2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
23 #include <dali/public-api/animation/active-constraint.h>
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/set-wrapper.h>
27 #include <dali/public-api/common/stage.h>
28 #include <dali/public-api/events/mouse-wheel-event.h>
29 #include <dali/public-api/events/touch-event.h>
30 #include <dali/public-api/object/type-registry.h>
31 #include <dali/public-api/object/type-registry-helper.h>
34 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
36 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
42 namespace // Unnamed namespace
47 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
48 DALI_TYPE_REGISTRATION_END()
50 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
51 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
52 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
54 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
55 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
57 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
58 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
60 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
62 const float MILLISECONDS_PER_SECONDS = 1000.0f;
64 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
65 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
66 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
67 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
69 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
70 const string POSITION_PROPERTY_NAME( "item-view-position" );
71 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
72 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
73 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
74 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
77 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
79 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
81 Radian scrollDirection(layout.GetScrollDirection());
83 float cosTheta = cosf(scrollDirection);
84 float sinTheta = sinf(scrollDirection);
86 return panDistance.x * sinTheta + panDistance.y * cosTheta;
89 // Overshoot overlay constraints
91 struct OvershootOverlaySizeConstraint
93 Vector3 operator()(const Vector3& current,
94 const PropertyInput& parentScrollDirectionProperty,
95 const PropertyInput& parentOvershootProperty,
96 const PropertyInput& parentSizeProperty)
98 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
99 const Vector3 parentSize = parentSizeProperty.GetVector3();
100 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
104 if(Toolkit::IsVertical(parentOrientation))
106 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
110 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
113 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
115 return Vector3( overlayWidth, overlayHeight, current.depth );
119 struct OvershootOverlayRotationConstraint
121 Quaternion operator()(const Quaternion& current,
122 const PropertyInput& parentScrollDirectionProperty,
123 const PropertyInput& parentOvershootProperty)
125 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
126 const float parentOvershoot = parentOvershootProperty.GetFloat();
127 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
129 float multiplier = 0;
130 if(Toolkit::IsVertical(parentOrientation))
132 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
134 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
135 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
144 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
145 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
156 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
158 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
159 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
168 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
169 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
179 Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
185 struct OvershootOverlayPositionConstraint
187 Vector3 operator()(const Vector3& current,
188 const PropertyInput& parentSizeProperty,
189 const PropertyInput& parentScrollDirectionProperty,
190 const PropertyInput& parentOvershootProperty)
192 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
193 const float parentOvershoot = parentOvershootProperty.GetFloat();
194 const Vector3 parentSize = parentSizeProperty.GetVector3();
195 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
197 Vector3 relativeOffset;
199 if(Toolkit::IsVertical(parentOrientation))
201 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
203 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
204 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
206 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
210 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
213 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
214 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
216 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
220 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
225 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
227 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
228 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
230 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
234 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
237 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
238 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
240 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
244 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
248 return relativeOffset * parentSize;
253 struct OvershootOverlayVisibilityConstraint
255 bool operator()(const bool& current,
256 const PropertyInput& parentLayoutScrollableProperty)
258 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
260 return parentLayoutScrollable;
265 * Relative position Constraint
266 * Generates the relative position value of the item view based on the layout position,
267 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
269 Vector3 RelativePositionConstraint(const Vector3& current,
270 const PropertyInput& scrollPositionProperty,
271 const PropertyInput& scrollMinProperty,
272 const PropertyInput& scrollMaxProperty,
273 const PropertyInput& layoutSizeProperty)
275 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
276 const Vector3& min = scrollMinProperty.GetVector3();
277 const Vector3& max = scrollMaxProperty.GetVector3();
279 Vector3 relativePosition;
280 Vector3 domainSize = max - min;
282 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
283 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
285 return relativePosition;
288 } // unnamed namespace
299 namespace // unnamed namespace
302 bool FindById( const ItemContainer& items, ItemId id )
304 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
306 if( iter->first == id )
315 } // unnamed namespace
317 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
319 // Create the implementation
320 ItemViewPtr itemView(new ItemView(factory));
322 // Pass ownership to CustomActor via derived handle
323 Dali::Toolkit::ItemView handle(*itemView);
325 // Second-phase init of the implementation
326 // This can only be done after the CustomActor connection has been made...
327 itemView->Initialize();
332 ItemView::ItemView(ItemFactory& factory)
334 mItemFactory(factory),
336 mAnimatingOvershootOn(false),
337 mAnimateOvershootOff(false),
338 mAnchoringEnabled(true),
339 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
340 mRefreshIntervalLayoutPositions(0.0f),
341 mRefreshOrderHint(true/*Refresh item 0 first*/),
342 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
343 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
344 mMouseWheelScrollDistanceStep(0.0f),
345 mScrollDistance(0.0f),
347 mTotalPanDisplacement(Vector2::ZERO),
348 mScrollOvershoot(0.0f),
350 mGestureState(Gesture::Clear),
352 mPropertyPosition(Property::INVALID_INDEX),
353 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
354 mPropertyScrollSpeed(Property::INVALID_INDEX),
355 mRefreshEnabled(true),
356 mItemsParentOrigin( ParentOrigin::CENTER),
357 mItemsAnchorPoint( AnchorPoint::CENTER)
359 SetRequiresMouseWheelEvents(true);
360 SetKeyboardNavigationSupport(true);
363 void ItemView::OnInitialize()
367 // Disable size negotiation for item views
368 self.SetRelayoutEnabled( false );
370 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
371 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
372 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
374 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
375 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
376 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
378 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
380 Constraint constraint = Constraint::New<Vector3>(Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION,
381 LocalSource(mPropertyPosition),
382 LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN),
383 LocalSource(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX),
384 LocalSource(Actor::Property::SIZE),
385 RelativePositionConstraint);
386 self.ApplyConstraint(constraint);
388 Vector2 stageSize = Stage::GetCurrent().GetSize();
389 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
391 EnableGestureDetection(Gesture::Type(Gesture::Pan));
393 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
394 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
396 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
399 ItemView::~ItemView()
403 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
405 return mScrollConnector;
408 unsigned int ItemView::GetLayoutCount() const
410 return mLayouts.size();
413 void ItemView::AddLayout(ItemLayout& layout)
415 mLayouts.push_back(ItemLayoutPtr(&layout));
418 void ItemView::RemoveLayout(unsigned int layoutIndex)
420 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
422 if (mActiveLayout == mLayouts[layoutIndex].Get())
424 mActiveLayout = NULL;
427 mLayouts.erase(mLayouts.begin() + layoutIndex);
430 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
432 return mLayouts[layoutIndex];
435 ItemLayoutPtr ItemView::GetActiveLayout() const
437 return ItemLayoutPtr(mActiveLayout);
440 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
442 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
445 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
447 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
449 mRefreshEnabled = false;
453 // The ItemView size should match the active layout size
454 self.SetSize(targetSize);
455 mActiveLayoutTargetSize = targetSize;
457 // Switch to the new layout
458 mActiveLayout = mLayouts[layoutIndex].Get();
460 // Move the items to the new layout positions...
462 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
464 unsigned int itemId = iter->first;
465 Actor actor = iter->second;
467 // Remove constraints from previous layout
468 actor.RemoveConstraints();
471 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
473 // resize immediately
474 actor.SetSize( size.GetVectorXY() );
477 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
480 // Refresh the new layout
481 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
482 AddActorsWithinRange( range, durationSeconds );
484 // Scroll to an appropriate layout position
486 bool scrollAnimationNeeded(false);
487 float firstItemScrollPosition(0.0f);
489 float current = GetCurrentLayoutPosition(0);
490 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
491 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
493 if (current < minimum)
495 scrollAnimationNeeded = true;
496 firstItemScrollPosition = minimum;
498 else if (mAnchoringEnabled)
500 scrollAnimationNeeded = true;
501 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
504 if (scrollAnimationNeeded)
506 RemoveAnimation(mScrollAnimation);
507 mScrollAnimation = Animation::New(durationSeconds);
508 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
509 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
510 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
511 mScrollAnimation.Play();
514 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
515 AnimateScrollOvershoot(0.0f);
516 mScrollOvershoot = 0.0f;
518 Radian scrollDirection(mActiveLayout->GetScrollDirection());
519 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
520 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
522 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
524 CalculateDomainSize(targetSize);
527 void ItemView::DeactivateCurrentLayout()
531 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
533 Actor actor = iter->second;
534 actor.RemoveConstraints();
537 mActiveLayout = NULL;
541 void ItemView::OnRefreshNotification(PropertyNotification& source)
543 if(mRefreshEnabled || mScrollAnimation)
545 // Only refresh the cache during normal scrolling
546 DoRefresh(GetCurrentLayoutPosition(0), true);
550 void ItemView::Refresh()
552 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
554 ReleaseActor( iter->first, iter->second );
558 DoRefresh(GetCurrentLayoutPosition(0), true);
561 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
565 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
566 RemoveActorsOutsideRange( range );
567 AddActorsWithinRange( range, 0.0f/*immediate*/ );
569 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
573 void ItemView::SetMinimumSwipeSpeed(float speed)
575 mMinimumSwipeSpeed = speed;
578 float ItemView::GetMinimumSwipeSpeed() const
580 return mMinimumSwipeSpeed;
583 void ItemView::SetMinimumSwipeDistance(float distance)
585 mMinimumSwipeDistance = distance;
588 float ItemView::GetMinimumSwipeDistance() const
590 return mMinimumSwipeDistance;
593 void ItemView::SetMouseWheelScrollDistanceStep(float step)
595 mMouseWheelScrollDistanceStep = step;
598 float ItemView::GetMouseWheelScrollDistanceStep() const
600 return mMouseWheelScrollDistanceStep;
603 void ItemView::SetAnchoring(bool enabled)
605 mAnchoringEnabled = enabled;
608 bool ItemView::GetAnchoring() const
610 return mAnchoringEnabled;
613 void ItemView::SetAnchoringDuration(float durationSeconds)
615 mAnchoringDuration = durationSeconds;
618 float ItemView::GetAnchoringDuration() const
620 return mAnchoringDuration;
623 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
625 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
627 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
629 if(mRefreshNotification)
631 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
633 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
634 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
638 float ItemView::GetRefreshInterval() const
640 return mRefreshIntervalLayoutPositions;
643 void ItemView::SetRefreshEnabled(bool enabled)
645 mRefreshEnabled = enabled;
648 Actor ItemView::GetItem(unsigned int itemId) const
652 ConstItemPoolIter iter = mItemPool.find( itemId );
653 if( iter != mItemPool.end() )
655 actor = iter->second;
661 unsigned int ItemView::GetItemId( Actor actor ) const
663 unsigned int itemId( 0 );
665 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
667 if( iter->second == actor )
669 itemId = iter->first;
677 void ItemView::InsertItem( Item newItem, float durationSeconds )
681 Actor displacedActor;
682 ItemPoolIter afterDisplacedIter = mItemPool.end();
684 ItemPoolIter foundIter = mItemPool.find( newItem.first );
685 if( mItemPool.end() != foundIter )
687 SetupActor( newItem, durationSeconds );
688 Self().Add( newItem.second );
690 displacedActor = foundIter->second;
691 foundIter->second = newItem.second;
693 afterDisplacedIter = ++foundIter;
697 // Inserting before the existing item range?
698 ItemPoolIter iter = mItemPool.begin();
699 if( iter != mItemPool.end() &&
700 iter->first > newItem.first )
702 displacedActor = iter->second;
703 mItemPool.erase( iter++ ); // iter is still valid after the erase
705 afterDisplacedIter = iter;
711 // Move the existing actors to make room
712 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
714 Actor temp = iter->second;
715 iter->second = displacedActor;
716 displacedActor = temp;
718 iter->second.RemoveConstraints();
719 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
723 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
724 if ( lastIter != mItemPool.rend() )
726 ItemId lastId = lastIter->first;
727 Item lastItem( lastId + 1, displacedActor );
728 mItemPool.insert( lastItem );
730 lastItem.second.RemoveConstraints();
731 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
735 CalculateDomainSize(Self().GetCurrentSize());
737 mAddingItems = false;
740 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
744 // Insert from lowest id to highest
745 std::set<Item> sortedItems;
746 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
748 sortedItems.insert( *iter );
751 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
753 Self().Add( iter->second );
755 ItemPoolIter foundIter = mItemPool.find( iter->first );
756 if( mItemPool.end() != foundIter )
758 Actor moveMe = foundIter->second;
759 foundIter->second = iter->second;
761 // Move the existing actors to make room
762 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
764 Actor temp = iter->second;
765 iter->second = moveMe;
770 ItemId lastId = mItemPool.rbegin()->first;
771 Item lastItem( lastId + 1, moveMe );
772 mItemPool.insert( lastItem );
776 mItemPool.insert( *iter );
780 // Relayout everything
781 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
784 if( FindById( newItems, iter->first ) )
786 SetupActor( *iter, durationSeconds );
790 iter->second.RemoveConstraints();
791 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
795 CalculateDomainSize(Self().GetCurrentSize());
797 mAddingItems = false;
800 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
802 bool actorsReordered = RemoveActor( itemId );
803 if( actorsReordered )
805 ReapplyAllConstraints( durationSeconds );
811 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
813 bool actorsReordered( false );
815 // Remove from highest id to lowest
816 set<ItemId> sortedItems;
817 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
819 sortedItems.insert( *iter );
822 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
824 if( RemoveActor( *iter ) )
826 actorsReordered = true;
830 if( actorsReordered )
832 ReapplyAllConstraints( durationSeconds );
838 bool ItemView::RemoveActor(unsigned int itemId)
840 bool reordered( false );
842 ItemPoolIter removeIter = mItemPool.find( itemId );
843 if( removeIter != mItemPool.end() )
845 ReleaseActor(itemId, removeIter->second);
849 // Removing before the existing item range?
850 ItemPoolIter iter = mItemPool.begin();
851 if( iter != mItemPool.end() &&
852 iter->first > itemId )
854 // In order to decrement the first visible item ID
855 mItemPool.insert( Item(iter->first - 1, Actor()) );
857 removeIter = mItemPool.begin();
861 if( removeIter != mItemPool.end() )
865 // Adjust the remaining item IDs, for example if item 2 is removed:
866 // Initial actors: After insert:
867 // ID 1 - ActorA ID 1 - ActorA
868 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
869 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
871 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
873 if( iter->first < mItemPool.rbegin()->first )
875 iter->second = mItemPool[ iter->first + 1 ];
879 mItemPool.erase( iter );
888 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
892 SetupActor( replacementItem, durationSeconds );
893 Self().Add( replacementItem.second );
895 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
896 if( mItemPool.end() != iter )
898 ReleaseActor(iter->first, iter->second);
899 iter->second = replacementItem.second;
903 mItemPool.insert( replacementItem );
906 CalculateDomainSize(Self().GetCurrentSize());
908 mAddingItems = false;
911 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
913 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
915 ReplaceItem( *iter, durationSeconds );
919 void ItemView::RemoveActorsOutsideRange( ItemRange range )
921 // Remove unwanted actors from the ItemView & ItemPool
922 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
924 unsigned int current = iter->first;
926 if( ! range.Within( current ) )
928 ReleaseActor(iter->first, iter->second);
930 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
939 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
941 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
943 // The order of addition depends on the scroll direction.
944 if (mRefreshOrderHint)
946 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
948 AddNewActor( itemId, durationSeconds );
953 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
955 AddNewActor( itemId-1, durationSeconds );
959 // Total number of items may change dynamically.
960 // Always recalculate the domain size to reflect that.
961 CalculateDomainSize(Self().GetCurrentSize());
964 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
968 if( mItemPool.end() == mItemPool.find( itemId ) )
970 Actor actor = mItemFactory.NewItem( itemId );
974 Item newItem( itemId, actor );
976 mItemPool.insert( newItem );
978 SetupActor( newItem, durationSeconds );
983 mAddingItems = false;
986 void ItemView::SetupActor( Item item, float durationSeconds )
988 item.second.SetParentOrigin( mItemsParentOrigin );
989 item.second.SetAnchorPoint( mItemsAnchorPoint );
994 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
996 item.second.SetSize( size.GetVectorXY() );
999 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1003 void ItemView::ReleaseActor( ItemId item, Actor actor )
1005 Self().Remove( actor );
1006 mItemFactory.ItemReleased(item, actor);
1009 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1011 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1013 ItemRange available(0u, itemCount);
1015 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1019 // Add the reserve items for scrolling
1020 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1021 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1025 return range.Intersection(available);
1028 void ItemView::OnChildAdd(Actor& child)
1032 // We don't want to do this downcast check for any item added by ItemView itself.
1033 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1036 // Set the scroll connector when scroll bar is being added
1037 scrollComponent.SetScrollConnector(mScrollConnector);
1042 bool ItemView::OnTouchEvent(const TouchEvent& event)
1044 // Ignore events with multiple-touch points
1045 if (event.GetPointCount() != 1)
1050 if (event.GetPoint(0).state == TouchPoint::Down)
1052 // Cancel ongoing scrolling etc.
1053 mGestureState = Gesture::Clear;
1055 mScrollDistance = 0.0f;
1056 mScrollSpeed = 0.0f;
1057 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1059 mScrollOvershoot = 0.0f;
1060 AnimateScrollOvershoot(0.0f);
1062 if(mScrollAnimation)
1064 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1067 RemoveAnimation(mScrollAnimation);
1070 return true; // consume since we're potentially scrolling
1073 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1075 // Respond the mouse wheel event to scroll
1078 Actor self = Self();
1079 const Vector3 layoutSize = Self().GetCurrentSize();
1080 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1081 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1083 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1084 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1085 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1086 mRefreshEnabled = true;
1089 if (mMouseWheelEventFinishedTimer.IsRunning())
1091 mMouseWheelEventFinishedTimer.Stop();
1094 mMouseWheelEventFinishedTimer.Start();
1099 bool ItemView::OnMouseWheelEventFinished()
1103 RemoveAnimation(mScrollAnimation);
1105 // No more mouse wheel events coming. Do the anchoring if enabled.
1106 mScrollAnimation = DoAnchoring();
1107 if (mScrollAnimation)
1109 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1110 mScrollAnimation.Play();
1114 mScrollOvershoot = 0.0f;
1115 AnimateScrollOvershoot(0.0f);
1117 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1124 void ItemView::ReapplyAllConstraints( float durationSeconds )
1126 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1128 unsigned int id = iter->first;
1129 Actor actor = iter->second;
1131 actor.RemoveConstraints();
1132 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1136 void ItemView::OnItemsRemoved()
1138 CalculateDomainSize(Self().GetCurrentSize());
1140 // Adjust scroll-position after an item is removed
1143 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1145 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1149 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1151 Actor self = Self();
1152 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1153 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1154 mScrollOvershoot = targetPosition - clamppedPosition;
1155 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1157 return clamppedPosition;
1160 void ItemView::OnPan( const PanGesture& gesture )
1162 Actor self = Self();
1163 const Vector3 layoutSize = Self().GetCurrentSize();
1165 RemoveAnimation(mScrollAnimation);
1167 // Short-circuit if there is no active layout
1170 mGestureState = Gesture::Clear;
1174 mGestureState = gesture.state;
1176 switch (mGestureState)
1178 case Gesture::Finished:
1181 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1182 mScrollSpeed > mMinimumSwipeSpeed)
1184 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1186 mRefreshOrderHint = true;
1188 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1189 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1193 if (mAnchoringEnabled)
1195 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1198 RemoveAnimation(mScrollAnimation);
1200 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1201 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1203 mScrollAnimation = Animation::New(flickAnimationDuration);
1204 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1205 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1206 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1209 // Check whether it has already scrolled to the end
1210 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1212 AnimateScrollOvershoot(0.0f);
1216 // Anchoring may be triggered when there was no swipe
1217 if (!mScrollAnimation)
1219 mScrollAnimation = DoAnchoring();
1222 // Reset the overshoot if no scroll animation.
1223 if (!mScrollAnimation)
1225 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1227 AnimateScrollOvershoot(0.0f, false);
1232 case Gesture::Started: // Fall through
1234 mTotalPanDisplacement = Vector2::ZERO;
1235 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1236 mRefreshEnabled = true;
1239 case Gesture::Continuing:
1241 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1242 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1244 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1245 mRefreshOrderHint = mScrollDistance < 0.0f;
1247 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1249 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1251 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1253 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1254 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1256 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1258 mTotalPanDisplacement += gesture.displacement;
1261 mScrollOvershoot = CalculateScrollOvershoot();
1262 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1266 case Gesture::Cancelled:
1268 mScrollAnimation = DoAnchoring();
1276 if (mScrollAnimation)
1278 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1279 mScrollAnimation.Play();
1283 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1289 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1291 Actor nextFocusActor;
1295 if(!actor || actor == this->Self())
1297 nextFocusActor = GetItem(nextItemID);
1299 else if(actor && actor.GetParent() == this->Self())
1301 int itemID = GetItemId(actor);
1302 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1303 nextFocusActor = GetItem(nextItemID);
1304 if(nextFocusActor == actor)
1306 // need to pass NULL actor back to focus manager
1307 nextFocusActor.Reset();
1308 return nextFocusActor;
1311 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1312 Vector3 layoutSize = Self().GetCurrentSize();
1315 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1316 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1317 nextItemID = viewableItems.begin;
1318 nextFocusActor = GetItem(nextItemID);
1321 return nextFocusActor;
1324 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1326 // only in this function if our chosen focus actor was actually used
1327 if(commitedFocusableActor)
1329 int nextItemID = GetItemId(commitedFocusableActor);
1330 float layoutPosition = GetCurrentLayoutPosition(0);
1331 Vector3 layoutSize = Self().GetCurrentSize();
1333 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1334 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1338 Animation ItemView::DoAnchoring()
1340 Animation anchoringAnimation;
1341 Actor self = Self();
1343 if (mActiveLayout && mAnchoringEnabled)
1345 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1347 anchoringAnimation = Animation::New(mAnchoringDuration);
1348 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1349 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1350 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1353 AnimateScrollOvershoot(0.0f);
1357 return anchoringAnimation;
1360 void ItemView::OnScrollFinished(Animation& source)
1362 Actor self = Self();
1364 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1366 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1368 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1370 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1374 // Reset the overshoot
1375 AnimateScrollOvershoot( 0.0f );
1377 mIsFlicking = false;
1379 mScrollOvershoot = 0.0f;
1382 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1384 RemoveAnimation(mScrollAnimation);
1385 mRefreshEnabled = true;
1386 DoRefresh(GetCurrentLayoutPosition(0), true);
1389 void ItemView::OnOvershootOnFinished(Animation& animation)
1391 mAnimatingOvershootOn = false;
1392 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1393 RemoveAnimation(mScrollOvershootAnimation);
1394 if(mAnimateOvershootOff)
1396 AnimateScrollOvershoot(0.0f);
1400 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1402 Actor self = Self();
1403 const Vector3 layoutSize = Self().GetCurrentSize();
1404 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1406 if(durationSeconds > 0.0f)
1408 RemoveAnimation(mScrollAnimation);
1409 mScrollAnimation = Animation::New(durationSeconds);
1410 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1411 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1412 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1413 mScrollAnimation.Play();
1417 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1418 AnimateScrollOvershoot(0.0f);
1421 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1422 mRefreshEnabled = true;
1425 void ItemView::RemoveAnimation(Animation& animation)
1429 // Cease animating, and reset handle.
1435 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1437 Actor self = Self();
1439 Vector3 firstItemPosition(Vector3::ZERO);
1440 Vector3 lastItemPosition(Vector3::ZERO);
1444 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1446 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1447 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1448 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1452 if(IsHorizontal(mActiveLayout->GetOrientation()))
1454 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f));
1455 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f));
1456 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1460 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f));
1461 self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f));
1462 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1465 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1467 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1468 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable);
1469 self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, false);
1473 Vector3 ItemView::GetDomainSize() const
1475 Actor self = Self();
1477 float minScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN);
1478 float maxScrollPosition = self.GetProperty<float>(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX);
1480 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1483 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1485 Actor self = Self();
1487 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1488 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1489 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1491 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1494 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1496 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1497 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1500 Vector3 ItemView::GetCurrentScrollPosition() const
1502 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1503 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1506 void ItemView::AddOverlay(Actor actor)
1511 void ItemView::RemoveOverlay(Actor actor)
1513 Self().Remove(actor);
1516 void ItemView::ScrollTo(const Vector3& position, float duration)
1518 Actor self = Self();
1519 const Vector3 layoutSize = Self().GetCurrentSize();
1521 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1525 RemoveAnimation(mScrollAnimation);
1526 mScrollAnimation = Animation::New(duration);
1527 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1528 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1529 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1530 mScrollAnimation.Play();
1534 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1535 AnimateScrollOvershoot(0.0f);
1538 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1539 mRefreshEnabled = true;
1542 void ItemView::SetOvershootEffectColor( const Vector4& color )
1544 mOvershootEffectColor = color;
1545 if( mOvershootOverlay )
1547 mOvershootOverlay.SetColor( color );
1551 void ItemView::SetOvershootEnabled( bool enable )
1553 Actor self = Self();
1556 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1557 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1558 mOvershootOverlay.SetColor(mOvershootEffectColor);
1559 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1560 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1561 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1562 self.Add(mOvershootOverlay);
1564 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1565 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1566 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1567 ParentSource( Actor::Property::SIZE ),
1568 OvershootOverlaySizeConstraint() );
1569 mOvershootOverlay.ApplyConstraint(constraint);
1570 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1572 constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
1573 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1574 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1575 OvershootOverlayRotationConstraint() );
1576 mOvershootOverlay.ApplyConstraint(constraint);
1578 constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1579 ParentSource( Actor::Property::SIZE ),
1580 ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ),
1581 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1582 OvershootOverlayPositionConstraint() );
1583 mOvershootOverlay.ApplyConstraint(constraint);
1585 constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1586 ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ),
1587 OvershootOverlayVisibilityConstraint() );
1588 mOvershootOverlay.ApplyConstraint(constraint);
1590 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1591 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1592 EqualToConstraint() );
1593 mOvershootOverlay.ApplyConstraint(constraint);
1597 if( mOvershootOverlay )
1599 self.Remove(mOvershootOverlay);
1600 mOvershootOverlay.Reset();
1605 float ItemView::CalculateScrollOvershoot()
1607 float overshoot = 0.0f;
1611 // The overshoot must be calculated from the accumulated pan gesture displacement
1612 // since the pan gesture starts.
1613 Actor self = Self();
1614 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1615 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1616 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1617 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1618 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1619 overshoot = positionDelta - clamppedPosition;
1622 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1625 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1627 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1629 // make sure we animate back if needed
1630 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1632 if( mAnimatingOvershootOn )
1634 // animating on, do not allow animate off
1638 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1640 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1641 float duration = 0.0f;
1643 if (mOvershootOverlay)
1645 duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1648 RemoveAnimation(mScrollOvershootAnimation);
1649 mScrollOvershootAnimation = Animation::New(duration);
1650 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1651 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1652 mScrollOvershootAnimation.Play();
1654 mAnimatingOvershootOn = animatingOn;
1658 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1662 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1664 if( parentOrigin != mItemsParentOrigin )
1666 mItemsParentOrigin = parentOrigin;
1667 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1669 iter->second.SetParentOrigin(parentOrigin);
1674 Vector3 ItemView::GetItemsParentOrigin() const
1676 return mItemsParentOrigin;
1679 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1681 if( anchorPoint != mItemsAnchorPoint )
1683 mItemsAnchorPoint = anchorPoint;
1684 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1686 iter->second.SetAnchorPoint(anchorPoint);
1691 Vector3 ItemView::GetItemsAnchorPoint() const
1693 return mItemsAnchorPoint;
1696 void ItemView::GetItemsRange(ItemRange& range)
1698 if( !mItemPool.empty() )
1700 range.begin = mItemPool.begin()->first;
1701 range.end = mItemPool.rbegin()->first + 1;
1710 void ItemView::OnScrollPositionChanged( float position )
1712 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1713 RemoveAnimation(mScrollAnimation);
1715 // Refresh the cache immediately when the scroll position is changed.
1716 DoRefresh(position, false); // No need to cache extra items.
1719 } // namespace Internal
1721 } // namespace Toolkit