#include <cstring> // for strcmp
#include <limits>
#include <stack>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/devel-api/styling/style-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/image/image-renderer.h>
namespace Dali
{
* @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 );
DALI_TYPE_REGISTRATION_END()
-/**
- * Structure which holds information about the background of a control
- */
-struct Background
-{
- Actor actor; ///< Background actor
- Vector4 color; ///< The color of the actor.
-
- /**
- * Constructor
- */
- Background()
- : actor(),
- color( Color::WHITE )
- {
- }
-};
-
-unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
-
-Vector2 gQuad[] = {
- Vector2( -0.5f, -0.5f ),
- Vector2( 0.5f, -0.5f ),
- Vector2( -0.5f, 0.5f ),
- Vector2( 0.5f, 0.5f )
-};
-
-
-const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uBackgroundColor;\n
- uniform lowp vec4 uColor;\n
- void main()\n
- {\n
- gl_FragColor = uBackgroundColor * uColor;\n
- }\n
-);
-
-
-/**
- * @brief Create the background actor for the control.
- *
- * @param[in] actor The parent actor of the background
- * @param[in] color The background color
- * @param[in] image If a valid image is supplied this will be the texture used by the background
- *
- * @return An actor which will render the background
- *
- */
-Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
-{
- if( !image )
- {
- PropertyBuffer vertexBuffer;
- Shader shader;
- Material material;
-
- Property::Map vertexFormat;
- vertexFormat["aPosition"] = Property::VECTOR2;
-
- //Create a vertex buffer for vertex positions
- vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
- vertexBuffer.SetData( gQuad );
-
- shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR );
- material = Material::New( shader );
-
- //Create the index buffer
- Property::Map indexFormat;
- indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u );
- indexBuffer.SetData(gQuadIndex);
-
- //Create the geometry
- Geometry mesh = Geometry::New();
- mesh.AddVertexBuffer( vertexBuffer );
- mesh.SetIndexBuffer( indexBuffer );
-
- //Add uniforms to the shader
- shader.RegisterProperty( "uBackgroundColor", color );
-
- //Create the renderer
- Renderer renderer = Renderer::New( mesh, material );
- renderer.SetDepthIndex( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
-
- //Create the actor
- Actor meshActor = Actor::New();
- meshActor.SetSize( Vector3::ONE );
- meshActor.AddRenderer( renderer );
- meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- meshActor.SetColorMode( USE_PARENT_COLOR );
-
- //Constraint scale of the mesh actor to the size of the control
- Constraint constraint = Constraint::New<Vector3>( meshActor,
- Actor::Property::SCALE,
- EqualToConstraint() );
- constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
- constraint.Apply();
-
- return meshActor;
- }
- else
- {
- ImageActor imageActor = ImageActor::New( image );
- imageActor.SetColor( color );
- imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- imageActor.SetSortModifier( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
-
- return imageActor;
- }
-
-}
+const char * const BACKGROUND_COLOR_NAME("color");
} // unnamed namespace
Impl(Control& controlImpl)
: mControlImpl( controlImpl ),
mStyleName(""),
- mBackground( NULL ),
+ mBackgroundRenderer(),
mStartingPinchScale( NULL ),
mKeyEventSignal(),
mPinchGestureDetector(),
~Impl()
{
// All gesture detectors will be destroyed so no need to disconnect.
- delete mBackground;
delete mStartingPinchScale;
}
mControlImpl.OnLongPress(longPress);
}
- // Background Methods
-
- /**
- * Only creates an instance of the background if we actually use it.
- * @return A reference to the Background structure.
- */
- Background& GetBackground()
- {
- if ( !mBackground )
- {
- mBackground = new Background;
- }
- return *mBackground;
- }
-
// Properties
/**
controlImpl.SetStyleName( value.Get< std::string >() );
break;
}
-
- case Toolkit::Control::Property::BACKGROUND_COLOR:
- {
- controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
- break;
- }
-
- case Toolkit::Control::Property::BACKGROUND_IMAGE:
+ case Toolkit::Control::Property::BACKGROUND:
{
Image image = Scripting::NewImage( value );
if ( image )
{
controlImpl.SetBackgroundImage( image );
+ break;
}
- else
+ const Property::Map* map = value.GetMap();
+ if( map )
{
- // An empty map means the background is no longer required
- controlImpl.ClearBackground();
+ controlImpl.SetBackground( *map );
+ break;
}
+
+ // The background is neither a valid image nor a property map, so it is no longer required
+ controlImpl.ClearBackground();
break;
}
break;
}
- case Toolkit::Control::Property::BACKGROUND_COLOR:
- {
- value = controlImpl.GetBackgroundColor();
- break;
- }
-
- case Toolkit::Control::Property::BACKGROUND_IMAGE:
+ case Toolkit::Control::Property::BACKGROUND:
{
Property::Map map;
-
- Background* back = controlImpl.mImpl->mBackground;
- if ( back && back->actor )
+ if( controlImpl.mImpl->mBackgroundRenderer )
{
- if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 )
- {
- Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
- if ( image )
- {
- Scripting::CreatePropertyMap( image, map );
- }
- }
- else
- {
- ImageActor imageActor = ImageActor::DownCast( back->actor );
- if ( imageActor )
- {
- Image image = imageActor.GetImage();
- Scripting::CreatePropertyMap( image, map );
- }
- }
+ (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map );
}
value = map;
Control& mControlImpl;
std::string mStyleName;
- Background* mBackground; ///< Only create the background if we use it
+ Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
static PropertyRegistration PROPERTY_1;
static PropertyRegistration PROPERTY_2;
static PropertyRegistration PROPERTY_3;
- static PropertyRegistration PROPERTY_4;
};
// 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_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &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, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
Toolkit::Control Control::New()
{
return mImpl->mStyleName;
}
-void Control::SetBackgroundColor( const Vector4& color )
+void Control::UpdateBackgroundState()
{
- Background& background( mImpl->GetBackground() );
-
- if ( background.actor )
+ // 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 )
{
- if( background.actor.GetRendererCount() > 0 )
- {
- Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
- shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
- }
- else
+ mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+
+ Actor self( Self() );
+ if( self.OnStage() )
{
- background.actor.SetColor( color );
+ mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
+}
+
+void Control::SetBackgroundColor( const Vector4& color )
+{
+ Actor self( Self() );
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+
+ if( mImpl->mBackgroundRenderer )
+ {
+ factory.ResetRenderer( mImpl->mBackgroundRenderer, self, color );
+ }
else
{
- // Create Mesh Actor
- Actor actor = CreateBackground(Self(), color );
- background.actor = actor;
- mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY mode works)
- Self().Insert( 0, actor );
- mImpl->mAddRemoveBackgroundChild = false;
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( color );
}
- background.color = color;
+ UpdateBackgroundState();
}
Vector4 Control::GetBackgroundColor() const
{
- if ( mImpl->mBackground )
- {
- return mImpl->mBackground->color;
- }
return Color::TRANSPARENT;
}
-void Control::SetBackgroundImage( Image image )
+void Control::SetBackground(const Property::Map& map)
{
- Background& background( mImpl->GetBackground() );
+ const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME );
+ Vector4 color;
+ if( colorValue && colorValue->Get(color))
+ {
+ SetBackgroundColor( color );
+ return;
+ }
- if ( background.actor )
- {
- // Remove Current actor, unset AFTER removal
- mImpl->mAddRemoveBackgroundChild = true;
- Self().Remove( background.actor );
- mImpl->mAddRemoveBackgroundChild = false;
- background.actor.Reset();
- }
+ Actor self( Self() );
+ mImpl->mBackgroundRenderer.RemoveAndReset( self );
- Actor actor = CreateBackground(Self(), background.color, image);
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( map );
- // Set the background actor before adding so that we do not inform derived classes
- background.actor = actor;
- mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY mode works)
- Self().Insert( 0, actor );
- mImpl->mAddRemoveBackgroundChild = false;
+ UpdateBackgroundState();
}
-void Control::ClearBackground()
+void Control::SetBackgroundImage( Image image )
{
- if ( mImpl->mBackground )
- {
- Background& background( mImpl->GetBackground() );
- mImpl->mAddRemoveBackgroundChild = true;
- Self().Remove( background.actor );
- mImpl->mAddRemoveBackgroundChild = false;
+ Actor self( Self() );
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
- delete mImpl->mBackground;
- mImpl->mBackground = NULL;
+ if( mImpl->mBackgroundRenderer )
+ {
+ factory.ResetRenderer( mImpl->mBackgroundRenderer, self, image );
}
+ else
+ {
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( image );
+ }
+
+ UpdateBackgroundState();
+}
+
+void Control::ClearBackground()
+{
+ Actor self( Self() );
+ mImpl->mBackgroundRenderer.RemoveAndReset( self );
}
void Control::EnableGestureDetection(Gesture::Type type)
styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
// Apply the current style
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
}
}
void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change )
{
// By default the control is only interested in theme (not font) changes
- if( change == StyleChange::THEME_CHANGE )
+ if( styleManager && change == StyleChange::THEME_CHANGE )
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
void Control::OnStageConnection( int depth )
{
- unsigned int controlRendererCount = Self().GetRendererCount();
- for( unsigned int i(0); i<controlRendererCount; ++i )
+ if( mImpl->mBackgroundRenderer)
{
- Renderer controlRenderer = Self().GetRendererAt(i);
- if( controlRenderer )
- {
- controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
- }
- }
-
- if( mImpl->mBackground )
- {
- if(mImpl->mBackground->actor.GetRendererCount() > 0 )
- {
- Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
- if(backgroundRenderer)
- {
- backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
- }
- }
- else
- {
-
- ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor );
- if ( imageActor )
- {
- imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth );
- }
- }
+ Actor self( Self() );
+ mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
void Control::OnStageDisconnection()
{
+ if( mImpl->mBackgroundRenderer )
+ {
+ Actor self( Self() );
+ mImpl->mBackgroundRenderer.SetOffStage( self );
+ }
}
void Control::OnKeyInputFocusGained()
Vector3 Control::GetNaturalSize()
{
- //Control's natural size is the size of its background image if it has been set, or ZERO otherwise
- Vector3 naturalSize = Vector3::ZERO;
- if( mImpl->mBackground )
+ if( mImpl->mBackgroundRenderer )
{
- if( mImpl->mBackground->actor.GetRendererCount() > 0 )
- {
- Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial();
- if( backgroundMaterial.GetNumberOfSamplers() > 0 )
- {
- Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage();
- if( backgroundImage )
- {
- naturalSize.x = backgroundImage.GetWidth();
- naturalSize.y = backgroundImage.GetHeight();
- }
- }
- }
- else
- {
- return mImpl->mBackground->actor.GetNaturalSize();
- }
+ Vector2 naturalSize;
+ mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+ return Vector3(naturalSize);
}
-
- return naturalSize;
+ return Vector3::ZERO;
}
float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
float Control::GetHeightForWidth( float width )
{
- if( mImpl->mBackground )
- {
- Actor actor = mImpl->mBackground->actor;
- if( actor )
- {
- return actor.GetHeightForWidth( width );
- }
- }
return GetHeightForWidthBase( width );
}
float Control::GetWidthForHeight( float height )
{
- if( mImpl->mBackground )
- {
- Actor actor = mImpl->mBackground->actor;
- if( actor )
- {
- return actor.GetWidthForHeight( height );
- }
- }
return GetWidthForHeightBase( height );
}