#ifndef __DALI_TOOLKIT_ITEM_VIEW_H__
#define __DALI_TOOLKIT_ITEM_VIEW_H__
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
/**
- * @addtogroup CAPI_DALI_FRAMEWORK
+ * @addtogroup CAPI_DALI_TOOLKIT_ITEM_VIEW_MODULE
* @{
*/
-// INTERNAL INCLUDES
+// EXTERNAL INCLUDES
#include <dali/dali.h>
+// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scrollable/scrollable.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view-declarations.h>
namespace Dali DALI_IMPORT_API
{
class ScrollConnector;
class ItemFactory;
class ItemLayout;
+struct ItemRange;
typedef IntrusivePtr<ItemLayout> ItemLayoutPtr;
/**
- * ItemView is a scrollable layout container.
+ * @brief ItemView is a scrollable layout container.
+ *
* Multiple ItemLayouts may be provided, to determine the logical position of each item a layout.
* Actors are provided from an external ItemFactory, to display the currently visible items.
*/
public:
/**
- * Create an uninitialized ItemView; this can be initialized with ItemView::New()
+ * @brief Create an uninitialized ItemView; this can be initialized with ItemView::New().
+ *
* Calling member functions with an uninitialized Dali::Object is not allowed.
*/
ItemView();
/**
- * Copy constructor.
+ * @brief Copy constructor.
*/
ItemView( const ItemView& itemView );
/**
- * Assignment operator.
+ * @brief Assignment operator.
*/
ItemView& operator=( const ItemView& itemView );
/**
- * Virtual destructor.
- * Dali::Object derived classes typically do not contain member data.
+ * @brief Destructor
+ *
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.
*/
- virtual ~ItemView();
+ ~ItemView();
/**
- * Create an initialized ItemView.
+ * @brief Create an initialized ItemView.
+ *
* @param[in] factory The factory which provides ItemView with items.
* @return A handle to a newly allocated Dali resource.
*/
static ItemView New(ItemFactory& factory);
/**
- * Downcast an Object handle to ItemView. If handle points to a ItemView the
- * downcast produces valid handle. If not the returned handle is left uninitialized.
+ * @brief Downcast an Object handle to ItemView.
+ *
+ * If handle points to a ItemView the downcast produces valid
+ * handle. If not the returned handle is left uninitialized.
+ *
* @param[in] handle Handle to an object
* @return handle to a ItemView or an uninitialized handle
*/
static ItemView DownCast( BaseHandle handle );
/**
- * Retrieve a scroll-connector; this can be used to connect scroll components e.g. scroll bars.
+ * @brief Retrieve a scroll-connector; this can be used to connect scroll components e.g. scroll bars.
+ *
* @return The connector.
*/
ScrollConnector GetScrollConnector() const;
/**
- * Query the number of layouts.
+ * @brief Query the number of layouts.
+ *
* @return The number of layouts.
*/
unsigned int GetLayoutCount() const;
/**
- * Add a layout.
+ * @brief Add a layout.
+ *
* @param[in] layout The layout.
*/
void AddLayout(ItemLayout& layout);
/**
- * Remove a layout.
+ * @brief Remove a layout.
+ *
* @pre layoutIndex is less than GetLayoutCount().
* @param[in] layoutIndex The index of one of the ItemView layouts.
*/
void RemoveLayout(unsigned int layoutIndex);
/**
- * Retrieve a layout.
+ * @brief Retrieve a layout.
+ *
* @pre layoutIndex is less than GetLayoutCount().
+ * @param[in] layoutIndex The index of the layout to retrieve.
* @return The layout
*/
ItemLayoutPtr GetLayout(unsigned int layoutIndex) const;
/**
- * Retrieve the currently active layout, if any.
+ * @brief Retrieve the currently active layout, if any.
+ *
* @return The layout, or an uninitialized pointer if no layout is active.
*/
ItemLayoutPtr GetActiveLayout() const;
/**
- * Retrieve the current layout-position of an item in the ItemView.
+ * @brief Retrieve the current layout-position of an item in the ItemView.
+ *
* @param[in] itemId The item identifier.
* @return The current layout-position.
*/
- float GetCurrentLayoutPosition(unsigned int itemId) const;
+ float GetCurrentLayoutPosition(ItemId itemId) const;
/**
- * Activate one of the layouts; this will resize the ItemView & relayout actors within the ItemView.
- * This is done by applying constraints from the new layout, and removing constraints from the previous layout.
+ * @brief Activate one of the layouts; this will resize the ItemView
+ * & relayout actors within the ItemView.
+ *
+ * This is done by applying constraints from the new layout, and
+ * removing constraints from the previous layout.
+ *
* @pre layoutIndex is less than GetLayoutCount().
* @pre durationSeconds is greater or equal to zero.
* @param[in] layoutIndex The index of one of the ItemView layouts.
void ActivateLayout(unsigned int layoutIndex, Vector3 targetSize, float durationSeconds);
/**
- * Deactivate the current layout, if any.
+ * @brief Deactivate the current layout, if any.
+ *
* The constraints applied by the layout will be removed.
*/
void DeactivateCurrentLayout();
/**
- * Set the minimum swipe speed in pixels per second; A pan gesture must exceed this to trigger a swipe.
+ * @brief Set default the alpha function used when applying constraints e.g. during ActivateLayout().
+ *
+ * @deprecated Use SetAlphaFunction() in the layout
+ * @param[in] func The default alpha function to use.
+ */
+ void SetDefaultAlphaFunction(AlphaFunction func);
+
+ /**
+ * @brief Retrieve the default alpha function used when applying constraints
+ *
+ * @deprecated Use GetAlphaFunction() in the layout
+ * @return The default alpha function.
+ */
+ AlphaFunction GetDefaultAlphaFunction() const;
+
+ /**
+ * @brief Set the minimum swipe speed in pixels per second; A pan
+ * gesture must exceed this to trigger a swipe.
+ *
* @param[in] speed The minimum swipe speed
*/
void SetMinimumSwipeSpeed(float speed);
/**
- * Get the minimum swipe speed in pixels per second.
+ * @brief Get the minimum swipe speed in pixels per second.
+ *
* @return The minimum swipe speed
*/
float GetMinimumSwipeSpeed() const;
/**
- * Set the minimum swipe distance in actor coordinates; A pan gesture must exceed this to trigger a swipe.
+ * @brief Set the minimum swipe distance in actor coordinates; A pan
+ * gesture must exceed this to trigger a swipe.
+ *
* @param[in] distance The minimum swipe distance.
*/
void SetMinimumSwipeDistance(float distance);
/**
- * Get the minimum swipe distance in actor coordinates.
+ * @brief Get the minimum swipe distance in actor coordinates.
+ *
* @return The minimum swipe distance
*/
float GetMinimumSwipeDistance() const;
/**
- * Set the step of scroll distance in actor coordinates for each mouse wheel event received.
+ * @brief Set the step of scroll distance in actor coordinates for each mouse wheel event received.
+ *
* @param[in] step The step of scroll distance(pixel).
*/
void SetMouseWheelScrollDistanceStep(float step);
/**
- * Get the step of scroll distance in actor coordinates for each mouse wheel event received.
+ * @brief Get the step of scroll distance in actor coordinates for each mouse wheel event received.
+ *
* @return The step of scroll distance(pixel)
*/
float GetMouseWheelScrollDistanceStep() const;
/**
- * Set whether to enable the animation for the layout to scroll to its anchor position after
- * dragging or swiping. The anchor position is the position where all the items in the layout
+ * @brief Set whether to enable the animation for the layout to
+ * scroll to its anchor position after dragging or swiping.
+ *
+ * The anchor position is the position where all the items in the layout
* are aligned to their closest rounded layout positions in integer.
+ *
* @param[in] enabled Whether the anchor animation is enabled or not.
*/
void SetAnchoring(bool enabled);
/**
- * Get whether the anchor animation is enabled or not
+ * @brief Get whether the anchor animation is enabled or not.
+ *
* @return Whether the anchor animation is enabled or not.
*/
bool GetAnchoring() const;
/**
- * Set the duration of the anchor animation in seconds. This is the time taken to reach the nearest
- * anchor position after a drag or swipe gesture ends.
+ * @brief Set the duration of the anchor animation in seconds.
+ *
+ * This is the time taken to reach the nearest anchor position after
+ * a drag or swipe gesture ends.
+ *
* @pre durationSeconds must be greater than zero.
* @param[in] durationSeconds The duration of the anchor animation in seconds.
*/
void SetAnchoringDuration(float durationSeconds);
/**
- * Get the duration of the anchor animation in seconds
+ * @brief Get the duration of the anchor animation in seconds.
+ *
* @return The duration of the anchor animation
*/
float GetAnchoringDuration() const;
/**
- * Scroll the current layout to a particular item.
+ * @brief Scroll the current layout to a particular item.
+ *
* @pre durationSeconds must be zero or greater; zero means the layout should scroll to the particular item instantly.
* If calling this with zero second of duration immediately after calling ActivateLayout, it might not work unless
* the duration of relayout animation for ActivateLayout is also set to be zero.
* @param[in] itemId The ID of an item in the layout.
* @param[in] durationSeconds How long the scrolling takes in seconds.
*/
- void ScrollToItem(unsigned int itemId, float durationSeconds);
+ void ScrollToItem(ItemId itemId, float durationSeconds);
/**
- * Set the interval between refreshes, during which new items are requested from ItemFactory.
- * @param[in] intervalMilliseconds The refresh interval in milliseconds.
+ * @brief Set the interval between refreshes. When the layout-position of items is changed by this interval,
+ * new items are requested from ItemFactory.
+ *
+ * @param[in] intervalLayoutPositions The refresh interval in layout position.
*/
- void SetRefreshInterval(unsigned int intervalMilliseconds);
+ void SetRefreshInterval(float intervalLayoutPositions);
/**
- * Get the interval between refreshes in milliseconds.
+ * @brief Get the interval between refreshes in layout position.
+ *
* @return The refresh interval
*/
- unsigned int GetRefreshInterval() const;
+ float GetRefreshInterval() const;
/**
- * Given the Item ID, this returns the accompanying actor.
+ * @brief Given the Item ID, this returns the accompanying actor.
+ *
* @param[in] itemId The Item ID of the actor required.
* @return The Actor corresponding to the Item ID.
*/
- Actor GetItem(unsigned int itemId) const;
+ Actor GetItem(ItemId itemId) const;
/**
- * Returns the Item ID of the specified actor.
+ * @brief Returns the Item ID of the specified actor.
+ *
* @param[in] actor The actor whose Item ID is required.
* @return The Item ID of the item.
* @pre The actor should be an item of ItemView.
*/
- unsigned int GetItemId(Actor actor) const;
+ ItemId GetItemId(Actor actor) const;
+
+ /**
+ * @brief Insert an item.
+ *
+ * A relayout will occur for the existing actors; for example if InsertItem(Item(2, ActorZ), 0) is called,
+ * the items with ID 2 or greater will be moved:
+ * Initial actors: After insert:
+ * ID 1 - ActorA ID 1 - ActorA
+ * ID 2 - ActorB ID 2 - ActorZ !
+ * ID 3 - ActorC ID 3 - ActorB
+ * ID 4 - ActorC
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @param[in] newItem The item to insert.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void InsertItem(Item newItem, float durationSeconds);
+
+ /**
+ * @brief Insert a set of items; this is more efficient than calling InsertItem() repeatedly.
+ *
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @param[in] newItems The items to insert.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void InsertItems(const ItemContainer& newItems, float durationSeconds);
/**
- * Removes an item with the given ID.
- * @pre durationSeconds must be zero or greater; zero means when the item is deleted the remaining items
- * will finish the relayout instantly.
+ * @brief Removes an item with the given ID.
+ *
+ * A relayout will occur for the remaining actors; for example if RemoveItem(Item(2, ActorZ), 0) is called,
+ * the items with ID 3 or greater will be moved:
+ * Initial actors: After remove:
+ * ID 1 - ActorA ID 1 - ActorA
+ * ID 2 - ActorB ID 2 - ActorC (previously ID 3)
+ * ID 3 - ActorC ID 3 - ActorB (previously ID 4)
+ * ID 4 - ActorD
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
* @param[in] itemId The Item ID of the item to remove.
- * @param[in] durationSeconds How long the realyout takes in seconds after the item is deleted.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void RemoveItem(ItemId itemId, float durationSeconds);
+
+ /**
+ * @brief Remove a set of items; this is more efficient than calling RemoveItem() repeatedly.
+ *
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @param[in] itemIds The IDs of the items to remove.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void RemoveItems(const ItemIdContainer& itemIds, float durationSeconds);
+
+ /**
+ * @brief Replace an item.
+ *
+ * A relayout will occur for the replacement item only.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @param[in] replacementItem The replacement for an existing item.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void ReplaceItem(Item replacementItem, float durationSeconds);
+
+ /**
+ * @brief Replace a set of items.
+ *
+ * A relayout will occur for the replacement items only.
+ * @pre durationSeconds must be zero or greater; zero means the relayout occurs instantly.
+ * @param[in] replacementItems The replacements for a set of existing items.
+ * @param[in] durationSeconds How long the relayout takes in seconds.
+ */
+ void ReplaceItems(const ItemContainer& replacementItems, float durationSeconds);
+
+ /**
+ * @brief Set the parent origin of the items
+ *
+ * A relayout will occur for all the items if the parent origin is different than the current one.
+ * @param[in] parentOrigin New parent origin position vector
+ */
+ void SetItemsParentOrigin( const Vector3& parentOrigin );
+
+ /**
+ * @brief Get the parent origin of the items
+ *
+ * @return The current parent origin of the items
+ */
+ Vector3 GetItemsParentOrigin() const;
+
+ /**
+ * @brief Set the anchor point of the items
+ *
+ * A relayout will occur for all the items if the anchor point is different than the current one.
+ * @param[in] anchorPoint New anchor point position vector
+ */
+ void SetItemsAnchorPoint( const Vector3& anchorPoint );
+
+ /**
+ * @brief Get the anchor point of the items
+ *
+ * @return The current anchor point of the items
+ */
+ Vector3 GetItemsAnchorPoint() const;
+
+ /**
+ * @brief Get the range of items that are currently in ItemView.
+ *
+ * @param[out] range The range of items.
*/
- void RemoveItem(unsigned int itemId, float durationSeconds);
+ void GetItemsRange(ItemRange& range);
public: // Not intended for application developers
/**
- * Creates a handle using the Toolkit::Internal implementation.
+ * @brief Creates a handle using the Toolkit::Internal implementation.
+ *
* @param[in] implementation The Control implementation.
*/
ItemView(Internal::ItemView& implementation);
/**
- * Allows the creation of this Control from an Internal::CustomActor pointer.
+ * @brief Allows the creation of this Control from an Internal::CustomActor pointer.
+ *
* @param[in] internal A pointer to the internal CustomActor.
*/
ItemView( Dali::Internal::CustomActor* internal );