/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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 <sstream>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.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>
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
+
using namespace Dali;
namespace
// currently not called from code so compiler will optimize these away, kept here for future debugging
#define TABLEVIEW_TAG "DALI Toolkit::TableView "
-#define TV_LOG(fmt, args...) Debug::LogMessage(Debug::DebugInfo, TABLEVIEW_TAG fmt, ## args)
+#define TV_LOG(fmt, args,...) Debug::LogMessage(Debug::DebugInfo, TABLEVIEW_TAG fmt, ## args)
//#define TABLEVIEW_DEBUG 1
#if defined(TABLEVIEW_DEBUG)
if( data.actor )
{
actor = 'A';
- actorName = data.actor.GetName();
+ actorName = data.actor.GetProperty< std::string >( Dali::Actor::Property::NAME );
}
TV_LOG("Array[%d,%d]=%c %s %d,%d,%d,%d ", i, j, actor, actorName.c_str(),
data.position.rowIndex, data.position.columnIndex,
DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "layoutRows", MAP, LAYOUT_ROWS )
DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "layoutColumns", MAP, LAYOUT_COLUMNS )
DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "cellIndex", VECTOR2, CELL_INDEX )
-DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "rowSpan", FLOAT, ROW_SPAN )
-DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "columnSpan", FLOAT, COLUMN_SPAN )
+DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "rowSpan", INTEGER, ROW_SPAN )
+DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "columnSpan", INTEGER, COLUMN_SPAN )
DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "cellHorizontalAlignment", STRING, CELL_HORIZONTAL_ALIGNMENT )
DALI_CHILD_PROPERTY_REGISTRATION( Toolkit, TableView, "cellVerticalAlignment", STRING, CELL_VERTICAL_ALIGNMENT )
// update every column position in ColumnData array
float cumulatedWidth = 0.0f;
- for( unsigned int column = 0, columnCount = mCellData.GetColumns(); column < columnCount; ++column )
+ for( auto&& element : mColumnData )
{
- if( mColumnData[ column ].sizePolicy == Toolkit::TableView::FILL || mColumnData[ column ].sizePolicy == Toolkit::TableView::RELATIVE)
+ if( element.sizePolicy == Toolkit::TableView::FILL || element.sizePolicy == Toolkit::TableView::RELATIVE )
{
- mColumnData[ column ].size = mColumnData[ column ].fillRatio * remainingSize;
+ element.size = element.fillRatio * remainingSize;
}
- cumulatedWidth += mColumnData[ column ].size;
- mColumnData[column].position = cumulatedWidth;
+ cumulatedWidth += element.size;
+ element.position = cumulatedWidth;
}
mColumnDirty = false;
// rows and columns must be recalculated or the new size will not take effect.
mRowDirty = mColumnDirty = true;
RelayoutRequest();
+
+ Control::OnSizeSet( size );
}
void TableView::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
// Go through the layout data
+ float totalWidth = 0.0;
+
+ Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( Self().GetProperty(Dali::Actor::Property::LAYOUT_DIRECTION).Get<int>() );
+
+ if( Dali::LayoutDirection::RIGHT_TO_LEFT == layoutDirection )
+ {
+ for (auto&& element : mColumnData)
+ {
+ totalWidth += element.size;
+ }
+ }
+
for( unsigned int row = 0, rowCount = mCellData.GetRows(); row < rowCount; ++row )
{
for( unsigned int column = 0, columnCount = mCellData.GetColumns(); column < columnCount; ++column )
if( actor && position.rowIndex == row && position.columnIndex == column )
{
// Anchor actor to top left of the cell
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ if( actor.GetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >() )
+ {
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ }
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+
+ Padding padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
- Padding padding;
- actor.GetPadding( padding );
+ float left = (column > 0) ? mColumnData[column - 1].position : 0.f;
+ float right;
+
+ if( Dali::LayoutDirection::RIGHT_TO_LEFT == layoutDirection )
+ {
+ right = totalWidth - left;
+ left = right - mColumnData[column].size;
+ }
+ else
+ {
+ right = left + mColumnData[column].size;
+ }
- float left = column > 0 ? mColumnData[column-1].position : 0.f;
- float right = mColumnData[column+position.columnSpan-1].position;
float top = row > 0 ? mRowData[row-1].position : 0.f;
float bottom = mRowData[row+position.rowSpan-1].position;
if( cellData.horizontalAlignment == HorizontalAlignment::LEFT )
{
- actor.SetX( left + mPadding.width + padding.left );
+ actor.SetProperty( Actor::Property::POSITION_X, left + mPadding.width + padding.left );
}
else if( cellData.horizontalAlignment == HorizontalAlignment::RIGHT )
{
- actor.SetX( right - mPadding.width - padding.right - actor.GetRelayoutSize( Dimension::WIDTH ) );
+ actor.SetProperty( Actor::Property::POSITION_X, right - mPadding.width - padding.right - actor.GetRelayoutSize( Dimension::WIDTH ) );
}
else //if( cellData.horizontalAlignment == HorizontalAlignment::CENTER )
{
- actor.SetX( (left + right + padding.left - padding.right - actor.GetRelayoutSize( Dimension::WIDTH )) * 0.5f );
+ actor.SetProperty( Actor::Property::POSITION_X, (left + right + padding.left - padding.right - actor.GetRelayoutSize( Dimension::WIDTH )) * 0.5f );
}
if( cellData.verticalAlignment == VerticalAlignment::TOP )
{
- actor.SetY( top + mPadding.height + padding.top );
+ actor.SetProperty( Actor::Property::POSITION_Y, top + mPadding.height + padding.top );
}
else if( cellData.verticalAlignment == VerticalAlignment::BOTTOM )
{
- actor.SetY( bottom - mPadding.height - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT ) );
+ actor.SetProperty( Actor::Property::POSITION_Y, bottom - mPadding.height - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT ) );
}
else //if( cellData.verticalAlignment = VerticalAlignment::CENTER )
{
- actor.SetY( (top + bottom + padding.top - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT )) * 0.5f );
+ actor.SetProperty( Actor::Property::POSITION_Y, (top + bottom + padding.top - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT )) * 0.5f );
}
}
}
void TableView::OnChildAdd( Actor& child )
{
- Control::OnChildAdd( child );
-
- if( mLayoutingChild )
+ if( ! mLayoutingChild )
{
- // we're in the middle of laying out children so no point doing anything here
- return;
- }
+ // Ensure we're not in the middle of laying out children
- // Check child properties on actor to decide its position inside the table
- HorizontalAlignment::Type horizontalAlignment = HorizontalAlignment::LEFT;
- VerticalAlignment::Type verticalAlignment = VerticalAlignment::TOP;
+ // Check child properties on actor to decide its position inside the table
+ HorizontalAlignment::Type horizontalAlignment = HorizontalAlignment::LEFT;
+ VerticalAlignment::Type verticalAlignment = VerticalAlignment::TOP;
- if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_HORIZONTAL_ALIGNMENT ) != Property::NONE )
- {
- std::string value = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_HORIZONTAL_ALIGNMENT ).Get<std::string >();
- Scripting::GetEnumeration< HorizontalAlignment::Type >( value.c_str(),
- HORIZONTAL_ALIGNMENT_STRING_TABLE,
- HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
- horizontalAlignment );
- }
+ if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_HORIZONTAL_ALIGNMENT ) != Property::NONE )
+ {
+ std::string value = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_HORIZONTAL_ALIGNMENT ).Get<std::string >();
+ Scripting::GetEnumeration< HorizontalAlignment::Type >( value.c_str(),
+ HORIZONTAL_ALIGNMENT_STRING_TABLE,
+ HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
+ horizontalAlignment );
+ }
- if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_VERTICAL_ALIGNMENT ) != Property::NONE )
- {
- std::string value = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_VERTICAL_ALIGNMENT ).Get<std::string >();
- Scripting::GetEnumeration< VerticalAlignment::Type >( value.c_str(),
- VERTICAL_ALIGNMENT_STRING_TABLE,
- VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
- verticalAlignment );
- }
+ if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_VERTICAL_ALIGNMENT ) != Property::NONE )
+ {
+ std::string value = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_VERTICAL_ALIGNMENT ).Get<std::string >();
+ Scripting::GetEnumeration< VerticalAlignment::Type >( value.c_str(),
+ VERTICAL_ALIGNMENT_STRING_TABLE,
+ VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
+ verticalAlignment );
+ }
- Toolkit::TableView::CellPosition cellPosition;
- if( child.GetPropertyType( Toolkit::TableView::ChildProperty::ROW_SPAN ) != Property::NONE )
- {
- cellPosition.rowSpan = static_cast<unsigned int>( child.GetProperty( Toolkit::TableView::ChildProperty::ROW_SPAN ).Get<float>() );
- }
+ Toolkit::TableView::CellPosition cellPosition;
+ if( child.GetPropertyType( Toolkit::TableView::ChildProperty::ROW_SPAN ) != Property::NONE )
+ {
+ cellPosition.rowSpan = child.GetProperty( Toolkit::TableView::ChildProperty::ROW_SPAN ).Get< int >();
+ }
- if( child.GetPropertyType( Toolkit::TableView::ChildProperty::COLUMN_SPAN ) != Property::NONE )
- {
- cellPosition.columnSpan = static_cast<unsigned int>( child.GetProperty( Toolkit::TableView::ChildProperty::COLUMN_SPAN ).Get<float>() );
- }
+ if( child.GetPropertyType( Toolkit::TableView::ChildProperty::COLUMN_SPAN ) != Property::NONE )
+ {
+ cellPosition.columnSpan = child.GetProperty( Toolkit::TableView::ChildProperty::COLUMN_SPAN ).Get< int >();
+ }
- if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_INDEX ) != Property::NONE )
- {
- Vector2 indices = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_INDEX ).Get<Vector2 >();
- cellPosition.rowIndex = static_cast<unsigned int>( indices.x );
- cellPosition.columnIndex = static_cast<unsigned int>( indices.y );
+ if( child.GetPropertyType( Toolkit::TableView::ChildProperty::CELL_INDEX ) != Property::NONE )
+ {
+ Vector2 indices = child.GetProperty( Toolkit::TableView::ChildProperty::CELL_INDEX ).Get<Vector2 >();
+ cellPosition.rowIndex = static_cast<unsigned int>( indices.x );
+ cellPosition.columnIndex = static_cast<unsigned int>( indices.y );
- AddChild( child, cellPosition );
- SetCellAlignment(cellPosition, horizontalAlignment, verticalAlignment);
+ AddChild( child, cellPosition );
+ SetCellAlignment(cellPosition, horizontalAlignment, verticalAlignment);
+ }
+ else
+ {
+ bool availableCellFound = false;
- // Do not continue
- return;
- }
+ // Find the first available cell to store the actor in
+ const unsigned int rowCount = mCellData.GetRows();
+ const unsigned int columnCount = mCellData.GetColumns();
+ for( unsigned int row = 0; row < rowCount && !availableCellFound; ++row )
+ {
+ for( unsigned int column = 0; column < columnCount && !availableCellFound; ++column )
+ {
+ if( !(mCellData[ row ][ column ].actor) )
+ {
+ // Put the actor in the cell
+ CellData data;
+ data.actor = child;
+ data.position.columnIndex = column;
+ data.position.rowIndex = row;
+ data.horizontalAlignment = horizontalAlignment;
+ data.verticalAlignment = verticalAlignment;
+ mCellData[ row ][ column ] = data;
+
+ availableCellFound = true;
+ break;
+ }
+ }
+ }
- // Find the first available cell to store the actor in
- const unsigned int rowCount = mCellData.GetRows();
- const unsigned int columnCount = mCellData.GetColumns();
- for( unsigned int row = 0; row < rowCount; ++row )
- {
- for( unsigned int column = 0; column < columnCount; ++column )
- {
- if( !(mCellData[ row ][ column ].actor) )
+ if( ! availableCellFound )
{
- // Put the actor in the cell
+ // No empty cells, so increase size of the table
+ unsigned int newColumnCount = ( columnCount > 0 ) ? columnCount : 1;
+ ResizeContainers( rowCount + 1, newColumnCount );
+
+ // Put the actor in the first cell of the new row
CellData data;
data.actor = child;
- data.position.columnIndex = column;
- data.position.rowIndex = row;
+ data.position.rowIndex = rowCount;
+ data.position.columnIndex = 0;
data.horizontalAlignment = horizontalAlignment;
data.verticalAlignment = verticalAlignment;
- mCellData[ row ][ column ] = data;
-
- // Don't continue
- RelayoutRequest();
- return;
+ mCellData[ rowCount ][ 0 ] = data;
}
+
+ RelayoutRequest();
}
}
- // No empty cells, so increase size of the table
- unsigned int newColumnCount = ( columnCount > 0 ) ? columnCount : 1;
- ResizeContainers( rowCount + 1, newColumnCount );
-
- // Put the actor in the first cell of the new row
- CellData data;
- data.actor = child;
- data.position.rowIndex = rowCount;
- data.position.columnIndex = 0;
- data.horizontalAlignment = horizontalAlignment;
- data.verticalAlignment = verticalAlignment;
- mCellData[ rowCount ][ 0 ] = data;
- RelayoutRequest();
+ Control::OnChildAdd( child );
}
void TableView::OnChildRemove( Actor& child )
}
TableView::TableView( unsigned int initialRows, unsigned int initialColumns )
-: Control( ControlBehaviour( REQUIRES_STYLE_CHANGE_SIGNALS ) ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mCellData( initialRows, initialColumns ),
+ mPreviousFocusedActor(),
mLayoutingChild( false ),
mRowDirty( true ), // Force recalculation first time
mColumnDirty( true )
{
// Make self as keyboard focusable and focus group
Actor self = Self();
- self.SetKeyboardFocusable(true);
+ self.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
SetAsKeyboardFocusGroup(true);
+
+ DevelControl::SetAccessibilityConstructor( self, []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::TABLE ) );
+ } );
}
void TableView::ResizeContainers( unsigned int rows, unsigned int columns )
void(TableView::*funcFit)(unsigned int),
const Property::Value& value )
{
- Property::Map* map = value.GetMap();
+ const Property::Map* map = value.GetMap();
if( map )
{
unsigned int index(0);
int numberOfColumns = GetColumns();
int numberOfRows = GetRows();
+ bool lastCell = false;
+ Actor nextValidActor;
+
switch ( direction )
{
case Toolkit::Control::KeyboardFocus::LEFT:
{
- if(--currentColumn < 0)
+ do
{
- currentColumn = numberOfColumns - 1;
- if(--currentRow < 0)
+ if(--currentColumn < 0)
{
- currentRow = loopEnabled ? numberOfRows - 1 : 0;
- focusLost = (currentRow == 0);
+ currentColumn = numberOfColumns - 1;
+ if(--currentRow < 0)
+ {
+ lastCell = true;
+ currentRow = loopEnabled ? numberOfRows - 1 : 0;
+ focusLost = (currentRow == 0);
+ }
}
- }
+ nextValidActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
+ } while ( !nextValidActor && !lastCell );
break;
}
case Toolkit::Control::KeyboardFocus::RIGHT:
{
- if(++currentColumn > numberOfColumns - 1)
+ do
{
- currentColumn = 0;
- if(++currentRow > numberOfRows - 1)
+ if(++currentColumn > numberOfColumns - 1)
{
- currentRow = loopEnabled ? 0 : numberOfRows - 1;
- focusLost = (currentRow == numberOfRows - 1);
+ currentColumn = 0;
+ if(++currentRow > numberOfRows - 1)
+ {
+ lastCell = true;
+ currentRow = loopEnabled ? 0 : numberOfRows - 1;
+ focusLost = (currentRow == numberOfRows - 1);
+ }
}
- }
+ nextValidActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
+ } while ( !nextValidActor && !lastCell );
break;
}
case Toolkit::Control::KeyboardFocus::UP:
{
- if(--currentRow < 0)
+ do
{
- currentRow = loopEnabled ? numberOfRows - 1 : 0;
- focusLost = (currentRow == 0);
- }
+ if(--currentRow < 0)
+ {
+ lastCell = true;
+ currentRow = loopEnabled ? numberOfRows - 1 : 0;
+ focusLost = (currentRow == 0);
+ }
+ nextValidActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
+ } while ( !nextValidActor && !lastCell );
break;
}
case Toolkit::Control::KeyboardFocus::DOWN:
{
- if(++currentRow > numberOfRows - 1)
+ do
{
- currentRow = loopEnabled ? 0 : numberOfRows - 1;
- focusLost = (currentRow == numberOfRows - 1);
- }
+ if(++currentRow > numberOfRows - 1)
+ {
+ lastCell = true;
+ currentRow = loopEnabled ? 0 : numberOfRows - 1;
+ focusLost = (currentRow == numberOfRows - 1);
+ }
+ nextValidActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
+ } while ( !nextValidActor && !lastCell );
+ break;
+ }
+ default:
+ {
break;
}
}
if(!focusLost)
{
nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
+
+ // Save the focused actor in the TableView.
+ mPreviousFocusedActor = nextFocusableActor;
}
}
else
{
- // The current focused actor is not within table view, so the child in the first cell should be focused.
- nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(0, 0));
+ // The current focused actor is not within this TableView.
+
+ unsigned int numberOfColumns = GetColumns();
+ unsigned int numberOfRows = GetRows();
+
+ // Check whether the previous focused actor is a focus group (i.e. a layout container)
+ bool wasFocusedOnLayoutContainer = false;
+ Actor previousFocusedActor = mPreviousFocusedActor.GetHandle();
+ if( previousFocusedActor )
+ {
+ Toolkit::Control control = Toolkit::Control::DownCast( previousFocusedActor );
+ if( control )
+ {
+ Internal::Control& controlImpl = static_cast<Internal::Control&>(control.GetImplementation());
+ wasFocusedOnLayoutContainer = controlImpl.IsKeyboardFocusGroup();
+ }
+ }
+
+ // Check whether the previous focused actor is a layout container and also a child of this TableView
+ Toolkit::TableView::CellPosition position;
+ if( wasFocusedOnLayoutContainer && FindChildPosition( previousFocusedActor, position ) )
+ {
+ nextFocusableActor = GetNextKeyboardFocusableActor(previousFocusedActor, direction, loopEnabled);
+ }
+ else
+ {
+ // Otherwise, move the focus to either the first or the last cell according to the given direction.
+ if(direction == Toolkit::Control::KeyboardFocus::LEFT || direction == Toolkit::Control::KeyboardFocus::UP)
+ {
+ nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(numberOfRows - 1, numberOfColumns - 1));
+ }
+ else
+ {
+ nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(0, 0));
+ }
+ }
}
}