2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
22 #include <dali/public-api/animation/active-constraint.h>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/animation/time-period.h>
27 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
32 // Functors which wrap constraint functions with stored item IDs
33 struct WrappedQuaternionConstraint
35 WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
41 Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
43 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
45 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
48 Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
52 struct WrappedVector3Constraint
54 WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
60 Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
62 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
64 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
67 Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
71 struct WrappedVector4Constraint
73 WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
79 Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
81 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
83 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
86 Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
90 struct WrappedBoolConstraint
92 WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
98 bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
100 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
102 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
105 Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
106 unsigned int mItemId;
109 } //Unnamed namespace
117 ItemLayout::ItemLayout()
118 : mOrientation(ControlOrientation::Up),
119 mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
123 ItemLayout::~ItemLayout()
127 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
129 mOrientation = orientation;
132 ControlOrientation::Type ItemLayout::GetOrientation() const
137 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
139 Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
141 GetItemSize(itemID, layoutSize, itemSize);
142 Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
143 if (itemPosition.x < -onScreenArea.x
144 || itemPosition.x > onScreenArea.x
145 || itemPosition.y < -onScreenArea.y
146 || itemPosition.y > onScreenArea.y)
148 // item not within viewable area
149 // safest thing to do here since we have no idea how the implementation will work is to return the scroll to position
150 return GetItemScrollToPosition(itemID);
152 return currentLayoutPosition;
155 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
165 itemID = loopEnabled ? maxItems - 1 : 0;
173 if( itemID >= maxItems )
175 itemID = loopEnabled ? 0 : maxItems - 1;
183 float ItemLayout::GetFlickSpeedFactor() const
185 // By default, the speed factor while dragging and swiping is the same.
186 return GetScrollSpeedFactor();
189 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
191 // This just implements the default behaviour of constraint application.
192 // Custom layouts can override this function to apply their custom constraints.
193 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
194 if(itemView && scrollPositionObject)
196 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
197 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
199 ItemLayout::Vector3Function positionConstraint;
200 if (GetPositionConstraint(itemId, positionConstraint))
202 WrappedVector3Constraint wrapped(positionConstraint, itemId);
203 Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
204 Source( scrollPositionObject, scrollPositionProperty ),
205 ParentSource( scrollSpeedProperty ),
206 ParentSource( Actor::Property::SIZE ),
208 constraint.SetApplyTime(durationSeconds);
209 constraint.SetAlphaFunction(mAlphaFunction);
210 actor.ApplyConstraint(constraint);
213 ItemLayout::QuaternionFunction rotationConstraint;
214 if (GetRotationConstraint(itemId, rotationConstraint))
216 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
218 Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
219 Source( scrollPositionObject, scrollPositionProperty ),
220 ParentSource( scrollSpeedProperty ),
221 ParentSource( Actor::Property::SIZE ),
223 constraint.SetApplyTime(durationSeconds);
224 constraint.SetAlphaFunction(mAlphaFunction);
226 actor.ApplyConstraint(constraint);
229 ItemLayout::Vector3Function scaleConstraint;
230 if (GetScaleConstraint(itemId, scaleConstraint))
232 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
234 Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
235 Source( scrollPositionObject, scrollPositionProperty ),
236 ParentSource( scrollSpeedProperty ),
237 ParentSource( Actor::Property::SIZE ),
239 constraint.SetApplyTime(durationSeconds);
240 constraint.SetAlphaFunction(mAlphaFunction);
242 actor.ApplyConstraint(constraint);
245 ItemLayout::Vector4Function colorConstraint;
246 if (GetColorConstraint(itemId, colorConstraint))
248 WrappedVector4Constraint wrapped(colorConstraint, itemId);
250 Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR,
251 Source( scrollPositionObject, scrollPositionProperty ),
252 ParentSource( scrollSpeedProperty ),
253 ParentSource( Actor::Property::SIZE ),
256 constraint.SetApplyTime(durationSeconds);
257 constraint.SetAlphaFunction(mAlphaFunction);
258 constraint.SetRemoveAction(Dali::Constraint::Discard);
260 actor.ApplyConstraint(constraint);
263 ItemLayout::BoolFunction visibilityConstraint;
264 if (GetVisibilityConstraint(itemId, visibilityConstraint))
266 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
268 Constraint constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
269 Source( scrollPositionObject, scrollPositionProperty ),
270 ParentSource( scrollSpeedProperty ),
271 ParentSource( Actor::Property::SIZE ),
274 constraint.SetApplyTime(durationSeconds);
275 constraint.SetAlphaFunction(mAlphaFunction);
277 // Release visibility constraints the same time as the color constraint
278 constraint.SetRemoveAction(Dali::Constraint::Discard);
280 actor.ApplyConstraint(constraint);
285 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
287 Vector3 itemPosition = Vector3::ZERO;
289 ItemLayout::Vector3Function positionConstraint;
290 if (GetPositionConstraint(itemID, positionConstraint))
292 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
298 void ItemLayout::SetAlphaFunction(AlphaFunction func)
300 mAlphaFunction = func;
303 AlphaFunction ItemLayout::GetAlphaFunction() const
305 return mAlphaFunction;
309 } // namespace Toolkit