+ 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::Visual::Type fromType = GetVisualTypeFromMap( fromMap );
+ Toolkit::Visual::Type toType = GetVisualTypeFromMap( toMap );
+
+ if( fromType != toType )
+ {
+ recreate = true;
+ }
+ else
+ {
+ if( fromType == Toolkit::Visual::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 )