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/scrollable/scroll-connector-impl.h>
31 namespace // unnamed namespace
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; // 20 updates per second
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
44 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear)
414 SetRequiresMouseWheelEvents(true);
415 SetKeyboardNavigationSupport(true);
418 void ItemView::OnInitialize()
420 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
422 RegisterCommonProperties();
426 mOvershootEffect = OvershootRippleEffect::New();
427 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
428 mOvershootOverlay = ImageActor::New( overshootImage );
429 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
430 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
431 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
432 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
433 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
434 self.Add(mOvershootOverlay);
436 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
437 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
439 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
440 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
441 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
442 mPropertyOvershoot = self.RegisterProperty(OVERSHOOT_PROPERTY_NAME, 0.0f);
444 ApplyOvershootOverlayConstraints();
446 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
447 LocalSource(mPropertyPosition),
448 LocalSource(mPropertyPositionMin),
449 LocalSource(mPropertyPositionMax),
450 LocalSource(Actor::SIZE),
451 RelativePositionConstraint);
452 self.ApplyConstraint(constraint);
454 Vector2 stageSize = Stage::GetCurrent().GetSize();
455 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
457 EnableGestureDetection(Gesture::Type(Gesture::Pan));
459 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
463 ItemView::~ItemView()
467 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
469 return mScrollConnector;
472 unsigned int ItemView::GetLayoutCount() const
474 return mLayouts.size();
477 void ItemView::AddLayout(ItemLayout& layout)
479 mLayouts.push_back(ItemLayoutPtr(&layout));
482 void ItemView::RemoveLayout(unsigned int layoutIndex)
484 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
486 if (mActiveLayout == mLayouts[layoutIndex].Get())
488 mActiveLayout = NULL;
491 mLayouts.erase(mLayouts.begin() + layoutIndex);
494 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
496 return mLayouts[layoutIndex];
499 ItemLayoutPtr ItemView::GetActiveLayout() const
501 return ItemLayoutPtr(mActiveLayout);
504 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
506 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
509 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
511 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
515 // The ItemView size should match the active layout size
516 self.SetSize(targetSize);
517 mActiveLayoutTargetSize = targetSize;
519 // Switch to the new layout
520 mActiveLayout = mLayouts[layoutIndex].Get();
522 // Move the items to the new layout positions...
524 bool resizeAnimationNeeded(false);
526 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
528 unsigned int itemId = iter->first;
529 Actor actor = iter->second;
531 // Remove constraints from previous layout
532 actor.RemoveConstraints();
535 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
537 if( durationSeconds > 0.0f )
539 // Use a size animation
540 if (!resizeAnimationNeeded)
542 resizeAnimationNeeded = true;
543 RemoveAnimation(mResizeAnimation);
544 mResizeAnimation = Animation::New(durationSeconds);
547 // The layout provides its own resize animation
548 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
552 // resize immediately
557 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
560 if (resizeAnimationNeeded)
562 mResizeAnimation.Play();
565 // Refresh the new layout
566 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
567 AddActorsWithinRange( range, durationSeconds );
569 // Scroll to an appropriate layout position
571 bool scrollAnimationNeeded(false);
572 float firstItemScrollPosition(0.0f);
574 float current = GetCurrentLayoutPosition(0);
575 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
576 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
578 if (current < minimum)
580 scrollAnimationNeeded = true;
581 firstItemScrollPosition = minimum;
583 else if (mAnchoringEnabled)
585 scrollAnimationNeeded = true;
586 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
589 if (scrollAnimationNeeded)
591 RemoveAnimation(mScrollAnimation);
592 mScrollAnimation = Animation::New(mAnchoringDuration);
593 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
594 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
595 mScrollAnimation.Play();
598 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
599 AnimateScrollOvershoot(0.0f);
600 mScrollOvershoot = 0.0f;
602 Radian scrollDirection(mActiveLayout->GetScrollDirection());
603 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
604 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
606 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
608 CalculateDomainSize(targetSize);
611 void ItemView::DeactivateCurrentLayout()
615 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
617 Actor actor = iter->second;
618 actor.RemoveConstraints();
621 mActiveLayout = NULL;
624 CancelRefreshTimer();
627 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
629 mDefaultAlphaFunction = func;
632 AlphaFunction ItemView::GetDefaultAlphaFunction() const
634 return mDefaultAlphaFunction;
637 bool ItemView::OnRefreshTick()
639 // Short-circuit if there is no active layout
645 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
647 RemoveActorsOutsideRange( range );
649 AddActorsWithinRange( range, 0.0f/*immediate*/ );
651 // Keep refreshing whilst the layout is moving
652 return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
655 void ItemView::SetMinimumSwipeSpeed(float speed)
657 mMinimumSwipeSpeed = speed;
660 float ItemView::GetMinimumSwipeSpeed() const
662 return mMinimumSwipeSpeed;
665 void ItemView::SetMinimumSwipeDistance(float distance)
667 mMinimumSwipeDistance = distance;
670 float ItemView::GetMinimumSwipeDistance() const
672 return mMinimumSwipeDistance;
675 void ItemView::SetMouseWheelScrollDistanceStep(float step)
677 mMouseWheelScrollDistanceStep = step;
680 float ItemView::GetMouseWheelScrollDistanceStep() const
682 return mMouseWheelScrollDistanceStep;
685 void ItemView::SetAnchoring(bool enabled)
687 mAnchoringEnabled = enabled;
690 bool ItemView::GetAnchoring() const
692 return mAnchoringEnabled;
695 void ItemView::SetAnchoringDuration(float durationSeconds)
697 mAnchoringDuration = durationSeconds;
700 float ItemView::GetAnchoringDuration() const
702 return mAnchoringDuration;
705 void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
707 mRefreshIntervalMilliseconds = intervalMilliseconds;
710 unsigned int ItemView::GetRefreshInterval() const
712 return mRefreshIntervalMilliseconds;
715 Actor ItemView::GetItem(unsigned int itemId) const
719 ConstItemPoolIter iter = mItemPool.find( itemId );
720 if( iter != mItemPool.end() )
722 actor = iter->second;
728 unsigned int ItemView::GetItemId( Actor actor ) const
730 unsigned int itemId( 0 );
732 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
734 if( iter->second == actor )
736 itemId = iter->first;
744 void ItemView::InsertItem( Item newItem, float durationSeconds )
746 SetupActor( newItem, durationSeconds );
747 Self().Add( newItem.second );
749 ItemPoolIter foundIter = mItemPool.find( newItem.first );
750 if( mItemPool.end() != foundIter )
752 Actor moveMe = foundIter->second;
753 foundIter->second = newItem.second;
755 // Move the existing actors to make room
756 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
758 Actor temp = iter->second;
759 iter->second = moveMe;
762 iter->second.RemoveConstraints();
763 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
767 ItemId lastId = mItemPool.rbegin()->first;
768 Item lastItem( lastId + 1, moveMe );
769 mItemPool.insert( lastItem );
771 lastItem.second.RemoveConstraints();
772 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
776 mItemPool.insert( newItem );
780 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
782 // Insert from lowest id to highest
783 set<Item> sortedItems;
784 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
786 sortedItems.insert( *iter );
789 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
791 Self().Add( iter->second );
793 cout << "inserting item: " << iter->first << endl;
795 ItemPoolIter foundIter = mItemPool.find( iter->first );
796 if( mItemPool.end() != foundIter )
798 Actor moveMe = foundIter->second;
799 foundIter->second = iter->second;
801 // Move the existing actors to make room
802 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
804 Actor temp = iter->second;
805 iter->second = moveMe;
810 ItemId lastId = mItemPool.rbegin()->first;
811 Item lastItem( lastId + 1, moveMe );
812 mItemPool.insert( lastItem );
816 mItemPool.insert( *iter );
820 // Relayout everything
821 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
824 if( FindById( newItems, iter->first ) )
826 SetupActor( *iter, durationSeconds );
830 iter->second.RemoveConstraints();
831 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
836 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
838 bool actorRemoved = RemoveActor( itemId );
841 ReapplyAllConstraints( durationSeconds );
845 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
847 bool actorRemoved( false );
849 // Remove from highest id to lowest
850 set<ItemId> sortedItems;
851 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
853 sortedItems.insert( *iter );
856 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
858 if( RemoveActor( *iter ) )
866 ReapplyAllConstraints( durationSeconds );
870 bool ItemView::RemoveActor(unsigned int itemId)
872 bool removed( false );
874 const ItemPoolIter removeIter = mItemPool.find( itemId );
876 if( removeIter != mItemPool.end() )
878 Self().Remove( removeIter->second );
881 // Adjust the remaining item IDs, for example if item 2 is removed:
882 // Initial actors: After insert:
883 // ID 1 - ActorA ID 1 - ActorA
884 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
885 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
887 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
889 if( iter->first < mItemPool.rbegin()->first )
891 iter->second = mItemPool[ iter->first + 1 ];
895 mItemPool.erase( iter );
904 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
906 SetupActor( replacementItem, durationSeconds );
907 Self().Add( replacementItem.second );
909 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
910 if( mItemPool.end() != iter )
912 Self().Remove( iter->second );
913 iter->second = replacementItem.second;
917 mItemPool.insert( replacementItem );
921 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
923 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
925 ReplaceItem( *iter, durationSeconds );
929 void ItemView::RemoveActorsOutsideRange( ItemRange range )
931 // Remove unwanted actors from the ItemView & ItemPool
932 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
934 unsigned int current = iter->first;
936 if( ! range.Within( current ) )
938 Self().Remove( iter->second );
940 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
949 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
951 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
953 // The order of addition depends on the scroll direction.
954 if (mRefreshOrderHint)
956 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
958 AddNewActor( itemId, durationSeconds );
963 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
965 AddNewActor( itemId-1, durationSeconds );
970 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
972 if( mItemPool.end() == mItemPool.find( itemId ) )
974 Actor actor = mItemFactory.NewItem( itemId );
978 Item newItem( itemId, actor );
980 mItemPool.insert( newItem );
982 SetupActor( newItem, durationSeconds );
988 void ItemView::SetupActor( Item item, float durationSeconds )
990 item.second.SetParentOrigin( ParentOrigin::CENTER );
991 item.second.SetAnchorPoint( AnchorPoint::CENTER );
996 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
998 item.second.SetSize( size );
1001 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1005 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1007 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1009 ItemRange available(0u, itemCount);
1011 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1015 // Add the reserve items for scrolling
1016 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1017 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1021 return range.Intersection(available);
1024 bool ItemView::OnTouchEvent(const TouchEvent& event)
1026 // Ignore events with multiple-touch points
1027 if (event.GetPointCount() != 1)
1032 if (event.GetPoint(0).state == TouchPoint::Down)
1034 // Cancel ongoing scrolling etc.
1035 mGestureState = Gesture::Clear;
1037 mScrollDistance = 0.0f;
1038 mScrollSpeed = 0.0f;
1039 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1041 mScrollOvershoot = 0.0f;
1042 AnimateScrollOvershoot(0.0f);
1044 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1046 RemoveAnimation(mScrollAnimation);
1049 return true; // consume since we're potentially scrolling
1052 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1054 // Respond the mouse wheel event to scroll
1057 Actor self = Self();
1058 const Vector3 layoutSize = Self().GetCurrentSize();
1059 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1060 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1062 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1063 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1064 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1065 StartRefreshTimer();
1068 if (mMouseWheelEventFinishedTimer.IsRunning())
1070 mMouseWheelEventFinishedTimer.Stop();
1073 mMouseWheelEventFinishedTimer.Start();
1078 bool ItemView::OnMouseWheelEventFinished()
1082 RemoveAnimation(mScrollAnimation);
1084 // No more mouse wheel events coming. Do the anchoring if enabled.
1085 mScrollAnimation = DoAnchoring();
1086 if (mScrollAnimation)
1088 StartRefreshTimer();
1090 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1091 mScrollAnimation.Play();
1095 mScrollOvershoot = 0.0f;
1096 AnimateScrollOvershoot(0.0f);
1098 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1105 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1107 ItemLayout::Vector3Function positionConstraint;
1108 if (layout.GetPositionConstraint(itemId, positionConstraint))
1110 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1112 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1113 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1114 ParentSource( mPropertyScrollSpeed ),
1115 ParentSource( Actor::SIZE ),
1117 constraint.SetApplyTime(duration);
1118 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1120 actor.ApplyConstraint(constraint);
1123 ItemLayout::QuaternionFunction rotationConstraint;
1124 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1126 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1128 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1129 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1130 ParentSource( mPropertyScrollSpeed ),
1131 ParentSource( Actor::SIZE ),
1133 constraint.SetApplyTime(duration);
1134 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1136 actor.ApplyConstraint(constraint);
1139 ItemLayout::Vector3Function scaleConstraint;
1140 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1142 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1144 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1145 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1146 ParentSource( mPropertyScrollSpeed ),
1147 ParentSource( Actor::SIZE ),
1149 constraint.SetApplyTime(duration);
1150 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1152 actor.ApplyConstraint(constraint);
1155 ItemLayout::Vector4Function colorConstraint;
1156 if (layout.GetColorConstraint(itemId, colorConstraint))
1158 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1160 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1161 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1162 ParentSource( mPropertyScrollSpeed ),
1163 ParentSource( Actor::SIZE ),
1165 constraint.SetApplyTime(duration);
1166 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1168 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1169 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1170 constraint.SetRemoveAction(Dali::Constraint::Discard);
1172 actor.ApplyConstraint(constraint);
1175 ItemLayout::BoolFunction visibilityConstraint;
1176 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1178 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1180 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1181 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1182 ParentSource( mPropertyScrollSpeed ),
1183 ParentSource( Actor::SIZE ),
1185 constraint.SetApplyTime(duration);
1186 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1188 // Release visibility constraints the same time as the color constraint
1189 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1190 constraint.SetRemoveAction(Dali::Constraint::Discard);
1192 actor.ApplyConstraint(constraint);
1196 void ItemView::ReapplyAllConstraints( float durationSeconds )
1198 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1200 unsigned int id = iter->first;
1201 Actor actor = iter->second;
1203 actor.RemoveConstraints();
1204 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1207 CalculateDomainSize(Self().GetCurrentSize());
1210 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1212 Actor self = Self();
1213 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1214 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1215 mScrollOvershoot = targetPosition - clamppedPosition;
1216 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1218 return clamppedPosition;
1221 void ItemView::OnPan(PanGesture gesture)
1223 Actor self = Self();
1224 const Vector3 layoutSize = Self().GetCurrentSize();
1226 RemoveAnimation(mScrollAnimation);
1228 // Short-circuit if there is no active layout
1231 mGestureState = Gesture::Clear;
1235 mGestureState = gesture.state;
1237 switch (mGestureState)
1239 case Gesture::Finished:
1242 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1243 mScrollSpeed > mMinimumSwipeSpeed)
1245 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1247 mRefreshOrderHint = true;
1249 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1250 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1254 if (mAnchoringEnabled)
1256 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1259 RemoveAnimation(mScrollAnimation);
1261 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1262 mScrollAnimation = Animation::New(flickAnimationDuration);
1263 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1264 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1265 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1268 // Check whether it has already scrolled to the end
1269 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1271 AnimateScrollOvershoot(0.0f);
1275 // Anchoring may be triggered when there was no swipe
1276 if (!mScrollAnimation)
1278 mScrollAnimation = DoAnchoring();
1281 // Reset the overshoot if no scroll animation.
1282 if (!mScrollAnimation)
1284 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1286 AnimateScrollOvershoot(0.0f, false);
1291 case Gesture::Started: // Fall through
1293 mTotalPanDisplacement = Vector2::ZERO;
1296 case Gesture::Continuing:
1298 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1299 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1301 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1302 mRefreshOrderHint = mScrollDistance < 0.0f;
1304 RemoveAnimation(mScrollSpeedAnimation);
1305 mScrollSpeedAnimation = Animation::New(0.3f);
1306 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1307 mScrollSpeedAnimation.Play();
1309 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1311 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1313 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1314 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1315 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1317 mTotalPanDisplacement += gesture.displacement;
1318 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1319 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1321 AnimateScrollOvershoot(1.0f);
1323 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1325 AnimateScrollOvershoot(-1.0f);
1329 AnimateScrollOvershoot(0.0f);
1332 StartRefreshTimer();
1336 case Gesture::Cancelled:
1338 mScrollAnimation = DoAnchoring();
1346 if (mScrollAnimation)
1348 StartRefreshTimer();
1350 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1351 mScrollAnimation.Play();
1355 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1361 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1363 Actor nextFocusActor;
1367 if(!actor || actor == this->Self())
1369 nextFocusActor = GetItem(nextItemID);
1371 else if(actor && actor.GetParent() == this->Self())
1373 int itemID = GetItemId(actor);
1374 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1375 nextFocusActor = GetItem(nextItemID);
1376 if(nextFocusActor == actor)
1378 // need to pass NULL actor back to focus manager
1379 nextFocusActor.Reset();
1380 return nextFocusActor;
1383 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1384 Vector3 layoutSize = Self().GetCurrentSize();
1387 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1388 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1389 nextItemID = viewableItems.begin;
1390 nextFocusActor = GetItem(nextItemID);
1393 return nextFocusActor;
1396 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1398 // only in this function if our chosen focus actor was actually used
1399 if(commitedFocusableActor)
1401 int nextItemID = GetItemId(commitedFocusableActor);
1402 float layoutPosition = GetCurrentLayoutPosition(0);
1403 Vector3 layoutSize = Self().GetCurrentSize();
1404 Vector3 focusItemPosition = Vector3::ZERO;
1405 ItemLayout::Vector3Function itemPositionConstraint;
1406 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1408 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1411 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1412 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1416 Animation ItemView::DoAnchoring()
1418 Animation anchoringAnimation;
1419 Actor self = Self();
1421 if (mActiveLayout && mAnchoringEnabled)
1423 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1425 anchoringAnimation = Animation::New(mAnchoringDuration);
1426 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1427 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1428 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1431 AnimateScrollOvershoot(0.0f);
1435 return anchoringAnimation;
1438 void ItemView::OnScrollFinished(Animation& source)
1440 Actor self = Self();
1442 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1444 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1446 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1448 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1452 // Reset the overshoot
1453 AnimateScrollOvershoot( 0.0f );
1455 mIsFlicking = false;
1457 mScrollOvershoot = 0.0f;
1460 void ItemView::OnOvershootOnFinished(Animation& animation)
1462 mAnimatingOvershootOn = false;
1463 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1464 RemoveAnimation(mScrollOvershootAnimation);
1465 if(mAnimateOvershootOff)
1467 AnimateScrollOvershoot(0.0f);
1471 void ItemView::StartRefreshTimer()
1475 mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
1476 mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
1479 if (!mRefreshTimer.IsRunning())
1481 mRefreshTimer.Start();
1485 void ItemView::CancelRefreshTimer()
1489 mRefreshTimer.Stop();
1493 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1495 Actor self = Self();
1496 const Vector3 layoutSize = Self().GetCurrentSize();
1497 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1499 StartRefreshTimer();
1501 if(durationSeconds > 0.0f)
1503 RemoveAnimation(mScrollAnimation);
1504 mScrollAnimation = Animation::New(durationSeconds);
1505 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1506 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1507 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1508 mScrollAnimation.Play();
1512 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1513 AnimateScrollOvershoot(0.0f);
1516 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1519 void ItemView::RemoveAnimation(Animation& animation)
1523 // Cease animating, and reset handle.
1529 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1531 Actor self = Self();
1533 Vector3 firstItemPosition(Vector3::ZERO);
1534 Vector3 lastItemPosition(Vector3::ZERO);
1538 ItemLayout::Vector3Function firstItemPositionConstraint;
1539 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1541 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1544 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1545 ItemLayout::Vector3Function lastItemPositionConstraint;
1546 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1548 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1551 if(IsHorizontal(mActiveLayout->GetOrientation()))
1553 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1554 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1558 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1559 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1562 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1563 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1564 self.SetProperty(mPropertyCanScrollHorizontal, false);
1568 Vector3 ItemView::GetDomainSize() const
1570 Actor self = Self();
1572 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1573 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1575 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1578 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1580 Actor self = Self();
1582 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1583 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1584 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1586 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1589 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1591 Vector3 firstItemPosition(Vector3::ZERO);
1592 ItemLayout::Vector3Function firstItemPositionConstraint;
1593 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1595 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1598 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1601 Vector3 ItemView::GetCurrentScrollPosition() const
1603 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1604 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1607 void ItemView::AddOverlay(Actor actor)
1612 void ItemView::RemoveOverlay(Actor actor)
1614 Self().Remove(actor);
1617 void ItemView::ScrollTo(const Vector3& position, float duration)
1619 Actor self = Self();
1620 const Vector3 layoutSize = Self().GetCurrentSize();
1622 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1624 StartRefreshTimer();
1628 RemoveAnimation(mScrollAnimation);
1629 mScrollAnimation = Animation::New(duration);
1630 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1631 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1632 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1633 mScrollAnimation.Play();
1637 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1638 AnimateScrollOvershoot(0.0f);
1641 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1644 void ItemView::ApplyOvershootOverlayConstraints()
1646 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1647 ParentSource( mPropertyScrollDirection ),
1648 ParentSource( mPropertyOvershoot ),
1649 ParentSource( Actor::SIZE ),
1650 OvershootOverlaySizeConstraint() );
1651 mOvershootOverlay.ApplyConstraint(constraint);
1652 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1654 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1655 ParentSource( mPropertyScrollDirection ),
1656 ParentSource( mPropertyOvershoot ),
1657 OvershootOverlayRotationConstraint() );
1658 mOvershootOverlay.ApplyConstraint(constraint);
1660 constraint = Constraint::New<Vector3>( Actor::POSITION,
1661 ParentSource( Actor::SIZE ),
1662 ParentSource( mPropertyScrollDirection ),
1663 ParentSource( mPropertyOvershoot ),
1664 OvershootOverlayPositionConstraint() );
1665 mOvershootOverlay.ApplyConstraint(constraint);
1667 constraint = Constraint::New<bool>( Actor::VISIBLE,
1668 ParentSource( mPropertyCanScrollVertical ),
1669 OvershootOverlayVisibilityConstraint() );
1670 mOvershootOverlay.ApplyConstraint(constraint);
1672 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1673 Actor self = Self();
1674 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1675 Source( self, mPropertyOvershoot ),
1676 EqualToConstraint() );
1677 mOvershootEffect.ApplyConstraint(constraint);
1680 float ItemView::CalculateScrollOvershoot()
1682 float overshoot = 0.0f;
1686 // The overshoot must be calculated from the accumulated pan gesture displacement
1687 // since the pan gesture starts.
1688 Actor self = Self();
1689 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1690 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1691 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1692 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1693 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1694 overshoot = positionDelta - clamppedPosition;
1700 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1702 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1704 // make sure we animate back if needed
1705 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1707 if( mAnimatingOvershootOn )
1709 // animating on, do not allow animate off
1713 Actor self = Self();
1714 float currentOvershoot = self.GetProperty<float>(mPropertyOvershoot);
1715 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1717 RemoveAnimation(mScrollOvershootAnimation);
1718 mScrollOvershootAnimation = Animation::New(duration);
1719 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1720 mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) );
1721 mScrollOvershootAnimation.Play();
1723 mAnimatingOvershootOn = animatingOn;
1726 } // namespace Internal
1728 } // namespace Toolkit