001291ff42681bf8caf1a349ac6eab2f5888ee09
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 //
2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
3 //
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
7 //
8 //     http://floralicense.org/license/
9 //
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
15 //
16
17 // CLASS HEADER
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
19
20 // EXTERNAL INCLUDES
21 #include <algorithm>
22
23 // INTERNAL INCLUDES
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
27
28 using namespace std;
29 using namespace Dali;
30
31 namespace // unnamed namespace
32 {
33
34 //Type registration
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
36
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
40
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
43
44 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
46
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
48
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
55
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
62
63 // Functors which wrap constraint functions with stored item IDs
64
65 struct WrappedVector3Constraint
66 {
67   WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
68   : mWrapMe(wrapMe),
69     mItemId(itemId)
70   {
71   }
72
73   Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
74   {
75     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
76
77     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
78   }
79
80   Toolkit::ItemLayout::Vector3Function mWrapMe;
81   unsigned int mItemId;
82 };
83
84 struct WrappedQuaternionConstraint
85 {
86   WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
87   : mWrapMe(wrapMe),
88     mItemId(itemId)
89   {
90   }
91
92   Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
93   {
94     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
95
96     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
97   }
98
99   Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100   unsigned int mItemId;
101 };
102
103 struct WrappedVector4Constraint
104 {
105   WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
106   : mWrapMe(wrapMe),
107     mItemId(itemId)
108   {
109   }
110
111   Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
112   {
113     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
114
115     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
116   }
117
118   Toolkit::ItemLayout::Vector4Function mWrapMe;
119   unsigned int mItemId;
120 };
121
122 struct WrappedBoolConstraint
123 {
124   WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
125   : mWrapMe(wrapMe),
126     mItemId(itemId)
127   {
128   }
129
130   bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
131   {
132     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
133
134     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
135   }
136
137   Toolkit::ItemLayout::BoolFunction mWrapMe;
138   unsigned int mItemId;
139 };
140
141 /**
142  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
143  */
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
145 {
146   Radian scrollDirection(layout.GetScrollDirection());
147
148   float cosTheta = cosf(scrollDirection);
149   float sinTheta = sinf(scrollDirection);
150
151   return panDistance.x * sinTheta + panDistance.y * cosTheta;
152 }
153
154 // Overshoot overlay constraints
155
156 struct OvershootOverlaySizeConstraint
157 {
158   float operator()(const float& current,
159                      const PropertyInput& parentScrollDirectionProperty,
160                      const PropertyInput& parentOvershootProperty,
161                      const PropertyInput& parentSizeProperty)
162   {
163     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164     const Vector3 parentSize = parentSizeProperty.GetVector3();
165     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
166
167     float overlayWidth;
168
169     if(Toolkit::IsVertical(parentOrientation))
170     {
171       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
172     }
173     else
174     {
175       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
176     }
177
178     return overlayWidth;
179   }
180 };
181
182 struct OvershootOverlayRotationConstraint
183 {
184   Quaternion operator()(const Quaternion& current,
185                         const PropertyInput& parentScrollDirectionProperty,
186                         const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
191
192     Quaternion rotation;
193
194     if(Toolkit::IsVertical(parentOrientation))
195     {
196       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
197       {
198         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
200         {
201           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
202         }
203         else
204         {
205           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
206         }
207       }
208       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
210       {
211         rotation = Quaternion(0.0f, Vector3::ZAXIS);
212       }
213       else
214       {
215         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
216       }
217     }
218     else
219     {
220       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
221       {
222         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
224         {
225           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
226         }
227         else
228         {
229           rotation = Quaternion(0.0f, Vector3::ZAXIS);
230         }
231       }
232       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
234       {
235         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
236       }
237       else
238       {
239         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
240       }
241     }
242
243     return rotation;
244   }
245 };
246
247 struct OvershootOverlayPositionConstraint
248 {
249   Vector3 operator()(const Vector3&    current,
250                      const PropertyInput& parentSizeProperty,
251                      const PropertyInput& parentScrollDirectionProperty,
252                      const PropertyInput& parentOvershootProperty)
253   {
254     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255     const float parentOvershoot = parentOvershootProperty.GetFloat();
256     const Vector3 parentSize = parentSizeProperty.GetVector3();
257     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
258
259     Vector3 relativeOffset;
260
261     if(Toolkit::IsVertical(parentOrientation))
262     {
263       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
264       {
265         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
267         {
268           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
269         }
270         else
271         {
272           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
273         }
274       }
275       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
277       {
278         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
279       }
280       else
281       {
282         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
283       }
284     }
285     else
286     {
287       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
288       {
289         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
291         {
292           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
293         }
294         else
295         {
296           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
297         }
298       }
299       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
301       {
302         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
303       }
304       else
305       {
306         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
307       }
308     }
309
310     return relativeOffset * parentSize;
311
312   }
313 };
314
315 struct OvershootOverlayVisibilityConstraint
316 {
317   bool operator()(const bool& current,
318                   const PropertyInput& parentLayoutScrollableProperty)
319   {
320     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
321
322     return parentLayoutScrollable;
323   }
324 };
325
326 /**
327  * Relative position Constraint
328  * Generates the relative position value of the item view based on the layout position,
329  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
330  */
331 Vector3 RelativePositionConstraint(const Vector3& current,
332                                    const PropertyInput& scrollPositionProperty,
333                                    const PropertyInput& scrollMinProperty,
334                                    const PropertyInput& scrollMaxProperty,
335                                    const PropertyInput& layoutSizeProperty)
336 {
337   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338   const Vector3& min = scrollMinProperty.GetVector3();
339   const Vector3& max = scrollMaxProperty.GetVector3();
340
341   Vector3 relativePosition;
342   Vector3 domainSize = max - min;
343
344   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
346
347   return relativePosition;
348 }
349
350 } // unnamed namespace
351
352 namespace Dali
353 {
354
355 namespace Toolkit
356 {
357
358 namespace Internal
359 {
360
361 namespace // unnamed namespace
362 {
363
364 bool FindById( const ItemContainer& items, ItemId id )
365 {
366   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
367   {
368     if( iter->first == id )
369     {
370       return true;
371     }
372   }
373
374   return false;
375 }
376
377 } // unnamed namespace
378
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
380 {
381   // Create the implementation
382   ItemViewPtr itemView(new ItemView(factory));
383
384   // Pass ownership to CustomActor via derived handle
385   Dali::Toolkit::ItemView handle(*itemView);
386
387   // Second-phase init of the implementation
388   // This can only be done after the CustomActor connection has been made...
389   itemView->Initialize();
390
391   return handle;
392 }
393
394 ItemView::ItemView(ItemFactory& factory)
395 : Scrollable(),
396   mItemFactory(factory),
397   mActiveLayout(NULL),
398   mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399   mAnimatingOvershootOn(false),
400   mAnimateOvershootOff(false),
401   mAnchoringEnabled(true),
402   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403   mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404   mRefreshOrderHint(true/*Refresh item 0 first*/),
405   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407   mScrollDistance(0.0f),
408   mScrollSpeed(0.0f),
409   mTotalPanDisplacement(Vector2::ZERO),
410   mScrollOvershoot(0.0f),
411   mIsFlicking(false),
412   mGestureState(Gesture::Clear),
413   mAddingItems(false),
414   mRefreshEnabled(true)
415 {
416   SetRequiresMouseWheelEvents(true);
417   SetKeyboardNavigationSupport(true);
418 }
419
420 void ItemView::OnInitialize()
421 {
422   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
423
424   RegisterCommonProperties();
425
426   Actor self = Self();
427
428   mOvershootEffect = OvershootRippleEffect::New();
429   Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
430   mOvershootOverlay = ImageActor::New( overshootImage );
431   mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
432   mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
433   mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
434   mOvershootOverlay.SetShaderEffect(mOvershootEffect);
435   mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
436   self.Add(mOvershootOverlay);
437
438   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
439   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
440
441   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
442   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
443   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
444
445   ApplyOvershootOverlayConstraints();
446
447   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
448                                                    LocalSource(mPropertyPosition),
449                                                    LocalSource(mPropertyPositionMin),
450                                                    LocalSource(mPropertyPositionMax),
451                                                    LocalSource(Actor::SIZE),
452                                                    RelativePositionConstraint);
453   self.ApplyConstraint(constraint);
454
455   Vector2 stageSize = Stage::GetCurrent().GetSize();
456   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
457
458   EnableGestureDetection(Gesture::Type(Gesture::Pan));
459
460   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
461   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
462
463   SetRefreshInterval(mRefreshIntervalLayoutPositions);
464 }
465
466 ItemView::~ItemView()
467 {
468 }
469
470 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
471 {
472   return mScrollConnector;
473 }
474
475 unsigned int ItemView::GetLayoutCount() const
476 {
477   return mLayouts.size();
478 }
479
480 void ItemView::AddLayout(ItemLayout& layout)
481 {
482   mLayouts.push_back(ItemLayoutPtr(&layout));
483 }
484
485 void ItemView::RemoveLayout(unsigned int layoutIndex)
486 {
487   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
488
489   if (mActiveLayout == mLayouts[layoutIndex].Get())
490   {
491     mActiveLayout = NULL;
492   }
493
494   mLayouts.erase(mLayouts.begin() + layoutIndex);
495 }
496
497 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
498 {
499   return mLayouts[layoutIndex];
500 }
501
502 ItemLayoutPtr ItemView::GetActiveLayout() const
503 {
504   return ItemLayoutPtr(mActiveLayout);
505 }
506
507 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
508 {
509   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
510 }
511
512 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
513 {
514   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
515
516   Actor self = Self();
517
518   // The ItemView size should match the active layout size
519   self.SetSize(targetSize);
520   mActiveLayoutTargetSize = targetSize;
521
522   // Switch to the new layout
523   mActiveLayout = mLayouts[layoutIndex].Get();
524
525   // Move the items to the new layout positions...
526
527   bool resizeAnimationNeeded(false);
528
529   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
530   {
531     unsigned int itemId = iter->first;
532     Actor actor = iter->second;
533
534     // Remove constraints from previous layout
535     actor.RemoveConstraints();
536
537     Vector3 size;
538     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
539     {
540       if( durationSeconds > 0.0f )
541       {
542         // Use a size animation
543         if (!resizeAnimationNeeded)
544         {
545           resizeAnimationNeeded = true;
546           RemoveAnimation(mResizeAnimation);
547           mResizeAnimation = Animation::New(durationSeconds);
548         }
549
550         // The layout provides its own resize animation
551         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
552       }
553       else
554       {
555         // resize immediately
556         actor.SetSize(size);
557       }
558     }
559
560     ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
561   }
562
563   if (resizeAnimationNeeded)
564   {
565     mResizeAnimation.Play();
566   }
567
568   // Refresh the new layout
569   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), true/*reserve extra*/);
570   AddActorsWithinRange( range, durationSeconds );
571
572   // Scroll to an appropriate layout position
573
574   bool scrollAnimationNeeded(false);
575   float firstItemScrollPosition(0.0f);
576
577   float current = GetCurrentLayoutPosition(0);
578   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
579   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
580
581   if (current < minimum)
582   {
583     scrollAnimationNeeded = true;
584     firstItemScrollPosition = minimum;
585   }
586   else if (mAnchoringEnabled)
587   {
588     scrollAnimationNeeded = true;
589     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
590   }
591
592   if (scrollAnimationNeeded)
593   {
594     RemoveAnimation(mScrollAnimation);
595     mScrollAnimation = Animation::New(mAnchoringDuration);
596     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
597     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
598     mScrollAnimation.Play();
599   }
600
601   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
602   AnimateScrollOvershoot(0.0f);
603   mScrollOvershoot = 0.0f;
604
605   Radian scrollDirection(mActiveLayout->GetScrollDirection());
606   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
607   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
608
609   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
610
611   CalculateDomainSize(targetSize);
612 }
613
614 void ItemView::DeactivateCurrentLayout()
615 {
616   if (mActiveLayout)
617   {
618     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
619     {
620       Actor actor = iter->second;
621       actor.RemoveConstraints();
622     }
623
624     mActiveLayout = NULL;
625   }
626 }
627
628 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
629 {
630   mDefaultAlphaFunction = func;
631 }
632
633 AlphaFunction ItemView::GetDefaultAlphaFunction() const
634 {
635   return mDefaultAlphaFunction;
636 }
637
638 void ItemView::OnRefreshNotification(PropertyNotification& source)
639 {
640   if(mRefreshEnabled)
641   {
642     // Only refresh the cache during normal scrolling
643     DoRefresh(GetCurrentLayoutPosition(0), true);
644   }
645 }
646
647 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
648 {
649   if (mActiveLayout)
650   {
651     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
652     RemoveActorsOutsideRange( range );
653     AddActorsWithinRange( range, 0.0f/*immediate*/ );
654
655     mScrollUpdatedSignalV2.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
656   }
657 }
658
659 void ItemView::SetMinimumSwipeSpeed(float speed)
660 {
661   mMinimumSwipeSpeed = speed;
662 }
663
664 float ItemView::GetMinimumSwipeSpeed() const
665 {
666   return mMinimumSwipeSpeed;
667 }
668
669 void ItemView::SetMinimumSwipeDistance(float distance)
670 {
671   mMinimumSwipeDistance = distance;
672 }
673
674 float ItemView::GetMinimumSwipeDistance() const
675 {
676   return mMinimumSwipeDistance;
677 }
678
679 void ItemView::SetMouseWheelScrollDistanceStep(float step)
680 {
681   mMouseWheelScrollDistanceStep = step;
682 }
683
684 float ItemView::GetMouseWheelScrollDistanceStep() const
685 {
686   return mMouseWheelScrollDistanceStep;
687 }
688
689 void ItemView::SetAnchoring(bool enabled)
690 {
691   mAnchoringEnabled = enabled;
692 }
693
694 bool ItemView::GetAnchoring() const
695 {
696   return mAnchoringEnabled;
697 }
698
699 void ItemView::SetAnchoringDuration(float durationSeconds)
700 {
701   mAnchoringDuration = durationSeconds;
702 }
703
704 float ItemView::GetAnchoringDuration() const
705 {
706   return mAnchoringDuration;
707 }
708
709 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
710 {
711   mRefreshIntervalLayoutPositions = intervalLayoutPositions;
712
713   if(mRefreshNotification)
714   {
715     mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
716   }
717   mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
718   mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
719 }
720
721 float ItemView::GetRefreshInterval() const
722 {
723   return mRefreshIntervalLayoutPositions;
724 }
725
726 void ItemView::SetRefreshEnabled(bool enabled)
727 {
728   mRefreshEnabled = enabled;
729 }
730
731 Actor ItemView::GetItem(unsigned int itemId) const
732 {
733   Actor actor;
734
735   ConstItemPoolIter iter = mItemPool.find( itemId );
736   if( iter != mItemPool.end() )
737   {
738     actor = iter->second;
739   }
740
741   return actor;
742 }
743
744 unsigned int ItemView::GetItemId( Actor actor ) const
745 {
746   unsigned int itemId( 0 );
747
748   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
749   {
750     if( iter->second == actor )
751     {
752       itemId = iter->first;
753       break;
754     }
755   }
756
757   return itemId;
758 }
759
760 void ItemView::InsertItem( Item newItem, float durationSeconds )
761 {
762   mAddingItems = true;
763
764   SetupActor( newItem, durationSeconds );
765   Self().Add( newItem.second );
766
767   ItemPoolIter foundIter = mItemPool.find( newItem.first );
768   if( mItemPool.end() != foundIter )
769   {
770     Actor moveMe = foundIter->second;
771     foundIter->second = newItem.second;
772
773     // Move the existing actors to make room
774     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
775     {
776       Actor temp = iter->second;
777       iter->second = moveMe;
778       moveMe = temp;
779
780       iter->second.RemoveConstraints();
781       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
782     }
783
784     // Create last item
785     ItemId lastId = mItemPool.rbegin()->first;
786     Item lastItem( lastId + 1, moveMe );
787     mItemPool.insert( lastItem );
788
789     lastItem.second.RemoveConstraints();
790     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
791   }
792   else
793   {
794     mItemPool.insert( newItem );
795   }
796
797   CalculateDomainSize(Self().GetCurrentSize());
798
799   mAddingItems = false;
800 }
801
802 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
803 {
804   mAddingItems = true;
805
806   // Insert from lowest id to highest
807   set<Item> sortedItems;
808   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
809   {
810     sortedItems.insert( *iter );
811   }
812
813   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
814   {
815     Self().Add( iter->second );
816
817     cout << "inserting item: " << iter->first << endl;
818
819     ItemPoolIter foundIter = mItemPool.find( iter->first );
820     if( mItemPool.end() != foundIter )
821     {
822       Actor moveMe = foundIter->second;
823       foundIter->second = iter->second;
824
825       // Move the existing actors to make room
826       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
827       {
828         Actor temp = iter->second;
829         iter->second = moveMe;
830         moveMe = temp;
831       }
832
833       // Create last item
834       ItemId lastId = mItemPool.rbegin()->first;
835       Item lastItem( lastId + 1, moveMe );
836       mItemPool.insert( lastItem );
837     }
838     else
839     {
840       mItemPool.insert( *iter );
841     }
842   }
843
844   // Relayout everything
845   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
846   {
847     // If newly inserted
848     if( FindById( newItems, iter->first ) )
849     {
850       SetupActor( *iter, durationSeconds );
851     }
852     else
853     {
854       iter->second.RemoveConstraints();
855       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
856     }
857   }
858
859   CalculateDomainSize(Self().GetCurrentSize());
860
861   mAddingItems = false;
862 }
863
864 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
865 {
866   bool actorRemoved = RemoveActor( itemId );
867   if( actorRemoved )
868   {
869     ReapplyAllConstraints( durationSeconds );
870   }
871 }
872
873 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
874 {
875   bool actorRemoved( false );
876
877   // Remove from highest id to lowest
878   set<ItemId> sortedItems;
879   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
880   {
881     sortedItems.insert( *iter );
882   }
883
884   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
885   {
886     if( RemoveActor( *iter ) )
887     {
888       actorRemoved = true;
889     }
890   }
891
892   if( actorRemoved )
893   {
894     ReapplyAllConstraints( durationSeconds );
895   }
896 }
897
898 bool ItemView::RemoveActor(unsigned int itemId)
899 {
900   bool removed( false );
901
902   const ItemPoolIter removeIter = mItemPool.find( itemId );
903
904   if( removeIter != mItemPool.end() )
905   {
906     Self().Remove( removeIter->second );
907     removed = true;
908
909     // Adjust the remaining item IDs, for example if item 2 is removed:
910     //   Initial actors:     After insert:
911     //     ID 1 - ActorA       ID 1 - ActorA
912     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
913     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
914     //     ID 4 - ActorD
915     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
916     {
917       if( iter->first < mItemPool.rbegin()->first )
918       {
919         iter->second = mItemPool[ iter->first + 1 ];
920       }
921       else
922       {
923         mItemPool.erase( iter );
924         break;
925       }
926     }
927   }
928
929   return removed;
930 }
931
932 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
933 {
934   mAddingItems = true;
935
936   SetupActor( replacementItem, durationSeconds );
937   Self().Add( replacementItem.second );
938
939   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
940   if( mItemPool.end() != iter )
941   {
942     Self().Remove( iter->second );
943     iter->second = replacementItem.second;
944   }
945   else
946   {
947     mItemPool.insert( replacementItem );
948   }
949
950   CalculateDomainSize(Self().GetCurrentSize());
951
952   mAddingItems = false;
953 }
954
955 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
956 {
957   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
958   {
959     ReplaceItem( *iter, durationSeconds );
960   }
961 }
962
963 void ItemView::RemoveActorsOutsideRange( ItemRange range )
964 {
965   // Remove unwanted actors from the ItemView & ItemPool
966   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
967   {
968     unsigned int current = iter->first;
969
970     if( ! range.Within( current ) )
971     {
972       Self().Remove( iter->second );
973
974       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
975     }
976     else
977     {
978       ++iter;
979     }
980   }
981 }
982
983 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
984 {
985   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
986
987   // The order of addition depends on the scroll direction.
988   if (mRefreshOrderHint)
989   {
990     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
991     {
992       AddNewActor( itemId, durationSeconds );
993     }
994   }
995   else
996   {
997     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
998     {
999       AddNewActor( itemId-1, durationSeconds );
1000     }
1001   }
1002
1003   // Total number of items may change dynamically.
1004   // Always recalculate the domain size to reflect that.
1005   CalculateDomainSize(Self().GetCurrentSize());
1006 }
1007
1008 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
1009 {
1010   mAddingItems = true;
1011
1012   if( mItemPool.end() == mItemPool.find( itemId ) )
1013   {
1014     Actor actor = mItemFactory.NewItem( itemId );
1015
1016     if( actor )
1017     {
1018       Item newItem( itemId, actor );
1019
1020       mItemPool.insert( newItem );
1021
1022       SetupActor( newItem, durationSeconds );
1023       Self().Add( actor );
1024     }
1025   }
1026
1027   mAddingItems = false;
1028 }
1029
1030 void ItemView::SetupActor( Item item, float durationSeconds )
1031 {
1032   item.second.SetParentOrigin( ParentOrigin::CENTER );
1033   item.second.SetAnchorPoint( AnchorPoint::CENTER );
1034
1035   if( mActiveLayout )
1036   {
1037     Vector3 size;
1038     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1039     {
1040       item.second.SetSize( size );
1041     }
1042
1043     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1044   }
1045 }
1046
1047 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1048 {
1049   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1050
1051   ItemRange available(0u, itemCount);
1052
1053   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1054
1055   if (reserveExtra)
1056   {
1057     // Add the reserve items for scrolling
1058     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1059     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1060     range.end += extra;
1061   }
1062
1063   return range.Intersection(available);
1064 }
1065
1066 void ItemView::OnChildAdd(Actor& child)
1067 {
1068   if(!mAddingItems)
1069   {
1070     // We don't want to do this downcast check for any item added by ItemView itself.
1071     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1072     if(scrollComponent)
1073     {
1074       // Set the scroll connector when scroll bar is being added
1075       scrollComponent.SetScrollConnector(mScrollConnector);
1076     }
1077   }
1078 }
1079
1080 bool ItemView::OnTouchEvent(const TouchEvent& event)
1081 {
1082   // Ignore events with multiple-touch points
1083   if (event.GetPointCount() != 1)
1084   {
1085     return false;
1086   }
1087
1088   if (event.GetPoint(0).state == TouchPoint::Down)
1089   {
1090     // Cancel ongoing scrolling etc.
1091     mGestureState = Gesture::Clear;
1092
1093     mScrollDistance = 0.0f;
1094     mScrollSpeed = 0.0f;
1095     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1096
1097     mScrollOvershoot = 0.0f;
1098     AnimateScrollOvershoot(0.0f);
1099
1100     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1101
1102     RemoveAnimation(mScrollAnimation);
1103   }
1104
1105   return true; // consume since we're potentially scrolling
1106 }
1107
1108 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1109 {
1110   // Respond the mouse wheel event to scroll
1111   if (mActiveLayout)
1112   {
1113     Actor self = Self();
1114     const Vector3 layoutSize = Self().GetCurrentSize();
1115     float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1116     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1117
1118     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1119     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1120     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1121   }
1122
1123   if (mMouseWheelEventFinishedTimer.IsRunning())
1124   {
1125     mMouseWheelEventFinishedTimer.Stop();
1126   }
1127
1128   mMouseWheelEventFinishedTimer.Start();
1129
1130   return true;
1131 }
1132
1133 bool ItemView::OnMouseWheelEventFinished()
1134 {
1135   if (mActiveLayout)
1136   {
1137     RemoveAnimation(mScrollAnimation);
1138
1139     // No more mouse wheel events coming. Do the anchoring if enabled.
1140     mScrollAnimation = DoAnchoring();
1141     if (mScrollAnimation)
1142     {
1143       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1144       mScrollAnimation.Play();
1145     }
1146     else
1147     {
1148       mScrollOvershoot = 0.0f;
1149       AnimateScrollOvershoot(0.0f);
1150
1151       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1152     }
1153   }
1154
1155   return false;
1156 }
1157
1158 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1159 {
1160   ItemLayout::Vector3Function positionConstraint;
1161   if (layout.GetPositionConstraint(itemId, positionConstraint))
1162   {
1163     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1164
1165     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1166                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1167                                                       ParentSource( mPropertyScrollSpeed ),
1168                                                       ParentSource( Actor::SIZE ),
1169                                                       wrapped );
1170     constraint.SetApplyTime(duration);
1171     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1172
1173     actor.ApplyConstraint(constraint);
1174   }
1175
1176   ItemLayout::QuaternionFunction rotationConstraint;
1177   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1178   {
1179     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1180
1181     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1182                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1183                                                          ParentSource( mPropertyScrollSpeed ),
1184                                                          ParentSource( Actor::SIZE ),
1185                                                          wrapped );
1186     constraint.SetApplyTime(duration);
1187     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1188
1189     actor.ApplyConstraint(constraint);
1190   }
1191
1192   ItemLayout::Vector3Function scaleConstraint;
1193   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1194   {
1195     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1196
1197     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1198                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1199                                                       ParentSource( mPropertyScrollSpeed ),
1200                                                       ParentSource( Actor::SIZE ),
1201                                                       wrapped );
1202     constraint.SetApplyTime(duration);
1203     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1204
1205     actor.ApplyConstraint(constraint);
1206   }
1207
1208   ItemLayout::Vector4Function colorConstraint;
1209   if (layout.GetColorConstraint(itemId, colorConstraint))
1210   {
1211     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1212
1213     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1214                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1215                                                       ParentSource( mPropertyScrollSpeed ),
1216                                                       ParentSource( Actor::SIZE ),
1217                                                       wrapped );
1218     constraint.SetApplyTime(duration);
1219     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1220
1221     // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1222     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1223     constraint.SetRemoveAction(Dali::Constraint::Discard);
1224
1225     actor.ApplyConstraint(constraint);
1226   }
1227
1228   ItemLayout::BoolFunction visibilityConstraint;
1229   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1230   {
1231     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1232
1233     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1234                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1235                                                    ParentSource( mPropertyScrollSpeed ),
1236                                                    ParentSource( Actor::SIZE ),
1237                                                    wrapped );
1238     constraint.SetApplyTime(duration);
1239     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1240
1241     // Release visibility constraints the same time as the color constraint
1242     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1243     constraint.SetRemoveAction(Dali::Constraint::Discard);
1244
1245     actor.ApplyConstraint(constraint);
1246   }
1247 }
1248
1249 void ItemView::ReapplyAllConstraints( float durationSeconds )
1250 {
1251   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1252   {
1253     unsigned int id = iter->first;
1254     Actor actor = iter->second;
1255
1256     actor.RemoveConstraints();
1257     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1258   }
1259
1260   CalculateDomainSize(Self().GetCurrentSize());
1261 }
1262
1263 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1264 {
1265   Actor self = Self();
1266   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1267   float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1268   mScrollOvershoot = targetPosition - clamppedPosition;
1269   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1270
1271   return clamppedPosition;
1272 }
1273
1274 void ItemView::OnPan(PanGesture gesture)
1275 {
1276   Actor self = Self();
1277   const Vector3 layoutSize = Self().GetCurrentSize();
1278
1279   RemoveAnimation(mScrollAnimation);
1280
1281   // Short-circuit if there is no active layout
1282   if (!mActiveLayout)
1283   {
1284     mGestureState = Gesture::Clear;
1285     return;
1286   }
1287
1288   mGestureState = gesture.state;
1289
1290   switch (mGestureState)
1291   {
1292     case Gesture::Finished:
1293     {
1294       // Swipe Detection
1295       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1296           mScrollSpeed > mMinimumSwipeSpeed)
1297       {
1298         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1299
1300         mRefreshOrderHint = true;
1301
1302         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1303         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1304                                                                layoutSize,
1305                                                                *mActiveLayout);
1306
1307         if (mAnchoringEnabled)
1308         {
1309           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1310         }
1311
1312         RemoveAnimation(mScrollAnimation);
1313
1314         float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1315         mScrollAnimation = Animation::New(flickAnimationDuration);
1316         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1317         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1318         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1319
1320         mIsFlicking = true;
1321         // Check whether it has already scrolled to the end
1322         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1323         {
1324           AnimateScrollOvershoot(0.0f);
1325         }
1326       }
1327
1328       // Anchoring may be triggered when there was no swipe
1329       if (!mScrollAnimation)
1330       {
1331         mScrollAnimation = DoAnchoring();
1332       }
1333
1334       // Reset the overshoot if no scroll animation.
1335       if (!mScrollAnimation)
1336       {
1337         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1338
1339         AnimateScrollOvershoot(0.0f, false);
1340       }
1341     }
1342     break;
1343
1344     case Gesture::Started: // Fall through
1345     {
1346       mTotalPanDisplacement = Vector2::ZERO;
1347     }
1348
1349     case Gesture::Continuing:
1350     {
1351       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1352       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1353
1354       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1355       mRefreshOrderHint = mScrollDistance < 0.0f;
1356
1357       RemoveAnimation(mScrollSpeedAnimation);
1358       mScrollSpeedAnimation = Animation::New(0.3f);
1359       mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1360       mScrollSpeedAnimation.Play();
1361
1362       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1363
1364       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1365
1366       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1367       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1368       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1369
1370       mTotalPanDisplacement += gesture.displacement;
1371       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1372       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1373       {
1374         AnimateScrollOvershoot(1.0f);
1375       }
1376       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1377       {
1378         AnimateScrollOvershoot(-1.0f);
1379       }
1380       else
1381       {
1382         AnimateScrollOvershoot(0.0f);
1383       }
1384     }
1385     break;
1386
1387     case Gesture::Cancelled:
1388     {
1389       mScrollAnimation = DoAnchoring();
1390     }
1391     break;
1392
1393     default:
1394       break;
1395   }
1396
1397   if (mScrollAnimation)
1398   {
1399     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1400     mScrollAnimation.Play();
1401   }
1402 }
1403
1404 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1405 {
1406   OnPan(gesture);
1407   return true;
1408 }
1409
1410 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1411 {
1412   Actor nextFocusActor;
1413   if(mActiveLayout)
1414   {
1415     int nextItemID = 0;
1416     if(!actor || actor == this->Self())
1417     {
1418       nextFocusActor = GetItem(nextItemID);
1419     }
1420     else if(actor && actor.GetParent() == this->Self())
1421     {
1422       int itemID = GetItemId(actor);
1423       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1424       nextFocusActor = GetItem(nextItemID);
1425       if(nextFocusActor == actor)
1426       {
1427         // need to pass NULL actor back to focus manager
1428         nextFocusActor.Reset();
1429         return nextFocusActor;
1430       }
1431     }
1432     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1433     Vector3 layoutSize = Self().GetCurrentSize();
1434     if(!nextFocusActor)
1435     {
1436       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1437       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1438       nextItemID = viewableItems.begin;
1439       nextFocusActor = GetItem(nextItemID);
1440     }
1441   }
1442   return nextFocusActor;
1443 }
1444
1445 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1446 {
1447   // only in this function if our chosen focus actor was actually used
1448   if(commitedFocusableActor)
1449   {
1450     int nextItemID = GetItemId(commitedFocusableActor);
1451     float layoutPosition = GetCurrentLayoutPosition(0);
1452     Vector3 layoutSize = Self().GetCurrentSize();
1453     Vector3 focusItemPosition = Vector3::ZERO;
1454     ItemLayout::Vector3Function itemPositionConstraint;
1455     if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1456     {
1457       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1458     }
1459
1460     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1461     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1462   }
1463 }
1464
1465 Animation ItemView::DoAnchoring()
1466 {
1467   Animation anchoringAnimation;
1468   Actor self = Self();
1469
1470   if (mActiveLayout && mAnchoringEnabled)
1471   {
1472     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1473
1474     anchoringAnimation = Animation::New(mAnchoringDuration);
1475     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1476     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1477     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1478     if(!mIsFlicking)
1479     {
1480       AnimateScrollOvershoot(0.0f);
1481     }
1482   }
1483
1484   return anchoringAnimation;
1485 }
1486
1487 void ItemView::OnScrollFinished(Animation& source)
1488 {
1489   Actor self = Self();
1490
1491   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1492
1493   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1494
1495   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1496   {
1497     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1498   }
1499   else
1500   {
1501     // Reset the overshoot
1502     AnimateScrollOvershoot( 0.0f );
1503   }
1504   mIsFlicking = false;
1505
1506   mScrollOvershoot = 0.0f;
1507 }
1508
1509 void ItemView::OnOvershootOnFinished(Animation& animation)
1510 {
1511   mAnimatingOvershootOn = false;
1512   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1513   RemoveAnimation(mScrollOvershootAnimation);
1514   if(mAnimateOvershootOff)
1515   {
1516     AnimateScrollOvershoot(0.0f);
1517   }
1518 }
1519
1520 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1521 {
1522   Actor self = Self();
1523   const Vector3 layoutSize = Self().GetCurrentSize();
1524   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1525
1526   if(durationSeconds > 0.0f)
1527   {
1528     RemoveAnimation(mScrollAnimation);
1529     mScrollAnimation = Animation::New(durationSeconds);
1530     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1531     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1532     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1533     mScrollAnimation.Play();
1534   }
1535   else
1536   {
1537     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1538     AnimateScrollOvershoot(0.0f);
1539   }
1540
1541   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1542 }
1543
1544 void ItemView::RemoveAnimation(Animation& animation)
1545 {
1546   if(animation)
1547   {
1548     // Cease animating, and reset handle.
1549     animation.Clear();
1550     animation.Reset();
1551   }
1552 }
1553
1554 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1555 {
1556   Actor self = Self();
1557
1558   Vector3 firstItemPosition(Vector3::ZERO);
1559   Vector3 lastItemPosition(Vector3::ZERO);
1560
1561   if(mActiveLayout)
1562   {
1563     ItemLayout::Vector3Function firstItemPositionConstraint;
1564     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1565     {
1566       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1567     }
1568
1569     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1570     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1571
1572     ItemLayout::Vector3Function lastItemPositionConstraint;
1573     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1574     {
1575       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1576     }
1577
1578     float domainSize;
1579
1580     if(IsHorizontal(mActiveLayout->GetOrientation()))
1581     {
1582       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1583       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1584       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1585     }
1586     else
1587     {
1588       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1589       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1590       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1591     }
1592
1593     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1594
1595     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1596     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1597     self.SetProperty(mPropertyCanScrollHorizontal, false);
1598   }
1599 }
1600
1601 Vector3 ItemView::GetDomainSize() const
1602 {
1603   Actor self = Self();
1604
1605   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1606   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1607
1608   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1609 }
1610
1611 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1612 {
1613   Actor self = Self();
1614
1615   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1616   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1617   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1618
1619   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1620 }
1621
1622 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1623 {
1624   Vector3 firstItemPosition(Vector3::ZERO);
1625   ItemLayout::Vector3Function firstItemPositionConstraint;
1626   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1627   {
1628     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1629   }
1630
1631   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1632 }
1633
1634 Vector3 ItemView::GetCurrentScrollPosition() const
1635 {
1636   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1637   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1638 }
1639
1640 void ItemView::AddOverlay(Actor actor)
1641 {
1642   Self().Add(actor);
1643 }
1644
1645 void ItemView::RemoveOverlay(Actor actor)
1646 {
1647   Self().Remove(actor);
1648 }
1649
1650 void ItemView::ScrollTo(const Vector3& position, float duration)
1651 {
1652   Actor self = Self();
1653   const Vector3 layoutSize = Self().GetCurrentSize();
1654
1655   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1656
1657   if(duration > 0.0f)
1658   {
1659     RemoveAnimation(mScrollAnimation);
1660     mScrollAnimation = Animation::New(duration);
1661     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1662     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1663     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1664     mScrollAnimation.Play();
1665   }
1666   else
1667   {
1668     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1669     AnimateScrollOvershoot(0.0f);
1670   }
1671
1672   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1673 }
1674
1675 void ItemView::ApplyOvershootOverlayConstraints()
1676 {
1677   Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1678                                                     ParentSource( mPropertyScrollDirection ),
1679                                                     Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1680                                                     ParentSource( Actor::SIZE ),
1681                                                     OvershootOverlaySizeConstraint() );
1682   mOvershootOverlay.ApplyConstraint(constraint);
1683   mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1684
1685   constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1686                                             ParentSource( mPropertyScrollDirection ),
1687                                             Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1688                                             OvershootOverlayRotationConstraint() );
1689   mOvershootOverlay.ApplyConstraint(constraint);
1690
1691   constraint = Constraint::New<Vector3>( Actor::POSITION,
1692                                          ParentSource( Actor::SIZE ),
1693                                          ParentSource( mPropertyScrollDirection ),
1694                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1695                                          OvershootOverlayPositionConstraint() );
1696   mOvershootOverlay.ApplyConstraint(constraint);
1697
1698   constraint = Constraint::New<bool>( Actor::VISIBLE,
1699                                       ParentSource( mPropertyCanScrollVertical ),
1700                                       OvershootOverlayVisibilityConstraint() );
1701   mOvershootOverlay.ApplyConstraint(constraint);
1702
1703   int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1704   Actor self = Self();
1705   constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1706                                        Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1707                                        EqualToConstraint() );
1708   mOvershootEffect.ApplyConstraint(constraint);
1709 }
1710
1711 float ItemView::CalculateScrollOvershoot()
1712 {
1713   float overshoot = 0.0f;
1714
1715   if(mActiveLayout)
1716   {
1717     // The overshoot must be calculated from the accumulated pan gesture displacement
1718     // since the pan gesture starts.
1719     Actor self = Self();
1720     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1721     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1722     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1723     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1724     float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1725     overshoot = positionDelta - clamppedPosition;
1726   }
1727
1728   return overshoot;
1729 }
1730
1731 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1732 {
1733   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1734
1735   // make sure we animate back if needed
1736   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1737
1738   if( mAnimatingOvershootOn )
1739   {
1740     // animating on, do not allow animate off
1741     return;
1742   }
1743
1744   Actor self = Self();
1745   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1746   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1747
1748   RemoveAnimation(mScrollOvershootAnimation);
1749   mScrollOvershootAnimation = Animation::New(duration);
1750   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1751   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1752   mScrollOvershootAnimation.Play();
1753
1754   mAnimatingOvershootOn = animatingOn;
1755 }
1756
1757 } // namespace Internal
1758
1759 } // namespace Toolkit
1760
1761 } // namespace Dali