Moved ControlImpl to Internal namespace & renamed to Control
[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 #include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
28
29 using namespace std;
30 using namespace Dali;
31
32 namespace // unnamed namespace
33 {
34
35 //Type registration
36 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37
38 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
39 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
40 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41
42 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
43 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
44
45 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
46 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47
48 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49
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   mItemsParentOrigin( ParentOrigin::CENTER),
416   mItemsAnchorPoint( AnchorPoint::CENTER)
417 {
418   SetRequiresMouseWheelEvents(true);
419   SetKeyboardNavigationSupport(true);
420 }
421
422 void ItemView::OnInitialize()
423 {
424   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
425
426   RegisterCommonProperties();
427
428   Actor self = Self();
429
430   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
431   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
432
433   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
434   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
435   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
436
437   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
438
439   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
440                                                    LocalSource(mPropertyPosition),
441                                                    LocalSource(mPropertyPositionMin),
442                                                    LocalSource(mPropertyPositionMax),
443                                                    LocalSource(Actor::SIZE),
444                                                    RelativePositionConstraint);
445   self.ApplyConstraint(constraint);
446
447   Vector2 stageSize = Stage::GetCurrent().GetSize();
448   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
449
450   EnableGestureDetection(Gesture::Type(Gesture::Pan));
451
452   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
453   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
454
455   SetRefreshInterval(mRefreshIntervalLayoutPositions);
456 }
457
458 ItemView::~ItemView()
459 {
460 }
461
462 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
463 {
464   return mScrollConnector;
465 }
466
467 unsigned int ItemView::GetLayoutCount() const
468 {
469   return mLayouts.size();
470 }
471
472 void ItemView::AddLayout(ItemLayout& layout)
473 {
474   mLayouts.push_back(ItemLayoutPtr(&layout));
475 }
476
477 void ItemView::RemoveLayout(unsigned int layoutIndex)
478 {
479   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
480
481   if (mActiveLayout == mLayouts[layoutIndex].Get())
482   {
483     mActiveLayout = NULL;
484   }
485
486   mLayouts.erase(mLayouts.begin() + layoutIndex);
487 }
488
489 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
490 {
491   return mLayouts[layoutIndex];
492 }
493
494 ItemLayoutPtr ItemView::GetActiveLayout() const
495 {
496   return ItemLayoutPtr(mActiveLayout);
497 }
498
499 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
500 {
501   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
502 }
503
504 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
505 {
506   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
507
508   Actor self = Self();
509
510   // The ItemView size should match the active layout size
511   self.SetSize(targetSize);
512   mActiveLayoutTargetSize = targetSize;
513
514   // Switch to the new layout
515   mActiveLayout = mLayouts[layoutIndex].Get();
516
517   // Move the items to the new layout positions...
518
519   bool resizeAnimationNeeded(false);
520
521   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
522   {
523     unsigned int itemId = iter->first;
524     Actor actor = iter->second;
525
526     // Remove constraints from previous layout
527     actor.RemoveConstraints();
528
529     Vector3 size;
530     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
531     {
532       if( durationSeconds > 0.0f )
533       {
534         // Use a size animation
535         if (!resizeAnimationNeeded)
536         {
537           resizeAnimationNeeded = true;
538           RemoveAnimation(mResizeAnimation);
539           mResizeAnimation = Animation::New(durationSeconds);
540         }
541
542         // The layout provides its own resize animation
543         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
544       }
545       else
546       {
547         // resize immediately
548         actor.SetSize(size);
549       }
550     }
551
552     ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
553   }
554
555   if (resizeAnimationNeeded)
556   {
557     mResizeAnimation.Play();
558   }
559
560   // Refresh the new layout
561   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
562   AddActorsWithinRange( range, durationSeconds );
563
564   // Scroll to an appropriate layout position
565
566   bool scrollAnimationNeeded(false);
567   float firstItemScrollPosition(0.0f);
568
569   float current = GetCurrentLayoutPosition(0);
570   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
571   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
572
573   if (current < minimum)
574   {
575     scrollAnimationNeeded = true;
576     firstItemScrollPosition = minimum;
577   }
578   else if (mAnchoringEnabled)
579   {
580     scrollAnimationNeeded = true;
581     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
582   }
583
584   if (scrollAnimationNeeded)
585   {
586     RemoveAnimation(mScrollAnimation);
587     mScrollAnimation = Animation::New(mAnchoringDuration);
588     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
589     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
590     mScrollAnimation.Play();
591   }
592
593   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
594   AnimateScrollOvershoot(0.0f);
595   mScrollOvershoot = 0.0f;
596
597   Radian scrollDirection(mActiveLayout->GetScrollDirection());
598   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
599   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
600
601   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
602
603   CalculateDomainSize(targetSize);
604 }
605
606 void ItemView::DeactivateCurrentLayout()
607 {
608   if (mActiveLayout)
609   {
610     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
611     {
612       Actor actor = iter->second;
613       actor.RemoveConstraints();
614     }
615
616     mActiveLayout = NULL;
617   }
618 }
619
620 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
621 {
622   mDefaultAlphaFunction = func;
623 }
624
625 AlphaFunction ItemView::GetDefaultAlphaFunction() const
626 {
627   return mDefaultAlphaFunction;
628 }
629
630 void ItemView::OnRefreshNotification(PropertyNotification& source)
631 {
632   if(mRefreshEnabled)
633   {
634     // Only refresh the cache during normal scrolling
635     DoRefresh(GetCurrentLayoutPosition(0), true);
636   }
637 }
638
639 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
640 {
641   if (mActiveLayout)
642   {
643     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
644     RemoveActorsOutsideRange( range );
645     AddActorsWithinRange( range, 0.0f/*immediate*/ );
646
647     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
648   }
649 }
650
651 void ItemView::SetMinimumSwipeSpeed(float speed)
652 {
653   mMinimumSwipeSpeed = speed;
654 }
655
656 float ItemView::GetMinimumSwipeSpeed() const
657 {
658   return mMinimumSwipeSpeed;
659 }
660
661 void ItemView::SetMinimumSwipeDistance(float distance)
662 {
663   mMinimumSwipeDistance = distance;
664 }
665
666 float ItemView::GetMinimumSwipeDistance() const
667 {
668   return mMinimumSwipeDistance;
669 }
670
671 void ItemView::SetMouseWheelScrollDistanceStep(float step)
672 {
673   mMouseWheelScrollDistanceStep = step;
674 }
675
676 float ItemView::GetMouseWheelScrollDistanceStep() const
677 {
678   return mMouseWheelScrollDistanceStep;
679 }
680
681 void ItemView::SetAnchoring(bool enabled)
682 {
683   mAnchoringEnabled = enabled;
684 }
685
686 bool ItemView::GetAnchoring() const
687 {
688   return mAnchoringEnabled;
689 }
690
691 void ItemView::SetAnchoringDuration(float durationSeconds)
692 {
693   mAnchoringDuration = durationSeconds;
694 }
695
696 float ItemView::GetAnchoringDuration() const
697 {
698   return mAnchoringDuration;
699 }
700
701 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
702 {
703   mRefreshIntervalLayoutPositions = intervalLayoutPositions;
704
705   if(mRefreshNotification)
706   {
707     mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
708   }
709   mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
710   mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
711 }
712
713 float ItemView::GetRefreshInterval() const
714 {
715   return mRefreshIntervalLayoutPositions;
716 }
717
718 void ItemView::SetRefreshEnabled(bool enabled)
719 {
720   mRefreshEnabled = enabled;
721 }
722
723 Actor ItemView::GetItem(unsigned int itemId) const
724 {
725   Actor actor;
726
727   ConstItemPoolIter iter = mItemPool.find( itemId );
728   if( iter != mItemPool.end() )
729   {
730     actor = iter->second;
731   }
732
733   return actor;
734 }
735
736 unsigned int ItemView::GetItemId( Actor actor ) const
737 {
738   unsigned int itemId( 0 );
739
740   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
741   {
742     if( iter->second == actor )
743     {
744       itemId = iter->first;
745       break;
746     }
747   }
748
749   return itemId;
750 }
751
752 void ItemView::InsertItem( Item newItem, float durationSeconds )
753 {
754   mAddingItems = true;
755
756   SetupActor( newItem, durationSeconds );
757   Self().Add( newItem.second );
758
759   ItemPoolIter foundIter = mItemPool.find( newItem.first );
760   if( mItemPool.end() != foundIter )
761   {
762     Actor moveMe = foundIter->second;
763     foundIter->second = newItem.second;
764
765     // Move the existing actors to make room
766     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
767     {
768       Actor temp = iter->second;
769       iter->second = moveMe;
770       moveMe = temp;
771
772       iter->second.RemoveConstraints();
773       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
774     }
775
776     // Create last item
777     ItemId lastId = mItemPool.rbegin()->first;
778     Item lastItem( lastId + 1, moveMe );
779     mItemPool.insert( lastItem );
780
781     lastItem.second.RemoveConstraints();
782     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
783   }
784   else
785   {
786     mItemPool.insert( newItem );
787   }
788
789   CalculateDomainSize(Self().GetCurrentSize());
790
791   mAddingItems = false;
792 }
793
794 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
795 {
796   mAddingItems = true;
797
798   // Insert from lowest id to highest
799   set<Item> sortedItems;
800   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
801   {
802     sortedItems.insert( *iter );
803   }
804
805   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
806   {
807     Self().Add( iter->second );
808
809     cout << "inserting item: " << iter->first << endl;
810
811     ItemPoolIter foundIter = mItemPool.find( iter->first );
812     if( mItemPool.end() != foundIter )
813     {
814       Actor moveMe = foundIter->second;
815       foundIter->second = iter->second;
816
817       // Move the existing actors to make room
818       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
819       {
820         Actor temp = iter->second;
821         iter->second = moveMe;
822         moveMe = temp;
823       }
824
825       // Create last item
826       ItemId lastId = mItemPool.rbegin()->first;
827       Item lastItem( lastId + 1, moveMe );
828       mItemPool.insert( lastItem );
829     }
830     else
831     {
832       mItemPool.insert( *iter );
833     }
834   }
835
836   // Relayout everything
837   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
838   {
839     // If newly inserted
840     if( FindById( newItems, iter->first ) )
841     {
842       SetupActor( *iter, durationSeconds );
843     }
844     else
845     {
846       iter->second.RemoveConstraints();
847       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
848     }
849   }
850
851   CalculateDomainSize(Self().GetCurrentSize());
852
853   mAddingItems = false;
854 }
855
856 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
857 {
858   bool actorRemoved = RemoveActor( itemId );
859   if( actorRemoved )
860   {
861     ReapplyAllConstraints( durationSeconds );
862   }
863 }
864
865 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
866 {
867   bool actorRemoved( false );
868
869   // Remove from highest id to lowest
870   set<ItemId> sortedItems;
871   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
872   {
873     sortedItems.insert( *iter );
874   }
875
876   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
877   {
878     if( RemoveActor( *iter ) )
879     {
880       actorRemoved = true;
881     }
882   }
883
884   if( actorRemoved )
885   {
886     ReapplyAllConstraints( durationSeconds );
887   }
888 }
889
890 bool ItemView::RemoveActor(unsigned int itemId)
891 {
892   bool removed( false );
893
894   const ItemPoolIter removeIter = mItemPool.find( itemId );
895
896   if( removeIter != mItemPool.end() )
897   {
898     Self().Remove( removeIter->second );
899     removed = true;
900
901     // Adjust the remaining item IDs, for example if item 2 is removed:
902     //   Initial actors:     After insert:
903     //     ID 1 - ActorA       ID 1 - ActorA
904     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
905     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
906     //     ID 4 - ActorD
907     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
908     {
909       if( iter->first < mItemPool.rbegin()->first )
910       {
911         iter->second = mItemPool[ iter->first + 1 ];
912       }
913       else
914       {
915         mItemPool.erase( iter );
916         break;
917       }
918     }
919   }
920
921   return removed;
922 }
923
924 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
925 {
926   mAddingItems = true;
927
928   SetupActor( replacementItem, durationSeconds );
929   Self().Add( replacementItem.second );
930
931   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
932   if( mItemPool.end() != iter )
933   {
934     Self().Remove( iter->second );
935     iter->second = replacementItem.second;
936   }
937   else
938   {
939     mItemPool.insert( replacementItem );
940   }
941
942   CalculateDomainSize(Self().GetCurrentSize());
943
944   mAddingItems = false;
945 }
946
947 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
948 {
949   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
950   {
951     ReplaceItem( *iter, durationSeconds );
952   }
953 }
954
955 void ItemView::RemoveActorsOutsideRange( ItemRange range )
956 {
957   // Remove unwanted actors from the ItemView & ItemPool
958   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
959   {
960     unsigned int current = iter->first;
961
962     if( ! range.Within( current ) )
963     {
964       Self().Remove( iter->second );
965
966       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
967     }
968     else
969     {
970       ++iter;
971     }
972   }
973 }
974
975 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
976 {
977   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
978
979   // The order of addition depends on the scroll direction.
980   if (mRefreshOrderHint)
981   {
982     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
983     {
984       AddNewActor( itemId, durationSeconds );
985     }
986   }
987   else
988   {
989     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
990     {
991       AddNewActor( itemId-1, durationSeconds );
992     }
993   }
994
995   // Total number of items may change dynamically.
996   // Always recalculate the domain size to reflect that.
997   CalculateDomainSize(Self().GetCurrentSize());
998 }
999
1000 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1001 {
1002   mAddingItems = true;
1003
1004   if( mItemPool.end() == mItemPool.find( itemId ) )
1005   {
1006     Actor actor = mItemFactory.NewItem( itemId );
1007
1008     if( actor )
1009     {
1010       Item newItem( itemId, actor );
1011
1012       mItemPool.insert( newItem );
1013
1014       SetupActor( newItem, durationSeconds );
1015       Self().Add( actor );
1016     }
1017   }
1018
1019   mAddingItems = false;
1020 }
1021
1022 void ItemView::SetupActor( Item item, float durationSeconds )
1023 {
1024   item.second.SetParentOrigin( mItemsParentOrigin );
1025   item.second.SetAnchorPoint( mItemsAnchorPoint );
1026
1027   if( mActiveLayout )
1028   {
1029     Vector3 size;
1030     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1031     {
1032       item.second.SetSize( size );
1033     }
1034
1035     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1036   }
1037 }
1038
1039 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1040 {
1041   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1042
1043   ItemRange available(0u, itemCount);
1044
1045   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1046
1047   if (reserveExtra)
1048   {
1049     // Add the reserve items for scrolling
1050     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1051     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1052     range.end += extra;
1053   }
1054
1055   return range.Intersection(available);
1056 }
1057
1058 void ItemView::OnChildAdd(Actor& child)
1059 {
1060   if(!mAddingItems)
1061   {
1062     // We don't want to do this downcast check for any item added by ItemView itself.
1063     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1064     if(scrollComponent)
1065     {
1066       // Set the scroll connector when scroll bar is being added
1067       scrollComponent.SetScrollConnector(mScrollConnector);
1068     }
1069   }
1070 }
1071
1072 bool ItemView::OnTouchEvent(const TouchEvent& event)
1073 {
1074   // Ignore events with multiple-touch points
1075   if (event.GetPointCount() != 1)
1076   {
1077     return false;
1078   }
1079
1080   if (event.GetPoint(0).state == TouchPoint::Down)
1081   {
1082     // Cancel ongoing scrolling etc.
1083     mGestureState = Gesture::Clear;
1084
1085     mScrollDistance = 0.0f;
1086     mScrollSpeed = 0.0f;
1087     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1088
1089     mScrollOvershoot = 0.0f;
1090     AnimateScrollOvershoot(0.0f);
1091
1092     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1093
1094     RemoveAnimation(mScrollAnimation);
1095   }
1096
1097   return true; // consume since we're potentially scrolling
1098 }
1099
1100 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1101 {
1102   // Respond the mouse wheel event to scroll
1103   if (mActiveLayout)
1104   {
1105     Actor self = Self();
1106     const Vector3 layoutSize = Self().GetCurrentSize();
1107     float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1108     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1109
1110     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1111     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1112     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1113   }
1114
1115   if (mMouseWheelEventFinishedTimer.IsRunning())
1116   {
1117     mMouseWheelEventFinishedTimer.Stop();
1118   }
1119
1120   mMouseWheelEventFinishedTimer.Start();
1121
1122   return true;
1123 }
1124
1125 bool ItemView::OnMouseWheelEventFinished()
1126 {
1127   if (mActiveLayout)
1128   {
1129     RemoveAnimation(mScrollAnimation);
1130
1131     // No more mouse wheel events coming. Do the anchoring if enabled.
1132     mScrollAnimation = DoAnchoring();
1133     if (mScrollAnimation)
1134     {
1135       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1136       mScrollAnimation.Play();
1137     }
1138     else
1139     {
1140       mScrollOvershoot = 0.0f;
1141       AnimateScrollOvershoot(0.0f);
1142
1143       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1144     }
1145   }
1146
1147   return false;
1148 }
1149
1150 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1151 {
1152   ItemLayout::Vector3Function positionConstraint;
1153   if (layout.GetPositionConstraint(itemId, positionConstraint))
1154   {
1155     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1156
1157     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1158                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1159                                                       ParentSource( mPropertyScrollSpeed ),
1160                                                       ParentSource( Actor::SIZE ),
1161                                                       wrapped );
1162     constraint.SetApplyTime(duration);
1163     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1164
1165     actor.ApplyConstraint(constraint);
1166   }
1167
1168   ItemLayout::QuaternionFunction rotationConstraint;
1169   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1170   {
1171     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1172
1173     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1174                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1175                                                          ParentSource( mPropertyScrollSpeed ),
1176                                                          ParentSource( Actor::SIZE ),
1177                                                          wrapped );
1178     constraint.SetApplyTime(duration);
1179     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1180
1181     actor.ApplyConstraint(constraint);
1182   }
1183
1184   ItemLayout::Vector3Function scaleConstraint;
1185   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1186   {
1187     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1188
1189     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1190                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1191                                                       ParentSource( mPropertyScrollSpeed ),
1192                                                       ParentSource( Actor::SIZE ),
1193                                                       wrapped );
1194     constraint.SetApplyTime(duration);
1195     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1196
1197     actor.ApplyConstraint(constraint);
1198   }
1199
1200   ItemLayout::Vector4Function colorConstraint;
1201   if (layout.GetColorConstraint(itemId, colorConstraint))
1202   {
1203     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1204
1205     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1206                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1207                                                       ParentSource( mPropertyScrollSpeed ),
1208                                                       ParentSource( Actor::SIZE ),
1209                                                       wrapped );
1210     constraint.SetApplyTime(duration);
1211     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1212
1213     // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1214     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1215     constraint.SetRemoveAction(Dali::Constraint::Discard);
1216
1217     actor.ApplyConstraint(constraint);
1218   }
1219
1220   ItemLayout::BoolFunction visibilityConstraint;
1221   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1222   {
1223     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1224
1225     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1226                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1227                                                    ParentSource( mPropertyScrollSpeed ),
1228                                                    ParentSource( Actor::SIZE ),
1229                                                    wrapped );
1230     constraint.SetApplyTime(duration);
1231     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1232
1233     // Release visibility constraints the same time as the color constraint
1234     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1235     constraint.SetRemoveAction(Dali::Constraint::Discard);
1236
1237     actor.ApplyConstraint(constraint);
1238   }
1239 }
1240
1241 void ItemView::ReapplyAllConstraints( float durationSeconds )
1242 {
1243   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1244   {
1245     unsigned int id = iter->first;
1246     Actor actor = iter->second;
1247
1248     actor.RemoveConstraints();
1249     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1250   }
1251
1252   CalculateDomainSize(Self().GetCurrentSize());
1253 }
1254
1255 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1256 {
1257   Actor self = Self();
1258   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1259   float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1260   mScrollOvershoot = targetPosition - clamppedPosition;
1261   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1262
1263   return clamppedPosition;
1264 }
1265
1266 void ItemView::OnPan(PanGesture gesture)
1267 {
1268   Actor self = Self();
1269   const Vector3 layoutSize = Self().GetCurrentSize();
1270
1271   RemoveAnimation(mScrollAnimation);
1272
1273   // Short-circuit if there is no active layout
1274   if (!mActiveLayout)
1275   {
1276     mGestureState = Gesture::Clear;
1277     return;
1278   }
1279
1280   mGestureState = gesture.state;
1281
1282   switch (mGestureState)
1283   {
1284     case Gesture::Finished:
1285     {
1286       // Swipe Detection
1287       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1288           mScrollSpeed > mMinimumSwipeSpeed)
1289       {
1290         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1291
1292         mRefreshOrderHint = true;
1293
1294         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1295         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1296                                                                layoutSize,
1297                                                                *mActiveLayout);
1298
1299         if (mAnchoringEnabled)
1300         {
1301           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1302         }
1303
1304         RemoveAnimation(mScrollAnimation);
1305
1306         float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1307         mScrollAnimation = Animation::New(flickAnimationDuration);
1308         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1309         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1310         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1311
1312         mIsFlicking = true;
1313         // Check whether it has already scrolled to the end
1314         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1315         {
1316           AnimateScrollOvershoot(0.0f);
1317         }
1318       }
1319
1320       // Anchoring may be triggered when there was no swipe
1321       if (!mScrollAnimation)
1322       {
1323         mScrollAnimation = DoAnchoring();
1324       }
1325
1326       // Reset the overshoot if no scroll animation.
1327       if (!mScrollAnimation)
1328       {
1329         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1330
1331         AnimateScrollOvershoot(0.0f, false);
1332       }
1333     }
1334     break;
1335
1336     case Gesture::Started: // Fall through
1337     {
1338       mTotalPanDisplacement = Vector2::ZERO;
1339     }
1340
1341     case Gesture::Continuing:
1342     {
1343       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1344       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1345
1346       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1347       mRefreshOrderHint = mScrollDistance < 0.0f;
1348
1349       RemoveAnimation(mScrollSpeedAnimation);
1350       mScrollSpeedAnimation = Animation::New(0.3f);
1351       mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1352       mScrollSpeedAnimation.Play();
1353
1354       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1355
1356       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1357
1358       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1359       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1360       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1361
1362       mTotalPanDisplacement += gesture.displacement;
1363       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1364       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1365       {
1366         AnimateScrollOvershoot(1.0f);
1367       }
1368       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1369       {
1370         AnimateScrollOvershoot(-1.0f);
1371       }
1372       else
1373       {
1374         AnimateScrollOvershoot(0.0f);
1375       }
1376     }
1377     break;
1378
1379     case Gesture::Cancelled:
1380     {
1381       mScrollAnimation = DoAnchoring();
1382     }
1383     break;
1384
1385     default:
1386       break;
1387   }
1388
1389   if (mScrollAnimation)
1390   {
1391     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1392     mScrollAnimation.Play();
1393   }
1394 }
1395
1396 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1397 {
1398   OnPan(gesture);
1399   return true;
1400 }
1401
1402 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1403 {
1404   Actor nextFocusActor;
1405   if(mActiveLayout)
1406   {
1407     int nextItemID = 0;
1408     if(!actor || actor == this->Self())
1409     {
1410       nextFocusActor = GetItem(nextItemID);
1411     }
1412     else if(actor && actor.GetParent() == this->Self())
1413     {
1414       int itemID = GetItemId(actor);
1415       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1416       nextFocusActor = GetItem(nextItemID);
1417       if(nextFocusActor == actor)
1418       {
1419         // need to pass NULL actor back to focus manager
1420         nextFocusActor.Reset();
1421         return nextFocusActor;
1422       }
1423     }
1424     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1425     Vector3 layoutSize = Self().GetCurrentSize();
1426     if(!nextFocusActor)
1427     {
1428       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1429       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1430       nextItemID = viewableItems.begin;
1431       nextFocusActor = GetItem(nextItemID);
1432     }
1433   }
1434   return nextFocusActor;
1435 }
1436
1437 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1438 {
1439   // only in this function if our chosen focus actor was actually used
1440   if(commitedFocusableActor)
1441   {
1442     int nextItemID = GetItemId(commitedFocusableActor);
1443     float layoutPosition = GetCurrentLayoutPosition(0);
1444     Vector3 layoutSize = Self().GetCurrentSize();
1445     Vector3 focusItemPosition = Vector3::ZERO;
1446     ItemLayout::Vector3Function itemPositionConstraint;
1447     if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1448     {
1449       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1450     }
1451
1452     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1453     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1454   }
1455 }
1456
1457 Animation ItemView::DoAnchoring()
1458 {
1459   Animation anchoringAnimation;
1460   Actor self = Self();
1461
1462   if (mActiveLayout && mAnchoringEnabled)
1463   {
1464     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1465
1466     anchoringAnimation = Animation::New(mAnchoringDuration);
1467     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1468     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1469     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1470     if(!mIsFlicking)
1471     {
1472       AnimateScrollOvershoot(0.0f);
1473     }
1474   }
1475
1476   return anchoringAnimation;
1477 }
1478
1479 void ItemView::OnScrollFinished(Animation& source)
1480 {
1481   Actor self = Self();
1482
1483   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1484
1485   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1486
1487   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1488   {
1489     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1490   }
1491   else
1492   {
1493     // Reset the overshoot
1494     AnimateScrollOvershoot( 0.0f );
1495   }
1496   mIsFlicking = false;
1497
1498   mScrollOvershoot = 0.0f;
1499 }
1500
1501 void ItemView::OnOvershootOnFinished(Animation& animation)
1502 {
1503   mAnimatingOvershootOn = false;
1504   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1505   RemoveAnimation(mScrollOvershootAnimation);
1506   if(mAnimateOvershootOff)
1507   {
1508     AnimateScrollOvershoot(0.0f);
1509   }
1510 }
1511
1512 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1513 {
1514   Actor self = Self();
1515   const Vector3 layoutSize = Self().GetCurrentSize();
1516   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1517
1518   if(durationSeconds > 0.0f)
1519   {
1520     RemoveAnimation(mScrollAnimation);
1521     mScrollAnimation = Animation::New(durationSeconds);
1522     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1523     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1524     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1525     mScrollAnimation.Play();
1526   }
1527   else
1528   {
1529     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1530     AnimateScrollOvershoot(0.0f);
1531   }
1532
1533   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1534 }
1535
1536 void ItemView::RemoveAnimation(Animation& animation)
1537 {
1538   if(animation)
1539   {
1540     // Cease animating, and reset handle.
1541     animation.Clear();
1542     animation.Reset();
1543   }
1544 }
1545
1546 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1547 {
1548   Actor self = Self();
1549
1550   Vector3 firstItemPosition(Vector3::ZERO);
1551   Vector3 lastItemPosition(Vector3::ZERO);
1552
1553   if(mActiveLayout)
1554   {
1555     ItemLayout::Vector3Function firstItemPositionConstraint;
1556     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1557     {
1558       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1559     }
1560
1561     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1562     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1563
1564     ItemLayout::Vector3Function lastItemPositionConstraint;
1565     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1566     {
1567       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1568     }
1569
1570     float domainSize;
1571
1572     if(IsHorizontal(mActiveLayout->GetOrientation()))
1573     {
1574       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1575       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1576       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1577     }
1578     else
1579     {
1580       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1581       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1582       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1583     }
1584
1585     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1586
1587     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1588     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1589     self.SetProperty(mPropertyCanScrollHorizontal, false);
1590   }
1591 }
1592
1593 Vector3 ItemView::GetDomainSize() const
1594 {
1595   Actor self = Self();
1596
1597   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1598   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1599
1600   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1601 }
1602
1603 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1604 {
1605   Actor self = Self();
1606
1607   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1608   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1609   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1610
1611   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1612 }
1613
1614 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1615 {
1616   Vector3 firstItemPosition(Vector3::ZERO);
1617   ItemLayout::Vector3Function firstItemPositionConstraint;
1618   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1619   {
1620     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1621   }
1622
1623   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1624 }
1625
1626 Vector3 ItemView::GetCurrentScrollPosition() const
1627 {
1628   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1629   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1630 }
1631
1632 void ItemView::AddOverlay(Actor actor)
1633 {
1634   Self().Add(actor);
1635 }
1636
1637 void ItemView::RemoveOverlay(Actor actor)
1638 {
1639   Self().Remove(actor);
1640 }
1641
1642 void ItemView::ScrollTo(const Vector3& position, float duration)
1643 {
1644   Actor self = Self();
1645   const Vector3 layoutSize = Self().GetCurrentSize();
1646
1647   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1648
1649   if(duration > 0.0f)
1650   {
1651     RemoveAnimation(mScrollAnimation);
1652     mScrollAnimation = Animation::New(duration);
1653     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1654     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1655     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1656     mScrollAnimation.Play();
1657   }
1658   else
1659   {
1660     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1661     AnimateScrollOvershoot(0.0f);
1662   }
1663
1664   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1665 }
1666
1667 void ItemView::SetOvershootEnabled( bool enable )
1668 {
1669   Actor self = Self();
1670   if( enable )
1671   {
1672     mOvershootEffect = BouncingEffect::New(Scrollable::DEFAULT_OVERSHOOT_COLOUR);
1673     mOvershootOverlay = CreateSolidColorActor(Vector4::ONE);
1674     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1675     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1676     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1677     mOvershootOverlay.SetShaderEffect(mOvershootEffect);
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.GetProgressRatePropertyName());
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 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1770 {
1771   if( parentOrigin != mItemsParentOrigin )
1772   {
1773     mItemsParentOrigin = parentOrigin;
1774     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1775     {
1776       iter->second.SetParentOrigin(parentOrigin);
1777     }
1778   }
1779 }
1780
1781 Vector3 ItemView::GetItemsParentOrigin() const
1782 {
1783   return mItemsParentOrigin;
1784 }
1785
1786 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1787 {
1788   if( anchorPoint != mItemsAnchorPoint )
1789   {
1790     mItemsAnchorPoint = anchorPoint;
1791     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1792     {
1793       iter->second.SetAnchorPoint(anchorPoint);
1794     }
1795   }
1796 }
1797
1798 Vector3 ItemView::GetItemsAnchorPoint() const
1799 {
1800   return mItemsAnchorPoint;
1801 }
1802
1803 } // namespace Internal
1804
1805 } // namespace Toolkit
1806
1807 } // namespace Dali