// EXTERNAL INCLUDES
#include <cstring> // for strcmp
#include <dali/public-api/adaptor-framework/key.h>
-#include <dali/public-api/adaptor-framework/physical-keyboard.h>
+#include <dali/devel-api/adaptor-framework/physical-keyboard.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/key-event.h>
#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/integration-api/debug.h>
// Setup properties, signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Popup, Toolkit::Control, Create )
-DALI_SIGNAL_REGISTRATION( Popup, "touched-outside", SIGNAL_TOUCHED_OUTSIDE )
-DALI_SIGNAL_REGISTRATION( Popup, "hidden", SIGNAL_HIDDEN )
+DALI_SIGNAL_REGISTRATION( Toolkit, Popup, "touched-outside", SIGNAL_TOUCHED_OUTSIDE )
+DALI_SIGNAL_REGISTRATION( Toolkit, Popup, "hidden", SIGNAL_HIDDEN )
DALI_TYPE_REGISTRATION_END()
SetAsKeyboardFocusGroup(true);
}
-void Popup::MarkDirtyForRelayout()
-{
- // Flag all the popup controls for relayout as it is about to be hidden and miss the main flagging pass
- mLayer.RelayoutRequestTree();
-}
-
void Popup::OnPropertySet( Property::Index index, Property::Value propertyValue )
{
if( index == mPropertyTitle )
// Adds bottom background
mBottomBg = Actor::New();
mBottomBg.SetName( "POPUP_BOTTOM_BG" );
- mBottomBg.SetRelayoutEnabled( true );
mBottomBg.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mPopupLayout.SetFixedHeight( 2, mPopupStyle->bottomSize.height ); // Buttons
if(mShowing)
{
- mAnimation.AnimateTo( Property(mBacking, Actor::Property::COLOR_ALPHA), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
- mAnimation.AnimateTo( Property(self, Actor::Property::SCALE), targetSize, AlphaFunctions::EaseInOut, TimePeriod(duration * 0.5f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mBacking, Actor::Property::COLOR_ALPHA), targetBackingAlpha, AlphaFunction::EASE_IN_OUT, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(self, Actor::Property::SCALE), targetSize, AlphaFunction::EASE_IN_OUT, TimePeriod(duration * 0.5f, duration * 0.5f) );
}
else
{
- mAnimation.AnimateTo( Property(mBacking, Actor::Property::COLOR_ALPHA), targetBackingAlpha, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
- mAnimation.AnimateTo( Property(self, Actor::Property::SCALE), targetSize, AlphaFunctions::EaseInOut, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(mBacking, Actor::Property::COLOR_ALPHA), targetBackingAlpha, AlphaFunction::EASE_IN_OUT, TimePeriod(0.0f, duration * 0.5f) );
+ mAnimation.AnimateTo( Property(self, Actor::Property::SCALE), targetSize, AlphaFunction::EASE_IN_OUT, TimePeriod(0.0f, duration * 0.5f) );
}
mAnimation.Play();
mAnimation.FinishedSignal().Connect(this, &Popup::OnStateAnimationFinished);
mBackgroundImage.SetVisible( !( mButtons.empty() && mPopupLayout.GetChildCount() == 0 ) );
// Relayout All buttons
- if ( !mButtons.empty() )
+ if( !mButtons.empty() )
{
// All buttons should be the same size and fill the button area. The button spacing needs to be accounted for as well.
Vector2 buttonSize( ( ( size.width - mPopupStyle->buttonSpacing * ( mButtons.size() + 1 ) ) / mButtons.size() ),
Vector3 buttonPosition( mPopupStyle->buttonSpacing, 0.0f, 0.0f );
- for ( ActorIter iter = mButtons.begin(), endIter = mButtons.end();
+ for( std::vector< Actor >::iterator iter = mButtons.begin(), endIter = mButtons.end();
iter != endIter;
++iter, buttonPosition.x += mPopupStyle->buttonSpacing + buttonSize.width )
{
else
{
// Rebuild the focus chain because button or content can be added or removed dynamically
- ActorContainer focusableActors;
+ std::vector< Actor > focusableActors;
if( mContent && mContent.IsKeyboardFocusable() )
{
focusableActors.push_back(mContent);
}
}
- for ( ActorContainer::iterator iter = focusableActors.begin(), end = focusableActors.end(); iter != end; ++iter )
+ for( std::vector< Actor >::iterator iter = focusableActors.begin(), end = focusableActors.end(); iter != end; ++iter )
{
if ( currentFocusedActor == *iter )
{