-#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.
#include <dali/public-api/animation/animation.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/buttons/button.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
+#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
namespace Dali
{
/**
+ * @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:
+public:
/**
- * Construct a new Button.
+ * Enum describing the position the text label can be in relation to the control (and foreground/icon)
*/
- Button();
-
- /**
- * A reference counted object may only be deleted by calling Unreference()
- */
- 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 )
+ * @copydoc Dali::Toolkit::Button::SetDisabled
*/
void SetDisabled( bool disabled );
/**
- * @copydoc Dali::Toolkit::Button::IsDisabled() const
+ * @copydoc Dali::Toolkit::Button::IsDisabled
*/
bool IsDisabled() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAutoRepeating( bool autoRepeating )
+ * @copydoc Dali::Toolkit::Button::SetAutoRepeating
*/
void SetAutoRepeating( bool autoRepeating );
/**
- * @copydoc Dali::Toolkit::Button::IsAutoRepeating() const
+ * @copydoc Dali::Toolkit::Button::IsAutoRepeating
*/
bool IsAutoRepeating() const;
/**
- * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay )
+ * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay
*/
void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay() const
+ * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay
*/
float GetInitialAutoRepeatingDelay() const;
/**
- * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay )
+ * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay
*/
void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay() const
+ * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay
*/
float GetNextAutoRepeatingDelay() const;
/**
- * @copydoc Dali::Toolkit::Button::SetTogglableButton( bool togglable )
+ * @copydoc Dali::Toolkit::Button::SetTogglableButton
*/
void SetTogglableButton( bool togglable );
/**
- * @copydoc Dali::Toolkit::Button::IsTogglableButton() const
+ * @copydoc Dali::Toolkit::Button::IsTogglableButton
*/
bool IsTogglableButton() const;
/**
- * @copydoc Dali::Toolkit::Button::SetSelected( bool selected )
+ * @copydoc Dali::Toolkit::Button::SetSelected
*/
void SetSelected( bool selected );
/**
- * @copydoc Dali::Toolkit::Button::IsSelected() const
+ * @copydoc Dali::Toolkit::Button::IsSelected
*/
bool IsSelected() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAnimationTime()
+ * @copydoc Dali::Toolkit::Button::SetAnimationTime
*/
void SetAnimationTime( float animationTime );
/**
- * @copydoc Dali::Toolkit::Button::GetAnimationTime()
+ * @copydoc Dali::Toolkit::Button::GetAnimationTime
*/
float GetAnimationTime() const;
/**
- * @copydoc Dali::Toolkit::Button::SetLabel( const std::string& label )
+ * @copydoc Dali::Toolkit::Button::SetLabelText
*/
- void SetLabel( const std::string& label );
+ void SetLabelText( const std::string& label );
/**
- * @copydoc Dali::Toolkit::Button::SetLabel( Actor label )
+ * @copydoc Dali::Toolkit::Button::GetLabelText
*/
- void SetLabel( Actor label );
+ std::string GetLabelText() const;
/**
- * @copydoc Dali::Toolkit::Button::GetLabel()
+ * @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
*/
- Actor GetLabel() const;
+ void MergeWithExistingLabelProperties( const Property::Map& inMap, Property::Map& outMap );
/**
- * @copydoc Dali::Toolkit::PushButton::SetButtonImage( Actor image )
+ * Performs actions as requested using the action name.
+ * @param[in] object The object on which to perform the action.
+ * @param[in] actionName The action to perform.
+ * @param[in] attributes The attributes with which to perfrom this action.
+ * @return true if action has been accepted by this control
*/
- void SetButtonImage( Actor image );
+ static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes );
+
+public: // Deprecated API
/**
- * @copydoc Dali::Toolkit::PushButton::GetButtonImage()
+ * @copydoc Dali::Toolkit::Button::SetLabel( Actor label )
*/
- Actor GetButtonImage() const;
+ void SetLabel( Actor label );
/**
- * Internal use only.
- * @return A reference to the button image.
+ * @deprecated Sets the unselected image with an url.
+ * @param[in] image The Actor to use.
*/
- Actor& GetButtonImage();
+ void SetUnselectedImage( const std::string& filename );
/**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedImage( Actor image )
+ * @deprecated Sets the selected image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- void SetSelectedImage( Actor image );
+ void SetSelectedImage( const std::string& filename );
/**
- * @copydoc Dali::Toolkit::PushButton::GetSelectedImage()
+ * @deprecated Sets the selected background image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- Actor GetSelectedImage() const;
+ void SetSelectedBackgroundImage( const std::string& filename );
/**
- * Internal use only.
- * @return A reference to the selected image.
+ * @deprecated Sets the background image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- Actor& GetSelectedImage();
+ void SetBackgroundImage( const std::string& filename );
/**
- * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage( Actor image )
+ * @deprecated Sets the disabled unselected background image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- void SetBackgroundImage( Actor image );
+ void SetDisabledBackgroundImage( const std::string& filename );
/**
- * @copydoc Dali::Toolkit::PushButton::GetBackgroundImage()
+ * @deprecated Sets the disabled unselected image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- Actor GetBackgroundImage() const;
+ void SetDisabledImage( const std::string& filename );
/**
- * Internal use only.
- * @return A reference to the background image.
+ * @deprecated Sets the disabled selected image with an url.
+ * @param[in] filename The url of the image to use to use.
*/
- Actor& GetBackgroundImage();
+ void SetDisabledSelectedImage( const std::string& filename );
/**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedBackgroundImage( Actor image )
+ * @deprecated Sets the unselected image with an Actor.
+ * @param[in] image The Image to use.
*/
- void SetSelectedBackgroundImage( Actor image );
+ void SetButtonImage( Image image );
/**
- * @copydoc Dali::Toolkit::PushButton::GetSelectedBackgroundImage()
+ * @deprecated Sets the selected image with an Actor.
+ * @param[in] image The Image to use.
*/
- Actor GetSelectedBackgroundImage() const;
+ void SetSelectedImage( Image image );
/**
- * Internal use only.
- * @return A reference to the selected background image.
+ * @Gets url of a image visual, used by GetProperty but for deprecated Properties
+ * @param[in] index Visual index of url required
+ * @return filename for the corresponding visual
*/
- Actor& GetSelectedBackgroundImage();
+ std::string GetUrlForImageVisual( const Property::Index index ) const;
/**
- * @copydoc Dali::Toolkit::PushButton::SetDisabledImage( Actor image )
+ * @copydoc Dali::Toolkit::Button::GetButtonImage
*/
- void SetDisabledImage( Actor image );
+ Actor GetButtonImage() const;
/**
- * @copydoc Dali::Toolkit::PushButton::GetDisabledImage()
+ * @copydoc Dali::Toolkit::Button::GetSelectedImage
*/
- Actor GetDisabledImage() const;
+ Actor GetSelectedImage() const;
+
+public:
/**
- * Internal use only.
- * @return A reference to the disabled button image.
+ * Button's state
*/
- Actor& GetDisabledImage();
+ 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
+ };
/**
- * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage( Actor image )
+ * Enum to distinguish the different style-able components of the button
*/
- void SetDisabledSelectedImage( 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
+ };
/**
- * @copydoc Dali::Toolkit::CheckBoxButton::GetDisabledSelectedImage()
+ * Enum to list types of visual a state can have.
*/
- Actor GetDisabledSelectedImage() const;
+ enum VisualState
+ {
+ BACKGROUND = 0,
+ FOREGROUND,
+ VISUAL_STATE_COUNT
+ };
+
+protected:
/**
- * Internal use only.
- * @return A reference to the disabled selected image.
+ * 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
*/
- Actor& GetDisabledSelectedImage();
+ 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::PushButton::SetDisabledBackgroundImage( Actor image )
+ * Construct a new Button.
*/
- void SetDisabledBackgroundImage( Actor image );
+ Button();
/**
- * @copydoc Dali::Toolkit::PushButton::GetDisabledBackgroundImage()
+ * A reference counted object may only be deleted by calling Unreference()
*/
- Actor GetDisabledBackgroundImage() const;
-
+ virtual ~Button();
/**
- * Internal use only.
- * @return A reference to the disabled background image.
+ * @return A reference to the label actor.
*/
- Actor& GetDisabledBackgroundImage();
+ Actor& GetLabelActor();
/**
- * Performs actions as requested using the action name.
- * @param[in] object The object on which to perform the action.
- * @param[in] actionName The action to perform.
- * @param[in] attributes The attributes with which to perfrom this action.
- * @return true if action has been accepted by this control
+ * @return A reference to the unselected button image.
*/
- static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes );
-
-protected:
+ Actor GetUnselectedImage();
/**
- * @return A reference to the label actor.
+ * @return A reference to the selected image.
*/
- Actor& GetLabel();
+ Actor GetSelectedImage();
private:
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() { }
-
- /**
- * This method is called when the label is set.
- */
- virtual void OnLabelSet() {}
-
- /**
- * This method is called when the button image is set
- */
- virtual void OnButtonImageSet() {}
-
- /**
- * 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() {}
+ virtual bool OnToggleReleased();
/**
- * 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.
*/
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
+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();
virtual bool OnKeyboardEnter();
/**
- * Callback received when the button is disconnected from the stage.
- * It resets the button status.
+ * @copydoc Toolkit::Control::OnStageDisconnection()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnStageDisconnection MUST be made at the end.
+ */
+ virtual void OnStageDisconnection();
+
+ /**
+ * @copydoc Toolkit::Control::OnStageConnnection()
*/
- void OnControlStageDisconnection();
+ virtual void OnStageConnection( int depth );
+
+ /**
+ * @copydoc Toolkit::Control::GetNaturalSize
+ */
+ virtual Vector3 GetNaturalSize();
+
+ /**
+ * @copydoc Toolkit::Control::OnSetResizePolicy
+ */
+ virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
+
+ /**
+ * @copydoc Toolkit::Control::OnRelayout
+ */
+ virtual void OnRelayout( const Vector2& size, RelayoutContainer& container );
private:
/**
+ * @brief Handler for touch data
+ * @param[in] actor The touched actor.
+ * @param[in] touch The touch info.
+ * @return true, if consumed, false otherwise.
+ */
+ bool OnTouch( Actor actor, const TouchData& touch );
+
+ /**
* 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).
void SetUpTimer( float delay );
/**
- * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
+ * Button has been pressed
*/
- bool AutoRepeatingSlot();
+ void Pressed();
/**
- * 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.
+ * This method is called the button is down.
*/
- void SetSelected( bool selected, bool emitSignal );
+ void ButtonDown();
/**
- * This method is called when the button is pressed.
+ * This method is called when the button is up.
*/
- void Pressed();
+ void ButtonUp();
/**
- * This method is called when the button is released.
+ * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
*/
- void Released();
-
-protected:
-
- enum ButtonState
- {
- ButtonUp, ///< The button is up.
- ButtonDown, ///< The button is down.
- };
+ bool AutoRepeatingSlot();
/**
- * Button paint states.
+ * 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
*/
- 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.
- };
-
- ButtonState GetState();
- PaintState GetPaintState();
+ bool ValidateState( State requestedState );
/**
- * Returns the animation to be used for transitioning creating the animation if needed.
- * @return The initialised transition animation.
+ * Perform the given function on the visuals in the given state. Can be used to add and remove visuals.
+ * @param[in] functionPtr pointer to the function to perform an action on a visual
+ * @param[in] state Visuals in this state will be the target
*/
- Dali::Animation GetTransitionAnimation();
+ void PerformFunctionOnVisualsInState( void(Button::*functionPtr)( Property::Index visualIndex), State state );
/**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned in.
+ * Changes the button state when an action occurs on it
+ * @param[in] requestedState the state to change to
*/
- virtual void PrepareForTranstionIn( Actor actor ) {}
+ void ChangeState( State requestedState );
/**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned out.
+ * @brief Get unselected button color
+ * @return color as vector4
*/
- virtual void PrepareForTranstionOut( Actor actor ) {}
+ const Vector4 GetUnselectedColor() const;
/**
- * 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.
+ * @brief Get selected button color
+ * @return color as vector4
*/
- virtual void OnTransitionIn( Actor actor ) {}
+ const Vector4 GetSelectedColor() const;
/**
- * 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.
+ * Sets the color of button in selected or unselected state, if image also supplied this color will be appplied to it.
+ * If no visual exists, it is created.
+ * @param[in] color The color to use.
+ * @param[in] visualIndex The Visual to apply the color
*/
- virtual void OnTransitionOut( Actor actor ) {}
+ void SetColor( const Vector4& color, Property::Index visualIndex );
-private:
/**
- * Starts the transition animation.
- * Button::TransitionFinished is called when the animation finishes.
+ * This method is called when the button is released.
*/
- void StartTransitionAnimation();
+ void Released();
+
+protected:
/**
- * This method stops all transition animations
+ * Set Text Label Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
*/
- void StopTransitionAnimation();
+ void SetLabelPadding( const Padding& padding );
/**
- * Called when the transition animation finishes.
+ * Get Text Label padding
+ * @return Padding
*/
- void TransitionAnimationFinished( Dali::Animation& source );
+ Padding GetLabelPadding();
/**
- * 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.
+ * Set Foreground/icon Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
*/
- void ResetImageLayers();
+ void SetForegroundPadding( const Padding& padding);
/**
- * Transitions in the actor, inserting the actor above childLower below the childUpper.
- * Will not insert the actor if it is already attached to a parent (and so will not reorder the actor)
+ * Get Foreground padding
+ * @ return Padding
*/
- void TransitionInBetween( Actor childLower, Actor childUpper, Actor actor );
+ Padding GetForegroundPadding();
/**
- * Transitions in the actor, inserting the actor above the child if the child exists or at the bottom otherwise
- * Will not insert the actor if it is already attached to a parent (and so will not reorder the actor)
+ * @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 TransitionInAbove( Actor child, Actor actor );
+ void CreateVisualsForComponent( Property::Index index ,const Property::Value& value, const float visualDepth );
/**
- * Transitions in the actor, inserting the actor at the index
- * Will not insert the actor if it is already attached to a parent (and so will not reorder 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 TransitionInAtIndex( unsigned int index, Actor actor );
+ bool GetPropertyMapForVisual( Property::Index visualIndex, Property::Map& retreivedMap ) const;
+ /**
+ * Returns the animation to be used for transition, creating the animation if needed.
+ * @return The initialised transition animation.
+ */
+ Dali::Animation GetTransitionAnimation();
/**
- * Transitions out the actor
+ * @brief Set the position of the label relative to foreground/icon, if both present
+ * @param[in] labelAlignment given alignment setting
*/
- void TransitionOut( Actor actor );
+ void SetLabelAlignment( Align labelAlignment);
/**
- * Inserts the actor to the button and prepares it to be transitioned out
- * @return true if the child was inserted, false otherwise
+ * @brief Get set alignment of label in relation to foreground/icon
+ * @return Set alignment value
*/
- bool InsertButtonImage( unsigned int index, Actor& actor );
+ Align GetLabelAlignment();
/**
- * Removes the actor from the button and prepares it to be transitioned out
+ * 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 RemoveButtonImage( Actor& actor );
+ virtual void OnButtonVisualRemoval( Property::Index visualIndex );
+
+
+private:
/**
- * Finds the index of the actor.
- * If the actor doesn't exist, return the last index + 1.
+ * Removes the visual from the button and prepares it to be transitioned out
+ * @param[in] visualIndex the visual to remove
*/
- unsigned int FindChildIndex( Actor& actor );
+ void RemoveVisual( Property::Index visualIndex );
+ /**
+ * Adds the required visual to the button.
+ * @param[in] visualIndex The Property index of the visual required
+ */
+ void SelectRequiredVisual( Property::Index visualIndex );
// Undefined
Button( const Button& );
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.
-
- Actor mLabel; ///< Stores the button label.
+ Timer mAutoRepeatingTimer;
- 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.
+ 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).
- 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;
- 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.
+ Vector4 mUnselectedColor;
+ Vector4 mSelectedColor;
- float mAnimationTime; ///< The animation time.
+ 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.
- // Actions
- bool mClickActionPerforming;
+ float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds.
+ float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds.
+
+ float mAnimationTime;
- ButtonState mState; ///< Stores the button state.
- PaintState mPaintState; ///< Stores the paint state.
+ 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; ///< Used to manage signal emissions during action
};
} // namespace Internal
} // namespace Dali
-#endif // __DALI_TOOLKIT_INTERNAL_BUTTON_H__
+#endif // DALI_TOOLKIT_INTERNAL_BUTTON_H