2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
18 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
24 #include <dali/public-api/events/mouse-wheel-event.h>
25 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
26 #include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
31 namespace // unnamed namespace
35 TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
37 const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
38 const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
39 const float DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
41 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
42 const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second
44 const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
45 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
47 const float MILLISECONDS_PER_SECONDS = 1000.0f;
49 const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png";
50 const Rect<int> OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 );
51 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
52 const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
53 const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
54 const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
56 const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
57 const string POSITION_PROPERTY_NAME( "item-view-position" );
58 const string MINIMUM_LAYOUT_POSITION_PROPERTY_NAME( "item-view-minimum-layout-position" );
59 const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" );
60 const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" );
61 const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" );
63 // Functors which wrap constraint functions with stored item IDs
65 struct WrappedVector3Constraint
67 WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
73 Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
75 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
77 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
80 Toolkit::ItemLayout::Vector3Function mWrapMe;
84 struct WrappedQuaternionConstraint
86 WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
92 Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
94 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
96 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
99 Toolkit::ItemLayout::QuaternionFunction mWrapMe;
100 unsigned int mItemId;
103 struct WrappedVector4Constraint
105 WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
111 Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
113 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
115 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
118 Toolkit::ItemLayout::Vector4Function mWrapMe;
119 unsigned int mItemId;
122 struct WrappedBoolConstraint
124 WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
130 bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize)
132 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
134 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
137 Toolkit::ItemLayout::BoolFunction mWrapMe;
138 unsigned int mItemId;
142 * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction
144 float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
146 Radian scrollDirection(layout.GetScrollDirection());
148 float cosTheta = cosf(scrollDirection);
149 float sinTheta = sinf(scrollDirection);
151 return panDistance.x * sinTheta + panDistance.y * cosTheta;
154 // Overshoot overlay constraints
156 struct OvershootOverlaySizeConstraint
158 float operator()(const float& current,
159 const PropertyInput& parentScrollDirectionProperty,
160 const PropertyInput& parentOvershootProperty,
161 const PropertyInput& parentSizeProperty)
163 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
164 const Vector3 parentSize = parentSizeProperty.GetVector3();
165 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
169 if(Toolkit::IsVertical(parentOrientation))
171 overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
175 overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
182 struct OvershootOverlayRotationConstraint
184 Quaternion operator()(const Quaternion& current,
185 const PropertyInput& parentScrollDirectionProperty,
186 const PropertyInput& parentOvershootProperty)
188 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
189 const float parentOvershoot = parentOvershootProperty.GetFloat();
190 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
194 if(Toolkit::IsVertical(parentOrientation))
196 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
198 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
199 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
201 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
205 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
208 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
209 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
211 rotation = Quaternion(0.0f, Vector3::ZAXIS);
215 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
220 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
222 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
223 ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
225 rotation = Quaternion(Math::PI, Vector3::ZAXIS);
229 rotation = Quaternion(0.0f, Vector3::ZAXIS);
232 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
233 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
235 rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
239 rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
247 struct OvershootOverlayPositionConstraint
249 Vector3 operator()(const Vector3& current,
250 const PropertyInput& parentSizeProperty,
251 const PropertyInput& parentScrollDirectionProperty,
252 const PropertyInput& parentOvershootProperty)
254 const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3();
255 const float parentOvershoot = parentOvershootProperty.GetFloat();
256 const Vector3 parentSize = parentSizeProperty.GetVector3();
257 const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
259 Vector3 relativeOffset;
261 if(Toolkit::IsVertical(parentOrientation))
263 if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
265 if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
266 || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
268 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
272 relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
275 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
276 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
278 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
282 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
287 if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
289 if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
290 || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
292 relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
296 relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
299 else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
300 || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
302 relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
306 relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
310 return relativeOffset * parentSize;
315 struct OvershootOverlayVisibilityConstraint
317 bool operator()(const bool& current,
318 const PropertyInput& parentLayoutScrollableProperty)
320 const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean();
322 return parentLayoutScrollable;
327 * Relative position Constraint
328 * Generates the relative position value of the item view based on the layout position,
329 * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis.
331 Vector3 RelativePositionConstraint(const Vector3& current,
332 const PropertyInput& scrollPositionProperty,
333 const PropertyInput& scrollMinProperty,
334 const PropertyInput& scrollMaxProperty,
335 const PropertyInput& layoutSizeProperty)
337 const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f);
338 const Vector3& min = scrollMinProperty.GetVector3();
339 const Vector3& max = scrollMaxProperty.GetVector3();
341 Vector3 relativePosition;
342 Vector3 domainSize = max - min;
344 relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f;
345 relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f;
347 return relativePosition;
350 } // unnamed namespace
361 namespace // unnamed namespace
364 bool FindById( const ItemContainer& items, ItemId id )
366 for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter )
368 if( iter->first == id )
377 } // unnamed namespace
379 Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
381 // Create the implementation
382 ItemViewPtr itemView(new ItemView(factory));
384 // Pass ownership to CustomActor via derived handle
385 Dali::Toolkit::ItemView handle(*itemView);
387 // Second-phase init of the implementation
388 // This can only be done after the CustomActor connection has been made...
389 itemView->Initialize();
394 ItemView::ItemView(ItemFactory& factory)
396 mItemFactory(factory),
398 mDefaultAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION),
399 mAnimatingOvershootOn(false),
400 mAnimateOvershootOff(false),
401 mAnchoringEnabled(true),
402 mAnchoringDuration(DEFAULT_ANCHORING_DURATION),
403 mRefreshIntervalLayoutPositions(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS),
404 mRefreshOrderHint(true/*Refresh item 0 first*/),
405 mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
406 mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
407 mScrollDistance(0.0f),
409 mTotalPanDisplacement(Vector2::ZERO),
410 mScrollOvershoot(0.0f),
412 mGestureState(Gesture::Clear),
415 SetRequiresMouseWheelEvents(true);
416 SetKeyboardNavigationSupport(true);
419 void ItemView::OnInitialize()
421 SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
423 RegisterCommonProperties();
427 mOvershootEffect = OvershootRippleEffect::New();
428 Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH );
429 mOvershootOverlay = ImageActor::New( overshootImage );
430 mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
431 mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
432 mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
433 mOvershootOverlay.SetShaderEffect(mOvershootEffect);
434 mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA);
435 self.Add(mOvershootOverlay);
437 mScrollConnector = Dali::Toolkit::ScrollConnector::New();
438 mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
440 mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f);
441 mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f);
442 mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f);
444 ApplyOvershootOverlayConstraints();
446 Constraint constraint = Constraint::New<Vector3>(mPropertyRelativePosition,
447 LocalSource(mPropertyPosition),
448 LocalSource(mPropertyPositionMin),
449 LocalSource(mPropertyPositionMax),
450 LocalSource(Actor::SIZE),
451 RelativePositionConstraint);
452 self.ApplyConstraint(constraint);
454 Vector2 stageSize = Stage::GetCurrent().GetSize();
455 mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
457 EnableGestureDetection(Gesture::Type(Gesture::Pan));
459 mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT );
460 mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished );
462 SetRefreshInterval(mRefreshIntervalLayoutPositions);
465 ItemView::~ItemView()
469 Dali::Toolkit::ScrollConnector ItemView::GetScrollConnector() const
471 return mScrollConnector;
474 unsigned int ItemView::GetLayoutCount() const
476 return mLayouts.size();
479 void ItemView::AddLayout(ItemLayout& layout)
481 mLayouts.push_back(ItemLayoutPtr(&layout));
484 void ItemView::RemoveLayout(unsigned int layoutIndex)
486 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
488 if (mActiveLayout == mLayouts[layoutIndex].Get())
490 mActiveLayout = NULL;
493 mLayouts.erase(mLayouts.begin() + layoutIndex);
496 ItemLayoutPtr ItemView::GetLayout(unsigned int layoutIndex) const
498 return mLayouts[layoutIndex];
501 ItemLayoutPtr ItemView::GetActiveLayout() const
503 return ItemLayoutPtr(mActiveLayout);
506 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
508 return mScrollPositionObject.GetProperty<float>( ScrollConnector::SCROLL_POSITION ) + static_cast<float>( itemId );
511 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
513 DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
517 // The ItemView size should match the active layout size
518 self.SetSize(targetSize);
519 mActiveLayoutTargetSize = targetSize;
521 // Switch to the new layout
522 mActiveLayout = mLayouts[layoutIndex].Get();
524 // Move the items to the new layout positions...
526 bool resizeAnimationNeeded(false);
528 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
530 unsigned int itemId = iter->first;
531 Actor actor = iter->second;
533 // Remove constraints from previous layout
534 actor.RemoveConstraints();
537 if(mActiveLayout->GetItemSize(itemId, targetSize, size))
539 if( durationSeconds > 0.0f )
541 // Use a size animation
542 if (!resizeAnimationNeeded)
544 resizeAnimationNeeded = true;
545 RemoveAnimation(mResizeAnimation);
546 mResizeAnimation = Animation::New(durationSeconds);
549 // The layout provides its own resize animation
550 mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
554 // resize immediately
559 ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
562 if (resizeAnimationNeeded)
564 mResizeAnimation.Play();
567 // Refresh the new layout
568 ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/);
569 AddActorsWithinRange( range, durationSeconds );
571 // Scroll to an appropriate layout position
573 bool scrollAnimationNeeded(false);
574 float firstItemScrollPosition(0.0f);
576 float current = GetCurrentLayoutPosition(0);
577 float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
578 self.SetProperty(mPropertyPosition, GetScrollPosition(current, targetSize));
580 if (current < minimum)
582 scrollAnimationNeeded = true;
583 firstItemScrollPosition = minimum;
585 else if (mAnchoringEnabled)
587 scrollAnimationNeeded = true;
588 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
591 if (scrollAnimationNeeded)
593 RemoveAnimation(mScrollAnimation);
594 mScrollAnimation = Animation::New(mAnchoringDuration);
595 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
596 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut );
597 mScrollAnimation.Play();
600 self.SetProperty(mPropertyMinimumLayoutPosition, mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize));
601 AnimateScrollOvershoot(0.0f);
602 mScrollOvershoot = 0.0f;
604 Radian scrollDirection(mActiveLayout->GetScrollDirection());
605 float orientation = static_cast<float>(mActiveLayout->GetOrientation());
606 self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation));
608 self.SetProperty(mPropertyScrollSpeed, mScrollSpeed);
610 CalculateDomainSize(targetSize);
613 void ItemView::DeactivateCurrentLayout()
617 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
619 Actor actor = iter->second;
620 actor.RemoveConstraints();
623 mActiveLayout = NULL;
627 void ItemView::SetDefaultAlphaFunction(AlphaFunction func)
629 mDefaultAlphaFunction = func;
632 AlphaFunction ItemView::GetDefaultAlphaFunction() const
634 return mDefaultAlphaFunction;
637 void ItemView::OnRefreshNotification(PropertyNotification& source)
641 ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, true/*reserve extra*/);
642 RemoveActorsOutsideRange( range );
643 AddActorsWithinRange( range, 0.0f/*immediate*/ );
645 Vector3 currentScrollPosition = GetCurrentScrollPosition();
646 mScrollUpdatedSignalV2.Emit( currentScrollPosition );
650 void ItemView::SetMinimumSwipeSpeed(float speed)
652 mMinimumSwipeSpeed = speed;
655 float ItemView::GetMinimumSwipeSpeed() const
657 return mMinimumSwipeSpeed;
660 void ItemView::SetMinimumSwipeDistance(float distance)
662 mMinimumSwipeDistance = distance;
665 float ItemView::GetMinimumSwipeDistance() const
667 return mMinimumSwipeDistance;
670 void ItemView::SetMouseWheelScrollDistanceStep(float step)
672 mMouseWheelScrollDistanceStep = step;
675 float ItemView::GetMouseWheelScrollDistanceStep() const
677 return mMouseWheelScrollDistanceStep;
680 void ItemView::SetAnchoring(bool enabled)
682 mAnchoringEnabled = enabled;
685 bool ItemView::GetAnchoring() const
687 return mAnchoringEnabled;
690 void ItemView::SetAnchoringDuration(float durationSeconds)
692 mAnchoringDuration = durationSeconds;
695 float ItemView::GetAnchoringDuration() const
697 return mAnchoringDuration;
700 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
702 mRefreshIntervalLayoutPositions = intervalLayoutPositions;
704 if(mRefreshNotification)
706 mScrollPositionObject.RemovePropertyNotification(mRefreshNotification);
708 mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
709 mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
712 float ItemView::GetRefreshInterval() const
714 return mRefreshIntervalLayoutPositions;
717 Actor ItemView::GetItem(unsigned int itemId) const
721 ConstItemPoolIter iter = mItemPool.find( itemId );
722 if( iter != mItemPool.end() )
724 actor = iter->second;
730 unsigned int ItemView::GetItemId( Actor actor ) const
732 unsigned int itemId( 0 );
734 for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
736 if( iter->second == actor )
738 itemId = iter->first;
746 void ItemView::InsertItem( Item newItem, float durationSeconds )
750 SetupActor( newItem, durationSeconds );
751 Self().Add( newItem.second );
753 ItemPoolIter foundIter = mItemPool.find( newItem.first );
754 if( mItemPool.end() != foundIter )
756 Actor moveMe = foundIter->second;
757 foundIter->second = newItem.second;
759 // Move the existing actors to make room
760 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
762 Actor temp = iter->second;
763 iter->second = moveMe;
766 iter->second.RemoveConstraints();
767 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
771 ItemId lastId = mItemPool.rbegin()->first;
772 Item lastItem( lastId + 1, moveMe );
773 mItemPool.insert( lastItem );
775 lastItem.second.RemoveConstraints();
776 ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
780 mItemPool.insert( newItem );
783 CalculateDomainSize(Self().GetCurrentSize());
785 mAddingItems = false;
788 void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
792 // Insert from lowest id to highest
793 set<Item> sortedItems;
794 for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
796 sortedItems.insert( *iter );
799 for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
801 Self().Add( iter->second );
803 cout << "inserting item: " << iter->first << endl;
805 ItemPoolIter foundIter = mItemPool.find( iter->first );
806 if( mItemPool.end() != foundIter )
808 Actor moveMe = foundIter->second;
809 foundIter->second = iter->second;
811 // Move the existing actors to make room
812 for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
814 Actor temp = iter->second;
815 iter->second = moveMe;
820 ItemId lastId = mItemPool.rbegin()->first;
821 Item lastItem( lastId + 1, moveMe );
822 mItemPool.insert( lastItem );
826 mItemPool.insert( *iter );
830 // Relayout everything
831 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
834 if( FindById( newItems, iter->first ) )
836 SetupActor( *iter, durationSeconds );
840 iter->second.RemoveConstraints();
841 ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
845 CalculateDomainSize(Self().GetCurrentSize());
847 mAddingItems = false;
850 void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
852 bool actorRemoved = RemoveActor( itemId );
855 ReapplyAllConstraints( durationSeconds );
859 void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
861 bool actorRemoved( false );
863 // Remove from highest id to lowest
864 set<ItemId> sortedItems;
865 for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
867 sortedItems.insert( *iter );
870 for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
872 if( RemoveActor( *iter ) )
880 ReapplyAllConstraints( durationSeconds );
884 bool ItemView::RemoveActor(unsigned int itemId)
886 bool removed( false );
888 const ItemPoolIter removeIter = mItemPool.find( itemId );
890 if( removeIter != mItemPool.end() )
892 Self().Remove( removeIter->second );
895 // Adjust the remaining item IDs, for example if item 2 is removed:
896 // Initial actors: After insert:
897 // ID 1 - ActorA ID 1 - ActorA
898 // ID 2 - ActorB ID 2 - ActorC (previously ID 3)
899 // ID 3 - ActorC ID 3 - ActorB (previously ID 4)
901 for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter)
903 if( iter->first < mItemPool.rbegin()->first )
905 iter->second = mItemPool[ iter->first + 1 ];
909 mItemPool.erase( iter );
918 void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
922 SetupActor( replacementItem, durationSeconds );
923 Self().Add( replacementItem.second );
925 const ItemPoolIter iter = mItemPool.find( replacementItem.first );
926 if( mItemPool.end() != iter )
928 Self().Remove( iter->second );
929 iter->second = replacementItem.second;
933 mItemPool.insert( replacementItem );
936 CalculateDomainSize(Self().GetCurrentSize());
938 mAddingItems = false;
941 void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
943 for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
945 ReplaceItem( *iter, durationSeconds );
949 void ItemView::RemoveActorsOutsideRange( ItemRange range )
951 // Remove unwanted actors from the ItemView & ItemPool
952 for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); )
954 unsigned int current = iter->first;
956 if( ! range.Within( current ) )
958 Self().Remove( iter->second );
960 mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid
969 void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
971 range.end = min(mItemFactory.GetNumberOfItems(), range.end);
973 // The order of addition depends on the scroll direction.
974 if (mRefreshOrderHint)
976 for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
978 AddNewActor( itemId, durationSeconds );
983 for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
985 AddNewActor( itemId-1, durationSeconds );
989 // Total number of items may change dynamically.
990 // Always recalculate the domain size to reflect that.
991 CalculateDomainSize(Self().GetCurrentSize());
994 void ItemView::AddNewActor( unsigned int itemId, float durationSeconds )
998 if( mItemPool.end() == mItemPool.find( itemId ) )
1000 Actor actor = mItemFactory.NewItem( itemId );
1004 Item newItem( itemId, actor );
1006 mItemPool.insert( newItem );
1008 SetupActor( newItem, durationSeconds );
1009 Self().Add( actor );
1013 mAddingItems = false;
1016 void ItemView::SetupActor( Item item, float durationSeconds )
1018 item.second.SetParentOrigin( ParentOrigin::CENTER );
1019 item.second.SetAnchorPoint( AnchorPoint::CENTER );
1024 if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
1026 item.second.SetSize( size );
1029 ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
1033 ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra)
1035 unsigned int itemCount = mItemFactory.GetNumberOfItems();
1037 ItemRange available(0u, itemCount);
1039 ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize );
1043 // Add the reserve items for scrolling
1044 unsigned int extra = layout.GetReserveItemCount(layoutSize);
1045 range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
1049 return range.Intersection(available);
1052 void ItemView::OnChildAdd(Actor& child)
1056 // We don't want to do this downcast check for any item added by ItemView itself.
1057 Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child);
1060 // Set the scroll connector when scroll bar is being added
1061 scrollComponent.SetScrollConnector(mScrollConnector);
1066 bool ItemView::OnTouchEvent(const TouchEvent& event)
1068 // Ignore events with multiple-touch points
1069 if (event.GetPointCount() != 1)
1074 if (event.GetPoint(0).state == TouchPoint::Down)
1076 // Cancel ongoing scrolling etc.
1077 mGestureState = Gesture::Clear;
1079 mScrollDistance = 0.0f;
1080 mScrollSpeed = 0.0f;
1081 Self().SetProperty(mPropertyScrollSpeed, mScrollSpeed);
1083 mScrollOvershoot = 0.0f;
1084 AnimateScrollOvershoot(0.0f);
1086 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1088 RemoveAnimation(mScrollAnimation);
1091 return true; // consume since we're potentially scrolling
1094 bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event)
1096 // Respond the mouse wheel event to scroll
1099 Actor self = Self();
1100 const Vector3 layoutSize = Self().GetCurrentSize();
1101 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
1102 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1104 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1105 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1106 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1109 if (mMouseWheelEventFinishedTimer.IsRunning())
1111 mMouseWheelEventFinishedTimer.Stop();
1114 mMouseWheelEventFinishedTimer.Start();
1119 bool ItemView::OnMouseWheelEventFinished()
1123 RemoveAnimation(mScrollAnimation);
1125 // No more mouse wheel events coming. Do the anchoring if enabled.
1126 mScrollAnimation = DoAnchoring();
1127 if (mScrollAnimation)
1129 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1130 mScrollAnimation.Play();
1134 mScrollOvershoot = 0.0f;
1135 AnimateScrollOvershoot(0.0f);
1137 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1144 void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
1146 ItemLayout::Vector3Function positionConstraint;
1147 if (layout.GetPositionConstraint(itemId, positionConstraint))
1149 WrappedVector3Constraint wrapped(positionConstraint, itemId);
1151 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
1152 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1153 ParentSource( mPropertyScrollSpeed ),
1154 ParentSource( Actor::SIZE ),
1156 constraint.SetApplyTime(duration);
1157 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1159 actor.ApplyConstraint(constraint);
1162 ItemLayout::QuaternionFunction rotationConstraint;
1163 if (layout.GetRotationConstraint(itemId, rotationConstraint))
1165 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
1167 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1168 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1169 ParentSource( mPropertyScrollSpeed ),
1170 ParentSource( Actor::SIZE ),
1172 constraint.SetApplyTime(duration);
1173 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1175 actor.ApplyConstraint(constraint);
1178 ItemLayout::Vector3Function scaleConstraint;
1179 if (layout.GetScaleConstraint(itemId, scaleConstraint))
1181 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
1183 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
1184 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1185 ParentSource( mPropertyScrollSpeed ),
1186 ParentSource( Actor::SIZE ),
1188 constraint.SetApplyTime(duration);
1189 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1191 actor.ApplyConstraint(constraint);
1194 ItemLayout::Vector4Function colorConstraint;
1195 if (layout.GetColorConstraint(itemId, colorConstraint))
1197 WrappedVector4Constraint wrapped(colorConstraint, itemId);
1199 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
1200 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1201 ParentSource( mPropertyScrollSpeed ),
1202 ParentSource( Actor::SIZE ),
1204 constraint.SetApplyTime(duration);
1205 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1207 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
1208 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1209 constraint.SetRemoveAction(Dali::Constraint::Discard);
1211 actor.ApplyConstraint(constraint);
1214 ItemLayout::BoolFunction visibilityConstraint;
1215 if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
1217 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
1219 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
1220 Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
1221 ParentSource( mPropertyScrollSpeed ),
1222 ParentSource( Actor::SIZE ),
1224 constraint.SetApplyTime(duration);
1225 constraint.SetAlphaFunction(mDefaultAlphaFunction);
1227 // Release visibility constraints the same time as the color constraint
1228 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
1229 constraint.SetRemoveAction(Dali::Constraint::Discard);
1231 actor.ApplyConstraint(constraint);
1235 void ItemView::ReapplyAllConstraints( float durationSeconds )
1237 for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
1239 unsigned int id = iter->first;
1240 Actor actor = iter->second;
1242 actor.RemoveConstraints();
1243 ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
1246 CalculateDomainSize(Self().GetCurrentSize());
1249 float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
1251 Actor self = Self();
1252 float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
1253 float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
1254 mScrollOvershoot = targetPosition - clamppedPosition;
1255 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1257 return clamppedPosition;
1260 void ItemView::OnPan(PanGesture gesture)
1262 Actor self = Self();
1263 const Vector3 layoutSize = Self().GetCurrentSize();
1265 RemoveAnimation(mScrollAnimation);
1267 // Short-circuit if there is no active layout
1270 mGestureState = Gesture::Clear;
1274 mGestureState = gesture.state;
1276 switch (mGestureState)
1278 case Gesture::Finished:
1281 if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
1282 mScrollSpeed > mMinimumSwipeSpeed)
1284 float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
1286 mRefreshOrderHint = true;
1288 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1289 float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
1293 if (mAnchoringEnabled)
1295 firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
1298 RemoveAnimation(mScrollAnimation);
1300 float flickAnimationDuration = mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)));
1301 mScrollAnimation = Animation::New(flickAnimationDuration);
1302 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1303 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1304 mScrollAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1307 // Check whether it has already scrolled to the end
1308 if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0)
1310 AnimateScrollOvershoot(0.0f);
1314 // Anchoring may be triggered when there was no swipe
1315 if (!mScrollAnimation)
1317 mScrollAnimation = DoAnchoring();
1320 // Reset the overshoot if no scroll animation.
1321 if (!mScrollAnimation)
1323 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1325 AnimateScrollOvershoot(0.0f, false);
1330 case Gesture::Started: // Fall through
1332 mTotalPanDisplacement = Vector2::ZERO;
1335 case Gesture::Continuing:
1337 mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout);
1338 mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
1340 // Refresh order depends on the direction of the scroll; negative is towards the last item.
1341 mRefreshOrderHint = mScrollDistance < 0.0f;
1343 RemoveAnimation(mScrollSpeedAnimation);
1344 mScrollSpeedAnimation = Animation::New(0.3f);
1345 mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear );
1346 mScrollSpeedAnimation.Play();
1348 float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor());
1350 float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
1352 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1353 self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
1354 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1356 mTotalPanDisplacement += gesture.displacement;
1357 mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
1358 if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
1360 AnimateScrollOvershoot(1.0f);
1362 else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
1364 AnimateScrollOvershoot(-1.0f);
1368 AnimateScrollOvershoot(0.0f);
1373 case Gesture::Cancelled:
1375 mScrollAnimation = DoAnchoring();
1383 if (mScrollAnimation)
1385 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1386 mScrollAnimation.Play();
1390 bool ItemView::OnAccessibilityPan(PanGesture gesture)
1396 Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
1398 Actor nextFocusActor;
1402 if(!actor || actor == this->Self())
1404 nextFocusActor = GetItem(nextItemID);
1406 else if(actor && actor.GetParent() == this->Self())
1408 int itemID = GetItemId(actor);
1409 nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
1410 nextFocusActor = GetItem(nextItemID);
1411 if(nextFocusActor == actor)
1413 // need to pass NULL actor back to focus manager
1414 nextFocusActor.Reset();
1415 return nextFocusActor;
1418 float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1419 Vector3 layoutSize = Self().GetCurrentSize();
1422 // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
1423 ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
1424 nextItemID = viewableItems.begin;
1425 nextFocusActor = GetItem(nextItemID);
1428 return nextFocusActor;
1431 void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
1433 // only in this function if our chosen focus actor was actually used
1434 if(commitedFocusableActor)
1436 int nextItemID = GetItemId(commitedFocusableActor);
1437 float layoutPosition = GetCurrentLayoutPosition(0);
1438 Vector3 layoutSize = Self().GetCurrentSize();
1439 Vector3 focusItemPosition = Vector3::ZERO;
1440 ItemLayout::Vector3Function itemPositionConstraint;
1441 if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint))
1443 focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize);
1446 float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
1447 ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
1451 Animation ItemView::DoAnchoring()
1453 Animation anchoringAnimation;
1454 Actor self = Self();
1456 if (mActiveLayout && mAnchoringEnabled)
1458 float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
1460 anchoringAnimation = Animation::New(mAnchoringDuration);
1461 anchoringAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), anchorPosition, AlphaFunctions::EaseOut );
1462 anchoringAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(anchorPosition, self.GetCurrentSize()), AlphaFunctions::EaseOut );
1463 anchoringAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), 0.0f, AlphaFunctions::EaseOut );
1466 AnimateScrollOvershoot(0.0f);
1470 return anchoringAnimation;
1473 void ItemView::OnScrollFinished(Animation& source)
1475 Actor self = Self();
1477 RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling
1479 mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition());
1481 if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
1483 AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
1487 // Reset the overshoot
1488 AnimateScrollOvershoot( 0.0f );
1490 mIsFlicking = false;
1492 mScrollOvershoot = 0.0f;
1495 void ItemView::OnOvershootOnFinished(Animation& animation)
1497 mAnimatingOvershootOn = false;
1498 mScrollOvershootAnimation.FinishedSignal().Disconnect(this, &ItemView::OnOvershootOnFinished);
1499 RemoveAnimation(mScrollOvershootAnimation);
1500 if(mAnimateOvershootOff)
1502 AnimateScrollOvershoot(0.0f);
1506 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
1508 Actor self = Self();
1509 const Vector3 layoutSize = Self().GetCurrentSize();
1510 float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
1512 if(durationSeconds > 0.0f)
1514 RemoveAnimation(mScrollAnimation);
1515 mScrollAnimation = Animation::New(durationSeconds);
1516 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1517 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1518 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1519 mScrollAnimation.Play();
1523 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1524 AnimateScrollOvershoot(0.0f);
1527 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1530 void ItemView::RemoveAnimation(Animation& animation)
1534 // Cease animating, and reset handle.
1540 void ItemView::CalculateDomainSize(const Vector3& layoutSize)
1542 Actor self = Self();
1544 Vector3 firstItemPosition(Vector3::ZERO);
1545 Vector3 lastItemPosition(Vector3::ZERO);
1549 ItemLayout::Vector3Function firstItemPositionConstraint;
1550 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1552 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize);
1555 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
1556 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1558 ItemLayout::Vector3Function lastItemPositionConstraint;
1559 if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
1561 lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
1566 if(IsHorizontal(mActiveLayout->GetOrientation()))
1568 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f));
1569 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f));
1570 domainSize = fabs(firstItemPosition.x - lastItemPosition.x);
1574 self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f));
1575 self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f));
1576 domainSize = fabs(firstItemPosition.y - lastItemPosition.y);
1579 mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize);
1581 bool isLayoutScrollable = IsLayoutScrollable(layoutSize);
1582 self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable);
1583 self.SetProperty(mPropertyCanScrollHorizontal, false);
1587 Vector3 ItemView::GetDomainSize() const
1589 Actor self = Self();
1591 float minScrollPosition = self.GetProperty<float>(mPropertyPositionMin);
1592 float maxScrollPosition = self.GetProperty<float>(mPropertyPositionMax);
1594 return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f);
1597 bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
1599 Actor self = Self();
1601 float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout );
1602 float forwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout);
1603 float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout);
1605 return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
1608 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
1610 Vector3 firstItemPosition(Vector3::ZERO);
1611 ItemLayout::Vector3Function firstItemPositionConstraint;
1612 if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint))
1614 firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize);
1617 return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
1620 Vector3 ItemView::GetCurrentScrollPosition() const
1622 float currentLayoutPosition = GetCurrentLayoutPosition(0);
1623 return Vector3(0.0f, GetScrollPosition(currentLayoutPosition, Self().GetCurrentSize()), 0.0f);
1626 void ItemView::AddOverlay(Actor actor)
1631 void ItemView::RemoveOverlay(Actor actor)
1633 Self().Remove(actor);
1636 void ItemView::ScrollTo(const Vector3& position, float duration)
1638 Actor self = Self();
1639 const Vector3 layoutSize = Self().GetCurrentSize();
1641 float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
1645 RemoveAnimation(mScrollAnimation);
1646 mScrollAnimation = Animation::New(duration);
1647 mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut );
1648 mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut );
1649 mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
1650 mScrollAnimation.Play();
1654 mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
1655 AnimateScrollOvershoot(0.0f);
1658 mScrollStartedSignalV2.Emit(GetCurrentScrollPosition());
1661 void ItemView::ApplyOvershootOverlayConstraints()
1663 Constraint constraint = Constraint::New<float>( Actor::SIZE_WIDTH,
1664 ParentSource( mPropertyScrollDirection ),
1665 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1666 ParentSource( Actor::SIZE ),
1667 OvershootOverlaySizeConstraint() );
1668 mOvershootOverlay.ApplyConstraint(constraint);
1669 mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height);
1671 constraint = Constraint::New<Quaternion>( Actor::ROTATION,
1672 ParentSource( mPropertyScrollDirection ),
1673 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1674 OvershootOverlayRotationConstraint() );
1675 mOvershootOverlay.ApplyConstraint(constraint);
1677 constraint = Constraint::New<Vector3>( Actor::POSITION,
1678 ParentSource( Actor::SIZE ),
1679 ParentSource( mPropertyScrollDirection ),
1680 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1681 OvershootOverlayPositionConstraint() );
1682 mOvershootOverlay.ApplyConstraint(constraint);
1684 constraint = Constraint::New<bool>( Actor::VISIBLE,
1685 ParentSource( mPropertyCanScrollVertical ),
1686 OvershootOverlayVisibilityConstraint() );
1687 mOvershootOverlay.ApplyConstraint(constraint);
1689 int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName());
1690 Actor self = Self();
1691 constraint = Constraint::New<float>( effectOvershootPropertyIndex,
1692 Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
1693 EqualToConstraint() );
1694 mOvershootEffect.ApplyConstraint(constraint);
1697 float ItemView::CalculateScrollOvershoot()
1699 float overshoot = 0.0f;
1703 // The overshoot must be calculated from the accumulated pan gesture displacement
1704 // since the pan gesture starts.
1705 Actor self = Self();
1706 float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
1707 float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
1708 float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
1709 self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
1710 float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
1711 overshoot = positionDelta - clamppedPosition;
1717 void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
1719 bool animatingOn = fabsf(overshootAmount) > Math::MACHINE_EPSILON_1;
1721 // make sure we animate back if needed
1722 mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
1724 if( mAnimatingOvershootOn )
1726 // animating on, do not allow animate off
1730 Actor self = Self();
1731 float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
1732 float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
1734 RemoveAnimation(mScrollOvershootAnimation);
1735 mScrollOvershootAnimation = Animation::New(duration);
1736 mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
1737 mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
1738 mScrollOvershootAnimation.Play();
1740 mAnimatingOvershootOn = animatingOn;
1743 } // namespace Internal
1745 } // namespace Toolkit