#define DALI_TOOLKIT_INTERNAL_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
*/
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/animation.h>
#include <dali/public-api/common/intrusive-ptr.h>
#include <dali/public-api/images/image-operations.h>
#include <dali/public-api/object/base-object.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
+#include <dali-toolkit/internal/visuals/transition-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/devel-api/direction-enums.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
namespace Dali
{
namespace Visual
{
+class ResourceObserver;
+
+using FittingMode = DevelVisual::FittingMode;
+
/**
* Base class for all Control rendering logic. A control may have multiple visuals.
*
/**
* @copydoc Toolkit::Visual::Base::GetName
*/
- const std::string& GetName();
+ const std::string& GetName() const;
/**
* @copydoc Toolkit::Visual::Base::SetSize
void SetTransformAndSize( const Property::Map& transform, Size controlSize );
/**
+ * @brief Performs an action on the visual with the given action name and attributes.
+ *
+ * @param[in] actionName The name of the action to perform this API only takes an Index
+ * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
+ */
+ void DoAction( const Dali::Property::Index actionName, const Dali::Property::Value attributes );
+
+ /**
* @copydoc Toolkit::Visual::Base::GetHeightForWidth
*/
virtual float GetHeightForWidth( float width );
/**
* @copydoc Toolkit::Visual::Base::SetDepthIndex
*/
- void SetDepthIndex( float index );
+ void SetDepthIndex( int index );
/**
* @copydoc Toolkit::Visual::Base::GetDepthIndex
*/
- float GetDepthIndex() const;
+ int GetDepthIndex() const;
/**
* @copydoc Toolkit::Visual::Base::SetOnStage
void CreatePropertyMap( Property::Map& map ) const;
/**
+ * @brief Create a property map containing per-instance visual properties.
+ *
+ * This will enable creation of new visuals on control state change with
+ * any alternative style properties and the relevant instance properties
+ * (e.g. for image visual, the desired size, and for text visual, the actual text).
+ * @param[in] map The property map into which to write
+ */
+ void CreateInstancePropertyMap( Property::Map& map ) const;
+
+ /**
* @brief Set whether the Pre-multiplied Alpha Blending is required
*
- * @param[in] preMultipled whether alpha is pre-multiplied.
+ * @param[in] preMultiplied whether alpha is pre-multiplied.
*/
- void EnablePreMultipliedAlpha( bool preMultipled );
+ void EnablePreMultipliedAlpha( bool preMultiplied );
/**
* @brief Query whether alpha is pre-multiplied.
*/
Renderer GetRenderer();
-protected:
+ /**
+ * Sets the mix color ( including opacity ) of the visual.
+ * @param[in] mixColor The new mix color
+ */
+ void SetMixColor( const Vector4& color );
+
+ /**
+ * Sets the mix color of the visual.
+ * @param[in] mixColor The new mix color
+ */
+ void SetMixColor( const Vector3& color );
+
+ /**
+ * Gets the mix color of the visual.
+ * @return The mix color
+ */
+ const Vector4& GetMixColor() const;
+
+ /**
+ * Animate the property if it exists in the visual or renderer.
+ *
+ * If it's a visual property such as mix color or a transform property,
+ * saves the target value to the local data.
+ *
+ * If the visual isn't staged (i.e. it doesn't have a renderer),
+ * then this will not add an animation.
+ *
+ * @param[in] transition The animation to create or attach to
+ * @param[in] animator The animation parameters of the property.
+ */
+ void AnimateProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+
+ /**
+ * @brief Add an observer to watch for when the Visuals resources are loaded.
+ * Currently only supports a single observer
+ *
+ */
+ void AddResourceObserver( Visual::ResourceObserver& observer );
+
+ /**
+ * @brief Remove an observer
+ */
+ void RemoveResourceObserver( Visual::ResourceObserver& observer );
+
+ /**
+ * @brief Called when the visuals resources are loaded / ready
+ */
+ void ResourceReady( Toolkit::Visual::ResourceStatus resourceStatus );
+
+ /**
+ * @brief Called when the visuals resources are loaded / ready
+ * @return true if ready, false otherwise
+ */
+ virtual bool IsResourceReady() const;
+
+ /**
+ * @brief Get the loading state of the visual resource
+ * @return Return the loading status (PREPARING, READY and FAILED) of visual resource
+ */
+ Toolkit::Visual::ResourceStatus GetResourceStatus() const;
+
+ /**
+ * @brief Get the fitting mode for the visual
+ */
+ FittingMode GetFittingMode() const;
+
+ protected:
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- Base( VisualFactoryCache& factoryCache );
+ Base( VisualFactoryCache& factoryCache, FittingMode fittingMode );
/**
* @brief A reference counted object may only be deleted by calling Unreference().
virtual void DoCreatePropertyMap( Property::Map& map ) const = 0;
/**
+ * @brief Called by CreateInstancePropertyMap() allowing derived
+ * classes to store instanced data (separate to styled data) that
+ * needs copying between visuals on state change.
+ *
+ * @param[out] map The visual property map
+ */
+ virtual void DoCreateInstancePropertyMap( Property::Map& map ) const = 0;
+
+ /**
* @brief Called by SetProperties() allowing sub classes to set their properties
*
* @param[in] propertyMap The properties for the requested Visual object.
*
* @param[in] actor The actor applying this visual.
*/
- virtual void DoSetOnStage( Actor& actor )=0;
+ virtual void DoSetOnStage( Actor& actor ) = 0;
/**
* @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event
*/
virtual void DoSetOffStage( Actor& actor );
+ /**
+ * @brief Called by DoAction() allowing sub classes to do the given action.
+ *
+ * @param[in] actionId The action to perform
+ * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
+ */
+ virtual void OnDoAction( const Property::Index actionId, const Property::Value& attributes );
+
protected:
/**
*/
bool IsOnStage() const;
+private:
+
+ /**
+ * Register the mix color uniform on the Renderer and store the property index.
+ * Note, this is not used by Color or Primitive Visuals, which will use their
+ * own property index.
+ */
+ void RegisterMixColor();
+
+ /**
+ * Find the matching property on the renderer or shader. If it's a shader
+ * property, register it on the renderer in order to animate it for this
+ * visual independently.
+ * @param[in] key The key to match.
+ * @return the matching index, or INVALID_INDEX if it's not found
+ */
+ Property::Index GetPropertyIndex( Property::Key key );
+
/**
- * @brief Gets whether the Dali::Renderer is from a shared cache (and therefore any modifications will affect other users of that renderer)
+ * Set up the transition. If no animation is required, then
+ * transition will be untouched.
*
- * @return Returns true if the renderer is from shared cache, false otherwise
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ * @param[in] index The property index on the renderer to animate
+ * @param[in] initialValue The optional initial value
+ * @param[in] targetValue The target value to use
*/
- bool IsFromCache() const;
+ void SetupTransition( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index,
+ Property::Value& initialValue,
+ Property::Value& targetValue );
-private:
+ /**
+ * Animate the opacity property - Special handling to
+ * ensure that the blend mode is set to ON whilst animating,
+ * and set back to AUTO if it's opaque at the end of the
+ * animation.
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ */
+ void AnimateOpacityProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+
+ /**
+ * Animate the renderer property - no special handling
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ */
+ void AnimateRendererProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+
+ /**
+ * Animate the mix color property.
+ *
+ * If the animator is a vec3, then it only animates the color
+ * channels without animating the opacity. If it's a vec4, then it
+ * runs 2 animators, one for the the vec3 mixColor, and one for the
+ * opacity. (They are separate uniforms in the shader )
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ */
+ void AnimateMixColorProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+
+ /**
+ * Set up the right blend mode if the opacity is being animated.
+ * Also ensure that when the animation finishes, the blend mode is
+ * set to the appropriate value. It also uses the target value as
+ * set into mMixColor.
+ *
+ * @param[in] transition The transition to listen to
+ * @param[in] isInitialOpaque Whether the initial value is opaque
+ * @param[in] animating If the transition animates the value.
+ */
+ void SetupBlendMode( Dali::Animation& transition,
+ bool isInitialOpaque, bool animating );
+
+ /**
+ * When a mix color animation has finished, ensure the blend mode is set back
+ * to the right value for the target opacity.
+ */
+ void OnMixColorFinished( Animation& animation );
// Undefined
Base( const Visual::Base& visual );