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/constraints.h>
24 #include <dali/public-api/common/set-wrapper.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/events/mouse-wheel-event.h>
27 #include <dali/public-api/events/touch-event.h>
28 #include <dali/public-api/object/type-registry.h>
31 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
32 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
33 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
39 namespace // unnamed namespace
43 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
45 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
46 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
47 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
49 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
50 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
52 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
53 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
55 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
57 const float MILLISECONDS_PER_SECONDS = 1000.0f;
59 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
60 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
61 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
62 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
64 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
65 const string POSITION_PROPERTY_NAME( "item-view-position" );
66 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
67 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
68 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
69 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
72 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
74 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
76 Radian scrollDirection(layout.GetScrollDirection());
78 float cosTheta = cosf(scrollDirection);
79 float sinTheta = sinf(scrollDirection);
81 return panDistance.x * sinTheta + panDistance.y * cosTheta;
84 // Overshoot overlay constraints
86 struct OvershootOverlaySizeConstraint
88 Vector3 operator()(const Vector3& current,
89 const PropertyInput& parentScrollDirectionProperty,
90 const PropertyInput& parentOvershootProperty,
91 const PropertyInput& parentSizeProperty)
93 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
94 const Vector3 parentSize = parentSizeProperty.GetVector3();
95 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
99 if(Toolkit::IsVertical(parentOrientation))
101 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
105 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
108 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
110 return Vector3( overlayWidth, overlayHeight, current.depth );
114 struct OvershootOverlayRotationConstraint
116 Quaternion operator()(const Quaternion& current,
117 const PropertyInput& parentScrollDirectionProperty,
118 const PropertyInput& parentOvershootProperty)
120 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
121 const float parentOvershoot = parentOvershootProperty.GetFloat();
122 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
126 if(Toolkit::IsVertical(parentOrientation))
128 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
130 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
131 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
133 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
137 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
140 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
141 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
143 rotation = Quaternion(0.0f, Vector3::ZAXIS);
147 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
152 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
154 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
155 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
157 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
161 rotation = Quaternion(0.0f, Vector3::ZAXIS);
164 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
165 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
167 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
171 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
179 struct OvershootOverlayPositionConstraint
181 Vector3 operator()(const Vector3& current,
182 const PropertyInput& parentSizeProperty,
183 const PropertyInput& parentScrollDirectionProperty,
184 const PropertyInput& parentOvershootProperty)
186 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
187 const float parentOvershoot = parentOvershootProperty.GetFloat();
188 const Vector3 parentSize = parentSizeProperty.GetVector3();
189 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
191 Vector3 relativeOffset;
193 if(Toolkit::IsVertical(parentOrientation))
195 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
197 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
198 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
200 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
204 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
207 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
208 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
210 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
214 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
219 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
221 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
222 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
224 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
228 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
231 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
232 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
234 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
238 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
242 return relativeOffset * parentSize;
247 struct OvershootOverlayVisibilityConstraint
249 bool operator()(const bool& current,
250 const PropertyInput& parentLayoutScrollableProperty)
252 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
254 return parentLayoutScrollable;
259 * Relative position Constraint
260 * Generates the relative position value of the item view based on the layout position,
261 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
263 Vector3 RelativePositionConstraint(const Vector3& current,
264 const PropertyInput& scrollPositionProperty,
265 const PropertyInput& scrollMinProperty,
266 const PropertyInput& scrollMaxProperty,
267 const PropertyInput& layoutSizeProperty)
269 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
270 const Vector3& min = scrollMinProperty.GetVector3();
271 const Vector3& max = scrollMaxProperty.GetVector3();
273 Vector3 relativePosition;
274 Vector3 domainSize = max - min;
276 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
277 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
279 return relativePosition;
282 } // unnamed namespace
293 namespace // unnamed namespace
296 bool FindById( const ItemContainer& items, ItemId id )
298 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
300 if( iter->first == id )
309 } // unnamed namespace
311 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
313 // Create the implementation
314 ItemViewPtr itemView(new ItemView(factory));
316 // Pass ownership to CustomActor via derived handle
317 Dali::Toolkit::ItemView handle(*itemView);
319 // Second-phase init of the implementation
320 // This can only be done after the CustomActor connection has been made...
321 itemView->Initialize();
326 ItemView::ItemView(ItemFactory& factory)
328 mItemFactory(factory),
330 mAnimatingOvershootOn(false),
331 mAnimateOvershootOff(false),
332 mAnchoringEnabled(true),
333 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
334 mRefreshIntervalLayoutPositions(0.0f),
335 mRefreshOrderHint(true/*Refresh item 0 first*/),
336 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
337 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
338 mMouseWheelScrollDistanceStep(0.0f),
339 mScrollDistance(0.0f),
341 mTotalPanDisplacement(Vector2::ZERO),
342 mScrollOvershoot(0.0f),
344 mGestureState(Gesture::Clear),
346 mPropertyPosition(Property::INVALID_INDEX),
347 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
348 mPropertyScrollSpeed(Property::INVALID_INDEX),
349 mRefreshEnabled(true),
350 mItemsParentOrigin( ParentOrigin::CENTER),
351 mItemsAnchorPoint( AnchorPoint::CENTER)
353 SetRequiresMouseWheelEvents(true);
354 SetKeyboardNavigationSupport(true);
357 void ItemView::OnInitialize()
359 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
361 RegisterCommonProperties();
365 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
366 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
367 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
369 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
370 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
371 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
373 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
375 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
376 LocalSource(mPropertyPosition),
377 LocalSource(mPropertyPositionMin),
378 LocalSource(mPropertyPositionMax),
379 LocalSource(Actor::SIZE),
380 RelativePositionConstraint);
381 self.ApplyConstraint(constraint);
383 Vector2 stageSize = Stage::GetCurrent().GetSize();
384 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
386 EnableGestureDetection(Gesture::Type(Gesture::Pan));
388 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
389 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
391 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
394 ItemView::~ItemView()
398 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
400 return mScrollConnector;
403 unsigned int ItemView::GetLayoutCount() const
405 return mLayouts.size();
408 void ItemView::AddLayout(ItemLayout& layout)
410 mLayouts.push_back(ItemLayoutPtr(&layout));
413 void ItemView::RemoveLayout(unsigned int layoutIndex)
415 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
417 if (mActiveLayout == mLayouts[layoutIndex].Get())
419 mActiveLayout = NULL;
422 mLayouts.erase(mLayouts.begin() + layoutIndex);
425 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
427 return mLayouts[layoutIndex];
430 ItemLayoutPtr ItemView::GetActiveLayout() const
432 return ItemLayoutPtr(mActiveLayout);
435 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
437 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
440 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
442 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
444 mRefreshEnabled = false;
448 // The ItemView size should match the active layout size
449 self.SetSize(targetSize);
450 mActiveLayoutTargetSize = targetSize;
452 // Switch to the new layout
453 mActiveLayout = mLayouts[layoutIndex].Get();
455 // Move the items to the new layout positions...
457 bool resizeAnimationNeeded(false);
458 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
460 unsigned int itemId = iter->first;
461 Actor actor = iter->second;
463 // Remove constraints from previous layout
464 actor.RemoveConstraints();
467 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
469 if( durationSeconds > 0.0f )
471 // Use a size animation
472 if (!resizeAnimationNeeded)
474 resizeAnimationNeeded = true;
475 RemoveAnimation(mResizeAnimation);
476 mResizeAnimation = Animation::New(durationSeconds);
479 // The layout provides its own resize animation
480 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
484 // resize immediately
489 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
492 if (resizeAnimationNeeded)
494 mResizeAnimation.Play();
497 // Refresh the new layout
498 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
499 AddActorsWithinRange( range, durationSeconds );
501 // Scroll to an appropriate layout position
503 bool scrollAnimationNeeded(false);
504 float firstItemScrollPosition(0.0f);
506 float current = GetCurrentLayoutPosition(0);
507 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
508 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
510 if (current < minimum)
512 scrollAnimationNeeded = true;
513 firstItemScrollPosition = minimum;
515 else if (mAnchoringEnabled)
517 scrollAnimationNeeded = true;
518 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
521 if (scrollAnimationNeeded)
523 RemoveAnimation(mScrollAnimation);
524 mScrollAnimation = Animation::New(durationSeconds);
525 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
526 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
527 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
528 mScrollAnimation.Play();
531 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
532 AnimateScrollOvershoot(0.0f);
533 mScrollOvershoot = 0.0f;
535 Radian scrollDirection(mActiveLayout->GetScrollDirection());
536 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
537 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
539 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
541 CalculateDomainSize(targetSize);
544 void ItemView::DeactivateCurrentLayout()
548 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
550 Actor actor = iter->second;
551 actor.RemoveConstraints();
554 mActiveLayout = NULL;
558 void ItemView::OnRefreshNotification(PropertyNotification& source)
560 if(mRefreshEnabled || mScrollAnimation)
562 // Only refresh the cache during normal scrolling
563 DoRefresh(GetCurrentLayoutPosition(0), true);
567 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
571 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
572 RemoveActorsOutsideRange( range );
573 AddActorsWithinRange( range, 0.0f/*immediate*/ );
575 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
579 void ItemView::SetMinimumSwipeSpeed(float speed)
581 mMinimumSwipeSpeed = speed;
584 float ItemView::GetMinimumSwipeSpeed() const
586 return mMinimumSwipeSpeed;
589 void ItemView::SetMinimumSwipeDistance(float distance)
591 mMinimumSwipeDistance = distance;
594 float ItemView::GetMinimumSwipeDistance() const
596 return mMinimumSwipeDistance;
599 void ItemView::SetMouseWheelScrollDistanceStep(float step)
601 mMouseWheelScrollDistanceStep = step;
604 float ItemView::GetMouseWheelScrollDistanceStep() const
606 return mMouseWheelScrollDistanceStep;
609 void ItemView::SetAnchoring(bool enabled)
611 mAnchoringEnabled = enabled;
614 bool ItemView::GetAnchoring() const
616 return mAnchoringEnabled;
619 void ItemView::SetAnchoringDuration(float durationSeconds)
621 mAnchoringDuration = durationSeconds;
624 float ItemView::GetAnchoringDuration() const
626 return mAnchoringDuration;
629 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
631 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
633 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
635 if(mRefreshNotification)
637 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
639 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
640 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
644 float ItemView::GetRefreshInterval() const
646 return mRefreshIntervalLayoutPositions;
649 void ItemView::SetRefreshEnabled(bool enabled)
651 mRefreshEnabled = enabled;
654 Actor ItemView::GetItem(unsigned int itemId) const
658 ConstItemPoolIter iter = mItemPool.find( itemId );
659 if( iter != mItemPool.end() )
661 actor = iter->second;
667 unsigned int ItemView::GetItemId( Actor actor ) const
669 unsigned int itemId( 0 );
671 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
673 if( iter->second == actor )
675 itemId = iter->first;
683 void ItemView::InsertItem( Item newItem, float durationSeconds )
687 Actor displacedActor;
688 ItemPoolIter afterDisplacedIter = mItemPool.end();
690 ItemPoolIter foundIter = mItemPool.find( newItem.first );
691 if( mItemPool.end() != foundIter )
693 SetupActor( newItem, durationSeconds );
694 Self().Add( newItem.second );
696 displacedActor = foundIter->second;
697 foundIter->second = newItem.second;
699 afterDisplacedIter = ++foundIter;
703 // Inserting before the existing item range?
704 ItemPoolIter iter = mItemPool.begin();
705 if( iter != mItemPool.end() &&
706 iter->first > newItem.first )
708 displacedActor = iter->second;
709 mItemPool.erase( iter++ ); // iter is still valid after the erase
711 afterDisplacedIter = iter;
717 // Move the existing actors to make room
718 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
720 Actor temp = iter->second;
721 iter->second = displacedActor;
722 displacedActor = temp;
724 iter->second.RemoveConstraints();
725 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
729 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
730 if ( lastIter != mItemPool.rend() )
732 ItemId lastId = lastIter->first;
733 Item lastItem( lastId + 1, displacedActor );
734 mItemPool.insert( lastItem );
736 lastItem.second.RemoveConstraints();
737 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
741 CalculateDomainSize(Self().GetCurrentSize());
743 mAddingItems = false;
746 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
750 // Insert from lowest id to highest
751 std::set<Item> sortedItems;
752 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
754 sortedItems.insert( *iter );
757 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
759 Self().Add( iter->second );
761 ItemPoolIter foundIter = mItemPool.find( iter->first );
762 if( mItemPool.end() != foundIter )
764 Actor moveMe = foundIter->second;
765 foundIter->second = iter->second;
767 // Move the existing actors to make room
768 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
770 Actor temp = iter->second;
771 iter->second = moveMe;
776 ItemId lastId = mItemPool.rbegin()->first;
777 Item lastItem( lastId + 1, moveMe );
778 mItemPool.insert( lastItem );
782 mItemPool.insert( *iter );
786 // Relayout everything
787 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
790 if( FindById( newItems, iter->first ) )
792 SetupActor( *iter, durationSeconds );
796 iter->second.RemoveConstraints();
797 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
801 CalculateDomainSize(Self().GetCurrentSize());
803 mAddingItems = false;
806 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
808 bool actorsReordered = RemoveActor( itemId );
809 if( actorsReordered )
811 ReapplyAllConstraints( durationSeconds );
817 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
819 bool actorsReordered( false );
821 // Remove from highest id to lowest
822 set<ItemId> sortedItems;
823 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
825 sortedItems.insert( *iter );
828 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
830 if( RemoveActor( *iter ) )
832 actorsReordered = true;
836 if( actorsReordered )
838 ReapplyAllConstraints( durationSeconds );
844 bool ItemView::RemoveActor(unsigned int itemId)
846 bool reordered( false );
848 ItemPoolIter removeIter = mItemPool.find( itemId );
849 if( removeIter != mItemPool.end() )
851 ReleaseActor(itemId, removeIter->second);
855 // Removing before the existing item range?
856 ItemPoolIter iter = mItemPool.begin();
857 if( iter != mItemPool.end() &&
858 iter->first > itemId )
860 // In order to decrement the first visible item ID
861 mItemPool.insert( Item(iter->first - 1, Actor()) );
863 removeIter = mItemPool.begin();
867 if( removeIter != mItemPool.end() )
871 // Adjust the remaining item IDs, for example if item 2 is removed:
872 // Initial actors: After insert:
873 // ID 1 - ActorA ID 1 - ActorA
874 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
875 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
877 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
879 if( iter->first < mItemPool.rbegin()->first )
881 iter->second = mItemPool[ iter->first + 1 ];
885 mItemPool.erase( iter );
894 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
898 SetupActor( replacementItem, durationSeconds );
899 Self().Add( replacementItem.second );
901 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
902 if( mItemPool.end() != iter )
904 ReleaseActor(iter->first, iter->second);
905 iter->second = replacementItem.second;
909 mItemPool.insert( replacementItem );
912 CalculateDomainSize(Self().GetCurrentSize());
914 mAddingItems = false;
917 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
919 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
921 ReplaceItem( *iter, durationSeconds );
925 void ItemView::RemoveActorsOutsideRange( ItemRange range )
927 // Remove unwanted actors from the ItemView & ItemPool
928 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
930 unsigned int current = iter->first;
932 if( ! range.Within( current ) )
934 ReleaseActor(iter->first, iter->second);
936 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
945 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
947 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
949 // The order of addition depends on the scroll direction.
950 if (mRefreshOrderHint)
952 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
954 AddNewActor( itemId, durationSeconds );
959 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
961 AddNewActor( itemId-1, durationSeconds );
965 // Total number of items may change dynamically.
966 // Always recalculate the domain size to reflect that.
967 CalculateDomainSize(Self().GetCurrentSize());
970 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
974 if( mItemPool.end() == mItemPool.find( itemId ) )
976 Actor actor = mItemFactory.NewItem( itemId );
980 Item newItem( itemId, actor );
982 mItemPool.insert( newItem );
984 SetupActor( newItem, durationSeconds );
989 mAddingItems = false;
992 void ItemView::SetupActor( Item item, float durationSeconds )
994 item.second.SetParentOrigin( mItemsParentOrigin );
995 item.second.SetAnchorPoint( mItemsAnchorPoint );
1000 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1002 item.second.SetSize( size );
1005 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1009 void ItemView::ReleaseActor( ItemId item, Actor actor )
1011 Self().Remove( actor );
1012 mItemFactory.ItemReleased(item, actor);
1015 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1017 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1019 ItemRange available(0u, itemCount);
1021 ItemRange range = layout.GetItemsWithinArea( layoutPosition, 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 void ItemView::OnChildAdd(Actor& child)
1038 // We don't want to do this downcast check for any item added by ItemView itself.
1039 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1042 // Set the scroll connector when scroll bar is being added
1043 scrollComponent.SetScrollConnector(mScrollConnector);
1048 bool ItemView::OnTouchEvent(const TouchEvent& event)
1050 // Ignore events with multiple-touch points
1051 if (event.GetPointCount() != 1)
1056 if (event.GetPoint(0).state == TouchPoint::Down)
1058 // Cancel ongoing scrolling etc.
1059 mGestureState = Gesture::Clear;
1061 mScrollDistance = 0.0f;
1062 mScrollSpeed = 0.0f;
1063 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1065 mScrollOvershoot = 0.0f;
1066 AnimateScrollOvershoot(0.0f);
1068 if(mScrollAnimation)
1070 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1073 RemoveAnimation(mScrollAnimation);
1076 return true; // consume since we're potentially scrolling
1079 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1081 // Respond the mouse wheel event to scroll
1084 Actor self = Self();
1085 const Vector3 layoutSize = Self().GetCurrentSize();
1086 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1087 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1089 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1090 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1091 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1092 mRefreshEnabled = true;
1095 if (mMouseWheelEventFinishedTimer.IsRunning())
1097 mMouseWheelEventFinishedTimer.Stop();
1100 mMouseWheelEventFinishedTimer.Start();
1105 bool ItemView::OnMouseWheelEventFinished()
1109 RemoveAnimation(mScrollAnimation);
1111 // No more mouse wheel events coming. Do the anchoring if enabled.
1112 mScrollAnimation = DoAnchoring();
1113 if (mScrollAnimation)
1115 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1116 mScrollAnimation.Play();
1120 mScrollOvershoot = 0.0f;
1121 AnimateScrollOvershoot(0.0f);
1123 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1130 void ItemView::ReapplyAllConstraints( float durationSeconds )
1132 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1134 unsigned int id = iter->first;
1135 Actor actor = iter->second;
1137 actor.RemoveConstraints();
1138 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1142 void ItemView::OnItemsRemoved()
1144 CalculateDomainSize(Self().GetCurrentSize());
1146 // Adjust scroll-position after an item is removed
1149 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1151 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1155 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1157 Actor self = Self();
1158 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1159 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1160 mScrollOvershoot = targetPosition - clamppedPosition;
1161 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1163 return clamppedPosition;
1166 void ItemView::OnPan( const PanGesture& gesture )
1168 Actor self = Self();
1169 const Vector3 layoutSize = Self().GetCurrentSize();
1171 RemoveAnimation(mScrollAnimation);
1173 // Short-circuit if there is no active layout
1176 mGestureState = Gesture::Clear;
1180 mGestureState = gesture.state;
1182 switch (mGestureState)
1184 case Gesture::Finished:
1187 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1188 mScrollSpeed > mMinimumSwipeSpeed)
1190 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1192 mRefreshOrderHint = true;
1194 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1195 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1199 if (mAnchoringEnabled)
1201 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1204 RemoveAnimation(mScrollAnimation);
1206 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1207 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1209 mScrollAnimation = Animation::New(flickAnimationDuration);
1210 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1211 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1212 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1215 // Check whether it has already scrolled to the end
1216 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1218 AnimateScrollOvershoot(0.0f);
1222 // Anchoring may be triggered when there was no swipe
1223 if (!mScrollAnimation)
1225 mScrollAnimation = DoAnchoring();
1228 // Reset the overshoot if no scroll animation.
1229 if (!mScrollAnimation)
1231 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1233 AnimateScrollOvershoot(0.0f, false);
1238 case Gesture::Started: // Fall through
1240 mTotalPanDisplacement = Vector2::ZERO;
1241 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1242 mRefreshEnabled = true;
1245 case Gesture::Continuing:
1247 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1248 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1250 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1251 mRefreshOrderHint = mScrollDistance < 0.0f;
1253 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1255 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1257 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1259 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1260 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1262 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1264 mTotalPanDisplacement += gesture.displacement;
1267 mScrollOvershoot = CalculateScrollOvershoot();
1268 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1272 case Gesture::Cancelled:
1274 mScrollAnimation = DoAnchoring();
1282 if (mScrollAnimation)
1284 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1285 mScrollAnimation.Play();
1289 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1295 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1297 Actor nextFocusActor;
1301 if(!actor || actor == this->Self())
1303 nextFocusActor = GetItem(nextItemID);
1305 else if(actor && actor.GetParent() == this->Self())
1307 int itemID = GetItemId(actor);
1308 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1309 nextFocusActor = GetItem(nextItemID);
1310 if(nextFocusActor == actor)
1312 // need to pass NULL actor back to focus manager
1313 nextFocusActor.Reset();
1314 return nextFocusActor;
1317 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1318 Vector3 layoutSize = Self().GetCurrentSize();
1321 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1322 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1323 nextItemID = viewableItems.begin;
1324 nextFocusActor = GetItem(nextItemID);
1327 return nextFocusActor;
1330 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1332 // only in this function if our chosen focus actor was actually used
1333 if(commitedFocusableActor)
1335 int nextItemID = GetItemId(commitedFocusableActor);
1336 float layoutPosition = GetCurrentLayoutPosition(0);
1337 Vector3 layoutSize = Self().GetCurrentSize();
1339 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1340 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1344 Animation ItemView::DoAnchoring()
1346 Animation anchoringAnimation;
1347 Actor self = Self();
1349 if (mActiveLayout && mAnchoringEnabled)
1351 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1353 anchoringAnimation = Animation::New(mAnchoringDuration);
1354 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1355 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1356 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1359 AnimateScrollOvershoot(0.0f);
1363 return anchoringAnimation;
1366 void ItemView::OnScrollFinished(Animation& source)
1368 Actor self = Self();
1370 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1372 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1374 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1376 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1380 // Reset the overshoot
1381 AnimateScrollOvershoot( 0.0f );
1383 mIsFlicking = false;
1385 mScrollOvershoot = 0.0f;
1388 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1390 RemoveAnimation(mScrollAnimation);
1391 mRefreshEnabled = true;
1392 DoRefresh(GetCurrentLayoutPosition(0), true);
1395 void ItemView::OnOvershootOnFinished(Animation& animation)
1397 mAnimatingOvershootOn = false;
1398 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1399 RemoveAnimation(mScrollOvershootAnimation);
1400 if(mAnimateOvershootOff)
1402 AnimateScrollOvershoot(0.0f);
1406 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1408 Actor self = Self();
1409 const Vector3 layoutSize = Self().GetCurrentSize();
1410 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1412 if(durationSeconds > 0.0f)
1414 RemoveAnimation(mScrollAnimation);
1415 mScrollAnimation = Animation::New(durationSeconds);
1416 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1417 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1418 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1419 mScrollAnimation.Play();
1423 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1424 AnimateScrollOvershoot(0.0f);
1427 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1428 mRefreshEnabled = true;
1431 void ItemView::RemoveAnimation(Animation& animation)
1435 // Cease animating, and reset handle.
1441 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1443 Actor self = Self();
1445 Vector3 firstItemPosition(Vector3::ZERO);
1446 Vector3 lastItemPosition(Vector3::ZERO);
1450 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1452 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1453 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1454 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1458 if(IsHorizontal(mActiveLayout->GetOrientation()))
1460 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1461 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1462 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1466 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1467 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1468 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1471 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1473 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1474 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1475 self.SetProperty(mPropertyCanScrollHorizontal, false);
1479 Vector3 ItemView::GetDomainSize() const
1481 Actor self = Self();
1483 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1484 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1486 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1489 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1491 Actor self = Self();
1493 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1494 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1495 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1497 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1500 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1502 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1503 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1506 Vector3 ItemView::GetCurrentScrollPosition() const
1508 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1509 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1512 void ItemView::AddOverlay(Actor actor)
1517 void ItemView::RemoveOverlay(Actor actor)
1519 Self().Remove(actor);
1522 void ItemView::ScrollTo(const Vector3& position, float duration)
1524 Actor self = Self();
1525 const Vector3 layoutSize = Self().GetCurrentSize();
1527 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1531 RemoveAnimation(mScrollAnimation);
1532 mScrollAnimation = Animation::New(duration);
1533 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1534 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1535 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1536 mScrollAnimation.Play();
1540 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1541 AnimateScrollOvershoot(0.0f);
1544 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1545 mRefreshEnabled = true;
1548 void ItemView::SetOvershootEffectColor( const Vector4& color )
1550 mOvershootEffectColor = color;
1551 if( mOvershootOverlay )
1553 mOvershootOverlay.SetColor( color );
1557 void ItemView::SetOvershootEnabled( bool enable )
1559 Actor self = Self();
1562 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1563 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1564 mOvershootOverlay.SetColor(mOvershootEffectColor);
1565 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1566 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1567 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1568 self.Add(mOvershootOverlay);
1570 Constraint constraint = Constraint::New<Vector3>( Actor::SIZE,
1571 ParentSource( mPropertyScrollDirection ),
1572 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1573 ParentSource( Actor::SIZE ),
1574 OvershootOverlaySizeConstraint() );
1575 mOvershootOverlay.ApplyConstraint(constraint);
1576 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1578 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1579 ParentSource( mPropertyScrollDirection ),
1580 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1581 OvershootOverlayRotationConstraint() );
1582 mOvershootOverlay.ApplyConstraint(constraint);
1584 constraint = Constraint::New<Vector3>( Actor::POSITION,
1585 ParentSource( Actor::SIZE ),
1586 ParentSource( mPropertyScrollDirection ),
1587 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1588 OvershootOverlayPositionConstraint() );
1589 mOvershootOverlay.ApplyConstraint(constraint);
1591 constraint = Constraint::New<bool>( Actor::VISIBLE,
1592 ParentSource( mPropertyCanScrollVertical ),
1593 OvershootOverlayVisibilityConstraint() );
1594 mOvershootOverlay.ApplyConstraint(constraint);
1596 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1597 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1598 EqualToConstraint() );
1599 mOvershootOverlay.ApplyConstraint(constraint);
1603 if( mOvershootOverlay )
1605 self.Remove(mOvershootOverlay);
1606 mOvershootOverlay.Reset();
1611 float ItemView::CalculateScrollOvershoot()
1613 float overshoot = 0.0f;
1617 // The overshoot must be calculated from the accumulated pan gesture displacement
1618 // since the pan gesture starts.
1619 Actor self = Self();
1620 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1621 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1622 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1623 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1624 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1625 overshoot = positionDelta - clamppedPosition;
1628 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1631 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1633 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1635 // make sure we animate back if needed
1636 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1638 if( mAnimatingOvershootOn )
1640 // animating on, do not allow animate off
1644 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1646 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1647 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1649 RemoveAnimation(mScrollOvershootAnimation);
1650 mScrollOvershootAnimation = Animation::New(duration);
1651 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1652 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1653 mScrollOvershootAnimation.Play();
1655 mAnimatingOvershootOn = animatingOn;
1659 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1663 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1665 if( parentOrigin != mItemsParentOrigin )
1667 mItemsParentOrigin = parentOrigin;
1668 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1670 iter->second.SetParentOrigin(parentOrigin);
1675 Vector3 ItemView::GetItemsParentOrigin() const
1677 return mItemsParentOrigin;
1680 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1682 if( anchorPoint != mItemsAnchorPoint )
1684 mItemsAnchorPoint = anchorPoint;
1685 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1687 iter->second.SetAnchorPoint(anchorPoint);
1692 Vector3 ItemView::GetItemsAnchorPoint() const
1694 return mItemsAnchorPoint;
1697 void ItemView::GetItemsRange(ItemRange& range)
1699 if( !mItemPool.empty() )
1701 range.begin = mItemPool.begin()->first;
1702 range.end = mItemPool.rbegin()->first + 1;
1711 void ItemView::OnScrollPositionChanged( float position )
1713 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1714 RemoveAnimation(mScrollAnimation);
1716 // Refresh the cache immediately when the scroll position is changed.
1717 DoRefresh(position, false); // No need to cache extra items.
1720 } // namespace Internal
1722 } // namespace Toolkit