2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
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
8 // http://floralicense.org/license/
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.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
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/scroll-bar/scroll-bar-impl.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
32 namespace // unnamed namespace
36 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
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;
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
45 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
46 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
48 const float MILLISECONDS_PER_SECONDS = 1000.0f;
50 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
51 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
52 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
53 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
54 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
55 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
57 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
58 const string POSITION_PROPERTY_NAME( "item-view-position" );
59 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
60 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
61 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
62 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
64 // Functors which wrap constraint functions with stored item IDs
66 struct WrappedVector3Constraint
68 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
74 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
76 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
78 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
81 Toolkit::ItemLayout::Vector3Function mWrapMe;
85 struct WrappedQuaternionConstraint
87 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
93 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
95 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
97 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
100 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
101 unsigned int mItemId;
104 struct WrappedVector4Constraint
106 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
112 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
114 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
116 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
119 Toolkit::ItemLayout::Vector4Function mWrapMe;
120 unsigned int mItemId;
123 struct WrappedBoolConstraint
125 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
131 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
133 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
135 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
138 Toolkit::ItemLayout::BoolFunction mWrapMe;
139 unsigned int mItemId;
143 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
145 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
147 Radian scrollDirection(layout.GetScrollDirection());
149 float cosTheta = cosf(scrollDirection);
150 float sinTheta = sinf(scrollDirection);
152 return panDistance.x * sinTheta + panDistance.y * cosTheta;
155 // Overshoot overlay constraints
157 struct OvershootOverlaySizeConstraint
159 float operator()(const float& current,
160 const PropertyInput& parentScrollDirectionProperty,
161 const PropertyInput& parentOvershootProperty,
162 const PropertyInput& parentSizeProperty)
164 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
165 const Vector3 parentSize = parentSizeProperty.GetVector3();
166 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
170 if(Toolkit::IsVertical(parentOrientation))
172 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
176 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
183 struct OvershootOverlayRotationConstraint
185 Quaternion operator()(const Quaternion& current,
186 const PropertyInput& parentScrollDirectionProperty,
187 const PropertyInput& parentOvershootProperty)
189 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
190 const float parentOvershoot = parentOvershootProperty.GetFloat();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
195 if(Toolkit::IsVertical(parentOrientation))
197 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
199 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
202 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
206 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
209 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
212 rotation = Quaternion(0.0f, Vector3::ZAXIS);
216 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
221 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
223 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
224 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
226 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
230 rotation = Quaternion(0.0f, Vector3::ZAXIS);
233 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
236 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
240 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
248 struct OvershootOverlayPositionConstraint
250 Vector3 operator()(const Vector3& current,
251 const PropertyInput& parentSizeProperty,
252 const PropertyInput& parentScrollDirectionProperty,
253 const PropertyInput& parentOvershootProperty)
255 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
256 const float parentOvershoot = parentOvershootProperty.GetFloat();
257 const Vector3 parentSize = parentSizeProperty.GetVector3();
258 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
260 Vector3 relativeOffset;
262 if(Toolkit::IsVertical(parentOrientation))
264 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
266 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
267 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
269 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
273 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
276 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
277 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
279 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
283 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
288 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
290 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
291 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
293 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
297 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
300 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
301 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
303 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
307 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
311 return relativeOffset * parentSize;
316 struct OvershootOverlayVisibilityConstraint
318 bool operator()(const bool& current,
319 const PropertyInput& parentLayoutScrollableProperty)
321 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
323 return parentLayoutScrollable;
328 * Relative position Constraint
329 * Generates the relative position value of the item view based on the layout position,
330 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
332 Vector3 RelativePositionConstraint(const Vector3& current,
333 const PropertyInput& scrollPositionProperty,
334 const PropertyInput& scrollMinProperty,
335 const PropertyInput& scrollMaxProperty,
336 const PropertyInput& layoutSizeProperty)
338 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
339 const Vector3& min = scrollMinProperty.GetVector3();
340 const Vector3& max = scrollMaxProperty.GetVector3();
342 Vector3 relativePosition;
343 Vector3 domainSize = max - min;
345 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
346 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
348 return relativePosition;
351 } // unnamed namespace
362 namespace // unnamed namespace
365 bool FindById( const ItemContainer& items, ItemId id )
367 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
369 if( iter->first == id )
378 } // unnamed namespace
380 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
382 // Create the implementation
383 ItemViewPtr itemView(new ItemView(factory));
385 // Pass ownership to CustomActor via derived handle
386 Dali::Toolkit::ItemView handle(*itemView);
388 // Second-phase init of the implementation
389 // This can only be done after the CustomActor connection has been made...
390 itemView->Initialize();
395 ItemView::ItemView(ItemFactory& factory)
397 mItemFactory(factory),
399 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
400 mAnimatingOvershootOn(false),
401 mAnimateOvershootOff(false),
402 mAnchoringEnabled(true),
403 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
404 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
405 mRefreshOrderHint(true/*Refresh item 0 first*/),
406 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
407 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
408 mScrollDistance(0.0f),
410 mTotalPanDisplacement(Vector2::ZERO),
411 mScrollOvershoot(0.0f),
413 mGestureState(Gesture::Clear),
416 SetRequiresMouseWheelEvents(true);
417 SetKeyboardNavigationSupport(true);
420 void ItemView::OnInitialize()
422 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
424 RegisterCommonProperties();
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);
438 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
439 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
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);
445 ApplyOvershootOverlayConstraints();
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);
455 Vector2 stageSize = Stage::GetCurrent().GetSize();
456 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
458 EnableGestureDetection(Gesture::Type(Gesture::Pan));
460 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
461 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
463 SetRefreshInterval(mRefreshIntervalLayoutPositions);
466 ItemView::~ItemView()
470 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
472 return mScrollConnector;
475 unsigned int ItemView::GetLayoutCount() const
477 return mLayouts.size();
480 void ItemView::AddLayout(ItemLayout& layout)
482 mLayouts.push_back(ItemLayoutPtr(&layout));
485 void ItemView::RemoveLayout(unsigned int layoutIndex)
487 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
489 if (mActiveLayout == mLayouts[layoutIndex].Get())
491 mActiveLayout = NULL;
494 mLayouts.erase(mLayouts.begin() + layoutIndex);
497 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
499 return mLayouts[layoutIndex];
502 ItemLayoutPtr ItemView::GetActiveLayout() const
504 return ItemLayoutPtr(mActiveLayout);
507 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
509 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
512 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
514 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
518 // The ItemView size should match the active layout size
519 self.SetSize(targetSize);
520 mActiveLayoutTargetSize = targetSize;
522 // Switch to the new layout
523 mActiveLayout = mLayouts[layoutIndex].Get();
525 // Move the items to the new layout positions...
527 bool resizeAnimationNeeded(false);
529 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
531 unsigned int itemId = iter->first;
532 Actor actor = iter->second;
534 // Remove constraints from previous layout
535 actor.RemoveConstraints();
538 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
540 if( durationSeconds > 0.0f )
542 // Use a size animation
543 if (!resizeAnimationNeeded)
545 resizeAnimationNeeded = true;
546 RemoveAnimation(mResizeAnimation);
547 mResizeAnimation = Animation::New(durationSeconds);
550 // The layout provides its own resize animation
551 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
555 // resize immediately
560 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
563 if (resizeAnimationNeeded)
565 mResizeAnimation.Play();
568 // Refresh the new layout
569 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
570 AddActorsWithinRange( range, durationSeconds );
572 // Scroll to an appropriate layout position
574 bool scrollAnimationNeeded(false);
575 float firstItemScrollPosition(0.0f);
577 float current = GetCurrentLayoutPosition(0);
578 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
579 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
581 if (current < minimum)
583 scrollAnimationNeeded = true;
584 firstItemScrollPosition = minimum;
586 else if (mAnchoringEnabled)
588 scrollAnimationNeeded = true;
589 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
592 if (scrollAnimationNeeded)
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();
601 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
602 AnimateScrollOvershoot(0.0f);
603 mScrollOvershoot = 0.0f;
605 Radian scrollDirection(mActiveLayout->GetScrollDirection());
606 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
607 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
609 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
611 CalculateDomainSize(targetSize);
614 void ItemView::DeactivateCurrentLayout()
618 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
620 Actor actor = iter->second;
621 actor.RemoveConstraints();
624 mActiveLayout = NULL;
628 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
630 mDefaultAlphaFunction = func;
633 AlphaFunction ItemView::GetDefaultAlphaFunction() const
635 return mDefaultAlphaFunction;
638 void ItemView::OnRefreshNotification(PropertyNotification& source)
642 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
643 RemoveActorsOutsideRange( range );
644 AddActorsWithinRange( range, 0.0f/*immediate*/ );
646 Vector3 currentScrollPosition = GetCurrentScrollPosition();
647 mScrollUpdatedSignalV2.Emit( currentScrollPosition );
651 void ItemView::SetMinimumSwipeSpeed(float speed)
653 mMinimumSwipeSpeed = speed;
656 float ItemView::GetMinimumSwipeSpeed() const
658 return mMinimumSwipeSpeed;
661 void ItemView::SetMinimumSwipeDistance(float distance)
663 mMinimumSwipeDistance = distance;
666 float ItemView::GetMinimumSwipeDistance() const
668 return mMinimumSwipeDistance;
671 void ItemView::SetMouseWheelScrollDistanceStep(float step)
673 mMouseWheelScrollDistanceStep = step;
676 float ItemView::GetMouseWheelScrollDistanceStep() const
678 return mMouseWheelScrollDistanceStep;
681 void ItemView::SetAnchoring(bool enabled)
683 mAnchoringEnabled = enabled;
686 bool ItemView::GetAnchoring() const
688 return mAnchoringEnabled;
691 void ItemView::SetAnchoringDuration(float durationSeconds)
693 mAnchoringDuration = durationSeconds;
696 float ItemView::GetAnchoringDuration() const
698 return mAnchoringDuration;
701 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
703 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
705 if(mRefreshNotification)
707 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
709 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
710 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
713 float ItemView::GetRefreshInterval() const
715 return mRefreshIntervalLayoutPositions;
718 Actor ItemView::GetItem(unsigned int itemId) const
722 ConstItemPoolIter iter = mItemPool.find( itemId );
723 if( iter != mItemPool.end() )
725 actor = iter->second;
731 unsigned int ItemView::GetItemId( Actor actor ) const
733 unsigned int itemId( 0 );
735 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
737 if( iter->second == actor )
739 itemId = iter->first;
747 void ItemView::InsertItem( Item newItem, float durationSeconds )
751 SetupActor( newItem, durationSeconds );
752 Self().Add( newItem.second );
754 ItemPoolIter foundIter = mItemPool.find( newItem.first );
755 if( mItemPool.end() != foundIter )
757 Actor moveMe = foundIter->second;
758 foundIter->second = newItem.second;
760 // Move the existing actors to make room
761 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
763 Actor temp = iter->second;
764 iter->second = moveMe;
767 iter->second.RemoveConstraints();
768 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
772 ItemId lastId = mItemPool.rbegin()->first;
773 Item lastItem( lastId + 1, moveMe );
774 mItemPool.insert( lastItem );
776 lastItem.second.RemoveConstraints();
777 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
781 mItemPool.insert( newItem );
784 CalculateDomainSize(Self().GetCurrentSize());
786 mAddingItems = false;
789 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
793 // Insert from lowest id to highest
794 set<Item> sortedItems;
795 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
797 sortedItems.insert( *iter );
800 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
802 Self().Add( iter->second );
804 cout << "inserting item: " << iter->first << endl;
806 ItemPoolIter foundIter = mItemPool.find( iter->first );
807 if( mItemPool.end() != foundIter )
809 Actor moveMe = foundIter->second;
810 foundIter->second = iter->second;
812 // Move the existing actors to make room
813 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
815 Actor temp = iter->second;
816 iter->second = moveMe;
821 ItemId lastId = mItemPool.rbegin()->first;
822 Item lastItem( lastId + 1, moveMe );
823 mItemPool.insert( lastItem );
827 mItemPool.insert( *iter );
831 // Relayout everything
832 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
835 if( FindById( newItems, iter->first ) )
837 SetupActor( *iter, durationSeconds );
841 iter->second.RemoveConstraints();
842 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
846 CalculateDomainSize(Self().GetCurrentSize());
848 mAddingItems = false;
851 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
853 bool actorRemoved = RemoveActor( itemId );
856 ReapplyAllConstraints( durationSeconds );
860 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
862 bool actorRemoved( false );
864 // Remove from highest id to lowest
865 set<ItemId> sortedItems;
866 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
868 sortedItems.insert( *iter );
871 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
873 if( RemoveActor( *iter ) )
881 ReapplyAllConstraints( durationSeconds );
885 bool ItemView::RemoveActor(unsigned int itemId)
887 bool removed( false );
889 const ItemPoolIter removeIter = mItemPool.find( itemId );
891 if( removeIter != mItemPool.end() )
893 Self().Remove( removeIter->second );
896 // Adjust the remaining item IDs, for example if item 2 is removed:
897 // Initial actors: After insert:
898 // ID 1 - ActorA ID 1 - ActorA
899 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
900 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
902 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
904 if( iter->first < mItemPool.rbegin()->first )
906 iter->second = mItemPool[ iter->first + 1 ];
910 mItemPool.erase( iter );
919 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
923 SetupActor( replacementItem, durationSeconds );
924 Self().Add( replacementItem.second );
926 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
927 if( mItemPool.end() != iter )
929 Self().Remove( iter->second );
930 iter->second = replacementItem.second;
934 mItemPool.insert( replacementItem );
937 CalculateDomainSize(Self().GetCurrentSize());
939 mAddingItems = false;
942 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
944 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
946 ReplaceItem( *iter, durationSeconds );
950 void ItemView::RemoveActorsOutsideRange( ItemRange range )
952 // Remove unwanted actors from the ItemView & ItemPool
953 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
955 unsigned int current = iter->first;
957 if( ! range.Within( current ) )
959 Self().Remove( iter->second );
961 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
970 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
972 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
974 // The order of addition depends on the scroll direction.
975 if (mRefreshOrderHint)
977 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
979 AddNewActor( itemId, durationSeconds );
984 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
986 AddNewActor( itemId-1, durationSeconds );
990 // Total number of items may change dynamically.
991 // Always recalculate the domain size to reflect that.
992 CalculateDomainSize(Self().GetCurrentSize());
995 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
999 if( mItemPool.end() == mItemPool.find( itemId ) )
1001 Actor actor = mItemFactory.NewItem( itemId );
1005 Item newItem( itemId, actor );
1007 mItemPool.insert( newItem );
1009 SetupActor( newItem, durationSeconds );
1010 Self().Add( actor );
1014 mAddingItems = false;
1017 void ItemView::SetupActor( Item item, float durationSeconds )
1019 item.second.SetParentOrigin( ParentOrigin::CENTER );
1020 item.second.SetAnchorPoint( AnchorPoint::CENTER );
1025 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1027 item.second.SetSize( size );
1030 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1034 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1036 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1038 ItemRange available(0u, itemCount);
1040 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1044 // Add the reserve items for scrolling
1045 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1046 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1050 return range.Intersection(available);
1053 void ItemView::OnChildAdd(Actor& child)
1057 // We don't want to do this downcast check for any item added by ItemView itself.
1058 Dali::Toolkit::ScrollBar scrollBar = Dali::Toolkit::ScrollBar::DownCast(child);
1061 // Set the scroll connector when scroll bar is being added
1062 scrollBar.SetScrollConnector(mScrollConnector);
1067 bool ItemView::OnTouchEvent(const TouchEvent& event)
1069 // Ignore events with multiple-touch points
1070 if (event.GetPointCount() != 1)
1075 if (event.GetPoint(0).state == TouchPoint::Down)
1077 // Cancel ongoing scrolling etc.
1078 mGestureState = Gesture::Clear;
1080 mScrollDistance = 0.0f;
1081 mScrollSpeed = 0.0f;
1082 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1084 mScrollOvershoot = 0.0f;
1085 AnimateScrollOvershoot(0.0f);
1087 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1089 RemoveAnimation(mScrollAnimation);
1092 return true; // consume since we're potentially scrolling
1095 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1097 // Respond the mouse wheel event to scroll
1100 Actor self = Self();
1101 const Vector3 layoutSize = Self().GetCurrentSize();
1102 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1103 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1105 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1106 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1107 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1110 if (mMouseWheelEventFinishedTimer.IsRunning())
1112 mMouseWheelEventFinishedTimer.Stop();
1115 mMouseWheelEventFinishedTimer.Start();
1120 bool ItemView::OnMouseWheelEventFinished()
1124 RemoveAnimation(mScrollAnimation);
1126 // No more mouse wheel events coming. Do the anchoring if enabled.
1127 mScrollAnimation = DoAnchoring();
1128 if (mScrollAnimation)
1130 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1131 mScrollAnimation.Play();
1135 mScrollOvershoot = 0.0f;
1136 AnimateScrollOvershoot(0.0f);
1138 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1145 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1147 ItemLayout::Vector3Function positionConstraint;
1148 if (layout.GetPositionConstraint(itemId, positionConstraint))
1150 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1152 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1153 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1154 ParentSource( mPropertyScrollSpeed ),
1155 ParentSource( Actor::SIZE ),
1157 constraint.SetApplyTime(duration);
1158 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1160 actor.ApplyConstraint(constraint);
1163 ItemLayout::QuaternionFunction rotationConstraint;
1164 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1166 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1168 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1169 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1170 ParentSource( mPropertyScrollSpeed ),
1171 ParentSource( Actor::SIZE ),
1173 constraint.SetApplyTime(duration);
1174 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1176 actor.ApplyConstraint(constraint);
1179 ItemLayout::Vector3Function scaleConstraint;
1180 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1182 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1184 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1185 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1186 ParentSource( mPropertyScrollSpeed ),
1187 ParentSource( Actor::SIZE ),
1189 constraint.SetApplyTime(duration);
1190 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1192 actor.ApplyConstraint(constraint);
1195 ItemLayout::Vector4Function colorConstraint;
1196 if (layout.GetColorConstraint(itemId, colorConstraint))
1198 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1200 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1201 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1202 ParentSource( mPropertyScrollSpeed ),
1203 ParentSource( Actor::SIZE ),
1205 constraint.SetApplyTime(duration);
1206 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1208 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1209 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1210 constraint.SetRemoveAction(Dali::Constraint::Discard);
1212 actor.ApplyConstraint(constraint);
1215 ItemLayout::BoolFunction visibilityConstraint;
1216 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1218 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1220 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1221 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1222 ParentSource( mPropertyScrollSpeed ),
1223 ParentSource( Actor::SIZE ),
1225 constraint.SetApplyTime(duration);
1226 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1228 // Release visibility constraints the same time as the color constraint
1229 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1230 constraint.SetRemoveAction(Dali::Constraint::Discard);
1232 actor.ApplyConstraint(constraint);
1236 void ItemView::ReapplyAllConstraints( float durationSeconds )
1238 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1240 unsigned int id = iter->first;
1241 Actor actor = iter->second;
1243 actor.RemoveConstraints();
1244 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1247 CalculateDomainSize(Self().GetCurrentSize());
1250 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1252 Actor self = Self();
1253 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1254 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1255 mScrollOvershoot = targetPosition - clamppedPosition;
1256 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1258 return clamppedPosition;
1261 void ItemView::OnPan(PanGesture gesture)
1263 Actor self = Self();
1264 const Vector3 layoutSize = Self().GetCurrentSize();
1266 RemoveAnimation(mScrollAnimation);
1268 // Short-circuit if there is no active layout
1271 mGestureState = Gesture::Clear;
1275 mGestureState = gesture.state;
1277 switch (mGestureState)
1279 case Gesture::Finished:
1282 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1283 mScrollSpeed > mMinimumSwipeSpeed)
1285 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1287 mRefreshOrderHint = true;
1289 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1290 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1294 if (mAnchoringEnabled)
1296 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1299 RemoveAnimation(mScrollAnimation);
1301 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1302 mScrollAnimation = Animation::New(flickAnimationDuration);
1303 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1304 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1305 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1308 // Check whether it has already scrolled to the end
1309 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1311 AnimateScrollOvershoot(0.0f);
1315 // Anchoring may be triggered when there was no swipe
1316 if (!mScrollAnimation)
1318 mScrollAnimation = DoAnchoring();
1321 // Reset the overshoot if no scroll animation.
1322 if (!mScrollAnimation)
1324 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1326 AnimateScrollOvershoot(0.0f, false);
1331 case Gesture::Started: // Fall through
1333 mTotalPanDisplacement = Vector2::ZERO;
1336 case Gesture::Continuing:
1338 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1339 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1341 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1342 mRefreshOrderHint = mScrollDistance < 0.0f;
1344 RemoveAnimation(mScrollSpeedAnimation);
1345 mScrollSpeedAnimation = Animation::New(0.3f);
1346 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1347 mScrollSpeedAnimation.Play();
1349 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1351 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1353 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1354 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1355 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1357 mTotalPanDisplacement += gesture.displacement;
1358 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1359 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1361 AnimateScrollOvershoot(1.0f);
1363 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1365 AnimateScrollOvershoot(-1.0f);
1369 AnimateScrollOvershoot(0.0f);
1374 case Gesture::Cancelled:
1376 mScrollAnimation = DoAnchoring();
1384 if (mScrollAnimation)
1386 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1387 mScrollAnimation.Play();
1391 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1397 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1399 Actor nextFocusActor;
1403 if(!actor || actor == this->Self())
1405 nextFocusActor = GetItem(nextItemID);
1407 else if(actor && actor.GetParent() == this->Self())
1409 int itemID = GetItemId(actor);
1410 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1411 nextFocusActor = GetItem(nextItemID);
1412 if(nextFocusActor == actor)
1414 // need to pass NULL actor back to focus manager
1415 nextFocusActor.Reset();
1416 return nextFocusActor;
1419 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1420 Vector3 layoutSize = Self().GetCurrentSize();
1423 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1424 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1425 nextItemID = viewableItems.begin;
1426 nextFocusActor = GetItem(nextItemID);
1429 return nextFocusActor;
1432 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1434 // only in this function if our chosen focus actor was actually used
1435 if(commitedFocusableActor)
1437 int nextItemID = GetItemId(commitedFocusableActor);
1438 float layoutPosition = GetCurrentLayoutPosition(0);
1439 Vector3 layoutSize = Self().GetCurrentSize();
1440 Vector3 focusItemPosition = Vector3::ZERO;
1441 ItemLayout::Vector3Function itemPositionConstraint;
1442 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1444 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1447 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1448 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1452 Animation ItemView::DoAnchoring()
1454 Animation anchoringAnimation;
1455 Actor self = Self();
1457 if (mActiveLayout && mAnchoringEnabled)
1459 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1461 anchoringAnimation = Animation::New(mAnchoringDuration);
1462 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1463 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1464 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1467 AnimateScrollOvershoot(0.0f);
1471 return anchoringAnimation;
1474 void ItemView::OnScrollFinished(Animation& source)
1476 Actor self = Self();
1478 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1480 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1482 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1484 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1488 // Reset the overshoot
1489 AnimateScrollOvershoot( 0.0f );
1491 mIsFlicking = false;
1493 mScrollOvershoot = 0.0f;
1496 void ItemView::OnOvershootOnFinished(Animation& animation)
1498 mAnimatingOvershootOn = false;
1499 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1500 RemoveAnimation(mScrollOvershootAnimation);
1501 if(mAnimateOvershootOff)
1503 AnimateScrollOvershoot(0.0f);
1507 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1509 Actor self = Self();
1510 const Vector3 layoutSize = Self().GetCurrentSize();
1511 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1513 if(durationSeconds > 0.0f)
1515 RemoveAnimation(mScrollAnimation);
1516 mScrollAnimation = Animation::New(durationSeconds);
1517 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1518 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1519 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1520 mScrollAnimation.Play();
1524 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1525 AnimateScrollOvershoot(0.0f);
1528 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1531 void ItemView::RemoveAnimation(Animation& animation)
1535 // Cease animating, and reset handle.
1541 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1543 Actor self = Self();
1545 Vector3 firstItemPosition(Vector3::ZERO);
1546 Vector3 lastItemPosition(Vector3::ZERO);
1550 ItemLayout::Vector3Function firstItemPositionConstraint;
1551 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1553 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1556 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1557 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1559 ItemLayout::Vector3Function lastItemPositionConstraint;
1560 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1562 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1567 if(IsHorizontal(mActiveLayout->GetOrientation()))
1569 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1570 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1571 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1575 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1576 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1577 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1580 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1582 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1583 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1584 self.SetProperty(mPropertyCanScrollHorizontal, false);
1588 Vector3 ItemView::GetDomainSize() const
1590 Actor self = Self();
1592 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1593 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1595 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1598 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1600 Actor self = Self();
1602 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1603 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1604 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1606 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1609 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1611 Vector3 firstItemPosition(Vector3::ZERO);
1612 ItemLayout::Vector3Function firstItemPositionConstraint;
1613 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1615 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1618 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1621 Vector3 ItemView::GetCurrentScrollPosition() const
1623 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1624 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1627 void ItemView::AddOverlay(Actor actor)
1632 void ItemView::RemoveOverlay(Actor actor)
1634 Self().Remove(actor);
1637 void ItemView::ScrollTo(const Vector3& position, float duration)
1639 Actor self = Self();
1640 const Vector3 layoutSize = Self().GetCurrentSize();
1642 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1646 RemoveAnimation(mScrollAnimation);
1647 mScrollAnimation = Animation::New(duration);
1648 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1649 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1650 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1651 mScrollAnimation.Play();
1655 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1656 AnimateScrollOvershoot(0.0f);
1659 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1662 void ItemView::ApplyOvershootOverlayConstraints()
1664 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1665 ParentSource( mPropertyScrollDirection ),
1666 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1667 ParentSource( Actor::SIZE ),
1668 OvershootOverlaySizeConstraint() );
1669 mOvershootOverlay.ApplyConstraint(constraint);
1670 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1672 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1673 ParentSource( mPropertyScrollDirection ),
1674 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1675 OvershootOverlayRotationConstraint() );
1676 mOvershootOverlay.ApplyConstraint(constraint);
1678 constraint = Constraint::New<Vector3>( Actor::POSITION,
1679 ParentSource( Actor::SIZE ),
1680 ParentSource( mPropertyScrollDirection ),
1681 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1682 OvershootOverlayPositionConstraint() );
1683 mOvershootOverlay.ApplyConstraint(constraint);
1685 constraint = Constraint::New<bool>( Actor::VISIBLE,
1686 ParentSource( mPropertyCanScrollVertical ),
1687 OvershootOverlayVisibilityConstraint() );
1688 mOvershootOverlay.ApplyConstraint(constraint);
1690 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1691 Actor self = Self();
1692 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1693 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1694 EqualToConstraint() );
1695 mOvershootEffect.ApplyConstraint(constraint);
1698 float ItemView::CalculateScrollOvershoot()
1700 float overshoot = 0.0f;
1704 // The overshoot must be calculated from the accumulated pan gesture displacement
1705 // since the pan gesture starts.
1706 Actor self = Self();
1707 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1708 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1709 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1710 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1711 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1712 overshoot = positionDelta - clamppedPosition;
1718 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1720 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1722 // make sure we animate back if needed
1723 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1725 if( mAnimatingOvershootOn )
1727 // animating on, do not allow animate off
1731 Actor self = Self();
1732 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1733 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1735 RemoveAnimation(mScrollOvershootAnimation);
1736 mScrollOvershootAnimation = Animation::New(duration);
1737 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1738 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1739 mScrollOvershootAnimation.Play();
1741 mAnimatingOvershootOn = animatingOn;
1744 } // namespace Internal
1746 } // namespace Toolkit