+
+ 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::Visual::Type GetVisualTypeFromMap( const Property::Map& map )
+ {
+ Property::Value* typeValue = map.Find( Toolkit::Visual::Property::TYPE, VISUAL_TYPE );
+ Toolkit::Visual::Type type = Toolkit::Visual::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::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 )
+ {
+ // 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;
+ }
+ }
+