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 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<float>(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<float>(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<float>(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<float>(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
*/
// Move the items to the new layout positions...
bool resizeAnimationNeeded(false);
-
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
{
unsigned int itemId = iter->first;
}
}
- ApplyConstraints(actor, *mActiveLayout, itemId, durationSeconds);
+ mActiveLayout->ApplyConstraints(actor, itemId, durationSeconds, mScrollPositionObject, Self() );
}
if (resizeAnimationNeeded)
moveMe = temp;
iter->second.RemoveConstraints();
- ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
+ mActiveLayout->ApplyConstraints(iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
}
// Create last item
mItemPool.insert( lastItem );
lastItem.second.RemoveConstraints();
- ApplyConstraints( lastItem.second, *mActiveLayout, lastItem.first, durationSeconds );
+ mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, durationSeconds, mScrollPositionObject, Self() );
}
else
{
else
{
iter->second.RemoveConstraints();
- ApplyConstraints( iter->second, *mActiveLayout, iter->first, durationSeconds );
+ mActiveLayout->ApplyConstraints( iter->second, iter->first, durationSeconds, mScrollPositionObject, Self() );
}
}
item.second.SetSize( size );
}
- ApplyConstraints( item.second, *mActiveLayout, item.first, durationSeconds );
+ mActiveLayout->ApplyConstraints( item.second, item.first, durationSeconds, mScrollPositionObject, Self() );
}
}
return false;
}
-void ItemView::ApplyConstraints(Actor& actor, ItemLayout& layout, unsigned int itemId, float duration)
-{
- ItemLayout::Vector3Function positionConstraint;
- if (layout.GetPositionConstraint(itemId, positionConstraint))
- {
- WrappedVector3Constraint wrapped(positionConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::QuaternionFunction rotationConstraint;
- if (layout.GetRotationConstraint(itemId, rotationConstraint))
- {
- WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
-
- Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::Vector3Function scaleConstraint;
- if (layout.GetScaleConstraint(itemId, scaleConstraint))
- {
- WrappedVector3Constraint wrapped(scaleConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- actor.ApplyConstraint(constraint);
- }
-
- ItemLayout::Vector4Function colorConstraint;
- if (layout.GetColorConstraint(itemId, colorConstraint))
- {
- WrappedVector4Constraint wrapped(colorConstraint, itemId);
-
- Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- // 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);
- }
-
- ItemLayout::BoolFunction visibilityConstraint;
- if (layout.GetVisibilityConstraint(itemId, visibilityConstraint))
- {
- WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
-
- Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
- Source( mScrollPositionObject, ScrollConnector::SCROLL_POSITION ),
- ParentSource( mPropertyScrollSpeed ),
- ParentSource( Actor::SIZE ),
- wrapped );
- constraint.SetApplyTime(duration);
- constraint.SetAlphaFunction(mDefaultAlphaFunction);
-
- // Release visibility constraints the same time as the color constraint
- constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
- constraint.SetRemoveAction(Dali::Constraint::Discard);
-
- actor.ApplyConstraint(constraint);
- }
-}
-
void ItemView::ReapplyAllConstraints( float durationSeconds )
{
for (ConstItemPoolIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
Actor actor = iter->second;
actor.RemoveConstraints();
- ApplyConstraints(actor, *mActiveLayout, id, durationSeconds);
+ mActiveLayout->ApplyConstraints(actor, id, durationSeconds, mScrollPositionObject, Self());
}
CalculateDomainSize(Self().GetCurrentSize());
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);
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);
self.SetProperty(mPropertyMinimumLayoutPosition, minLayoutPosition);
-
- ItemLayout::Vector3Function lastItemPositionConstraint;
- if (mActiveLayout->GetPositionConstraint(fabs(minLayoutPosition), lastItemPositionConstraint))
- {
- lastItemPosition = lastItemPositionConstraint(Vector3::ZERO, fabs(minLayoutPosition), 0.0f, layoutSize);
- }
+ lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
float domainSize;
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;
}
*/
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
+
+namespace
+{
+ const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
+
+ // Functors which wrap constraint functions with stored item IDs
+ struct WrappedQuaternionConstraint
+ {
+ WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
+ :mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedVector3Constraint
+ {
+ WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedVector4Constraint
+ {
+ WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedBoolConstraint
+ {
+ WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
+ unsigned int mItemId;
+ };
+
+} //Unnamed namespace
namespace Dali
{
{
ItemLayout::ItemLayout()
-: mOrientation(ControlOrientation::Up)
+: mOrientation(ControlOrientation::Up),
+ mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
{
}
float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
{
- ItemLayout::Vector3Function positionConstraint;
- Vector3 itemPosition = Vector3::ZERO;
- if (GetPositionConstraint(itemID, positionConstraint))
- {
- itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
- }
+ Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
Vector3 itemSize;
GetItemSize(itemID, layoutSize, itemSize);
Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
return GetScrollSpeedFactor();
}
+void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
+{
+ // This just implements the default behaviour of constraint application.
+ // Custom layouts can override this function to apply their custom constraints.
+ Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
+ if(itemView && scrollPositionObject)
+ {
+ ///!ToDo: Remove this once AlphaFunction in itemview is removed
+ if( itemView.GetDefaultAlphaFunction() != Constraint::DEFAULT_ALPHA_FUNCTION )
+ {
+ mAlphaFunction = itemView.GetDefaultAlphaFunction();
+ }
+
+ Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
+ Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
+
+ ItemLayout::Vector3Function positionConstraint;
+ if (GetPositionConstraint(itemId, positionConstraint))
+ {
+ WrappedVector3Constraint wrapped(positionConstraint, itemId);
+ Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::QuaternionFunction rotationConstraint;
+ if (GetRotationConstraint(itemId, rotationConstraint))
+ {
+ WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::Vector3Function scaleConstraint;
+ if (GetScaleConstraint(itemId, scaleConstraint))
+ {
+ WrappedVector3Constraint wrapped(scaleConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::Vector4Function colorConstraint;
+ if (GetColorConstraint(itemId, colorConstraint))
+ {
+ WrappedVector4Constraint wrapped(colorConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ // 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);
+ }
+
+ ItemLayout::BoolFunction visibilityConstraint;
+ if (GetVisibilityConstraint(itemId, visibilityConstraint))
+ {
+ WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
+
+ Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ // Release visibility constraints the same time as the color constraint
+ constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
+ constraint.SetRemoveAction(Dali::Constraint::Discard);
+
+ actor.ApplyConstraint(constraint);
+ }
+ }
+}
+
+Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
+{
+ Vector3 itemPosition = Vector3::ZERO;
+
+ ItemLayout::Vector3Function positionConstraint;
+ if (GetPositionConstraint(itemID, positionConstraint))
+ {
+ itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
+ }
+
+ return itemPosition;
+}
+
+void ItemLayout::SetAlphaFunction(AlphaFunction func)
+{
+ mAlphaFunction = func;
+}
+
+AlphaFunction ItemLayout::GetAlphaFunction() const
+{
+ return mAlphaFunction;
+}
+
+
} // namespace Toolkit
} // namespace Dali