Fix RTL direction layout for LinearLayout. 08/182008/2
authorAnton Obzhirov <a.obzhirov@samsung.com>
Tue, 19 Jun 2018 14:45:14 +0000 (15:45 +0100)
committerAnton Obzhirov <a.obzhirov@samsung.com>
Wed, 20 Jun 2018 13:19:09 +0000 (14:19 +0100)
Change-Id: I43be3b6a10aa76455a920a61d20981a26070b1b4

automated-tests/src/dali-toolkit/utc-Dali-Layouting.cpp
dali-toolkit/internal/layouting/linear-layout-impl.cpp

index c081c338fa8b26c218f0c1c63ee834a977962402..b15a2e8c5bfa69d497b06fa98f4f3fbeaf522764 100644 (file)
@@ -529,6 +529,70 @@ int UtcDaliLayouting_HboxLayout06(void)
   END_TEST;
 }
 
+
+int UtcDaliLayouting_HboxLayout07(void)
+{
+  ToolkitTestApplication application;
+  tet_infoline(" UtcDaliLayouting_HboxLayout07 - Set LTR/RTL direction");
+
+  Stage stage = Stage::GetCurrent();
+  auto hbox = Control::New();
+  auto hboxLayout = LinearLayout::New();
+  hboxLayout.SetCellPadding( LayoutSize( 10, 0 ) );
+  DevelControl::SetLayout( hbox, hboxLayout );
+  hbox.SetName( "HBox");
+
+  std::vector< Control > controls;
+  controls.push_back( CreateLeafControl( 40, 40 ) );
+  controls.push_back( CreateLeafControl( 60, 40 ) );
+  controls.push_back( CreateLeafControl( 80, 40 ) );
+  controls.push_back( CreateLeafControl( 100, 40 ) );
+
+  for( auto&& iter : controls )
+  {
+    hbox.Add( iter );
+  }
+  hbox.SetParentOrigin( ParentOrigin::CENTER );
+  hbox.SetAnchorPoint( AnchorPoint::CENTER );
+  stage.Add( hbox );
+
+  hbox.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+
+  // Ensure layouting happens
+  application.SendNotification();
+  application.Render();
+
+  // hbox centers elements vertically, it fills test harness stage, which is 480x800 from left to right.
+  // hbox left justifies elements
+  DALI_TEST_EQUALS( controls[0].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 0.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[1].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 50.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[2].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 120.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[3].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 210.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( controls[0].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 40.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[1].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 60.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[2].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 80.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[3].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 100.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+
+  hbox.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+
+  // Ensure layouting happens
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( controls[0].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 470.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[1].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 400.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[2].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 310.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[3].GetProperty<Vector3>( Actor::Property::POSITION ), Vector3( 200.0f, 380.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( controls[0].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 40.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[1].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 60.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[2].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 80.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( controls[3].GetProperty<Vector3>( Actor::Property::SIZE ), Vector3( 100.0f, 40.0f, 0.0f ), 0.0001f, TEST_LOCATION );
+
+  END_TEST;
+}
+
 // Padding tests
 
 int UtcDaliLayouting_HboxLayout_Padding01(void)
index 003c4e6b602bd1cf855225fa1450508246f3d9f2..6b91bc067e39f48b2a5c5af406fa0b8eeff7cba8 100644 (file)
@@ -279,12 +279,12 @@ void LinearLayout::LayoutHorizontal( LayoutLength left, LayoutLength top, Layout
   int start = 0;
   int dir = 1;
 
-  // In case of RTL, start drawing from the last child.
-  // @todo re-work to draw the first child from the right edge, and move leftwards.
-  // (Should have an alignment also)
+  // In case of RTL, start drawing from the last child and apply right alignment.
+  // @TODO Should we have also support Actor HorizontalAlignment|VerticalAlignment in general for LinearLayout?
   if( isLayoutRtl ) {
     start = count - 1;
     dir = -1;
+    childLeft = padding.start + right - left - mTotalLength;
   }
 
   for( unsigned int i = 0; i < count; i++)