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 void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
157 scrollHint = Vector2::ZERO;
158 Radian scrollAngle(GetScrollDirection());
159 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
162 case ControlOrientation::Up:
164 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
166 // we probably want x scrolling
167 if(scrollDirection.x > 0.0f)
169 // normal positive scrolling
170 scrollHint = Vector2::XAXIS;
174 scrollHint = -Vector2::XAXIS;
179 case ControlOrientation::Down:
181 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
183 // we probably want x scrolling
184 if(scrollDirection.x > 0.0f)
186 // normal positive scrolling
187 scrollHint = -Vector2::XAXIS;
191 scrollHint = Vector2::XAXIS;
196 case ControlOrientation::Left:
198 // we probably want x scrolling
199 if(scrollDirection.x > 0.0f)
201 // normal positive scrolling
202 scrollHint = Vector2::XAXIS;
206 scrollHint = -Vector2::XAXIS;
210 case ControlOrientation::Right:
212 // we probably want x scrolling
213 if(scrollDirection.x > 0.0f)
215 // normal positive scrolling
216 scrollHint = -Vector2::XAXIS;
220 scrollHint = Vector2::XAXIS;
227 void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
229 scrollHint = Vector2::ZERO;
230 Radian scrollAngle(GetScrollDirection());
231 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
234 case ControlOrientation::Up:
236 // we probably want x scrolling
237 if(scrollDirection.y > 0.0f)
239 // normal positive scrolling
240 scrollHint = Vector2::YAXIS;
244 scrollHint = -Vector2::YAXIS;
248 case ControlOrientation::Down:
250 // we probably want x scrolling
251 if(scrollDirection.y > 0.0f)
253 // normal positive scrolling
254 scrollHint = -Vector2::YAXIS;
258 scrollHint = Vector2::YAXIS;
262 case ControlOrientation::Left:
264 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
266 // we probably want x scrolling
267 if(scrollDirection.y > 0.0f)
269 // normal positive scrolling
270 scrollHint = -Vector2::YAXIS;
274 scrollHint = Vector2::YAXIS;
279 case ControlOrientation::Right:
281 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
283 // we probably want x scrolling
284 if(scrollDirection.y > 0.0f)
286 // normal positive scrolling
287 scrollHint = Vector2::YAXIS;
291 scrollHint = -Vector2::YAXIS;
299 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
309 itemID = loopEnabled ? maxItems - 1 : 0;
317 if( itemID >= maxItems )
319 itemID = loopEnabled ? 0 : maxItems - 1;
327 float ItemLayout::GetFlickSpeedFactor() const
329 // By default, the speed factor while dragging and swiping is the same.
330 return GetScrollSpeedFactor();
333 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
335 // This just implements the default behaviour of constraint application.
336 // Custom layouts can override this function to apply their custom constraints.
337 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
338 if(itemView && scrollPositionObject)
340 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
341 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
343 ItemLayout::Vector3Function positionConstraint;
344 if (GetPositionConstraint(itemId, positionConstraint))
346 WrappedVector3Constraint wrapped(positionConstraint, itemId);
347 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
348 Source( scrollPositionObject, scrollPositionProperty ),
349 ParentSource( scrollSpeedProperty ),
350 ParentSource( Actor::SIZE ),
352 constraint.SetApplyTime(durationSeconds);
353 constraint.SetAlphaFunction(mAlphaFunction);
354 actor.ApplyConstraint(constraint);
357 ItemLayout::QuaternionFunction rotationConstraint;
358 if (GetRotationConstraint(itemId, rotationConstraint))
360 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
362 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
363 Source( scrollPositionObject, scrollPositionProperty ),
364 ParentSource( scrollSpeedProperty ),
365 ParentSource( Actor::SIZE ),
367 constraint.SetApplyTime(durationSeconds);
368 constraint.SetAlphaFunction(mAlphaFunction);
370 actor.ApplyConstraint(constraint);
373 ItemLayout::Vector3Function scaleConstraint;
374 if (GetScaleConstraint(itemId, scaleConstraint))
376 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
378 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
379 Source( scrollPositionObject, scrollPositionProperty ),
380 ParentSource( scrollSpeedProperty ),
381 ParentSource( Actor::SIZE ),
383 constraint.SetApplyTime(durationSeconds);
384 constraint.SetAlphaFunction(mAlphaFunction);
386 actor.ApplyConstraint(constraint);
389 ItemLayout::Vector4Function colorConstraint;
390 if (GetColorConstraint(itemId, colorConstraint))
392 WrappedVector4Constraint wrapped(colorConstraint, itemId);
394 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
395 Source( scrollPositionObject, scrollPositionProperty ),
396 ParentSource( scrollSpeedProperty ),
397 ParentSource( Actor::SIZE ),
400 constraint.SetApplyTime(durationSeconds);
401 constraint.SetAlphaFunction(mAlphaFunction);
402 constraint.SetRemoveAction(Dali::Constraint::Discard);
404 actor.ApplyConstraint(constraint);
407 ItemLayout::BoolFunction visibilityConstraint;
408 if (GetVisibilityConstraint(itemId, visibilityConstraint))
410 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
412 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
413 Source( scrollPositionObject, scrollPositionProperty ),
414 ParentSource( scrollSpeedProperty ),
415 ParentSource( Actor::SIZE ),
418 constraint.SetApplyTime(durationSeconds);
419 constraint.SetAlphaFunction(mAlphaFunction);
421 // Release visibility constraints the same time as the color constraint
422 constraint.SetRemoveAction(Dali::Constraint::Discard);
424 actor.ApplyConstraint(constraint);
429 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
431 Vector3 itemPosition = Vector3::ZERO;
433 ItemLayout::Vector3Function positionConstraint;
434 if (GetPositionConstraint(itemID, positionConstraint))
436 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
442 void ItemLayout::SetAlphaFunction(AlphaFunction func)
444 mAlphaFunction = func;
447 AlphaFunction ItemLayout::GetAlphaFunction() const
449 return mAlphaFunction;
453 } // namespace Toolkit