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>
23 const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
25 // Functors which wrap constraint functions with stored item IDs
26 struct WrappedQuaternionConstraint
28 WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
34 Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
36 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
38 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
41 Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
45 struct WrappedVector3Constraint
47 WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
53 Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
55 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
57 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
60 Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
64 struct WrappedVector4Constraint
66 WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
72 Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
74 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
76 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
79 Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
83 struct WrappedBoolConstraint
85 WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
91 bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
93 float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
95 return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
98 Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
102 } //Unnamed namespace
110 ItemLayout::ItemLayout()
111 : mOrientation(ControlOrientation::Up),
112 mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
116 ItemLayout::~ItemLayout()
120 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
122 mOrientation = orientation;
125 ControlOrientation::Type ItemLayout::GetOrientation() const
130 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
132 Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
134 GetItemSize(itemID, layoutSize, itemSize);
135 Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
136 if (itemPosition.x < -onScreenArea.x
137 || itemPosition.x > onScreenArea.x
138 || itemPosition.y < -onScreenArea.y
139 || itemPosition.y > onScreenArea.y)
141 // item not within viewable area
142 // safest thing to do here since we have no idea how the implementation will work is to return the scroll to position
143 return GetItemScrollToPosition(itemID);
145 return currentLayoutPosition;
148 void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
150 scrollHint = Vector2::ZERO;
151 Radian scrollAngle(GetScrollDirection());
152 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
155 case ControlOrientation::Up:
157 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
159 // we probably want x scrolling
160 if(scrollDirection.x > 0.0f)
162 // normal positive scrolling
163 scrollHint = Vector2::XAXIS;
167 scrollHint = -Vector2::XAXIS;
172 case ControlOrientation::Down:
174 if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
176 // we probably want x scrolling
177 if(scrollDirection.x > 0.0f)
179 // normal positive scrolling
180 scrollHint = -Vector2::XAXIS;
184 scrollHint = Vector2::XAXIS;
189 case ControlOrientation::Left:
191 // we probably want x scrolling
192 if(scrollDirection.x > 0.0f)
194 // normal positive scrolling
195 scrollHint = Vector2::XAXIS;
199 scrollHint = -Vector2::XAXIS;
203 case ControlOrientation::Right:
205 // we probably want x scrolling
206 if(scrollDirection.x > 0.0f)
208 // normal positive scrolling
209 scrollHint = -Vector2::XAXIS;
213 scrollHint = Vector2::XAXIS;
220 void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
222 scrollHint = Vector2::ZERO;
223 Radian scrollAngle(GetScrollDirection());
224 Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
227 case ControlOrientation::Up:
229 // we probably want x scrolling
230 if(scrollDirection.y > 0.0f)
232 // normal positive scrolling
233 scrollHint = Vector2::YAXIS;
237 scrollHint = -Vector2::YAXIS;
241 case ControlOrientation::Down:
243 // we probably want x scrolling
244 if(scrollDirection.y > 0.0f)
246 // normal positive scrolling
247 scrollHint = -Vector2::YAXIS;
251 scrollHint = Vector2::YAXIS;
255 case ControlOrientation::Left:
257 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
259 // we probably want x scrolling
260 if(scrollDirection.y > 0.0f)
262 // normal positive scrolling
263 scrollHint = -Vector2::YAXIS;
267 scrollHint = Vector2::YAXIS;
272 case ControlOrientation::Right:
274 if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
276 // we probably want x scrolling
277 if(scrollDirection.y > 0.0f)
279 // normal positive scrolling
280 scrollHint = Vector2::YAXIS;
284 scrollHint = -Vector2::YAXIS;
292 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
302 itemID = loopEnabled ? maxItems - 1 : 0;
310 if( itemID >= maxItems )
312 itemID = loopEnabled ? 0 : maxItems - 1;
320 float ItemLayout::GetFlickSpeedFactor() const
322 // By default, the speed factor while dragging and swiping is the same.
323 return GetScrollSpeedFactor();
326 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
328 // This just implements the default behaviour of constraint application.
329 // Custom layouts can override this function to apply their custom constraints.
330 Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
331 if(itemView && scrollPositionObject)
333 ///!ToDo: Remove this once AlphaFunction in itemview is removed
334 if( itemView.GetDefaultAlphaFunction() != Constraint::DEFAULT_ALPHA_FUNCTION )
336 mAlphaFunction = itemView.GetDefaultAlphaFunction();
339 Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
340 Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
342 ItemLayout::Vector3Function positionConstraint;
343 if (GetPositionConstraint(itemId, positionConstraint))
345 WrappedVector3Constraint wrapped(positionConstraint, itemId);
346 Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
347 Source( scrollPositionObject, scrollPositionProperty ),
348 ParentSource( scrollSpeedProperty ),
349 ParentSource( Actor::SIZE ),
351 constraint.SetApplyTime(durationSeconds);
352 constraint.SetAlphaFunction(mAlphaFunction);
353 actor.ApplyConstraint(constraint);
356 ItemLayout::QuaternionFunction rotationConstraint;
357 if (GetRotationConstraint(itemId, rotationConstraint))
359 WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
361 Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
362 Source( scrollPositionObject, scrollPositionProperty ),
363 ParentSource( scrollSpeedProperty ),
364 ParentSource( Actor::SIZE ),
366 constraint.SetApplyTime(durationSeconds);
367 constraint.SetAlphaFunction(mAlphaFunction);
369 actor.ApplyConstraint(constraint);
372 ItemLayout::Vector3Function scaleConstraint;
373 if (GetScaleConstraint(itemId, scaleConstraint))
375 WrappedVector3Constraint wrapped(scaleConstraint, itemId);
377 Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
378 Source( scrollPositionObject, scrollPositionProperty ),
379 ParentSource( scrollSpeedProperty ),
380 ParentSource( Actor::SIZE ),
382 constraint.SetApplyTime(durationSeconds);
383 constraint.SetAlphaFunction(mAlphaFunction);
385 actor.ApplyConstraint(constraint);
388 ItemLayout::Vector4Function colorConstraint;
389 if (GetColorConstraint(itemId, colorConstraint))
391 WrappedVector4Constraint wrapped(colorConstraint, itemId);
393 Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
394 Source( scrollPositionObject, scrollPositionProperty ),
395 ParentSource( scrollSpeedProperty ),
396 ParentSource( Actor::SIZE ),
399 constraint.SetApplyTime(durationSeconds);
400 constraint.SetAlphaFunction(mAlphaFunction);
402 // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
403 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
404 constraint.SetRemoveAction(Dali::Constraint::Discard);
406 actor.ApplyConstraint(constraint);
409 ItemLayout::BoolFunction visibilityConstraint;
410 if (GetVisibilityConstraint(itemId, visibilityConstraint))
412 WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
414 Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
415 Source( scrollPositionObject, scrollPositionProperty ),
416 ParentSource( scrollSpeedProperty ),
417 ParentSource( Actor::SIZE ),
420 constraint.SetApplyTime(durationSeconds);
421 constraint.SetAlphaFunction(mAlphaFunction);
423 // Release visibility constraints the same time as the color constraint
424 constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
425 constraint.SetRemoveAction(Dali::Constraint::Discard);
427 actor.ApplyConstraint(constraint);
432 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
434 Vector3 itemPosition = Vector3::ZERO;
436 ItemLayout::Vector3Function positionConstraint;
437 if (GetPositionConstraint(itemID, positionConstraint))
439 itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
445 void ItemLayout::SetAlphaFunction(AlphaFunction func)
447 mAlphaFunction = func;
450 AlphaFunction ItemLayout::GetAlphaFunction() const
452 return mAlphaFunction;
456 } // namespace Toolkit