2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31 #include <dali/public-api/object/type-registry-helper.h>
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
41 namespace // Unnamed namespace
46 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
47 DALI_TYPE_REGISTRATION_END()
49 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
50 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
51 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
53 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
54 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
56 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
57 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
59 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
61 const float MILLISECONDS_PER_SECONDS = 1000.0f;
63 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
64 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
65 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
66 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
68 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
69 const string POSITION_PROPERTY_NAME( "item-view-position" );
70 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
71 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
72 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
73 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
76 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
78 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
80 Radian scrollDirection(layout.GetScrollDirection());
82 float cosTheta = cosf(scrollDirection);
83 float sinTheta = sinf(scrollDirection);
85 return panDistance.x * sinTheta + panDistance.y * cosTheta;
88 // Overshoot overlay constraints
90 struct OvershootOverlaySizeConstraint
92 Vector3 operator()(const Vector3& current,
93 const PropertyInput& parentScrollDirectionProperty,
94 const PropertyInput& parentOvershootProperty,
95 const PropertyInput& parentSizeProperty)
97 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
98 const Vector3 parentSize = parentSizeProperty.GetVector3();
99 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
103 if(Toolkit::IsVertical(parentOrientation))
105 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
109 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
112 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
114 return Vector3( overlayWidth, overlayHeight, current.depth );
118 struct OvershootOverlayRotationConstraint
120 Quaternion operator()(const Quaternion& current,
121 const PropertyInput& parentScrollDirectionProperty,
122 const PropertyInput& parentOvershootProperty)
124 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
125 const float parentOvershoot = parentOvershootProperty.GetFloat();
126 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128 float multiplier = 0;
129 if(Toolkit::IsVertical(parentOrientation))
131 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
133 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
134 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
143 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
144 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
155 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
157 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
158 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
167 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
168 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
178 Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
184 struct OvershootOverlayPositionConstraint
186 Vector3 operator()(const Vector3& current,
187 const PropertyInput& parentSizeProperty,
188 const PropertyInput& parentScrollDirectionProperty,
189 const PropertyInput& parentOvershootProperty)
191 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
192 const float parentOvershoot = parentOvershootProperty.GetFloat();
193 const Vector3 parentSize = parentSizeProperty.GetVector3();
194 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
196 Vector3 relativeOffset;
198 if(Toolkit::IsVertical(parentOrientation))
200 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
203 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
209 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
212 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
213 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
219 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
224 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
227 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
229 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
233 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
236 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
237 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
243 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
247 return relativeOffset * parentSize;
252 struct OvershootOverlayVisibilityConstraint
254 bool operator()(const bool& current,
255 const PropertyInput& parentLayoutScrollableProperty)
257 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
259 return parentLayoutScrollable;
264 * Relative position Constraint
265 * Generates the relative position value of the item view based on the layout position,
266 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
268 Vector3 RelativePositionConstraint(const Vector3& current,
269 const PropertyInput& scrollPositionProperty,
270 const PropertyInput& scrollMinProperty,
271 const PropertyInput& scrollMaxProperty,
272 const PropertyInput& layoutSizeProperty)
274 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
275 const Vector3& min = scrollMinProperty.GetVector3();
276 const Vector3& max = scrollMaxProperty.GetVector3();
278 Vector3 relativePosition;
279 Vector3 domainSize = max - min;
281 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
282 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
284 return relativePosition;
287 } // unnamed namespace
298 namespace // unnamed namespace
301 bool FindById( const ItemContainer& items, ItemId id )
303 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
305 if( iter->first == id )
314 } // unnamed namespace
316 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
318 // Create the implementation
319 ItemViewPtr itemView(new ItemView(factory));
321 // Pass ownership to CustomActor via derived handle
322 Dali::Toolkit::ItemView handle(*itemView);
324 // Second-phase init of the implementation
325 // This can only be done after the CustomActor connection has been made...
326 itemView->Initialize();
331 ItemView::ItemView(ItemFactory& factory)
333 mItemFactory(factory),
335 mAnimatingOvershootOn(false),
336 mAnimateOvershootOff(false),
337 mAnchoringEnabled(true),
338 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
339 mRefreshIntervalLayoutPositions(0.0f),
340 mRefreshOrderHint(true/*Refresh item 0 first*/),
341 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
342 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
343 mMouseWheelScrollDistanceStep(0.0f),
344 mScrollDistance(0.0f),
346 mTotalPanDisplacement(Vector2::ZERO),
347 mScrollOvershoot(0.0f),
349 mGestureState(Gesture::Clear),
351 mPropertyPosition(Property::INVALID_INDEX),
352 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
353 mPropertyScrollSpeed(Property::INVALID_INDEX),
354 mRefreshEnabled(true),
355 mItemsParentOrigin( ParentOrigin::CENTER),
356 mItemsAnchorPoint( AnchorPoint::CENTER)
358 SetRequiresMouseWheelEvents(true);
359 SetKeyboardNavigationSupport(true);
362 void ItemView::OnInitialize()
364 RegisterCommonProperties();
368 // Disable size negotiation for item views
369 self.SetRelayoutEnabled( false );
371 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
372 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
373 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
375 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
376 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
377 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
379 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
381 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
382 LocalSource(mPropertyPosition),
383 LocalSource(mPropertyPositionMin),
384 LocalSource(mPropertyPositionMax),
385 LocalSource(Actor::Property::SIZE),
386 RelativePositionConstraint);
387 self.ApplyConstraint(constraint);
389 Vector2 stageSize = Stage::GetCurrent().GetSize();
390 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
392 EnableGestureDetection(Gesture::Type(Gesture::Pan));
394 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
395 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
397 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
400 ItemView::~ItemView()
404 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
406 return mScrollConnector;
409 unsigned int ItemView::GetLayoutCount() const
411 return mLayouts.size();
414 void ItemView::AddLayout(ItemLayout& layout)
416 mLayouts.push_back(ItemLayoutPtr(&layout));
419 void ItemView::RemoveLayout(unsigned int layoutIndex)
421 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
423 if (mActiveLayout == mLayouts[layoutIndex].Get())
425 mActiveLayout = NULL;
428 mLayouts.erase(mLayouts.begin() + layoutIndex);
431 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
433 return mLayouts[layoutIndex];
436 ItemLayoutPtr ItemView::GetActiveLayout() const
438 return ItemLayoutPtr(mActiveLayout);
441 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
443 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
446 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
448 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
450 mRefreshEnabled = false;
454 // The ItemView size should match the active layout size
455 self.SetSize(targetSize);
456 mActiveLayoutTargetSize = targetSize;
458 // Switch to the new layout
459 mActiveLayout = mLayouts[layoutIndex].Get();
461 // Move the items to the new layout positions...
463 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
465 unsigned int itemId = iter->first;
466 Actor actor = iter->second;
468 // Remove constraints from previous layout
469 actor.RemoveConstraints();
472 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
474 // resize immediately
475 actor.SetResizePolicy( FIXED, ALL_DIMENSIONS );
476 actor.SetPreferredSize( size.GetVectorXY() );
479 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
482 // Refresh the new layout
483 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
484 AddActorsWithinRange( range, durationSeconds );
486 // Scroll to an appropriate layout position
488 bool scrollAnimationNeeded(false);
489 float firstItemScrollPosition(0.0f);
491 float current = GetCurrentLayoutPosition(0);
492 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
493 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
495 if (current < minimum)
497 scrollAnimationNeeded = true;
498 firstItemScrollPosition = minimum;
500 else if (mAnchoringEnabled)
502 scrollAnimationNeeded = true;
503 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
506 if (scrollAnimationNeeded)
508 RemoveAnimation(mScrollAnimation);
509 mScrollAnimation = Animation::New(durationSeconds);
510 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
511 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
512 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
513 mScrollAnimation.Play();
516 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
517 AnimateScrollOvershoot(0.0f);
518 mScrollOvershoot = 0.0f;
520 Radian scrollDirection(mActiveLayout->GetScrollDirection());
521 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
522 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
524 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
526 CalculateDomainSize(targetSize);
529 void ItemView::DeactivateCurrentLayout()
533 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
535 Actor actor = iter->second;
536 actor.RemoveConstraints();
539 mActiveLayout = NULL;
543 void ItemView::OnRefreshNotification(PropertyNotification& source)
545 if(mRefreshEnabled || mScrollAnimation)
547 // Only refresh the cache during normal scrolling
548 DoRefresh(GetCurrentLayoutPosition(0), true);
552 void ItemView::Refresh()
554 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
556 ReleaseActor( iter->first, iter->second );
560 DoRefresh(GetCurrentLayoutPosition(0), true);
563 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
567 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
568 RemoveActorsOutsideRange( range );
569 AddActorsWithinRange( range, 0.0f/*immediate*/ );
571 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
575 void ItemView::SetMinimumSwipeSpeed(float speed)
577 mMinimumSwipeSpeed = speed;
580 float ItemView::GetMinimumSwipeSpeed() const
582 return mMinimumSwipeSpeed;
585 void ItemView::SetMinimumSwipeDistance(float distance)
587 mMinimumSwipeDistance = distance;
590 float ItemView::GetMinimumSwipeDistance() const
592 return mMinimumSwipeDistance;
595 void ItemView::SetMouseWheelScrollDistanceStep(float step)
597 mMouseWheelScrollDistanceStep = step;
600 float ItemView::GetMouseWheelScrollDistanceStep() const
602 return mMouseWheelScrollDistanceStep;
605 void ItemView::SetAnchoring(bool enabled)
607 mAnchoringEnabled = enabled;
610 bool ItemView::GetAnchoring() const
612 return mAnchoringEnabled;
615 void ItemView::SetAnchoringDuration(float durationSeconds)
617 mAnchoringDuration = durationSeconds;
620 float ItemView::GetAnchoringDuration() const
622 return mAnchoringDuration;
625 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
627 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
629 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
631 if(mRefreshNotification)
633 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
635 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
636 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
640 float ItemView::GetRefreshInterval() const
642 return mRefreshIntervalLayoutPositions;
645 void ItemView::SetRefreshEnabled(bool enabled)
647 mRefreshEnabled = enabled;
650 Actor ItemView::GetItem(unsigned int itemId) const
654 ConstItemPoolIter iter = mItemPool.find( itemId );
655 if( iter != mItemPool.end() )
657 actor = iter->second;
663 unsigned int ItemView::GetItemId( Actor actor ) const
665 unsigned int itemId( 0 );
667 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
669 if( iter->second == actor )
671 itemId = iter->first;
679 void ItemView::InsertItem( Item newItem, float durationSeconds )
683 Actor displacedActor;
684 ItemPoolIter afterDisplacedIter = mItemPool.end();
686 ItemPoolIter foundIter = mItemPool.find( newItem.first );
687 if( mItemPool.end() != foundIter )
689 SetupActor( newItem, durationSeconds );
690 Self().Add( newItem.second );
692 displacedActor = foundIter->second;
693 foundIter->second = newItem.second;
695 afterDisplacedIter = ++foundIter;
699 // Inserting before the existing item range?
700 ItemPoolIter iter = mItemPool.begin();
701 if( iter != mItemPool.end() &&
702 iter->first > newItem.first )
704 displacedActor = iter->second;
705 mItemPool.erase( iter++ ); // iter is still valid after the erase
707 afterDisplacedIter = iter;
713 // Move the existing actors to make room
714 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
716 Actor temp = iter->second;
717 iter->second = displacedActor;
718 displacedActor = temp;
720 iter->second.RemoveConstraints();
721 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
725 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
726 if ( lastIter != mItemPool.rend() )
728 ItemId lastId = lastIter->first;
729 Item lastItem( lastId + 1, displacedActor );
730 mItemPool.insert( lastItem );
732 lastItem.second.RemoveConstraints();
733 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
737 CalculateDomainSize(Self().GetCurrentSize());
739 mAddingItems = false;
742 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
746 // Insert from lowest id to highest
747 std::set<Item> sortedItems;
748 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
750 sortedItems.insert( *iter );
753 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
755 Self().Add( iter->second );
757 ItemPoolIter foundIter = mItemPool.find( iter->first );
758 if( mItemPool.end() != foundIter )
760 Actor moveMe = foundIter->second;
761 foundIter->second = iter->second;
763 // Move the existing actors to make room
764 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
766 Actor temp = iter->second;
767 iter->second = moveMe;
772 ItemId lastId = mItemPool.rbegin()->first;
773 Item lastItem( lastId + 1, moveMe );
774 mItemPool.insert( lastItem );
778 mItemPool.insert( *iter );
782 // Relayout everything
783 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
786 if( FindById( newItems, iter->first ) )
788 SetupActor( *iter, durationSeconds );
792 iter->second.RemoveConstraints();
793 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
797 CalculateDomainSize(Self().GetCurrentSize());
799 mAddingItems = false;
802 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
804 bool actorsReordered = RemoveActor( itemId );
805 if( actorsReordered )
807 ReapplyAllConstraints( durationSeconds );
813 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
815 bool actorsReordered( false );
817 // Remove from highest id to lowest
818 set<ItemId> sortedItems;
819 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
821 sortedItems.insert( *iter );
824 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
826 if( RemoveActor( *iter ) )
828 actorsReordered = true;
832 if( actorsReordered )
834 ReapplyAllConstraints( durationSeconds );
840 bool ItemView::RemoveActor(unsigned int itemId)
842 bool reordered( false );
844 ItemPoolIter removeIter = mItemPool.find( itemId );
845 if( removeIter != mItemPool.end() )
847 ReleaseActor(itemId, removeIter->second);
851 // Removing before the existing item range?
852 ItemPoolIter iter = mItemPool.begin();
853 if( iter != mItemPool.end() &&
854 iter->first > itemId )
856 // In order to decrement the first visible item ID
857 mItemPool.insert( Item(iter->first - 1, Actor()) );
859 removeIter = mItemPool.begin();
863 if( removeIter != mItemPool.end() )
867 // Adjust the remaining item IDs, for example if item 2 is removed:
868 // Initial actors: After insert:
869 // ID 1 - ActorA ID 1 - ActorA
870 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
871 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
873 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
875 if( iter->first < mItemPool.rbegin()->first )
877 iter->second = mItemPool[ iter->first + 1 ];
881 mItemPool.erase( iter );
890 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
894 SetupActor( replacementItem, durationSeconds );
895 Self().Add( replacementItem.second );
897 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
898 if( mItemPool.end() != iter )
900 ReleaseActor(iter->first, iter->second);
901 iter->second = replacementItem.second;
905 mItemPool.insert( replacementItem );
908 CalculateDomainSize(Self().GetCurrentSize());
910 mAddingItems = false;
913 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
915 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
917 ReplaceItem( *iter, durationSeconds );
921 void ItemView::RemoveActorsOutsideRange( ItemRange range )
923 // Remove unwanted actors from the ItemView & ItemPool
924 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
926 unsigned int current = iter->first;
928 if( ! range.Within( current ) )
930 ReleaseActor(iter->first, iter->second);
932 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
941 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
943 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
945 // The order of addition depends on the scroll direction.
946 if (mRefreshOrderHint)
948 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
950 AddNewActor( itemId, durationSeconds );
955 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
957 AddNewActor( itemId-1, durationSeconds );
961 // Total number of items may change dynamically.
962 // Always recalculate the domain size to reflect that.
963 CalculateDomainSize(Self().GetCurrentSize());
966 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
970 if( mItemPool.end() == mItemPool.find( itemId ) )
972 Actor actor = mItemFactory.NewItem( itemId );
976 Item newItem( itemId, actor );
978 mItemPool.insert( newItem );
980 SetupActor( newItem, durationSeconds );
985 mAddingItems = false;
988 void ItemView::SetupActor( Item item, float durationSeconds )
990 item.second.SetParentOrigin( mItemsParentOrigin );
991 item.second.SetAnchorPoint( mItemsAnchorPoint );
996 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
998 item.second.SetResizePolicy( FIXED, ALL_DIMENSIONS );
999 item.second.SetPreferredSize( size.GetVectorXY() );
1002 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1006 void ItemView::ReleaseActor( ItemId item, Actor actor )
1008 Self().Remove( actor );
1009 mItemFactory.ItemReleased(item, actor);
1012 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1014 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1016 ItemRange available(0u, itemCount);
1018 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1022 // Add the reserve items for scrolling
1023 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1024 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1028 return range.Intersection(available);
1031 void ItemView::OnChildAdd(Actor& child)
1035 // We don't want to do this downcast check for any item added by ItemView itself.
1036 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1039 // Set the scroll connector when scroll bar is being added
1040 scrollComponent.SetScrollConnector(mScrollConnector);
1045 bool ItemView::OnTouchEvent(const TouchEvent& event)
1047 // Ignore events with multiple-touch points
1048 if (event.GetPointCount() != 1)
1053 if (event.GetPoint(0).state == TouchPoint::Down)
1055 // Cancel ongoing scrolling etc.
1056 mGestureState = Gesture::Clear;
1058 mScrollDistance = 0.0f;
1059 mScrollSpeed = 0.0f;
1060 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1062 mScrollOvershoot = 0.0f;
1063 AnimateScrollOvershoot(0.0f);
1065 if(mScrollAnimation)
1067 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1070 RemoveAnimation(mScrollAnimation);
1073 return true; // consume since we're potentially scrolling
1076 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1078 // Respond the mouse wheel event to scroll
1081 Actor self = Self();
1082 const Vector3 layoutSize = Self().GetCurrentSize();
1083 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1084 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1086 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1087 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1088 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1089 mRefreshEnabled = true;
1092 if (mMouseWheelEventFinishedTimer.IsRunning())
1094 mMouseWheelEventFinishedTimer.Stop();
1097 mMouseWheelEventFinishedTimer.Start();
1102 bool ItemView::OnMouseWheelEventFinished()
1106 RemoveAnimation(mScrollAnimation);
1108 // No more mouse wheel events coming. Do the anchoring if enabled.
1109 mScrollAnimation = DoAnchoring();
1110 if (mScrollAnimation)
1112 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1113 mScrollAnimation.Play();
1117 mScrollOvershoot = 0.0f;
1118 AnimateScrollOvershoot(0.0f);
1120 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1127 void ItemView::ReapplyAllConstraints( float durationSeconds )
1129 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1131 unsigned int id = iter->first;
1132 Actor actor = iter->second;
1134 actor.RemoveConstraints();
1135 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1139 void ItemView::OnItemsRemoved()
1141 CalculateDomainSize(Self().GetCurrentSize());
1143 // Adjust scroll-position after an item is removed
1146 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1148 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1152 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1154 Actor self = Self();
1155 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1156 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1157 mScrollOvershoot = targetPosition - clamppedPosition;
1158 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1160 return clamppedPosition;
1163 void ItemView::OnPan( const PanGesture& gesture )
1165 Actor self = Self();
1166 const Vector3 layoutSize = Self().GetCurrentSize();
1168 RemoveAnimation(mScrollAnimation);
1170 // Short-circuit if there is no active layout
1173 mGestureState = Gesture::Clear;
1177 mGestureState = gesture.state;
1179 switch (mGestureState)
1181 case Gesture::Finished:
1184 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1185 mScrollSpeed > mMinimumSwipeSpeed)
1187 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1189 mRefreshOrderHint = true;
1191 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1192 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1196 if (mAnchoringEnabled)
1198 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1201 RemoveAnimation(mScrollAnimation);
1203 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1204 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1206 mScrollAnimation = Animation::New(flickAnimationDuration);
1207 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1208 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1209 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1212 // Check whether it has already scrolled to the end
1213 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1215 AnimateScrollOvershoot(0.0f);
1219 // Anchoring may be triggered when there was no swipe
1220 if (!mScrollAnimation)
1222 mScrollAnimation = DoAnchoring();
1225 // Reset the overshoot if no scroll animation.
1226 if (!mScrollAnimation)
1228 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1230 AnimateScrollOvershoot(0.0f, false);
1235 case Gesture::Started: // Fall through
1237 mTotalPanDisplacement = Vector2::ZERO;
1238 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1239 mRefreshEnabled = true;
1242 case Gesture::Continuing:
1244 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1245 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1247 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1248 mRefreshOrderHint = mScrollDistance < 0.0f;
1250 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1252 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1254 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1256 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1257 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1259 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1261 mTotalPanDisplacement += gesture.displacement;
1264 mScrollOvershoot = CalculateScrollOvershoot();
1265 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1269 case Gesture::Cancelled:
1271 mScrollAnimation = DoAnchoring();
1279 if (mScrollAnimation)
1281 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1282 mScrollAnimation.Play();
1286 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1292 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1294 Actor nextFocusActor;
1298 if(!actor || actor == this->Self())
1300 nextFocusActor = GetItem(nextItemID);
1302 else if(actor && actor.GetParent() == this->Self())
1304 int itemID = GetItemId(actor);
1305 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1306 nextFocusActor = GetItem(nextItemID);
1307 if(nextFocusActor == actor)
1309 // need to pass NULL actor back to focus manager
1310 nextFocusActor.Reset();
1311 return nextFocusActor;
1314 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1315 Vector3 layoutSize = Self().GetCurrentSize();
1318 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1319 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1320 nextItemID = viewableItems.begin;
1321 nextFocusActor = GetItem(nextItemID);
1324 return nextFocusActor;
1327 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1329 // only in this function if our chosen focus actor was actually used
1330 if(commitedFocusableActor)
1332 int nextItemID = GetItemId(commitedFocusableActor);
1333 float layoutPosition = GetCurrentLayoutPosition(0);
1334 Vector3 layoutSize = Self().GetCurrentSize();
1336 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1337 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1341 Animation ItemView::DoAnchoring()
1343 Animation anchoringAnimation;
1344 Actor self = Self();
1346 if (mActiveLayout && mAnchoringEnabled)
1348 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1350 anchoringAnimation = Animation::New(mAnchoringDuration);
1351 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1352 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1353 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1356 AnimateScrollOvershoot(0.0f);
1360 return anchoringAnimation;
1363 void ItemView::OnScrollFinished(Animation& source)
1365 Actor self = Self();
1367 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1369 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1371 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1373 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1377 // Reset the overshoot
1378 AnimateScrollOvershoot( 0.0f );
1380 mIsFlicking = false;
1382 mScrollOvershoot = 0.0f;
1385 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1387 RemoveAnimation(mScrollAnimation);
1388 mRefreshEnabled = true;
1389 DoRefresh(GetCurrentLayoutPosition(0), true);
1392 void ItemView::OnOvershootOnFinished(Animation& animation)
1394 mAnimatingOvershootOn = false;
1395 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1396 RemoveAnimation(mScrollOvershootAnimation);
1397 if(mAnimateOvershootOff)
1399 AnimateScrollOvershoot(0.0f);
1403 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1405 Actor self = Self();
1406 const Vector3 layoutSize = Self().GetCurrentSize();
1407 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1409 if(durationSeconds > 0.0f)
1411 RemoveAnimation(mScrollAnimation);
1412 mScrollAnimation = Animation::New(durationSeconds);
1413 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1414 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1415 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1416 mScrollAnimation.Play();
1420 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1421 AnimateScrollOvershoot(0.0f);
1424 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1425 mRefreshEnabled = true;
1428 void ItemView::RemoveAnimation(Animation& animation)
1432 // Cease animating, and reset handle.
1438 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1440 Actor self = Self();
1442 Vector3 firstItemPosition(Vector3::ZERO);
1443 Vector3 lastItemPosition(Vector3::ZERO);
1447 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1449 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1450 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1451 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1455 if(IsHorizontal(mActiveLayout->GetOrientation()))
1457 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1458 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1459 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1463 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1464 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1465 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1468 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1470 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1471 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1472 self.SetProperty(mPropertyCanScrollHorizontal, false);
1476 Vector3 ItemView::GetDomainSize() const
1478 Actor self = Self();
1480 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1481 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1483 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1486 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1488 Actor self = Self();
1490 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1491 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1492 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1494 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1497 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1499 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1500 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1503 Vector3 ItemView::GetCurrentScrollPosition() const
1505 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1506 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1509 void ItemView::AddOverlay(Actor actor)
1514 void ItemView::RemoveOverlay(Actor actor)
1516 Self().Remove(actor);
1519 void ItemView::ScrollTo(const Vector3& position, float duration)
1521 Actor self = Self();
1522 const Vector3 layoutSize = Self().GetCurrentSize();
1524 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1528 RemoveAnimation(mScrollAnimation);
1529 mScrollAnimation = Animation::New(duration);
1530 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1531 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1532 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1533 mScrollAnimation.Play();
1537 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1538 AnimateScrollOvershoot(0.0f);
1541 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1542 mRefreshEnabled = true;
1545 void ItemView::SetOvershootEffectColor( const Vector4& color )
1547 mOvershootEffectColor = color;
1548 if( mOvershootOverlay )
1550 mOvershootOverlay.SetColor( color );
1554 void ItemView::SetOvershootEnabled( bool enable )
1556 Actor self = Self();
1559 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1561 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1562 ParentSource( mPropertyScrollDirection ),
1563 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1564 ParentSource( Actor::Property::SIZE ),
1565 OvershootOverlaySizeConstraint() );
1566 mOvershootOverlay.ApplyConstraint(constraint);
1567 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1569 constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1570 ParentSource( mPropertyScrollDirection ),
1571 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1572 OvershootOverlayRotationConstraint() );
1573 mOvershootOverlay.ApplyConstraint(constraint);
1575 constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1576 ParentSource( Actor::Property::SIZE ),
1577 ParentSource( mPropertyScrollDirection ),
1578 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1579 OvershootOverlayPositionConstraint() );
1580 mOvershootOverlay.ApplyConstraint(constraint);
1582 constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1583 ParentSource( mPropertyCanScrollVertical ),
1584 OvershootOverlayVisibilityConstraint() );
1585 mOvershootOverlay.ApplyConstraint(constraint);
1587 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1588 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1589 EqualToConstraint() );
1590 mOvershootOverlay.ApplyConstraint(constraint);
1594 if( mOvershootOverlay )
1596 self.Remove(mOvershootOverlay);
1597 mOvershootOverlay.Reset();
1602 float ItemView::CalculateScrollOvershoot()
1604 float overshoot = 0.0f;
1608 // The overshoot must be calculated from the accumulated pan gesture displacement
1609 // since the pan gesture starts.
1610 Actor self = Self();
1611 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1612 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1613 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1614 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1615 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1616 overshoot = positionDelta - clamppedPosition;
1619 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1622 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1624 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1626 // make sure we animate back if needed
1627 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1629 if( mAnimatingOvershootOn )
1631 // animating on, do not allow animate off
1635 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1637 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1638 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1640 RemoveAnimation(mScrollOvershootAnimation);
1641 mScrollOvershootAnimation = Animation::New(duration);
1642 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1643 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1644 mScrollOvershootAnimation.Play();
1646 mAnimatingOvershootOn = animatingOn;
1650 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1654 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1656 if( parentOrigin != mItemsParentOrigin )
1658 mItemsParentOrigin = parentOrigin;
1659 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1661 iter->second.SetParentOrigin(parentOrigin);
1666 Vector3 ItemView::GetItemsParentOrigin() const
1668 return mItemsParentOrigin;
1671 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1673 if( anchorPoint != mItemsAnchorPoint )
1675 mItemsAnchorPoint = anchorPoint;
1676 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1678 iter->second.SetAnchorPoint(anchorPoint);
1683 Vector3 ItemView::GetItemsAnchorPoint() const
1685 return mItemsAnchorPoint;
1688 void ItemView::GetItemsRange(ItemRange& range)
1690 if( !mItemPool.empty() )
1692 range.begin = mItemPool.begin()->first;
1693 range.end = mItemPool.rbegin()->first + 1;
1702 void ItemView::OnScrollPositionChanged( float position )
1704 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1705 RemoveAnimation(mScrollAnimation);
1707 // Refresh the cache immediately when the scroll position is changed.
1708 DoRefresh(position, false); // No need to cache extra items.
1711 } // namespace Internal
1713 } // namespace Toolkit