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>
25 #include <dali/public-api/events/mouse-wheel-event.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
27 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
32 namespace // unnamed namespace
36 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
38 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
39 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
40 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
42 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; // 20 updates per second
43 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
45 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
46 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
48 const float MILLISECONDS_PER_SECONDS = 1000.0f;
50 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
51 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
52 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
53 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
54 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
55 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
57 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
58 const string POSITION_PROPERTY_NAME( "item-view-position" );
59 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
60 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
61 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
62 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
64 // Functors which wrap constraint functions with stored item IDs
66 struct WrappedVector3Constraint
68 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
74 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
76 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
78 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
81 Toolkit::ItemLayout::Vector3Function mWrapMe;
85 struct WrappedQuaternionConstraint
87 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
93 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
95 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
97 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
100 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
101 unsigned int mItemId;
104 struct WrappedVector4Constraint
106 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
112 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
114 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
116 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
119 Toolkit::ItemLayout::Vector4Function mWrapMe;
120 unsigned int mItemId;
123 struct WrappedBoolConstraint
125 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
131 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
133 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
135 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
138 Toolkit::ItemLayout::BoolFunction mWrapMe;
139 unsigned int mItemId;
143 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
145 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
147 Radian scrollDirection(layout.GetScrollDirection());
149 float cosTheta = cosf(scrollDirection);
150 float sinTheta = sinf(scrollDirection);
152 return panDistance.x * sinTheta + panDistance.y * cosTheta;
155 // Overshoot overlay constraints
157 struct OvershootOverlaySizeConstraint
159 float operator()(const float& current,
160 const PropertyInput& parentScrollDirectionProperty,
161 const PropertyInput& parentOvershootProperty,
162 const PropertyInput& parentSizeProperty)
164 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
165 const Vector3 parentSize = parentSizeProperty.GetVector3();
166 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
170 if(Toolkit::IsVertical(parentOrientation))
172 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
176 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
183 struct OvershootOverlayRotationConstraint
185 Quaternion operator()(const Quaternion& current,
186 const PropertyInput& parentScrollDirectionProperty,
187 const PropertyInput& parentOvershootProperty)
189 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
190 const float parentOvershoot = parentOvershootProperty.GetFloat();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
195 if(Toolkit::IsVertical(parentOrientation))
197 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
199 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
202 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
206 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
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) )
212 rotation = Quaternion(0.0f, Vector3::ZAXIS);
216 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
221 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
223 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
224 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
226 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
230 rotation = Quaternion(0.0f, Vector3::ZAXIS);
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) )
236 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
240 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
248 struct OvershootOverlayPositionConstraint
250 Vector3 operator()(const Vector3& current,
251 const PropertyInput& parentSizeProperty,
252 const PropertyInput& parentScrollDirectionProperty,
253 const PropertyInput& parentOvershootProperty)
255 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
256 const float parentOvershoot = parentOvershootProperty.GetFloat();
257 const Vector3 parentSize = parentSizeProperty.GetVector3();
258 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
260 Vector3 relativeOffset;
262 if(Toolkit::IsVertical(parentOrientation))
264 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
266 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
267 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
269 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
273 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
276 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
277 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
279 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
283 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
288 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
290 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
291 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
293 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
297 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
300 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
301 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
303 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
307 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
311 return relativeOffset * parentSize;
316 struct OvershootOverlayVisibilityConstraint
318 bool operator()(const bool& current,
319 const PropertyInput& parentLayoutScrollableProperty)
321 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
323 return parentLayoutScrollable;
328 * Relative position Constraint
329 * Generates the relative position value of the item view based on the layout position,
330 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
332 Vector3 RelativePositionConstraint(const Vector3& current,
333 const PropertyInput& scrollPositionProperty,
334 const PropertyInput& scrollMinProperty,
335 const PropertyInput& scrollMaxProperty,
336 const PropertyInput& layoutSizeProperty)
338 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
339 const Vector3& min = scrollMinProperty.GetVector3();
340 const Vector3& max = scrollMaxProperty.GetVector3();
342 Vector3 relativePosition;
343 Vector3 domainSize = max - min;
345 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
346 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
348 return relativePosition;
351 } // unnamed namespace
362 namespace // unnamed namespace
365 bool FindById( const ItemContainer& items, ItemId id )
367 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
369 if( iter->first == id )
378 } // unnamed namespace
380 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
382 // Create the implementation
383 ItemViewPtr itemView(new ItemView(factory));
385 // Pass ownership to CustomActor via derived handle
386 Dali::Toolkit::ItemView handle(*itemView);
388 // Second-phase init of the implementation
389 // This can only be done after the CustomActor connection has been made...
390 itemView->Initialize();
395 ItemView::ItemView(ItemFactory& factory)
397 mItemFactory(factory),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear)
414 SetRequiresMouseWheelEvents(true);
415 SetKeyboardNavigationSupport(true);
418 void ItemView::OnInitialize()
420 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
422 RegisterCommonProperties();
426 mOvershootEffect = OvershootRippleEffect::New();
427 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
428 mOvershootOverlay = ImageActor::New( overshootImage );
429 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
430 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
431 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
432 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
433 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
434 self.Add(mOvershootOverlay);
436 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
437 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
439 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
440 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
441 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
442 mPropertyOvershoot = self.RegisterProperty(OVERSHOOT_PROPERTY_NAME, 0.0f);
444 ApplyOvershootOverlayConstraints();
446 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
447 LocalSource(mPropertyPosition),
448 LocalSource(mPropertyPositionMin),
449 LocalSource(mPropertyPositionMax),
450 LocalSource(Actor::SIZE),
451 RelativePositionConstraint);
452 self.ApplyConstraint(constraint);
454 Vector2 stageSize = Stage::GetCurrent().GetSize();
455 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
457 EnableGestureDetection(Gesture::Type(Gesture::Pan));
459 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
463 ItemView::~ItemView()
467 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
469 return mScrollConnector;
472 unsigned int ItemView::GetLayoutCount() const
474 return mLayouts.size();
477 void ItemView::AddLayout(ItemLayout& layout)
479 mLayouts.push_back(ItemLayoutPtr(&layout));
482 void ItemView::RemoveLayout(unsigned int layoutIndex)
484 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
486 if (mActiveLayout == mLayouts[layoutIndex].Get())
488 mActiveLayout = NULL;
491 mLayouts.erase(mLayouts.begin() + layoutIndex);
494 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
496 return mLayouts[layoutIndex];
499 ItemLayoutPtr ItemView::GetActiveLayout() const
501 return ItemLayoutPtr(mActiveLayout);
504 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
506 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
509 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
511 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
515 // The ItemView size should match the active layout size
516 self.SetSize(targetSize);
517 mActiveLayoutTargetSize = targetSize;
519 // Switch to the new layout
520 ItemLayout* previousLayout = mActiveLayout;
521 mActiveLayout = mLayouts[layoutIndex].Get();
523 // Calculate which items are within either layout
524 ItemRange oldRange = previousLayout ? GetItemRange(*previousLayout, targetSize, false/*don't reserve extra*/) : ItemRange(0u, 0u);
525 ItemRange newRange = GetItemRange(*mActiveLayout, targetSize, false/*don't reserve extra*/);
527 // Move the items to the new layout positions...
529 bool resizeAnimationNeeded(false);
531 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
533 unsigned int itemId = iter->first;
534 Actor actor = iter->second;
536 // Immediately relayout items that aren't within either layout
537 bool immediate = !oldRange.Within(itemId) &&
538 !newRange.Within(itemId);
540 // Remove constraints from previous layout
541 actor.RemoveConstraints();
544 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
547 durationSeconds > 0.0f)
549 // Use a size animation
550 if (!resizeAnimationNeeded)
552 resizeAnimationNeeded = true;
553 RemoveAnimation(mResizeAnimation);
554 mResizeAnimation = Animation::New(durationSeconds);
557 // The layout provides its own resize animation
558 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
562 // resize immediately
567 ApplyConstraints(actor, *mActiveLayout, itemId, immediate ? 0.0f : durationSeconds);
570 if (resizeAnimationNeeded)
572 mResizeAnimation.Play();
575 // Refresh the new layout
576 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
577 AddActorsWithinRange( range );
579 // Scroll to an appropriate layout position
581 bool scrollAnimationNeeded(false);
582 float firstItemScrollPosition(0.0f);
584 float current = GetCurrentLayoutPosition(0);
585 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
586 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
588 if (current < minimum)
590 scrollAnimationNeeded = true;
591 firstItemScrollPosition = minimum;
593 else if (mAnchoringEnabled)
595 scrollAnimationNeeded = true;
596 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
599 if (scrollAnimationNeeded)
601 RemoveAnimation(mScrollAnimation);
602 mScrollAnimation = Animation::New(mAnchoringDuration);
603 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
604 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
605 mScrollAnimation.Play();
608 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
609 AnimateScrollOvershoot(0.0f);
610 mScrollOvershoot = 0.0f;
612 Radian scrollDirection(mActiveLayout->GetScrollDirection());
613 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
614 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
616 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
618 CalculateDomainSize(targetSize);
621 void ItemView::DeactivateCurrentLayout()
625 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
627 Actor actor = iter->second;
628 actor.RemoveConstraints();
631 mActiveLayout = NULL;
634 CancelRefreshTimer();
637 bool ItemView::OnRefreshTick()
639 // Short-circuit if there is no active layout
645 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
647 RemoveActorsOutsideRange( range );
649 AddActorsWithinRange( range );
651 // Keep refreshing whilst the layout is moving
652 return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
655 void ItemView::SetMinimumSwipeSpeed(float speed)
657 mMinimumSwipeSpeed = speed;
660 float ItemView::GetMinimumSwipeSpeed() const
662 return mMinimumSwipeSpeed;
665 void ItemView::SetMinimumSwipeDistance(float distance)
667 mMinimumSwipeDistance = distance;
670 float ItemView::GetMinimumSwipeDistance() const
672 return mMinimumSwipeDistance;
675 void ItemView::SetMouseWheelScrollDistanceStep(float step)
677 mMouseWheelScrollDistanceStep = step;
680 float ItemView::GetMouseWheelScrollDistanceStep() const
682 return mMouseWheelScrollDistanceStep;
685 void ItemView::SetAnchoring(bool enabled)
687 mAnchoringEnabled = enabled;
690 bool ItemView::GetAnchoring() const
692 return mAnchoringEnabled;
695 void ItemView::SetAnchoringDuration(float durationSeconds)
697 mAnchoringDuration = durationSeconds;
700 float ItemView::GetAnchoringDuration() const
702 return mAnchoringDuration;
705 void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
707 mRefreshIntervalMilliseconds = intervalMilliseconds;
710 unsigned int ItemView::GetRefreshInterval() const
712 return mRefreshIntervalMilliseconds;
715 Actor ItemView::GetItem(unsigned int itemId) const
719 ConstItemPoolIter iter = mItemPool.find( itemId );
720 if( iter != mItemPool.end() )
722 actor = iter->second;
728 unsigned int ItemView::GetItemId( Actor actor ) const
730 unsigned int itemId( 0 );
732 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
734 if( iter->second == actor )
736 itemId = iter->first;
744 void ItemView::InsertItem( Item newItem, float durationSeconds )
746 SetupActor( newItem, durationSeconds );
747 Self().Add( newItem.second );
749 ItemPoolIter foundIter = mItemPool.find( newItem.first );
750 if( mItemPool.end() != foundIter )
752 Actor moveMe = foundIter->second;
753 foundIter->second = newItem.second;
755 // Move the existing actors to make room
756 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
758 Actor temp = iter->second;
759 iter->second = moveMe;
762 iter->second.RemoveConstraints();
763 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
767 ItemId lastId = mItemPool.rbegin()->first;
768 Item lastItem( lastId + 1, moveMe );
769 mItemPool.insert( lastItem );
771 lastItem.second.RemoveConstraints();
772 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
776 mItemPool.insert( newItem );
780 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
782 // Insert from lowest id to highest
783 set<Item> sortedItems;
784 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
786 sortedItems.insert( *iter );
789 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
791 Self().Add( iter->second );
793 cout << "inserting item: " << iter->first << endl;
795 ItemPoolIter foundIter = mItemPool.find( iter->first );
796 if( mItemPool.end() != foundIter )
798 Actor moveMe = foundIter->second;
799 foundIter->second = iter->second;
801 // Move the existing actors to make room
802 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
804 Actor temp = iter->second;
805 iter->second = moveMe;
810 ItemId lastId = mItemPool.rbegin()->first;
811 Item lastItem( lastId + 1, moveMe );
812 mItemPool.insert( lastItem );
816 mItemPool.insert( *iter );
820 // Relayout everything
821 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
824 if( FindById( newItems, iter->first ) )
826 SetupActor( *iter, durationSeconds );
830 iter->second.RemoveConstraints();
831 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
836 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
838 bool actorRemoved = RemoveActor( itemId );
841 ReapplyAllConstraints( durationSeconds );
845 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
847 bool actorRemoved( false );
849 // Remove from highest id to lowest
850 set<ItemId> sortedItems;
851 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
853 sortedItems.insert( *iter );
856 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
858 if( RemoveActor( *iter ) )
866 ReapplyAllConstraints( durationSeconds );
870 bool ItemView::RemoveActor(unsigned int itemId)
872 bool removed( false );
874 const ItemPoolIter removeIter = mItemPool.find( itemId );
876 if( removeIter != mItemPool.end() )
878 Self().Remove( removeIter->second );
881 // Adjust the remaining item IDs, for example if item 2 is removed:
882 // Initial actors: After insert:
883 // ID 1 - ActorA ID 1 - ActorA
884 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
885 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
887 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
889 if( iter->first < mItemPool.rbegin()->first )
891 iter->second = mItemPool[ iter->first + 1 ];
895 mItemPool.erase( iter );
904 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
906 SetupActor( replacementItem, durationSeconds );
907 Self().Add( replacementItem.second );
909 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
910 if( mItemPool.end() != iter )
912 Self().Remove( iter->second );
913 iter->second = replacementItem.second;
917 mItemPool.insert( replacementItem );
921 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
923 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
925 ReplaceItem( *iter, durationSeconds );
929 void ItemView::RemoveActorsOutsideRange( ItemRange range )
931 // Remove unwanted actors from the ItemView & ItemPool
932 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
934 unsigned int current = iter->first;
936 if( ! range.Within( current ) )
938 Self().Remove( iter->second );
940 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
949 void ItemView::AddActorsWithinRange( ItemRange range )
951 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
953 // The order of addition depends on the scroll direction.
954 if (mRefreshOrderHint)
956 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
958 AddNewActor( itemId );
963 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
965 AddNewActor( itemId-1 );
970 void ItemView::AddNewActor( unsigned int itemId )
972 if( mItemPool.end() == mItemPool.find( itemId ) )
974 Actor actor = mItemFactory.NewItem( itemId );
978 Item newItem( itemId, actor );
980 mItemPool.insert( newItem );
982 SetupActor( newItem, 0.0f/*immediate*/ );
988 void ItemView::SetupActor( Item item, float durationSeconds )
990 item.second.SetParentOrigin( ParentOrigin::CENTER );
991 item.second.SetAnchorPoint( AnchorPoint::CENTER );
996 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
998 item.second.SetSize( size );
1001 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1005 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1007 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1009 ItemRange available(0u, itemCount);
1011 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1015 // Add the reserve items for scrolling
1016 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1017 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1021 return range.Intersection(available);
1024 bool ItemView::OnTouchEvent(const TouchEvent& event)
1026 // Ignore events with multiple-touch points
1027 if (event.GetPointCount() != 1)
1032 if (event.GetPoint(0).state == TouchPoint::Down)
1034 // Cancel ongoing scrolling etc.
1035 mGestureState = Gesture::Clear;
1037 mScrollDistance = 0.0f;
1038 mScrollSpeed = 0.0f;
1039 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1041 mScrollOvershoot = 0.0f;
1042 AnimateScrollOvershoot(0.0f);
1044 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1046 RemoveAnimation(mScrollAnimation);
1049 return true; // consume since we're potentially scrolling
1052 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1054 // Respond the mouse wheel event to scroll
1057 Actor self = Self();
1058 const Vector3 layoutSize = Self().GetCurrentSize();
1059 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1060 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1062 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1063 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1064 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1065 StartRefreshTimer();
1068 if (mMouseWheelEventFinishedTimer.IsRunning())
1070 mMouseWheelEventFinishedTimer.Stop();
1073 mMouseWheelEventFinishedTimer.Start();
1078 bool ItemView::OnMouseWheelEventFinished()
1082 RemoveAnimation(mScrollAnimation);
1084 // No more mouse wheel events coming. Do the anchoring if enabled.
1085 mScrollAnimation = DoAnchoring();
1086 if (mScrollAnimation)
1088 StartRefreshTimer();
1090 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1091 mScrollAnimation.Play();
1095 mScrollOvershoot = 0.0f;
1096 AnimateScrollOvershoot(0.0f);
1098 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1105 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1107 ItemLayout::Vector3Function positionConstraint;
1108 if (layout.GetPositionConstraint(itemId, positionConstraint))
1110 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1112 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1113 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1114 ParentSource( mPropertyScrollSpeed ),
1115 ParentSource( Actor::SIZE ),
1117 constraint.SetApplyTime(duration);
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);
1134 actor.ApplyConstraint(constraint);
1137 ItemLayout::Vector3Function scaleConstraint;
1138 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1140 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1142 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1143 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1144 ParentSource( mPropertyScrollSpeed ),
1145 ParentSource( Actor::SIZE ),
1147 constraint.SetApplyTime(duration);
1149 actor.ApplyConstraint(constraint);
1152 ItemLayout::Vector4Function colorConstraint;
1153 if (layout.GetColorConstraint(itemId, colorConstraint))
1155 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1157 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1158 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1159 ParentSource( mPropertyScrollSpeed ),
1160 ParentSource( Actor::SIZE ),
1162 constraint.SetApplyTime(duration);
1164 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1165 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1166 constraint.SetRemoveAction(Dali::Constraint::Discard);
1168 actor.ApplyConstraint(constraint);
1171 ItemLayout::BoolFunction visibilityConstraint;
1172 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1174 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1176 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1177 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1178 ParentSource( mPropertyScrollSpeed ),
1179 ParentSource( Actor::SIZE ),
1181 constraint.SetApplyTime(duration);
1183 // Release visibility constraints the same time as the color constraint
1184 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1185 constraint.SetRemoveAction(Dali::Constraint::Discard);
1187 actor.ApplyConstraint(constraint);
1191 void ItemView::ReapplyAllConstraints( float durationSeconds )
1193 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1195 unsigned int id = iter->first;
1196 Actor actor = iter->second;
1198 actor.RemoveConstraints();
1199 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1202 CalculateDomainSize(Self().GetCurrentSize());
1205 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1207 Actor self = Self();
1208 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1209 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1210 mScrollOvershoot = targetPosition - clamppedPosition;
1211 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1213 return clamppedPosition;
1216 void ItemView::OnPan(PanGesture gesture)
1218 Actor self = Self();
1219 const Vector3 layoutSize = Self().GetCurrentSize();
1221 RemoveAnimation(mScrollAnimation);
1223 // Short-circuit if there is no active layout
1226 mGestureState = Gesture::Clear;
1230 mGestureState = gesture.state;
1232 switch (mGestureState)
1234 case Gesture::Finished:
1237 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1238 mScrollSpeed > mMinimumSwipeSpeed)
1240 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1242 mRefreshOrderHint = true;
1244 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1245 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1249 if (mAnchoringEnabled)
1251 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1254 RemoveAnimation(mScrollAnimation);
1256 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1257 mScrollAnimation = Animation::New(flickAnimationDuration);
1258 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1259 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1260 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1263 // Check whether it has already scrolled to the end
1264 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1266 AnimateScrollOvershoot(0.0f);
1270 // Anchoring may be triggered when there was no swipe
1271 if (!mScrollAnimation)
1273 mScrollAnimation = DoAnchoring();
1276 // Reset the overshoot if no scroll animation.
1277 if (!mScrollAnimation)
1279 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1281 AnimateScrollOvershoot(0.0f, false);
1286 case Gesture::Started: // Fall through
1288 mTotalPanDisplacement = Vector2::ZERO;
1291 case Gesture::Continuing:
1293 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1294 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1296 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1297 mRefreshOrderHint = mScrollDistance < 0.0f;
1299 RemoveAnimation(mScrollSpeedAnimation);
1300 mScrollSpeedAnimation = Animation::New(0.3f);
1301 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1302 mScrollSpeedAnimation.Play();
1304 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1306 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1308 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1309 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1310 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1312 mTotalPanDisplacement += gesture.displacement;
1313 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1314 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1316 AnimateScrollOvershoot(1.0f);
1318 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1320 AnimateScrollOvershoot(-1.0f);
1324 AnimateScrollOvershoot(0.0f);
1327 StartRefreshTimer();
1331 case Gesture::Cancelled:
1333 mScrollAnimation = DoAnchoring();
1341 if (mScrollAnimation)
1343 StartRefreshTimer();
1345 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1346 mScrollAnimation.Play();
1350 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1356 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1358 Actor nextFocusActor;
1362 if(!actor || actor == this->Self())
1364 nextFocusActor = GetItem(nextItemID);
1366 else if(actor && actor.GetParent() == this->Self())
1368 int itemID = GetItemId(actor);
1369 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1370 nextFocusActor = GetItem(nextItemID);
1371 if(nextFocusActor == actor)
1373 // need to pass NULL actor back to focus manager
1374 nextFocusActor.Reset();
1375 return nextFocusActor;
1378 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1379 Vector3 layoutSize = Self().GetCurrentSize();
1382 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1383 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1384 nextItemID = viewableItems.begin;
1385 nextFocusActor = GetItem(nextItemID);
1388 return nextFocusActor;
1391 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1393 // only in this function if our chosen focus actor was actually used
1394 if(commitedFocusableActor)
1396 int nextItemID = GetItemId(commitedFocusableActor);
1397 float layoutPosition = GetCurrentLayoutPosition(0);
1398 Vector3 layoutSize = Self().GetCurrentSize();
1399 Vector3 focusItemPosition = Vector3::ZERO;
1400 ItemLayout::Vector3Function itemPositionConstraint;
1401 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1403 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1406 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1407 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1411 Animation ItemView::DoAnchoring()
1413 Animation anchoringAnimation;
1414 Actor self = Self();
1416 if (mActiveLayout && mAnchoringEnabled)
1418 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1420 anchoringAnimation = Animation::New(mAnchoringDuration);
1421 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1422 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1423 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1426 AnimateScrollOvershoot(0.0f);
1430 return anchoringAnimation;
1433 void ItemView::OnScrollFinished(Animation& source)
1435 Actor self = Self();
1437 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1439 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1441 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1443 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1447 // Reset the overshoot
1448 AnimateScrollOvershoot( 0.0f );
1450 mIsFlicking = false;
1452 mScrollOvershoot = 0.0f;
1455 void ItemView::OnOvershootOnFinished(Animation& animation)
1457 mAnimatingOvershootOn = false;
1458 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1459 RemoveAnimation(mScrollOvershootAnimation);
1460 if(mAnimateOvershootOff)
1462 AnimateScrollOvershoot(0.0f);
1466 void ItemView::StartRefreshTimer()
1470 mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
1471 mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
1474 if (!mRefreshTimer.IsRunning())
1476 mRefreshTimer.Start();
1480 void ItemView::CancelRefreshTimer()
1484 mRefreshTimer.Stop();
1488 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1490 Actor self = Self();
1491 const Vector3 layoutSize = Self().GetCurrentSize();
1492 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1494 StartRefreshTimer();
1496 if(durationSeconds > 0.0f)
1498 RemoveAnimation(mScrollAnimation);
1499 mScrollAnimation = Animation::New(durationSeconds);
1500 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1501 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1502 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1503 mScrollAnimation.Play();
1507 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1508 AnimateScrollOvershoot(0.0f);
1511 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1514 void ItemView::RemoveAnimation(Animation& animation)
1518 // Cease animating, and reset handle.
1524 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1526 Actor self = Self();
1528 Vector3 firstItemPosition(Vector3::ZERO);
1529 Vector3 lastItemPosition(Vector3::ZERO);
1533 ItemLayout::Vector3Function firstItemPositionConstraint;
1534 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1536 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1539 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1540 ItemLayout::Vector3Function lastItemPositionConstraint;
1541 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1543 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1546 if(IsHorizontal(mActiveLayout->GetOrientation()))
1548 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1549 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1553 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1554 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1557 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1558 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1559 self.SetProperty(mPropertyCanScrollHorizontal, false);
1563 Vector3 ItemView::GetDomainSize() const
1565 Actor self = Self();
1567 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1568 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1570 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1573 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1575 Actor self = Self();
1577 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1578 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1579 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1581 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1584 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1586 Vector3 firstItemPosition(Vector3::ZERO);
1587 ItemLayout::Vector3Function firstItemPositionConstraint;
1588 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1590 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1593 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1596 Vector3 ItemView::GetCurrentScrollPosition() const
1598 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1599 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1602 void ItemView::AddOverlay(Actor actor)
1607 void ItemView::RemoveOverlay(Actor actor)
1609 Self().Remove(actor);
1612 void ItemView::ScrollTo(const Vector3& position, float duration)
1614 Actor self = Self();
1615 const Vector3 layoutSize = Self().GetCurrentSize();
1617 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1619 StartRefreshTimer();
1623 RemoveAnimation(mScrollAnimation);
1624 mScrollAnimation = Animation::New(duration);
1625 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1626 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1627 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1628 mScrollAnimation.Play();
1632 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1633 AnimateScrollOvershoot(0.0f);
1636 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1639 void ItemView::ApplyOvershootOverlayConstraints()
1641 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1642 ParentSource( mPropertyScrollDirection ),
1643 ParentSource( mPropertyOvershoot ),
1644 ParentSource( Actor::SIZE ),
1645 OvershootOverlaySizeConstraint() );
1646 mOvershootOverlay.ApplyConstraint(constraint);
1647 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1649 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1650 ParentSource( mPropertyScrollDirection ),
1651 ParentSource( mPropertyOvershoot ),
1652 OvershootOverlayRotationConstraint() );
1653 mOvershootOverlay.ApplyConstraint(constraint);
1655 constraint = Constraint::New<Vector3>( Actor::POSITION,
1656 ParentSource( Actor::SIZE ),
1657 ParentSource( mPropertyScrollDirection ),
1658 ParentSource( mPropertyOvershoot ),
1659 OvershootOverlayPositionConstraint() );
1660 mOvershootOverlay.ApplyConstraint(constraint);
1662 constraint = Constraint::New<bool>( Actor::VISIBLE,
1663 ParentSource( mPropertyCanScrollVertical ),
1664 OvershootOverlayVisibilityConstraint() );
1665 mOvershootOverlay.ApplyConstraint(constraint);
1667 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1668 Actor self = Self();
1669 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1670 Source( self, mPropertyOvershoot ),
1671 EqualToConstraint() );
1672 mOvershootEffect.ApplyConstraint(constraint);
1675 float ItemView::CalculateScrollOvershoot()
1677 float overshoot = 0.0f;
1681 // The overshoot must be calculated from the accumulated pan gesture displacement
1682 // since the pan gesture starts.
1683 Actor self = Self();
1684 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1685 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1686 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1687 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1688 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1689 overshoot = positionDelta - clamppedPosition;
1695 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1697 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1699 // make sure we animate back if needed
1700 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1702 if( mAnimatingOvershootOn )
1704 // animating on, do not allow animate off
1708 Actor self = Self();
1709 float currentOvershoot = self.GetProperty<float>(mPropertyOvershoot);
1710 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1712 RemoveAnimation(mScrollOvershootAnimation);
1713 mScrollOvershootAnimation = Animation::New(duration);
1714 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1715 mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) );
1716 mScrollOvershootAnimation.Play();
1718 mAnimatingOvershootOn = animatingOn;
1721 } // namespace Internal
1723 } // namespace Toolkit