Moved sibling order algorithms out of actor-impl 07/248707/1
authorDavid Steele <david.steele@samsung.com>
Tue, 1 Dec 2020 18:41:53 +0000 (18:41 +0000)
committerDavid Steele <david.steele@samsung.com>
Tue, 1 Dec 2020 19:02:26 +0000 (19:02 +0000)
Reducing the line count of Internal::Actor to increase SAM score

Change-Id: Icceb9d6a4d899a988a9d203f1879f1c84df3fe07

automated-tests/src/dali/utc-Dali-Actor.cpp
dali/internal/event/actors/actor-declarations.h
dali/internal/event/actors/actor-impl.cpp
dali/internal/event/actors/actor-impl.h
dali/internal/event/actors/actor-siblings.cpp [new file with mode: 0644]
dali/internal/event/actors/actor-siblings.h [new file with mode: 0644]
dali/internal/file.list

index 5ac38fa..d23681c 100755 (executable)
@@ -5289,6 +5289,117 @@ int UtcDaliActorRaiseAbove(void)
   END_TEST;
 }
 
+int UtcDaliActorRaiseAbove2(void)
+{
+  tet_infoline("UtcDaliActor RaiseToAbove test using SIBLING_ORDER property\n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  stage.Add(actorA);
+  stage.Add(actorB);
+  stage.Add(actorC);
+
+  ResetTouchCallbacks();
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
+
+  application.ProcessEvent(touchEvent);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Raise actor B Above Actor C\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  int newOrder = actorC[DevelActor::Property::SIBLING_ORDER];
+  actorB[DevelActor::Property::SIBLING_ORDER] = newOrder;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.ProcessEvent(touchEvent);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Raise actor A Above Actor B\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  newOrder = actorB[DevelActor::Property::SIBLING_ORDER];
+  actorA[DevelActor::Property::SIBLING_ORDER] = newOrder;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent(touchEvent); // process a touch event on ordered actors.
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  END_TEST;
+}
+
 int UtcDaliActorLowerBelow(void)
 {
   tet_infoline("UtcDaliActor LowerBelow test \n");
@@ -5514,6 +5625,232 @@ int UtcDaliActorLowerBelow(void)
   END_TEST;
 }
 
+
+int UtcDaliActorLowerBelow2(void)
+{
+  tet_infoline("UtcDaliActor LowerBelow test using SIBLING_ORDER property\n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty("uRendererColor", 1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty("uRendererColor", 2.f);
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty("uRendererColor", 3.f);
+
+  Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Geometry geometry = CreateQuadGeometry();
+
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  Actor container = Actor::New();
+  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+  stage.Add(container);
+
+  container.Add(actorA);
+  container.Add(actorB);
+  container.Add(actorC);
+
+  ResetTouchCallbacks();
+
+  // Connect ChildOrderChangedSignal
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  glAbstraction.ResetSetUniformCallStack();
+
+  application.SendNotification();
+  application.Render();
+
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+
+  tet_infoline("Testing C above B and A at bottom\n");
+  bool CBA = (indexC > indexB) && (indexB > indexA);
+
+  DALI_TEST_EQUALS(CBA, true, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
+
+  tet_infoline("UtcDaliActor Test Set up completed \n");
+
+  application.ProcessEvent(touchEvent);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 1;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent); // touch event
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+
+  tet_infoline("Testing render order is A, C, B");
+  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexC, true, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Lower actor C below Actor A leaving B on top\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 0;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Lower actor B below Actor C leaving A on top\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB[DevelActor::Property::SIBLING_ORDER] = 0;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glAbstraction.ResetSetUniformCallStack();
+  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+
+  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+
+  END_TEST;
+}
+
 int UtcDaliActorRaiseAboveDifferentParentsN(void)
 {
   tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
index 72dfdac..f49bd1d 100644 (file)
@@ -37,6 +37,10 @@ using CameraActorPtr = IntrusivePtr<CameraActor>;
 using CustomActorPtr = IntrusivePtr<CustomActor>;
 using LayerPtr       = IntrusivePtr<Layer>;
 
+using ActorContainer = std::vector<ActorPtr>;
+using ActorIter      = ActorContainer::iterator;
+using ActorConstIter = ActorContainer::const_iterator;
+
 } // namespace Internal
 
 } // namespace Dali
index cc6d998..bd47582 100755 (executable)
 #include <dali/public-api/object/type-registry.h>
 #include <dali/devel-api/common/capabilities.h>
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/internal/event/events/actor-gesture-data.h>
 #include <dali/internal/event/actors/actor-property-handler.h>
 #include <dali/internal/event/actors/actor-relayouter.h>
-#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/event/render-tasks/render-task-impl.h>
+#include <dali/internal/event/actors/actor-siblings.h>
 #include <dali/internal/event/actors/camera-actor-impl.h>
-#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/common/event-thread-services.h>
+#include <dali/internal/event/common/projection.h>
 #include <dali/internal/event/common/property-helper.h>
-#include <dali/internal/event/common/stage-impl.h>
-#include <dali/internal/event/common/type-info-impl.h>
 #include <dali/internal/event/common/scene-impl.h>
+#include <dali/internal/event/common/stage-impl.h>
 #include <dali/internal/event/common/thread-local-storage.h>
-#include <dali/internal/event/common/projection.h>
+#include <dali/internal/event/common/type-info-impl.h>
+#include <dali/internal/event/render-tasks/render-task-impl.h>
+#include <dali/internal/event/render-tasks/render-task-list-impl.h>
 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
 #include <dali/internal/update/nodes/node-messages.h>
-#include <dali/internal/event/events/actor-gesture-data.h>
 #include <dali/integration-api/debug.h>
 
 using Dali::Internal::SceneGraph::Node;
@@ -2553,93 +2554,39 @@ void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
   }
 }
 
-void Actor::SetSiblingOrder( uint32_t order )
+void Actor::EmitOrderChangedAndRebuild()
 {
-  if ( mParent )
+  Dali::Actor handle( this );
+  mParent->mChildOrderChangedSignal.Emit( handle );
+  if( mIsOnScene && mScene )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    uint32_t currentOrder = GetSiblingOrder();
-
-    if( order != currentOrder )
-    {
-      if( order == 0 )
-      {
-        LowerToBottom();
-      }
-      else if( order < siblings.size() -1 )
-      {
-        if( order > currentOrder )
-        {
-          RaiseAbove( *siblings[order] );
-        }
-        else
-        {
-          LowerBelow( *siblings[order] );
-        }
-      }
-      else
-      {
-        RaiseToTop();
-      }
-    }
+    mScene->RequestRebuildDepthTree();
   }
 }
 
-uint32_t Actor::GetSiblingOrder() const
+void Actor::SetSiblingOrder( uint32_t order )
 {
-  uint32_t order = 0;
-
-  if ( mParent )
+  if( mParent && SiblingHandler::SetSiblingOrder(*(mParent->mChildren), *this, order))
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    for( std::size_t i = 0; i < siblings.size(); ++i )
-    {
-      if( siblings[i] == this )
-      {
-        order = static_cast<uint32_t>( i );
-        break;
-      }
-    }
+    EmitOrderChangedAndRebuild();
   }
-
-  return order;
 }
 
-void Actor::RequestRebuildDepthTree()
+uint32_t Actor::GetSiblingOrder() const
 {
-  if( mIsOnScene )
+  uint32_t order = 0;
+  if( mParent )
   {
-    if( mScene )
-    {
-      mScene->RequestRebuildDepthTree();
-    }
+    order = SiblingHandler::GetSiblingOrder(*(mParent->mChildren), *this);
   }
+  return order;
 }
 
 void Actor::Raise()
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::Raise(*(mParent->mChildren), *this) )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.back() != this ) // If not already at end
-    {
-      for( std::size_t i=0; i<siblings.size(); ++i )
-      {
-        if( siblings[i] == this )
-        {
-          // Swap with next
-          ActorPtr next = siblings[i+1];
-          siblings[i+1] = this;
-          siblings[i] = next;
-          break;
-        }
-      }
-    }
-
-    Dali::Actor handle( this );
-    mParent->mChildOrderChangedSignal.Emit( handle );
-
-    RequestRebuildDepthTree();
+    EmitOrderChangedAndRebuild();
   }
   else
   {
@@ -2649,28 +2596,9 @@ void Actor::Raise()
 
 void Actor::Lower()
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::Lower(*(mParent->mChildren), *this) )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.front() != this ) // If not already at beginning
-    {
-      for( std::size_t i=1; i<siblings.size(); ++i )
-      {
-        if( siblings[i] == this )
-        {
-          // Swap with previous
-          ActorPtr previous = siblings[i-1];
-          siblings[i-1] = this;
-          siblings[i] = previous;
-          break;
-        }
-      }
-    }
-
-    Dali::Actor handle( this );
-    mParent->mChildOrderChangedSignal.Emit( handle );
-
-    RequestRebuildDepthTree();
+    EmitOrderChangedAndRebuild();
   }
   else
   {
@@ -2680,23 +2608,9 @@ void Actor::Lower()
 
 void Actor::RaiseToTop()
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::RaiseToTop(*(mParent->mChildren), *this) )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.back() != this ) // If not already at end
-    {
-      auto iter = std::find( siblings.begin(), siblings.end(), this );
-      if( iter != siblings.end() )
-      {
-        siblings.erase(iter);
-        siblings.push_back(ActorPtr(this));
-      }
-    }
-
-    Dali::Actor handle( this );
-    mParent->mChildOrderChangedSignal.Emit( handle );
-
-    RequestRebuildDepthTree();
+    EmitOrderChangedAndRebuild();
   }
   else
   {
@@ -2706,25 +2620,9 @@ void Actor::RaiseToTop()
 
 void Actor::LowerToBottom()
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::LowerToBottom(*(mParent->mChildren), *this) )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.front() != this ) // If not already at bottom,
-    {
-      ActorPtr thisPtr(this); // ensure this actor remains referenced.
-
-      auto iter = std::find( siblings.begin(), siblings.end(), this );
-      if( iter != siblings.end() )
-      {
-        siblings.erase(iter);
-        siblings.insert(siblings.begin(), thisPtr);
-      }
-    }
-
-    Dali::Actor handle( this );
-    mParent->mChildOrderChangedSignal.Emit( handle );
-
-    RequestRebuildDepthTree();
+    EmitOrderChangedAndRebuild();
   }
   else
   {
@@ -2734,30 +2632,9 @@ void Actor::LowerToBottom()
 
 void Actor::RaiseAbove( Internal::Actor& target )
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::RaiseAbove( *(mParent->mChildren), *this, target ))
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.back() != this && target.mParent == mParent ) // If not already at top
-    {
-      ActorPtr thisPtr(this); // ensure this actor remains referenced.
-
-      auto targetIter = std::find( siblings.begin(), siblings.end(), &target );
-      auto thisIter   = std::find( siblings.begin(), siblings.end(), this );
-      if( thisIter < targetIter )
-      {
-        siblings.erase(thisIter);
-        // Erasing early invalidates the targetIter. (Conversely, inserting first may also
-        // invalidate thisIter)
-        targetIter = std::find( siblings.begin(), siblings.end(), &target );
-        ++targetIter;
-        siblings.insert(targetIter, thisPtr);
-      }
-
-      Dali::Actor handle( this );
-      mParent->mChildOrderChangedSignal.Emit( handle );
-
-      RequestRebuildDepthTree();
-    }
+    EmitOrderChangedAndRebuild();
   }
   else
   {
@@ -2767,27 +2644,9 @@ void Actor::RaiseAbove( Internal::Actor& target )
 
 void Actor::LowerBelow( Internal::Actor& target )
 {
-  if ( mParent )
+  if( mParent && SiblingHandler::LowerBelow(*(mParent->mChildren), *this, target ) )
   {
-    ActorContainer& siblings = *(mParent->mChildren);
-    if( siblings.front() != this && target.mParent == mParent ) // If not already at bottom
-    {
-      ActorPtr thisPtr(this); // ensure this actor remains referenced.
-
-      auto targetIter = std::find( siblings.begin(), siblings.end(), &target );
-      auto thisIter   = std::find( siblings.begin(), siblings.end(), this );
-
-      if( thisIter > targetIter )
-      {
-        siblings.erase(thisIter); // this only invalidates iterators at or after this point.
-        siblings.insert(targetIter, thisPtr);
-      }
-
-      Dali::Actor handle( this );
-      mParent->mChildOrderChangedSignal.Emit( handle );
-
-      RequestRebuildDepthTree();
-    }
+    EmitOrderChangedAndRebuild();
   }
   else
   {
index 367beeb..249de1f 100755 (executable)
@@ -57,10 +57,6 @@ class RenderTask;
 class Renderer;
 class Scene;
 
-using ActorContainer = std::vector<ActorPtr>;
-using ActorIter      = ActorContainer::iterator;
-using ActorConstIter = ActorContainer::const_iterator;
-
 using RendererContainer = std::vector<RendererPtr>;
 using RendererIter      = RendererContainer::iterator;
 
@@ -1974,9 +1970,10 @@ private:
   uint32_t GetSiblingOrder() const;
 
   /**
-   * Request that the stage rebuilds the actor depth indices.
+   * Emit ChildOrderChanged signal, and request that the scene
+   * rebuilds the actor depth indices.
    */
-  void RequestRebuildDepthTree();
+  void EmitOrderChangedAndRebuild();
 
   /**
    * @brief Get the current position of the actor in screen coordinates.
@@ -2089,6 +2086,7 @@ private:
   static ActorContainer mNullChildren;  ///< Empty container (shared by all actors, returned by GetChildren() const)
 
   struct PropertyHandler;
+  struct SiblingHandler;
 };
 
 } // namespace Internal
diff --git a/dali/internal/event/actors/actor-siblings.cpp b/dali/internal/event/actors/actor-siblings.cpp
new file mode 100644 (file)
index 0000000..c8cbf2e
--- /dev/null
@@ -0,0 +1,200 @@
+/*
+ * Copyright (c) 2020 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// INTERNAL INCLUDES
+#include <dali/internal/event/actors/actor-impl.h>
+#include <dali/internal/event/actors/actor-siblings.h>
+
+// EXTERNAL INCLUDES
+#include <algorithm>
+
+namespace Dali
+{
+namespace Internal
+{
+
+bool Actor::SiblingHandler::SetSiblingOrder(
+  ActorContainer& siblings,
+  Actor& actor,
+  uint32_t order )
+{
+  bool changed = false;
+
+  uint32_t currentOrder = GetSiblingOrder(siblings, actor);
+  if( order != currentOrder )
+  {
+    if( order == 0 )
+    {
+      changed = LowerToBottom(siblings, actor);
+    }
+    else if( order < siblings.size() -1 )
+    {
+      if( order > currentOrder )
+      {
+        changed = RaiseAbove( siblings, actor, *siblings[order] );
+      }
+      else
+      {
+        changed = LowerBelow( siblings, actor, *siblings[order] );
+      }
+    }
+    else
+    {
+      changed = RaiseToTop(siblings, actor);
+    }
+  }
+  return changed;
+}
+
+uint32_t Actor::SiblingHandler::GetSiblingOrder(const ActorContainer& siblings, const Actor& actor)
+{
+  uint32_t order=0;
+  for( std::size_t i = 0; i < siblings.size(); ++i )
+  {
+    if( siblings[i] == &actor )
+    {
+      order = static_cast<uint32_t>( i );
+      break;
+    }
+  }
+  return order;
+}
+
+bool Actor::SiblingHandler::Raise(ActorContainer& siblings, Actor& actor)
+{
+  bool changed = false;
+  if( siblings.back() != &actor ) // If not already at end
+  {
+    for( std::size_t i=0; i<siblings.size(); ++i )
+    {
+      if( siblings[i] == &actor )
+      {
+        // Swap with next
+        ActorPtr next = siblings[i+1];
+        siblings[i+1] = &actor;
+        siblings[i] = next;
+        changed = true;
+        break;
+      }
+    }
+  }
+  return changed;
+}
+
+bool Actor::SiblingHandler::Lower(ActorContainer& siblings, Actor& actor)
+{
+  bool changed = false;
+  if( siblings.front() != &actor ) // If not already at beginning
+  {
+    for( std::size_t i=1; i<siblings.size(); ++i )
+    {
+      if( siblings[i] == &actor )
+      {
+        // Swap with previous
+        ActorPtr previous = siblings[i-1];
+        siblings[i-1] = &actor;
+        siblings[i] = previous;
+        changed = true;
+        break;
+      }
+    }
+  }
+  return changed;
+}
+
+bool Actor::SiblingHandler::RaiseToTop(ActorContainer& siblings, Actor& actor)
+{
+  bool changed = false;
+  if( siblings.back() != &actor ) // If not already at end
+  {
+    auto iter = std::find( siblings.begin(), siblings.end(), &actor );
+    if( iter != siblings.end() )
+    {
+      siblings.erase(iter);
+      siblings.push_back(ActorPtr(&actor));
+      changed = true;
+    }
+  }
+  return changed;
+}
+
+bool Actor::SiblingHandler::LowerToBottom(ActorContainer& siblings, Actor& actor)
+{
+  bool changed = false;
+  if( siblings.front() != &actor ) // If not already at bottom,
+  {
+    ActorPtr actorPtr(&actor); // ensure actor actor remains referenced.
+
+    auto iter = std::find( siblings.begin(), siblings.end(), &actor );
+    if( iter != siblings.end() )
+    {
+      siblings.erase(iter);
+      siblings.insert(siblings.begin(), actorPtr);
+      changed = true;
+    }
+  }
+  return changed;
+}
+
+bool Actor::SiblingHandler::RaiseAbove(ActorContainer& siblings, Actor& actor, Actor& target)
+{
+  bool raised = false;
+  if( siblings.back() != &actor && target.GetParent() == actor.GetParent() ) // If not already at top
+  {
+    ActorPtr actorPtr(&actor); // ensure actor actor remains referenced.
+
+    auto targetIter = std::find( siblings.begin(), siblings.end(), &target );
+    auto actorIter   = std::find( siblings.begin(), siblings.end(), &actor );
+    if( actorIter < targetIter )
+    {
+      siblings.erase(actorIter);
+      // Erasing early invalidates the targetIter. (Conversely, inserting first may also
+      // invalidate actorIter)
+      targetIter = std::find( siblings.begin(), siblings.end(), &target );
+      ++targetIter;
+      siblings.insert(targetIter, actorPtr);
+    }
+    raised = true;
+  }
+  return raised;
+}
+
+bool Actor::SiblingHandler::LowerBelow(ActorContainer& siblings, Actor& actor, Actor& target)
+{
+  bool lowered = false;
+
+  // If not already at bottom
+  if( siblings.front() != &actor && target.GetParent() == actor.GetParent() )
+  {
+    ActorPtr actorPtr(&actor); // ensure actor actor remains referenced.
+
+    auto targetIter = std::find( siblings.begin(), siblings.end(), &target );
+    auto actorIter   = std::find( siblings.begin(), siblings.end(), &actor );
+
+    if( actorIter > targetIter )
+    {
+      siblings.erase(actorIter); // actor only invalidates iterators at or after actor point.
+      siblings.insert(targetIter, actorPtr);
+    }
+    lowered = true;
+  }
+  return lowered;
+}
+
+
+} // namespace Internal
+
+} // namespace Dali
diff --git a/dali/internal/event/actors/actor-siblings.h b/dali/internal/event/actors/actor-siblings.h
new file mode 100644 (file)
index 0000000..9af67ba
--- /dev/null
@@ -0,0 +1,108 @@
+#ifndef DALI_INTERNAL_ACTOR_SIBLINGS_H
+#define DALI_INTERNAL_ACTOR_SIBLINGS_H
+/*
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use actor file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// INTERNAL INCLUDES
+#include <dali/internal/event/actors/actor-impl.h>
+
+namespace Dali
+{
+namespace Internal
+{
+
+struct Actor::SiblingHandler
+{
+  /**
+   * @brief Change the sibling order of the given actor.
+   *
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to change
+   * @param[in] order The new order for the actor
+   * @return true if order has been modified
+   */
+  static bool SetSiblingOrder( ActorContainer& siblings, Actor& actor, uint32_t order );
+
+  /**
+   * @brief Get the sibling order of the given actor.
+   *
+   * @param[in] siblings The container of siblings
+   * @param[in] actor The actor to query
+   * @return the order in the sibling array of the actor
+   */
+  static uint32_t GetSiblingOrder(const ActorContainer& siblings, const Actor& actor);
+
+  /**
+   * @brief Raise the actor within the siblings list by one
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @return true if order has been modified
+   */
+  static bool Raise(ActorContainer& siblings, Actor& actor);
+
+  /**
+   * @brief Lower the actor within the siblings list by one
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @return true if order has been modified
+   */
+  static bool Lower(ActorContainer& siblings, Actor& actor);
+
+  /**
+   * @brief Raise the actor to the top of the siblings list.
+   *
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @return true if order has been modified
+   */
+  static bool RaiseToTop(ActorContainer& siblings, Actor& actor);
+
+  /**
+   * @brief Lower the actor to the bottom of the siblings list.
+   *
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @return true if order has been modified
+   */
+  static bool LowerToBottom(ActorContainer& siblings, Actor& actor);
+
+  /**
+   * @brief Raise the actor above the target actor within the siblings list.
+   *
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @param[in] target The target actor
+   * @return true if order has been modified
+   */
+  static bool RaiseAbove(ActorContainer& siblings, Actor& actor, Actor& target);
+
+  /**
+   * @brief Lower the actor below the target actor within the siblings list.
+   *
+   * @param[in,out] siblings The container of siblings
+   * @param[in] actor The actor to move
+   * @param[in] target The target actor
+   * @return true if order has been modified
+   */
+  static bool LowerBelow(ActorContainer& siblings, Actor& actor, Actor& target);
+};
+
+} // namespace Internal
+
+} // namespace Dali
+
+
+#endif
index 07cf4ff..e18a954 100644 (file)
@@ -13,10 +13,10 @@ SET( internal_src_files
   ${internal_src_dir}/common/fixed-size-memory-pool.cpp
   ${internal_src_dir}/common/const-string.cpp
 
-
   ${internal_src_dir}/event/actors/actor-impl.cpp
   ${internal_src_dir}/event/actors/actor-property-handler.cpp
   ${internal_src_dir}/event/actors/actor-relayouter.cpp
+  ${internal_src_dir}/event/actors/actor-siblings.cpp
   ${internal_src_dir}/event/actors/custom-actor-internal.cpp
   ${internal_src_dir}/event/actors/layer-impl.cpp
   ${internal_src_dir}/event/actors/layer-list.cpp