-#ifndef __DALI_TOOLKIT_INTERNAL_BUTTON_H__
-#define __DALI_TOOLKIT_INTERNAL_BUTTON_H__
+#ifndef DALI_TOOLKIT_INTERNAL_BUTTON_H
+#define DALI_TOOLKIT_INTERNAL_BUTTON_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
#include <dali/public-api/animation/animation.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/buttons/button.h>
+#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
namespace Dali
{
-
namespace Toolkit
{
-
class Button;
namespace Internal
{
-
/**
+ * @copydoc Toolkit::Button
+ *
* Button is the base class implementation for all buttons.
+ *
+ * @note
+ *
+ * All Foreground/Icon visuals expected to be the same size.
+ * Background visuals will take the size of the control.
+ * Padding and struts take size precedence over visuals when available space is limited.
+ * Icon/Foreground visuals take size precedence over Labels when available space is limited.
*/
class Button : public Control
{
-
-protected:
-
- /**
- * Construct a new Button.
- */
- Button();
-
+public:
/**
- * A reference counted object may only be deleted by calling Unreference()
+ * Enum describing the position the text label can be in relation to the control (and foreground/icon)
*/
- virtual ~Button();
+ enum Align
+ {
+ BEGIN, // At the start of the control before the foreground/icon
+ END, // At the end of the control after the foreground/icon
+ TOP, // At the top of the control above the foreground/icon
+ BOTTOM // At the bottom of the control below the foreground/icon
+ };
public:
-
/**
- * @copydoc Dali::Toolkit::Button::SetDisabled( bool disabled )
+ * @brief Sets the button as \e disabled.
+ * @param[in] disabled Disabled property
*/
- void SetDisabled( bool disabled );
+ void SetDisabled(bool disabled);
/**
- * @copydoc Dali::Toolkit::Button::IsDisabled() const
+ * @brief Returns if the button is disabled.
+ * @return \e true if the button is \e disabled
*/
bool IsDisabled() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAutoRepeating( bool autoRepeating )
+ * @brief Sets the \e autorepeating property.
+ * @param[in] autoRepeating \e autorepeating property
*/
- void SetAutoRepeating( bool autoRepeating );
+ void SetAutoRepeating(bool autoRepeating);
/**
- * @copydoc Dali::Toolkit::Button::IsAutoRepeating() const
+ * @brief Sets the initial autorepeating delay.
+ * @param[in] initialAutoRepeatingDelay in seconds
*/
- bool IsAutoRepeating() const;
+ void SetInitialAutoRepeatingDelay(float initialAutoRepeatingDelay);
/**
- * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay )
+ * @brief Sets the next autorepeating delay.
+ * @param[in] nextAutoRepeatingDelay in seconds
*/
- void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay );
+ void SetNextAutoRepeatingDelay(float nextAutoRepeatingDelay);
/**
- * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay() const
+ * @brief Sets the \e togglable property.
+ * @param[in] togglable Togglable property
*/
- float GetInitialAutoRepeatingDelay() const;
+ void SetTogglableButton(bool togglable);
/**
- * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay )
+ * @brief Sets the button as selected or unselected.
+ * @param[in] selected Selected property
*/
- void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay );
+ void SetSelected(bool selected);
/**
- * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay() const
- */
- float GetNextAutoRepeatingDelay() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetTogglableButton( bool togglable )
- */
- void SetTogglableButton( bool togglable );
-
- /**
- * @copydoc Dali::Toolkit::Button::IsTogglableButton() const
- */
- bool IsTogglableButton() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetSelected( bool selected )
- */
- void SetSelected( bool selected );
-
- /**
- * @copydoc Dali::Toolkit::Button::IsSelected() const
+ * @brief Returns if the selected property is set and the button is togglable.
+ * @return \e true if the button is \e selected
*/
bool IsSelected() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAnimationTime()
- */
- void SetAnimationTime( float animationTime );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetAnimationTime()
- */
- float GetAnimationTime() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabelText
- */
- void SetLabelText( const std::string& label );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetLabelText
- */
- std::string GetLabelText() const;
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetUnselectedImage
- */
- void SetUnselectedImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedImage
- */
- void SetSelectedImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage
+ * @brief Produces a Property::Map of Text properties to create a Text Visual, merging existing properties with supplied map
+ * If the label does not exist yet, it is created.
+ * The derived buttons are notified if any properties are changed.
+ * @param[in] properties A Property::Map of key-value pairs of properties to set.
+ * @param[out] properties A Property::Map of text visual properties to set after merging inMap with existing maps
*/
- void SetBackgroundImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedBackgroundImage
- */
- void SetSelectedBackgroundImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetDisabledImage
- */
- void SetDisabledImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage
- */
- void SetDisabledSelectedImage( const std::string& filename );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetDisabledBackgroundImage
- */
- void SetDisabledBackgroundImage( const std::string& filename );
-
- /**
- * @return The filename used for the button image.
- */
- std::string GetUnselectedImageFilename() const;
-
- /**
- * @return The filename used for the selected image.
- */
- std::string GetSelectedImageFilename() const;
-
- /**
- * @return The filename used for the background image.
- */
- std::string GetBackgroundImageFilename() const;
-
- /**
- * @return The filename used for the selected background image.
- */
- std::string GetSelectedBackgroundImageFilename() const;
-
- /**
- * @return The filename used for the disabled button image.
- */
- std::string GetDisabledImageFilename() const;
-
- /**
- * @return The filename used for the disabled selected image.
- */
- std::string GetDisabledSelectedImageFilename() const;
-
- /**
- * @return The filename used for the disabled background image.
- */
- std::string GetDisabledBackgroundImageFilename() const;
+ void MergeWithExistingLabelProperties(const Property::Map& inMap, Property::Map& outMap);
/**
* Performs actions as requested using the action name.
* @param[in] attributes The attributes with which to perfrom this action.
* @return true if action has been accepted by this control
*/
- static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes );
-
-public: // Deprecated API
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabel( Actor label )
- */
- void SetLabel( Actor label );
-
- /**
- * @deprecated Sets the unselected image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetButtonImage( Actor image );
-
- /**
- * @deprecated Sets the selected image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetSelectedImage( Actor image );
-
- /**
- * @deprecated Sets the background image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetBackgroundImage( Actor image );
+ static bool DoAction(BaseObject* object, const std::string& actionName, const Property::Map& attributes);
+public:
/**
- * @deprecated Sets the selected background image with an Actor.
- * @param[in] image The Actor to use.
+ * Button's state
*/
- void SetSelectedBackgroundImage( Actor image );
+ enum State
+ {
+ UNSELECTED_STATE, ///< The button is unselected.
+ SELECTED_STATE, ///< The button is selected.
+ DISABLED_UNSELECTED_STATE, ///< The button is disabled and unselected.
+ DISABLED_SELECTED_STATE, ///< The button is disabled and selected.
+ STATE_COUNT, ///< Number of States
+ };
/**
- * @deprecated Sets the disabled image with an Actor.
- * @param[in] image The Actor to use.
+ * Enum to distinguish the different style-able components of the button
*/
- void SetDisabledImage( Actor image );
+ enum Visuals
+ {
+ UNSELECTED_FOREGROUND = 0,
+ SELECTED_FOREGROUND,
+ DISABLED_SELECTED_FOREGROUND,
+ DISABLED_UNSELECTED_FOREGROUND,
+ UNSELECTED_BACKGROUND,
+ SELECTED_BACKGROUND,
+ DISABLED_UNSELECTED_BACKGROUND,
+ DISABLED_SELECTED_BACKGROUND,
+ VISUALS_COUNT
+ };
/**
- * @deprecated Sets the disabled selected image with an Actor.
- * @param[in] image The Actor to use.
+ * Enum to list types of visual a state can have.
*/
- void SetDisabledSelectedImage( Actor image );
+ enum VisualState
+ {
+ BACKGROUND = 0,
+ FOREGROUND,
+ VISUAL_STATE_COUNT
+ };
+protected:
/**
- * @deprecated Sets the disabled background image with an Actor.
- * @param[in] image The Actor to use.
+ * Button press state which is not the same as the actual button's state.
+ * For example An UNSELECTED button can be DEPRESSED, but until released, the actual button state doesn't change to SELECTED
*/
- void SetDisabledBackgroundImage( Actor image );
+ enum PressState
+ {
+ DEPRESSED, ///< The button is up.
+ UNPRESSED, ///< The button is down.
+ TOGGLE_DEPRESSED, ///< The button has been pressed down and will stay depressed when released.
+ };
/**
- * @copydoc Dali::Toolkit::Button::GetButtonImage()
+ * Construct a new Button.
*/
- Actor GetButtonImage() const;
+ Button();
/**
- * @copydoc Dali::Toolkit::Button::GetSelectedImage()
+ * A reference counted object may only be deleted by calling Unreference()
*/
- Actor GetSelectedImage() const;
-
-protected:
-
+ virtual ~Button();
/**
* @return A reference to the label actor.
*/
/**
* @return A reference to the unselected button image.
*/
- Actor& GetUnselectedImage();
+ Actor GetUnselectedImage();
/**
* @return A reference to the selected image.
*/
- Actor& GetSelectedImage();
-
- /**
- * @return A reference to the background image.
- */
- Actor& GetBackgroundImage();
-
- /**
- * @return A reference to the selected background image.
- */
- Actor& GetSelectedBackgroundImage();
-
- /**
- * @return A reference to the disabled button image.
- */
- Actor& GetDisabledImage();
-
- /**
- * @return A reference to the disabled selected image.
- */
- Actor& GetDisabledSelectedImage();
-
- /**
- * @return A reference to the disabled background image.
- */
- Actor& GetDisabledBackgroundImage();
+ Actor GetSelectedImage();
private:
-
/**
* Perform the click action to click the button.
* @param[in] attributes The attributes to perfrom this action.
* @return true if this control can perform action.
*/
- bool DoClickAction( const Property::Map& attributes );
+ bool DoClickAction(const Property::Map& attributes);
/**
- * This method is called after the button initialization.
+ * This method is called when the button is a Toggle button and released
* Could be reimplemented in subclasses to provide specific behaviour.
+ * @return bool returns true if state changed.
*/
- virtual void OnButtonInitialize() { }
+ virtual bool OnToggleReleased();
/**
- * This method is called when the label is set.
- * @param[in] noPadding Used to bypass padding if the label is to be treated generically.
- */
- virtual void OnLabelSet( bool noPadding ) {}
-
- /**
- * This method is called when the unselected button image is set
- */
- virtual void OnUnselectedImageSet() {}
-
- /**
- * This method is called when the selected image is set
- */
- virtual void OnSelectedImageSet() {}
-
- /**
- * This method is called when the background image is set
- */
- virtual void OnBackgroundImageSet() {}
-
- /**
- * This method is called when the selected background image is set
- */
- virtual void OnSelectedBackgroundImageSet() {}
-
- /**
- * This method is called when the disabled button image is set
- */
- virtual void OnDisabledImageSet() {}
-
- /**
- * This method is called when the disabled selected image is set
- */
- virtual void OnDisabledSelectedImageSet() {}
-
- /**
- * This method is called when the disabled background image is set
- */
- virtual void OnDisabledBackgroundImageSet() {}
-
- /**
- * This method is called from the OnTouchEvent method when the button is down.
- * Could be reimplemented in subclasses to provide specific behaviour.
- */
- virtual void OnButtonDown();
-
- /**
- * This method is called from the OnTouchEvent method when the button is up.
- * Could be reimplemented in subclasses to provide specific behaviour.
- */
- virtual void OnButtonUp();
-
- /**
- * This method is called from the OnTouchEvent method when the touch point leaves the boundary of the button or
- * more than one touch points are received.
+ * This method is called when touch leaves the boundary of the button or several touch points are received.
* Could be reimplemented in subclasses to provide specific behaviour.
*/
virtual void OnTouchPointLeave();
/**
- * This method is called from the OnTouchEvent method when the touch point is interrupted.
+ * This method is called when the touch is interrupted.
* Could be reimplemented in subclasses to provide specific behaviour.
*/
virtual void OnTouchPointInterrupted();
/**
- * This method is called when the button is removed from the stage.
- * Could be reimplemented in subclasses to provide specific behaviour.
- */
- virtual void OnButtonStageDisconnection();
-
- /**
* This method is called when the \e selected property is changed.
*/
- virtual void OnSelected() {}
+ virtual void OnStateChange(State newState)
+ {
+ }
/**
* This method is called when the \e disabled property is changed.
*/
- virtual void OnDisabled() {}
+ virtual void OnDisabled()
+ {
+ }
/**
* This method is called when the button is pressed.
*/
- virtual void OnPressed() {}
+ virtual void OnPressed()
+ {
+ }
/**
* This method is called when the button is released.
*/
- virtual void OnReleased() {}
+ virtual void OnReleased()
+ {
+ }
public:
-
/**
* @copydoc Dali::Toolkit::PushButton::PressedSignal()
*/
* @return True if the signal was connected.
* @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
*/
- static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
+ static bool DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor);
// Properties
* @param[in] index The property index.
* @param[in] value The new property value.
*/
- static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value );
+ static void SetProperty(BaseObject* object, Property::Index index, const Property::Value& value);
/**
* Called to retrieve a property of an object of this type.
* @param[in] index The property index.
* @return The current value of the property.
*/
- static Property::Value GetProperty( BaseObject* object, Property::Index propertyIndex );
-
-protected: // From CustomActorImpl
-
- /**
- * @copydoc Dali::CustomActorImpl::OnTouchEvent( const TouchEvent& event )
- */
- virtual bool OnTouchEvent( const TouchEvent& event );
-
-private: // From Control
+ static Property::Value GetProperty(BaseObject* object, Property::Index propertyIndex);
+protected: // From Control
/**
* @copydoc Toolkit::Control::OnInitialize()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnInitialize MUST be made at the start.
*/
- virtual void OnInitialize();
+ void OnInitialize() override;
/**
* @copydoc Toolkit::Control::OnAccessibilityActivated()
*/
- virtual bool OnAccessibilityActivated();
+ bool OnAccessibilityActivated() override;
/**
- * @copydoc Toolkit::Control::OnKeyboardEnter()
+ * @copydoc Toolkit::Internal::Control::CreateAccessibleObject()
*/
- virtual bool OnKeyboardEnter();
+ DevelControl::ControlAccessible* CreateAccessibleObject() override;
/**
- * Callback received when the button is disconnected from the stage.
- * It resets the button status.
- */
- void OnControlStageDisconnection();
-
-private:
-
- /**
- * Handler for tap events.
- * We do not actually do anything when we receive a tap as the button handles tap event through
- * the touch event system itself as it requires more than just tap handling (e.g. leave events).
- * This stops any of our parents receiving a tap gesture when it occurs within our area.
- * @param[in] actor The tapped actor.
- * @param[in] tap The tap gesture.
- */
- void OnTap(Actor actor, const TapGesture& tap);
-
- /**
- * Sets up the autorepeating timer.
- * @param[in] delay The delay time in seconds.
+ * @copydoc Toolkit::Control::OnKeyboardEnter()
*/
- void SetUpTimer( float delay );
+ bool OnKeyboardEnter() override;
/**
- * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
+ * @copydoc Toolkit::Control::OnSceneDisconnection()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnSceneDisconnection MUST be made at the end.
*/
- bool AutoRepeatingSlot();
+ void OnSceneDisconnection() override;
/**
- * Sets the button as selected or unselected.
- * @param[in] selected \e selected property value.
- * @param[in] emitSignal Emit a signal if this value is \e true.
+ * @copydoc Toolkit::Control::OnSceneConnection()
*/
- void SetSelected( bool selected, bool emitSignal );
+ void OnSceneConnection(int depth) override;
/**
- * This method is called when the button is pressed.
+ * @copydoc Toolkit::Control::GetNaturalSize
*/
- void Pressed();
+ Vector3 GetNaturalSize() override;
/**
- * This method is called when the button is released.
+ * @copydoc Toolkit::Control::OnSetResizePolicy
*/
- void Released();
+ void OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension) override;
/**
- * Used to perform common setup applied to images within button.
- * This will replace the current image with the specifed one.
- * @param[in] actorToModify The image to replace.
- * @param[out] newActor The new image to use.
+ * @copydoc Toolkit::Control::OnRelayout
*/
- void SetupContent( Actor& actorToModify, Actor newActor );
+ void OnRelayout(const Vector2& size, RelayoutContainer& container) override;
+private:
/**
- * Sets the color of the unselected image.
- * If no image exists, it is created.
- * @param[in] color The color to use.
+ * @brief Handler for touch data
+ * @param[in] actor The touched actor.
+ * @param[in] touch The touch info.
+ * @return true, if consumed, false otherwise.
*/
- void SetUnselectedColor( const Vector4& color );
+ bool OnTouch(Actor actor, const TouchEvent& touch);
/**
- * Gets the unselected content color.
- * @return The currently used unselected color.
+ * Handler for tap events.
+ * We do not actually do anything when we receive a tap as the button handles tap event through
+ * the touch event system itself as it requires more than just tap handling (e.g. leave events).
+ * This stops any of our parents receiving a tap gesture when it occurs within our area.
+ * @param[in] actor The tapped actor.
+ * @param[in] tap The tap gesture.
*/
- const Vector4 GetUnselectedColor() const;
+ void OnTap(Actor actor, const TapGesture& tap);
/**
- * Sets the color of the selected image.
- * If no image exists, it is created.
- * @param[in] color The color to use.
+ * Sets up the autorepeating timer.
+ * @param[in] delay The delay time in seconds.
*/
- void SetSelectedColor( const Vector4& color );
+ void SetUpTimer(float delay);
/**
- * Gets the selected content color.
- * @return The currently used selected color.
+ * Button has been pressed
*/
- const Vector4 GetSelectedColor() const;
-
-protected:
-
- enum ButtonState
- {
- ButtonUp, ///< The button is up.
- ButtonDown, ///< The button is down.
- };
+ void Pressed();
/**
- * Button paint states.
+ * This method is called the button is down.
*/
- enum PaintState
- {
- UnselectedState, ///< The button is unselected.
- SelectedState, ///< The button is selected.
- DisabledUnselectedState, ///< The button is disabled and unselected.
- DisabledSelectedState, ///< The button is disabled and selected.
- };
+ void ButtonDown();
/**
- * Enum to specify which decoration when getting and setting decorations.
+ * This method is called when the button is up.
*/
- enum DecorationState
- {
- UNSELECTED_DECORATION = 0,
- SELECTED_DECORATION,
- DECORATION_STATES
- };
-
- ButtonState GetState();
- PaintState GetPaintState();
- void SetDecoration( DecorationState state, Actor actor );
- Actor& GetDecoration( DecorationState state );
-
+ void ButtonUp();
/**
- * Returns the animation to be used for transitioning creating the animation if needed.
- * @return The initialised transition animation.
+ * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
*/
- Dali::Animation GetTransitionAnimation();
+ bool AutoRepeatingSlot();
/**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned in.
+ * Check the requested state is an allowed transition.
+ * Some states can not be transitioned to from certain states.
+ * @param[in] requestedState check if can transition to this state
+ * @return bool true if state change valid
*/
- virtual void PrepareForTranstionIn( Actor actor ) {}
+ bool ValidateState(State requestedState);
/**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned out.
+ * Changes the button state when an action occurs on it
+ * @param[in] requestedState the state to change to
*/
- virtual void PrepareForTranstionOut( Actor actor ) {}
+ void ChangeState(State requestedState);
/**
- * Transitions the actor in, allowing derived classes to configure
- * the GetTransitionAnimation() animation ready.
- * Button is in charge of calling Dali::Animation::Play and so derived classes
- * only need to add the animation.
+ * This method is called when the button is released.
*/
- virtual void OnTransitionIn( Actor actor ) {}
+ void Released();
+protected:
/**
- * Transitions the actor out, allowing derived classes to configure
- * the GetTransitionAnimation() animation ready.
- * Button is in charge of calling Dali::Animation::Play and so derived classes
- * only need to add the animation.
+ * Set Text Label Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
*/
- virtual void OnTransitionOut( Actor actor ) {}
-
-private:
+ void SetLabelPadding(const Padding& padding);
/**
- * Starts the transition animation.
- * Button::TransitionFinished is called when the animation finishes.
+ * Get Text Label padding
+ * @return Padding
*/
- void StartTransitionAnimation();
+ Padding GetLabelPadding();
/**
- * This method stops all transition animations
+ * Set Foreground/icon Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
*/
- void StopTransitionAnimation();
+ void SetForegroundPadding(const Padding& padding);
/**
- * Called when the transition animation finishes.
+ * Get Foreground padding
+ * @ return Padding
*/
- void TransitionAnimationFinished( Dali::Animation& source );
+ Padding GetForegroundPadding();
/**
- * Resets the Button to the base state for the current paint state.
- * Any additionally inserted images needed for transitions that are
- * no longer needed and the removed.
+ * @brief Setup the button components for example foregrounds and background
+ * @param[in] index the index of the visual to set
+ * @param[in] value the value to set on the component
+ * @param[in] visualDepth the depth of the visual if overlapping another
*/
- void ResetImageLayers();
+ void CreateVisualsForComponent(Property::Index index, const Property::Value& value, const int visualDepth);
/**
- * Transitions out the actor
+ * @brief Get the Property map for the given Visual
+ * @param[in] visualIndex visual index of the required visual
+ * @param[out] retreivedMap the property map used to construct the required visual
+ * @return bool success flag, true if visual found
*/
- void TransitionOut( Actor actor );
-
+ bool GetPropertyMapForVisual(Property::Index visualIndex, Property::Map& retreivedMap) const;
/**
- * Removes the actor from the button and prepares it to be transitioned out
+ * Returns the animation to be used for transition, creating the animation if needed.
+ * @return The initialised transition animation.
*/
- void RemoveButtonImage( Actor& actor );
+ Dali::Animation GetTransitionAnimation();
/**
- * Finds the index of the actor.
- * If the actor doesn't exist, return the last index + 1.
+ * @brief Set the position of the label relative to foreground/icon, if both present
+ * @param[in] labelAlignment given alignment setting
*/
- unsigned int FindChildIndex( Actor& actor );
+ void SetLabelAlignment(Align labelAlignment);
/**
- * Adds an actor to the hierarchy and prepares it to be transitioned.
- * @param[in] actor The actor to add
+ * @brief Get set alignment of label in relation to foreground/icon
+ * @return Set alignment value
*/
- void PrepareAddButtonImage( Actor& actor );
+ Align GetLabelAlignment();
/**
- * Adds an actor to the hierarchy and marks it to be transitioned.
- * @param[in] actor The actor to add
+ * Removes the visual from the button (un-staged)
+ * If the derived button does not want the visual removed then use this virtual function to
+ * define the required behaviour.
+ * Can decide to only remove specified visuals via index
*/
- void TransitionButtonImage( Actor& actor );
+ virtual void OnButtonVisualRemoval(Property::Index visualIndex);
+private:
/**
- * Adds an actor to the hierarchy.
- * @param[in] actor The actor to add
+ * Removes the visual from the button and prepares it to be transitioned out
+ * @param[in] visualIndex the visual to remove
*/
- void AddButtonImage( Actor& actor );
+ void RemoveVisual(Property::Index visualIndex);
/**
- * (Re)Adds the label (if exists) to the hierarchy (so it is always on top).
+ * Adds the required visual to the button.
+ * @param[in] visualIndex The Property index of the visual required
*/
- void ReAddLabel();
+ void SelectRequiredVisual(Property::Index visualIndex);
// Undefined
- Button( const Button& );
+ Button(const Button&);
// Undefined
- Button& operator = ( const Button& );
+ Button& operator=(const Button&);
private:
-
// Signals
- Toolkit::Button::ButtonSignalType mPressedSignal; ///< Signal emitted when the button is pressed.
- Toolkit::Button::ButtonSignalType mReleasedSignal; ///< Signal emitted when the button is released.
- Toolkit::Button::ButtonSignalType mClickedSignal; ///< Signal emitted when the button is clicked.
- Toolkit::Button::ButtonSignalType mStateChangedSignal; ///< Signal emitted when the button's state is changed.
-
- Timer mAutoRepeatingTimer; ///< Timer used to implement the autorepeating property.
+ Toolkit::Button::ButtonSignalType mPressedSignal; ///< Signal emitted when the button is pressed.
+ Toolkit::Button::ButtonSignalType mReleasedSignal; ///< Signal emitted when the button is released.
+ Toolkit::Button::ButtonSignalType mClickedSignal; ///< Signal emitted when the button is clicked.
+ Toolkit::Button::ButtonSignalType mStateChangedSignal; ///< Signal emitted when the button's state is changed.
- Actor mLabel; ///< Stores the button label.
+ Timer mAutoRepeatingTimer;
- Actor mDecoration[ DECORATION_STATES ]; ///< Stores the decorations for both selected and unselected states.
+ Actor mLabel; ///< Stores the button text label.
+ Padding mLabelPadding; ///< The padding around the label (if present).
+ Padding mForegroundPadding; ///< The padding around the foreground/icon visual (if present).
- Actor mUnselectedContent; ///< Stores the unselected content.
- Actor mSelectedContent; ///< Stores the selected content.
- Actor mBackgroundContent; ///< Stores the background content.
- Actor mSelectedBackgroundContent; ///< Stores the selected background content.
- Actor mDisabledContent; ///< Stores the disabled content.
- Actor mDisabledSelectedContent; ///< Stores the disabled selected content.
- Actor mDisabledBackgroundContent; ///< Stores the disabled background content.
-
- Animation mTransitionAnimation; ///< Animation used in the state transitions.
+ Align mTextLabelAlignment; ///< Position of text label in relation to foreground/icon when both are present.
TapGestureDetector mTapDetector;
- Vector4 mUnselectedColor; ///< Color to use for unselected content.
- Vector4 mSelectedColor; ///< Color to use for selected content.
+ bool mAutoRepeating; ///< Stores the autorepeating property.
+ bool mTogglableButton; ///< Stores the togglable property as a flag.
+ bool mTextStringSetFlag; ///< Stores if text has been set. Required in relayout but don't want to calculate there.
+
+ float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds.
+ float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds.
- bool mDisabled; ///< Stores the disabled property.
- bool mAutoRepeating; ///< Stores the autorepeating property.
- bool mTogglableButton; ///< Stores the togglable property.
- bool mSelected; ///< Stores the selected state.
- float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds.
- float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds.
+ float mAnimationTime;
- float mAnimationTime; ///< The animation time.
+ PressState mButtonPressedState; ///< In relation to the button being pressed/released
+ State mButtonState;
+ State mPreviousButtonState; ///< During a transition between two states, this stores the previous state so Visuals can be removed.
// Actions
- bool mClickActionPerforming;
+ bool mClickActionPerforming; ///< Used to manage signal emissions during action
- ButtonState mState; ///< Stores the button state.
- PaintState mPaintState; ///< Stores the paint state.
+protected:
+ class ButtonAccessible : public DevelControl::ControlAccessible
+ {
+ public:
+ using DevelControl::ControlAccessible::ControlAccessible;
+
+ /**
+ * @copydoc Dali::Toolkit::DevelControl::ControlAccessible::CalculateStates()
+ */
+ Dali::Accessibility::States CalculateStates() override;
+
+ /**
+ * @copydoc Dali::Toolkit::DevelControl::ControlAccessible::GetNameRaw()
+ */
+ std::string GetNameRaw() const override;
+
+ /**
+ * @copydoc Dali::Toolkit::DevelControl::ControlAccessible::GetNamePropertyIndex()
+ */
+ Property::Index GetNamePropertyIndex() override;
+ };
};
} // namespace Internal
// Helpers for public-api forwarding methods
-inline Toolkit::Internal::Button& GetImplementation( Toolkit::Button& button )
+inline Toolkit::Internal::Button& GetImplementation(Toolkit::Button& button)
{
- DALI_ASSERT_ALWAYS( button );
+ DALI_ASSERT_ALWAYS(button);
Dali::RefObject& handle = button.GetImplementation();
- return static_cast<Toolkit::Internal::Button&>( handle );
+ return static_cast<Toolkit::Internal::Button&>(handle);
}
-inline const Toolkit::Internal::Button& GetImplementation( const Toolkit::Button& button )
+inline const Toolkit::Internal::Button& GetImplementation(const Toolkit::Button& button)
{
- DALI_ASSERT_ALWAYS( button );
+ DALI_ASSERT_ALWAYS(button);
const Dali::RefObject& handle = button.GetImplementation();
- return static_cast<const Toolkit::Internal::Button&>( handle );
+ return static_cast<const Toolkit::Internal::Button&>(handle);
}
} // namespace Toolkit
} // namespace Dali
-#endif // __DALI_TOOLKIT_INTERNAL_BUTTON_H__
+#endif // DALI_TOOLKIT_INTERNAL_BUTTON_H