-// Copyright (c) 2016 Samsung Electronics Co., Ltd.
+/*
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * 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.
+ *
+ */
// CLASS HEADER
#include "image-view-impl.h"
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
namespace Dali
{
using namespace Dali;
ImageView::ImageView()
-: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
{
}
/////////////////////////////////////////////////////////////
-void ImageView::SetImage( Image image )
+void ImageView::OnInitialize()
{
- if( ( mImage != image ) ||
- ! mUrl.empty() || // If we're changing from a URL type to an Image type
- ! mPropertyMap.Empty() ) // If we're changing from a property map type to an Image type
- {
- mUrl.clear();
- mPropertyMap.Clear();
-
- mImage = image;
+ // ImageView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to ImageView
+ Dali::Toolkit::Control handle( GetOwner() );
+ handle.ResourceReadySignal().Connect( this, &ImageView::OnResourceReady );
+}
- Actor self( Self() );
- mVisual = Toolkit::VisualFactory::Get().CreateVisual( image );
- RegisterVisual( Toolkit::ImageView::Property::IMAGE, self, mVisual );
- mImageSize = image ? ImageDimensions( image.GetWidth(), image.GetHeight() ) : ImageDimensions( 0, 0 );
+void ImageView::SetImage( Image image )
+{
+ // Don't bother comparing if we had a visual previously, just drop old visual and create new one
+ mImage = image;
+ mUrl.clear();
+ mPropertyMap.Clear();
- RelayoutRequest();
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
+ if (!mVisual)
+ {
+ mVisual = visual;
}
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
-void ImageView::SetImage( Property::Map map )
+void ImageView::SetImage( const Property::Map& map )
{
+ // Comparing a property map is too expensive so just creating a new visual
+ mPropertyMap = map;
mUrl.clear();
mImage.Reset();
- mPropertyMap = map;
-
- Actor self( Self() );
- mVisual = Toolkit::VisualFactory::Get().CreateVisual( mPropertyMap );
- RegisterVisual( Toolkit::ImageView::Property::IMAGE, self, mVisual );
-
- Property::Value* widthValue = mPropertyMap.Find( "width" );
- if( widthValue )
- {
- int width;
- if( widthValue->Get( width ) )
- {
- mImageSize = ImageDimensions( width, mImageSize.GetHeight() );
- }
- }
- Property::Value* heightValue = mPropertyMap.Find( "height" );
- if( heightValue )
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( mPropertyMap );
+ // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+ if (!mVisual)
{
- int height;
- if( heightValue->Get( height ) )
- {
- mImageSize = ImageDimensions( mImageSize.GetWidth(), height );
- }
+ mVisual = visual;
}
- RelayoutRequest();
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
void ImageView::SetImage( const std::string& url, ImageDimensions size )
{
- if( ( mUrl != url ) ||
- mImage || // If we're changing from an Image type to a URL type
- ! mPropertyMap.Empty() ) // If we're changing from a property map type to a URL type
- {
- mImage.Reset();
- mPropertyMap.Clear();
-
- mUrl = url;
-
- if( size.GetWidth() != 0u && size.GetHeight() != 0u )
- {
- mImageSize = size;
- }
-
- Actor self( Self() );
- mVisual = Toolkit::VisualFactory::Get().CreateVisual( url, size );
- RegisterVisual( Toolkit::ImageView::Property::IMAGE, self, mVisual );
-
- mVisual.SetSize( mSizeSet );
+ // Don't bother comparing if we had a visual previously, just drop old visual and create new one
+ mUrl = url;
+ mImage.Reset();
+ mPropertyMap.Clear();
- RelayoutRequest();
+ // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( url, size );
+ if (!mVisual)
+ {
+ mVisual = visual;
}
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
Image ImageView::GetImage() const
{
Vector2 rendererNaturalSize;
mVisual.GetNaturalSize( rendererNaturalSize );
- return Vector3( rendererNaturalSize );
- }
- Vector3 size;
- size.x = mImageSize.GetWidth();
- size.y = mImageSize.GetHeight();
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
- if( size.x > 0 && size.y > 0 )
- {
- size.z = std::min(size.x, size.y);
- return size;
- }
- else
- {
- // if no image then use Control's natural size
- return Control::GetNaturalSize();
+ rendererNaturalSize.width += ( padding.start + padding.end );
+ rendererNaturalSize.height += ( padding.top + padding.bottom );
+ return Vector3( rendererNaturalSize );
}
+
+ // if no visual then use Control's natural size
+ return Control::GetNaturalSize();
}
float ImageView::GetHeightForWidth( float width )
{
- if( mImageSize.GetWidth() > 0 && mImageSize.GetHeight() > 0 )
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
+ if( mVisual )
{
- return GetHeightForWidthBase( width );
+ return mVisual.GetHeightForWidth( width ) + padding.top + padding.bottom;
}
else
{
- return Control::GetHeightForWidth( width );
+ return Control::GetHeightForWidth( width ) + padding.top + padding.bottom;
}
}
float ImageView::GetWidthForHeight( float height )
{
- if( mImageSize.GetWidth() > 0 && mImageSize.GetHeight() > 0 )
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
+ if( mVisual )
{
- return GetWidthForHeightBase( height );
+ return mVisual.GetWidthForHeight( height ) + padding.start + padding.end;
}
else
{
- return Control::GetWidthForHeight( height );
+ return Control::GetWidthForHeight( height ) + padding.start + padding.end;
}
}
-
-///////////////////////////////////////////////////////////
-//
-// Private methods
-//
-
-void ImageView::OnSizeSet( const Vector3& targetSize )
+void ImageView::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
- Control::OnSizeSet( targetSize );
- mSizeSet = targetSize;
+ Control::OnRelayout( size, container );
if( mVisual )
{
- Vector2 size( targetSize );
- mVisual.SetSize( size );
+ Extents margin;
+ margin = Self().GetProperty<Extents>( Toolkit::Control::Property::MARGIN );
+
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
+ Property::Map transformMap = Property::Map();
+
+ if( ( padding.start != 0 ) || ( padding.end != 0 ) || ( padding.top != 0 ) || ( padding.bottom != 0 ) ||
+ ( margin.start != 0 ) || ( margin.end != 0 ) || ( margin.top != 0 ) || ( margin.bottom != 0 ) )
+ {
+ transformMap.Add( Toolkit::Visual::Transform::Property::OFFSET, Vector2( margin.start + padding.start, margin.top + padding.top ) )
+ .Add( Toolkit::Visual::Transform::Property::OFFSET_POLICY, Vector2( Toolkit::Visual::Transform::Policy::ABSOLUTE, Toolkit::Visual::Transform::Policy::ABSOLUTE ) )
+ .Add( Toolkit::Visual::Transform::Property::ORIGIN, Toolkit::Align::TOP_BEGIN )
+ .Add( Toolkit::Visual::Transform::Property::ANCHOR_POINT, Toolkit::Align::TOP_BEGIN );
+ }
+
+ // Should provide a transform that handles aspect ratio according to image size
+ mVisual.SetTransformAndSize( transformMap, size );
}
}
+void ImageView::OnResourceReady( Toolkit::Control control )
+{
+ // Visual ready so update visual attached to this ImageView, following call to RelayoutRequest will use this visual.
+ mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
+}
+
///////////////////////////////////////////////////////////
//
// Properties
case Toolkit::ImageView::Property::IMAGE:
{
std::string imageUrl;
- Property::Map map;
+ Property::Map* map;
if( value.Get( imageUrl ) )
{
impl.SetImage( imageUrl, ImageDimensions() );
}
// if its not a string then get a Property::Map from the property if possible.
- else if( value.Get( map ) )
+ else
{
- Property::Value* shaderValue = map.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
- // set image only if property map contains image information other than custom shader
- if( map.Count() > 1u || !shaderValue )
+ map = value.GetMap();
+ if( map )
{
- impl.SetImage( map );
- }
- // the property map contains only the custom shader
- else if( impl.mVisual && map.Count() == 1u && shaderValue )
- {
- Property::Map shaderMap;
- if( shaderValue->Get( shaderMap ) )
+ Property::Value* shaderValue = map->Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
+ // set image only if property map contains image information other than custom shader
+ if( map->Count() > 1u || !shaderValue )
+ {
+ impl.SetImage( *map );
+ }
+ // the property map contains only the custom shader
+ else if( ( impl.mVisual )&&( map->Count() == 1u )&&( shaderValue ) )
{
- Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
- visual.SetCustomShader( shaderMap );
- if( imageView.OnStage() )
+ Property::Map* shaderMap = shaderValue->GetMap();
+ if( shaderMap )
{
- // force to create new core renderer to use the newly set shader
- visual.SetOffStage( imageView );
- visual.SetOnStage( imageView );
+ Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
+ visual.SetCustomShader( *shaderMap );
+ if( imageView.OnStage() )
+ {
+ // force to create new core renderer to use the newly set shader
+ visual.SetOffStage( imageView );
+ visual.SetOnStage( imageView );
+ }
}
}
}