const float MILLISECONDS_PER_SECONDS = 1000.0f;
-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 DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
}
// Overshoot overlay constraints
-void OvershootOverlaySizeConstraint( Vector3& current, const PropertyInputContainer& inputs )
+struct OvershootOverlaySizeConstraint
{
- const Vector2& parentScrollDirection = inputs[0]->GetVector2();
- const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
- const Vector3& parentSize = inputs[2]->GetVector3();
-
- if(Toolkit::IsVertical(layoutOrientation))
+ OvershootOverlaySizeConstraint( float height )
+ : mOvershootHeight( height )
{
- current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
}
- else
+
+ void operator()( Vector3& current, const PropertyInputContainer& inputs )
{
- current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+ const Vector2& parentScrollDirection = inputs[0]->GetVector2();
+ const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+ const Vector3& parentSize = inputs[2]->GetVector3();
+
+ if(Toolkit::IsVertical(layoutOrientation))
+ {
+ current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y;
+ }
+ else
+ {
+ current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
+ }
+
+ current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? mOvershootHeight : mOvershootHeight*0.5f;
}
- current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f;
-}
+ float mOvershootHeight;
+};
void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
{
{
Actor self = Self();
- SetOvershootEnabled(true);
-
Vector2 stageSize = Stage::GetCurrent().GetSize();
mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
void ItemView::OnRefreshNotification(PropertyNotification& source)
{
- if(mRefreshEnabled || mScrollAnimation)
+ // Cancel scroll animation to prevent any fighting of setting the scroll position property by scroll bar during fast scroll.
+ if(!mRefreshEnabled && mScrollAnimation)
{
- // Only refresh the cache during normal scrolling
- DoRefresh(GetCurrentLayoutPosition(0), true);
+ RemoveAnimation(mScrollAnimation);
}
+
+ // Only cache extra items when it is not a fast scroll
+ DoRefresh(GetCurrentLayoutPosition(0), mRefreshEnabled || mScrollAnimation);
}
void ItemView::Refresh()
Toolkit::Scrollable::Property::SCROLL_POSITION_MIN_Y,
Toolkit::Scrollable::Property::SCROLL_POSITION_MAX_Y,
Toolkit::ItemView::Property::SCROLL_CONTENT_SIZE);
- scrollBar.ScrollPositionIntervalReachedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
}
}
}
self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
- if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition >= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) )
+ if( ( firstItemScrollPosition >= 0.0f &&
+ currentOvershoot < 1.0f ) ||
+ ( firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) &&
+ currentOvershoot > -1.0f ) )
{
mTotalPanDisplacement += gesture.displacement;
}
void ItemView::AddOverlay(Actor actor)
{
+ actor.SetDrawMode( DrawMode::OVERLAY_2D );
Self().Add(actor);
}
mOvershootOverlay.SetColor(mOvershootEffectColor);
mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT);
mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY);
+ mOvershootOverlay.SetDrawMode( DrawMode::OVERLAY_2D );
self.Add(mOvershootOverlay);
- Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint );
+ Constraint constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint(mOvershootSize.height) );
constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
constraint.Apply();
- mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
+ mOvershootOverlay.SetSize(mOvershootSize.width, mOvershootSize.height);
constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
}
}
-void ItemView::OnScrollPositionChanged( float position )
-{
- // Cancel scroll animation to prevent any fighting of setting the scroll position property.
- RemoveAnimation(mScrollAnimation);
-
- // Refresh the cache immediately when the scroll position is changed.
- DoRefresh(position, false); // No need to cache extra items.
-}
-
bool ItemView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
Dali::BaseHandle handle( object );