Remove redundant orientation settings as default camera already looks at stage
[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 Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31 #include <dali/public-api/object/type-registry-helper.h>
32
33 // INTERNAL INCLUDES
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
37
38 using std::string;
39 using std::set;
40 using namespace Dali;
41
42 namespace // Unnamed namespace
43 {
44
45 //Type registration
46
47 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
48 DALI_TYPE_REGISTRATION_END()
49
50 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
51 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
52 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
53
54 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
55 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
56
57 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
58 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
59
60 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
61
62 const float MILLISECONDS_PER_SECONDS = 1000.0f;
63
64 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
65 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
66 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
67 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
68
69 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
70 const string POSITION_PROPERTY_NAME( "item-view-position" );
71 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
72 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
73 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
74 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
75
76 /**
77  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
78  */
79 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
80 {
81   Radian scrollDirection(layout.GetScrollDirection());
82
83   float cosTheta = cosf(scrollDirection);
84   float sinTheta = sinf(scrollDirection);
85
86   return panDistance.x * sinTheta + panDistance.y * cosTheta;
87 }
88
89 // Overshoot overlay constraints
90
91 struct OvershootOverlaySizeConstraint
92 {
93   Vector3 operator()(const Vector3& current,
94                      const PropertyInput& parentScrollDirectionProperty,
95                      const PropertyInput& parentOvershootProperty,
96                      const PropertyInput& parentSizeProperty)
97   {
98     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
99     const Vector3 parentSize = parentSizeProperty.GetVector3();
100     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
101
102     float overlayWidth;
103
104     if(Toolkit::IsVertical(parentOrientation))
105     {
106       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
107     }
108     else
109     {
110       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
111     }
112
113     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
114
115     return Vector3( overlayWidth, overlayHeight, current.depth );
116   }
117 };
118
119 struct OvershootOverlayRotationConstraint
120 {
121   Quaternion operator()(const Quaternion& current,
122                         const PropertyInput& parentScrollDirectionProperty,
123                         const PropertyInput& parentOvershootProperty)
124   {
125     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
126     const float parentOvershoot = parentOvershootProperty.GetFloat();
127     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128
129     float multiplier = 0;
130     if(Toolkit::IsVertical(parentOrientation))
131     {
132       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
133       {
134         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
135             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
136         {
137           multiplier = 0.5f;
138         }
139         else
140         {
141           multiplier = 1.5f;
142         }
143       }
144       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
145             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
146       {
147         multiplier = 0.0f;
148       }
149       else
150       {
151         multiplier = 1.0f;
152       }
153     }
154     else
155     {
156       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
157       {
158         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
159             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
160         {
161           multiplier = 1.0f;
162         }
163         else
164         {
165           multiplier = 0.0f;
166         }
167       }
168       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
169             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
170       {
171         multiplier = 1.5f;
172       }
173       else
174       {
175         multiplier = 0.5f;
176       }
177     }
178
179     Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
180
181     return rotation;
182   }
183 };
184
185 struct OvershootOverlayPositionConstraint
186 {
187   Vector3 operator()(const Vector3&    current,
188                      const PropertyInput& parentSizeProperty,
189                      const PropertyInput& parentScrollDirectionProperty,
190                      const PropertyInput& parentOvershootProperty)
191   {
192     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193     const float parentOvershoot = parentOvershootProperty.GetFloat();
194     const Vector3 parentSize = parentSizeProperty.GetVector3();
195     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
196
197     Vector3 relativeOffset;
198
199     if(Toolkit::IsVertical(parentOrientation))
200     {
201       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202       {
203         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
204             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205         {
206           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
207         }
208         else
209         {
210           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
211         }
212       }
213       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
214             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215       {
216         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
217       }
218       else
219       {
220         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
221       }
222     }
223     else
224     {
225       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226       {
227         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
228             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
229         {
230           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
231         }
232         else
233         {
234           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
235         }
236       }
237       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
238             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239       {
240         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
241       }
242       else
243       {
244         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
245       }
246     }
247
248     return relativeOffset * parentSize;
249
250   }
251 };
252
253 struct OvershootOverlayVisibilityConstraint
254 {
255   bool operator()(const bool& current,
256                   const PropertyInput& parentLayoutScrollableProperty)
257   {
258     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
259
260     return parentLayoutScrollable;
261   }
262 };
263
264 /**
265  * Relative position Constraint
266  * Generates the relative position value of the item view based on the layout position,
267  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
268  */
269 Vector3 RelativePositionConstraint(const Vector3& current,
270                                    const PropertyInput& scrollPositionProperty,
271                                    const PropertyInput& scrollMinProperty,
272                                    const PropertyInput& scrollMaxProperty,
273                                    const PropertyInput& layoutSizeProperty)
274 {
275   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
276   const Vector3& min = scrollMinProperty.GetVector3();
277   const Vector3& max = scrollMaxProperty.GetVector3();
278
279   Vector3 relativePosition;
280   Vector3 domainSize = max - min;
281
282   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
283   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
284
285   return relativePosition;
286 }
287
288 } // unnamed namespace
289
290 namespace Dali
291 {
292
293 namespace Toolkit
294 {
295
296 namespace Internal
297 {
298
299 namespace // unnamed namespace
300 {
301
302 bool FindById( const ItemContainer& items, ItemId id )
303 {
304   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
305   {
306     if( iter->first == id )
307     {
308       return true;
309     }
310   }
311
312   return false;
313 }
314
315 } // unnamed namespace
316
317 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
318 {
319   // Create the implementation
320   ItemViewPtr itemView(new ItemView(factory));
321
322   // Pass ownership to CustomActor via derived handle
323   Dali::Toolkit::ItemView handle(*itemView);
324
325   // Second-phase init of the implementation
326   // This can only be done after the CustomActor connection has been made...
327   itemView->Initialize();
328
329   return handle;
330 }
331
332 ItemView::ItemView(ItemFactory& factory)
333 : Scrollable(),
334   mItemFactory(factory),
335   mActiveLayout(NULL),
336   mAnimatingOvershootOn(false),
337   mAnimateOvershootOff(false),
338   mAnchoringEnabled(true),
339   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
340   mRefreshIntervalLayoutPositions(0.0f),
341   mRefreshOrderHint(true/*Refresh item 0 first*/),
342   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
343   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
344   mMouseWheelScrollDistanceStep(0.0f),
345   mScrollDistance(0.0f),
346   mScrollSpeed(0.0f),
347   mTotalPanDisplacement(Vector2::ZERO),
348   mScrollOvershoot(0.0f),
349   mIsFlicking(false),
350   mGestureState(Gesture::Clear),
351   mAddingItems(false),
352   mPropertyPosition(Property::INVALID_INDEX),
353   mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
354   mPropertyScrollSpeed(Property::INVALID_INDEX),
355   mRefreshEnabled(true),
356   mItemsParentOrigin( ParentOrigin::CENTER),
357   mItemsAnchorPoint( AnchorPoint::CENTER)
358 {
359   SetRequiresMouseWheelEvents(true);
360   SetKeyboardNavigationSupport(true);
361 }
362
363 void ItemView::OnInitialize()
364 {
365   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
366
367   RegisterCommonProperties();
368
369   Actor self = Self();
370
371   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
372   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
373   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
374
375   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
376   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
377   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
378
379   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
380
381   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
382                                                    LocalSource(mPropertyPosition),
383                                                    LocalSource(mPropertyPositionMin),
384                                                    LocalSource(mPropertyPositionMax),
385                                                    LocalSource(Actor::Property::SIZE),
386                                                    RelativePositionConstraint);
387   self.ApplyConstraint(constraint);
388
389   Vector2 stageSize = Stage::GetCurrent().GetSize();
390   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
391
392   EnableGestureDetection(Gesture::Type(Gesture::Pan));
393
394   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
395   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
396
397   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
398 }
399
400 ItemView::~ItemView()
401 {
402 }
403
404 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
405 {
406   return mScrollConnector;
407 }
408
409 unsigned int ItemView::GetLayoutCount() const
410 {
411   return mLayouts.size();
412 }
413
414 void ItemView::AddLayout(ItemLayout& layout)
415 {
416   mLayouts.push_back(ItemLayoutPtr(&layout));
417 }
418
419 void ItemView::RemoveLayout(unsigned int layoutIndex)
420 {
421   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
422
423   if (mActiveLayout == mLayouts[layoutIndex].Get())
424   {
425     mActiveLayout = NULL;
426   }
427
428   mLayouts.erase(mLayouts.begin() + layoutIndex);
429 }
430
431 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
432 {
433   return mLayouts[layoutIndex];
434 }
435
436 ItemLayoutPtr ItemView::GetActiveLayout() const
437 {
438   return ItemLayoutPtr(mActiveLayout);
439 }
440
441 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
442 {
443   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
444 }
445
446 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
447 {
448   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
449
450   mRefreshEnabled = false;
451
452   Actor self = Self();
453
454   // The ItemView size should match the active layout size
455   self.SetSize(targetSize);
456   mActiveLayoutTargetSize = targetSize;
457
458   // Switch to the new layout
459   mActiveLayout = mLayouts[layoutIndex].Get();
460
461   // Move the items to the new layout positions...
462
463   bool resizeAnimationNeeded(false);
464   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
465   {
466     unsigned int itemId = iter->first;
467     Actor actor = iter->second;
468
469     // Remove constraints from previous layout
470     actor.RemoveConstraints();
471
472     Vector3 size;
473     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
474     {
475       if( durationSeconds > 0.0f )
476       {
477         // Use a size animation
478         if (!resizeAnimationNeeded)
479         {
480           resizeAnimationNeeded = true;
481           RemoveAnimation(mResizeAnimation);
482           mResizeAnimation = Animation::New(durationSeconds);
483         }
484
485         // The layout provides its own resize animation
486         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
487       }
488       else
489       {
490         // resize immediately
491         actor.SetSize(size);
492       }
493     }
494
495     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
496   }
497
498   if (resizeAnimationNeeded)
499   {
500     mResizeAnimation.Play();
501   }
502
503   // Refresh the new layout
504   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
505   AddActorsWithinRange( range, durationSeconds );
506
507   // Scroll to an appropriate layout position
508
509   bool scrollAnimationNeeded(false);
510   float firstItemScrollPosition(0.0f);
511
512   float current = GetCurrentLayoutPosition(0);
513   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
514   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
515
516   if (current < minimum)
517   {
518     scrollAnimationNeeded = true;
519     firstItemScrollPosition = minimum;
520   }
521   else if (mAnchoringEnabled)
522   {
523     scrollAnimationNeeded = true;
524     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
525   }
526
527   if (scrollAnimationNeeded)
528   {
529     RemoveAnimation(mScrollAnimation);
530     mScrollAnimation = Animation::New(durationSeconds);
531     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
532     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
533     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
534     mScrollAnimation.Play();
535   }
536
537   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
538   AnimateScrollOvershoot(0.0f);
539   mScrollOvershoot = 0.0f;
540
541   Radian scrollDirection(mActiveLayout->GetScrollDirection());
542   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
543   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
544
545   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
546
547   CalculateDomainSize(targetSize);
548 }
549
550 void ItemView::DeactivateCurrentLayout()
551 {
552   if (mActiveLayout)
553   {
554     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
555     {
556       Actor actor = iter->second;
557       actor.RemoveConstraints();
558     }
559
560     mActiveLayout = NULL;
561   }
562 }
563
564 void ItemView::OnRefreshNotification(PropertyNotification& source)
565 {
566   if(mRefreshEnabled || mScrollAnimation)
567   {
568     // Only refresh the cache during normal scrolling
569     DoRefresh(GetCurrentLayoutPosition(0), true);
570   }
571 }
572
573 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
574 {
575   if (mActiveLayout)
576   {
577     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
578     RemoveActorsOutsideRange( range );
579     AddActorsWithinRange( range, 0.0f/*immediate*/ );
580
581     mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
582   }
583 }
584
585 void ItemView::SetMinimumSwipeSpeed(float speed)
586 {
587   mMinimumSwipeSpeed = speed;
588 }
589
590 float ItemView::GetMinimumSwipeSpeed() const
591 {
592   return mMinimumSwipeSpeed;
593 }
594
595 void ItemView::SetMinimumSwipeDistance(float distance)
596 {
597   mMinimumSwipeDistance = distance;
598 }
599
600 float ItemView::GetMinimumSwipeDistance() const
601 {
602   return mMinimumSwipeDistance;
603 }
604
605 void ItemView::SetMouseWheelScrollDistanceStep(float step)
606 {
607   mMouseWheelScrollDistanceStep = step;
608 }
609
610 float ItemView::GetMouseWheelScrollDistanceStep() const
611 {
612   return mMouseWheelScrollDistanceStep;
613 }
614
615 void ItemView::SetAnchoring(bool enabled)
616 {
617   mAnchoringEnabled = enabled;
618 }
619
620 bool ItemView::GetAnchoring() const
621 {
622   return mAnchoringEnabled;
623 }
624
625 void ItemView::SetAnchoringDuration(float durationSeconds)
626 {
627   mAnchoringDuration = durationSeconds;
628 }
629
630 float ItemView::GetAnchoringDuration() const
631 {
632   return mAnchoringDuration;
633 }
634
635 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
636 {
637   if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
638   {
639     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
640
641     if(mRefreshNotification)
642     {
643       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
644     }
645     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
646     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
647   }
648 }
649
650 float ItemView::GetRefreshInterval() const
651 {
652   return mRefreshIntervalLayoutPositions;
653 }
654
655 void ItemView::SetRefreshEnabled(bool enabled)
656 {
657   mRefreshEnabled = enabled;
658 }
659
660 Actor ItemView::GetItem(unsigned int itemId) const
661 {
662   Actor actor;
663
664   ConstItemPoolIter iter = mItemPool.find( itemId );
665   if( iter != mItemPool.end() )
666   {
667     actor = iter->second;
668   }
669
670   return actor;
671 }
672
673 unsigned int ItemView::GetItemId( Actor actor ) const
674 {
675   unsigned int itemId( 0 );
676
677   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
678   {
679     if( iter->second == actor )
680     {
681       itemId = iter->first;
682       break;
683     }
684   }
685
686   return itemId;
687 }
688
689 void ItemView::InsertItem( Item newItem, float durationSeconds )
690 {
691   mAddingItems = true;
692
693   Actor displacedActor;
694   ItemPoolIter afterDisplacedIter = mItemPool.end();
695
696   ItemPoolIter foundIter = mItemPool.find( newItem.first );
697   if( mItemPool.end() != foundIter )
698   {
699     SetupActor( newItem, durationSeconds );
700     Self().Add( newItem.second );
701
702     displacedActor = foundIter->second;
703     foundIter->second = newItem.second;
704
705     afterDisplacedIter = ++foundIter;
706   }
707   else
708   {
709     // Inserting before the existing item range?
710     ItemPoolIter iter = mItemPool.begin();
711     if( iter != mItemPool.end() &&
712         iter->first > newItem.first )
713     {
714       displacedActor = iter->second;
715       mItemPool.erase( iter++ ); // iter is still valid after the erase
716
717       afterDisplacedIter = iter;
718     }
719   }
720
721   if( displacedActor )
722   {
723     // Move the existing actors to make room
724     for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
725     {
726       Actor temp = iter->second;
727       iter->second = displacedActor;
728       displacedActor = temp;
729
730       iter->second.RemoveConstraints();
731       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
732     }
733
734     // Create last item
735     ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
736     if ( lastIter != mItemPool.rend() )
737     {
738       ItemId lastId = lastIter->first;
739       Item lastItem( lastId + 1, displacedActor );
740       mItemPool.insert( lastItem );
741
742       lastItem.second.RemoveConstraints();
743       mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
744     }
745   }
746
747   CalculateDomainSize(Self().GetCurrentSize());
748
749   mAddingItems = false;
750 }
751
752 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
753 {
754   mAddingItems = true;
755
756   // Insert from lowest id to highest
757   std::set<Item> sortedItems;
758   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
759   {
760     sortedItems.insert( *iter );
761   }
762
763   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
764   {
765     Self().Add( iter->second );
766
767     ItemPoolIter foundIter = mItemPool.find( iter->first );
768     if( mItemPool.end() != foundIter )
769     {
770       Actor moveMe = foundIter->second;
771       foundIter->second = iter->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
781       // Create last item
782       ItemId lastId = mItemPool.rbegin()->first;
783       Item lastItem( lastId + 1, moveMe );
784       mItemPool.insert( lastItem );
785     }
786     else
787     {
788       mItemPool.insert( *iter );
789     }
790   }
791
792   // Relayout everything
793   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
794   {
795     // If newly inserted
796     if( FindById( newItems, iter->first ) )
797     {
798       SetupActor( *iter, durationSeconds );
799     }
800     else
801     {
802       iter->second.RemoveConstraints();
803       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
804     }
805   }
806
807   CalculateDomainSize(Self().GetCurrentSize());
808
809   mAddingItems = false;
810 }
811
812 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
813 {
814   bool actorsReordered = RemoveActor( itemId );
815   if( actorsReordered )
816   {
817     ReapplyAllConstraints( durationSeconds );
818
819     OnItemsRemoved();
820   }
821 }
822
823 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
824 {
825   bool actorsReordered( false );
826
827   // Remove from highest id to lowest
828   set<ItemId> sortedItems;
829   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
830   {
831     sortedItems.insert( *iter );
832   }
833
834   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
835   {
836     if( RemoveActor( *iter ) )
837     {
838       actorsReordered = true;
839     }
840   }
841
842   if( actorsReordered )
843   {
844     ReapplyAllConstraints( durationSeconds );
845
846     OnItemsRemoved();
847   }
848 }
849
850 bool ItemView::RemoveActor(unsigned int itemId)
851 {
852   bool reordered( false );
853
854   ItemPoolIter removeIter = mItemPool.find( itemId );
855   if( removeIter != mItemPool.end() )
856   {
857     ReleaseActor(itemId, removeIter->second);
858   }
859   else
860   {
861     // Removing before the existing item range?
862     ItemPoolIter iter = mItemPool.begin();
863     if( iter != mItemPool.end() &&
864         iter->first > itemId )
865     {
866       // In order to decrement the first visible item ID
867       mItemPool.insert( Item(iter->first - 1, Actor()) );
868
869       removeIter = mItemPool.begin();
870     }
871   }
872
873   if( removeIter != mItemPool.end() )
874   {
875     reordered = true;
876
877     // Adjust the remaining item IDs, for example if item 2 is removed:
878     //   Initial actors:     After insert:
879     //     ID 1 - ActorA       ID 1 - ActorA
880     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
881     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
882     //     ID 4 - ActorD
883     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
884     {
885       if( iter->first < mItemPool.rbegin()->first )
886       {
887         iter->second = mItemPool[ iter->first + 1 ];
888       }
889       else
890       {
891         mItemPool.erase( iter );
892         break;
893       }
894     }
895   }
896
897   return reordered;
898 }
899
900 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
901 {
902   mAddingItems = true;
903
904   SetupActor( replacementItem, durationSeconds );
905   Self().Add( replacementItem.second );
906
907   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
908   if( mItemPool.end() != iter )
909   {
910     ReleaseActor(iter->first, iter->second);
911     iter->second = replacementItem.second;
912   }
913   else
914   {
915     mItemPool.insert( replacementItem );
916   }
917
918   CalculateDomainSize(Self().GetCurrentSize());
919
920   mAddingItems = false;
921 }
922
923 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
924 {
925   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
926   {
927     ReplaceItem( *iter, durationSeconds );
928   }
929 }
930
931 void ItemView::RemoveActorsOutsideRange( ItemRange range )
932 {
933   // Remove unwanted actors from the ItemView & ItemPool
934   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
935   {
936     unsigned int current = iter->first;
937
938     if( ! range.Within( current ) )
939     {
940       ReleaseActor(iter->first, iter->second);
941
942       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
943     }
944     else
945     {
946       ++iter;
947     }
948   }
949 }
950
951 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
952 {
953   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
954
955   // The order of addition depends on the scroll direction.
956   if (mRefreshOrderHint)
957   {
958     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
959     {
960       AddNewActor( itemId, durationSeconds );
961     }
962   }
963   else
964   {
965     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
966     {
967       AddNewActor( itemId-1, durationSeconds );
968     }
969   }
970
971   // Total number of items may change dynamically.
972   // Always recalculate the domain size to reflect that.
973   CalculateDomainSize(Self().GetCurrentSize());
974 }
975
976 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
977 {
978   mAddingItems = true;
979
980   if( mItemPool.end() == mItemPool.find( itemId ) )
981   {
982     Actor actor = mItemFactory.NewItem( itemId );
983
984     if( actor )
985     {
986       Item newItem( itemId, actor );
987
988       mItemPool.insert( newItem );
989
990       SetupActor( newItem, durationSeconds );
991       Self().Add( actor );
992     }
993   }
994
995   mAddingItems = false;
996 }
997
998 void ItemView::SetupActor( Item item, float durationSeconds )
999 {
1000   item.second.SetParentOrigin( mItemsParentOrigin );
1001   item.second.SetAnchorPoint( mItemsAnchorPoint );
1002
1003   if( mActiveLayout )
1004   {
1005     Vector3 size;
1006     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1007     {
1008       item.second.SetSize( size );
1009     }
1010
1011     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1012   }
1013 }
1014
1015 void ItemView::ReleaseActor( ItemId item, Actor actor )
1016 {
1017   Self().Remove( actor );
1018   mItemFactory.ItemReleased(item, actor);
1019 }
1020
1021 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1022 {
1023   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1024
1025   ItemRange available(0u, itemCount);
1026
1027   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1028
1029   if (reserveExtra)
1030   {
1031     // Add the reserve items for scrolling
1032     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1033     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1034     range.end += extra;
1035   }
1036
1037   return range.Intersection(available);
1038 }
1039
1040 void ItemView::OnChildAdd(Actor& child)
1041 {
1042   if(!mAddingItems)
1043   {
1044     // We don't want to do this downcast check for any item added by ItemView itself.
1045     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1046     if(scrollComponent)
1047     {
1048       // Set the scroll connector when scroll bar is being added
1049       scrollComponent.SetScrollConnector(mScrollConnector);
1050     }
1051   }
1052 }
1053
1054 bool ItemView::OnTouchEvent(const TouchEvent& event)
1055 {
1056   // Ignore events with multiple-touch points
1057   if (event.GetPointCount() != 1)
1058   {
1059     return false;
1060   }
1061
1062   if (event.GetPoint(0).state == TouchPoint::Down)
1063   {
1064     // Cancel ongoing scrolling etc.
1065     mGestureState = Gesture::Clear;
1066
1067     mScrollDistance = 0.0f;
1068     mScrollSpeed = 0.0f;
1069     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1070
1071     mScrollOvershoot = 0.0f;
1072     AnimateScrollOvershoot(0.0f);
1073
1074     if(mScrollAnimation)
1075     {
1076       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1077     }
1078
1079     RemoveAnimation(mScrollAnimation);
1080   }
1081
1082   return true; // consume since we're potentially scrolling
1083 }
1084
1085 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1086 {
1087   // Respond the mouse wheel event to scroll
1088   if (mActiveLayout)
1089   {
1090     Actor self = Self();
1091     const Vector3 layoutSize = Self().GetCurrentSize();
1092     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1093     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1094
1095     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1096     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1097     mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1098     mRefreshEnabled = true;
1099   }
1100
1101   if (mMouseWheelEventFinishedTimer.IsRunning())
1102   {
1103     mMouseWheelEventFinishedTimer.Stop();
1104   }
1105
1106   mMouseWheelEventFinishedTimer.Start();
1107
1108   return true;
1109 }
1110
1111 bool ItemView::OnMouseWheelEventFinished()
1112 {
1113   if (mActiveLayout)
1114   {
1115     RemoveAnimation(mScrollAnimation);
1116
1117     // No more mouse wheel events coming. Do the anchoring if enabled.
1118     mScrollAnimation = DoAnchoring();
1119     if (mScrollAnimation)
1120     {
1121       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1122       mScrollAnimation.Play();
1123     }
1124     else
1125     {
1126       mScrollOvershoot = 0.0f;
1127       AnimateScrollOvershoot(0.0f);
1128
1129       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1130     }
1131   }
1132
1133   return false;
1134 }
1135
1136 void ItemView::ReapplyAllConstraints( float durationSeconds )
1137 {
1138   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1139   {
1140     unsigned int id = iter->first;
1141     Actor actor = iter->second;
1142
1143     actor.RemoveConstraints();
1144     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1145   }
1146 }
1147
1148 void ItemView::OnItemsRemoved()
1149 {
1150   CalculateDomainSize(Self().GetCurrentSize());
1151
1152   // Adjust scroll-position after an item is removed
1153   if( mActiveLayout )
1154   {
1155     float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1156
1157     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1158   }
1159 }
1160
1161 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1162 {
1163   Actor self = Self();
1164   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1165   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1166   mScrollOvershoot = targetPosition - clamppedPosition;
1167   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1168
1169   return clamppedPosition;
1170 }
1171
1172 void ItemView::OnPan( const PanGesture& gesture )
1173 {
1174   Actor self = Self();
1175   const Vector3 layoutSize = Self().GetCurrentSize();
1176
1177   RemoveAnimation(mScrollAnimation);
1178
1179   // Short-circuit if there is no active layout
1180   if (!mActiveLayout)
1181   {
1182     mGestureState = Gesture::Clear;
1183     return;
1184   }
1185
1186   mGestureState = gesture.state;
1187
1188   switch (mGestureState)
1189   {
1190     case Gesture::Finished:
1191     {
1192       // Swipe Detection
1193       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1194           mScrollSpeed > mMinimumSwipeSpeed)
1195       {
1196         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1197
1198         mRefreshOrderHint = true;
1199
1200         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1201         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1202                                                                layoutSize,
1203                                                                *mActiveLayout);
1204
1205         if (mAnchoringEnabled)
1206         {
1207           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1208         }
1209
1210         RemoveAnimation(mScrollAnimation);
1211
1212         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1213                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1214
1215         mScrollAnimation = Animation::New(flickAnimationDuration);
1216         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1217         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1218         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1219
1220         mIsFlicking = true;
1221         // Check whether it has already scrolled to the end
1222         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1223         {
1224           AnimateScrollOvershoot(0.0f);
1225         }
1226       }
1227
1228       // Anchoring may be triggered when there was no swipe
1229       if (!mScrollAnimation)
1230       {
1231         mScrollAnimation = DoAnchoring();
1232       }
1233
1234       // Reset the overshoot if no scroll animation.
1235       if (!mScrollAnimation)
1236       {
1237         mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1238
1239         AnimateScrollOvershoot(0.0f, false);
1240       }
1241     }
1242     break;
1243
1244     case Gesture::Started: // Fall through
1245     {
1246       mTotalPanDisplacement = Vector2::ZERO;
1247       mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1248       mRefreshEnabled = true;
1249     }
1250
1251     case Gesture::Continuing:
1252     {
1253       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1254       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1255
1256       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1257       mRefreshOrderHint = mScrollDistance < 0.0f;
1258
1259       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1260
1261       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1262
1263       float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1264
1265       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1266       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1267
1268       if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1269       {
1270         mTotalPanDisplacement += gesture.displacement;
1271       }
1272
1273       mScrollOvershoot = CalculateScrollOvershoot();
1274       mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1275     }
1276     break;
1277
1278     case Gesture::Cancelled:
1279     {
1280       mScrollAnimation = DoAnchoring();
1281     }
1282     break;
1283
1284     default:
1285       break;
1286   }
1287
1288   if (mScrollAnimation)
1289   {
1290     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1291     mScrollAnimation.Play();
1292   }
1293 }
1294
1295 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1296 {
1297   OnPan(gesture);
1298   return true;
1299 }
1300
1301 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1302 {
1303   Actor nextFocusActor;
1304   if(mActiveLayout)
1305   {
1306     int nextItemID = 0;
1307     if(!actor || actor == this->Self())
1308     {
1309       nextFocusActor = GetItem(nextItemID);
1310     }
1311     else if(actor && actor.GetParent() == this->Self())
1312     {
1313       int itemID = GetItemId(actor);
1314       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1315       nextFocusActor = GetItem(nextItemID);
1316       if(nextFocusActor == actor)
1317       {
1318         // need to pass NULL actor back to focus manager
1319         nextFocusActor.Reset();
1320         return nextFocusActor;
1321       }
1322     }
1323     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1324     Vector3 layoutSize = Self().GetCurrentSize();
1325     if(!nextFocusActor)
1326     {
1327       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1328       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1329       nextItemID = viewableItems.begin;
1330       nextFocusActor = GetItem(nextItemID);
1331     }
1332   }
1333   return nextFocusActor;
1334 }
1335
1336 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1337 {
1338   // only in this function if our chosen focus actor was actually used
1339   if(commitedFocusableActor)
1340   {
1341     int nextItemID = GetItemId(commitedFocusableActor);
1342     float layoutPosition = GetCurrentLayoutPosition(0);
1343     Vector3 layoutSize = Self().GetCurrentSize();
1344
1345     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1346     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1347   }
1348 }
1349
1350 Animation ItemView::DoAnchoring()
1351 {
1352   Animation anchoringAnimation;
1353   Actor self = Self();
1354
1355   if (mActiveLayout && mAnchoringEnabled)
1356   {
1357     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1358
1359     anchoringAnimation = Animation::New(mAnchoringDuration);
1360     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1361     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1362     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1363     if(!mIsFlicking)
1364     {
1365       AnimateScrollOvershoot(0.0f);
1366     }
1367   }
1368
1369   return anchoringAnimation;
1370 }
1371
1372 void ItemView::OnScrollFinished(Animation& source)
1373 {
1374   Actor self = Self();
1375
1376   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1377
1378   mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1379
1380   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1381   {
1382     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1383   }
1384   else
1385   {
1386     // Reset the overshoot
1387     AnimateScrollOvershoot( 0.0f );
1388   }
1389   mIsFlicking = false;
1390
1391   mScrollOvershoot = 0.0f;
1392 }
1393
1394 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1395 {
1396   RemoveAnimation(mScrollAnimation);
1397   mRefreshEnabled = true;
1398   DoRefresh(GetCurrentLayoutPosition(0), true);
1399 }
1400
1401 void ItemView::OnOvershootOnFinished(Animation& animation)
1402 {
1403   mAnimatingOvershootOn = false;
1404   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1405   RemoveAnimation(mScrollOvershootAnimation);
1406   if(mAnimateOvershootOff)
1407   {
1408     AnimateScrollOvershoot(0.0f);
1409   }
1410 }
1411
1412 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1413 {
1414   Actor self = Self();
1415   const Vector3 layoutSize = Self().GetCurrentSize();
1416   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1417
1418   if(durationSeconds > 0.0f)
1419   {
1420     RemoveAnimation(mScrollAnimation);
1421     mScrollAnimation = Animation::New(durationSeconds);
1422     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1423     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1424     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1425     mScrollAnimation.Play();
1426   }
1427   else
1428   {
1429     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1430     AnimateScrollOvershoot(0.0f);
1431   }
1432
1433   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1434   mRefreshEnabled = true;
1435 }
1436
1437 void ItemView::RemoveAnimation(Animation& animation)
1438 {
1439   if(animation)
1440   {
1441     // Cease animating, and reset handle.
1442     animation.Clear();
1443     animation.Reset();
1444   }
1445 }
1446
1447 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1448 {
1449   Actor self = Self();
1450
1451   Vector3 firstItemPosition(Vector3::ZERO);
1452   Vector3 lastItemPosition(Vector3::ZERO);
1453
1454   if(mActiveLayout)
1455   {
1456     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1457
1458     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1459     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1460     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1461
1462     float domainSize;
1463
1464     if(IsHorizontal(mActiveLayout->GetOrientation()))
1465     {
1466       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1467       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1468       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1469     }
1470     else
1471     {
1472       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1473       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1474       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1475     }
1476
1477     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1478
1479     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1480     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1481     self.SetProperty(mPropertyCanScrollHorizontal, false);
1482   }
1483 }
1484
1485 Vector3 ItemView::GetDomainSize() const
1486 {
1487   Actor self = Self();
1488
1489   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1490   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1491
1492   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1493 }
1494
1495 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1496 {
1497   Actor self = Self();
1498
1499   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1500   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1501   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1502
1503   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1504 }
1505
1506 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1507 {
1508   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1509   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1510 }
1511
1512 Vector3 ItemView::GetCurrentScrollPosition() const
1513 {
1514   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1515   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1516 }
1517
1518 void ItemView::AddOverlay(Actor actor)
1519 {
1520   Self().Add(actor);
1521 }
1522
1523 void ItemView::RemoveOverlay(Actor actor)
1524 {
1525   Self().Remove(actor);
1526 }
1527
1528 void ItemView::ScrollTo(const Vector3& position, float duration)
1529 {
1530   Actor self = Self();
1531   const Vector3 layoutSize = Self().GetCurrentSize();
1532
1533   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1534
1535   if(duration > 0.0f)
1536   {
1537     RemoveAnimation(mScrollAnimation);
1538     mScrollAnimation = Animation::New(duration);
1539     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1540     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1541     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1542     mScrollAnimation.Play();
1543   }
1544   else
1545   {
1546     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1547     AnimateScrollOvershoot(0.0f);
1548   }
1549
1550   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1551   mRefreshEnabled = true;
1552 }
1553
1554 void ItemView::SetOvershootEffectColor( const Vector4& color )
1555 {
1556   mOvershootEffectColor = color;
1557   if( mOvershootOverlay )
1558   {
1559     mOvershootOverlay.SetColor( color );
1560   }
1561 }
1562
1563 void ItemView::SetOvershootEnabled( bool enable )
1564 {
1565   Actor self = Self();
1566   if( enable )
1567   {
1568     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1569     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1570     mOvershootOverlay.SetColor(mOvershootEffectColor);
1571     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1572     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1573     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1574     self.Add(mOvershootOverlay);
1575
1576     Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1577                                                       ParentSource( mPropertyScrollDirection ),
1578                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1579                                                       ParentSource( Actor::Property::SIZE ),
1580                                                       OvershootOverlaySizeConstraint() );
1581     mOvershootOverlay.ApplyConstraint(constraint);
1582     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1583
1584     constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1585                                               ParentSource( mPropertyScrollDirection ),
1586                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1587                                               OvershootOverlayRotationConstraint() );
1588     mOvershootOverlay.ApplyConstraint(constraint);
1589
1590     constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1591                                            ParentSource( Actor::Property::SIZE ),
1592                                            ParentSource( mPropertyScrollDirection ),
1593                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1594                                            OvershootOverlayPositionConstraint() );
1595     mOvershootOverlay.ApplyConstraint(constraint);
1596
1597     constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1598                                         ParentSource( mPropertyCanScrollVertical ),
1599                                         OvershootOverlayVisibilityConstraint() );
1600     mOvershootOverlay.ApplyConstraint(constraint);
1601
1602     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1603                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1604                                          EqualToConstraint() );
1605     mOvershootOverlay.ApplyConstraint(constraint);
1606   }
1607   else
1608   {
1609     if( mOvershootOverlay )
1610     {
1611       self.Remove(mOvershootOverlay);
1612       mOvershootOverlay.Reset();
1613     }
1614   }
1615 }
1616
1617 float ItemView::CalculateScrollOvershoot()
1618 {
1619   float overshoot = 0.0f;
1620
1621   if(mActiveLayout)
1622   {
1623     // The overshoot must be calculated from the accumulated pan gesture displacement
1624     // since the pan gesture starts.
1625     Actor self = Self();
1626     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1627     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1628     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1629     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1630     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1631     overshoot = positionDelta - clamppedPosition;
1632   }
1633
1634   return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1635 }
1636
1637 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1638 {
1639   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1640
1641   // make sure we animate back if needed
1642   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1643
1644   if( mAnimatingOvershootOn )
1645   {
1646     // animating on, do not allow animate off
1647     return;
1648   }
1649
1650   if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1651   {
1652     float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1653     float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1654
1655     RemoveAnimation(mScrollOvershootAnimation);
1656     mScrollOvershootAnimation = Animation::New(duration);
1657     mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1658     mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1659     mScrollOvershootAnimation.Play();
1660
1661     mAnimatingOvershootOn = animatingOn;
1662   }
1663   else
1664   {
1665     mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1666   }
1667 }
1668
1669 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1670 {
1671   if( parentOrigin != mItemsParentOrigin )
1672   {
1673     mItemsParentOrigin = parentOrigin;
1674     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1675     {
1676       iter->second.SetParentOrigin(parentOrigin);
1677     }
1678   }
1679 }
1680
1681 Vector3 ItemView::GetItemsParentOrigin() const
1682 {
1683   return mItemsParentOrigin;
1684 }
1685
1686 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1687 {
1688   if( anchorPoint != mItemsAnchorPoint )
1689   {
1690     mItemsAnchorPoint = anchorPoint;
1691     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1692     {
1693       iter->second.SetAnchorPoint(anchorPoint);
1694     }
1695   }
1696 }
1697
1698 Vector3 ItemView::GetItemsAnchorPoint() const
1699 {
1700   return mItemsAnchorPoint;
1701 }
1702
1703 void ItemView::GetItemsRange(ItemRange& range)
1704 {
1705   if( !mItemPool.empty() )
1706   {
1707     range.begin = mItemPool.begin()->first;
1708     range.end = mItemPool.rbegin()->first + 1;
1709   }
1710   else
1711   {
1712     range.begin = 0;
1713     range.end = 0;
1714   }
1715 }
1716
1717 void ItemView::OnScrollPositionChanged( float position )
1718 {
1719   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1720   RemoveAnimation(mScrollAnimation);
1721
1722   // Refresh the cache immediately when the scroll position is changed.
1723   DoRefresh(position, false); // No need to cache extra items.
1724 }
1725
1726 } // namespace Internal
1727
1728 } // namespace Toolkit
1729
1730 } // namespace Dali