#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/visual-factory/devel-visual-properties.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>
{
Property::Index index;
Toolkit::Visual::Base visual;
- Actor placementActor;
bool enabled;
- RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, Actor &aPlacementActor, bool aEnabled) :
- index(aIndex), visual(aVisual), placementActor(aPlacementActor), enabled(aEnabled) {}
+ RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, bool aEnabled) :
+ index(aIndex), visual(aVisual), enabled(aEnabled) {}
};
-struct VisualProperty
+struct HandleIndex
{
Handle handle; ///< a handle to the target object
Property::Index index; ///< The index of a property provided by the referenced object
- VisualProperty( )
+ HandleIndex( )
: handle(),
index( Property::INVALID_INDEX )
{
}
- VisualProperty( Handle& handle, Property::Index index )
+ HandleIndex( Handle& handle, Property::Index index )
: handle( handle ),
index( index )
{
return false;
}
-VisualProperty GetVisualProperty(
+HandleIndex GetVisualProperty(
Internal::Control& controlImpl,
RegisteredVisualContainer& visuals,
const std::string& visualName,
{
#if defined(DEBUG_ENABLED)
std::ostringstream oss;
- oss << "Control::GetVisualProperty(" << visualName << ", " << propertyKey << ")" << std::endl;
+ oss << "Control::GetHandleIndex(" << visualName << ", " << propertyKey << ")" << std::endl;
DALI_LOG_INFO( gLogFilter, Debug::General, oss.str().c_str() );
#endif
}
}
- // Does either it's renderer or placement actor have an associated property?
+ // Does it's renderer have an associated property?
if( iter != visuals.End() )
{
- Actor placementActor = (*iter)->placementActor;
- if( !placementActor )
- {
- placementActor = controlImpl.Self();
- }
-
- Property::Index index = placementActor.GetPropertyIndex( propertyKey );
+ Actor self = controlImpl.Self();
+ Property::Index index = self.GetPropertyIndex( propertyKey );
if( index != Property::INVALID_INDEX )
{
- // It's a placement actor property:
- return VisualProperty( placementActor, index );
+ // It's an actor property:
+ return HandleIndex( self, index );
}
else
{
// Check if it is a renderer property:
- if( placementActor.GetRendererCount() > 0 )
+ if( self.GetRendererCount() > 0 )
{
- // @todo Need to use correct renderer index when placement actors
- // are removed
- Renderer renderer = placementActor.GetRendererAt(0);
+ // @todo Need to use correct renderer index
+ Renderer renderer = self.GetRendererAt(0);
Property::Index index = renderer.GetPropertyIndex( propertyKey );
if( index != Property::INVALID_INDEX )
{
// It's a renderer property:
- return VisualProperty( renderer, index );
+ return HandleIndex( renderer, index );
}
}
else
{
std::ostringstream oss;
oss << propertyKey;
- DALI_LOG_WARNING( "Control::GetVisualProperty(%s, %s) No renderers\n", visualName.c_str(), oss.str().c_str() );
+ DALI_LOG_WARNING( "Control::GetHandleIndex(%s, %s) No renderers\n", visualName.c_str(), oss.str().c_str() );
}
}
}
Handle handle;
- return VisualProperty( handle, Property::INVALID_INDEX );
+ return HandleIndex( handle, Property::INVALID_INDEX );
}
void Control::SetBackgroundColor( const Vector4& color )
{
- Actor self( Self() );
mImpl->mBackgroundColor = color;
Property::Map map;
- map[ Toolkit::Visual::Property::TYPE ] = Toolkit::Visual::COLOR;
+ map[ Toolkit::VisualProperty::TYPE ] = Toolkit::Visual::COLOR;
map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
- RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
if( mImpl->mBackgroundVisual )
{
mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
void Control::SetBackground( const Property::Map& map )
{
- Actor self( Self() );
mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
- RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
if( mImpl->mBackgroundVisual )
{
mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
void Control::SetBackgroundImage( Image image )
{
- Actor self( Self() );
mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( image );
- RegisterVisual( Toolkit::Control::Property::BACKGROUND, self, mImpl->mBackgroundVisual );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
if( mImpl->mBackgroundVisual )
{
mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
OnKeyboardEnter();
}
-void Control::RegisterVisual( Property::Index index, Actor& placementActor, Toolkit::Visual::Base& visual )
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual )
{
- RegisterVisual( index, placementActor, visual, true );
+ RegisterVisual( index, visual, true );
}
-void Control::RegisterVisual( Property::Index index, Actor& placementActor, Toolkit::Visual::Base& visual, bool enabled )
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled )
{
bool visualReplaced ( false );
- Actor actorToRegister; // Null actor, replaced if placement actor not Self
Actor self = Self();
- if ( placementActor != self ) // Prevent increasing ref count if actor self
- {
- actorToRegister = placementActor;
- }
-
if ( !mImpl->mVisuals.Empty() )
{
RegisteredVisualContainer::Iterator iter;
{
if( (*iter)->visual && self.OnStage() )
{
- if( (*iter)->placementActor )
- {
- (*iter)->visual.SetOffStage( (*iter)->placementActor );
- }
- else
- {
- (*iter)->visual.SetOffStage( self );
- }
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
}
(*iter)->visual = visual;
- (*iter)->placementActor = actorToRegister;
visualReplaced = true;
}
}
if ( !visualReplaced ) // New registration entry
{
- mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, actorToRegister, enabled ) );
+ mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) );
}
if( visual && self.OnStage() && enabled )
{
- visual.SetOnStage( placementActor );
+ Toolkit::GetImplementation(visual).SetOnStage( self );
}
}
(*iter)->enabled = enable;
Actor parentActor = Self();
- if ( (*iter)->placementActor )
- {
- parentActor = (*iter)->placementActor;
- }
-
if ( Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
{
if ( enable )
{
- (*iter)->visual.SetOnStage( parentActor );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor );
}
else
{
- (*iter)->visual.SetOffStage( parentActor ); // No need to call if control not staged.
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( parentActor ); // No need to call if control not staged.
}
}
}
return false;
}
-Actor Control::GetPlacementActor( Property::Index index ) const
-{
- RegisteredVisualContainer::Iterator iter;
- if ( FindVisual( index, mImpl->mVisuals, iter ) )
- {
- if( (*iter)->placementActor )
- {
- return (*iter)->placementActor;
- }
- else
- {
- return Self();
- }
- }
-
- return Actor();
-}
-
Dali::Animation Control::CreateTransition( const Toolkit::TransitionData& handle )
{
Dali::Animation transition;
iter != end; ++iter )
{
TransitionData::Animator* animator = (*iter);
- VisualProperty visualProperty;
+ HandleIndex handleIndex;
// Attempt to find the object name as a child actor
Actor child = Self().FindChildByName( animator->objectName );
if( child )
{
Property::Index propertyIndex = child.GetPropertyIndex( animator->propertyKey );
- visualProperty = VisualProperty( child, propertyIndex );
+ handleIndex = HandleIndex( child, propertyIndex );
}
else
{
- // Is it a placement actor/visual pair?;
- visualProperty = GetVisualProperty( *this, mImpl->mVisuals,
+ handleIndex = GetVisualProperty( *this, mImpl->mVisuals,
animator->objectName,
animator->propertyKey );
}
- if( visualProperty.handle && visualProperty.index != Property::INVALID_INDEX )
+ if( handleIndex.handle && handleIndex.index != Property::INVALID_INDEX )
{
if( animator->animate == false )
{
if( animator->targetValue.GetType() != Property::NONE )
{
- visualProperty.handle.SetProperty( visualProperty.index, animator->targetValue );
+ handleIndex.handle.SetProperty( handleIndex.index, animator->targetValue );
}
}
else
{
if( animator->initialValue.GetType() != Property::NONE )
{
- visualProperty.handle.SetProperty( visualProperty.index, animator->initialValue );
+ handleIndex.handle.SetProperty( handleIndex.index, animator->initialValue );
}
if( ! transition )
transition = Dali::Animation::New( 0.1f );
}
- transition.AnimateTo( Property( visualProperty.handle, visualProperty.index ),
+ transition.AnimateTo( Property( handleIndex.handle, handleIndex.index ),
animator->targetValue,
animator->alphaFunction,
TimePeriod( animator->timePeriodDelay,
return transition;
}
-
bool Control::OnAccessibilityActivated()
{
return false; // Accessibility activation is not handled by default
{
for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- // Check whether the visual is empty, as it is allowed to register a placement actor without visual.
+ // Check whether the visual is empty and enabled
if( (*iter)->visual && (*iter)->enabled )
{
- if( (*iter)->placementActor )
- {
- (*iter)->visual.SetOnStage( (*iter)->placementActor );
- }
- else
- {
- Actor self( Self() );
- (*iter)->visual.SetOnStage( self );
- }
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
}
}
}
{
for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- // Check whether the visual is empty, as it is allowed to register a placement actor without visual.
+ // Check whether the visual is empty
if( (*iter)->visual )
{
- if( (*iter)->placementActor )
- {
- (*iter)->visual.SetOffStage( (*iter)->placementActor );
- }
- else
- {
- Actor self( Self() );
- (*iter)->visual.SetOffStage( self );
- }
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
}
}
}