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 <dali-toolkit/internal/controls/table-view/table-view-impl.h>
23 #include <dali/public-api/object/ref-object.h>
24 #include <dali/public-api/object/type-registry.h>
25 #include <dali/devel-api/object/type-registry-helper.h>
26 #include <dali/devel-api/scripting/scripting.h>
27 #include <dali/public-api/size-negotiation/relayout-container.h>
28 #include <dali/integration-api/debug.h>
35 * Custom properties for where to put the actor.
37 * When an actor is add to the tableView through Actor::Add() instead of TableView::AddChild,
38 * the following custom properties of the actor are checked to decide the actor position inside the table
40 * These non-animatable properties should be registered to the child which would be added to the table
42 const char * const CELL_INDEX_PROPERTY_NAME("cell-index");
43 const char * const ROW_SPAN_PROPERTY_NAME("row-span");
44 const char * const COLUMN_SPAN_PROPERTY_NAME("column-span");
45 const char * const CELL_HORIZONTAL_ALIGNMENT_PROPERTY_NAME("cell-horizontal-alignment");
46 const char * const CELL_VERTICAL_ALIGNMENT_PROPERTY_NAME("cell-vertical-alignment");
49 * @brief Should the tableview fit around the given actor
51 * @param[in] actor The child actor to test against
52 * @param[dimension] The dimension to test against
54 bool FitToChild( Actor actor, Dimension::Type dimension )
56 return actor.GetResizePolicy( dimension ) != ResizePolicy::FILL_TO_PARENT && actor.GetRelayoutSize( dimension ) > 0.0f;
59 #if defined(DEBUG_ENABLED)
60 // debugging support, very useful when new features are added or bugs are hunted down
61 // currently not called from code so compiler will optimize these away, kept here for future debugging
63 #define TABLEVIEW_TAG "DALI Toolkit::TableView "
64 #define TV_LOG(fmt, args...) Debug::LogMessage(Debug::DebugInfo, TABLEVIEW_TAG fmt, ## args)
65 //#define TABLEVIEW_DEBUG 1
67 #if defined(TABLEVIEW_DEBUG)
68 void PrintArray( Array2d<Dali::Toolkit::Internal::TableView::CellData>& array )
70 TV_LOG( "Array2d<CellData> size [%d,%d] \n", array.GetRows(), array.GetColumns() );
72 for( unsigned int i = 0; i < array.GetRows(); ++i )
74 for( unsigned int j = 0; j < array.GetColumns(); ++j )
76 Dali::Toolkit::Internal::TableView::CellData data = array[i][j];
78 std::string actorName;
82 actorName = data.actor.GetName();
84 TV_LOG("Array[%d,%d]=%c %s %d,%d,%d,%d ", i, j, actor, actorName.c_str(),
85 data.position.rowIndex, data.position.columnIndex,
86 data.position.rowSpan, data.position.columnSpan );
92 // debugging support, very useful when new features are added or bugs are hunted down
93 // currently not called from code so compiler will optimize these away, kept here for future debugging
94 void PrintArray( Array2d<Size>& array )
96 TV_LOG( "Array2d<Size> size [%d,%d] \n", array.GetRows(), array.GetColumns() );
98 for( unsigned int i = 0; i < array.GetRows(); ++i )
100 for( unsigned int j = 0; j < array.GetColumns(); ++j )
102 TV_LOG( "Array[%d,%d]=%.2f,%.2f ", i, j, array[i][j].width, array[i][j].height );
107 // debugging support, very useful when new features are added or bugs are hunted down
108 // currently not called from code so compiler will optimize these away, kept here for future debugging
109 void PrintVector( std::vector<float>& array )
111 TV_LOG( "vector, size [%d]\n", array.size() );
113 for( unsigned int i = 0; i < array.size(); ++i )
115 TV_LOG( "vector[%d]=%.2f ", i, array[i] );
119 #endif // defined(TABLEVIEW_DEBUG)
120 #endif // defined(DEBUG_ENABLED)
139 return Toolkit::TableView::New( 0, 0 );
142 // Setup properties, signals and actions using the type-registry.
143 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::TableView, Toolkit::Control, Create );
145 DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "rows", INTEGER, ROWS )
146 DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "columns", INTEGER, COLUMNS )
147 DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "cell-padding", VECTOR2, CELL_PADDING )
148 DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "layout-rows", MAP, LAYOUT_ROWS )
149 DALI_PROPERTY_REGISTRATION( Toolkit, TableView, "layout-columns", MAP, LAYOUT_COLUMNS )
151 DALI_TYPE_REGISTRATION_END()
153 const Scripting::StringEnum LAYOUT_POLICY_STRING_TABLE[] =
155 { "fixed", Toolkit::TableView::FIXED },
156 { "relative", Toolkit::TableView::RELATIVE },
157 { "fill", Toolkit::TableView::FILL },
158 { "fit", Toolkit::TableView::FIT }
160 const unsigned int LAYOUT_POLICY_STRING_TABLE_COUNT = sizeof(LAYOUT_POLICY_STRING_TABLE) / sizeof( LAYOUT_POLICY_STRING_TABLE[0] );
162 const Scripting::StringEnum HORIZONTAL_ALIGNMENT_STRING_TABLE[] =
164 {"left", HorizontalAlignment::LEFT},
165 {"center", HorizontalAlignment::CENTER},
166 {"right", HorizontalAlignment::RIGHT}
168 const unsigned int HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof(HORIZONTAL_ALIGNMENT_STRING_TABLE) / sizeof( HORIZONTAL_ALIGNMENT_STRING_TABLE[0] );
170 const Scripting::StringEnum VERTICAL_ALIGNMENT_STRING_TABLE[] =
172 {"top", VerticalAlignment::TOP},
173 {"center", VerticalAlignment::CENTER},
174 {"bottom", VerticalAlignment::BOTTOM}
176 const unsigned int VERTICAL_ALIGNMENT_STRING_TABLE_COUNT = sizeof(VERTICAL_ALIGNMENT_STRING_TABLE) / sizeof( VERTICAL_ALIGNMENT_STRING_TABLE[0] );
178 } // Unnamed namespace
180 Toolkit::TableView TableView::New( unsigned int initialRows, unsigned int initialColumns )
182 // Create the implementation, temporarily owned by this handle on stack
183 IntrusivePtr< TableView > impl = new TableView( initialRows, initialColumns );
185 // Pass ownership to CustomActor handle
186 Toolkit::TableView handle( *impl );
188 // Second-phase init of the implementation
189 // This can only be done after the CustomActor connection has been made...
195 bool TableView::AddChild( Actor& child, const Toolkit::TableView::CellPosition& position )
197 // check that the child is valid
198 DALI_ASSERT_ALWAYS( child );
200 // if child is already parented, we adopt it
203 // check if we need to expand our data array
204 if( position.rowIndex >= mCellData.GetRows() )
206 // only adding new rows
207 ResizeContainers( position.rowIndex + 1, mCellData.GetColumns() );
210 if( position.columnIndex >= mCellData.GetColumns() )
212 // only adding new columns
213 ResizeContainers( mCellData.GetRows(), position.columnIndex + 1 );
216 // check if there already is something in this cell
217 if( mCellData[ position.rowIndex ][ position.columnIndex ].actor )
219 return false; // cannot share a cell, it would complicate all logic and not bring much benefit
222 RelayoutingLock lock( *this );
226 // if child spans multiple rows of columns
227 if( ( position.rowSpan > 1 ) && ( position.rowIndex + position.rowSpan > mCellData.GetRows() ) )
229 // increase table size for the full span, only increasing rows
230 ResizeContainers( position.rowIndex + position.rowSpan, mCellData.GetColumns() );
233 if( ( position.columnSpan > 1 ) && ( position.columnIndex + position.columnSpan > mCellData.GetColumns() ) )
235 // increase table size for the full span, only increasing columns
236 ResizeContainers( mCellData.GetRows(), position.columnIndex + position.columnSpan );
239 // Fill in all cells that need the data
242 data.position = position;
244 for( unsigned int row = position.rowIndex; row < ( position.rowIndex + position.rowSpan ); ++row )
246 // store same information to all cells, this way we can identify
247 // if a cell is the prime location of an actor or a spanned one
248 for( unsigned int column = position.columnIndex; column < ( position.columnIndex + position.columnSpan ); ++column )
250 // store same information to all cells, this way we can identify
251 // if a cell is the prime location of an actor or a spanned one
252 mCellData[ row ][ column ] = data;
256 // Relayout the whole table
257 if( mRowData[position.rowIndex].sizePolicy == Toolkit::TableView::FIT && position.rowSpan == 1 )
261 if( mColumnData[position.columnIndex].sizePolicy == Toolkit::TableView::FIT && position.columnSpan == 1 )
268 return true; // Addition successful
271 Actor TableView::GetChildAt( const Toolkit::TableView::CellPosition& position )
273 if( ( position.rowIndex < mCellData.GetRows() ) && ( position.columnIndex < mCellData.GetColumns() ) )
275 return mCellData[ position.rowIndex ][ position.columnIndex ].actor;
278 // Return an empty handle
282 Actor TableView::RemoveChildAt( const Toolkit::TableView::CellPosition& position )
284 // get the child handle
285 Actor child = GetChildAt( position );
286 // if no real actor there, nothing else to be done
289 RelayoutingLock lock( *this );
290 // Remove the child, this will trigger a call to OnControlChildRemove
291 Self().Remove( child );
293 // relayout the table only if instances were found
294 if( RemoveAllInstances( child ) )
296 if( mRowData[position.rowIndex].sizePolicy == Toolkit::TableView::FIT )
300 if( mColumnData[position.columnIndex].sizePolicy == Toolkit::TableView::FIT )
307 // return the child back to caller
311 bool TableView::FindChildPosition( const Actor& child, Toolkit::TableView::CellPosition& positionOut )
313 // Only find valid child actors
316 // Walk through the layout data
317 const unsigned int rowCount = mCellData.GetRows();
318 const unsigned int columnCount = mCellData.GetColumns();
320 for( unsigned int row = 0; row < rowCount; ++row )
322 for( unsigned int column = 0; column < columnCount; ++column )
324 if( mCellData[ row ][ column ].actor == child )
326 positionOut = mCellData[ row ][ column ].position;
336 void TableView::InsertRow( unsigned int rowIndex )
338 RelayoutingLock lock( *this );
340 mCellData.InsertRow( rowIndex );
342 // Need to update the cell infos for the items that moved
343 const unsigned int rowCount = mCellData.GetRows();
344 const unsigned int columnCount = mCellData.GetColumns();
346 for( unsigned int row = 0; row < rowCount; ++row )
348 for( unsigned int column = 0; column < columnCount; ++column )
350 Toolkit::TableView::CellPosition& position = mCellData[ row ][ column ].position;
352 // If cell is spanning and above and spans to inserted row
353 if( ( position.rowSpan > 1 ) && ( position.rowIndex <= rowIndex ) &&
354 ( position.rowIndex + position.rowSpan > rowIndex ) )
359 // Copy cell to occupy the new column
360 mCellData[ rowIndex ][ column ] = mCellData[ row ][ column ];
362 else if( row > rowIndex ) // If below of inserted row, increase row index
370 // Expand row data array
371 mRowData.Insert( mRowData.Begin() + rowIndex, RowColumnData() );
373 // Sizes may have changed, so relayout
378 void TableView::DeleteRow( unsigned int rowIndex )
380 std::vector< Actor > ignored;
381 DeleteRow( rowIndex, ignored );
384 void TableView::DeleteRow( unsigned int rowIndex, std::vector<Actor>& removed )
386 RelayoutingLock lock( *this );
389 std::vector< CellData > lost;
390 mCellData.DeleteRow( rowIndex, lost );
392 // Need to update the cell infos for the items that moved
393 const unsigned int rowCount = mCellData.GetRows();
394 const unsigned int columnCount = mCellData.GetColumns();
396 for( unsigned int row = 0; row < rowCount; ++row )
398 for( unsigned int column = 0; column < columnCount; ++column )
400 Toolkit::TableView::CellPosition& position = mCellData[ row ][ column ].position;
402 // If cell is spanning and above and spans to deleted row
403 if( ( position.rowSpan > 1 ) && ( position.rowIndex <= rowIndex ) &&
404 ( position.rowIndex + position.rowSpan > rowIndex ) )
407 if( position.rowSpan > 1 )
412 else if( row >= rowIndex ) // If below of or at the inserted row, decrease row index
415 if( position.rowIndex > 1 )
423 // 1 row removed, 0 columns
424 RemoveAndGetLostActors( lost, removed, 1u, 0u );
426 // Contract row data array
427 mRowData.Erase( mRowData.Begin() + rowIndex );
429 // Sizes may have changed, so relayout
431 // it is possible that the deletion of row leads to remove of child which might further lead to the change of FIT column
437 void TableView::InsertColumn( unsigned int columnIndex )
439 RelayoutingLock lock( *this );
441 // Insert the new column
442 mCellData.InsertColumn( columnIndex );
444 // Need to update the cell infos for the items that moved
445 const unsigned int rowCount = mCellData.GetRows();
446 const unsigned int columnCount = mCellData.GetColumns();
448 for( unsigned int row = 0; row < rowCount; ++row )
450 for( unsigned int column = 0; column < columnCount; ++column )
452 Toolkit::TableView::CellPosition& position = mCellData[ row ][ column ].position;
454 // If cell is spanning and left side and spans to inserted column
455 if( ( position.columnSpan > 1 ) && ( position.columnIndex <= columnIndex ) &&
456 ( position.columnIndex + position.columnSpan > columnIndex ) )
459 position.columnSpan++;
461 // Copy cell to occupy the new column
462 mCellData[ row ][ columnIndex ] = mCellData[ row ][ column ];
464 else if( column > columnIndex ) // If on the right side of inserted column, increase column index
467 position.columnIndex++;
472 // Expand column data array
473 mColumnData.Insert( mColumnData.Begin() + columnIndex, RowColumnData() );
475 // Sizes may have changed so relayout
480 void TableView::DeleteColumn( unsigned int columnIndex )
482 std::vector< Actor > ignored;
483 DeleteColumn( columnIndex, ignored );
486 void TableView::DeleteColumn( unsigned int columnIndex, std::vector<Actor>& removed )
488 RelayoutingLock lock( *this );
491 std::vector< CellData > lost;
492 mCellData.DeleteColumn( columnIndex, lost );
494 // Need to update the cell infos for the items that moved
495 const unsigned int rowCount = mCellData.GetRows();
496 const unsigned int columnCount = mCellData.GetColumns();
498 for( unsigned int row = 0; row < rowCount; ++row )
500 for( unsigned int column = 0; column < columnCount; ++column )
502 Toolkit::TableView::CellPosition& position = mCellData[ row ][ column ].position;
504 // If cell is spanning and left side and spans to inserted column
505 if( ( position.columnSpan > 1 ) && ( position.columnIndex <= columnIndex ) &&
506 ( position.columnIndex + position.columnSpan > columnIndex ) )
509 if( position.columnSpan > 1 )
511 position.columnSpan--;
514 else if( column >= columnIndex ) // If on the right side of or at the inserted column, decrease column index
517 if( position.columnIndex > 0 )
519 position.columnIndex--;
525 // 0 rows, 1 column removed
526 RemoveAndGetLostActors( lost, removed, 0u, 1u );
528 // Contract column data array
529 mColumnData.Erase( mColumnData.Begin() + columnIndex );
531 // Size may have changed so relayout
533 // it is possible that the deletion of column leads to remove of child which might further lead to the change of FIT row
539 void TableView::Resize( unsigned int rows, unsigned int columns )
541 std::vector< Actor > ignored;
542 Resize( rows, columns, ignored );
545 void TableView::Resize( unsigned int rows, unsigned int columns, std::vector<Actor>& removed )
547 RelayoutingLock lock( *this );
549 unsigned int oldRows = GetRows();
550 unsigned int oldColumns = GetColumns();
553 std::vector< CellData > lost;
554 ResizeContainers( rows, columns, lost );
556 // Calculate if we lost rows
557 unsigned int rowsRemoved = 0;
558 unsigned int newRows = GetRows();
560 if( oldRows < newRows )
562 rowsRemoved = newRows - oldRows;
565 // Calculate if we lost columns
566 unsigned int columnsRemoved = 0;
567 unsigned int newColumns = GetColumns();
568 if( oldColumns < newColumns )
570 rowsRemoved = newColumns - oldColumns;
573 RemoveAndGetLostActors( lost, removed, rowsRemoved, columnsRemoved );
575 // Sizes may have changed so request a relayout
581 void TableView::SetCellPadding( Size padding )
583 // If padding really changed
584 if( padding != mPadding )
592 Size TableView::GetCellPadding()
597 void TableView::SetFitHeight( unsigned int rowIndex )
599 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
601 if( mRowData[ rowIndex ].sizePolicy != Toolkit::TableView::FIT )
603 mRowData[ rowIndex ].sizePolicy = Toolkit::TableView::FIT;
610 bool TableView::IsFitHeight( unsigned int rowIndex ) const
612 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
614 return mRowData[ rowIndex ].sizePolicy == Toolkit::TableView::FIT;
617 void TableView::SetFitWidth( unsigned int columnIndex )
619 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
621 if( mColumnData[ columnIndex ].sizePolicy != Toolkit::TableView::FIT )
623 mColumnData[ columnIndex ].sizePolicy = Toolkit::TableView::FIT;
630 bool TableView::IsFitWidth( unsigned int columnIndex ) const
632 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
634 return mColumnData[ columnIndex ].sizePolicy == Toolkit::TableView::FIT;
637 void TableView::SetFixedHeight( unsigned int rowIndex, float height )
639 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
641 RowColumnData& data = mRowData[ rowIndex ];
643 data.sizePolicy = Toolkit::TableView::FIXED;
649 float TableView::GetFixedHeight( unsigned int rowIndex ) const
651 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
653 return mRowData[ rowIndex ].size;
656 void TableView::SetFixedWidth( unsigned int columnIndex, float width )
658 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
660 RowColumnData& data = mColumnData[ columnIndex ];
662 data.sizePolicy = Toolkit::TableView::FIXED;
668 float TableView::GetFixedWidth( unsigned int columnIndex ) const
670 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
672 return mColumnData[ columnIndex ].size;
675 void TableView::SetRelativeHeight( unsigned int rowIndex, float heightPercentage )
677 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
679 RowColumnData& data = mRowData[ rowIndex ];
680 data.fillRatio = heightPercentage;
681 data.sizePolicy = Toolkit::TableView::RELATIVE;
687 float TableView::GetRelativeHeight( unsigned int rowIndex ) const
689 DALI_ASSERT_ALWAYS( rowIndex < mRowData.Size() );
691 return mRowData[ rowIndex ].fillRatio;
694 void TableView::SetRelativeWidth( unsigned int columnIndex, float widthPercentage )
696 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
698 RowColumnData& data = mColumnData[ columnIndex ];
699 data.fillRatio = widthPercentage;
700 data.sizePolicy = Toolkit::TableView::RELATIVE;
706 float TableView::GetRelativeWidth( unsigned int columnIndex ) const
708 DALI_ASSERT_ALWAYS( columnIndex < mColumnData.Size() );
710 return mColumnData[ columnIndex ].fillRatio;
713 void TableView::OnCalculateRelayoutSize( Dimension::Type dimension )
715 if( (dimension & Dimension::WIDTH) && mColumnDirty )
718 * FIXED and FIT have size in pixel
719 * Nothing to do with FIXED, as its value is assigned by user and will not get changed
721 * Need to update the size for FIT column here
723 CalculateFitSizes( mColumnData, Dimension::WIDTH );
725 /* RELATIVE and FILL have size in ratio
726 * Their size in pixel is not available until we get the negotiated size for the whole table
727 * Nothing to do with RELATIVE, as its ratio is assigned by user and will not get changed
729 * Need to update the ratio for FILL column here
731 CalculateFillSizes( mColumnData );
733 mFixedTotals.width = CalculateTotalFixedSize( mColumnData );
736 if( (dimension & Dimension::HEIGHT) && mRowDirty )
738 // refer to the comment above
739 CalculateFitSizes( mRowData, Dimension::HEIGHT );
741 // refer to the comment above
742 CalculateFillSizes( mRowData );
744 mFixedTotals.height = CalculateTotalFixedSize( mRowData );
748 void TableView::OnLayoutNegotiated( float size, Dimension::Type dimension )
750 // Update the column sizes
751 if( (dimension & Dimension::WIDTH) && mColumnDirty )
753 float remainingSize = size - mFixedTotals.width;
754 if( remainingSize < 0.0f )
756 remainingSize = 0.0f;
759 // update every column position in ColumnData array
760 float cumulatedWidth = 0.0f;
761 for( unsigned int column = 0, columnCount = mCellData.GetColumns(); column < columnCount; ++column )
763 if( mColumnData[ column ].sizePolicy == Toolkit::TableView::FILL || mColumnData[ column ].sizePolicy == Toolkit::TableView::RELATIVE)
765 mColumnData[ column ].size = mColumnData[ column ].fillRatio * remainingSize;
768 cumulatedWidth += mColumnData[ column ].size;
769 mColumnData[column].position = cumulatedWidth;
772 mColumnDirty = false;
775 // Update the row sizes
776 if( (dimension & Dimension::HEIGHT) && mRowDirty )
778 float remainingSize = size - mFixedTotals.height;
779 if( remainingSize < 0.0f )
781 remainingSize = 0.0f;
784 // update every row position in RowData array
785 float cumulatedHeight = 0.0f;
786 for( unsigned int row = 0, rowCount = mCellData.GetRows(); row < rowCount; ++row )
788 if( mRowData[ row ].sizePolicy == Toolkit::TableView::FILL || mRowData[ row ].sizePolicy == Toolkit::TableView::RELATIVE)
790 mRowData[ row ].size = mRowData[ row ].fillRatio * remainingSize;
793 cumulatedHeight += mRowData[ row ].size;
794 mRowData[row].position = cumulatedHeight;
801 void TableView::OnRelayout( const Vector2& size, RelayoutContainer& container )
803 // Go through the layout data
804 for( unsigned int row = 0, rowCount = mCellData.GetRows(); row < rowCount; ++row )
806 for( unsigned int column = 0, columnCount = mCellData.GetColumns(); column < columnCount; ++column )
808 CellData& cellData= mCellData[ row ][ column ];
809 Actor& actor = cellData.actor;
810 const Toolkit::TableView::CellPosition position = cellData.position;
812 // If there is an actor and this is the main cell of the actor.
813 // An actor can be in multiple cells if its row or column span is more than 1.
814 // We however must lay out each actor only once.
815 if( actor && position.rowIndex == row && position.columnIndex == column )
817 // Anchor actor to top left of the cell
818 actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
819 actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
822 actor.GetPadding( padding );
824 float left = column > 0 ? mColumnData[column-1].position : 0.f;
825 float right = mColumnData[column+position.columnSpan-1].position;
826 float top = row > 0 ? mRowData[row-1].position : 0.f;
827 float bottom = mRowData[row+position.rowSpan-1].position;
829 if( cellData.horizontalAlignment == HorizontalAlignment::LEFT )
831 actor.SetX( left + mPadding.width + padding.left );
833 else if( cellData.horizontalAlignment == HorizontalAlignment::RIGHT )
835 actor.SetX( right - mPadding.width - padding.right - actor.GetRelayoutSize( Dimension::WIDTH ) );
837 else //if( cellData.horizontalAlignment == HorizontalAlignment::CENTER )
839 actor.SetX( (left + right + padding.left - padding.right - actor.GetRelayoutSize( Dimension::WIDTH )) * 0.5f );
842 if( cellData.verticalAlignment == VerticalAlignment::TOP )
844 actor.SetY( top + mPadding.height + padding.top );
846 else if( cellData.verticalAlignment == VerticalAlignment::BOTTOM )
848 actor.SetY( bottom - mPadding.height - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT ) );
850 else //if( cellData.verticalAlignment = VerticalAlignment::CENTER )
852 actor.SetY( (top + bottom + padding.top - padding.bottom - actor.GetRelayoutSize( Dimension::HEIGHT )) * 0.5f );
859 unsigned int TableView::GetRows()
861 return mCellData.GetRows();
864 unsigned int TableView::GetColumns()
866 return mCellData.GetColumns();
869 void TableView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
871 Toolkit::TableView tableView = Toolkit::TableView::DownCast( Dali::BaseHandle( object ) );
875 TableView& tableViewImpl( GetImpl( tableView ) );
878 case Toolkit::TableView::Property::ROWS:
881 if( value.Get( rows ) && rows >= 0 )
883 if( static_cast<unsigned int>(rows) != tableViewImpl.GetRows() )
885 tableViewImpl.Resize( rows, tableViewImpl.GetColumns() );
890 case Toolkit::TableView::Property::COLUMNS:
893 if( value.Get( columns ) && columns >= 0 )
895 if( static_cast<unsigned int>( columns ) != tableViewImpl.GetColumns() )
897 tableViewImpl.Resize( tableViewImpl.GetRows(), value.Get<int>() );
902 case Toolkit::TableView::Property::CELL_PADDING:
904 tableViewImpl.SetCellPadding( value.Get<Vector2>() );
907 case Toolkit::TableView::Property::LAYOUT_ROWS:
909 SetHeightOrWidthProperty( tableViewImpl, &TableView::SetFixedHeight, &TableView::SetRelativeHeight, &TableView::SetFitHeight, value );
912 case Toolkit::TableView::Property::LAYOUT_COLUMNS:
914 SetHeightOrWidthProperty( tableViewImpl, &TableView::SetFixedWidth, &TableView::SetRelativeWidth, &TableView::SetFitWidth, value );
921 Property::Value TableView::GetProperty( BaseObject* object, Property::Index index )
923 Property::Value value;
925 Toolkit::TableView tableView = Toolkit::TableView::DownCast( Dali::BaseHandle( object ) );
929 TableView& tableViewImpl( GetImpl( tableView ) );
932 case Toolkit::TableView::Property::ROWS:
934 value = static_cast<int>( tableViewImpl.GetRows() );
937 case Toolkit::TableView::Property::COLUMNS:
939 value = static_cast<int>( tableViewImpl.GetColumns() );
942 case Toolkit::TableView::Property::CELL_PADDING:
944 value = tableViewImpl.GetCellPadding();
947 case Toolkit::TableView::Property::LAYOUT_ROWS:
949 value = tableViewImpl.GetRowHeightsPropertyValue();
952 case Toolkit::TableView::Property::LAYOUT_COLUMNS:
954 value = tableViewImpl.GetColumnWidthsPropertyValue();
963 void TableView::OnControlChildAdd( Actor& child )
965 if( mLayoutingChild )
967 // we're in the middle of laying out children so no point doing anything here
971 // Test properties on actor
972 HorizontalAlignment::Type horizontalAlignment = HorizontalAlignment::LEFT;
973 VerticalAlignment::Type verticalAlignment = VerticalAlignment::TOP;
974 if( child.GetPropertyIndex( CELL_HORIZONTAL_ALIGNMENT_PROPERTY_NAME ) != Property::INVALID_INDEX )
976 std::string value = child.GetProperty( child.GetPropertyIndex(CELL_HORIZONTAL_ALIGNMENT_PROPERTY_NAME) ).Get<std::string >();
977 Scripting::GetEnumeration< HorizontalAlignment::Type >( value.c_str(),
978 HORIZONTAL_ALIGNMENT_STRING_TABLE,
979 HORIZONTAL_ALIGNMENT_STRING_TABLE_COUNT,
980 horizontalAlignment );
982 if( child.GetPropertyIndex( CELL_VERTICAL_ALIGNMENT_PROPERTY_NAME ) != Property::INVALID_INDEX )
984 std::string value = child.GetProperty( child.GetPropertyIndex(CELL_VERTICAL_ALIGNMENT_PROPERTY_NAME) ).Get<std::string >();
985 Scripting::GetEnumeration< VerticalAlignment::Type >( value.c_str(),
986 VERTICAL_ALIGNMENT_STRING_TABLE,
987 VERTICAL_ALIGNMENT_STRING_TABLE_COUNT,
992 Toolkit::TableView::CellPosition cellPosition;
993 if( child.GetPropertyIndex(ROW_SPAN_PROPERTY_NAME) != Property::INVALID_INDEX )
995 cellPosition.rowSpan = static_cast<unsigned int>( child.GetProperty( child.GetPropertyIndex(ROW_SPAN_PROPERTY_NAME) ).Get<float>() );
998 if( child.GetPropertyIndex(COLUMN_SPAN_PROPERTY_NAME) != Property::INVALID_INDEX )
1000 cellPosition.columnSpan = static_cast<unsigned int>( child.GetProperty( child.GetPropertyIndex(COLUMN_SPAN_PROPERTY_NAME) ).Get<float>() );
1003 if( child.GetPropertyIndex(CELL_INDEX_PROPERTY_NAME) != Property::INVALID_INDEX )
1005 Vector2 indices = child.GetProperty( child.GetPropertyIndex(CELL_INDEX_PROPERTY_NAME) ).Get<Vector2 >();
1006 cellPosition.rowIndex = static_cast<unsigned int>( indices.x );
1007 cellPosition.columnIndex = static_cast<unsigned int>( indices.y );
1009 AddChild( child, cellPosition );
1010 SetCellAlignment(cellPosition, horizontalAlignment, verticalAlignment);
1016 // Find the first available cell to store the actor in
1017 const unsigned int rowCount = mCellData.GetRows();
1018 const unsigned int columnCount = mCellData.GetColumns();
1019 for( unsigned int row = 0; row < rowCount; ++row )
1021 for( unsigned int column = 0; column < columnCount; ++column )
1023 if( !(mCellData[ row ][ column ].actor) )
1025 // Put the actor in the cell
1028 data.position.columnIndex = column;
1029 data.position.rowIndex = row;
1030 data.horizontalAlignment = horizontalAlignment;
1031 data.verticalAlignment = verticalAlignment;
1032 mCellData[ row ][ column ] = data;
1041 // No empty cells, so increase size of the table
1042 unsigned int newColumnCount = ( columnCount > 0 ) ? columnCount : 1;
1043 ResizeContainers( rowCount + 1, newColumnCount );
1045 // Put the actor in the first cell of the new row
1048 data.position.rowIndex = rowCount;
1049 data.position.columnIndex = 0;
1050 data.horizontalAlignment = horizontalAlignment;
1051 data.verticalAlignment = verticalAlignment;
1052 mCellData[ rowCount ][ 0 ] = data;
1056 void TableView::OnControlChildRemove( Actor& child )
1058 // dont process if we're in the middle of bigger operation like delete row, column or resize
1059 if( !mLayoutingChild )
1061 // relayout the table only if instances were found
1062 if( RemoveAllInstances( child ) )
1069 TableView::TableView( unsigned int initialRows, unsigned int initialColumns )
1070 : Control( ControlBehaviour( REQUIRES_STYLE_CHANGE_SIGNALS ) ),
1071 mCellData( initialRows, initialColumns ),
1072 mLayoutingChild( false ),
1073 mRowDirty( true ), // Force recalculation first time
1074 mColumnDirty( true )
1076 SetKeyboardNavigationSupport( true );
1077 ResizeContainers( initialRows, initialColumns );
1080 void TableView::OnInitialize()
1082 // Make self as keyboard focusable and focus group
1083 Actor self = Self();
1084 self.SetKeyboardFocusable(true);
1085 SetAsKeyboardFocusGroup(true);
1088 void TableView::ResizeContainers( unsigned int rows, unsigned int columns )
1090 std::vector<CellData> ignored;
1091 ResizeContainers( rows, columns, ignored );
1094 void TableView::ResizeContainers( unsigned int rows, unsigned int columns, std::vector<CellData>& removed )
1097 mCellData.Resize( rows, columns, removed );
1099 // We don't care if these go smaller, data will be regenerated or is not needed anymore
1100 mRowData.Resize( rows );
1101 mColumnData.Resize( columns );
1104 void TableView::RemoveAndGetLostActors( const std::vector<CellData>& lost, std::vector<Actor>& removed,
1105 unsigned int rowsRemoved, unsigned int columnsRemoved )
1107 // iterate through all lost cells
1108 std::vector< CellData >::const_iterator iter = lost.begin();
1109 for( ; iter != lost.end(); ++iter )
1111 // if it is a valid actor
1114 // is this actor still somewhere else in the table
1115 Toolkit::TableView::CellPosition position;
1116 if( FindChildPosition( (*iter).actor, position ) )
1118 // it must be spanning multiple cells, position contains the top left most one
1119 // check if position is left of the removed location
1120 if( position.columnIndex < (*iter).position.columnIndex )
1122 // if column span is greater than 1
1123 if( mCellData[ position.rowIndex ][ position.columnIndex ].position.columnSpan > 1 )
1125 // decrease column span
1126 mCellData[ position.rowIndex ][ position.columnIndex ].position.columnSpan -= columnsRemoved;
1129 // check if position is left of the removed location
1130 if( position.rowIndex < (*iter).position.rowIndex )
1132 // if row span is greater than 1
1133 if( mCellData[ position.rowIndex ][ position.columnIndex ].position.rowSpan > 1 )
1135 // decrease row span
1136 mCellData[ position.rowIndex ][ position.columnIndex ].position.rowSpan -= rowsRemoved;
1142 // this actor is gone for good
1143 // add actor to removed container
1144 removed.push_back( (*iter).actor );
1145 // we dont want the child actor anymore
1146 Self().Remove( (*iter).actor );
1152 bool TableView::RemoveAllInstances( const Actor& child )
1155 // walk through the layout data
1156 const unsigned int rowCount = mCellData.GetRows();
1157 const unsigned int columnCount = mCellData.GetColumns();
1158 for( unsigned int row = 0; row < rowCount; ++row )
1160 for( unsigned int column = 0; column < columnCount; ++column )
1162 if( mCellData[ row ][ column ].actor == child )
1164 // clear the cell, NOTE that the cell might be spanning multiple cells
1165 mCellData[ row ][ column ] = CellData();
1173 void TableView::SetHeightOrWidthProperty(TableView& tableViewImpl,
1174 void(TableView::*funcFixed)(unsigned int, float),
1175 void(TableView::*funcRelative)(unsigned int, float),
1176 void(TableView::*funcFit)(unsigned int),
1177 const Property::Value& value )
1179 Property::Map* map = value.GetMap();
1182 unsigned int index(0);
1183 for ( unsigned int i = 0, count = map->Count(); i < count; ++i )
1185 Property::Value& item = map->GetValue(i);
1186 Property::Map* childMap = item.GetMap();
1188 std::istringstream( map->GetKey(i) ) >> index;
1191 Property::Value* policy = childMap->Find( "policy" );
1192 Property::Value* value = childMap->Find( "value" );
1193 if( policy && value )
1195 std::string policyValue;
1196 policy->Get( policyValue );
1197 Toolkit::TableView::LayoutPolicy policy;
1198 if( Scripting::GetEnumeration< Toolkit::TableView::LayoutPolicy >( policyValue.c_str(),
1199 LAYOUT_POLICY_STRING_TABLE,
1200 LAYOUT_POLICY_STRING_TABLE_COUNT,
1203 if( policy == Toolkit::TableView::FIXED )
1205 (tableViewImpl.*funcFixed)( index, value->Get<float>() );
1207 else if( policy == Toolkit::TableView::RELATIVE )
1209 (tableViewImpl.*funcRelative)( index, value->Get<float>() );
1211 else if( policy == Toolkit::TableView::FIT )
1213 (tableViewImpl.*funcFit)( index );
1215 // do nothing for FILL policy
1223 Property::Value TableView::GetRowHeightsPropertyValue()
1226 GetMapPropertyValue( mRowData, map);
1227 return Property::Value(map);
1230 Property::Value TableView::GetColumnWidthsPropertyValue()
1233 GetMapPropertyValue( mColumnData, map);
1234 return Property::Value(map);
1237 void TableView::GetMapPropertyValue( const RowColumnArray& data, Property::Map& map )
1239 const char* fixedPolicy = Scripting::GetEnumerationName< Toolkit::TableView::LayoutPolicy >( Toolkit::TableView::FIXED,
1240 LAYOUT_POLICY_STRING_TABLE,
1241 LAYOUT_POLICY_STRING_TABLE_COUNT );
1242 const char* relativePolicy = Scripting::GetEnumerationName< Toolkit::TableView::LayoutPolicy >( Toolkit::TableView::RELATIVE,
1243 LAYOUT_POLICY_STRING_TABLE,
1244 LAYOUT_POLICY_STRING_TABLE_COUNT );
1245 const char* fillPolicy = Scripting::GetEnumerationName< Toolkit::TableView::LayoutPolicy >( Toolkit::TableView::FILL,
1246 LAYOUT_POLICY_STRING_TABLE,
1247 LAYOUT_POLICY_STRING_TABLE_COUNT );
1248 const char* fitPolicy = Scripting::GetEnumerationName< Toolkit::TableView::LayoutPolicy >( Toolkit::TableView::FIT,
1249 LAYOUT_POLICY_STRING_TABLE,
1250 LAYOUT_POLICY_STRING_TABLE_COUNT );
1252 const RowColumnArray::SizeType count = data.Size();
1253 for( RowColumnArray::SizeType i = 0; i < count; i++ )
1255 const RowColumnData& dataInstance = data[ i ];
1258 switch( dataInstance.sizePolicy )
1260 case Toolkit::TableView::FIXED:
1262 item[ "policy" ] = fixedPolicy;
1263 item[ "value" ] = dataInstance.size;
1266 case Toolkit::TableView::RELATIVE:
1268 item[ "policy" ] = relativePolicy;
1269 item[ "value" ] = dataInstance.fillRatio;
1272 case Toolkit::TableView::FIT:
1274 item[ "policy" ] = fitPolicy;
1275 item[ "value" ] = 0.f;
1278 case Toolkit::TableView::FILL:
1281 item[ "policy" ] = fillPolicy;
1282 item[ "value" ] = 0.f;
1286 std::ostringstream ss;
1288 map[ ss.str() ] = item;
1292 TableView::~TableView()
1297 Actor TableView::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
1299 Actor nextFocusableActor;
1301 if ( !currentFocusedActor )
1303 // Nothing is currently focused, so the child in the first cell should be focused.
1304 nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(0, 0));
1308 Toolkit::TableView::CellPosition position;
1309 if( FindChildPosition( currentFocusedActor, position ) )
1311 // The current focused actor is a child of TableView
1312 bool focusLost = false;
1313 int currentRow = position.rowIndex;
1314 int currentColumn = position.columnIndex;
1315 int numberOfColumns = GetColumns();
1316 int numberOfRows = GetRows();
1318 switch ( direction )
1320 case Toolkit::Control::KeyboardFocus::LEFT:
1322 if(--currentColumn < 0)
1324 currentColumn = numberOfColumns - 1;
1325 if(--currentRow < 0)
1327 currentRow = loopEnabled ? numberOfRows - 1 : 0;
1328 focusLost = (currentRow == 0);
1333 case Toolkit::Control::KeyboardFocus::RIGHT:
1335 if(++currentColumn > numberOfColumns - 1)
1338 if(++currentRow > numberOfRows - 1)
1340 currentRow = loopEnabled ? 0 : numberOfRows - 1;
1341 focusLost = (currentRow == numberOfRows - 1);
1346 case Toolkit::Control::KeyboardFocus::UP:
1348 if(--currentRow < 0)
1350 currentRow = loopEnabled ? numberOfRows - 1 : 0;
1351 focusLost = (currentRow == 0);
1355 case Toolkit::Control::KeyboardFocus::DOWN:
1358 if(++currentRow > numberOfRows - 1)
1360 currentRow = loopEnabled ? 0 : numberOfRows - 1;
1361 focusLost = (currentRow == numberOfRows - 1);
1367 // Move the focus if we haven't lost it.
1370 nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(currentRow, currentColumn));
1375 // The current focused actor is not within table view, so the child in the first cell should be focused.
1376 nextFocusableActor = GetChildAt(Toolkit::TableView::CellPosition(0, 0));
1380 return nextFocusableActor;
1383 Vector3 TableView::GetNaturalSize()
1385 // Natural size is the size of all fixed cell widths or heights. This ignores cells with relative heights.
1386 return Vector3( mFixedTotals.width, mFixedTotals.height, 1.0f );
1389 float TableView::CalculateChildSize( const Actor& child, Dimension::Type dimension )
1391 Toolkit::TableView::CellPosition position;
1392 if( FindChildPosition( child, position) )
1396 case Dimension::WIDTH:
1398 float cellSize = 0.0f;
1399 cellSize = mColumnData[position.columnIndex+position.columnSpan-1].position
1400 - (position.columnIndex > 0 ? mColumnData[position.columnIndex-1].position : 0.f)
1401 - mPadding.width * 2.0f;
1403 if( cellSize < 0.0f )
1411 case Dimension::HEIGHT:
1413 float cellSize = 0.0f;
1415 cellSize = mRowData[position.rowIndex+position.rowSpan-1].position
1416 - (position.rowIndex > 0 ? mRowData[position.rowIndex-1].position : 0.f)
1417 - mPadding.height * 2.0f;
1419 if( cellSize < 0.0f )
1433 return 0.0f; // Child not found
1436 bool TableView::RelayoutDependentOnChildren( Dimension::Type dimension )
1438 if ( Control::RelayoutDependentOnChildren( dimension ) )
1443 return FindFit( mRowData ) || FindFit( mColumnData );
1446 void TableView::SetCellAlignment( Toolkit::TableView::CellPosition position, HorizontalAlignment::Type horizontal, VerticalAlignment::Type vertical )
1448 // Check if we need to expand our data array
1449 if( position.rowIndex >= mCellData.GetRows() )
1451 // Only adding new rows
1452 ResizeContainers( position.rowIndex + 1, mCellData.GetColumns() );
1455 if( position.columnIndex >= mCellData.GetColumns() )
1457 // Only adding new columns
1458 ResizeContainers( mCellData.GetRows(), position.columnIndex + 1 );
1461 // Set the alignment of the cell
1462 CellData& data = mCellData[ position.rowIndex ][ position.columnIndex ];
1463 data.horizontalAlignment = horizontal;
1464 data.verticalAlignment = vertical;
1467 void TableView::CalculateFillSizes( RowColumnArray& data )
1469 // First pass: Count number of fill entries and calculate used relative space
1470 Dali::Vector< RowColumnData* > fillData;
1471 float relativeTotal = 0.0f;
1473 const unsigned int dataCount = data.Size();
1475 for( unsigned int i = 0; i < dataCount; ++i )
1477 RowColumnData& dataInstance = data[ i ];
1479 if( dataInstance.sizePolicy == Toolkit::TableView::RELATIVE )
1481 relativeTotal += dataInstance.fillRatio;
1483 else if(dataInstance.sizePolicy == Toolkit::TableView::FILL)
1485 fillData.PushBack( &dataInstance );
1489 // Second pass: Distribute remaining relative space
1490 const unsigned int fillCount = fillData.Size();
1493 if( relativeTotal > 1.0f )
1495 relativeTotal = 1.0f;
1498 const float evenFillRatio = (1.0f - relativeTotal ) / fillCount;
1500 for( unsigned int i = 0; i < fillCount; ++i )
1502 fillData[ i ]->fillRatio = evenFillRatio;
1507 float TableView::CalculateTotalFixedSize( const RowColumnArray& data )
1509 float totalSize = 0.0f;
1511 const unsigned int dataCount = data.Size();
1513 for( unsigned int i = 0; i < dataCount; ++i )
1515 const RowColumnData& dataInstance = data[ i ];
1517 switch( dataInstance.sizePolicy )
1519 // we have absolute size to FIXED and FIT column/row and relative size for RELATIVE and FILL column/row
1520 case Toolkit::TableView::FIXED:
1521 case Toolkit::TableView::FIT:
1523 totalSize += dataInstance.size;
1537 Vector2 TableView::GetCellPadding( Dimension::Type dimension )
1541 case Dimension::WIDTH:
1543 return Vector2( mPadding.x, mPadding.x );
1545 case Dimension::HEIGHT:
1547 return Vector2( mPadding.y, mPadding.y );
1558 void TableView::CalculateFitSizes( RowColumnArray& data, Dimension::Type dimension )
1560 Vector2 cellPadding = GetCellPadding( dimension );
1562 const unsigned int dataCount = data.Size();
1564 for( unsigned int i = 0; i < dataCount; ++i )
1566 RowColumnData& dataInstance = data[ i ];
1568 if( dataInstance.sizePolicy == Toolkit::TableView::FIT )
1570 // Find the size of the biggest actor in the row or column
1571 float maxActorHeight = 0.0f;
1573 unsigned int fitCount = ( dimension == Dimension::WIDTH ) ? mCellData.GetRows() : mCellData.GetColumns();
1575 for( unsigned int j = 0; j < fitCount; ++j )
1577 unsigned int row = ( dimension == Dimension::WIDTH ) ? j : i;
1578 unsigned int column = ( dimension == Dimension::WIDTH ) ? i : j;
1579 DALI_ASSERT_DEBUG( row < mCellData.GetRows() );
1580 DALI_ASSERT_DEBUG( column < mCellData.GetColumns() );
1582 const CellData& cellData = mCellData[ row ][ column ];
1583 const Actor& actor = cellData.actor;
1586 if( FitToChild( actor, dimension ) && ( dimension == Dimension::WIDTH ) ? ( cellData.position.columnSpan == 1 ) : ( cellData.position.rowSpan == 1 ) )
1588 maxActorHeight = std::max( maxActorHeight, actor.GetRelayoutSize( dimension ) + cellPadding.x + cellPadding.y );
1593 dataInstance.size = maxActorHeight;
1598 bool TableView::FindFit( const RowColumnArray& data )
1600 for( unsigned int i = 0, count = data.Size(); i < count; ++i )
1602 if( data[ i ].sizePolicy == Toolkit::TableView::FIT )
1611 } // namespace Internal
1613 } // namespace Toolkit