namespace
{
-const unsigned int TOTAL_ITEM_NUMBER = 100;
+const unsigned int TOTAL_ITEM_NUMBER = 400;
const char* TEST_IMAGE_FILE_NAME = "gallery_image_01.jpg";
const int RENDER_FRAME_INTERVAL = 16; ///< Duration of each frame in ms. (at approx 60FPS)
// Remove the item with ID 2
view.RemoveItem(2, 0.0f);
- // Get the new item given the item ID 2
+ // Get the new item given the item ID 2 and 3
Actor newItemActorID2 = view.GetItem(2);
+ Actor newItemActorID3 = view.GetItem(3);
// Check the original item with item ID 2 was deleted and now item ID 2 represents the original item with ID 3
DALI_TEST_CHECK(view.GetItemId(newItemActorID2) == 2);
DALI_TEST_CHECK(oldItemActorID2 != newItemActorID2);
- DALI_TEST_CHECK(newItemActorID2 = oldItemActorID3);
+ DALI_TEST_CHECK(newItemActorID2 == oldItemActorID3);
+
+ // scroll to the end of item view
+ view.ScrollToItem(TOTAL_ITEM_NUMBER - 1, 0.00f);
+
+ application.SendNotification();
+ application.Render(0);
+
+ // Refresh the item view
+ view.Refresh();
+
+ Actor itemActorID390 = view.GetItem(390);
+ DALI_TEST_CHECK(view.GetItemId(itemActorID390) == 390);
+
+ // Remove the item with ID 2 (which is now before the current item range)
+ view.RemoveItem(2, 0.0f);
+
+ // Check the original item with item ID 2 was deleted and now item ID 389 represents the original item with ID 390
+ DALI_TEST_CHECK(view.GetItemId(itemActorID390) == 389);
+ DALI_TEST_CHECK(view.GetItem(389) == itemActorID390);
+
END_TEST;
}
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a depth layout and add it to ItemView
- ItemLayoutPtr depthLayout = DefaultItemLayout::New( DefaultItemLayout::DEPTH);
- depthLayout->SetOrientation(ControlOrientation::Left);
- view.AddLayout(*depthLayout);
+ // Create a grid layout and add it to ItemView
+ ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID);
+ gridLayout->SetOrientation(ControlOrientation::Left);
+ view.AddLayout(*gridLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
- view.ActivateLayout(0, stageSize, 0.5f);
+ view.ActivateLayout(0, stageSize, 0.0f);
- // Get the item given the item ID
+ // Get the specified item where new item to be inserted before that
Actor itemActor = view.GetItem(2);
ItemId id = view.GetItemId( itemActor );
Actor newActor = Actor::New();
- view.InsertItem(Item(id, newActor), 0.5f);
+ view.InsertItem(Item(id, newActor), 0.0f);
DALI_TEST_CHECK(view.GetItem(2) == newActor);
+
+ DALI_TEST_CHECK(view.GetItemId(itemActor) == 3);
+ DALI_TEST_CHECK(view.GetItem(3) == itemActor);
+
+ // scroll to the end of item view
+ view.ScrollToItem(TOTAL_ITEM_NUMBER - 1, 0.00f);
+
+ application.SendNotification();
+ application.Render(0);
+
+ // Refresh the item view
+ view.Refresh();
+
+ Actor itemActorID390 = view.GetItem(390);
+ DALI_TEST_CHECK(view.GetItemId(itemActorID390) == 390);
+
+ // Insert the item with ID 2 (which is now before the current item range)
+ Actor anotherNewActor = Actor::New();
+ view.InsertItem(Item(id, anotherNewActor), 0.0f);
+
+ // Check that item ID 391 now represents the original item with ID 390
+ DALI_TEST_CHECK(view.GetItemId(itemActorID390) == 391);
+ DALI_TEST_CHECK(view.GetItem(391) == itemActorID390);
+
END_TEST;
}
unsigned int itemCount = view.GetChildCount();
+ // Get the specified item where new items to be inserted before that
+ Actor itemActor = view.GetItem(1);
+
+ // Check we are getting the correct Item ID given the specified item
+ DALI_TEST_CHECK(view.GetItemId(itemActor) == 1);
+
ItemContainer insertList;
- for( unsigned int i = 0u; i < 10; ++i )
+ for( unsigned int i = 1u; i < 11; ++i )
{
Actor child = view.GetChildAt( i );
Actor newActor = Actor::New();
DALI_TEST_CHECK(view.GetChildCount() == itemCount + 10);
+ // Check that new items are inserted in the correct positions
+ DALI_TEST_CHECK(view.GetItemId(itemActor) == 11);
+ DALI_TEST_CHECK(view.GetItem(11) == itemActor);
+
ItemIdContainer removeList;
for( unsigned int i = 0u; i < view.GetChildCount(); ++i )
}
DALI_TEST_CHECK(view.GetChildCount() == itemCount);
+
+ // Check that new items are removed correctly so that we are getting the correct Item ID given the specified item
+ DALI_TEST_CHECK(view.GetItemId(itemActor) == 1);
+ DALI_TEST_CHECK(view.GetItem(1) == itemActor);
+
END_TEST;
}
Actor newActor = Actor::New();
- view.ReplaceItem( Item( 0, newActor ), 0.5f );
+ view.ReplaceItem( Item( 5, newActor ), 0.5f );
+
+ DALI_TEST_CHECK(view.GetItem(5) == newActor);
- DALI_TEST_CHECK(view.GetItem(0) == newActor);
END_TEST;
}
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/common/set-wrapper.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/wheel-event.h>
#include <dali/public-api/events/touch-data.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
using std::string;
-using std::set;
using namespace Dali;
namespace // Unnamed namespace
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
// 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;
{
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();
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 );
}
{
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;
{
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 )
{
Vector3 layoutSize = Self().GetCurrentSize();
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 );
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;
}
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;
}
// 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() );
Vector3 layoutSize = Self().GetCurrentSize();
// Insert from lowest id to highest
- std::set<Item> 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<Item>::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;
// 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 );
}
bool actorsReordered( false );
// Remove from highest id to lowest
- set<ItemId> sortedItems;
- for( ConstItemIdIter iter = itemIds.begin(); itemIds.end() != iter; ++iter )
- {
- sortedItems.insert( *iter );
- }
+ ItemIdContainer sortedItems(itemIds);
+ std::sort( sortedItems.begin(), sortedItems.end() );
- for( set<ItemId>::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
+ for( ItemIdContainer::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
{
if( RemoveActor( *iter ) )
{
{
bool reordered( false );
- ItemPoolIter removeIter = mItemPool.find( itemId );
+ ItemIter removeIter = FindItemById( mItemPool, itemId );
if( removeIter != mItemPool.end() )
{
ReleaseActor(itemId, removeIter->second);
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();
}
// 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
{
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);
}
else
{
- mItemPool.insert( replacementItem );
+ InsertToItemContainer( mItemPool, replacementItem );
}
CalculateDomainSize( layoutSize );
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;
{
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
{
{
mAddingItems = true;
- if( mItemPool.end() == mItemPool.find( itemId ) )
+ if( mItemPool.end() == FindItemById( mItemPool, itemId ) )
{
Actor actor = mItemFactory.NewItem( itemId );
{
Item newItem( itemId, actor );
- mItemPool.insert( newItem );
+ InsertToItemContainer( mItemPool, newItem );
SetupActor( newItem, layoutSize );
Self().Add( actor );
{
Vector3 layoutSize = Self().GetCurrentSize();
- 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;
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);
}
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);
}