// EXTERNAL INCLUDES
#include <algorithm>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/set-wrapper.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/events/mouse-wheel-event.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/object/type-registry.h>
// INTERNAL INCLUDES
-#include <dali/public-api/events/mouse-wheel-event.h>
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
#include <dali-toolkit/internal/controls/scrollable/scroll-connector-impl.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
-using namespace std;
+using std::string;
+using std::set;
using namespace Dali;
namespace // unnamed namespace
const Vector2 OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE( 720.0f, 42.0f );
const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
-const float MAXIMUM_OVERSHOOT_HEIGHT = 36.0f; // 36 pixels
-const float DEFAULT_OVERSHOOT_ANIMATION_DURATION = 0.5f; // 0.5 second
const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
const string LAYOUT_POSITION_PROPERTY_NAME( "item-view-layout-position" );
mRefreshOrderHint(true/*Refresh item 0 first*/),
mMinimumSwipeSpeed(DEFAULT_MINIMUM_SWIPE_SPEED),
mMinimumSwipeDistance(DEFAULT_MINIMUM_SWIPE_DISTANCE),
+ mMouseWheelScrollDistanceStep(0.0f),
mScrollDistance(0.0f),
mScrollSpeed(0.0f),
mTotalPanDisplacement(Vector2::ZERO),
mIsFlicking(false),
mGestureState(Gesture::Clear),
mAddingItems(false),
+ mPropertyPosition(Property::INVALID_INDEX),
+ mPropertyMinimumLayoutPosition(Property::INVALID_INDEX),
+ mPropertyScrollSpeed(Property::INVALID_INDEX),
mRefreshEnabled(true),
mItemsParentOrigin( ParentOrigin::CENTER),
mItemsAnchorPoint( AnchorPoint::CENTER)
void ItemView::SetRefreshInterval(float intervalLayoutPositions)
{
- if(mRefreshIntervalLayoutPositions != intervalLayoutPositions)
+ if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
{
mRefreshIntervalLayoutPositions = intervalLayoutPositions;
{
mAddingItems = true;
- SetupActor( newItem, durationSeconds );
- Self().Add( newItem.second );
+ Actor displacedActor;
+ ItemPoolIter afterDisplacedIter = mItemPool.end();
ItemPoolIter foundIter = mItemPool.find( newItem.first );
if( mItemPool.end() != foundIter )
{
- Actor moveMe = foundIter->second;
+ SetupActor( newItem, durationSeconds );
+ Self().Add( newItem.second );
+
+ displacedActor = foundIter->second;
foundIter->second = newItem.second;
+ afterDisplacedIter = ++foundIter;
+ }
+ else
+ {
+ // Inserting before the existing item range?
+ ItemPoolIter iter = mItemPool.begin();
+ if( iter != mItemPool.end() &&
+ iter->first > newItem.first )
+ {
+ displacedActor = iter->second;
+ mItemPool.erase( iter++ ); // iter is still valid after the erase
+
+ afterDisplacedIter = iter;
+ }
+ }
+
+ if( displacedActor )
+ {
// Move the existing actors to make room
- for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
+ for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
{
Actor temp = iter->second;
- iter->second = moveMe;
- moveMe = temp;
+ iter->second = displacedActor;
+ displacedActor = temp;
iter->second.RemoveConstraints();
- mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
}
// Create last item
- ItemId lastId = mItemPool.rbegin()->first;
- Item lastItem( lastId + 1, moveMe );
- mItemPool.insert( lastItem );
+ ItemPool::reverse_iterator lastIter = mItemPool.rbegin();
+ if ( lastIter != mItemPool.rend() )
+ {
+ ItemId lastId = lastIter->first;
+ Item lastItem( lastId + 1, displacedActor );
+ mItemPool.insert( lastItem );
- lastItem.second.RemoveConstraints();
- mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
- }
- else
- {
- mItemPool.insert( newItem );
+ lastItem.second.RemoveConstraints();
+ mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
+ }
}
CalculateDomainSize(Self().GetCurrentSize());
mAddingItems = true;
// Insert from lowest id to highest
- set<Item> sortedItems;
+ std::set<Item> sortedItems;
for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter )
{
sortedItems.insert( *iter );
}
- for( set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
+ for( std::set<Item>::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
{
Self().Add( iter->second );
- cout << "inserting item: " << iter->first << endl;
-
ItemPoolIter foundIter = mItemPool.find( iter->first );
if( mItemPool.end() != foundIter )
{
void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
{
- bool actorRemoved = RemoveActor( itemId );
- if( actorRemoved )
+ bool actorsReordered = RemoveActor( itemId );
+ if( actorsReordered )
{
ReapplyAllConstraints( durationSeconds );
+
+ OnItemsRemoved();
}
}
void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
{
- bool actorRemoved( false );
+ bool actorsReordered( false );
// Remove from highest id to lowest
set<ItemId> sortedItems;
{
if( RemoveActor( *iter ) )
{
- actorRemoved = true;
+ actorsReordered = true;
}
}
- if( actorRemoved )
+ if( actorsReordered )
{
ReapplyAllConstraints( durationSeconds );
+
+ OnItemsRemoved();
}
}
bool ItemView::RemoveActor(unsigned int itemId)
{
- bool removed( false );
-
- const ItemPoolIter removeIter = mItemPool.find( itemId );
+ bool reordered( false );
+ ItemPoolIter removeIter = mItemPool.find( itemId );
if( removeIter != mItemPool.end() )
{
ReleaseActor(itemId, removeIter->second);
+ }
+ else
+ {
+ // Removing before the existing item range?
+ ItemPoolIter iter = mItemPool.begin();
+ if( iter != mItemPool.end() &&
+ iter->first > itemId )
+ {
+ // In order to decrement the first visible item ID
+ mItemPool.insert( Item(iter->first - 1, Actor()) );
+
+ removeIter = mItemPool.begin();
+ }
+ }
- removed = true;
+ if( removeIter != mItemPool.end() )
+ {
+ reordered = true;
// Adjust the remaining item IDs, for example if item 2 is removed:
// Initial actors: After insert:
}
}
- return removed;
+ return reordered;
}
void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds )
{
- range.end = min(mItemFactory.GetNumberOfItems(), range.end);
+ range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
// The order of addition depends on the scroll direction.
if (mRefreshOrderHint)
actor.RemoveConstraints();
mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
}
+}
+void ItemView::OnItemsRemoved()
+{
CalculateDomainSize(Self().GetCurrentSize());
+
+ // Adjust scroll-position after an item is removed
+ if( mActiveLayout )
+ {
+ float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout);
+
+ mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
+ }
}
float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout)
{
Actor self = Self();
float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
- float clamppedPosition = min(0.0f, max(minLayoutPosition, targetPosition));
+ float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
mScrollOvershoot = targetPosition - clamppedPosition;
self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
return clamppedPosition;
}
-void ItemView::OnPan(PanGesture gesture)
+void ItemView::OnPan( const PanGesture& gesture )
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
RemoveAnimation(mScrollAnimation);
- float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
+ float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
, DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
mScrollAnimation = Animation::New(flickAnimationDuration);
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
+ float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+
mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition );
self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize));
- mTotalPanDisplacement += gesture.displacement;
- mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition;
- if( mScrollOvershoot > Math::MACHINE_EPSILON_1 )
- {
- AnimateScrollOvershoot(1.0f);
- }
- else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 )
- {
- AnimateScrollOvershoot(-1.0f);
- }
- else
+ if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
{
- AnimateScrollOvershoot(0.0f);
+ mTotalPanDisplacement += gesture.displacement;
}
+
+ mScrollOvershoot = CalculateScrollOvershoot();
+ mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot );
}
break;
OvershootOverlayVisibilityConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- Actor self = Self();
constraint = Constraint::New<float>( effectOvershootPropertyIndex,
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
EqualToConstraint() );
float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize());
self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
- float clamppedPosition = min(0.0f, max(minLayoutPosition, positionDelta));
+ float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
overshoot = positionDelta - clamppedPosition;
}
- return overshoot;
+ return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
}
void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
return;
}
- Actor self = Self();
- float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
- float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot));
+ if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
+ {
+ float currentOvershoot = mScrollPositionObject.GetProperty<float>(ScrollConnector::OVERSHOOT);
+ float duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
- RemoveAnimation(mScrollOvershootAnimation);
- mScrollOvershootAnimation = Animation::New(duration);
- mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
- mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
- mScrollOvershootAnimation.Play();
+ RemoveAnimation(mScrollOvershootAnimation);
+ mScrollOvershootAnimation = Animation::New(duration);
+ mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
+ mScrollOvershootAnimation.AnimateTo( Property(mScrollPositionObject, ScrollConnector::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
+ mScrollOvershootAnimation.Play();
- mAnimatingOvershootOn = animatingOn;
+ mAnimatingOvershootOn = animatingOn;
+ }
+ else
+ {
+ mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount );
+ }
}
void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
void ItemView::GetItemsRange(ItemRange& range)
{
- range.begin = mItemPool.begin()->first;
- range.end = mItemPool.rbegin()->first + 1;
+ if( !mItemPool.empty() )
+ {
+ range.begin = mItemPool.begin()->first;
+ range.end = mItemPool.rbegin()->first + 1;
+ }
+ else
+ {
+ range.begin = 0;
+ range.end = 0;
+ }
}
void ItemView::OnScrollPositionChanged( float position )