-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2015 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+// CLASS HEADER
#include <dali-toolkit/public-api/controls/scrollable/item-view/item-layout.h>
+// EXTERNAL INCLUDES
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/animation/time-period.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-view.h>
+
+namespace
+{
+
+// Lerps between current and target using the progress
+template< typename Type >
+void Lerp( Type& current, const Type& target, float progress )
+{
+ current += ((target - current) * progress);
+}
+
+// Functors which wrap constraint functions with stored item IDs
+struct WrappedQuaternionConstraint
+{
+ WrappedQuaternionConstraint( Dali::Toolkit::ItemLayout::QuaternionFunction wrapMe, unsigned int itemId )
+ :mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ void operator()( Dali::Quaternion& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
+
+ current = Dali::Quaternion::Slerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
+
+ Dali::Toolkit::ItemLayout::QuaternionFunction mWrapMe;
+ unsigned int mItemId;
+};
+
+struct WrappedVector3Constraint
+{
+ WrappedVector3Constraint( Dali::Toolkit::ItemLayout::Vector3Function wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ void operator()( Dali::Vector3& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
+
+ Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
+
+ Dali::Toolkit::ItemLayout::Vector3Function mWrapMe;
+ unsigned int mItemId;
+};
+
+struct WrappedVector4Constraint
+{
+ WrappedVector4Constraint( Dali::Toolkit::ItemLayout::Vector4Function wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ void operator()( Dali::Vector4& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ float weight = inputs[3]->GetFloat();
+
+ Lerp( current, mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() ), weight );
+ }
+
+ Dali::Toolkit::ItemLayout::Vector4Function mWrapMe;
+ unsigned int mItemId;
+};
+
+struct WrappedBoolConstraint
+{
+ WrappedBoolConstraint( Dali::Toolkit::ItemLayout::BoolFunction wrapMe, unsigned int itemId )
+ : mWrapMe(wrapMe),
+ mItemId(itemId)
+ {
+ }
+
+ void operator()( bool& current, const Dali::PropertyInputContainer& inputs )
+ {
+ float weight = inputs[3]->GetFloat();
+
+ if ( weight >= 1.0f )
+ {
+ float offsetLayoutPosition = inputs[0]->GetFloat() + static_cast<float>(mItemId);
+ current = mWrapMe( current, offsetLayoutPosition, inputs[1]->GetFloat(), inputs[2]->GetVector3() );
+ }
+ }
+
+ Dali::Toolkit::ItemLayout::BoolFunction mWrapMe;
+ unsigned int mItemId;
+};
+
+} //Unnamed namespace
+
namespace Dali
{
{
ItemLayout::ItemLayout()
-: mOrientation(ControlOrientation::Up)
+: mOrientation( ControlOrientation::Up ),
+ mAlphaFunction( AlphaFunction::LINEAR ),
+ mWeightObject()
{
}
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 currentLayoutPosition;
}
-void ItemLayout::GetXAxisScrollHint(Vector2& scrollHint) const
+int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
{
- scrollHint = Vector2::ZERO;
- Radian scrollAngle(GetScrollDirection());
- Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
- switch(mOrientation)
+ switch( direction )
{
- 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:
+ case Control::Left:
+ case Control::Up:
{
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::XAXIS;
- }
- else
+ itemID--;
+ if( itemID < 0 )
{
- scrollHint = -Vector2::XAXIS;
+ itemID = loopEnabled ? maxItems - 1 : 0;
}
break;
}
- case ControlOrientation::Right:
+ case Control::Right:
+ case Control::Down:
{
- // we probably want x scrolling
- if(scrollDirection.x > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::XAXIS;
- }
- else
+ itemID++;
+ if( itemID >= maxItems )
{
- scrollHint = Vector2::XAXIS;
+ itemID = loopEnabled ? 0 : maxItems - 1;
}
break;
}
}
+ return itemID;
+}
+
+float ItemLayout::GetFlickSpeedFactor() const
+{
+ // By default, the speed factor while dragging and swiping is the same.
+ return GetScrollSpeedFactor();
}
-void ItemLayout::GetYAxisScrollHint(Vector2& scrollHint) const
+void ItemLayout::ApplyConstraints( Actor& actor, const int itemId, const float durationSeconds, Handle scrollPositionObject, const Actor& itemViewActor )
{
- scrollHint = Vector2::ZERO;
- Radian scrollAngle(GetScrollDirection());
- Vector2 scrollDirection(sinf(scrollAngle), cosf(scrollAngle));
- switch(mOrientation)
+ // 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)
{
- case ControlOrientation::Up:
+ Property::Index scrollSpeedProperty = itemView.GetPropertyIndex("item-view-scroll-speed");
+ Property::Index scrollPositionProperty = scrollPositionObject.GetPropertyIndex("scroll-position");
+
+ // We want to animate the layout in so use a weight object to do this
+ if ( !mWeightObject )
{
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = Vector2::YAXIS;
- }
- else
- {
- scrollHint = -Vector2::YAXIS;
- }
- break;
+ mWeightObject = WeightObject::New();
}
- case ControlOrientation::Down:
+
+ ItemLayout::Vector3Function positionConstraint;
+ if (GetPositionConstraint(itemId, positionConstraint))
{
- // we probably want x scrolling
- if(scrollDirection.y > 0.0f)
- {
- // normal positive scrolling
- scrollHint = -Vector2::YAXIS;
- }
- else
- {
- scrollHint = Vector2::YAXIS;
- }
- break;
+ WrappedVector3Constraint wrapped(positionConstraint, itemId);
+ Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::POSITION, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
- case ControlOrientation::Left:
+
+ ItemLayout::QuaternionFunction rotationConstraint;
+ if (GetRotationConstraint(itemId, rotationConstraint))
{
- 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;
+ WrappedQuaternionConstraint wrapped(rotationConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Quaternion>( actor, Actor::Property::ORIENTATION, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
- case ControlOrientation::Right:
+
+ ItemLayout::Vector3Function scaleConstraint;
+ if (GetScaleConstraint(itemId, scaleConstraint))
{
- 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;
+ WrappedVector3Constraint wrapped(scaleConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector3>( actor, Actor::Property::SCALE, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.Apply();
}
- }
-}
-int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
-{
- switch( direction )
- {
- case Control::Left:
- case Control::Up:
+ ItemLayout::Vector4Function colorConstraint;
+ if (GetColorConstraint(itemId, colorConstraint))
{
- itemID--;
- if( itemID < 0 )
- {
- itemID = loopEnabled ? maxItems - 1 : 0;
- }
- break;
+ WrappedVector4Constraint wrapped(colorConstraint, itemId);
+
+ Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+ constraint.SetRemoveAction(Dali::Constraint::Discard);
+ constraint.Apply();
}
- case Control::Right:
- case Control::Down:
+
+ ItemLayout::BoolFunction visibilityConstraint;
+ if (GetVisibilityConstraint(itemId, visibilityConstraint))
{
- itemID++;
- if( itemID >= maxItems )
- {
- itemID = loopEnabled ? 0 : maxItems - 1;
- }
- break;
+ WrappedBoolConstraint wrapped(visibilityConstraint, itemId);
+
+ Constraint constraint = Constraint::New<bool>( actor, Actor::Property::VISIBLE, wrapped );
+ constraint.AddSource( Source( scrollPositionObject, scrollPositionProperty ) );
+ constraint.AddSource( ParentSource( scrollSpeedProperty ) );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.AddSource( Source( mWeightObject, WeightObject::WEIGHT ) );
+
+ // Release visibility constraints the same time as the color constraint
+ constraint.SetRemoveAction(Dali::Constraint::Discard);
+
+ constraint.Apply();
}
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add( 0.0f, 0.0f );
+ keyFrames.Add( 1.0f, 1.0f );
+
+ Animation applyAnimation = Dali::Animation::New( durationSeconds );
+ applyAnimation.AnimateBetween( Property( mWeightObject, WeightObject::WEIGHT ), keyFrames, mAlphaFunction, TimePeriod(durationSeconds) );
+ applyAnimation.Play();
}
- return itemID;
}
+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