New Bouncing Effect
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23
24 // INTERNAL INCLUDES
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>
29
30 using namespace std;
31 using namespace Dali;
32
33 namespace // unnamed namespace
34 {
35
36 //Type registration
37 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
38
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;
42
43 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
44 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
45
46 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
47 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
48
49 const float MILLISECONDS_PER_SECONDS = 1000.0f;
50
51 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
52 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
53 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
54 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
55 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
56 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
57
58 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
59 const string POSITION_PROPERTY_NAME( "item-view-position" );
60 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
61 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
62 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
63 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
64
65 // Functors which wrap constraint functions with stored item IDs
66
67 struct WrappedVector3Constraint
68 {
69   WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
70   : mWrapMe(wrapMe),
71     mItemId(itemId)
72   {
73   }
74
75   Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
76   {
77     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
78
79     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80   }
81
82   Toolkit::ItemLayout::Vector3Function mWrapMe;
83   unsigned int mItemId;
84 };
85
86 struct WrappedQuaternionConstraint
87 {
88   WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
89   : mWrapMe(wrapMe),
90     mItemId(itemId)
91   {
92   }
93
94   Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
95   {
96     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
97
98     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99   }
100
101   Toolkit::ItemLayout::QuaternionFunction mWrapMe;
102   unsigned int mItemId;
103 };
104
105 struct WrappedVector4Constraint
106 {
107   WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
108   : mWrapMe(wrapMe),
109     mItemId(itemId)
110   {
111   }
112
113   Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
114   {
115     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
116
117     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118   }
119
120   Toolkit::ItemLayout::Vector4Function mWrapMe;
121   unsigned int mItemId;
122 };
123
124 struct WrappedBoolConstraint
125 {
126   WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
127   : mWrapMe(wrapMe),
128     mItemId(itemId)
129   {
130   }
131
132   bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
133   {
134     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
135
136     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137   }
138
139   Toolkit::ItemLayout::BoolFunction mWrapMe;
140   unsigned int mItemId;
141 };
142
143 /**
144  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
145  */
146 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
147 {
148   Radian scrollDirection(layout.GetScrollDirection());
149
150   float cosTheta = cosf(scrollDirection);
151   float sinTheta = sinf(scrollDirection);
152
153   return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 }
155
156 // Overshoot overlay constraints
157
158 struct OvershootOverlaySizeConstraint
159 {
160   Vector3 operator()(const Vector3& current,
161                      const PropertyInput& parentScrollDirectionProperty,
162                      const PropertyInput& parentOvershootProperty,
163                      const PropertyInput& parentSizeProperty)
164   {
165     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
166     const Vector3 parentSize = parentSizeProperty.GetVector3();
167     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
168
169     float overlayWidth;
170
171     if(Toolkit::IsVertical(parentOrientation))
172     {
173       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
174     }
175     else
176     {
177       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
178     }
179
180     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
181
182     return Vector3( overlayWidth, overlayHeight, current.depth );
183   }
184 };
185
186 struct OvershootOverlayRotationConstraint
187 {
188   Quaternion operator()(const Quaternion& current,
189                         const PropertyInput& parentScrollDirectionProperty,
190                         const PropertyInput& parentOvershootProperty)
191   {
192     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193     const float parentOvershoot = parentOvershootProperty.GetFloat();
194     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
195
196     Quaternion rotation;
197
198     if(Toolkit::IsVertical(parentOrientation))
199     {
200       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
201       {
202         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
203             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
204         {
205           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
206         }
207         else
208         {
209           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
210         }
211       }
212       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
213             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
214       {
215         rotation = Quaternion(0.0f, Vector3::ZAXIS);
216       }
217       else
218       {
219         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220       }
221     }
222     else
223     {
224       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
225       {
226         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
227             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
228         {
229           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
230         }
231         else
232         {
233           rotation = Quaternion(0.0f, Vector3::ZAXIS);
234         }
235       }
236       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
237             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
238       {
239         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
240       }
241       else
242       {
243         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
244       }
245     }
246
247     return rotation;
248   }
249 };
250
251 struct OvershootOverlayPositionConstraint
252 {
253   Vector3 operator()(const Vector3&    current,
254                      const PropertyInput& parentSizeProperty,
255                      const PropertyInput& parentScrollDirectionProperty,
256                      const PropertyInput& parentOvershootProperty)
257   {
258     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
259     const float parentOvershoot = parentOvershootProperty.GetFloat();
260     const Vector3 parentSize = parentSizeProperty.GetVector3();
261     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
262
263     Vector3 relativeOffset;
264
265     if(Toolkit::IsVertical(parentOrientation))
266     {
267       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
268       {
269         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
270             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
271         {
272           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
273         }
274         else
275         {
276           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
277         }
278       }
279       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
280             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
281       {
282         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
283       }
284       else
285       {
286         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287       }
288     }
289     else
290     {
291       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
292       {
293         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
294             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
295         {
296           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
297         }
298         else
299         {
300           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
301         }
302       }
303       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
304             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
305       {
306         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
307       }
308       else
309       {
310         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
311       }
312     }
313
314     return relativeOffset * parentSize;
315
316   }
317 };
318
319 struct OvershootOverlayVisibilityConstraint
320 {
321   bool operator()(const bool& current,
322                   const PropertyInput& parentLayoutScrollableProperty)
323   {
324     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
325
326     return parentLayoutScrollable;
327   }
328 };
329
330 /**
331  * Relative position Constraint
332  * Generates the relative position value of the item view based on the layout position,
333  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
334  */
335 Vector3 RelativePositionConstraint(const Vector3& current,
336                                    const PropertyInput& scrollPositionProperty,
337                                    const PropertyInput& scrollMinProperty,
338                                    const PropertyInput& scrollMaxProperty,
339                                    const PropertyInput& layoutSizeProperty)
340 {
341   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
342   const Vector3& min = scrollMinProperty.GetVector3();
343   const Vector3& max = scrollMaxProperty.GetVector3();
344
345   Vector3 relativePosition;
346   Vector3 domainSize = max - min;
347
348   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
349   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
350
351   return relativePosition;
352 }
353
354 } // unnamed namespace
355
356 namespace Dali
357 {
358
359 namespace Toolkit
360 {
361
362 namespace Internal
363 {
364
365 namespace // unnamed namespace
366 {
367
368 bool FindById( const ItemContainer& items, ItemId id )
369 {
370   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
371   {
372     if( iter->first == id )
373     {
374       return true;
375     }
376   }
377
378   return false;
379 }
380
381 } // unnamed namespace
382
383 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
384 {
385   // Create the implementation
386   ItemViewPtr itemView(new ItemView(factory));
387
388   // Pass ownership to CustomActor via derived handle
389   Dali::Toolkit::ItemView handle(*itemView);
390
391   // Second-phase init of the implementation
392   // This can only be done after the CustomActor connection has been made...
393   itemView->Initialize();
394
395   return handle;
396 }
397
398 ItemView::ItemView(ItemFactory& factory)
399 : Scrollable(),
400   mItemFactory(factory),
401   mActiveLayout(NULL),
402   mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
403   mAnimatingOvershootOn(false),
404   mAnimateOvershootOff(false),
405   mAnchoringEnabled(true),
406   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
407   mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
408   mRefreshOrderHint(true/*Refresh item 0 first*/),
409   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
410   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
411   mScrollDistance(0.0f),
412   mScrollSpeed(0.0f),
413   mTotalPanDisplacement(Vector2::ZERO),
414   mScrollOvershoot(0.0f),
415   mIsFlicking(false),
416   mGestureState(Gesture::Clear),
417   mAddingItems(false),
418   mRefreshEnabled(true),
419   mItemsParentOrigin( ParentOrigin::CENTER),
420   mItemsAnchorPoint( AnchorPoint::CENTER)
421 {
422   SetRequiresMouseWheelEvents(true);
423   SetKeyboardNavigationSupport(true);
424 }
425
426 void ItemView::OnInitialize()
427 {
428   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
429
430   RegisterCommonProperties();
431
432   Actor self = Self();
433
434   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
435   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
436
437   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
438   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
439   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
440
441   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
442
443   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
444                                                    LocalSource(mPropertyPosition),
445                                                    LocalSource(mPropertyPositionMin),
446                                                    LocalSource(mPropertyPositionMax),
447                                                    LocalSource(Actor::SIZE),
448                                                    RelativePositionConstraint);
449   self.ApplyConstraint(constraint);
450
451   Vector2 stageSize = Stage::GetCurrent().GetSize();
452   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
453
454   EnableGestureDetection(Gesture::Type(Gesture::Pan));
455
456   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
457   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
458
459   SetRefreshInterval(mRefreshIntervalLayoutPositions);
460 }
461
462 ItemView::~ItemView()
463 {
464 }
465
466 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
467 {
468   return mScrollConnector;
469 }
470
471 unsigned int ItemView::GetLayoutCount() const
472 {
473   return mLayouts.size();
474 }
475
476 void ItemView::AddLayout(ItemLayout& layout)
477 {
478   mLayouts.push_back(ItemLayoutPtr(&layout));
479 }
480
481 void ItemView::RemoveLayout(unsigned int layoutIndex)
482 {
483   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
484
485   if (mActiveLayout == mLayouts[layoutIndex].Get())
486   {
487     mActiveLayout = NULL;
488   }
489
490   mLayouts.erase(mLayouts.begin() + layoutIndex);
491 }
492
493 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
494 {
495   return mLayouts[layoutIndex];
496 }
497
498 ItemLayoutPtr ItemView::GetActiveLayout() const
499 {
500   return ItemLayoutPtr(mActiveLayout);
501 }
502
503 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
504 {
505   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
506 }
507
508 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
509 {
510   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
511
512   Actor self = Self();
513
514   // The ItemView size should match the active layout size
515   self.SetSize(targetSize);
516   mActiveLayoutTargetSize = targetSize;
517
518   // Switch to the new layout
519   mActiveLayout = mLayouts[layoutIndex].Get();
520
521   // Move the items to the new layout positions...
522
523   bool resizeAnimationNeeded(false);
524
525   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
526   {
527     unsigned int itemId = iter->first;
528     Actor actor = iter->second;
529
530     // Remove constraints from previous layout
531     actor.RemoveConstraints();
532
533     Vector3 size;
534     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
535     {
536       if( durationSeconds > 0.0f )
537       {
538         // Use a size animation
539         if (!resizeAnimationNeeded)
540         {
541           resizeAnimationNeeded = true;
542           RemoveAnimation(mResizeAnimation);
543           mResizeAnimation = Animation::New(durationSeconds);
544         }
545
546         // The layout provides its own resize animation
547         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
548       }
549       else
550       {
551         // resize immediately
552         actor.SetSize(size);
553       }
554     }
555
556     ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
557   }
558
559   if (resizeAnimationNeeded)
560   {
561     mResizeAnimation.Play();
562   }
563
564   // Refresh the new layout
565   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
566   AddActorsWithinRange( range, durationSeconds );
567
568   // Scroll to an appropriate layout position
569
570   bool scrollAnimationNeeded(false);
571   float firstItemScrollPosition(0.0f);
572
573   float current = GetCurrentLayoutPosition(0);
574   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
575   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
576
577   if (current < minimum)
578   {
579     scrollAnimationNeeded = true;
580     firstItemScrollPosition = minimum;
581   }
582   else if (mAnchoringEnabled)
583   {
584     scrollAnimationNeeded = true;
585     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
586   }
587
588   if (scrollAnimationNeeded)
589   {
590     RemoveAnimation(mScrollAnimation);
591     mScrollAnimation = Animation::New(durationSeconds);
592     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
593     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
594     mScrollAnimation.Play();
595   }
596
597   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
598   AnimateScrollOvershoot(0.0f);
599   mScrollOvershoot = 0.0f;
600
601   Radian scrollDirection(mActiveLayout->GetScrollDirection());
602   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
603   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
604
605   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
606
607   CalculateDomainSize(targetSize);
608 }
609
610 void ItemView::DeactivateCurrentLayout()
611 {
612   if (mActiveLayout)
613   {
614     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
615     {
616       Actor actor = iter->second;
617       actor.RemoveConstraints();
618     }
619
620     mActiveLayout = NULL;
621   }
622 }
623
624 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
625 {
626   mDefaultAlphaFunction = func;
627 }
628
629 AlphaFunction ItemView::GetDefaultAlphaFunction() const
630 {
631   return mDefaultAlphaFunction;
632 }
633
634 void ItemView::OnRefreshNotification(PropertyNotification& source)
635 {
636   if(mRefreshEnabled)
637   {
638     // Only refresh the cache during normal scrolling
639     DoRefresh(GetCurrentLayoutPosition(0), true);
640   }
641 }
642
643 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
644 {
645   if (mActiveLayout)
646   {
647     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
648     RemoveActorsOutsideRange( range );
649     AddActorsWithinRange( range, 0.0f/*immediate*/ );
650
651     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
652   }
653 }
654
655 void ItemView::SetMinimumSwipeSpeed(float speed)
656 {
657   mMinimumSwipeSpeed = speed;
658 }
659
660 float ItemView::GetMinimumSwipeSpeed() const
661 {
662   return mMinimumSwipeSpeed;
663 }
664
665 void ItemView::SetMinimumSwipeDistance(float distance)
666 {
667   mMinimumSwipeDistance = distance;
668 }
669
670 float ItemView::GetMinimumSwipeDistance() const
671 {
672   return mMinimumSwipeDistance;
673 }
674
675 void ItemView::SetMouseWheelScrollDistanceStep(float step)
676 {
677   mMouseWheelScrollDistanceStep = step;
678 }
679
680 float ItemView::GetMouseWheelScrollDistanceStep() const
681 {
682   return mMouseWheelScrollDistanceStep;
683 }
684
685 void ItemView::SetAnchoring(bool enabled)
686 {
687   mAnchoringEnabled = enabled;
688 }
689
690 bool ItemView::GetAnchoring() const
691 {
692   return mAnchoringEnabled;
693 }
694
695 void ItemView::SetAnchoringDuration(float durationSeconds)
696 {
697   mAnchoringDuration = durationSeconds;
698 }
699
700 float ItemView::GetAnchoringDuration() const
701 {
702   return mAnchoringDuration;
703 }
704
705 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
706 {
707   mRefreshIntervalLayoutPositions = intervalLayoutPositions;
708
709   if(mRefreshNotification)
710   {
711     mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
712   }
713   mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
714   mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
715 }
716
717 float ItemView::GetRefreshInterval() const
718 {
719   return mRefreshIntervalLayoutPositions;
720 }
721
722 void ItemView::SetRefreshEnabled(bool enabled)
723 {
724   mRefreshEnabled = enabled;
725 }
726
727 Actor ItemView::GetItem(unsigned int itemId) const
728 {
729   Actor actor;
730
731   ConstItemPoolIter iter = mItemPool.find( itemId );
732   if( iter != mItemPool.end() )
733   {
734     actor = iter->second;
735   }
736
737   return actor;
738 }
739
740 unsigned int ItemView::GetItemId( Actor actor ) const
741 {
742   unsigned int itemId( 0 );
743
744   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
745   {
746     if( iter->second == actor )
747     {
748       itemId = iter->first;
749       break;
750     }
751   }
752
753   return itemId;
754 }
755
756 void ItemView::InsertItem( Item newItem, float durationSeconds )
757 {
758   mAddingItems = true;
759
760   SetupActor( newItem, durationSeconds );
761   Self().Add( newItem.second );
762
763   ItemPoolIter foundIter = mItemPool.find( newItem.first );
764   if( mItemPool.end() != foundIter )
765   {
766     Actor moveMe = foundIter->second;
767     foundIter->second = newItem.second;
768
769     // Move the existing actors to make room
770     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
771     {
772       Actor temp = iter->second;
773       iter->second = moveMe;
774       moveMe = temp;
775
776       iter->second.RemoveConstraints();
777       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
778     }
779
780     // Create last item
781     ItemId lastId = mItemPool.rbegin()->first;
782     Item lastItem( lastId + 1, moveMe );
783     mItemPool.insert( lastItem );
784
785     lastItem.second.RemoveConstraints();
786     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
787   }
788   else
789   {
790     mItemPool.insert( newItem );
791   }
792
793   CalculateDomainSize(Self().GetCurrentSize());
794
795   mAddingItems = false;
796 }
797
798 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
799 {
800   mAddingItems = true;
801
802   // Insert from lowest id to highest
803   set<Item> sortedItems;
804   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
805   {
806     sortedItems.insert( *iter );
807   }
808
809   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
810   {
811     Self().Add( iter->second );
812
813     cout << "inserting item: " << iter->first << endl;
814
815     ItemPoolIter foundIter = mItemPool.find( iter->first );
816     if( mItemPool.end() != foundIter )
817     {
818       Actor moveMe = foundIter->second;
819       foundIter->second = iter->second;
820
821       // Move the existing actors to make room
822       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
823       {
824         Actor temp = iter->second;
825         iter->second = moveMe;
826         moveMe = temp;
827       }
828
829       // Create last item
830       ItemId lastId = mItemPool.rbegin()->first;
831       Item lastItem( lastId + 1, moveMe );
832       mItemPool.insert( lastItem );
833     }
834     else
835     {
836       mItemPool.insert( *iter );
837     }
838   }
839
840   // Relayout everything
841   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
842   {
843     // If newly inserted
844     if( FindById( newItems, iter->first ) )
845     {
846       SetupActor( *iter, durationSeconds );
847     }
848     else
849     {
850       iter->second.RemoveConstraints();
851       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
852     }
853   }
854
855   CalculateDomainSize(Self().GetCurrentSize());
856
857   mAddingItems = false;
858 }
859
860 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
861 {
862   bool actorRemoved = RemoveActor( itemId );
863   if( actorRemoved )
864   {
865     ReapplyAllConstraints( durationSeconds );
866   }
867 }
868
869 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
870 {
871   bool actorRemoved( false );
872
873   // Remove from highest id to lowest
874   set<ItemId> sortedItems;
875   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
876   {
877     sortedItems.insert( *iter );
878   }
879
880   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
881   {
882     if( RemoveActor( *iter ) )
883     {
884       actorRemoved = true;
885     }
886   }
887
888   if( actorRemoved )
889   {
890     ReapplyAllConstraints( durationSeconds );
891   }
892 }
893
894 bool ItemView::RemoveActor(unsigned int itemId)
895 {
896   bool removed( false );
897
898   const ItemPoolIter removeIter = mItemPool.find( itemId );
899
900   if( removeIter != mItemPool.end() )
901   {
902     ReleaseActor(itemId, removeIter->second);
903
904     removed = true;
905
906     // Adjust the remaining item IDs, for example if item 2 is removed:
907     //   Initial actors:     After insert:
908     //     ID 1 - ActorA       ID 1 - ActorA
909     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
910     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
911     //     ID 4 - ActorD
912     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
913     {
914       if( iter->first < mItemPool.rbegin()->first )
915       {
916         iter->second = mItemPool[ iter->first + 1 ];
917       }
918       else
919       {
920         mItemPool.erase( iter );
921         break;
922       }
923     }
924   }
925
926   return removed;
927 }
928
929 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
930 {
931   mAddingItems = true;
932
933   SetupActor( replacementItem, durationSeconds );
934   Self().Add( replacementItem.second );
935
936   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
937   if( mItemPool.end() != iter )
938   {
939     ReleaseActor(iter->first, iter->second);
940     iter->second = replacementItem.second;
941   }
942   else
943   {
944     mItemPool.insert( replacementItem );
945   }
946
947   CalculateDomainSize(Self().GetCurrentSize());
948
949   mAddingItems = false;
950 }
951
952 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
953 {
954   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
955   {
956     ReplaceItem( *iter, durationSeconds );
957   }
958 }
959
960 void ItemView::RemoveActorsOutsideRange( ItemRange range )
961 {
962   // Remove unwanted actors from the ItemView & ItemPool
963   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
964   {
965     unsigned int current = iter->first;
966
967     if( ! range.Within( current ) )
968     {
969       ReleaseActor(iter->first, iter->second);
970
971       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
972     }
973     else
974     {
975       ++iter;
976     }
977   }
978 }
979
980 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
981 {
982   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
983
984   // The order of addition depends on the scroll direction.
985   if (mRefreshOrderHint)
986   {
987     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
988     {
989       AddNewActor( itemId, durationSeconds );
990     }
991   }
992   else
993   {
994     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
995     {
996       AddNewActor( itemId-1, durationSeconds );
997     }
998   }
999
1000   // Total number of items may change dynamically.
1001   // Always recalculate the domain size to reflect that.
1002   CalculateDomainSize(Self().GetCurrentSize());
1003 }
1004
1005 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1006 {
1007   mAddingItems = true;
1008
1009   if( mItemPool.end() == mItemPool.find( itemId ) )
1010   {
1011     Actor actor = mItemFactory.NewItem( itemId );
1012
1013     if( actor )
1014     {
1015       Item newItem( itemId, actor );
1016
1017       mItemPool.insert( newItem );
1018
1019       SetupActor( newItem, durationSeconds );
1020       Self().Add( actor );
1021     }
1022   }
1023
1024   mAddingItems = false;
1025 }
1026
1027 void ItemView::SetupActor( Item item, float durationSeconds )
1028 {
1029   item.second.SetParentOrigin( mItemsParentOrigin );
1030   item.second.SetAnchorPoint( mItemsAnchorPoint );
1031
1032   if( mActiveLayout )
1033   {
1034     Vector3 size;
1035     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1036     {
1037       item.second.SetSize( size );
1038     }
1039
1040     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1041   }
1042 }
1043
1044 void ItemView::ReleaseActor( ItemId item, Actor actor )
1045 {
1046   Self().Remove( actor );
1047   mItemFactory.ItemReleased(item, actor);
1048 }
1049
1050 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1051 {
1052   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1053
1054   ItemRange available(0u, itemCount);
1055
1056   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1057
1058   if (reserveExtra)
1059   {
1060     // Add the reserve items for scrolling
1061     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1062     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1063     range.end += extra;
1064   }
1065
1066   return range.Intersection(available);
1067 }
1068
1069 void ItemView::OnChildAdd(Actor& child)
1070 {
1071   if(!mAddingItems)
1072   {
1073     // We don't want to do this downcast check for any item added by ItemView itself.
1074     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1075     if(scrollComponent)
1076     {
1077       // Set the scroll connector when scroll bar is being added
1078       scrollComponent.SetScrollConnector(mScrollConnector);
1079     }
1080   }
1081 }
1082
1083 bool ItemView::OnTouchEvent(const TouchEvent& event)
1084 {
1085   // Ignore events with multiple-touch points
1086   if (event.GetPointCount() != 1)
1087   {
1088     return false;
1089   }
1090
1091   if (event.GetPoint(0).state == TouchPoint::Down)
1092   {
1093     // Cancel ongoing scrolling etc.
1094     mGestureState = Gesture::Clear;
1095
1096     mScrollDistance = 0.0f;
1097     mScrollSpeed = 0.0f;
1098     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1099
1100     mScrollOvershoot = 0.0f;
1101     AnimateScrollOvershoot(0.0f);
1102
1103     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1104
1105     RemoveAnimation(mScrollAnimation);
1106   }
1107
1108   return true; // consume since we're potentially scrolling
1109 }
1110
1111 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1112 {
1113   // Respond the mouse wheel event to scroll
1114   if (mActiveLayout)
1115   {
1116     Actor self = Self();
1117     const Vector3 layoutSize = Self().GetCurrentSize();
1118     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1119     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1120
1121     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1122     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1123     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1124   }
1125
1126   if (mMouseWheelEventFinishedTimer.IsRunning())
1127   {
1128     mMouseWheelEventFinishedTimer.Stop();
1129   }
1130
1131   mMouseWheelEventFinishedTimer.Start();
1132
1133   return true;
1134 }
1135
1136 bool ItemView::OnMouseWheelEventFinished()
1137 {
1138   if (mActiveLayout)
1139   {
1140     RemoveAnimation(mScrollAnimation);
1141
1142     // No more mouse wheel events coming. Do the anchoring if enabled.
1143     mScrollAnimation = DoAnchoring();
1144     if (mScrollAnimation)
1145     {
1146       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1147       mScrollAnimation.Play();
1148     }
1149     else
1150     {
1151       mScrollOvershoot = 0.0f;
1152       AnimateScrollOvershoot(0.0f);
1153
1154       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1155     }
1156   }
1157
1158   return false;
1159 }
1160
1161 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1162 {
1163   ItemLayout::Vector3Function positionConstraint;
1164   if (layout.GetPositionConstraint(itemId, positionConstraint))
1165   {
1166     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1167
1168     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1169                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1170                                                       ParentSource( mPropertyScrollSpeed ),
1171                                                       ParentSource( Actor::SIZE ),
1172                                                       wrapped );
1173     constraint.SetApplyTime(duration);
1174     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1175
1176     actor.ApplyConstraint(constraint);
1177   }
1178
1179   ItemLayout::QuaternionFunction rotationConstraint;
1180   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1181   {
1182     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1183
1184     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1185                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1186                                                          ParentSource( mPropertyScrollSpeed ),
1187                                                          ParentSource( Actor::SIZE ),
1188                                                          wrapped );
1189     constraint.SetApplyTime(duration);
1190     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1191
1192     actor.ApplyConstraint(constraint);
1193   }
1194
1195   ItemLayout::Vector3Function scaleConstraint;
1196   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1197   {
1198     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1199
1200     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1201                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1202                                                       ParentSource( mPropertyScrollSpeed ),
1203                                                       ParentSource( Actor::SIZE ),
1204                                                       wrapped );
1205     constraint.SetApplyTime(duration);
1206     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1207
1208     actor.ApplyConstraint(constraint);
1209   }
1210
1211   ItemLayout::Vector4Function colorConstraint;
1212   if (layout.GetColorConstraint(itemId, colorConstraint))
1213   {
1214     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1215
1216     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1217                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1218                                                       ParentSource( mPropertyScrollSpeed ),
1219                                                       ParentSource( Actor::SIZE ),
1220                                                       wrapped );
1221     constraint.SetApplyTime(duration);
1222     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1223
1224     // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1225     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1226     constraint.SetRemoveAction(Dali::Constraint::Discard);
1227
1228     actor.ApplyConstraint(constraint);
1229   }
1230
1231   ItemLayout::BoolFunction visibilityConstraint;
1232   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1233   {
1234     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1235
1236     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1237                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1238                                                    ParentSource( mPropertyScrollSpeed ),
1239                                                    ParentSource( Actor::SIZE ),
1240                                                    wrapped );
1241     constraint.SetApplyTime(duration);
1242     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1243
1244     // Release visibility constraints the same time as the color constraint
1245     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1246     constraint.SetRemoveAction(Dali::Constraint::Discard);
1247
1248     actor.ApplyConstraint(constraint);
1249   }
1250 }
1251
1252 void ItemView::ReapplyAllConstraints( float durationSeconds )
1253 {
1254   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1255   {
1256     unsigned int id = iter->first;
1257     Actor actor = iter->second;
1258
1259     actor.RemoveConstraints();
1260     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1261   }
1262
1263   CalculateDomainSize(Self().GetCurrentSize());
1264 }
1265
1266 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1267 {
1268   Actor self = Self();
1269   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1270   float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1271   mScrollOvershoot = targetPosition - clamppedPosition;
1272   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1273
1274   return clamppedPosition;
1275 }
1276
1277 void ItemView::OnPan(PanGesture gesture)
1278 {
1279   Actor self = Self();
1280   const Vector3 layoutSize = Self().GetCurrentSize();
1281
1282   RemoveAnimation(mScrollAnimation);
1283
1284   // Short-circuit if there is no active layout
1285   if (!mActiveLayout)
1286   {
1287     mGestureState = Gesture::Clear;
1288     return;
1289   }
1290
1291   mGestureState = gesture.state;
1292
1293   switch (mGestureState)
1294   {
1295     case Gesture::Finished:
1296     {
1297       // Swipe Detection
1298       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1299           mScrollSpeed > mMinimumSwipeSpeed)
1300       {
1301         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1302
1303         mRefreshOrderHint = true;
1304
1305         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1306         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1307                                                                layoutSize,
1308                                                                *mActiveLayout);
1309
1310         if (mAnchoringEnabled)
1311         {
1312           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1313         }
1314
1315         RemoveAnimation(mScrollAnimation);
1316
1317         float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1318         mScrollAnimation = Animation::New(flickAnimationDuration);
1319         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1320         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1321         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1322
1323         mIsFlicking = true;
1324         // Check whether it has already scrolled to the end
1325         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1326         {
1327           AnimateScrollOvershoot(0.0f);
1328         }
1329       }
1330
1331       // Anchoring may be triggered when there was no swipe
1332       if (!mScrollAnimation)
1333       {
1334         mScrollAnimation = DoAnchoring();
1335       }
1336
1337       // Reset the overshoot if no scroll animation.
1338       if (!mScrollAnimation)
1339       {
1340         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1341
1342         AnimateScrollOvershoot(0.0f, false);
1343       }
1344     }
1345     break;
1346
1347     case Gesture::Started: // Fall through
1348     {
1349       mTotalPanDisplacement = Vector2::ZERO;
1350     }
1351
1352     case Gesture::Continuing:
1353     {
1354       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1355       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1356
1357       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1358       mRefreshOrderHint = mScrollDistance < 0.0f;
1359
1360       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1361
1362       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1363
1364       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1365       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1366       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1367
1368       mTotalPanDisplacement += gesture.displacement;
1369       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1370       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1371       {
1372         AnimateScrollOvershoot(1.0f);
1373       }
1374       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1375       {
1376         AnimateScrollOvershoot(-1.0f);
1377       }
1378       else
1379       {
1380         AnimateScrollOvershoot(0.0f);
1381       }
1382     }
1383     break;
1384
1385     case Gesture::Cancelled:
1386     {
1387       mScrollAnimation = DoAnchoring();
1388     }
1389     break;
1390
1391     default:
1392       break;
1393   }
1394
1395   if (mScrollAnimation)
1396   {
1397     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1398     mScrollAnimation.Play();
1399   }
1400 }
1401
1402 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1403 {
1404   OnPan(gesture);
1405   return true;
1406 }
1407
1408 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1409 {
1410   Actor nextFocusActor;
1411   if(mActiveLayout)
1412   {
1413     int nextItemID = 0;
1414     if(!actor || actor == this->Self())
1415     {
1416       nextFocusActor = GetItem(nextItemID);
1417     }
1418     else if(actor && actor.GetParent() == this->Self())
1419     {
1420       int itemID = GetItemId(actor);
1421       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1422       nextFocusActor = GetItem(nextItemID);
1423       if(nextFocusActor == actor)
1424       {
1425         // need to pass NULL actor back to focus manager
1426         nextFocusActor.Reset();
1427         return nextFocusActor;
1428       }
1429     }
1430     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1431     Vector3 layoutSize = Self().GetCurrentSize();
1432     if(!nextFocusActor)
1433     {
1434       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1435       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1436       nextItemID = viewableItems.begin;
1437       nextFocusActor = GetItem(nextItemID);
1438     }
1439   }
1440   return nextFocusActor;
1441 }
1442
1443 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1444 {
1445   // only in this function if our chosen focus actor was actually used
1446   if(commitedFocusableActor)
1447   {
1448     int nextItemID = GetItemId(commitedFocusableActor);
1449     float layoutPosition = GetCurrentLayoutPosition(0);
1450     Vector3 layoutSize = Self().GetCurrentSize();
1451     Vector3 focusItemPosition = Vector3::ZERO;
1452     ItemLayout::Vector3Function itemPositionConstraint;
1453     if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1454     {
1455       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1456     }
1457
1458     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1459     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1460   }
1461 }
1462
1463 Animation ItemView::DoAnchoring()
1464 {
1465   Animation anchoringAnimation;
1466   Actor self = Self();
1467
1468   if (mActiveLayout && mAnchoringEnabled)
1469   {
1470     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1471
1472     anchoringAnimation = Animation::New(mAnchoringDuration);
1473     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1474     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1475     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1476     if(!mIsFlicking)
1477     {
1478       AnimateScrollOvershoot(0.0f);
1479     }
1480   }
1481
1482   return anchoringAnimation;
1483 }
1484
1485 void ItemView::OnScrollFinished(Animation& source)
1486 {
1487   Actor self = Self();
1488
1489   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1490
1491   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1492
1493   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1494   {
1495     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1496   }
1497   else
1498   {
1499     // Reset the overshoot
1500     AnimateScrollOvershoot( 0.0f );
1501   }
1502   mIsFlicking = false;
1503
1504   mScrollOvershoot = 0.0f;
1505 }
1506
1507 void ItemView::OnOvershootOnFinished(Animation& animation)
1508 {
1509   mAnimatingOvershootOn = false;
1510   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1511   RemoveAnimation(mScrollOvershootAnimation);
1512   if(mAnimateOvershootOff)
1513   {
1514     AnimateScrollOvershoot(0.0f);
1515   }
1516 }
1517
1518 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1519 {
1520   Actor self = Self();
1521   const Vector3 layoutSize = Self().GetCurrentSize();
1522   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1523
1524   if(durationSeconds > 0.0f)
1525   {
1526     RemoveAnimation(mScrollAnimation);
1527     mScrollAnimation = Animation::New(durationSeconds);
1528     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1529     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1530     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1531     mScrollAnimation.Play();
1532   }
1533   else
1534   {
1535     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1536     AnimateScrollOvershoot(0.0f);
1537   }
1538
1539   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1540 }
1541
1542 void ItemView::RemoveAnimation(Animation& animation)
1543 {
1544   if(animation)
1545   {
1546     // Cease animating, and reset handle.
1547     animation.Clear();
1548     animation.Reset();
1549   }
1550 }
1551
1552 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1553 {
1554   Actor self = Self();
1555
1556   Vector3 firstItemPosition(Vector3::ZERO);
1557   Vector3 lastItemPosition(Vector3::ZERO);
1558
1559   if(mActiveLayout)
1560   {
1561     ItemLayout::Vector3Function firstItemPositionConstraint;
1562     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1563     {
1564       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1565     }
1566
1567     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1568     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1569
1570     ItemLayout::Vector3Function lastItemPositionConstraint;
1571     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1572     {
1573       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1574     }
1575
1576     float domainSize;
1577
1578     if(IsHorizontal(mActiveLayout->GetOrientation()))
1579     {
1580       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1581       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1582       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1583     }
1584     else
1585     {
1586       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1587       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1588       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1589     }
1590
1591     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1592
1593     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1594     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1595     self.SetProperty(mPropertyCanScrollHorizontal, false);
1596   }
1597 }
1598
1599 Vector3 ItemView::GetDomainSize() const
1600 {
1601   Actor self = Self();
1602
1603   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1604   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1605
1606   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1607 }
1608
1609 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1610 {
1611   Actor self = Self();
1612
1613   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1614   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1615   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1616
1617   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1618 }
1619
1620 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1621 {
1622   Vector3 firstItemPosition(Vector3::ZERO);
1623   ItemLayout::Vector3Function firstItemPositionConstraint;
1624   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1625   {
1626     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1627   }
1628
1629   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1630 }
1631
1632 Vector3 ItemView::GetCurrentScrollPosition() const
1633 {
1634   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1635   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1636 }
1637
1638 void ItemView::AddOverlay(Actor actor)
1639 {
1640   Self().Add(actor);
1641 }
1642
1643 void ItemView::RemoveOverlay(Actor actor)
1644 {
1645   Self().Remove(actor);
1646 }
1647
1648 void ItemView::ScrollTo(const Vector3& position, float duration)
1649 {
1650   Actor self = Self();
1651   const Vector3 layoutSize = Self().GetCurrentSize();
1652
1653   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1654
1655   if(duration > 0.0f)
1656   {
1657     RemoveAnimation(mScrollAnimation);
1658     mScrollAnimation = Animation::New(duration);
1659     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1660     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1661     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1662     mScrollAnimation.Play();
1663   }
1664   else
1665   {
1666     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1667     AnimateScrollOvershoot(0.0f);
1668   }
1669
1670   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1671 }
1672
1673 void ItemView::SetOvershootEffectColor( const Vector4& color )
1674 {
1675   mOvershootEffectColor = color;
1676   if( mOvershootOverlay )
1677   {
1678     mOvershootOverlay.SetColor( color );
1679   }
1680 }
1681
1682 void ItemView::SetOvershootEnabled( bool enable )
1683 {
1684   Actor self = Self();
1685   if( enable )
1686   {
1687     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1688     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1689     mOvershootOverlay.SetColor(mOvershootEffectColor);
1690     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1691     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1692     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1693     self.Add(mOvershootOverlay);
1694
1695     Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1696                                                       ParentSource( mPropertyScrollDirection ),
1697                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1698                                                       ParentSource( Actor::SIZE ),
1699                                                       OvershootOverlaySizeConstraint() );
1700     mOvershootOverlay.ApplyConstraint(constraint);
1701     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1702
1703     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1704                                               ParentSource( mPropertyScrollDirection ),
1705                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1706                                               OvershootOverlayRotationConstraint() );
1707     mOvershootOverlay.ApplyConstraint(constraint);
1708
1709     constraint = Constraint::New<Vector3>( Actor::POSITION,
1710                                            ParentSource( Actor::SIZE ),
1711                                            ParentSource( mPropertyScrollDirection ),
1712                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1713                                            OvershootOverlayPositionConstraint() );
1714     mOvershootOverlay.ApplyConstraint(constraint);
1715
1716     constraint = Constraint::New<bool>( Actor::VISIBLE,
1717                                         ParentSource( mPropertyCanScrollVertical ),
1718                                         OvershootOverlayVisibilityConstraint() );
1719     mOvershootOverlay.ApplyConstraint(constraint);
1720
1721     Actor self = Self();
1722     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1723                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1724                                          EqualToConstraint() );
1725     mOvershootOverlay.ApplyConstraint(constraint);
1726   }
1727   else
1728   {
1729     if( mOvershootOverlay )
1730     {
1731       self.Remove(mOvershootOverlay);
1732       mOvershootOverlay.Reset();
1733     }
1734   }
1735 }
1736
1737 float ItemView::CalculateScrollOvershoot()
1738 {
1739   float overshoot = 0.0f;
1740
1741   if(mActiveLayout)
1742   {
1743     // The overshoot must be calculated from the accumulated pan gesture displacement
1744     // since the pan gesture starts.
1745     Actor self = Self();
1746     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1747     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1748     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1749     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1750     float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1751     overshoot = positionDelta - clamppedPosition;
1752   }
1753
1754   return overshoot;
1755 }
1756
1757 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1758 {
1759   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1760
1761   // make sure we animate back if needed
1762   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1763
1764   if( mAnimatingOvershootOn )
1765   {
1766     // animating on, do not allow animate off
1767     return;
1768   }
1769
1770   Actor self = Self();
1771   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1772   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1773
1774   RemoveAnimation(mScrollOvershootAnimation);
1775   mScrollOvershootAnimation = Animation::New(duration);
1776   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1777   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1778   mScrollOvershootAnimation.Play();
1779
1780   mAnimatingOvershootOn = animatingOn;
1781 }
1782
1783 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1784 {
1785   if( parentOrigin != mItemsParentOrigin )
1786   {
1787     mItemsParentOrigin = parentOrigin;
1788     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1789     {
1790       iter->second.SetParentOrigin(parentOrigin);
1791     }
1792   }
1793 }
1794
1795 Vector3 ItemView::GetItemsParentOrigin() const
1796 {
1797   return mItemsParentOrigin;
1798 }
1799
1800 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1801 {
1802   if( anchorPoint != mItemsAnchorPoint )
1803   {
1804     mItemsAnchorPoint = anchorPoint;
1805     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1806     {
1807       iter->second.SetAnchorPoint(anchorPoint);
1808     }
1809   }
1810 }
1811
1812 Vector3 ItemView::GetItemsAnchorPoint() const
1813 {
1814   return mItemsAnchorPoint;
1815 }
1816
1817 void ItemView::GetItemsRange(ItemRange& range)
1818 {
1819   range.begin = mItemPool.begin()->first;
1820   range.end = mItemPool.rbegin()->first + 1;
1821 }
1822
1823 } // namespace Internal
1824
1825 } // namespace Toolkit
1826
1827 } // namespace Dali