1 #ifndef __DALI_TOOLKIT_ITEM_VIEW_H__
2 #define __DALI_TOOLKIT_ITEM_VIEW_H__
5 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 // Licensed under the Flora License, Version 1.0 (the License);
8 // you may not use this file except in compliance with the License.
9 // You may obtain a copy of the License at
11 // http://floralicense.org/license/
13 // Unless required by applicable law or agreed to in writing, software
14 // distributed under the License is distributed on an AS IS BASIS,
15 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 // See the License for the specific language governing permissions and
17 // limitations under the License.
21 * @addtogroup CAPI_DALI_FRAMEWORK
26 #include <dali/dali.h>
29 #include <dali-toolkit/public-api/controls/scrollable/scrollable.h>
30 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-view-declarations.h>
32 namespace Dali DALI_IMPORT_API
38 namespace Internal DALI_INTERNAL
43 class ScrollConnector;
47 typedef IntrusivePtr<ItemLayout> ItemLayoutPtr;
50 * ItemView is a scrollable layout container.
51 * Multiple ItemLayouts may be provided, to determine the logical position of each item a layout.
52 * Actors are provided from an external ItemFactory, to display the currently visible items.
54 class ItemView : public Scrollable
59 * Create an uninitialized ItemView; this can be initialized with ItemView::New()
60 * Calling member functions with an uninitialized Dali::Object is not allowed.
67 ItemView( const ItemView& itemView );
70 * Assignment operator.
72 ItemView& operator=( const ItemView& itemView );
76 * Dali::Object derived classes typically do not contain member data.
81 * Create an initialized ItemView.
82 * @param[in] factory The factory which provides ItemView with items.
83 * @return A handle to a newly allocated Dali resource.
85 static ItemView New(ItemFactory& factory);
88 * Downcast an Object handle to ItemView. If handle points to a ItemView the
89 * downcast produces valid handle. If not the returned handle is left uninitialized.
90 * @param[in] handle Handle to an object
91 * @return handle to a ItemView or an uninitialized handle
93 static ItemView DownCast( BaseHandle handle );
96 * Retrieve a scroll-connector; this can be used to connect scroll components e.g. scroll bars.
97 * @return The connector.
99 ScrollConnector GetScrollConnector() const;
102 * Query the number of layouts.
103 * @return The number of layouts.
105 unsigned int GetLayoutCount() const;
109 * @param[in] layout The layout.
111 void AddLayout(ItemLayout& layout);
115 * @pre layoutIndex is less than GetLayoutCount().
116 * @param[in] layoutIndex The index of one of the ItemView layouts.
118 void RemoveLayout(unsigned int layoutIndex);
122 * @pre layoutIndex is less than GetLayoutCount().
125 ItemLayoutPtr GetLayout(unsigned int layoutIndex) const;
128 * Retrieve the currently active layout, if any.
129 * @return The layout, or an uninitialized pointer if no layout is active.
131 ItemLayoutPtr GetActiveLayout() const;
134 * Retrieve the current layout-position of an item in the ItemView.
135 * @param[in] itemId The item identifier.
136 * @return The current layout-position.
138 float GetCurrentLayoutPosition(ItemId itemId) const;
141 * Activate one of the layouts; this will resize the ItemView & relayout actors within the ItemView.
142 * This is done by applying constraints from the new layout, and removing constraints from the previous layout.
143 * @pre layoutIndex is less than GetLayoutCount().
144 * @pre durationSeconds is greater or equal to zero.
145 * @param[in] layoutIndex The index of one of the ItemView layouts.
146 * @param[in] targetSize The target ItemView & layout size.
147 * @param[in] durationSeconds The time taken to relayout in seconds (zero for immediate).
149 void ActivateLayout(unsigned int layoutIndex, Vector3 targetSize, float durationSeconds);
152 * Deactivate the current layout, if any.
153 * The constraints applied by the layout will be removed.
155 void DeactivateCurrentLayout();
158 * Set the minimum swipe speed in pixels per second; A pan gesture must exceed this to trigger a swipe.
159 * @param[in] speed The minimum swipe speed
161 void SetMinimumSwipeSpeed(float speed);
164 * Get the minimum swipe speed in pixels per second.
165 * @return The minimum swipe speed
167 float GetMinimumSwipeSpeed() const;
170 * Set the minimum swipe distance in actor coordinates; A pan gesture must exceed this to trigger a swipe.
171 * @param[in] distance The minimum swipe distance.
173 void SetMinimumSwipeDistance(float distance);
176 * Get the minimum swipe distance in actor coordinates.
177 * @return The minimum swipe distance
179 float GetMinimumSwipeDistance() const;
182 * Set the step of scroll distance in actor coordinates for each mouse wheel event received.
183 * @param[in] step The step of scroll distance(pixel).
185 void SetMouseWheelScrollDistanceStep(float step);
188 * Get the step of scroll distance in actor coordinates for each mouse wheel event received.
189 * @return The step of scroll distance(pixel)
191 float GetMouseWheelScrollDistanceStep() const;
194 * Set whether to enable the animation for the layout to scroll to its anchor position after
195 * dragging or swiping. The anchor position is the position where all the items in the layout
196 * are aligned to their closest rounded layout positions in integer.
197 * @param[in] enabled Whether the anchor animation is enabled or not.
199 void SetAnchoring(bool enabled);
202 * Get whether the anchor animation is enabled or not
203 * @return Whether the anchor animation is enabled or not.
205 bool GetAnchoring() const;
208 * Set the duration of the anchor animation in seconds. This is the time taken to reach the nearest
209 * anchor position after a drag or swipe gesture ends.
210 * @pre durationSeconds must be greater than zero.
211 * @param[in] durationSeconds The duration of the anchor animation in seconds.
213 void SetAnchoringDuration(float durationSeconds);
216 * Get the duration of the anchor animation in seconds
217 * @return The duration of the anchor animation
219 float GetAnchoringDuration() const;
222 * Scroll the current layout to a particular item.
223 * @pre durationSeconds must be zero or greater; zero means the layout should scroll to the particular item instantly.
224 * If calling this with zero second of duration immediately after calling ActivateLayout, it might not work unless
225 * the duration of relayout animation for ActivateLayout is also set to be zero.
226 * @param[in] itemId The ID of an item in the layout.
227 * @param[in] durationSeconds How long the scrolling takes in seconds.
229 void ScrollToItem(ItemId itemId, float durationSeconds);
232 * Set the interval between refreshes, during which new items are requested from ItemFactory.
233 * @param[in] intervalMilliseconds The refresh interval in milliseconds.
235 void SetRefreshInterval(unsigned int intervalMilliseconds);
238 * Get the interval between refreshes in milliseconds.
239 * @return The refresh interval
241 unsigned int GetRefreshInterval() const;
244 * Given the Item ID, this returns the accompanying actor.
245 * @param[in] itemId The Item ID of the actor required.
246 * @return The Actor corresponding to the Item ID.
248 Actor GetItem(ItemId itemId) const;
251 * Returns the Item ID of the specified actor.
252 * @param[in] actor The actor whose Item ID is required.
253 * @return The Item ID of the item.
254 * @pre The actor should be an item of ItemView.
256 ItemId GetItemId(Actor actor) const;
260 * A relayout will occur for the existing actors; for example if InsertItem(Item(2, ActorZ), 0) is called,
261 * the items with ID 2 or greater will be moved:
262 * Initial actors: After insert:
263 * ID 1 - ActorA ID 1 - ActorA
264 * ID 2 - ActorB ID 2 - ActorZ !
265 * ID 3 - ActorC ID 3 - ActorB
267 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
268 * @param[in] newItem The item to insert.
269 * @param[in] durationSeconds How long the relayout takes in seconds.
271 void InsertItem(Item newItem, float durationSeconds);
274 * Insert a set of items; this is more efficient than calling InsertItem() repeatedly.
275 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
276 * @param[in] newItems The items to insert.
277 * @param[in] durationSeconds How long the relayout takes in seconds.
279 void InsertItems(const ItemContainer& newItems, float durationSeconds);
282 * Removes an item with the given ID.
283 * A relayout will occur for the remaining actors; for example if RemoveItem(Item(2, ActorZ), 0) is called,
284 * the items with ID 3 or greater will be moved:
285 * Initial actors: After remove:
286 * ID 1 - ActorA ID 1 - ActorA
287 * ID 2 - ActorB ID 2 - ActorC (previously ID 3)
288 * ID 3 - ActorC ID 3 - ActorB (previously ID 4)
290 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
291 * @param[in] itemId The Item ID of the item to remove.
292 * @param[in] durationSeconds How long the relayout takes in seconds.
294 void RemoveItem(ItemId itemId, float durationSeconds);
297 * Remove a set of items; this is more efficient than calling RemoveItem() repeatedly.
298 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
299 * @param[in] itemIds The IDs of the items to remove.
300 * @param[in] durationSeconds How long the relayout takes in seconds.
302 void RemoveItems(const ItemIdContainer& itemIds, float durationSeconds);
306 * A relayout will occur for the replacement item only.
307 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
308 * @param[in] replacementItem The replacement for an existing item.
309 * @param[in] durationSeconds How long the relayout takes in seconds.
311 void ReplaceItem(Item replacementItem, float durationSeconds);
314 * Replace a set of items.
315 * A relayout will occur for the replacement items only.
316 * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
317 * @param[in] replacementItems The replacements for a set of existing items.
318 * @param[in] durationSeconds How long the relayout takes in seconds.
320 void ReplaceItems(const ItemContainer& replacementItems, float durationSeconds);
322 public: // Not intended for application developers
325 * Creates a handle using the Toolkit::Internal implementation.
326 * @param[in] implementation The Control implementation.
328 ItemView(Internal::ItemView& implementation);
331 * Allows the creation of this Control from an Internal::CustomActor pointer.
332 * @param[in] internal A pointer to the internal CustomActor.
334 ItemView( Dali::Internal::CustomActor* internal );
337 } // namespace Toolkit
344 #endif // __DALI_TOOLKIT_ITEM_VIEW_H__