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/constraint.h>
23 #include <dali/public-api/animation/time-period.h>
26 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
31 // Functors which wrap constraint functions with stored item IDs
32 struct WrappedQuaternionConstraint
34 WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
40 Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
42 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
44 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
47 Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
51 struct WrappedVector3Constraint
53 WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
59 Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
61 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
63 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
66 Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
70 struct WrappedVector4Constraint
72 WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
78 Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
80 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
82 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
85 Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
89 struct WrappedBoolConstraint
91 WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
97 bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
99 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
101 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
104 Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
105 unsigned int mItemId;
108 } //Unnamed namespace
116 ItemLayout::ItemLayout()
117 : mOrientation(ControlOrientation::Up),
118 mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
122 ItemLayout::~ItemLayout()
126 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
128 mOrientation = orientation;
131 ControlOrientation::Type ItemLayout::GetOrientation() const
136 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
138 Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
140 GetItemSize(itemID, layoutSize, itemSize);
141 Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
142 if (itemPosition.x < -onScreenArea.x
143 || itemPosition.x > onScreenArea.x
144 || itemPosition.y < -onScreenArea.y
145 || itemPosition.y > onScreenArea.y)
147 // item not within viewable area
148 // safest thing to do here since we have no idea how the implementation will work is to return the scroll to position
149 return GetItemScrollToPosition(itemID);
151 return currentLayoutPosition;
154 void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
156 scrollHint = Vector2::ZERO;
157 Radian scrollAngle(GetScrollDirection());
158 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
161 case ControlOrientation::Up:
163 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
165 // we probably want x scrolling
166 if(scrollDirection.x > 0.0f)
168 // normal positive scrolling
169 scrollHint = Vector2::XAXIS;
173 scrollHint = -Vector2::XAXIS;
178 case ControlOrientation::Down:
180 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
182 // we probably want x scrolling
183 if(scrollDirection.x > 0.0f)
185 // normal positive scrolling
186 scrollHint = -Vector2::XAXIS;
190 scrollHint = Vector2::XAXIS;
195 case ControlOrientation::Left:
197 // we probably want x scrolling
198 if(scrollDirection.x > 0.0f)
200 // normal positive scrolling
201 scrollHint = Vector2::XAXIS;
205 scrollHint = -Vector2::XAXIS;
209 case ControlOrientation::Right:
211 // we probably want x scrolling
212 if(scrollDirection.x > 0.0f)
214 // normal positive scrolling
215 scrollHint = -Vector2::XAXIS;
219 scrollHint = Vector2::XAXIS;
226 void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
228 scrollHint = Vector2::ZERO;
229 Radian scrollAngle(GetScrollDirection());
230 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
233 case ControlOrientation::Up:
235 // we probably want x scrolling
236 if(scrollDirection.y > 0.0f)
238 // normal positive scrolling
239 scrollHint = Vector2::YAXIS;
243 scrollHint = -Vector2::YAXIS;
247 case ControlOrientation::Down:
249 // we probably want x scrolling
250 if(scrollDirection.y > 0.0f)
252 // normal positive scrolling
253 scrollHint = -Vector2::YAXIS;
257 scrollHint = Vector2::YAXIS;
261 case ControlOrientation::Left:
263 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
265 // we probably want x scrolling
266 if(scrollDirection.y > 0.0f)
268 // normal positive scrolling
269 scrollHint = -Vector2::YAXIS;
273 scrollHint = Vector2::YAXIS;
278 case ControlOrientation::Right:
280 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
282 // we probably want x scrolling
283 if(scrollDirection.y > 0.0f)
285 // normal positive scrolling
286 scrollHint = Vector2::YAXIS;
290 scrollHint = -Vector2::YAXIS;
298 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
308 itemID = loopEnabled ? maxItems - 1 : 0;
316 if( itemID >= maxItems )
318 itemID = loopEnabled ? 0 : maxItems - 1;
326 float ItemLayout::GetFlickSpeedFactor() const
328 // By default, the speed factor while dragging and swiping is the same.
329 return GetScrollSpeedFactor();
332 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
334 // This just implements the default behaviour of constraint application.
335 // Custom layouts can override this function to apply their custom constraints.
336 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
337 if(itemView && scrollPositionObject)
339 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
340 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
342 ItemLayout::Vector3Function positionConstraint;
343 if (GetPositionConstraint(itemId, positionConstraint))
345 WrappedVector3Constraint wrapped(positionConstraint, itemId);
346 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
347 Source( scrollPositionObject, scrollPositionProperty ),
348 ParentSource( scrollSpeedProperty ),
349 ParentSource( Actor::SIZE ),
351 constraint.SetApplyTime(durationSeconds);
352 constraint.SetAlphaFunction(mAlphaFunction);
353 actor.ApplyConstraint(constraint);
356 ItemLayout::QuaternionFunction rotationConstraint;
357 if (GetRotationConstraint(itemId, rotationConstraint))
359 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
361 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
362 Source( scrollPositionObject, scrollPositionProperty ),
363 ParentSource( scrollSpeedProperty ),
364 ParentSource( Actor::SIZE ),
366 constraint.SetApplyTime(durationSeconds);
367 constraint.SetAlphaFunction(mAlphaFunction);
369 actor.ApplyConstraint(constraint);
372 ItemLayout::Vector3Function scaleConstraint;
373 if (GetScaleConstraint(itemId, scaleConstraint))
375 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
377 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
378 Source( scrollPositionObject, scrollPositionProperty ),
379 ParentSource( scrollSpeedProperty ),
380 ParentSource( Actor::SIZE ),
382 constraint.SetApplyTime(durationSeconds);
383 constraint.SetAlphaFunction(mAlphaFunction);
385 actor.ApplyConstraint(constraint);
388 ItemLayout::Vector4Function colorConstraint;
389 if (GetColorConstraint(itemId, colorConstraint))
391 WrappedVector4Constraint wrapped(colorConstraint, itemId);
393 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
394 Source( scrollPositionObject, scrollPositionProperty ),
395 ParentSource( scrollSpeedProperty ),
396 ParentSource( Actor::SIZE ),
399 constraint.SetApplyTime(durationSeconds);
400 constraint.SetAlphaFunction(mAlphaFunction);
401 constraint.SetRemoveAction(Dali::Constraint::Discard);
403 actor.ApplyConstraint(constraint);
406 ItemLayout::BoolFunction visibilityConstraint;
407 if (GetVisibilityConstraint(itemId, visibilityConstraint))
409 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
411 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
412 Source( scrollPositionObject, scrollPositionProperty ),
413 ParentSource( scrollSpeedProperty ),
414 ParentSource( Actor::SIZE ),
417 constraint.SetApplyTime(durationSeconds);
418 constraint.SetAlphaFunction(mAlphaFunction);
420 // Release visibility constraints the same time as the color constraint
421 constraint.SetRemoveAction(Dali::Constraint::Discard);
423 actor.ApplyConstraint(constraint);
428 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
430 Vector3 itemPosition = Vector3::ZERO;
432 ItemLayout::Vector3Function positionConstraint;
433 if (GetPositionConstraint(itemID, positionConstraint))
435 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
441 void ItemLayout::SetAlphaFunction(AlphaFunction func)
443 mAlphaFunction = func;
446 AlphaFunction ItemLayout::GetAlphaFunction() const
448 return mAlphaFunction;
452 } // namespace Toolkit