#define __DALI_TOOLKIT_CONTROL_H__
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
* | keyEvent | @ref KeyEventSignal() |
* | keyInputFocusGained | @ref KeyInputFocusGainedSignal() |
* | keyInputFocusLost | @ref KeyInputFocusLostSignal() |
+ * | resourceReady | @ref ResourceReadySignal() |
* | tapped | @ref GetTapGestureDetector().DetectedSignal() |
* | panned | @ref GetPanGestureDetector().DetectedSignal() |
* | pinched | @ref GetPinchGestureDetector().DetectedSignal() |
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
};
/**
- * @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 "styleName", @see SetStyleName, type std::string @SINCE_1_0.0
- BACKGROUND_COLOR, ///< name "background-color", @deprecated DALi 1.1.3 mutually exclusive with BACKGROUND_IMAGE & BACKGROUND, type Vector4 @SINCE_1_0.0
- BACKGROUND_IMAGE, ///< name "background-image", @deprecated DALi 1.1.3 mutually exclusive with BACKGROUND_COLOR & BACKGROUND, type Map @SINCE_1_0.0
- KEY_INPUT_FOCUS, ///< name "keyInputFocus", @see SetKeyInputFocus, type bool @SINCE_1_0.0
- BACKGROUND, ///< name "background", mutually exclusive with BACKGROUND_COLOR & BACKGROUND_IMAGE, type Map @SINCE_1_1.3
+ /**
+ * @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,
+
+ /**
+ * @DEPRECATED_1_1.3
+ * @brief The background color of the control.
+ *
+ * Mutually exclusive with BACKGROUND_IMAGE & BACKGROUND.
+ * @details Name "backgroundColor", type Property::VECTOR4.
+ * @see Toolkit::Control::SetStyleName()
+ * @SINCE_1_0.0
+ */
+ BACKGROUND_COLOR,
+
+ /**
+ * @DEPRECATED_1_1.3
+ * @brief The background image of the control.
+ *
+ * Mutually exclusive with BACKGROUND_COLOR & BACKGROUND.
+ * @details Name "backgroundImage", type Property::MAP.
+ * @SINCE_1_0.0
+ */
+ BACKGROUND_IMAGE,
+
+ /**
+ * @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.
+ *
+ * Mutually exclusive with BACKGROUND_COLOR & BACKGROUND_IMAGE.
+ * @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
};
};
*/
struct KeyboardFocus
{
+ /**
+ * @brief Keyboard focus direction.
+ * @SINCE_1_0.0
+ */
enum 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
+ 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.
*
* @SINCE_1_0.0
- * @return A handle to a new Control.
+ * @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.
/**
* @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
/**
* @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 );
*
* The key event can originate from a virtual or physical keyboard.
* @SINCE_1_0.0
- * @return True if the control has foucs, False otherwise.
* @pre The Control has been initialized.
* @pre The Control should be on the stage before setting keyboard focus.
*/
/**
* @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.
- * 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()
* @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 control which is on top of the focus stack use Dali::Toolkit::KeyInputFocusManager::GetCurrentKeyboardFocusActor().
*/
bool HasKeyInputFocus();
* @brief Retrieves the pinch gesture detector of the control.
*
* @SINCE_1_0.0
- * @return The pinch gesture detector.
+ * @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.
*
* @SINCE_1_0.0
- * @return The pan gesture detector.
+ * @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.
*
* @SINCE_1_0.0
- * @return The tap gesture detector.
+ * @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.
*
* @SINCE_1_0.0
- * @return The long press gesture detector.
+ * @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.
*
* @SINCE_1_0.0
- * @param[in] styleName A string matching a style described in a stylesheet.
+ * @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).
- *
* @SINCE_1_0.0
- * @return A string matching a style or an empty string.
+ * @return A string matching a style, or an empty string
*/
const std::string& GetStyleName() const;
* @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 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 );
/**
- * @deprecated DALi 1.1.3 API removed.
+ * @DEPRECATED_1_1.3
*
* @brief Retrieves the background color of the control.
*
* @SINCE_1_0.0
- * @return The background color of the control.
+ * @return The background color of the control
*/
- Vector4 GetBackgroundColor() const;
+ Vector4 GetBackgroundColor() const DALI_DEPRECATED_API;
/**
+ * @DEPRECATED_1_2_8, use Property::BACKGROUND instead
+ *
* @brief Sets an image as the background of the control.
*
* @SINCE_1_0.0
- * @param[in] image The image to set as the background.
+ * @param[in] image The image to set as the background
*/
- void SetBackgroundImage( Image image );
+ void SetBackgroundImage( Image image ) DALI_DEPRECATED_API;
/**
* @brief Clears the background.
*/
void ClearBackground();
+ // Resources
+
+ /**
+ * @brief Query if all resources required by a control are loaded and ready.
+ *
+ * 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
+ */
+ bool IsResourceReady() const;
+
// Signals
/**
* 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.
+ * @return The signal to connect to
* @pre The Control has been initialized.
*/
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
* 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.
+ * @return The signal to connect to
* @pre The Control has been initialized.
*/
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:
* 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.
+ * @return The signal to connect to
* @pre The Control has been initialized.
*/
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
+ * @note A RelayoutRequest is queued by Control before this signal is emitted
+ */
+ ResourceReadySignalType& ResourceReadySignal();
+
public: // Intended for control developers
/**
- * @brief Create an initialised Control.
+ * @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.
- *
+ * @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);
* using an Internal CustomActor pointer.
*
* @SINCE_1_0.0
- * @param [in] internal A pointer to a newly allocated Dali resource
+ * @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
+ * @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.
+ * @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
+ * @tparam I The implementation class
* @SINCE_1_0.0
- * @param[in] internal Pointer to the Internal::CustomActor
+ * @param[in] internal Pointer to the Internal::CustomActor
*/
template<typename I>
DALI_INTERNAL void VerifyCustomActorPointer(Dali::Internal::CustomActor* internal)