#include "relayout-helper.h"
+#include <dali-toolkit/public-api/controls/control.h>
+
+
namespace Dali
{
Vector3 GetNaturalSize( Actor actor )
{
- Vector3 size = actor.GetCurrentSize();
- const float depth = size.depth;
+ Vector3 size( 0.0f, 0.0f, 0.0f );
- // Get natural size for TextActor.
- TextActor textActor = TextActor::DownCast( actor );
- if( textActor )
+ Toolkit::Control control = Toolkit::Control::DownCast( actor );
+ if( control )
{
- Font font = textActor.GetFont();
- if( !font )
- {
- font = Font::New();
- }
- size = font.MeasureText( textActor.GetText() );
- size.depth = depth;
+ size = control.GetNaturalSize();
}
-
- // Get natural size for ImageActor.
- // TODO: currently it doesn't work as expected.
- ImageActor imageActor = ImageActor::DownCast( actor );
- if( ( imageActor ) && ( imageActor.GetImage() ) )
+ else
{
- Image image = imageActor.GetImage();
- size = Vector3( static_cast<float>( image.GetWidth() ), static_cast<float>( image.GetHeight() ), depth );
+ size = actor.GetCurrentSize();
+ const float depth = size.depth;
+
+ // Get natural size for ImageActor.
+ // TODO: currently it doesn't work as expected.
+ ImageActor imageActor = ImageActor::DownCast( actor );
+ if( ( imageActor ) && ( imageActor.GetImage() ) )
+ {
+ Image image = imageActor.GetImage();
+ size = Vector3( static_cast<float>( image.GetWidth() ), static_cast<float>( image.GetHeight() ), depth );
+ }
+ else
+ {
+ // Get natural size for TextActor.
+ TextActor textActor = TextActor::DownCast( actor );
+ if( textActor )
+ {
+ Font font = textActor.GetFont();
+ if( !font )
+ {
+ font = Font::New();
+ }
+ size = font.MeasureText( textActor.GetText() );
+ size.depth = depth;
+ }
+ }
}
return size;
float GetHeightForWidth( Actor actor, float width )
{
- Vector3 size = actor.GetCurrentSize();
- float height = 0.f;
+ float height = 0.0f;
- TextActor textActor = TextActor::DownCast( actor );
- if( textActor )
+ Toolkit::Control control = Toolkit::Control::DownCast( actor );
+ if( control )
+ {
+ height = control.GetHeightForWidth( width );
+ }
+ else
{
- Font font = textActor.GetFont();
- if( !font )
+ bool constrainSize = false;
+ Vector3 size( 0.0f, 0.0f, 0.0f );
+
+ ImageActor imageActor = ImageActor::DownCast( actor );
+ if( ( imageActor ) && ( imageActor.GetImage() ) )
+ {
+ Image image = imageActor.GetImage();
+ size = Vector3( static_cast<float>( image.GetWidth() ), static_cast<float>( image.GetHeight() ), 0.0f );
+
+ constrainSize = true;
+ }
+ else
{
- font = Font::New();
+ TextActor textActor = TextActor::DownCast( actor );
+ if( textActor )
+ {
+ Font font = textActor.GetFont();
+ if( !font )
+ {
+ font = Font::New();
+ }
+ size = font.MeasureText( textActor.GetText() );
+
+ constrainSize = true;
+ }
+ else
+ {
+ size = actor.GetCurrentSize();
+ }
}
- size = font.MeasureText( textActor.GetText() );
- }
- ImageActor imageActor = ImageActor::DownCast( actor );
- if( ( imageActor ) && ( imageActor.GetImage() ) )
- {
- Image image = imageActor.GetImage();
- size = Vector3( static_cast<float>( image.GetWidth() ), static_cast<float>( image.GetHeight() ), 0.f );
- }
+ // Scale the actor
+ float scaleRatio = width / size.width;
+ if( constrainSize )
+ {
+ // Allow the scale to decrease if greater than input width but not increase if less than input width
+ if( scaleRatio > 1.0f )
+ {
+ scaleRatio = 1.0f;
+ }
+ }
- height = size.height / ( size.width / width );
+ height = size.height * scaleRatio;
+ }
return height;
}