* @param[in] attributes The attributes with which to perfrom this action.
* @return true if action has been accepted by this control
*/
-const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated";
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated";
static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
bool ret = false;
* @return True if the signal was connected.
* @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
*/
-const char* SIGNAL_KEY_EVENT = "key-event";
-const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "key-input-focus-gained";
-const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "key-input-focus-lost";
+const char* SIGNAL_KEY_EVENT = "keyEvent";
+const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "keyInputFocusGained";
+const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "keyInputFocusLost";
const char* SIGNAL_TAPPED = "tapped";
const char* SIGNAL_PANNED = "panned";
const char* SIGNAL_PINCHED = "pinched";
-const char* SIGNAL_LONG_PRESSED = "long-pressed";
+const char* SIGNAL_LONG_PRESSED = "longPressed";
static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
Dali::BaseHandle handle( object );
};
// Properties registered without macro to use specific member variables.
-PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
Toolkit::Control Control::New()
{
return mImpl->mStyleName;
}
+void Control::UpdateBackgroundState()
+{
+ // Set the depth of the background renderer after creating/modifying it.
+ // We do this regardless of whether or not it is on stage as the index
+ // is relative and still valid if this control is re-parented.
+ if( mImpl->mBackgroundRenderer )
+ {
+ mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+
+ Actor self( Self() );
+ if( self.OnStage() )
+ {
+ mImpl->mBackgroundRenderer.SetOnStage( self );
+ }
+ }
+}
+
void Control::SetBackgroundColor( const Vector4& color )
{
Actor self( Self() );
if( mImpl->mBackgroundRenderer )
{
- Toolkit::ControlRenderer currentRenderer( mImpl->mBackgroundRenderer );
- // if ResetRenderer returns false, we continue to use the current renderer with a new color set to it.
- if( ! factory.ResetRenderer( mImpl->mBackgroundRenderer, color ) )
- {
- return;
- }
- // ResetRenderer returns true, a new renderer is created. Remove the current renderer and reset.
- currentRenderer.RemoveAndReset( self );
+ factory.ResetRenderer( mImpl->mBackgroundRenderer, self, color );
}
else
{
mImpl->mBackgroundRenderer = factory.GetControlRenderer( color );
}
- if( self.OnStage() )
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
+ UpdateBackgroundState();
}
Vector4 Control::GetBackgroundColor() const
Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
mImpl->mBackgroundRenderer = factory.GetControlRenderer( map );
- // mBackgroundRenderer might be empty, if an invalid map is provided, no background.
- if( self.OnStage() && mImpl->mBackgroundRenderer)
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
+ UpdateBackgroundState();
}
void Control::SetBackgroundImage( Image image )
if( mImpl->mBackgroundRenderer )
{
- Toolkit::ControlRenderer currentRenderer( mImpl->mBackgroundRenderer );
- // if ResetRenderer returns false, we continue to use the current renderer with a new image set to it.
- if( ! factory.ResetRenderer( mImpl->mBackgroundRenderer, image ) )
- {
- return;
- }
- // ResetRenderer returns true, a new renderer is created. Remove the current renderer and reset.
- currentRenderer.RemoveAndReset( self );
+ factory.ResetRenderer( mImpl->mBackgroundRenderer, self, image );
}
else
{
mImpl->mBackgroundRenderer = factory.GetControlRenderer( image );
}
- if( self.OnStage() )
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
+ UpdateBackgroundState();
}
void Control::ClearBackground()
{
- Actor self(Self());
+ Actor self( Self() );
mImpl->mBackgroundRenderer.RemoveAndReset( self );
}
{
if( mImpl->mBackgroundRenderer)
{
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- Actor self(Self());
+ Actor self( Self() );
mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
void Control::OnStageDisconnection()
{
- if( mImpl->mBackgroundRenderer)
+ if( mImpl->mBackgroundRenderer )
{
- Actor self(Self());
+ Actor self( Self() );
mImpl->mBackgroundRenderer.SetOffStage( self );
}
}