2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
20 #include "relayout-controller-impl.h"
26 #include <dali/integration-api/debug.h>
30 #include "dali-toolkit/public-api/controls/control.h"
31 #include "dali-toolkit/public-api/controls/control-impl.h"
32 #include "dali-toolkit/public-api/controls/text-view/text-view.h"
40 typedef std::pair< Control, Vector2 > ControlSizePair;
41 typedef std::stack< ControlSizePair > ControlStack;
48 #if defined(DEBUG_ENABLED)
50 Integration::Log::Filter* gLogFilter( Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_CONTROLLER") );
53 * Prints out all the children of the given actor when debug is enabled.
55 * @param[in] actor The actor whose children to print.
56 * @param[in] level The number of " | " to put in front of the children.
58 void PrintChildren( Actor actor, int level )
60 std::ostringstream output;
62 for ( int t = 0; t < level; ++t )
67 output << actor.GetTypeName();
69 output << " - Pos: " << actor.GetCurrentPosition() << " Size: " << actor.GetCurrentSize() << ",";
71 output << " (" << actor.GetObjectPtr() << ")" << std::endl;
73 DALI_LOG_INFO( gLogFilter, Debug::Verbose, output.str().c_str() );
76 unsigned int numChildren = actor.GetChildCount();
77 for( unsigned int i=0; i<numChildren; ++i )
79 PrintChildren( actor.GetChildAt(i), level );
85 * Prints the entire hierarchy of the scene.
89 PrintChildren( Stage().GetCurrent().GetRootLayer(), 0 );
92 #define PRINT_HIERARCHY PrintHierarchy()
94 #else // defined(DEBUG_ENABLED)
96 #define PRINT_HIERARCHY
98 #endif // defined(DEBUG_ENABLED)
101 * Sets the target to source if the individual elements of source are NOT zero.
103 * @param[out] target The Vector2 elements to set if the source Vector2 elements are not 0.
104 * @param[in] source The Vector2 elements that are to be set to the target Vector2.
106 void SetIfNotZero( Vector2& target, const Vector2& source )
108 // Only set the width if it is non zero.
109 if ( !EqualsZero( source.width ) )
111 target.width = source.width;
114 // Only set the height if it is non zero.
115 if ( !EqualsZero( source.height ) )
117 target.height = source.height;
122 * Finds controls in the hierarchy of actor. It descends the tree if the actor has more Actors.
123 * If it is a control, it no longer descends the tree.
125 * @param[in] actor The actor in which controls should be found.
126 * @param[in] size The size that this actor and its children should be.
128 void FindControls( Actor actor, ControlStack& controls, Vector2 size )
130 Control control( Control::DownCast( actor ) );
133 // If the control size has been set by the application / control, then we should try and honour that.
134 Vector2 controlSetSize( control.GetImplementation().GetSizeSet() );
136 // Only set the width and height if they are non zero.
137 SetIfNotZero( size, controlSetSize );
139 controls.push( ControlSizePair( control, size ) );
143 unsigned int numChildren = actor.GetChildCount();
144 for( unsigned int i=numChildren; i>0; --i )
146 FindControls( actor.GetChildAt(i-1), controls, size );
152 * Pushes the controls in the container, to the stack.
154 * @param[in,out] controlStack The stack to push controls to.
155 * @param[in] container The container to push controls from.
157 void PushToStack( ControlStack& controlStack, const ActorSizeContainer& container )
159 for ( ActorSizeContainer::const_reverse_iterator iter = container.rbegin(), endIter = container.rend(); iter != endIter; ++iter )
161 FindControls( iter->first, controlStack, iter->second );
165 } // unnamed namespace
167 RelayoutControllerImpl::~RelayoutControllerImpl()
171 void RelayoutControllerImpl::Request()
173 //TODO use Relayout Request to set up logic to optimize relayout of the actors/controls in the scene
175 if( !mRelayoutConnection )
177 Stage stage = Stage::GetCurrent();
178 stage.EventProcessingFinishedSignal().Connect( this, &RelayoutControllerImpl::Relayout );
179 mRelayoutConnection = true;
183 void RelayoutControllerImpl::Relayout()
187 // 1. Finds all top-level controls from the root actor and allocate them the size of the stage
188 // These controls are paired with the stage size and added to the stack.
189 ControlStack controlStack;
190 FindControls( Stage().GetCurrent().GetRootLayer(), controlStack, Stage::GetCurrent().GetSize() );
192 // 2. Iterate through the stack until it's empty.
193 while ( !controlStack.empty() )
195 ControlSizePair pair ( controlStack.top() );
196 Control control ( pair.first );
197 Vector2 size ( pair.second );
200 DALI_LOG_INFO( gLogFilter, Debug::General, "Allocating %p (%.2f, %.2f)\n", control.GetObjectPtr(), size.width, size.height );
202 // 3. Negotiate the size with the current control. Pass it an empty container which the control
203 // has to fill with all the actors it has not done any size negotiation for.
204 ActorSizeContainer container;
205 control.GetImplementation().NegotiateSize( size, container );
207 // 4. Push the controls from the actors in the container to the stack.
208 PushToStack( controlStack, container );
211 //Disconnect so that we relayout only when requested to do so.
215 void RelayoutControllerImpl::Disconnect()
217 if( mRelayoutConnection )
219 Stage stage = Stage::GetCurrent();
220 stage.EventProcessingFinishedSignal().Disconnect( this, &RelayoutControllerImpl::Relayout );
221 mRelayoutConnection = false;
225 RelayoutControllerImpl::RelayoutControllerImpl()
226 : mRelayoutConnection( false )
230 } // namespace Internal
232 } // namespace Toolkit