#include <dali/integration-api/debug.h>
//INTERNAL HEARDER
+#include <dali-toolkit/devel-api/visuals/visual-actions-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/helpers/property-helper.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
DALI_ENUM_TO_STRING_WITH_SCOPE(Visual::FittingMode, FIT_HEIGHT)
DALI_ENUM_TO_STRING_TABLE_END(VISUAL_FITTING_MODE)
+/**
+ * @brief Check whether this visual type can use corner radius feature or not.
+ * @param type VisualType that want to checkup
+ * @return true if type can use corner radius feature.
+ */
+static bool IsTypeAvailableForCornerRadius(Toolkit::Visual::Type type)
+{
+ switch(static_cast<Toolkit::DevelVisual::Type>(type))
+ {
+ case Toolkit::Visual::Type::COLOR:
+ case Toolkit::Visual::Type::GRADIENT:
+ case Toolkit::Visual::Type::IMAGE:
+ case Toolkit::Visual::Type::SVG:
+ case Toolkit::Visual::Type::ANIMATED_IMAGE:
+ case Toolkit::DevelVisual::Type::ANIMATED_VECTOR_IMAGE:
+ {
+ return true;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+}
+
+/**
+ * @brief Check whether this visual type can use borderline feature or not.
+ * @param type VisualType that want to checkup
+ * @return true if type can use borderline feature.
+ */
+static bool IsTypeAvailableForBorderline(Toolkit::Visual::Type type)
+{
+ switch(static_cast<Toolkit::DevelVisual::Type>(type))
+ {
+ case Toolkit::Visual::Type::COLOR:
+ case Toolkit::Visual::Type::GRADIENT:
+ case Toolkit::Visual::Type::IMAGE:
+ case Toolkit::Visual::Type::SVG:
+ case Toolkit::Visual::Type::ANIMATED_IMAGE:
+ case Toolkit::DevelVisual::Type::ANIMATED_VECTOR_IMAGE:
+ {
+ return true;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+}
+
} // namespace
Visual::Base::Base(VisualFactoryCache& factoryCache, FittingMode fittingMode, Toolkit::Visual::Type type)
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
+ if(IsBorderlineRequired())
+ {
+ mImpl->mBorderlineWidthIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_WIDTH, BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ mImpl->mBorderlineColorIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_COLOR, BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ mImpl->mBorderlineOffsetIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_OFFSET, BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+ }
}
}
void Visual::Base::SetProperties(const Property::Map& propertyMap)
{
+ bool needUpdateShader = false;
for(size_t i = 0; i < propertyMap.Count(); ++i)
{
const KeyValuePair& pair = propertyMap.GetKeyValue(i);
{
matchKey = Property::Key(Toolkit::DevelVisual::Property::VISUAL_FITTING_MODE);
}
+ else if(matchKey == BORDERLINE_WIDTH)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_WIDTH);
+ }
+ else if(matchKey == BORDERLINE_COLOR)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_COLOR);
+ }
+ else if(matchKey == BORDERLINE_OFFSET)
+ {
+ matchKey = Property::Key(Toolkit::DevelVisual::Property::BORDERLINE_OFFSET);
+ }
else if(matchKey == CORNER_RADIUS)
{
matchKey = Property::Key(Toolkit::DevelVisual::Property::CORNER_RADIUS);
value, VISUAL_FITTING_MODE_TABLE, VISUAL_FITTING_MODE_TABLE_COUNT, mImpl->mFittingMode);
break;
}
+ case Toolkit::DevelVisual::Property::BORDERLINE_WIDTH:
+ {
+ float width;
+ if(value.Get(width))
+ {
+ mImpl->mBorderlineWidth = width;
+ }
+
+ if(mImpl->mBorderlineWidthIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mRenderer.SetProperty(mImpl->mBorderlineWidthIndex, mImpl->mBorderlineWidth);
+ }
+ else if(DALI_UNLIKELY(mImpl->mRenderer && IsBorderlineRequired()))
+ {
+ // Unusual case. SetProperty called after OnInitialize().
+ // Assume that DoAction call UPDATE_PROPERTY.
+ // We must regist properies into renderer, and update shader.
+
+ // Borderline added by this action. Regist property to renderer.
+ mImpl->mBorderlineWidthIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_WIDTH, BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ mImpl->mBorderlineColorIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_COLOR, BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ mImpl->mBorderlineOffsetIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_OFFSET, BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
+ // Make Blend mode ON_WITHOUT_CULL for transparent mix color.
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+
+ // Change the shader must not be occured many times. we always have to use borderline feature.
+ mImpl->mAlwaysUsingBorderline = true;
+
+ // Change shader
+ needUpdateShader = true;
+ }
+ break;
+ }
+ case Toolkit::DevelVisual::Property::BORDERLINE_COLOR:
+ {
+ Vector4 color;
+ if(value.Get(color))
+ {
+ mImpl->mBorderlineColor = color;
+ }
+
+ if(mImpl->mBorderlineColorIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mRenderer.SetProperty(mImpl->mBorderlineColorIndex, mImpl->mBorderlineColor);
+ }
+ break;
+ }
+ case Toolkit::DevelVisual::Property::BORDERLINE_OFFSET:
+ {
+ float offset;
+ if(value.Get(offset))
+ {
+ mImpl->mBorderlineOffset = offset;
+ }
+
+ if(mImpl->mBorderlineOffsetIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mRenderer.SetProperty(mImpl->mBorderlineOffsetIndex, mImpl->mBorderlineOffset);
+ }
+ break;
+ }
case Toolkit::DevelVisual::Property::CORNER_RADIUS:
{
if(value.GetType() == Property::VECTOR4)
mImpl->mCornerRadius = Vector4(radius, radius, radius, radius);
}
}
+
+ if(mImpl->mCornerRadiusIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mRenderer.SetProperty(mImpl->mCornerRadiusIndex, mImpl->mCornerRadius);
+ }
+ else if(DALI_UNLIKELY(mImpl->mRenderer && IsRoundedCornerRequired()))
+ {
+ // Unusual case. SetProperty called after OnInitialize().
+ // Assume that DoAction call UPDATE_PROPERTY.
+ // We must regist properies into renderer, and update shader.
+
+ // CornerRadius added by this action. Regist property to renderer.
+ mImpl->mCornerRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::CORNER_RADIUS, CORNER_RADIUS, mImpl->mCornerRadius);
+ mImpl->mRenderer.RegisterProperty(CORNER_RADIUS_POLICY, mImpl->mCornerRadiusPolicy);
+
+ // Change the shader must not be occured many times. we always have to use corner radius feature.
+ mImpl->mAlwaysUsingCornerRadius = true;
+
+ if(!IsBorderlineRequired())
+ {
+ // If IsBorderlineRequired is true, BLEND_MODE is already BlendMode::ON_WITHOUT_CULL. So we don't overwrite it.
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ }
+
+ // Change shader
+ needUpdateShader = true;
+ }
break;
}
case Toolkit::DevelVisual::Property::CORNER_RADIUS_POLICY:
case Toolkit::Visual::Transform::Policy::ABSOLUTE:
{
mImpl->mCornerRadiusPolicy = policy;
+ if(DALI_UNLIKELY(mImpl->mRenderer && mImpl->mCornerRadiusIndex != Property::INVALID_INDEX))
+ {
+ // Unusual case. SetProperty called after OnInitialize().
+ // Assume that DoAction call UPDATE_PROPERTY.
+ // We must update properies result into renderer
+ // Note : mImpl->mCornerRadiusIndex is not INVALID_INDEX.
+ // So CornerRadiusPolicy property is already registed.
+ mImpl->mRenderer.SetProperty(mImpl->mRenderer.GetPropertyIndex(CORNER_RADIUS_POLICY), mImpl->mCornerRadiusPolicy);
+ }
break;
}
default:
}
DoSetProperties(propertyMap);
+
+ if(DALI_UNLIKELY(needUpdateShader))
+ {
+ UpdateShader();
+ }
}
void Visual::Base::SetTransformAndSize(const Property::Map& transform, Size controlSize)
void Visual::Base::DoAction(const Property::Index actionId, const Property::Value attributes)
{
OnDoAction(actionId, attributes);
+
+ // Check if action is valid for this visual type and perform action if possible
+ switch(actionId)
+ {
+ case DevelVisual::Action::UPDATE_PROPERTY:
+ {
+ const Property::Map* map = attributes.GetMap();
+ if(map)
+ {
+ SetProperties(*map);
+ }
+ break;
+ }
+ }
}
void Visual::Base::SetDepthIndex(int index)
{
mImpl->mCornerRadius = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mCornerRadiusIndex);
}
+ if(mImpl->mBorderlineWidthIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineWidth = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineWidthIndex);
+ }
+ if(mImpl->mBorderlineColorIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineColor = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mBorderlineColorIndex);
+ }
+ if(mImpl->mBorderlineOffsetIndex != Property::INVALID_INDEX)
+ {
+ mImpl->mBorderlineOffset = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineOffsetIndex);
+ }
}
DoCreatePropertyMap(map);
mImpl->mFittingMode, VISUAL_FITTING_MODE_TABLE, VISUAL_FITTING_MODE_TABLE_COUNT);
map.Insert(Toolkit::DevelVisual::Property::VISUAL_FITTING_MODE, fittingModeString);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ map.Insert(Toolkit::DevelVisual::Property::BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
map.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS, mImpl->mCornerRadius);
map.Insert(Toolkit::DevelVisual::Property::CORNER_RADIUS_POLICY, static_cast<int>(mImpl->mCornerRadiusPolicy));
}
bool Visual::Base::IsRoundedCornerRequired() const
{
- if(mImpl->mRenderer && mImpl->mCornerRadiusIndex != Property::INVALID_INDEX)
+ // If VisualType doesn't support rounded corner, always return false.
+ if(IsTypeAvailableForCornerRadius(mImpl->mType))
{
- // Update values from Renderer
- mImpl->mCornerRadius = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mCornerRadiusIndex);
+ if(mImpl->mRenderer && mImpl->mCornerRadiusIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ mImpl->mCornerRadius = mImpl->mRenderer.GetProperty<Vector4>(mImpl->mCornerRadiusIndex);
+ }
+ return !(mImpl->mCornerRadius == Vector4::ZERO) || mImpl->mAlwaysUsingCornerRadius;
}
- return !(mImpl->mCornerRadius == Vector4::ZERO) || mImpl->mNeedCornerRadius;
+ return false;
+}
+
+bool Visual::Base::IsBorderlineRequired() const
+{
+ // If VisualType doesn't support borderline, always return false.
+ if(IsTypeAvailableForBorderline(mImpl->mType))
+ {
+ if(mImpl->mRenderer && mImpl->mBorderlineWidthIndex != Property::INVALID_INDEX)
+ {
+ // Update values from Renderer
+ mImpl->mBorderlineWidth = mImpl->mRenderer.GetProperty<float>(mImpl->mBorderlineWidthIndex);
+ }
+ return !EqualsZero(mImpl->mBorderlineWidth) || mImpl->mAlwaysUsingBorderline;
+ }
+ return false;
}
void Visual::Base::OnDoAction(const Property::Index actionId, const Property::Value& attributes)
Property::Index index = GetPropertyIndex(key);
if(index == Property::INVALID_INDEX)
{
- if((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::CORNER_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == CORNER_RADIUS))
+ if(IsTypeAvailableForBorderline(mImpl->mType) &&
+ ((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_WIDTH) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_WIDTH) ||
+ (key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_COLOR) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_COLOR) ||
+ (key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::BORDERLINE_OFFSET) || (key.type == Property::Key::STRING && key.stringKey == BORDERLINE_OFFSET)))
+ {
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON_WITHOUT_CULL);
+
+ // Register borderline properties
+ mImpl->mBorderlineWidthIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_WIDTH, BORDERLINE_WIDTH, mImpl->mBorderlineWidth);
+ mImpl->mBorderlineColorIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_COLOR, BORDERLINE_COLOR, mImpl->mBorderlineColor);
+ mImpl->mBorderlineOffsetIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::BORDERLINE_OFFSET, BORDERLINE_OFFSET, mImpl->mBorderlineOffset);
+
+ // Borderline is animated now. we always have to use borderline feature.
+ mImpl->mAlwaysUsingBorderline = true;
+
+ index = mImpl->mRenderer.GetPropertyIndex(key);
+
+ // Change shader
+ UpdateShader();
+ }
+ else if(IsTypeAvailableForCornerRadius(mImpl->mType) && ((key.type == Property::Key::INDEX && key.indexKey == DevelVisual::Property::CORNER_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == CORNER_RADIUS)))
{
// Register CORNER_RADIUS property
mImpl->mCornerRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelVisual::Property::CORNER_RADIUS, CORNER_RADIUS, mImpl->mCornerRadius);
mImpl->mRenderer.RegisterProperty(CORNER_RADIUS_POLICY, mImpl->mCornerRadiusPolicy);
- mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ // ConerRadius is animated now. we always have to use corner radius feature.
+ mImpl->mAlwaysUsingCornerRadius = true;
+
+ if(!IsBorderlineRequired())
+ {
+ // If IsBorderlineRequired is true, BLEND_MODE is already BlendMode::ON_WITHOUT_CULL. So we don't overwrite it.
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ }
- index = mImpl->mCornerRadiusIndex;
- mImpl->mNeedCornerRadius = true;
+ index = mImpl->mCornerRadiusIndex;
// Change shader
UpdateShader();