-#ifndef __DALI_TOOLKIT_CONTROL_IMPL_H__
-#define __DALI_TOOLKIT_CONTROL_IMPL_H__
+#ifndef DALI_TOOLKIT_CONTROL_IMPL_H
+#define DALI_TOOLKIT_CONTROL_IMPL_H
/*
- * 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.
* It will provide some common functionality required by all controls.
* Implements ConnectionTrackerInterface so that signals (typically connected to member functions) will
* be disconnected automatically when the control is destroyed.
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API Control : public CustomActorImpl, public ConnectionTrackerInterface
{
* @brief Create a new ControlImpl instance that does not require touch by default.
*
* If touch is required then the user can connect to this class' touch signal.
+ * @SINCE_1_0.0
* @return A handle to the ControlImpl instance.
*/
static Toolkit::Control New();
+protected:
/**
* @brief Virtual destructor.
+ * @SINCE_1_0.0
*/
virtual ~Control();
+public:
// Styling
/**
/**
* @brief Set the background with a property map.
*
+ * @SINCE_1_0.0
* @param[in] map The background property map.
*/
void SetBackground(const Property::Map& map);
* @code
* EnableGestureDetection(Gesture::Type(Gesture::Pinch | Gesture::Tap | Gesture::Pan));
* @endcode
+ * @SINCE_1_0.0
* @param[in] type The gesture type(s) to enable.
*/
void EnableGestureDetection( Gesture::Type type );
* @brief Allows deriving classes to disable any of the gesture detectors.
*
* Like EnableGestureDetection, this can also be called using bitwise or.
+ * @SINCE_1_0.0
* @param[in] type The gesture type(s) to disable.
* @see EnableGetureDetection
*/
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The pinch gesture detector.
* @pre Pinch detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The pan gesture detector.
* @pre Pan detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The tap gesture detector.
* @pre Tap detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* detection then they can access the gesture detector through this
* API and modify the detection.
*
+ * @SINCE_1_0.0
* @return The long press gesture detector.
* @pre Long press detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* keyboard focus movement between its child actors).
*
* The control doesn't support it by default.
+ * @SINCE_1_0.0
* @param[in] isSupported Whether this control supports two dimensional keyboard navigation.
*/
void SetKeyboardNavigationSupport( bool isSupported );
/**
* @brief Gets whether this control supports two dimensional keyboard navigation.
*
+ * @SINCE_1_0.0
* @return true if this control supports two dimensional keyboard navigation.
*/
bool IsKeyboardNavigationSupported();
*
* (i.e. the scope of keyboard focus movement
* can be limitied to its child actors). The control is not a focus group by default.
+ * @SINCE_1_0.0
* @param[in] isFocusGroup Whether this control is set as a focus group for keyboard navigation.
*/
void SetAsKeyboardFocusGroup( bool isFocusGroup );
/**
* @brief Gets whether this control is a focus group for keyboard navigation.
*
+ * @SINCE_1_0.0
* @return true if this control is set as a focus group for keyboard navigation.
*/
bool IsKeyboardFocusGroup();
/**
+ * @internal
* @brief Called by the AccessibilityManager to activate the Control.
+ * @SINCE_1_0.0
*/
DALI_INTERNAL void AccessibilityActivate();
/**
+ * @internal
* @brief Called by the KeyboardFocusManager.
+ * @SINCE_1_0.0
*/
DALI_INTERNAL void KeyboardEnter();
Toolkit::Control::KeyInputFocusSignalType& KeyInputFocusLostSignal();
/**
+ * @internal
* @brief Called by the KeyInputFocusManager to emit key event signals.
*
+ * @SINCE_1_0.0
* @param[in] event The key event.
* @return True if the event was consumed.
*/
*
* Should be called last by the control after it acts on the Input Focus change.
*
+ * @SINCE_1_0.0
* @param[in] focusGained True if gained, False if lost
*/
void EmitKeyInputFocusSignal( bool focusGained );
/**
* @copydoc CustomActorImpl::OnStageConnection()
+ * @note If overridden, then an up-call to Control::OnStageConnection MUST be made at the start.
*/
virtual void OnStageConnection( int depth );
/**
* @copydoc CustomActorImpl::OnStageDisconnection()
+ * @note If overridden, then an up-call to Control::OnStageDisconnection MUST be made at the end.
*/
virtual void OnStageDisconnection();
/**
* @copydoc CustomActorImpl::OnChildAdd()
+ * @note If overridden, then an up-call to Control::OnChildAdd MUST be made at the start.
*/
virtual void OnChildAdd( Actor& child );
/**
* @copydoc CustomActorImpl::OnChildRemove()
+ * @note If overridden, then an up-call to Control::OnChildRemove MUST be made at the end.
*/
virtual void OnChildRemove( Actor& child );
/**
* @copydoc CustomActorImpl::OnSizeSet()
+ * @note If overridden, then an up-call to Control::OnSizeSet MUST be made at the start.
*/
virtual void OnSizeSet( const Vector3& targetSize );
/**
* @copydoc CustomActorImpl::OnSizeAnimation()
+ * @note If overridden, then an up-call to Control::OnSizeAnimation MUST be made at the start.
*/
virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize );
// Construction
- // Flags for the constructor
+ /**
+ * @brief Flags for the constructor
+ * @SINCE_1_0.0
+ */
enum ControlBehaviour
{
- REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change
- REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation
+ CONTROL_BEHAVIOUR_DEFAULT = 0, ///< Default behaviour: Size negotiation is enabled & listens to Style Change signal, but doesn't receive event callbacks. @SINCE_1_2_10
+ REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change @SINCE_1_0.0 @DEPRECATED_1_2_10
+ REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation @SINCE_1_0.0
+
+ DISABLE_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 2 ), ///< True if control should not monitor style change signals @SINCE_1_2_10
LAST_CONTROL_BEHAVIOUR_FLAG
};
/**
* @brief Control constructor
*
+ * @SINCE_1_0.0
* @param[in] behaviourFlags Behavioural flags from ControlBehaviour enum
*/
Control( ControlBehaviour behaviourFlags );
/**
* @brief Second phase initialization.
+ * @SINCE_1_0.0
*/
void Initialize();
* @brief This method is called after the Control has been initialized.
*
* Derived classes should do any second phase initialization by overriding this method.
+ * @SINCE_1_0.0
*/
virtual void OnInitialize();
/**
+ * @DEPRECATED_1_1.30. Override OnChildAdd instead.
+ *
* @brief Called whenever an Actor is added to the control.
*
* Could be overridden by derived classes.
*
+ * @SINCE_1_0.0
* @param[in] child The added actor.
*/
- virtual void OnControlChildAdd( Actor& child );
+ virtual void OnControlChildAdd( Actor& child ) DALI_DEPRECATED_API;
/**
+ * @DEPRECATED_1_1.30. Override OnChildRemove instead.
+ *
* @brief Called whenever an Actor is removed from the control.
*
* Could be overridden by derived classes.
*
+ * @SINCE_1_0.0
* @param[in] child The removed actor.
*/
- virtual void OnControlChildRemove( Actor& child );
+ virtual void OnControlChildRemove( Actor& child ) DALI_DEPRECATED_API;
// Styling
/**
* @brief This method should be overridden by deriving classes requiring notifications when the style changes.
*
+ * @SINCE_1_0.0
* @param[in] styleManager The StyleManager object.
* @param[in] change Information denoting what has changed.
*/
* @brief This method is called when the control is accessibility activated.
*
* Derived classes should override this to perform custom accessibility activation.
+ * @SINCE_1_0.0
* @return true if this control can perform accessibility activation.
*/
virtual bool OnAccessibilityActivated();
* @brief This method should be overridden by deriving classes when they wish to respond the accessibility
* pan gesture.
*
+ * @SINCE_1_0.0
* @param[in] gesture The pan gesture.
* @return true if the pan gesture has been consumed by this control
*/
* @brief This method should be overridden by deriving classes when they wish to respond the accessibility
* touch event.
*
+ * @SINCE_1_0.0
* @param[in] touchEvent The touch event.
* @return true if the touch event has been consumed by this control
*/
* @brief This method should be overridden by deriving classes when they wish to respond
* the accessibility up and down action (i.e. value change of slider control).
*
+ * @SINCE_1_0.0
* @param[in] isIncrease Whether the value should be increased or decreased
* @return true if the value changed action has been consumed by this control
*/
/**
* @brief This method should be overridden by deriving classes when they wish to respond
- * the accessibility zoom action
+ * the accessibility zoom action.
*
+ * @SINCE_1_0.0
* @return true if the zoom action has been consumed by this control
*/
virtual bool OnAccessibilityZoom();
* @brief Called when the control gains key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is gained.
+ * @SINCE_1_0.0
*/
virtual void OnKeyInputFocusGained();
* @brief Called when the control loses key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is lost.
+ * @SINCE_1_0.0
*/
virtual void OnKeyInputFocusLost();
* @brief Gets the next keyboard focusable actor in this control towards the given direction.
*
* A control needs to override this function in order to support two dimensional keyboard navigation.
+ * @SINCE_1_0.0
* @param[in] currentFocusedActor The current focused actor.
* @param[in] direction The direction to move the focus towards.
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* This allows the application to preform any actions if wishes
* before the focus is actually moved to the chosen actor.
*
+ * @SINCE_1_0.0
* @param[in] commitedFocusableActor The commited focusable actor.
*/
virtual void OnKeyboardFocusChangeCommitted( Actor commitedFocusableActor );
* @brief This method is called when the control has enter pressed on it.
*
* Derived classes should override this to perform custom actions.
+ * @SINCE_1_0.0
* @return true if this control supported this action.
*/
virtual bool OnKeyboardEnter();
* is enabled. The default behaviour is to scale the control by the
* pinch scale.
*
+ * @SINCE_1_0.0
+ * @param[in] pinch The pinch gesture.
* @note If overridden, then the default behaviour will not occur.
* @note Pinch detection should be enabled via EnableGestureDetection().
- * @param[in] pinch The pinch gesture.
* @see EnableGestureDetection
*/
virtual void OnPinch( const PinchGesture& pinch );
* This should be overridden by deriving classes when pan detection
* is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] pan The pan gesture.
* @note There is no default behaviour with panning.
* @note Pan detection should be enabled via EnableGestureDetection().
- * @param[in] pan The pan gesture.
* @see EnableGestureDetection
*/
virtual void OnPan( const PanGesture& pan );
* This should be overridden by deriving classes when tap detection
* is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] tap The tap gesture.
* @note There is no default behaviour with a tap.
* @note Tap detection should be enabled via EnableGestureDetection().
- * @param[in] tap The tap gesture.
* @see EnableGestureDetection
*/
virtual void OnTap( const TapGesture& tap );
* This should be overridden by deriving classes when long press
* detection is enabled.
*
+ * @SINCE_1_0.0
+ * @param[in] longPress The long press gesture.
* @note There is no default behaviour associated with a long press.
* @note Long press detection should be enabled via EnableGestureDetection().
- * @param[in] longPress The long press gesture.
* @see EnableGestureDetection
*/
virtual void OnLongPress( const LongPressGesture& longPress );
virtual void SignalDisconnected( SlotObserver* slotObserver, CallbackBase* callback );
/**
- * Retrieve the extension for this control
+ * @brief Retrieve the extension for this control
*
+ * @SINCE_1_0.0
* @return The extension if available, NULL otherwise
*/
virtual Extension* GetControlExtension()
};
/**
- * @brief Get implementation from the handle
+ * @brief Get implementation from the handle.
*
- * @pre handle is initialized and points to a control
+ * @SINCE_1_0.0
* @param handle
* @return implementation
+ * @pre handle is initialized and points to a control
*/
DALI_IMPORT_API Internal::Control& GetImplementation( Dali::Toolkit::Control& handle );
/**
- * @brief Get implementation from the handle
+ * @brief Get implementation from the handle.
*
- * @pre handle is initialized and points to a control
+ * @SINCE_1_0.0
* @param handle
* @return implementation
+ * @pre handle is initialized and points to a control
*/
DALI_IMPORT_API const Internal::Control& GetImplementation( const Dali::Toolkit::Control& handle );
} // namespace Dali
-#endif // __DALI_TOOLKIT_CONTROL_IMPL_H__
+#endif // DALI_TOOLKIT_CONTROL_IMPL_H