- void CopyInstancedProperties( RegisteredVisualContainer& visuals, Dictionary<Property::Map>& instancedProperties )
- {
- for(RegisteredVisualContainer::Iterator iter = visuals.Begin(); iter!= visuals.End(); iter++)
- {
- if( (*iter)->visual )
- {
- Property::Map instanceMap;
- Toolkit::GetImplementation((*iter)->visual).CreateInstancePropertyMap(instanceMap);
- instancedProperties.Add( (*iter)->visual.GetName(), instanceMap );
- }
- }
- }
-
- template<typename T>
- void Remove( Dictionary<T>& keyValues, const std::string& name )
- {
- keyValues.Remove(name);
- }
-
- void Remove( DictionaryKeys& keys, const std::string& name )
- {
- DictionaryKeys::iterator iter = std::find( keys.begin(), keys.end(), name );
- if( iter != keys.end())
- {
- keys.erase(iter);
- }
- }
-
- void FindChangableVisuals( Dictionary<Property::Map>& stateVisualsToAdd,
- Dictionary<Property::Map>& stateVisualsToChange,
- DictionaryKeys& stateVisualsToRemove)
- {
- DictionaryKeys copyOfStateVisualsToRemove = stateVisualsToRemove;
-
- for( DictionaryKeys::iterator iter = copyOfStateVisualsToRemove.begin();
- iter != copyOfStateVisualsToRemove.end(); ++iter )
- {
- const std::string& visualName = (*iter);
- Property::Map* toMap = stateVisualsToAdd.Find( visualName );
- if( toMap )
- {
- stateVisualsToChange.Add( visualName, *toMap );
- stateVisualsToAdd.Remove( visualName );
- Remove( stateVisualsToRemove, visualName );
- }
- }
- }
-
- void RemoveVisual( RegisteredVisualContainer& visuals, const std::string& visualName )
- {
- Actor self( mControlImpl.Self() );
-
- for ( RegisteredVisualContainer::Iterator visualIter = visuals.Begin();
- visualIter != visuals.End(); ++visualIter )
- {
- Toolkit::Visual::Base visual = (*visualIter)->visual;
- if( visual && visual.GetName() == visualName )
- {
- Toolkit::GetImplementation(visual).SetOffStage( self );
- (*visualIter)->visual.Reset();
- visuals.Erase( visualIter );
- break;
- }
- }
- }
-
- void RemoveVisuals( RegisteredVisualContainer& visuals, DictionaryKeys& removeVisuals )
- {
- Actor self( mControlImpl.Self() );
- for( DictionaryKeys::iterator iter = removeVisuals.begin(); iter != removeVisuals.end(); ++iter )
- {
- const std::string visualName = *iter;
- RemoveVisual( visuals, visualName );
- }
- }
-
- Toolkit::DevelVisual::Type GetVisualTypeFromMap( const Property::Map& map )
- {
- Property::Value* typeValue = map.Find( Toolkit::DevelVisual::Property::TYPE, VISUAL_TYPE );
- Toolkit::DevelVisual::Type type = Toolkit::DevelVisual::IMAGE;
- if( typeValue )
- {
- Scripting::GetEnumerationProperty( *typeValue, VISUAL_TYPE_TABLE, VISUAL_TYPE_TABLE_COUNT, type );
- }
- return type;
- }
-
- /**
- * Go through the list of visuals that are common to both states.
- * If they are different types, or are both image types with different
- * URLs, then the existing visual needs moving and the new visual creating
- */
- void RecreateChangedVisuals( Dictionary<Property::Map>& stateVisualsToChange,
- Dictionary<Property::Map>& instancedProperties )
- {
- Dali::CustomActor handle( mControlImpl.GetOwner() );
- for( Dictionary<Property::Map>::iterator iter = stateVisualsToChange.Begin();
- iter != stateVisualsToChange.End(); ++iter )
- {
- const std::string& visualName = (*iter).key;
- const Property::Map& toMap = (*iter).entry;
-
- // is it a candidate for re-creation?
- bool recreate = false;
-
- Toolkit::Visual::Base visual = GetVisualByName( mVisuals, visualName );
- if( visual )
- {
- Property::Map fromMap;
- visual.CreatePropertyMap( fromMap );
-
- Toolkit::DevelVisual::Type fromType = GetVisualTypeFromMap( fromMap );
- Toolkit::DevelVisual::Type toType = GetVisualTypeFromMap( toMap );
-
- if( fromType != toType )
- {
- recreate = true;
- }
- else
- {
- if( fromType == Toolkit::DevelVisual::IMAGE || fromType == Toolkit::DevelVisual::N_PATCH
- || fromType == Toolkit::DevelVisual::SVG || fromType == Toolkit::DevelVisual::ANIMATED_IMAGE )
- {
- Property::Value* fromUrl = fromMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
- Property::Value* toUrl = toMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
-
- if( fromUrl && toUrl )
- {
- std::string fromUrlString;
- std::string toUrlString;
- fromUrl->Get(fromUrlString);
- toUrl->Get(toUrlString);
-
- if( fromUrlString != toUrlString )
- {
- recreate = true;
- }
- }
- }
- }
-
- const Property::Map* instancedMap = instancedProperties.FindConst( visualName );
- if( recreate || instancedMap )
- {
- RemoveVisual( mVisuals, visualName );
- Style::ApplyVisual( handle, visualName, toMap, instancedMap );
- }
- else
- {
- // @todo check to see if we can apply toMap without recreating the visual
- // e.g. by setting only animatable properties
- // For now, recreate all visuals, but merge in instance data.
- RemoveVisual( mVisuals, visualName );
- Style::ApplyVisual( handle, visualName, toMap, instancedMap );
- }
- }
- }
- }
-
- void ReplaceStateVisualsAndProperties( const StylePtr oldState, const StylePtr newState, const std::string& subState )
- {
- // Collect all old visual names
- DictionaryKeys stateVisualsToRemove;
- if( oldState )
- {
- oldState->visuals.GetKeys( stateVisualsToRemove );
- if( ! subState.empty() )
- {
- const StylePtr* oldSubState = oldState->subStates.FindConst(subState);
- if( oldSubState )
- {
- DictionaryKeys subStateVisualsToRemove;
- (*oldSubState)->visuals.GetKeys( subStateVisualsToRemove );
- Merge( stateVisualsToRemove, subStateVisualsToRemove );
- }
- }
- }
-
- // Collect all new visual properties
- Dictionary<Property::Map> stateVisualsToAdd;
- if( newState )
- {
- stateVisualsToAdd = newState->visuals;
- if( ! subState.empty() )
- {
- const StylePtr* newSubState = newState->subStates.FindConst(subState);
- if( newSubState )
- {
- stateVisualsToAdd.Merge( (*newSubState)->visuals );
- }
- }
- }
-
- // If a name is in both add/remove, move it to change list.
- Dictionary<Property::Map> stateVisualsToChange;
- FindChangableVisuals( stateVisualsToAdd, stateVisualsToChange, stateVisualsToRemove);
-
- // Copy instanced properties (e.g. text label) of current visuals
- Dictionary<Property::Map> instancedProperties;
- CopyInstancedProperties( mVisuals, instancedProperties );
-
- // For each visual in remove list, remove from mVisuals
- RemoveVisuals( mVisuals, stateVisualsToRemove );
-
- // For each visual in add list, create and add to mVisuals
- Dali::CustomActor handle( mControlImpl.GetOwner() );
- Style::ApplyVisuals( handle, stateVisualsToAdd, instancedProperties );
-
- // For each visual in change list, if it requires a new visual,
- // remove old visual, create and add to mVisuals
- RecreateChangedVisuals( stateVisualsToChange, instancedProperties );
- }
-
- void SetState( DevelControl::State newState, bool withTransitions=true )
- {
- DevelControl::State oldState = mState;
- Dali::CustomActor handle( mControlImpl.GetOwner() );
- DALI_LOG_INFO(gLogFilter, Debug::Concise, "Control::Impl::SetState: %s\n",
- (mState == DevelControl::NORMAL ? "NORMAL" :(
- mState == DevelControl::FOCUSED ?"FOCUSED" : (
- mState == DevelControl::DISABLED?"DISABLED":"NONE" ))));
-
- if( mState != newState )
- {
- // If mState was Disabled, and new state is Focused, should probably
- // store that fact, e.g. in another property that FocusManager can access.
- mState = newState;
-
- // Trigger state change and transitions
- // Apply new style, if stylemanager is available
- Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
- if( styleManager )
- {
- const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) );
-
- if( stylePtr )
- {
- std::string oldStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( oldState, ControlStateTable, ControlStateTableCount );
- std::string newStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( newState, ControlStateTable, ControlStateTableCount );
-
- const StylePtr* newStateStyle = stylePtr->subStates.Find( newStateName );
- const StylePtr* oldStateStyle = stylePtr->subStates.Find( oldStateName );
- if( oldStateStyle && newStateStyle )
- {
- // Only change if both state styles exist
- ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, mSubStateName );
- }
- }
- }
- }
- }
-
- void SetSubState( const std::string& subStateName, bool withTransitions=true )
- {
- if( mSubStateName != subStateName )
- {
- // Get existing sub-state visuals, and unregister them
- Dali::CustomActor handle( mControlImpl.GetOwner() );
-
- Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
- if( styleManager )
- {
- const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) );
- if( stylePtr )
- {
- // Stringify state
- std::string stateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( mState, ControlStateTable, ControlStateTableCount );
-
- const StylePtr* state = stylePtr->subStates.Find( stateName );
- if( state )
- {
- StylePtr stateStyle(*state);
-
- const StylePtr* newStateStyle = stateStyle->subStates.Find( subStateName );
- const StylePtr* oldStateStyle = stateStyle->subStates.Find( mSubStateName );
- if( oldStateStyle && newStateStyle )
- {
- std::string empty;
- ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, empty );
- }
- }
- }
- }
-
- mSubStateName = subStateName;
- }
- }
-
- // Data
-
- Control& mControlImpl;
- DevelControl::State mState;
- std::string mSubStateName;
-
- int mLeftFocusableActorId; ///< Actor ID of Left focusable control.
- int mRightFocusableActorId; ///< Actor ID of Right focusable control.
- int mUpFocusableActorId; ///< Actor ID of Up focusable control.
- int mDownFocusableActorId; ///< Actor ID of Down focusable control.
-
- RegisteredVisualContainer mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
- std::string mStyleName;
- 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;
- Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusLostSignal;
-
- // Gesture Detection
- PinchGestureDetector mPinchGestureDetector;
- PanGestureDetector mPanGestureDetector;
- TapGestureDetector mTapGestureDetector;
- LongPressGestureDetector mLongPressGestureDetector;
-
- // Tooltip
- TooltipPtr mTooltip;
-
- 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.
-
- // Properties - these need to be members of Internal::Control::Impl as they access private methods/data of Internal::Control and Internal::Control::Impl.
- static const PropertyRegistration PROPERTY_1;
- static const PropertyRegistration PROPERTY_2;
- static const PropertyRegistration PROPERTY_3;
- static const PropertyRegistration PROPERTY_4;
- static const PropertyRegistration PROPERTY_5;
- static const PropertyRegistration PROPERTY_6;
- static const PropertyRegistration PROPERTY_7;
- static const PropertyRegistration PROPERTY_8;
- static const PropertyRegistration PROPERTY_9;
- static const PropertyRegistration PROPERTY_10;
- static const PropertyRegistration PROPERTY_11;
- static const PropertyRegistration PROPERTY_12;
-};
-
-// Properties registered without macro to use specific member variables.
-const PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "backgroundColor", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "backgroundImage", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_5( typeRegistration, "background", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_6( typeRegistration, "tooltip", Toolkit::DevelControl::Property::TOOLTIP, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_7( typeRegistration, "state", Toolkit::DevelControl::Property::STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_8( typeRegistration, "subState", Toolkit::DevelControl::Property::SUB_STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_9( typeRegistration, "leftFocusableActorId", Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_10( typeRegistration, "rightFocusableActorId", Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID,Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_11( typeRegistration, "upFocusableActorId", Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-const PropertyRegistration Control::Impl::PROPERTY_12( typeRegistration, "downFocusableActorId", Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-