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.
18 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
19 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
24 // Functors which wrap constraint functions with stored item IDs
25 struct WrappedQuaternionConstraint
27 WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
33 Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
35 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
37 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
40 Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
44 struct WrappedVector3Constraint
46 WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
52 Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
54 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
56 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
59 Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
63 struct WrappedVector4Constraint
65 WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
71 Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
73 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
75 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
78 Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
82 struct WrappedBoolConstraint
84 WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
90 bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
92 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
94 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
97 Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
101 } //Unnamed namespace
109 ItemLayout::ItemLayout()
110 : mOrientation(ControlOrientation::Up),
111 mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
115 ItemLayout::~ItemLayout()
119 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
121 mOrientation = orientation;
124 ControlOrientation::Type ItemLayout::GetOrientation() const
129 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
131 Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
133 GetItemSize(itemID, layoutSize, itemSize);
134 Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
135 if (itemPosition.x < -onScreenArea.x
136 || itemPosition.x > onScreenArea.x
137 || itemPosition.y < -onScreenArea.y
138 || itemPosition.y > onScreenArea.y)
140 // item not within viewable area
141 // safest thing to do here since we have no idea how the implementation will work is to return the scroll to position
142 return GetItemScrollToPosition(itemID);
144 return currentLayoutPosition;
147 void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
149 scrollHint = Vector2::ZERO;
150 Radian scrollAngle(GetScrollDirection());
151 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
154 case ControlOrientation::Up:
156 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
158 // we probably want x scrolling
159 if(scrollDirection.x > 0.0f)
161 // normal positive scrolling
162 scrollHint = Vector2::XAXIS;
166 scrollHint = -Vector2::XAXIS;
171 case ControlOrientation::Down:
173 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
175 // we probably want x scrolling
176 if(scrollDirection.x > 0.0f)
178 // normal positive scrolling
179 scrollHint = -Vector2::XAXIS;
183 scrollHint = Vector2::XAXIS;
188 case ControlOrientation::Left:
190 // we probably want x scrolling
191 if(scrollDirection.x > 0.0f)
193 // normal positive scrolling
194 scrollHint = Vector2::XAXIS;
198 scrollHint = -Vector2::XAXIS;
202 case ControlOrientation::Right:
204 // we probably want x scrolling
205 if(scrollDirection.x > 0.0f)
207 // normal positive scrolling
208 scrollHint = -Vector2::XAXIS;
212 scrollHint = Vector2::XAXIS;
219 void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
221 scrollHint = Vector2::ZERO;
222 Radian scrollAngle(GetScrollDirection());
223 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
226 case ControlOrientation::Up:
228 // we probably want x scrolling
229 if(scrollDirection.y > 0.0f)
231 // normal positive scrolling
232 scrollHint = Vector2::YAXIS;
236 scrollHint = -Vector2::YAXIS;
240 case ControlOrientation::Down:
242 // we probably want x scrolling
243 if(scrollDirection.y > 0.0f)
245 // normal positive scrolling
246 scrollHint = -Vector2::YAXIS;
250 scrollHint = Vector2::YAXIS;
254 case ControlOrientation::Left:
256 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
258 // we probably want x scrolling
259 if(scrollDirection.y > 0.0f)
261 // normal positive scrolling
262 scrollHint = -Vector2::YAXIS;
266 scrollHint = Vector2::YAXIS;
271 case ControlOrientation::Right:
273 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
275 // we probably want x scrolling
276 if(scrollDirection.y > 0.0f)
278 // normal positive scrolling
279 scrollHint = Vector2::YAXIS;
283 scrollHint = -Vector2::YAXIS;
291 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
301 itemID = loopEnabled ? maxItems - 1 : 0;
309 if( itemID >= maxItems )
311 itemID = loopEnabled ? 0 : maxItems - 1;
319 float ItemLayout::GetFlickSpeedFactor() const
321 // By default, the speed factor while dragging and swiping is the same.
322 return GetScrollSpeedFactor();
325 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
327 // This just implements the default behaviour of constraint application.
328 // Custom layouts can override this function to apply their custom constraints.
329 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
330 if(itemView && scrollPositionObject)
332 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
333 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
335 ItemLayout::Vector3Function positionConstraint;
336 if (GetPositionConstraint(itemId, positionConstraint))
338 WrappedVector3Constraint wrapped(positionConstraint, itemId);
339 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
340 Source( scrollPositionObject, scrollPositionProperty ),
341 ParentSource( scrollSpeedProperty ),
342 ParentSource( Actor::SIZE ),
344 constraint.SetApplyTime(durationSeconds);
345 constraint.SetAlphaFunction(mAlphaFunction);
346 actor.ApplyConstraint(constraint);
349 ItemLayout::QuaternionFunction rotationConstraint;
350 if (GetRotationConstraint(itemId, rotationConstraint))
352 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
354 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
355 Source( scrollPositionObject, scrollPositionProperty ),
356 ParentSource( scrollSpeedProperty ),
357 ParentSource( Actor::SIZE ),
359 constraint.SetApplyTime(durationSeconds);
360 constraint.SetAlphaFunction(mAlphaFunction);
362 actor.ApplyConstraint(constraint);
365 ItemLayout::Vector3Function scaleConstraint;
366 if (GetScaleConstraint(itemId, scaleConstraint))
368 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
370 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
371 Source( scrollPositionObject, scrollPositionProperty ),
372 ParentSource( scrollSpeedProperty ),
373 ParentSource( Actor::SIZE ),
375 constraint.SetApplyTime(durationSeconds);
376 constraint.SetAlphaFunction(mAlphaFunction);
378 actor.ApplyConstraint(constraint);
381 ItemLayout::Vector4Function colorConstraint;
382 if (GetColorConstraint(itemId, colorConstraint))
384 WrappedVector4Constraint wrapped(colorConstraint, itemId);
386 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
387 Source( scrollPositionObject, scrollPositionProperty ),
388 ParentSource( scrollSpeedProperty ),
389 ParentSource( Actor::SIZE ),
392 constraint.SetApplyTime(durationSeconds);
393 constraint.SetAlphaFunction(mAlphaFunction);
394 constraint.SetRemoveAction(Dali::Constraint::Discard);
396 actor.ApplyConstraint(constraint);
399 ItemLayout::BoolFunction visibilityConstraint;
400 if (GetVisibilityConstraint(itemId, visibilityConstraint))
402 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
404 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
405 Source( scrollPositionObject, scrollPositionProperty ),
406 ParentSource( scrollSpeedProperty ),
407 ParentSource( Actor::SIZE ),
410 constraint.SetApplyTime(durationSeconds);
411 constraint.SetAlphaFunction(mAlphaFunction);
413 // Release visibility constraints the same time as the color constraint
414 constraint.SetRemoveAction(Dali::Constraint::Discard);
416 actor.ApplyConstraint(constraint);
421 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
423 Vector3 itemPosition = Vector3::ZERO;
425 ItemLayout::Vector3Function positionConstraint;
426 if (GetPositionConstraint(itemID, positionConstraint))
428 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
434 void ItemLayout::SetAlphaFunction(AlphaFunction func)
436 mAlphaFunction = func;
439 AlphaFunction ItemLayout::GetAlphaFunction() const
441 return mAlphaFunction;
445 } // namespace Toolkit