#define DALI_TOOLKIT_INTERNAL_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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>
+#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/shader.h>
// INTERNAL INCLUDES
+#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/visual-factory/visual-base.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace Visual
{
+class EventObserver;
+
+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
*/
- virtual void SetSize( const Vector2& size );
+ void SetTransformAndSize(const Property::Map& transform, Size controlSize);
/**
- * @copydoc Toolkit::Visual::Base::GetSize
+ * @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 )
*/
- const Vector2& GetSize() const;
+ void DoAction(const Dali::Property::Index actionName, const Dali::Property::Value attributes);
/**
* @copydoc Toolkit::Visual::Base::GetHeightForWidth
*/
- virtual float GetHeightForWidth( float width ) const;
+ virtual float GetHeightForWidth(float width);
+
+ /**
+ * @copydoc Toolkit::Visual::Base::GetWidthForHeight
+ */
+ virtual float GetWidthForHeight(float height);
/**
* @copydoc Toolkit::Visual::Base::GetNaturalSize
*/
- virtual void GetNaturalSize( Vector2& naturalSize ) const;
+ virtual void GetNaturalSize(Vector2& naturalSize);
/**
* @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
+ * @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.
+ *
+ * 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.
* @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);
-protected:
+ /**
+ * 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
+ */
+ void SetMixColor(const Vector4& color);
+
+ /**
+ * Sets the mix color of the visual.
+ * @param[in] mixColor The new mix color
+ */
+ void SetMixColor(const Vector3& color);
+
+ /**
+ * 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.
+ *
+ * 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);
+
+ /**
+ * @brief Add an observer to watch for when the Visuals have events to notify
+ * Currently only supports a single observer
+ */
+ void AddEventObserver(Visual::EventObserver& observer);
+
+ /**
+ * @brief Remove an observer
+ */
+ void RemoveEventObserver(Visual::EventObserver& 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;
+
+ /**
+ * @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
+ * 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.
*/
- virtual void DoSetProperties( const Property::Map& propertyMap ) = 0;
+ virtual void DoSetProperties(const Property::Map& propertyMap) = 0;
/**
- * @brief Called when transform property changes
+ * @brief Called when transform or control size changes
+ * ( Of use to SVG and Text visuals )
*/
- virtual void OnSetTransform(){}
-
-protected:
+ 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);
-protected:
+ /**
+ * @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);
/**
- * @brief Gets the on stage state for this Visual
+ * @brief Update the shader when some properties are changed.
+ */
+ virtual void UpdateShader()
+ {
+ }
+
+ /**
+ * @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 stage, false if it is off the stage
+ * @return Returns true if this Visual is on the scene, false if it is off the scene
*/
- bool IsOnStage() const;
+ bool IsOnScene() const;
/**
- * @brief Gets whether the Dali::Renderer is from a shared cache (and therefore any modifications will affect other users of that renderer)
+ * @brief Query whether the corners of the visual requires to be rounded.
*
- * @return Returns true if the renderer is from shared cache, false otherwise
+ * @return Returns true if the rounded corner is required, false otherwise.
*/
- bool IsFromCache() const;
+ bool IsRoundedCornerRequired() const;
-protected:
+private:
/**
- * @brief Called by SetProperty(). To be overriden by derived clases in order to set properties.
+ * 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);
+
+ /**
+ * Set up the transition. If no animation is required, then
+ * transition will be untouched.
*
- * @param [in] index The index of the property.
- * @param [in] propertyValue The new value of the property.
+ * @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
*/
- virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) = 0;
+ void SetupTransition(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index,
+ Property::Value& initialValue,
+ Property::Value& targetValue);
/**
- * @brief Called by GetProperty(). To be overriden by derived classes in order to retrieve properties.
+ * 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] index The index of the property.
+ * @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
*
- * @return The property value.
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
*/
- virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index ) = 0;
+ void AnimateRendererProperty(Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator);
-private:
+ /**
+ * 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);
// 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();