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Added scrollMode property to ScrollView to simplify Rulers
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
flex-container
/
flex-container-impl.cpp
diff --git
a/dali-toolkit/internal/controls/flex-container/flex-container-impl.cpp
b/dali-toolkit/internal/controls/flex-container/flex-container-impl.cpp
index
1ccd840
..
650e5cf
100644
(file)
--- a/
dali-toolkit/internal/controls/flex-container/flex-container-impl.cpp
+++ b/
dali-toolkit/internal/controls/flex-container/flex-container-impl.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 201
6
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
7
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-23,6
+23,7
@@
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/integration-api/debug.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/integration-api/debug.h>
@@
-465,12
+466,6
@@
Property::Value FlexContainer::GetProperty( BaseObject* object, Property::Index
void FlexContainer::OnChildAdd( Actor& child )
{
void FlexContainer::OnChildAdd( Actor& child )
{
- Control::OnChildAdd( child );
-
- // Anchor actor to top left of the container
- child.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- child.SetParentOrigin( ParentOrigin::TOP_LEFT );
-
// Create a new node for the child.
FlexItemNode childNode;
childNode.actor = child;
// Create a new node for the child.
FlexItemNode childNode;
childNode.actor = child;
@@
-478,6
+473,8
@@
void FlexContainer::OnChildAdd( Actor& child )
childNode.node->get_child = GetChildNodeAtIndex;
childNode.node->is_dirty = IsNodeDirty;
mChildrenNodes.push_back(childNode);
childNode.node->get_child = GetChildNodeAtIndex;
childNode.node->is_dirty = IsNodeDirty;
mChildrenNodes.push_back(childNode);
+
+ Control::OnChildAdd( child );
}
void FlexContainer::OnChildRemove( Actor& child )
}
void FlexContainer::OnChildRemove( Actor& child )
@@
-505,6
+502,13
@@
void FlexContainer::OnRelayout( const Vector2& size, RelayoutContainer& containe
Actor child = mChildrenNodes[i].actor.GetHandle();
if( child )
{
Actor child = mChildrenNodes[i].actor.GetHandle();
if( child )
{
+ // Anchor actor to top left of the container
+ if( child.GetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
+ {
+ child.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ }
+ child.SetParentOrigin( ParentOrigin::TOP_LEFT );
+
float negotiatedWidth = child.GetRelayoutSize(Dimension::WIDTH);
float negotiatedHeight = child.GetRelayoutSize(Dimension::HEIGHT);
float negotiatedWidth = child.GetRelayoutSize(Dimension::WIDTH);
float negotiatedHeight = child.GetRelayoutSize(Dimension::HEIGHT);
@@
-562,11
+566,8
@@
void FlexContainer::OnSizeSet( const Vector3& size )
RelayoutRequest();
}
RelayoutRequest();
}
-}
-void FlexContainer::OnSizeAnimation( Animation& animation, const Vector3& targetSize )
-{
- // @todo Animate the children to their target size and position
+ Control::OnSizeSet( size );
}
void FlexContainer::ComputeLayout()
}
void FlexContainer::ComputeLayout()
@@
-735,6
+736,10
@@
Actor FlexContainer::GetNextKeyboardFocusableActor(Actor currentFocusedActor, To
} while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().IsKeyboardFocusable() );
break;
}
} while ( !mChildrenNodes[nextFocusedActorIndex].actor.GetHandle().IsKeyboardFocusable() );
break;
}
+ default:
+ {
+ break;
+ }
}
if( nextFocusedActorIndex != currentFocusedActorIndex )
}
if( nextFocusedActorIndex != currentFocusedActorIndex )