(ItemView) Implemented SetOvershootEnabled which is used by Scrollable::Enable/Disabl...
[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 Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
7 //
8 //     http://floralicense.org/license/
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 // CLASS HEADER
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
19
20 // EXTERNAL INCLUDES
21 #include <algorithm>
22
23 // INTERNAL INCLUDES
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
27
28 using namespace std;
29 using namespace Dali;
30
31 namespace // unnamed namespace
32 {
33
34 //Type registration
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
36
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
40
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
43
44 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
46
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
48
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
55
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
62
63 // Functors which wrap constraint functions with stored item IDs
64
65 struct WrappedVector3Constraint
66 {
67   WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
68   : mWrapMe(wrapMe),
69     mItemId(itemId)
70   {
71   }
72
73   Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
74   {
75     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
76
77     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
78   }
79
80   Toolkit::ItemLayout::Vector3Function mWrapMe;
81   unsigned int mItemId;
82 };
83
84 struct WrappedQuaternionConstraint
85 {
86   WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
87   : mWrapMe(wrapMe),
88     mItemId(itemId)
89   {
90   }
91
92   Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
93   {
94     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
95
96     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
97   }
98
99   Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100   unsigned int mItemId;
101 };
102
103 struct WrappedVector4Constraint
104 {
105   WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
106   : mWrapMe(wrapMe),
107     mItemId(itemId)
108   {
109   }
110
111   Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
112   {
113     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
114
115     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
116   }
117
118   Toolkit::ItemLayout::Vector4Function mWrapMe;
119   unsigned int mItemId;
120 };
121
122 struct WrappedBoolConstraint
123 {
124   WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
125   : mWrapMe(wrapMe),
126     mItemId(itemId)
127   {
128   }
129
130   bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
131   {
132     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
133
134     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
135   }
136
137   Toolkit::ItemLayout::BoolFunction mWrapMe;
138   unsigned int mItemId;
139 };
140
141 /**
142  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
143  */
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
145 {
146   Radian scrollDirection(layout.GetScrollDirection());
147
148   float cosTheta = cosf(scrollDirection);
149   float sinTheta = sinf(scrollDirection);
150
151   return panDistance.x * sinTheta + panDistance.y * cosTheta;
152 }
153
154 // Overshoot overlay constraints
155
156 struct OvershootOverlaySizeConstraint
157 {
158   float operator()(const float& current,
159                      const PropertyInput& parentScrollDirectionProperty,
160                      const PropertyInput& parentOvershootProperty,
161                      const PropertyInput& parentSizeProperty)
162   {
163     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164     const Vector3 parentSize = parentSizeProperty.GetVector3();
165     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
166
167     float overlayWidth;
168
169     if(Toolkit::IsVertical(parentOrientation))
170     {
171       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
172     }
173     else
174     {
175       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
176     }
177
178     return overlayWidth;
179   }
180 };
181
182 struct OvershootOverlayRotationConstraint
183 {
184   Quaternion operator()(const Quaternion& current,
185                         const PropertyInput& parentScrollDirectionProperty,
186                         const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
191
192     Quaternion rotation;
193
194     if(Toolkit::IsVertical(parentOrientation))
195     {
196       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
197       {
198         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
200         {
201           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
202         }
203         else
204         {
205           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
206         }
207       }
208       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
210       {
211         rotation = Quaternion(0.0f, Vector3::ZAXIS);
212       }
213       else
214       {
215         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
216       }
217     }
218     else
219     {
220       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
221       {
222         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
224         {
225           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
226         }
227         else
228         {
229           rotation = Quaternion(0.0f, Vector3::ZAXIS);
230         }
231       }
232       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
234       {
235         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
236       }
237       else
238       {
239         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
240       }
241     }
242
243     return rotation;
244   }
245 };
246
247 struct OvershootOverlayPositionConstraint
248 {
249   Vector3 operator()(const Vector3&    current,
250                      const PropertyInput& parentSizeProperty,
251                      const PropertyInput& parentScrollDirectionProperty,
252                      const PropertyInput& parentOvershootProperty)
253   {
254     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255     const float parentOvershoot = parentOvershootProperty.GetFloat();
256     const Vector3 parentSize = parentSizeProperty.GetVector3();
257     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
258
259     Vector3 relativeOffset;
260
261     if(Toolkit::IsVertical(parentOrientation))
262     {
263       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
264       {
265         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
267         {
268           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
269         }
270         else
271         {
272           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
273         }
274       }
275       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
277       {
278         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
279       }
280       else
281       {
282         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
283       }
284     }
285     else
286     {
287       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
288       {
289         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
291         {
292           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
293         }
294         else
295         {
296           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
297         }
298       }
299       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
301       {
302         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
303       }
304       else
305       {
306         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
307       }
308     }
309
310     return relativeOffset * parentSize;
311
312   }
313 };
314
315 struct OvershootOverlayVisibilityConstraint
316 {
317   bool operator()(const bool& current,
318                   const PropertyInput& parentLayoutScrollableProperty)
319   {
320     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
321
322     return parentLayoutScrollable;
323   }
324 };
325
326 /**
327  * Relative position Constraint
328  * Generates the relative position value of the item view based on the layout position,
329  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
330  */
331 Vector3 RelativePositionConstraint(const Vector3& current,
332                                    const PropertyInput& scrollPositionProperty,
333                                    const PropertyInput& scrollMinProperty,
334                                    const PropertyInput& scrollMaxProperty,
335                                    const PropertyInput& layoutSizeProperty)
336 {
337   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338   const Vector3& min = scrollMinProperty.GetVector3();
339   const Vector3& max = scrollMaxProperty.GetVector3();
340
341   Vector3 relativePosition;
342   Vector3 domainSize = max - min;
343
344   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
346
347   return relativePosition;
348 }
349
350 } // unnamed namespace
351
352 namespace Dali
353 {
354
355 namespace Toolkit
356 {
357
358 namespace Internal
359 {
360
361 namespace // unnamed namespace
362 {
363
364 bool FindById( const ItemContainer& items, ItemId id )
365 {
366   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
367   {
368     if( iter->first == id )
369     {
370       return true;
371     }
372   }
373
374   return false;
375 }
376
377 } // unnamed namespace
378
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
380 {
381   // Create the implementation
382   ItemViewPtr itemView(new ItemView(factory));
383
384   // Pass ownership to CustomActor via derived handle
385   Dali::Toolkit::ItemView handle(*itemView);
386
387   // Second-phase init of the implementation
388   // This can only be done after the CustomActor connection has been made...
389   itemView->Initialize();
390
391   return handle;
392 }
393
394 ItemView::ItemView(ItemFactory& factory)
395 : Scrollable(),
396   mItemFactory(factory),
397   mActiveLayout(NULL),
398   mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399   mAnimatingOvershootOn(false),
400   mAnimateOvershootOff(false),
401   mAnchoringEnabled(true),
402   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403   mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404   mRefreshOrderHint(true/*Refresh item 0 first*/),
405   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407   mScrollDistance(0.0f),
408   mScrollSpeed(0.0f),
409   mTotalPanDisplacement(Vector2::ZERO),
410   mScrollOvershoot(0.0f),
411   mIsFlicking(false),
412   mGestureState(Gesture::Clear),
413   mAddingItems(false),
414   mRefreshEnabled(true)
415 {
416   SetRequiresMouseWheelEvents(true);
417   SetKeyboardNavigationSupport(true);
418 }
419
420 void ItemView::OnInitialize()
421 {
422   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
423
424   RegisterCommonProperties();
425
426   Actor self = Self();
427
428   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
429   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
430
431   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
432   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
433   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
434
435   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
436
437   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
438                                                    LocalSource(mPropertyPosition),
439                                                    LocalSource(mPropertyPositionMin),
440                                                    LocalSource(mPropertyPositionMax),
441                                                    LocalSource(Actor::SIZE),
442                                                    RelativePositionConstraint);
443   self.ApplyConstraint(constraint);
444
445   Vector2 stageSize = Stage::GetCurrent().GetSize();
446   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
447
448   EnableGestureDetection(Gesture::Type(Gesture::Pan));
449
450   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
451   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
452
453   SetRefreshInterval(mRefreshIntervalLayoutPositions);
454 }
455
456 ItemView::~ItemView()
457 {
458 }
459
460 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
461 {
462   return mScrollConnector;
463 }
464
465 unsigned int ItemView::GetLayoutCount() const
466 {
467   return mLayouts.size();
468 }
469
470 void ItemView::AddLayout(ItemLayout& layout)
471 {
472   mLayouts.push_back(ItemLayoutPtr(&layout));
473 }
474
475 void ItemView::RemoveLayout(unsigned int layoutIndex)
476 {
477   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
478
479   if (mActiveLayout == mLayouts[layoutIndex].Get())
480   {
481     mActiveLayout = NULL;
482   }
483
484   mLayouts.erase(mLayouts.begin() + layoutIndex);
485 }
486
487 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
488 {
489   return mLayouts[layoutIndex];
490 }
491
492 ItemLayoutPtr ItemView::GetActiveLayout() const
493 {
494   return ItemLayoutPtr(mActiveLayout);
495 }
496
497 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
498 {
499   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
500 }
501
502 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
503 {
504   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
505
506   Actor self = Self();
507
508   // The ItemView size should match the active layout size
509   self.SetSize(targetSize);
510   mActiveLayoutTargetSize = targetSize;
511
512   // Switch to the new layout
513   mActiveLayout = mLayouts[layoutIndex].Get();
514
515   // Move the items to the new layout positions...
516
517   bool resizeAnimationNeeded(false);
518
519   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
520   {
521     unsigned int itemId = iter->first;
522     Actor actor = iter->second;
523
524     // Remove constraints from previous layout
525     actor.RemoveConstraints();
526
527     Vector3 size;
528     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
529     {
530       if( durationSeconds > 0.0f )
531       {
532         // Use a size animation
533         if (!resizeAnimationNeeded)
534         {
535           resizeAnimationNeeded = true;
536           RemoveAnimation(mResizeAnimation);
537           mResizeAnimation = Animation::New(durationSeconds);
538         }
539
540         // The layout provides its own resize animation
541         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
542       }
543       else
544       {
545         // resize immediately
546         actor.SetSize(size);
547       }
548     }
549
550     ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
551   }
552
553   if (resizeAnimationNeeded)
554   {
555     mResizeAnimation.Play();
556   }
557
558   // Refresh the new layout
559   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
560   AddActorsWithinRange( range, durationSeconds );
561
562   // Scroll to an appropriate layout position
563
564   bool scrollAnimationNeeded(false);
565   float firstItemScrollPosition(0.0f);
566
567   float current = GetCurrentLayoutPosition(0);
568   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
569   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
570
571   if (current < minimum)
572   {
573     scrollAnimationNeeded = true;
574     firstItemScrollPosition = minimum;
575   }
576   else if (mAnchoringEnabled)
577   {
578     scrollAnimationNeeded = true;
579     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
580   }
581
582   if (scrollAnimationNeeded)
583   {
584     RemoveAnimation(mScrollAnimation);
585     mScrollAnimation = Animation::New(mAnchoringDuration);
586     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
587     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
588     mScrollAnimation.Play();
589   }
590
591   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
592   AnimateScrollOvershoot(0.0f);
593   mScrollOvershoot = 0.0f;
594
595   Radian scrollDirection(mActiveLayout->GetScrollDirection());
596   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
597   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
598
599   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
600
601   CalculateDomainSize(targetSize);
602 }
603
604 void ItemView::DeactivateCurrentLayout()
605 {
606   if (mActiveLayout)
607   {
608     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
609     {
610       Actor actor = iter->second;
611       actor.RemoveConstraints();
612     }
613
614     mActiveLayout = NULL;
615   }
616 }
617
618 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
619 {
620   mDefaultAlphaFunction = func;
621 }
622
623 AlphaFunction ItemView::GetDefaultAlphaFunction() const
624 {
625   return mDefaultAlphaFunction;
626 }
627
628 void ItemView::OnRefreshNotification(PropertyNotification& source)
629 {
630   if(mRefreshEnabled)
631   {
632     // Only refresh the cache during normal scrolling
633     DoRefresh(GetCurrentLayoutPosition(0), true);
634   }
635 }
636
637 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
638 {
639   if (mActiveLayout)
640   {
641     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
642     RemoveActorsOutsideRange( range );
643     AddActorsWithinRange( range, 0.0f/*immediate*/ );
644
645     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
646   }
647 }
648
649 void ItemView::SetMinimumSwipeSpeed(float speed)
650 {
651   mMinimumSwipeSpeed = speed;
652 }
653
654 float ItemView::GetMinimumSwipeSpeed() const
655 {
656   return mMinimumSwipeSpeed;
657 }
658
659 void ItemView::SetMinimumSwipeDistance(float distance)
660 {
661   mMinimumSwipeDistance = distance;
662 }
663
664 float ItemView::GetMinimumSwipeDistance() const
665 {
666   return mMinimumSwipeDistance;
667 }
668
669 void ItemView::SetMouseWheelScrollDistanceStep(float step)
670 {
671   mMouseWheelScrollDistanceStep = step;
672 }
673
674 float ItemView::GetMouseWheelScrollDistanceStep() const
675 {
676   return mMouseWheelScrollDistanceStep;
677 }
678
679 void ItemView::SetAnchoring(bool enabled)
680 {
681   mAnchoringEnabled = enabled;
682 }
683
684 bool ItemView::GetAnchoring() const
685 {
686   return mAnchoringEnabled;
687 }
688
689 void ItemView::SetAnchoringDuration(float durationSeconds)
690 {
691   mAnchoringDuration = durationSeconds;
692 }
693
694 float ItemView::GetAnchoringDuration() const
695 {
696   return mAnchoringDuration;
697 }
698
699 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
700 {
701   mRefreshIntervalLayoutPositions = intervalLayoutPositions;
702
703   if(mRefreshNotification)
704   {
705     mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
706   }
707   mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
708   mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
709 }
710
711 float ItemView::GetRefreshInterval() const
712 {
713   return mRefreshIntervalLayoutPositions;
714 }
715
716 void ItemView::SetRefreshEnabled(bool enabled)
717 {
718   mRefreshEnabled = enabled;
719 }
720
721 Actor ItemView::GetItem(unsigned int itemId) const
722 {
723   Actor actor;
724
725   ConstItemPoolIter iter = mItemPool.find( itemId );
726   if( iter != mItemPool.end() )
727   {
728     actor = iter->second;
729   }
730
731   return actor;
732 }
733
734 unsigned int ItemView::GetItemId( Actor actor ) const
735 {
736   unsigned int itemId( 0 );
737
738   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
739   {
740     if( iter->second == actor )
741     {
742       itemId = iter->first;
743       break;
744     }
745   }
746
747   return itemId;
748 }
749
750 void ItemView::InsertItem( Item newItem, float durationSeconds )
751 {
752   mAddingItems = true;
753
754   SetupActor( newItem, durationSeconds );
755   Self().Add( newItem.second );
756
757   ItemPoolIter foundIter = mItemPool.find( newItem.first );
758   if( mItemPool.end() != foundIter )
759   {
760     Actor moveMe = foundIter->second;
761     foundIter->second = newItem.second;
762
763     // Move the existing actors to make room
764     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
765     {
766       Actor temp = iter->second;
767       iter->second = moveMe;
768       moveMe = temp;
769
770       iter->second.RemoveConstraints();
771       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
772     }
773
774     // Create last item
775     ItemId lastId = mItemPool.rbegin()->first;
776     Item lastItem( lastId + 1, moveMe );
777     mItemPool.insert( lastItem );
778
779     lastItem.second.RemoveConstraints();
780     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
781   }
782   else
783   {
784     mItemPool.insert( newItem );
785   }
786
787   CalculateDomainSize(Self().GetCurrentSize());
788
789   mAddingItems = false;
790 }
791
792 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
793 {
794   mAddingItems = true;
795
796   // Insert from lowest id to highest
797   set<Item> sortedItems;
798   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
799   {
800     sortedItems.insert( *iter );
801   }
802
803   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
804   {
805     Self().Add( iter->second );
806
807     cout << "inserting item: " << iter->first << endl;
808
809     ItemPoolIter foundIter = mItemPool.find( iter->first );
810     if( mItemPool.end() != foundIter )
811     {
812       Actor moveMe = foundIter->second;
813       foundIter->second = iter->second;
814
815       // Move the existing actors to make room
816       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
817       {
818         Actor temp = iter->second;
819         iter->second = moveMe;
820         moveMe = temp;
821       }
822
823       // Create last item
824       ItemId lastId = mItemPool.rbegin()->first;
825       Item lastItem( lastId + 1, moveMe );
826       mItemPool.insert( lastItem );
827     }
828     else
829     {
830       mItemPool.insert( *iter );
831     }
832   }
833
834   // Relayout everything
835   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
836   {
837     // If newly inserted
838     if( FindById( newItems, iter->first ) )
839     {
840       SetupActor( *iter, durationSeconds );
841     }
842     else
843     {
844       iter->second.RemoveConstraints();
845       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
846     }
847   }
848
849   CalculateDomainSize(Self().GetCurrentSize());
850
851   mAddingItems = false;
852 }
853
854 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
855 {
856   bool actorRemoved = RemoveActor( itemId );
857   if( actorRemoved )
858   {
859     ReapplyAllConstraints( durationSeconds );
860   }
861 }
862
863 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
864 {
865   bool actorRemoved( false );
866
867   // Remove from highest id to lowest
868   set<ItemId> sortedItems;
869   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
870   {
871     sortedItems.insert( *iter );
872   }
873
874   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
875   {
876     if( RemoveActor( *iter ) )
877     {
878       actorRemoved = true;
879     }
880   }
881
882   if( actorRemoved )
883   {
884     ReapplyAllConstraints( durationSeconds );
885   }
886 }
887
888 bool ItemView::RemoveActor(unsigned int itemId)
889 {
890   bool removed( false );
891
892   const ItemPoolIter removeIter = mItemPool.find( itemId );
893
894   if( removeIter != mItemPool.end() )
895   {
896     Self().Remove( removeIter->second );
897     removed = true;
898
899     // Adjust the remaining item IDs, for example if item 2 is removed:
900     //   Initial actors:     After insert:
901     //     ID 1 - ActorA       ID 1 - ActorA
902     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
903     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
904     //     ID 4 - ActorD
905     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
906     {
907       if( iter->first < mItemPool.rbegin()->first )
908       {
909         iter->second = mItemPool[ iter->first + 1 ];
910       }
911       else
912       {
913         mItemPool.erase( iter );
914         break;
915       }
916     }
917   }
918
919   return removed;
920 }
921
922 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
923 {
924   mAddingItems = true;
925
926   SetupActor( replacementItem, durationSeconds );
927   Self().Add( replacementItem.second );
928
929   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
930   if( mItemPool.end() != iter )
931   {
932     Self().Remove( iter->second );
933     iter->second = replacementItem.second;
934   }
935   else
936   {
937     mItemPool.insert( replacementItem );
938   }
939
940   CalculateDomainSize(Self().GetCurrentSize());
941
942   mAddingItems = false;
943 }
944
945 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
946 {
947   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
948   {
949     ReplaceItem( *iter, durationSeconds );
950   }
951 }
952
953 void ItemView::RemoveActorsOutsideRange( ItemRange range )
954 {
955   // Remove unwanted actors from the ItemView & ItemPool
956   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
957   {
958     unsigned int current = iter->first;
959
960     if( ! range.Within( current ) )
961     {
962       Self().Remove( iter->second );
963
964       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
965     }
966     else
967     {
968       ++iter;
969     }
970   }
971 }
972
973 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
974 {
975   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
976
977   // The order of addition depends on the scroll direction.
978   if (mRefreshOrderHint)
979   {
980     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
981     {
982       AddNewActor( itemId, durationSeconds );
983     }
984   }
985   else
986   {
987     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
988     {
989       AddNewActor( itemId-1, durationSeconds );
990     }
991   }
992
993   // Total number of items may change dynamically.
994   // Always recalculate the domain size to reflect that.
995   CalculateDomainSize(Self().GetCurrentSize());
996 }
997
998 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
999 {
1000   mAddingItems = true;
1001
1002   if( mItemPool.end() == mItemPool.find( itemId ) )
1003   {
1004     Actor actor = mItemFactory.NewItem( itemId );
1005
1006     if( actor )
1007     {
1008       Item newItem( itemId, actor );
1009
1010       mItemPool.insert( newItem );
1011
1012       SetupActor( newItem, durationSeconds );
1013       Self().Add( actor );
1014     }
1015   }
1016
1017   mAddingItems = false;
1018 }
1019
1020 void ItemView::SetupActor( Item item, float durationSeconds )
1021 {
1022   item.second.SetParentOrigin( ParentOrigin::CENTER );
1023   item.second.SetAnchorPoint( AnchorPoint::CENTER );
1024
1025   if( mActiveLayout )
1026   {
1027     Vector3 size;
1028     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1029     {
1030       item.second.SetSize( size );
1031     }
1032
1033     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1034   }
1035 }
1036
1037 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1038 {
1039   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1040
1041   ItemRange available(0u, itemCount);
1042
1043   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1044
1045   if (reserveExtra)
1046   {
1047     // Add the reserve items for scrolling
1048     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1049     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1050     range.end += extra;
1051   }
1052
1053   return range.Intersection(available);
1054 }
1055
1056 void ItemView::OnChildAdd(Actor& child)
1057 {
1058   if(!mAddingItems)
1059   {
1060     // We don't want to do this downcast check for any item added by ItemView itself.
1061     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1062     if(scrollComponent)
1063     {
1064       // Set the scroll connector when scroll bar is being added
1065       scrollComponent.SetScrollConnector(mScrollConnector);
1066     }
1067   }
1068 }
1069
1070 bool ItemView::OnTouchEvent(const TouchEvent& event)
1071 {
1072   // Ignore events with multiple-touch points
1073   if (event.GetPointCount() != 1)
1074   {
1075     return false;
1076   }
1077
1078   if (event.GetPoint(0).state == TouchPoint::Down)
1079   {
1080     // Cancel ongoing scrolling etc.
1081     mGestureState = Gesture::Clear;
1082
1083     mScrollDistance = 0.0f;
1084     mScrollSpeed = 0.0f;
1085     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1086
1087     mScrollOvershoot = 0.0f;
1088     AnimateScrollOvershoot(0.0f);
1089
1090     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1091
1092     RemoveAnimation(mScrollAnimation);
1093   }
1094
1095   return true; // consume since we're potentially scrolling
1096 }
1097
1098 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1099 {
1100   // Respond the mouse wheel event to scroll
1101   if (mActiveLayout)
1102   {
1103     Actor self = Self();
1104     const Vector3 layoutSize = Self().GetCurrentSize();
1105     float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1106     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1107
1108     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1109     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1110     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1111   }
1112
1113   if (mMouseWheelEventFinishedTimer.IsRunning())
1114   {
1115     mMouseWheelEventFinishedTimer.Stop();
1116   }
1117
1118   mMouseWheelEventFinishedTimer.Start();
1119
1120   return true;
1121 }
1122
1123 bool ItemView::OnMouseWheelEventFinished()
1124 {
1125   if (mActiveLayout)
1126   {
1127     RemoveAnimation(mScrollAnimation);
1128
1129     // No more mouse wheel events coming. Do the anchoring if enabled.
1130     mScrollAnimation = DoAnchoring();
1131     if (mScrollAnimation)
1132     {
1133       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1134       mScrollAnimation.Play();
1135     }
1136     else
1137     {
1138       mScrollOvershoot = 0.0f;
1139       AnimateScrollOvershoot(0.0f);
1140
1141       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1142     }
1143   }
1144
1145   return false;
1146 }
1147
1148 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1149 {
1150   ItemLayout::Vector3Function positionConstraint;
1151   if (layout.GetPositionConstraint(itemId, positionConstraint))
1152   {
1153     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1154
1155     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1156                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1157                                                       ParentSource( mPropertyScrollSpeed ),
1158                                                       ParentSource( Actor::SIZE ),
1159                                                       wrapped );
1160     constraint.SetApplyTime(duration);
1161     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1162
1163     actor.ApplyConstraint(constraint);
1164   }
1165
1166   ItemLayout::QuaternionFunction rotationConstraint;
1167   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1168   {
1169     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1170
1171     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1172                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1173                                                          ParentSource( mPropertyScrollSpeed ),
1174                                                          ParentSource( Actor::SIZE ),
1175                                                          wrapped );
1176     constraint.SetApplyTime(duration);
1177     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1178
1179     actor.ApplyConstraint(constraint);
1180   }
1181
1182   ItemLayout::Vector3Function scaleConstraint;
1183   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1184   {
1185     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1186
1187     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1188                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1189                                                       ParentSource( mPropertyScrollSpeed ),
1190                                                       ParentSource( Actor::SIZE ),
1191                                                       wrapped );
1192     constraint.SetApplyTime(duration);
1193     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1194
1195     actor.ApplyConstraint(constraint);
1196   }
1197
1198   ItemLayout::Vector4Function colorConstraint;
1199   if (layout.GetColorConstraint(itemId, colorConstraint))
1200   {
1201     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1202
1203     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1204                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1205                                                       ParentSource( mPropertyScrollSpeed ),
1206                                                       ParentSource( Actor::SIZE ),
1207                                                       wrapped );
1208     constraint.SetApplyTime(duration);
1209     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1210
1211     // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1212     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1213     constraint.SetRemoveAction(Dali::Constraint::Discard);
1214
1215     actor.ApplyConstraint(constraint);
1216   }
1217
1218   ItemLayout::BoolFunction visibilityConstraint;
1219   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1220   {
1221     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1222
1223     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1224                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1225                                                    ParentSource( mPropertyScrollSpeed ),
1226                                                    ParentSource( Actor::SIZE ),
1227                                                    wrapped );
1228     constraint.SetApplyTime(duration);
1229     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1230
1231     // Release visibility constraints the same time as the color constraint
1232     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1233     constraint.SetRemoveAction(Dali::Constraint::Discard);
1234
1235     actor.ApplyConstraint(constraint);
1236   }
1237 }
1238
1239 void ItemView::ReapplyAllConstraints( float durationSeconds )
1240 {
1241   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1242   {
1243     unsigned int id = iter->first;
1244     Actor actor = iter->second;
1245
1246     actor.RemoveConstraints();
1247     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1248   }
1249
1250   CalculateDomainSize(Self().GetCurrentSize());
1251 }
1252
1253 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1254 {
1255   Actor self = Self();
1256   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1257   float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1258   mScrollOvershoot = targetPosition - clamppedPosition;
1259   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1260
1261   return clamppedPosition;
1262 }
1263
1264 void ItemView::OnPan(PanGesture gesture)
1265 {
1266   Actor self = Self();
1267   const Vector3 layoutSize = Self().GetCurrentSize();
1268
1269   RemoveAnimation(mScrollAnimation);
1270
1271   // Short-circuit if there is no active layout
1272   if (!mActiveLayout)
1273   {
1274     mGestureState = Gesture::Clear;
1275     return;
1276   }
1277
1278   mGestureState = gesture.state;
1279
1280   switch (mGestureState)
1281   {
1282     case Gesture::Finished:
1283     {
1284       // Swipe Detection
1285       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1286           mScrollSpeed > mMinimumSwipeSpeed)
1287       {
1288         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1289
1290         mRefreshOrderHint = true;
1291
1292         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1293         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1294                                                                layoutSize,
1295                                                                *mActiveLayout);
1296
1297         if (mAnchoringEnabled)
1298         {
1299           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1300         }
1301
1302         RemoveAnimation(mScrollAnimation);
1303
1304         float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1305         mScrollAnimation = Animation::New(flickAnimationDuration);
1306         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1307         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1308         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1309
1310         mIsFlicking = true;
1311         // Check whether it has already scrolled to the end
1312         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1313         {
1314           AnimateScrollOvershoot(0.0f);
1315         }
1316       }
1317
1318       // Anchoring may be triggered when there was no swipe
1319       if (!mScrollAnimation)
1320       {
1321         mScrollAnimation = DoAnchoring();
1322       }
1323
1324       // Reset the overshoot if no scroll animation.
1325       if (!mScrollAnimation)
1326       {
1327         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1328
1329         AnimateScrollOvershoot(0.0f, false);
1330       }
1331     }
1332     break;
1333
1334     case Gesture::Started: // Fall through
1335     {
1336       mTotalPanDisplacement = Vector2::ZERO;
1337     }
1338
1339     case Gesture::Continuing:
1340     {
1341       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1342       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1343
1344       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1345       mRefreshOrderHint = mScrollDistance < 0.0f;
1346
1347       RemoveAnimation(mScrollSpeedAnimation);
1348       mScrollSpeedAnimation = Animation::New(0.3f);
1349       mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1350       mScrollSpeedAnimation.Play();
1351
1352       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1353
1354       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1355
1356       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1357       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1358       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1359
1360       mTotalPanDisplacement += gesture.displacement;
1361       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1362       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1363       {
1364         AnimateScrollOvershoot(1.0f);
1365       }
1366       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1367       {
1368         AnimateScrollOvershoot(-1.0f);
1369       }
1370       else
1371       {
1372         AnimateScrollOvershoot(0.0f);
1373       }
1374     }
1375     break;
1376
1377     case Gesture::Cancelled:
1378     {
1379       mScrollAnimation = DoAnchoring();
1380     }
1381     break;
1382
1383     default:
1384       break;
1385   }
1386
1387   if (mScrollAnimation)
1388   {
1389     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1390     mScrollAnimation.Play();
1391   }
1392 }
1393
1394 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1395 {
1396   OnPan(gesture);
1397   return true;
1398 }
1399
1400 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1401 {
1402   Actor nextFocusActor;
1403   if(mActiveLayout)
1404   {
1405     int nextItemID = 0;
1406     if(!actor || actor == this->Self())
1407     {
1408       nextFocusActor = GetItem(nextItemID);
1409     }
1410     else if(actor && actor.GetParent() == this->Self())
1411     {
1412       int itemID = GetItemId(actor);
1413       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1414       nextFocusActor = GetItem(nextItemID);
1415       if(nextFocusActor == actor)
1416       {
1417         // need to pass NULL actor back to focus manager
1418         nextFocusActor.Reset();
1419         return nextFocusActor;
1420       }
1421     }
1422     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1423     Vector3 layoutSize = Self().GetCurrentSize();
1424     if(!nextFocusActor)
1425     {
1426       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1427       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1428       nextItemID = viewableItems.begin;
1429       nextFocusActor = GetItem(nextItemID);
1430     }
1431   }
1432   return nextFocusActor;
1433 }
1434
1435 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1436 {
1437   // only in this function if our chosen focus actor was actually used
1438   if(commitedFocusableActor)
1439   {
1440     int nextItemID = GetItemId(commitedFocusableActor);
1441     float layoutPosition = GetCurrentLayoutPosition(0);
1442     Vector3 layoutSize = Self().GetCurrentSize();
1443     Vector3 focusItemPosition = Vector3::ZERO;
1444     ItemLayout::Vector3Function itemPositionConstraint;
1445     if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1446     {
1447       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1448     }
1449
1450     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1451     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1452   }
1453 }
1454
1455 Animation ItemView::DoAnchoring()
1456 {
1457   Animation anchoringAnimation;
1458   Actor self = Self();
1459
1460   if (mActiveLayout && mAnchoringEnabled)
1461   {
1462     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1463
1464     anchoringAnimation = Animation::New(mAnchoringDuration);
1465     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1466     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1467     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1468     if(!mIsFlicking)
1469     {
1470       AnimateScrollOvershoot(0.0f);
1471     }
1472   }
1473
1474   return anchoringAnimation;
1475 }
1476
1477 void ItemView::OnScrollFinished(Animation& source)
1478 {
1479   Actor self = Self();
1480
1481   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1482
1483   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1484
1485   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1486   {
1487     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1488   }
1489   else
1490   {
1491     // Reset the overshoot
1492     AnimateScrollOvershoot( 0.0f );
1493   }
1494   mIsFlicking = false;
1495
1496   mScrollOvershoot = 0.0f;
1497 }
1498
1499 void ItemView::OnOvershootOnFinished(Animation& animation)
1500 {
1501   mAnimatingOvershootOn = false;
1502   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1503   RemoveAnimation(mScrollOvershootAnimation);
1504   if(mAnimateOvershootOff)
1505   {
1506     AnimateScrollOvershoot(0.0f);
1507   }
1508 }
1509
1510 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1511 {
1512   Actor self = Self();
1513   const Vector3 layoutSize = Self().GetCurrentSize();
1514   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1515
1516   if(durationSeconds > 0.0f)
1517   {
1518     RemoveAnimation(mScrollAnimation);
1519     mScrollAnimation = Animation::New(durationSeconds);
1520     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1521     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1522     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1523     mScrollAnimation.Play();
1524   }
1525   else
1526   {
1527     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1528     AnimateScrollOvershoot(0.0f);
1529   }
1530
1531   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1532 }
1533
1534 void ItemView::RemoveAnimation(Animation& animation)
1535 {
1536   if(animation)
1537   {
1538     // Cease animating, and reset handle.
1539     animation.Clear();
1540     animation.Reset();
1541   }
1542 }
1543
1544 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1545 {
1546   Actor self = Self();
1547
1548   Vector3 firstItemPosition(Vector3::ZERO);
1549   Vector3 lastItemPosition(Vector3::ZERO);
1550
1551   if(mActiveLayout)
1552   {
1553     ItemLayout::Vector3Function firstItemPositionConstraint;
1554     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1555     {
1556       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1557     }
1558
1559     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1560     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1561
1562     ItemLayout::Vector3Function lastItemPositionConstraint;
1563     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1564     {
1565       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1566     }
1567
1568     float domainSize;
1569
1570     if(IsHorizontal(mActiveLayout->GetOrientation()))
1571     {
1572       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1573       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1574       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1575     }
1576     else
1577     {
1578       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1579       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1580       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1581     }
1582
1583     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1584
1585     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1586     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1587     self.SetProperty(mPropertyCanScrollHorizontal, false);
1588   }
1589 }
1590
1591 Vector3 ItemView::GetDomainSize() const
1592 {
1593   Actor self = Self();
1594
1595   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1596   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1597
1598   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1599 }
1600
1601 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1602 {
1603   Actor self = Self();
1604
1605   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1606   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1607   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1608
1609   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1610 }
1611
1612 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1613 {
1614   Vector3 firstItemPosition(Vector3::ZERO);
1615   ItemLayout::Vector3Function firstItemPositionConstraint;
1616   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1617   {
1618     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1619   }
1620
1621   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1622 }
1623
1624 Vector3 ItemView::GetCurrentScrollPosition() const
1625 {
1626   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1627   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1628 }
1629
1630 void ItemView::AddOverlay(Actor actor)
1631 {
1632   Self().Add(actor);
1633 }
1634
1635 void ItemView::RemoveOverlay(Actor actor)
1636 {
1637   Self().Remove(actor);
1638 }
1639
1640 void ItemView::ScrollTo(const Vector3& position, float duration)
1641 {
1642   Actor self = Self();
1643   const Vector3 layoutSize = Self().GetCurrentSize();
1644
1645   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1646
1647   if(duration > 0.0f)
1648   {
1649     RemoveAnimation(mScrollAnimation);
1650     mScrollAnimation = Animation::New(duration);
1651     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1652     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1653     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1654     mScrollAnimation.Play();
1655   }
1656   else
1657   {
1658     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1659     AnimateScrollOvershoot(0.0f);
1660   }
1661
1662   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1663 }
1664
1665 void ItemView::SetOvershootEnabled( bool enable )
1666 {
1667   Actor self = Self();
1668   if( enable )
1669   {
1670     mOvershootEffect = OvershootRippleEffect::New();
1671     Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
1672     mOvershootOverlay = ImageActor::New( overshootImage );
1673     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1674     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1675     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1676     mOvershootOverlay.SetShaderEffect(mOvershootEffect);
1677     mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
1678     self.Add(mOvershootOverlay);
1679     Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1680                                                       ParentSource( mPropertyScrollDirection ),
1681                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1682                                                       ParentSource( Actor::SIZE ),
1683                                                       OvershootOverlaySizeConstraint() );
1684     mOvershootOverlay.ApplyConstraint(constraint);
1685     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1686
1687     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1688                                               ParentSource( mPropertyScrollDirection ),
1689                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1690                                               OvershootOverlayRotationConstraint() );
1691     mOvershootOverlay.ApplyConstraint(constraint);
1692
1693     constraint = Constraint::New<Vector3>( Actor::POSITION,
1694                                            ParentSource( Actor::SIZE ),
1695                                            ParentSource( mPropertyScrollDirection ),
1696                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1697                                            OvershootOverlayPositionConstraint() );
1698     mOvershootOverlay.ApplyConstraint(constraint);
1699
1700     constraint = Constraint::New<bool>( Actor::VISIBLE,
1701                                         ParentSource( mPropertyCanScrollVertical ),
1702                                         OvershootOverlayVisibilityConstraint() );
1703     mOvershootOverlay.ApplyConstraint(constraint);
1704
1705     int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1706     Actor self = Self();
1707     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1708                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1709                                          EqualToConstraint() );
1710     mOvershootEffect.ApplyConstraint(constraint);
1711   }
1712   else
1713   {
1714     if( mOvershootOverlay )
1715     {
1716       self.Remove(mOvershootOverlay);
1717       mOvershootOverlay.Reset();
1718     }
1719     mOvershootEffect.Reset();
1720   }
1721 }
1722
1723 float ItemView::CalculateScrollOvershoot()
1724 {
1725   float overshoot = 0.0f;
1726
1727   if(mActiveLayout)
1728   {
1729     // The overshoot must be calculated from the accumulated pan gesture displacement
1730     // since the pan gesture starts.
1731     Actor self = Self();
1732     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1733     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1734     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1735     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1736     float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1737     overshoot = positionDelta - clamppedPosition;
1738   }
1739
1740   return overshoot;
1741 }
1742
1743 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1744 {
1745   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1746
1747   // make sure we animate back if needed
1748   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1749
1750   if( mAnimatingOvershootOn )
1751   {
1752     // animating on, do not allow animate off
1753     return;
1754   }
1755
1756   Actor self = Self();
1757   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1758   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1759
1760   RemoveAnimation(mScrollOvershootAnimation);
1761   mScrollOvershootAnimation = Animation::New(duration);
1762   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1763   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1764   mScrollOvershootAnimation.Play();
1765
1766   mAnimatingOvershootOn = animatingOn;
1767 }
1768
1769 } // namespace Internal
1770
1771 } // namespace Toolkit
1772
1773 } // namespace Dali