#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
+#include <dali/devel-api/common/owner-container.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/internal/styling/style-manager-impl.h>
-#include <dali-toolkit/internal/controls/renderers/color/color-renderer.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
namespace Dali
{
{
/**
+ * Struct used to store Visual within the control, index is a unique key for each visual.
+ */
+struct RegisteredVisual
+{
+ Property::Index index;
+ Toolkit::Visual::Base visual;
+ Actor placementActor;
+
+ RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, Actor &aPlacementActor) : index(aIndex), visual(aVisual), placementActor(aPlacementActor) {}
+};
+
+typedef Dali::OwnerContainer< RegisteredVisual* > RegisteredVisuals;
+
+/**
+ * Finds visual in given array, returning true if found along with the iterator for that visual as a out parameter
+ */
+bool FindVisual( Property::Index targetIndex, RegisteredVisuals& visuals, RegisteredVisuals::Iterator& iter )
+{
+ for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+ {
+ if ( (*iter)->index == targetIndex )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
* Creates control through type registry
*/
BaseHandle Create()
Impl(Control& controlImpl)
: mControlImpl( controlImpl ),
mStyleName(""),
- mBackgroundRenderer(),
+ mBackgroundVisual(),
mBackgroundColor(Color::TRANSPARENT),
mStartingPinchScale( NULL ),
mKeyEventSignal(),
mPanGestureDetector(),
mTapGestureDetector(),
mLongPressGestureDetector(),
- mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+ mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mIsKeyboardNavigationSupported( false ),
mIsKeyboardFocusGroup( false )
{
{
DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
Property::Map map;
- if( controlImpl.mImpl->mBackgroundRenderer )
+ if( controlImpl.mImpl->mBackgroundVisual )
{
- controlImpl.mImpl->mBackgroundRenderer.CreatePropertyMap( map );
+ controlImpl.mImpl->mBackgroundVisual.CreatePropertyMap( map );
}
value = map;
break;
case Toolkit::Control::Property::BACKGROUND:
{
Property::Map map;
- if( controlImpl.mImpl->mBackgroundRenderer )
+ if( controlImpl.mImpl->mBackgroundVisual )
{
- (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map );
+ (controlImpl.mImpl->mBackgroundVisual).CreatePropertyMap( map );
}
value = map;
// Data
Control& mControlImpl;
+ RegisteredVisuals mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
std::string mStyleName;
- Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background
- Vector4 mBackgroundColor; ///< The color of the background renderer
+ Toolkit::Visual::Base mBackgroundVisual; ///< The visual to render the background
+ Vector4 mBackgroundColor; ///< The color of the background visual
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
TapGestureDetector mTapGestureDetector;
LongPressGestureDetector mLongPressGestureDetector;
- ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor.
+ ControlBehaviour mFlags : CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor.
bool mIsKeyboardNavigationSupported :1; ///< Stores whether keyboard navigation is supported by the control.
bool mIsKeyboardFocusGroup :1; ///< Stores whether the control is a focus group.
Toolkit::Control Control::New()
{
// Create the implementation, temporarily owned on stack
- IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) );
+ IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) );
// Pass ownership to handle
Toolkit::Control handle( *controlImpl );
Actor self( Self() );
mImpl->mBackgroundColor = color;
Property::Map map;
- map[ RENDERER_TYPE ] = COLOR_RENDERER;
- map[ "mixColor" ] = color;
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, map );
- if( mImpl->mBackgroundRenderer )
+ map[ Toolkit::Visual::Property::TYPE ] = Toolkit::Visual::COLOR;
+ map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::SetBackground( const Property::Map& map )
{
Actor self( Self() );
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, map );
- if( mImpl->mBackgroundRenderer )
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::SetBackgroundImage( Image image )
{
Actor self( Self() );
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, image );
- if( mImpl->mBackgroundRenderer )
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( image );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::ClearBackground()
{
Actor self( Self() );
- mImpl->mBackgroundRenderer.RemoveAndReset( self );
+ mImpl->mBackgroundVisual.RemoveAndReset( self );
+ mImpl->mBackgroundColor = Color::TRANSPARENT;
}
void Control::EnableGestureDetection(Gesture::Type type)
OnKeyboardEnter();
}
+void Control::RegisterVisual( Property::Index index, Actor& placementActor, Toolkit::Visual::Base& visual )
+{
+ bool visualReplaced ( false );
+ Actor actorToRegister; // Null actor, replaced if placement actor not Self
+ Actor self = Self();
+
+ if ( placementActor != self ) // Prevent increasing ref count if actor self
+ {
+ actorToRegister = placementActor;
+ }
+
+ if ( !mImpl->mVisuals.Empty() )
+ {
+ RegisteredVisuals::Iterator iter;
+ // Check if visual (index) is already registered. Replace if so.
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if( (*iter)->visual && self.OnStage() )
+ {
+ if( (*iter)->placementActor )
+ {
+ (*iter)->visual.SetOffStage( (*iter)->placementActor );
+ }
+ else
+ {
+ (*iter)->visual.SetOffStage( self );
+ }
+ }
+ (*iter)->visual = visual;
+ (*iter)->placementActor = actorToRegister;
+ visualReplaced = true;
+ }
+ }
+
+ if ( !visualReplaced ) // New registration entry
+ {
+ mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, actorToRegister ) );
+ }
+
+ if( visual && self.OnStage() )
+ {
+ visual.SetOnStage( placementActor );
+ }
+}
+
+void Control::UnregisterVisual( Property::Index index )
+{
+ RegisteredVisuals::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ mImpl->mVisuals.Erase( iter );
+ }
+}
+
+Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const
+{
+ RegisteredVisuals::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ return (*iter)->visual;
+ }
+
+ return Toolkit::Visual::Base();
+}
+
+Actor Control::GetPlacementActor( Property::Index index ) const
+{
+ RegisteredVisuals::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if( (*iter)->placementActor )
+ {
+ return (*iter)->placementActor;
+ }
+ else
+ {
+ return Self();
+ }
+ }
+
+ return Actor();
+}
+
bool Control::OnAccessibilityActivated()
{
return false; // Accessibility activation is not handled by default
// Call deriving classes so initialised before styling is applied to them.
OnInitialize();
- if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
+ if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) ||
+ !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) )
{
Toolkit::StyleManager styleManager = StyleManager::Get();
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
+ RelayoutRequest();
}
void Control::OnPinch(const PinchGesture& pinch)
void Control::OnStageConnection( int depth )
{
- if( mImpl->mBackgroundRenderer)
+ for(RegisteredVisuals::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- Actor self( Self() );
- mImpl->mBackgroundRenderer.SetOnStage( self );
+ // Check whether the visual is empty, as it is allowed to register a placement actor without visual.
+ if( (*iter)->visual )
+ {
+ if( (*iter)->placementActor )
+ {
+ (*iter)->visual.SetOnStage( (*iter)->placementActor );
+ }
+ else
+ {
+ Actor self( Self() );
+ (*iter)->visual.SetOnStage( self );
+ }
+ }
}
}
void Control::OnStageDisconnection()
{
- if( mImpl->mBackgroundRenderer )
+ for(RegisteredVisuals::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- Actor self( Self() );
- mImpl->mBackgroundRenderer.SetOffStage( self );
+ // Check whether the visual is empty, as it is allowed to register a placement actor without visual.
+ if( (*iter)->visual )
+ {
+ if( (*iter)->placementActor )
+ {
+ (*iter)->visual.SetOffStage( (*iter)->placementActor );
+ }
+ else
+ {
+ Actor self( Self() );
+ (*iter)->visual.SetOffStage( self );
+ }
+ }
}
}
void Control::OnSizeSet(const Vector3& targetSize)
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Vector2 size( targetSize );
- mImpl->mBackgroundRenderer.SetSize( size );
+ mImpl->mBackgroundVisual.SetSize( size );
}
}
Vector3 Control::GetNaturalSize()
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Vector2 naturalSize;
- mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+ mImpl->mBackgroundVisual.GetNaturalSize(naturalSize);
return Vector3(naturalSize);
}
return Vector3::ZERO;