/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
#include <dali/internal/event/actors/actor-relayouter.h>
// INTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector3.h>
-#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
namespace
{
#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" );
+Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER");
#endif
} // unnamed namespace
namespace Dali
{
-
namespace Internal
{
-
Actor::Relayouter::Relayouter()
-: sizeModeFactor( DEFAULT_SIZE_MODE_FACTOR ),
- preferredSize( DEFAULT_PREFERRED_SIZE ),
- sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ),
- relayoutEnabled( false ),
- insideRelayout( false )
+: sizeModeFactor(DEFAULT_SIZE_MODE_FACTOR),
+ preferredSize(DEFAULT_PREFERRED_SIZE),
+ sizeSetPolicy(DEFAULT_SIZE_SCALE_POLICY),
+ relayoutEnabled(false),
+ insideRelayout(false),
+ relayoutRequested(false)
{
// Set size negotiation defaults
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- resizePolicies[ i ] = ResizePolicy::DEFAULT;
- useAssignedSize[ i ] = false;
- negotiatedDimensions[ i ] = 0.0f;
- dimensionNegotiated[ i ] = false;
- dimensionDirty[ i ] = false;
- dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
- dimensionPadding[ i ] = DEFAULT_DIMENSION_PADDING;
- minimumSize[ i ] = 0.0f;
- maximumSize[ i ] = FLT_MAX;
+ resizePolicies[i] = ResizePolicy::DEFAULT;
+ useAssignedSize[i] = false;
+ negotiatedDimensions[i] = 0.0f;
+ dimensionNegotiated[i] = false;
+ dimensionDirty[i] = false;
+ dimensionDependencies[i] = Dimension::ALL_DIMENSIONS;
+ dimensionPadding[i] = DEFAULT_DIMENSION_PADDING;
+ minimumSize[i] = 0.0f;
+ maximumSize[i] = FLT_MAX;
}
}
-ResizePolicy::Type Actor::Relayouter::GetResizePolicy( Dimension::Type dimension ) const
+ResizePolicy::Type Actor::Relayouter::GetResizePolicy(Dimension::Type dimension) const
{
// If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( ( dimension & ( 1 << i ) ) )
+ if((dimension & (1 << i)))
{
- if( useAssignedSize[ i ] )
+ if(useAssignedSize[i])
{
return ResizePolicy::USE_ASSIGNED_SIZE;
}
else
{
- return resizePolicies[ i ];
+ return resizePolicies[i];
}
}
}
return ResizePolicy::DEFAULT;
}
-void Actor::Relayouter::SetPadding( const Vector2& padding, Dimension::Type dimension )
+void Actor::Relayouter::SetPadding(const Vector2& padding, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- dimensionPadding[ i ] = padding;
+ dimensionPadding[i] = padding;
}
}
}
-void Actor::Relayouter::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
+void Actor::Relayouter::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- dimensionNegotiated[ i ] = negotiated;
+ dimensionNegotiated[i] = negotiated;
}
}
}
-bool Actor::Relayouter::IsLayoutNegotiated( Dimension::Type dimension ) const
+bool Actor::Relayouter::IsLayoutNegotiated(Dimension::Type dimension) const
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( ( dimension & ( 1 << i ) ) && dimensionNegotiated[ i ] )
+ if((dimension & (1 << i)) && dimensionNegotiated[i])
{
return true;
}
return false;
}
-Vector2 Actor::Relayouter::ApplySizeSetPolicy( Internal::Actor& actor, const Vector2& size )
+Vector2 Actor::Relayouter::ApplySizeSetPolicy(Internal::Actor& actor, const Vector2& size)
{
- switch( sizeSetPolicy )
+ switch(sizeSetPolicy)
{
case SizeScalePolicy::USE_SIZE_SET:
{
{
// Scale size to fit within the original size bounds, keeping the natural size aspect ratio
const Vector3 naturalSize = actor.GetNaturalSize();
- if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
+ if(naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f)
{
- const float sizeRatio = size.width / size.height;
+ const float sizeRatio = size.width / size.height;
const float naturalSizeRatio = naturalSize.width / naturalSize.height;
- if( naturalSizeRatio < sizeRatio )
+ if(naturalSizeRatio < sizeRatio)
{
- return Vector2( naturalSizeRatio * size.height, size.height );
+ return Vector2(naturalSizeRatio * size.height, size.height);
}
- else if( naturalSizeRatio > sizeRatio )
+ else if(naturalSizeRatio > sizeRatio)
{
- return Vector2( size.width, size.width / naturalSizeRatio );
+ return Vector2(size.width, size.width / naturalSizeRatio);
}
else
{
{
// Scale size to fill the original size bounds, keeping the natural size aspect ratio. Potentially exceeding the original bounds.
const Vector3 naturalSize = actor.GetNaturalSize();
- if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
+ if(naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f)
{
- const float sizeRatio = size.width / size.height;
+ const float sizeRatio = size.width / size.height;
const float naturalSizeRatio = naturalSize.width / naturalSize.height;
- if( naturalSizeRatio < sizeRatio )
+ if(naturalSizeRatio < sizeRatio)
{
- return Vector2( size.width, size.width / naturalSizeRatio );
+ return Vector2(size.width, size.width / naturalSizeRatio);
}
- else if( naturalSizeRatio > sizeRatio )
+ else if(naturalSizeRatio > sizeRatio)
{
- return Vector2( naturalSizeRatio * size.height, size.height );
+ return Vector2(naturalSizeRatio * size.height, size.height);
}
else
{
return size;
}
-void Actor::Relayouter::SetUseAssignedSize( bool use, Dimension::Type dimension )
+void Actor::Relayouter::SetUseAssignedSize(bool use, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- useAssignedSize[ i ] = use;
+ useAssignedSize[i] = use;
}
}
}
-bool Actor::Relayouter::GetUseAssignedSize( Dimension::Type dimension ) const
+bool Actor::Relayouter::GetUseAssignedSize(Dimension::Type dimension) const
{
// If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- return useAssignedSize[ i ];
+ return useAssignedSize[i];
}
}
return false;
}
-void Actor::Relayouter::SetMinimumSize( float size, Dimension::Type dimension )
+void Actor::Relayouter::SetMinimumSize(float size, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- minimumSize[ i ] = size;
+ minimumSize[i] = size;
}
}
}
-float Actor::Relayouter::GetMinimumSize( Dimension::Type dimension ) const
+float Actor::Relayouter::GetMinimumSize(Dimension::Type dimension) const
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- return minimumSize[ i ];
+ return minimumSize[i];
}
}
- return 0.0f; // Default
+ return 0.0f; // Default
}
-void Actor::Relayouter::SetMaximumSize( float size, Dimension::Type dimension )
+void Actor::Relayouter::SetMaximumSize(float size, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- maximumSize[ i ] = size;
+ maximumSize[i] = size;
}
}
}
-float Actor::Relayouter::GetMaximumSize( Dimension::Type dimension ) const
+float Actor::Relayouter::GetMaximumSize(Dimension::Type dimension) const
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- return maximumSize[ i ];
+ return maximumSize[i];
}
}
- return FLT_MAX; // Default
+ return FLT_MAX; // Default
}
-void Actor::Relayouter::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension, Vector3& targetSize )
+void Actor::Relayouter::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension, Vector3& targetSize)
{
- ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
+ ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- if ( policy == ResizePolicy::USE_ASSIGNED_SIZE )
+ if(policy == ResizePolicy::USE_ASSIGNED_SIZE)
{
- useAssignedSize[ i ] = true;
+ useAssignedSize[i] = true;
}
else
{
- resizePolicies[ i ] = policy;
- useAssignedSize[ i ] = false;
+ resizePolicies[i] = policy;
+ useAssignedSize[i] = false;
}
}
}
- if( policy == ResizePolicy::DIMENSION_DEPENDENCY )
+ if(policy == ResizePolicy::DIMENSION_DEPENDENCY)
{
- if( dimension & Dimension::WIDTH )
+ if(dimension & Dimension::WIDTH)
{
- SetDimensionDependency( Dimension::WIDTH, Dimension::HEIGHT );
+ SetDimensionDependency(Dimension::WIDTH, Dimension::HEIGHT);
}
- if( dimension & Dimension::HEIGHT )
+ if(dimension & Dimension::HEIGHT)
{
- SetDimensionDependency( Dimension::HEIGHT, Dimension::WIDTH );
+ SetDimensionDependency(Dimension::HEIGHT, Dimension::WIDTH);
}
}
// should be overrided by the target size. Otherwise the target
// size should be overrided by the preferred size.
- if( dimension & Dimension::WIDTH )
+ if(dimension & Dimension::WIDTH)
{
- if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+ if(originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED)
{
preferredSize.width = targetSize.width;
}
- else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+ else if(originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED)
{
targetSize.width = preferredSize.width;
}
}
- if( dimension & Dimension::HEIGHT )
+ if(dimension & Dimension::HEIGHT)
{
- if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
+ if(originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED)
{
preferredSize.height = targetSize.height;
}
- else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
+ else if(originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED)
{
targetSize.height = preferredSize.height;
}
}
}
-void Actor::Relayouter::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
+void Actor::Relayouter::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- dimensionDependencies[ i ] = dependency;
+ dimensionDependencies[i] = dependency;
}
}
}
-Dimension::Type Actor::Relayouter::GetDimensionDependency( Dimension::Type dimension ) const
+Dimension::Type Actor::Relayouter::GetDimensionDependency(Dimension::Type dimension) const
{
// If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( ( dimension & ( 1 << i ) ) )
+ if((dimension & (1 << i)))
{
- return dimensionDependencies[ i ];
+ return dimensionDependencies[i];
}
}
- return Dimension::ALL_DIMENSIONS; // Default
+ return Dimension::ALL_DIMENSIONS; // Default
}
-void Actor::Relayouter::SetLayoutDirty( bool dirty, Dimension::Type dimension )
+void Actor::Relayouter::SetLayoutDirty(bool dirty, Dimension::Type dimension)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if(dimension & (1 << i))
{
- dimensionDirty[ i ] = dirty;
+ dimensionDirty[i] = dirty;
}
}
}
-bool Actor::Relayouter::IsLayoutDirty( Dimension::Type dimension ) const
+bool Actor::Relayouter::IsLayoutDirty(Dimension::Type dimension) const
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( ( dimension & ( 1 << i ) ) && dimensionDirty[ i ] )
+ if((dimension & (1 << i)) && dimensionDirty[i])
{
return true;
}
return false;
}
-void Actor::Relayouter::SetPreferredSize( Actor& actor, const Vector2& size )
+void Actor::Relayouter::SetPreferredSize(Actor& actor, const Vector2& size)
{
// If valid width or height, then set the resize policy to FIXED
// A 0 width or height may also be required so if the resize policy has not been changed, i.e. is still set to DEFAULT,
// then change to FIXED as well
- if( size.width > 0.0f || GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DEFAULT )
+ if(size.width > 0.0f || GetResizePolicy(Dimension::WIDTH) == ResizePolicy::DEFAULT)
{
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
}
- if( size.height > 0.0f || GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DEFAULT )
+ if(size.height > 0.0f || GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::DEFAULT)
{
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
}
actor.mRelayoutData->preferredSize = size;
actor.RelayoutRequest();
}
-float Actor::Relayouter::ClampDimension( const Internal::Actor& actor, float size, Dimension::Type dimension )
+float Actor::Relayouter::ClampDimension(const Internal::Actor& actor, float size, Dimension::Type dimension)
{
- const float minSize = actor.GetMinimumSize( dimension );
- const float maxSize = actor.GetMaximumSize( dimension );
+ const float minSize = actor.GetMinimumSize(dimension);
+ const float maxSize = actor.GetMaximumSize(dimension);
- return std::max( minSize, std::min( size, maxSize ) );
+ return std::max(minSize, std::min(size, maxSize));
}
-void Actor::Relayouter::NegotiateDimension( Actor& actor, Dimension::Type dimension, const Vector2& allocatedSize, Actor::ActorDimensionStack& recursionStack )
+void Actor::Relayouter::NegotiateDimension(Actor& actor, Dimension::Type dimension, const Vector2& allocatedSize, Actor::ActorDimensionStack& recursionStack)
{
// Check if it needs to be negotiated
- if( actor.IsLayoutDirty( dimension ) && !actor.IsLayoutNegotiated( dimension ) )
+ if(actor.IsLayoutDirty(dimension) && !actor.IsLayoutNegotiated(dimension))
{
// Check that we havn't gotten into an infinite loop
- Actor::ActorDimensionPair searchActor = Actor::ActorDimensionPair( &actor, dimension );
- bool recursionFound = false;
- for( auto& element : recursionStack )
+ Actor::ActorDimensionPair searchActor = Actor::ActorDimensionPair(&actor, dimension);
+ bool recursionFound = false;
+ for(auto& element : recursionStack)
{
- if( element == searchActor )
+ if(element == searchActor)
{
recursionFound = true;
break;
}
}
- if( !recursionFound )
+ if(!recursionFound)
{
// Record the path that we have taken
- recursionStack.push_back( Actor::ActorDimensionPair( &actor, dimension ) );
+ recursionStack.push_back(Actor::ActorDimensionPair(&actor, dimension));
// Dimension dependency check
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
+ Dimension::Type dimensionToCheck = static_cast<Dimension::Type>(1 << i);
- if( actor.RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
+ if(actor.RelayoutDependentOnDimension(dimension, dimensionToCheck))
{
- NegotiateDimension( actor, dimensionToCheck, allocatedSize, recursionStack );
+ NegotiateDimension(actor, dimensionToCheck, allocatedSize, recursionStack);
}
}
// Parent dependency check
Actor* parent = actor.GetParent();
- if( parent && actor.RelayoutDependentOnParent( dimension ) )
+ if(parent && actor.RelayoutDependentOnParent(dimension))
{
- NegotiateDimension( *parent, dimension, allocatedSize, recursionStack );
+ NegotiateDimension(*parent, dimension, allocatedSize, recursionStack);
}
// Children dependency check
- if( actor.RelayoutDependentOnChildren( dimension ) )
+ if(actor.RelayoutDependentOnChildren(dimension))
{
- for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+ for(uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i)
{
- ActorPtr child = actor.GetChildAt( i );
+ ActorPtr child = actor.GetChildAt(i);
// Only relayout child first if it is not dependent on this actor
- if( !child->RelayoutDependentOnParent( dimension ) )
+ if(!child->RelayoutDependentOnParent(dimension))
{
- NegotiateDimension( *child, dimension, allocatedSize, recursionStack );
+ NegotiateDimension(*child, dimension, allocatedSize, recursionStack);
}
}
}
// For deriving classes
- actor.OnCalculateRelayoutSize( dimension );
+ actor.OnCalculateRelayoutSize(dimension);
// All dependencies checked, calculate the size and set negotiated flag
- const float newSize = ClampDimension( actor, actor.CalculateSize( dimension, allocatedSize ), dimension );
+ const float newSize = ClampDimension(actor, actor.CalculateSize(dimension, allocatedSize), dimension);
- actor.SetNegotiatedDimension( newSize, dimension );
- actor.SetLayoutNegotiated( true, dimension );
+ actor.SetNegotiatedDimension(newSize, dimension);
+ actor.SetLayoutNegotiated(true, dimension);
// For deriving classes
- actor.OnLayoutNegotiated( newSize, dimension );
+ actor.OnLayoutNegotiated(newSize, dimension);
// This actor has been successfully processed, pop it off the recursion stack
recursionStack.pop_back();
else
{
// TODO: Break infinite loop
- actor.SetLayoutNegotiated( true, dimension );
+ actor.SetLayoutNegotiated(true, dimension);
}
}
}
// Negotiate all dimensions that require it
ActorDimensionStack recursionStack;
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
+ const Dimension::Type dimension = static_cast<Dimension::Type>(1 << i);
// Negotiate
NegotiateDimension(actor, dimension, allocatedSize, recursionStack);
// relayout container afterwards, the dirty flags would still be clear...
// causing a relayout to be skipped. Here we force any actors added to the
// container to be relayed out.
- DALI_LOG_TIMER_START( NegSizeTimer1 );
+ DALI_LOG_TIMER_START(NegSizeTimer1);
- if( actor.GetUseAssignedSize(Dimension::WIDTH ) )
+ if(actor.GetUseAssignedSize(Dimension::WIDTH))
{
- actor.SetLayoutNegotiated( false, Dimension::WIDTH );
+ actor.SetLayoutNegotiated(false, Dimension::WIDTH);
}
- if( actor.GetUseAssignedSize( Dimension::HEIGHT ) )
+ if(actor.GetUseAssignedSize(Dimension::HEIGHT))
{
- actor.SetLayoutNegotiated( false, Dimension::HEIGHT );
+ actor.SetLayoutNegotiated(false, Dimension::HEIGHT);
}
// Do the negotiation
NegotiateDimensions(actor, allocatedSize);
// Set the actor size
- actor.SetNegotiatedSize( container );
+ actor.SetNegotiatedSize(container);
// Negotiate down to children
- for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+ for(uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i)
{
- ActorPtr child = actor.GetChildAt( i );
+ ActorPtr child = actor.GetChildAt(i);
// Forces children that have already been laid out to be relayed out
// if they have assigned size during relayout.
- if( child->GetUseAssignedSize(Dimension::WIDTH) )
+ if(child->GetUseAssignedSize(Dimension::WIDTH))
{
child->SetLayoutNegotiated(false, Dimension::WIDTH);
child->SetLayoutDirty(true, Dimension::WIDTH);
}
- if( child->GetUseAssignedSize(Dimension::HEIGHT) )
+ if(child->GetUseAssignedSize(Dimension::HEIGHT))
{
child->SetLayoutNegotiated(false, Dimension::HEIGHT);
child->SetLayoutDirty(true, Dimension::HEIGHT);
}
// Only relayout if required
- if( child->RelayoutRequired() )
+ if(child->RelayoutRequired())
{
- container.Add( Dali::Actor( child.Get() ), actor.mTargetSize.GetVectorXY() );
+ container.Add(Dali::Actor(child.Get()), actor.mTargetSize.GetVectorXY());
}
}
- DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+ DALI_LOG_TIMER_END(NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
}
} // namespace Internal