#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>
+#include <dali/public-api/object/type-registry-helper.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
using std::set;
using namespace Dali;
-namespace // unnamed namespace
+namespace // Unnamed namespace
{
//Type registration
-TypeRegistration mType( typeid(Toolkit::ItemView), typeid(Toolkit::Scrollable), NULL );
+
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL )
+DALI_TYPE_REGISTRATION_END()
const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
const float parentOvershoot = parentOvershootProperty.GetFloat();
const Toolkit::ControlOrientation::Type& parentOrientation = static_cast<Toolkit::ControlOrientation::Type>(parentScrollDirection.z);
- Quaternion rotation;
-
+ float multiplier = 0;
if(Toolkit::IsVertical(parentOrientation))
{
if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
|| (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
else
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
else
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
}
else
if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(Math::PI, Vector3::ZAXIS);
+ multiplier = 1.0f;
}
else
{
- rotation = Quaternion(0.0f, Vector3::ZAXIS);
+ multiplier = 0.0f;
}
}
else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
|| (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
{
- rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 1.5f;
}
else
{
- rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS);
+ multiplier = 0.5f;
}
}
+ Quaternion rotation( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
+
return rotation;
}
};
void ItemView::OnInitialize()
{
- SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed );
-
RegisterCommonProperties();
Actor self = Self();
+ // Disable size negotiation for item views
+ self.SetRelayoutEnabled( false );
+
mScrollConnector = Dali::Toolkit::ScrollConnector::New();
mScrollPositionObject = mScrollConnector.GetScrollPositionObject();
mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged );
LocalSource(mPropertyPosition),
LocalSource(mPropertyPositionMin),
LocalSource(mPropertyPositionMax),
- LocalSource(Actor::Property::Size),
+ LocalSource(Actor::Property::SIZE),
RelativePositionConstraint);
self.ApplyConstraint(constraint);
// Move the items to the new layout positions...
- bool resizeAnimationNeeded(false);
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
unsigned int itemId = iter->first;
Vector3 size;
if(mActiveLayout->GetItemSize(itemId, targetSize, size))
{
- if( durationSeconds > 0.0f )
- {
- // Use a size animation
- if (!resizeAnimationNeeded)
- {
- resizeAnimationNeeded = true;
- RemoveAnimation(mResizeAnimation);
- mResizeAnimation = Animation::New(durationSeconds);
- }
-
- // The layout provides its own resize animation
- mActiveLayout->GetResizeAnimation(mResizeAnimation, actor, size, durationSeconds);
- }
- else
- {
- // resize immediately
- actor.SetSize(size);
- }
+ // resize immediately
+ actor.SetResizePolicy( FIXED, ALL_DIMENSIONS );
+ actor.SetPreferredSize( size.GetVectorXY() );
}
mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
}
- if (resizeAnimationNeeded)
- {
- mResizeAnimation.Play();
- }
-
// Refresh the new layout
ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
AddActorsWithinRange( range, durationSeconds );
}
}
+void ItemView::Refresh()
+{
+ for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
+ {
+ ReleaseActor( iter->first, iter->second );
+ }
+ mItemPool.clear();
+
+ DoRefresh(GetCurrentLayoutPosition(0), true);
+}
+
void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
{
if (mActiveLayout)
Vector3 size;
if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) )
{
- item.second.SetSize( size );
+ item.second.SetResizePolicy( FIXED, ALL_DIMENSIONS );
+ item.second.SetPreferredSize( size.GetVectorXY() );
}
mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
{
Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
- Constraint constraint = Constraint::New<Vector3>( Actor::Property::Size,
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::SIZE,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
- ParentSource( Actor::Property::Size ),
+ ParentSource( Actor::Property::SIZE ),
OvershootOverlaySizeConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height);
- constraint = Constraint::New<Quaternion>( Actor::Property::Rotation,
+ constraint = Constraint::New<Quaternion>( Actor::Property::ORIENTATION,
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayRotationConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<Vector3>( Actor::Property::Position,
- ParentSource( Actor::Property::Size ),
+ constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ ParentSource( Actor::Property::SIZE ),
ParentSource( mPropertyScrollDirection ),
Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ),
OvershootOverlayPositionConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);
- constraint = Constraint::New<bool>( Actor::Property::Visible,
+ constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
ParentSource( mPropertyCanScrollVertical ),
OvershootOverlayVisibilityConstraint() );
mOvershootOverlay.ApplyConstraint(constraint);