/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/public-api/object/type-registry-helper.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/internal/styling/style-manager-impl.h>
-#include <dali-toolkit/internal/controls/renderers/color/color-renderer.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
namespace Dali
{
{
/**
+ * Struct used to store Visual within the control, index is a unique key for each visual.
+ */
+struct RegisteredVisual
+{
+ Property::Index index;
+ Toolkit::Visual::Base visual;
+ Actor placementActor;
+
+ RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, Actor &aPlacementActor) : index(aIndex), visual(aVisual), placementActor(aPlacementActor) {}
+};
+
+/**
+ * Finds visual in given array, returning true if found along with the iterator for that visual as a out parameter
+ */
+bool FindVisual( Property::Index targetIndex, std::vector<RegisteredVisual>& visuals, std::vector<RegisteredVisual>::iterator& iter )
+{
+ for ( iter = visuals.begin(); iter != visuals.end(); iter++ )
+ {
+ if ( (*iter).index == targetIndex )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
* Creates control through type registry
*/
BaseHandle Create()
Impl(Control& controlImpl)
: mControlImpl( controlImpl ),
mStyleName(""),
- mBackgroundRenderer(),
+ mBackgroundVisual(),
mBackgroundColor(Color::TRANSPARENT),
mStartingPinchScale( NULL ),
mKeyEventSignal(),
{
DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
Property::Map map;
- if( controlImpl.mImpl->mBackgroundRenderer )
+ if( controlImpl.mImpl->mBackgroundVisual )
{
- controlImpl.mImpl->mBackgroundRenderer.CreatePropertyMap( map );
+ controlImpl.mImpl->mBackgroundVisual.CreatePropertyMap( map );
}
value = map;
break;
case Toolkit::Control::Property::BACKGROUND:
{
Property::Map map;
- if( controlImpl.mImpl->mBackgroundRenderer )
+ if( controlImpl.mImpl->mBackgroundVisual )
{
- (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map );
+ (controlImpl.mImpl->mBackgroundVisual).CreatePropertyMap( map );
}
value = map;
// Data
Control& mControlImpl;
+ std::vector<RegisteredVisual> mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
std::string mStyleName;
- Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background
- Vector4 mBackgroundColor; ///< The color of the background renderer
+ Toolkit::Visual::Base mBackgroundVisual; ///< The visual to render the background
+ Vector4 mBackgroundColor; ///< The color of the background visual
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
Actor self( Self() );
mImpl->mBackgroundColor = color;
Property::Map map;
- map[ RENDERER_TYPE ] = COLOR_RENDERER;
- map[ "mixColor" ] = color;
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, map );
- if( mImpl->mBackgroundRenderer )
+ map[ Toolkit::Visual::Property::TYPE ] = Toolkit::Visual::COLOR;
+ map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
+ InitializeVisual( self, mImpl->mBackgroundVisual, map );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::SetBackground( const Property::Map& map )
{
Actor self( Self() );
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, map );
- if( mImpl->mBackgroundRenderer )
+ InitializeVisual( self, mImpl->mBackgroundVisual, map );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::SetBackgroundImage( Image image )
{
Actor self( Self() );
- InitializeControlRenderer( self, mImpl->mBackgroundRenderer, image );
- if( mImpl->mBackgroundRenderer )
+ InitializeVisual( self, mImpl->mBackgroundVisual, image );
+ if( mImpl->mBackgroundVisual )
{
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::ClearBackground()
{
Actor self( Self() );
- mImpl->mBackgroundRenderer.RemoveAndReset( self );
+ mImpl->mBackgroundVisual.RemoveAndReset( self );
+ mImpl->mBackgroundColor = Color::TRANSPARENT;
}
void Control::EnableGestureDetection(Gesture::Type type)
OnKeyboardEnter();
}
+void Control::RegisterVisual( Property::Index index, Actor placementActor, Toolkit::Visual::Base visual )
+{
+ bool visualReplaced ( false );
+ Actor actorToRegister; // Null actor, replaced if placement actor not Self
+
+ if ( placementActor != Self() ) // Prevent increasing ref count if actor self
+ {
+ actorToRegister = placementActor;
+ }
+
+ if ( !mImpl->mVisuals.empty() )
+ {
+ std::vector<RegisteredVisual>::iterator iter;
+ // Check if visual (index) is already registered. Replace if so.
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ (*iter).visual = visual;
+ (*iter).placementActor = actorToRegister;
+ visualReplaced = true;
+ }
+ }
+
+ if ( !visualReplaced ) // New registration entry
+ {
+ RegisteredVisual newVisual = RegisteredVisual( index, visual, actorToRegister );
+ mImpl->mVisuals.push_back( newVisual );
+ }
+}
+
+void Control::UnregisterVisual( Property::Index index )
+{
+ std::vector< RegisteredVisual >::iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ mImpl->mVisuals.erase( iter );
+ }
+}
+
+Toolkit::Visual::Base Control::GetVisual( Property::Index index )
+{
+ std::vector< RegisteredVisual >::iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ return (*iter).visual;
+ }
+
+ return Toolkit::Visual::Base();
+}
+
+Actor Control::GetPlacementActor( Property::Index index )
+{
+ std::vector< RegisteredVisual >::iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if( (*iter).placementActor )
+ {
+ return (*iter).placementActor;
+ }
+ else
+ {
+ return Self();
+ }
+ }
+
+ return Actor();
+}
+
bool Control::OnAccessibilityActivated()
{
return false; // Accessibility activation is not handled by default
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
+ RelayoutRequest();
}
void Control::OnPinch(const PinchGesture& pinch)
void Control::OnStageConnection( int depth )
{
- if( mImpl->mBackgroundRenderer)
+ if( mImpl->mBackgroundVisual)
{
Actor self( Self() );
- mImpl->mBackgroundRenderer.SetOnStage( self );
+ mImpl->mBackgroundVisual.SetOnStage( self );
}
}
void Control::OnStageDisconnection()
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Actor self( Self() );
- mImpl->mBackgroundRenderer.SetOffStage( self );
+ mImpl->mBackgroundVisual.SetOffStage( self );
}
}
void Control::OnSizeSet(const Vector3& targetSize)
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Vector2 size( targetSize );
- mImpl->mBackgroundRenderer.SetSize( size );
+ mImpl->mBackgroundVisual.SetSize( size );
}
}
Vector3 Control::GetNaturalSize()
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Vector2 naturalSize;
- mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+ mImpl->mBackgroundVisual.GetNaturalSize(naturalSize);
return Vector3(naturalSize);
}
return Vector3::ZERO;