*/
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
+
+namespace
+{
+ const float DEFAULT_COLOR_VISIBILITY_REMOVE_TIME = 0.5f; // 0.5 second
+
+ // Functors which wrap constraint functions with stored item IDs
+ struct WrappedQuaternionConstraint
+ {
+ WrappedQuaternionConstraint(Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId)
+ :mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Quaternion operator()(const Dali::Quaternion& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedVector3Constraint
+ {
+ WrappedVector3Constraint(Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Vector3 operator()(const Dali::Vector3& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedVector4Constraint
+ {
+ WrappedVector4Constraint(Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ Dali::Vector4 operator()(const Dali::Vector4& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
+ unsigned int mItemId;
+ };
+
+ struct WrappedBoolConstraint
+ {
+ WrappedBoolConstraint(Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId)
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ bool operator()(const bool& current, const Dali::PropertyInput& layoutPosition, const Dali::PropertyInput& scrollSpeed, const Dali::PropertyInput& layoutSize)
+ {
+ float offsetLayoutPosition = layoutPosition.GetFloat() + static_cast<float>(mItemId);
+
+ return mWrapMe(current, offsetLayoutPosition, scrollSpeed.GetFloat(), layoutSize.GetVector3());
+ }
+
+ Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
+ unsigned int mItemId;
+ };
+
+} //Unnamed namespace
namespace Dali
{
{
ItemLayout::ItemLayout()
-: mOrientation(ControlOrientation::Up)
+: mOrientation(ControlOrientation::Up),
+ mAlphaFunction(Dali::Constraint::DEFAULT_ALPHA_FUNCTION)
{
}
float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
{
- ItemLayout::Vector3Function positionConstraint;
- Vector3 itemPosition = Vector3::ZERO;
- if (GetPositionConstraint(itemID, positionConstraint))
- {
- itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
- }
+ Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
Vector3 itemSize;
GetItemSize(itemID, layoutSize, itemSize);
Vector3 onScreenArea = (layoutSize - itemSize) * 0.5f;
return GetScrollSpeedFactor();
}
+void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
+{
+ // This just implements the default behaviour of constraint application.
+ // Custom layouts can override this function to apply their custom constraints.
+ Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast( itemViewActor );
+ if(itemView && scrollPositionObject)
+ {
+ ///!ToDo: Remove this once AlphaFunction in itemview is removed
+ if( itemView.GetDefaultAlphaFunction() != Constraint::DEFAULT_ALPHA_FUNCTION )
+ {
+ mAlphaFunction = itemView.GetDefaultAlphaFunction();
+ }
+
+ Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
+ Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
+
+ ItemLayout::Vector3Function positionConstraint;
+ if (GetPositionConstraint(itemId, positionConstraint))
+ {
+ WrappedVector3Constraint wrapped(positionConstraint, itemId);
+ Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::QuaternionFunction rotationConstraint;
+ if (GetRotationConstraint(itemId, rotationConstraint))
+ {
+ WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::Vector3Function scaleConstraint;
+ if (GetScaleConstraint(itemId, scaleConstraint))
+ {
+ WrappedVector3Constraint wrapped(scaleConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::Vector4Function colorConstraint;
+ if (GetColorConstraint(itemId, colorConstraint))
+ {
+ WrappedVector4Constraint wrapped(colorConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ // Release color constraints slowly; this allows ItemView to co-exist with ImageActor fade-in
+ constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
+ constraint.SetRemoveAction(Dali::Constraint::Discard);
+
+ actor.ApplyConstraint(constraint);
+ }
+
+ ItemLayout::BoolFunction visibilityConstraint;
+ if (GetVisibilityConstraint(itemId, visibilityConstraint))
+ {
+ WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
+
+ Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
+ Source( scrollPositionObject, scrollPositionProperty ),
+ ParentSource( scrollSpeedProperty ),
+ ParentSource( Actor::SIZE ),
+ wrapped );
+
+ constraint.SetApplyTime(durationSeconds);
+ constraint.SetAlphaFunction(mAlphaFunction);
+
+ // Release visibility constraints the same time as the color constraint
+ constraint.SetRemoveTime(DEFAULT_COLOR_VISIBILITY_REMOVE_TIME);
+ constraint.SetRemoveAction(Dali::Constraint::Discard);
+
+ actor.ApplyConstraint(constraint);
+ }
+ }
+}
+
+Vector3 ItemLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
+{
+ Vector3 itemPosition = Vector3::ZERO;
+
+ ItemLayout::Vector3Function positionConstraint;
+ if (GetPositionConstraint(itemID, positionConstraint))
+ {
+ itemPosition = positionConstraint(Vector3::ZERO, currentLayoutPosition + itemID, 0.0f, layoutSize);
+ }
+
+ return itemPosition;
+}
+
+void ItemLayout::SetAlphaFunction(AlphaFunction func)
+{
+ mAlphaFunction = func;
+}
+
+AlphaFunction ItemLayout::GetAlphaFunction() const
+{
+ return mAlphaFunction;
+}
+
+
} // namespace Toolkit
} // namespace Dali