Size negotiation patch 1: Removed SetPreferred size
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
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>
32
33 // INTERNAL INCLUDES
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
37
38 using std::string;
39 using std::set;
40 using namespace Dali;
41
42 namespace // Unnamed namespace
43 {
44
45 //Type registration
46
47 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
48 DALI_TYPE_REGISTRATION_END()
49
50 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
51 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
52 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
53
54 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
55 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
56
57 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
58 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
59
60 const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
61
62 const float MILLISECONDS_PER_SECONDS = 1000.0f;
63
64 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
65 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
66 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
67 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
68
69 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
70 const string POSITION_PROPERTY_NAME( "item-view-position" );
71 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
72 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
73 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
74 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
75
76 /**
77  * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
78  */
79 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
80 {
81   Radian scrollDirection(layout.GetScrollDirection());
82
83   float cosTheta = cosf(scrollDirection);
84   float sinTheta = sinf(scrollDirection);
85
86   return panDistance.x * sinTheta + panDistance.y * cosTheta;
87 }
88
89 // Overshoot overlay constraints
90
91 struct OvershootOverlaySizeConstraint
92 {
93   Vector3 operator()(const Vector3& current,
94                      const PropertyInput& parentScrollDirectionProperty,
95                      const PropertyInput& parentOvershootProperty,
96                      const PropertyInput& parentSizeProperty)
97   {
98     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
99     const Vector3 parentSize = parentSizeProperty.GetVector3();
100     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
101
102     float overlayWidth;
103
104     if(Toolkit::IsVertical(parentOrientation))
105     {
106       overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
107     }
108     else
109     {
110       overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
111     }
112
113     float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
114
115     return Vector3( overlayWidth, overlayHeight, current.depth );
116   }
117 };
118
119 struct OvershootOverlayRotationConstraint
120 {
121   Quaternion operator()(const Quaternion& current,
122                         const PropertyInput& parentScrollDirectionProperty,
123                         const PropertyInput& parentOvershootProperty)
124   {
125     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
126     const float parentOvershoot = parentOvershootProperty.GetFloat();
127     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128
129     float multiplier = 0;
130     if(Toolkit::IsVertical(parentOrientation))
131     {
132       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
133       {
134         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
135             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
136         {
137           multiplier = 0.5f;
138         }
139         else
140         {
141           multiplier = 1.5f;
142         }
143       }
144       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
145             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
146       {
147         multiplier = 0.0f;
148       }
149       else
150       {
151         multiplier = 1.0f;
152       }
153     }
154     else
155     {
156       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
157       {
158         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
159             ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
160         {
161           multiplier = 1.0f;
162         }
163         else
164         {
165           multiplier = 0.0f;
166         }
167       }
168       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
169             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
170       {
171         multiplier = 1.5f;
172       }
173       else
174       {
175         multiplier = 0.5f;
176       }
177     }
178
179     Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
180
181     return rotation;
182   }
183 };
184
185 struct OvershootOverlayPositionConstraint
186 {
187   Vector3 operator()(const Vector3&    current,
188                      const PropertyInput& parentSizeProperty,
189                      const PropertyInput& parentScrollDirectionProperty,
190                      const PropertyInput& parentOvershootProperty)
191   {
192     const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193     const float parentOvershoot = parentOvershootProperty.GetFloat();
194     const Vector3 parentSize = parentSizeProperty.GetVector3();
195     const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
196
197     Vector3 relativeOffset;
198
199     if(Toolkit::IsVertical(parentOrientation))
200     {
201       if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
202       {
203         if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
204             || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
205         {
206           relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
207         }
208         else
209         {
210           relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
211         }
212       }
213       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
214             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
215       {
216         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
217       }
218       else
219       {
220         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
221       }
222     }
223     else
224     {
225       if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
226       {
227         if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
228             || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
229         {
230           relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
231         }
232         else
233         {
234           relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
235         }
236       }
237       else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
238             || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
239       {
240         relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
241       }
242       else
243       {
244         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
245       }
246     }
247
248     return relativeOffset * parentSize;
249
250   }
251 };
252
253 struct OvershootOverlayVisibilityConstraint
254 {
255   bool operator()(const bool& current,
256                   const PropertyInput& parentLayoutScrollableProperty)
257   {
258     const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
259
260     return parentLayoutScrollable;
261   }
262 };
263
264 /**
265  * Relative position Constraint
266  * Generates the relative position value of the item view based on the layout position,
267  * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
268  */
269 Vector3 RelativePositionConstraint(const Vector3& current,
270                                    const PropertyInput& scrollPositionProperty,
271                                    const PropertyInput& scrollMinProperty,
272                                    const PropertyInput& scrollMaxProperty,
273                                    const PropertyInput& layoutSizeProperty)
274 {
275   const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
276   const Vector3& min = scrollMinProperty.GetVector3();
277   const Vector3& max = scrollMaxProperty.GetVector3();
278
279   Vector3 relativePosition;
280   Vector3 domainSize = max - min;
281
282   relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
283   relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
284
285   return relativePosition;
286 }
287
288 } // unnamed namespace
289
290 namespace Dali
291 {
292
293 namespace Toolkit
294 {
295
296 namespace Internal
297 {
298
299 namespace // unnamed namespace
300 {
301
302 bool FindById( const ItemContainer& items, ItemId id )
303 {
304   for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
305   {
306     if( iter->first == id )
307     {
308       return true;
309     }
310   }
311
312   return false;
313 }
314
315 } // unnamed namespace
316
317 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
318 {
319   // Create the implementation
320   ItemViewPtr itemView(new ItemView(factory));
321
322   // Pass ownership to CustomActor via derived handle
323   Dali::Toolkit::ItemView handle(*itemView);
324
325   // Second-phase init of the implementation
326   // This can only be done after the CustomActor connection has been made...
327   itemView->Initialize();
328
329   return handle;
330 }
331
332 ItemView::ItemView(ItemFactory& factory)
333 : Scrollable(),
334   mItemFactory(factory),
335   mActiveLayout(NULL),
336   mAnimatingOvershootOn(false),
337   mAnimateOvershootOff(false),
338   mAnchoringEnabled(true),
339   mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
340   mRefreshIntervalLayoutPositions(0.0f),
341   mRefreshOrderHint(true/*Refresh item 0 first*/),
342   mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
343   mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
344   mMouseWheelScrollDistanceStep(0.0f),
345   mScrollDistance(0.0f),
346   mScrollSpeed(0.0f),
347   mTotalPanDisplacement(Vector2::ZERO),
348   mScrollOvershoot(0.0f),
349   mIsFlicking(false),
350   mGestureState(Gesture::Clear),
351   mAddingItems(false),
352   mPropertyPosition(Property::INVALID_INDEX),
353   mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
354   mPropertyScrollSpeed(Property::INVALID_INDEX),
355   mRefreshEnabled(true),
356   mItemsParentOrigin( ParentOrigin::CENTER),
357   mItemsAnchorPoint( AnchorPoint::CENTER)
358 {
359   SetRequiresMouseWheelEvents(true);
360   SetKeyboardNavigationSupport(true);
361 }
362
363 void ItemView::OnInitialize()
364 {
365   RegisterCommonProperties();
366
367   Actor self = Self();
368
369   // Disable size negotiation for item views
370   self.SetRelayoutEnabled( false );
371
372   mScrollConnector = Dali::Toolkit::ScrollConnector::New();
373   mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
374   mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
375
376   mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
377   mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
378   mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
379
380   EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
381
382   Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
383                                                    LocalSource(mPropertyPosition),
384                                                    LocalSource(mPropertyPositionMin),
385                                                    LocalSource(mPropertyPositionMax),
386                                                    LocalSource(Actor::Property::SIZE),
387                                                    RelativePositionConstraint);
388   self.ApplyConstraint(constraint);
389
390   Vector2 stageSize = Stage::GetCurrent().GetSize();
391   mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
392
393   EnableGestureDetection(Gesture::Type(Gesture::Pan));
394
395   mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
396   mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
397
398   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
399 }
400
401 ItemView::~ItemView()
402 {
403 }
404
405 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
406 {
407   return mScrollConnector;
408 }
409
410 unsigned int ItemView::GetLayoutCount() const
411 {
412   return mLayouts.size();
413 }
414
415 void ItemView::AddLayout(ItemLayout& layout)
416 {
417   mLayouts.push_back(ItemLayoutPtr(&layout));
418 }
419
420 void ItemView::RemoveLayout(unsigned int layoutIndex)
421 {
422   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
423
424   if (mActiveLayout == mLayouts[layoutIndex].Get())
425   {
426     mActiveLayout = NULL;
427   }
428
429   mLayouts.erase(mLayouts.begin() + layoutIndex);
430 }
431
432 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
433 {
434   return mLayouts[layoutIndex];
435 }
436
437 ItemLayoutPtr ItemView::GetActiveLayout() const
438 {
439   return ItemLayoutPtr(mActiveLayout);
440 }
441
442 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
443 {
444   return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
445 }
446
447 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
448 {
449   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
450
451   mRefreshEnabled = false;
452
453   Actor self = Self();
454
455   // The ItemView size should match the active layout size
456   self.SetSize(targetSize);
457   mActiveLayoutTargetSize = targetSize;
458
459   // Switch to the new layout
460   mActiveLayout = mLayouts[layoutIndex].Get();
461
462   // Move the items to the new layout positions...
463
464   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
465   {
466     unsigned int itemId = iter->first;
467     Actor actor = iter->second;
468
469     // Remove constraints from previous layout
470     actor.RemoveConstraints();
471
472     Vector3 size;
473     if(mActiveLayout->GetItemSize(itemId, targetSize, size))
474     {
475       // resize immediately
476       actor.SetSize( size.GetVectorXY() );
477     }
478
479     mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
480   }
481
482   // Refresh the new layout
483   ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
484   AddActorsWithinRange( range, durationSeconds );
485
486   // Scroll to an appropriate layout position
487
488   bool scrollAnimationNeeded(false);
489   float firstItemScrollPosition(0.0f);
490
491   float current = GetCurrentLayoutPosition(0);
492   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
493   self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
494
495   if (current < minimum)
496   {
497     scrollAnimationNeeded = true;
498     firstItemScrollPosition = minimum;
499   }
500   else if (mAnchoringEnabled)
501   {
502     scrollAnimationNeeded = true;
503     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
504   }
505
506   if (scrollAnimationNeeded)
507   {
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();
514   }
515
516   self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
517   AnimateScrollOvershoot(0.0f);
518   mScrollOvershoot = 0.0f;
519
520   Radian scrollDirection(mActiveLayout->GetScrollDirection());
521   float orientation = static_cast<float>(mActiveLayout->GetOrientation());
522   self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
523
524   self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
525
526   CalculateDomainSize(targetSize);
527 }
528
529 void ItemView::DeactivateCurrentLayout()
530 {
531   if (mActiveLayout)
532   {
533     for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
534     {
535       Actor actor = iter->second;
536       actor.RemoveConstraints();
537     }
538
539     mActiveLayout = NULL;
540   }
541 }
542
543 void ItemView::OnRefreshNotification(PropertyNotification& source)
544 {
545   if(mRefreshEnabled || mScrollAnimation)
546   {
547     // Only refresh the cache during normal scrolling
548     DoRefresh(GetCurrentLayoutPosition(0), true);
549   }
550 }
551
552 void ItemView::Refresh()
553 {
554   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
555   {
556     ReleaseActor( iter->first, iter->second );
557   }
558   mItemPool.clear();
559
560   DoRefresh(GetCurrentLayoutPosition(0), true);
561 }
562
563 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
564 {
565   if (mActiveLayout)
566   {
567     ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
568     RemoveActorsOutsideRange( range );
569     AddActorsWithinRange( range, 0.0f/*immediate*/ );
570
571     mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
572   }
573 }
574
575 void ItemView::SetMinimumSwipeSpeed(float speed)
576 {
577   mMinimumSwipeSpeed = speed;
578 }
579
580 float ItemView::GetMinimumSwipeSpeed() const
581 {
582   return mMinimumSwipeSpeed;
583 }
584
585 void ItemView::SetMinimumSwipeDistance(float distance)
586 {
587   mMinimumSwipeDistance = distance;
588 }
589
590 float ItemView::GetMinimumSwipeDistance() const
591 {
592   return mMinimumSwipeDistance;
593 }
594
595 void ItemView::SetMouseWheelScrollDistanceStep(float step)
596 {
597   mMouseWheelScrollDistanceStep = step;
598 }
599
600 float ItemView::GetMouseWheelScrollDistanceStep() const
601 {
602   return mMouseWheelScrollDistanceStep;
603 }
604
605 void ItemView::SetAnchoring(bool enabled)
606 {
607   mAnchoringEnabled = enabled;
608 }
609
610 bool ItemView::GetAnchoring() const
611 {
612   return mAnchoringEnabled;
613 }
614
615 void ItemView::SetAnchoringDuration(float durationSeconds)
616 {
617   mAnchoringDuration = durationSeconds;
618 }
619
620 float ItemView::GetAnchoringDuration() const
621 {
622   return mAnchoringDuration;
623 }
624
625 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
626 {
627   if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
628   {
629     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
630
631     if(mRefreshNotification)
632     {
633       mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
634     }
635     mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
636     mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
637   }
638 }
639
640 float ItemView::GetRefreshInterval() const
641 {
642   return mRefreshIntervalLayoutPositions;
643 }
644
645 void ItemView::SetRefreshEnabled(bool enabled)
646 {
647   mRefreshEnabled = enabled;
648 }
649
650 Actor ItemView::GetItem(unsigned int itemId) const
651 {
652   Actor actor;
653
654   ConstItemPoolIter iter = mItemPool.find( itemId );
655   if( iter != mItemPool.end() )
656   {
657     actor = iter->second;
658   }
659
660   return actor;
661 }
662
663 unsigned int ItemView::GetItemId( Actor actor ) const
664 {
665   unsigned int itemId( 0 );
666
667   for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
668   {
669     if( iter->second == actor )
670     {
671       itemId = iter->first;
672       break;
673     }
674   }
675
676   return itemId;
677 }
678
679 void ItemView::InsertItem( Item newItem, float durationSeconds )
680 {
681   mAddingItems = true;
682
683   Actor displacedActor;
684   ItemPoolIter afterDisplacedIter = mItemPool.end();
685
686   ItemPoolIter foundIter = mItemPool.find( newItem.first );
687   if( mItemPool.end() != foundIter )
688   {
689     SetupActor( newItem, durationSeconds );
690     Self().Add( newItem.second );
691
692     displacedActor = foundIter->second;
693     foundIter->second = newItem.second;
694
695     afterDisplacedIter = ++foundIter;
696   }
697   else
698   {
699     // Inserting before the existing item range?
700     ItemPoolIter iter = mItemPool.begin();
701     if( iter != mItemPool.end() &&
702         iter->first > newItem.first )
703     {
704       displacedActor = iter->second;
705       mItemPool.erase( iter++ ); // iter is still valid after the erase
706
707       afterDisplacedIter = iter;
708     }
709   }
710
711   if( displacedActor )
712   {
713     // Move the existing actors to make room
714     for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
715     {
716       Actor temp = iter->second;
717       iter->second = displacedActor;
718       displacedActor = temp;
719
720       iter->second.RemoveConstraints();
721       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
722     }
723
724     // Create last item
725     ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
726     if ( lastIter != mItemPool.rend() )
727     {
728       ItemId lastId = lastIter->first;
729       Item lastItem( lastId + 1, displacedActor );
730       mItemPool.insert( lastItem );
731
732       lastItem.second.RemoveConstraints();
733       mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
734     }
735   }
736
737   CalculateDomainSize(Self().GetCurrentSize());
738
739   mAddingItems = false;
740 }
741
742 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
743 {
744   mAddingItems = true;
745
746   // Insert from lowest id to highest
747   std::set<Item> sortedItems;
748   for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
749   {
750     sortedItems.insert( *iter );
751   }
752
753   for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
754   {
755     Self().Add( iter->second );
756
757     ItemPoolIter foundIter = mItemPool.find( iter->first );
758     if( mItemPool.end() != foundIter )
759     {
760       Actor moveMe = foundIter->second;
761       foundIter->second = iter->second;
762
763       // Move the existing actors to make room
764       for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
765       {
766         Actor temp = iter->second;
767         iter->second = moveMe;
768         moveMe = temp;
769       }
770
771       // Create last item
772       ItemId lastId = mItemPool.rbegin()->first;
773       Item lastItem( lastId + 1, moveMe );
774       mItemPool.insert( lastItem );
775     }
776     else
777     {
778       mItemPool.insert( *iter );
779     }
780   }
781
782   // Relayout everything
783   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
784   {
785     // If newly inserted
786     if( FindById( newItems, iter->first ) )
787     {
788       SetupActor( *iter, durationSeconds );
789     }
790     else
791     {
792       iter->second.RemoveConstraints();
793       mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
794     }
795   }
796
797   CalculateDomainSize(Self().GetCurrentSize());
798
799   mAddingItems = false;
800 }
801
802 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
803 {
804   bool actorsReordered = RemoveActor( itemId );
805   if( actorsReordered )
806   {
807     ReapplyAllConstraints( durationSeconds );
808
809     OnItemsRemoved();
810   }
811 }
812
813 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
814 {
815   bool actorsReordered( false );
816
817   // Remove from highest id to lowest
818   set<ItemId> sortedItems;
819   for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
820   {
821     sortedItems.insert( *iter );
822   }
823
824   for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
825   {
826     if( RemoveActor( *iter ) )
827     {
828       actorsReordered = true;
829     }
830   }
831
832   if( actorsReordered )
833   {
834     ReapplyAllConstraints( durationSeconds );
835
836     OnItemsRemoved();
837   }
838 }
839
840 bool ItemView::RemoveActor(unsigned int itemId)
841 {
842   bool reordered( false );
843
844   ItemPoolIter removeIter = mItemPool.find( itemId );
845   if( removeIter != mItemPool.end() )
846   {
847     ReleaseActor(itemId, removeIter->second);
848   }
849   else
850   {
851     // Removing before the existing item range?
852     ItemPoolIter iter = mItemPool.begin();
853     if( iter != mItemPool.end() &&
854         iter->first > itemId )
855     {
856       // In order to decrement the first visible item ID
857       mItemPool.insert( Item(iter->first - 1, Actor()) );
858
859       removeIter = mItemPool.begin();
860     }
861   }
862
863   if( removeIter != mItemPool.end() )
864   {
865     reordered = true;
866
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)
872     //     ID 4 - ActorD
873     for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
874     {
875       if( iter->first < mItemPool.rbegin()->first )
876       {
877         iter->second = mItemPool[ iter->first + 1 ];
878       }
879       else
880       {
881         mItemPool.erase( iter );
882         break;
883       }
884     }
885   }
886
887   return reordered;
888 }
889
890 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
891 {
892   mAddingItems = true;
893
894   SetupActor( replacementItem, durationSeconds );
895   Self().Add( replacementItem.second );
896
897   const ItemPoolIter iter = mItemPool.find( replacementItem.first );
898   if( mItemPool.end() != iter )
899   {
900     ReleaseActor(iter->first, iter->second);
901     iter->second = replacementItem.second;
902   }
903   else
904   {
905     mItemPool.insert( replacementItem );
906   }
907
908   CalculateDomainSize(Self().GetCurrentSize());
909
910   mAddingItems = false;
911 }
912
913 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
914 {
915   for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
916   {
917     ReplaceItem( *iter, durationSeconds );
918   }
919 }
920
921 void ItemView::RemoveActorsOutsideRange( ItemRange range )
922 {
923   // Remove unwanted actors from the ItemView & ItemPool
924   for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
925   {
926     unsigned int current = iter->first;
927
928     if( ! range.Within( current ) )
929     {
930       ReleaseActor(iter->first, iter->second);
931
932       mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
933     }
934     else
935     {
936       ++iter;
937     }
938   }
939 }
940
941 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
942 {
943   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
944
945   // The order of addition depends on the scroll direction.
946   if (mRefreshOrderHint)
947   {
948     for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
949     {
950       AddNewActor( itemId, durationSeconds );
951     }
952   }
953   else
954   {
955     for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
956     {
957       AddNewActor( itemId-1, durationSeconds );
958     }
959   }
960
961   // Total number of items may change dynamically.
962   // Always recalculate the domain size to reflect that.
963   CalculateDomainSize(Self().GetCurrentSize());
964 }
965
966 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
967 {
968   mAddingItems = true;
969
970   if( mItemPool.end() == mItemPool.find( itemId ) )
971   {
972     Actor actor = mItemFactory.NewItem( itemId );
973
974     if( actor )
975     {
976       Item newItem( itemId, actor );
977
978       mItemPool.insert( newItem );
979
980       SetupActor( newItem, durationSeconds );
981       Self().Add( actor );
982     }
983   }
984
985   mAddingItems = false;
986 }
987
988 void ItemView::SetupActor( Item item, float durationSeconds )
989 {
990   item.second.SetParentOrigin( mItemsParentOrigin );
991   item.second.SetAnchorPoint( mItemsAnchorPoint );
992
993   if( mActiveLayout )
994   {
995     Vector3 size;
996     if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
997     {
998       item.second.SetSize( size.GetVectorXY() );
999     }
1000
1001     mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1002   }
1003 }
1004
1005 void ItemView::ReleaseActor( ItemId item, Actor actor )
1006 {
1007   Self().Remove( actor );
1008   mItemFactory.ItemReleased(item, actor);
1009 }
1010
1011 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1012 {
1013   unsigned int itemCount = mItemFactory.GetNumberOfItems();
1014
1015   ItemRange available(0u, itemCount);
1016
1017   ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1018
1019   if (reserveExtra)
1020   {
1021     // Add the reserve items for scrolling
1022     unsigned int extra = layout.GetReserveItemCount(layoutSize);
1023     range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1024     range.end += extra;
1025   }
1026
1027   return range.Intersection(available);
1028 }
1029
1030 void ItemView::OnChildAdd(Actor& child)
1031 {
1032   if(!mAddingItems)
1033   {
1034     // We don't want to do this downcast check for any item added by ItemView itself.
1035     Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1036     if(scrollComponent)
1037     {
1038       // Set the scroll connector when scroll bar is being added
1039       scrollComponent.SetScrollConnector(mScrollConnector);
1040     }
1041   }
1042 }
1043
1044 bool ItemView::OnTouchEvent(const TouchEvent& event)
1045 {
1046   // Ignore events with multiple-touch points
1047   if (event.GetPointCount() != 1)
1048   {
1049     return false;
1050   }
1051
1052   if (event.GetPoint(0).state == TouchPoint::Down)
1053   {
1054     // Cancel ongoing scrolling etc.
1055     mGestureState = Gesture::Clear;
1056
1057     mScrollDistance = 0.0f;
1058     mScrollSpeed = 0.0f;
1059     Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1060
1061     mScrollOvershoot = 0.0f;
1062     AnimateScrollOvershoot(0.0f);
1063
1064     if(mScrollAnimation)
1065     {
1066       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1067     }
1068
1069     RemoveAnimation(mScrollAnimation);
1070   }
1071
1072   return true; // consume since we're potentially scrolling
1073 }
1074
1075 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1076 {
1077   // Respond the mouse wheel event to scroll
1078   if (mActiveLayout)
1079   {
1080     Actor self = Self();
1081     const Vector3 layoutSize = Self().GetCurrentSize();
1082     float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1083     float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1084
1085     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1086     self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1087     mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1088     mRefreshEnabled = true;
1089   }
1090
1091   if (mMouseWheelEventFinishedTimer.IsRunning())
1092   {
1093     mMouseWheelEventFinishedTimer.Stop();
1094   }
1095
1096   mMouseWheelEventFinishedTimer.Start();
1097
1098   return true;
1099 }
1100
1101 bool ItemView::OnMouseWheelEventFinished()
1102 {
1103   if (mActiveLayout)
1104   {
1105     RemoveAnimation(mScrollAnimation);
1106
1107     // No more mouse wheel events coming. Do the anchoring if enabled.
1108     mScrollAnimation = DoAnchoring();
1109     if (mScrollAnimation)
1110     {
1111       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1112       mScrollAnimation.Play();
1113     }
1114     else
1115     {
1116       mScrollOvershoot = 0.0f;
1117       AnimateScrollOvershoot(0.0f);
1118
1119       mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1120     }
1121   }
1122
1123   return false;
1124 }
1125
1126 void ItemView::ReapplyAllConstraints( float durationSeconds )
1127 {
1128   for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1129   {
1130     unsigned int id = iter->first;
1131     Actor actor = iter->second;
1132
1133     actor.RemoveConstraints();
1134     mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1135   }
1136 }
1137
1138 void ItemView::OnItemsRemoved()
1139 {
1140   CalculateDomainSize(Self().GetCurrentSize());
1141
1142   // Adjust scroll-position after an item is removed
1143   if( mActiveLayout )
1144   {
1145     float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1146
1147     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1148   }
1149 }
1150
1151 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1152 {
1153   Actor self = Self();
1154   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1155   float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1156   mScrollOvershoot = targetPosition - clamppedPosition;
1157   self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1158
1159   return clamppedPosition;
1160 }
1161
1162 void ItemView::OnPan( const PanGesture& gesture )
1163 {
1164   Actor self = Self();
1165   const Vector3 layoutSize = Self().GetCurrentSize();
1166
1167   RemoveAnimation(mScrollAnimation);
1168
1169   // Short-circuit if there is no active layout
1170   if (!mActiveLayout)
1171   {
1172     mGestureState = Gesture::Clear;
1173     return;
1174   }
1175
1176   mGestureState = gesture.state;
1177
1178   switch (mGestureState)
1179   {
1180     case Gesture::Finished:
1181     {
1182       // Swipe Detection
1183       if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1184           mScrollSpeed > mMinimumSwipeSpeed)
1185       {
1186         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1187
1188         mRefreshOrderHint = true;
1189
1190         float currentLayoutPosition = GetCurrentLayoutPosition(0);
1191         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1192                                                                layoutSize,
1193                                                                *mActiveLayout);
1194
1195         if (mAnchoringEnabled)
1196         {
1197           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1198         }
1199
1200         RemoveAnimation(mScrollAnimation);
1201
1202         float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1203                                        , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1204
1205         mScrollAnimation = Animation::New(flickAnimationDuration);
1206         mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1207         mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1208         mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1209
1210         mIsFlicking = true;
1211         // Check whether it has already scrolled to the end
1212         if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1213         {
1214           AnimateScrollOvershoot(0.0f);
1215         }
1216       }
1217
1218       // Anchoring may be triggered when there was no swipe
1219       if (!mScrollAnimation)
1220       {
1221         mScrollAnimation = DoAnchoring();
1222       }
1223
1224       // Reset the overshoot if no scroll animation.
1225       if (!mScrollAnimation)
1226       {
1227         mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1228
1229         AnimateScrollOvershoot(0.0f, false);
1230       }
1231     }
1232     break;
1233
1234     case Gesture::Started: // Fall through
1235     {
1236       mTotalPanDisplacement = Vector2::ZERO;
1237       mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1238       mRefreshEnabled = true;
1239     }
1240
1241     case Gesture::Continuing:
1242     {
1243       mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1244       mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1245
1246       // Refresh order depends on the direction of the scroll; negative is towards the last item.
1247       mRefreshOrderHint = mScrollDistance < 0.0f;
1248
1249       float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1250
1251       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1252
1253       float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1254
1255       mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1256       self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1257
1258       if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1259       {
1260         mTotalPanDisplacement += gesture.displacement;
1261       }
1262
1263       mScrollOvershoot = CalculateScrollOvershoot();
1264       mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1265     }
1266     break;
1267
1268     case Gesture::Cancelled:
1269     {
1270       mScrollAnimation = DoAnchoring();
1271     }
1272     break;
1273
1274     default:
1275       break;
1276   }
1277
1278   if (mScrollAnimation)
1279   {
1280     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1281     mScrollAnimation.Play();
1282   }
1283 }
1284
1285 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1286 {
1287   OnPan(gesture);
1288   return true;
1289 }
1290
1291 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1292 {
1293   Actor nextFocusActor;
1294   if(mActiveLayout)
1295   {
1296     int nextItemID = 0;
1297     if(!actor || actor == this->Self())
1298     {
1299       nextFocusActor = GetItem(nextItemID);
1300     }
1301     else if(actor && actor.GetParent() == this->Self())
1302     {
1303       int itemID = GetItemId(actor);
1304       nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1305       nextFocusActor = GetItem(nextItemID);
1306       if(nextFocusActor == actor)
1307       {
1308         // need to pass NULL actor back to focus manager
1309         nextFocusActor.Reset();
1310         return nextFocusActor;
1311       }
1312     }
1313     float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1314     Vector3 layoutSize = Self().GetCurrentSize();
1315     if(!nextFocusActor)
1316     {
1317       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1318       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1319       nextItemID = viewableItems.begin;
1320       nextFocusActor = GetItem(nextItemID);
1321     }
1322   }
1323   return nextFocusActor;
1324 }
1325
1326 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1327 {
1328   // only in this function if our chosen focus actor was actually used
1329   if(commitedFocusableActor)
1330   {
1331     int nextItemID = GetItemId(commitedFocusableActor);
1332     float layoutPosition = GetCurrentLayoutPosition(0);
1333     Vector3 layoutSize = Self().GetCurrentSize();
1334
1335     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1336     ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1337   }
1338 }
1339
1340 Animation ItemView::DoAnchoring()
1341 {
1342   Animation anchoringAnimation;
1343   Actor self = Self();
1344
1345   if (mActiveLayout && mAnchoringEnabled)
1346   {
1347     float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1348
1349     anchoringAnimation = Animation::New(mAnchoringDuration);
1350     anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1351     anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1352     anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1353     if(!mIsFlicking)
1354     {
1355       AnimateScrollOvershoot(0.0f);
1356     }
1357   }
1358
1359   return anchoringAnimation;
1360 }
1361
1362 void ItemView::OnScrollFinished(Animation& source)
1363 {
1364   Actor self = Self();
1365
1366   RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1367
1368   mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1369
1370   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1371   {
1372     AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1373   }
1374   else
1375   {
1376     // Reset the overshoot
1377     AnimateScrollOvershoot( 0.0f );
1378   }
1379   mIsFlicking = false;
1380
1381   mScrollOvershoot = 0.0f;
1382 }
1383
1384 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1385 {
1386   RemoveAnimation(mScrollAnimation);
1387   mRefreshEnabled = true;
1388   DoRefresh(GetCurrentLayoutPosition(0), true);
1389 }
1390
1391 void ItemView::OnOvershootOnFinished(Animation& animation)
1392 {
1393   mAnimatingOvershootOn = false;
1394   mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1395   RemoveAnimation(mScrollOvershootAnimation);
1396   if(mAnimateOvershootOff)
1397   {
1398     AnimateScrollOvershoot(0.0f);
1399   }
1400 }
1401
1402 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1403 {
1404   Actor self = Self();
1405   const Vector3 layoutSize = Self().GetCurrentSize();
1406   float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1407
1408   if(durationSeconds > 0.0f)
1409   {
1410     RemoveAnimation(mScrollAnimation);
1411     mScrollAnimation = Animation::New(durationSeconds);
1412     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1413     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1414     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1415     mScrollAnimation.Play();
1416   }
1417   else
1418   {
1419     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1420     AnimateScrollOvershoot(0.0f);
1421   }
1422
1423   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1424   mRefreshEnabled = true;
1425 }
1426
1427 void ItemView::RemoveAnimation(Animation& animation)
1428 {
1429   if(animation)
1430   {
1431     // Cease animating, and reset handle.
1432     animation.Clear();
1433     animation.Reset();
1434   }
1435 }
1436
1437 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1438 {
1439   Actor self = Self();
1440
1441   Vector3 firstItemPosition(Vector3::ZERO);
1442   Vector3 lastItemPosition(Vector3::ZERO);
1443
1444   if(mActiveLayout)
1445   {
1446     firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1447
1448     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1449     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1450     lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1451
1452     float domainSize;
1453
1454     if(IsHorizontal(mActiveLayout->GetOrientation()))
1455     {
1456       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1457       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1458       domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1459     }
1460     else
1461     {
1462       self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1463       self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1464       domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1465     }
1466
1467     mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1468
1469     bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1470     self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1471     self.SetProperty(mPropertyCanScrollHorizontal, false);
1472   }
1473 }
1474
1475 Vector3 ItemView::GetDomainSize() const
1476 {
1477   Actor self = Self();
1478
1479   float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1480   float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1481
1482   return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1483 }
1484
1485 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1486 {
1487   Actor self = Self();
1488
1489   float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1490   float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1491   float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1492
1493   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1494 }
1495
1496 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1497 {
1498   Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1499   return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1500 }
1501
1502 Vector3 ItemView::GetCurrentScrollPosition() const
1503 {
1504   float currentLayoutPosition = GetCurrentLayoutPosition(0);
1505   return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1506 }
1507
1508 void ItemView::AddOverlay(Actor actor)
1509 {
1510   Self().Add(actor);
1511 }
1512
1513 void ItemView::RemoveOverlay(Actor actor)
1514 {
1515   Self().Remove(actor);
1516 }
1517
1518 void ItemView::ScrollTo(const Vector3& position, float duration)
1519 {
1520   Actor self = Self();
1521   const Vector3 layoutSize = Self().GetCurrentSize();
1522
1523   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1524
1525   if(duration > 0.0f)
1526   {
1527     RemoveAnimation(mScrollAnimation);
1528     mScrollAnimation = Animation::New(duration);
1529     mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1530     mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1531     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1532     mScrollAnimation.Play();
1533   }
1534   else
1535   {
1536     mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1537     AnimateScrollOvershoot(0.0f);
1538   }
1539
1540   mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1541   mRefreshEnabled = true;
1542 }
1543
1544 void ItemView::SetOvershootEffectColor( const Vector4& color )
1545 {
1546   mOvershootEffectColor = color;
1547   if( mOvershootOverlay )
1548   {
1549     mOvershootOverlay.SetColor( color );
1550   }
1551 }
1552
1553 void ItemView::SetOvershootEnabled( bool enable )
1554 {
1555   Actor self = Self();
1556   if( enable )
1557   {
1558     Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1559     mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1560     mOvershootOverlay.SetColor(mOvershootEffectColor);
1561     mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1562     mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1563     mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1564     self.Add(mOvershootOverlay);
1565
1566     Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1567                                                       ParentSource( mPropertyScrollDirection ),
1568                                                       Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1569                                                       ParentSource( Actor::Property::SIZE ),
1570                                                       OvershootOverlaySizeConstraint() );
1571     mOvershootOverlay.ApplyConstraint(constraint);
1572     mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1573
1574     constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1575                                               ParentSource( mPropertyScrollDirection ),
1576                                               Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1577                                               OvershootOverlayRotationConstraint() );
1578     mOvershootOverlay.ApplyConstraint(constraint);
1579
1580     constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1581                                            ParentSource( Actor::Property::SIZE ),
1582                                            ParentSource( mPropertyScrollDirection ),
1583                                            Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1584                                            OvershootOverlayPositionConstraint() );
1585     mOvershootOverlay.ApplyConstraint(constraint);
1586
1587     constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1588                                         ParentSource( mPropertyCanScrollVertical ),
1589                                         OvershootOverlayVisibilityConstraint() );
1590     mOvershootOverlay.ApplyConstraint(constraint);
1591
1592     constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1593                                          Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1594                                          EqualToConstraint() );
1595     mOvershootOverlay.ApplyConstraint(constraint);
1596   }
1597   else
1598   {
1599     if( mOvershootOverlay )
1600     {
1601       self.Remove(mOvershootOverlay);
1602       mOvershootOverlay.Reset();
1603     }
1604   }
1605 }
1606
1607 float ItemView::CalculateScrollOvershoot()
1608 {
1609   float overshoot = 0.0f;
1610
1611   if(mActiveLayout)
1612   {
1613     // The overshoot must be calculated from the accumulated pan gesture displacement
1614     // since the pan gesture starts.
1615     Actor self = Self();
1616     float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1617     float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1618     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1619     self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1620     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1621     overshoot = positionDelta - clamppedPosition;
1622   }
1623
1624   return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1625 }
1626
1627 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1628 {
1629   bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1630
1631   // make sure we animate back if needed
1632   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1633
1634   if( mAnimatingOvershootOn )
1635   {
1636     // animating on, do not allow animate off
1637     return;
1638   }
1639
1640   if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1641   {
1642     float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1643     float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1644
1645     RemoveAnimation(mScrollOvershootAnimation);
1646     mScrollOvershootAnimation = Animation::New(duration);
1647     mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1648     mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1649     mScrollOvershootAnimation.Play();
1650
1651     mAnimatingOvershootOn = animatingOn;
1652   }
1653   else
1654   {
1655     mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1656   }
1657 }
1658
1659 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1660 {
1661   if( parentOrigin != mItemsParentOrigin )
1662   {
1663     mItemsParentOrigin = parentOrigin;
1664     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1665     {
1666       iter->second.SetParentOrigin(parentOrigin);
1667     }
1668   }
1669 }
1670
1671 Vector3 ItemView::GetItemsParentOrigin() const
1672 {
1673   return mItemsParentOrigin;
1674 }
1675
1676 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1677 {
1678   if( anchorPoint != mItemsAnchorPoint )
1679   {
1680     mItemsAnchorPoint = anchorPoint;
1681     for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1682     {
1683       iter->second.SetAnchorPoint(anchorPoint);
1684     }
1685   }
1686 }
1687
1688 Vector3 ItemView::GetItemsAnchorPoint() const
1689 {
1690   return mItemsAnchorPoint;
1691 }
1692
1693 void ItemView::GetItemsRange(ItemRange& range)
1694 {
1695   if( !mItemPool.empty() )
1696   {
1697     range.begin = mItemPool.begin()->first;
1698     range.end = mItemPool.rbegin()->first + 1;
1699   }
1700   else
1701   {
1702     range.begin = 0;
1703     range.end = 0;
1704   }
1705 }
1706
1707 void ItemView::OnScrollPositionChanged( float position )
1708 {
1709   // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1710   RemoveAnimation(mScrollAnimation);
1711
1712   // Refresh the cache immediately when the scroll position is changed.
1713   DoRefresh(position, false); // No need to cache extra items.
1714 }
1715
1716 } // namespace Internal
1717
1718 } // namespace Toolkit
1719
1720 } // namespace Dali