/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * 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.
#include <dali-toolkit/public-api/controls/control-impl.h>
// EXTERNAL INCLUDES
+#include <cstring> // for strcmp
+#include <limits>
#include <stack>
#include <dali/public-api/actors/image-actor.h>
-#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
-#include <dali/public-api/scripting/scripting.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
+#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.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/devel-api/styling/style-manager.h>
#include <dali-toolkit/internal/styling/style-manager-impl.h>
namespace Dali
namespace
{
-#if defined(DEBUG_ENABLED)
-Integration::Log::Filter* gLogFilter = Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_CONTROL");
-#endif
-
-const float MAX_FLOAT_VALUE( std::numeric_limits<float>::max() );
-const Vector3 MAX_SIZE( MAX_FLOAT_VALUE, MAX_FLOAT_VALUE, MAX_FLOAT_VALUE );
-const float BACKGROUND_ACTOR_Z_POSITION( -0.1f );
-
+/**
+ * Creates control through type registry
+ */
BaseHandle Create()
{
return Internal::Control::New();
}
+/**
+ * Performs actions as requested using the action name.
+ * @param[in] object The object on which to perform the action.
+ * @param[in] actionName The action to perform.
+ * @param[in] attributes The attributes with which to perfrom this action.
+ * @return true if action has been accepted by this control
+ */
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated";
+static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
+{
+ bool ret = false;
+
+ if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) )
+ {
+ Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
+ if( control )
+ {
+ // if cast succeeds there is an implementation so no need to check
+ ret = Internal::GetImplementation( control ).OnAccessibilityActivated();
+ }
+ }
+
+ return ret;
+}
+
+/**
+ * Connects a callback function with the object's signals.
+ * @param[in] object The object providing the signal.
+ * @param[in] tracker Used to disconnect the signal.
+ * @param[in] signalName The signal to connect to.
+ * @param[in] functor A newly allocated FunctorDelegate.
+ * @return True if the signal was connected.
+ * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
+ */
+const char* SIGNAL_KEY_EVENT = "key-event";
+const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "key-input-focus-gained";
+const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "key-input-focus-lost";
+const char* SIGNAL_TAPPED = "tapped";
+const char* SIGNAL_PANNED = "panned";
+const char* SIGNAL_PINCHED = "pinched";
+const char* SIGNAL_LONG_PRESSED = "long-pressed";
+static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+{
+ Dali::BaseHandle handle( object );
+
+ bool connected( false );
+ Toolkit::Control control = Toolkit::Control::DownCast( handle );
+ if ( control )
+ {
+ Internal::Control& controlImpl( Internal::GetImplementation( control ) );
+ connected = true;
+
+ if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
+ {
+ controlImpl.KeyEventSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) )
+ {
+ controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) )
+ {
+ controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Tap );
+ controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Pan );
+ controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Pinch );
+ controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::LongPress );
+ controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ }
+ return connected;
+}
+
// Setup signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create );
-// Note: Properties are registered separately below,
+// Note: Properties are registered separately below.
-DALI_SIGNAL_REGISTRATION( Control, "key-event", SIGNAL_KEY_EVENT )
-DALI_SIGNAL_REGISTRATION( Control, "tapped", SIGNAL_TAPPED )
-DALI_SIGNAL_REGISTRATION( Control, "panned", SIGNAL_PANNED )
-DALI_SIGNAL_REGISTRATION( Control, "pinched", SIGNAL_PINCHED )
-DALI_SIGNAL_REGISTRATION( Control, "long-pressed", SIGNAL_LONG_PRESSED )
+SignalConnectorType registerSignal1( typeRegistration, SIGNAL_KEY_EVENT, &DoConnectSignal );
+SignalConnectorType registerSignal2( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_GAINED, &DoConnectSignal );
+SignalConnectorType registerSignal3( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_LOST, &DoConnectSignal );
+SignalConnectorType registerSignal4( typeRegistration, SIGNAL_TAPPED, &DoConnectSignal );
+SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnectSignal );
+SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal );
+SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal );
-DALI_ACTION_REGISTRATION( Control, "control-activated", ACTION_CONTROL_ACTIVATED )
+TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction );
DALI_TYPE_REGISTRATION_END()
*/
struct Background
{
- Actor actor; ///< Either a MeshActor or an ImageActor
+ Actor actor; ///< Background actor
Vector4 color; ///< The color of the actor.
/**
}
};
+unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
+
+Vector2 gQuad[] = {
+ Vector2( -0.5f, -0.5f ),
+ Vector2( 0.5f, -0.5f ),
+ Vector2( -0.5f, 0.5f ),
+ Vector2( 0.5f, 0.5f )
+};
+
+
+const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ void main()\n
+ {\n
+ gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uBackgroundColor;\n
+ uniform lowp vec4 uColor;\n
+ void main()\n
+ {\n
+ gl_FragColor = uBackgroundColor * uColor;\n
+ }\n
+);
+
/**
- * Sets all the required properties for the background actor.
+ * @brief Create the background actor for the control.
+ *
+ * @param[in] actor The parent actor of the background
+ * @param[in] color The background color
+ * @param[in] image If a valid image is supplied this will be the texture used by the background
+ *
+ * @return An actor which will render the background
*
- * @param[in] actor The actor to set the properties on.
- * @param[in] constrainingIndex The property index to constrain the parent's size on.
- * @param[in] color The required color of the actor.
*/
-void SetupBackgroundActor( Actor actor, Property::Index constrainingIndex, const Vector4& color )
+Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
{
- actor.SetColor( color );
- actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
- actor.SetRelayoutEnabled( true );
- actor.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ if( !image )
+ {
+ PropertyBuffer vertexBuffer;
+ Shader shader;
+ Material material;
+
+ Property::Map vertexFormat;
+ vertexFormat["aPosition"] = Property::VECTOR2;
+
+ //Create a vertex buffer for vertex positions
+ vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
+ vertexBuffer.SetData( gQuad );
+
+ shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR );
+ material = Material::New( shader );
+
+ //Create the index buffer
+ Property::Map indexFormat;
+ indexFormat["indices"] = Property::INTEGER;
+ PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u );
+ indexBuffer.SetData(gQuadIndex);
+
+ //Create the geometry
+ Geometry mesh = Geometry::New();
+ mesh.AddVertexBuffer( vertexBuffer );
+ mesh.SetIndexBuffer( indexBuffer );
+
+ //Add uniforms to the shader
+ shader.RegisterProperty( "uBackgroundColor", color );
+
+ //Create the renderer
+ Renderer renderer = Renderer::New( mesh, material );
+ renderer.SetDepthIndex( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
+
+ //Create the actor
+ Actor meshActor = Actor::New();
+ meshActor.SetSize( Vector3::ONE );
+ meshActor.AddRenderer( renderer );
+ meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ meshActor.SetColorMode( USE_PARENT_COLOR );
+
+ //Constraint scale of the mesh actor to the size of the control
+ Constraint constraint = Constraint::New<Vector3>( meshActor,
+ Actor::Property::SCALE,
+ EqualToConstraint() );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.Apply();
+
+ return meshActor;
+ }
+ else
+ {
+ ImageActor imageActor = ImageActor::New( image );
+ imageActor.SetColor( color );
+ imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ imageActor.SetSortModifier( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
+
+ return imageActor;
+ }
+
}
} // unnamed namespace
{
public:
- /**
- * Size indices for mMinMaxSize array
- */
- enum
- {
- MIN_SIZE_INDEX = 0,
- MAX_SIZE_INDEX = 1
- };
-
-public:
// Construction & Destruction
Impl(Control& controlImpl)
- : mControlImpl( controlImpl ),
- mBackground( NULL ),
- mStartingPinchScale( NULL ),
- mKeyEventSignal(),
- mPinchGestureDetector(),
- mPanGestureDetector(),
- mTapGestureDetector(),
- mLongPressGestureDetector(),
- mCurrentSize(),
- mNaturalSize(),
- mFlags( Control::CONTROL_BEHAVIOUR_NONE ),
- mIsKeyboardNavigationSupported( false ),
- mIsKeyboardFocusGroup( false ),
- mInitialized( false )
- {
- }
+: mControlImpl( controlImpl ),
+ mStyleName(""),
+ mBackground( NULL ),
+ mStartingPinchScale( NULL ),
+ mKeyEventSignal(),
+ mPinchGestureDetector(),
+ mPanGestureDetector(),
+ mTapGestureDetector(),
+ mLongPressGestureDetector(),
+ mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+ mIsKeyboardNavigationSupported( false ),
+ mIsKeyboardFocusGroup( false ),
+ mAddRemoveBackgroundChild( false )
+{
+}
~Impl()
{
if ( control )
{
- Control& controlImpl( control.GetImplementation() );
+ Control& controlImpl( GetImplementation( control ) );
switch ( index )
{
+ case Toolkit::Control::Property::STYLE_NAME:
+ {
+ controlImpl.SetStyleName( value.Get< std::string >() );
+ break;
+ }
+
case Toolkit::Control::Property::BACKGROUND_COLOR:
{
controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
case Toolkit::Control::Property::BACKGROUND_IMAGE:
{
- if ( value.HasKey( "image" ) )
+ Image image = Scripting::NewImage( value );
+ if ( image )
{
- Property::Map imageMap = value.GetValue( "image" ).Get< Property::Map >();
- Image image = Scripting::NewImage( imageMap );
-
- if ( image )
- {
- controlImpl.SetBackgroundImage( image );
- }
+ controlImpl.SetBackgroundImage( image );
}
- else if ( value.Get< Property::Map >().Empty() )
+ else
{
// An empty map means the background is no longer required
controlImpl.ClearBackground();
if ( control )
{
- Control& controlImpl( control.GetImplementation() );
+ Control& controlImpl( GetImplementation( control ) );
switch ( index )
{
+ case Toolkit::Control::Property::STYLE_NAME:
+ {
+ value = controlImpl.GetStyleName();
+ break;
+ }
+
case Toolkit::Control::Property::BACKGROUND_COLOR:
{
value = controlImpl.GetBackgroundColor();
{
Property::Map map;
- Actor actor = controlImpl.GetBackgroundActor();
- if ( actor )
+ Background* back = controlImpl.mImpl->mBackground;
+ if ( back && back->actor )
{
- ImageActor imageActor = ImageActor::DownCast( actor );
- if ( imageActor )
+ if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 )
+ {
+ Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
+ if ( image )
+ {
+ Scripting::CreatePropertyMap( image, map );
+ }
+ }
+ else
{
- Image image = imageActor.GetImage();
- Property::Map imageMap;
- Scripting::CreatePropertyMap( image, imageMap );
- map[ "image" ] = imageMap;
+ ImageActor imageActor = ImageActor::DownCast( back->actor );
+ if ( imageActor )
+ {
+ Image image = imageActor.GetImage();
+ Scripting::CreatePropertyMap( image, map );
+ }
}
}
// Data
Control& mControlImpl;
+ std::string mStyleName;
Background* mBackground; ///< Only create the background if we use it
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
+ Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
+ Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusLostSignal;
// Gesture Detection
PinchGestureDetector mPinchGestureDetector;
PanGestureDetector mPanGestureDetector;
TapGestureDetector mTapGestureDetector;
LongPressGestureDetector mLongPressGestureDetector;
- // @todo change all these to Vector2 when we have a chance to sanitize the public API as well
- Vector3 mCurrentSize; ///< Stores the current control's size, this is the negotiated size
- Vector3 mNaturalSize; ///< Stores the size set through the Actor's API. This is size the actor wants to be. Useful when reset to the initial size is needed.
- ControlBehaviour mFlags :6; ///< Flags passed in from constructor. Need to increase this size when new enums are added
+ 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.
- bool mInitialized :1;
+ bool mAddRemoveBackgroundChild:1; ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd
// Properties - these need to be members of Internal::Control::Impl as they need to function within this class.
static PropertyRegistration PROPERTY_1;
static PropertyRegistration PROPERTY_2;
static PropertyRegistration PROPERTY_3;
+ static PropertyRegistration PROPERTY_4;
};
// Properties registered without macro to use specific member variables.
-PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
Toolkit::Control Control::New()
{
// Create the implementation, temporarily owned on stack
- IntrusivePtr<Control> controlImpl = new Control( CONTROL_BEHAVIOUR_NONE );
+ IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) );
// Pass ownership to handle
Toolkit::Control handle( *controlImpl );
delete mImpl;
}
-Vector3 Control::GetNaturalSize()
+void Control::SetStyleName( const std::string& styleName )
{
- // could be overridden in derived classes.
- return mImpl->mNaturalSize;
-}
+ if( styleName != mImpl->mStyleName )
+ {
+ mImpl->mStyleName = styleName;
-float Control::CalculateChildSize( const Dali::Actor& child, Dimension dimension )
-{
- // Could be overridden in derived classes.
- return CalculateChildSizeBase( child, dimension );
+ // Apply new style, if stylemanager is available
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
+ {
+ GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ }
+ }
}
-bool Control::RelayoutDependentOnChildren( Dimension dimension )
+const std::string& Control::GetStyleName() const
{
- return RelayoutDependentOnChildrenBase( dimension );
+ return mImpl->mStyleName;
}
-float Control::GetHeightForWidth( float width )
+void Control::SetBackgroundColor( const Vector4& color )
{
- // could be overridden in derived classes.
- float height( 0.0f );
- if ( mImpl->mNaturalSize.width > 0.0f )
+ Background& background( mImpl->GetBackground() );
+
+ if ( background.actor )
{
- height = mImpl->mNaturalSize.height * width / mImpl->mNaturalSize.width;
+ if( background.actor.GetRendererCount() > 0 )
+ {
+ Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
+ shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
+ }
+ else
+ {
+ background.actor.SetColor( color );
+ }
}
- return height;
+ else
+ {
+ // Create Mesh Actor
+ Actor actor = CreateBackground(Self(), color );
+ background.actor = actor;
+ mImpl->mAddRemoveBackgroundChild = true;
+ // use insert to guarantee its the first child (so that OVERLAY mode works)
+ Self().Insert( 0, actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+ }
+
+ background.color = color;
}
-float Control::GetWidthForHeight( float height )
+Vector4 Control::GetBackgroundColor() const
{
- // could be overridden in derived classes.
- float width( 0.0f );
- if ( mImpl->mNaturalSize.height > 0.0f )
+ if ( mImpl->mBackground )
{
- width = mImpl->mNaturalSize.width * height / mImpl->mNaturalSize.height;
+ return mImpl->mBackground->color;
}
- return width;
+ return Color::TRANSPARENT;
}
-const Vector3& Control::GetControlSize() const
+void Control::SetBackgroundImage( Image image )
{
- return mImpl->mCurrentSize;
-}
+ Background& background( mImpl->GetBackground() );
-const Vector3& Control::GetSizeSet() const
-{
- return mImpl->mNaturalSize;
+ if ( background.actor )
+ {
+ // Remove Current actor, unset AFTER removal
+ mImpl->mAddRemoveBackgroundChild = true;
+ Self().Remove( background.actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+ background.actor.Reset();
+ }
+
+ Actor actor = CreateBackground(Self(), background.color, image);
+
+ // Set the background actor before adding so that we do not inform derived classes
+ background.actor = actor;
+ mImpl->mAddRemoveBackgroundChild = true;
+ // use insert to guarantee its the first child (so that OVERLAY mode works)
+ Self().Insert( 0, actor );
+ mImpl->mAddRemoveBackgroundChild = false;
}
-void Control::SetKeyInputFocus()
+void Control::ClearBackground()
{
- if( Self().OnStage() )
+ if ( mImpl->mBackground )
{
- Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
+ Background& background( mImpl->GetBackground() );
+ mImpl->mAddRemoveBackgroundChild = true;
+ Self().Remove( background.actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+
+ delete mImpl->mBackground;
+ mImpl->mBackground = NULL;
}
}
-bool Control::HasKeyInputFocus()
+void Control::EnableGestureDetection(Gesture::Type type)
{
- bool result = false;
- if( Self().OnStage() )
+ if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
{
- result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
+ mImpl->mPinchGestureDetector = PinchGestureDetector::New();
+ mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
+ mImpl->mPinchGestureDetector.Attach(Self());
+ }
+
+ if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
+ {
+ mImpl->mPanGestureDetector = PanGestureDetector::New();
+ mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
+ mImpl->mPanGestureDetector.Attach(Self());
+ }
+
+ if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
+ {
+ mImpl->mTapGestureDetector = TapGestureDetector::New();
+ mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
+ mImpl->mTapGestureDetector.Attach(Self());
+ }
+
+ if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
+ {
+ mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
+ mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
+ mImpl->mLongPressGestureDetector.Attach(Self());
}
- return result;
}
-void Control::ClearKeyInputFocus()
+void Control::DisableGestureDetection(Gesture::Type type)
{
- if( Self().OnStage() )
+ if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
{
- Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
+ mImpl->mPinchGestureDetector.Detach(Self());
+ mImpl->mPinchGestureDetector.Reset();
+ }
+
+ if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
+ {
+ mImpl->mPanGestureDetector.Detach(Self());
+ mImpl->mPanGestureDetector.Reset();
+ }
+
+ if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
+ {
+ mImpl->mTapGestureDetector.Detach(Self());
+ mImpl->mTapGestureDetector.Reset();
+ }
+
+ if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
+ {
+ mImpl->mLongPressGestureDetector.Detach(Self());
+ mImpl->mLongPressGestureDetector.Reset();
}
}
return mImpl->mLongPressGestureDetector;
}
-void Control::SetBackgroundColor( const Vector4& color )
+void Control::SetKeyboardNavigationSupport(bool isSupported)
{
- Background& background( mImpl->GetBackground() );
-
- if ( background.actor )
- {
- // Just set the actor color
- background.actor.SetColor( color );
- }
+ mImpl->mIsKeyboardNavigationSupported = isSupported;
+}
- background.color = color;
+bool Control::IsKeyboardNavigationSupported()
+{
+ return mImpl->mIsKeyboardNavigationSupported;
}
-Vector4 Control::GetBackgroundColor() const
+void Control::SetKeyInputFocus()
{
- if ( mImpl->mBackground )
+ if( Self().OnStage() )
{
- return mImpl->mBackground->color;
+ Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
}
- return Color::TRANSPARENT;
}
-void Control::SetBackgroundImage( Image image )
+bool Control::HasKeyInputFocus()
{
- Background& background( mImpl->GetBackground() );
-
- if ( background.actor )
+ bool result = false;
+ if( Self().OnStage() )
{
- // Remove Current actor, unset AFTER removal so that we do not inform deriving classes
- Self().Remove( background.actor );
- background.actor.Reset();
+ result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
}
-
- ImageActor imageActor = ImageActor::New( image );
- SetupBackgroundActor( imageActor, Actor::Property::SIZE, background.color );
-
- // Set the background actor before adding so that we do not inform derived classes
- background.actor = imageActor;
- Self().Add( imageActor );
+ return result;
}
-void Control::ClearBackground()
+void Control::ClearKeyInputFocus()
{
- if ( mImpl->mBackground )
+ if( Self().OnStage() )
{
- Background& background( mImpl->GetBackground() );
- Self().Remove( background.actor );
-
- delete mImpl->mBackground;
- mImpl->mBackground = NULL;
+ Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
}
}
-Actor Control::GetBackgroundActor() const
+void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
{
- if ( mImpl->mBackground )
- {
- return mImpl->mBackground->actor;
- }
+ mImpl->mIsKeyboardFocusGroup = isFocusGroup;
- return Actor();
+ // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted
+ Toolkit::KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup);
}
-void Control::SetKeyboardNavigationSupport(bool isSupported)
+bool Control::IsKeyboardFocusGroup()
{
- mImpl->mIsKeyboardNavigationSupported = isSupported;
+ return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
}
-bool Control::IsKeyboardNavigationSupported()
+void Control::AccessibilityActivate()
{
- return mImpl->mIsKeyboardNavigationSupported;
+ // Inform deriving classes
+ OnAccessibilityActivated();
}
-void Control::Activate()
+void Control::KeyboardEnter()
{
// Inform deriving classes
- OnActivated();
+ OnKeyboardEnter();
+}
+
+bool Control::OnAccessibilityActivated()
+{
+ return false; // Accessibility activation is not handled by default
+}
+
+bool Control::OnKeyboardEnter()
+{
+ return false; // Keyboard enter is not handled by default
}
bool Control::OnAccessibilityPan(PanGesture gesture)
return false; // Accessibility value change action is not handled by default
}
-void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
-{
- mImpl->mIsKeyboardFocusGroup = isFocusGroup;
-
- // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted
- Toolkit::KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup);
-}
-
-bool Control::IsKeyboardFocusGroup()
+bool Control::OnAccessibilityZoom()
{
- return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
+ return false; // Accessibility zoom action is not handled by default
}
-Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
{
return Actor();
}
{
}
-bool Control::DoAction(BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes)
+Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
{
- bool ret = false;
-
- if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) )
- {
- Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
- if( control )
- {
- // if cast succeeds there is an implementation so no need to check
- control.GetImplementation().OnActivated();
- }
- }
-
- return ret;
+ return mImpl->mKeyEventSignal;
}
-bool Control::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal()
{
- Dali::BaseHandle handle( object );
-
- bool connected( false );
- Toolkit::Control control = Toolkit::Control::DownCast( handle );
- if ( control )
- {
- Control& controlImpl( control.GetImplementation() );
- connected = true;
-
- if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
- {
- controlImpl.KeyEventSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Tap );
- controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Pan );
- controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Pinch );
- controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::LongPress );
- controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else
- {
- // signalName does not match any signal
- connected = false;
- }
- }
- return connected;
+ return mImpl->mKeyInputFocusGainedSignal;
}
-Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal()
{
- return mImpl->mKeyEventSignal;
+ return mImpl->mKeyInputFocusLostSignal;
}
bool Control::EmitKeyEventSignal( const KeyEvent& event )
}
Control::Control( ControlBehaviour behaviourFlags )
-: CustomActorImpl( behaviourFlags & REQUIRES_TOUCH_EVENTS ),
+: CustomActorImpl( static_cast< ActorFlags >( behaviourFlags ) ),
mImpl(new Impl(*this))
{
mImpl->mFlags = behaviourFlags;
void Control::Initialize()
{
- // Calling deriving classes
+ // Call deriving classes so initialised before styling is applied to them.
OnInitialize();
- // Test if the no size negotiation flag is not set
- if( ( mImpl->mFlags & NO_SIZE_NEGOTIATION ) == 0 )
- {
- // Size negotiate disabled by default, so turn it on for this actor
- Self().SetRelayoutEnabled( true );
- }
-
if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
{
Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ // if stylemanager is available
+ if( styleManager )
+ {
+ // Register for style changes
+ styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
- // Register for style changes
- styleManager.StyleChangeSignal().Connect( this, &Control::DoStyleChange );
-
- // SetTheme
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
- }
-
- SetRequiresHoverEvents(mImpl->mFlags & REQUIRES_HOVER_EVENTS);
- SetRequiresMouseWheelEvents(mImpl->mFlags & REQUIRES_MOUSE_WHEEL_EVENTS);
-
- mImpl->mInitialized = true;
-}
-
-void Control::EnableGestureDetection(Gesture::Type type)
-{
- if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
- {
- mImpl->mPinchGestureDetector = PinchGestureDetector::New();
- mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
- mImpl->mPinchGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
- {
- mImpl->mPanGestureDetector = PanGestureDetector::New();
- mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
- mImpl->mPanGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
- {
- mImpl->mTapGestureDetector = TapGestureDetector::New();
- mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
- mImpl->mTapGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
- {
- mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
- mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
- mImpl->mLongPressGestureDetector.Attach(Self());
- }
-}
-
-void Control::DisableGestureDetection(Gesture::Type type)
-{
- if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
- {
- mImpl->mPinchGestureDetector.Detach(Self());
- mImpl->mPinchGestureDetector.Reset();
- }
-
- if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
- {
- mImpl->mPanGestureDetector.Detach(Self());
- mImpl->mPanGestureDetector.Reset();
- }
-
- if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
- {
- mImpl->mTapGestureDetector.Detach(Self());
- mImpl->mTapGestureDetector.Reset();
+ // Apply the current style
+ GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ }
}
- if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
+ if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
{
- mImpl->mLongPressGestureDetector.Detach(Self());
- mImpl->mLongPressGestureDetector.Reset();
+ SetKeyboardNavigationSupport( true );
}
}
{
}
-void Control::OnActivated()
+void Control::OnControlChildAdd( Actor& child )
{
}
-void Control::OnThemeChange( Toolkit::StyleManager styleManager )
+void Control::OnControlChildRemove( Actor& child )
{
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
-void Control::OnFontChange( bool defaultFontChange, bool defaultFontSizeChange )
+void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change )
{
+ // By default the control is only interested in theme (not font) changes
+ if( styleManager && change == StyleChange::THEME_CHANGE )
+ {
+ GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ }
}
void Control::OnPinch(const PinchGesture& pinch)
{
}
-void Control::OnControlStageConnection()
+void Control::EmitKeyInputFocusSignal( bool focusGained )
{
-}
+ Dali::Toolkit::Control handle( GetOwner() );
-void Control::OnControlStageDisconnection()
-{
+ if ( focusGained )
+ {
+ // signals are allocated dynamically when someone connects
+ if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
+ {
+ mImpl->mKeyInputFocusGainedSignal.Emit( handle );
+ }
+ }
+ else
+ {
+ // signals are allocated dynamically when someone connects
+ if ( !mImpl->mKeyInputFocusLostSignal.Empty() )
+ {
+ mImpl->mKeyInputFocusLostSignal.Emit( handle );
+ }
+ }
}
-void Control::OnControlChildAdd( Actor& child )
+void Control::OnStageConnection( int depth )
{
-}
+ unsigned int controlRendererCount = Self().GetRendererCount();
+ for( unsigned int i(0); i<controlRendererCount; ++i )
+ {
+ Renderer controlRenderer = Self().GetRendererAt(i);
+ if( controlRenderer )
+ {
+ controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
+ }
+ }
-void Control::OnControlChildRemove( Actor& child )
-{
+ if( mImpl->mBackground )
+ {
+ if(mImpl->mBackground->actor.GetRendererCount() > 0 )
+ {
+ Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
+ if(backgroundRenderer)
+ {
+ backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
+ }
+ }
+ else
+ {
+
+ ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor );
+ if ( imageActor )
+ {
+ imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth );
+ }
+ }
+ }
}
-void Control::OnControlSizeSet( const Vector3& size )
+void Control::OnStageDisconnection()
{
}
-void Control::OnCalculateRelayoutSize( Dimension dimension )
+void Control::OnKeyInputFocusGained()
{
+ EmitKeyInputFocusSignal( true );
}
-void Control::OnLayoutNegotiated( float size, Dimension dimension )
+void Control::OnKeyInputFocusLost()
{
+ EmitKeyInputFocusSignal( false );
}
-void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
+void Control::OnChildAdd(Actor& child)
{
- for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+ // If this is the background actor, then we do not want to inform deriving classes
+ if ( mImpl->mAddRemoveBackgroundChild )
{
- container.Add( Self().GetChildAt( i ), size );
+ return;
}
-}
-void Control::OnSetResizePolicy( ResizePolicy policy, Dimension dimension )
-{
+ // Notify derived classes.
+ OnControlChildAdd( child );
}
-void Control::OnKeyInputFocusGained()
+void Control::OnChildRemove(Actor& child)
{
- // Do Nothing
+ // If this is the background actor, then we do not want to inform deriving classes
+ if ( mImpl->mAddRemoveBackgroundChild )
+ {
+ return;
+ }
+
+ // Notify derived classes.
+ OnControlChildRemove( child );
}
-void Control::OnKeyInputFocusLost()
+void Control::OnSizeSet(const Vector3& targetSize)
{
- // Do Nothing
+ // Background is resized through size negotiation
}
void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
{
- // @todo consider animating negotiated child sizes to target size
+ // @todo size negotiate background to new size, animate as well?
}
bool Control::OnTouchEvent(const TouchEvent& event)
return false; // Do not consume
}
-bool Control::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool Control::OnWheelEvent(const WheelEvent& event)
{
return false; // Do not consume
}
-void Control::OnStageConnection()
+void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
- // Notify derived classes.
- OnControlStageConnection();
+ for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+ {
+ container.Add( Self().GetChildAt( i ), size );
+ }
}
-void Control::OnStageDisconnection()
+void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
{
- // Notify derived classes
- OnControlStageDisconnection();
}
-void Control::OnChildAdd(Actor& child)
+Vector3 Control::GetNaturalSize()
{
- // If this is the background actor, then we do not want to relayout or inform deriving classes
- if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+ //Control's natural size is the size of its background image if it has been set, or ZERO otherwise
+ Vector3 naturalSize = Vector3::ZERO;
+ if( mImpl->mBackground )
{
- return;
+ if( mImpl->mBackground->actor.GetRendererCount() > 0 )
+ {
+ Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial();
+ if( backgroundMaterial.GetNumberOfSamplers() > 0 )
+ {
+ Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage();
+ if( backgroundImage )
+ {
+ naturalSize.x = backgroundImage.GetWidth();
+ naturalSize.y = backgroundImage.GetHeight();
+ }
+ }
+ }
+ else
+ {
+ return mImpl->mBackground->actor.GetNaturalSize();
+ }
}
- // Notify derived classes.
- OnControlChildAdd( child );
+ return naturalSize;
}
-void Control::OnChildRemove(Actor& child)
+float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
+{
+ return CalculateChildSizeBase( child, dimension );
+}
+
+float Control::GetHeightForWidth( float width )
{
- // If this is the background actor, then we do not want to relayout or inform deriving classes
- if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+ if( mImpl->mBackground )
{
- return;
+ Actor actor = mImpl->mBackground->actor;
+ if( actor )
+ {
+ return actor.GetHeightForWidth( width );
+ }
}
-
- // Notify derived classes.
- OnControlChildRemove( child );
+ return GetHeightForWidthBase( width );
}
-void Control::OnSizeSet(const Vector3& targetSize)
+float Control::GetWidthForHeight( float height )
{
- if( targetSize != mImpl->mNaturalSize )
+ if( mImpl->mBackground )
{
- // Only updates size if set through Actor's API
- mImpl->mNaturalSize = targetSize;
+ Actor actor = mImpl->mBackground->actor;
+ if( actor )
+ {
+ return actor.GetWidthForHeight( height );
+ }
}
+ return GetWidthForHeightBase( height );
+}
- if( targetSize != mImpl->mCurrentSize )
- {
- // Update control size.
- mImpl->mCurrentSize = targetSize;
+bool Control::RelayoutDependentOnChildren( Dimension::Type dimension )
+{
+ return RelayoutDependentOnChildrenBase( dimension );
+}
- // Notify derived classes.
- OnControlSizeSet( targetSize );
- }
+void Control::OnCalculateRelayoutSize( Dimension::Type dimension )
+{
+}
+
+void Control::OnLayoutNegotiated( float size, Dimension::Type dimension )
+{
}
void Control::SignalConnected( SlotObserver* slotObserver, CallbackBase* callback )
mImpl->SignalDisconnected( slotObserver, callback );
}
-void Control::DoStyleChange( Toolkit::StyleManager styleManager, StyleChange change )
+Control& GetImplementation( Dali::Toolkit::Control& handle )
{
- if( change.themeChange )
- {
- OnThemeChange( styleManager );
- }
- else if( change.defaultFontChange || change.defaultFontSizeChange )
- {
- OnFontChange( change.defaultFontChange, change.defaultFontSizeChange );
- }
+ CustomActorImpl& customInterface = handle.GetImplementation();
+ // downcast to control
+ Control& impl = dynamic_cast< Internal::Control& >( customInterface );
+ return impl;
+}
+
+const Control& GetImplementation( const Dali::Toolkit::Control& handle )
+{
+ const CustomActorImpl& customInterface = handle.GetImplementation();
+ // downcast to control
+ const Control& impl = dynamic_cast< const Internal::Control& >( customInterface );
+ return impl;
}
} // namespace Internal