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);
443 ApplyOvershootOverlayConstraints();
445 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
446 LocalSource(mPropertyPosition),
447 LocalSource(mPropertyPositionMin),
448 LocalSource(mPropertyPositionMax),
449 LocalSource(Actor::SIZE),
450 RelativePositionConstraint);
451 self.ApplyConstraint(constraint);
453 Vector2 stageSize = Stage::GetCurrent().GetSize();
454 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
456 EnableGestureDetection(Gesture::Type(Gesture::Pan));
458 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
459 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
462 ItemView::~ItemView()
466 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
468 return mScrollConnector;
471 unsigned int ItemView::GetLayoutCount() const
473 return mLayouts.size();
476 void ItemView::AddLayout(ItemLayout& layout)
478 mLayouts.push_back(ItemLayoutPtr(&layout));
481 void ItemView::RemoveLayout(unsigned int layoutIndex)
483 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
485 if (mActiveLayout == mLayouts[layoutIndex].Get())
487 mActiveLayout = NULL;
490 mLayouts.erase(mLayouts.begin() + layoutIndex);
493 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
495 return mLayouts[layoutIndex];
498 ItemLayoutPtr ItemView::GetActiveLayout() const
500 return ItemLayoutPtr(mActiveLayout);
503 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
505 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
508 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
510 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
514 // The ItemView size should match the active layout size
515 self.SetSize(targetSize);
516 mActiveLayoutTargetSize = targetSize;
518 // Switch to the new layout
519 mActiveLayout = mLayouts[layoutIndex].Get();
521 // Move the items to the new layout positions...
523 bool resizeAnimationNeeded(false);
525 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
527 unsigned int itemId = iter->first;
528 Actor actor = iter->second;
530 // Remove constraints from previous layout
531 actor.RemoveConstraints();
534 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
536 if( durationSeconds > 0.0f )
538 // Use a size animation
539 if (!resizeAnimationNeeded)
541 resizeAnimationNeeded = true;
542 RemoveAnimation(mResizeAnimation);
543 mResizeAnimation = Animation::New(durationSeconds);
546 // The layout provides its own resize animation
547 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
551 // resize immediately
556 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
559 if (resizeAnimationNeeded)
561 mResizeAnimation.Play();
564 // Refresh the new layout
565 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
566 AddActorsWithinRange( range, durationSeconds );
568 // Scroll to an appropriate layout position
570 bool scrollAnimationNeeded(false);
571 float firstItemScrollPosition(0.0f);
573 float current = GetCurrentLayoutPosition(0);
574 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
575 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
577 if (current < minimum)
579 scrollAnimationNeeded = true;
580 firstItemScrollPosition = minimum;
582 else if (mAnchoringEnabled)
584 scrollAnimationNeeded = true;
585 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
588 if (scrollAnimationNeeded)
590 RemoveAnimation(mScrollAnimation);
591 mScrollAnimation = Animation::New(mAnchoringDuration);
592 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
593 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
594 mScrollAnimation.Play();
597 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
598 AnimateScrollOvershoot(0.0f);
599 mScrollOvershoot = 0.0f;
601 Radian scrollDirection(mActiveLayout->GetScrollDirection());
602 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
603 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
605 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
607 CalculateDomainSize(targetSize);
610 void ItemView::DeactivateCurrentLayout()
614 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
616 Actor actor = iter->second;
617 actor.RemoveConstraints();
620 mActiveLayout = NULL;
623 CancelRefreshTimer();
626 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
628 mDefaultAlphaFunction = func;
631 AlphaFunction ItemView::GetDefaultAlphaFunction() const
633 return mDefaultAlphaFunction;
636 bool ItemView::OnRefreshTick()
638 // Short-circuit if there is no active layout
644 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
646 RemoveActorsOutsideRange( range );
648 AddActorsWithinRange( range, 0.0f/*immediate*/ );
650 // Keep refreshing whilst the layout is moving
651 return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
654 void ItemView::SetMinimumSwipeSpeed(float speed)
656 mMinimumSwipeSpeed = speed;
659 float ItemView::GetMinimumSwipeSpeed() const
661 return mMinimumSwipeSpeed;
664 void ItemView::SetMinimumSwipeDistance(float distance)
666 mMinimumSwipeDistance = distance;
669 float ItemView::GetMinimumSwipeDistance() const
671 return mMinimumSwipeDistance;
674 void ItemView::SetMouseWheelScrollDistanceStep(float step)
676 mMouseWheelScrollDistanceStep = step;
679 float ItemView::GetMouseWheelScrollDistanceStep() const
681 return mMouseWheelScrollDistanceStep;
684 void ItemView::SetAnchoring(bool enabled)
686 mAnchoringEnabled = enabled;
689 bool ItemView::GetAnchoring() const
691 return mAnchoringEnabled;
694 void ItemView::SetAnchoringDuration(float durationSeconds)
696 mAnchoringDuration = durationSeconds;
699 float ItemView::GetAnchoringDuration() const
701 return mAnchoringDuration;
704 void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
706 mRefreshIntervalMilliseconds = intervalMilliseconds;
709 unsigned int ItemView::GetRefreshInterval() const
711 return mRefreshIntervalMilliseconds;
714 Actor ItemView::GetItem(unsigned int itemId) const
718 ConstItemPoolIter iter = mItemPool.find( itemId );
719 if( iter != mItemPool.end() )
721 actor = iter->second;
727 unsigned int ItemView::GetItemId( Actor actor ) const
729 unsigned int itemId( 0 );
731 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
733 if( iter->second == actor )
735 itemId = iter->first;
743 void ItemView::InsertItem( Item newItem, float durationSeconds )
745 SetupActor( newItem, durationSeconds );
746 Self().Add( newItem.second );
748 ItemPoolIter foundIter = mItemPool.find( newItem.first );
749 if( mItemPool.end() != foundIter )
751 Actor moveMe = foundIter->second;
752 foundIter->second = newItem.second;
754 // Move the existing actors to make room
755 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
757 Actor temp = iter->second;
758 iter->second = moveMe;
761 iter->second.RemoveConstraints();
762 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
766 ItemId lastId = mItemPool.rbegin()->first;
767 Item lastItem( lastId + 1, moveMe );
768 mItemPool.insert( lastItem );
770 lastItem.second.RemoveConstraints();
771 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
775 mItemPool.insert( newItem );
779 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
781 // Insert from lowest id to highest
782 set<Item> sortedItems;
783 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
785 sortedItems.insert( *iter );
788 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
790 Self().Add( iter->second );
792 cout << "inserting item: " << iter->first << endl;
794 ItemPoolIter foundIter = mItemPool.find( iter->first );
795 if( mItemPool.end() != foundIter )
797 Actor moveMe = foundIter->second;
798 foundIter->second = iter->second;
800 // Move the existing actors to make room
801 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
803 Actor temp = iter->second;
804 iter->second = moveMe;
809 ItemId lastId = mItemPool.rbegin()->first;
810 Item lastItem( lastId + 1, moveMe );
811 mItemPool.insert( lastItem );
815 mItemPool.insert( *iter );
819 // Relayout everything
820 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
823 if( FindById( newItems, iter->first ) )
825 SetupActor( *iter, durationSeconds );
829 iter->second.RemoveConstraints();
830 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
835 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
837 bool actorRemoved = RemoveActor( itemId );
840 ReapplyAllConstraints( durationSeconds );
844 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
846 bool actorRemoved( false );
848 // Remove from highest id to lowest
849 set<ItemId> sortedItems;
850 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
852 sortedItems.insert( *iter );
855 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
857 if( RemoveActor( *iter ) )
865 ReapplyAllConstraints( durationSeconds );
869 bool ItemView::RemoveActor(unsigned int itemId)
871 bool removed( false );
873 const ItemPoolIter removeIter = mItemPool.find( itemId );
875 if( removeIter != mItemPool.end() )
877 Self().Remove( removeIter->second );
880 // Adjust the remaining item IDs, for example if item 2 is removed:
881 // Initial actors: After insert:
882 // ID 1 - ActorA ID 1 - ActorA
883 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
884 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
886 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
888 if( iter->first < mItemPool.rbegin()->first )
890 iter->second = mItemPool[ iter->first + 1 ];
894 mItemPool.erase( iter );
903 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
905 SetupActor( replacementItem, durationSeconds );
906 Self().Add( replacementItem.second );
908 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
909 if( mItemPool.end() != iter )
911 Self().Remove( iter->second );
912 iter->second = replacementItem.second;
916 mItemPool.insert( replacementItem );
920 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
922 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
924 ReplaceItem( *iter, durationSeconds );
928 void ItemView::RemoveActorsOutsideRange( ItemRange range )
930 // Remove unwanted actors from the ItemView & ItemPool
931 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
933 unsigned int current = iter->first;
935 if( ! range.Within( current ) )
937 Self().Remove( iter->second );
939 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
948 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
950 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
952 // The order of addition depends on the scroll direction.
953 if (mRefreshOrderHint)
955 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
957 AddNewActor( itemId, durationSeconds );
962 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
964 AddNewActor( itemId-1, durationSeconds );
969 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
971 if( mItemPool.end() == mItemPool.find( itemId ) )
973 Actor actor = mItemFactory.NewItem( itemId );
977 Item newItem( itemId, actor );
979 mItemPool.insert( newItem );
981 SetupActor( newItem, durationSeconds );
987 void ItemView::SetupActor( Item item, float durationSeconds )
989 item.second.SetParentOrigin( ParentOrigin::CENTER );
990 item.second.SetAnchorPoint( AnchorPoint::CENTER );
995 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
997 item.second.SetSize( size );
1000 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1004 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1006 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1008 ItemRange available(0u, itemCount);
1010 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1014 // Add the reserve items for scrolling
1015 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1016 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1020 return range.Intersection(available);
1023 bool ItemView::OnTouchEvent(const TouchEvent& event)
1025 // Ignore events with multiple-touch points
1026 if (event.GetPointCount() != 1)
1031 if (event.GetPoint(0).state == TouchPoint::Down)
1033 // Cancel ongoing scrolling etc.
1034 mGestureState = Gesture::Clear;
1036 mScrollDistance = 0.0f;
1037 mScrollSpeed = 0.0f;
1038 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1040 mScrollOvershoot = 0.0f;
1041 AnimateScrollOvershoot(0.0f);
1043 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1045 RemoveAnimation(mScrollAnimation);
1048 return true; // consume since we're potentially scrolling
1051 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1053 // Respond the mouse wheel event to scroll
1056 Actor self = Self();
1057 const Vector3 layoutSize = Self().GetCurrentSize();
1058 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1059 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1061 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1062 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1063 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1064 StartRefreshTimer();
1067 if (mMouseWheelEventFinishedTimer.IsRunning())
1069 mMouseWheelEventFinishedTimer.Stop();
1072 mMouseWheelEventFinishedTimer.Start();
1077 bool ItemView::OnMouseWheelEventFinished()
1081 RemoveAnimation(mScrollAnimation);
1083 // No more mouse wheel events coming. Do the anchoring if enabled.
1084 mScrollAnimation = DoAnchoring();
1085 if (mScrollAnimation)
1087 StartRefreshTimer();
1089 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1090 mScrollAnimation.Play();
1094 mScrollOvershoot = 0.0f;
1095 AnimateScrollOvershoot(0.0f);
1097 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1104 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1106 ItemLayout::Vector3Function positionConstraint;
1107 if (layout.GetPositionConstraint(itemId, positionConstraint))
1109 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1111 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1112 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1113 ParentSource( mPropertyScrollSpeed ),
1114 ParentSource( Actor::SIZE ),
1116 constraint.SetApplyTime(duration);
1117 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1119 actor.ApplyConstraint(constraint);
1122 ItemLayout::QuaternionFunction rotationConstraint;
1123 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1125 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1127 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1128 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1129 ParentSource( mPropertyScrollSpeed ),
1130 ParentSource( Actor::SIZE ),
1132 constraint.SetApplyTime(duration);
1133 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1135 actor.ApplyConstraint(constraint);
1138 ItemLayout::Vector3Function scaleConstraint;
1139 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1141 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1143 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1144 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1145 ParentSource( mPropertyScrollSpeed ),
1146 ParentSource( Actor::SIZE ),
1148 constraint.SetApplyTime(duration);
1149 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1151 actor.ApplyConstraint(constraint);
1154 ItemLayout::Vector4Function colorConstraint;
1155 if (layout.GetColorConstraint(itemId, colorConstraint))
1157 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1159 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1160 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1161 ParentSource( mPropertyScrollSpeed ),
1162 ParentSource( Actor::SIZE ),
1164 constraint.SetApplyTime(duration);
1165 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1167 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1168 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1169 constraint.SetRemoveAction(Dali::Constraint::Discard);
1171 actor.ApplyConstraint(constraint);
1174 ItemLayout::BoolFunction visibilityConstraint;
1175 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1177 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1179 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1180 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1181 ParentSource( mPropertyScrollSpeed ),
1182 ParentSource( Actor::SIZE ),
1184 constraint.SetApplyTime(duration);
1185 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1187 // Release visibility constraints the same time as the color constraint
1188 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1189 constraint.SetRemoveAction(Dali::Constraint::Discard);
1191 actor.ApplyConstraint(constraint);
1195 void ItemView::ReapplyAllConstraints( float durationSeconds )
1197 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1199 unsigned int id = iter->first;
1200 Actor actor = iter->second;
1202 actor.RemoveConstraints();
1203 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1206 CalculateDomainSize(Self().GetCurrentSize());
1209 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1211 Actor self = Self();
1212 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1213 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1214 mScrollOvershoot = targetPosition - clamppedPosition;
1215 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1217 return clamppedPosition;
1220 void ItemView::OnPan(PanGesture gesture)
1222 Actor self = Self();
1223 const Vector3 layoutSize = Self().GetCurrentSize();
1225 RemoveAnimation(mScrollAnimation);
1227 // Short-circuit if there is no active layout
1230 mGestureState = Gesture::Clear;
1234 mGestureState = gesture.state;
1236 switch (mGestureState)
1238 case Gesture::Finished:
1241 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1242 mScrollSpeed > mMinimumSwipeSpeed)
1244 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1246 mRefreshOrderHint = true;
1248 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1249 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1253 if (mAnchoringEnabled)
1255 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1258 RemoveAnimation(mScrollAnimation);
1260 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1261 mScrollAnimation = Animation::New(flickAnimationDuration);
1262 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1263 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1264 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1267 // Check whether it has already scrolled to the end
1268 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1270 AnimateScrollOvershoot(0.0f);
1274 // Anchoring may be triggered when there was no swipe
1275 if (!mScrollAnimation)
1277 mScrollAnimation = DoAnchoring();
1280 // Reset the overshoot if no scroll animation.
1281 if (!mScrollAnimation)
1283 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1285 AnimateScrollOvershoot(0.0f, false);
1290 case Gesture::Started: // Fall through
1292 mTotalPanDisplacement = Vector2::ZERO;
1295 case Gesture::Continuing:
1297 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1298 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1300 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1301 mRefreshOrderHint = mScrollDistance < 0.0f;
1303 RemoveAnimation(mScrollSpeedAnimation);
1304 mScrollSpeedAnimation = Animation::New(0.3f);
1305 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1306 mScrollSpeedAnimation.Play();
1308 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1310 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1312 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1313 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1314 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1316 mTotalPanDisplacement += gesture.displacement;
1317 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1318 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1320 AnimateScrollOvershoot(1.0f);
1322 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1324 AnimateScrollOvershoot(-1.0f);
1328 AnimateScrollOvershoot(0.0f);
1331 StartRefreshTimer();
1335 case Gesture::Cancelled:
1337 mScrollAnimation = DoAnchoring();
1345 if (mScrollAnimation)
1347 StartRefreshTimer();
1349 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1350 mScrollAnimation.Play();
1354 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1360 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1362 Actor nextFocusActor;
1366 if(!actor || actor == this->Self())
1368 nextFocusActor = GetItem(nextItemID);
1370 else if(actor && actor.GetParent() == this->Self())
1372 int itemID = GetItemId(actor);
1373 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1374 nextFocusActor = GetItem(nextItemID);
1375 if(nextFocusActor == actor)
1377 // need to pass NULL actor back to focus manager
1378 nextFocusActor.Reset();
1379 return nextFocusActor;
1382 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1383 Vector3 layoutSize = Self().GetCurrentSize();
1386 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1387 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1388 nextItemID = viewableItems.begin;
1389 nextFocusActor = GetItem(nextItemID);
1392 return nextFocusActor;
1395 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1397 // only in this function if our chosen focus actor was actually used
1398 if(commitedFocusableActor)
1400 int nextItemID = GetItemId(commitedFocusableActor);
1401 float layoutPosition = GetCurrentLayoutPosition(0);
1402 Vector3 layoutSize = Self().GetCurrentSize();
1403 Vector3 focusItemPosition = Vector3::ZERO;
1404 ItemLayout::Vector3Function itemPositionConstraint;
1405 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1407 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1410 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1411 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1415 Animation ItemView::DoAnchoring()
1417 Animation anchoringAnimation;
1418 Actor self = Self();
1420 if (mActiveLayout && mAnchoringEnabled)
1422 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1424 anchoringAnimation = Animation::New(mAnchoringDuration);
1425 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1426 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1427 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1430 AnimateScrollOvershoot(0.0f);
1434 return anchoringAnimation;
1437 void ItemView::OnScrollFinished(Animation& source)
1439 Actor self = Self();
1441 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1443 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1445 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1447 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1451 // Reset the overshoot
1452 AnimateScrollOvershoot( 0.0f );
1454 mIsFlicking = false;
1456 mScrollOvershoot = 0.0f;
1459 void ItemView::OnOvershootOnFinished(Animation& animation)
1461 mAnimatingOvershootOn = false;
1462 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1463 RemoveAnimation(mScrollOvershootAnimation);
1464 if(mAnimateOvershootOff)
1466 AnimateScrollOvershoot(0.0f);
1470 void ItemView::StartRefreshTimer()
1474 mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
1475 mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
1478 if (!mRefreshTimer.IsRunning())
1480 mRefreshTimer.Start();
1484 void ItemView::CancelRefreshTimer()
1488 mRefreshTimer.Stop();
1492 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1494 Actor self = Self();
1495 const Vector3 layoutSize = Self().GetCurrentSize();
1496 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1498 StartRefreshTimer();
1500 if(durationSeconds > 0.0f)
1502 RemoveAnimation(mScrollAnimation);
1503 mScrollAnimation = Animation::New(durationSeconds);
1504 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1505 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1506 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1507 mScrollAnimation.Play();
1511 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1512 AnimateScrollOvershoot(0.0f);
1515 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1518 void ItemView::RemoveAnimation(Animation& animation)
1522 // Cease animating, and reset handle.
1528 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1530 Actor self = Self();
1532 Vector3 firstItemPosition(Vector3::ZERO);
1533 Vector3 lastItemPosition(Vector3::ZERO);
1537 ItemLayout::Vector3Function firstItemPositionConstraint;
1538 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1540 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1543 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1544 ItemLayout::Vector3Function lastItemPositionConstraint;
1545 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1547 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1550 if(IsHorizontal(mActiveLayout->GetOrientation()))
1552 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1553 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1557 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1558 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1561 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1562 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1563 self.SetProperty(mPropertyCanScrollHorizontal, false);
1567 Vector3 ItemView::GetDomainSize() const
1569 Actor self = Self();
1571 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1572 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1574 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1577 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1579 Actor self = Self();
1581 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1582 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1583 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1585 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1588 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1590 Vector3 firstItemPosition(Vector3::ZERO);
1591 ItemLayout::Vector3Function firstItemPositionConstraint;
1592 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1594 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1597 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1600 Vector3 ItemView::GetCurrentScrollPosition() const
1602 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1603 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1606 void ItemView::AddOverlay(Actor actor)
1611 void ItemView::RemoveOverlay(Actor actor)
1613 Self().Remove(actor);
1616 void ItemView::ScrollTo(const Vector3& position, float duration)
1618 Actor self = Self();
1619 const Vector3 layoutSize = Self().GetCurrentSize();
1621 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1623 StartRefreshTimer();
1627 RemoveAnimation(mScrollAnimation);
1628 mScrollAnimation = Animation::New(duration);
1629 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1630 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1631 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1632 mScrollAnimation.Play();
1636 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1637 AnimateScrollOvershoot(0.0f);
1640 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1643 void ItemView::ApplyOvershootOverlayConstraints()
1645 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1646 ParentSource( mPropertyScrollDirection ),
1647 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1648 ParentSource( Actor::SIZE ),
1649 OvershootOverlaySizeConstraint() );
1650 mOvershootOverlay.ApplyConstraint(constraint);
1651 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1653 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1654 ParentSource( mPropertyScrollDirection ),
1655 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1656 OvershootOverlayRotationConstraint() );
1657 mOvershootOverlay.ApplyConstraint(constraint);
1659 constraint = Constraint::New<Vector3>( Actor::POSITION,
1660 ParentSource( Actor::SIZE ),
1661 ParentSource( mPropertyScrollDirection ),
1662 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1663 OvershootOverlayPositionConstraint() );
1664 mOvershootOverlay.ApplyConstraint(constraint);
1666 constraint = Constraint::New<bool>( Actor::VISIBLE,
1667 ParentSource( mPropertyCanScrollVertical ),
1668 OvershootOverlayVisibilityConstraint() );
1669 mOvershootOverlay.ApplyConstraint(constraint);
1671 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1672 Actor self = Self();
1673 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1674 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1675 EqualToConstraint() );
1676 mOvershootEffect.ApplyConstraint(constraint);
1679 float ItemView::CalculateScrollOvershoot()
1681 float overshoot = 0.0f;
1685 // The overshoot must be calculated from the accumulated pan gesture displacement
1686 // since the pan gesture starts.
1687 Actor self = Self();
1688 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1689 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1690 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1691 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1692 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1693 overshoot = positionDelta - clamppedPosition;
1699 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1701 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1703 // make sure we animate back if needed
1704 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1706 if( mAnimatingOvershootOn )
1708 // animating on, do not allow animate off
1712 Actor self = Self();
1713 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1714 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1716 RemoveAnimation(mScrollOvershootAnimation);
1717 mScrollOvershootAnimation = Animation::New(duration);
1718 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1719 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1720 mScrollOvershootAnimation.Play();
1722 mAnimatingOvershootOn = animatingOn;
1725 } // namespace Internal
1727 } // namespace Toolkit