Control Padding and Margin Properties used for layouts
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / layouting / layout-controller-impl.cpp
index 90f125b..0ca1847 100644 (file)
 
 using namespace Dali;
 
+namespace
+{
+
 #if defined(DEBUG_ENABLED)
 static Debug::Filter* gLogFilter = Debug::Filter::New( Debug::Concise, false, "LOG_LAYOUT" );
 #endif
 
+}
+
 namespace Dali
 {
 namespace Toolkit
@@ -105,7 +110,9 @@ void LayoutController::MeasureHierarchy( Actor root, MeasureSpec widthSpec, Meas
   Toolkit::Control control = Toolkit::Control::DownCast( root );
   if( control )
   {
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::Measuring leaf\n" );
     Internal::Control& controlImpl = GetImplementation( control );
+
     Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
     LayoutItemPtr layout = controlDataImpl.GetLayout();
 
@@ -116,6 +123,7 @@ void LayoutController::MeasureHierarchy( Actor root, MeasureSpec widthSpec, Meas
   }
   else
   {
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::Measuring (%u) children\n", root.GetChildCount() );
     // Depth first descent through actor children
     for( unsigned int i = 0, count = root.GetChildCount(); i < count; ++i )
     {
@@ -130,17 +138,20 @@ void LayoutController::PerformLayout( Actor root, int left, int top, int right,
   Toolkit::Control control = Toolkit::Control::DownCast( root );
   if( control )
   {
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout on leaf\n" );
     Internal::Control& controlImpl = GetImplementation( control );
     Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
     LayoutItemPtr layout = controlDataImpl.GetLayout();
 
     if( layout )
     {
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout on layout\n" );
       layout->Layout( left, top, right, bottom );
     }
   }
   else
   {
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "LayoutController::PerformLayout (%u) children\n", root.GetChildCount() );
     // Depth first descent through actor children
     for( unsigned int i = 0, count = root.GetChildCount(); i < count; ++i )
     {