Updated all cpp files to new format
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / grid-layout.cpp
old mode 100755 (executable)
new mode 100644 (file)
index 435cbf3..ccab2f6
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/controls/scrollable/item-view/grid-layout.h>
 
 // EXTERNAL INCLUDES
-#include <algorithm>
 #include <dali/public-api/animation/animation.h>
 #include <dali/public-api/animation/constraint.h>
+#include <algorithm>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
 #include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout-property.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
 
 namespace // unnamed namespace
 {
-
-const unsigned int DEFAULT_NUMBER_OF_COLUMNS = 4;
-const float DEFAULT_TOP_MARGIN     =  95.0f;
-const float DEFAULT_BOTTOM_MARGIN  =  20.0f;
-const float DEFAULT_SIDE_MARGIN    =  20.0f;
-const float DEFAULT_COLUMN_SPACING =  20.0f;
-const float DEFAULT_ROW_SPACING    =  20.0f;
-const float DEFAULT_SCROLL_SPEED_FACTOR = 0.03f;
-const float DEFAULT_MAXIMUM_SWIPE_SPEED = 100.0f;
-const float DEFAULT_ITEM_FLICK_ANIMATION_DURATION = 0.015f;
+const unsigned int DEFAULT_NUMBER_OF_COLUMNS             = 4;
+const float        DEFAULT_TOP_MARGIN                    = 95.0f;
+const float        DEFAULT_BOTTOM_MARGIN                 = 20.0f;
+const float        DEFAULT_SIDE_MARGIN                   = 20.0f;
+const float        DEFAULT_COLUMN_SPACING                = 20.0f;
+const float        DEFAULT_ROW_SPACING                   = 20.0f;
+const float        DEFAULT_SCROLL_SPEED_FACTOR           = 0.03f;
+const float        DEFAULT_MAXIMUM_SWIPE_SPEED           = 100.0f;
+const float        DEFAULT_ITEM_FLICK_ANIMATION_DURATION = 0.015f;
 
 struct GridPositionConstraint
 {
   GridPositionConstraint(
-      unsigned int itemId,
-      const unsigned int columnIndex,
-      const unsigned int numberOfColumns,
-      const float rowSpacing,
-      const float columnSpacing,
-      const float topMargin,
-      const float sideMargin,
-      const Vector3& itemSize,
-      const float gap )
-  : mItemSize( itemSize ),
-    mItemId( itemId ),
-    mColumnIndex( columnIndex ),
-    mNumberOfColumns( numberOfColumns ),
-    mRowSpacing( rowSpacing ),
-    mColumnSpacing( columnSpacing ),
-    mTopMargin( topMargin ),
-    mSideMargin( sideMargin ),
-    mZGap( gap )
+    unsigned int       itemId,
+    const unsigned int columnIndex,
+    const unsigned int numberOfColumns,
+    const float        rowSpacing,
+    const float        columnSpacing,
+    const float        topMargin,
+    const float        sideMargin,
+    const Vector3&     itemSize,
+    const float        gap)
+  : mItemSize(itemSize),
+    mItemId(itemId),
+    mColumnIndex(columnIndex),
+    mNumberOfColumns(numberOfColumns),
+    mRowSpacing(rowSpacing),
+    mColumnSpacing(columnSpacing),
+    mTopMargin(topMargin),
+    mSideMargin(sideMargin),
+    mZGap(gap)
   {
   }
 
-  inline void Orientation0( Vector3& current, float layoutPosition, const Vector3& layoutSize )
+  inline void Orientation0(Vector3& current, float layoutPosition, const Vector3& layoutSize)
   {
-    current.x = mSideMargin + ( mColumnIndex * ( mItemSize.x + mColumnSpacing ) ) + mItemSize.x * 0.5f - layoutSize.x * 0.5f;
-    current.y = ( ( mItemSize.y + mRowSpacing ) * ( layoutPosition - mColumnIndex) ) / mNumberOfColumns - layoutSize.height * 0.5f + mItemSize.y * 0.5f + mTopMargin;
+    current.x = mSideMargin + (mColumnIndex * (mItemSize.x + mColumnSpacing)) + mItemSize.x * 0.5f - layoutSize.x * 0.5f;
+    current.y = ((mItemSize.y + mRowSpacing) * (layoutPosition - mColumnIndex)) / mNumberOfColumns - layoutSize.height * 0.5f + mItemSize.y * 0.5f + mTopMargin;
     current.z = mColumnIndex * mZGap;
   }
 
-  inline void Orientation90( Vector3& current, float layoutPosition, const Vector3& layoutSize )
+  inline void Orientation90(Vector3& current, float layoutPosition, const Vector3& layoutSize)
   {
-    current.x = ( ( mItemSize.y + mRowSpacing ) * ( layoutPosition - mColumnIndex ) ) / mNumberOfColumns - layoutSize.width * 0.5f + mItemSize.y * 0.5f + mTopMargin;
-    current.y = -( mSideMargin + ( mColumnIndex * ( mItemSize.x + mColumnSpacing ) ) + mItemSize.x * 0.5f - layoutSize.y * 0.5f );
+    current.x = ((mItemSize.y + mRowSpacing) * (layoutPosition - mColumnIndex)) / mNumberOfColumns - layoutSize.width * 0.5f + mItemSize.y * 0.5f + mTopMargin;
+    current.y = -(mSideMargin + (mColumnIndex * (mItemSize.x + mColumnSpacing)) + mItemSize.x * 0.5f - layoutSize.y * 0.5f);
     current.z = mColumnIndex * mZGap;
   }
 
-  inline void Orientation180( Vector3& current, float layoutPosition, const Vector3& layoutSize )
+  inline void Orientation180(Vector3& current, float layoutPosition, const Vector3& layoutSize)
   {
     current.x = -(mSideMargin + (mColumnIndex * (mItemSize.x + mColumnSpacing)) + mItemSize.x * 0.5f - layoutSize.x * 0.5f);
-    current.y = -( ( ( mItemSize.y + mRowSpacing ) * ( layoutPosition - mColumnIndex ) ) / mNumberOfColumns - layoutSize.height * 0.5f + mItemSize.y * 0.5f + mTopMargin );
+    current.y = -(((mItemSize.y + mRowSpacing) * (layoutPosition - mColumnIndex)) / mNumberOfColumns - layoutSize.height * 0.5f + mItemSize.y * 0.5f + mTopMargin);
     current.z = mColumnIndex * mZGap;
   }
 
-  inline void Orientation270( Vector3& current, float layoutPosition, const Vector3& layoutSize )
+  inline void Orientation270(Vector3& current, float layoutPosition, const Vector3& layoutSize)
   {
-    current.x = -( ( ( mItemSize.y + mRowSpacing ) * ( layoutPosition - mColumnIndex ) ) / mNumberOfColumns - layoutSize.width * 0.5f + mItemSize.y * 0.5f + mTopMargin );
-    current.y = mSideMargin + ( mColumnIndex * ( mItemSize.x + mColumnSpacing ) ) + mItemSize.x * 0.5f - layoutSize.y * 0.5f;
+    current.x = -(((mItemSize.y + mRowSpacing) * (layoutPosition - mColumnIndex)) / mNumberOfColumns - layoutSize.width * 0.5f + mItemSize.y * 0.5f + mTopMargin);
+    current.y = mSideMargin + (mColumnIndex * (mItemSize.x + mColumnSpacing)) + mItemSize.x * 0.5f - layoutSize.y * 0.5f;
     current.z = mColumnIndex * mZGap;
   }
 
-  void Orientation0( Vector3& current, const PropertyInputContainer& inputs )
+  void Orientation0(Vector3& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
-    Orientation0( current, layoutPosition, layoutSize );
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
+    Orientation0(current, layoutPosition, layoutSize);
   }
 
-  void Orientation90( Vector3& current, const PropertyInputContainer& inputs )
+  void Orientation90(Vector3& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
-    Orientation90( current, layoutPosition, layoutSize );
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
+    Orientation90(current, layoutPosition, layoutSize);
   }
 
-  void Orientation180( Vector3& current, const PropertyInputContainer& inputs )
+  void Orientation180(Vector3& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
-    Orientation180( current, layoutPosition, layoutSize );
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
+    Orientation180(current, layoutPosition, layoutSize);
   }
 
-  void Orientation270( Vector3& current, const PropertyInputContainer& inputs )
+  void Orientation270(Vector3& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
-    Orientation270( current, layoutPosition, layoutSize );
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
+    Orientation270(current, layoutPosition, layoutSize);
   }
 
 public:
-
-  Vector3 mItemSize;
+  Vector3      mItemSize;
   unsigned int mItemId;
   unsigned int mColumnIndex;
   unsigned int mNumberOfColumns;
-  float mRowSpacing;
-  float mColumnSpacing;
-  float mTopMargin;
-  float mSideMargin;
-  float mZGap;
+  float        mRowSpacing;
+  float        mColumnSpacing;
+  float        mTopMargin;
+  float        mSideMargin;
+  float        mZGap;
 };
 
-void GridRotationConstraint0( Quaternion& current, const PropertyInputContainer& /* inputs */ )
+void GridRotationConstraint0(Quaternion& current, const PropertyInputContainer& /* inputs */)
 {
-  current = Quaternion( Radian( 0.0f ), Vector3::ZAXIS );
+  current = Quaternion(Radian(0.0f), Vector3::ZAXIS);
 }
 
-void GridRotationConstraint90( Quaternion& current, const PropertyInputContainer& /* inputs */ )
+void GridRotationConstraint90(Quaternion& current, const PropertyInputContainer& /* inputs */)
 {
-  current = Quaternion( Radian( 1.5f * Math::PI ), Vector3::ZAXIS );
+  current = Quaternion(Radian(1.5f * Math::PI), Vector3::ZAXIS);
 }
 
-void GridRotationConstraint180( Quaternion& current, const PropertyInputContainer& /* inputs */ )
+void GridRotationConstraint180(Quaternion& current, const PropertyInputContainer& /* inputs */)
 {
-  current = Quaternion( Radian( Math::PI ), Vector3::ZAXIS );
+  current = Quaternion(Radian(Math::PI), Vector3::ZAXIS);
 }
 
-void GridRotationConstraint270( Quaternion& current, const PropertyInputContainer& /* inputs */ )
+void GridRotationConstraint270(Quaternion& current, const PropertyInputContainer& /* inputs */)
 {
-  current = Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS );
+  current = Quaternion(Radian(0.5f * Math::PI), Vector3::ZAXIS);
 }
 
-void GridColorConstraint( Vector4& current, const PropertyInputContainer& /* inputs */ )
+void GridColorConstraint(Vector4& current, const PropertyInputContainer& /* inputs */)
 {
   current.r = current.g = current.b = 1.0f;
 }
@@ -164,67 +162,63 @@ void GridColorConstraint( Vector4& current, const PropertyInputContainer& /* inp
 struct GridVisibilityConstraint
 {
   GridVisibilityConstraint(
-      unsigned int itemId,
-      const unsigned int columnIndex,
-      const unsigned int numberOfColumns,
-      const float rowSpacing,
-      const float columnSpacing,
-      const float sideMargin,
-      const Vector3& itemSize )
-  : mItemSize( itemSize ),
-    mItemId( itemId ),
-    mColumnIndex( columnIndex ),
-    mNumberOfColumns( numberOfColumns ),
-    mRowSpacing( rowSpacing ),
-    mColumnSpacing( columnSpacing ),
-    mSideMargin( sideMargin )
+    unsigned int       itemId,
+    const unsigned int columnIndex,
+    const unsigned int numberOfColumns,
+    const float        rowSpacing,
+    const float        columnSpacing,
+    const float        sideMargin,
+    const Vector3&     itemSize)
+  : mItemSize(itemSize),
+    mItemId(itemId),
+    mColumnIndex(columnIndex),
+    mNumberOfColumns(numberOfColumns),
+    mRowSpacing(rowSpacing),
+    mColumnSpacing(columnSpacing),
+    mSideMargin(sideMargin)
   {
   }
 
-  void Portrait( bool& current, const PropertyInputContainer& inputs )
+  void Portrait(bool& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
 
-    float row = ( layoutPosition - static_cast< float >( mColumnIndex ) ) / mNumberOfColumns;
-    int rowsPerPage = ceil( layoutSize.height / ( mItemSize.y + mRowSpacing ) );
+    float row         = (layoutPosition - static_cast<float>(mColumnIndex)) / mNumberOfColumns;
+    int   rowsPerPage = ceil(layoutSize.height / (mItemSize.y + mRowSpacing));
 
-    current = ( row > -2.0f ) && ( row < rowsPerPage );
+    current = (row > -2.0f) && (row < rowsPerPage);
   }
 
-  void Landscape( bool& current, const PropertyInputContainer& inputs )
+  void Landscape(bool& current, const PropertyInputContainer& inputs)
   {
-    float layoutPosition = inputs[0]->GetFloat() + static_cast< float >( mItemId );
-    const Vector3& layoutSize = inputs[1]->GetVector3();
+    float          layoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+    const Vector3& layoutSize     = inputs[1]->GetVector3();
 
-    float row = ( layoutPosition - static_cast< float >( mColumnIndex ) ) / mNumberOfColumns;
-    int rowsPerPage = ceil( layoutSize.width / ( mItemSize.y + mRowSpacing ) );
+    float row         = (layoutPosition - static_cast<float>(mColumnIndex)) / mNumberOfColumns;
+    int   rowsPerPage = ceil(layoutSize.width / (mItemSize.y + mRowSpacing));
 
-    current = ( row > -2.0f ) && ( row < rowsPerPage );
+    current = (row > -2.0f) && (row < rowsPerPage);
   }
 
 public:
-
-  Vector3 mItemSize;
+  Vector3      mItemSize;
   unsigned int mItemId;
   unsigned int mColumnIndex;
   unsigned int mNumberOfColumns;
-  float mRowSpacing;
-  float mColumnSpacing;
-  float mSideMargin;
+  float        mRowSpacing;
+  float        mColumnSpacing;
+  float        mSideMargin;
 };
 
 } // unnamed namespace
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 struct GridLayout::Impl
 {
   Impl()
@@ -242,12 +236,12 @@ struct GridLayout::Impl
   }
 
   unsigned int mNumberOfColumns;
-  float mRowSpacing;
-  float mColumnSpacing;
-  float mTopMargin;
-  float mBottomMargin;
-  float mSideMargin;
-  float mZGap;
+  float        mRowSpacing;
+  float        mColumnSpacing;
+  float        mTopMargin;
+  float        mBottomMargin;
+  float        mSideMargin;
+  float        mZGap;
 
   float mScrollSpeedFactor;
   float mMaximumSwipeSpeed;
@@ -366,18 +360,18 @@ float GridLayout::GetItemFlickAnimationDuration() const
 
 float GridLayout::GetMinimumLayoutPosition(unsigned int numberOfItems, Vector3 layoutSize) const
 {
-  float layoutHeight = IsHorizontal( GetOrientation() ) ? layoutSize.width : layoutSize.height;
+  float layoutHeight = IsHorizontal(GetOrientation()) ? layoutSize.width : layoutSize.height;
 
   Vector3 itemSize;
-  GetItemSize( 0, layoutSize, itemSize );
+  GetItemSize(0, layoutSize, itemSize);
 
   unsigned int itemsLastRow = numberOfItems % mImpl->mNumberOfColumns;
-  if (itemsLastRow == 0)
+  if(itemsLastRow == 0)
   {
     itemsLastRow = mImpl->mNumberOfColumns;
   }
 
-  float rowsLastPage = (layoutHeight - mImpl->mBottomMargin - mImpl->mTopMargin + mImpl->mRowSpacing) / (itemSize.y + mImpl->mRowSpacing);
+  float rowsLastPage  = (layoutHeight - mImpl->mBottomMargin - mImpl->mTopMargin + mImpl->mRowSpacing) / (itemSize.y + mImpl->mRowSpacing);
   float itemsLastPage = (rowsLastPage - 1.0f) * static_cast<float>(mImpl->mNumberOfColumns) + static_cast<float>(itemsLastRow);
 
   return itemsLastPage - static_cast<float>(numberOfItems);
@@ -391,18 +385,18 @@ float GridLayout::GetClosestAnchorPosition(float layoutPosition) const
 
 float GridLayout::GetItemScrollToPosition(unsigned int itemId) const
 {
-  float rowIndex = static_cast< float >( itemId ) / mImpl->mNumberOfColumns;
+  float rowIndex = static_cast<float>(itemId) / mImpl->mNumberOfColumns;
   return -rowIndex * static_cast<float>(mImpl->mNumberOfColumns);
 }
 
 ItemRange GridLayout::GetItemsWithinArea(float firstItemPosition, Vector3 layoutSize) const
 {
-  float layoutHeight = IsHorizontal( GetOrientation() ) ? layoutSize.width : layoutSize.height;
+  float layoutHeight = IsHorizontal(GetOrientation()) ? layoutSize.width : layoutSize.height;
 
   Vector3 itemSize;
-  GetItemSize( 0, layoutSize, itemSize );
+  GetItemSize(0, layoutSize, itemSize);
 
-  int itemsPerPage = mImpl->mNumberOfColumns * ceil(layoutHeight / (itemSize.y + mImpl->mRowSpacing));
+  int itemsPerPage     = mImpl->mNumberOfColumns * ceil(layoutHeight / (itemSize.y + mImpl->mRowSpacing));
   int firstVisibleItem = -(static_cast<int>(firstItemPosition / mImpl->mNumberOfColumns)) * mImpl->mNumberOfColumns;
 
   int firstItemIndex = std::max(0, firstVisibleItem - static_cast<int>(mImpl->mNumberOfColumns));
@@ -413,22 +407,19 @@ ItemRange GridLayout::GetItemsWithinArea(float firstItemPosition, Vector3 layout
 
 float GridLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize)
 {
-  Vector3 itemPosition = GetItemPosition( itemID, currentLayoutPosition, layoutSize );
-  Vector3 itemSize;
+  Vector3                  itemPosition = GetItemPosition(itemID, currentLayoutPosition, layoutSize);
+  Vector3                  itemSize;
   ControlOrientation::Type orientation = GetOrientation();
 
   GetItemSize(itemID, layoutSize, itemSize);
-  Vector3 onScreenArea = ( layoutSize - ( IsVertical( orientation ) ? itemSize : Vector3( itemSize.y, itemSize.x, itemSize.z ) ) ) * 0.5f;
-  if (itemPosition.x < -onScreenArea.x
-      || itemPosition.x > onScreenArea.x
-      || itemPosition.y < -onScreenArea.y
-      || itemPosition.y > onScreenArea.y)
+  Vector3 onScreenArea = (layoutSize - (IsVertical(orientation) ? itemSize : Vector3(itemSize.y, itemSize.x, itemSize.z))) * 0.5f;
+  if(itemPosition.x < -onScreenArea.x || itemPosition.x > onScreenArea.x || itemPosition.y < -onScreenArea.y || itemPosition.y > onScreenArea.y)
   {
     // item not within viewable area
-    float rowHeight = itemSize.y + mImpl->mRowSpacing;
-    Vector3 firstItemPosition = GetItemPosition( itemID, 0.0f, layoutSize );
-    float offset = 0.0f;
-    switch( orientation )
+    float   rowHeight         = itemSize.y + mImpl->mRowSpacing;
+    Vector3 firstItemPosition = GetItemPosition(itemID, 0.0f, layoutSize);
+    float   offset            = 0.0f;
+    switch(orientation)
     {
       case ControlOrientation::Up:
       {
@@ -480,9 +471,9 @@ float GridLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayo
       }
     }
     // work out number of rows from first item position to an item aligned to bottom of screen
-    float rowDiff = offset / rowHeight;
+    float rowDiff              = offset / rowHeight;
     float layoutPositionOffset = rowDiff * mImpl->mNumberOfColumns;
-    float scrollTo = GetItemScrollToPosition(itemID) + layoutPositionOffset;
+    float scrollTo             = GetItemScrollToPosition(itemID) + layoutPositionOffset;
     return scrollTo;
   }
   return currentLayoutPosition;
@@ -490,18 +481,18 @@ float GridLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayo
 
 unsigned int GridLayout::GetReserveItemCount(Vector3 layoutSize) const
 {
-  float layoutHeight = IsHorizontal( GetOrientation() ) ? layoutSize.width : layoutSize.height;
+  float layoutHeight = IsHorizontal(GetOrientation()) ? layoutSize.width : layoutSize.height;
 
   Vector3 itemSize;
-  GetItemSize( 0, layoutSize, itemSize );
+  GetItemSize(0, layoutSize, itemSize);
   int itemsPerPage = mImpl->mNumberOfColumns * ceil(layoutHeight / (itemSize.y + mImpl->mRowSpacing));
   return itemsPerPage;
 }
 
-void GridLayout::GetDefaultItemSize( unsigned int itemId, const Vector3& layoutSize, Vector3& itemSize ) const
+void GridLayout::GetDefaultItemSize(unsigned int itemId, const Vector3& layoutSize, Vector3& itemSize) const
 {
-  float layoutWidth = IsHorizontal( GetOrientation() ) ? layoutSize.height : layoutSize.width;
-  itemSize.width = ( layoutWidth - mImpl->mSideMargin * 2.0f - mImpl->mColumnSpacing * static_cast<float>( mImpl->mNumberOfColumns - 1 ) ) / static_cast<float>( mImpl->mNumberOfColumns );
+  float layoutWidth = IsHorizontal(GetOrientation()) ? layoutSize.height : layoutSize.width;
+  itemSize.width    = (layoutWidth - mImpl->mSideMargin * 2.0f - mImpl->mColumnSpacing * static_cast<float>(mImpl->mNumberOfColumns - 1)) / static_cast<float>(mImpl->mNumberOfColumns);
 
   // 4x3 aspect ratio
   itemSize.height = itemSize.depth = itemSize.width * 0.75f;
@@ -509,115 +500,115 @@ void GridLayout::GetDefaultItemSize( unsigned int itemId, const Vector3& layoutS
 
 Degree GridLayout::GetScrollDirection() const
 {
-  Degree scrollDirection(0.0f);
+  Degree                   scrollDirection(0.0f);
   ControlOrientation::Type orientation = GetOrientation();
 
-  if ( orientation == ControlOrientation::Up )
+  if(orientation == ControlOrientation::Up)
   {
-    scrollDirection = Degree( 0.0f );
+    scrollDirection = Degree(0.0f);
   }
-  else if ( orientation == ControlOrientation::Left )
+  else if(orientation == ControlOrientation::Left)
   {
-    scrollDirection = Degree( 90.0f );
+    scrollDirection = Degree(90.0f);
   }
-  else if ( orientation == ControlOrientation::Down )
+  else if(orientation == ControlOrientation::Down)
   {
-    scrollDirection = Degree( 180.0f );
+    scrollDirection = Degree(180.0f);
   }
   else // orientation == ControlOrientation::Right
   {
-    scrollDirection = Degree( 270.0f );
+    scrollDirection = Degree(270.0f);
   }
 
   return scrollDirection;
 }
 
-void GridLayout::ApplyConstraints( Actor& actor, const int itemId, const Vector3& layoutSize, const Actor& itemViewActor )
+void GridLayout::ApplyConstraints(Actor& actor, const int itemId, const Vector3& layoutSize, 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 )
+  Dali::Toolkit::ItemView itemView = Dali::Toolkit::ItemView::DownCast(itemViewActor);
+  if(itemView)
   {
     Vector3 itemSize;
-    GetItemSize( itemId, layoutSize, itemSize );
-    const unsigned int columnIndex = itemId % mImpl->mNumberOfColumns;
+    GetItemSize(itemId, layoutSize, itemSize);
+    const unsigned int             columnIndex = itemId % mImpl->mNumberOfColumns;
     const ControlOrientation::Type orientation = GetOrientation();
 
     // Position constraint
-    GridPositionConstraint positionConstraint( itemId,
-                                               columnIndex,
-                                               mImpl->mNumberOfColumns,
-                                               mImpl->mRowSpacing,
-                                               mImpl->mColumnSpacing,
-                                               mImpl->mTopMargin,
-                                               mImpl->mSideMargin,
-                                               itemSize,
-                                               mImpl->mZGap );
-    Constraint constraint;
-    if ( orientation == ControlOrientation::Up )
+    GridPositionConstraint positionConstraint(itemId,
+                                              columnIndex,
+                                              mImpl->mNumberOfColumns,
+                                              mImpl->mRowSpacing,
+                                              mImpl->mColumnSpacing,
+                                              mImpl->mTopMargin,
+                                              mImpl->mSideMargin,
+                                              itemSize,
+                                              mImpl->mZGap);
+    Constraint             constraint;
+    if(orientation == ControlOrientation::Up)
     {
-      constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation0 );
+      constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation0);
     }
-    else if ( orientation == ControlOrientation::Left )
+    else if(orientation == ControlOrientation::Left)
     {
-      constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation90 );
+      constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation90);
     }
-    else if ( orientation == ControlOrientation::Down )
+    else if(orientation == ControlOrientation::Down)
     {
-      constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation180 );
+      constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation180);
     }
     else // orientation == ControlOrientation::Right
     {
-      constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation270 );
+      constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, positionConstraint, &GridPositionConstraint::Orientation270);
     }
-    constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_POSITION ) );
-    constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+    constraint.AddSource(ParentSource(Toolkit::ItemView::Property::LAYOUT_POSITION));
+    constraint.AddSource(ParentSource(Actor::Property::SIZE));
     constraint.Apply();
 
     // Rotation constraint
-    if ( orientation == ControlOrientation::Up )
+    if(orientation == ControlOrientation::Up)
     {
-      constraint = Constraint::New< Quaternion >( actor, Actor::Property::ORIENTATION, &GridRotationConstraint0 );
+      constraint = Constraint::New<Quaternion>(actor, Actor::Property::ORIENTATION, &GridRotationConstraint0);
     }
-    else if ( orientation == ControlOrientation::Left )
+    else if(orientation == ControlOrientation::Left)
     {
-      constraint = Constraint::New< Quaternion >( actor, Actor::Property::ORIENTATION, &GridRotationConstraint90 );
+      constraint = Constraint::New<Quaternion>(actor, Actor::Property::ORIENTATION, &GridRotationConstraint90);
     }
-    else if ( orientation == ControlOrientation::Down )
+    else if(orientation == ControlOrientation::Down)
     {
-      constraint = Constraint::New< Quaternion >( actor, Actor::Property::ORIENTATION, &GridRotationConstraint180 );
+      constraint = Constraint::New<Quaternion>(actor, Actor::Property::ORIENTATION, &GridRotationConstraint180);
     }
     else // orientation == ControlOrientation::Right
     {
-      constraint = Constraint::New< Quaternion >( actor, Actor::Property::ORIENTATION, &GridRotationConstraint270 );
+      constraint = Constraint::New<Quaternion>(actor, Actor::Property::ORIENTATION, &GridRotationConstraint270);
     }
     constraint.Apply();
 
     // Color constraint
-    constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, &GridColorConstraint );
-    constraint.SetRemoveAction( Dali::Constraint::DISCARD );
+    constraint = Constraint::New<Vector4>(actor, Actor::Property::COLOR, &GridColorConstraint);
+    constraint.SetRemoveAction(Dali::Constraint::DISCARD);
     constraint.Apply();
 
     // Visibility constraint
-    GridVisibilityConstraint visibilityConstraint( itemId,
-                                                   columnIndex,
-                                                   mImpl->mNumberOfColumns,
-                                                   mImpl->mRowSpacing,
-                                                   mImpl->mColumnSpacing,
-                                                   mImpl->mSideMargin,
-                                                   itemSize );
-    if ( IsVertical( orientation ) )
+    GridVisibilityConstraint visibilityConstraint(itemId,
+                                                  columnIndex,
+                                                  mImpl->mNumberOfColumns,
+                                                  mImpl->mRowSpacing,
+                                                  mImpl->mColumnSpacing,
+                                                  mImpl->mSideMargin,
+                                                  itemSize);
+    if(IsVertical(orientation))
     {
-      constraint = Constraint::New<bool>( actor, Actor::Property::VISIBLE, visibilityConstraint, &GridVisibilityConstraint::Portrait );
+      constraint = Constraint::New<bool>(actor, Actor::Property::VISIBLE, visibilityConstraint, &GridVisibilityConstraint::Portrait);
     }
     else // horizontal
     {
-      constraint = Constraint::New<bool>( actor, Actor::Property::VISIBLE, visibilityConstraint, &GridVisibilityConstraint::Landscape );
+      constraint = Constraint::New<bool>(actor, Actor::Property::VISIBLE, visibilityConstraint, &GridVisibilityConstraint::Landscape);
     }
-    constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_POSITION ) );
-    constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
-    constraint.SetRemoveAction( Dali::Constraint::DISCARD );
+    constraint.AddSource(ParentSource(Toolkit::ItemView::Property::LAYOUT_POSITION));
+    constraint.AddSource(ParentSource(Actor::Property::SIZE));
+    constraint.SetRemoveAction(Dali::Constraint::DISCARD);
     constraint.Apply();
   }
 }
@@ -625,9 +616,9 @@ void GridLayout::ApplyConstraints( Actor& actor, const int itemId, const Vector3
 void GridLayout::SetGridLayoutProperties(const Property::Map& properties)
 {
   // Set any properties specified for gridLayout.
-  for( unsigned int idx = 0, mapCount = properties.Count(); idx < mapCount; ++idx )
+  for(unsigned int idx = 0, mapCount = properties.Count(); idx < mapCount; ++idx)
   {
-    KeyValuePair propertyPair = properties.GetKeyValue( idx );
+    KeyValuePair propertyPair = properties.GetKeyValue(idx);
     switch(DefaultItemLayoutProperty::Property(propertyPair.first.indexKey))
     {
       case DefaultItemLayoutProperty::GRID_COLUMN_NUMBER:
@@ -685,37 +676,37 @@ void GridLayout::SetGridLayoutProperties(const Property::Map& properties)
 
 Vector3 GridLayout::GetItemPosition(int itemID, float currentLayoutPosition, const Vector3& layoutSize) const
 {
-  Vector3 itemPosition = Vector3::ZERO;
-  const unsigned int columnIndex = itemID % mImpl->mNumberOfColumns;
-  const ControlOrientation::Type orientation = GetOrientation();
-  Vector3 itemSize;
-  GetItemSize( itemID, layoutSize, itemSize );
-
-  GridPositionConstraint positionConstraintStruct( itemID,
-                                                   columnIndex,
-                                                   mImpl->mNumberOfColumns,
-                                                   mImpl->mRowSpacing,
-                                                   mImpl->mColumnSpacing,
-                                                   mImpl->mTopMargin,
-                                                   mImpl->mSideMargin,
-                                                   itemSize,
-                                                   mImpl->mZGap );
-
-  if ( orientation == ControlOrientation::Up )
+  Vector3                        itemPosition = Vector3::ZERO;
+  const unsigned int             columnIndex  = itemID % mImpl->mNumberOfColumns;
+  const ControlOrientation::Type orientation  = GetOrientation();
+  Vector3                        itemSize;
+  GetItemSize(itemID, layoutSize, itemSize);
+
+  GridPositionConstraint positionConstraintStruct(itemID,
+                                                  columnIndex,
+                                                  mImpl->mNumberOfColumns,
+                                                  mImpl->mRowSpacing,
+                                                  mImpl->mColumnSpacing,
+                                                  mImpl->mTopMargin,
+                                                  mImpl->mSideMargin,
+                                                  itemSize,
+                                                  mImpl->mZGap);
+
+  if(orientation == ControlOrientation::Up)
   {
-    positionConstraintStruct.Orientation0( itemPosition, currentLayoutPosition + itemID, layoutSize );
+    positionConstraintStruct.Orientation0(itemPosition, currentLayoutPosition + itemID, layoutSize);
   }
-  else if ( orientation == ControlOrientation::Left )
+  else if(orientation == ControlOrientation::Left)
   {
-    positionConstraintStruct.Orientation90( itemPosition, currentLayoutPosition + itemID, layoutSize );
+    positionConstraintStruct.Orientation90(itemPosition, currentLayoutPosition + itemID, layoutSize);
   }
-  else if ( orientation == ControlOrientation::Down )
+  else if(orientation == ControlOrientation::Down)
   {
-    positionConstraintStruct.Orientation180( itemPosition, currentLayoutPosition + itemID, layoutSize );
+    positionConstraintStruct.Orientation180(itemPosition, currentLayoutPosition + itemID, layoutSize);
   }
   else // orientation == ControlOrientation::Right
   {
-    positionConstraintStruct.Orientation270( itemPosition, currentLayoutPosition + itemID, layoutSize );
+    positionConstraintStruct.Orientation270(itemPosition, currentLayoutPosition + itemID, layoutSize);
   }
 
   return itemPosition;
@@ -723,12 +714,12 @@ Vector3 GridLayout::GetItemPosition(int itemID, float currentLayoutPosition, con
 
 int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
 {
-  switch( direction )
+  switch(direction)
   {
     case Toolkit::Control::KeyboardFocus::LEFT:
     {
       itemID--;
-      if( itemID < 0 )
+      if(itemID < 0)
       {
         itemID = loopEnabled ? maxItems - 1 : 0;
       }
@@ -737,7 +728,7 @@ int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Cont
     case Toolkit::Control::KeyboardFocus::UP:
     {
       itemID -= mImpl->mNumberOfColumns;
-      if( itemID < 0 )
+      if(itemID < 0)
       {
         itemID = loopEnabled ? itemID + maxItems : itemID + mImpl->mNumberOfColumns;
       }
@@ -746,7 +737,7 @@ int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Cont
     case Toolkit::Control::KeyboardFocus::RIGHT:
     {
       itemID++;
-      if( itemID >= maxItems )
+      if(itemID >= maxItems)
       {
         itemID = loopEnabled ? 0 : maxItems - 1;
       }
@@ -755,7 +746,7 @@ int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Cont
     case Toolkit::Control::KeyboardFocus::DOWN:
     {
       itemID += mImpl->mNumberOfColumns;
-      if( itemID >= maxItems )
+      if(itemID >= maxItems)
       {
         itemID = loopEnabled ? 0 : itemID - mImpl->mNumberOfColumns;
       }