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.
19 #include "relayout-controller-impl.h"
22 #include <dali/public-api/actors/layer.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/integration-api/debug.h>
26 #if defined(DEBUG_ENABLED)
28 #endif // defined(DEBUG_ENABLED)
31 #include <dali-toolkit/public-api/controls/text-view/text-view.h>
44 #if defined(DEBUG_ENABLED)
46 Integration::Log::Filter* gLogFilter( Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_CONTROLLER") );
49 * Prints out all the children of the given actor when debug is enabled.
51 * @param[in] actor The actor whose children to print.
52 * @param[in] level The number of " | " to put in front of the children.
54 void PrintChildren( Actor actor, int level )
56 std::ostringstream output;
58 for ( int t = 0; t < level; ++t )
63 output << actor.GetTypeName();
65 output << " - Pos: " << actor.GetCurrentPosition() << " Size: " << actor.GetCurrentSize() << ",";
67 output << " (" << actor.GetObjectPtr() << ")" << std::endl;
69 DALI_LOG_INFO( gLogFilter, Debug::Verbose, output.str().c_str() );
72 unsigned int numChildren = actor.GetChildCount();
73 for( unsigned int i=0; i<numChildren; ++i )
75 PrintChildren( actor.GetChildAt(i), level );
81 * Prints the entire hierarchy of the scene.
85 if ( gLogFilter->IsEnabledFor( Debug::Verbose ) )
87 PrintChildren( Stage().GetCurrent().GetRootLayer(), 0 );
91 #define PRINT_HIERARCHY PrintHierarchy()
93 #else // defined(DEBUG_ENABLED)
95 #define PRINT_HIERARCHY
97 #endif // defined(DEBUG_ENABLED)
100 * Sets the target to source if the individual elements of source are NOT zero.
102 * @param[out] target The Vector2 elements to set if the source Vector2 elements are not 0.
103 * @param[in] source The Vector2 elements that are to be set to the target Vector2.
105 void SetIfNotZero( Vector2& target, const Vector2& source )
107 // Only set the width if it is non zero.
108 if ( !EqualsZero( source.width ) )
110 target.width = source.width;
113 // Only set the height if it is non zero.
114 if ( !EqualsZero( source.height ) )
116 target.height = source.height;
121 * Finds controls in the hierarchy of actor. It descends the tree if the actor has more Actors.
122 * If it is a control, it no longer descends the tree.
124 * @param[in] actor The actor in which controls should be found.
125 * @param[in] size The size that this actor and its children should be.
127 void FindControls( Actor actor, ControlStack& controls, Vector2 size )
129 Toolkit::Control control( Toolkit::Control::DownCast( actor ) );
132 // If the control size has been set by the application / control, then we should try and honour that.
133 Vector2 controlSetSize( control.GetImplementation().GetSizeSet() );
135 // Only set the width and height if they are non zero.
136 SetIfNotZero( size, controlSetSize );
138 controls.push_back( ControlSizePair( control, size ) );
142 unsigned int numChildren = actor.GetChildCount();
143 for( unsigned int i=numChildren; i>0; --i )
145 FindControls( actor.GetChildAt(i-1), controls, size );
151 * Pushes the controls in the container, to the stack.
153 * @param[in,out] controlStack The stack to push controls to.
154 * @param[in] container The container to push controls from.
156 void PushToStack( ControlStack& controlStack, const ActorSizeContainer& container )
158 for ( ActorSizeContainer::const_reverse_iterator iter = container.rbegin(), endIter = container.rend(); iter != endIter; ++iter )
160 FindControls( iter->first, controlStack, iter->second );
164 } // unnamed namespace
166 RelayoutControllerImpl::RelayoutControllerImpl( bool& relayoutFlag )
167 : mRelayoutFlag( relayoutFlag ),
168 mRelayoutConnection( false )
170 // make space for 32 controls to avoid having to copy construct a lot in the beginning
171 mControlStack.reserve( 32 );
172 mSizecontainer.reserve( 32 );
175 RelayoutControllerImpl::~RelayoutControllerImpl()
179 void RelayoutControllerImpl::Request()
181 //TODO use Relayout Request to set up logic to optimize relayout of the actors/controls in the scene
183 if( !mRelayoutConnection )
185 Stage stage = Stage::GetCurrent();
186 stage.EventProcessingFinishedSignal().Connect( this, &RelayoutControllerImpl::Relayout );
187 mRelayoutConnection = true;
191 void RelayoutControllerImpl::Relayout()
193 // only do something when requested
196 // clear the flag as we're now doing the relayout
197 mRelayoutFlag = false;
200 mControlStack.clear(); // we do not release memory, just empty the container
202 // 1. Finds all top-level controls from the root actor and allocate them the size of the stage
203 // These controls are paired with the stage size and added to the stack.
204 FindControls( Stage().GetCurrent().GetRootLayer(), mControlStack, Stage::GetCurrent().GetSize() );
206 // 2. Iterate through the stack until it's empty.
207 while ( !mControlStack.empty() )
209 ControlSizePair pair ( mControlStack.back() );
210 Toolkit::Control control ( pair.first );
211 Vector2 size ( pair.second );
212 mControlStack.pop_back();
214 DALI_LOG_INFO( gLogFilter, Debug::General, "Allocating %p (%.2f, %.2f)\n", control.GetObjectPtr(), size.width, size.height );
216 mSizecontainer.clear();
217 // 3. Negotiate the size with the current control. Pass it an empty container which the control
218 // has to fill with all the actors it has not done any size negotiation for.
219 control.GetImplementation().NegotiateSize( size, mSizecontainer );
221 // 4. Push the controls from the actors in the container to the stack.
222 PushToStack( mControlStack, mSizecontainer );
225 // should not disconnect the signal as that causes some control size negotiations to not work correctly
226 // this algorithm needs more optimization as well
229 } // namespace Internal
231 } // namespace Toolkit