#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
{
DALI_TYPE_REGISTRATION_END()
+
+const char * const BACKGROUND_COLOR_NAME("color");
+
/**
* Structure which holds information about the background of a control
*/
struct Background
{
- Actor actor; ///< Background actor
- Vector4 color; ///< The color of the actor.
+ //ToDo: remove this actor and apply the Renderer on the Control
+ // when the implementation of Actor::RemoveRenderer(Renderer&) is in place.
+ Actor actor; ///< Background actor
+ ControlRenderer controlRenderer; ///< The control renderer to render the background
+ // The background can either be an image or a solid color.
+ Image image; ///< The background image
+ Vector4 color; ///< The background color
/**
* Constructor
*/
Background()
: actor(),
- color( Color::WHITE )
+ controlRenderer(),
+ image(),
+ color( Color::TRANSPARENT )
{
}
};
-unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
+//ToDo: skip this actor creation and apply the Renderer on the Control
+// when the implementation of Actor::RemoveRenderer(Renderer&) is in place.
+Actor CreateBackgroundActor()
+{
+ // Create the actor
+ Actor actor = Actor::New();
+ actor.SetSize( Vector3::ONE );
+ actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ actor.SetColorMode( USE_PARENT_COLOR );
-Vector2 gQuad[] = {
- Vector2( -0.5f, -0.5f ),
- Vector2( 0.5f, -0.5f ),
- Vector2( -0.5f, 0.5f ),
- Vector2( 0.5f, 0.5f )
-};
+ //Constraint scale of the background actor to the size of the control
+ Constraint constraint = Constraint::New<Vector3>( actor,
+ Actor::Property::SCALE,
+ EqualToConstraint() );
+ constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
+ constraint.Apply();
+ return actor;
+}
+
+/**
+ * @brief Create the background actor for the control.
+ *
+ * @param[in] actor The parent actor of the background
+ * @param[in] color The background color
+ */
+void CreateBackground( Background& background, const Vector4& color )
+{
+ background.actor = CreateBackgroundActor();
-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
-);
+ background.image.Reset();
+ background.color = color;
-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
-);
+ // Create the control renderer
+ RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
+ background.controlRenderer = rendererFactory.GetControlRenderer(color);
+ // ToDo: Call SetOnStage at Control::OnStageConnection and call SetOffStage at Control::OnStageDisconnection;
+ // Currently Actor::RemoveRenderer doesnot work yet.
+ background.controlRenderer.SetOnStage( background.actor );
+}
/**
* @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
- *
+ * @param[in] image The background image
*/
-Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
+void CreateBackground( Background& background, const 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::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;
- }
+ background.actor = CreateBackgroundActor();
+ background.color = Color::TRANSPARENT;
+ background.image = image;
+
+ // Create the control renderer
+ RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
+ background.controlRenderer = rendererFactory.GetControlRenderer(image);
+
+ // ToDo: Call SetOnStage at Control::OnStageConnection and call SetOffStage at Control::OnStageDisconnection;
+ // Currently Actor::RemoveRenderer doesnot work yet.
+ background.controlRenderer.SetOnStage( background.actor );
}
} // unnamed namespace
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();
+ const Property::Value* colorValue = map->Find( BACKGROUND_COLOR_NAME );
+ Vector4 color;
+ if( colorValue && colorValue->Get(color))
+ {
+ controlImpl.SetBackgroundColor( color );
+ break;
+ }
}
+
+ // The background is neither an valid image nor a valid color, 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 ( back && back->actor)
{
- if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 )
+ if( back->image )
{
- Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
- if ( image )
- {
- Scripting::CreatePropertyMap( image, map );
- }
+ Scripting::CreatePropertyMap( back->image, map );
}
else
{
- ImageActor imageActor = ImageActor::DownCast( back->actor );
- if ( imageActor )
- {
- Image image = imageActor.GetImage();
- Scripting::CreatePropertyMap( image, map );
- }
+ map[BACKGROUND_COLOR_NAME] = back->color;
}
}
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, "style-name", 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 );
Toolkit::Control Control::New()
{
{
Background& background( mImpl->GetBackground() );
- if ( background.actor )
+ // The background renderer exits and it is a color renderer, we continue to use the current renderer
+ if ( background.actor && (!background.image)
+ && (!Toolkit::RendererFactory::Get().ResetRenderer( background.controlRenderer, color ) ))
{
- if( background.actor.GetRendererCount() > 0 )
- {
- Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
- shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
- }
- else
- {
- background.actor.SetColor( color );
- }
+ background.color = color;
}
else
{
- // Create Mesh Actor
- Actor actor = CreateBackground(Self(), color );
- background.actor = actor;
+ // TODO: Apply the new renderer directly, as Actor::RemoveRenderer is not working yet, we create a new actor
+ if( background.actor )
+ {
+ mImpl->mAddRemoveBackgroundChild = true;
+ Self().Remove( background.actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+ }
+ // Create background actor
+ CreateBackground(background, color );
mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY_2D mode works)
- Self().Insert( 0, actor );
+ // The actor does not need to be inserted to guarantee order.
+ Self().Add( background.actor );
mImpl->mAddRemoveBackgroundChild = false;
}
-
- background.color = color;
}
Vector4 Control::GetBackgroundColor() const
{
Background& background( mImpl->GetBackground() );
- if ( background.actor )
- {
- // Remove Current actor, unset AFTER removal
- mImpl->mAddRemoveBackgroundChild = true;
- Self().Remove( background.actor );
- mImpl->mAddRemoveBackgroundChild = false;
- background.actor.Reset();
- }
-
- Actor actor = CreateBackground(Self(), background.color, image);
-
- // 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_2D mode works)
- Self().Insert( 0, actor );
- mImpl->mAddRemoveBackgroundChild = false;
+ // The background renderer exits and it is an image renderer, we continue to use the current renderer
+ if( background.actor && background.image
+ && (! Toolkit::RendererFactory::Get().ResetRenderer( background.controlRenderer, image ) ) )
+ {
+ background.image = image;
+ }
+ else
+ {
+ // TODO: Apply the new renderer directly, as Actor::RemoveRenderer is not working yet, we create a new actor
+ if( background.actor )
+ {
+ mImpl->mAddRemoveBackgroundChild = true;
+ Self().Remove( background.actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+ }
+ // Create background actor
+ CreateBackground(background, image);
+ mImpl->mAddRemoveBackgroundChild = true;
+ // The actor does not need to be inserted to guarantee order.
+ Self().Add( background.actor );
+ mImpl->mAddRemoveBackgroundChild = false;
+ }
}
void Control::ClearBackground()
styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
// Apply the current style
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
}
}
}
}
- if( mImpl->mBackground )
+ if( mImpl->mBackground && mImpl->mBackground->controlRenderer)
{
- 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 );
- }
- }
+ mImpl->mBackground->controlRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
}
}