#include <dali/public-api/math/vector3.h>
#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
+namespace
+{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" );
+#endif
+} // unnamed namespace
+
namespace Dali
{
return false;
}
+void Actor::Relayouter::SetPreferredSize( Actor& actor, const Vector2& size )
+{
+ // If valid width or height, then set the resize policy to FIXED
+ // A 0 width or height may also be required so if the resize policy has not been changed, i.e. is still set to DEFAULT,
+ // then change to FIXED as well
+
+ if( size.width > 0.0f || GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DEFAULT )
+ {
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ }
+
+ if( size.height > 0.0f || GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DEFAULT )
+ {
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ }
+
+ actor.mRelayoutData->preferredSize = size;
+
+ actor.mUseAnimatedSize = AnimatedSizeFlag::CLEAR;
+
+ actor.RelayoutRequest();
+}
+
float Actor::Relayouter::ClampDimension( const Internal::Actor& actor, float size, Dimension::Type dimension )
{
const float minSize = actor.GetMinimumSize( dimension );
return std::max( minSize, std::min( size, maxSize ) );
}
+void Actor::Relayouter::NegotiateDimension( Actor& actor, Dimension::Type dimension, const Vector2& allocatedSize, Actor::ActorDimensionStack& recursionStack )
+{
+ // Check if it needs to be negotiated
+ if( actor.IsLayoutDirty( dimension ) && !actor.IsLayoutNegotiated( dimension ) )
+ {
+ // Check that we havn't gotten into an infinite loop
+ Actor::ActorDimensionPair searchActor = Actor::ActorDimensionPair( &actor, dimension );
+ bool recursionFound = false;
+ for( auto& element : recursionStack )
+ {
+ if( element == searchActor )
+ {
+ recursionFound = true;
+ break;
+ }
+ }
+
+ if( !recursionFound )
+ {
+ // Record the path that we have taken
+ recursionStack.push_back( Actor::ActorDimensionPair( &actor, dimension ) );
+
+ // Dimension dependency check
+ for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ {
+ Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
+
+ if( actor.RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
+ {
+ NegotiateDimension( actor, dimensionToCheck, allocatedSize, recursionStack );
+ }
+ }
+
+ // Parent dependency check
+ Actor* parent = actor.GetParent();
+ if( parent && actor.RelayoutDependentOnParent( dimension ) )
+ {
+ NegotiateDimension( *parent, dimension, allocatedSize, recursionStack );
+ }
+
+ // Children dependency check
+ if( actor.RelayoutDependentOnChildren( dimension ) )
+ {
+ for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+ {
+ ActorPtr child = actor.GetChildAt( i );
+
+ // Only relayout child first if it is not dependent on this actor
+ if( !child->RelayoutDependentOnParent( dimension ) )
+ {
+ NegotiateDimension( *child, dimension, allocatedSize, recursionStack );
+ }
+ }
+ }
+
+ // For deriving classes
+ actor.OnCalculateRelayoutSize( dimension );
+
+ // All dependencies checked, calculate the size and set negotiated flag
+ const float newSize = ClampDimension( actor, actor.CalculateSize( dimension, allocatedSize ), dimension );
+
+ actor.SetNegotiatedDimension( newSize, dimension );
+ actor.SetLayoutNegotiated( true, dimension );
+
+ // For deriving classes
+ actor.OnLayoutNegotiated( newSize, dimension );
+
+ // This actor has been successfully processed, pop it off the recursion stack
+ recursionStack.pop_back();
+ }
+ else
+ {
+ // TODO: Break infinite loop
+ actor.SetLayoutNegotiated( true, dimension );
+ }
+ }
+}
+
+void Actor::Relayouter::NegotiateDimensions(Actor& actor, const Vector2& allocatedSize)
+{
+ // Negotiate all dimensions that require it
+ ActorDimensionStack recursionStack;
+
+ for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ {
+ const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
+
+ // Negotiate
+ NegotiateDimension(actor, dimension, allocatedSize, recursionStack);
+ }
+}
+
+void Actor::Relayouter::NegotiateSize(Actor& actor, const Vector2& allocatedSize, RelayoutContainer& container)
+{
+ // Force a size negotiation for actors that has assigned size during relayout
+ // This is required as otherwise the flags that force a relayout will not
+ // necessarilly be set. This will occur if the actor has already been laid out.
+ // The dirty flags are then cleared. Then if the actor is added back into the
+ // relayout container afterwards, the dirty flags would still be clear...
+ // causing a relayout to be skipped. Here we force any actors added to the
+ // container to be relayed out.
+ DALI_LOG_TIMER_START( NegSizeTimer1 );
+
+ if( actor.GetUseAssignedSize(Dimension::WIDTH ) )
+ {
+ actor.SetLayoutNegotiated( false, Dimension::WIDTH );
+ }
+ if( actor.GetUseAssignedSize( Dimension::HEIGHT ) )
+ {
+ actor.SetLayoutNegotiated( false, Dimension::HEIGHT );
+ }
+
+ // Do the negotiation
+ NegotiateDimensions(actor, allocatedSize);
+
+ // Set the actor size
+ actor.SetNegotiatedSize( container );
+
+ // Negotiate down to children
+ for( uint32_t i = 0, count = actor.GetChildCount(); i < count; ++i )
+ {
+ ActorPtr child = actor.GetChildAt( i );
+
+ // Forces children that have already been laid out to be relayed out
+ // if they have assigned size during relayout.
+ if( child->GetUseAssignedSize(Dimension::WIDTH) )
+ {
+ child->SetLayoutNegotiated(false, Dimension::WIDTH);
+ child->SetLayoutDirty(true, Dimension::WIDTH);
+ }
+
+ if( child->GetUseAssignedSize(Dimension::HEIGHT) )
+ {
+ child->SetLayoutNegotiated(false, Dimension::HEIGHT);
+ child->SetLayoutDirty(true, Dimension::HEIGHT);
+ }
+
+ // Only relayout if required
+ if( child->RelayoutRequired() )
+ {
+ container.Add( Dali::Actor( child.Get() ), actor.mTargetSize.GetVectorXY() );
+ }
+ }
+ DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+}
+
} // namespace Internal
} // namespace Dali