dad90efc3b1a52c3c641ffc16ddcb0c078e6cad7
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 //
2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
3 //
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
7 //
8 //     http://floralicense.org/license/
9 //
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
15 //
16
17 // CLASS HEADER
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
19
20 // EXTERNAL INCLUDES
21 #include <algorithm>
22 #include <set>
23
24 // INTERNAL INCLUDES
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>
28
29 using namespace std;
30 using namespace Dali;
31
32 namespace // unnamed namespace
33 {
34
35 //Type registration
36 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37
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;
41
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
44
45 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
46 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47
48 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49
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;
56
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" );
63
64 // Functors which wrap constraint functions with stored item IDs
65
66 struct WrappedVector3Constraint
67 {
68   WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
69   : mWrapMe(wrapMe),
70     mItemId(itemId)
71   {
72   }
73
74   Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75   {
76     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77
78     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
79   }
80
81   Toolkit::ItemLayout::Vector3Function mWrapMe;
82   unsigned int mItemId;
83 };
84
85 struct WrappedQuaternionConstraint
86 {
87   WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
88   : mWrapMe(wrapMe),
89     mItemId(itemId)
90   {
91   }
92
93   Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94   {
95     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96
97     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
98   }
99
100   Toolkit::ItemLayout::QuaternionFunction mWrapMe;
101   unsigned int mItemId;
102 };
103
104 struct WrappedVector4Constraint
105 {
106   WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
107   : mWrapMe(wrapMe),
108     mItemId(itemId)
109   {
110   }
111
112   Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113   {
114     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115
116     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
117   }
118
119   Toolkit::ItemLayout::Vector4Function mWrapMe;
120   unsigned int mItemId;
121 };
122
123 struct WrappedBoolConstraint
124 {
125   WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
126   : mWrapMe(wrapMe),
127     mItemId(itemId)
128   {
129   }
130
131   bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132   {
133     float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134
135     return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
136   }
137
138   Toolkit::ItemLayout::BoolFunction mWrapMe;
139   unsigned int mItemId;
140 };
141
142 /**
143  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144  */
145 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 {
147   Radian scrollDirection(layout.GetScrollDirection());
148
149   float cosTheta = cosf(scrollDirection);
150   float sinTheta = sinf(scrollDirection);
151
152   return panDistance.x * sinTheta + panDistance.y * cosTheta;
153 }
154
155 // Overshoot overlay constraints
156
157 struct OvershootOverlaySizeConstraint
158 {
159   float operator()(const float& current,
160                      const PropertyInput& parentScrollDirectionProperty,
161                      const PropertyInput& parentOvershootProperty,
162                      const PropertyInput& parentSizeProperty)
163   {
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);
167
168     float overlayWidth;
169
170     if(Toolkit::IsVertical(parentOrientation))
171     {
172       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
173     }
174     else
175     {
176       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
177     }
178
179     return overlayWidth;
180   }
181 };
182
183 struct OvershootOverlayRotationConstraint
184 {
185   Quaternion operator()(const Quaternion& current,
186                         const PropertyInput& parentScrollDirectionProperty,
187                         const PropertyInput& parentOvershootProperty)
188   {
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);
192
193     Quaternion rotation;
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           rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
203         }
204         else
205         {
206           rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
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         rotation = Quaternion(0.0f, Vector3::ZAXIS);
213       }
214       else
215       {
216         rotation = Quaternion(Math::PI, Vector3::ZAXIS);
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           rotation = Quaternion(Math::PI, Vector3::ZAXIS);
227         }
228         else
229         {
230           rotation = Quaternion(0.0f, Vector3::ZAXIS);
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         rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
237       }
238       else
239       {
240         rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
241       }
242     }
243
244     return rotation;
245   }
246 };
247
248 struct OvershootOverlayPositionConstraint
249 {
250   Vector3 operator()(const Vector3&    current,
251                      const PropertyInput& parentSizeProperty,
252                      const PropertyInput& parentScrollDirectionProperty,
253                      const PropertyInput& parentOvershootProperty)
254   {
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);
259
260     Vector3 relativeOffset;
261
262     if(Toolkit::IsVertical(parentOrientation))
263     {
264       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265       {
266         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
267             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268         {
269           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
270         }
271         else
272         {
273           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
274         }
275       }
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) )
278       {
279         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
280       }
281       else
282       {
283         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
284       }
285     }
286     else
287     {
288       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289       {
290         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
291             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292         {
293           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
294         }
295         else
296         {
297           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
298         }
299       }
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) )
302       {
303         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
304       }
305       else
306       {
307         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
308       }
309     }
310
311     return relativeOffset * parentSize;
312
313   }
314 };
315
316 struct OvershootOverlayVisibilityConstraint
317 {
318   bool operator()(const bool& current,
319                   const PropertyInput& parentLayoutScrollableProperty)
320   {
321     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322
323     return parentLayoutScrollable;
324   }
325 };
326
327 /**
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.
331  */
332 Vector3 RelativePositionConstraint(const Vector3& current,
333                                    const PropertyInput& scrollPositionProperty,
334                                    const PropertyInput& scrollMinProperty,
335                                    const PropertyInput& scrollMaxProperty,
336                                    const PropertyInput& layoutSizeProperty)
337 {
338   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
339   const Vector3& min = scrollMinProperty.GetVector3();
340   const Vector3& max = scrollMaxProperty.GetVector3();
341
342   Vector3 relativePosition;
343   Vector3 domainSize = max - min;
344
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;
347
348   return relativePosition;
349 }
350
351 } // unnamed namespace
352
353 namespace Dali
354 {
355
356 namespace Toolkit
357 {
358
359 namespace Internal
360 {
361
362 namespace // unnamed namespace
363 {
364
365 bool FindById( const ItemContainer& items, ItemId id )
366 {
367   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368   {
369     if( iter->first == id )
370     {
371       return true;
372     }
373   }
374
375   return false;
376 }
377
378 } // unnamed namespace
379
380 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 {
382   // Create the implementation
383   ItemViewPtr itemView(new ItemView(factory));
384
385   // Pass ownership to CustomActor via derived handle
386   Dali::Toolkit::ItemView handle(*itemView);
387
388   // Second-phase init of the implementation
389   // This can only be done after the CustomActor connection has been made...
390   itemView->Initialize();
391
392   return handle;
393 }
394
395 ItemView::ItemView(ItemFactory& factory)
396 : Scrollable(),
397   mItemFactory(factory),
398   mActiveLayout(NULL),
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),
408   mScrollSpeed(0.0f),
409   mTotalPanDisplacement(Vector2::ZERO),
410   mScrollOvershoot(0.0f),
411   mIsFlicking(false),
412   mGestureState(Gesture::Clear)
413 {
414   SetRequiresMouseWheelEvents(true);
415   SetKeyboardNavigationSupport(true);
416 }
417
418 void ItemView::OnInitialize()
419 {
420   SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
421
422   RegisterCommonProperties();
423
424   Actor self = Self();
425
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);
435
436   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
437   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
438
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);
443
444   ApplyOvershootOverlayConstraints();
445
446   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
447                                                    LocalSource(mPropertyPosition),
448                                                    LocalSource(mPropertyPositionMin),
449                                                    LocalSource(mPropertyPositionMax),
450                                                    LocalSource(Actor::SIZE),
451                                                    RelativePositionConstraint);
452   self.ApplyConstraint(constraint);
453
454   Vector2 stageSize = Stage::GetCurrent().GetSize();
455   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
456
457   EnableGestureDetection(Gesture::Type(Gesture::Pan));
458
459   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
461 }
462
463 ItemView::~ItemView()
464 {
465 }
466
467 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
468 {
469   return mScrollConnector;
470 }
471
472 unsigned int ItemView::GetLayoutCount() const
473 {
474   return mLayouts.size();
475 }
476
477 void ItemView::AddLayout(ItemLayout& layout)
478 {
479   mLayouts.push_back(ItemLayoutPtr(&layout));
480 }
481
482 void ItemView::RemoveLayout(unsigned int layoutIndex)
483 {
484   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
485
486   if (mActiveLayout == mLayouts[layoutIndex].Get())
487   {
488     mActiveLayout = NULL;
489   }
490
491   mLayouts.erase(mLayouts.begin() + layoutIndex);
492 }
493
494 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
495 {
496   return mLayouts[layoutIndex];
497 }
498
499 ItemLayoutPtr ItemView::GetActiveLayout() const
500 {
501   return ItemLayoutPtr(mActiveLayout);
502 }
503
504 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
505 {
506   return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
507 }
508
509 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
510 {
511   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
512
513   Actor self = Self();
514
515   // The ItemView size should match the active layout size
516   self.SetSize(targetSize);
517   mActiveLayoutTargetSize = targetSize;
518
519   // Switch to the new layout
520   ItemLayout* previousLayout = mActiveLayout;
521   mActiveLayout = mLayouts[layoutIndex].Get();
522
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*/);
526
527   // Move the items to the new layout positions...
528
529   bool resizeAnimationNeeded(false);
530
531   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
532   {
533     unsigned int itemId = iter->first;
534     Actor actor = iter->second;
535
536     // Immediately relayout items that aren't within either layout
537     bool immediate = !oldRange.Within(itemId) &&
538                      !newRange.Within(itemId);
539
540     // Remove constraints from previous layout
541     actor.RemoveConstraints();
542
543     Vector3 size;
544     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
545     {
546       if (!immediate &&
547           durationSeconds > 0.0f)
548       {
549         // Use a size animation
550         if (!resizeAnimationNeeded)
551         {
552           resizeAnimationNeeded = true;
553           RemoveAnimation(mResizeAnimation);
554           mResizeAnimation = Animation::New(durationSeconds);
555         }
556
557         // The layout provides its own resize animation
558         mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
559       }
560       else
561       {
562         // resize immediately
563         actor.SetSize(size);
564       }
565     }
566
567     ApplyConstraints(actor, *mActiveLayout, itemId, immediate ? 0.0f : durationSeconds);
568   }
569
570   if (resizeAnimationNeeded)
571   {
572     mResizeAnimation.Play();
573   }
574
575   // Refresh the new layout
576   ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
577   AddActorsWithinRange( range );
578
579   // Scroll to an appropriate layout position
580
581   bool scrollAnimationNeeded(false);
582   float firstItemScrollPosition(0.0f);
583
584   float current = GetCurrentLayoutPosition(0);
585   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
586   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
587
588   if (current < minimum)
589   {
590     scrollAnimationNeeded = true;
591     firstItemScrollPosition = minimum;
592   }
593   else if (mAnchoringEnabled)
594   {
595     scrollAnimationNeeded = true;
596     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
597   }
598
599   if (scrollAnimationNeeded)
600   {
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();
606   }
607
608   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
609   AnimateScrollOvershoot(0.0f);
610   mScrollOvershoot = 0.0f;
611
612   Radian scrollDirection(mActiveLayout->GetScrollDirection());
613   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
614   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
615
616   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
617
618   CalculateDomainSize(targetSize);
619 }
620
621 void ItemView::DeactivateCurrentLayout()
622 {
623   if (mActiveLayout)
624   {
625     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
626     {
627       Actor actor = iter->second;
628       actor.RemoveConstraints();
629     }
630
631     mActiveLayout = NULL;
632   }
633
634   CancelRefreshTimer();
635 }
636
637 bool ItemView::OnRefreshTick()
638 {
639   // Short-circuit if there is no active layout
640   if (!mActiveLayout)
641   {
642     return false;
643   }
644
645   ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
646
647   RemoveActorsOutsideRange( range );
648
649   AddActorsWithinRange( range );
650
651   // Keep refreshing whilst the layout is moving
652   return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
653 }
654
655 void ItemView::SetMinimumSwipeSpeed(float speed)
656 {
657   mMinimumSwipeSpeed = speed;
658 }
659
660 float ItemView::GetMinimumSwipeSpeed() const
661 {
662   return mMinimumSwipeSpeed;
663 }
664
665 void ItemView::SetMinimumSwipeDistance(float distance)
666 {
667   mMinimumSwipeDistance = distance;
668 }
669
670 float ItemView::GetMinimumSwipeDistance() const
671 {
672   return mMinimumSwipeDistance;
673 }
674
675 void ItemView::SetMouseWheelScrollDistanceStep(float step)
676 {
677   mMouseWheelScrollDistanceStep = step;
678 }
679
680 float ItemView::GetMouseWheelScrollDistanceStep() const
681 {
682   return mMouseWheelScrollDistanceStep;
683 }
684
685 void ItemView::SetAnchoring(bool enabled)
686 {
687   mAnchoringEnabled = enabled;
688 }
689
690 bool ItemView::GetAnchoring() const
691 {
692   return mAnchoringEnabled;
693 }
694
695 void ItemView::SetAnchoringDuration(float durationSeconds)
696 {
697   mAnchoringDuration = durationSeconds;
698 }
699
700 float ItemView::GetAnchoringDuration() const
701 {
702   return mAnchoringDuration;
703 }
704
705 void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
706 {
707   mRefreshIntervalMilliseconds = intervalMilliseconds;
708 }
709
710 unsigned int ItemView::GetRefreshInterval() const
711 {
712   return mRefreshIntervalMilliseconds;
713 }
714
715 Actor ItemView::GetItem(unsigned int itemId) const
716 {
717   Actor actor;
718
719   ConstItemPoolIter iter = mItemPool.find( itemId );
720   if( iter != mItemPool.end() )
721   {
722     actor = iter->second;
723   }
724
725   return actor;
726 }
727
728 unsigned int ItemView::GetItemId( Actor actor ) const
729 {
730   unsigned int itemId( 0 );
731
732   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
733   {
734     if( iter->second == actor )
735     {
736       itemId = iter->first;
737       break;
738     }
739   }
740
741   return itemId;
742 }
743
744 void ItemView::InsertItem( Item newItem, float durationSeconds )
745 {
746   SetupActor( newItem, durationSeconds );
747   Self().Add( newItem.second );
748
749   ItemPoolIter foundIter = mItemPool.find( newItem.first );
750   if( mItemPool.end() != foundIter )
751   {
752     Actor moveMe = foundIter->second;
753     foundIter->second = newItem.second;
754
755     // Move the existing actors to make room
756     for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
757     {
758       Actor temp = iter->second;
759       iter->second = moveMe;
760       moveMe = temp;
761
762       iter->second.RemoveConstraints();
763       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
764     }
765
766     // Create last item
767     ItemId lastId = mItemPool.rbegin()->first;
768     Item lastItem( lastId + 1, moveMe );
769     mItemPool.insert( lastItem );
770
771     lastItem.second.RemoveConstraints();
772     ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
773   }
774   else
775   {
776     mItemPool.insert( newItem );
777   }
778 }
779
780 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
781 {
782   // Insert from lowest id to highest
783   set<Item> sortedItems;
784   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
785   {
786     sortedItems.insert( *iter );
787   }
788
789   for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
790   {
791     Self().Add( iter->second );
792
793     cout << "inserting item: " << iter->first << endl;
794
795     ItemPoolIter foundIter = mItemPool.find( iter->first );
796     if( mItemPool.end() != foundIter )
797     {
798       Actor moveMe = foundIter->second;
799       foundIter->second = iter->second;
800
801       // Move the existing actors to make room
802       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
803       {
804         Actor temp = iter->second;
805         iter->second = moveMe;
806         moveMe = temp;
807       }
808
809       // Create last item
810       ItemId lastId = mItemPool.rbegin()->first;
811       Item lastItem( lastId + 1, moveMe );
812       mItemPool.insert( lastItem );
813     }
814     else
815     {
816       mItemPool.insert( *iter );
817     }
818   }
819
820   // Relayout everything
821   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
822   {
823     // If newly inserted
824     if( FindById( newItems, iter->first ) )
825     {
826       SetupActor( *iter, durationSeconds );
827     }
828     else
829     {
830       iter->second.RemoveConstraints();
831       ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
832     }
833   }
834 }
835
836 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
837 {
838   bool actorRemoved = RemoveActor( itemId );
839   if( actorRemoved )
840   {
841     ReapplyAllConstraints( durationSeconds );
842   }
843 }
844
845 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
846 {
847   bool actorRemoved( false );
848
849   // Remove from highest id to lowest
850   set<ItemId> sortedItems;
851   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
852   {
853     sortedItems.insert( *iter );
854   }
855
856   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
857   {
858     if( RemoveActor( *iter ) )
859     {
860       actorRemoved = true;
861     }
862   }
863
864   if( actorRemoved )
865   {
866     ReapplyAllConstraints( durationSeconds );
867   }
868 }
869
870 bool ItemView::RemoveActor(unsigned int itemId)
871 {
872   bool removed( false );
873
874   const ItemPoolIter removeIter = mItemPool.find( itemId );
875
876   if( removeIter != mItemPool.end() )
877   {
878     Self().Remove( removeIter->second );
879     removed = true;
880
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)
886     //     ID 4 - ActorD
887     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
888     {
889       if( iter->first < mItemPool.rbegin()->first )
890       {
891         iter->second = mItemPool[ iter->first + 1 ];
892       }
893       else
894       {
895         mItemPool.erase( iter );
896         break;
897       }
898     }
899   }
900
901   return removed;
902 }
903
904 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
905 {
906   SetupActor( replacementItem, durationSeconds );
907   Self().Add( replacementItem.second );
908
909   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
910   if( mItemPool.end() != iter )
911   {
912     Self().Remove( iter->second );
913     iter->second = replacementItem.second;
914   }
915   else
916   {
917     mItemPool.insert( replacementItem );
918   }
919 }
920
921 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
922 {
923   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
924   {
925     ReplaceItem( *iter, durationSeconds );
926   }
927 }
928
929 void ItemView::RemoveActorsOutsideRange( ItemRange range )
930 {
931   // Remove unwanted actors from the ItemView & ItemPool
932   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
933   {
934     unsigned int current = iter->first;
935
936     if( ! range.Within( current ) )
937     {
938       Self().Remove( iter->second );
939
940       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
941     }
942     else
943     {
944       ++iter;
945     }
946   }
947 }
948
949 void ItemView::AddActorsWithinRange( ItemRange range )
950 {
951   range.end = min(mItemFactory.GetNumberOfItems(), range.end);
952
953   // The order of addition depends on the scroll direction.
954   if (mRefreshOrderHint)
955   {
956     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
957     {
958       AddNewActor( itemId );
959     }
960   }
961   else
962   {
963     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
964     {
965       AddNewActor( itemId-1 );
966     }
967   }
968 }
969
970 void ItemView::AddNewActor( unsigned int itemId )
971 {
972   if( mItemPool.end() == mItemPool.find( itemId ) )
973   {
974     Actor actor = mItemFactory.NewItem( itemId );
975
976     if( actor )
977     {
978       Item newItem( itemId, actor );
979
980       mItemPool.insert( newItem );
981
982       SetupActor( newItem, 0.0f/*immediate*/ );
983       Self().Add( actor );
984     }
985   }
986 }
987
988 void ItemView::SetupActor( Item item, float durationSeconds )
989 {
990   item.second.SetParentOrigin( ParentOrigin::CENTER );
991   item.second.SetAnchorPoint( AnchorPoint::CENTER );
992
993   if( mActiveLayout )
994   {
995     Vector3 size;
996     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
997     {
998       item.second.SetSize( size );
999     }
1000
1001     ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1002   }
1003 }
1004
1005 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1006 {
1007   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1008
1009   ItemRange available(0u, itemCount);
1010
1011   ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1012
1013   if (reserveExtra)
1014   {
1015     // Add the reserve items for scrolling
1016     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1017     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1018     range.end += extra;
1019   }
1020
1021   return range.Intersection(available);
1022 }
1023
1024 bool ItemView::OnTouchEvent(const TouchEvent& event)
1025 {
1026   // Ignore events with multiple-touch points
1027   if (event.GetPointCount() != 1)
1028   {
1029     return false;
1030   }
1031
1032   if (event.GetPoint(0).state == TouchPoint::Down)
1033   {
1034     // Cancel ongoing scrolling etc.
1035     mGestureState = Gesture::Clear;
1036
1037     mScrollDistance = 0.0f;
1038     mScrollSpeed = 0.0f;
1039     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1040
1041     mScrollOvershoot = 0.0f;
1042     AnimateScrollOvershoot(0.0f);
1043
1044     mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1045
1046     RemoveAnimation(mScrollAnimation);
1047   }
1048
1049   return true; // consume since we're potentially scrolling
1050 }
1051
1052 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1053 {
1054   // Respond the mouse wheel event to scroll
1055   if (mActiveLayout)
1056   {
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);
1061
1062     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1063     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1064     mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1065     StartRefreshTimer();
1066   }
1067
1068   if (mMouseWheelEventFinishedTimer.IsRunning())
1069   {
1070     mMouseWheelEventFinishedTimer.Stop();
1071   }
1072
1073   mMouseWheelEventFinishedTimer.Start();
1074
1075   return true;
1076 }
1077
1078 bool ItemView::OnMouseWheelEventFinished()
1079 {
1080   if (mActiveLayout)
1081   {
1082     RemoveAnimation(mScrollAnimation);
1083
1084     // No more mouse wheel events coming. Do the anchoring if enabled.
1085     mScrollAnimation = DoAnchoring();
1086     if (mScrollAnimation)
1087     {
1088       StartRefreshTimer();
1089
1090       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1091       mScrollAnimation.Play();
1092     }
1093     else
1094     {
1095       mScrollOvershoot = 0.0f;
1096       AnimateScrollOvershoot(0.0f);
1097
1098       mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1099     }
1100   }
1101
1102   return false;
1103 }
1104
1105 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1106 {
1107   ItemLayout::Vector3Function positionConstraint;
1108   if (layout.GetPositionConstraint(itemId, positionConstraint))
1109   {
1110     WrappedVector3Constraint wrapped(positionConstraint, itemId);
1111
1112     Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1113                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1114                                                       ParentSource( mPropertyScrollSpeed ),
1115                                                       ParentSource( Actor::SIZE ),
1116                                                       wrapped );
1117     constraint.SetApplyTime(duration);
1118
1119     actor.ApplyConstraint(constraint);
1120   }
1121
1122   ItemLayout::QuaternionFunction rotationConstraint;
1123   if (layout.GetRotationConstraint(itemId, rotationConstraint))
1124   {
1125     WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1126
1127     Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1128                                                          Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1129                                                          ParentSource( mPropertyScrollSpeed ),
1130                                                          ParentSource( Actor::SIZE ),
1131                                                          wrapped );
1132     constraint.SetApplyTime(duration);
1133
1134     actor.ApplyConstraint(constraint);
1135   }
1136
1137   ItemLayout::Vector3Function scaleConstraint;
1138   if (layout.GetScaleConstraint(itemId, scaleConstraint))
1139   {
1140     WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1141
1142     Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1143                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1144                                                       ParentSource( mPropertyScrollSpeed ),
1145                                                       ParentSource( Actor::SIZE ),
1146                                                       wrapped );
1147     constraint.SetApplyTime(duration);
1148
1149     actor.ApplyConstraint(constraint);
1150   }
1151
1152   ItemLayout::Vector4Function colorConstraint;
1153   if (layout.GetColorConstraint(itemId, colorConstraint))
1154   {
1155     WrappedVector4Constraint wrapped(colorConstraint, itemId);
1156
1157     Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1158                                                       Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1159                                                       ParentSource( mPropertyScrollSpeed ),
1160                                                       ParentSource( Actor::SIZE ),
1161                                                       wrapped );
1162     constraint.SetApplyTime(duration);
1163
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);
1167
1168     actor.ApplyConstraint(constraint);
1169   }
1170
1171   ItemLayout::BoolFunction visibilityConstraint;
1172   if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1173   {
1174     WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1175
1176     Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1177                                                    Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1178                                                    ParentSource( mPropertyScrollSpeed ),
1179                                                    ParentSource( Actor::SIZE ),
1180                                                    wrapped );
1181     constraint.SetApplyTime(duration);
1182
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);
1186
1187     actor.ApplyConstraint(constraint);
1188   }
1189 }
1190
1191 void ItemView::ReapplyAllConstraints( float durationSeconds )
1192 {
1193   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1194   {
1195     unsigned int id = iter->first;
1196     Actor actor = iter->second;
1197
1198     actor.RemoveConstraints();
1199     ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1200   }
1201
1202   CalculateDomainSize(Self().GetCurrentSize());
1203 }
1204
1205 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1206 {
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);
1212
1213   return clamppedPosition;
1214 }
1215
1216 void ItemView::OnPan(PanGesture gesture)
1217 {
1218   Actor self = Self();
1219   const Vector3 layoutSize = Self().GetCurrentSize();
1220
1221   RemoveAnimation(mScrollAnimation);
1222
1223   // Short-circuit if there is no active layout
1224   if (!mActiveLayout)
1225   {
1226     mGestureState = Gesture::Clear;
1227     return;
1228   }
1229
1230   mGestureState = gesture.state;
1231
1232   switch (mGestureState)
1233   {
1234     case Gesture::Finished:
1235     {
1236       // Swipe Detection
1237       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1238           mScrollSpeed > mMinimumSwipeSpeed)
1239       {
1240         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1241
1242         mRefreshOrderHint = true;
1243
1244         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1245         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1246                                                                layoutSize,
1247                                                                *mActiveLayout);
1248
1249         if (mAnchoringEnabled)
1250         {
1251           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1252         }
1253
1254         RemoveAnimation(mScrollAnimation);
1255
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 );
1261
1262         mIsFlicking = true;
1263         // Check whether it has already scrolled to the end
1264         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1265         {
1266           AnimateScrollOvershoot(0.0f);
1267         }
1268       }
1269
1270       // Anchoring may be triggered when there was no swipe
1271       if (!mScrollAnimation)
1272       {
1273         mScrollAnimation = DoAnchoring();
1274       }
1275
1276       // Reset the overshoot if no scroll animation.
1277       if (!mScrollAnimation)
1278       {
1279         mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1280
1281         AnimateScrollOvershoot(0.0f, false);
1282       }
1283     }
1284     break;
1285
1286     case Gesture::Started: // Fall through
1287     {
1288       mTotalPanDisplacement = Vector2::ZERO;
1289     }
1290
1291     case Gesture::Continuing:
1292     {
1293       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1294       mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1295
1296       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1297       mRefreshOrderHint = mScrollDistance < 0.0f;
1298
1299       RemoveAnimation(mScrollSpeedAnimation);
1300       mScrollSpeedAnimation = Animation::New(0.3f);
1301       mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1302       mScrollSpeedAnimation.Play();
1303
1304       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1305
1306       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1307
1308       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1309       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1310       mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1311
1312       mTotalPanDisplacement += gesture.displacement;
1313       mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1314       if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1315       {
1316         AnimateScrollOvershoot(1.0f);
1317       }
1318       else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1319       {
1320         AnimateScrollOvershoot(-1.0f);
1321       }
1322       else
1323       {
1324         AnimateScrollOvershoot(0.0f);
1325       }
1326
1327       StartRefreshTimer();
1328     }
1329     break;
1330
1331     case Gesture::Cancelled:
1332     {
1333       mScrollAnimation = DoAnchoring();
1334     }
1335     break;
1336
1337     default:
1338       break;
1339   }
1340
1341   if (mScrollAnimation)
1342   {
1343     StartRefreshTimer();
1344
1345     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1346     mScrollAnimation.Play();
1347   }
1348 }
1349
1350 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1351 {
1352   OnPan(gesture);
1353   return true;
1354 }
1355
1356 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1357 {
1358   Actor nextFocusActor;
1359   if(mActiveLayout)
1360   {
1361     int nextItemID = 0;
1362     if(!actor || actor == this->Self())
1363     {
1364       nextFocusActor = GetItem(nextItemID);
1365     }
1366     else if(actor && actor.GetParent() == this->Self())
1367     {
1368       int itemID = GetItemId(actor);
1369       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1370       nextFocusActor = GetItem(nextItemID);
1371       if(nextFocusActor == actor)
1372       {
1373         // need to pass NULL actor back to focus manager
1374         nextFocusActor.Reset();
1375         return nextFocusActor;
1376       }
1377     }
1378     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1379     Vector3 layoutSize = Self().GetCurrentSize();
1380     if(!nextFocusActor)
1381     {
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);
1386     }
1387   }
1388   return nextFocusActor;
1389 }
1390
1391 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1392 {
1393   // only in this function if our chosen focus actor was actually used
1394   if(commitedFocusableActor)
1395   {
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))
1402     {
1403       focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1404     }
1405
1406     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1407     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1408   }
1409 }
1410
1411 Animation ItemView::DoAnchoring()
1412 {
1413   Animation anchoringAnimation;
1414   Actor self = Self();
1415
1416   if (mActiveLayout && mAnchoringEnabled)
1417   {
1418     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1419
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 );
1424     if(!mIsFlicking)
1425     {
1426       AnimateScrollOvershoot(0.0f);
1427     }
1428   }
1429
1430   return anchoringAnimation;
1431 }
1432
1433 void ItemView::OnScrollFinished(Animation& source)
1434 {
1435   Actor self = Self();
1436
1437   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1438
1439   mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1440
1441   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1442   {
1443     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1444   }
1445   else
1446   {
1447     // Reset the overshoot
1448     AnimateScrollOvershoot( 0.0f );
1449   }
1450   mIsFlicking = false;
1451
1452   mScrollOvershoot = 0.0f;
1453 }
1454
1455 void ItemView::OnOvershootOnFinished(Animation& animation)
1456 {
1457   mAnimatingOvershootOn = false;
1458   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1459   RemoveAnimation(mScrollOvershootAnimation);
1460   if(mAnimateOvershootOff)
1461   {
1462     AnimateScrollOvershoot(0.0f);
1463   }
1464 }
1465
1466 void ItemView::StartRefreshTimer()
1467 {
1468   if (!mRefreshTimer)
1469   {
1470     mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
1471     mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
1472   }
1473
1474   if (!mRefreshTimer.IsRunning())
1475   {
1476     mRefreshTimer.Start();
1477   }
1478 }
1479
1480 void ItemView::CancelRefreshTimer()
1481 {
1482   if (mRefreshTimer)
1483   {
1484     mRefreshTimer.Stop();
1485   }
1486 }
1487
1488 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1489 {
1490   Actor self = Self();
1491   const Vector3 layoutSize = Self().GetCurrentSize();
1492   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1493
1494   StartRefreshTimer();
1495
1496   if(durationSeconds > 0.0f)
1497   {
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();
1504   }
1505   else
1506   {
1507     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1508     AnimateScrollOvershoot(0.0f);
1509   }
1510
1511   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1512 }
1513
1514 void ItemView::RemoveAnimation(Animation& animation)
1515 {
1516   if(animation)
1517   {
1518     // Cease animating, and reset handle.
1519     animation.Clear();
1520     animation.Reset();
1521   }
1522 }
1523
1524 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1525 {
1526   Actor self = Self();
1527
1528   Vector3 firstItemPosition(Vector3::ZERO);
1529   Vector3 lastItemPosition(Vector3::ZERO);
1530
1531   if(mActiveLayout)
1532   {
1533     ItemLayout::Vector3Function firstItemPositionConstraint;
1534     if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1535     {
1536       firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1537     }
1538
1539     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1540     ItemLayout::Vector3Function lastItemPositionConstraint;
1541     if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1542     {
1543       lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1544     }
1545
1546     if(IsHorizontal(mActiveLayout->GetOrientation()))
1547     {
1548       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1549       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1550     }
1551     else
1552     {
1553       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1554       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1555     }
1556
1557     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1558     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1559     self.SetProperty(mPropertyCanScrollHorizontal, false);
1560   }
1561 }
1562
1563 Vector3 ItemView::GetDomainSize() const
1564 {
1565   Actor self = Self();
1566
1567   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1568   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1569
1570   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1571 }
1572
1573 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1574 {
1575   Actor self = Self();
1576
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);
1580
1581   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1582 }
1583
1584 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1585 {
1586   Vector3 firstItemPosition(Vector3::ZERO);
1587   ItemLayout::Vector3Function firstItemPositionConstraint;
1588   if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1589   {
1590     firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1591   }
1592
1593   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1594 }
1595
1596 Vector3 ItemView::GetCurrentScrollPosition() const
1597 {
1598   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1599   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1600 }
1601
1602 void ItemView::AddOverlay(Actor actor)
1603 {
1604   Self().Add(actor);
1605 }
1606
1607 void ItemView::RemoveOverlay(Actor actor)
1608 {
1609   Self().Remove(actor);
1610 }
1611
1612 void ItemView::ScrollTo(const Vector3& position, float duration)
1613 {
1614   Actor self = Self();
1615   const Vector3 layoutSize = Self().GetCurrentSize();
1616
1617   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1618
1619   StartRefreshTimer();
1620
1621   if(duration > 0.0f)
1622   {
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();
1629   }
1630   else
1631   {
1632     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1633     AnimateScrollOvershoot(0.0f);
1634   }
1635
1636   mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1637 }
1638
1639 void ItemView::ApplyOvershootOverlayConstraints()
1640 {
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);
1648
1649   constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1650                                             ParentSource( mPropertyScrollDirection ),
1651                                             ParentSource( mPropertyOvershoot ),
1652                                             OvershootOverlayRotationConstraint() );
1653   mOvershootOverlay.ApplyConstraint(constraint);
1654
1655   constraint = Constraint::New<Vector3>( Actor::POSITION,
1656                                          ParentSource( Actor::SIZE ),
1657                                          ParentSource( mPropertyScrollDirection ),
1658                                          ParentSource( mPropertyOvershoot ),
1659                                          OvershootOverlayPositionConstraint() );
1660   mOvershootOverlay.ApplyConstraint(constraint);
1661
1662   constraint = Constraint::New<bool>( Actor::VISIBLE,
1663                                       ParentSource( mPropertyCanScrollVertical ),
1664                                       OvershootOverlayVisibilityConstraint() );
1665   mOvershootOverlay.ApplyConstraint(constraint);
1666
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);
1673 }
1674
1675 float ItemView::CalculateScrollOvershoot()
1676 {
1677   float overshoot = 0.0f;
1678
1679   if(mActiveLayout)
1680   {
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;
1690   }
1691
1692   return overshoot;
1693 }
1694
1695 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1696 {
1697   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1698
1699   // make sure we animate back if needed
1700   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1701
1702   if( mAnimatingOvershootOn )
1703   {
1704     // animating on, do not allow animate off
1705     return;
1706   }
1707
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));
1711
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();
1717
1718   mAnimatingOvershootOn = animatingOn;
1719 }
1720
1721 } // namespace Internal
1722
1723 } // namespace Toolkit
1724
1725 } // namespace Dali