1 #ifndef DALI_TOOLKIT_INTERNAL_VISUAL_H
2 #define DALI_TOOLKIT_INTERNAL_VISUAL_H
5 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/animation/animation.h>
23 #include <dali/public-api/common/intrusive-ptr.h>
24 #include <dali/public-api/images/image-operations.h>
25 #include <dali/public-api/object/base-object.h>
26 #include <dali/public-api/rendering/renderer.h>
27 #include <dali/public-api/rendering/shader.h>
30 #include <dali-toolkit/devel-api/direction-enums.h>
31 #include <dali-toolkit/devel-api/visual-factory/visual-base.h>
32 #include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
33 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
34 #include <dali-toolkit/internal/visuals/transition-data-impl.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
36 #include <dali-toolkit/public-api/visuals/visual-properties.h>
48 using FittingMode = DevelVisual::FittingMode;
51 * Base class for all Control rendering logic. A control may have multiple visuals.
53 * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
55 * The following properties are optional
57 * | %Property Name | Type |
58 * |-------------------------|------------------|
59 * | customShader | MAP |
61 * where custom-shader is a map with the following properties:
62 * | %Property Name | Type |
63 * |-------------------------|------------------|
64 * | vertexShader | STRING |
65 * | fragmentShader | STRING |
66 * | subdivideGridX | INT |
67 * | subdivideGridY | INT |
68 * | shaderHints | INT |
70 class Base : public BaseObject
74 * Setting the properties of the visual, this API should only called by the VisualFactory
75 * @param[in] propertyMap The properties for the requested Visual object.
77 void SetProperties(const Property::Map& propertyMap);
80 * @copydoc Toolkit::Visual::Base::SetName
82 void SetName(const std::string& name);
85 * @copydoc Toolkit::Visual::Base::GetName
87 const std::string& GetName() const;
90 * @copydoc Toolkit::Visual::Base::SetSize
92 void SetTransformAndSize(const Property::Map& transform, Size controlSize);
95 * @brief Performs an action on the visual with the given action id and attributes.
97 * @param[in] actionId The id of the action to perform this API only takes an Index
98 * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
100 void DoAction(const Dali::Property::Index actionId, const Dali::Property::Value attributes);
103 * @copydoc Toolkit::Visual::Base::GetHeightForWidth
105 virtual float GetHeightForWidth(float width);
108 * @copydoc Toolkit::Visual::Base::GetWidthForHeight
110 virtual float GetWidthForHeight(float height);
113 * @copydoc Toolkit::Visual::Base::GetNaturalSize
115 virtual void GetNaturalSize(Vector2& naturalSize);
118 * @copydoc Toolkit::Visual::Base::SetDepthIndex
120 void SetDepthIndex(int index);
123 * @copydoc Toolkit::Visual::Base::GetDepthIndex
125 int GetDepthIndex() const;
128 * @copydoc Toolkit::Visual::Base::SetOnScene
129 * @pre Impl->mGeometry must be created before this method is called
131 void SetOnScene(Actor& actor);
134 * @copydoc Toolkit::Visual::Base::SetOffScene
136 void SetOffScene(Actor& actor);
139 * @copydoc Toolkit::Visual::Base::CreatePropertyMap
141 void CreatePropertyMap(Property::Map& map) const;
144 * @brief Create a property map containing per-instance visual properties.
146 * This will enable creation of new visuals on control state change with
147 * any alternative style properties and the relevant instance properties
148 * (e.g. for image visual, the desired size, and for text visual, the actual text).
149 * @param[in] map The property map into which to write
151 void CreateInstancePropertyMap(Property::Map& map) const;
154 * @brief Set whether the Pre-multiplied Alpha Blending is required
156 * @param[in] preMultiplied whether alpha is pre-multiplied.
158 void EnablePreMultipliedAlpha(bool preMultiplied);
161 * @brief Query whether alpha is pre-multiplied.
163 * @return True is alpha is pre-multiplied, false otherwise.
165 bool IsPreMultipliedAlphaEnabled() const;
168 * @brief Sets properties of custom shader
169 * @param[in] propertyMap Property map containing the custom shader data
171 void SetCustomShader(const Property::Map& propertyMap);
174 * @copydoc Toolkit::Visual::Base::SetProperty
176 void SetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue);
179 * @copydoc Toolkit::Visual::Base::GetProperty
181 Dali::Property::Value GetProperty(Dali::Property::Index index);
184 * Gets currently staged renderer, or an empty handle if not staged
186 Renderer GetRenderer();
189 * Sets the mix color ( including opacity ) of the visual.
190 * @param[in] mixColor The new mix color
192 void SetMixColor(const Vector4& color);
195 * Sets the mix color of the visual.
196 * @param[in] mixColor The new mix color
198 void SetMixColor(const Vector3& color);
201 * Animate the property if it exists in the visual or renderer.
203 * If it's a visual property such as mix color or a transform property,
204 * saves the target value to the local data.
206 * If the visual isn't staged (i.e. it doesn't have a renderer),
207 * then this will not add an animation.
209 * If the animator is valid and the transition handle is empty - it will
212 * @param[in] transition The animation to create or attach to
213 * @param[in] animator The animation parameters of the property.
215 void AnimateProperty(Dali::Animation& transition,
216 Internal::TransitionData::Animator& animator);
219 * @brief Add an observer to watch for when the Visuals have events to notify
220 * Currently only supports a single observer
222 void AddEventObserver(Visual::EventObserver& observer);
225 * @brief Remove an observer
227 void RemoveEventObserver(Visual::EventObserver& observer);
230 * @brief Called when the visuals resources are loaded / ready
232 void ResourceReady(Toolkit::Visual::ResourceStatus resourceStatus);
235 * @brief Called when the visuals resources are loaded / ready
236 * @return true if ready, false otherwise
238 virtual bool IsResourceReady() const;
241 * @brief Get the loading state of the visual resource
242 * @return Return the loading status (PREPARING, READY and FAILED) of visual resource
244 Toolkit::Visual::ResourceStatus GetResourceStatus() const;
247 * @brief Get the fitting mode for the visual
249 FittingMode GetFittingMode() const;
252 * @brief Get the actual Visual Object.
253 * @return The actual visual object
254 * @note Should be overridden by deriving controls if they are acting as a proxy to other visual objects.
256 virtual Base& GetVisualObject();
259 * @brief Query whether resources requires to be loaded synchronously.
260 * @return Returns true if synchronous resource loading is required, false otherwise.
262 bool IsSynchronousLoadingRequired() const;
265 * @brief Get the type of this visual.
267 * @return The the type of this visual.
269 Toolkit::Visual::Type GetType() const;
272 * @brief Retrieve the property object associated with the property key.
274 * @param[in] key The Property key of the visual.
275 * @return The Property object
277 Dali::Property GetPropertyObject(Dali::Property::Key key);
281 * @brief Constructor.
283 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
284 * @param[in] fittingMode The value that determines how the visual should be fit to the view
285 * @param[in] type The type of the this visual
287 Base(VisualFactoryCache& factoryCache, FittingMode fittingMode, Toolkit::Visual::Type type);
290 * @brief A reference counted object may only be deleted by calling Unreference().
295 * @brief Second-phase constructor.
301 * @brief Called by Initialize() allowing sub classes to initialize them.
303 virtual void OnInitialize() = 0;
306 * @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event
308 * @param[out] map The visual property map.
310 virtual void DoCreatePropertyMap(Property::Map& map) const = 0;
313 * @brief Called by CreateInstancePropertyMap() allowing derived
314 * classes to store instanced data (separate to styled data) that
315 * needs copying between visuals on state change.
317 * @param[out] map The visual property map
319 virtual void DoCreateInstancePropertyMap(Property::Map& map) const = 0;
322 * @brief Called by SetProperties() allowing sub classes to set their properties
324 * @param[in] propertyMap The properties for the requested Visual object.
326 virtual void DoSetProperties(const Property::Map& propertyMap) = 0;
329 * @brief Called when transform or control size changes
330 * ( Of use to SVG and Text visuals )
332 virtual void OnSetTransform() = 0;
335 * @brief Called by SetOnScene() allowing sub classes to respond to the SetOnScene event
337 * @note The derived class is required to create the renderer, and add it to the actor when all the resources are in place.
339 * @param[in] actor The actor applying this visual.
341 virtual void DoSetOnScene(Actor& actor) = 0;
344 * @brief Called by SetOffScene() allowing sub classes to respond to the SetOffScene event
346 * @param[in] actor The actor applying this visual.
348 virtual void DoSetOffScene(Actor& actor);
351 * @brief Called by DoAction() allowing sub classes to do the given action.
353 * @param[in] actionId The action to perform
354 * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
356 virtual void OnDoAction(const Property::Index actionId, const Property::Value& attributes);
359 * @brief Update the shader when some properties are changed.
361 virtual void UpdateShader()
366 * @brief Generate a shader by the current properties from each sub classes's own shader-generate logic.
367 * @param[in] factoryCache The visual factory cache to store the generated shader.
368 * @return If the function defined, Generated shader by the current properties. Else, empty shader.
370 virtual Dali::Shader GenerateShader() const
372 return Dali::Shader();
376 * @brief Called by GetPropertyObject() allowing sub classes to respond to the GetPropertyObject event
377 * @note The derived class is required to register the given property.
378 * @param[in] key The key of the visual's property.
379 * @return The Property object
381 virtual Dali::Property OnGetPropertyObject(Dali::Property::Key key)
384 return Dali::Property(handle, Property::INVALID_INDEX);
389 * @brief Gets the on scene state for this Visual
391 * @return Returns true if this Visual is on the scene, false if it is off the scene
393 bool IsOnScene() const;
396 * @brief Query whether the corners of the visual requires to be rounded.
398 * @return Returns true if the rounded corner is required, false otherwise.
400 bool IsRoundedCornerRequired() const;
403 * @brief Query whether the borderline of the visual requires to be rendered.
405 * @return Returns true if the outline is required, false otherwise.
407 bool IsBorderlineRequired() const;
411 * Register the mix color uniform on the Renderer and store the property index.
412 * Note, this is not used by Color or Primitive Visuals, which will use their
413 * own property index.
415 void RegisterMixColor();
418 * Find the matching property on the renderer or shader. If it's a shader
419 * property, register it on the renderer in order to animate it for this
420 * visual independently.
421 * @param[in] key The key to match.
422 * @return the matching index, or INVALID_INDEX if it's not found
424 Property::Index GetPropertyIndex(Property::Key key);
427 * Set up the transition. If no animation is required, then
428 * transition will be untouched.
430 * @param[in] transition The transition to use or set up.
431 * @param[in] animator The animation data to use
432 * @param[in] index The property index on the renderer to animate
433 * @param[in] initialValue The optional initial value
434 * @param[in] targetValue The target value to use
436 void SetupTransition(Dali::Animation& transition,
437 Internal::TransitionData::Animator& animator,
438 Property::Index index,
439 Property::Value& initialValue,
440 Property::Value& targetValue);
443 * Animate the opacity property - Special handling to
444 * ensure that the blend mode is set to ON whilst animating,
445 * and set back to AUTO if it's opaque at the end of the
448 * @param[in] transition The transition to use or set up.
449 * @param[in] animator The animation data to use
451 void AnimateOpacityProperty(Dali::Animation& transition,
452 Internal::TransitionData::Animator& animator);
455 * Animate the renderer property - no special handling
457 * @param[in] transition The transition to use or set up.
458 * @param[in] animator The animation data to use
460 void AnimateRendererProperty(Dali::Animation& transition,
461 Internal::TransitionData::Animator& animator);
464 * Animate the mix color property.
466 * If the animator is a vec3, then it only animates the color
467 * channels without animating the opacity. If it's a vec4, then it
468 * runs 2 animators, one for the the vec3 mixColor, and one for the
469 * opacity. (They are separate uniforms in the shader )
471 * @param[in] transition The transition to use or set up.
472 * @param[in] animator The animation data to use
474 void AnimateMixColorProperty(Dali::Animation& transition,
475 Internal::TransitionData::Animator& animator);
478 Base(const Visual::Base& visual);
481 Base& operator=(const Visual::Base& visual);
486 VisualFactoryCache& mFactoryCache;
489 typedef IntrusivePtr<Base> BasePtr;
491 } // namespace Visual
493 } // namespace Internal
495 inline const Internal::Visual::Base& GetImplementation(const Toolkit::Visual::Base& visualBase)
497 DALI_ASSERT_ALWAYS(visualBase && "visual base handle is empty");
499 const BaseObject& handle = visualBase.GetBaseObject();
501 return static_cast<const Internal::Visual::Base&>(handle);
504 inline Internal::Visual::Base& GetImplementation(Toolkit::Visual::Base& visualBase)
506 DALI_ASSERT_ALWAYS(visualBase && "visual base handle is empty");
508 BaseObject& handle = visualBase.GetBaseObject();
510 return static_cast<Internal::Visual::Base&>(handle);
513 } // namespace Toolkit
517 #endif // DALI_TOOLKIT_INTERNAL_VISUAL_H