+
+void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual )
+{
+ RegisterVisual( index, visual, VisualState::ENABLED, DepthIndexValue::NOT_SET );
+}
+
+void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, float depthIndex )
+{
+ RegisterVisual( index, visual, VisualState::ENABLED, DepthIndexValue::SET, depthIndex );
+}
+
+void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled )
+{
+ RegisterVisual( index, visual, ( enabled ? VisualState::ENABLED : VisualState::DISABLED ), DepthIndexValue::NOT_SET );
+}
+
+void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled, float depthIndex )
+{
+ RegisterVisual( index, visual, ( enabled ? VisualState::ENABLED : VisualState::DISABLED ), DepthIndexValue::SET, depthIndex );
+}
+
+void Control::Impl::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, VisualState::Type enabled, DepthIndexValue::Type depthIndexValueSet, float depthIndex )
+{
+ bool visualReplaced ( false );
+ Actor self = mControlImpl.Self();
+
+ if( !mVisuals.Empty() )
+ {
+ RegisteredVisualContainer::Iterator iter;
+ // Check if visual (index) is already registered. Replace if so.
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ if( (*iter)->visual && self.OnStage() )
+ {
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ }
+
+ // If we've not set the depth-index value and the new visual does not have a depth index applied to it, then use the previously set depth-index for this index
+ if( ( depthIndexValueSet == DepthIndexValue::NOT_SET ) &&
+ EqualsZero( visual.GetDepthIndex() ) )
+ {
+ const float currentDepthIndex = (*iter)->visual.GetDepthIndex();
+ visual.SetDepthIndex( currentDepthIndex );
+ }
+
+ StopObservingVisual( (*iter)->visual );
+ StartObservingVisual( visual );
+
+ (*iter)->visual = visual;
+ (*iter)->enabled = ( enabled == VisualState::ENABLED ) ? true : false;
+ visualReplaced = true;
+ }
+ }
+
+ // If not set, set the name of the visual to the same name as the control's property.
+ // ( If the control has been type registered )
+ if( visual.GetName().empty() )
+ {
+ // Check if the control has been type registered:
+ TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( typeid( mControlImpl ) );
+ if( typeInfo )
+ {
+ // Check if the property index has been registered:
+ Property::IndexContainer indices;
+ typeInfo.GetPropertyIndices( indices );
+ Property::IndexContainer::Iterator iter = std::find( indices.Begin(), indices.End(), index );
+ if( iter != indices.End() )
+ {
+ // If it has, then get it's name and use that for the visual
+ std::string visualName = typeInfo.GetPropertyName( index );
+ visual.SetName( visualName );
+ }
+ }
+ }
+
+ if( !visualReplaced ) // New registration entry
+ {
+ mVisuals.PushBack( new RegisteredVisual( index, visual, ( enabled == VisualState::ENABLED ? true : false ) ) );
+
+ // monitor when the visuals resources are ready
+ StartObservingVisual( visual );
+
+ // If we've not set the depth-index value, we have more than one visual and the visual does not have a depth index, then set it to be the highest
+ if( ( depthIndexValueSet == DepthIndexValue::NOT_SET ) &&
+ ( mVisuals.Size() > 1 ) &&
+ EqualsZero( visual.GetDepthIndex() ) )
+ {
+ float maxDepthIndex = std::numeric_limits< float >::min();
+
+ RegisteredVisualContainer::ConstIterator iter;
+ const RegisteredVisualContainer::ConstIterator endIter = mVisuals.End();
+ for ( iter = mVisuals.Begin(); iter != endIter; iter++ )
+ {
+ const float visualDepthIndex = (*iter)->visual.GetDepthIndex();
+ if ( visualDepthIndex > maxDepthIndex )
+ {
+ maxDepthIndex = visualDepthIndex;
+ }
+ }
+
+ ++maxDepthIndex; // Add one to the current maximum depth index so that our added visual appears on top
+ visual.SetDepthIndex( maxDepthIndex );
+ }
+ }
+
+ if( visual )
+ {
+ // If the caller has set the depth-index, then set it here
+ if( depthIndexValueSet == DepthIndexValue::SET )
+ {
+ visual.SetDepthIndex( depthIndex );
+ }
+
+ // Put on stage if enabled and the control is already on the stage
+ if( ( enabled == VisualState::ENABLED ) && self.OnStage() )
+ {
+ Toolkit::GetImplementation(visual).SetOnStage( self );
+ }
+ }
+
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::RegisterVisual() Registered %s(%d), enabled:%s\n", visual.GetName().c_str(), index, enabled?"T":"F" );
+}
+
+void Control::Impl::UnregisterVisual( Property::Index index )
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ // stop observing visual
+ StopObservingVisual( (*iter)->visual );
+
+ Actor self( mControlImpl.Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ (*iter)->visual.Reset();
+ mVisuals.Erase( iter );
+ }
+}
+
+Toolkit::Visual::Base Control::Impl::GetVisual( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ return (*iter)->visual;
+ }
+
+ return Toolkit::Visual::Base();
+}
+
+void Control::Impl::EnableVisual( Property::Index index, bool enable )
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ if ( (*iter)->enabled == enable )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Visual %s(%d) already %s\n", (*iter)->visual.GetName().c_str(), index, enable?"enabled":"disabled");
+ return;
+ }
+
+ (*iter)->enabled = enable;
+ Actor parentActor = mControlImpl.Self();
+ if ( mControlImpl.Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
+ {
+ if ( enable )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting %s(%d) on stage \n", (*iter)->visual.GetName().c_str(), index );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor );
+ }
+ else
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting %s(%d) off stage \n", (*iter)->visual.GetName().c_str(), index );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( parentActor ); // No need to call if control not staged.
+ }
+ }
+ }
+}
+
+bool Control::Impl::IsVisualEnabled( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ return (*iter)->enabled;
+ }
+ return false;
+}
+