X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fitem-view%2Fitem-view-impl.cpp;h=a3f222e156d953c60bb6a33e7e377f4cefc9d879;hp=acb74dc1f11fb6429c0cd597b1591305bf8a69a2;hb=4b347781c8761d2909b235ded2e98d272fa9ac16;hpb=87406d0080297398d84a39771b284edf9dfa12ed diff --git a/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp b/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp index acb74dc..a3f222e 100644 --- a/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp @@ -1,56 +1,69 @@ -// -// 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. + * + */ // CLASS HEADER #include // EXTERNAL INCLUDES +#include // for strcmp #include +#include +#include +#include +#include +#include +#include +#include +#include // INTERNAL INCLUDES -#include #include +#include #include -using namespace std; +using std::string; +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 DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f; -const int DEFAULT_REFRESH_INTERVAL_MILLISECONDS = 50; // 20 updates per second +const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f; +const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f; + +const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items const int MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT = 500; // 0.5 second const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second -const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second const float MILLISECONDS_PER_SECONDS = 1000.0f; -const char* OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH = DALI_IMAGE_DIR "overshoot_ripple.png"; -const Rect OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA( 0, 0, 720, 58 ); +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" ); @@ -60,84 +73,6 @@ const string SCROLL_SPEED_PROPERTY_NAME( "item-view-scroll-speed" ); const string SCROLL_DIRECTION_PROPERTY_NAME( "item-view-scroll-direction" ); const string OVERSHOOT_PROPERTY_NAME( "item-view-overshoot" ); -// Functors which wrap constraint functions with stored item IDs - -struct WrappedVector3Constraint -{ - WrappedVector3Constraint(Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId) - : mWrapMe(wrapMe), - mItemId(itemId) - { - } - - Vector3 operator()(const Vector3& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize) - { - float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast(mItemId); - - return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3()); - } - - Toolkit::ItemLayout::Vector3Function mWrapMe; - unsigned int mItemId; -}; - -struct WrappedQuaternionConstraint -{ - WrappedQuaternionConstraint(Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId) - : mWrapMe(wrapMe), - mItemId(itemId) - { - } - - Quaternion operator()(const Quaternion& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize) - { - float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast(mItemId); - - return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3()); - } - - Toolkit::ItemLayout::QuaternionFunction mWrapMe; - unsigned int mItemId; -}; - -struct WrappedVector4Constraint -{ - WrappedVector4Constraint(Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId) - : mWrapMe(wrapMe), - mItemId(itemId) - { - } - - Vector4 operator()(const Vector4& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize) - { - float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast(mItemId); - - return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3()); - } - - Toolkit::ItemLayout::Vector4Function mWrapMe; - unsigned int mItemId; -}; - -struct WrappedBoolConstraint -{ - WrappedBoolConstraint(Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId) - : mWrapMe(wrapMe), - mItemId(itemId) - { - } - - bool operator()(const bool& current, const PropertyInput& layoutPosition, const PropertyInput& scrollSpeed, const PropertyInput& layoutSize) - { - float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast(mItemId); - - return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3()); - } - - Toolkit::ItemLayout::BoolFunction mWrapMe; - unsigned int mItemId; -}; - /** * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction */ @@ -152,199 +87,165 @@ float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout) } // Overshoot overlay constraints - -struct OvershootOverlaySizeConstraint +void OvershootOverlaySizeConstraint( Vector3& current, const PropertyInputContainer& inputs ) { - float operator()(const float& current, - const PropertyInput& parentScrollDirectionProperty, - const PropertyInput& parentOvershootProperty, - const PropertyInput& parentSizeProperty) - { - const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3(); - const Vector3 parentSize = parentSizeProperty.GetVector3(); - const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); - - float overlayWidth; - - if(Toolkit::IsVertical(parentOrientation)) - { - overlayWidth = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y; - } - else - { - overlayWidth = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x; - } + const Vector3& parentScrollDirection = inputs[0]->GetVector3(); + const Vector3& parentSize = inputs[1]->GetVector3(); + const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); - return overlayWidth; + if(Toolkit::IsVertical(parentOrientation)) + { + current.width = fabsf(parentScrollDirection.y) > Math::MACHINE_EPSILON_1 ? parentSize.x : parentSize.y; } -}; - -struct OvershootOverlayRotationConstraint -{ - Quaternion operator()(const Quaternion& current, - const PropertyInput& parentScrollDirectionProperty, - const PropertyInput& parentOvershootProperty) + else { - const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3(); - const float parentOvershoot = parentOvershootProperty.GetFloat(); - const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); + current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x; + } + + current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height : OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height*0.5f; +} - Quaternion rotation; +void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs ) +{ + const Vector3& parentScrollDirection = inputs[0]->GetVector3(); + const float parentOvershoot = inputs[1]->GetFloat(); + const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); - if(Toolkit::IsVertical(parentOrientation)) + float multiplier = 0; + if(Toolkit::IsVertical(parentOrientation)) + { + if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1) { - 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) ) { - 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); - } - else - { - rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS); - } - } - 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 = 0.5f; } else { - rotation = Quaternion(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) ) + { + multiplier = 0.0f; + } else { - if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1) - { - 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); - } - else - { - rotation = Quaternion(0.0f, Vector3::ZAXIS); - } - } - else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0) - || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) ) + multiplier = 1.0f; + } + } + else + { + if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1) + { + if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0) + ||(parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) ) { - rotation = Quaternion(1.5f * Math::PI, Vector3::ZAXIS); + multiplier = 1.0f; } else { - rotation = Quaternion(0.5f * Math::PI, Vector3::ZAXIS); + multiplier = 0.0f; } } - - return rotation; + else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0) + || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) ) + { + multiplier = 1.5f; + } + else + { + multiplier = 0.5f; + } } -}; -struct OvershootOverlayPositionConstraint + current = Quaternion( Radian( multiplier * Math::PI ), Vector3::ZAXIS ); +} + +void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputContainer& inputs ) { - Vector3 operator()(const Vector3& current, - const PropertyInput& parentSizeProperty, - const PropertyInput& parentScrollDirectionProperty, - const PropertyInput& parentOvershootProperty) - { - const Vector3 parentScrollDirection = parentScrollDirectionProperty.GetVector3(); - const float parentOvershoot = parentOvershootProperty.GetFloat(); - const Vector3 parentSize = parentSizeProperty.GetVector3(); - const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); + const Vector3& parentSize = inputs[0]->GetVector3(); + const Vector3& parentScrollDirection = inputs[1]->GetVector3(); + const float parentOvershoot = inputs[2]->GetFloat(); + const Toolkit::ControlOrientation::Type& parentOrientation = static_cast(parentScrollDirection.z); - Vector3 relativeOffset; + Vector3 relativeOffset; - if(Toolkit::IsVertical(parentOrientation)) + if(Toolkit::IsVertical(parentOrientation)) + { + if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1) { - 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) ) - { - relativeOffset = Vector3(1.0f, 0.0f, 0.0f); - } - else - { - relativeOffset =Vector3(0.0f, 1.0f, 0.0f); - } - } - else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0) - || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) ) + if( (parentOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0) + || (parentOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) ) { - relativeOffset = Vector3(0.0f, 0.0f, 0.0f); + relativeOffset = Vector3(1.0f, 0.0f, 0.0f); } else { - relativeOffset = Vector3(1.0f, 1.0f, 0.0f); + relativeOffset =Vector3(0.0f, 1.0f, 0.0f); } } + else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0) + || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) ) + { + relativeOffset = Vector3(0.0f, 0.0f, 0.0f); + } else { - if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1) - { - if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0) - || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) ) - { - relativeOffset = Vector3(0.0f, 0.0f, 0.0f); - } - else - { - relativeOffset = Vector3(1.0f, 1.0f, 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) ) + relativeOffset = Vector3(1.0f, 1.0f, 0.0f); + } + } + else + { + if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1) + { + if( (parentOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0) + || (parentOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) ) { - relativeOffset = Vector3(0.0f, 1.0f, 0.0f); + relativeOffset = Vector3(0.0f, 0.0f, 0.0f); } else { - relativeOffset = Vector3(1.0f, 0.0f, 0.0f); + relativeOffset = Vector3(1.0f, 1.0f, 0.0f); } } - - return relativeOffset * parentSize; - + else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0) + || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) ) + { + relativeOffset = Vector3(0.0f, 1.0f, 0.0f); + } + else + { + relativeOffset = Vector3(1.0f, 0.0f, 0.0f); + } } -}; -struct OvershootOverlayVisibilityConstraint -{ - bool operator()(const bool& current, - const PropertyInput& parentLayoutScrollableProperty) - { - const bool parentLayoutScrollable = parentLayoutScrollableProperty.GetBoolean(); + current = relativeOffset * parentSize; +} - return parentLayoutScrollable; - } -}; +void OvershootOverlayVisibilityConstraint( bool& current, const PropertyInputContainer& inputs ) +{ + current = inputs[0]->GetBoolean(); +} /** * Relative position Constraint * Generates the relative position value of the item view based on the layout position, * and it's relation to the layout domain. This is a value from 0.0f to 1.0f in each axis. */ -Vector3 RelativePositionConstraint(const Vector3& current, - const PropertyInput& scrollPositionProperty, - const PropertyInput& scrollMinProperty, - const PropertyInput& scrollMaxProperty, - const PropertyInput& layoutSizeProperty) +void RelativePositionConstraint( Vector3& current, const PropertyInputContainer& inputs ) { - const Vector3& position = Vector3(0.0f, scrollPositionProperty.GetFloat(), 0.0f); - const Vector3& min = scrollMinProperty.GetVector3(); - const Vector3& max = scrollMaxProperty.GetVector3(); + const Vector3& position = Vector3(0.0f, inputs[0]->GetFloat(), 0.0f); + const Vector3& min = inputs[1]->GetVector3(); + const Vector3& max = inputs[2]->GetVector3(); - Vector3 relativePosition; Vector3 domainSize = max - min; - relativePosition.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f; - relativePosition.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f; - - return relativePosition; + current.x = fabsf(domainSize.x) > Math::MACHINE_EPSILON_1 ? ((min.x - position.x) / fabsf(domainSize.x)) : 0.0f; + current.y = fabsf(domainSize.y) > Math::MACHINE_EPSILON_1 ? ((min.y - position.y) / fabsf(domainSize.y)) : 0.0f; + current.z = 0.0f; } } // unnamed namespace @@ -358,107 +259,23 @@ namespace Toolkit namespace Internal { -/////////////////////////////////////////////////////////////////////////////////////////////////// -// ItemPool -/////////////////////////////////////////////////////////////////////////////////////////////////// - -void ItemPool::AddItems(bool scrollingTowardsLast, ItemRange range, const Vector3& targetSize) -{ - // Add new actors to the ItemPool. - // The order of addition depends on the scroll direction. - if (scrollingTowardsLast) - { - for (unsigned int itemId = range.begin; itemId < range.end; ++itemId) - { - AddItem(itemId, targetSize); - } - } - else - { - for (unsigned int itemId = range.end; itemId > range.begin; --itemId) - { - AddItem(itemId-1, targetSize); - } - } -} - -void ItemPool::RemoveItems(ItemRange range) -{ - // Remove unwanted actors from the ItemView & ItemPool - for (IDKeyIter iter = mIdKeyContainer.begin(); iter != mIdKeyContainer.end(); ) - { - unsigned int current = iter->first; - - if (!range.Within(current)) - { - mItemView.ActorRemovedFromItemPool(iter->second, iter->first); - - mActorKeyContainer.erase(iter->second); - mIdKeyContainer.erase(iter++); // erase invalidates the current iter; the post-increment is important here - } - else - { - ++iter; - } - } -} - -void ItemPool::AddItem(unsigned int itemId, const Vector3& targetSize) +namespace // unnamed namespace { - if (mIdKeyContainer.find(itemId) == mIdKeyContainer.end()) - { - Actor actor = mItemView.CreateActor(itemId); - - if (actor) - { - mIdKeyContainer.insert(IDKeyPair(itemId, actor)); - mActorKeyContainer.insert(ActorKeyPair(actor, itemId)); - - mItemView.ActorAddedToItemPool(actor, itemId, targetSize); - } - } -} -bool ItemPool::RemoveItem(unsigned int itemId) +bool FindById( const ItemContainer& items, ItemId id ) { - bool found = false; - - IDKeyIter iter = mIdKeyContainer.find(itemId); - if (iter != mIdKeyContainer.end()) + for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter ) { - mItemView.ActorRemovedFromItemPool(iter->second, iter->first); - - mActorKeyContainer.erase(iter->second); - for (ActorKeyIter iterActorKey = mActorKeyContainer.begin(); iterActorKey != mActorKeyContainer.end(); ++iterActorKey) - { - if(iterActorKey->second > itemId) - { - iterActorKey->second--; - } - } - - for (IDKeyIter iterIDKey = iter; iterIDKey != mIdKeyContainer.end(); ++iterIDKey) + if( iter->first == id ) { - if(iterIDKey->first < mIdKeyContainer.rbegin()->first) - { - iterIDKey->second = mIdKeyContainer[iterIDKey->first + 1]; - } - else - { - mIdKeyContainer.erase(iterIDKey); - break; - } + return true; } - - found = true; } - return found; + return false; } -/////////////////////////////////////////////////////////////////////////////////////////////////// -// ItemView -/////////////////////////////////////////////////////////////////////////////////////////////////// +} // unnamed namespace Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory) { @@ -478,22 +295,29 @@ Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory) ItemView::ItemView(ItemFactory& factory) : Scrollable(), mItemFactory(factory), - mItemPool(*this), mActiveLayout(NULL), mAnimatingOvershootOn(false), mAnimateOvershootOff(false), mAnchoringEnabled(true), mAnchoringDuration(DEFAULT_ANCHORING_DURATION), - mRefreshIntervalMilliseconds(DEFAULT_REFRESH_INTERVAL_MILLISECONDS), + mRefreshIntervalLayoutPositions(0.0f), 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), mScrollOvershoot(0.0f), mIsFlicking(false), - mGestureState(Gesture::Clear) + 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) { SetRequiresMouseWheelEvents(true); SetKeyboardNavigationSupport(true); @@ -501,39 +325,26 @@ ItemView::ItemView(ItemFactory& factory) void ItemView::OnInitialize() { - SetSizePolicy( Toolkit::Control::Fixed, Toolkit::Control::Fixed ); - - RegisterCommonProperties(); - Actor self = Self(); - mOvershootEffect = OvershootRippleEffect::New(); - Image overshootImage = Image::New( OVERSHOOT_OVERLAY_RIPPLE_IMAGE_PATH ); - mOvershootOverlay = ImageActor::New( overshootImage ); - mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT); - mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT); - mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY); - mOvershootOverlay.SetShaderEffect(mOvershootEffect); - mOvershootOverlay.SetPixelArea(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA); - self.Add(mOvershootOverlay); + // Disable size negotiation for item views + self.SetRelayoutEnabled( false ); mScrollConnector = Dali::Toolkit::ScrollConnector::New(); mScrollPositionObject = mScrollConnector.GetScrollPositionObject(); + mScrollConnector.ScrollPositionChangedSignal().Connect( this, &ItemView::OnScrollPositionChanged ); mPropertyMinimumLayoutPosition = self.RegisterProperty(MINIMUM_LAYOUT_POSITION_PROPERTY_NAME, 0.0f); mPropertyPosition = self.RegisterProperty(POSITION_PROPERTY_NAME, 0.0f); mPropertyScrollSpeed = self.RegisterProperty(SCROLL_SPEED_PROPERTY_NAME, 0.0f); - mPropertyOvershoot = self.RegisterProperty(OVERSHOOT_PROPERTY_NAME, 0.0f); - ApplyOvershootOverlayConstraints(); + EnableScrollComponent(Toolkit::Scrollable::OvershootIndicator); - Constraint constraint = Constraint::New(mPropertyRelativePosition, - LocalSource(mPropertyPosition), - LocalSource(mPropertyPositionMin), - LocalSource(mPropertyPositionMax), - LocalSource(Actor::SIZE), - RelativePositionConstraint); - self.ApplyConstraint(constraint); + Constraint constraint = Constraint::New( self, Toolkit::Scrollable::Property::SCROLL_RELATIVE_POSITION, RelativePositionConstraint ); + constraint.AddSource( LocalSource( mPropertyPosition ) ); + constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MIN ) ); + constraint.AddSource( LocalSource( Toolkit::Scrollable::Property::SCROLL_POSITION_MAX ) ); + constraint.Apply(); Vector2 stageSize = Stage::GetCurrent().GetSize(); mMouseWheelScrollDistanceStep = stageSize.y * DEFAULT_MOUSE_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; @@ -542,6 +353,8 @@ void ItemView::OnInitialize() mMouseWheelEventFinishedTimer = Timer::New( MOUSE_WHEEL_EVENT_FINISHED_TIME_OUT ); mMouseWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnMouseWheelEventFinished ); + + SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS); } ItemView::~ItemView() @@ -587,78 +400,47 @@ ItemLayoutPtr ItemView::GetActiveLayout() const float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const { - return mScrollPositionObject.GetProperty( ScrollConnector::SCROLL_POSITION ) + static_cast( itemId ); + return mScrollConnector.GetScrollPosition() + static_cast( itemId ); } void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds) { DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size()); + mRefreshEnabled = false; + Actor self = Self(); // The ItemView size should match the active layout size self.SetSize(targetSize); + mActiveLayoutTargetSize = targetSize; // Switch to the new layout - ItemLayout* previousLayout = mActiveLayout; mActiveLayout = mLayouts[layoutIndex].Get(); - // Calculate which items are within either layout - ItemRange oldRange = previousLayout ? GetItemRange(*previousLayout, targetSize, false/*don't reserve extra*/) : ItemRange(0u, 0u); - ItemRange newRange = GetItemRange(*mActiveLayout, targetSize, false/*don't reserve extra*/); - // Move the items to the new layout positions... - bool resizeAnimationNeeded(false); - - const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer(); - for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter) + for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { unsigned int itemId = iter->first; Actor actor = iter->second; - // Immediately relayout items that aren't within either layout - bool immediate = !oldRange.Within(itemId) && - !newRange.Within(itemId); - // Remove constraints from previous layout actor.RemoveConstraints(); Vector3 size; if(mActiveLayout->GetItemSize(itemId, targetSize, size)) { - if (!immediate && - 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.SetSize( size.GetVectorXY() ); } - ApplyConstraints(actor, *mActiveLayout, itemId, immediate ? 0.0f : durationSeconds); - } - - if (resizeAnimationNeeded) - { - mResizeAnimation.Play(); + mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() ); } // Refresh the new layout - ItemRange range = GetItemRange(*mActiveLayout, targetSize, true/*reserve extra*/); - AddItems(*mActiveLayout, targetSize, range); + ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/); + AddActorsWithinRange( range, durationSeconds ); // Scroll to an appropriate layout position @@ -683,9 +465,10 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz if (scrollAnimationNeeded) { RemoveAnimation(mScrollAnimation); - mScrollAnimation = Animation::New(mAnchoringDuration); + mScrollAnimation = Animation::New(durationSeconds); mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut ); mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, targetSize), AlphaFunctions::EaseOut ); + mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished); mScrollAnimation.Play(); } @@ -695,7 +478,7 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz Radian scrollDirection(mActiveLayout->GetScrollDirection()); float orientation = static_cast(mActiveLayout->GetOrientation()); - self.SetProperty(mPropertyScrollDirection, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation)); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_DIRECTION, Vector3(sinf(scrollDirection), cosf(scrollDirection), orientation)); self.SetProperty(mPropertyScrollSpeed, mScrollSpeed); @@ -706,8 +489,7 @@ void ItemView::DeactivateCurrentLayout() { if (mActiveLayout) { - const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer(); - for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter) + for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { Actor actor = iter->second; actor.RemoveConstraints(); @@ -715,27 +497,38 @@ void ItemView::DeactivateCurrentLayout() mActiveLayout = NULL; } - - CancelRefreshTimer(); } -bool ItemView::OnRefreshTick() +void ItemView::OnRefreshNotification(PropertyNotification& source) { - // Short-circuit if there is no active layout - if (!mActiveLayout) + if(mRefreshEnabled || mScrollAnimation) { - return false; + // Only refresh the cache during normal scrolling + DoRefresh(GetCurrentLayoutPosition(0), true); } +} - const Vector3 layoutSize = Self().GetCurrentSize(); +void ItemView::Refresh() +{ + for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) + { + ReleaseActor( iter->first, iter->second ); + } + mItemPool.clear(); - ItemRange range = GetItemRange(*mActiveLayout, layoutSize, true/*reserve extra*/); + DoRefresh(GetCurrentLayoutPosition(0), true); +} - RemoveItems(range); - AddItems(*mActiveLayout, layoutSize, range); +void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra) +{ + if (mActiveLayout) + { + ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/); + RemoveActorsOutsideRange( range ); + AddActorsWithinRange( range, 0.0f/*immediate*/ ); - // Keep refreshing whilst the layout is moving - return mScrollAnimation || (mGestureState == Gesture::Started || mGestureState == Gesture::Continuing); + mScrollUpdatedSignal.Emit( Vector3(0.0f, currentLayoutPosition, 0.0f) ); + } } void ItemView::SetMinimumSwipeSpeed(float speed) @@ -788,111 +581,399 @@ float ItemView::GetAnchoringDuration() const return mAnchoringDuration; } -void ItemView::SetRefreshInterval(unsigned int intervalMilliseconds) +void ItemView::SetRefreshInterval(float intervalLayoutPositions) { - mRefreshIntervalMilliseconds = intervalMilliseconds; + if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) ) + { + mRefreshIntervalLayoutPositions = intervalLayoutPositions; + + if(mRefreshNotification) + { + mScrollPositionObject.RemovePropertyNotification(mRefreshNotification); + } + mRefreshNotification = mScrollPositionObject.AddPropertyNotification( ScrollConnector::SCROLL_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) ); + mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification ); + } } -unsigned int ItemView::GetRefreshInterval() const +float ItemView::GetRefreshInterval() const { - return mRefreshIntervalMilliseconds; + return mRefreshIntervalLayoutPositions; +} + +void ItemView::SetRefreshEnabled(bool enabled) +{ + mRefreshEnabled = enabled; } Actor ItemView::GetItem(unsigned int itemId) const { Actor actor; - ItemPool::IDKeyConstIter found = mItemPool.GetIDKeyContainer().find(itemId); - if (found != mItemPool.GetIDKeyContainer().end()) + ConstItemPoolIter iter = mItemPool.find( itemId ); + if( iter != mItemPool.end() ) { - actor = found->second; + actor = iter->second; } return actor; } -unsigned int ItemView::GetItemId(Actor actor) const +unsigned int ItemView::GetItemId( Actor actor ) const { - unsigned int itemId(0); + unsigned int itemId( 0 ); - ItemPool::ActorKeyConstIter found = mItemPool.GetActorKeyContainer().find(actor); - if (found != mItemPool.GetActorKeyContainer().end()) + for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) { - itemId = found->second; + if( iter->second == actor ) + { + itemId = iter->first; + break; + } } return itemId; } -void ItemView::RemoveItem(unsigned int itemId, float durationSeconds) +void ItemView::InsertItem( Item newItem, float durationSeconds ) { - if (mItemPool.RemoveItem(itemId)) + mAddingItems = true; + + Actor displacedActor; + ItemPoolIter afterDisplacedIter = mItemPool.end(); + + ItemPoolIter foundIter = mItemPool.find( newItem.first ); + if( mItemPool.end() != foundIter ) + { + SetupActor( newItem, durationSeconds ); + Self().Add( newItem.second ); + + displacedActor = foundIter->second; + foundIter->second = newItem.second; + + afterDisplacedIter = ++foundIter; + } + else { - const ItemPool::IDKeyContainer& itemPool = mItemPool.GetIDKeyContainer(); - for (ItemPool::IDKeyConstIter iter = itemPool.begin(); iter != itemPool.end(); ++iter) + // Inserting before the existing item range? + ItemPoolIter iter = mItemPool.begin(); + if( iter != mItemPool.end() && + iter->first > newItem.first ) { - unsigned int id = iter->first; - Actor actor = iter->second; + displacedActor = iter->second; + mItemPool.erase( iter++ ); // iter is still valid after the erase - // Reposition the items if necessary - actor.RemoveConstraints(); - ApplyConstraints(actor, *mActiveLayout, id, durationSeconds); + afterDisplacedIter = iter; + } + } + + if( displacedActor ) + { + // Move the existing actors to make room + for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter ) + { + Actor temp = iter->second; + iter->second = displacedActor; + displacedActor = temp; + + iter->second.RemoveConstraints(); + mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() ); + } + + // Create last item + 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() ); + } + } + + CalculateDomainSize(Self().GetCurrentSize()); + + mAddingItems = false; +} + +void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds ) +{ + mAddingItems = true; + + // Insert from lowest id to highest + std::set sortedItems; + for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter ) + { + sortedItems.insert( *iter ); + } + + for( std::set::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter ) + { + Self().Add( iter->second ); + + ItemPoolIter foundIter = mItemPool.find( iter->first ); + if( mItemPool.end() != foundIter ) + { + Actor moveMe = foundIter->second; + foundIter->second = iter->second; + + // Move the existing actors to make room + for( ItemPoolIter iter = ++foundIter; mItemPool.end() != iter; ++iter ) + { + Actor temp = iter->second; + iter->second = moveMe; + moveMe = temp; + } + + // Create last item + ItemId lastId = mItemPool.rbegin()->first; + Item lastItem( lastId + 1, moveMe ); + mItemPool.insert( lastItem ); + } + else + { + mItemPool.insert( *iter ); } + } - CalculateDomainSize(Self().GetCurrentSize()); + // Relayout everything + for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + { + // If newly inserted + if( FindById( newItems, iter->first ) ) + { + SetupActor( *iter, durationSeconds ); + } + else + { + iter->second.RemoveConstraints(); + mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() ); + } } + + CalculateDomainSize(Self().GetCurrentSize()); + + mAddingItems = false; } -Actor ItemView::CreateActor(unsigned int itemId) +void ItemView::RemoveItem( unsigned int itemId, float durationSeconds ) { - return mItemFactory.NewItem(itemId); + bool actorsReordered = RemoveActor( itemId ); + if( actorsReordered ) + { + ReapplyAllConstraints( durationSeconds ); + + OnItemsRemoved(); + } } -void ItemView::ActorAddedToItemPool(Actor actor, unsigned int itemId, const Vector3& targetSize) +void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds ) { - Actor self = Self(); + bool actorsReordered( false ); - actor.SetParentOrigin(ParentOrigin::CENTER); - actor.SetAnchorPoint(AnchorPoint::CENTER); + // Remove from highest id to lowest + set sortedItems; + for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter ) + { + sortedItems.insert( *iter ); + } - if (mActiveLayout) + for( set::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter ) { - Vector3 size; - if(mActiveLayout->GetItemSize(itemId, targetSize, size)) + if( RemoveActor( *iter ) ) { - actor.SetSize(size); + actorsReordered = true; } + } + + if( actorsReordered ) + { + ReapplyAllConstraints( durationSeconds ); + + OnItemsRemoved(); + } +} + +bool ItemView::RemoveActor(unsigned int 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(); + } + } - ApplyConstraints(actor, *mActiveLayout, itemId, 0.0f/*immediate*/); + if( removeIter != mItemPool.end() ) + { + reordered = true; + + // Adjust the remaining item IDs, for example if item 2 is removed: + // Initial actors: After insert: + // 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 + for (ItemPoolIter iter = removeIter; iter != mItemPool.end(); ++iter) + { + if( iter->first < mItemPool.rbegin()->first ) + { + iter->second = mItemPool[ iter->first + 1 ]; + } + else + { + mItemPool.erase( iter ); + break; + } + } } - self.Add(actor); + return reordered; } -void ItemView::ActorRemovedFromItemPool(Actor actor, unsigned int itemId) +void ItemView::ReplaceItem( Item replacementItem, float durationSeconds ) { - Self().Remove(actor); + mAddingItems = true; + + SetupActor( replacementItem, durationSeconds ); + Self().Add( replacementItem.second ); + + const ItemPoolIter iter = mItemPool.find( replacementItem.first ); + if( mItemPool.end() != iter ) + { + ReleaseActor(iter->first, iter->second); + iter->second = replacementItem.second; + } + else + { + mItemPool.insert( replacementItem ); + } + + CalculateDomainSize(Self().GetCurrentSize()); + + mAddingItems = false; } -void ItemView::RemoveItems(ItemRange range) +void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds ) { - mItemPool.RemoveItems(range); + for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter ) + { + ReplaceItem( *iter, durationSeconds ); + } } -void ItemView::AddItems(ItemLayout& layout, const Vector3& layoutSize, ItemRange range) +void ItemView::RemoveActorsOutsideRange( ItemRange range ) { - range.end = min(mItemFactory.GetNumberOfItems(), range.end); + // Remove unwanted actors from the ItemView & ItemPool + for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ) + { + unsigned int current = iter->first; + + if( ! range.Within( current ) ) + { + ReleaseActor(iter->first, iter->second); - mItemPool.AddItems(mRefreshOrderHint, range, layoutSize); + mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid + } + else + { + ++iter; + } + } } -ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, bool reserveExtra) +void ItemView::AddActorsWithinRange( ItemRange range, float durationSeconds ) +{ + range.end = std::min(mItemFactory.GetNumberOfItems(), range.end); + + // The order of addition depends on the scroll direction. + if (mRefreshOrderHint) + { + for (unsigned int itemId = range.begin; itemId < range.end; ++itemId) + { + AddNewActor( itemId, durationSeconds ); + } + } + else + { + for (unsigned int itemId = range.end; itemId > range.begin; --itemId) + { + AddNewActor( itemId-1, durationSeconds ); + } + } + + // Total number of items may change dynamically. + // Always recalculate the domain size to reflect that. + CalculateDomainSize(Self().GetCurrentSize()); +} + +void ItemView::AddNewActor( unsigned int itemId, float durationSeconds ) +{ + mAddingItems = true; + + if( mItemPool.end() == mItemPool.find( itemId ) ) + { + Actor actor = mItemFactory.NewItem( itemId ); + + if( actor ) + { + Item newItem( itemId, actor ); + + mItemPool.insert( newItem ); + + SetupActor( newItem, durationSeconds ); + Self().Add( actor ); + } + } + + mAddingItems = false; +} + +void ItemView::SetupActor( Item item, float durationSeconds ) +{ + item.second.SetParentOrigin( mItemsParentOrigin ); + item.second.SetAnchorPoint( mItemsAnchorPoint ); + + if( mActiveLayout ) + { + Vector3 size; + if( mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ) ) + { + item.second.SetSize( size.GetVectorXY() ); + } + + mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() ); + } +} + +void ItemView::ReleaseActor( ItemId item, Actor actor ) +{ + Self().Remove( actor ); + mItemFactory.ItemReleased(item, actor); +} + +ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, float layoutPosition, bool reserveExtra) { unsigned int itemCount = mItemFactory.GetNumberOfItems(); ItemRange available(0u, itemCount); - ItemRange range = layout.GetItemsWithinArea( GetCurrentLayoutPosition(0), layoutSize ); + ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize ); if (reserveExtra) { @@ -905,6 +986,20 @@ ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize, return range.Intersection(available); } +void ItemView::OnChildAdd(Actor& child) +{ + if(!mAddingItems) + { + // We don't want to do this downcast check for any item added by ItemView itself. + Dali::Toolkit::ScrollComponent scrollComponent = Dali::Toolkit::ScrollComponent::DownCast(child); + if(scrollComponent) + { + // Set the scroll connector when scroll bar is being added + scrollComponent.SetScrollConnector(mScrollConnector); + } + } +} + bool ItemView::OnTouchEvent(const TouchEvent& event) { // Ignore events with multiple-touch points @@ -925,7 +1020,10 @@ bool ItemView::OnTouchEvent(const TouchEvent& event) mScrollOvershoot = 0.0f; AnimateScrollOvershoot(0.0f); - mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition()); + if(mScrollAnimation) + { + mScrollCompletedSignal.Emit(GetCurrentScrollPosition()); + } RemoveAnimation(mScrollAnimation); } @@ -940,13 +1038,13 @@ bool ItemView::OnMouseWheelEvent(const MouseWheelEvent& event) { Actor self = Self(); const Vector3 layoutSize = Self().GetCurrentSize(); - float layoutPositionDelta = GetCurrentLayoutPosition(0) + (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor()); + float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mMouseWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor()); float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout); mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition ); self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize)); - mScrollStartedSignalV2.Emit(GetCurrentScrollPosition()); - StartRefreshTimer(); + mScrollStartedSignal.Emit(GetCurrentScrollPosition()); + mRefreshEnabled = true; } if (mMouseWheelEventFinishedTimer.IsRunning()) @@ -969,8 +1067,6 @@ bool ItemView::OnMouseWheelEventFinished() mScrollAnimation = DoAnchoring(); if (mScrollAnimation) { - StartRefreshTimer(); - mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished); mScrollAnimation.Play(); } @@ -979,96 +1075,35 @@ bool ItemView::OnMouseWheelEventFinished() mScrollOvershoot = 0.0f; AnimateScrollOvershoot(0.0f); - mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition()); + mScrollCompletedSignal.Emit(GetCurrentScrollPosition()); } } return false; } -void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration) +void ItemView::ReapplyAllConstraints( float durationSeconds ) { - ItemLayout::Vector3Function positionConstraint; - if (layout.GetPositionConstraint(itemId, positionConstraint)) - { - WrappedVector3Constraint wrapped(positionConstraint, itemId); - - Constraint constraint = Constraint::New( Actor::POSITION, - Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), - ParentSource( mPropertyScrollSpeed ), - ParentSource( Actor::SIZE ), - wrapped ); - constraint.SetApplyTime(duration); - - actor.ApplyConstraint(constraint); - } - - ItemLayout::QuaternionFunction rotationConstraint; - if (layout.GetRotationConstraint(itemId, rotationConstraint)) - { - WrappedQuaternionConstraint wrapped(rotationConstraint, itemId); - - Constraint constraint = Constraint::New( Actor::ROTATION, - Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), - ParentSource( mPropertyScrollSpeed ), - ParentSource( Actor::SIZE ), - wrapped ); - constraint.SetApplyTime(duration); - - actor.ApplyConstraint(constraint); - } - - ItemLayout::Vector3Function scaleConstraint; - if (layout.GetScaleConstraint(itemId, scaleConstraint)) + for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { - WrappedVector3Constraint wrapped(scaleConstraint, itemId); - - Constraint constraint = Constraint::New( Actor::SCALE, - Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), - ParentSource( mPropertyScrollSpeed ), - ParentSource( Actor::SIZE ), - wrapped ); - constraint.SetApplyTime(duration); + unsigned int id = iter->first; + Actor actor = iter->second; - actor.ApplyConstraint(constraint); + actor.RemoveConstraints(); + mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self()); } +} - ItemLayout::Vector4Function colorConstraint; - if (layout.GetColorConstraint(itemId, colorConstraint)) - { - WrappedVector4Constraint wrapped(colorConstraint, itemId); - - Constraint constraint = Constraint::New( Actor::COLOR, - Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), - ParentSource( mPropertyScrollSpeed ), - ParentSource( Actor::SIZE ), - wrapped ); - constraint.SetApplyTime(duration); - - // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in - constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME); - constraint.SetRemoveAction(Dali::Constraint::Discard); - - actor.ApplyConstraint(constraint); - } +void ItemView::OnItemsRemoved() +{ + CalculateDomainSize(Self().GetCurrentSize()); - ItemLayout::BoolFunction visibilityConstraint; - if (layout.GetVisibilityConstraint(itemId, visibilityConstraint)) + // Adjust scroll-position after an item is removed + if( mActiveLayout ) { - WrappedBoolConstraint wrapped(visibilityConstraint, itemId); - - Constraint constraint = Constraint::New( Actor::VISIBLE, - Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), - ParentSource( mPropertyScrollSpeed ), - ParentSource( Actor::SIZE ), - wrapped ); - constraint.SetApplyTime(duration); - - // Release visibility constraints the same time as the color constraint - constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME); - constraint.SetRemoveAction(Dali::Constraint::Discard); + float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout); - actor.ApplyConstraint(constraint); + mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition ); } } @@ -1076,14 +1111,14 @@ float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targ { 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(); @@ -1123,7 +1158,9 @@ void ItemView::OnPan(PanGesture gesture) RemoveAnimation(mScrollAnimation); - float flickAnimationDuration = 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); mScrollAnimation.AnimateTo( Property( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ), firstItemScrollPosition, AlphaFunctions::EaseOut ); mScrollAnimation.AnimateTo( Property(self, mPropertyPosition), GetScrollPosition(firstItemScrollPosition, layoutSize), AlphaFunctions::EaseOut ); @@ -1146,7 +1183,7 @@ void ItemView::OnPan(PanGesture gesture) // Reset the overshoot if no scroll animation. if (!mScrollAnimation) { - mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition()); + mScrollCompletedSignal.Emit(GetCurrentScrollPosition()); AnimateScrollOvershoot(0.0f, false); } @@ -1156,45 +1193,34 @@ void ItemView::OnPan(PanGesture gesture) case Gesture::Started: // Fall through { mTotalPanDisplacement = Vector2::ZERO; + mScrollStartedSignal.Emit(GetCurrentScrollPosition()); + mRefreshEnabled = true; } case Gesture::Continuing: { mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout); - mScrollSpeed = Clamp((gesture.GetSpeed() * mActiveLayout->GetScrollSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed()); + mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed()); // Refresh order depends on the direction of the scroll; negative is towards the last item. mRefreshOrderHint = mScrollDistance < 0.0f; - RemoveAnimation(mScrollSpeedAnimation); - mScrollSpeedAnimation = Animation::New(0.3f); - mScrollSpeedAnimation.AnimateTo( Property(self, mPropertyScrollSpeed), mScrollSpeed, AlphaFunctions::Linear ); - mScrollSpeedAnimation.Play(); - float layoutPositionDelta = GetCurrentLayoutPosition(0) + (mScrollDistance * mActiveLayout->GetScrollSpeedFactor()); float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout); + float currentOvershoot = mScrollPositionObject.GetProperty(ScrollConnector::OVERSHOOT); + mScrollPositionObject.SetProperty( ScrollConnector::SCROLL_POSITION, firstItemScrollPosition ); self.SetProperty(mPropertyPosition, GetScrollPosition(firstItemScrollPosition, layoutSize)); - mScrollStartedSignalV2.Emit(GetCurrentScrollPosition()); - mTotalPanDisplacement += gesture.displacement; - mScrollOvershoot = layoutPositionDelta - firstItemScrollPosition; - if( mScrollOvershoot > Math::MACHINE_EPSILON_1 ) + if( (firstItemScrollPosition >= 0.0f && currentOvershoot < 1.0f) || (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f) ) { - AnimateScrollOvershoot(1.0f); - } - else if( mScrollOvershoot < -Math::MACHINE_EPSILON_1 ) - { - AnimateScrollOvershoot(-1.0f); - } - else - { - AnimateScrollOvershoot(0.0f); + mTotalPanDisplacement += gesture.displacement; } - StartRefreshTimer(); + mScrollOvershoot = CalculateScrollOvershoot(); + mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, mScrollOvershoot ); } break; @@ -1210,8 +1236,6 @@ void ItemView::OnPan(PanGesture gesture) if (mScrollAnimation) { - StartRefreshTimer(); - mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished); mScrollAnimation.Play(); } @@ -1223,7 +1247,7 @@ bool ItemView::OnAccessibilityPan(PanGesture gesture) return true; } -Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled) +Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled) { Actor nextFocusActor; if(mActiveLayout) @@ -1266,12 +1290,6 @@ void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor) int nextItemID = GetItemId(commitedFocusableActor); float layoutPosition = GetCurrentLayoutPosition(0); Vector3 layoutSize = Self().GetCurrentSize(); - Vector3 focusItemPosition = Vector3::ZERO; - ItemLayout::Vector3Function itemPositionConstraint; - if (mActiveLayout->GetPositionConstraint(nextItemID, itemPositionConstraint)) - { - focusItemPosition = itemPositionConstraint(Vector3::ZERO, layoutPosition + nextItemID, 0.0f, layoutSize); - } float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize); ScrollTo(Vector3(0.0f, scrollTo, 0.0f), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION); @@ -1306,7 +1324,7 @@ void ItemView::OnScrollFinished(Animation& source) RemoveAnimation(mScrollAnimation); // mScrollAnimation is used to query whether we're scrolling - mScrollCompletedSignalV2.Emit(GetCurrentScrollPosition()); + mScrollCompletedSignal.Emit(GetCurrentScrollPosition()); if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1) { @@ -1322,6 +1340,13 @@ void ItemView::OnScrollFinished(Animation& source) mScrollOvershoot = 0.0f; } +void ItemView::OnLayoutActivationScrollFinished(Animation& source) +{ + RemoveAnimation(mScrollAnimation); + mRefreshEnabled = true; + DoRefresh(GetCurrentLayoutPosition(0), true); +} + void ItemView::OnOvershootOnFinished(Animation& animation) { mAnimatingOvershootOn = false; @@ -1333,36 +1358,12 @@ void ItemView::OnOvershootOnFinished(Animation& animation) } } -void ItemView::StartRefreshTimer() -{ - if (!mRefreshTimer) - { - mRefreshTimer = Timer::New( mRefreshIntervalMilliseconds ); - mRefreshTimer.TickSignal().Connect( this, &ItemView::OnRefreshTick ); - } - - if (!mRefreshTimer.IsRunning()) - { - mRefreshTimer.Start(); - } -} - -void ItemView::CancelRefreshTimer() -{ - if (mRefreshTimer) - { - mRefreshTimer.Stop(); - } -} - void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds) { Actor self = Self(); const Vector3 layoutSize = Self().GetCurrentSize(); float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout); - StartRefreshTimer(); - if(durationSeconds > 0.0f) { RemoveAnimation(mScrollAnimation); @@ -1378,7 +1379,8 @@ void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds) AnimateScrollOvershoot(0.0f); } - mScrollStartedSignalV2.Emit(GetCurrentScrollPosition()); + mScrollStartedSignal.Emit(GetCurrentScrollPosition()); + mRefreshEnabled = true; } void ItemView::RemoveAnimation(Animation& animation) @@ -1400,33 +1402,32 @@ void ItemView::CalculateDomainSize(const Vector3& layoutSize) if(mActiveLayout) { - ItemLayout::Vector3Function firstItemPositionConstraint; - if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint)) - { - firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, 0, 0.0f, layoutSize); - } + firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize ); float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize); - ItemLayout::Vector3Function lastItemPositionConstraint; - if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint)) - { - lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize); - } + self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition); + lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize ); + + float domainSize; if(IsHorizontal(mActiveLayout->GetOrientation())) { - self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.x, 0.0f)); - self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.x, 0.0f)); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.x, 0.0f)); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.x, 0.0f)); + domainSize = fabs(firstItemPosition.x - lastItemPosition.x); } else { - self.SetProperty(mPropertyPositionMin, Vector3(0.0f, firstItemPosition.y, 0.0f)); - self.SetProperty(mPropertyPositionMax, Vector3(0.0f, lastItemPosition.y, 0.0f)); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN, Vector3(0.0f, firstItemPosition.y, 0.0f)); + self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector3(0.0f, lastItemPosition.y, 0.0f)); + domainSize = fabs(firstItemPosition.y - lastItemPosition.y); } + mScrollConnector.SetScrollDomain(minLayoutPosition, 0.0f, domainSize); + bool isLayoutScrollable = IsLayoutScrollable(layoutSize); - self.SetProperty(mPropertyCanScrollVertical, isLayoutScrollable); - self.SetProperty(mPropertyCanScrollHorizontal, false); + self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL, isLayoutScrollable); + self.SetProperty(Toolkit::Scrollable::Property::CAN_SCROLL_HORIZONTAL, false); } } @@ -1434,8 +1435,8 @@ Vector3 ItemView::GetDomainSize() const { Actor self = Self(); - float minScrollPosition = self.GetProperty(mPropertyPositionMin); - float maxScrollPosition = self.GetProperty(mPropertyPositionMax); + float minScrollPosition = self.GetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MIN); + float maxScrollPosition = self.GetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX); return Vector3(0.0f, fabs(maxScrollPosition - minScrollPosition), 0.0f); } @@ -1453,13 +1454,7 @@ bool ItemView::IsLayoutScrollable(const Vector3& layoutSize) float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const { - Vector3 firstItemPosition(Vector3::ZERO); - ItemLayout::Vector3Function firstItemPositionConstraint; - if (mActiveLayout->GetPositionConstraint(0, firstItemPositionConstraint)) - { - firstItemPosition = firstItemPositionConstraint(Vector3::ZERO, layoutPosition, 0.0f, layoutSize); - } - + Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) ); return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y; } @@ -1486,8 +1481,6 @@ void ItemView::ScrollTo(const Vector3& position, float duration) float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout); - StartRefreshTimer(); - if(duration > 0.0f) { RemoveAnimation(mScrollAnimation); @@ -1503,43 +1496,66 @@ void ItemView::ScrollTo(const Vector3& position, float duration) AnimateScrollOvershoot(0.0f); } - mScrollStartedSignalV2.Emit(GetCurrentScrollPosition()); + mScrollStartedSignal.Emit(GetCurrentScrollPosition()); + mRefreshEnabled = true; } -void ItemView::ApplyOvershootOverlayConstraints() +void ItemView::SetOvershootEffectColor( const Vector4& color ) { - Constraint constraint = Constraint::New( Actor::SIZE_WIDTH, - ParentSource( mPropertyScrollDirection ), - ParentSource( mPropertyOvershoot ), - ParentSource( Actor::SIZE ), - OvershootOverlaySizeConstraint() ); - mOvershootOverlay.ApplyConstraint(constraint); - mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.width, OVERSHOOT_BOUNCE_IMAGE_1_PIXEL_AREA.height); - - constraint = Constraint::New( Actor::ROTATION, - ParentSource( mPropertyScrollDirection ), - ParentSource( mPropertyOvershoot ), - OvershootOverlayRotationConstraint() ); - mOvershootOverlay.ApplyConstraint(constraint); - - constraint = Constraint::New( Actor::POSITION, - ParentSource( Actor::SIZE ), - ParentSource( mPropertyScrollDirection ), - ParentSource( mPropertyOvershoot ), - OvershootOverlayPositionConstraint() ); - mOvershootOverlay.ApplyConstraint(constraint); - - constraint = Constraint::New( Actor::VISIBLE, - ParentSource( mPropertyCanScrollVertical ), - OvershootOverlayVisibilityConstraint() ); - mOvershootOverlay.ApplyConstraint(constraint); + mOvershootEffectColor = color; + if( mOvershootOverlay ) + { + mOvershootOverlay.SetColor( color ); + } +} - int effectOvershootPropertyIndex = mOvershootEffect.GetPropertyIndex(mOvershootEffect.GetOvershootPropertyName()); +void ItemView::SetOvershootEnabled( bool enable ) +{ Actor self = Self(); - constraint = Constraint::New( effectOvershootPropertyIndex, - Source( self, mPropertyOvershoot ), - EqualToConstraint() ); - mOvershootEffect.ApplyConstraint(constraint); + if( enable ) + { + Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX; + mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex ); + mOvershootOverlay.SetColor(mOvershootEffectColor); + mOvershootOverlay.SetParentOrigin(ParentOrigin::TOP_LEFT); + mOvershootOverlay.SetAnchorPoint(AnchorPoint::TOP_LEFT); + mOvershootOverlay.SetDrawMode(DrawMode::OVERLAY); + self.Add(mOvershootOverlay); + + Constraint constraint = Constraint::New( mOvershootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint ); + constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) ); + constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); + constraint.Apply(); + + mOvershootOverlay.SetSize(OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.width, OVERSHOOT_BOUNCE_ACTOR_DEFAULT_SIZE.height); + + constraint = Constraint::New( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint ); + constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) ); + constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) ); + constraint.Apply(); + + constraint = Constraint::New( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint ); + constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); + constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::SCROLL_DIRECTION ) ); + constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) ); + constraint.Apply(); + + constraint = Constraint::New( mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint ); + constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) ); + constraint.Apply(); + + constraint = Constraint::New( mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint() ); + constraint.AddSource( Source( mScrollPositionObject, ScrollConnector::OVERSHOOT ) ); + constraint.Apply(); + } + else + { + if( mOvershootOverlay ) + { + self.Remove(mOvershootOverlay); + mOvershootOverlay.Reset(); + } + } } float ItemView::CalculateScrollOvershoot() @@ -1555,11 +1571,11 @@ float ItemView::CalculateScrollOvershoot() 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) @@ -1575,17 +1591,85 @@ void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack) return; } - Actor self = Self(); - float currentOvershoot = self.GetProperty(mPropertyOvershoot); - float duration = DEFAULT_OVERSHOOT_ANIMATION_DURATION * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)); + if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0) + { + float currentOvershoot = mScrollPositionObject.GetProperty(ScrollConnector::OVERSHOOT); + float duration = 0.0f; - RemoveAnimation(mScrollOvershootAnimation); - mScrollOvershootAnimation = Animation::New(duration); - mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished); - mScrollOvershootAnimation.AnimateTo( Property(self, mPropertyOvershoot), overshootAmount, TimePeriod(0.0f, duration) ); - mScrollOvershootAnimation.Play(); + if (mOvershootOverlay) + { + 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(); + + mAnimatingOvershootOn = animatingOn; + } + else + { + mScrollPositionObject.SetProperty( ScrollConnector::OVERSHOOT, overshootAmount ); + } +} + +void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin ) +{ + if( parentOrigin != mItemsParentOrigin ) + { + mItemsParentOrigin = parentOrigin; + for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + { + iter->second.SetParentOrigin(parentOrigin); + } + } +} + +Vector3 ItemView::GetItemsParentOrigin() const +{ + return mItemsParentOrigin; +} + +void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint ) +{ + if( anchorPoint != mItemsAnchorPoint ) + { + mItemsAnchorPoint = anchorPoint; + for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + { + iter->second.SetAnchorPoint(anchorPoint); + } + } +} + +Vector3 ItemView::GetItemsAnchorPoint() const +{ + return mItemsAnchorPoint; +} + +void ItemView::GetItemsRange(ItemRange& range) +{ + 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 ) +{ + // Cancel scroll animation to prevent any fighting of setting the scroll position property. + RemoveAnimation(mScrollAnimation); - mAnimatingOvershootOn = animatingOn; + // Refresh the cache immediately when the scroll position is changed. + DoRefresh(position, false); // No need to cache extra items. } } // namespace Internal