Merge "Removed invalid handle assignments from Builder/TextInput" into tizen
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / public-api / controls / scrollable / item-view / item-layout.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
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>
20
21 namespace
22 {
23   const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
24
25   // Functors which wrap constraint functions with stored item IDs
26   struct WrappedQuaternionConstraint
27   {
28     WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
29     :mWrapMe(wrapMe),
30      mItemId(itemId)
31     {
32     }
33
34     Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
35     {
36       float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
37
38       return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
39     }
40
41     Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
42     unsigned int mItemId;
43   };
44
45   struct WrappedVector3Constraint
46   {
47     WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
48     : mWrapMe(wrapMe),
49       mItemId(itemId)
50     {
51     }
52
53     Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
54     {
55       float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
56
57       return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
58     }
59
60     Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
61     unsigned int mItemId;
62   };
63
64   struct WrappedVector4Constraint
65   {
66     WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
67     : mWrapMe(wrapMe),
68       mItemId(itemId)
69     {
70     }
71
72     Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
73     {
74       float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
75
76       return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
77     }
78
79     Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
80     unsigned int mItemId;
81   };
82
83   struct WrappedBoolConstraint
84   {
85     WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
86     : mWrapMe(wrapMe),
87       mItemId(itemId)
88     {
89     }
90
91     bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
92     {
93       float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
94
95       return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
96     }
97
98     Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
99     unsigned int mItemId;
100   };
101
102 }  //Unnamed namespace
103
104 namespace Dali
105 {
106
107 namespace Toolkit
108 {
109
110 ItemLayout::ItemLayout()
111 : mOrientation(ControlOrientation::Up),
112   mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
113 {
114 }
115
116 ItemLayout::~ItemLayout()
117 {
118 }
119
120 void ItemLayout::SetOrientation(ControlOrientation::Type orientation)
121 {
122   mOrientation = orientation;
123 }
124
125 ControlOrientation::Type ItemLayout::GetOrientation() const
126 {
127   return mOrientation;
128 }
129
130 float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
131 {
132   Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
133   Vector3 itemSize;
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)
140   {
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);
144   }
145   return currentLayoutPosition;
146 }
147
148 void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
149 {
150   scrollHint = Vector2::ZERO;
151   Radian scrollAngle(GetScrollDirection());
152   Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
153   switch(mOrientation)
154   {
155     case ControlOrientation::Up:
156     {
157       if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
158       {
159         // we probably want x scrolling
160         if(scrollDirection.x > 0.0f)
161         {
162           // normal positive scrolling
163           scrollHint = Vector2::XAXIS;
164         }
165         else
166         {
167           scrollHint = -Vector2::XAXIS;
168         }
169       }
170       break;
171     }
172     case ControlOrientation::Down:
173     {
174       if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
175       {
176         // we probably want x scrolling
177         if(scrollDirection.x > 0.0f)
178         {
179           // normal positive scrolling
180           scrollHint = -Vector2::XAXIS;
181         }
182         else
183         {
184           scrollHint = Vector2::XAXIS;
185         }
186       }
187       break;
188     }
189     case ControlOrientation::Left:
190     {
191       // we probably want x scrolling
192       if(scrollDirection.x > 0.0f)
193       {
194         // normal positive scrolling
195         scrollHint = Vector2::XAXIS;
196       }
197       else
198       {
199         scrollHint = -Vector2::XAXIS;
200       }
201       break;
202     }
203     case ControlOrientation::Right:
204     {
205       // we probably want x scrolling
206       if(scrollDirection.x > 0.0f)
207       {
208         // normal positive scrolling
209         scrollHint = -Vector2::XAXIS;
210       }
211       else
212       {
213         scrollHint = Vector2::XAXIS;
214       }
215       break;
216     }
217   }
218 }
219
220 void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
221 {
222   scrollHint = Vector2::ZERO;
223   Radian scrollAngle(GetScrollDirection());
224   Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
225   switch(mOrientation)
226   {
227     case ControlOrientation::Up:
228     {
229       // we probably want x scrolling
230       if(scrollDirection.y > 0.0f)
231       {
232         // normal positive scrolling
233         scrollHint = Vector2::YAXIS;
234       }
235       else
236       {
237         scrollHint = -Vector2::YAXIS;
238       }
239       break;
240     }
241     case ControlOrientation::Down:
242     {
243       // we probably want x scrolling
244       if(scrollDirection.y > 0.0f)
245       {
246         // normal positive scrolling
247         scrollHint = -Vector2::YAXIS;
248       }
249       else
250       {
251         scrollHint = Vector2::YAXIS;
252       }
253       break;
254     }
255     case ControlOrientation::Left:
256     {
257       if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
258       {
259         // we probably want x scrolling
260         if(scrollDirection.y > 0.0f)
261         {
262           // normal positive scrolling
263           scrollHint = -Vector2::YAXIS;
264         }
265         else
266         {
267           scrollHint = Vector2::YAXIS;
268         }
269       }
270       break;
271     }
272     case ControlOrientation::Right:
273     {
274       if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
275       {
276         // we probably want x scrolling
277         if(scrollDirection.y > 0.0f)
278         {
279           // normal positive scrolling
280           scrollHint = Vector2::YAXIS;
281         }
282         else
283         {
284           scrollHint = -Vector2::YAXIS;
285         }
286       }
287       break;
288     }
289   }
290 }
291
292 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
293 {
294   switch( direction )
295   {
296     case Control::Left:
297     case Control::Up:
298     {
299       itemID--;
300       if( itemID < 0 )
301       {
302         itemID = loopEnabled ? maxItems - 1 : 0;
303       }
304       break;
305     }
306     case Control::Right:
307     case Control::Down:
308     {
309       itemID++;
310       if( itemID >= maxItems )
311       {
312         itemID = loopEnabled ? 0 : maxItems - 1;
313       }
314       break;
315     }
316   }
317   return itemID;
318 }
319
320 float ItemLayout::GetFlickSpeedFactor() const
321 {
322   // By default, the speed factor while dragging and swiping is the same.
323   return GetScrollSpeedFactor();
324 }
325
326 void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
327 {
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)
332   {
333     Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
334     Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
335
336     ItemLayout::Vector3Function positionConstraint;
337     if (GetPositionConstraint(itemId, positionConstraint))
338     {
339       WrappedVector3Constraint wrapped(positionConstraint, itemId);
340       Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
341                                                         Source( scrollPositionObject, scrollPositionProperty ),
342                                                         ParentSource( scrollSpeedProperty ),
343                                                         ParentSource( Actor::SIZE ),
344                                                         wrapped );
345       constraint.SetApplyTime(durationSeconds);
346       constraint.SetAlphaFunction(mAlphaFunction);
347       actor.ApplyConstraint(constraint);
348     }
349
350     ItemLayout::QuaternionFunction rotationConstraint;
351     if (GetRotationConstraint(itemId, rotationConstraint))
352     {
353       WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
354
355       Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
356                                                            Source( scrollPositionObject, scrollPositionProperty ),
357                                                            ParentSource( scrollSpeedProperty ),
358                                                            ParentSource( Actor::SIZE ),
359                                                            wrapped );
360       constraint.SetApplyTime(durationSeconds);
361       constraint.SetAlphaFunction(mAlphaFunction);
362
363       actor.ApplyConstraint(constraint);
364     }
365
366     ItemLayout::Vector3Function scaleConstraint;
367     if (GetScaleConstraint(itemId, scaleConstraint))
368     {
369       WrappedVector3Constraint wrapped(scaleConstraint, itemId);
370
371       Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
372                                                         Source( scrollPositionObject, scrollPositionProperty ),
373                                                         ParentSource( scrollSpeedProperty ),
374                                                         ParentSource( Actor::SIZE ),
375                                                         wrapped );
376       constraint.SetApplyTime(durationSeconds);
377       constraint.SetAlphaFunction(mAlphaFunction);
378
379       actor.ApplyConstraint(constraint);
380     }
381
382     ItemLayout::Vector4Function colorConstraint;
383     if (GetColorConstraint(itemId, colorConstraint))
384     {
385       WrappedVector4Constraint wrapped(colorConstraint, itemId);
386
387       Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
388                                                         Source( scrollPositionObject, scrollPositionProperty ),
389                                                         ParentSource( scrollSpeedProperty ),
390                                                         ParentSource( Actor::SIZE ),
391                                                         wrapped );
392
393       constraint.SetApplyTime(durationSeconds);
394       constraint.SetAlphaFunction(mAlphaFunction);
395
396       // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
397       constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
398       constraint.SetRemoveAction(Dali::Constraint::Discard);
399
400       actor.ApplyConstraint(constraint);
401     }
402
403     ItemLayout::BoolFunction visibilityConstraint;
404     if (GetVisibilityConstraint(itemId, visibilityConstraint))
405     {
406       WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
407
408       Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
409                                                      Source( scrollPositionObject, scrollPositionProperty ),
410                                                      ParentSource( scrollSpeedProperty ),
411                                                      ParentSource( Actor::SIZE ),
412                                                      wrapped );
413
414       constraint.SetApplyTime(durationSeconds);
415       constraint.SetAlphaFunction(mAlphaFunction);
416
417       // Release visibility constraints the same time as the color constraint
418       constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
419       constraint.SetRemoveAction(Dali::Constraint::Discard);
420
421       actor.ApplyConstraint(constraint);
422     }
423   }
424 }
425
426 Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
427 {
428   Vector3 itemPosition = Vector3::ZERO;
429
430   ItemLayout::Vector3Function positionConstraint;
431   if (GetPositionConstraint(itemID, positionConstraint))
432   {
433     itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
434   }
435
436   return itemPosition;
437 }
438
439 void ItemLayout::SetAlphaFunction(AlphaFunction func)
440 {
441   mAlphaFunction = func;
442 }
443
444 AlphaFunction ItemLayout::GetAlphaFunction() const
445 {
446   return mAlphaFunction;
447 }
448
449
450 } // namespace Toolkit
451
452 } // namespace Dali