2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
8 // http://floralicense.org/license/
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
31 namespace // unnamed namespace
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41 const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; // 20 updates per second
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
44 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear)
414 SetRequiresMouseWheelEvents(true);
415 SetKeyboardNavigationSupport(true);
418 void ItemView::OnInitialize()
420 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
422 RegisterCommonProperties();
426 mOvershootEffect = OvershootRippleEffect::New();
427 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
428 mOvershootOverlay = ImageActor::New( overshootImage );
429 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
430 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
431 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
432 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
433 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
434 self.Add(mOvershootOverlay);
436 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
437 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
439 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
440 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
441 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
442 mPropertyOvershoot = self.RegisterProperty(OVERSHOOT_PROPERTY_NAME, 0.0f);
444 ApplyOvershootOverlayConstraints();
446 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
447 LocalSource(mPropertyPosition),
448 LocalSource(mPropertyPositionMin),
449 LocalSource(mPropertyPositionMax),
450 LocalSource(Actor::SIZE),
451 RelativePositionConstraint);
452 self.ApplyConstraint(constraint);
454 Vector2 stageSize = Stage::GetCurrent().GetSize();
455 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
457 EnableGestureDetection(Gesture::Type(Gesture::Pan));
459 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
463 ItemView::~ItemView()
467 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
469 return mScrollConnector;
472 unsigned int ItemView::GetLayoutCount() const
474 return mLayouts.size();
477 void ItemView::AddLayout(ItemLayout& layout)
479 mLayouts.push_back(ItemLayoutPtr(&layout));
482 void ItemView::RemoveLayout(unsigned int layoutIndex)
484 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
486 if (mActiveLayout == mLayouts[layoutIndex].Get())
488 mActiveLayout = NULL;
491 mLayouts.erase(mLayouts.begin() + layoutIndex);
494 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
496 return mLayouts[layoutIndex];
499 ItemLayoutPtr ItemView::GetActiveLayout() const
501 return ItemLayoutPtr(mActiveLayout);
504 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
506 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
509 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
511 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
515 // The ItemView size should match the active layout size
516 self.SetSize(targetSize);
517 mActiveLayoutTargetSize = targetSize;
519 // Switch to the new layout
520 ItemLayout* previousLayout = mActiveLayout;
521 mActiveLayout = mLayouts[layoutIndex].Get();
523 // Calculate which items are within either layout
524 ItemRange oldRange = previousLayout ? GetItemRange(*previousLayout, targetSize, false/*don't reserve extra*/) : ItemRange(0u, 0u);
525 ItemRange newRange = GetItemRange(*mActiveLayout, targetSize, false/*don't reserve extra*/);
527 // Move the items to the new layout positions...
529 bool resizeAnimationNeeded(false);
531 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
533 unsigned int itemId = iter->first;
534 Actor actor = iter->second;
536 // Immediately relayout items that aren't within either layout
537 bool immediate = !oldRange.Within(itemId) &&
538 !newRange.Within(itemId);
540 // Remove constraints from previous layout
541 actor.RemoveConstraints();
544 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
547 durationSeconds > 0.0f)
549 // Use a size animation
550 if (!resizeAnimationNeeded)
552 resizeAnimationNeeded = true;
553 RemoveAnimation(mResizeAnimation);
554 mResizeAnimation = Animation::New(durationSeconds);
557 // The layout provides its own resize animation
558 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
562 // resize immediately
567 ApplyConstraints(actor, *mActiveLayout, itemId, immediate ? 0.0f : durationSeconds);
570 if (resizeAnimationNeeded)
572 mResizeAnimation.Play();
575 // Refresh the new layout
576 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
577 AddActorsWithinRange( range );
579 // Scroll to an appropriate layout position
581 bool scrollAnimationNeeded(false);
582 float firstItemScrollPosition(0.0f);
584 float current = GetCurrentLayoutPosition(0);
585 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
586 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
588 if (current < minimum)
590 scrollAnimationNeeded = true;
591 firstItemScrollPosition = minimum;
593 else if (mAnchoringEnabled)
595 scrollAnimationNeeded = true;
596 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
599 if (scrollAnimationNeeded)
601 RemoveAnimation(mScrollAnimation);
602 mScrollAnimation = Animation::New(mAnchoringDuration);
603 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
604 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
605 mScrollAnimation.Play();
608 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
609 AnimateScrollOvershoot(0.0f);
610 mScrollOvershoot = 0.0f;
612 Radian scrollDirection(mActiveLayout->GetScrollDirection());
613 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
614 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
616 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
618 CalculateDomainSize(targetSize);
621 void ItemView::DeactivateCurrentLayout()
625 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
627 Actor actor = iter->second;
628 actor.RemoveConstraints();
631 mActiveLayout = NULL;
634 CancelRefreshTimer();
637 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
639 mDefaultAlphaFunction = func;
642 AlphaFunction ItemView::GetDefaultAlphaFunction() const
644 return mDefaultAlphaFunction;
647 bool ItemView::OnRefreshTick()
649 // Short-circuit if there is no active layout
655 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
657 RemoveActorsOutsideRange( range );
659 AddActorsWithinRange( range );
661 // Keep refreshing whilst the layout is moving
662 return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing);
665 void ItemView::SetMinimumSwipeSpeed(float speed)
667 mMinimumSwipeSpeed = speed;
670 float ItemView::GetMinimumSwipeSpeed() const
672 return mMinimumSwipeSpeed;
675 void ItemView::SetMinimumSwipeDistance(float distance)
677 mMinimumSwipeDistance = distance;
680 float ItemView::GetMinimumSwipeDistance() const
682 return mMinimumSwipeDistance;
685 void ItemView::SetMouseWheelScrollDistanceStep(float step)
687 mMouseWheelScrollDistanceStep = step;
690 float ItemView::GetMouseWheelScrollDistanceStep() const
692 return mMouseWheelScrollDistanceStep;
695 void ItemView::SetAnchoring(bool enabled)
697 mAnchoringEnabled = enabled;
700 bool ItemView::GetAnchoring() const
702 return mAnchoringEnabled;
705 void ItemView::SetAnchoringDuration(float durationSeconds)
707 mAnchoringDuration = durationSeconds;
710 float ItemView::GetAnchoringDuration() const
712 return mAnchoringDuration;
715 void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds)
717 mRefreshIntervalMilliseconds = intervalMilliseconds;
720 unsigned int ItemView::GetRefreshInterval() const
722 return mRefreshIntervalMilliseconds;
725 Actor ItemView::GetItem(unsigned int itemId) const
729 ConstItemPoolIter iter = mItemPool.find( itemId );
730 if( iter != mItemPool.end() )
732 actor = iter->second;
738 unsigned int ItemView::GetItemId( Actor actor ) const
740 unsigned int itemId( 0 );
742 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
744 if( iter->second == actor )
746 itemId = iter->first;
754 void ItemView::InsertItem( Item newItem, float durationSeconds )
756 SetupActor( newItem, durationSeconds );
757 Self().Add( newItem.second );
759 ItemPoolIter foundIter = mItemPool.find( newItem.first );
760 if( mItemPool.end() != foundIter )
762 Actor moveMe = foundIter->second;
763 foundIter->second = newItem.second;
765 // Move the existing actors to make room
766 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
768 Actor temp = iter->second;
769 iter->second = moveMe;
772 iter->second.RemoveConstraints();
773 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
777 ItemId lastId = mItemPool.rbegin()->first;
778 Item lastItem( lastId + 1, moveMe );
779 mItemPool.insert( lastItem );
781 lastItem.second.RemoveConstraints();
782 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
786 mItemPool.insert( newItem );
790 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
792 // Insert from lowest id to highest
793 set<Item> sortedItems;
794 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
796 sortedItems.insert( *iter );
799 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
801 Self().Add( iter->second );
803 cout << "inserting item: " << iter->first << endl;
805 ItemPoolIter foundIter = mItemPool.find( iter->first );
806 if( mItemPool.end() != foundIter )
808 Actor moveMe = foundIter->second;
809 foundIter->second = iter->second;
811 // Move the existing actors to make room
812 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
814 Actor temp = iter->second;
815 iter->second = moveMe;
820 ItemId lastId = mItemPool.rbegin()->first;
821 Item lastItem( lastId + 1, moveMe );
822 mItemPool.insert( lastItem );
826 mItemPool.insert( *iter );
830 // Relayout everything
831 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
834 if( FindById( newItems, iter->first ) )
836 SetupActor( *iter, durationSeconds );
840 iter->second.RemoveConstraints();
841 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
846 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
848 bool actorRemoved = RemoveActor( itemId );
851 ReapplyAllConstraints( durationSeconds );
855 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
857 bool actorRemoved( false );
859 // Remove from highest id to lowest
860 set<ItemId> sortedItems;
861 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
863 sortedItems.insert( *iter );
866 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
868 if( RemoveActor( *iter ) )
876 ReapplyAllConstraints( durationSeconds );
880 bool ItemView::RemoveActor(unsigned int itemId)
882 bool removed( false );
884 const ItemPoolIter removeIter = mItemPool.find( itemId );
886 if( removeIter != mItemPool.end() )
888 Self().Remove( removeIter->second );
891 // Adjust the remaining item IDs, for example if item 2 is removed:
892 // Initial actors: After insert:
893 // ID 1 - ActorA ID 1 - ActorA
894 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
895 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
897 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
899 if( iter->first < mItemPool.rbegin()->first )
901 iter->second = mItemPool[ iter->first + 1 ];
905 mItemPool.erase( iter );
914 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
916 SetupActor( replacementItem, durationSeconds );
917 Self().Add( replacementItem.second );
919 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
920 if( mItemPool.end() != iter )
922 Self().Remove( iter->second );
923 iter->second = replacementItem.second;
927 mItemPool.insert( replacementItem );
931 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
933 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
935 ReplaceItem( *iter, durationSeconds );
939 void ItemView::RemoveActorsOutsideRange( ItemRange range )
941 // Remove unwanted actors from the ItemView & ItemPool
942 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
944 unsigned int current = iter->first;
946 if( ! range.Within( current ) )
948 Self().Remove( iter->second );
950 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
959 void ItemView::AddActorsWithinRange( ItemRange range )
961 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
963 // The order of addition depends on the scroll direction.
964 if (mRefreshOrderHint)
966 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
968 AddNewActor( itemId );
973 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
975 AddNewActor( itemId-1 );
980 void ItemView::AddNewActor( unsigned int itemId )
982 if( mItemPool.end() == mItemPool.find( itemId ) )
984 Actor actor = mItemFactory.NewItem( itemId );
988 Item newItem( itemId, actor );
990 mItemPool.insert( newItem );
992 SetupActor( newItem, 0.0f/*immediate*/ );
998 void ItemView::SetupActor( Item item, float durationSeconds )
1000 item.second.SetParentOrigin( ParentOrigin::CENTER );
1001 item.second.SetAnchorPoint( AnchorPoint::CENTER );
1006 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1008 item.second.SetSize( size );
1011 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1015 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1017 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1019 ItemRange available(0u, itemCount);
1021 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1025 // Add the reserve items for scrolling
1026 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1027 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1031 return range.Intersection(available);
1034 bool ItemView::OnTouchEvent(const TouchEvent& event)
1036 // Ignore events with multiple-touch points
1037 if (event.GetPointCount() != 1)
1042 if (event.GetPoint(0).state == TouchPoint::Down)
1044 // Cancel ongoing scrolling etc.
1045 mGestureState = Gesture::Clear;
1047 mScrollDistance = 0.0f;
1048 mScrollSpeed = 0.0f;
1049 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1051 mScrollOvershoot = 0.0f;
1052 AnimateScrollOvershoot(0.0f);
1054 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1056 RemoveAnimation(mScrollAnimation);
1059 return true; // consume since we're potentially scrolling
1062 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1064 // Respond the mouse wheel event to scroll
1067 Actor self = Self();
1068 const Vector3 layoutSize = Self().GetCurrentSize();
1069 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1070 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1072 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1073 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1074 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1075 StartRefreshTimer();
1078 if (mMouseWheelEventFinishedTimer.IsRunning())
1080 mMouseWheelEventFinishedTimer.Stop();
1083 mMouseWheelEventFinishedTimer.Start();
1088 bool ItemView::OnMouseWheelEventFinished()
1092 RemoveAnimation(mScrollAnimation);
1094 // No more mouse wheel events coming. Do the anchoring if enabled.
1095 mScrollAnimation = DoAnchoring();
1096 if (mScrollAnimation)
1098 StartRefreshTimer();
1100 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1101 mScrollAnimation.Play();
1105 mScrollOvershoot = 0.0f;
1106 AnimateScrollOvershoot(0.0f);
1108 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1115 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1117 ItemLayout::Vector3Function positionConstraint;
1118 if (layout.GetPositionConstraint(itemId, positionConstraint))
1120 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1122 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1123 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1124 ParentSource( mPropertyScrollSpeed ),
1125 ParentSource( Actor::SIZE ),
1127 constraint.SetApplyTime(duration);
1128 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1130 actor.ApplyConstraint(constraint);
1133 ItemLayout::QuaternionFunction rotationConstraint;
1134 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1136 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1138 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1139 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1140 ParentSource( mPropertyScrollSpeed ),
1141 ParentSource( Actor::SIZE ),
1143 constraint.SetApplyTime(duration);
1144 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1146 actor.ApplyConstraint(constraint);
1149 ItemLayout::Vector3Function scaleConstraint;
1150 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1152 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1154 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1155 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1156 ParentSource( mPropertyScrollSpeed ),
1157 ParentSource( Actor::SIZE ),
1159 constraint.SetApplyTime(duration);
1160 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1162 actor.ApplyConstraint(constraint);
1165 ItemLayout::Vector4Function colorConstraint;
1166 if (layout.GetColorConstraint(itemId, colorConstraint))
1168 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1170 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1171 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1172 ParentSource( mPropertyScrollSpeed ),
1173 ParentSource( Actor::SIZE ),
1175 constraint.SetApplyTime(duration);
1176 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1178 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1179 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1180 constraint.SetRemoveAction(Dali::Constraint::Discard);
1182 actor.ApplyConstraint(constraint);
1185 ItemLayout::BoolFunction visibilityConstraint;
1186 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1188 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1190 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1191 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1192 ParentSource( mPropertyScrollSpeed ),
1193 ParentSource( Actor::SIZE ),
1195 constraint.SetApplyTime(duration);
1196 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1198 // Release visibility constraints the same time as the color constraint
1199 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1200 constraint.SetRemoveAction(Dali::Constraint::Discard);
1202 actor.ApplyConstraint(constraint);
1206 void ItemView::ReapplyAllConstraints( float durationSeconds )
1208 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1210 unsigned int id = iter->first;
1211 Actor actor = iter->second;
1213 actor.RemoveConstraints();
1214 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1217 CalculateDomainSize(Self().GetCurrentSize());
1220 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1222 Actor self = Self();
1223 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1224 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1225 mScrollOvershoot = targetPosition - clamppedPosition;
1226 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1228 return clamppedPosition;
1231 void ItemView::OnPan(PanGesture gesture)
1233 Actor self = Self();
1234 const Vector3 layoutSize = Self().GetCurrentSize();
1236 RemoveAnimation(mScrollAnimation);
1238 // Short-circuit if there is no active layout
1241 mGestureState = Gesture::Clear;
1245 mGestureState = gesture.state;
1247 switch (mGestureState)
1249 case Gesture::Finished:
1252 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1253 mScrollSpeed > mMinimumSwipeSpeed)
1255 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1257 mRefreshOrderHint = true;
1259 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1260 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1264 if (mAnchoringEnabled)
1266 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1269 RemoveAnimation(mScrollAnimation);
1271 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1272 mScrollAnimation = Animation::New(flickAnimationDuration);
1273 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1274 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1275 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1278 // Check whether it has already scrolled to the end
1279 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1281 AnimateScrollOvershoot(0.0f);
1285 // Anchoring may be triggered when there was no swipe
1286 if (!mScrollAnimation)
1288 mScrollAnimation = DoAnchoring();
1291 // Reset the overshoot if no scroll animation.
1292 if (!mScrollAnimation)
1294 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1296 AnimateScrollOvershoot(0.0f, false);
1301 case Gesture::Started: // Fall through
1303 mTotalPanDisplacement = Vector2::ZERO;
1306 case Gesture::Continuing:
1308 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1309 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1311 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1312 mRefreshOrderHint = mScrollDistance < 0.0f;
1314 RemoveAnimation(mScrollSpeedAnimation);
1315 mScrollSpeedAnimation = Animation::New(0.3f);
1316 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1317 mScrollSpeedAnimation.Play();
1319 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1321 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1323 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1324 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1325 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1327 mTotalPanDisplacement += gesture.displacement;
1328 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1329 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1331 AnimateScrollOvershoot(1.0f);
1333 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1335 AnimateScrollOvershoot(-1.0f);
1339 AnimateScrollOvershoot(0.0f);
1342 StartRefreshTimer();
1346 case Gesture::Cancelled:
1348 mScrollAnimation = DoAnchoring();
1356 if (mScrollAnimation)
1358 StartRefreshTimer();
1360 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1361 mScrollAnimation.Play();
1365 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1371 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1373 Actor nextFocusActor;
1377 if(!actor || actor == this->Self())
1379 nextFocusActor = GetItem(nextItemID);
1381 else if(actor && actor.GetParent() == this->Self())
1383 int itemID = GetItemId(actor);
1384 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1385 nextFocusActor = GetItem(nextItemID);
1386 if(nextFocusActor == actor)
1388 // need to pass NULL actor back to focus manager
1389 nextFocusActor.Reset();
1390 return nextFocusActor;
1393 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1394 Vector3 layoutSize = Self().GetCurrentSize();
1397 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1398 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1399 nextItemID = viewableItems.begin;
1400 nextFocusActor = GetItem(nextItemID);
1403 return nextFocusActor;
1406 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1408 // only in this function if our chosen focus actor was actually used
1409 if(commitedFocusableActor)
1411 int nextItemID = GetItemId(commitedFocusableActor);
1412 float layoutPosition = GetCurrentLayoutPosition(0);
1413 Vector3 layoutSize = Self().GetCurrentSize();
1414 Vector3 focusItemPosition = Vector3::ZERO;
1415 ItemLayout::Vector3Function itemPositionConstraint;
1416 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1418 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1421 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1422 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1426 Animation ItemView::DoAnchoring()
1428 Animation anchoringAnimation;
1429 Actor self = Self();
1431 if (mActiveLayout && mAnchoringEnabled)
1433 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1435 anchoringAnimation = Animation::New(mAnchoringDuration);
1436 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1437 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1438 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1441 AnimateScrollOvershoot(0.0f);
1445 return anchoringAnimation;
1448 void ItemView::OnScrollFinished(Animation& source)
1450 Actor self = Self();
1452 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1454 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1456 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1458 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1462 // Reset the overshoot
1463 AnimateScrollOvershoot( 0.0f );
1465 mIsFlicking = false;
1467 mScrollOvershoot = 0.0f;
1470 void ItemView::OnOvershootOnFinished(Animation& animation)
1472 mAnimatingOvershootOn = false;
1473 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1474 RemoveAnimation(mScrollOvershootAnimation);
1475 if(mAnimateOvershootOff)
1477 AnimateScrollOvershoot(0.0f);
1481 void ItemView::StartRefreshTimer()
1485 mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds );
1486 mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick );
1489 if (!mRefreshTimer.IsRunning())
1491 mRefreshTimer.Start();
1495 void ItemView::CancelRefreshTimer()
1499 mRefreshTimer.Stop();
1503 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1505 Actor self = Self();
1506 const Vector3 layoutSize = Self().GetCurrentSize();
1507 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1509 StartRefreshTimer();
1511 if(durationSeconds > 0.0f)
1513 RemoveAnimation(mScrollAnimation);
1514 mScrollAnimation = Animation::New(durationSeconds);
1515 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1516 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1517 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1518 mScrollAnimation.Play();
1522 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1523 AnimateScrollOvershoot(0.0f);
1526 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1529 void ItemView::RemoveAnimation(Animation& animation)
1533 // Cease animating, and reset handle.
1539 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1541 Actor self = Self();
1543 Vector3 firstItemPosition(Vector3::ZERO);
1544 Vector3 lastItemPosition(Vector3::ZERO);
1548 ItemLayout::Vector3Function firstItemPositionConstraint;
1549 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1551 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1554 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1555 ItemLayout::Vector3Function lastItemPositionConstraint;
1556 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1558 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1561 if(IsHorizontal(mActiveLayout->GetOrientation()))
1563 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1564 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1568 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1569 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1572 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1573 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1574 self.SetProperty(mPropertyCanScrollHorizontal, false);
1578 Vector3 ItemView::GetDomainSize() const
1580 Actor self = Self();
1582 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1583 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1585 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1588 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1590 Actor self = Self();
1592 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1593 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1594 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1596 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1599 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1601 Vector3 firstItemPosition(Vector3::ZERO);
1602 ItemLayout::Vector3Function firstItemPositionConstraint;
1603 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1605 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1608 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1611 Vector3 ItemView::GetCurrentScrollPosition() const
1613 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1614 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1617 void ItemView::AddOverlay(Actor actor)
1622 void ItemView::RemoveOverlay(Actor actor)
1624 Self().Remove(actor);
1627 void ItemView::ScrollTo(const Vector3& position, float duration)
1629 Actor self = Self();
1630 const Vector3 layoutSize = Self().GetCurrentSize();
1632 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1634 StartRefreshTimer();
1638 RemoveAnimation(mScrollAnimation);
1639 mScrollAnimation = Animation::New(duration);
1640 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1641 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1642 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1643 mScrollAnimation.Play();
1647 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1648 AnimateScrollOvershoot(0.0f);
1651 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1654 void ItemView::ApplyOvershootOverlayConstraints()
1656 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1657 ParentSource( mPropertyScrollDirection ),
1658 ParentSource( mPropertyOvershoot ),
1659 ParentSource( Actor::SIZE ),
1660 OvershootOverlaySizeConstraint() );
1661 mOvershootOverlay.ApplyConstraint(constraint);
1662 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1664 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1665 ParentSource( mPropertyScrollDirection ),
1666 ParentSource( mPropertyOvershoot ),
1667 OvershootOverlayRotationConstraint() );
1668 mOvershootOverlay.ApplyConstraint(constraint);
1670 constraint = Constraint::New<Vector3>( Actor::POSITION,
1671 ParentSource( Actor::SIZE ),
1672 ParentSource( mPropertyScrollDirection ),
1673 ParentSource( mPropertyOvershoot ),
1674 OvershootOverlayPositionConstraint() );
1675 mOvershootOverlay.ApplyConstraint(constraint);
1677 constraint = Constraint::New<bool>( Actor::VISIBLE,
1678 ParentSource( mPropertyCanScrollVertical ),
1679 OvershootOverlayVisibilityConstraint() );
1680 mOvershootOverlay.ApplyConstraint(constraint);
1682 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1683 Actor self = Self();
1684 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1685 Source( self, mPropertyOvershoot ),
1686 EqualToConstraint() );
1687 mOvershootEffect.ApplyConstraint(constraint);
1690 float ItemView::CalculateScrollOvershoot()
1692 float overshoot = 0.0f;
1696 // The overshoot must be calculated from the accumulated pan gesture displacement
1697 // since the pan gesture starts.
1698 Actor self = Self();
1699 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1700 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1701 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1702 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1703 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1704 overshoot = positionDelta - clamppedPosition;
1710 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1712 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1714 // make sure we animate back if needed
1715 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1717 if( mAnimatingOvershootOn )
1719 // animating on, do not allow animate off
1723 Actor self = Self();
1724 float currentOvershoot = self.GetProperty<float>(mPropertyOvershoot);
1725 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1727 RemoveAnimation(mScrollOvershootAnimation);
1728 mScrollOvershootAnimation = Animation::New(duration);
1729 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1730 mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) );
1731 mScrollOvershootAnimation.Play();
1733 mAnimatingOvershootOn = animatingOn;
1736 } // namespace Internal
1738 } // namespace Toolkit