namespace Toolkit
{
+/**
+ * @addtogroup dali_toolkit_controls
+ * @{
+ */
+
class StyleManager;
namespace Internal
{
-class FocusManager;
-class KeyboardFocusManager;
-class KeyInputFocusManager;
-
/**
* @brief This is the internal base class for all controls.
*
* It will provide some common functionality required by all controls.
* Implements ConnectionTrackerInterface so that signals (typically connected to member functions) will
* be disconnected automatically when the control is destroyed.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API Control : public CustomActorImpl, public ConnectionTrackerInterface
{
* @brief Create a new ControlImpl instance that does not require touch by default.
*
* If touch is required then the user can connect to this class' touch signal.
+ * @SINCE_1_0.0
* @return A handle to the ControlImpl instance.
*/
static Toolkit::Control New();
/**
* @brief Virtual destructor.
+ * @SINCE_1_0.0
*/
virtual ~Control();
- // Key Input
+ // Styling
/**
- * @copydoc Toolkit::Control::SetKeyInputFocus()
+ * @copydoc Dali::Toolkit::Control::SetStyleName
*/
- void SetKeyInputFocus();
+ void SetStyleName( const std::string& styleName );
/**
- * @copydoc Toolkit::Control::HasKeyInputFocus()
+ * @copydoc Dali::Toolkit::Control::GetStyleName
*/
- bool HasKeyInputFocus();
+ const std::string& GetStyleName() const;
+
+ // Background
/**
- * @copydoc Toolkit::Control::ClearKeyInputFocus()
+ * @copydoc Dali::Toolkit::Control::SetBackgroundColor
*/
- void ClearKeyInputFocus();
+ void SetBackgroundColor( const Vector4& color );
+
+ /**
+ * @copydoc Dali::Toolkit::Control::GetBackgroundColor
+ */
+ Vector4 GetBackgroundColor() const;
+
+ /**
+ * @copydoc Dali::Toolkit::Control::SetBackgroundImage
+ */
+ void SetBackgroundImage( Image image );
+
+ /**
+ * @brief Set the background with a property map.
+ *
+ * @SINCE_1_0.0
+ * @param[in] map The background property map.
+ */
+ void SetBackground(const Property::Map& map);
+
+ /**
+ * @copydoc Dali::Toolkit::Control::ClearBackground
+ */
+ void ClearBackground();
// Gesture Detection
/**
+ * @brief Allows deriving classes to enable any of the gesture detectors that are available.
+ *
+ * Gesture detection can be enabled one at a time or in bitwise format as shown:
+ * @code
+ * EnableGestureDetection(Gesture::Type(Gesture::Pinch | Gesture::Tap | Gesture::Pan));
+ * @endcode
+ * @SINCE_1_0.0
+ * @param[in] type The gesture type(s) to enable.
+ */
+ void EnableGestureDetection( Gesture::Type type );
+
+ /**
+ * @brief Allows deriving classes to disable any of the gesture detectors.
+ *
+ * Like EnableGestureDetection, this can also be called using bitwise or.
+ * @SINCE_1_0.0
+ * @param[in] type The gesture type(s) to disable.
+ * @see EnableGetureDetection
+ */
+ void DisableGestureDetection( Gesture::Type type );
+
+ /**
* @brief If deriving classes wish to fine tune pinch gesture
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The pinch gesture detector.
* @pre Pinch detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The pan gesture detector.
* @pre Pan detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The tap gesture detector.
* @pre Tap detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The long press gesture detector.
* @pre Long press detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
*/
LongPressGestureDetector GetLongPressGestureDetector() const;
- // Styling
-
- /**
- * @copydoc Dali::Toolkit::Control::SetStyleName
- */
- void SetStyleName( const std::string& styleName );
-
- /**
- * @copydoc Dali::Toolkit::Control::GetStyleName
- */
- const std::string& GetStyleName() const;
-
- // Background
-
- /**
- * @copydoc Dali::Toolkit::Control::SetBackgroundColor
- */
- void SetBackgroundColor( const Vector4& color );
-
- /**
- * @copydoc Dali::Toolkit::Control::GetBackgroundColor
- */
- Vector4 GetBackgroundColor() const;
-
- /**
- * @copydoc Dali::Toolkit::Control::SetBackgroundImage
- */
- void SetBackgroundImage( Image image );
-
- /**
- * @copydoc Dali::Toolkit::Control::ClearBackground
- */
- void ClearBackground();
-
// Keyboard Navigation
/**
* keyboard focus movement between its child actors).
*
* The control doesn't support it by default.
+ * @SINCE_1_0.0
* @param[in] isSupported Whether this control supports two dimensional keyboard navigation.
*/
- void SetKeyboardNavigationSupport(bool isSupported);
+ void SetKeyboardNavigationSupport( bool isSupported );
/**
* @brief Gets whether this control supports two dimensional keyboard navigation.
*
+ * @SINCE_1_0.0
* @return true if this control supports two dimensional keyboard navigation.
*/
bool IsKeyboardNavigationSupported();
- // Called by Focus Managers
+ // Key Input
+
+ /**
+ * @copydoc Toolkit::Control::SetKeyInputFocus()
+ */
+ void SetKeyInputFocus();
/**
- * @brief Called by the focus manager and keyboard focus manager to Activate the Control
+ * @copydoc Toolkit::Control::HasKeyInputFocus()
+ */
+ bool HasKeyInputFocus();
+
+ /**
+ * @copydoc Toolkit::Control::ClearKeyInputFocus()
*/
- DALI_INTERNAL void Activate();
+ void ClearKeyInputFocus();
// Keyboard Focus
*
* (i.e. the scope of keyboard focus movement
* can be limitied to its child actors). The control is not a focus group by default.
+ * @SINCE_1_0.0
* @param[in] isFocusGroup Whether this control is set as a focus group for keyboard navigation.
*/
- void SetAsKeyboardFocusGroup(bool isFocusGroup);
+ void SetAsKeyboardFocusGroup( bool isFocusGroup );
/**
* @brief Gets whether this control is a focus group for keyboard navigation.
*
+ * @SINCE_1_0.0
* @return true if this control is set as a focus group for keyboard navigation.
*/
bool IsKeyboardFocusGroup();
/**
- * @brief Emits KeyInputFocusGained signal if true else emits KeyInputFocusLost signal
- *
- * Should be called last by the control after it acts on the Input Focus change.
- *
- * @param[in] focusGained True if gained, False if lost
+ * @brief Called by the AccessibilityManager to activate the Control.
+ * @SINCE_1_0.0
*/
- void EmitKeyInputFocusSignal( bool focusGained );
-
- // Actions & Signals
+ DALI_INTERNAL void AccessibilityActivate();
/**
- * @brief 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
+ * @brief Called by the KeyboardFocusManager.
+ * @SINCE_1_0.0
*/
- static bool DoAction(BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes);
+ DALI_INTERNAL void KeyboardEnter();
- /**
- * 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.
- */
- static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
+ // Signals
/**
* @copydoc Dali::Toolkit::Control::KeyEventSignal()
/**
* @brief Called by the KeyInputFocusManager to emit key event signals.
*
+ * @SINCE_1_0.0
* @param[in] event The key event.
* @return True if the event was consumed.
*/
- DALI_INTERNAL bool EmitKeyEventSignal(const KeyEvent& event);
+ DALI_INTERNAL bool EmitKeyEventSignal( const KeyEvent& event );
+
+protected: // For derived classes to call
+
+ /**
+ * @brief Emits KeyInputFocusGained signal if true else emits KeyInputFocusLost signal
+ *
+ * Should be called last by the control after it acts on the Input Focus change.
+ *
+ * @SINCE_1_0.0
+ * @param[in] focusGained True if gained, False if lost
+ */
+ void EmitKeyInputFocusSignal( bool focusGained );
protected: // From CustomActorImpl, not to be used by application developers
/**
* @copydoc CustomActorImpl::OnStageConnection()
*/
- virtual void OnStageConnection();
+ virtual void OnStageConnection( int depth );
/**
* @copydoc CustomActorImpl::OnStageDisconnection()
/**
* @copydoc CustomActorImpl::OnChildAdd()
*/
- virtual void OnChildAdd(Actor& child);
+ virtual void OnChildAdd( Actor& child );
/**
* @copydoc CustomActorImpl::OnChildRemove()
*/
- virtual void OnChildRemove(Actor& child);
+ virtual void OnChildRemove( Actor& child );
/**
* @copydoc CustomActorImpl::OnSizeSet()
*/
- virtual void OnSizeSet(const Vector3& targetSize);
+ virtual void OnSizeSet( const Vector3& targetSize );
/**
* @copydoc CustomActorImpl::OnSizeAnimation()
*/
- virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize);
+ virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize );
/**
* @copydoc CustomActorImpl::OnTouchEvent()
*/
- virtual bool OnTouchEvent(const TouchEvent& event);
+ virtual bool OnTouchEvent( const TouchEvent& event );
/**
* @copydoc CustomActorImpl::OnHoverEvent()
*/
- virtual bool OnHoverEvent(const HoverEvent& event);
+ virtual bool OnHoverEvent( const HoverEvent& event );
/**
* @copydoc CustomActorImpl::OnKeyEvent()
*/
- virtual bool OnKeyEvent(const KeyEvent& event);
+ virtual bool OnKeyEvent( const KeyEvent& event );
/**
- * @copydoc CustomActorImpl::OnMouseWheelEvent()
+ * @copydoc CustomActorImpl::OnWheelEvent()
*/
- virtual bool OnMouseWheelEvent(const MouseWheelEvent& event);
+ virtual bool OnWheelEvent( const WheelEvent& event );
/**
* @copydoc CustomActorImpl::OnRelayout()
// Flags for the constructor
enum ControlBehaviour
{
- REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change
- REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation
+ REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change @SINCE_1_0.0
+ REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation @SINCE_1_0.0
LAST_CONTROL_BEHAVIOUR_FLAG
};
/**
* @brief Control constructor
*
+ * @SINCE_1_0.0
* @param[in] behaviourFlags Behavioural flags from ControlBehaviour enum
*/
Control( ControlBehaviour behaviourFlags );
/**
* @brief Second phase initialization.
+ * @SINCE_1_0.0
*/
void Initialize();
- // Gesture Detection
-
- /**
- * @brief Allows deriving classes to enable any of the gesture detectors that are available.
- *
- * Gesture detection can be enabled one at a time or in bitwise format as shown:
- * @code
- * EnableGestureDetection(Gesture::Type(Gesture::Pinch | Gesture::Tap | Gesture::Pan));
- * @endcode
- * @param[in] type The gesture type(s) to enable.
- */
- void EnableGestureDetection( Gesture::Type type );
-
- /**
- * @brief Allows deriving classes to disable any of the gesture detectors.
- *
- * Like EnableGestureDetection, this can also be called using bitwise or.
- * @param[in] type The gesture type(s) to disable.
- * @see EnableGetureDetection
- */
- void DisableGestureDetection( Gesture::Type type );
-
public: // API for derived classes to override
// Lifecycle
* @brief This method is called after the Control has been initialized.
*
* Derived classes should do any second phase initialization by overriding this method.
+ * @SINCE_1_0.0
*/
virtual void OnInitialize();
/**
- * @brief Called whenever the control is added to the stage.
- *
- * Could be overridden by derived classes.
- */
- virtual void OnControlStageConnection();
-
- /**
- * @brief Called whenever the control is removed from the stage.
- *
- * Could be overridden by derived classes.
- */
- virtual void OnControlStageDisconnection();
-
- /**
* @brief Called whenever an Actor is added to the control.
*
* Could be overridden by derived classes.
*
+ * @SINCE_1_0.0
* @param[in] child The added actor.
*/
virtual void OnControlChildAdd( Actor& child );
*
* Could be overridden by derived classes.
*
+ * @SINCE_1_0.0
* @param[in] child The removed actor.
*/
virtual void OnControlChildRemove( Actor& child );
/**
* @brief This method should be overridden by deriving classes requiring notifications when the style changes.
*
+ * @SINCE_1_0.0
* @param[in] styleManager The StyleManager object.
* @param[in] change Information denoting what has changed.
*/
virtual void OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change );
- // Size negotiation
-
- /**
- * @brief Called whenever the Control's size is set.
- *
- * @param[in] size The new size.
- */
- virtual void OnControlSizeSet( const Vector3& size );
-
// Accessibility
/**
* @brief This method is called when the control is accessibility activated.
*
* Derived classes should override this to perform custom accessibility activation.
+ * @SINCE_1_0.0
+ * @return true if this control can perform accessibility activation.
*/
- virtual void OnAccessibilityActivated();
+ virtual bool OnAccessibilityActivated();
/**
* @brief This method should be overridden by deriving classes when they wish to respond the accessibility
* pan gesture.
*
+ * @SINCE_1_0.0
* @param[in] gesture The pan gesture.
* @return true if the pan gesture has been consumed by this control
*/
- virtual bool OnAccessibilityPan(PanGesture gesture);
+ virtual bool OnAccessibilityPan( PanGesture gesture );
/**
* @brief This method should be overridden by deriving classes when they wish to respond the accessibility
* touch event.
*
+ * @SINCE_1_0.0
* @param[in] touchEvent The touch event.
* @return true if the touch event has been consumed by this control
*/
- virtual bool OnAccessibilityTouch(const TouchEvent& touchEvent);
+ virtual bool OnAccessibilityTouch( const TouchEvent& touchEvent );
/**
* @brief This method should be overridden by deriving classes when they wish to respond
* the accessibility up and down action (i.e. value change of slider control).
*
+ * @SINCE_1_0.0
* @param[in] isIncrease Whether the value should be increased or decreased
* @return true if the value changed action has been consumed by this control
*/
- virtual bool OnAccessibilityValueChange(bool isIncrease);
+ virtual bool OnAccessibilityValueChange( bool isIncrease );
+
+ /**
+ * @brief This method should be overridden by deriving classes when they wish to respond
+ * the accessibility zoom action.
+ *
+ * @SINCE_1_0.0
+ * @return true if the zoom action has been consumed by this control
+ */
+ virtual bool OnAccessibilityZoom();
// Keyboard focus
* @brief Called when the control gains key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is gained.
+ * @SINCE_1_0.0
*/
virtual void OnKeyInputFocusGained();
* @brief Called when the control loses key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is lost.
+ * @SINCE_1_0.0
*/
virtual void OnKeyInputFocusLost();
* @brief Gets the next keyboard focusable actor in this control towards the given direction.
*
* A control needs to override this function in order to support two dimensional keyboard navigation.
+ * @SINCE_1_0.0
* @param[in] currentFocusedActor The current focused actor.
* @param[in] direction The direction to move the focus towards.
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* @return the next keyboard focusable actor in this control or an empty handle if no actor can be focused.
*/
- virtual Actor GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ virtual Actor GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled );
/**
* @brief Informs this control that its chosen focusable actor will be focused.
* This allows the application to preform any actions if wishes
* before the focus is actually moved to the chosen actor.
*
+ * @SINCE_1_0.0
* @param[in] commitedFocusableActor The commited focusable actor.
*/
- virtual void OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor);
+ virtual void OnKeyboardFocusChangeCommitted( Actor commitedFocusableActor );
+
+ /**
+ * @brief This method is called when the control has enter pressed on it.
+ *
+ * Derived classes should override this to perform custom actions.
+ * @SINCE_1_0.0
+ * @return true if this control supported this action.
+ */
+ virtual bool OnKeyboardEnter();
// Gestures
* is enabled. The default behaviour is to scale the control by the
* pinch scale.
*
+ * @SINCE_1_0.0
+ * @param[in] pinch The pinch gesture.
* @note If overridden, then the default behaviour will not occur.
* @note Pinch detection should be enabled via EnableGestureDetection().
- * @param[in] pinch The pinch gesture.
* @see EnableGestureDetection
*/
- virtual void OnPinch(const PinchGesture& pinch);
+ virtual void OnPinch( const PinchGesture& pinch );
/**
* @brief Called whenever a pan gesture is detected on this control.
* This should be overridden by deriving classes when pan detection
* is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] pan The pan gesture.
* @note There is no default behaviour with panning.
* @note Pan detection should be enabled via EnableGestureDetection().
- * @param[in] pan The pan gesture.
* @see EnableGestureDetection
*/
virtual void OnPan( const PanGesture& pan );
* This should be overridden by deriving classes when tap detection
* is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] tap The tap gesture.
* @note There is no default behaviour with a tap.
* @note Tap detection should be enabled via EnableGestureDetection().
- * @param[in] tap The tap gesture.
* @see EnableGestureDetection
*/
virtual void OnTap( const TapGesture& tap );
* This should be overridden by deriving classes when long press
* detection is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] longPress The long press gesture.
* @note There is no default behaviour associated with a long press.
* @note Long press detection should be enabled via EnableGestureDetection().
- * @param[in] longPress The long press gesture.
* @see EnableGestureDetection
*/
virtual void OnLongPress( const LongPressGesture& longPress );
virtual void SignalDisconnected( SlotObserver* slotObserver, CallbackBase* callback );
/**
- * Retrieve the extension for this control
+ * @brief Retrieve the extension for this control
*
+ * @SINCE_1_0.0
* @return The extension if available, NULL otherwise
*/
virtual Extension* GetControlExtension()
private:
// Undefined
- DALI_INTERNAL Control(const Control&);
- DALI_INTERNAL Control& operator=(const Control&);
+ DALI_INTERNAL Control( const Control& );
+ DALI_INTERNAL Control& operator=( const Control& );
class Impl;
Impl* mImpl;
};
/**
- * @brief Get implementation from the handle
+ * @brief Get implementation from the handle.
*
- * @pre handle is initialized and points to a control
+ * @SINCE_1_0.0
* @param handle
* @return implementation
+ * @pre handle is initialized and points to a control
*/
-Internal::Control& GetImplementation( Dali::Toolkit::Control& handle );
+DALI_IMPORT_API Internal::Control& GetImplementation( Dali::Toolkit::Control& handle );
/**
- * @brief Get implementation from the handle
+ * @brief Get implementation from the handle.
*
- * @pre handle is initialized and points to a control
+ * @SINCE_1_0.0
* @param handle
* @return implementation
+ * @pre handle is initialized and points to a control
*/
-const Internal::Control& GetImplementation( const Dali::Toolkit::Control& handle );
+DALI_IMPORT_API const Internal::Control& GetImplementation( const Dali::Toolkit::Control& handle );
} // namespace Internal
+/**
+ * @}
+ */
} // namespace Toolkit
} // namespace Dali