Merge "Scrollable public API clean-up phase 1" into tizen
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31
32 // INTERNAL INCLUDES
33 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
34 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36
37 using std::string;
38 using std::set;
39 using namespace Dali;
40
41 namespace // unnamed namespace
42 {
43
44 //Type registration
45 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
46
47 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
48 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
49 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
50
51 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
52 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
53
54 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
55 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
56
57 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
58
59 const float MILLISECONDS_PER_SECONDS = 1000.0f;
60
61 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
62 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
63 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
65
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
72
73 /**
74  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
75  */
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
77 {
78   Radian scrollDirection(layout.GetScrollDirection());
79
80   float cosTheta = cosf(scrollDirection);
81   float sinTheta = sinf(scrollDirection);
82
83   return panDistance.x * sinTheta + panDistance.y * cosTheta;
84 }
85
86 // Overshoot overlay constraints
87
88 struct OvershootOverlaySizeConstraint
89 {
90   Vector3 operator()(const Vector3& current,
91                      const PropertyInput& parentScrollDirectionProperty,
92                      const PropertyInput& parentOvershootProperty,
93                      const PropertyInput& parentSizeProperty)
94   {
95     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96     const Vector3 parentSize = parentSizeProperty.GetVector3();
97     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
98
99     float overlayWidth;
100
101     if(Toolkit::IsVertical(parentOrientation))
102     {
103       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
104     }
105     else
106     {
107       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
108     }
109
110     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
111
112     return Vector3( overlayWidth, overlayHeight, current.depth );
113   }
114 };
115
116 struct OvershootOverlayRotationConstraint
117 {
118   Quaternion operator()(const Quaternion& current,
119                         const PropertyInput& parentScrollDirectionProperty,
120                         const PropertyInput& parentOvershootProperty)
121   {
122     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123     const float parentOvershoot = parentOvershootProperty.GetFloat();
124     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
125
126     Quaternion rotation;
127
128     if(Toolkit::IsVertical(parentOrientation))
129     {
130       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
131       {
132         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
134         {
135           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
136         }
137         else
138         {
139           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
140         }
141       }
142       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
144       {
145         rotation = Quaternion(0.0f, Vector3::ZAXIS);
146       }
147       else
148       {
149         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
150       }
151     }
152     else
153     {
154       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
155       {
156         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
158         {
159           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
160         }
161         else
162         {
163           rotation = Quaternion(0.0f, Vector3::ZAXIS);
164         }
165       }
166       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
168       {
169         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
170       }
171       else
172       {
173         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
174       }
175     }
176
177     return rotation;
178   }
179 };
180
181 struct OvershootOverlayPositionConstraint
182 {
183   Vector3 operator()(const Vector3&    current,
184                      const PropertyInput& parentSizeProperty,
185                      const PropertyInput& parentScrollDirectionProperty,
186                      const PropertyInput& parentOvershootProperty)
187   {
188     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189     const float parentOvershoot = parentOvershootProperty.GetFloat();
190     const Vector3 parentSize = parentSizeProperty.GetVector3();
191     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
192
193     Vector3 relativeOffset;
194
195     if(Toolkit::IsVertical(parentOrientation))
196     {
197       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198       {
199         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201         {
202           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
203         }
204         else
205         {
206           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
207         }
208       }
209       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211       {
212         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
213       }
214       else
215       {
216         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
217       }
218     }
219     else
220     {
221       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222       {
223         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
225         {
226           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
227         }
228         else
229         {
230           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
231         }
232       }
233       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235       {
236         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
237       }
238       else
239       {
240         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
241       }
242     }
243
244     return relativeOffset * parentSize;
245
246   }
247 };
248
249 struct OvershootOverlayVisibilityConstraint
250 {
251   bool operator()(const bool& current,
252                   const PropertyInput& parentLayoutScrollableProperty)
253   {
254     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
255
256     return parentLayoutScrollable;
257   }
258 };
259
260 /**
261  * Relative position Constraint
262  * Generates the relative position value of the item view based on the layout position,
263  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
264  */
265 Vector3 RelativePositionConstraint(const Vector3& current,
266                                    const PropertyInput& scrollPositionProperty,
267                                    const PropertyInput& scrollMinProperty,
268                                    const PropertyInput& scrollMaxProperty,
269                                    const PropertyInput& layoutSizeProperty)
270 {
271   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272   const Vector3& min = scrollMinProperty.GetVector3();
273   const Vector3& max = scrollMaxProperty.GetVector3();
274
275   Vector3 relativePosition;
276   Vector3 domainSize = max - min;
277
278   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
280
281   return relativePosition;
282 }
283
284 } // unnamed namespace
285
286 namespace Dali
287 {
288
289 namespace Toolkit
290 {
291
292 namespace Internal
293 {
294
295 namespace // unnamed namespace
296 {
297
298 bool FindById( const ItemContainer& items, ItemId id )
299 {
300   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
301   {
302     if( iter->first == id )
303     {
304       return true;
305     }
306   }
307
308   return false;
309 }
310
311 } // unnamed namespace
312
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
314 {
315   // Create the implementation
316   ItemViewPtr itemView(new ItemView(factory));
317
318   // Pass ownership to CustomActor via derived handle
319   Dali::Toolkit::ItemView handle(*itemView);
320
321   // Second-phase init of the implementation
322   // This can only be done after the CustomActor connection has been made...
323   itemView->Initialize();
324
325   return handle;
326 }
327
328 ItemView::ItemView(ItemFactory& factory)
329 : Scrollable(),
330   mItemFactory(factory),
331   mActiveLayout(NULL),
332   mAnimatingOvershootOn(false),
333   mAnimateOvershootOff(false),
334   mAnchoringEnabled(true),
335   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336   mRefreshIntervalLayoutPositions(0.0f),
337   mRefreshOrderHint(true/*Refresh item 0 first*/),
338   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340   mMouseWheelScrollDistanceStep(0.0f),
341   mScrollDistance(0.0f),
342   mScrollSpeed(0.0f),
343   mTotalPanDisplacement(Vector2::ZERO),
344   mScrollOvershoot(0.0f),
345   mIsFlicking(false),
346   mGestureState(Gesture::Clear),
347   mAddingItems(false),
348   mPropertyPosition(Property::INVALID_INDEX),
349   mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
350   mPropertyScrollSpeed(Property::INVALID_INDEX),
351   mRefreshEnabled(true),
352   mItemsParentOrigin( ParentOrigin::CENTER),
353   mItemsAnchorPoint( AnchorPoint::CENTER)
354 {
355   SetRequiresMouseWheelEvents(true);
356   SetKeyboardNavigationSupport(true);
357 }
358
359 void ItemView::OnInitialize()
360 {
361   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
362
363   RegisterCommonProperties();
364
365   Actor self = Self();
366
367   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
368   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
369   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
370
371   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
372   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
373   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
374
375   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
376
377   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
378                                                    LocalSource(mPropertyPosition),
379                                                    LocalSource(mPropertyPositionMin),
380                                                    LocalSource(mPropertyPositionMax),
381                                                    LocalSource(Actor::SIZE),
382                                                    RelativePositionConstraint);
383   self.ApplyConstraint(constraint);
384
385   Vector2 stageSize = Stage::GetCurrent().GetSize();
386   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
387
388   EnableGestureDetection(Gesture::Type(Gesture::Pan));
389
390   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
391   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
392
393   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
394 }
395
396 ItemView::~ItemView()
397 {
398 }
399
400 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
401 {
402   return mScrollConnector;
403 }
404
405 unsigned int ItemView::GetLayoutCount() const
406 {
407   return mLayouts.size();
408 }
409
410 void ItemView::AddLayout(ItemLayout& layout)
411 {
412   mLayouts.push_back(ItemLayoutPtr(&layout));
413 }
414
415 void ItemView::RemoveLayout(unsigned int layoutIndex)
416 {
417   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
418
419   if (mActiveLayout == mLayouts[layoutIndex].Get())
420   {
421     mActiveLayout = NULL;
422   }
423
424   mLayouts.erase(mLayouts.begin() + layoutIndex);
425 }
426
427 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
428 {
429   return mLayouts[layoutIndex];
430 }
431
432 ItemLayoutPtr ItemView::GetActiveLayout() const
433 {
434   return ItemLayoutPtr(mActiveLayout);
435 }
436
437 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
438 {
439   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
440 }
441
442 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
443 {
444   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
445
446   mRefreshEnabled = false;
447
448   Actor self = Self();
449
450   // The ItemView size should match the active layout size
451   self.SetSize(targetSize);
452   mActiveLayoutTargetSize = targetSize;
453
454   // Switch to the new layout
455   mActiveLayout = mLayouts[layoutIndex].Get();
456
457   // Move the items to the new layout positions...
458
459   bool resizeAnimationNeeded(false);
460   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
461   {
462     unsigned int itemId = iter->first;
463     Actor actor = iter->second;
464
465     // Remove constraints from previous layout
466     actor.RemoveConstraints();
467
468     Vector3 size;
469     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
470     {
471       if( durationSeconds > 0.0f )
472       {
473         // Use a size animation
474         if (!resizeAnimationNeeded)
475         {
476           resizeAnimationNeeded = true;
477           RemoveAnimation(mResizeAnimation);
478           mResizeAnimation = Animation::New(durationSeconds);
479         }
480
481         // The layout provides its own resize animation
482         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
483       }
484       else
485       {
486         // resize immediately
487         actor.SetSize(size);
488       }
489     }
490
491     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
492   }
493
494   if (resizeAnimationNeeded)
495   {
496     mResizeAnimation.Play();
497   }
498
499   // Refresh the new layout
500   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
501   AddActorsWithinRange( range, durationSeconds );
502
503   // Scroll to an appropriate layout position
504
505   bool scrollAnimationNeeded(false);
506   float firstItemScrollPosition(0.0f);
507
508   float current = GetCurrentLayoutPosition(0);
509   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
510   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
511
512   if (current < minimum)
513   {
514     scrollAnimationNeeded = true;
515     firstItemScrollPosition = minimum;
516   }
517   else if (mAnchoringEnabled)
518   {
519     scrollAnimationNeeded = true;
520     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
521   }
522
523   if (scrollAnimationNeeded)
524   {
525     RemoveAnimation(mScrollAnimation);
526     mScrollAnimation = Animation::New(durationSeconds);
527     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
528     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
529     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
530     mScrollAnimation.Play();
531   }
532
533   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
534   AnimateScrollOvershoot(0.0f);
535   mScrollOvershoot = 0.0f;
536
537   Radian scrollDirection(mActiveLayout->GetScrollDirection());
538   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
539   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
540
541   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
542
543   CalculateDomainSize(targetSize);
544 }
545
546 void ItemView::DeactivateCurrentLayout()
547 {
548   if (mActiveLayout)
549   {
550     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
551     {
552       Actor actor = iter->second;
553       actor.RemoveConstraints();
554     }
555
556     mActiveLayout = NULL;
557   }
558 }
559
560 void ItemView::OnRefreshNotification(PropertyNotification& source)
561 {
562   if(mRefreshEnabled || mScrollAnimation)
563   {
564     // Only refresh the cache during normal scrolling
565     DoRefresh(GetCurrentLayoutPosition(0), true);
566   }
567 }
568
569 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
570 {
571   if (mActiveLayout)
572   {
573     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
574     RemoveActorsOutsideRange( range );
575     AddActorsWithinRange( range, 0.0f/*immediate*/ );
576
577     mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
578   }
579 }
580
581 void ItemView::SetMinimumSwipeSpeed(float speed)
582 {
583   mMinimumSwipeSpeed = speed;
584 }
585
586 float ItemView::GetMinimumSwipeSpeed() const
587 {
588   return mMinimumSwipeSpeed;
589 }
590
591 void ItemView::SetMinimumSwipeDistance(float distance)
592 {
593   mMinimumSwipeDistance = distance;
594 }
595
596 float ItemView::GetMinimumSwipeDistance() const
597 {
598   return mMinimumSwipeDistance;
599 }
600
601 void ItemView::SetMouseWheelScrollDistanceStep(float step)
602 {
603   mMouseWheelScrollDistanceStep = step;
604 }
605
606 float ItemView::GetMouseWheelScrollDistanceStep() const
607 {
608   return mMouseWheelScrollDistanceStep;
609 }
610
611 void ItemView::SetAnchoring(bool enabled)
612 {
613   mAnchoringEnabled = enabled;
614 }
615
616 bool ItemView::GetAnchoring() const
617 {
618   return mAnchoringEnabled;
619 }
620
621 void ItemView::SetAnchoringDuration(float durationSeconds)
622 {
623   mAnchoringDuration = durationSeconds;
624 }
625
626 float ItemView::GetAnchoringDuration() const
627 {
628   return mAnchoringDuration;
629 }
630
631 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
632 {
633   if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
634   {
635     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
636
637     if(mRefreshNotification)
638     {
639       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
640     }
641     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
642     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
643   }
644 }
645
646 float ItemView::GetRefreshInterval() const
647 {
648   return mRefreshIntervalLayoutPositions;
649 }
650
651 void ItemView::SetRefreshEnabled(bool enabled)
652 {
653   mRefreshEnabled = enabled;
654 }
655
656 Actor ItemView::GetItem(unsigned int itemId) const
657 {
658   Actor actor;
659
660   ConstItemPoolIter iter = mItemPool.find( itemId );
661   if( iter != mItemPool.end() )
662   {
663     actor = iter->second;
664   }
665
666   return actor;
667 }
668
669 unsigned int ItemView::GetItemId( Actor actor ) const
670 {
671   unsigned int itemId( 0 );
672
673   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
674   {
675     if( iter->second == actor )
676     {
677       itemId = iter->first;
678       break;
679     }
680   }
681
682   return itemId;
683 }
684
685 void ItemView::InsertItem( Item newItem, float durationSeconds )
686 {
687   mAddingItems = true;
688
689   Actor displacedActor;
690   ItemPoolIter afterDisplacedIter = mItemPool.end();
691
692   ItemPoolIter foundIter = mItemPool.find( newItem.first );
693   if( mItemPool.end() != foundIter )
694   {
695     SetupActor( newItem, durationSeconds );
696     Self().Add( newItem.second );
697
698     displacedActor = foundIter->second;
699     foundIter->second = newItem.second;
700
701     afterDisplacedIter = ++foundIter;
702   }
703   else
704   {
705     // Inserting before the existing item range?
706     ItemPoolIter iter = mItemPool.begin();
707     if( iter != mItemPool.end() &&
708         iter->first > newItem.first )
709     {
710       displacedActor = iter->second;
711       mItemPool.erase( iter++ ); // iter is still valid after the erase
712
713       afterDisplacedIter = iter;
714     }
715   }
716
717   if( displacedActor )
718   {
719     // Move the existing actors to make room
720     for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
721     {
722       Actor temp = iter->second;
723       iter->second = displacedActor;
724       displacedActor = temp;
725
726       iter->second.RemoveConstraints();
727       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
728     }
729
730     // Create last item
731     ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
732     if ( lastIter != mItemPool.rend() )
733     {
734       ItemId lastId = lastIter->first;
735       Item lastItem( lastId + 1, displacedActor );
736       mItemPool.insert( lastItem );
737
738       lastItem.second.RemoveConstraints();
739       mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
740     }
741   }
742
743   CalculateDomainSize(Self().GetCurrentSize());
744
745   mAddingItems = false;
746 }
747
748 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
749 {
750   mAddingItems = true;
751
752   // Insert from lowest id to highest
753   std::set<Item> sortedItems;
754   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
755   {
756     sortedItems.insert( *iter );
757   }
758
759   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
760   {
761     Self().Add( iter->second );
762
763     ItemPoolIter foundIter = mItemPool.find( iter->first );
764     if( mItemPool.end() != foundIter )
765     {
766       Actor moveMe = foundIter->second;
767       foundIter->second = iter->second;
768
769       // Move the existing actors to make room
770       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
771       {
772         Actor temp = iter->second;
773         iter->second = moveMe;
774         moveMe = temp;
775       }
776
777       // Create last item
778       ItemId lastId = mItemPool.rbegin()->first;
779       Item lastItem( lastId + 1, moveMe );
780       mItemPool.insert( lastItem );
781     }
782     else
783     {
784       mItemPool.insert( *iter );
785     }
786   }
787
788   // Relayout everything
789   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
790   {
791     // If newly inserted
792     if( FindById( newItems, iter->first ) )
793     {
794       SetupActor( *iter, durationSeconds );
795     }
796     else
797     {
798       iter->second.RemoveConstraints();
799       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
800     }
801   }
802
803   CalculateDomainSize(Self().GetCurrentSize());
804
805   mAddingItems = false;
806 }
807
808 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
809 {
810   bool actorsReordered = RemoveActor( itemId );
811   if( actorsReordered )
812   {
813     ReapplyAllConstraints( durationSeconds );
814
815     OnItemsRemoved();
816   }
817 }
818
819 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
820 {
821   bool actorsReordered( false );
822
823   // Remove from highest id to lowest
824   set<ItemId> sortedItems;
825   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
826   {
827     sortedItems.insert( *iter );
828   }
829
830   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
831   {
832     if( RemoveActor( *iter ) )
833     {
834       actorsReordered = true;
835     }
836   }
837
838   if( actorsReordered )
839   {
840     ReapplyAllConstraints( durationSeconds );
841
842     OnItemsRemoved();
843   }
844 }
845
846 bool ItemView::RemoveActor(unsigned int itemId)
847 {
848   bool reordered( false );
849
850   ItemPoolIter removeIter = mItemPool.find( itemId );
851   if( removeIter != mItemPool.end() )
852   {
853     ReleaseActor(itemId, removeIter->second);
854   }
855   else
856   {
857     // Removing before the existing item range?
858     ItemPoolIter iter = mItemPool.begin();
859     if( iter != mItemPool.end() &&
860         iter->first > itemId )
861     {
862       // In order to decrement the first visible item ID
863       mItemPool.insert( Item(iter->first - 1, Actor()) );
864
865       removeIter = mItemPool.begin();
866     }
867   }
868
869   if( removeIter != mItemPool.end() )
870   {
871     reordered = true;
872
873     // Adjust the remaining item IDs, for example if item 2 is removed:
874     //   Initial actors:     After insert:
875     //     ID 1 - ActorA       ID 1 - ActorA
876     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
877     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
878     //     ID 4 - ActorD
879     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
880     {
881       if( iter->first < mItemPool.rbegin()->first )
882       {
883         iter->second = mItemPool[ iter->first + 1 ];
884       }
885       else
886       {
887         mItemPool.erase( iter );
888         break;
889       }
890     }
891   }
892
893   return reordered;
894 }
895
896 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
897 {
898   mAddingItems = true;
899
900   SetupActor( replacementItem, durationSeconds );
901   Self().Add( replacementItem.second );
902
903   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
904   if( mItemPool.end() != iter )
905   {
906     ReleaseActor(iter->first, iter->second);
907     iter->second = replacementItem.second;
908   }
909   else
910   {
911     mItemPool.insert( replacementItem );
912   }
913
914   CalculateDomainSize(Self().GetCurrentSize());
915
916   mAddingItems = false;
917 }
918
919 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
920 {
921   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
922   {
923     ReplaceItem( *iter, durationSeconds );
924   }
925 }
926
927 void ItemView::RemoveActorsOutsideRange( ItemRange range )
928 {
929   // Remove unwanted actors from the ItemView & ItemPool
930   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
931   {
932     unsigned int current = iter->first;
933
934     if( ! range.Within( current ) )
935     {
936       ReleaseActor(iter->first, iter->second);
937
938       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
939     }
940     else
941     {
942       ++iter;
943     }
944   }
945 }
946
947 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
948 {
949   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
950
951   // The order of addition depends on the scroll direction.
952   if (mRefreshOrderHint)
953   {
954     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
955     {
956       AddNewActor( itemId, durationSeconds );
957     }
958   }
959   else
960   {
961     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
962     {
963       AddNewActor( itemId-1, durationSeconds );
964     }
965   }
966
967   // Total number of items may change dynamically.
968   // Always recalculate the domain size to reflect that.
969   CalculateDomainSize(Self().GetCurrentSize());
970 }
971
972 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
973 {
974   mAddingItems = true;
975
976   if( mItemPool.end() == mItemPool.find( itemId ) )
977   {
978     Actor actor = mItemFactory.NewItem( itemId );
979
980     if( actor )
981     {
982       Item newItem( itemId, actor );
983
984       mItemPool.insert( newItem );
985
986       SetupActor( newItem, durationSeconds );
987       Self().Add( actor );
988     }
989   }
990
991   mAddingItems = false;
992 }
993
994 void ItemView::SetupActor( Item item, float durationSeconds )
995 {
996   item.second.SetParentOrigin( mItemsParentOrigin );
997   item.second.SetAnchorPoint( mItemsAnchorPoint );
998
999   if( mActiveLayout )
1000   {
1001     Vector3 size;
1002     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1003     {
1004       item.second.SetSize( size );
1005     }
1006
1007     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1008   }
1009 }
1010
1011 void ItemView::ReleaseActor( ItemId item, Actor actor )
1012 {
1013   Self().Remove( actor );
1014   mItemFactory.ItemReleased(item, actor);
1015 }
1016
1017 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1018 {
1019   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1020
1021   ItemRange available(0u, itemCount);
1022
1023   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1024
1025   if (reserveExtra)
1026   {
1027     // Add the reserve items for scrolling
1028     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1029     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1030     range.end += extra;
1031   }
1032
1033   return range.Intersection(available);
1034 }
1035
1036 void ItemView::OnChildAdd(Actor& child)
1037 {
1038   if(!mAddingItems)
1039   {
1040     // We don't want to do this downcast check for any item added by ItemView itself.
1041     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1042     if(scrollComponent)
1043     {
1044       // Set the scroll connector when scroll bar is being added
1045       scrollComponent.SetScrollConnector(mScrollConnector);
1046     }
1047   }
1048 }
1049
1050 bool ItemView::OnTouchEvent(const TouchEvent& event)
1051 {
1052   // Ignore events with multiple-touch points
1053   if (event.GetPointCount() != 1)
1054   {
1055     return false;
1056   }
1057
1058   if (event.GetPoint(0).state == TouchPoint::Down)
1059   {
1060     // Cancel ongoing scrolling etc.
1061     mGestureState = Gesture::Clear;
1062
1063     mScrollDistance = 0.0f;
1064     mScrollSpeed = 0.0f;
1065     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1066
1067     mScrollOvershoot = 0.0f;
1068     AnimateScrollOvershoot(0.0f);
1069
1070     if(mScrollAnimation)
1071     {
1072       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1073     }
1074
1075     RemoveAnimation(mScrollAnimation);
1076   }
1077
1078   return true; // consume since we're potentially scrolling
1079 }
1080
1081 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1082 {
1083   // Respond the mouse wheel event to scroll
1084   if (mActiveLayout)
1085   {
1086     Actor self = Self();
1087     const Vector3 layoutSize = Self().GetCurrentSize();
1088     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1089     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1090
1091     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1092     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1093     mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1094     mRefreshEnabled = true;
1095   }
1096
1097   if (mMouseWheelEventFinishedTimer.IsRunning())
1098   {
1099     mMouseWheelEventFinishedTimer.Stop();
1100   }
1101
1102   mMouseWheelEventFinishedTimer.Start();
1103
1104   return true;
1105 }
1106
1107 bool ItemView::OnMouseWheelEventFinished()
1108 {
1109   if (mActiveLayout)
1110   {
1111     RemoveAnimation(mScrollAnimation);
1112
1113     // No more mouse wheel events coming. Do the anchoring if enabled.
1114     mScrollAnimation = DoAnchoring();
1115     if (mScrollAnimation)
1116     {
1117       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1118       mScrollAnimation.Play();
1119     }
1120     else
1121     {
1122       mScrollOvershoot = 0.0f;
1123       AnimateScrollOvershoot(0.0f);
1124
1125       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1126     }
1127   }
1128
1129   return false;
1130 }
1131
1132 void ItemView::ReapplyAllConstraints( float durationSeconds )
1133 {
1134   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1135   {
1136     unsigned int id = iter->first;
1137     Actor actor = iter->second;
1138
1139     actor.RemoveConstraints();
1140     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1141   }
1142 }
1143
1144 void ItemView::OnItemsRemoved()
1145 {
1146   CalculateDomainSize(Self().GetCurrentSize());
1147
1148   // Adjust scroll-position after an item is removed
1149   if( mActiveLayout )
1150   {
1151     float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1152
1153     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1154   }
1155 }
1156
1157 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1158 {
1159   Actor self = Self();
1160   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1161   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1162   mScrollOvershoot = targetPosition - clamppedPosition;
1163   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1164
1165   return clamppedPosition;
1166 }
1167
1168 void ItemView::OnPan( const PanGesture& gesture )
1169 {
1170   Actor self = Self();
1171   const Vector3 layoutSize = Self().GetCurrentSize();
1172
1173   RemoveAnimation(mScrollAnimation);
1174
1175   // Short-circuit if there is no active layout
1176   if (!mActiveLayout)
1177   {
1178     mGestureState = Gesture::Clear;
1179     return;
1180   }
1181
1182   mGestureState = gesture.state;
1183
1184   switch (mGestureState)
1185   {
1186     case Gesture::Finished:
1187     {
1188       // Swipe Detection
1189       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1190           mScrollSpeed > mMinimumSwipeSpeed)
1191       {
1192         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1193
1194         mRefreshOrderHint = true;
1195
1196         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1197         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1198                                                                layoutSize,
1199                                                                *mActiveLayout);
1200
1201         if (mAnchoringEnabled)
1202         {
1203           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1204         }
1205
1206         RemoveAnimation(mScrollAnimation);
1207
1208         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1209                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1210
1211         mScrollAnimation = Animation::New(flickAnimationDuration);
1212         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1213         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1214         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1215
1216         mIsFlicking = true;
1217         // Check whether it has already scrolled to the end
1218         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1219         {
1220           AnimateScrollOvershoot(0.0f);
1221         }
1222       }
1223
1224       // Anchoring may be triggered when there was no swipe
1225       if (!mScrollAnimation)
1226       {
1227         mScrollAnimation = DoAnchoring();
1228       }
1229
1230       // Reset the overshoot if no scroll animation.
1231       if (!mScrollAnimation)
1232       {
1233         mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1234
1235         AnimateScrollOvershoot(0.0f, false);
1236       }
1237     }
1238     break;
1239
1240     case Gesture::Started: // Fall through
1241     {
1242       mTotalPanDisplacement = Vector2::ZERO;
1243       mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1244       mRefreshEnabled = true;
1245     }
1246
1247     case Gesture::Continuing:
1248     {
1249       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1250       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1251
1252       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1253       mRefreshOrderHint = mScrollDistance < 0.0f;
1254
1255       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1256
1257       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1258
1259       float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1260
1261       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1262       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1263
1264       if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1265       {
1266         mTotalPanDisplacement += gesture.displacement;
1267       }
1268
1269       mScrollOvershoot = CalculateScrollOvershoot();
1270       mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1271     }
1272     break;
1273
1274     case Gesture::Cancelled:
1275     {
1276       mScrollAnimation = DoAnchoring();
1277     }
1278     break;
1279
1280     default:
1281       break;
1282   }
1283
1284   if (mScrollAnimation)
1285   {
1286     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1287     mScrollAnimation.Play();
1288   }
1289 }
1290
1291 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1292 {
1293   OnPan(gesture);
1294   return true;
1295 }
1296
1297 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1298 {
1299   Actor nextFocusActor;
1300   if(mActiveLayout)
1301   {
1302     int nextItemID = 0;
1303     if(!actor || actor == this->Self())
1304     {
1305       nextFocusActor = GetItem(nextItemID);
1306     }
1307     else if(actor && actor.GetParent() == this->Self())
1308     {
1309       int itemID = GetItemId(actor);
1310       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1311       nextFocusActor = GetItem(nextItemID);
1312       if(nextFocusActor == actor)
1313       {
1314         // need to pass NULL actor back to focus manager
1315         nextFocusActor.Reset();
1316         return nextFocusActor;
1317       }
1318     }
1319     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1320     Vector3 layoutSize = Self().GetCurrentSize();
1321     if(!nextFocusActor)
1322     {
1323       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1324       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1325       nextItemID = viewableItems.begin;
1326       nextFocusActor = GetItem(nextItemID);
1327     }
1328   }
1329   return nextFocusActor;
1330 }
1331
1332 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1333 {
1334   // only in this function if our chosen focus actor was actually used
1335   if(commitedFocusableActor)
1336   {
1337     int nextItemID = GetItemId(commitedFocusableActor);
1338     float layoutPosition = GetCurrentLayoutPosition(0);
1339     Vector3 layoutSize = Self().GetCurrentSize();
1340
1341     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1342     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1343   }
1344 }
1345
1346 Animation ItemView::DoAnchoring()
1347 {
1348   Animation anchoringAnimation;
1349   Actor self = Self();
1350
1351   if (mActiveLayout && mAnchoringEnabled)
1352   {
1353     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1354
1355     anchoringAnimation = Animation::New(mAnchoringDuration);
1356     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1357     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1358     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1359     if(!mIsFlicking)
1360     {
1361       AnimateScrollOvershoot(0.0f);
1362     }
1363   }
1364
1365   return anchoringAnimation;
1366 }
1367
1368 void ItemView::OnScrollFinished(Animation& source)
1369 {
1370   Actor self = Self();
1371
1372   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1373
1374   mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1375
1376   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1377   {
1378     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1379   }
1380   else
1381   {
1382     // Reset the overshoot
1383     AnimateScrollOvershoot( 0.0f );
1384   }
1385   mIsFlicking = false;
1386
1387   mScrollOvershoot = 0.0f;
1388 }
1389
1390 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1391 {
1392   RemoveAnimation(mScrollAnimation);
1393   mRefreshEnabled = true;
1394   DoRefresh(GetCurrentLayoutPosition(0), true);
1395 }
1396
1397 void ItemView::OnOvershootOnFinished(Animation& animation)
1398 {
1399   mAnimatingOvershootOn = false;
1400   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1401   RemoveAnimation(mScrollOvershootAnimation);
1402   if(mAnimateOvershootOff)
1403   {
1404     AnimateScrollOvershoot(0.0f);
1405   }
1406 }
1407
1408 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1409 {
1410   Actor self = Self();
1411   const Vector3 layoutSize = Self().GetCurrentSize();
1412   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1413
1414   if(durationSeconds > 0.0f)
1415   {
1416     RemoveAnimation(mScrollAnimation);
1417     mScrollAnimation = Animation::New(durationSeconds);
1418     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1419     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1420     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1421     mScrollAnimation.Play();
1422   }
1423   else
1424   {
1425     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1426     AnimateScrollOvershoot(0.0f);
1427   }
1428
1429   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1430   mRefreshEnabled = true;
1431 }
1432
1433 void ItemView::RemoveAnimation(Animation& animation)
1434 {
1435   if(animation)
1436   {
1437     // Cease animating, and reset handle.
1438     animation.Clear();
1439     animation.Reset();
1440   }
1441 }
1442
1443 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1444 {
1445   Actor self = Self();
1446
1447   Vector3 firstItemPosition(Vector3::ZERO);
1448   Vector3 lastItemPosition(Vector3::ZERO);
1449
1450   if(mActiveLayout)
1451   {
1452     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1453
1454     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1455     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1456     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1457
1458     float domainSize;
1459
1460     if(IsHorizontal(mActiveLayout->GetOrientation()))
1461     {
1462       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1463       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1464       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1465     }
1466     else
1467     {
1468       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1469       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1470       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1471     }
1472
1473     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1474
1475     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1476     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1477     self.SetProperty(mPropertyCanScrollHorizontal, false);
1478   }
1479 }
1480
1481 Vector3 ItemView::GetDomainSize() const
1482 {
1483   Actor self = Self();
1484
1485   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1486   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1487
1488   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1489 }
1490
1491 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1492 {
1493   Actor self = Self();
1494
1495   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1496   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1497   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1498
1499   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1500 }
1501
1502 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1503 {
1504   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1505   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1506 }
1507
1508 Vector3 ItemView::GetCurrentScrollPosition() const
1509 {
1510   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1511   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1512 }
1513
1514 void ItemView::AddOverlay(Actor actor)
1515 {
1516   Self().Add(actor);
1517 }
1518
1519 void ItemView::RemoveOverlay(Actor actor)
1520 {
1521   Self().Remove(actor);
1522 }
1523
1524 void ItemView::ScrollTo(const Vector3& position, float duration)
1525 {
1526   Actor self = Self();
1527   const Vector3 layoutSize = Self().GetCurrentSize();
1528
1529   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1530
1531   if(duration > 0.0f)
1532   {
1533     RemoveAnimation(mScrollAnimation);
1534     mScrollAnimation = Animation::New(duration);
1535     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1536     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1537     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1538     mScrollAnimation.Play();
1539   }
1540   else
1541   {
1542     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1543     AnimateScrollOvershoot(0.0f);
1544   }
1545
1546   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1547   mRefreshEnabled = true;
1548 }
1549
1550 void ItemView::SetOvershootEffectColor( const Vector4& color )
1551 {
1552   mOvershootEffectColor = color;
1553   if( mOvershootOverlay )
1554   {
1555     mOvershootOverlay.SetColor( color );
1556   }
1557 }
1558
1559 void ItemView::SetOvershootEnabled( bool enable )
1560 {
1561   Actor self = Self();
1562   if( enable )
1563   {
1564     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1565     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1566     mOvershootOverlay.SetColor(mOvershootEffectColor);
1567     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1568     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1569     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1570     self.Add(mOvershootOverlay);
1571
1572     Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1573                                                       ParentSource( mPropertyScrollDirection ),
1574                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1575                                                       ParentSource( Actor::SIZE ),
1576                                                       OvershootOverlaySizeConstraint() );
1577     mOvershootOverlay.ApplyConstraint(constraint);
1578     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1579
1580     constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1581                                               ParentSource( mPropertyScrollDirection ),
1582                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1583                                               OvershootOverlayRotationConstraint() );
1584     mOvershootOverlay.ApplyConstraint(constraint);
1585
1586     constraint = Constraint::New<Vector3>( Actor::POSITION,
1587                                            ParentSource( Actor::SIZE ),
1588                                            ParentSource( mPropertyScrollDirection ),
1589                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1590                                            OvershootOverlayPositionConstraint() );
1591     mOvershootOverlay.ApplyConstraint(constraint);
1592
1593     constraint = Constraint::New<bool>( Actor::VISIBLE,
1594                                         ParentSource( mPropertyCanScrollVertical ),
1595                                         OvershootOverlayVisibilityConstraint() );
1596     mOvershootOverlay.ApplyConstraint(constraint);
1597
1598     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1599                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1600                                          EqualToConstraint() );
1601     mOvershootOverlay.ApplyConstraint(constraint);
1602   }
1603   else
1604   {
1605     if( mOvershootOverlay )
1606     {
1607       self.Remove(mOvershootOverlay);
1608       mOvershootOverlay.Reset();
1609     }
1610   }
1611 }
1612
1613 float ItemView::CalculateScrollOvershoot()
1614 {
1615   float overshoot = 0.0f;
1616
1617   if(mActiveLayout)
1618   {
1619     // The overshoot must be calculated from the accumulated pan gesture displacement
1620     // since the pan gesture starts.
1621     Actor self = Self();
1622     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1623     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1624     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1625     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1626     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1627     overshoot = positionDelta - clamppedPosition;
1628   }
1629
1630   return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1631 }
1632
1633 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1634 {
1635   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1636
1637   // make sure we animate back if needed
1638   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1639
1640   if( mAnimatingOvershootOn )
1641   {
1642     // animating on, do not allow animate off
1643     return;
1644   }
1645
1646   if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1647   {
1648     float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1649     float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1650
1651     RemoveAnimation(mScrollOvershootAnimation);
1652     mScrollOvershootAnimation = Animation::New(duration);
1653     mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1654     mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1655     mScrollOvershootAnimation.Play();
1656
1657     mAnimatingOvershootOn = animatingOn;
1658   }
1659   else
1660   {
1661     mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1662   }
1663 }
1664
1665 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1666 {
1667   if( parentOrigin != mItemsParentOrigin )
1668   {
1669     mItemsParentOrigin = parentOrigin;
1670     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1671     {
1672       iter->second.SetParentOrigin(parentOrigin);
1673     }
1674   }
1675 }
1676
1677 Vector3 ItemView::GetItemsParentOrigin() const
1678 {
1679   return mItemsParentOrigin;
1680 }
1681
1682 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1683 {
1684   if( anchorPoint != mItemsAnchorPoint )
1685   {
1686     mItemsAnchorPoint = anchorPoint;
1687     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1688     {
1689       iter->second.SetAnchorPoint(anchorPoint);
1690     }
1691   }
1692 }
1693
1694 Vector3 ItemView::GetItemsAnchorPoint() const
1695 {
1696   return mItemsAnchorPoint;
1697 }
1698
1699 void ItemView::GetItemsRange(ItemRange& range)
1700 {
1701   if( !mItemPool.empty() )
1702   {
1703     range.begin = mItemPool.begin()->first;
1704     range.end = mItemPool.rbegin()->first + 1;
1705   }
1706   else
1707   {
1708     range.begin = 0;
1709     range.end = 0;
1710   }
1711 }
1712
1713 void ItemView::OnScrollPositionChanged( float position )
1714 {
1715   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1716   RemoveAnimation(mScrollAnimation);
1717
1718   // Refresh the cache immediately when the scroll position is changed.
1719   DoRefresh(position, false); // No need to cache extra items.
1720 }
1721
1722 } // namespace Internal
1723
1724 } // namespace Toolkit
1725
1726 } // namespace Dali