/*
- * Copyright (c) 2016 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.
#include <dali/public-api/events/hover-event.h>
#include <dali/public-api/adaptor-framework/timer.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-api/common/stage.h>
#include <dali/devel-api/scripting/enum-helper.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/table-view/table-view.h>
+#include <dali-toolkit/devel-api/controls/table-view/table-view.h>
#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/controls/tooltip/tooltip-properties.h>
-#include <dali-toolkit/devel-api/visuals/text-visual-properties.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/text-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/controls/popup/popup-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
Toolkit::Control control = mControl.GetHandle();
if( control )
{
- Property::Map* properties = value.GetMap();
+ const Property::Map* properties = value.GetMap();
if( properties )
{
const Property::Map::SizeType count = properties->Count();
Property::Type type = value.GetType();
if( type == Property::MAP )
{
- Property::Map* map = value.GetMap();
+ const Property::Map* map = value.GetMap();
if( map )
{
mContentTextVisual.Merge( *map );
if( typeValue )
{
// Set to an invalid value so it definitely changes if set in Scripting::GetEnumerationProperty
- Toolkit::DevelVisual::Type visualType = static_cast< Toolkit::DevelVisual::Type >( -1 );
+ Toolkit::Visual::Type visualType = static_cast< Toolkit::Visual::Type >( -1 );
if( Scripting::GetEnumerationProperty( *typeValue, VISUAL_TYPE_TABLE, VISUAL_TYPE_TABLE_COUNT, visualType ) )
{
- if( visualType == Toolkit::DevelVisual::TEXT )
+ if( visualType == Toolkit::Visual::TEXT )
{
// Visual Type is text, ensure we have a the TEXT property set before we connect to the signals.
if( value.Get( text ) )
{
mContentTextVisual[ Toolkit::TextVisual::Property::TEXT ] = text;
- mContentTextVisual[ Toolkit::Visual::Property::TYPE ] = DevelVisual::TEXT;
+ mContentTextVisual[ Toolkit::Visual::Property::TYPE ] = Toolkit::Visual::TEXT;
mContentArray.Clear();
connectSignals = true;
}
if( connectSignals && ! mSignalsConnected )
{
control.HoveredSignal().Connect( this, &Tooltip::OnHovered );
- control.SetLeaveRequired( true );
+ control.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
mSignalsConnected = true;
}
}
}
else if( type == Property::MAP )
{
- Property::Map* map = value.GetMap();
+ const Property::Map* map = value.GetMap();
if( map )
{
const Property::Map::SizeType count = map->Count();
bool Tooltip::OnHovered( Actor /* actor */, const HoverEvent& hover )
{
- const TouchPoint::State state = hover.points[0].state;
+ const PointState::Type state = hover.GetState( 0 );
switch( state )
{
- case TouchPoint::Started:
- case TouchPoint::Motion:
+ case PointState::STARTED:
+ case PointState::MOTION:
{
if( ! mPopup )
{
if( ! mTooltipTimer )
{
- mHoverPoint = hover.points[ 0 ].screen;
+ mHoverPoint = hover.GetScreenPosition( 0 );
mTooltipTimer = Timer::New( mWaitTime );
mTooltipTimer.TickSignal().Connect( this, &Tooltip::OnTimeout );
mTooltipTimer.Start();
}
else
{
- Vector2 movement = mHoverPoint - hover.points[ 0 ].screen;
+ Vector2 movement = mHoverPoint - hover.GetScreenPosition( 0 );
if( std::abs( movement.Length() ) > mMovementThreshold )
{
mTooltipTimer.Stop();
mTooltipTimer.Reset();
- mHoverPoint = hover.points[ 0 ].screen;
+ mHoverPoint = hover.GetScreenPosition( 0 );
mTooltipTimer = Timer::New( mWaitTime );
mTooltipTimer.TickSignal().Connect( this, &Tooltip::OnTimeout );
mTooltipTimer.Start();
{
// Popup is showing, and we're set to disappear on excessive movement so make sure we're still within the threshold.
- Vector2 movement = mHoverPoint - hover.points[ 0 ].screen;
+ Vector2 movement = mHoverPoint - hover.GetScreenPosition( 0 );
if( std::abs( movement.Length() ) > mMovementThreshold )
{
// Exceeding the threshold, hide the popup.
}
break;
}
- case TouchPoint::Finished:
- case TouchPoint::Leave:
- case TouchPoint::Interrupted:
+ case PointState::FINISHED:
+ case PointState::LEAVE:
+ case PointState::INTERRUPTED:
{
if( mTooltipTimer )
{
break;
}
- case TouchPoint::Stationary:
- case TouchPoint::Last:
+ case PointState::STATIONARY:
{
break;
}
mPopup.SetProperty( Toolkit::Popup::Property::ANIMATION_MODE, "NONE" );
mPopup.SetProperty( Toolkit::Popup::Property::BACKING_ENABLED, false ); // Disable the dimmed backing.
mPopup.SetProperty( Toolkit::Popup::Property::TOUCH_TRANSPARENT, true ); // Let events pass through the popup
- mPopup.SetParentOrigin( ParentOrigin::TOP_LEFT );
- mPopup.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mPopup.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mPopup.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
// Background
mPopup.SetProperty( Toolkit::Popup::Property::POPUP_BACKGROUND_IMAGE, mBackgroundImage );
Toolkit::Control control = mControl.GetHandle();
if( control )
{
- Vector3 worldPos = control.GetCurrentWorldPosition();
+ Vector3 worldPos = control.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION );
float height = control.GetRelayoutSize( Dimension::HEIGHT );
position.x = stageSize.width * 0.5f + worldPos.x - popupWidth * 0.5f;
Toolkit::Control control = mControl.GetHandle();
if( control )
{
- Vector3 worldPos = control.GetCurrentWorldPosition();
+ Vector3 worldPos = control.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION );
float height = control.GetRelayoutSize( Dimension::HEIGHT );
position.x = stageSize.width * 0.5f + worldPos.x - popupWidth * 0.5f;
if( yPosChanged && tail )
{
// If we change the y position, then the tail may be shown pointing to the wrong control so just hide it.
- tail.SetVisible( false );
+ tail.SetProperty( Actor::Property::VISIBLE, false );
}
- mPopup.SetPosition( position );
+ mPopup.SetProperty( Actor::Property::POSITION, position );
}
}