using namespace Dali;
+namespace
+{
+
#if defined(DEBUG_ENABLED)
-static Debug::Filter* gLogFilter = Debug::Filter::New( Debug::Concise, false, "LOG_LAYOUT" );
+static Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_LAYOUT" );
#endif
+}
+
namespace Dali
{
namespace Toolkit
{
}
-void LayoutController::RequestLayout( LayoutBase& layoutBase )
+void LayoutController::RequestLayout( LayoutItem& LayoutItem )
{
DALI_LOG_INFO( gLogFilter, Debug::Concise, "LayoutController::RequestLayout\n" );
mLayoutRequested = true;
// Go up the tree and mark all parents to relayout
- LayoutParent* layoutParent = layoutBase.GetParent();
+ LayoutParent* layoutParent = LayoutItem.GetParent();
if( layoutParent )
{
LayoutGroup& layoutGroup = static_cast< LayoutGroup& >( *layoutParent );
Toolkit::Control control = Toolkit::Control::DownCast( root );
if( control )
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::Measuring control:%s\n", control.GetName().c_str() );
Internal::Control& controlImpl = GetImplementation( control );
+
Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
- LayoutBasePtr layout = controlDataImpl.GetLayout();
+ LayoutItemPtr layout = controlDataImpl.GetLayout();
if( layout )
{
}
else
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::Measuring (%u) children\n", root.GetChildCount() );
// Depth first descent through actor children
for( unsigned int i = 0, count = root.GetChildCount(); i < count; ++i )
{
Toolkit::Control control = Toolkit::Control::DownCast( root );
if( control )
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout on control[%s]\n", control.GetName().c_str() );
Internal::Control& controlImpl = GetImplementation( control );
Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
- LayoutBasePtr layout = controlDataImpl.GetLayout();
+ LayoutItemPtr layout = controlDataImpl.GetLayout();
if( layout )
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout on layout\n" );
layout->Layout( left, top, right, bottom );
}
}
else
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout (%u) children\n", root.GetChildCount() );
// Depth first descent through actor children
for( unsigned int i = 0, count = root.GetChildCount(); i < count; ++i )
{