-#ifndef __DALI_TOOLKIT_INTERNAL_BUTTON_H__
-#define __DALI_TOOLKIT_INTERNAL_BUTTON_H__
-
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+#ifndef DALI_TOOLKIT_INTERNAL_BUTTON_H
+#define DALI_TOOLKIT_INTERNAL_BUTTON_H
+
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/adaptor-framework/timer.h>
+#include <dali/public-api/animation/animation.h>
// INTERNAL INCLUDES
-#include <dali/dali.h>
-#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>
-#include "button-painter-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 ControlImpl
+class Button : public Control
{
+public:
+ /**
+ * Enum describing the position the text label can be in relation to the control (and foreground/icon)
+ */
+ 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
+ };
-protected:
+public:
+ /**
+ * @brief Sets the button as \e disabled.
+ * @param[in] disabled Disabled property
+ */
+ void SetDisabled(bool disabled);
/**
- * Construct a new Button.
+ * @brief Returns if the button is disabled.
+ * @return \e true if the button is \e disabled
*/
- Button();
+ bool IsDisabled() const;
/**
- * A reference counted object may only be deleted by calling Unreference()
+ * @brief Sets the \e autorepeating property.
+ * @param[in] autoRepeating \e autorepeating property
*/
- virtual ~Button();
+ void SetAutoRepeating(bool autoRepeating);
+
+ /**
+ * @brief Sets the initial autorepeating delay.
+ * @param[in] initialAutoRepeatingDelay in seconds
+ */
+ void SetInitialAutoRepeatingDelay(float initialAutoRepeatingDelay);
+
+ /**
+ * @brief Sets the next autorepeating delay.
+ * @param[in] nextAutoRepeatingDelay in seconds
+ */
+ void SetNextAutoRepeatingDelay(float nextAutoRepeatingDelay);
+
+ /**
+ * @brief Sets the \e togglable property.
+ * @param[in] togglable Togglable property
+ */
+ void SetTogglableButton(bool togglable);
+
+ /**
+ * @brief Sets the button as selected or unselected.
+ * @param[in] selected Selected property
+ */
+ void SetSelected(bool selected);
+
+ /**
+ * @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;
+
+ /**
+ * @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 MergeWithExistingLabelProperties(const Property::Map& inMap, Property::Map& outMap);
+
+ /**
+ * 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
+ */
+ static bool DoAction(BaseObject* object, const std::string& actionName, const Property::Map& attributes);
public:
+ /**
+ * Button's state
+ */
+ 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::Button::SetDimmed( bool dimmed )
+ * Enum to distinguish the different style-able components of the button
*/
- void SetDimmed( bool dimmed );
+ 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::Button::IsDimmed() const
+ * Enum to list types of visual a state can have.
+ */
+ enum VisualState
+ {
+ BACKGROUND = 0,
+ FOREGROUND,
+ VISUAL_STATE_COUNT
+ };
+
+protected:
+ /**
+ * 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
+ */
+ 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.
+ };
+
+ /**
+ * Construct a new Button.
+ */
+ Button();
+
+ /**
+ * A reference counted object may only be deleted by calling Unreference()
+ */
+ virtual ~Button();
+ /**
+ * @return A reference to the label actor.
*/
- bool IsDimmed() const;
+ Actor& GetLabelActor();
/**
- * @copydoc Dali::Toolkit::Button::SetAnimationTime()
+ * @return A reference to the unselected button image.
*/
- void SetAnimationTime( float animationTime );
+ Actor GetUnselectedImage();
/**
- * @copydoc Dali::Toolkit::Button::GetAnimationTime()
+ * @return A reference to the selected image.
*/
- float GetAnimationTime() const;
+ 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);
/**
- * 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 from the OnTouchEvent method when the button is down.
+ * 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 OnButtonDown() { }
+ virtual void OnTouchPointLeave();
/**
- * This method is called from the OnTouchEvent method when the button is up.
+ * This method is called when the touch is interrupted.
* Could be reimplemented in subclasses to provide specific behaviour.
*/
- virtual void OnButtonUp() { }
+ virtual void OnTouchPointInterrupted();
/**
- * 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.
- * Could be reimplemented in subclasses to provide specific behaviour.
+ * This method is called when the \e selected property is changed.
*/
- virtual void OnTouchPointLeave() { }
+ virtual void OnStateChange(State newState)
+ {
+ }
/**
- * This method is called from the OnTouchEvent method when the touch point is interrupted.
- * Could be reimplemented in subclasses to provide specific behaviour.
+ * This method is called when the \e disabled property is changed.
*/
- virtual void OnTouchPointInterrupted() { }
+ virtual void OnDisabled()
+ {
+ }
/**
- * This method is called when the animation time is set.
- * Needs to be reimplemented in subclasses to set the animation time in different buttons.
- * @param animationTime The animation time in seconds.
+ * This method is called when the button is pressed.
*/
- virtual void OnAnimationTimeSet( float animationTime );
+ virtual void OnPressed()
+ {
+ }
/**
- * This method is called when the animation time is requested.
- * Needs to be reimplemented in subclases to return the animation time.
- * @return The animation time in seconds.
+ * This method is called when the button is released.
*/
- virtual float OnAnimationTimeRequested() const;
+ virtual void OnReleased()
+ {
+ }
public:
+ /**
+ * @copydoc Dali::Toolkit::PushButton::PressedSignal()
+ */
+ Toolkit::Button::ButtonSignalType& PressedSignal();
+
+ /**
+ * @copydoc Dali::Toolkit::PushButton::ReleasedSignal()
+ */
+ Toolkit::Button::ButtonSignalType& ReleasedSignal();
/**
* @copydoc Dali::Toolkit::Button::ClickedSignal()
*/
- Toolkit::Button::ClickedSignalV2& ClickedSignal();
+ Toolkit::Button::ButtonSignalType& ClickedSignal();
+
+ /**
+ * @copydoc Dali::Toolkit::Button::StateChangedSignal()
+ */
+ Toolkit::Button::ButtonSignalType& StateChangedSignal();
/**
* Connects a callback function with the object's signals.
* @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);
-protected: // From CustomActorImpl
+ // Properties
/**
- * @copydoc Dali::CustomActorImpl::OnTouchEvent( const TouchEvent& event )
+ * Called when a property of an object of this type is set.
+ * @param[in] object The object whose property is set.
+ * @param[in] index The property index.
+ * @param[in] value The new property value.
*/
- virtual bool OnTouchEvent( const TouchEvent& event );
+ static void SetProperty(BaseObject* object, Property::Index index, const Property::Value& value);
-private: // From ControlImpl
+ /**
+ * Called to retrieve a property of an object of this type.
+ * @param[in] object The object whose property is to be retrieved.
+ * @param[in] index The property index.
+ * @return The current value of the property.
+ */
+ 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.
+ */
+ void OnInitialize() override;
+
+ /**
+ * @copydoc Toolkit::Control::OnAccessibilityActivated()
+ */
+ bool OnAccessibilityActivated() override;
+
+ /**
+ * @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()
+ */
+ void OnSceneConnection(int depth) override;
+
+ /**
+ * @copydoc Toolkit::Control::GetNaturalSize
*/
- virtual void OnInitialize();
+ Vector3 GetNaturalSize() override;
/**
- * @copydoc Toolkit::Control::OnControlSizeSet( const Vector3& targetSize )
+ * @copydoc Toolkit::Control::OnSetResizePolicy
*/
- virtual void OnControlSizeSet( const Vector3& targetSize );
+ void OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension) override;
/**
- * @copydoc Dali::CustomActorImpl::OnPropertySet()
+ * @copydoc Toolkit::Control::OnRelayout
*/
- virtual void OnPropertySet( Property::Index index, Property::Value propertyValue );
+ 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.
* @param[in] actor The tapped actor.
* @param[in] tap The tap gesture.
*/
- void OnTap(Actor actor, TapGesture tap);
+ void OnTap(Actor actor, const TapGesture& tap);
-private:
+ /**
+ * Sets up the autorepeating timer.
+ * @param[in] delay The delay time in seconds.
+ */
+ 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();
+
+ /**
+ * 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
+ */
+ bool ValidateState(State requestedState);
+
+ /**
+ * Changes the button state when an action occurs on it
+ * @param[in] requestedState the state to change to
+ */
+ void ChangeState(State requestedState);
+
+ /**
+ * This method is called when the button is released.
+ */
+ void Released();
+
+protected:
+ /**
+ * Set Text Label Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
+ */
+ void SetLabelPadding(const Padding& padding);
/**
- * Callback received when the button is disconected from the stage.
- * It resets the button status.
+ * Get Text Label padding
+ * @return Padding
*/
- void OnStageDisconnection();
+ Padding GetLabelPadding();
+
+ /**
+ * Set Foreground/icon Padding
+ * @param[in] padding BEGIN END BOTTOM TOP
+ */
+ void SetForegroundPadding(const Padding& padding);
+
+ /**
+ * Get Foreground padding
+ * @ return Padding
+ */
+ Padding GetForegroundPadding();
+
+ /**
+ * @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 CreateVisualsForComponent(Property::Index index, const Property::Value& value, const int visualDepth);
+
+ /**
+ * @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
+ */
+ 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& );
+ Button(const Button&);
// Undefined
- Button& operator = ( const Button& );
+ Button& operator=(const Button&);
-protected: // Signals
+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.
- enum ButtonState
- {
- ButtonUp, ///< The button is up.
- ButtonDown, ///< The button is down.
- };
+ Timer mAutoRepeatingTimer;
- ButtonState mState; ///< Stores the button state.
+ 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).
- bool mDimmed; ///< Stores the dimmed property.
+ Align mTextLabelAlignment; ///< Position of text label in relation to foreground/icon when both are present.
- ButtonPainterPtr mPainter; ///< Pointer to a ButtonPainter base class.
+ TapGestureDetector mTapDetector;
- Toolkit::Button::ClickedSignalV2 mClickedSignalV2; ///< Signal emitted when the button is clicked.
+ 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.
- TapGestureDetector mTapDetector;
+ 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; ///< Used to manage signal emissions during action
+
+protected:
+ struct AccessibleImpl : public DevelControl::AccessibleImpl
+ {
+ using DevelControl::AccessibleImpl::AccessibleImpl;
- Property::Index mPropertyDimmed; ///< Property index for dimmed.
+ Dali::Accessibility::States CalculateStates() override;
+ std::string GetNameRaw() override;
+ 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