#ifndef DALI_TOOLKIT_VISUAL_BASE_H
#define DALI_TOOLKIT_VISUAL_BASE_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace Visual
{
+
/**
- * @brief Visual provides renderer for rendering the controls. A control may have multiple ControlRenders.
+ * @brief A Visual provides a renderer for drawing a control component. A control may have multiple visuals.
+ *
+ * Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-stage.
+ * Each visual also responds to actor size and color change, and provides clipping at the renderer level.
+ * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
+ *
+ * The following properties are optional, but can be supplied in the property map to Dali::Toolkit::VisualFactory::CreateVisual().
+ *
+ * | %Property Name | Type |
+ * |-------------------------|------------------|
+ * | customShader | MAP |
+ * | transform | MAP |
+ *
+ * where \b customShader is a map with at least one of the following properties:
+ * | %Property Name | Type | Required | Default | Description |
+ * |-------------------------|----------------------------|----------|---------|-----------------------------------------|
+ * | vertexShader | STRING | No | "" | Vertex shader code |
+ * | fragmentShader | STRING | No | "" | Fragment shader code |
+ * | subdivideGridX | INTEGER | No | 1 | How to subdivide the grid along X |
+ * | subdivideGridY | INTEGER | No | 1 | How to subdivide the grid along Y |
+ * | shaderHints | INTEGER or ARRAY of STRING | No | NONE | Bitmask of hints @sa Dali::Shader::Hint |
+ *
+ * and \b transform is a map with the following properties:
+ * | %Property Name | Type | Required | Default | Description |
+ * |-------------------------|-------------------|----------|------------------------|-----------------------------------------------------|
+ * | offset | VECTOR2 | No | (0,0) | Offset of visual from origin |
+ * | size | VECTOR2 | No | (1,1) | size of visual |
+ * | origin | INTEGER or STRING | No | CENTER | origin of the visual @sa Dali::Toolkit::Align |
+ * | anchorPoint | INTEGER or STRING | No | CENTER | anchor point of the visual @sa Dali::Toolkit::Align |
+ * | offsetPolicy | VECTOR2 | No | ( RELATIVE, RELATIVE ) | @sa Dali::Toolkit::Visual::Transform::Policy |
+ * | sizePolicy | VECTOR2 | No | ( RELATIVE, RELATIVE ) | @sa Dali::Toolkit::Visual::Transform::Policy |
+ *
+ * Relative means that the component describes a factor of the parent control size;
+ * size.x = 1 means full width; size.y = 0.5 means half height.
+ *
+ * Absolute means that the component describes world units (equivalent to pixels)
*
- * Visuals reuses geometry, shader etc. across controls and manages the renderer and texture sets to exist only when control is on-stage.
- * It also responds to actor size and color change, and provides the clipping at the renderer level.
- * Note: The control renderer responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
*/
class DALI_IMPORT_API Base : public BaseHandle
{
Base& operator=( const Base& handle );
/**
- * @brief Set the size of the painting area.
+ * @brief Set the name of the visual
*
- * @param[in] size The size of the painting area.
+ * Used by the styling system to animate properties
+ * @param[in] name The name to give the visual
*/
- void SetSize( const Vector2& size );
+ void SetName( const std::string& name );
/**
- * @brief Get the size of the painting area.
+ * @brief Get the name of the visual
*
- * @return The size of the renderer's painting area.
+ * Used by the styling system to animate properties
+ * @return The name of the visual
*/
- const Vector2& GetSize() const;
+ const std::string& GetName();
/**
- * @brief Return the natural size of the renderer.
- *
- * Deriving classes stipulate the natural size and by default a renderer has a ZERO natural size.
+ * @brief Sets the transform and the control size
*
- * @param[out] naturalSize The renderer's natural size
+ * @param[in] transform A property map describing the transform
+ * @param[in] controlSize The size of the parent control for visuals that need to scale internally.
*/
- void GetNaturalSize( Vector2& naturalSize ) const;
+ void SetTransformAndSize( const Dali::Property::Map& transform, Size controlSize );
/**
- * @brief Set the depth index of this visual.
+ * @brief Returns the height for a given width.
*
- * Depth-index controls draw-order for overlapping visuals.
- * Renderer with higher depth indices are rendered in front of other renderer with smaller values
+ * @param[in] width Width to use.
*
- * @param[in] index The depth index of this visual.
+ * @return The height based on the width.
*/
- void SetDepthIndex( float index );
+ float GetHeightForWidth( float width );
/**
- * @brief Get the depth index of this renderer
+ * @brief Returns the width for a given height.
*
- * @return The depth index of this renderer.
+ * @param[in] height Height to use.
+ *
+ * @return The width based on the height.
*/
- float GetDepthIndex() const;
+ float GetWidthForHeight( float height );
/**
- * @brief Renderer only exists when control is on stage.
+ * @brief Return the natural size of the visual.
+ *
+ * Deriving classes stipulate the natural size and by default a
+ * visual has a ZERO natural size.
*
- * This function should be called when the control put on stage.
+ * @note A visual may not actually have a natural size until it has
+ * been placed on stage and acquired all it's resources.
*
- * @param[in] actor The actor applying this renderer.
- * @post SetOffStage should be called with the same actor when the control is put off stage otherwise memory will be leaked
+ * @param[out] naturalSize The visual's natural size
*/
- void SetOnStage( Actor& actor );
+ void GetNaturalSize( Vector2& naturalSize );
/**
- * @brief Renderer is destroyed when control is off stage.
+ * @brief Set the depth index of this visual.
*
- * This function should be called when the control removes from stage
+ * Depth-index controls draw-order for overlapping visuals.
+ * Visuals with higher depth indices are rendered in front of other visual with smaller values
*
- * @param[in] actor The actor applying this renderer.
+ * @param[in] index The depth index of this visual.
*/
- void SetOffStage( Actor& actor );
+ void SetDepthIndex( int index );
/**
- * @brief Remove the renderer from actor and reset the control renderer self.
- *
- * This function can be called with an empty handle. If the control renderer is empty, do nothing.
+ * @brief Get the depth index of this visual
*
- * @param[in] actor The actor to be set off stage.
+ * @return The depth index of this visual.
*/
- void RemoveAndReset( Actor& actor );
+ int GetDepthIndex() const;
/**
- * @brief Create the property map representing this renderer.
+ * @brief Create the property map representing this visual.
*
- * @param[out] map The renderer property map.
+ * @param[out] map The visual property map.
*/
- void CreatePropertyMap( Property::Map& map ) const;
+ void CreatePropertyMap( Dali::Property::Map& map ) const;
public: // Not intended for application developers