#define DALI_TOOLKIT_INTERNAL_VISUAL_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/rendering/shader.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/devel-api/direction-enums.h>
#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.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>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace Visual
{
+class EventObserver;
-class ResourceObserver;
+using FittingMode = DevelVisual::FittingMode;
/**
* Base class for all Control rendering logic. A control may have multiple visuals.
class Base : public BaseObject
{
public:
-
/**
* Setting the properties of the visual, this API should only called by the VisualFactory
* @param[in] propertyMap The properties for the requested Visual object.
*/
- void SetProperties( const Property::Map& propertyMap );
+ void SetProperties(const Property::Map& propertyMap);
/**
* @copydoc Toolkit::Visual::Base::SetName
*/
- void SetName( const std::string& name );
+ void SetName(const std::string& name);
/**
* @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 );
+ void SetTransformAndSize(const Property::Map& transform, Size controlSize);
+
+ /**
+ * @brief Performs an action on the visual with the given action id and attributes.
+ *
+ * @param[in] actionId The id 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 actionId, const Dali::Property::Value attributes);
/**
- * @brief Performs an action on the visual with the given action name and attributes.
+ * @brief Performs an action on the visual with the given action id and attributes.
*
- * @param[in] actionName The name of the action to perform this API only takes an Index
+ * @param[in] actionId The id 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 );
+ void DoActionExtension(const Dali::Property::Index actionId, const Dali::Any attributes);
/**
* @copydoc Toolkit::Visual::Base::GetHeightForWidth
*/
- virtual float GetHeightForWidth( float width );
+ virtual float GetHeightForWidth(float width);
/**
* @copydoc Toolkit::Visual::Base::GetWidthForHeight
*/
- virtual float GetWidthForHeight( float height );
+ virtual float GetWidthForHeight(float height);
/**
* @copydoc Toolkit::Visual::Base::GetNaturalSize
*/
- virtual void GetNaturalSize( Vector2& naturalSize );
+ virtual void GetNaturalSize(Vector2& naturalSize);
/**
* @copydoc Toolkit::Visual::Base::SetDepthIndex
*/
- void SetDepthIndex( int index );
+ void SetDepthIndex(int index);
/**
* @copydoc Toolkit::Visual::Base::GetDepthIndex
int GetDepthIndex() const;
/**
- * @copydoc Toolkit::Visual::Base::SetOnStage
+ * @copydoc Toolkit::Visual::Base::SetOnScene
* @pre Impl->mGeometry must be created before this method is called
*/
- void SetOnStage( Actor& actor );
+ void SetOnScene(Actor& actor);
/**
- * @copydoc Toolkit::Visual::Base::SetOffStage
+ * @copydoc Toolkit::Visual::Base::SetOffScene
*/
- void SetOffStage( Actor& actor );
+ void SetOffScene(Actor& actor);
/**
* @copydoc Toolkit::Visual::Base::CreatePropertyMap
*/
- void CreatePropertyMap( Property::Map& map ) const;
+ void CreatePropertyMap(Property::Map& map) const;
/**
* @brief Create a property map containing per-instance visual 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;
+ void CreateInstancePropertyMap(Property::Map& map) const;
/**
* @brief Set whether the Pre-multiplied Alpha Blending is required
*
* @param[in] preMultiplied whether alpha is pre-multiplied.
*/
- void EnablePreMultipliedAlpha( bool preMultiplied );
+ virtual void EnablePreMultipliedAlpha(bool preMultiplied);
/**
* @brief Query whether alpha is pre-multiplied.
* @brief Sets properties of custom shader
* @param[in] propertyMap Property map containing the custom shader data
*/
- void SetCustomShader( const Property::Map& propertyMap );
+ void SetCustomShader(const Property::Map& propertyMap);
/**
* @copydoc Toolkit::Visual::Base::SetProperty
*/
- void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+ void SetProperty(Dali::Property::Index index, const Dali::Property::Value& propertyValue);
/**
* @copydoc Toolkit::Visual::Base::GetProperty
*/
- Dali::Property::Value GetProperty( Dali::Property::Index index );
+ Dali::Property::Value GetProperty(Dali::Property::Index index);
/**
* Gets currently staged renderer, or an empty handle if not staged
Renderer GetRenderer();
/**
- * Sets the mix color ( including opacity ) of the visual.
- * @param[in] mixColor The new mix color
+ * Convert all string keys to int keys
+ * @param[in] key The key to convert
+ * @return the index key supplied or matching, or INVALID_INDEX if no match
*/
- void SetMixColor( const Vector4& color );
+ static Property::Index GetIntKey(Property::Key key);
/**
- * Sets the mix color of the visual.
+ * Sets the mix color ( including opacity ) of the visual.
* @param[in] mixColor The new mix color
*/
- void SetMixColor( const Vector3& color );
+ void SetMixColor(const Vector4& color);
/**
- * Gets the mix color of the visual.
- * @return The mix color
+ * Sets the mix color of the visual.
+ * @param[in] mixColor The new mix color
*/
- const Vector4& GetMixColor() const;
+ void SetMixColor(const Vector3& color);
/**
* Animate the property if it exists in the visual or renderer.
* If the visual isn't staged (i.e. it doesn't have a renderer),
* then this will not add an animation.
*
+ * If the animator is valid and the transition handle is empty - it will
+ * be created.
+ *
* @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 );
+ void AnimateProperty(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator);
/**
- * @brief Add an observer to watch for when the Visuals resources are loaded.
+ * @brief Add an observer to watch for when the Visuals have events to notify
* Currently only supports a single observer
- *
*/
- void AddResourceObserver( Visual::ResourceObserver& observer );
+ void AddEventObserver(Visual::EventObserver& observer);
/**
* @brief Remove an observer
*/
- void RemoveResourceObserver( Visual::ResourceObserver& observer );
+ void RemoveEventObserver(Visual::EventObserver& observer);
/**
* @brief Called when the visuals resources are loaded / ready
*/
- void ResourceReady( Toolkit::Visual::ResourceStatus resourceStatus );
+ void ResourceReady(Toolkit::Visual::ResourceStatus resourceStatus);
/**
- * @brief Called when the visuals resources are loaded / ready
- * @return true if ready, false otherwise
+ * @brief Called when the visuals resources are loaded / ready or failed (mean, broken image ready)
+ * @return true if ready or failed (mean, broken image ready), false otherwise
*/
virtual bool IsResourceReady() const;
*/
Toolkit::Visual::ResourceStatus GetResourceStatus() const;
-protected:
+ /**
+ * @brief Get the fitting mode for the visual
+ */
+ FittingMode GetFittingMode() const;
+
+ /**
+ * @brief Get the actual Visual Object.
+ * @return The actual visual object
+ * @note Should be overridden by deriving controls if they are acting as a proxy to other visual objects.
+ */
+ virtual Base& GetVisualObject();
+
+ /**
+ * @brief Query whether resources requires to be loaded synchronously.
+ * @return Returns true if synchronous resource loading is required, false otherwise.
+ */
+ bool IsSynchronousLoadingRequired() const;
+
+ /**
+ * @brief Get the type of this visual.
+ *
+ * @return The the type of this visual.
+ */
+ Toolkit::Visual::Type GetType() const;
+
+ /**
+ * @brief Retrieve the property object associated with the property key.
+ *
+ * @param[in] key The Property key of the visual.
+ * @return The Property object
+ */
+ Dali::Property GetPropertyObject(Dali::Property::Key key);
+protected:
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] fittingMode The value that determines how the visual should be fit to the view
+ * @param[in] type The type of the this visual
*/
- Base( VisualFactoryCache& factoryCache );
+ Base(VisualFactoryCache& factoryCache, FittingMode fittingMode, Toolkit::Visual::Type type);
/**
* @brief A reference counted object may only be deleted by calling Unreference().
*/
- virtual ~Base();
+ ~Base() override;
+
+ /**
+ * @brief Second-phase constructor.
+ */
+ void Initialize();
protected:
+ /**
+ * @brief Called by Initialize() allowing sub classes to initialize them.
+ */
+ virtual void OnInitialize() = 0;
/**
* @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event
*
* @param[out] map The visual property map.
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const = 0;
+ virtual void DoCreatePropertyMap(Property::Map& map) const = 0;
/**
* @brief Called by CreateInstancePropertyMap() allowing derived
*
* @param[out] map The visual property map
*/
- virtual void DoCreateInstancePropertyMap( Property::Map& map ) const = 0;
+ 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.
*/
- virtual void DoSetProperties( const Property::Map& propertyMap ) = 0;
+ virtual void DoSetProperties(const Property::Map& propertyMap) = 0;
/**
* @brief Called when transform or control size changes
virtual void OnSetTransform() = 0;
/**
- * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event
+ * @brief Called by SetOnScene() allowing sub classes to respond to the SetOnScene event
*
* @note The derived class is required to create the renderer, and add it to the actor when all the resources are in place.
*
* @param[in] actor The actor applying this visual.
*/
- virtual void DoSetOnStage( Actor& actor ) = 0;
+ virtual void DoSetOnScene(Actor& actor) = 0;
/**
- * @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event
+ * @brief Called by SetOffScene() allowing sub classes to respond to the SetOffScene event
*
* @param[in] actor The actor applying this visual.
*/
- virtual void DoSetOffStage( Actor& actor );
+ virtual void DoSetOffScene(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 );
+ virtual void OnDoAction(const Property::Index actionId, const Property::Value& attributes);
+
+ /**
+ * @brief Called by DoActionExtension() 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 OnDoActionExtension(const Property::Index actionId, Dali::Any attributes);
+
+ /**
+ * @brief Update the shader when some properties are changed.
+ */
+ virtual void UpdateShader()
+ {
+ }
+
+ /**
+ * @brief Generate a shader by the current properties from each sub classes's own shader-generate logic.
+ * @param[in] factoryCache The visual factory cache to store the generated shader.
+ * @return If the function defined, Generated shader by the current properties. Else, empty shader.
+ */
+ virtual Dali::Shader GenerateShader() const
+ {
+ return Dali::Shader();
+ }
+
+ /**
+ * @brief Called by GetPropertyObject() allowing sub classes to respond to the GetPropertyObject event
+ * @note The derived class is required to register the given property.
+ * @param[in] key The key of the visual's property.
+ * @return The Property object
+ */
+ virtual Dali::Property OnGetPropertyObject(Dali::Property::Key key)
+ {
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
+ }
protected:
+ /**
+ * @brief Gets the on scene state for this Visual
+ *
+ * @return Returns true if this Visual is on the scene, false if it is off the scene
+ */
+ bool IsOnScene() const;
/**
- * @brief Gets the on stage state for this Visual
+ * @brief Query whether the corners of the visual requires to be rounded.
*
- * @return Returns true if this Visual is on stage, false if it is off the stage
+ * @return Returns true if the rounded corner is required, false otherwise.
*/
- bool IsOnStage() const;
+ bool IsRoundedCornerRequired() const;
-private:
+ /**
+ * @brief Query whether the borderline of the visual requires to be rendered.
+ *
+ * @return Returns true if the outline is required, false otherwise.
+ */
+ bool IsBorderlineRequired() 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
void RegisterMixColor();
/**
+ * Register the uniform on the DecoratedVisualRenderer and store the property index if necessary.
+ */
+ void RegisterDecoration();
+
+ /**
* 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 );
+ Property::Index GetPropertyIndex(Property::Key key);
/**
* Set up the transition. If no animation is required, then
* @param[in] initialValue The optional initial value
* @param[in] targetValue The target value to use
*/
- void SetupTransition( Dali::Animation& transition,
- Internal::TransitionData::Animator& animator,
- Property::Index index,
- Property::Value& initialValue,
- Property::Value& targetValue );
+ void SetupTransition(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index,
+ Property::Value& initialValue,
+ Property::Value& targetValue);
/**
* Animate the opacity property - Special handling to
* @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 );
+ 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 );
+ void AnimateRendererProperty(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator);
/**
* Animate the mix color property.
* @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 );
+ void AnimateMixColorProperty(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator);
// Undefined
- Base( const Visual::Base& visual );
+ Base(const Visual::Base& visual);
// Undefined
- Base& operator=( const Visual::Base& visual );
+ Base& operator=(const Visual::Base& visual);
protected:
struct Impl;
- Impl* mImpl;
+ Impl* mImpl;
VisualFactoryCache& mFactoryCache;
};
typedef IntrusivePtr<Base> BasePtr;
-} // namspace Visual
+} // namespace Visual
} // namespace Internal
-inline const Internal::Visual::Base& GetImplementation(const Toolkit::Visual::Base& visualBase )
+inline const Internal::Visual::Base& GetImplementation(const Toolkit::Visual::Base& visualBase)
{
- DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
+ DALI_ASSERT_ALWAYS(visualBase && "visual base handle is empty");
const BaseObject& handle = visualBase.GetBaseObject();
inline Internal::Visual::Base& GetImplementation(Toolkit::Visual::Base& visualBase)
{
- DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
+ DALI_ASSERT_ALWAYS(visualBase && "visual base handle is empty");
BaseObject& handle = visualBase.GetBaseObject();