollOvershoot(0.0f);
1348 // Anchoring may be triggered when there was no swipe
1349 if (!mScrollAnimation)
1351 mScrollAnimation = DoAnchoring();
1354 // Reset the overshoot if no scroll animation.
1355 if (!mScrollAnimation)
1357 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1359 AnimateScrollOvershoot(0.0f, false);
1364 case Gesture::Started: // Fall through
1366 mTotalPanDisplacement = Vector2::ZERO;
1367 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1368 mRefreshEnabled = true;
1371 case Gesture::Continuing:
1373 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1374 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1376 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1377 mRefreshOrderHint = mScrollDistance < 0.0f;
1379 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1381 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1383 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1384 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1386 mTotalPanDisplacement += gesture.displacement;
1387 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1388 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1390 AnimateScrollOvershoot(1.0f);
1392 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1394 AnimateScrollOvershoot(-1.0f);
1398 AnimateScrollOvershoot(0.0f);
1403 case Gesture::Cancelled:
1405 mScrollAnimation = DoAnchoring();
1413 if (mScrollAnimation)
1415 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1416 mScrollAnimation.Play();
1420 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1426 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1428 Actor nextFocusActor;
1432 if(!actor || actor == this->Self())
1434 nextFocusActor = GetItem(nextItemID);
1436 else if(actor && actor.GetParent() == this->Self())
1438 int itemID = GetItemId(actor);
1439 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1440 nextFocusActor = GetItem(nextItemID);
1441 if(nextFocusActor == actor)
1443 // need to pass NULL actor back to focus manager
1444 nextFocusActor.Reset();
1445 return nextFocusActor;
1448 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1449 Vector3 layoutSize = Self().GetCurrentSize();
1452 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1453 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1454 nextItemID = viewableItems.begin;
1455 nextFocusActor = GetItem(nextItemID);
1458 return nextFocusActor;
1461 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1463 // only in this function if our chosen focus actor was actually used
1464 if(commitedFocusableActor)
1466 int nextItemID = GetItemId(commitedFocusableActor);
1467 float layoutPosition = GetCurrentLayoutPosition(0);
1468 Vector3 layoutSize = Self().GetCurrentSize();
1469 Vector3 focusItemPosition = Vector3::ZERO;
1470 ItemLayout::Vector3Function itemPositionConstraint;
1471 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1473 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1476 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1477 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1481 Animation ItemView::DoAnchoring()
1483 Animation anchoringAnimation;
1484 Actor self = Self();
1486 if (mActiveLayout && mAnchoringEnabled)
1488 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1490 anchoringAnimation = Animation::New(mAnchoringDuration);
1491 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1492 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1493 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1496 AnimateScrollOvershoot(0.0f);
1500 return anchoringAnimation;
1503 void ItemView::OnScrollFinished(Animation& source)
1505 Actor self = Self();
1507 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1509 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1511 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1513 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1517 // Reset the overshoot
1518 AnimateScrollOvershoot( 0.0f );
1520 mIsFlicking = false;
1522 mScrollOvershoot = 0.0f;
1525 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1527 RemoveAnimation(mScrollAnimation);
1528 mRefreshEnabled = true;
1529 DoRefresh(GetCurrentLayoutPosition(0), true);
1532 void ItemView::OnOvershootOnFinished(Animation& animation)
1534 mAnimatingOvershootOn = false;
1535 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1536 RemoveAnimation(mScrollOvershootAnimation);
1537 if(mAnimateOvershootOff)
1539 AnimateScrollOvershoot(0.0f);
1543 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1545 Actor self = Self();
1546 const Vector3 layoutSize = Self().GetCurrentSize();
1547 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1549 if(durationSeconds > 0.0f)
1551 RemoveAnimation(mScrollAnimation);
1552 mScrollAnimation = Animation::New(durationSeconds);
1553 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1554 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1555 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1556 mScrollAnimation.Play();
1560 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1561 AnimateScrollOvershoot(0.0f);
1564 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1565 mRefreshEnabled = true;
1568 void ItemView::RemoveAnimation(Animation& animation)
1572 // Cease animating, and reset handle.
1578 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1580 Actor self = Self();
1582 Vector3 firstItemPosition(Vector3::ZERO);
1583 Vector3 lastItemPosition(Vector3::ZERO);
1587 ItemLayout::Vector3Function firstItemPositionConstraint;
1588 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1590 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1593 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1594 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1596 ItemLayout::Vector3Function lastItemPositionConstraint;
1597 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1599 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1604 if(IsHorizontal(mActiveLayout->GetOrientation()))
1606 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1607 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1608 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1612 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1613 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1614 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1617 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1619 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1620 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1621 self.SetProperty(mPropertyCanScrollHorizontal, false);
1625 Vector3 ItemView::GetDomainSize() const
1627 Actor self = Self();
1629 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1630 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1632 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1635 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1637 Actor self = Self();
1639 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1640 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1641 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1643 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1646 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1648 Vector3 firstItemPosition(Vector3::ZERO);
1649 ItemLayout::Vector3Function firstItemPositionConstraint;
1650 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1652 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1655 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1658 Vector3 ItemView::GetCurrentScrollPosition() const
1660 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1661 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1664 void ItemView::AddOverlay(Actor actor)
1669 void ItemView::RemoveOverlay(Actor actor)
1671 Self().Remove(actor);
1674 void ItemView::ScrollTo(const Vector3& position, float duration)
1676 Actor self = Self();
1677 const Vector3 layoutSize = Self().GetCurrentSize();
1679 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1683 RemoveAnimation(mScrollAnimation);
1684 mScrollAnimation = Animation::New(duration);
1685 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1686 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1687 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1688 mScrollAnimation.Play();
1692 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1693 AnimateScrollOvershoot(0.0f);
1696 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1697 mRefreshEnabled = true;
1700 void ItemView::SetOvershootEffectColor( const Vector4& color )
1702 mOvershootEffectColor = color;
1703 if( mOvershootOverlay )
1705 mOvershootOverlay.SetColor( color );
1709 void ItemView::SetOvershootEnabled( bool enable )
1711 Actor self = Self();
1714 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1715 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1716 mOvershootOverlay.SetColor(mOvershootEffectColor);
1717 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1718 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1719 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1720 self.Add(mOvershootOverlay);
1722 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1723 ParentSource( mPropertyScrollDirection ),
1724 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1725 ParentSource( Actor::SIZE ),
1726 OvershootOverlaySizeConstraint() );
1727 mOvershootOverlay.ApplyConstraint(constraint);
1728 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1730 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1731 ParentSource( mPropertyScrollDirection ),
1732 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1733 OvershootOverlayRotationConstraint() );
1734 mOvershootOverlay.ApplyConstraint(constraint);
1736 constraint = Constraint::New<Vector3>( Actor::POSITION,
1737 ParentSource( Actor::SIZE ),
1738 ParentSource( mPropertyScrollDirection ),
1739 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1740 OvershootOverlayPositionConstraint() );
1741 mOvershootOverlay.ApplyConstraint(constraint);
1743 constraint = Constraint::New<bool>( Actor::VISIBLE,
1744 ParentSource( mPropertyCanScrollVertical ),
1745 OvershootOverlayVisibilityConstraint() );
1746 mOvershootOverlay.ApplyConstraint(constraint);
1748 Actor self = Self();
1749 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1750 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1751 EqualToConstraint() );
1752 mOvershootOverlay.ApplyConstraint(constraint);
1756 if( mOvershootOverlay )
1758 self.Remove(mOvershootOverlay);
1759 mOvershootOverlay.Reset();
1764 float ItemView::CalculateScrollOvershoot()
1766 float overshoot = 0.0f;
1770 // The overshoot must be calculated from the accumulated pan gesture displacement
1771 // since the pan gesture starts.
1772 Actor self = Self();
1773 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1774 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1775 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1776 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1777 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1778 overshoot = positionDelta - clamppedPosition;
1784 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1786 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1788 // make sure we animate back if needed
1789 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1791 if( mAnimatingOvershootOn )
1793 // animating on, do not allow animate off
1797 Actor self = Self();
1798 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1799 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1801 RemoveAnimation(mScrollOvershootAnimation);
1802 mScrollOvershootAnimation = Animation::New(duration);
1803 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1804 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1805 mScrollOvershootAnimation.Play();
1807 mAnimatingOvershootOn = animatingOn;
1810 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1812 if( parentOrigin != mItemsParentOrigin )
1814 mItemsParentOrigin = parentOrigin;
1815 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1817 iter->second.SetParentOrigin(parentOrigin);
1822 Vector3 ItemView::GetItemsParentOrigin() const
1824 return mItemsParentOrigin;
1827 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1829 if( anchorPoint != mItemsAnchorPoint )
1831 mItemsAnchorPoint = anchorPoint;
1832 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1834 iter->second.SetAnchorPoint(anchorPoint);
1839 Vector3 ItemView::GetItemsAnchorPoint() const
1841 return mItemsAnchorPoint;
1844 void ItemView::GetItemsRange(ItemRange& range)
1846 range.begin = mItemPool.begin()->first;
1847 range.end = mItemPool.rbegin()->first + 1;
1850 void ItemView::OnScrollPositionChanged( float position )
1852 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1853 RemoveAnimation(mScrollAnimation);
1855 // Refresh the cache immediately when the scroll position is changed.
1856 DoRefresh(position, false); // No need to cache extra items.
1859 } // namespace Internal
1861 } // namespace Toolkit