// EXTERNAL INCLUDES
#include <dali/public-api/object/property-input.h>
#include <dali/public-api/object/type-registry.h>
-
-// INTERNAL INCLUDES
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/size-negotiation/relayout-container.h>
namespace Dali
{
return Toolkit::Alignment::New();
}
-TypeRegistration mType( typeid(Toolkit::Alignment), typeid(Toolkit::Control), Create );
-
-struct ScaleToFillConstraint
-{
- /**
- * @param padding to be added.
- */
- ScaleToFillConstraint( const Toolkit::Alignment::Padding& padding )
- : mPadding( padding )
- {}
-
- /**
- * Called by render thread
- */
- Vector3 operator()( const Vector3& currentSize,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
- return GetSize( currentSize, parentSize );
- }
-
- inline Vector3 GetSize( const Vector3& currentSize, const Vector3& parentSize )
- {
- const float parentSizeWidth = parentSize.width - ( mPadding.left + mPadding.right );
- const float parentSizeHeight = parentSize.height - ( mPadding.top + mPadding.bottom );
-
- // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
- if( ( parentSizeWidth < Math::MACHINE_EPSILON_1000 ) || ( parentSizeHeight < Math::MACHINE_EPSILON_1000 ) )
- {
- // no point trying to squeeze actors into this small size
- return Vector3::ZERO;
- }
- return Vector3( parentSizeWidth, parentSizeHeight, parentSize.depth );
- }
-
- const Toolkit::Alignment::Padding mPadding;
-};
-
-struct ScaleToFitKeepAspectConstraint
-{
- /**
- * @param padding to be added.
- */
- ScaleToFitKeepAspectConstraint( const Toolkit::Alignment::Padding& padding )
- : mPadding( padding ),
- mSizeStored( false ),
- mOriginalSize()
- {}
-
- /**
- * Called by render thread
- */
- Vector3 operator()( const Vector3& currentSize,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
- return GetSize( currentSize, parentSize );
- }
-
- inline Vector3 GetSize( const Vector3& currentSize, const Vector3& parentSize )
- {
- if( ( !mSizeStored ) && ( Vector3::ZERO != currentSize ) )
- {
- mOriginalSize = currentSize;
- mSizeStored = true;
- }
-
- const float parentSizeWidth = parentSize.width - ( mPadding.left + mPadding.right );
- const float parentSizeHeight = parentSize.height - ( mPadding.top + mPadding.bottom );
-
- // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
- if( ( parentSizeWidth < Math::MACHINE_EPSILON_1000 ) || ( parentSizeHeight < Math::MACHINE_EPSILON_1000 )||
- ( mOriginalSize.width < Math::MACHINE_EPSILON_1000 ) || ( mOriginalSize.height < Math::MACHINE_EPSILON_1000 ) )
- {
- // no point trying to squeeze actors into this small size
- return Vector3::ZERO;
- }
-
- return mOriginalSize * std::min( ( parentSizeWidth / mOriginalSize.width ), ( parentSizeHeight / mOriginalSize.height ) );
- }
-
- const Toolkit::Alignment::Padding mPadding;
- bool mSizeStored;
- Vector3 mOriginalSize;
-};
-
-struct ScaleToFillKeepAspectConstraint
-{
- /**
- * @param padding to be added.
- */
- ScaleToFillKeepAspectConstraint( const Toolkit::Alignment::Padding& padding )
- : mPadding( padding ),
- mSizeStored( false ),
- mOriginalSize()
- { }
-
- /**
- * Called by render thread
- */
- Vector3 operator()( const Vector3& currentSize,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
- return GetSize( currentSize, parentSize );
- }
-
- Vector3 GetSize( const Vector3& currentSize, const Vector3& parentSize )
- {
- if( ( !mSizeStored ) && ( Vector3::ZERO != currentSize ) )
- {
- mOriginalSize = currentSize;
- mSizeStored = true;
- }
-
- const float parentSizeWidth = parentSize.width - ( mPadding.left + mPadding.right );
- const float parentSizeHeight = parentSize.height - ( mPadding.top + mPadding.bottom );
-
- // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
- if( ( parentSizeWidth < Math::MACHINE_EPSILON_1000 ) || ( parentSizeHeight < Math::MACHINE_EPSILON_1000 )||
- ( mOriginalSize.width < Math::MACHINE_EPSILON_1000 ) || ( mOriginalSize.height < Math::MACHINE_EPSILON_1000 ) )
- {
- // no point trying to squeeze actors into this small size
- return Vector3::ZERO;
- }
-
- return mOriginalSize * std::max( ( parentSizeWidth / mOriginalSize.width ), ( parentSizeHeight / mOriginalSize.height ) );
- }
-
- const Toolkit::Alignment::Padding mPadding;
- bool mSizeStored;
- Vector3 mOriginalSize;
-};
-
-struct ShrinkToFitConstraint
-{
- /**
- * @param padding to be added.
- */
- ShrinkToFitConstraint( const Toolkit::Alignment::Padding& padding )
- : mPadding( padding ),
- mSizeStored( false ),
- mOriginalSize()
- {}
-
- /**
- * Called by render thread
- */
- Vector3 operator()( const Vector3& currentSize,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
- return GetSize( currentSize, parentSize );
- }
-
- Vector3 GetSize( const Vector3& currentSize, const Vector3& parentSize )
- {
- if( ( !mSizeStored ) && ( Vector3::ZERO != currentSize ) )
- {
- mOriginalSize = currentSize;
- mSizeStored = true;
- }
-
- const float parentSizeWidth = parentSize.width - ( mPadding.left + mPadding.right );
- const float parentSizeHeight = parentSize.height - ( mPadding.top + mPadding.bottom );
-
- // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
- if( ( parentSizeWidth < Math::MACHINE_EPSILON_1000 ) || ( parentSizeHeight < Math::MACHINE_EPSILON_1000 )||
- ( mOriginalSize.width < Math::MACHINE_EPSILON_1000 ) || ( mOriginalSize.height < Math::MACHINE_EPSILON_1000 ) )
- {
- // no point trying to squeeze actors into this small size
- return Vector3::ZERO;
- }
-
- return Vector3( std::min( parentSizeWidth, mOriginalSize.width ), std::min( parentSizeHeight, mOriginalSize.height ), std::min( parentSize.depth, mOriginalSize.depth ) );
- }
-
- const Toolkit::Alignment::Padding mPadding;
- bool mSizeStored;
- Vector3 mOriginalSize;
-};
-
-/**
- * Constraint that uses naturalSize if it fits inside parent and parent size if not. It also adds some padding pixels
- */
-struct ShrinkToFitKeepAspectConstraint
-{
- /**
- * @param padding to be added.
- */
- ShrinkToFitKeepAspectConstraint( const Toolkit::Alignment::Padding& padding )
- : mPadding( padding ),
- mSizeStored( false ),
- mOriginalSize()
- {}
-
- /**
- * Called by render thread
- */
- Vector3 operator()( const Vector3& currentSize,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
- return GetSize( currentSize, parentSize );
- }
-
- inline Vector3 GetSize( const Vector3& currentSize, const Vector3& parentSize )
- {
- if( ( !mSizeStored ) && ( Vector3::ZERO != currentSize ) )
- {
- mOriginalSize = currentSize;
- mSizeStored = true;
- }
-
- const float parentSizeWidth = parentSize.width - ( mPadding.left + mPadding.right );
- const float parentSizeHeight = parentSize.height - ( mPadding.top + mPadding.bottom );
-
- // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
- if( ( parentSizeWidth < Math::MACHINE_EPSILON_1000 ) || ( parentSizeHeight < Math::MACHINE_EPSILON_1000 )||
- ( mOriginalSize.width < Math::MACHINE_EPSILON_1000 ) || ( mOriginalSize.height < Math::MACHINE_EPSILON_1000 ) )
- {
- // no point trying to squeeze actors into this small size
- return Vector3::ZERO;
- }
-
- return Vector3( ShrinkInside( Vector2( parentSizeWidth, parentSizeHeight ), Vector2( mOriginalSize ) ) );
- }
-
- const Toolkit::Alignment::Padding mPadding;
- bool mSizeStored;
- Vector3 mOriginalSize;
-};
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Alignment, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_END()
/**
- * Constraint that modifies the contained actor taking into account the padding value.
+ * @param padding The padding value
+ * @param horizontalAlignment The horizontal alignment.
+ * @param verticalAlignment The vertical alignment.
+ * @param currentSize of the object
+ * @param parentSize
*/
-struct PositionConstraint
+inline Vector3 GetPosition( const Toolkit::Alignment::Padding& padding, Toolkit::Alignment::Type horizontalAlignment, Toolkit::Alignment::Type verticalAlignment,
+ const Vector2& currentSize, const Vector2& parentSize )
{
- /**
- * @param padding The padding value
- * @param horizontalAlignment The horizontal alignment.
- * @param verticalAlignment The vertical alignment.
- */
- PositionConstraint( const Toolkit::Alignment::Padding& padding, Toolkit::Alignment::Type horizontalAlignment, Toolkit::Alignment::Type verticalAlignment )
- : mPadding( padding ),
- mHorizontalAlignment( horizontalAlignment ),
- mVerticalAlignment( verticalAlignment )
- {}
-
- /**
- * Called by render thread.
- */
- Vector3 operator()( const Vector3& currentPosition,
- const PropertyInput& currentSizeProperty,
- const PropertyInput& parentSizeProperty )
- {
- const Vector3& currentSize( currentSizeProperty.GetVector3() );
- const Vector3& parentSize( parentSizeProperty.GetVector3() );
-
- return GetPosition( currentSize, parentSize );
- }
+ Vector3 position( 0.f, 0.f, 0.f );
- inline Vector3 GetPosition( const Vector3& currentSize, const Vector3& parentSize )
+ switch( horizontalAlignment )
{
- Vector3 position( 0.f, 0.f, 0.f );
-
- switch( mHorizontalAlignment )
- {
case Dali::Toolkit::Alignment::HorizontalLeft:
{
- position.x += mPadding.left;
- break;
- }
- case Dali::Toolkit::Alignment::HorizontalCenter:
- {
- if( currentSize.width + mPadding.left + mPadding.right >= parentSize.width )
- {
- position.x += 0.5f * ( mPadding.left - mPadding.right );
- }
+ position.x += padding.left;
break;
}
case Dali::Toolkit::Alignment::HorizontalRight:
{
- position.x -= mPadding.right;
+ position.x -= padding.right;
break;
}
- default:
+ case Dali::Toolkit::Alignment::HorizontalCenter: // FALLTHROUGH
+ default: // use center as default
{
- DALI_ASSERT_ALWAYS( !"Wrong horizontal alignment value" );
+ if( currentSize.width + padding.left + padding.right >= parentSize.width )
+ {
+ position.x += 0.5f * ( padding.left - padding.right );
+ }
break;
}
- }
+ }
- switch( mVerticalAlignment )
- {
+ switch( verticalAlignment )
+ {
case Dali::Toolkit::Alignment::VerticalTop:
{
- position.y += mPadding.top;
- break;
- }
- case Dali::Toolkit::Alignment::VerticalCenter:
- {
- if( currentSize.height + mPadding.top + mPadding.bottom >= parentSize.height )
- {
- position.y += 0.5f * ( mPadding.top - mPadding.bottom );
- }
+ position.y += padding.top;
break;
}
case Dali::Toolkit::Alignment::VerticalBottom:
{
- position.y -= mPadding.bottom;
+ position.y -= padding.bottom;
break;
}
- default:
+ case Dali::Toolkit::Alignment::VerticalCenter: // FALLTHROUGH
+ default: // use center as default
{
- DALI_ASSERT_ALWAYS( !"Wrong vertical alignment value" );
+ if( currentSize.height + padding.top + padding.bottom >= parentSize.height )
+ {
+ position.y += 0.5f * ( padding.top - padding.bottom );
+ }
break;
}
- }
-
- return position;
}
- const Toolkit::Alignment::Padding mPadding;
- const Toolkit::Alignment::Type mHorizontalAlignment;
- const Toolkit::Alignment::Type mVerticalAlignment;
-};
+ return position;
+}
+
} // namespace
Toolkit::Alignment Alignment::New( Toolkit::Alignment::Type horizontal, Toolkit::Alignment::Type vertical )
// Create the implementation, temporarily owned on stack
IntrusivePtr< Alignment > internalAlignment = new Alignment( horizontal, vertical );
- // Pass ownership to Toolkit::View
+ // Pass ownership to Toolkit::Alignment
Toolkit::Alignment alignment( *internalAlignment );
// Second-phase init of the implementation
return mPadding;
}
-void Alignment::OnRelayout( const Vector2& size, ActorSizeContainer& container )
+void Alignment::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
// lay out the actors
Vector3 anchorPointAndParentOrigin = Vector3::ZERO;
anchorPointAndParentOrigin.y = 1.0f;
}
- unsigned int childCount = Self().GetChildCount();
- for( unsigned int i=0; i<childCount; ++i )
+ for( unsigned int i = 0, childCount = Self().GetChildCount(); i < childCount; ++i )
{
- Actor actor = Self().GetChildAt(i);
+ Actor child = Self().GetChildAt(i);
- actor.SetAnchorPoint( anchorPointAndParentOrigin );
- actor.SetParentOrigin( anchorPointAndParentOrigin );
+ child.SetAnchorPoint( anchorPointAndParentOrigin );
+ child.SetParentOrigin( anchorPointAndParentOrigin );
- Vector3 actorSize ( actor.GetSize() );
- Toolkit::Control control( Toolkit::Control::DownCast( actor ) );
- if ( actorSize == Vector3::ZERO && control )
+ Vector2 currentChildSize( child.GetTargetSize().GetVectorXY() );
+ if( currentChildSize == Vector2::ZERO )
{
- actorSize = control.GetNaturalSize();
+ currentChildSize = child.GetNaturalSize();
}
- Vector3 childSize;
+ bool renegotiate = true;
+ Vector2 newChildSize;
+ newChildSize.width = size.width - ( mPadding.left + mPadding.right );
+ newChildSize.height = size.height- ( mPadding.top + mPadding.bottom );
- switch( mScaling )
+ // prevent ridiculous sizes if parent is really small or if we don't have a proper size for the actor
+ if( ( newChildSize.width > Math::MACHINE_EPSILON_1000 ) && ( newChildSize.height > Math::MACHINE_EPSILON_1000 ) &&
+ ( currentChildSize.width > Math::MACHINE_EPSILON_1000 ) && ( currentChildSize.height > Math::MACHINE_EPSILON_1000 ) )
{
- case Toolkit::Alignment::ScaleNone:
- {
- // Nothing to do but needed just to not to jump to the default.
- childSize = actorSize;
- break;
- }
- case Toolkit::Alignment::ScaleToFill:
- {
- ScaleToFillConstraint constraint( mPadding );
- childSize = constraint.GetSize( actorSize, Vector3(size) ) ;
- break;
- }
- case Toolkit::Alignment::ScaleToFitKeepAspect:
- {
- ScaleToFitKeepAspectConstraint constraint( mPadding );
- childSize = constraint.GetSize( actorSize, Vector3(size) ) ;
- break;
- }
- case Toolkit::Alignment::ScaleToFillKeepAspect:
+ // no point trying to squeeze actors into too small size
+ switch( mScaling )
{
- ScaleToFillKeepAspectConstraint constraint( mPadding );
- childSize = constraint.GetSize( actorSize, Vector3(size) );
- break;
- }
- case Toolkit::Alignment::ShrinkToFit:
- {
- ShrinkToFitConstraint constraint( mPadding );
- childSize = constraint.GetSize( actorSize, Vector3(size) );
- break;
- }
- case Toolkit::Alignment::ShrinkToFitKeepAspect:
- {
- ShrinkToFitKeepAspectConstraint constraint( mPadding );
- childSize = constraint.GetSize( actorSize, Vector3(size) );
- break;
- }
- default:
- {
- DALI_ASSERT_ALWAYS( !"Invalid Alignment::mGeometryScaling value" );
- break;
+ case Toolkit::Alignment::ScaleNone:
+ {
+ // Nothing to do
+ renegotiate = false;
+ break;
+ }
+ case Toolkit::Alignment::ScaleToFill:
+ {
+ // Nothing to do, newChildSize is already full size minus padding
+ break;
+ }
+ case Toolkit::Alignment::ScaleToFitKeepAspect:
+ {
+ newChildSize = currentChildSize * std::min( ( newChildSize.width / currentChildSize.width ), ( newChildSize.height / currentChildSize.height ) );
+ break;
+ }
+ case Toolkit::Alignment::ScaleToFillKeepAspect:
+ {
+ newChildSize = currentChildSize * std::max( ( newChildSize.width / currentChildSize.width ), ( newChildSize.height / currentChildSize.height ) );
+ break;
+ }
+ case Toolkit::Alignment::ShrinkToFit:
+ {
+ newChildSize = Vector2( std::min( newChildSize.width, currentChildSize.width ), std::min( newChildSize.height, currentChildSize.height ) );
+ break;
+ }
+ case Toolkit::Alignment::ShrinkToFitKeepAspect:
+ {
+ // check source size vs target size to see if we need to shrink
+ float widthScale = ( newChildSize.width < currentChildSize.width ) ? (newChildSize.width / currentChildSize.width) : 1.f;
+ float heightScale = ( newChildSize.height < currentChildSize.height ) ? (newChildSize.height / currentChildSize.height) : 1.0f;
+ // use smaller of the scales
+ float scale = std::min( widthScale, heightScale );
+ // check if we need to scale
+ if( scale < 1.0f )
+ {
+ // scale natural size to fit inside
+ newChildSize *= scale;
+ }
+ break;
+ }
}
}
- PositionConstraint positionConstraint(mPadding, mHorizontal, mVertical);
- actor.SetPosition( positionConstraint.GetPosition(childSize, actorSize) );
+ child.SetPosition( GetPosition( mPadding, mHorizontal, mVertical , newChildSize, currentChildSize ) );
- if( !control )
+ if( renegotiate )
{
- actor.SetScale(childSize / actorSize);
+ container.Add( child, newChildSize );
}
-
- Relayout( actor, Vector2(childSize), container );
}
}
Alignment::Alignment( Toolkit::Alignment::Type horizontal, Toolkit::Alignment::Type vertical )
-: Control( CONTROL_BEHAVIOUR_NONE ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mHorizontal( horizontal ),
mVertical( vertical ),
mScaling( Toolkit::Alignment::ScaleNone ),