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);
129 float multiplier = 0;
130 if(Toolkit::IsVertical(parentOrientation))
132 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
134 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
135 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
144 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
145 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
156 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
158 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
159 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
168 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
169 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
179 Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
185 struct OvershootOverlayPositionConstraint
187 Vector3 operator()(const Vector3& current,
188 const PropertyInput& parentSizeProperty,
189 const PropertyInput& parentScrollDirectionProperty,
190 const PropertyInput& parentOvershootProperty)
192 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193 const float parentOvershoot = parentOvershootProperty.GetFloat();
194 const Vector3 parentSize = parentSizeProperty.GetVector3();
195 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
197 Vector3 relativeOffset;
199 if(Toolkit::IsVertical(parentOrientation))
201 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
203 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
204 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
206 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
210 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
213 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
214 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
216 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
220 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
225 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
227 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
228 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
230 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
234 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
237 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
238 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
240 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
244 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
248 return relativeOffset * parentSize;
253 struct OvershootOverlayVisibilityConstraint
255 bool operator()(const bool& current,
256 const PropertyInput& parentLayoutScrollableProperty)
258 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
260 return parentLayoutScrollable;
265 * Relative position Constraint
266 * Generates the relative position value of the item view based on the layout position,
267 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
269 Vector3 RelativePositionConstraint(const Vector3& current,
270 const PropertyInput& scrollPositionProperty,
271 const PropertyInput& scrollMinProperty,
272 const PropertyInput& scrollMaxProperty,
273 const PropertyInput& layoutSizeProperty)
275 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
276 const Vector3& min = scrollMinProperty.GetVector3();
277 const Vector3& max = scrollMaxProperty.GetVector3();
279 Vector3 relativePosition;
280 Vector3 domainSize = max - min;
282 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
283 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
285 return relativePosition;
288 } // unnamed namespace
299 namespace // unnamed namespace
302 bool FindById( const ItemContainer& items, ItemId id )
304 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
306 if( iter->first == id )
315 } // unnamed namespace
317 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
319 // Create the implementation
320 ItemViewPtr itemView(new ItemView(factory));
322 // Pass ownership to CustomActor via derived handle
323 Dali::Toolkit::ItemView handle(*itemView);
325 // Second-phase init of the implementation
326 // This can only be done after the CustomActor connection has been made...
327 itemView->Initialize();
332 ItemView::ItemView(ItemFactory& factory)
334 mItemFactory(factory),
336 mAnimatingOvershootOn(false),
337 mAnimateOvershootOff(false),
338 mAnchoringEnabled(true),
339 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
340 mRefreshIntervalLayoutPositions(0.0f),
341 mRefreshOrderHint(true/*Refresh item 0 first*/),
342 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
343 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
344 mMouseWheelScrollDistanceStep(0.0f),
345 mScrollDistance(0.0f),
347 mTotalPanDisplacement(Vector2::ZERO),
348 mScrollOvershoot(0.0f),
350 mGestureState(Gesture::Clear),
352 mPropertyPosition(Property::INVALID_INDEX),
353 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
354 mPropertyScrollSpeed(Property::INVALID_INDEX),
355 mRefreshEnabled(true),
356 mItemsParentOrigin( ParentOrigin::CENTER),
357 mItemsAnchorPoint( AnchorPoint::CENTER)
359 SetRequiresMouseWheelEvents(true);
360 SetKeyboardNavigationSupport(true);
363 void ItemView::OnInitialize()
367 // Disable size negotiation for item views
368 self.SetRelayoutEnabled( false );
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>(Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION,
381 LocalSource(mPropertyPosition),
382 LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN),
383 LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX),
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 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
464 unsigned int itemId = iter->first;
465 Actor actor = iter->second;
467 // Remove constraints from previous layout
468 actor.RemoveConstraints();
471 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
473 // resize immediately
474 actor.SetResizePolicy( FIXED, ALL_DIMENSIONS );
475 actor.SetPreferredSize( size.GetVectorXY() );
478 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
481 // Refresh the new layout
482 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
483 AddActorsWithinRange( range, durationSeconds );
485 // Scroll to an appropriate layout position
487 bool scrollAnimationNeeded(false);
488 float firstItemScrollPosition(0.0f);
490 float current = GetCurrentLayoutPosition(0);
491 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
492 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
494 if (current < minimum)
496 scrollAnimationNeeded = true;
497 firstItemScrollPosition = minimum;
499 else if (mAnchoringEnabled)
501 scrollAnimationNeeded = true;
502 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
505 if (scrollAnimationNeeded)
507 RemoveAnimation(mScrollAnimation);
508 mScrollAnimation = Animation::New(durationSeconds);
509 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
510 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
511 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
512 mScrollAnimation.Play();
515 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
516 AnimateScrollOvershoot(0.0f);
517 mScrollOvershoot = 0.0f;
519 Radian scrollDirection(mActiveLayout->GetScrollDirection());
520 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
521 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
523 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
525 CalculateDomainSize(targetSize);
528 void ItemView::DeactivateCurrentLayout()
532 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
534 Actor actor = iter->second;
535 actor.RemoveConstraints();
538 mActiveLayout = NULL;
542 void ItemView::OnRefreshNotification(PropertyNotification& source)
544 if(mRefreshEnabled || mScrollAnimation)
546 // Only refresh the cache during normal scrolling
547 DoRefresh(GetCurrentLayoutPosition(0), true);
551 void ItemView::Refresh()
553 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
555 ReleaseActor( iter->first, iter->second );
559 DoRefresh(GetCurrentLayoutPosition(0), true);
562 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
566 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
567 RemoveActorsOutsideRange( range );
568 AddActorsWithinRange( range, 0.0f/*immediate*/ );
570 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
574 void ItemView::SetMinimumSwipeSpeed(float speed)
576 mMinimumSwipeSpeed = speed;
579 float ItemView::GetMinimumSwipeSpeed() const
581 return mMinimumSwipeSpeed;
584 void ItemView::SetMinimumSwipeDistance(float distance)
586 mMinimumSwipeDistance = distance;
589 float ItemView::GetMinimumSwipeDistance() const
591 return mMinimumSwipeDistance;
594 void ItemView::SetMouseWheelScrollDistanceStep(float step)
596 mMouseWheelScrollDistanceStep = step;
599 float ItemView::GetMouseWheelScrollDistanceStep() const
601 return mMouseWheelScrollDistanceStep;
604 void ItemView::SetAnchoring(bool enabled)
606 mAnchoringEnabled = enabled;
609 bool ItemView::GetAnchoring() const
611 return mAnchoringEnabled;
614 void ItemView::SetAnchoringDuration(float durationSeconds)
616 mAnchoringDuration = durationSeconds;
619 float ItemView::GetAnchoringDuration() const
621 return mAnchoringDuration;
624 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
626 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
628 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
630 if(mRefreshNotification)
632 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
634 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
635 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
639 float ItemView::GetRefreshInterval() const
641 return mRefreshIntervalLayoutPositions;
644 void ItemView::SetRefreshEnabled(bool enabled)
646 mRefreshEnabled = enabled;
649 Actor ItemView::GetItem(unsigned int itemId) const
653 ConstItemPoolIter iter = mItemPool.find( itemId );
654 if( iter != mItemPool.end() )
656 actor = iter->second;
662 unsigned int ItemView::GetItemId( Actor actor ) const
664 unsigned int itemId( 0 );
666 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
668 if( iter->second == actor )
670 itemId = iter->first;
678 void ItemView::InsertItem( Item newItem, float durationSeconds )
682 Actor displacedActor;
683 ItemPoolIter afterDisplacedIter = mItemPool.end();
685 ItemPoolIter foundIter = mItemPool.find( newItem.first );
686 if( mItemPool.end() != foundIter )
688 SetupActor( newItem, durationSeconds );
689 Self().Add( newItem.second );
691 displacedActor = foundIter->second;
692 foundIter->second = newItem.second;
694 afterDisplacedIter = ++foundIter;
698 // Inserting before the existing item range?
699 ItemPoolIter iter = mItemPool.begin();
700 if( iter != mItemPool.end() &&
701 iter->first > newItem.first )
703 displacedActor = iter->second;
704 mItemPool.erase( iter++ ); // iter is still valid after the erase
706 afterDisplacedIter = iter;
712 // Move the existing actors to make room
713 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
715 Actor temp = iter->second;
716 iter->second = displacedActor;
717 displacedActor = temp;
719 iter->second.RemoveConstraints();
720 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
724 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
725 if ( lastIter != mItemPool.rend() )
727 ItemId lastId = lastIter->first;
728 Item lastItem( lastId + 1, displacedActor );
729 mItemPool.insert( lastItem );
731 lastItem.second.RemoveConstraints();
732 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
736 CalculateDomainSize(Self().GetCurrentSize());
738 mAddingItems = false;
741 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
745 // Insert from lowest id to highest
746 std::set<Item> sortedItems;
747 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
749 sortedItems.insert( *iter );
752 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
754 Self().Add( iter->second );
756 ItemPoolIter foundIter = mItemPool.find( iter->first );
757 if( mItemPool.end() != foundIter )
759 Actor moveMe = foundIter->second;
760 foundIter->second = iter->second;
762 // Move the existing actors to make room
763 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
765 Actor temp = iter->second;
766 iter->second = moveMe;
771 ItemId lastId = mItemPool.rbegin()->first;
772 Item lastItem( lastId + 1, moveMe );
773 mItemPool.insert( lastItem );
777 mItemPool.insert( *iter );
781 // Relayout everything
782 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
785 if( FindById( newItems, iter->first ) )
787 SetupActor( *iter, durationSeconds );
791 iter->second.RemoveConstraints();
792 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
796 CalculateDomainSize(Self().GetCurrentSize());
798 mAddingItems = false;
801 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
803 bool actorsReordered = RemoveActor( itemId );
804 if( actorsReordered )
806 ReapplyAllConstraints( durationSeconds );
812 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
814 bool actorsReordered( false );
816 // Remove from highest id to lowest
817 set<ItemId> sortedItems;
818 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
820 sortedItems.insert( *iter );
823 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
825 if( RemoveActor( *iter ) )
827 actorsReordered = true;
831 if( actorsReordered )
833 ReapplyAllConstraints( durationSeconds );
839 bool ItemView::RemoveActor(unsigned int itemId)
841 bool reordered( false );
843 ItemPoolIter removeIter = mItemPool.find( itemId );
844 if( removeIter != mItemPool.end() )
846 ReleaseActor(itemId, removeIter->second);
850 // Removing before the existing item range?
851 ItemPoolIter iter = mItemPool.begin();
852 if( iter != mItemPool.end() &&
853 iter->first > itemId )
855 // In order to decrement the first visible item ID
856 mItemPool.insert( Item(iter->first - 1, Actor()) );
858 removeIter = mItemPool.begin();
862 if( removeIter != mItemPool.end() )
866 // Adjust the remaining item IDs, for example if item 2 is removed:
867 // Initial actors: After insert:
868 // ID 1 - ActorA ID 1 - ActorA
869 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
870 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
872 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
874 if( iter->first < mItemPool.rbegin()->first )
876 iter->second = mItemPool[ iter->first + 1 ];
880 mItemPool.erase( iter );
889 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
893 SetupActor( replacementItem, durationSeconds );
894 Self().Add( replacementItem.second );
896 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
897 if( mItemPool.end() != iter )
899 ReleaseActor(iter->first, iter->second);
900 iter->second = replacementItem.second;
904 mItemPool.insert( replacementItem );
907 CalculateDomainSize(Self().GetCurrentSize());
909 mAddingItems = false;
912 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
914 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
916 ReplaceItem( *iter, durationSeconds );
920 void ItemView::RemoveActorsOutsideRange( ItemRange range )
922 // Remove unwanted actors from the ItemView & ItemPool
923 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
925 unsigned int current = iter->first;
927 if( ! range.Within( current ) )
929 ReleaseActor(iter->first, iter->second);
931 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
940 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
942 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
944 // The order of addition depends on the scroll direction.
945 if (mRefreshOrderHint)
947 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
949 AddNewActor( itemId, durationSeconds );
954 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
956 AddNewActor( itemId-1, durationSeconds );
960 // Total number of items may change dynamically.
961 // Always recalculate the domain size to reflect that.
962 CalculateDomainSize(Self().GetCurrentSize());
965 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
969 if( mItemPool.end() == mItemPool.find( itemId ) )
971 Actor actor = mItemFactory.NewItem( itemId );
975 Item newItem( itemId, actor );
977 mItemPool.insert( newItem );
979 SetupActor( newItem, durationSeconds );
984 mAddingItems = false;
987 void ItemView::SetupActor( Item item, float durationSeconds )
989 item.second.SetParentOrigin( mItemsParentOrigin );
990 item.second.SetAnchorPoint( mItemsAnchorPoint );
995 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
997 item.second.SetResizePolicy( FIXED, ALL_DIMENSIONS );
998 item.second.SetPreferredSize( size.GetVectorXY() );
1001 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1005 void ItemView::ReleaseActor( ItemId item, Actor actor )
1007 Self().Remove( actor );
1008 mItemFactory.ItemReleased(item, actor);
1011 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1013 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1015 ItemRange available(0u, itemCount);
1017 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1021 // Add the reserve items for scrolling
1022 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1023 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1027 return range.Intersection(available);
1030 void ItemView::OnChildAdd(Actor& child)
1034 // We don't want to do this downcast check for any item added by ItemView itself.
1035 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1038 // Set the scroll connector when scroll bar is being added
1039 scrollComponent.SetScrollConnector(mScrollConnector);
1044 bool ItemView::OnTouchEvent(const TouchEvent& event)
1046 // Ignore events with multiple-touch points
1047 if (event.GetPointCount() != 1)
1052 if (event.GetPoint(0).state == TouchPoint::Down)
1054 // Cancel ongoing scrolling etc.
1055 mGestureState = Gesture::Clear;
1057 mScrollDistance = 0.0f;
1058 mScrollSpeed = 0.0f;
1059 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1061 mScrollOvershoot = 0.0f;
1062 AnimateScrollOvershoot(0.0f);
1064 if(mScrollAnimation)
1066 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1069 RemoveAnimation(mScrollAnimation);
1072 return true; // consume since we're potentially scrolling
1075 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1077 // Respond the mouse wheel event to scroll
1080 Actor self = Self();
1081 const Vector3 layoutSize = Self().GetCurrentSize();
1082 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1083 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1085 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1086 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1087 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1088 mRefreshEnabled = true;
1091 if (mMouseWheelEventFinishedTimer.IsRunning())
1093 mMouseWheelEventFinishedTimer.Stop();
1096 mMouseWheelEventFinishedTimer.Start();
1101 bool ItemView::OnMouseWheelEventFinished()
1105 RemoveAnimation(mScrollAnimation);
1107 // No more mouse wheel events coming. Do the anchoring if enabled.
1108 mScrollAnimation = DoAnchoring();
1109 if (mScrollAnimation)
1111 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1112 mScrollAnimation.Play();
1116 mScrollOvershoot = 0.0f;
1117 AnimateScrollOvershoot(0.0f);
1119 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1126 void ItemView::ReapplyAllConstraints( float durationSeconds )
1128 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1130 unsigned int id = iter->first;
1131 Actor actor = iter->second;
1133 actor.RemoveConstraints();
1134 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1138 void ItemView::OnItemsRemoved()
1140 CalculateDomainSize(Self().GetCurrentSize());
1142 // Adjust scroll-position after an item is removed
1145 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1147 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1151 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1153 Actor self = Self();
1154 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1155 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1156 mScrollOvershoot = targetPosition - clamppedPosition;
1157 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1159 return clamppedPosition;
1162 void ItemView::OnPan( const PanGesture& gesture )
1164 Actor self = Self();
1165 const Vector3 layoutSize = Self().GetCurrentSize();
1167 RemoveAnimation(mScrollAnimation);
1169 // Short-circuit if there is no active layout
1172 mGestureState = Gesture::Clear;
1176 mGestureState = gesture.state;
1178 switch (mGestureState)
1180 case Gesture::Finished:
1183 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1184 mScrollSpeed > mMinimumSwipeSpeed)
1186 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1188 mRefreshOrderHint = true;
1190 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1191 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1195 if (mAnchoringEnabled)
1197 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1200 RemoveAnimation(mScrollAnimation);
1202 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1203 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1205 mScrollAnimation = Animation::New(flickAnimationDuration);
1206 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1207 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1208 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1211 // Check whether it has already scrolled to the end
1212 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1214 AnimateScrollOvershoot(0.0f);
1218 // Anchoring may be triggered when there was no swipe
1219 if (!mScrollAnimation)
1221 mScrollAnimation = DoAnchoring();
1224 // Reset the overshoot if no scroll animation.
1225 if (!mScrollAnimation)
1227 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1229 AnimateScrollOvershoot(0.0f, false);
1234 case Gesture::Started: // Fall through
1236 mTotalPanDisplacement = Vector2::ZERO;
1237 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1238 mRefreshEnabled = true;
1241 case Gesture::Continuing:
1243 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1244 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1246 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1247 mRefreshOrderHint = mScrollDistance < 0.0f;
1249 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1251 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1253 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1255 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1256 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1258 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1260 mTotalPanDisplacement += gesture.displacement;
1263 mScrollOvershoot = CalculateScrollOvershoot();
1264 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1268 case Gesture::Cancelled:
1270 mScrollAnimation = DoAnchoring();
1278 if (mScrollAnimation)
1280 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1281 mScrollAnimation.Play();
1285 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1291 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1293 Actor nextFocusActor;
1297 if(!actor || actor == this->Self())
1299 nextFocusActor = GetItem(nextItemID);
1301 else if(actor && actor.GetParent() == this->Self())
1303 int itemID = GetItemId(actor);
1304 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1305 nextFocusActor = GetItem(nextItemID);
1306 if(nextFocusActor == actor)
1308 // need to pass NULL actor back to focus manager
1309 nextFocusActor.Reset();
1310 return nextFocusActor;
1313 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1314 Vector3 layoutSize = Self().GetCurrentSize();
1317 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1318 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1319 nextItemID = viewableItems.begin;
1320 nextFocusActor = GetItem(nextItemID);
1323 return nextFocusActor;
1326 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1328 // only in this function if our chosen focus actor was actually used
1329 if(commitedFocusableActor)
1331 int nextItemID = GetItemId(commitedFocusableActor);
1332 float layoutPosition = GetCurrentLayoutPosition(0);
1333 Vector3 layoutSize = Self().GetCurrentSize();
1335 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1336 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1340 Animation ItemView::DoAnchoring()
1342 Animation anchoringAnimation;
1343 Actor self = Self();
1345 if (mActiveLayout && mAnchoringEnabled)
1347 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1349 anchoringAnimation = Animation::New(mAnchoringDuration);
1350 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1351 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1352 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1355 AnimateScrollOvershoot(0.0f);
1359 return anchoringAnimation;
1362 void ItemView::OnScrollFinished(Animation& source)
1364 Actor self = Self();
1366 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1368 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1370 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1372 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1376 // Reset the overshoot
1377 AnimateScrollOvershoot( 0.0f );
1379 mIsFlicking = false;
1381 mScrollOvershoot = 0.0f;
1384 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1386 RemoveAnimation(mScrollAnimation);
1387 mRefreshEnabled = true;
1388 DoRefresh(GetCurrentLayoutPosition(0), true);
1391 void ItemView::OnOvershootOnFinished(Animation& animation)
1393 mAnimatingOvershootOn = false;
1394 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1395 RemoveAnimation(mScrollOvershootAnimation);
1396 if(mAnimateOvershootOff)
1398 AnimateScrollOvershoot(0.0f);
1402 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1404 Actor self = Self();
1405 const Vector3 layoutSize = Self().GetCurrentSize();
1406 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1408 if(durationSeconds > 0.0f)
1410 RemoveAnimation(mScrollAnimation);
1411 mScrollAnimation = Animation::New(durationSeconds);
1412 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1413 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1414 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1415 mScrollAnimation.Play();
1419 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1420 AnimateScrollOvershoot(0.0f);
1423 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1424 mRefreshEnabled = true;
1427 void ItemView::RemoveAnimation(Animation& animation)
1431 // Cease animating, and reset handle.
1437 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1439 Actor self = Self();
1441 Vector3 firstItemPosition(Vector3::ZERO);
1442 Vector3 lastItemPosition(Vector3::ZERO);
1446 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1448 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1449 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1450 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1454 if(IsHorizontal(mActiveLayout->GetOrientation()))
1456 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f));
1457 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f));
1458 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1462 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f));
1463 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f));
1464 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1467 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1469 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1470 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable);
1471 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, false);
1475 Vector3 ItemView::GetDomainSize() const
1477 Actor self = Self();
1479 float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN);
1480 float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX);
1482 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1485 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1487 Actor self = Self();
1489 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1490 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1491 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1493 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1496 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1498 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1499 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1502 Vector3 ItemView::GetCurrentScrollPosition() const
1504 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1505 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1508 void ItemView::AddOverlay(Actor actor)
1513 void ItemView::RemoveOverlay(Actor actor)
1515 Self().Remove(actor);
1518 void ItemView::ScrollTo(const Vector3& position, float duration)
1520 Actor self = Self();
1521 const Vector3 layoutSize = Self().GetCurrentSize();
1523 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1527 RemoveAnimation(mScrollAnimation);
1528 mScrollAnimation = Animation::New(duration);
1529 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1530 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1531 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1532 mScrollAnimation.Play();
1536 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1537 AnimateScrollOvershoot(0.0f);
1540 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1541 mRefreshEnabled = true;
1544 void ItemView::SetOvershootEffectColor( const Vector4& color )
1546 mOvershootEffectColor = color;
1547 if( mOvershootOverlay )
1549 mOvershootOverlay.SetColor( color );
1553 void ItemView::SetOvershootEnabled( bool enable )
1555 Actor self = Self();
1558 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1559 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1560 mOvershootOverlay.SetColor(mOvershootEffectColor);
1561 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1562 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1563 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1564 self.Add(mOvershootOverlay);
1566 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1567 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1568 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1569 ParentSource( Actor::Property::SIZE ),
1570 OvershootOverlaySizeConstraint() );
1571 mOvershootOverlay.ApplyConstraint(constraint);
1572 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1574 constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1575 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1576 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1577 OvershootOverlayRotationConstraint() );
1578 mOvershootOverlay.ApplyConstraint(constraint);
1580 constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1581 ParentSource( Actor::Property::SIZE ),
1582 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1583 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1584 OvershootOverlayPositionConstraint() );
1585 mOvershootOverlay.ApplyConstraint(constraint);
1587 constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1588 ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ),
1589 OvershootOverlayVisibilityConstraint() );
1590 mOvershootOverlay.ApplyConstraint(constraint);
1592 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1593 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1594 EqualToConstraint() );
1595 mOvershootOverlay.ApplyConstraint(constraint);
1599 if( mOvershootOverlay )
1601 self.Remove(mOvershootOverlay);
1602 mOvershootOverlay.Reset();
1607 float ItemView::CalculateScrollOvershoot()
1609 float overshoot = 0.0f;
1613 // The overshoot must be calculated from the accumulated pan gesture displacement
1614 // since the pan gesture starts.
1615 Actor self = Self();
1616 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1617 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1618 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1619 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1620 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1621 overshoot = positionDelta - clamppedPosition;
1624 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1627 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1629 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1631 // make sure we animate back if needed
1632 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1634 if( mAnimatingOvershootOn )
1636 // animating on, do not allow animate off
1640 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1642 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1643 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1645 RemoveAnimation(mScrollOvershootAnimation);
1646 mScrollOvershootAnimation = Animation::New(duration);
1647 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1648 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1649 mScrollOvershootAnimation.Play();
1651 mAnimatingOvershootOn = animatingOn;
1655 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1659 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1661 if( parentOrigin != mItemsParentOrigin )
1663 mItemsParentOrigin = parentOrigin;
1664 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1666 iter->second.SetParentOrigin(parentOrigin);
1671 Vector3 ItemView::GetItemsParentOrigin() const
1673 return mItemsParentOrigin;
1676 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1678 if( anchorPoint != mItemsAnchorPoint )
1680 mItemsAnchorPoint = anchorPoint;
1681 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1683 iter->second.SetAnchorPoint(anchorPoint);
1688 Vector3 ItemView::GetItemsAnchorPoint() const
1690 return mItemsAnchorPoint;
1693 void ItemView::GetItemsRange(ItemRange& range)
1695 if( !mItemPool.empty() )
1697 range.begin = mItemPool.begin()->first;
1698 range.end = mItemPool.rbegin()->first + 1;
1707 void ItemView::OnScrollPositionChanged( float position )
1709 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1710 RemoveAnimation(mScrollAnimation);
1712 // Refresh the cache immediately when the scroll position is changed.
1713 DoRefresh(position, false); // No need to cache extra items.
1716 } // namespace Internal
1718 } // namespace Toolkit