5caa208fff3956eca8c1a0a6a955843c43abbf96
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 //
2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
3 //
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
7 //
8 //     http://floralicense.org/license/
9 //
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
15 //
16
17 // CLASS HEADER
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
19
20 // EXTERNAL INCLUDES
21 #include <algorithm>
22
23 // INTERNAL INCLUDES
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
27
28 using namespace std;
29 using namespace Dali;
30
31 namespace // unnamed namespace
32 {
33
34 //Type registration
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
36
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
40
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
43
44 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
46
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
48
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f;  // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f;  // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
55
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
62
63 // Functors which wrap constraint functions with stored item IDs
64
65 struct WrappedVector3Constraint
66 {
67   WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
68   : mWrapMe(wrapMe),
69     mItemId(itemId)
70   {
71   }
72
73   Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
74   {
75     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
76
77     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
78   }
79
80   Toolkit::ItemLayout::Vector3Function mWrapMe;
81   unsigned int mItemId;
82 };
83
84 struct WrappedQuaternionConstraint
85 {
86   WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
87   : mWrapMe(wrapMe),
88     mItemId(itemId)
89   {
90   }
91
92   Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
93   {
94     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
95
96     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
97   }
98
99   Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100   unsigned int mItemId;
101 };
102
103 struct WrappedVector4Constraint
104 {
105   WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
106   : mWrapMe(wrapMe),
107     mItemId(itemId)
108   {
109   }
110
111   Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
112   {
113     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
114
115     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
116   }
117
118   Toolkit::ItemLayout::Vector4Function mWrapMe;
119   unsigned int mItemId;
120 };
121
122 struct WrappedBoolConstraint
123 {
124   WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
125   : mWrapMe(wrapMe),
126     mItemId(itemId)
127   {
128   }
129
130   bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
131   {
132     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
133
134     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
135   }
136
137   Toolkit::ItemLayout::BoolFunction mWrapMe;
138   unsigned int mItemId;
139 };
140
141 /**
142  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
143  */
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
145 {
146   Radian scrollDirection(layout.GetScrollDirection());
147
148   float cosTheta = cosf(scrollDirection);
149   float sinTheta = sinf(scrollDirection);
150
151   return panDistance.x * sinTheta + panDistance.y * cosTheta;
152 }
153
154 // Overshoot overlay constraints
155
156 struct OvershootOverlaySizeConstraint
157 {
158   float operator()(const float& current,
159                      const PropertyInput& parentScrollDirectionProperty,
160                      const PropertyInput& parentOvershootProperty,
161                      const PropertyInput& parentSizeProperty)
162   {
163     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164     const Vector3 parentSize = parentSizeProperty.GetVector3();
165     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
166
167     float overlayWidth;
168
169     if(Toolkit::IsVertical(parentOrientation))
170     {
171       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
172     }
173     else
174     {
175       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
176     }
177
178     return overlayWidth;
179   }
180 };
181
182 struct OvershootOverlayRotationConstraint
183 {
184   Quaternion operator()(const Quaternion& current,
185                         const PropertyInput& parentScrollDirectionProperty,
186                         const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
191
192     Quaternion rotation;
193
194     if(Toolkit::IsVertical(parentOrientation))
195     {
196       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
197       {
198         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
200         {
201           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
202         }
203         else
204         {
205           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
206         }
207       }
208       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
210       {
211         rotation = Quaternion(0.0f, Vector3::ZAXIS);
212       }
213       else
214       {
215         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
216       }
217     }
218     else
219     {
220       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
221       {
222         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
224         {
225           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
226         }
227         else
228         {
229           rotation = Quaternion(0.0f, Vector3::ZAXIS);
230         }
231       }
232       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
234       {
235         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
236       }
237       else
238       {
239         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
240       }
241     }
242
243     return rotation;
244   }
245 };
246
247 struct OvershootOverlayPositionConstraint
248 {
249   Vector3 operator()(const Vector3&    current,
250                      const PropertyInput& parentSizeProperty,
251                      const PropertyInput& parentScrollDirectionProperty,
252                      const PropertyInput& parentOvershootProperty)
253   {
254     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255     const float parentOvershoot = parentOvershootProperty.GetFloat();
256     const Vector3 parentSize = parentSizeProperty.GetVector3();
257     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
258
259     Vector3 relativeOffset;
260
261     if(Toolkit::IsVertical(parentOrientation))
262     {
263       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
264       {
265         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
267         {
268           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
269         }
270         else
271         {
272           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
273         }
274       }
275       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
277       {
278         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
279       }
280       else
281       {
282         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
283       }
284     }
285     else
286     {
287       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
288       {
289         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
291         {
292           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
293         }
294         else
295         {
296           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
297         }
298       }
299       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
301       {
302         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
303       }
304       else
305       {
306         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
307       }
308     }
309
310     return relativeOffset * parentSize;
311
312   }
313 };
314
315 struct OvershootOverlayVisibilityConstraint
316 {
317   bool operator()(const bool& current,
318                   const PropertyInput& parentLayoutScrollableProperty)
319   {
320     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
321
322     return parentLayoutScrollable;
323   }
324 };
325
326 /**
327  * Relative position Constraint
328  * Generates the relative position value of the item view based on the layout position,
329  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
330  */
331 Vector3 RelativePositionConstraint(const Vector3& current,
332                                    const PropertyInput& scrollPositionProperty,
333                                    const PropertyInput& scrollMinProperty,
334                                    const PropertyInput& scrollMaxProperty,
335                                    const PropertyInput& layoutSizeProperty)
336 {
337   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338   const Vector3& min = scrollMinProperty.GetVector3();
339   const Vector3& max = scrollMaxProperty.GetVector3();
340
341   Vector3 relativePosition;
342   Vector3 domainSize = max - min;
343
344   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
346
347   return relativePosition;
348 }
349
350 } // unnamed namespace
351
352 namespace Dali
353 {
354
355 namespace Toolkit
356 {
357
358 namespace Internal
359 {
360
361 namespace // unnamed namespace
362 {
363
364 bool FindById( const ItemContainer& items, ItemId id )
365 {
366   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
367   {
368     if( iter->first == id )
369     {
370       return true;
371     }
372   }
373
374   return false;
375 }
376
377 } // unnamed namespace
378
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
380 {
381   // Create the implementation
382   ItemViewPtr itemView(new ItemView(factory));
383
384   // Pass ownership to CustomActor via derived handle
385   Dali::Toolkit::ItemView handle(*itemView);
386
387   // Second-phase init of the implementation
388   // This can only be done after the CustomActor connection has been made...
389   itemView->Initialize();
390
391   return handle;
392 }
393
394 ItemView::ItemView(ItemFactory& factory)
395 : Scrollable(),
396   mItemFactory(factory),
397   mActiveLayout(NULL),
398   mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399   mAnimatingOvershootOn(false),
400   mAnimateOvershootOff(false),
401   mAnchoringEnabled(true),
402   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403   mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404   mRefreshOrderHint(true/*Refresh item 0 first*/),
405   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407   mScrollDistance(0.0f),
408   mScrollSpeed(0.0f),
409   mTotalPanDisplacement(Vector2::ZERO),
410   mScrollOvershoot(0.0f),
411   mIsFlicking(false),
412   mGestureState(Gesture::Clear),
413   mAddingItems(false)
414 {
415   SetRequiresMouseWheelEvents(true);
416   SetKeyboardNavigationSupport(true);
417 }
418
419 void ItemView::OnInitialize()
420 {
421   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
422
423   RegisterCommonProperties();
424
425   Actor self = Self();
426
427   mOvershootEffect = OvershootRippleEffect::New();
428   Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
429   mOvershootOverlay = ImageActor::New( overshootImage );
430   mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
431   mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
432   mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
433   mOvershootOverlay.SetShaderEffect(mOvershootEffect);
434   mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
435   self.Add(mOvershootOverlay);
436
437   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
438   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
439
440   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
441   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
442   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
443
444   ApplyOvershootOverlayConstraints();
445
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);
453
454   Vector2 stageSize = Stage::GetCurrent().GetSize();
455   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
456
457   EnableGestureDetection(Gesture::Type(Gesture::Pan));
458
459   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
461
462   SetRefreshInterval(mRefreshIntervalLayoutPositions);
463 }
464
465 ItemView::~ItemView()
466 {
467 }
468
469 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
470 {
471   return mScrollConnector;
472 }
473
474 unsigned int ItemView::GetLayoutCount() const
475 {
476   return mLayouts.size();
477 }
478
479 void ItemView::AddLayout(ItemLayout& layout)
480 {
481   mLayouts.push_back(ItemLayoutPtr(&layout));
482 }
483
484 void ItemView::RemoveLayout(unsigned int layoutIndex)
485 {
486   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
487
488   if (mActiveLayout == mLayouts[layoutIndex].Get())
489   {
490     mActiveLayout = NULL;
491   }
492
493   mLayouts.erase(mLayouts.begin() + layoutIndex);
494 }
495
496 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
497 {
498   return mLayouts[layoutIndex];
499 }
500
501 ItemLayoutPtr ItemView::GetActiveLayout() const
502 {
503   return ItemLayoutPtr(mActiveLayout);
504 }
505
506 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
507 {
508   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
509 }
510
511 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
512 {
513   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
514
515   Actor self = Self();
516
517   // The ItemView size should match the active layout size
518   self.SetSize(targetSize);
519   mActiveLayoutTargetSize = targetSize;
520
521   // Switch to the new layout
522   mActiveLayout = mLayouts[layoutIndex].Get();
523
524   // Move the items to the new layout positions...
525
526   bool resizeAnimationNeeded(false);
527
528   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
529   {
530     unsigned int itemId = iter->first;
531     Actor actor = iter->second;
532
533     // Remove constraints from previous layout
534     actor.RemoveConstraints();
535
536     Vector3 size;
537     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
538     {
539       if( durationSeconds > 0.0f )
540       {
541         // Use a size animation
542         if (!resizeAnimationNeeded)
543         {
544           resizeAnimationNeeded = true;
545           RemoveAnimation(mResizeAnimation);
546           mResizeAnimation = Animation::New(durationSeconds);
547         }
548
549         // The layout provides its own resize animation
550         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
551       }
552       else
553       {
554         // resize immediately
555         actor.SetSize(size);
556       }
557     }
558
559     ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
560   }
561
562   if (resizeAnimationNeeded)
563   {
564     mResizeAnimation.Play();
565   }
566
567   // Refresh the new layout
568   ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
569   AddActorsWithinRange( range, durationSeconds );
570
571   // Scroll to an appropriate layout position
572
573   bool scrollAnimationNeeded(false);
574   float firstItemScrollPosition(0.0f);
575
576   float current = GetCurrentLayoutPosition(0);
577   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
578   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
579
580   if (current < minimum)
581   {
582     scrollAnimationNeeded = true;
583     firstItemScrollPosition = minimum;
584   }
585   else if (mAnchoringEnabled)
586   {
587     scrollAnimationNeeded = true;
588     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
589   }
590
591   if (scrollAnimationNeeded)
592   {
593     RemoveAnimation(mScrollAnimation);
594     mScrollAnimation = Animation::New(mAnchoringDuration);
595     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
596     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
597     mScrollAnimation.Play();
598   }
599
600   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
601   AnimateScrollOvershoot(0.0f);
602   mScrollOvershoot = 0.0f;
603
604   Radian scrollDirection(mActiveLayout->GetScrollDirection());
605   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
606   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
607
608   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
609
610   CalculateDomainSize(targetSize);
611 }
612
613 void ItemView::DeactivateCurrentLayout()
614 {
615   if (mActiveLayout)
616   {
617     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
618     {
619       Actor actor = iter->second;
620       actor.RemoveConstraints();
621     }
622
623     mActiveLayout = NULL;
624   }
625 }
626
627 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
628 {
629   mDefaultAlphaFunction = func;
630 }
631
632 AlphaFunction ItemView::GetDefaultAlphaFunction() const
633 {
634   return mDefaultAlphaFunction;
635 }
636
637 void ItemView::OnRefreshNotification(PropertyNotification& source)
638 {
639   if (mActiveLayout)
640   {
641     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
642     RemoveActorsOutsideRange( range );
643     AddActorsWithinRange( range, 0.0f/*immediate*/ );
644
645     Vector3 currentScrollPosition = GetCurrentScrollPosition();
646     mScrollUpdatedSignalV2.Emit( currentScrollPosition );
647   }
648 }
649
650 void ItemView::SetMinimumSwipeSpeed(float speed)
651 {
652   mMinimumSwipeSpeed = speed;
653 }
654
655 float ItemView::GetMinimumSwipeSpeed() const
656 {
657   return mMinimumSwipeSpeed;
658 }
659
660 void ItemView::SetMinimumSwipeDistance(float distance)
661 {
662   mMinimumSwipeDistance = distance;
663 }
664
665 float ItemView::GetMinimumSwipeDistance() const
666 {
667   return mMinimumSwipeDistance;
668 }
669
670 void ItemView::SetMouseWheelScrollDistanceStep(float step)
671 {
672   mMouseWheelScrollDistanceStep = step;
673 }
674
675 float ItemView::GetMouseWheelScrollDistanceStep() const
676 {
677   return mMouseWheelScrollDistanceStep;
678 }
679
680 void ItemView::SetAnchoring(bool enabled)
681 {
682   mAnchoringEnabled = enabled;
683 }
684
685 bool ItemView::GetAnchoring() const
686 {
687   return mAnchoringEnabled;
688 }
689
690 void ItemView::SetAnchoringDuration(float durationSeconds)
691 {
692   mAnchoringDuration = durationSeconds;
693 }
694
695 float ItemView::GetAnchoringDuration() const
696 {
697   return mAnchoringDuration;
698 }
699
700 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
701 {
702   mRefreshIntervalLayoutPositions = intervalLayoutPositions;
703
704   if(mRefreshNotification)
705   {
706     mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
707   }
708   mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
709   mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
710 }
711
712 float ItemView::GetRefreshInterval() const
713 {
714   return mRefreshIntervalLayoutPositions;
715 }
716
717 Actor ItemView::GetItem(unsigned int itemId) const
718 {
719   Actor actor;
720
721   ConstItemPoolIter iter = mItemPool.find( itemId );
722   if( iter != mItemPool.end() )
723   {
724     actor = iter->second;
725   }
726
727   return actor;
728 }
729
730 unsigned int ItemView::GetItemId( Actor actor ) const
731 {
732   unsigned int itemId( 0 );
733
734   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
735   {
736     if( iter->second == actor )
737     {
738       itemId = iter->first;
739       break;
740     }
741   }
742
743   return itemId;
744 }
745
746 void ItemView::InsertItem( Item newItem, float durationSeconds )
747 {
748   mAddingItems = true;
749
750   SetupActor( newItem, durationSeconds );
751   Self().Add( newItem.second );
752
753   ItemPoolIter foundIter = mItemPool.find( newItem.first );
754   if( mItemPool.end() != foundIter )
755   {
756     Actor moveMe = foundIter->second;
757     foundIter->second = newItem.second;
758
759     // Move the existing actors to make room
760     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
761     {
762       Actor temp = iter->second;
763       iter->second = moveMe;
764       moveMe = temp;
765
766       iter->second.RemoveConstraints();
767       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
768     }
769
770     // Create last item
771     ItemId lastId = mItemPool.rbegin()->first;
772     Item lastItem( lastId + 1, moveMe );
773     mItemPool.insert( lastItem );
774
775     lastItem.second.RemoveConstraints();
776     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
777   }
778   else
779   {
780     mItemPool.insert( newItem );
781   }
782
783   CalculateDomainSize(Self().GetCurrentSize());
784
785   mAddingItems = false;
786 }
787
788 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
789 {
790   mAddingItems = true;
791
792   // Insert from lowest id to highest
793   set<Item> sortedItems;
794   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
795   {
796     sortedItems.insert( *iter );
797   }
798
799   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
800   {
801     Self().Add( iter->second );
802
803     cout << "inserting item: " << iter->first << endl;
804
805     ItemPoolIter foundIter = mItemPool.find( iter->first );
806     if( mItemPool.end() != foundIter )
807     {
808       Actor moveMe = foundIter->second;
809       foundIter->second = iter->second;
810
811       // Move the existing actors to make room
812       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
813       {
814         Actor temp = iter->second;
815         iter->second = moveMe;
816         moveMe = temp;
817       }
818
819       // Create last item
820       ItemId lastId = mItemPool.rbegin()->first;
821       Item lastItem( lastId + 1, moveMe );
822       mItemPool.insert( lastItem );
823     }
824     else
825     {
826       mItemPool.insert( *iter );
827     }
828   }
829
830   // Relayout everything
831   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
832   {
833     // If newly inserted
834     if( FindById( newItems, iter->first ) )
835     {
836       SetupActor( *iter, durationSeconds );
837     }
838     else
839     {
840       iter->second.RemoveConstraints();
841       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
842     }
843   }
844
845   CalculateDomainSize(Self().GetCurrentSize());
846
847   mAddingItems = false;
848 }
849
850 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
851 {
852   bool actorRemoved = RemoveActor( itemId );
853   if( actorRemoved )
854   {
855     ReapplyAllConstraints( durationSeconds );
856   }
857 }
858
859 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
860 {
861   bool actorRemoved( false );
862
863   // Remove from highest id to lowest
864   set<ItemId> sortedItems;
865   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
866   {
867     sortedItems.insert( *iter );
868   }
869
870   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
871   {
872     if( RemoveActor( *iter ) )
873     {
874       actorRemoved = true;
875     }
876   }
877
878   if( actorRemoved )
879   {
880     ReapplyAllConstraints( durationSeconds );
881   }
882 }
883
884 bool ItemView::RemoveActor(unsigned int itemId)
885 {
886   bool removed( false );
887
888   const ItemPoolIter removeIter = mItemPool.find( itemId );
889
890   if( removeIter != mItemPool.end() )
891   {
892     Self().Remove( removeIter->second );
893     removed = true;
894
895     // Adjust the remaining item IDs, for example if item 2 is removed:
896     //   Initial actors:     After insert:
897     //     ID 1 - ActorA       ID 1 - ActorA
898     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
899     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
900     //     ID 4 - ActorD
901     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
902     {
903       if( iter->first < mItemPool.rbegin()->first )
904       {
905         iter->second = mItemPool[ iter->first + 1 ];
906       }
907       else
908       {
909         mItemPool.erase( iter );
910         break;
911       }
912     }
913   }
914
915   return removed;
916 }
917
918 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
919 {
920   mAddingItems = true;
921
922   SetupActor( replacementItem, durationSeconds );
923   Self().Add( replacementItem.second );
924
925   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
926   if( mItemPool.end() != iter )
927   {
928     Self().Remove( iter->second );
929     iter->second = replacementItem.second;
930   }
931   else
932   {
933     mItemPool.insert( replacementItem );
934   }
935
936   CalculateDomainSize(Self().GetCurrentSize());
937
938   mAddingItems = false;
939 }
940
941 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
942 {
943   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
944   {
945     ReplaceItem( *iter, durationSeconds );
946   }
947 }
948
949 void ItemView::RemoveActorsOutsideRange( ItemRange range )
950 {
951   // Remove unwanted actors from the ItemView & ItemPool
952   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
953   {
954     unsigned int current = iter->first;
955
956     if( ! range.Within( current ) )
957     {
958       Self().Remove( iter->second );
959
960       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
961     }
962     else
963     {
964       ++iter;
965     }
966   }
967 }
968
969 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
970 {
971   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
972
973   // The order of addition depends on the scroll direction.
974   if (mRefreshOrderHint)
975   {
976     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
977     {
978       AddNewActor( itemId, durationSeconds );
979     }
980   }
981   else
982   {
983     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
984     {
985       AddNewActor( itemId-1, durationSeconds );
986     }
987   }
988
989   // Total number of items may change dynamically.
990   // Always recalculate the domain size to reflect that.
991   CalculateDomainSize(Self().GetCurrentSize());
992 }
993
994 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
995 {
996   mAddingItems = true;
997
998   if( mItemPool.end() == mItemPool.find( itemId ) )
999   {
1000     Actor actor = mItemFactory.NewItem( itemId );
1001
1002     if( actor )
1003     {
1004       Item newItem( itemId, actor );
1005
1006       mItemPool.insert( newItem );
1007
1008       SetupActor( newItem, durationSeconds );
1009       Self().Add( actor );
1010     }
1011   }
1012
1013   mAddingItems = false;
1014 }
1015
1016 void ItemView::SetupActor( Item item, float durationSeconds )
1017 {
1018   item.second.SetParentOrigin( ParentOrigin::CENTER );
1019   item.second.SetAnchorPoint( AnchorPoint::CENTER );
1020
1021   if( mActiveLayout )
1022   {
1023     Vector3 size;
1024     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1025     {
1026       item.second.SetSize( size );
1027     }
1028
1029     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1030   }
1031 }
1032
1033 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1034 {
1035   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1036
1037   ItemRange available(0u, itemCount);
1038
1039   ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1040
1041   if (reserveExtra)
1042   {
1043     // Add the reserve items for scrolling
1044     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1045     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1046     range.end += extra;
1047   }
1048
1049   return range.Intersection(available);
1050 }
1051
1052 void ItemView::OnChildAdd(Actor& child)
1053 {
1054   if(!mAddingItems)
1055   {
1056     // We don't want to do this downcast check for any item added by ItemView itself.
1057     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1058     if(scrollComponent)
1059     {
1060       // Set the scroll connector when scroll bar is being added
1061       scrollComponent.SetScrollConnector(mScrollConnector);
1062     }
1063   }
1064 }
1065
1066 bool ItemView::OnTouchEvent(const TouchEvent& event)
1067 {
1068   // Ignore events with multiple-touch points
1069   if (event.GetPointCount() != 1)
1070   {
1071     return false;
1072   }
1073
1074   if (event.GetPoint(0).state == TouchPoint::Down)
1075   {
1076     // Cancel ongoing scrolling etc.
1077     mGestureState = Gesture::Clear;
1078
1079     mScrollDistance = 0.0f;
1080     mScrollSpeed = 0.0f;
1081     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1082
1083     mScrollOvershoot = 0.0f;
1084     AnimateScrollOvershoot(0.0f);
1085
1086     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1087
1088     RemoveAnimation(mScrollAnimation);
1089   }
1090
1091   return true; // consume since we're potentially scrolling
1092 }
1093
1094 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1095 {
1096   // Respond the mouse wheel event to scroll
1097   if (mActiveLayout)
1098   {
1099     Actor self = Self();
1100     const Vector3 layoutSize = Self().GetCurrentSize();
1101     float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1102     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1103
1104     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1105     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1106     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1107   }
1108
1109   if (mMouseWheelEventFinishedTimer.IsRunning())
1110   {
1111     mMouseWheelEventFinishedTimer.Stop();
1112   }
1113
1114   mMouseWheelEventFinishedTimer.Start();
1115
1116   return true;
1117 }
1118
1119 bool ItemView::OnMouseWheelEventFinished()
1120 {
1121   if (mActiveLayout)
1122   {
1123     RemoveAnimation(mScrollAnimation);
1124
1125     // No more mouse wheel events coming. Do the anchoring if enabled.
1126     mScrollAnimation = DoAnchoring();
1127     if (mScrollAnimation)
1128     {
1129       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1130       mScrollAnimation.Play();
1131     }
1132     else
1133     {
1134       mScrollOvershoot = 0.0f;
1135       AnimateScrollOvershoot(0.0f);
1136
1137       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1138     }
1139   }
1140
1141   return false;
1142 }
1143
1144 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1145 {
1146   ItemLayout::Vector3Function positionConstraint;
1147   if (layout.GetPositionConstraint(itemId, positionConstraint))
1148   {
1149     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1150
1151     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1152                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1153                                                       ParentSource( mPropertyScrollSpeed ),
1154                                                       ParentSource( Actor::SIZE ),
1155                                                       wrapped );
1156     constraint.SetApplyTime(duration);
1157     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1158
1159     actor.ApplyConstraint(constraint);
1160   }
1161
1162   ItemLayout::QuaternionFunction rotationConstraint;
1163   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1164   {
1165     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1166
1167     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1168                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1169                                                          ParentSource( mPropertyScrollSpeed ),
1170                                                          ParentSource( Actor::SIZE ),
1171                                                          wrapped );
1172     constraint.SetApplyTime(duration);
1173     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1174
1175     actor.ApplyConstraint(constraint);
1176   }
1177
1178   ItemLayout::Vector3Function scaleConstraint;
1179   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1180   {
1181     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1182
1183     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1184                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1185                                                       ParentSource( mPropertyScrollSpeed ),
1186                                                       ParentSource( Actor::SIZE ),
1187                                                       wrapped );
1188     constraint.SetApplyTime(duration);
1189     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1190
1191     actor.ApplyConstraint(constraint);
1192   }
1193
1194   ItemLayout::Vector4Function colorConstraint;
1195   if (layout.GetColorConstraint(itemId, colorConstraint))
1196   {
1197     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1198
1199     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1200                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1201                                                       ParentSource( mPropertyScrollSpeed ),
1202                                                       ParentSource( Actor::SIZE ),
1203                                                       wrapped );
1204     constraint.SetApplyTime(duration);
1205     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1206
1207     // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1208     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1209     constraint.SetRemoveAction(Dali::Constraint::Discard);
1210
1211     actor.ApplyConstraint(constraint);
1212   }
1213
1214   ItemLayout::BoolFunction visibilityConstraint;
1215   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1216   {
1217     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1218
1219     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1220                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1221                                                    ParentSource( mPropertyScrollSpeed ),
1222                                                    ParentSource( Actor::SIZE ),
1223                                                    wrapped );
1224     constraint.SetApplyTime(duration);
1225     constraint.SetAlphaFunction(mDefaultAlphaFunction);
1226
1227     // Release visibility constraints the same time as the color constraint
1228     constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1229     constraint.SetRemoveAction(Dali::Constraint::Discard);
1230
1231     actor.ApplyConstraint(constraint);
1232   }
1233 }
1234
1235 void ItemView::ReapplyAllConstraints( float durationSeconds )
1236 {
1237   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1238   {
1239     unsigned int id = iter->first;
1240     Actor actor = iter->second;
1241
1242     actor.RemoveConstraints();
1243     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1244   }
1245
1246   CalculateDomainSize(Self().GetCurrentSize());
1247 }
1248
1249 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1250 {
1251   Actor self = Self();
1252   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1253   float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1254   mScrollOvershoot = targetPosition - clamppedPosition;
1255   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1256
1257   return clamppedPosition;
1258 }
1259
1260 void ItemView::OnPan(PanGesture gesture)
1261 {
1262   Actor self = Self();
1263   const Vector3 layoutSize = Self().GetCurrentSize();
1264
1265   RemoveAnimation(mScrollAnimation);
1266
1267   // Short-circuit if there is no active layout
1268   if (!mActiveLayout)
1269   {
1270     mGestureState = Gesture::Clear;
1271     return;
1272   }
1273
1274   mGestureState = gesture.state;
1275
1276   switch (mGestureState)
1277   {
1278     case Gesture::Finished:
1279     {
1280       // Swipe Detection
1281       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1282           mScrollSpeed > mMinimumSwipeSpeed)
1283       {
1284         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1285
1286         mRefreshOrderHint = true;
1287
1288         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1289         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1290                                                                layoutSize,
1291                                                                *mActiveLayout);
1292
1293         if (mAnchoringEnabled)
1294         {
1295           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1296         }
1297
1298         RemoveAnimation(mScrollAnimation);
1299
1300         float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1301         mScrollAnimation = Animation::New(flickAnimationDuration);
1302         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1303         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1304         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1305
1306         mIsFlicking = true;
1307         // Check whether it has already scrolled to the end
1308         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1309         {
1310           AnimateScrollOvershoot(0.0f);
1311         }
1312       }
1313
1314       // Anchoring may be triggered when there was no swipe
1315       if (!mScrollAnimation)
1316       {
1317         mScrollAnimation = DoAnchoring();
1318       }
1319
1320       // Reset the overshoot if no scroll animation.
1321       if (!mScrollAnimation)
1322       {
1323         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1324
1325         AnimateScrollOvershoot(0.0f, false);
1326       }
1327     }
1328     break;
1329
1330     case Gesture::Started: // Fall through
1331     {
1332       mTotalPanDisplacement = Vector2::ZERO;
1333     }
1334
1335     case Gesture::Continuing:
1336     {
1337       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1338       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1339
1340       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1341       mRefreshOrderHint = mScrollDistance < 0.0f;
1342
1343       RemoveAnimation(mScrollSpeedAnimation);
1344       mScrollSpeedAnimation = Animation::New(0.3f);
1345       mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1346       mScrollSpeedAnimation.Play();
1347
1348       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1349
1350       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1351
1352       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1353       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1354       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1355
1356       mTotalPanDisplacement += gesture.displacement;
1357       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1358       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1359       {
1360         AnimateScrollOvershoot(1.0f);
1361       }
1362       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1363       {
1364         AnimateScrollOvershoot(-1.0f);
1365       }
1366       else
1367       {
1368         AnimateScrollOvershoot(0.0f);
1369       }
1370     }
1371     break;
1372
1373     case Gesture::Cancelled:
1374     {
1375       mScrollAnimation = DoAnchoring();
1376     }
1377     break;
1378
1379     default:
1380       break;
1381   }
1382
1383   if (mScrollAnimation)
1384   {
1385     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1386     mScrollAnimation.Play();
1387   }
1388 }
1389
1390 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1391 {
1392   OnPan(gesture);
1393   return true;
1394 }
1395
1396 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1397 {
1398   Actor nextFocusActor;
1399   if(mActiveLayout)
1400   {
1401     int nextItemID = 0;
1402     if(!actor || actor == this->Self())
1403     {
1404       nextFocusActor = GetItem(nextItemID);
1405     }
1406     else if(actor && actor.GetParent() == this->Self())
1407     {
1408       int itemID = GetItemId(actor);
1409       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1410       nextFocusActor = GetItem(nextItemID);
1411       if(nextFocusActor == actor)
1412       {
1413         // need to pass NULL actor back to focus manager
1414         nextFocusActor.Reset();
1415         return nextFocusActor;
1416       }
1417     }
1418     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1419     Vector3 layoutSize = Self().GetCurrentSize();
1420     if(!nextFocusActor)
1421     {
1422       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1423       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1424       nextItemID = viewableItems.begin;
1425       nextFocusActor = GetItem(nextItemID);
1426     }
1427   }
1428   return nextFocusActor;
1429 }
1430
1431 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1432 {
1433   // only in this function if our chosen focus actor was actually used
1434   if(commitedFocusableActor)
1435   {
1436     int nextItemID = GetItemId(commitedFocusableActor);
1437     float layoutPosition = GetCurrentLayoutPosition(0);
1438     Vector3 layoutSize = Self().GetCurrentSize();
1439     Vector3 focusItemPosition = Vector3::ZERO;
1440     ItemLayout::Vector3Function itemPositionConstraint;
1441     if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1442     {
1443       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1444     }
1445
1446     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1447     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1448   }
1449 }
1450
1451 Animation ItemView::DoAnchoring()
1452 {
1453   Animation anchoringAnimation;
1454   Actor self = Self();
1455
1456   if (mActiveLayout && mAnchoringEnabled)
1457   {
1458     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1459
1460     anchoringAnimation = Animation::New(mAnchoringDuration);
1461     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1462     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1463     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1464     if(!mIsFlicking)
1465     {
1466       AnimateScrollOvershoot(0.0f);
1467     }
1468   }
1469
1470   return anchoringAnimation;
1471 }
1472
1473 void ItemView::OnScrollFinished(Animation& source)
1474 {
1475   Actor self = Self();
1476
1477   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1478
1479   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1480
1481   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1482   {
1483     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1484   }
1485   else
1486   {
1487     // Reset the overshoot
1488     AnimateScrollOvershoot( 0.0f );
1489   }
1490   mIsFlicking = false;
1491
1492   mScrollOvershoot = 0.0f;
1493 }
1494
1495 void ItemView::OnOvershootOnFinished(Animation& animation)
1496 {
1497   mAnimatingOvershootOn = false;
1498   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1499   RemoveAnimation(mScrollOvershootAnimation);
1500   if(mAnimateOvershootOff)
1501   {
1502     AnimateScrollOvershoot(0.0f);
1503   }
1504 }
1505
1506 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1507 {
1508   Actor self = Self();
1509   const Vector3 layoutSize = Self().GetCurrentSize();
1510   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1511
1512   if(durationSeconds > 0.0f)
1513   {
1514     RemoveAnimation(mScrollAnimation);
1515     mScrollAnimation = Animation::New(durationSeconds);
1516     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1517     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1518     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1519     mScrollAnimation.Play();
1520   }
1521   else
1522   {
1523     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1524     AnimateScrollOvershoot(0.0f);
1525   }
1526
1527   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1528 }
1529
1530 void ItemView::RemoveAnimation(Animation& animation)
1531 {
1532   if(animation)
1533   {
1534     // Cease animating, and reset handle.
1535     animation.Clear();
1536     animation.Reset();
1537   }
1538 }
1539
1540 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1541 {
1542   Actor self = Self();
1543
1544   Vector3 firstItemPosition(Vector3::ZERO);
1545   Vector3 lastItemPosition(Vector3::ZERO);
1546
1547   if(mActiveLayout)
1548   {
1549     ItemLayout::Vector3Function firstItemPositionConstraint;
1550     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1551     {
1552       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1553     }
1554
1555     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1556     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1557
1558     ItemLayout::Vector3Function lastItemPositionConstraint;
1559     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1560     {
1561       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1562     }
1563
1564     float domainSize;
1565
1566     if(IsHorizontal(mActiveLayout->GetOrientation()))
1567     {
1568       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1569       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1570       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1571     }
1572     else
1573     {
1574       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1575       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1576       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1577     }
1578
1579     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1580
1581     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1582     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1583     self.SetProperty(mPropertyCanScrollHorizontal, false);
1584   }
1585 }
1586
1587 Vector3 ItemView::GetDomainSize() const
1588 {
1589   Actor self = Self();
1590
1591   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1592   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1593
1594   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1595 }
1596
1597 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1598 {
1599   Actor self = Self();
1600
1601   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1602   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1603   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1604
1605   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1606 }
1607
1608 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1609 {
1610   Vector3 firstItemPosition(Vector3::ZERO);
1611   ItemLayout::Vector3Function firstItemPositionConstraint;
1612   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1613   {
1614     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1615   }
1616
1617   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1618 }
1619
1620 Vector3 ItemView::GetCurrentScrollPosition() const
1621 {
1622   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1623   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1624 }
1625
1626 void ItemView::AddOverlay(Actor actor)
1627 {
1628   Self().Add(actor);
1629 }
1630
1631 void ItemView::RemoveOverlay(Actor actor)
1632 {
1633   Self().Remove(actor);
1634 }
1635
1636 void ItemView::ScrollTo(const Vector3& position, float duration)
1637 {
1638   Actor self = Self();
1639   const Vector3 layoutSize = Self().GetCurrentSize();
1640
1641   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1642
1643   if(duration > 0.0f)
1644   {
1645     RemoveAnimation(mScrollAnimation);
1646     mScrollAnimation = Animation::New(duration);
1647     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1648     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1649     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1650     mScrollAnimation.Play();
1651   }
1652   else
1653   {
1654     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1655     AnimateScrollOvershoot(0.0f);
1656   }
1657
1658   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1659 }
1660
1661 void ItemView::ApplyOvershootOverlayConstraints()
1662 {
1663   Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1664                                                     ParentSource( mPropertyScrollDirection ),
1665                                                     Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1666                                                     ParentSource( Actor::SIZE ),
1667                                                     OvershootOverlaySizeConstraint() );
1668   mOvershootOverlay.ApplyConstraint(constraint);
1669   mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1670
1671   constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1672                                             ParentSource( mPropertyScrollDirection ),
1673                                             Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1674                                             OvershootOverlayRotationConstraint() );
1675   mOvershootOverlay.ApplyConstraint(constraint);
1676
1677   constraint = Constraint::New<Vector3>( Actor::POSITION,
1678                                          ParentSource( Actor::SIZE ),
1679                                          ParentSource( mPropertyScrollDirection ),
1680                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1681                                          OvershootOverlayPositionConstraint() );
1682   mOvershootOverlay.ApplyConstraint(constraint);
1683
1684   constraint = Constraint::New<bool>( Actor::VISIBLE,
1685                                       ParentSource( mPropertyCanScrollVertical ),
1686                                       OvershootOverlayVisibilityConstraint() );
1687   mOvershootOverlay.ApplyConstraint(constraint);
1688
1689   int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1690   Actor self = Self();
1691   constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1692                                        Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1693                                        EqualToConstraint() );
1694   mOvershootEffect.ApplyConstraint(constraint);
1695 }
1696
1697 float ItemView::CalculateScrollOvershoot()
1698 {
1699   float overshoot = 0.0f;
1700
1701   if(mActiveLayout)
1702   {
1703     // The overshoot must be calculated from the accumulated pan gesture displacement
1704     // since the pan gesture starts.
1705     Actor self = Self();
1706     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1707     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1708     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1709     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1710     float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1711     overshoot = positionDelta - clamppedPosition;
1712   }
1713
1714   return overshoot;
1715 }
1716
1717 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1718 {
1719   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1720
1721   // make sure we animate back if needed
1722   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1723
1724   if( mAnimatingOvershootOn )
1725   {
1726     // animating on, do not allow animate off
1727     return;
1728   }
1729
1730   Actor self = Self();
1731   float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1732   float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1733
1734   RemoveAnimation(mScrollOvershootAnimation);
1735   mScrollOvershootAnimation = Animation::New(duration);
1736   mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1737   mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1738   mScrollOvershootAnimation.Play();
1739
1740   mAnimatingOvershootOn = animatingOn;
1741 }
1742
1743 } // namespace Internal
1744
1745 } // namespace Toolkit
1746
1747 } // namespace Dali