/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <cstring> // for strcmp
#include <limits>
#include <stack>
-#include <dali/public-api/actors/image-actor.h>
-#include <dali/public-api/actors/renderer.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/geometry/geometry.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
-#include <dali/devel-api/scripting/scripting.h>
-#include <dali/public-api/shader-effects/shader.h>
-#include <dali/public-api/shader-effects/material.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
+#include <dali/devel-api/common/owner-container.h>
+#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.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/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>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
+#include <dali-toolkit/internal/visuals/transition-data-impl.h>
+#include <dali-toolkit/devel-api/align-enums.h>
namespace Dali
{
namespace
{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New( Debug::General, false, "LOG_CONTROL_VISUALS");
+#endif
+
+/**
+ * Struct used to store Visual within the control, index is a unique key for each visual.
+ */
+struct RegisteredVisual
+{
+ Property::Index index;
+ Toolkit::Visual::Base visual;
+ bool enabled;
+
+ RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, bool aEnabled) :
+ index(aIndex), visual(aVisual), enabled(aEnabled) {}
+};
+
+struct HandleIndex
+{
+ Handle handle; ///< a handle to the target object
+ Property::Index index; ///< The index of a property provided by the referenced object
+
+ HandleIndex( )
+ : handle(),
+ index( Property::INVALID_INDEX )
+ {
+ }
+
+ HandleIndex( Handle& handle, Property::Index index )
+ : handle( handle ),
+ index( index )
+ {
+ }
+};
+
+
+typedef Dali::OwnerContainer< RegisteredVisual* > RegisteredVisualContainer;
+
+/**
+ * Finds visual in given array, returning true if found along with the iterator for that visual as a out parameter
+ */
+bool FindVisual( Property::Index targetIndex, RegisteredVisualContainer& visuals, RegisteredVisualContainer::Iterator& iter )
+{
+ for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+ {
+ if ( (*iter)->index == targetIndex )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+HandleIndex GetVisualProperty(
+ Internal::Control& controlImpl,
+ RegisteredVisualContainer& visuals,
+ const std::string& visualName,
+ Property::Key propertyKey )
+{
+#if defined(DEBUG_ENABLED)
+ std::ostringstream oss;
+ oss << "Control::GetHandleIndex(" << visualName << ", " << propertyKey << ")" << std::endl;
+ DALI_LOG_INFO( gLogFilter, Debug::General, oss.str().c_str() );
+#endif
+
+ // Find visualName in the control
+ RegisteredVisualContainer::Iterator iter;
+ for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+ {
+ if ( (*iter)->visual.GetName() == visualName )
+ {
+ break;
+ }
+ }
+
+ // Does it's renderer have an associated property?
+ if( iter != visuals.End() )
+ {
+ Actor self = controlImpl.Self();
+ Property::Index index = self.GetPropertyIndex( propertyKey );
+ if( index != Property::INVALID_INDEX )
+ {
+ // It's an actor property:
+ return HandleIndex( self, index );
+ }
+ else
+ {
+ // Check if it is a renderer property:
+ if( self.GetRendererCount() > 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 HandleIndex( renderer, index );
+ }
+ }
+ else
+ {
+ std::ostringstream oss;
+ oss << propertyKey;
+ DALI_LOG_WARNING( "Control::GetHandleIndex(%s, %s) No renderers\n", visualName.c_str(), oss.str().c_str() );
+ }
+ }
+ }
+ Handle handle;
+ return HandleIndex( handle, Property::INVALID_INDEX );
+}
+
+void SetDefaultTransform( Property::Map& propertyMap )
+{
+ propertyMap.Clear();
+ propertyMap
+ .Add( Toolkit::Visual::DevelProperty::Transform::Property::OFFSET, Vector2(0.0f, 0.0f) )
+ .Add( Toolkit::Visual::DevelProperty::Transform::Property::SIZE, Vector2(1.0f, 1.0f) )
+ .Add( Toolkit::Visual::DevelProperty::Transform::Property::ORIGIN, Toolkit::Align::CENTER )
+ .Add( Toolkit::Visual::DevelProperty::Transform::Property::ANCHOR_POINT, Toolkit::Align::CENTER )
+ .Add( Toolkit::Visual::DevelProperty::Transform::Property::OFFSET_SIZE_MODE, Vector4::ZERO );
+}
+
/**
* Creates control through type registry
*/
* @param[in] attributes The attributes with which to perfrom this action.
* @return true if action has been accepted by this control
*/
-const char* ACTION_CONTROL_ACTIVATED = "control-activated";
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated";
static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
bool ret = false;
- if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) )
+ if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) )
{
Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
if( control )
* @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 );
SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal );
SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal );
-TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction );
+TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction );
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 )
-};
-
-struct VertexWithTexture
-{
- Vector2 position;
- Vector2 texCoord;
-};
-
-VertexWithTexture gQuadWithTexture[] = {
- { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) },
- { Vector2( 0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) },
- { Vector2( -0.5f, 0.5f ), Vector2( 0.0f, 1.0f ) },
- { Vector2( 0.5f, 0.5f ), Vector2( 1.0f, 1.0f ) }
-};
-
-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
-);
-
-const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- varying mediump vec2 vTexCoord;\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
- vTexCoord = aTexCoord;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uBackgroundColor;\n
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture;\n
- varying mediump vec2 vTexCoord;\n
-
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * 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() )
-{
- PropertyBuffer vertexBuffer;
- Shader shader;
- Material material;
- if( image )
- {
- Property::Map vertexFormat;
- vertexFormat["aPosition"] = Property::VECTOR2;
- vertexFormat["aTexCoord"] = Property::VECTOR2;
-
- //Create a vertex buffer for vertex positions and texture coordinates
- vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
- vertexBuffer.SetData( gQuadWithTexture );
-
- shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
- Sampler textureSampler = Sampler::New( image, "sTexture" );
- material = Material::New( shader );
- material.AddSampler(textureSampler);
- }
- else
- {
- 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( 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;
-}
-
} // unnamed namespace
namespace Internal
// 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 ),
- mAddRemoveBackgroundChild( false )
-{
-}
+ : mControlImpl( controlImpl ),
+ mStyleName(""),
+ mBackgroundColor(Color::TRANSPARENT),
+ mStartingPinchScale( NULL ),
+ mKeyEventSignal(),
+ mPinchGestureDetector(),
+ mPanGestureDetector(),
+ mTapGestureDetector(),
+ mLongPressGestureDetector(),
+ mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mIsKeyboardNavigationSupported( false ),
+ mIsKeyboardFocusGroup( 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
/**
case Toolkit::Control::Property::BACKGROUND_COLOR:
{
+ DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
break;
}
case Toolkit::Control::Property::BACKGROUND_IMAGE:
{
- if ( value.HasKey( "image" ) )
+ DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
+ 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 );
}
- else if ( value.Get< Property::Map >().Empty() )
+ else
{
- // An empty map means the background is no longer required
+ // An empty image means the background is no longer required
controlImpl.ClearBackground();
}
break;
}
break;
}
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ const Property::Map* map = value.GetMap();
+ if( map && !map->Empty() )
+ {
+ controlImpl.SetBackground( *map );
+ }
+ else
+ {
+ // The background is an empty property map, so we should clear the background
+ controlImpl.ClearBackground();
+ }
+ break;
+ }
}
}
}
case Toolkit::Control::Property::BACKGROUND_COLOR:
{
+ DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
value = controlImpl.GetBackgroundColor();
break;
}
case Toolkit::Control::Property::BACKGROUND_IMAGE:
{
+ DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
Property::Map map;
-
- Background* back = controlImpl.mImpl->mBackground;
- if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0)
+ Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
{
- Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
- if ( image )
- {
- Property::Map imageMap;
- Scripting::CreatePropertyMap( image, imageMap );
- map[ "image" ] = imageMap;
- }
+ visual.CreatePropertyMap( map );
}
-
value = map;
break;
}
value = controlImpl.HasKeyInputFocus();
break;
}
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ Property::Map map;
+ Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
+ {
+ visual.CreatePropertyMap( map );
+ }
+
+ value = map;
+ break;
+ }
+
}
}
// Data
Control& mControlImpl;
+ RegisteredVisualContainer mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
std::string mStyleName;
- Background* mBackground; ///< Only create the background if we use it
+ Vector4 mBackgroundColor; ///< The color of the background visual
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
TapGestureDetector mTapGestureDetector;
LongPressGestureDetector mLongPressGestureDetector;
- ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor.
+ 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 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;
+ static const PropertyRegistration PROPERTY_1;
+ static const PropertyRegistration PROPERTY_2;
+ static const PropertyRegistration PROPERTY_3;
+ static const PropertyRegistration PROPERTY_4;
+ static const PropertyRegistration PROPERTY_5;
};
// 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 );
+const PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "backgroundColor", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "backgroundImage", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_5( typeRegistration, "background", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
Toolkit::Control Control::New()
{
// Create the implementation, temporarily owned on stack
- IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) );
+ IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) );
// Pass ownership to handle
Toolkit::Control handle( *controlImpl );
{
mImpl->mStyleName = styleName;
- // Apply new style
+ // Apply new style, if stylemanager is available
Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ if( styleManager )
+ {
+ GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ }
}
}
void Control::SetBackgroundColor( const Vector4& color )
{
- Background& background( mImpl->GetBackground() );
+ mImpl->mBackgroundColor = color;
+ Property::Map map;
+ map[ Toolkit::VisualProperty::TYPE ] = Toolkit::Visual::COLOR;
+ map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
- if ( background.actor )
- {
- Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
- shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), 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;
- }
-
- background.color = color;
+ SetBackground( map );
}
Vector4 Control::GetBackgroundColor() const
{
- if ( mImpl->mBackground )
+ return mImpl->mBackgroundColor;
+}
+
+void Control::SetBackground( const Property::Map& map )
+{
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( map );
+ if( visual )
{
- return mImpl->mBackground->color;
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+ visual.SetDepthIndex( DepthIndex::BACKGROUND );
}
- return Color::TRANSPARENT;
}
void Control::SetBackgroundImage( Image image )
{
- Background& background( mImpl->GetBackground() );
- if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0)
- {
- // Remove current actor as it has not texture coordinates
- if( background.actor )
- {
- mImpl->mAddRemoveBackgroundChild = true;
- Self().Remove( background.actor );
- mImpl->mAddRemoveBackgroundChild = false;
- background.actor.Reset();
- }
-
- //Create a new actor with texture coordinates
- Actor actor = CreateBackground(Self(), background.color, image);
- mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY mode works)
- Self().Insert( 0, actor );
- mImpl->mAddRemoveBackgroundChild = false;
- background.actor = actor;
- }
- else
+ DALI_LOG_WARNING( "SetBackgroundImage is for the depreciated Property::BACKGROUND_IMAGE use SetBackground( const Property::Map& map )\n" );
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
+ if( visual )
{
- //Change sampler image
- Sampler sampler = background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0);
- sampler.SetImage(image);
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+ visual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::ClearBackground()
{
- if ( mImpl->mBackground )
- {
- Background& background( mImpl->GetBackground() );
- mImpl->mAddRemoveBackgroundChild = true;
- Self().Remove( background.actor );
- mImpl->mAddRemoveBackgroundChild = false;
-
- delete mImpl->mBackground;
- mImpl->mBackground = NULL;
- }
+ UnregisterVisual( Toolkit::Control::Property::BACKGROUND );
+ mImpl->mBackgroundColor = Color::TRANSPARENT;
}
void Control::EnableGestureDetection(Gesture::Type type)
OnAccessibilityActivated();
}
+void Control::KeyboardEnter()
+{
+ // Inform deriving classes
+ OnKeyboardEnter();
+}
+
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual )
+{
+ RegisterVisual( index, visual, true );
+}
+
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled )
+{
+ bool visualReplaced ( false );
+ Actor self = Self();
+
+ if( !mImpl->mVisuals.Empty() )
+ {
+ RegisteredVisualContainer::Iterator iter;
+ // Check if visual (index) is already registered. Replace if so.
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if( (*iter)->visual && self.OnStage() )
+ {
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ }
+ (*iter)->visual = visual;
+ visualReplaced = true;
+ }
+ }
+
+ if( !visualReplaced ) // New registration entry
+ {
+ mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) );
+ }
+
+ if( visual && self.OnStage() && enabled )
+ {
+ Toolkit::GetImplementation(visual).SetOnStage( self );
+ }
+}
+
+void Control::UnregisterVisual( Property::Index index )
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ (*iter)->visual.Reset();
+ mImpl->mVisuals.Erase( iter );
+ }
+}
+
+Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ return (*iter)->visual;
+ }
+
+ return Toolkit::Visual::Base();
+}
+
+void Control::EnableVisual( Property::Index index, bool enable )
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if ( (*iter)->enabled == enable )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Visual Already enabled set (%s) \n", enable?"enabled":"disabled");
+ return;
+ }
+
+ (*iter)->enabled = enable;
+ Actor parentActor = Self();
+ if ( Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
+ {
+ if ( enable )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting Visual(%d) on stage \n", index );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor );
+ }
+ else
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting Visual(%d) off stage \n", index );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( parentActor ); // No need to call if control not staged.
+ }
+ }
+ }
+}
+
+bool Control::IsVisualEnabled( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ return (*iter)->enabled;
+ }
+ return false;
+}
+
+Dali::Animation Control::CreateTransition( const Toolkit::TransitionData& handle )
+{
+ Dali::Animation transition;
+ const Internal::TransitionData& transitionData = Toolkit::GetImplementation( handle );
+
+ if( transitionData.Count() > 0 )
+ {
+ // Setup a Transition from TransitionData.
+ TransitionData::Iterator end = transitionData.End();
+ for( TransitionData::Iterator iter = transitionData.Begin() ;
+ iter != end; ++iter )
+ {
+ TransitionData::Animator* animator = (*iter);
+ 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 );
+ handleIndex = HandleIndex( child, propertyIndex );
+ }
+ else
+ {
+ handleIndex = GetVisualProperty( *this, mImpl->mVisuals,
+ animator->objectName,
+ animator->propertyKey );
+ }
+
+ if( handleIndex.handle && handleIndex.index != Property::INVALID_INDEX )
+ {
+ if( animator->animate == false )
+ {
+ if( animator->targetValue.GetType() != Property::NONE )
+ {
+ handleIndex.handle.SetProperty( handleIndex.index, animator->targetValue );
+ }
+ }
+ else
+ {
+ if( animator->initialValue.GetType() != Property::NONE )
+ {
+ handleIndex.handle.SetProperty( handleIndex.index, animator->initialValue );
+ }
+
+ if( ! transition )
+ {
+ // Create an animation with a default .1 second duration - the animators
+ // will automatically force it to the 'right' duration.
+ transition = Dali::Animation::New( 0.1f );
+ }
+
+ transition.AnimateTo( Property( handleIndex.handle, handleIndex.index ),
+ animator->targetValue,
+ animator->alphaFunction,
+ TimePeriod( animator->timePeriodDelay,
+ animator->timePeriodDuration ) );
+ }
+ }
+ }
+ }
+
+ return transition;
+}
+
bool Control::OnAccessibilityActivated()
{
return false; // Accessibility activation is not handled by default
}
+bool Control::OnKeyboardEnter()
+{
+ return false; // Keyboard enter is not handled by default
+}
+
bool Control::OnAccessibilityPan(PanGesture gesture)
{
return false; // Accessibility pan gesture is not handled by default
return false; // Accessibility value change action is not handled by default
}
+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();
return mImpl->mKeyEventSignal;
}
-Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusGainedSignal()
{
return mImpl->mKeyInputFocusGainedSignal;
}
-Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusLostSignal()
{
return mImpl->mKeyInputFocusLostSignal;
}
void Control::Initialize()
{
- if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
+ // Call deriving classes so initialised before styling is applied to them.
+ OnInitialize();
+
+ if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) ||
+ !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) )
{
- Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ Toolkit::StyleManager styleManager = StyleManager::Get();
- // Register for style changes
- styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
+ // if stylemanager is available
+ if( styleManager )
+ {
+ StyleManager& styleManagerImpl = GetImpl( styleManager );
- // SetTheme
- GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ // Register for style changes
+ styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange );
+
+ // Apply the current style
+ styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+ }
}
if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
{
SetKeyboardNavigationSupport( true );
}
-
- // Calling deriving classes
- OnInitialize();
}
void Control::OnInitialize()
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() ) );
}
+ RelayoutRequest();
}
void Control::OnPinch(const PinchGesture& pinch)
}
}
-void Control::OnStageConnection( unsigned int depth )
+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 );
- }
- }
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
- if( mImpl->mBackground )
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
- if(backgroundRenderer)
+ // Check whether the visual is empty and enabled
+ if( (*iter)->visual && (*iter)->enabled )
{
- backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
}
}
}
void Control::OnStageDisconnection()
{
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
+ {
+ // Check whether the visual is empty
+ if( (*iter)->visual )
+ {
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageDisconnection Setting visual(%d) off stage\n", (*iter)->index );
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ }
+ }
}
void Control::OnKeyInputFocusGained()
void Control::OnChildAdd(Actor& child)
{
- // If this is the background actor, then we do not want to inform deriving classes
- if ( mImpl->mAddRemoveBackgroundChild )
- {
- return;
- }
-
// Notify derived classes.
OnControlChildAdd( child );
}
void Control::OnChildRemove(Actor& child)
{
- // If this is the background actor, then we do not want to inform deriving classes
- if ( mImpl->mAddRemoveBackgroundChild )
- {
- return;
- }
-
// Notify derived classes.
OnControlChildRemove( child );
}
void Control::OnSizeSet(const Vector3& targetSize)
{
- // Background is resized through size negotiation
+ Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
+ {
+ Vector2 size( targetSize );
+ Property::Map transformMap;
+ SetDefaultTransform( transformMap );
+ visual.SetTransformAndSize( transformMap, size );
+ }
}
void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
{
container.Add( Self().GetChildAt( i ), size );
}
+
+ Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
+ {
+ Vector2 controlSize( size );
+ Property::Map transformMap;
+ SetDefaultTransform( transformMap );
+ visual.SetTransformAndSize( transformMap, controlSize );
+ }
}
void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
Vector3 Control::GetNaturalSize()
{
- if( mImpl->mBackground )
+ Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
{
- Actor actor = mImpl->mBackground->actor;
- if( actor )
- {
- return actor.GetNaturalSize();
- }
+ Vector2 naturalSize;
+ visual.GetNaturalSize( naturalSize );
+ return Vector3( naturalSize );
}
- return Vector3();
+ 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 );
}