#include <cstring> // for strcmp
#include <limits>
#include <stack>
-#include <dali/public-api/actors/image-actor.h>
-#include <dali/devel-api/actors/mesh-actor.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/geometry/mesh.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/devel-api/rendering/renderer.h>
#include <dali/devel-api/scripting/scripting.h>
-#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h>
+#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
{
namespace
{
-const float BACKGROUND_ACTOR_Z_POSITION( -0.1f );
-
+/**
+ * Creates control through type registry
+ */
BaseHandle Create()
{
return Internal::Control::New();
}
-// Setup signals and actions using the type-registry.
-DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create );
-
-// Note: Properties are registered separately below.
-
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-event", SIGNAL_KEY_EVENT )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-input-focus-gained", SIGNAL_KEY_INPUT_FOCUS_GAINED )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-input-focus-lost", SIGNAL_KEY_INPUT_FOCUS_LOST )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "tapped", SIGNAL_TAPPED )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "panned", SIGNAL_PANNED )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "pinched", SIGNAL_PINCHED )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "long-pressed", SIGNAL_LONG_PRESSED )
-
-DALI_ACTION_REGISTRATION( Toolkit, Control, "control-activated", ACTION_CONTROL_ACTIVATED )
-
-DALI_TYPE_REGISTRATION_END()
-
/**
- * Structure which holds information about the background of a control
+ * Performs actions as requested using the action name.
+ * @param[in] object The object on which to perform the action.
+ * @param[in] actionName The action to perform.
+ * @param[in] attributes The attributes with which to perfrom this action.
+ * @return true if action has been accepted by this control
*/
-struct Background
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated";
+static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
- Actor actor; ///< Either a MeshActor or an ImageActor
- Vector4 color; ///< The color of the actor.
+ bool ret = false;
- /**
- * Constructor
- */
- Background()
- : actor(),
- color( Color::WHITE )
+ if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) )
{
+ Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
+ if( control )
+ {
+ // if cast succeeds there is an implementation so no need to check
+ ret = Internal::GetImplementation( control ).OnAccessibilityActivated();
+ }
}
-};
+
+ return ret;
+}
/**
- * Creates a white coloured Mesh.
+ * Connects a callback function with the object's signals.
+ * @param[in] object The object providing the signal.
+ * @param[in] tracker Used to disconnect the signal.
+ * @param[in] signalName The signal to connect to.
+ * @param[in] functor A newly allocated FunctorDelegate.
+ * @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.
*/
-Mesh CreateMesh()
+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_TAPPED = "tapped";
+const char* SIGNAL_PANNED = "panned";
+const char* SIGNAL_PINCHED = "pinched";
+const char* SIGNAL_LONG_PRESSED = "long-pressed";
+static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
- Vector3 white( Color::WHITE );
+ Dali::BaseHandle handle( object );
- MeshData meshData;
+ bool connected( false );
+ Toolkit::Control control = Toolkit::Control::DownCast( handle );
+ if ( control )
+ {
+ Internal::Control& controlImpl( Internal::GetImplementation( control ) );
+ connected = true;
- // Create vertices with a white color (actual color is set by actor color)
- MeshData::VertexContainer vertices(4);
- vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2::ZERO, white );
- vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ZERO, white );
+ if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
+ {
+ controlImpl.KeyEventSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) )
+ {
+ controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) )
+ {
+ controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Tap );
+ controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Pan );
+ controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::Pinch );
+ controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
+ {
+ controlImpl.EnableGestureDetection( Gesture::LongPress );
+ controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
+ }
+ }
+ return connected;
+}
- // Specify all the faces
- MeshData::FaceIndices faces;
- faces.reserve( 6 ); // 2 triangles in Quad
- faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 );
- faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 );
+// Setup signals and actions using the type-registry.
+DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create );
- // Create the mesh data from the vertices and faces
- meshData.SetMaterial( Material::New( "ControlMaterial" ) );
- meshData.SetVertices( vertices );
- meshData.SetFaceIndices( faces );
- meshData.SetHasColor( true );
+// Note: Properties are registered separately below.
- return Mesh::New( meshData );
-}
+SignalConnectorType registerSignal1( typeRegistration, SIGNAL_KEY_EVENT, &DoConnectSignal );
+SignalConnectorType registerSignal2( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_GAINED, &DoConnectSignal );
+SignalConnectorType registerSignal3( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_LOST, &DoConnectSignal );
+SignalConnectorType registerSignal4( typeRegistration, SIGNAL_TAPPED, &DoConnectSignal );
+SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnectSignal );
+SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal );
+SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal );
-/**
- * Sets all the required properties for the background actor.
- *
- * @param[in] actor The actor to set the properties on.
- * @param[in] color The required color of the actor.
- */
-void SetupBackgroundActor( Actor actor, const Vector4& color )
-{
- actor.SetColor( color );
- actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
- actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-}
+TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction );
-/**
- * Sets all the required properties for the background actor.
- *
- * @param[in] actor The actor to set the properties on.
- * @param[in] constrainingIndex The property index to constrain the parent's size on.
- * @param[in] color The required color of the actor.
- */
-void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color )
-{
- actor.SetColor( color );
- actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
+DALI_TYPE_REGISTRATION_END()
- Constraint constraint = Constraint::New<Vector3>( actor,
- constrainingIndex,
- EqualToConstraint() );
- constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
- constraint.Apply();
-}
+const char * const BACKGROUND_COLOR_NAME("color");
} // unnamed namespace
// Construction & Destruction
Impl(Control& controlImpl)
- : mControlImpl( controlImpl ),
- mStyleName(""),
- mBackground( NULL ),
- mStartingPinchScale( NULL ),
- mKeyEventSignal(),
- mPinchGestureDetector(),
- mPanGestureDetector(),
- mTapGestureDetector(),
- mLongPressGestureDetector(),
- mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
- mIsKeyboardNavigationSupported( false ),
- mIsKeyboardFocusGroup( false ),
- mInitialized( false )
- {
- }
+: mControlImpl( controlImpl ),
+ mStyleName(""),
+ mBackgroundRenderer(),
+ mStartingPinchScale( NULL ),
+ mKeyEventSignal(),
+ mPinchGestureDetector(),
+ mPanGestureDetector(),
+ mTapGestureDetector(),
+ mLongPressGestureDetector(),
+ mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+ mIsKeyboardNavigationSupported( false ),
+ mIsKeyboardFocusGroup( false ),
+ mAddRemoveBackgroundChild( false )
+{
+}
~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
/**
if ( control )
{
- Control& controlImpl( control.GetImplementation() );
+ Control& controlImpl( GetImplementation( control ) );
switch ( index )
{
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:
{
- if ( value.HasKey( "image" ) )
+ Image image = Scripting::NewImage( value );
+ if ( image )
{
- Property::Map imageMap = value.GetValue( "image" ).Get< Property::Map >();
- Image image = Scripting::NewImage( imageMap );
-
- if ( image )
- {
- controlImpl.SetBackgroundImage( image );
- }
+ controlImpl.SetBackgroundImage( image );
+ break;
}
- else if ( value.Get< Property::Map >().Empty() )
+ 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;
}
if ( control )
{
- Control& controlImpl( control.GetImplementation() );
+ Control& controlImpl( GetImplementation( control ) );
switch ( index )
{
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;
-
- Actor actor = controlImpl.GetBackgroundActor();
- if ( actor )
+ if( controlImpl.mImpl->mBackgroundRenderer )
{
- ImageActor imageActor = ImageActor::DownCast( actor );
- if ( imageActor )
- {
- Image image = imageActor.GetImage();
- Property::Map imageMap;
- Scripting::CreatePropertyMap( image, imageMap );
- map[ "image" ] = imageMap;
- }
+ (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;
ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor.
bool mIsKeyboardNavigationSupported :1; ///< Stores whether keyboard navigation is supported by the control.
bool mIsKeyboardFocusGroup :1; ///< Stores whether the control is a focus group.
- bool mInitialized :1;
+ bool mAddRemoveBackgroundChild:1; ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd
// Properties - these need to be members of Internal::Control::Impl as they need to function within this class.
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()
{
delete mImpl;
}
-Vector3 Control::GetNaturalSize()
+void Control::SetStyleName( const std::string& styleName )
{
- if( mImpl->mBackground )
+ if( styleName != mImpl->mStyleName )
{
- Actor actor = mImpl->mBackground->actor;
- if( actor )
+ mImpl->mStyleName = styleName;
+
+ // Apply new style, if stylemanager is available
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
{
- return actor.GetNaturalSize();
+ GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
}
- return Vector3();
}
-float Control::GetHeightForWidth( float width )
+const std::string& Control::GetStyleName() const
{
- if( mImpl->mBackground )
- {
- Actor actor = mImpl->mBackground->actor;
- if( actor )
- {
- return actor.GetHeightForWidth( width );
- }
- }
- return GetHeightForWidthBase( width );
+ return mImpl->mStyleName;
}
-float Control::GetWidthForHeight( float height )
+void Control::SetBackgroundColor( const Vector4& color )
{
- if( mImpl->mBackground )
+ Actor self( Self() );
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+
+ if( mImpl->mBackgroundRenderer )
{
- Actor actor = mImpl->mBackground->actor;
- if( actor )
+ 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 actor.GetWidthForHeight( height );
+ return;
}
+ // ResetRenderer returns true, a new renderer is created. Remove the current renderer and reset.
+ currentRenderer.RemoveAndReset( self );
+ }
+ else
+ {
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( color );
}
- return GetWidthForHeightBase( height );
-}
-void Control::SetKeyInputFocus()
-{
- if( Self().OnStage() )
+ if( self.OnStage() )
{
- Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
+ mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
-bool Control::HasKeyInputFocus()
+Vector4 Control::GetBackgroundColor() const
{
- bool result = false;
- if( Self().OnStage() )
- {
- result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
- }
- return result;
+ return Color::TRANSPARENT;
}
-void Control::ClearKeyInputFocus()
+void Control::SetBackground(const Property::Map& map)
{
- if( Self().OnStage() )
+ const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME );
+ Vector4 color;
+ if( colorValue && colorValue->Get(color))
{
- Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
+ SetBackgroundColor( color );
+ return;
}
-}
-PinchGestureDetector Control::GetPinchGestureDetector() const
-{
- return mImpl->mPinchGestureDetector;
-}
+ Actor self( Self() );
+ mImpl->mBackgroundRenderer.RemoveAndReset( self );
-PanGestureDetector Control::GetPanGestureDetector() const
-{
- return mImpl->mPanGestureDetector;
-}
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( map );
-TapGestureDetector Control::GetTapGestureDetector() const
-{
- return mImpl->mTapGestureDetector;
+ // 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 );
+ }
}
-LongPressGestureDetector Control::GetLongPressGestureDetector() const
+void Control::SetBackgroundImage( Image image )
{
- return mImpl->mLongPressGestureDetector;
-}
+ Actor self( Self() );
+ Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
-void Control::SetStyleName( const std::string& styleName )
-{
- if( styleName != mImpl->mStyleName )
+ if( mImpl->mBackgroundRenderer )
{
- mImpl->mStyleName = styleName;
+ 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 );
+ }
+ else
+ {
+ mImpl->mBackgroundRenderer = factory.GetControlRenderer( image );
+ }
- // Apply new style
- Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ if( self.OnStage() )
+ {
+ mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
-const std::string& Control::GetStyleName() const
+void Control::ClearBackground()
{
- return mImpl->mStyleName;
+ Actor self(Self());
+ mImpl->mBackgroundRenderer.RemoveAndReset( self );
}
-void Control::SetBackgroundColor( const Vector4& color )
+void Control::EnableGestureDetection(Gesture::Type type)
{
- Background& background( mImpl->GetBackground() );
-
- if ( background.actor )
+ if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
{
- // Just set the actor color
- background.actor.SetColor( color );
+ mImpl->mPinchGestureDetector = PinchGestureDetector::New();
+ mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
+ mImpl->mPinchGestureDetector.Attach(Self());
}
- else
- {
- // Create Mesh Actor
- MeshActor meshActor = MeshActor::New( CreateMesh() );
- SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color );
-
- // Set the background actor before adding so that we do not inform deriving classes
- background.actor = meshActor;
- Self().Add( meshActor );
+ if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
+ {
+ mImpl->mPanGestureDetector = PanGestureDetector::New();
+ mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
+ mImpl->mPanGestureDetector.Attach(Self());
}
- background.color = color;
-}
+ if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
+ {
+ mImpl->mTapGestureDetector = TapGestureDetector::New();
+ mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
+ mImpl->mTapGestureDetector.Attach(Self());
+ }
-Vector4 Control::GetBackgroundColor() const
-{
- if ( mImpl->mBackground )
+ if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
{
- return mImpl->mBackground->color;
+ mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
+ mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
+ mImpl->mLongPressGestureDetector.Attach(Self());
}
- return Color::TRANSPARENT;
}
-void Control::SetBackgroundImage( Image image )
+void Control::DisableGestureDetection(Gesture::Type type)
{
- Background& background( mImpl->GetBackground() );
+ if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
+ {
+ mImpl->mPinchGestureDetector.Detach(Self());
+ mImpl->mPinchGestureDetector.Reset();
+ }
- if ( background.actor )
+ if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
{
- // Remove Current actor, unset AFTER removal so that we do not inform deriving classes
- Self().Remove( background.actor );
- background.actor.Reset();
+ mImpl->mPanGestureDetector.Detach(Self());
+ mImpl->mPanGestureDetector.Reset();
}
- ImageActor imageActor = ImageActor::New( image );
- SetupBackgroundActor( imageActor, background.color );
+ if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
+ {
+ mImpl->mTapGestureDetector.Detach(Self());
+ mImpl->mTapGestureDetector.Reset();
+ }
- // Set the background actor before adding so that we do not inform derived classes
- background.actor = imageActor;
- Self().Add( imageActor );
+ if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
+ {
+ mImpl->mLongPressGestureDetector.Detach(Self());
+ mImpl->mLongPressGestureDetector.Reset();
+ }
}
-void Control::ClearBackground()
+PinchGestureDetector Control::GetPinchGestureDetector() const
{
- if ( mImpl->mBackground )
- {
- Background& background( mImpl->GetBackground() );
- Self().Remove( background.actor );
+ return mImpl->mPinchGestureDetector;
+}
- delete mImpl->mBackground;
- mImpl->mBackground = NULL;
- }
+PanGestureDetector Control::GetPanGestureDetector() const
+{
+ return mImpl->mPanGestureDetector;
}
-Actor Control::GetBackgroundActor() const
+TapGestureDetector Control::GetTapGestureDetector() const
{
- if ( mImpl->mBackground )
- {
- return mImpl->mBackground->actor;
- }
+ return mImpl->mTapGestureDetector;
+}
- return Actor();
+LongPressGestureDetector Control::GetLongPressGestureDetector() const
+{
+ return mImpl->mLongPressGestureDetector;
}
void Control::SetKeyboardNavigationSupport(bool isSupported)
return mImpl->mIsKeyboardNavigationSupported;
}
-void Control::Activate()
+void Control::SetKeyInputFocus()
{
- // Inform deriving classes
- OnActivated();
+ if( Self().OnStage() )
+ {
+ Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
+ }
}
-bool Control::OnAccessibilityPan(PanGesture gesture)
+bool Control::HasKeyInputFocus()
{
- return false; // Accessibility pan gesture is not handled by default
-}
-
-bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent)
-{
- return false; // Accessibility touch event is not handled by default
+ bool result = false;
+ if( Self().OnStage() )
+ {
+ result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
+ }
+ return result;
}
-bool Control::OnAccessibilityValueChange(bool isIncrease)
+void Control::ClearKeyInputFocus()
{
- return false; // Accessibility value change action is not handled by default
+ if( Self().OnStage() )
+ {
+ Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
+ }
}
void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
}
-Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+void Control::AccessibilityActivate()
{
- return Actor();
+ // Inform deriving classes
+ OnAccessibilityActivated();
}
-void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
+void Control::KeyboardEnter()
{
+ // Inform deriving classes
+ OnKeyboardEnter();
}
-bool Control::DoAction(BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes)
+bool Control::OnAccessibilityActivated()
{
- bool ret = false;
+ return false; // Accessibility activation is not handled by default
+}
- if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) )
- {
- Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
- if( control )
- {
- // if cast succeeds there is an implementation so no need to check
- control.GetImplementation().OnActivated();
- }
- }
+bool Control::OnKeyboardEnter()
+{
+ return false; // Keyboard enter is not handled by default
+}
- return ret;
+bool Control::OnAccessibilityPan(PanGesture gesture)
+{
+ return false; // Accessibility pan gesture is not handled by default
}
-bool Control::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent)
{
- Dali::BaseHandle handle( object );
+ return false; // Accessibility touch event is not handled by default
+}
- bool connected( false );
- Toolkit::Control control = Toolkit::Control::DownCast( handle );
- if ( control )
- {
- Control& controlImpl( control.GetImplementation() );
- connected = true;
+bool Control::OnAccessibilityValueChange(bool isIncrease)
+{
+ return false; // Accessibility value change action is not handled by default
+}
- if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
- {
- controlImpl.KeyEventSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) )
- {
- controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) )
- {
- controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Tap );
- controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Pan );
- controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::Pinch );
- controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
- {
- controlImpl.EnableGestureDetection( Gesture::LongPress );
- controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
- }
- else
- {
- // signalName does not match any signal
- connected = false;
- }
- }
- return connected;
+bool Control::OnAccessibilityZoom()
+{
+ return false; // Accessibility zoom action is not handled by default
+}
+
+Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
+{
+ return Actor();
+}
+
+void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
+{
}
Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
void Control::Initialize()
{
- // Calling deriving classes
+ // Call deriving classes so initialised before styling is applied to them.
OnInitialize();
if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
{
Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ // if stylemanager is available
+ if( styleManager )
+ {
+ // Register for style changes
+ styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
- // Register for style changes
- styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
-
- // SetTheme
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ // Apply the current style
+ GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+ }
}
if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
{
SetKeyboardNavigationSupport( true );
}
-
- mImpl->mInitialized = true;
-}
-
-void Control::EnableGestureDetection(Gesture::Type type)
-{
- if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
- {
- mImpl->mPinchGestureDetector = PinchGestureDetector::New();
- mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
- mImpl->mPinchGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
- {
- mImpl->mPanGestureDetector = PanGestureDetector::New();
- mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
- mImpl->mPanGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
- {
- mImpl->mTapGestureDetector = TapGestureDetector::New();
- mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
- mImpl->mTapGestureDetector.Attach(Self());
- }
-
- if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
- {
- mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
- mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
- mImpl->mLongPressGestureDetector.Attach(Self());
- }
}
-void Control::DisableGestureDetection(Gesture::Type type)
+void Control::OnInitialize()
{
- if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
- {
- mImpl->mPinchGestureDetector.Detach(Self());
- mImpl->mPinchGestureDetector.Reset();
- }
-
- if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
- {
- mImpl->mPanGestureDetector.Detach(Self());
- mImpl->mPanGestureDetector.Reset();
- }
-
- if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
- {
- mImpl->mTapGestureDetector.Detach(Self());
- mImpl->mTapGestureDetector.Reset();
- }
-
- if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
- {
- mImpl->mLongPressGestureDetector.Detach(Self());
- mImpl->mLongPressGestureDetector.Reset();
- }
}
-void Control::OnInitialize()
+void Control::OnControlChildAdd( Actor& child )
{
}
-void Control::OnActivated()
+void Control::OnControlChildRemove( Actor& child )
{
}
-void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange change )
+void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change )
{
// By default the control is only interested in theme (not font) changes
- if( change.themeChange )
+ if( styleManager && change == StyleChange::THEME_CHANGE )
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
{
}
-void Control::OnControlStageConnection()
+void Control::EmitKeyInputFocusSignal( bool focusGained )
{
-}
+ Dali::Toolkit::Control handle( GetOwner() );
-void Control::OnControlStageDisconnection()
-{
+ if ( focusGained )
+ {
+ // signals are allocated dynamically when someone connects
+ if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
+ {
+ mImpl->mKeyInputFocusGainedSignal.Emit( handle );
+ }
+ }
+ else
+ {
+ // signals are allocated dynamically when someone connects
+ if ( !mImpl->mKeyInputFocusLostSignal.Empty() )
+ {
+ mImpl->mKeyInputFocusLostSignal.Emit( handle );
+ }
+ }
}
-void Control::OnControlChildAdd( Actor& child )
+void Control::OnStageConnection( int depth )
{
-}
+ unsigned int controlRendererCount = Self().GetRendererCount();
+ for( unsigned int i(0); i<controlRendererCount; ++i )
+ {
+ Renderer controlRenderer = Self().GetRendererAt(i);
+ if( controlRenderer )
+ {
+ controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
+ }
+ }
-void Control::OnControlChildRemove( Actor& child )
-{
+ if( mImpl->mBackgroundRenderer)
+ {
+ mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ Actor self(Self());
+ mImpl->mBackgroundRenderer.SetOnStage( self );
+ }
}
-void Control::OnControlSizeSet( const Vector3& size )
+void Control::OnStageDisconnection()
{
+ if( mImpl->mBackgroundRenderer)
+ {
+ Actor self(Self());
+ mImpl->mBackgroundRenderer.SetOffStage( self );
+ }
}
-void Control::OnCalculateRelayoutSize( Dimension::Type dimension )
+void Control::OnKeyInputFocusGained()
{
+ EmitKeyInputFocusSignal( true );
}
-void Control::OnLayoutNegotiated( float size, Dimension::Type dimension )
+void Control::OnKeyInputFocusLost()
{
+ EmitKeyInputFocusSignal( false );
}
-void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
+void Control::OnChildAdd(Actor& child)
{
- for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+ // If this is the background actor, then we do not want to inform deriving classes
+ if ( mImpl->mAddRemoveBackgroundChild )
{
- container.Add( Self().GetChildAt( i ), size );
+ return;
}
-}
-
-void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
-{
-}
-
-float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
-{
- return CalculateChildSizeBase( child, dimension );
-}
-bool Control::RelayoutDependentOnChildren( Dimension::Type dimension )
-{
- return RelayoutDependentOnChildrenBase( dimension );
+ // Notify derived classes.
+ OnControlChildAdd( child );
}
-void Control::EmitKeyInputFocusSignal( bool focusGained )
+void Control::OnChildRemove(Actor& child)
{
- Dali::Toolkit::Control handle( GetOwner() );
-
- if ( focusGained )
- {
- // signals are allocated dynamically when someone connects
- if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
- {
- mImpl->mKeyInputFocusGainedSignal.Emit( handle );
- }
- }
- else
+ // If this is the background actor, then we do not want to inform deriving classes
+ if ( mImpl->mAddRemoveBackgroundChild )
{
- // signals are allocated dynamically when someone connects
- if ( !mImpl->mKeyInputFocusLostSignal.Empty() )
- {
- mImpl->mKeyInputFocusLostSignal.Emit( handle );
- }
+ return;
}
-}
-void Control::OnKeyInputFocusGained()
-{
- EmitKeyInputFocusSignal( true );
+ // Notify derived classes.
+ OnControlChildRemove( child );
}
-void Control::OnKeyInputFocusLost()
+void Control::OnSizeSet(const Vector3& targetSize)
{
- EmitKeyInputFocusSignal( false );
+ // Background is resized through size negotiation
}
void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
{
- // @todo consider animating negotiated child sizes to target size
+ // @todo size negotiate background to new size, animate as well?
}
bool Control::OnTouchEvent(const TouchEvent& event)
return false; // Do not consume
}
-bool Control::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool Control::OnWheelEvent(const WheelEvent& event)
{
return false; // Do not consume
}
-void Control::OnStageConnection()
+void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
- // Notify derived classes.
- OnControlStageConnection();
+ for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+ {
+ container.Add( Self().GetChildAt( i ), size );
+ }
}
-void Control::OnStageDisconnection()
+void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
{
- // Notify derived classes
- OnControlStageDisconnection();
}
-void Control::OnChildAdd(Actor& child)
+Vector3 Control::GetNaturalSize()
{
- // If this is the background actor, then we do not want to relayout or inform deriving classes
- if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+ if( mImpl->mBackgroundRenderer )
{
- return;
+ Vector2 naturalSize;
+ mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+ return Vector3(naturalSize);
}
+ return Vector3::ZERO;
+}
- // Notify derived classes.
- OnControlChildAdd( child );
+float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
+{
+ return CalculateChildSizeBase( child, dimension );
}
-void Control::OnChildRemove(Actor& child)
+float Control::GetHeightForWidth( float width )
{
- // If this is the background actor, then we do not want to relayout or inform deriving classes
- if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
- {
- return;
- }
+ return GetHeightForWidthBase( width );
+}
- // Notify derived classes.
- OnControlChildRemove( child );
+float Control::GetWidthForHeight( float height )
+{
+ return GetWidthForHeightBase( height );
}
-void Control::OnSizeSet(const Vector3& targetSize)
+bool Control::RelayoutDependentOnChildren( Dimension::Type dimension )
{
- // Background is resized through size negotiation
+ return RelayoutDependentOnChildrenBase( dimension );
+}
- // Notify derived classes.
- OnControlSizeSet( targetSize );
+void Control::OnCalculateRelayoutSize( Dimension::Type dimension )
+{
+}
+
+void Control::OnLayoutNegotiated( float size, Dimension::Type dimension )
+{
}
void Control::SignalConnected( SlotObserver* slotObserver, CallbackBase* callback )
mImpl->SignalDisconnected( slotObserver, callback );
}
+Control& GetImplementation( Dali::Toolkit::Control& handle )
+{
+ CustomActorImpl& customInterface = handle.GetImplementation();
+ // downcast to control
+ Control& impl = dynamic_cast< Internal::Control& >( customInterface );
+ return impl;
+}
+
+const Control& GetImplementation( const Dali::Toolkit::Control& handle )
+{
+ const CustomActorImpl& customInterface = handle.GetImplementation();
+ // downcast to control
+ const Control& impl = dynamic_cast< const Internal::Control& >( customInterface );
+ return impl;
+}
+
} // namespace Internal
} // namespace Toolkit