#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
+#include <dali-toolkit/public-api/align-enumerations.h>
#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
#include <dali-toolkit/public-api/styling/style-manager.h>
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
+#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
#include <dali-toolkit/internal/styling/style-manager-impl.h>
#include <dali-toolkit/internal/visuals/color/color-visual.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/public-api/align-enumerations.h>
#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace Dali
#endif
/**
+ * @brief Replace the background visual if it's a color visual with the renderIfTransparent property set as required.
+ * @param[in] controlImpl The control implementation
+ * @param[in] renderIfTransaparent Whether we should render if the color is transparent
+ */
+void ChangeBackgroundColorVisual( Control& controlImpl, bool renderIfTransparent )
+{
+ Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
+
+ Toolkit::Visual::Base backgroundVisual = controlDataImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( backgroundVisual )
+ {
+ Property::Map map;
+ backgroundVisual.CreatePropertyMap( map );
+ Property::Value* typeValue = map.Find( Toolkit::Visual::Property::TYPE );
+ if( typeValue && typeValue->Get< int >() == Toolkit::Visual::COLOR )
+ {
+ // Only change it if it's a color visual
+ map[ Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT ] = renderIfTransparent;
+ controlImpl.SetBackground( map );
+ }
+ }
+}
+
+/**
* @brief Creates a clipping renderer if required.
* (EG. If no renders exist and clipping is enabled).
* @param[in] controlImpl The control implementation.
int clippingMode = ClippingMode::DISABLED;
if( self.GetProperty( Actor::Property::CLIPPING_MODE ).Get( clippingMode ) )
{
- Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
-
- if( ( clippingMode == ClippingMode::CLIP_CHILDREN ) &&
- controlDataImpl.mVisuals.Empty() &&
- ( self.GetRendererCount() == 0u ) )
+ switch( clippingMode )
{
- controlImpl.SetBackgroundColor( Color::TRANSPARENT );
+ case ClippingMode::CLIP_CHILDREN:
+ {
+ if( self.GetRendererCount() == 0u )
+ {
+ Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
+ if( controlDataImpl.mVisuals.Empty() )
+ {
+ controlImpl.SetBackgroundColor( Color::TRANSPARENT );
+ }
+ else
+ {
+ // We have visuals, check if we've set the background and re-create it to
+ // render even if transparent (only if it's a color visual)
+ ChangeBackgroundColorVisual( controlImpl, true );
+ }
+ }
+ break;
+ }
+
+ case ClippingMode::DISABLED:
+ case ClippingMode::CLIP_TO_BOUNDING_BOX:
+ {
+ // If we have a background visual, check if it's a color visual and remove the render if transparent flag
+ ChangeBackgroundColorVisual( controlImpl, false );
+ break;
+ }
}
}
}
map[ Toolkit::Visual::Property::TYPE ] = Toolkit::Visual::COLOR;
map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
+ int clippingMode = ClippingMode::DISABLED;
+ if( ( Self().GetProperty( Actor::Property::CLIPPING_MODE ).Get( clippingMode ) ) &&
+ ( clippingMode == ClippingMode::CLIP_CHILDREN ) )
+ {
+ // If clipping-mode is set to CLIP_CHILDREN, then force visual to add the render even if transparent
+ map[ Toolkit::DevelColorVisual::Property::RENDER_IF_TRANSPARENT ] = true;
+ }
+
SetBackground( map );
}
bool consumed = false;
+ consumed = mImpl->FilterKeyEvent( event );
+
// signals are allocated dynamically when someone connects
- if ( !mImpl->mKeyEventSignal.Empty() )
+ if ( !consumed && !mImpl->mKeyEventSignal.Empty() )
{
consumed = mImpl->mKeyEventSignal.Emit( handle, event );
}
- if (!consumed)
+ if ( !consumed )
{
// Notification for derived classes
consumed = OnKeyEvent(event);
newChildSize.width = size.width - ( padding.start + padding.end );
newChildSize.height = size.height - ( padding.top + padding.bottom );
- Vector3 childPosition = child.GetTargetSize();
- childPosition.x += ( mImpl->mMargin.start + padding.start );
- childPosition.y += ( mImpl->mMargin.top + padding.top );
+ // Cannot use childs Position property as it can already have padding and margin applied on it,
+ // so we end up cumulatively applying them over and over again.
+ Vector2 childOffset( 0.f, 0.f );
+ childOffset.x += ( mImpl->mMargin.start + padding.start );
+ childOffset.y += ( mImpl->mMargin.top + padding.top );
- child.SetPosition( childPosition );
+ child.SetPosition( childOffset.x, childOffset.y );
}
container.Add( child, newChildSize );