2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31 #include <dali/public-api/object/type-registry-helper.h>
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
42 namespace // Unnamed namespace
47 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
48 DALI_TYPE_REGISTRATION_END()
50 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
51 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
52 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
54 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
55 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
57 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
58 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
60 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
62 const float MILLISECONDS_PER_SECONDS = 1000.0f;
64 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
65 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
66 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
67 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
69 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
70 const string POSITION_PROPERTY_NAME( "item-view-position" );
71 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
72 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
73 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
74 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
77 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
79 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
81 Radian scrollDirection(layout.GetScrollDirection());
83 float cosTheta = cosf(scrollDirection);
84 float sinTheta = sinf(scrollDirection);
86 return panDistance.x * sinTheta + panDistance.y * cosTheta;
89 // Overshoot overlay constraints
91 struct OvershootOverlaySizeConstraint
93 Vector3 operator()(const Vector3& current,
94 const PropertyInput& parentScrollDirectionProperty,
95 const PropertyInput& parentOvershootProperty,
96 const PropertyInput& parentSizeProperty)
98 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
99 const Vector3 parentSize = parentSizeProperty.GetVector3();
100 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
104 if(Toolkit::IsVertical(parentOrientation))
106 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
110 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
113 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
115 return Vector3( overlayWidth, overlayHeight, current.depth );
119 struct OvershootOverlayRotationConstraint
121 Quaternion operator()(const Quaternion& current,
122 const PropertyInput& parentScrollDirectionProperty,
123 const PropertyInput& parentOvershootProperty)
125 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
126 const float parentOvershoot = parentOvershootProperty.GetFloat();
127 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
131 if(Toolkit::IsVertical(parentOrientation))
133 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
135 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
136 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
138 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
142 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
145 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
146 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
148 rotation = Quaternion(0.0f, Vector3::ZAXIS);
152 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
157 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
159 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
160 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
162 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
166 rotation = Quaternion(0.0f, Vector3::ZAXIS);
169 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
170 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
172 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
176 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
184 struct OvershootOverlayPositionConstraint
186 Vector3 operator()(const Vector3& current,
187 const PropertyInput& parentSizeProperty,
188 const PropertyInput& parentScrollDirectionProperty,
189 const PropertyInput& parentOvershootProperty)
191 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
192 const float parentOvershoot = parentOvershootProperty.GetFloat();
193 const Vector3 parentSize = parentSizeProperty.GetVector3();
194 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
196 Vector3 relativeOffset;
198 if(Toolkit::IsVertical(parentOrientation))
200 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
203 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
209 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
212 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
213 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
219 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
224 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
227 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
229 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
233 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
236 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
237 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
243 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
247 return relativeOffset * parentSize;
252 struct OvershootOverlayVisibilityConstraint
254 bool operator()(const bool& current,
255 const PropertyInput& parentLayoutScrollableProperty)
257 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
259 return parentLayoutScrollable;
264 * Relative position Constraint
265 * Generates the relative position value of the item view based on the layout position,
266 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
268 Vector3 RelativePositionConstraint(const Vector3& current,
269 const PropertyInput& scrollPositionProperty,
270 const PropertyInput& scrollMinProperty,
271 const PropertyInput& scrollMaxProperty,
272 const PropertyInput& layoutSizeProperty)
274 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
275 const Vector3& min = scrollMinProperty.GetVector3();
276 const Vector3& max = scrollMaxProperty.GetVector3();
278 Vector3 relativePosition;
279 Vector3 domainSize = max - min;
281 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
282 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
284 return relativePosition;
287 } // unnamed namespace
298 namespace // unnamed namespace
301 bool FindById( const ItemContainer& items, ItemId id )
303 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
305 if( iter->first == id )
314 } // unnamed namespace
316 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
318 // Create the implementation
319 ItemViewPtr itemView(new ItemView(factory));
321 // Pass ownership to CustomActor via derived handle
322 Dali::Toolkit::ItemView handle(*itemView);
324 // Second-phase init of the implementation
325 // This can only be done after the CustomActor connection has been made...
326 itemView->Initialize();
331 ItemView::ItemView(ItemFactory& factory)
333 mItemFactory(factory),
335 mAnimatingOvershootOn(false),
336 mAnimateOvershootOff(false),
337 mAnchoringEnabled(true),
338 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
339 mRefreshIntervalLayoutPositions(0.0f),
340 mRefreshOrderHint(true/*Refresh item 0 first*/),
341 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
342 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
343 mMouseWheelScrollDistanceStep(0.0f),
344 mScrollDistance(0.0f),
346 mTotalPanDisplacement(Vector2::ZERO),
347 mScrollOvershoot(0.0f),
349 mGestureState(Gesture::Clear),
351 mPropertyPosition(Property::INVALID_INDEX),
352 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
353 mPropertyScrollSpeed(Property::INVALID_INDEX),
354 mRefreshEnabled(true),
355 mItemsParentOrigin( ParentOrigin::CENTER),
356 mItemsAnchorPoint( AnchorPoint::CENTER)
358 SetRequiresMouseWheelEvents(true);
359 SetKeyboardNavigationSupport(true);
362 void ItemView::OnInitialize()
364 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
366 RegisterCommonProperties();
370 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
371 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
372 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
374 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
375 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
376 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
378 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
380 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
381 LocalSource(mPropertyPosition),
382 LocalSource(mPropertyPositionMin),
383 LocalSource(mPropertyPositionMax),
384 LocalSource(Actor::Property::SIZE),
385 RelativePositionConstraint);
386 self.ApplyConstraint(constraint);
388 Vector2 stageSize = Stage::GetCurrent().GetSize();
389 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
391 EnableGestureDetection(Gesture::Type(Gesture::Pan));
393 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
394 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
396 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
399 ItemView::~ItemView()
403 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
405 return mScrollConnector;
408 unsigned int ItemView::GetLayoutCount() const
410 return mLayouts.size();
413 void ItemView::AddLayout(ItemLayout& layout)
415 mLayouts.push_back(ItemLayoutPtr(&layout));
418 void ItemView::RemoveLayout(unsigned int layoutIndex)
420 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
422 if (mActiveLayout == mLayouts[layoutIndex].Get())
424 mActiveLayout = NULL;
427 mLayouts.erase(mLayouts.begin() + layoutIndex);
430 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
432 return mLayouts[layoutIndex];
435 ItemLayoutPtr ItemView::GetActiveLayout() const
437 return ItemLayoutPtr(mActiveLayout);
440 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
442 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
445 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
447 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
449 mRefreshEnabled = false;
453 // The ItemView size should match the active layout size
454 self.SetSize(targetSize);
455 mActiveLayoutTargetSize = targetSize;
457 // Switch to the new layout
458 mActiveLayout = mLayouts[layoutIndex].Get();
460 // Move the items to the new layout positions...
462 bool resizeAnimationNeeded(false);
463 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
465 unsigned int itemId = iter->first;
466 Actor actor = iter->second;
468 // Remove constraints from previous layout
469 actor.RemoveConstraints();
472 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
474 if( durationSeconds > 0.0f )
476 // Use a size animation
477 if (!resizeAnimationNeeded)
479 resizeAnimationNeeded = true;
480 RemoveAnimation(mResizeAnimation);
481 mResizeAnimation = Animation::New(durationSeconds);
484 // The layout provides its own resize animation
485 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
489 // resize immediately
494 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
497 if (resizeAnimationNeeded)
499 mResizeAnimation.Play();
502 // Refresh the new layout
503 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
504 AddActorsWithinRange( range, durationSeconds );
506 // Scroll to an appropriate layout position
508 bool scrollAnimationNeeded(false);
509 float firstItemScrollPosition(0.0f);
511 float current = GetCurrentLayoutPosition(0);
512 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
513 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
515 if (current < minimum)
517 scrollAnimationNeeded = true;
518 firstItemScrollPosition = minimum;
520 else if (mAnchoringEnabled)
522 scrollAnimationNeeded = true;
523 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
526 if (scrollAnimationNeeded)
528 RemoveAnimation(mScrollAnimation);
529 mScrollAnimation = Animation::New(durationSeconds);
530 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
531 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
532 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
533 mScrollAnimation.Play();
536 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
537 AnimateScrollOvershoot(0.0f);
538 mScrollOvershoot = 0.0f;
540 Radian scrollDirection(mActiveLayout->GetScrollDirection());
541 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
542 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
544 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
546 CalculateDomainSize(targetSize);
549 void ItemView::DeactivateCurrentLayout()
553 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
555 Actor actor = iter->second;
556 actor.RemoveConstraints();
559 mActiveLayout = NULL;
563 void ItemView::OnRefreshNotification(PropertyNotification& source)
565 if(mRefreshEnabled || mScrollAnimation)
567 // Only refresh the cache during normal scrolling
568 DoRefresh(GetCurrentLayoutPosition(0), true);
572 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
576 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
577 RemoveActorsOutsideRange( range );
578 AddActorsWithinRange( range, 0.0f/*immediate*/ );
580 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
584 void ItemView::SetMinimumSwipeSpeed(float speed)
586 mMinimumSwipeSpeed = speed;
589 float ItemView::GetMinimumSwipeSpeed() const
591 return mMinimumSwipeSpeed;
594 void ItemView::SetMinimumSwipeDistance(float distance)
596 mMinimumSwipeDistance = distance;
599 float ItemView::GetMinimumSwipeDistance() const
601 return mMinimumSwipeDistance;
604 void ItemView::SetMouseWheelScrollDistanceStep(float step)
606 mMouseWheelScrollDistanceStep = step;
609 float ItemView::GetMouseWheelScrollDistanceStep() const
611 return mMouseWheelScrollDistanceStep;
614 void ItemView::SetAnchoring(bool enabled)
616 mAnchoringEnabled = enabled;
619 bool ItemView::GetAnchoring() const
621 return mAnchoringEnabled;
624 void ItemView::SetAnchoringDuration(float durationSeconds)
626 mAnchoringDuration = durationSeconds;
629 float ItemView::GetAnchoringDuration() const
631 return mAnchoringDuration;
634 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
636 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
638 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
640 if(mRefreshNotification)
642 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
644 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
645 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
649 float ItemView::GetRefreshInterval() const
651 return mRefreshIntervalLayoutPositions;
654 void ItemView::SetRefreshEnabled(bool enabled)
656 mRefreshEnabled = enabled;
659 Actor ItemView::GetItem(unsigned int itemId) const
663 ConstItemPoolIter iter = mItemPool.find( itemId );
664 if( iter != mItemPool.end() )
666 actor = iter->second;
672 unsigned int ItemView::GetItemId( Actor actor ) const
674 unsigned int itemId( 0 );
676 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
678 if( iter->second == actor )
680 itemId = iter->first;
688 void ItemView::InsertItem( Item newItem, float durationSeconds )
692 Actor displacedActor;
693 ItemPoolIter afterDisplacedIter = mItemPool.end();
695 ItemPoolIter foundIter = mItemPool.find( newItem.first );
696 if( mItemPool.end() != foundIter )
698 SetupActor( newItem, durationSeconds );
699 Self().Add( newItem.second );
701 displacedActor = foundIter->second;
702 foundIter->second = newItem.second;
704 afterDisplacedIter = ++foundIter;
708 // Inserting before the existing item range?
709 ItemPoolIter iter = mItemPool.begin();
710 if( iter != mItemPool.end() &&
711 iter->first > newItem.first )
713 displacedActor = iter->second;
714 mItemPool.erase( iter++ ); // iter is still valid after the erase
716 afterDisplacedIter = iter;
722 // Move the existing actors to make room
723 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
725 Actor temp = iter->second;
726 iter->second = displacedActor;
727 displacedActor = temp;
729 iter->second.RemoveConstraints();
730 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
734 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
735 if ( lastIter != mItemPool.rend() )
737 ItemId lastId = lastIter->first;
738 Item lastItem( lastId + 1, displacedActor );
739 mItemPool.insert( lastItem );
741 lastItem.second.RemoveConstraints();
742 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
746 CalculateDomainSize(Self().GetCurrentSize());
748 mAddingItems = false;
751 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
755 // Insert from lowest id to highest
756 std::set<Item> sortedItems;
757 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
759 sortedItems.insert( *iter );
762 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
764 Self().Add( iter->second );
766 ItemPoolIter foundIter = mItemPool.find( iter->first );
767 if( mItemPool.end() != foundIter )
769 Actor moveMe = foundIter->second;
770 foundIter->second = iter->second;
772 // Move the existing actors to make room
773 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
775 Actor temp = iter->second;
776 iter->second = moveMe;
781 ItemId lastId = mItemPool.rbegin()->first;
782 Item lastItem( lastId + 1, moveMe );
783 mItemPool.insert( lastItem );
787 mItemPool.insert( *iter );
791 // Relayout everything
792 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
795 if( FindById( newItems, iter->first ) )
797 SetupActor( *iter, durationSeconds );
801 iter->second.RemoveConstraints();
802 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
806 CalculateDomainSize(Self().GetCurrentSize());
808 mAddingItems = false;
811 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
813 bool actorsReordered = RemoveActor( itemId );
814 if( actorsReordered )
816 ReapplyAllConstraints( durationSeconds );
822 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
824 bool actorsReordered( false );
826 // Remove from highest id to lowest
827 set<ItemId> sortedItems;
828 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
830 sortedItems.insert( *iter );
833 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
835 if( RemoveActor( *iter ) )
837 actorsReordered = true;
841 if( actorsReordered )
843 ReapplyAllConstraints( durationSeconds );
849 bool ItemView::RemoveActor(unsigned int itemId)
851 bool reordered( false );
853 ItemPoolIter removeIter = mItemPool.find( itemId );
854 if( removeIter != mItemPool.end() )
856 ReleaseActor(itemId, removeIter->second);
860 // Removing before the existing item range?
861 ItemPoolIter iter = mItemPool.begin();
862 if( iter != mItemPool.end() &&
863 iter->first > itemId )
865 // In order to decrement the first visible item ID
866 mItemPool.insert( Item(iter->first - 1, Actor()) );
868 removeIter = mItemPool.begin();
872 if( removeIter != mItemPool.end() )
876 // Adjust the remaining item IDs, for example if item 2 is removed:
877 // Initial actors: After insert:
878 // ID 1 - ActorA ID 1 - ActorA
879 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
880 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
882 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
884 if( iter->first < mItemPool.rbegin()->first )
886 iter->second = mItemPool[ iter->first + 1 ];
890 mItemPool.erase( iter );
899 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
903 SetupActor( replacementItem, durationSeconds );
904 Self().Add( replacementItem.second );
906 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
907 if( mItemPool.end() != iter )
909 ReleaseActor(iter->first, iter->second);
910 iter->second = replacementItem.second;
914 mItemPool.insert( replacementItem );
917 CalculateDomainSize(Self().GetCurrentSize());
919 mAddingItems = false;
922 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
924 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
926 ReplaceItem( *iter, durationSeconds );
930 void ItemView::RemoveActorsOutsideRange( ItemRange range )
932 // Remove unwanted actors from the ItemView & ItemPool
933 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
935 unsigned int current = iter->first;
937 if( ! range.Within( current ) )
939 ReleaseActor(iter->first, iter->second);
941 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
950 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
952 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
954 // The order of addition depends on the scroll direction.
955 if (mRefreshOrderHint)
957 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
959 AddNewActor( itemId, durationSeconds );
964 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
966 AddNewActor( itemId-1, durationSeconds );
970 // Total number of items may change dynamically.
971 // Always recalculate the domain size to reflect that.
972 CalculateDomainSize(Self().GetCurrentSize());
975 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
979 if( mItemPool.end() == mItemPool.find( itemId ) )
981 Actor actor = mItemFactory.NewItem( itemId );
985 Item newItem( itemId, actor );
987 mItemPool.insert( newItem );
989 SetupActor( newItem, durationSeconds );
994 mAddingItems = false;
997 void ItemView::SetupActor( Item item, float durationSeconds )
999 item.second.SetParentOrigin( mItemsParentOrigin );
1000 item.second.SetAnchorPoint( mItemsAnchorPoint );
1005 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1007 item.second.SetSize( size );
1010 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1014 void ItemView::ReleaseActor( ItemId item, Actor actor )
1016 Self().Remove( actor );
1017 mItemFactory.ItemReleased(item, actor);
1020 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1022 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1024 ItemRange available(0u, itemCount);
1026 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1030 // Add the reserve items for scrolling
1031 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1032 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1036 return range.Intersection(available);
1039 void ItemView::OnChildAdd(Actor& child)
1043 // We don't want to do this downcast check for any item added by ItemView itself.
1044 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1047 // Set the scroll connector when scroll bar is being added
1048 scrollComponent.SetScrollConnector(mScrollConnector);
1053 bool ItemView::OnTouchEvent(const TouchEvent& event)
1055 // Ignore events with multiple-touch points
1056 if (event.GetPointCount() != 1)
1061 if (event.GetPoint(0).state == TouchPoint::Down)
1063 // Cancel ongoing scrolling etc.
1064 mGestureState = Gesture::Clear;
1066 mScrollDistance = 0.0f;
1067 mScrollSpeed = 0.0f;
1068 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1070 mScrollOvershoot = 0.0f;
1071 AnimateScrollOvershoot(0.0f);
1073 if(mScrollAnimation)
1075 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1078 RemoveAnimation(mScrollAnimation);
1081 return true; // consume since we're potentially scrolling
1084 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1086 // Respond the mouse wheel event to scroll
1089 Actor self = Self();
1090 const Vector3 layoutSize = Self().GetCurrentSize();
1091 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1092 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1094 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1095 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1096 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1097 mRefreshEnabled = true;
1100 if (mMouseWheelEventFinishedTimer.IsRunning())
1102 mMouseWheelEventFinishedTimer.Stop();
1105 mMouseWheelEventFinishedTimer.Start();
1110 bool ItemView::OnMouseWheelEventFinished()
1114 RemoveAnimation(mScrollAnimation);
1116 // No more mouse wheel events coming. Do the anchoring if enabled.
1117 mScrollAnimation = DoAnchoring();
1118 if (mScrollAnimation)
1120 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1121 mScrollAnimation.Play();
1125 mScrollOvershoot = 0.0f;
1126 AnimateScrollOvershoot(0.0f);
1128 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1135 void ItemView::ReapplyAllConstraints( float durationSeconds )
1137 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1139 unsigned int id = iter->first;
1140 Actor actor = iter->second;
1142 actor.RemoveConstraints();
1143 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1147 void ItemView::OnItemsRemoved()
1149 CalculateDomainSize(Self().GetCurrentSize());
1151 // Adjust scroll-position after an item is removed
1154 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1156 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1160 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1162 Actor self = Self();
1163 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1164 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1165 mScrollOvershoot = targetPosition - clamppedPosition;
1166 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1168 return clamppedPosition;
1171 void ItemView::OnPan( const PanGesture& gesture )
1173 Actor self = Self();
1174 const Vector3 layoutSize = Self().GetCurrentSize();
1176 RemoveAnimation(mScrollAnimation);
1178 // Short-circuit if there is no active layout
1181 mGestureState = Gesture::Clear;
1185 mGestureState = gesture.state;
1187 switch (mGestureState)
1189 case Gesture::Finished:
1192 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1193 mScrollSpeed > mMinimumSwipeSpeed)
1195 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1197 mRefreshOrderHint = true;
1199 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1200 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1204 if (mAnchoringEnabled)
1206 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1209 RemoveAnimation(mScrollAnimation);
1211 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1212 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1214 mScrollAnimation = Animation::New(flickAnimationDuration);
1215 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1216 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1217 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1220 // Check whether it has already scrolled to the end
1221 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1223 AnimateScrollOvershoot(0.0f);
1227 // Anchoring may be triggered when there was no swipe
1228 if (!mScrollAnimation)
1230 mScrollAnimation = DoAnchoring();
1233 // Reset the overshoot if no scroll animation.
1234 if (!mScrollAnimation)
1236 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1238 AnimateScrollOvershoot(0.0f, false);
1243 case Gesture::Started: // Fall through
1245 mTotalPanDisplacement = Vector2::ZERO;
1246 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1247 mRefreshEnabled = true;
1250 case Gesture::Continuing:
1252 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1253 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1255 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1256 mRefreshOrderHint = mScrollDistance < 0.0f;
1258 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1260 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1262 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1264 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1265 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1267 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1269 mTotalPanDisplacement += gesture.displacement;
1272 mScrollOvershoot = CalculateScrollOvershoot();
1273 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1277 case Gesture::Cancelled:
1279 mScrollAnimation = DoAnchoring();
1287 if (mScrollAnimation)
1289 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1290 mScrollAnimation.Play();
1294 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1300 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1302 Actor nextFocusActor;
1306 if(!actor || actor == this->Self())
1308 nextFocusActor = GetItem(nextItemID);
1310 else if(actor && actor.GetParent() == this->Self())
1312 int itemID = GetItemId(actor);
1313 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1314 nextFocusActor = GetItem(nextItemID);
1315 if(nextFocusActor == actor)
1317 // need to pass NULL actor back to focus manager
1318 nextFocusActor.Reset();
1319 return nextFocusActor;
1322 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1323 Vector3 layoutSize = Self().GetCurrentSize();
1326 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1327 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1328 nextItemID = viewableItems.begin;
1329 nextFocusActor = GetItem(nextItemID);
1332 return nextFocusActor;
1335 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1337 // only in this function if our chosen focus actor was actually used
1338 if(commitedFocusableActor)
1340 int nextItemID = GetItemId(commitedFocusableActor);
1341 float layoutPosition = GetCurrentLayoutPosition(0);
1342 Vector3 layoutSize = Self().GetCurrentSize();
1344 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1345 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1349 Animation ItemView::DoAnchoring()
1351 Animation anchoringAnimation;
1352 Actor self = Self();
1354 if (mActiveLayout && mAnchoringEnabled)
1356 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1358 anchoringAnimation = Animation::New(mAnchoringDuration);
1359 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1360 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1361 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1364 AnimateScrollOvershoot(0.0f);
1368 return anchoringAnimation;
1371 void ItemView::OnScrollFinished(Animation& source)
1373 Actor self = Self();
1375 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1377 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1379 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1381 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1385 // Reset the overshoot
1386 AnimateScrollOvershoot( 0.0f );
1388 mIsFlicking = false;
1390 mScrollOvershoot = 0.0f;
1393 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1395 RemoveAnimation(mScrollAnimation);
1396 mRefreshEnabled = true;
1397 DoRefresh(GetCurrentLayoutPosition(0), true);
1400 void ItemView::OnOvershootOnFinished(Animation& animation)
1402 mAnimatingOvershootOn = false;
1403 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1404 RemoveAnimation(mScrollOvershootAnimation);
1405 if(mAnimateOvershootOff)
1407 AnimateScrollOvershoot(0.0f);
1411 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1413 Actor self = Self();
1414 const Vector3 layoutSize = Self().GetCurrentSize();
1415 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1417 if(durationSeconds > 0.0f)
1419 RemoveAnimation(mScrollAnimation);
1420 mScrollAnimation = Animation::New(durationSeconds);
1421 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1422 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1423 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1424 mScrollAnimation.Play();
1428 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1429 AnimateScrollOvershoot(0.0f);
1432 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1433 mRefreshEnabled = true;
1436 void ItemView::RemoveAnimation(Animation& animation)
1440 // Cease animating, and reset handle.
1446 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1448 Actor self = Self();
1450 Vector3 firstItemPosition(Vector3::ZERO);
1451 Vector3 lastItemPosition(Vector3::ZERO);
1455 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1457 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1458 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1459 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1463 if(IsHorizontal(mActiveLayout->GetOrientation()))
1465 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1466 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1467 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1471 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1472 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1473 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1476 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1478 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1479 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1480 self.SetProperty(mPropertyCanScrollHorizontal, false);
1484 Vector3 ItemView::GetDomainSize() const
1486 Actor self = Self();
1488 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1489 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1491 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1494 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1496 Actor self = Self();
1498 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1499 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1500 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1502 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1505 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1507 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1508 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1511 Vector3 ItemView::GetCurrentScrollPosition() const
1513 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1514 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1517 void ItemView::AddOverlay(Actor actor)
1522 void ItemView::RemoveOverlay(Actor actor)
1524 Self().Remove(actor);
1527 void ItemView::ScrollTo(const Vector3& position, float duration)
1529 Actor self = Self();
1530 const Vector3 layoutSize = Self().GetCurrentSize();
1532 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1536 RemoveAnimation(mScrollAnimation);
1537 mScrollAnimation = Animation::New(duration);
1538 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1539 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1540 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1541 mScrollAnimation.Play();
1545 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1546 AnimateScrollOvershoot(0.0f);
1549 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1550 mRefreshEnabled = true;
1553 void ItemView::SetOvershootEffectColor( const Vector4& color )
1555 mOvershootEffectColor = color;
1556 if( mOvershootOverlay )
1558 mOvershootOverlay.SetColor( color );
1562 void ItemView::SetOvershootEnabled( bool enable )
1564 Actor self = Self();
1567 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1568 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1569 mOvershootOverlay.SetColor(mOvershootEffectColor);
1570 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1571 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1572 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1573 self.Add(mOvershootOverlay);
1575 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1576 ParentSource( mPropertyScrollDirection ),
1577 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1578 ParentSource( Actor::Property::SIZE ),
1579 OvershootOverlaySizeConstraint() );
1580 mOvershootOverlay.ApplyConstraint(constraint);
1581 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1583 constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1584 ParentSource( mPropertyScrollDirection ),
1585 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1586 OvershootOverlayRotationConstraint() );
1587 mOvershootOverlay.ApplyConstraint(constraint);
1589 constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1590 ParentSource( Actor::Property::SIZE ),
1591 ParentSource( mPropertyScrollDirection ),
1592 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1593 OvershootOverlayPositionConstraint() );
1594 mOvershootOverlay.ApplyConstraint(constraint);
1596 constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1597 ParentSource( mPropertyCanScrollVertical ),
1598 OvershootOverlayVisibilityConstraint() );
1599 mOvershootOverlay.ApplyConstraint(constraint);
1601 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1602 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1603 EqualToConstraint() );
1604 mOvershootOverlay.ApplyConstraint(constraint);
1608 if( mOvershootOverlay )
1610 self.Remove(mOvershootOverlay);
1611 mOvershootOverlay.Reset();
1616 float ItemView::CalculateScrollOvershoot()
1618 float overshoot = 0.0f;
1622 // The overshoot must be calculated from the accumulated pan gesture displacement
1623 // since the pan gesture starts.
1624 Actor self = Self();
1625 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1626 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1627 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1628 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1629 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1630 overshoot = positionDelta - clamppedPosition;
1633 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1636 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1638 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1640 // make sure we animate back if needed
1641 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1643 if( mAnimatingOvershootOn )
1645 // animating on, do not allow animate off
1649 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1651 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1652 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1654 RemoveAnimation(mScrollOvershootAnimation);
1655 mScrollOvershootAnimation = Animation::New(duration);
1656 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1657 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1658 mScrollOvershootAnimation.Play();
1660 mAnimatingOvershootOn = animatingOn;
1664 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1668 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1670 if( parentOrigin != mItemsParentOrigin )
1672 mItemsParentOrigin = parentOrigin;
1673 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1675 iter->second.SetParentOrigin(parentOrigin);
1680 Vector3 ItemView::GetItemsParentOrigin() const
1682 return mItemsParentOrigin;
1685 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1687 if( anchorPoint != mItemsAnchorPoint )
1689 mItemsAnchorPoint = anchorPoint;
1690 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1692 iter->second.SetAnchorPoint(anchorPoint);
1697 Vector3 ItemView::GetItemsAnchorPoint() const
1699 return mItemsAnchorPoint;
1702 void ItemView::GetItemsRange(ItemRange& range)
1704 if( !mItemPool.empty() )
1706 range.begin = mItemPool.begin()->first;
1707 range.end = mItemPool.rbegin()->first + 1;
1716 void ItemView::OnScrollPositionChanged( float position )
1718 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1719 RemoveAnimation(mScrollAnimation);
1721 // Refresh the cache immediately when the scroll position is changed.
1722 DoRefresh(position, false); // No need to cache extra items.
1725 } // namespace Internal
1727 } // namespace Toolkit