2 * Copyright (c) 2015 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/animation.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 // Lerps between current and target using the progress
33 template< typename Type >
34 void Lerp( Type& current, const Type& target, float progress )
36 current += ((target - current) * progress);
39 // Functors which wrap constraint functions with stored item IDs
40 struct WrappedQuaternionConstraint
42 WrappedQuaternionConstraint( Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId )
48 void operator()( Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs )
50 float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
51 float weight = inputs[3]->GetFloat();
53 current = Dali::Quaternion::Slerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
56 Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
60 struct WrappedVector3Constraint
62 WrappedVector3Constraint( Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId )
68 void operator()( Dali::Vector3& current, const Dali::PropertyInputContainer& inputs )
70 float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
71 float weight = inputs[3]->GetFloat();
73 Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
76 Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
80 struct WrappedVector4Constraint
82 WrappedVector4Constraint( Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId )
88 void operator()( Dali::Vector4& current, const Dali::PropertyInputContainer& inputs )
90 float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
91 float weight = inputs[3]->GetFloat();
93 Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
96 Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
100 struct WrappedBoolConstraint
102 WrappedBoolConstraint( Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId )
108 void operator()( bool& current, const Dali::PropertyInputContainer& inputs )
110 float weight = inputs[3]->GetFloat();
112 if ( weight >= 1.0f )
114 float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
115 current = mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() );
119 Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
120 unsigned int mItemId;
123 } //Unnamed namespace
131 ItemLayout::ItemLayout()
132 : mOrientation( ControlOrientation::Up ),
133 mAlphaFunction( AlphaFunction::LINEAR ),
138 ItemLayout::~ItemLayout()
142 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
144 mOrientation = orientation;
147 ControlOrientation::Type ItemLayout::GetOrientation() const
152 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
154 Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
156 GetItemSize(itemID, layoutSize, itemSize);
157 Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
158 if (itemPosition.x < -onScreenArea.x
159 || itemPosition.x > onScreenArea.x
160 || itemPosition.y < -onScreenArea.y
161 || itemPosition.y > onScreenArea.y)
163 // item not within viewable area
164 // safest thing to do here since we have no idea how the implementation will work is to return the scroll to position
165 return GetItemScrollToPosition(itemID);
167 return currentLayoutPosition;
170 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
180 itemID = loopEnabled ? maxItems - 1 : 0;
188 if( itemID >= maxItems )
190 itemID = loopEnabled ? 0 : maxItems - 1;
198 float ItemLayout::GetFlickSpeedFactor() const
200 // By default, the speed factor while dragging and swiping is the same.
201 return GetScrollSpeedFactor();
204 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
206 // This just implements the default behaviour of constraint application.
207 // Custom layouts can override this function to apply their custom constraints.
208 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
209 if(itemView && scrollPositionObject)
211 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
212 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
214 // We want to animate the layout in so use a weight object to do this
215 if ( !mWeightObject )
217 mWeightObject = WeightObject::New();
220 ItemLayout::Vector3Function positionConstraint;
221 if (GetPositionConstraint(itemId, positionConstraint))
223 WrappedVector3Constraint wrapped(positionConstraint, itemId);
224 Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::POSITION, wrapped );
225 constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
226 constraint.AddSource( ParentSource( scrollSpeedProperty ) );
227 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
228 constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
232 ItemLayout::QuaternionFunction rotationConstraint;
233 if (GetRotationConstraint(itemId, rotationConstraint))
235 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
237 Constraint constraint = Constraint::New<Quaternion>( actor, Actor::Property::ORIENTATION, wrapped );
238 constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
239 constraint.AddSource( ParentSource( scrollSpeedProperty ) );
240 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
241 constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
245 ItemLayout::Vector3Function scaleConstraint;
246 if (GetScaleConstraint(itemId, scaleConstraint))
248 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
250 Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::SCALE, wrapped );
251 constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
252 constraint.AddSource( ParentSource( scrollSpeedProperty ) );
253 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
254 constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
258 ItemLayout::Vector4Function colorConstraint;
259 if (GetColorConstraint(itemId, colorConstraint))
261 WrappedVector4Constraint wrapped(colorConstraint, itemId);
263 Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, wrapped );
264 constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
265 constraint.AddSource( ParentSource( scrollSpeedProperty ) );
266 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
267 constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
268 constraint.SetRemoveAction(Dali::Constraint::Discard);
272 ItemLayout::BoolFunction visibilityConstraint;
273 if (GetVisibilityConstraint(itemId, visibilityConstraint))
275 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
277 Constraint constraint = Constraint::New<bool>( actor, Actor::Property::VISIBLE, wrapped );
278 constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
279 constraint.AddSource( ParentSource( scrollSpeedProperty ) );
280 constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
281 constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
283 // Release visibility constraints the same time as the color constraint
284 constraint.SetRemoveAction(Dali::Constraint::Discard);
289 KeyFrames keyFrames = KeyFrames::New();
290 keyFrames.Add( 0.0f, 0.0f );
291 keyFrames.Add( 1.0f, 1.0f );
293 Animation applyAnimation = Dali::Animation::New( durationSeconds );
294 applyAnimation.AnimateBetween( Property( mWeightObject, WeightObject::WEIGHT ), keyFrames, mAlphaFunction, TimePeriod(durationSeconds) );
295 applyAnimation.Play();
299 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
301 Vector3 itemPosition = Vector3::ZERO;
303 ItemLayout::Vector3Function positionConstraint;
304 if (GetPositionConstraint(itemID, positionConstraint))
306 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
312 void ItemLayout::SetAlphaFunction(AlphaFunction func)
314 mAlphaFunction = func;
317 AlphaFunction ItemLayout::GetAlphaFunction() const
319 return mAlphaFunction;
323 } // namespace Toolkit