The Dali::Toolkit::ItemView class is a scrollable container that can contain many items. It provides several scrollable layouts, as illustrated in the following figure.

Figure: ItemView layouts

Grid Spiral Depth
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You can also create your own custom layout by inheriting from the Dali::Toolkit::ItemLayout class.

In this tutorial, the following subjects are covered:

ItemView events
Implementing ItemFactory
Creating an ItemView
ItemView Properties

ItemView events

The following table lists the basic signals provided by the Dali::Toolkit::ItemView class.

Table: Dali::Toolkit::ItemView input signals

Input signal Description
LayoutActivatedSignal() Emitted when layout activation is finished.

Implementing ItemFactory

To create a Dali::Toolkit::ItemView instance, you must create your own ItemFactory class by deriving from the Dali::Toolkit::ItemFactory class and providing its instance to the ItemView::New() function. ItemFactory is an abstract class having 2 pure virtual member functions to create items and get the number of created items. The following basic example shows how to implement an ItemFactory class:

class MyFactory : public ItemFactory
    virtual unsigned int GetNumberOfItems()
      // Return the number of items
      return MY_ITEM_COUNT;

    virtual Actor NewItem( unsigned int itemId )
      // Create the actor representing
      // the item based on the itemId
      return ImageView::New( MY_IMAGE_PATHS[itemId] );

The overridden functions in the derived class are called by the ItemView object.

Creating an ItemView

The following basic example shows how to create a Dali::Toolkit::ItemView object:

class HelloWorldExample : public ConnectionTracker
  // Store a factory as a member variable
  MyFactory mFactory;

void HelloWorldExample::Create( Application& application )
  // Create an ItemView with the factory
  ItemView itemView = ItemView::New( mFactory );
  itemView.SetParentOrigin( ParentOrigin::CENTER );

  // Create a layout
  ItemLayoutPtr spiralLayout = DefaultItemLayout::New( DefaultItemLayout::SPIRAL );

  // Add the layout to the itemView
  itemView.AddLayout( *spiralLayout );
  // More layouts can be created and added to the itemView

  // Activate the layout
  itemView.ActivateLayout( 0, Vector3( Stage::GetCurrent().GetSize() ), 0 );

  // Add the itemView to the stage
  Stage::GetCurrent().Add( itemView );

ItemView Properties

The following table lists the available ItemView properties.

Table: ItemView properties

Property Type Description
MINIMUM_SWIPE_SPEED FLOAT The minimum swipe speed in pixels per second
MINIMUM_SWIPE_DISTANCE FLOAT The minimum swipe distance in actor coordinates
WHEEL_SCROLL_DISTANCE_STEP FLOAT The step of scroll distance in actor coordinates for each wheel event received
SNAP_TO_ITEM_ENABLED BOOLEAN Whether the animation for the layout to scroll to its anchor position after dragging or swiping is enabled
REFRESH_INTERVAL FLOAT The interval between refreshes
LAYOUT ARRAY The layout used
LAYOUT_POSITION FLOAT The current logical position within the layout
SCROLL_SPEED FLOAT The scrolling speed when playing the flick animation
OVERSHOOT FLOAT The amount that we can scroll beyond the boundary
SCROLL_DIRECTION FLOAT The current scrolling direction
LAYOUT_ORIENTATION INTEGER The current orientation of the layout
SCROLL_CONTENT_SIZE FLOAT The size of the content
  • Dependencies
    • Tizen 2.4 and Higher for Mobile
    • Tizen 3.0 and Higher for Wearable