/*
- * 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 <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.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/object/type-registry-helper.h>
-#include <dali/devel-api/rendering/renderer.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/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/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/controls/renderers/color/color-renderer.h>
-#include <dali-toolkit/internal/controls/renderers/image/image-renderer.h>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
+#include <dali-toolkit/internal/visuals/transition-data-impl.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 );
+}
+
+
/**
* 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_ACCESSIBILITY_ACTIVATED = "accessibility-activated";
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated";
static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
bool ret = false;
* @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 );
DALI_TYPE_REGISTRATION_END()
-const char * const BACKGROUND_COLOR_NAME("color");
-
} // unnamed namespace
namespace Internal
// Construction & Destruction
Impl(Control& controlImpl)
-: mControlImpl( controlImpl ),
- mStyleName(""),
- mBackgroundRenderer(),
- mStartingPinchScale( NULL ),
- mKeyEventSignal(),
- mPinchGestureDetector(),
- mPanGestureDetector(),
- mTapGestureDetector(),
- mLongPressGestureDetector(),
- mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
- mIsKeyboardNavigationSupported( false ),
- mIsKeyboardFocusGroup( false ),
- mAddRemoveBackgroundChild( false )
-{
-}
+ : mControlImpl( controlImpl ),
+ mStyleName(""),
+ mBackgroundVisual(),
+ mBackgroundColor(Color::TRANSPARENT),
+ mStartingPinchScale( NULL ),
+ mKeyEventSignal(),
+ mPinchGestureDetector(),
+ mPanGestureDetector(),
+ mTapGestureDetector(),
+ mLongPressGestureDetector(),
+ mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mIsKeyboardNavigationSupported( false ),
+ mIsKeyboardFocusGroup( false )
+ {
+ }
~Impl()
{
controlImpl.SetStyleName( value.Get< std::string >() );
break;
}
- case Toolkit::Control::Property::BACKGROUND:
+
+ 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:
{
+ DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
Image image = Scripting::NewImage( value );
if ( image )
{
controlImpl.SetBackgroundImage( image );
- break;
}
- const Property::Map* map = value.GetMap();
- if( map )
+ else
{
- controlImpl.SetBackground( *map );
- break;
+ // An empty map means the background is no longer required
+ controlImpl.ClearBackground();
}
-
- // The background is neither a valid image nor a property map, so it is no longer required
- controlImpl.ClearBackground();
break;
}
}
break;
}
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ const Property::Map* map = value.GetMap();
+ if( map )
+ {
+ controlImpl.SetBackground( *map );
+ }
+ else
+ {
+ // The background is not a property map, so we should clear the background
+ controlImpl.ClearBackground();
+ }
+ break;
+ }
}
}
}
break;
}
- case Toolkit::Control::Property::BACKGROUND:
+ 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;
- if( controlImpl.mImpl->mBackgroundRenderer )
+ if( controlImpl.mImpl->mBackgroundVisual )
{
- (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map );
+ controlImpl.mImpl->mBackgroundVisual.CreatePropertyMap( map );
}
-
value = map;
break;
}
value = controlImpl.HasKeyInputFocus();
break;
}
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ Property::Map map;
+ if( controlImpl.mImpl->mBackgroundVisual )
+ {
+ (controlImpl.mImpl->mBackgroundVisual).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;
- Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background
+ Toolkit::Visual::Base mBackgroundVisual; ///< The visual to render the background
+ 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 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", 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 );
+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 );
void Control::SetBackgroundColor( const Vector4& color )
{
- Actor self( Self() );
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
-
- if( mImpl->mBackgroundRenderer )
+ mImpl->mBackgroundColor = color;
+ Property::Map map;
+ map[ Toolkit::VisualProperty::TYPE ] = Toolkit::Visual::COLOR;
+ map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- factory.ResetRenderer( mImpl->mBackgroundRenderer, self, color );
- }
- else
- {
- mImpl->mBackgroundRenderer = factory.GetControlRenderer( color );
-
- if( self.OnStage() )
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
Vector4 Control::GetBackgroundColor() const
{
- return Color::TRANSPARENT;
+ return mImpl->mBackgroundColor;
}
-void Control::SetBackground(const Property::Map& map)
+void Control::SetBackground( const Property::Map& map )
{
- const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME );
- Vector4 color;
- if( colorValue && colorValue->Get(color))
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( map );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- SetBackgroundColor( color );
- return;
- }
-
- Actor self( Self() );
- mImpl->mBackgroundRenderer.RemoveAndReset( self );
-
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
- mImpl->mBackgroundRenderer = factory.GetControlRenderer( map );
-
- // 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 );
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::SetBackgroundImage( Image image )
{
- Actor self( Self() );
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
-
- if( mImpl->mBackgroundRenderer )
+ mImpl->mBackgroundVisual = Toolkit::VisualFactory::Get().CreateVisual( image );
+ RegisterVisual( Toolkit::Control::Property::BACKGROUND, mImpl->mBackgroundVisual );
+ if( mImpl->mBackgroundVisual )
{
- factory.ResetRenderer( mImpl->mBackgroundRenderer, self, image );
- }
- else
- {
- mImpl->mBackgroundRenderer = factory.GetControlRenderer( image );
-
- if( self.OnStage() )
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
+ mImpl->mBackgroundVisual.SetDepthIndex( DepthIndex::BACKGROUND );
}
}
void Control::ClearBackground()
{
- Actor self( Self() );
- mImpl->mBackgroundRenderer.RemoveAndReset( self );
+ if( mImpl->mBackgroundVisual )
+ {
+ Actor self( Self() );
+ Toolkit::GetImplementation( mImpl->mBackgroundVisual ).SetOffStage( self );
+ mImpl->mBackgroundVisual.Reset();
+ }
+ mImpl->mBackgroundColor = Color::TRANSPARENT;
}
void Control::EnableGestureDetection(Gesture::Type type)
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 ) )
+ {
+ 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 )
+ {
+ 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 )
+ {
+
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor );
+ }
+ else
+ {
+ 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
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;
}
// Call deriving classes so initialised before styling is applied to them.
OnInitialize();
- if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
+ if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) ||
+ !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) )
{
- Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ Toolkit::StyleManager styleManager = StyleManager::Get();
+
// if stylemanager is available
if( styleManager )
{
+ StyleManager& styleManagerImpl = GetImpl( styleManager );
+
// Register for style changes
- styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
+ styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange );
// Apply the current style
- GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+ styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
}
}
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
}
+ RelayoutRequest();
}
void Control::OnPinch(const PinchGesture& pinch)
void Control::OnStageConnection( int depth )
{
- unsigned int controlRendererCount = Self().GetRendererCount();
- for( unsigned int i(0); i<controlRendererCount; ++i )
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- Renderer controlRenderer = Self().GetRendererAt(i);
- if( controlRenderer )
+ // Check whether the visual is empty and enabled
+ if( (*iter)->visual && (*iter)->enabled )
{
- controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
}
}
-
- if( mImpl->mBackgroundRenderer)
- {
- mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
- Actor self(Self());
- mImpl->mBackgroundRenderer.SetOnStage( self );
- }
}
void Control::OnStageDisconnection()
{
- if( mImpl->mBackgroundRenderer)
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
- Actor self(Self());
- mImpl->mBackgroundRenderer.SetOffStage( self );
+ // Check whether the visual is empty
+ if( (*iter)->visual )
+ {
+ Actor self( Self() );
+ Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ }
}
}
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
+ if( mImpl->mBackgroundVisual )
+ {
+ Vector2 size( targetSize );
+ mImpl->mBackgroundVisual.SetSize( size );
+ }
}
void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
Vector3 Control::GetNaturalSize()
{
- if( mImpl->mBackgroundRenderer )
+ if( mImpl->mBackgroundVisual )
{
Vector2 naturalSize;
- mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+ mImpl->mBackgroundVisual.GetNaturalSize(naturalSize);
return Vector3(naturalSize);
}
return Vector3::ZERO;