-#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) 2020 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.
// EXTERNAL INCLUDES
#include <dali/public-api/adaptor-framework/timer.h>
+#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>
+#include <dali-toolkit/internal/controls/control/control-data-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:
-
- /**
- * 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 );
/**
- * @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 );
/**
- * @copydoc Dali::Toolkit::Button::IsAutoRepeating() const
- */
- bool IsAutoRepeating() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay )
+ * @brief Sets the initial autorepeating delay.
+ * @param[in] initialAutoRepeatingDelay in seconds
*/
void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay() const
- */
- float GetInitialAutoRepeatingDelay() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay )
+ * @brief Sets the next autorepeating delay.
+ * @param[in] nextAutoRepeatingDelay in seconds
*/
void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay() const
- */
- float GetNextAutoRepeatingDelay() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetTogglableButton( bool togglable )
+ * @brief Sets the \e togglable property.
+ * @param[in] togglable Togglable property
*/
void SetTogglableButton( bool togglable );
/**
- * @copydoc Dali::Toolkit::Button::IsTogglableButton() const
- */
- bool IsTogglableButton() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetSelected( bool selected )
+ * @brief Sets the button as selected or unselected.
+ * @param[in] selected Selected property
*/
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()
+ * @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 SetAnimationTime( float animationTime );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetAnimationTime()
- */
- float GetAnimationTime() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabel( const std::string& label )
- */
- void SetLabel( const std::string& label );
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabel( Actor label )
- */
- void SetLabel( Actor label );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetLabel()
- */
- Actor GetLabel() const;
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetButtonImage( Actor image )
- */
- void SetButtonImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetButtonImage()
- */
- Actor GetButtonImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the button image.
- */
- Actor& GetButtonImage();
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedImage( Actor image )
- */
- void SetSelectedImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetSelectedImage()
- */
- Actor GetSelectedImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the selected image.
- */
- Actor& GetSelectedImage();
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage( Actor image )
- */
- void SetBackgroundImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetBackgroundImage()
- */
- Actor GetBackgroundImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the background image.
- */
- Actor& GetBackgroundImage();
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetSelectedBackgroundImage( Actor image )
- */
- void SetSelectedBackgroundImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetSelectedBackgroundImage()
- */
- Actor GetSelectedBackgroundImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the selected background image.
- */
- Actor& GetSelectedBackgroundImage();
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetDisabledImage( Actor image )
- */
- void SetDisabledImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetDisabledImage()
- */
- Actor GetDisabledImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the disabled button image.
- */
- Actor& GetDisabledImage();
-
- /**
- * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage( Actor image )
- */
- void SetDisabledSelectedImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::CheckBoxButton::GetDisabledSelectedImage()
- */
- Actor GetDisabledSelectedImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the disabled selected image.
- */
- Actor& GetDisabledSelectedImage();
-
- /**
- * @copydoc Dali::Toolkit::PushButton::SetDisabledBackgroundImage( Actor image )
- */
- void SetDisabledBackgroundImage( Actor image );
-
- /**
- * @copydoc Dali::Toolkit::PushButton::GetDisabledBackgroundImage()
- */
- Actor GetDisabledBackgroundImage() const;
-
- /**
- * Internal use only.
- * @return A reference to the disabled background image.
- */
- Actor& GetDisabledBackgroundImage();
+ 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 PropertyValueContainer& attributes );
+ static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes );
-protected:
-
- /**
- * @return A reference to the label actor.
- */
- Actor& GetLabel();
+public:
/**
- * It changes the transition state of the push button.
+ * Button's state
*/
- void UpdatePaintTransitionState();
-
-private:
+ 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
+ };
/**
- * Perform the click action to click the button.
- * @param[in] attributes The attributes to perfrom this action.
+ * Enum to distinguish the different style-able components of the button
*/
- void DoClickAction( const PropertyValueContainer& attributes );
+ 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
+ };
/**
- * This method is called after the button initialization.
- * Could be reimplemented in subclasses to provide specific behaviour.
+ * Enum to list types of visual a state can have.
*/
- virtual void OnButtonInitialize() { }
+ enum VisualState
+ {
+ BACKGROUND = 0,
+ FOREGROUND,
+ VISUAL_STATE_COUNT
+ };
- /**
- * This method is called when the label is set.
- */
- virtual void OnLabelSet() {}
+protected:
/**
- * This method is called when the button image is set
+ * 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
*/
- virtual void OnButtonImageSet() {}
+ 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.
+ };
/**
- * This method is called when the selected image is set
+ * Construct a new Button.
*/
- virtual void OnSelectedImageSet() {}
+ Button();
/**
- * This method is called when the background image is set
+ * A reference counted object may only be deleted by calling Unreference()
*/
- virtual void OnBackgroundImageSet() {}
-
+ virtual ~Button();
/**
- * This method is called when the selected background image is set
+ * @return A reference to the label actor.
*/
- virtual void OnSelectedBackgroundImageSet() {}
+ Actor& GetLabelActor();
/**
- * This method is called when the disabled button image is set
+ * @return A reference to the unselected button image.
*/
- virtual void OnDisabledImageSet() {}
+ Actor GetUnselectedImage();
/**
- * This method is called when the disabled selected image is set
+ * @return A reference to the selected image.
*/
- virtual void OnDisabledSelectedImageSet() {}
+ Actor GetSelectedImage();
- /**
- * This method is called when the disabled background image is set
- */
- virtual void OnDisabledBackgroundImageSet() {}
+private:
/**
- * This method is called from the OnTouchEvent method when the button is down.
- * Could be reimplemented in subclasses to provide specific behaviour.
+ * 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.
*/
- virtual void OnButtonDown();
+ bool DoClickAction( const Property::Map& attributes );
/**
- * This method is called from the OnTouchEvent method when the button is up.
+ * 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 OnButtonUp();
+ virtual bool OnToggleReleased();
/**
- * 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.
- * @return true if the transition animation is started.
*/
- virtual bool OnSelected() { return false; }
+ virtual void OnStateChange( State newState ){}
/**
* This method is called when the \e disabled property is changed.
- * @return true if the transition animation is started.
*/
- virtual bool OnDisabled() { return false; }
+ virtual void OnDisabled() {}
/**
* This method is called when the button is pressed.
- * @return true if the transition animation is started.
*/
- virtual bool OnPressed() { return false; }
+ virtual void OnPressed() {}
/**
* This method is called when the button is released.
- * @return true if the transition animation is started.
*/
- virtual bool OnReleased() { return false; }
-
- /**
- * This method stops all animations
- */
- virtual void StopAllAnimations() {}
+ virtual void OnReleased() {}
public:
*/
static Property::Value GetProperty( BaseObject* object, Property::Index propertyIndex );
-protected: // From CustomActorImpl
+protected: // From Control
/**
- * @copydoc Dali::CustomActorImpl::OnTouchEvent( const TouchEvent& event )
+ * @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 bool OnTouchEvent( const TouchEvent& event );
+ void OnInitialize() override;
-private: // From Control
+ /**
+ * @copydoc Toolkit::Control::OnAccessibilityActivated()
+ */
+ bool OnAccessibilityActivated() override;
/**
- * @copydoc Toolkit::Control::OnInitialize()
+ * @copydoc Toolkit::Control::OnKeyboardEnter()
+ */
+ bool OnKeyboardEnter() override;
+
+ /**
+ * @copydoc Toolkit::Control::OnSceneDisconnection()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnSceneDisconnection MUST be made at the end.
+ */
+ void OnSceneDisconnection() override;
+
+ /**
+ * @copydoc Toolkit::Control::OnSceneConnection()
*/
- virtual void OnInitialize();
+ void OnSceneConnection( int depth ) override;
/**
- * @copydoc Toolkit::Control::OnActivated()
+ * @copydoc Toolkit::Control::GetNaturalSize
*/
- virtual void OnActivated();
+ Vector3 GetNaturalSize() override;
/**
- * Callback received when the button is disconnected from the stage.
- * It resets the button status.
+ * @copydoc Toolkit::Control::OnSetResizePolicy
*/
- void OnControlStageDisconnection();
+ void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) override;
+
+ /**
+ * @copydoc Toolkit::Control::OnRelayout
+ */
+ void OnRelayout( const Vector2& size, RelayoutContainer& container ) override;
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 TouchEvent& 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 );
/**
+ * Button has been pressed
+ */
+ void Pressed();
+
+ /**
+ * This method is called the button is down.
+ */
+ void ButtonDown();
+
+ /**
+ * This method is called when the button is up.
+ */
+ void ButtonUp();
+
+ /**
* Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
*/
bool AutoRepeatingSlot();
/**
- * 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.
+ * 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
*/
- void SetSelected( bool selected, bool emitSignal );
+ bool ValidateState( State requestedState );
/**
- * This method is called when the button is pressed.
+ * Changes the button state when an action occurs on it
+ * @param[in] requestedState the state to change to
*/
- void Pressed();
+ void ChangeState( State requestedState );
/**
* This method is called when the button is released.
protected:
- enum ButtonState
- {
- ButtonUp, ///< The button is up.
- ButtonDown, ///< The button is down.
- };
+ /**
+ * Set Text Label Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
+ */
+ void SetLabelPadding( const Padding& padding );
/**
- * Button paint states.
+ * Get Text Label padding
+ * @return Padding
*/
- 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.
- UnselectedSelectedTransition, ///< The button is in transition from unselected to selected.
- SelectedUnselectedTransition, ///< The button is in transition from selected to unselected.
- UnselectedDisabledTransition, ///< The button is in transition from unselected to disabled.
- DisabledUnselectedTransition, ///< The button is in transition from disabled to unselected.
- SelectedDisabledTransition, ///< The button is in transition from selected to disabled.
- DisabledSelectedTransition ///< The button is in transition from disabled to selected.
- };
+ Padding GetLabelPadding();
- ButtonState GetState();
- PaintState GetPaintState();
+ /**
+ * Set Foreground/icon Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
+ */
+ void SetForegroundPadding( const Padding& padding);
/**
- * Inserts the actor to the button.
+ * Get Foreground padding
+ * @ return Padding
*/
- void InsertChild( unsigned int index, Actor& actor );
+ Padding GetForegroundPadding();
/**
- * Removes the actor from the button.
+ * @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 RemoveChild( Actor& actor );
+ void CreateVisualsForComponent( Property::Index index, const Property::Value& value, const int visualDepth );
/**
- * Finds the index of the actor.
- * If the actor doesn't exist, return the last index + 1.
+ * @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
*/
- unsigned int FindChildIndex( 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();
+
+ /**
+ * @brief Set the position of the label relative to foreground/icon, if both present
+ * @param[in] labelAlignment given alignment setting
+ */
+ void SetLabelAlignment( Align labelAlignment);
+
+ /**
+ * @brief Get set alignment of label in relation to foreground/icon
+ * @return Set alignment value
+ */
+ Align GetLabelAlignment();
+
+ /**
+ * 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
+ */
+ virtual void OnButtonVisualRemoval( Property::Index visualIndex );
+
private:
+ /**
+ * Removes the visual from the button and prepares it to be transitioned out
+ * @param[in] visualIndex the visual to remove
+ */
+ 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.
+ Timer mAutoRepeatingTimer;
- Actor mLabel; ///< Stores the button label.
+ 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 mButtonContent; ///< 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.
+ 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.
- 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.
+
+ float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds.
+ float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds.
+
+ float mAnimationTime;
+
+ 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
+
+protected:
+ struct AccessibleImpl : public Control::Impl::AccessibleImpl
+ {
+ using Control::Impl::AccessibleImpl::AccessibleImpl;
- ButtonState mState; ///< Stores the button state.
- PaintState mPaintState; ///< Stores the paint state.
+ Dali::Accessibility::States CalculateStates() override;
+ std::string GetNameRaw() override;
+ Property::Index GetNamePropertyIndex() override;
+ };
};
} // namespace Internal
} // namespace Dali
-#endif // __DALI_TOOLKIT_INTERNAL_BUTTON_H__
+#endif // DALI_TOOLKIT_INTERNAL_BUTTON_H