-#ifndef __DALI_TOOLKIT_CONTROL_H__
-#define __DALI_TOOLKIT_CONTROL_H__
+#ifndef DALI_TOOLKIT_CONTROL_H
+#define DALI_TOOLKIT_CONTROL_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// EXTERNAL INCLUDES
#include <dali/public-api/actors/custom-actor.h>
-#include <dali/public-api/common/dali-common.h>
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
#include <dali/public-api/events/long-press-gesture-detector.h>
#include <dali/public-api/events/pan-gesture-detector.h>
#include <dali/public-api/events/pinch-gesture-detector.h>
#include <dali/public-api/events/tap-gesture-detector.h>
#include <dali/public-api/images/image.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+
namespace Dali
{
class Control;
}
/**
- * @addtogroup dali-toolkit-controls
+ * @addtogroup dali_toolkit_controls
* @{
*/
* @brief Control is the base class for all controls.
*
* The implementation of the control must be supplied; see Internal::Control for more details.
+ * @SINCE_1_0.0
* @see Internal::Control
*
* Signals
* | %Signal Name | Method |
* |------------------------|-----------------------------------------------------|
- * | key-event | @ref KeyEventSignal() |
- * | key-input-focus-gained | @ref KeyInputFocusGainedSignal() |
- * | key-input-focus-lost | @ref KeyInputFocusLostSignal() |
+ * | keyEvent | @ref KeyEventSignal() |
+ * | keyInputFocusGained | @ref KeyInputFocusGainedSignal() |
+ * | keyInputFocusLost | @ref KeyInputFocusLostSignal() |
+ * | resourceReady | @ref ResourceReadySignal() |
* | tapped | @ref GetTapGestureDetector().DetectedSignal() |
* | panned | @ref GetPanGestureDetector().DetectedSignal() |
* | pinched | @ref GetPinchGestureDetector().DetectedSignal() |
- * | long-pressed | @ref GetLongPressGestureDetector().DetectedSignal() |
+ * | longPressed | @ref GetLongPressGestureDetector().DetectedSignal() |
*
* Actions
- * | %Action Name | %Control method called |
- * |-------------------------|----------------------------------------------------|
- * | accessibility-activated | %OnAccessibilityActivated() |
+ * | %Action Name | %Control method called |
+ * |------------------------|----------------------------------------------------|
+ * | accessibilityActivated | %OnAccessibilityActivated() |
*/
-class DALI_IMPORT_API Control : public CustomActor
+class DALI_TOOLKIT_API Control : public CustomActor
{
public:
/**
- * @brief The start and end property ranges for control.
+ * @brief Enumeration for the start and end property ranges for control.
+ * @SINCE_1_0.0
*/
enum PropertyRange
{
- PROPERTY_START_INDEX = PROPERTY_REGISTRATION_START_INDEX, ///< Start index is used by the property registration macro.
- CONTROL_PROPERTY_START_INDEX = PROPERTY_START_INDEX, ///< Start index of Control properties.
- CONTROL_PROPERTY_END_INDEX = CONTROL_PROPERTY_START_INDEX + 1000 ///< Reserving 1000 property indices.
+ PROPERTY_START_INDEX = PROPERTY_REGISTRATION_START_INDEX, ///< Start index is used by the property registration macro. @SINCE_1_0.0
+ CONTROL_PROPERTY_START_INDEX = PROPERTY_START_INDEX, ///< Start index of Control properties. @SINCE_1_0.0
+ CONTROL_PROPERTY_END_INDEX = CONTROL_PROPERTY_START_INDEX + 1000 ///< Reserving 1000 property indices. @SINCE_1_0.0
};
/**
- * @brief An enumeration of properties belonging to the Control class.
+ * @brief Enumeration for the instance of properties belonging to the Control class.
+ * @SINCE_1_0.0
*/
struct Property
{
+ /**
+ * @brief Enumeration for the instance of properties belonging to the Control class.
+ * @SINCE_1_0.0
+ */
enum
{
- STYLE_NAME = PROPERTY_START_INDEX, ///< name "style-name", @see SetStyleName, type std::string
- BACKGROUND_COLOR, ///< name "background-color", @see SetBackgroundColor, type Vector4
- BACKGROUND_IMAGE, ///< name "background-image", @see SetBackgroundImage, type Map
- KEY_INPUT_FOCUS, ///< name "key-input-focus", @see SetKeyInputFocus, type bool
+ /**
+ * @brief The name of the style to be applied to the control.
+ * @details Name "styleName", type Property::STRING.
+ * @see Toolkit::Control::SetStyleName()
+ * @SINCE_1_0.0
+ */
+ STYLE_NAME = PROPERTY_START_INDEX,
+
+ RESERVED_PROPERTY_01, ///< Reserved index for a removed property.
+ RESERVED_PROPERTY_02, ///< Reserved index for a removed property.
+
+ /**
+ * @brief Receives key events to the control.
+ * @details Name "keyInputFocus", type Property::BOOLEAN.
+ * @see Toolkit::Control::SetKeyInputFocus()
+ * @SINCE_1_0.0
+ */
+ KEY_INPUT_FOCUS,
+
+ /**
+ * @brief The background of the control.
+ *
+ * @details Name "background", type Property::MAP or std::string for URL or Property::VECTOR4 for Color.
+ * @SINCE_1_1.3
+ */
+ BACKGROUND,
+
+ /**
+ * @brief The outer space around the control.
+ * @details Name "margin", type Property::EXTENTS.
+ * @SINCE_1_2.62
+ * @note Margin property is to be supported by Layout algorithms and containers in future.
+ */
+ MARGIN,
+
+ /**
+ * @brief The inner space of the control.
+ * @details Name "padding", type Property::EXTENTS.
+ * @SINCE_1_2.62
+ */
+ PADDING
};
};
/**
* @brief Describes the direction to move the keyboard focus towards.
+ * @SINCE_1_0.0
*/
struct KeyboardFocus
{
+ /**
+ * @brief Keyboard focus direction.
+ * @SINCE_1_0.0
+ */
enum Direction
{
- LEFT, ///< Move keyboard focus towards the left direction
- RIGHT, ///< Move keyboard focus towards the right direction
- UP, ///< Move keyboard focus towards the up direction
- DOWN ///< Move keyboard focus towards the down direction
+ LEFT, ///< Move keyboard focus towards the left direction @SINCE_1_0.0
+ RIGHT, ///< Move keyboard focus towards the right direction @SINCE_1_0.0
+ UP, ///< Move keyboard focus towards the up direction @SINCE_1_0.0
+ DOWN, ///< Move keyboard focus towards the down direction @SINCE_1_0.0
+ PAGE_UP, ///< Move keyboard focus towards the previous page direction @SINCE_1_2.14
+ PAGE_DOWN ///< Move keyboard focus towards the next page direction @SINCE_1_2.14
};
};
// Typedefs
- /// @brief Key Event signal type;
+ /// @brief Key Event signal type. @SINCE_1_0.0
typedef Signal<bool ( Control, const KeyEvent& ) > KeyEventSignalType;
- /// @brief Key InputFocusType signal type;
+ /// @brief Key InputFocusType signal type. @SINCE_1_0.0
typedef Signal<void ( Control ) > KeyInputFocusSignalType;
+ /// @brief ResourceReady signal type. @SINCE_1_2.60
+ typedef Signal<void ( Control ) > ResourceReadySignalType;
+
public: // Creation & Destruction
/**
- * @brief Create a new instance of a Control.
+ * @brief Creates a new instance of a Control.
*
- * @return A handle to a new Control.
+ * @SINCE_1_0.0
+ * @return A handle to a new Control
*/
static Control New();
/**
- * @brief Create an uninitialized Control handle.
+ * @brief Creates an uninitialized Control handle.
*
* Only derived versions can be instantiated. Calling member
* functions with an uninitialized Dali::Object is not allowed.
+ * @SINCE_1_0.0
*/
Control();
/**
* @brief Copy constructor.
*
- * Creates another handle that points to the same real object
+ * Creates another handle that points to the same real object.
+ * @SINCE_1_0.0
* @param[in] uiControl Handle to copy
*/
Control(const Control& uiControl);
/**
- * @brief Dali::Control is intended as a base class
+ * @brief Dali::Control is intended as a base class.
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~Control();
/**
* @brief Assignment operator.
*
- * Changes this handle to point to another real object
+ * Changes this handle to point to another real object.
+ * @SINCE_1_0.0
* @param[in] handle Object to assign this to
- * @return reference to this
+ * @return Reference to this
*/
Control& operator=( const Control& handle );
public:
/**
- * @brief Downcast an Object handle to Control.
+ * @brief Downcasts a handle to Control handle.
*
- * If handle points to a Control the downcast produces valid
- * handle. If not the returned handle is left uninitialized.
+ * If handle points to a Control, the downcast produces valid handle.
+ * If not, the returned handle is left uninitialized.
*
+ * @SINCE_1_0.0
* @param[in] handle Handle to an object
- * @return handle to a Control or an uninitialized handle
+ * @return A handle to a Control or an uninitialized handle
*/
static Control DownCast( BaseHandle handle );
* @brief This sets the control to receive key events.
*
* The key event can originate from a virtual or physical keyboard.
+ * @SINCE_1_0.0
* @pre The Control has been initialized.
* @pre The Control should be on the stage before setting keyboard focus.
- * @return True if the control has foucs, False otherwise.
*/
void SetKeyInputFocus();
/**
* @brief Quries whether the control has key input focus.
*
- * Note: The control can be set to have the focus and still not receive all the key events if another control has over ridden it.
+ * @SINCE_1_0.0
+ * @return true if this control has keyboard input focus
+ * @pre The Control has been initialized.
+ * @pre The Control should be on the stage before setting keyboard focus.
+ * @note The control can be set to have the focus and still not receive all the key events if another control has over ridden it.
* As the key input focus mechanism works like a stack, the top most control receives all the key events, and passes on the
* unhandled events to the controls below in the stack. A control in the stack will regain key input focus when there are no more
* controls above it in the focus stack.
- * To query for the conrol which is on top of the focus stack use Dali::Toolkit::KeyInputFocusManager::GetCurrentKeyboardFocusActor()
- * @pre The Control has been initialized.
- * @pre The Control should be on the stage before setting keyboard focus.
- * @return true if this control has keyboard input focus
+ * To query for the control which is on top of the focus stack use Dali::Toolkit::KeyInputFocusManager::GetCurrentKeyboardFocusActor().
*/
bool HasKeyInputFocus();
* @brief Once an actor is Set to receive key input focus this function is called to stop it receiving key events.
*
* A check is performed to ensure it was previously set, if this check fails then nothing is done.
+ * @SINCE_1_0.0
* @pre The Actor has been initialized.
*/
void ClearKeyInputFocus();
/**
* @brief Retrieves the pinch gesture detector of the control.
*
- * @return The pinch gesture detector.
+ * @SINCE_1_0.0
+ * @return The pinch gesture detector
* @note Will return an empty handle if the control does not handle the gesture itself.
*/
PinchGestureDetector GetPinchGestureDetector() const;
/**
* @brief Retrieves the pan gesture detector of the control.
*
- * @return The pan gesture detector.
+ * @SINCE_1_0.0
+ * @return The pan gesture detector
* @note Will return an empty handle if the control does not handle the gesture itself.
*/
PanGestureDetector GetPanGestureDetector() const;
/**
* @brief Retrieves the tap gesture detector of the control.
*
- * @return The tap gesture detector.
+ * @SINCE_1_0.0
+ * @return The tap gesture detector
* @note Will return an empty handle if the control does not handle the gesture itself.
*/
TapGestureDetector GetTapGestureDetector() const;
/**
* @brief Retrieves the long press gesture detector of the control.
*
- * @return The long press gesture detector.
+ * @SINCE_1_0.0
+ * @return The long press gesture detector
* @note Will return an empty handle if the control does not handle the gesture itself.
*/
LongPressGestureDetector GetLongPressGestureDetector() const;
/**
* @brief Sets the name of the style to be applied to the control.
*
- * @param[in] styleName A string matching a style described in a stylesheet.
+ * @SINCE_1_0.0
+ * @param[in] styleName A string matching a style described in a stylesheet
*/
void SetStyleName( const std::string& styleName );
/**
* @brief Retrieves the name of the style to be applied to the control (if any).
- *
- * @return A string matching a style or an empty string.
+ * @SINCE_1_0.0
+ * @return A string matching a style, or an empty string
*/
const std::string& GetStyleName() const;
/**
* @brief Sets the background color of the control.
*
+ * @SINCE_1_0.0
* @param[in] color The required background color of the control
*
+ * @note If SetBackgroundImage is called later, this background color is removed.
+ *
* @note The background color fully blends with the actor color.
*/
void SetBackgroundColor( const Vector4& color );
/**
- * @brief Retrieves the background color of the control.
- *
- * @return The background color of the control.
+ * @brief Clears the background.
+ * @SINCE_1_0.0
*/
- Vector4 GetBackgroundColor() const;
+ void ClearBackground();
+
+ // Resources
/**
- * @brief Sets an image as the background of the control.
+ * @brief Query if all resources required by a control are loaded and ready.
*
- * The color of this image is blended with the background color @see SetBackgroundColor
- *
- * @param[in] image The image to set as the background.
+ * Most resources are only loaded when the control is placed on stage.
+ * @SINCE_1_2.60
+ * @return true if the resources are loaded and ready, false otherwise
*/
- void SetBackgroundImage( Image image );
+ bool IsResourceReady() const;
/**
- * @brief Clears the background.
+ * @brief Get the loading state of the visual resource.
+ *
+ * @SINCE_1_3_5
+ * @param[in] index The Property index of the visual
+ * @return Return the loading status (PREPARING, READY and FAILED) of visual resource
*/
- void ClearBackground();
+ Visual::ResourceStatus GetVisualResourceStatus( const Dali::Property::Index index );
// Signals
* @endcode
* The return value of True, indicates that the event should be consumed.
* Otherwise the signal will be emitted on the next parent of the actor.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Control has been initialized.
- * @return The signal to connect to.
*/
KeyEventSignalType& KeyEventSignal();
/**
- * @brief This signal is emitted when the control gets Key Input Focus
+ * @brief This signal is emitted when the control gets Key Input Focus.
*
* A callback of the following type may be connected:
* @code
* @endcode
* The return value of True, indicates that the event should be consumed.
* Otherwise the signal will be emitted on the next parent of the actor.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Control has been initialized.
- * @return The signal to connect to.
*/
KeyInputFocusSignalType& KeyInputFocusGainedSignal();
/**
- * @brief This signal is emitted when the control loses Key Input Focus
- * which could be due to it being gained by another Control or Actor or just cleared from
+ * @brief This signal is emitted when the control loses Key Input Focus.
+ *
+ * This could be due to it being gained by another Control or Actor or just cleared from
* this control as no longer required.
*
* A callback of the following type may be connected:
* @endcode
* The return value of True, indicates that the event should be consumed.
* Otherwise the signal will be emitted on the next parent of the actor.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Control has been initialized.
- * @return The signal to connect to.
*/
KeyInputFocusSignalType& KeyInputFocusLostSignal();
+ /**
+ * @brief This signal is emitted after all resources required by a control are loaded and ready.
+ *
+ * Most resources are only loaded when the control is placed on stage.
+ *
+ * If resources are shared between ImageViews, they are cached.
+ * In this case, the ResourceReady signal may be sent before there is an object to connect to.
+ * To protect against this, IsResourceReady() can be checked first.
+ *
+ * @code
+ * auto newControl = Control::New();
+ * newControl.SetResource( resourceUrl );
+ * if ( newControl.IsResourceReady() )
+ * {
+ * // do something
+ * }
+ * else
+ * {
+ * newControl.ResourceReadySignal.Connect( .... )
+ * }
+ * @endcode
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( Control control );
+ * @endcode
+ *
+ * @SINCE_1_2.60
+ * @return The signal to connect to
+ * @note A RelayoutRequest is queued by Control before this signal is emitted
+ */
+ ResourceReadySignalType& ResourceReadySignal();
+
public: // Intended for control developers
/**
- * @brief Create an initialised Control.
- *
- * @param[in] implementation The implementation for this control.
- * @return A handle to a newly allocated Dali resource.
+ * @brief Creates an initialized Control.
*
+ * @SINCE_1_0.0
+ * @param[in] implementation The implementation for this control
+ * @return A handle to a newly allocated Dali resource
* @note Should NOT be called to create a handle from the implementation. As stated, this allocates a NEW Dali resource.
*/
explicit Control(Internal::Control& implementation);
* @brief This constructor is used by CustomActor within Dali core to create additional Control handles
* using an Internal CustomActor pointer.
*
- * @param [in] internal A pointer to a newly allocated Dali resource
+ * @SINCE_1_0.0
+ * @param[in] internal A pointer to a newly allocated Dali resource
*/
explicit Control(Dali::Internal::CustomActor* internal);
/**
* @brief Template to allow deriving controls to DownCast handles to deriving handle classes.
*
- * @tparam T The handle class
- * @tparam I The implementation class
- * @param[in] handle Handle to an object
- * @return Handle to a class T or an uninitialized handle.
+ * @tparam T The handle class
+ * @tparam I The implementation class
+ * @SINCE_1_0.0
+ * @param[in] handle Handle to an object
+ * @return Handle to a class T or an uninitialized handle
* @see DownCast(BaseHandle)
*/
template<typename T, typename I>
* @brief Template to allow deriving controls to verify whether the Internal::CustomActor* is actually an
* implementation of their class.
*
- * @tparam I The implementation class
- * @param[in] internal Pointer to the Internal::CustomActor
+ * @tparam I The implementation class
+ * @SINCE_1_0.0
+ * @param[in] internal Pointer to the Internal::CustomActor
*/
template<typename I>
DALI_INTERNAL void VerifyCustomActorPointer(Dali::Internal::CustomActor* internal)
} // namespace Dali
-#endif // __DALI_TOOLKIT_CONTROL_H__
+#endif // DALI_TOOLKIT_CONTROL_H