-void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual )
-{
- RegisterVisual( index, visual, true );
-}
-
-void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled )
-{
- bool visualReplaced ( false );
- Actor self = Self();
-
- if( !mImpl->mVisuals.Empty() )
- {
- RegisteredVisualContainer::Iterator iter;
- // Check if visual (index) is already registered. Replace if so.
- if ( FindVisual( index, mImpl->mVisuals, iter ) )
- {
- if( (*iter)->visual && self.OnStage() )
- {
- Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
- }
- (*iter)->visual = visual;
- 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(*this) );
- 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
- {
- mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) );
- }
-
- if( visual && self.OnStage() && enabled )
- {
- 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::UnregisterVisual( Property::Index index )
-{
- RegisteredVisualContainer::Iterator iter;
- if ( FindVisual( index, mImpl->mVisuals, iter ) )
- {
- Actor self( Self() );
- Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
- (*iter)->visual.Reset();
- mImpl->mVisuals.Erase( iter );
- }
-}
-
-Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const
-{
- RegisteredVisualContainer::Iterator iter;
- if ( FindVisual( index, mImpl->mVisuals, iter ) )
- {
- return (*iter)->visual;
- }
-
- return Toolkit::Visual::Base();
-}
-
-void Control::EnableVisual( Property::Index index, bool enable )
-{
- RegisteredVisualContainer::Iterator iter;
- if ( FindVisual( index, mImpl->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 = Self();
- if ( 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::IsVisualEnabled( Property::Index index ) const
-{
- RegisteredVisualContainer::Iterator iter;
- if ( FindVisual( index, mImpl->mVisuals, iter ) )
- {
- return (*iter)->enabled;
- }
- return false;
-}
-
-Dali::Animation Control::CreateTransition( const Toolkit::TransitionData& handle )
-{
- Dali::Animation transition;
- const Internal::TransitionData& transitionData = Toolkit::GetImplementation( handle );
-
- if( transitionData.Count() > 0 )
- {
- // Setup a Transition from TransitionData.
- TransitionData::Iterator end = transitionData.End();
- for( TransitionData::Iterator iter = transitionData.Begin() ;
- iter != end; ++iter )
- {
- TransitionData::Animator* animator = (*iter);
-
- Toolkit::Visual::Base visual = GetVisualByName( mImpl->mVisuals, animator->objectName );
-
- if( visual )
- {
- Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
- visualImpl.AnimateProperty( transition, *animator );
- }
- else
- {
- // Otherwise, try any actor children of control (Including the control)
- Actor child = Self().FindChildByName( animator->objectName );
- if( child )
- {
- Property::Index propertyIndex = DevelHandle::GetPropertyIndex( child, animator->propertyKey );
- if( propertyIndex != Property::INVALID_INDEX )
- {
- if( animator->animate == false )
- {
- if( animator->targetValue.GetType() != Property::NONE )
- {
- child.SetProperty( propertyIndex, animator->targetValue );
- }
- }
- else // animate the property
- {
- if( animator->initialValue.GetType() != Property::NONE )
- {
- child.SetProperty( propertyIndex, animator->initialValue );
- }
-
- if( ! transition )
- {
- transition = Dali::Animation::New( 0.1f );
- }
-
- transition.AnimateTo( Property( child, propertyIndex ),
- animator->targetValue,
- animator->alphaFunction,
- TimePeriod( animator->timePeriodDelay,
- animator->timePeriodDuration ) );
- }
- }
- }
- }
- }
- }
-
- return transition;
-}
-