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=c442fb88e9e019b5b82a26e06106353357d2279d;hp=a5741ab13c95e056941a30896060495b03c326f9;hb=ca99959003c0445d5afb437e2be26361dff51623;hpb=0e462103c222ad05916840bc7d7c902cf5fc82a1 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 old mode 100755 new mode 100644 index a5741ab..c442fb8 --- a/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp +++ b/dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -25,27 +25,24 @@ #include #include -#include -#include +#include #include -#include +#include #include #include #include // INTERNAL INCLUDES -#include +#include #include #include -#include -#include +#include #include #include #include #include using std::string; -using std::set; using namespace Dali; namespace // Unnamed namespace @@ -69,6 +66,8 @@ 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; +const unsigned int OVERSHOOT_SIZE_CONSTRAINT_TAG(42); + /** * Local helper to convert pan distance (in actor coordinates) to the layout-specific scrolling direction */ @@ -259,7 +258,7 @@ DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "minimumSwipeDistance", FLO DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "wheelScrollDistanceStep", FLOAT, WHEEL_SCROLL_DISTANCE_STEP ) DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "snapToItemEnabled", BOOLEAN, SNAP_TO_ITEM_ENABLED ) DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "refreshInterval", FLOAT, REFRESH_INTERVAL ) -DALI_DEVEL_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout", ARRAY, LAYOUT ) +DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout", ARRAY, LAYOUT ) DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layoutPosition", FLOAT, LAYOUT_POSITION) @@ -278,17 +277,42 @@ DALI_ACTION_REGISTRATION( Toolkit, ItemView, "disableRefresh", DALI_TYPE_REGISTRATION_END() -bool FindById( const ItemContainer& items, ItemId id ) +const ItemIter FindItemById( ItemContainer& items, ItemId id ) { - for( ConstItemIter iter = items.begin(); items.end() != iter; ++iter ) + for( ItemIter iter = items.begin(); items.end() != iter; ++iter ) { if( iter->first == id ) { - return true; + return iter; } } - return false; + return items.end(); +} + +void InsertToItemContainer( ItemContainer& items, Item item ) +{ + if( items.end() == FindItemById( items, item.first ) ) + { + ItemIter iterToInsert = std::lower_bound( items.begin(), items.end(), item ); + items.insert( iterToInsert, item ); + } +} + + +/** + * Helper to apply size constraint to mOvershootOverlay + * @param[in] overshootOverlay The overshootOverlay actor + * @param[in] The required height + */ +void ApplyOvershootSizeConstraint( Actor overshootOverlay, float height ) +{ + Constraint constraint = Constraint::New( overshootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint( height ) ); + constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::SCROLL_DIRECTION ) ); + constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) ); + constraint.AddSource( ParentSource( Dali::Actor::Property::SIZE ) ); + constraint.SetTag( OVERSHOOT_SIZE_CONSTRAINT_TAG ); + constraint.Apply(); } } // unnamed namespace @@ -309,7 +333,7 @@ Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory) } ItemView::ItemView(ItemFactory& factory) -: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS | REQUIRES_WHEEL_EVENTS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ), +: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ), mItemFactory(factory), mItemsParentOrigin(ParentOrigin::CENTER), mItemsAnchorPoint(AnchorPoint::CENTER), @@ -323,7 +347,7 @@ ItemView::ItemView(ItemFactory& factory) mScrollDistance(0.0f), mScrollSpeed(0.0f), mScrollOvershoot(0.0f), - mGestureState(Gesture::Clear), + mGestureState(GestureState::CLEAR), mAnimatingOvershootOn(false), mAnimateOvershootOff(false), mAnchoringEnabled(false), @@ -343,13 +367,16 @@ void ItemView::OnInitialize() Vector2 stageSize = Stage::GetCurrent().GetSize(); mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION; - self.TouchSignal().Connect( this, &ItemView::OnTouch ); - EnableGestureDetection(Gesture::Type(Gesture::Pan)); + self.TouchedSignal().Connect( this, &ItemView::OnTouch ); + EnableGestureDetection(GestureType::Value(GestureType::PAN)); mWheelEventFinishedTimer = Timer::New( WHEEL_EVENT_FINISHED_TIME_OUT ); mWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnWheelEventFinished ); SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS); + + // Connect wheel event + self.WheelEventSignal().Connect( this, &ItemView::OnWheelEvent ); } ItemView::~ItemView() @@ -390,7 +417,7 @@ ItemLayoutPtr ItemView::GetActiveLayout() const float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const { - return Self().GetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast( itemId ); + return Self().GetCurrentProperty< float >( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast( itemId ); } void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds) @@ -402,7 +429,7 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz Actor self = Self(); // The ItemView size should match the active layout size - self.SetSize(targetSize); + self.SetProperty( Actor::Property::SIZE, targetSize); mActiveLayoutTargetSize = targetSize; // Switch to the new layout @@ -410,7 +437,7 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz // Move the items to the new layout positions... - for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { unsigned int itemId = iter->first; Actor actor = iter->second; @@ -422,7 +449,7 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz Vector3 size; mActiveLayout->GetItemSize( itemId, targetSize, size ); - actor.SetSize( size.GetVectorXY() ); + actor.SetProperty( Actor::Property::SIZE, size.GetVectorXY() ); } // Refresh the new layout @@ -477,7 +504,7 @@ void ItemView::DeactivateCurrentLayout() { if (mActiveLayout) { - for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { Actor actor = iter->second; actor.RemoveConstraints(); @@ -504,7 +531,7 @@ void ItemView::OnRefreshNotification(PropertyNotification& source) void ItemView::Refresh() { - for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) + for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) { ReleaseActor( iter->first, iter->second ); } @@ -519,7 +546,7 @@ void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra) { ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/); RemoveActorsOutsideRange( range ); - AddActorsWithinRange( range, Self().GetCurrentSize() ); + AddActorsWithinRange( range, Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) ); mScrollUpdatedSignal.Emit( Vector2(0.0f, currentLayoutPosition) ); } @@ -605,10 +632,13 @@ Actor ItemView::GetItem(unsigned int itemId) const { Actor actor; - ConstItemPoolIter iter = mItemPool.find( itemId ); - if( iter != mItemPool.end() ) + for ( ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) { - actor = iter->second; + if( iter->first == itemId ) + { + actor = iter->second; + break; + } } return actor; @@ -618,7 +648,7 @@ unsigned int ItemView::GetItemId( Actor actor ) const { unsigned int itemId( 0 ); - for ( ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) + for ( ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter ) { if( iter->second == actor ) { @@ -633,12 +663,12 @@ unsigned int ItemView::GetItemId( Actor actor ) const void ItemView::InsertItem( Item newItem, float durationSeconds ) { mAddingItems = true; - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); Actor displacedActor; - ItemPoolIter afterDisplacedIter = mItemPool.end(); + ItemIter afterDisplacedIter = mItemPool.end(); - ItemPoolIter foundIter = mItemPool.find( newItem.first ); + ItemIter foundIter = FindItemById( mItemPool, newItem.first ); if( mItemPool.end() != foundIter ) { SetupActor( newItem, layoutSize ); @@ -652,12 +682,12 @@ void ItemView::InsertItem( Item newItem, float durationSeconds ) else { // Inserting before the existing item range? - ItemPoolIter iter = mItemPool.begin(); + ItemIter iter = mItemPool.begin(); if( iter != mItemPool.end() && iter->first > newItem.first ) { displacedActor = iter->second; - mItemPool.erase( iter++ ); // iter is still valid after the erase + iter = mItemPool.erase( iter ); // iter is still valid after the erase afterDisplacedIter = iter; } @@ -666,7 +696,7 @@ void ItemView::InsertItem( Item newItem, float durationSeconds ) if( displacedActor ) { // Move the existing actors to make room - for( ItemPoolIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter ) + for( ItemIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter ) { Actor temp = iter->second; iter->second = displacedActor; @@ -677,12 +707,12 @@ void ItemView::InsertItem( Item newItem, float durationSeconds ) } // Create last item - ItemPool::reverse_iterator lastIter = mItemPool.rbegin(); + ItemContainer::reverse_iterator lastIter = mItemPool.rbegin(); if ( lastIter != mItemPool.rend() ) { ItemId lastId = lastIter->first; Item lastItem( lastId + 1, displacedActor ); - mItemPool.insert( lastItem ); + InsertToItemContainer( mItemPool, lastItem ); lastItem.second.RemoveConstraints(); mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, layoutSize, Self() ); @@ -697,27 +727,24 @@ void ItemView::InsertItem( Item newItem, float durationSeconds ) void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds ) { mAddingItems = true; - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); // Insert from lowest id to highest - std::set sortedItems; - for( ConstItemIter iter = newItems.begin(); newItems.end() != iter; ++iter ) - { - sortedItems.insert( *iter ); - } + ItemContainer sortedItems(newItems); + std::sort( sortedItems.begin(), sortedItems.end() ); - for( std::set::iterator iter = sortedItems.begin(); sortedItems.end() != iter; ++iter ) + for( ItemIter iter = sortedItems.begin(); sortedItems.end() != iter; ++iter ) { Self().Add( iter->second ); - ItemPoolIter foundIter = mItemPool.find( iter->first ); + ItemIter foundIter = FindItemById( mItemPool, 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 ) + for( ItemIter iter = ++foundIter; mItemPool.end() != iter; ++iter ) { Actor temp = iter->second; iter->second = moveMe; @@ -727,19 +754,19 @@ void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds // Create last item ItemId lastId = mItemPool.rbegin()->first; Item lastItem( lastId + 1, moveMe ); - mItemPool.insert( lastItem ); + InsertToItemContainer( mItemPool, lastItem ); } else { - mItemPool.insert( *iter ); + InsertToItemContainer( mItemPool, *iter ); } } // Relayout everything - for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { // If newly inserted - if( FindById( newItems, iter->first ) ) + if( std::binary_search( sortedItems.begin(), sortedItems.end(), *iter ) ) { SetupActor( *iter, layoutSize ); } @@ -771,13 +798,10 @@ void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSecond bool actorsReordered( false ); // Remove from highest id to lowest - set sortedItems; - for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter ) - { - sortedItems.insert( *iter ); - } + ItemIdContainer sortedItems(itemIds); + std::sort( sortedItems.begin(), sortedItems.end() ); - for( set::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter ) + for( ItemIdContainer::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter ) { if( RemoveActor( *iter ) ) { @@ -797,7 +821,7 @@ bool ItemView::RemoveActor(unsigned int itemId) { bool reordered( false ); - ItemPoolIter removeIter = mItemPool.find( itemId ); + ItemIter removeIter = FindItemById( mItemPool, itemId ); if( removeIter != mItemPool.end() ) { ReleaseActor(itemId, removeIter->second); @@ -805,12 +829,12 @@ bool ItemView::RemoveActor(unsigned int itemId) else { // Removing before the existing item range? - ItemPoolIter iter = mItemPool.begin(); + ItemIter 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()) ); + InsertToItemContainer( mItemPool, Item(iter->first - 1, Actor()) ); removeIter = mItemPool.begin(); } @@ -826,11 +850,11 @@ bool ItemView::RemoveActor(unsigned int itemId) // 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) + for (ItemIter iter = removeIter; iter != mItemPool.end(); ++iter) { if( iter->first < mItemPool.rbegin()->first ) { - iter->second = mItemPool[ iter->first + 1 ]; + iter->second = ( iter + 1 )->second; } else { @@ -846,12 +870,12 @@ bool ItemView::RemoveActor(unsigned int itemId) void ItemView::ReplaceItem( Item replacementItem, float durationSeconds ) { mAddingItems = true; - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); SetupActor( replacementItem, layoutSize ); Self().Add( replacementItem.second ); - const ItemPoolIter iter = mItemPool.find( replacementItem.first ); + const ItemIter iter = FindItemById( mItemPool, replacementItem.first ); if( mItemPool.end() != iter ) { ReleaseActor(iter->first, iter->second); @@ -859,7 +883,7 @@ void ItemView::ReplaceItem( Item replacementItem, float durationSeconds ) } else { - mItemPool.insert( replacementItem ); + InsertToItemContainer( mItemPool, replacementItem ); } CalculateDomainSize( layoutSize ); @@ -878,7 +902,7 @@ void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durati void ItemView::RemoveActorsOutsideRange( ItemRange range ) { // Remove unwanted actors from the ItemView & ItemPool - for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ) + for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ) { unsigned int current = iter->first; @@ -886,7 +910,7 @@ void ItemView::RemoveActorsOutsideRange( ItemRange range ) { ReleaseActor(iter->first, iter->second); - mItemPool.erase( iter++ ); // erase invalidates the return value of post-increment; iter remains valid + iter = mItemPool.erase( iter ); // iter is still valid after the erase } else { @@ -917,14 +941,14 @@ void ItemView::AddActorsWithinRange( ItemRange range, const Vector3& layoutSize // Total number of items may change dynamically. // Always recalculate the domain size to reflect that. - CalculateDomainSize(Self().GetCurrentSize()); + CalculateDomainSize(Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE )); } void ItemView::AddNewActor( unsigned int itemId, const Vector3& layoutSize ) { mAddingItems = true; - if( mItemPool.end() == mItemPool.find( itemId ) ) + if( mItemPool.end() == FindItemById( mItemPool, itemId ) ) { Actor actor = mItemFactory.NewItem( itemId ); @@ -932,7 +956,7 @@ void ItemView::AddNewActor( unsigned int itemId, const Vector3& layoutSize ) { Item newItem( itemId, actor ); - mItemPool.insert( newItem ); + InsertToItemContainer( mItemPool, newItem ); SetupActor( newItem, layoutSize ); Self().Add( actor ); @@ -944,14 +968,14 @@ void ItemView::AddNewActor( unsigned int itemId, const Vector3& layoutSize ) void ItemView::SetupActor( Item item, const Vector3& layoutSize ) { - item.second.SetParentOrigin( mItemsParentOrigin ); - item.second.SetAnchorPoint( mItemsAnchorPoint ); + item.second.SetProperty( Actor::Property::PARENT_ORIGIN, mItemsParentOrigin ); + item.second.SetProperty( Actor::Property::ANCHOR_POINT, mItemsAnchorPoint ); if( mActiveLayout ) { Vector3 size; mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size ); - item.second.SetSize( size.GetVectorXY() ); + item.second.SetProperty( Actor::Property::SIZE, size.GetVectorXY() ); mActiveLayout->ApplyConstraints( item.second, item.first, layoutSize, Self() ); } @@ -1001,14 +1025,14 @@ void ItemView::OnChildAdd(Actor& child) Scrollable::OnChildAdd( child ); } -bool ItemView::OnWheelEvent(const WheelEvent& event) +bool ItemView::OnWheelEvent(Actor actor, const WheelEvent& event) { // Respond the wheel event to scroll if (mActiveLayout) { Actor self = Self(); - const Vector3 layoutSize = Self().GetCurrentSize(); - float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.z * mWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor()); + const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); + float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.GetDelta() * mWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor()); float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout); self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition ); @@ -1054,9 +1078,9 @@ bool ItemView::OnWheelEventFinished() void ItemView::ReapplyAllConstraints() { - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); - for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { unsigned int id = iter->first; Actor actor = iter->second; @@ -1068,12 +1092,12 @@ void ItemView::ReapplyAllConstraints() void ItemView::OnItemsRemoved() { - CalculateDomainSize(Self().GetCurrentSize()); + CalculateDomainSize(Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE )); // Adjust scroll-position after an item is removed if( mActiveLayout ) { - float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize(), *mActiveLayout); + float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), *mActiveLayout); Self().SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition ); } } @@ -1093,7 +1117,7 @@ float ItemView::ClampFirstItemPosition( float targetPosition, const Vector3& tar return clamppedPosition; } -bool ItemView::OnTouch( Actor actor, const TouchData& touch ) +bool ItemView::OnTouch( Actor actor, const TouchEvent& touch ) { // Ignore events with multiple-touch points if (touch.GetPointCount() != 1) @@ -1104,7 +1128,7 @@ bool ItemView::OnTouch( Actor actor, const TouchData& touch ) if ( touch.GetState( 0 ) == PointState::DOWN ) { // Cancel ongoing scrolling etc. - mGestureState = Gesture::Clear; + mGestureState = GestureState::CLEAR; mScrollDistance = 0.0f; mScrollSpeed = 0.0f; @@ -1121,28 +1145,28 @@ bool ItemView::OnTouch( Actor actor, const TouchData& touch ) RemoveAnimation(mScrollAnimation); } - return true; // consume since we're potentially scrolling + return false; // Do not consume as we're potentially scrolling (detecting pan gestures) } void ItemView::OnPan( const PanGesture& gesture ) { Actor self = Self(); - const Vector3 layoutSize = Self().GetCurrentSize(); + const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); RemoveAnimation(mScrollAnimation); // Short-circuit if there is no active layout if (!mActiveLayout) { - mGestureState = Gesture::Clear; + mGestureState = GestureState::CLEAR; return; } - mGestureState = gesture.state; + mGestureState = gesture.GetState(); switch (mGestureState) { - case Gesture::Finished: + case GestureState::FINISHED: { // Swipe Detection if (fabsf(mScrollDistance) > mMinimumSwipeDistance && @@ -1172,10 +1196,12 @@ void ItemView::OnPan( const PanGesture& gesture ) mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT ); mIsFlicking = true; + // Check whether it has already scrolled to the end - if(fabs(currentLayoutPosition - firstItemScrollPosition) > Math::MACHINE_EPSILON_0) + if( fabs(currentLayoutPosition - firstItemScrollPosition) < Math::MACHINE_EPSILON_0 ) { - AnimateScrollOvershoot(0.0f); + AnimateScrollOvershoot( 0.0f ); + RemoveAnimation( mScrollAnimation ); } } @@ -1195,16 +1221,17 @@ void ItemView::OnPan( const PanGesture& gesture ) } break; - case Gesture::Started: // Fall through + case GestureState::STARTED: // Fall through { mTotalPanDisplacement = Vector2::ZERO; mScrollStartedSignal.Emit(GetCurrentScrollPosition()); mRefreshEnabled = true; } - case Gesture::Continuing: + case GestureState::CONTINUING: { - mScrollDistance = CalculateScrollDistance(gesture.displacement, *mActiveLayout); + const Vector2& displacement = gesture.GetDisplacement(); + mScrollDistance = CalculateScrollDistance(displacement, *mActiveLayout); 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. @@ -1214,7 +1241,7 @@ void ItemView::OnPan( const PanGesture& gesture ) float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout); - float currentOvershoot = self.GetProperty(Toolkit::ItemView::Property::OVERSHOOT); + float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT ); self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition ); @@ -1223,7 +1250,7 @@ void ItemView::OnPan( const PanGesture& gesture ) ( firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) && currentOvershoot > -1.0f ) ) { - mTotalPanDisplacement += gesture.displacement; + mTotalPanDisplacement += displacement; } mScrollOvershoot = CalculateScrollOvershoot(); @@ -1254,7 +1281,7 @@ void ItemView::OnPan( const PanGesture& gesture ) } break; - case Gesture::Cancelled: + case GestureState::CANCELLED: { mScrollAnimation = DoAnchoring(); } @@ -1300,7 +1327,7 @@ Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::Key } } float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) ); - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); if(!nextFocusActor) { // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item @@ -1319,7 +1346,7 @@ void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor) { int nextItemID = GetItemId(commitedFocusableActor); float layoutPosition = GetCurrentLayoutPosition(0); - Vector3 layoutSize = Self().GetCurrentSize(); + Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize); ScrollTo(Vector2(0.0f, scrollTo), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION); @@ -1394,7 +1421,7 @@ void ItemView::OnOvershootOnFinished(Animation& animation) void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds) { Actor self = Self(); - const Vector3 layoutSize = Self().GetCurrentSize(); + const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout); if(durationSeconds > 0.0f) @@ -1480,12 +1507,12 @@ float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSiz Vector2 ItemView::GetCurrentScrollPosition() const { - return Vector2(0.0f, GetScrollPosition(GetCurrentLayoutPosition(0), Self().GetCurrentSize())); + return Vector2(0.0f, GetScrollPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ))); } void ItemView::AddOverlay(Actor actor) { - actor.SetDrawMode( DrawMode::OVERLAY_2D ); + actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D ); Self().Add(actor); } @@ -1497,7 +1524,7 @@ void ItemView::RemoveOverlay(Actor actor) void ItemView::ScrollTo(const Vector2& position, float duration) { Actor self = Self(); - const Vector3 layoutSize = Self().GetCurrentSize(); + const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout); @@ -1519,12 +1546,24 @@ void ItemView::ScrollTo(const Vector2& position, float duration) mRefreshEnabled = true; } +void ItemView::SetOvershootSize( const Vector2& size ) +{ + mOvershootSize = size; + + if( mOvershootOverlay ) + { + // Remove old & add new size constraint + mOvershootOverlay.RemoveConstraints( OVERSHOOT_SIZE_CONSTRAINT_TAG ); + ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height ); + } +} + void ItemView::SetOvershootEffectColor( const Vector4& color ) { mOvershootEffectColor = color; if( mOvershootOverlay ) { - mOvershootOverlay.SetColor( color ); + mOvershootOverlay.SetProperty( Actor::Property::COLOR, color ); } } @@ -1537,21 +1576,15 @@ void ItemView::EnableScrollOvershoot( bool 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_2D ); + mOvershootOverlay.SetProperty( Actor::Property::COLOR,mOvershootEffectColor); + mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT ); + mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT); + mOvershootOverlay.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D ); self.Add(mOvershootOverlay); - Constraint constraint = Constraint::New( 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(mOvershootSize.width, mOvershootSize.height); + ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height ); - constraint = Constraint::New( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint ); + Constraint constraint = Constraint::New( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint ); constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) ); constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) ); constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) ); @@ -1594,7 +1627,7 @@ float ItemView::CalculateScrollOvershoot() Actor self = Self(); float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor(); float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance; - float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentSize()); + float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE )); self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition)); float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta)); overshoot = positionDelta - clamppedPosition; @@ -1620,12 +1653,12 @@ void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack) if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0) { - float currentOvershoot = self.GetProperty(Toolkit::ItemView::Property::OVERSHOOT); + float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT ); float duration = 0.0f; if (mOvershootOverlay) { - duration = mOvershootOverlay.GetCurrentSize().height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed; + duration = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed; } // Mark the animation as in progress to prevent manual property sets overwriting it. @@ -1648,9 +1681,9 @@ void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin ) if( parentOrigin != mItemsParentOrigin ) { mItemsParentOrigin = parentOrigin; - for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { - iter->second.SetParentOrigin(parentOrigin); + iter->second.SetProperty( Actor::Property::PARENT_ORIGIN,parentOrigin ); } } } @@ -1665,9 +1698,9 @@ void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint ) if( anchorPoint != mItemsAnchorPoint ) { mItemsAnchorPoint = anchorPoint; - for (ItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) + for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter) { - iter->second.SetAnchorPoint(anchorPoint); + iter->second.SetProperty( Actor::Property::ANCHOR_POINT,anchorPoint); } } } @@ -1725,27 +1758,32 @@ void ItemView::SetProperty( BaseObject* object, Property::Index index, const Pro itemViewImpl.SetMinimumSwipeSpeed( value.Get() ); break; } + case Toolkit::ItemView::Property::MINIMUM_SWIPE_DISTANCE: { itemViewImpl.SetMinimumSwipeDistance( value.Get() ); break; } + case Toolkit::ItemView::Property::WHEEL_SCROLL_DISTANCE_STEP: { itemViewImpl.SetWheelScrollDistanceStep( value.Get() ); break; } + case Toolkit::ItemView::Property::SNAP_TO_ITEM_ENABLED: { itemViewImpl.SetAnchoring( value.Get() ); break; } + case Toolkit::ItemView::Property::REFRESH_INTERVAL: { itemViewImpl.SetRefreshInterval( value.Get() ); break; } - case Toolkit::DevelItemView::Property::LAYOUT: + + case Toolkit::ItemView::Property::LAYOUT: { // Get a Property::Array from the property if possible. Property::Array layoutArray; @@ -1800,6 +1838,7 @@ void ItemView::SetLayoutArray( const Property::Array& layouts ) { Internal::DepthLayoutPtr depthLayout = Internal::DepthLayout::New(); (*depthLayout).SetLayoutProperties(*layout); + (*depthLayout).SetDepthLayoutProperties(*layout); AddLayout(*depthLayout); break; } @@ -1807,6 +1846,7 @@ void ItemView::SetLayoutArray( const Property::Array& layouts ) { Internal::GridLayoutPtr gridLayout = Internal::GridLayout::New(); (*gridLayout).SetLayoutProperties(*layout); + (*gridLayout).SetGridLayoutProperties(*layout); AddLayout(*gridLayout); break; } @@ -1815,6 +1855,7 @@ void ItemView::SetLayoutArray( const Property::Array& layouts ) Internal::GridLayoutPtr listLayout = Internal::GridLayout::New(); listLayout->SetNumberOfColumns( 1 ); (*listLayout).SetLayoutProperties(*layout); + (*listLayout).SetGridLayoutProperties(*layout); AddLayout(*listLayout); break; } @@ -1822,6 +1863,7 @@ void ItemView::SetLayoutArray( const Property::Array& layouts ) { Internal::SpiralLayoutPtr spiralLayout = Internal::SpiralLayout::New(); (*spiralLayout).SetLayoutProperties(*layout); + (*spiralLayout).SetSpiralLayoutProperties(*layout); AddLayout(*spiralLayout); break; } @@ -1849,33 +1891,37 @@ Property::Value ItemView::GetProperty( BaseObject* object, Property::Index index value = itemViewImpl.GetMinimumSwipeSpeed(); break; } + case Toolkit::ItemView::Property::MINIMUM_SWIPE_DISTANCE: { value = itemViewImpl.GetMinimumSwipeDistance(); break; } + case Toolkit::ItemView::Property::WHEEL_SCROLL_DISTANCE_STEP: { value = itemViewImpl.GetWheelScrollDistanceStep(); break; } + case Toolkit::ItemView::Property::SNAP_TO_ITEM_ENABLED: { value = itemViewImpl.GetAnchoring(); break; } + case Toolkit::ItemView::Property::REFRESH_INTERVAL: { value = itemViewImpl.GetRefreshInterval(); break; } - case Toolkit::DevelItemView::Property::LAYOUT: + + case Toolkit::ItemView::Property::LAYOUT: { Property::Array layouts= itemViewImpl.GetLayoutArray(); value = layouts; break; } - } }