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>
33 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
34 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
35 #include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
41 namespace // unnamed namespace
45 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
47 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
48 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
49 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
51 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
52 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
54 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
55 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
57 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
59 const float MILLISECONDS_PER_SECONDS = 1000.0f;
61 const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
62 const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
63 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
64 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
66 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
67 const string POSITION_PROPERTY_NAME( "item-view-position" );
68 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
69 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
70 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
71 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
74 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
76 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
78 Radian scrollDirection(layout.GetScrollDirection());
80 float cosTheta = cosf(scrollDirection);
81 float sinTheta = sinf(scrollDirection);
83 return panDistance.x * sinTheta + panDistance.y * cosTheta;
86 // Overshoot overlay constraints
88 struct OvershootOverlaySizeConstraint
90 Vector3 operator()(const Vector3& current,
91 const PropertyInput& parentScrollDirectionProperty,
92 const PropertyInput& parentOvershootProperty,
93 const PropertyInput& parentSizeProperty)
95 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
96 const Vector3 parentSize = parentSizeProperty.GetVector3();
97 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
101 if(Toolkit::IsVertical(parentOrientation))
103 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
107 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
110 float overlayHeight = (overlayWidth > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
112 return Vector3( overlayWidth, overlayHeight, current.depth );
116 struct OvershootOverlayRotationConstraint
118 Quaternion operator()(const Quaternion& current,
119 const PropertyInput& parentScrollDirectionProperty,
120 const PropertyInput& parentOvershootProperty)
122 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
123 const float parentOvershoot = parentOvershootProperty.GetFloat();
124 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
128 if(Toolkit::IsVertical(parentOrientation))
130 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
132 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
133 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
135 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
139 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
142 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
143 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
145 rotation = Quaternion(0.0f, Vector3::ZAXIS);
149 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
154 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
156 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
157 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
159 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
163 rotation = Quaternion(0.0f, Vector3::ZAXIS);
166 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
167 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
169 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
173 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
181 struct OvershootOverlayPositionConstraint
183 Vector3 operator()(const Vector3& current,
184 const PropertyInput& parentSizeProperty,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Vector3 parentSize = parentSizeProperty.GetVector3();
191 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
193 Vector3 relativeOffset;
195 if(Toolkit::IsVertical(parentOrientation))
197 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
199 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
200 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
202 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
206 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
209 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
210 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
212 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
216 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
221 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
223 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
224 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
226 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
230 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
233 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
234 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
236 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
240 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
244 return relativeOffset * parentSize;
249 struct OvershootOverlayVisibilityConstraint
251 bool operator()(const bool& current,
252 const PropertyInput& parentLayoutScrollableProperty)
254 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
256 return parentLayoutScrollable;
261 * Relative position Constraint
262 * Generates the relative position value of the item view based on the layout position,
263 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
265 Vector3 RelativePositionConstraint(const Vector3& current,
266 const PropertyInput& scrollPositionProperty,
267 const PropertyInput& scrollMinProperty,
268 const PropertyInput& scrollMaxProperty,
269 const PropertyInput& layoutSizeProperty)
271 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
272 const Vector3& min = scrollMinProperty.GetVector3();
273 const Vector3& max = scrollMaxProperty.GetVector3();
275 Vector3 relativePosition;
276 Vector3 domainSize = max - min;
278 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
279 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
281 return relativePosition;
284 } // unnamed namespace
295 namespace // unnamed namespace
298 bool FindById( const ItemContainer& items, ItemId id )
300 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
302 if( iter->first == id )
311 } // unnamed namespace
313 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
315 // Create the implementation
316 ItemViewPtr itemView(new ItemView(factory));
318 // Pass ownership to CustomActor via derived handle
319 Dali::Toolkit::ItemView handle(*itemView);
321 // Second-phase init of the implementation
322 // This can only be done after the CustomActor connection has been made...
323 itemView->Initialize();
328 ItemView::ItemView(ItemFactory& factory)
330 mItemFactory(factory),
332 mAnimatingOvershootOn(false),
333 mAnimateOvershootOff(false),
334 mAnchoringEnabled(true),
335 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
336 mRefreshIntervalLayoutPositions(0.0f),
337 mRefreshOrderHint(true/*Refresh item 0 first*/),
338 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
339 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
340 mMouseWheelScrollDistanceStep(0.0f),
341 mScrollDistance(0.0f),
343 mTotalPanDisplacement(Vector2::ZERO),
344 mScrollOvershoot(0.0f),
346 mGestureState(Gesture::Clear),
348 mPropertyPosition(Property::INVALID_INDEX),
349 mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
350 mPropertyScrollSpeed(Property::INVALID_INDEX),
351 mRefreshEnabled(true),
352 mItemsParentOrigin( ParentOrigin::CENTER),
353 mItemsAnchorPoint( AnchorPoint::CENTER)
355 SetRequiresMouseWheelEvents(true);
356 SetKeyboardNavigationSupport(true);
359 void ItemView::OnInitialize()
361 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
363 RegisterCommonProperties();
367 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
368 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
369 mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
371 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
372 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
373 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
375 EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator);
377 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
378 LocalSource(mPropertyPosition),
379 LocalSource(mPropertyPositionMin),
380 LocalSource(mPropertyPositionMax),
381 LocalSource(Actor::Property::SIZE),
382 RelativePositionConstraint);
383 self.ApplyConstraint(constraint);
385 Vector2 stageSize = Stage::GetCurrent().GetSize();
386 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
388 EnableGestureDetection(Gesture::Type(Gesture::Pan));
390 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
391 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
393 SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
396 ItemView::~ItemView()
400 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
402 return mScrollConnector;
405 unsigned int ItemView::GetLayoutCount() const
407 return mLayouts.size();
410 void ItemView::AddLayout(ItemLayout& layout)
412 mLayouts.push_back(ItemLayoutPtr(&layout));
415 void ItemView::RemoveLayout(unsigned int layoutIndex)
417 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
419 if (mActiveLayout == mLayouts[layoutIndex].Get())
421 mActiveLayout = NULL;
424 mLayouts.erase(mLayouts.begin() + layoutIndex);
427 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
429 return mLayouts[layoutIndex];
432 ItemLayoutPtr ItemView::GetActiveLayout() const
434 return ItemLayoutPtr(mActiveLayout);
437 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
439 return mScrollConnector.GetScrollPosition() + static_cast<float>( itemId );
442 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
444 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
446 mRefreshEnabled = false;
450 // The ItemView size should match the active layout size
451 self.SetSize(targetSize);
452 mActiveLayoutTargetSize = targetSize;
454 // Switch to the new layout
455 mActiveLayout = mLayouts[layoutIndex].Get();
457 // Move the items to the new layout positions...
459 bool resizeAnimationNeeded(false);
460 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
462 unsigned int itemId = iter->first;
463 Actor actor = iter->second;
465 // Remove constraints from previous layout
466 actor.RemoveConstraints();
469 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
471 if( durationSeconds > 0.0f )
473 // Use a size animation
474 if (!resizeAnimationNeeded)
476 resizeAnimationNeeded = true;
477 RemoveAnimation(mResizeAnimation);
478 mResizeAnimation = Animation::New(durationSeconds);
481 // The layout provides its own resize animation
482 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
486 // resize immediately
491 mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
494 if (resizeAnimationNeeded)
496 mResizeAnimation.Play();
499 // Refresh the new layout
500 ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
501 AddActorsWithinRange( range, durationSeconds );
503 // Scroll to an appropriate layout position
505 bool scrollAnimationNeeded(false);
506 float firstItemScrollPosition(0.0f);
508 float current = GetCurrentLayoutPosition(0);
509 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
510 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
512 if (current < minimum)
514 scrollAnimationNeeded = true;
515 firstItemScrollPosition = minimum;
517 else if (mAnchoringEnabled)
519 scrollAnimationNeeded = true;
520 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
523 if (scrollAnimationNeeded)
525 RemoveAnimation(mScrollAnimation);
526 mScrollAnimation = Animation::New(durationSeconds);
527 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
528 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
529 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
530 mScrollAnimation.Play();
533 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
534 AnimateScrollOvershoot(0.0f);
535 mScrollOvershoot = 0.0f;
537 Radian scrollDirection(mActiveLayout->GetScrollDirection());
538 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
539 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
541 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
543 CalculateDomainSize(targetSize);
546 void ItemView::DeactivateCurrentLayout()
550 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
552 Actor actor = iter->second;
553 actor.RemoveConstraints();
556 mActiveLayout = NULL;
560 void ItemView::OnRefreshNotification(PropertyNotification& source)
562 if(mRefreshEnabled || mScrollAnimation)
564 // Only refresh the cache during normal scrolling
565 DoRefresh(GetCurrentLayoutPosition(0), true);
569 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
573 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
574 RemoveActorsOutsideRange( range );
575 AddActorsWithinRange( range, 0.0f/*immediate*/ );
577 mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) );
581 void ItemView::SetMinimumSwipeSpeed(float speed)
583 mMinimumSwipeSpeed = speed;
586 float ItemView::GetMinimumSwipeSpeed() const
588 return mMinimumSwipeSpeed;
591 void ItemView::SetMinimumSwipeDistance(float distance)
593 mMinimumSwipeDistance = distance;
596 float ItemView::GetMinimumSwipeDistance() const
598 return mMinimumSwipeDistance;
601 void ItemView::SetMouseWheelScrollDistanceStep(float step)
603 mMouseWheelScrollDistanceStep = step;
606 float ItemView::GetMouseWheelScrollDistanceStep() const
608 return mMouseWheelScrollDistanceStep;
611 void ItemView::SetAnchoring(bool enabled)
613 mAnchoringEnabled = enabled;
616 bool ItemView::GetAnchoring() const
618 return mAnchoringEnabled;
621 void ItemView::SetAnchoringDuration(float durationSeconds)
623 mAnchoringDuration = durationSeconds;
626 float ItemView::GetAnchoringDuration() const
628 return mAnchoringDuration;
631 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
633 if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
635 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
637 if(mRefreshNotification)
639 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
641 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
642 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
646 float ItemView::GetRefreshInterval() const
648 return mRefreshIntervalLayoutPositions;
651 void ItemView::SetRefreshEnabled(bool enabled)
653 mRefreshEnabled = enabled;
656 Actor ItemView::GetItem(unsigned int itemId) const
660 ConstItemPoolIter iter = mItemPool.find( itemId );
661 if( iter != mItemPool.end() )
663 actor = iter->second;
669 unsigned int ItemView::GetItemId( Actor actor ) const
671 unsigned int itemId( 0 );
673 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
675 if( iter->second == actor )
677 itemId = iter->first;
685 void ItemView::InsertItem( Item newItem, float durationSeconds )
689 Actor displacedActor;
690 ItemPoolIter afterDisplacedIter = mItemPool.end();
692 ItemPoolIter foundIter = mItemPool.find( newItem.first );
693 if( mItemPool.end() != foundIter )
695 SetupActor( newItem, durationSeconds );
696 Self().Add( newItem.second );
698 displacedActor = foundIter->second;
699 foundIter->second = newItem.second;
701 afterDisplacedIter = ++foundIter;
705 // Inserting before the existing item range?
706 ItemPoolIter iter = mItemPool.begin();
707 if( iter != mItemPool.end() &&
708 iter->first > newItem.first )
710 displacedActor = iter->second;
711 mItemPool.erase( iter++ ); // iter is still valid after the erase
713 afterDisplacedIter = iter;
719 // Move the existing actors to make room
720 for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
722 Actor temp = iter->second;
723 iter->second = displacedActor;
724 displacedActor = temp;
726 iter->second.RemoveConstraints();
727 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
731 ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
732 if ( lastIter != mItemPool.rend() )
734 ItemId lastId = lastIter->first;
735 Item lastItem( lastId + 1, displacedActor );
736 mItemPool.insert( lastItem );
738 lastItem.second.RemoveConstraints();
739 mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
743 CalculateDomainSize(Self().GetCurrentSize());
745 mAddingItems = false;
748 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
752 // Insert from lowest id to highest
753 std::set<Item> sortedItems;
754 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
756 sortedItems.insert( *iter );
759 for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
761 Self().Add( iter->second );
763 ItemPoolIter foundIter = mItemPool.find( iter->first );
764 if( mItemPool.end() != foundIter )
766 Actor moveMe = foundIter->second;
767 foundIter->second = iter->second;
769 // Move the existing actors to make room
770 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
772 Actor temp = iter->second;
773 iter->second = moveMe;
778 ItemId lastId = mItemPool.rbegin()->first;
779 Item lastItem( lastId + 1, moveMe );
780 mItemPool.insert( lastItem );
784 mItemPool.insert( *iter );
788 // Relayout everything
789 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
792 if( FindById( newItems, iter->first ) )
794 SetupActor( *iter, durationSeconds );
798 iter->second.RemoveConstraints();
799 mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
803 CalculateDomainSize(Self().GetCurrentSize());
805 mAddingItems = false;
808 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
810 bool actorsReordered = RemoveActor( itemId );
811 if( actorsReordered )
813 ReapplyAllConstraints( durationSeconds );
819 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
821 bool actorsReordered( false );
823 // Remove from highest id to lowest
824 set<ItemId> sortedItems;
825 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
827 sortedItems.insert( *iter );
830 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
832 if( RemoveActor( *iter ) )
834 actorsReordered = true;
838 if( actorsReordered )
840 ReapplyAllConstraints( durationSeconds );
846 bool ItemView::RemoveActor(unsigned int itemId)
848 bool reordered( false );
850 ItemPoolIter removeIter = mItemPool.find( itemId );
851 if( removeIter != mItemPool.end() )
853 ReleaseActor(itemId, removeIter->second);
857 // Removing before the existing item range?
858 ItemPoolIter iter = mItemPool.begin();
859 if( iter != mItemPool.end() &&
860 iter->first > itemId )
862 // In order to decrement the first visible item ID
863 mItemPool.insert( Item(iter->first - 1, Actor()) );
865 removeIter = mItemPool.begin();
869 if( removeIter != mItemPool.end() )
873 // Adjust the remaining item IDs, for example if item 2 is removed:
874 // Initial actors: After insert:
875 // ID 1 - ActorA ID 1 - ActorA
876 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
877 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
879 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
881 if( iter->first < mItemPool.rbegin()->first )
883 iter->second = mItemPool[ iter->first + 1 ];
887 mItemPool.erase( iter );
896 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
900 SetupActor( replacementItem, durationSeconds );
901 Self().Add( replacementItem.second );
903 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
904 if( mItemPool.end() != iter )
906 ReleaseActor(iter->first, iter->second);
907 iter->second = replacementItem.second;
911 mItemPool.insert( replacementItem );
914 CalculateDomainSize(Self().GetCurrentSize());
916 mAddingItems = false;
919 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
921 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
923 ReplaceItem( *iter, durationSeconds );
927 void ItemView::RemoveActorsOutsideRange( ItemRange range )
929 // Remove unwanted actors from the ItemView & ItemPool
930 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
932 unsigned int current = iter->first;
934 if( ! range.Within( current ) )
936 ReleaseActor(iter->first, iter->second);
938 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
947 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
949 range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
951 // The order of addition depends on the scroll direction.
952 if (mRefreshOrderHint)
954 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
956 AddNewActor( itemId, durationSeconds );
961 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
963 AddNewActor( itemId-1, durationSeconds );
967 // Total number of items may change dynamically.
968 // Always recalculate the domain size to reflect that.
969 CalculateDomainSize(Self().GetCurrentSize());
972 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
976 if( mItemPool.end() == mItemPool.find( itemId ) )
978 Actor actor = mItemFactory.NewItem( itemId );
982 Item newItem( itemId, actor );
984 mItemPool.insert( newItem );
986 SetupActor( newItem, durationSeconds );
991 mAddingItems = false;
994 void ItemView::SetupActor( Item item, float durationSeconds )
996 item.second.SetParentOrigin( mItemsParentOrigin );
997 item.second.SetAnchorPoint( mItemsAnchorPoint );
1002 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1004 item.second.SetSize( size );
1007 mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
1011 void ItemView::ReleaseActor( ItemId item, Actor actor )
1013 Self().Remove( actor );
1014 mItemFactory.ItemReleased(item, actor);
1017 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra)
1019 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1021 ItemRange available(0u, itemCount);
1023 ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
1027 // Add the reserve items for scrolling
1028 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1029 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1033 return range.Intersection(available);
1036 void ItemView::OnChildAdd(Actor& child)
1040 // We don't want to do this downcast check for any item added by ItemView itself.
1041 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1044 // Set the scroll connector when scroll bar is being added
1045 scrollComponent.SetScrollConnector(mScrollConnector);
1050 bool ItemView::OnTouchEvent(const TouchEvent& event)
1052 // Ignore events with multiple-touch points
1053 if (event.GetPointCount() != 1)
1058 if (event.GetPoint(0).state == TouchPoint::Down)
1060 // Cancel ongoing scrolling etc.
1061 mGestureState = Gesture::Clear;
1063 mScrollDistance = 0.0f;
1064 mScrollSpeed = 0.0f;
1065 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1067 mScrollOvershoot = 0.0f;
1068 AnimateScrollOvershoot(0.0f);
1070 if(mScrollAnimation)
1072 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1075 RemoveAnimation(mScrollAnimation);
1078 return true; // consume since we're potentially scrolling
1081 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1083 // Respond the mouse wheel event to scroll
1086 Actor self = Self();
1087 const Vector3 layoutSize = Self().GetCurrentSize();
1088 float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1089 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1091 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1092 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1093 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1094 mRefreshEnabled = true;
1097 if (mMouseWheelEventFinishedTimer.IsRunning())
1099 mMouseWheelEventFinishedTimer.Stop();
1102 mMouseWheelEventFinishedTimer.Start();
1107 bool ItemView::OnMouseWheelEventFinished()
1111 RemoveAnimation(mScrollAnimation);
1113 // No more mouse wheel events coming. Do the anchoring if enabled.
1114 mScrollAnimation = DoAnchoring();
1115 if (mScrollAnimation)
1117 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1118 mScrollAnimation.Play();
1122 mScrollOvershoot = 0.0f;
1123 AnimateScrollOvershoot(0.0f);
1125 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1132 void ItemView::ReapplyAllConstraints( float durationSeconds )
1134 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1136 unsigned int id = iter->first;
1137 Actor actor = iter->second;
1139 actor.RemoveConstraints();
1140 mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
1144 void ItemView::OnItemsRemoved()
1146 CalculateDomainSize(Self().GetCurrentSize());
1148 // Adjust scroll-position after an item is removed
1151 float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
1153 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1157 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1159 Actor self = Self();
1160 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1161 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
1162 mScrollOvershoot = targetPosition - clamppedPosition;
1163 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1165 return clamppedPosition;
1168 void ItemView::OnPan( const PanGesture& gesture )
1170 Actor self = Self();
1171 const Vector3 layoutSize = Self().GetCurrentSize();
1173 RemoveAnimation(mScrollAnimation);
1175 // Short-circuit if there is no active layout
1178 mGestureState = Gesture::Clear;
1182 mGestureState = gesture.state;
1184 switch (mGestureState)
1186 case Gesture::Finished:
1189 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1190 mScrollSpeed > mMinimumSwipeSpeed)
1192 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1194 mRefreshOrderHint = true;
1196 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1197 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1201 if (mAnchoringEnabled)
1203 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1206 RemoveAnimation(mScrollAnimation);
1208 float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
1209 , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
1211 mScrollAnimation = Animation::New(flickAnimationDuration);
1212 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1213 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1214 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1217 // Check whether it has already scrolled to the end
1218 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1220 AnimateScrollOvershoot(0.0f);
1224 // Anchoring may be triggered when there was no swipe
1225 if (!mScrollAnimation)
1227 mScrollAnimation = DoAnchoring();
1230 // Reset the overshoot if no scroll animation.
1231 if (!mScrollAnimation)
1233 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1235 AnimateScrollOvershoot(0.0f, false);
1240 case Gesture::Started: // Fall through
1242 mTotalPanDisplacement = Vector2::ZERO;
1243 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1244 mRefreshEnabled = true;
1247 case Gesture::Continuing:
1249 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1250 mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1252 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1253 mRefreshOrderHint = mScrollDistance < 0.0f;
1255 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1257 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1259 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1261 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1262 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1264 if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
1266 mTotalPanDisplacement += gesture.displacement;
1269 mScrollOvershoot = CalculateScrollOvershoot();
1270 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
1274 case Gesture::Cancelled:
1276 mScrollAnimation = DoAnchoring();
1284 if (mScrollAnimation)
1286 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1287 mScrollAnimation.Play();
1291 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1297 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1299 Actor nextFocusActor;
1303 if(!actor || actor == this->Self())
1305 nextFocusActor = GetItem(nextItemID);
1307 else if(actor && actor.GetParent() == this->Self())
1309 int itemID = GetItemId(actor);
1310 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1311 nextFocusActor = GetItem(nextItemID);
1312 if(nextFocusActor == actor)
1314 // need to pass NULL actor back to focus manager
1315 nextFocusActor.Reset();
1316 return nextFocusActor;
1319 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1320 Vector3 layoutSize = Self().GetCurrentSize();
1323 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1324 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1325 nextItemID = viewableItems.begin;
1326 nextFocusActor = GetItem(nextItemID);
1329 return nextFocusActor;
1332 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1334 // only in this function if our chosen focus actor was actually used
1335 if(commitedFocusableActor)
1337 int nextItemID = GetItemId(commitedFocusableActor);
1338 float layoutPosition = GetCurrentLayoutPosition(0);
1339 Vector3 layoutSize = Self().GetCurrentSize();
1341 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1342 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1346 Animation ItemView::DoAnchoring()
1348 Animation anchoringAnimation;
1349 Actor self = Self();
1351 if (mActiveLayout && mAnchoringEnabled)
1353 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1355 anchoringAnimation = Animation::New(mAnchoringDuration);
1356 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1357 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1358 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1361 AnimateScrollOvershoot(0.0f);
1365 return anchoringAnimation;
1368 void ItemView::OnScrollFinished(Animation& source)
1370 Actor self = Self();
1372 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1374 mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
1376 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1378 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1382 // Reset the overshoot
1383 AnimateScrollOvershoot( 0.0f );
1385 mIsFlicking = false;
1387 mScrollOvershoot = 0.0f;
1390 void ItemView::OnLayoutActivationScrollFinished(Animation& source)
1392 RemoveAnimation(mScrollAnimation);
1393 mRefreshEnabled = true;
1394 DoRefresh(GetCurrentLayoutPosition(0), true);
1397 void ItemView::OnOvershootOnFinished(Animation& animation)
1399 mAnimatingOvershootOn = false;
1400 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1401 RemoveAnimation(mScrollOvershootAnimation);
1402 if(mAnimateOvershootOff)
1404 AnimateScrollOvershoot(0.0f);
1408 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1410 Actor self = Self();
1411 const Vector3 layoutSize = Self().GetCurrentSize();
1412 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1414 if(durationSeconds > 0.0f)
1416 RemoveAnimation(mScrollAnimation);
1417 mScrollAnimation = Animation::New(durationSeconds);
1418 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1419 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1420 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1421 mScrollAnimation.Play();
1425 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1426 AnimateScrollOvershoot(0.0f);
1429 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1430 mRefreshEnabled = true;
1433 void ItemView::RemoveAnimation(Animation& animation)
1437 // Cease animating, and reset handle.
1443 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1445 Actor self = Self();
1447 Vector3 firstItemPosition(Vector3::ZERO);
1448 Vector3 lastItemPosition(Vector3::ZERO);
1452 firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
1454 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1455 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1456 lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
1460 if(IsHorizontal(mActiveLayout->GetOrientation()))
1462 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1463 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1464 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1468 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1469 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1470 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1473 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1475 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1476 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1477 self.SetProperty(mPropertyCanScrollHorizontal, false);
1481 Vector3 ItemView::GetDomainSize() const
1483 Actor self = Self();
1485 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1486 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1488 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1491 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1493 Actor self = Self();
1495 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1496 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1497 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1499 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1502 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1504 Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
1505 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1508 Vector3 ItemView::GetCurrentScrollPosition() const
1510 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1511 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1514 void ItemView::AddOverlay(Actor actor)
1519 void ItemView::RemoveOverlay(Actor actor)
1521 Self().Remove(actor);
1524 void ItemView::ScrollTo(const Vector3& position, float duration)
1526 Actor self = Self();
1527 const Vector3 layoutSize = Self().GetCurrentSize();
1529 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1533 RemoveAnimation(mScrollAnimation);
1534 mScrollAnimation = Animation::New(duration);
1535 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1536 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1537 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1538 mScrollAnimation.Play();
1542 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1543 AnimateScrollOvershoot(0.0f);
1546 mScrollStartedSignal.Emit(GetCurrentScrollPosition());
1547 mRefreshEnabled = true;
1550 void ItemView::SetOvershootEffectColor( const Vector4& color )
1552 mOvershootEffectColor = color;
1553 if( mOvershootOverlay )
1555 mOvershootOverlay.SetColor( color );
1559 void ItemView::SetOvershootEnabled( bool enable )
1561 Actor self = Self();
1564 Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
1565 mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
1566 mOvershootOverlay.SetColor(mOvershootEffectColor);
1567 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
1568 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
1569 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
1570 self.Add(mOvershootOverlay);
1572 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
1573 ParentSource( mPropertyScrollDirection ),
1574 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1575 ParentSource( Actor::Property::SIZE ),
1576 OvershootOverlaySizeConstraint() );
1577 mOvershootOverlay.ApplyConstraint(constraint);
1578 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
1580 constraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
1581 ParentSource( mPropertyScrollDirection ),
1582 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1583 OvershootOverlayRotationConstraint() );
1584 mOvershootOverlay.ApplyConstraint(constraint);
1586 constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
1587 ParentSource( Actor::Property::SIZE ),
1588 ParentSource( mPropertyScrollDirection ),
1589 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1590 OvershootOverlayPositionConstraint() );
1591 mOvershootOverlay.ApplyConstraint(constraint);
1593 constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
1594 ParentSource( mPropertyCanScrollVertical ),
1595 OvershootOverlayVisibilityConstraint() );
1596 mOvershootOverlay.ApplyConstraint(constraint);
1598 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1599 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1600 EqualToConstraint() );
1601 mOvershootOverlay.ApplyConstraint(constraint);
1605 if( mOvershootOverlay )
1607 self.Remove(mOvershootOverlay);
1608 mOvershootOverlay.Reset();
1613 float ItemView::CalculateScrollOvershoot()
1615 float overshoot = 0.0f;
1619 // The overshoot must be calculated from the accumulated pan gesture displacement
1620 // since the pan gesture starts.
1621 Actor self = Self();
1622 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1623 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1624 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1625 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1626 float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
1627 overshoot = positionDelta - clamppedPosition;
1630 return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
1633 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1635 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1637 // make sure we animate back if needed
1638 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1640 if( mAnimatingOvershootOn )
1642 // animating on, do not allow animate off
1646 if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
1648 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1649 float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
1651 RemoveAnimation(mScrollOvershootAnimation);
1652 mScrollOvershootAnimation = Animation::New(duration);
1653 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1654 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1655 mScrollOvershootAnimation.Play();
1657 mAnimatingOvershootOn = animatingOn;
1661 mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
1665 void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
1667 if( parentOrigin != mItemsParentOrigin )
1669 mItemsParentOrigin = parentOrigin;
1670 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1672 iter->second.SetParentOrigin(parentOrigin);
1677 Vector3 ItemView::GetItemsParentOrigin() const
1679 return mItemsParentOrigin;
1682 void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
1684 if( anchorPoint != mItemsAnchorPoint )
1686 mItemsAnchorPoint = anchorPoint;
1687 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1689 iter->second.SetAnchorPoint(anchorPoint);
1694 Vector3 ItemView::GetItemsAnchorPoint() const
1696 return mItemsAnchorPoint;
1699 void ItemView::GetItemsRange(ItemRange& range)
1701 if( !mItemPool.empty() )
1703 range.begin = mItemPool.begin()->first;
1704 range.end = mItemPool.rbegin()->first + 1;
1713 void ItemView::OnScrollPositionChanged( float position )
1715 // Cancel scroll animation to prevent any fighting of setting the scroll position property.
1716 RemoveAnimation(mScrollAnimation);
1718 // Refresh the cache immediately when the scroll position is changed.
1719 DoRefresh(position, false); // No need to cache extra items.
1722 } // namespace Internal
1724 } // namespace Toolkit