#define DALI_TOOLKIT_INTERNAL_VISUAL_BASE_DATA_IMPL_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
// EXTERNAL INCLUDES
#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/visual-renderer.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-resource-observer.h>
+#include <dali-toolkit/internal/visuals/visual-event-observer.h>
#include <dali-toolkit/public-api/align-enumerations.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace Visual
{
-
struct Base::Impl
{
/**
* Constructor
+ * @param [in] fittingMode that the derived class prefers
+ * @param [in] type The type of the this visual
*/
- Impl();
+ Impl(FittingMode fittingMode, Toolkit::Visual::Type type);
/**
* Destructor
enum Flags
{
- IS_ON_STAGE = 1,
- IS_ATLASING_APPLIED = 1<<1,
- IS_PREMULTIPLIED_ALPHA = 1 << 2,
+ IS_ON_SCENE = 1,
+ IS_ATLASING_APPLIED = 1 << 1,
+ IS_PREMULTIPLIED_ALPHA = 1 << 2,
IS_SYNCHRONOUS_RESOURCE_LOADING = 1 << 3
};
struct CustomShader
{
- CustomShader( const Property::Map& map );
- void SetPropertyMap( const Property::Map& map );
- void CreatePropertyMap( Property::Map& map ) const;
+ CustomShader(const Property::Map& map);
+ void SetPropertyMap(const Property::Map& map);
+ void CreatePropertyMap(Property::Map& map) const;
- std::string mVertexShader;
- std::string mFragmentShader;
- Dali::ImageDimensions mGridSize;
+ std::string mVertexShader;
+ std::string mFragmentShader;
+ Dali::ImageDimensions mGridSize;
Dali::Shader::Hint::Value mHints; //(bitfield) values from enum Shader::Hint
};
* attributes, and sets the remaining attributes to their default
* values.
*/
- void SetPropertyMap( const Property::Map& map );
+ void SetPropertyMap(const Property::Map& map);
/**
* Add the transform attributes to the map (using integer keys)
*/
- void GetPropertyMap( Property::Map& map ) const;
+ void GetPropertyMap(Property::Map& map) const;
/**
* Update zero or more attributes from the property map.
*/
- void UpdatePropertyMap( const Property::Map& map );
+ void UpdatePropertyMap(const Property::Map& map);
/**
- * Register or set the uniform properties onto the renderer
+ * Set the uniform properties onto the renderer
*/
- void RegisterUniforms( Renderer renderer, Toolkit::Direction::Type direction );
+ void SetUniforms(VisualRenderer renderer, Toolkit::Direction::Type direction);
/**
* Convert the control size and the transform attributes into the actual
* size of the visual.
*/
- Vector2 GetVisualSize( const Vector2& controlSize );
+ Vector2 GetVisualSize(const Vector2& controlSize);
- Vector2 mOffset;
- Vector2 mSize;
- Vector4 mOffsetSizeMode;
+ Vector2 mOffset;
+ Vector2 mSize;
+ Vector2 mExtraSize;
+ Vector4 mOffsetSizeMode;
Toolkit::Align::Type mOrigin;
Toolkit::Align::Type mAnchorPoint;
};
- Renderer mRenderer;
- CustomShader* mCustomShader;
- SlotDelegate<Visual::Base>* mBlendSlotDelegate; ///< Used to own mix color animation connection
- ResourceObserver* mResourceObserver; ///< Allows controls to observe when the visual resources are loaded and ready
- std::string mName;
- Transform mTransform;
- Vector4 mMixColor;
- Size mControlSize;
- int mDepthIndex;
- Property::Index mMixColorIndex;
- Property::Index mOpacityIndex;
- int mFlags;
- Toolkit::Visual::ResourceStatus mResourceStatus;
+ VisualRenderer mRenderer;
+ CustomShader* mCustomShader;
+ EventObserver* mEventObserver; ///< Allows controls to observe when the visual has events to notify
+ std::string mName;
+ Transform mTransform;
+ Vector4 mMixColor;
+ Size mControlSize;
+ float mBorderlineWidth;
+ Vector4 mBorderlineColor;
+ float mBorderlineOffset;
+ Vector4 mCornerRadius;
+ float mCornerRadiusPolicy;
+ int mDepthIndex;
+ Property::Index mBorderlineWidthIndex;
+ Property::Index mBorderlineColorIndex;
+ Property::Index mBorderlineOffsetIndex;
+ Property::Index mCornerRadiusIndex;
+ FittingMode mFittingMode; ///< How the contents should fit the view
+ int mFlags;
+ Toolkit::Visual::ResourceStatus mResourceStatus;
+ const Toolkit::Visual::Type mType;
+ bool mAlwaysUsingBorderline : 1; ///< Whether we need the borderline in shader always.
+ bool mAlwaysUsingCornerRadius : 1; ///< Whether we need the corner radius in shader always.
};
} // namespace Visual