Property enum name changes in dali-core: Toolkit changes for compiling
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / scrollable / item-view / item-layout.cpp
index d55ed9c..13f2612 100644 (file)
@@ -19,6 +19,7 @@
 #include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
 
 // EXTERNAL INCLUDES
+#include <dali/public-api/animation/active-constraint.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/time-period.h>
 
@@ -151,150 +152,6 @@ float ItemLayout::GetClosestOnScreenLayoutPosition(int itemID, float currentLayo
   return currentLayoutPosition;
 }
 
-void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
-{
-  scrollHint = Vector2::ZERO;
-  Radian scrollAngle(GetScrollDirection());
-  Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
-  switch(mOrientation)
-  {
-    case ControlOrientation::Up:
-    {
-      if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
-      {
-        // we probably want x scrolling
-        if(scrollDirection.x > 0.0f)
-        {
-          // normal positive scrolling
-          scrollHint = Vector2::XAXIS;
-        }
-        else
-        {
-          scrollHint = -Vector2::XAXIS;
-        }
-      }
-      break;
-    }
-    case ControlOrientation::Down:
-    {
-      if(fabsf(scrollDirection.y) < Math::MACHINE_EPSILON_1)
-      {
-        // we probably want x scrolling
-        if(scrollDirection.x > 0.0f)
-        {
-          // normal positive scrolling
-          scrollHint = -Vector2::XAXIS;
-        }
-        else
-        {
-          scrollHint = Vector2::XAXIS;
-        }
-      }
-      break;
-    }
-    case ControlOrientation::Left:
-    {
-      // we probably want x scrolling
-      if(scrollDirection.x > 0.0f)
-      {
-        // normal positive scrolling
-        scrollHint = Vector2::XAXIS;
-      }
-      else
-      {
-        scrollHint = -Vector2::XAXIS;
-      }
-      break;
-    }
-    case ControlOrientation::Right:
-    {
-      // we probably want x scrolling
-      if(scrollDirection.x > 0.0f)
-      {
-        // normal positive scrolling
-        scrollHint = -Vector2::XAXIS;
-      }
-      else
-      {
-        scrollHint = Vector2::XAXIS;
-      }
-      break;
-    }
-  }
-}
-
-void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
-{
-  scrollHint = Vector2::ZERO;
-  Radian scrollAngle(GetScrollDirection());
-  Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
-  switch(mOrientation)
-  {
-    case ControlOrientation::Up:
-    {
-      // we probably want x scrolling
-      if(scrollDirection.y > 0.0f)
-      {
-        // normal positive scrolling
-        scrollHint = Vector2::YAXIS;
-      }
-      else
-      {
-        scrollHint = -Vector2::YAXIS;
-      }
-      break;
-    }
-    case ControlOrientation::Down:
-    {
-      // we probably want x scrolling
-      if(scrollDirection.y > 0.0f)
-      {
-        // normal positive scrolling
-        scrollHint = -Vector2::YAXIS;
-      }
-      else
-      {
-        scrollHint = Vector2::YAXIS;
-      }
-      break;
-    }
-    case ControlOrientation::Left:
-    {
-      if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
-      {
-        // we probably want x scrolling
-        if(scrollDirection.y > 0.0f)
-        {
-          // normal positive scrolling
-          scrollHint = -Vector2::YAXIS;
-        }
-        else
-        {
-          scrollHint = Vector2::YAXIS;
-        }
-      }
-      break;
-    }
-    case ControlOrientation::Right:
-    {
-      if(fabsf(scrollDirection.x) < Math::MACHINE_EPSILON_1)
-      {
-        // we probably want x scrolling
-        if(scrollDirection.y > 0.0f)
-        {
-          // normal positive scrolling
-          scrollHint = Vector2::YAXIS;
-        }
-        else
-        {
-          scrollHint = -Vector2::YAXIS;
-        }
-      }
-      break;
-    }
-  }
-}
-
 int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
 {
   switch( direction )
@@ -329,7 +186,7 @@ float ItemLayout::GetFlickSpeedFactor() const
   return GetScrollSpeedFactor();
 }
 
-void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Constrainable scrollPositionObject, const Actor& itemViewActor )
+void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
 {
   // This just implements the default behaviour of constraint application.
   // Custom layouts can override this function to apply their custom constraints.
@@ -343,10 +200,10 @@ void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float d
     if (GetPositionConstraint(itemId, positionConstraint))
     {
       WrappedVector3Constraint wrapped(positionConstraint, itemId);
-      Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
+      Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
                                                         Source( scrollPositionObject, scrollPositionProperty ),
                                                         ParentSource( scrollSpeedProperty ),
-                                                        ParentSource( Actor::SIZE ),
+                                                        ParentSource( Actor::Property::SIZE ),
                                                         wrapped );
       constraint.SetApplyTime(durationSeconds);
       constraint.SetAlphaFunction(mAlphaFunction);
@@ -358,10 +215,10 @@ void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float d
     {
       WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
 
-      Constraint constraint = Constraint::New<Quaternion>( Actor::ROTATION,
+      Constraint constraint = Constraint::New<Quaternion>( Actor::Property::ROTATION,
                                                            Source( scrollPositionObject, scrollPositionProperty ),
                                                            ParentSource( scrollSpeedProperty ),
-                                                           ParentSource( Actor::SIZE ),
+                                                           ParentSource( Actor::Property::SIZE ),
                                                            wrapped );
       constraint.SetApplyTime(durationSeconds);
       constraint.SetAlphaFunction(mAlphaFunction);
@@ -374,10 +231,10 @@ void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float d
     {
       WrappedVector3Constraint wrapped(scaleConstraint, itemId);
 
-      Constraint constraint = Constraint::New<Vector3>( Actor::SCALE,
+      Constraint constraint = Constraint::New<Vector3>( Actor::Property::SCALE,
                                                         Source( scrollPositionObject, scrollPositionProperty ),
                                                         ParentSource( scrollSpeedProperty ),
-                                                        ParentSource( Actor::SIZE ),
+                                                        ParentSource( Actor::Property::SIZE ),
                                                         wrapped );
       constraint.SetApplyTime(durationSeconds);
       constraint.SetAlphaFunction(mAlphaFunction);
@@ -390,10 +247,10 @@ void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float d
     {
       WrappedVector4Constraint wrapped(colorConstraint, itemId);
 
-      Constraint constraint = Constraint::New<Vector4>( Actor::COLOR,
+      Constraint constraint = Constraint::New<Vector4>( Actor::Property::COLOR,
                                                         Source( scrollPositionObject, scrollPositionProperty ),
                                                         ParentSource( scrollSpeedProperty ),
-                                                        ParentSource( Actor::SIZE ),
+                                                        ParentSource( Actor::Property::SIZE ),
                                                         wrapped );
 
       constraint.SetApplyTime(durationSeconds);
@@ -408,10 +265,10 @@ void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float d
     {
       WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
 
-      Constraint constraint = Constraint::New<bool>( Actor::VISIBLE,
+      Constraint constraint = Constraint::New<bool>( Actor::Property::VISIBLE,
                                                      Source( scrollPositionObject, scrollPositionProperty ),
                                                      ParentSource( scrollSpeedProperty ),
-                                                     ParentSource( Actor::SIZE ),
+                                                     ParentSource( Actor::Property::SIZE ),
                                                      wrapped );
 
       constraint.SetApplyTime(durationSeconds);