#define DALI_TOOLKIT_VISUAL_PROPERTIES_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
namespace Dali
{
-
namespace Toolkit
{
+/**
+ * @addtogroup dali_toolkit_visuals
+ * @{
+ */
+/**
+ * @brief All the visual types.
+ * @SINCE_1_1.45
+ */
namespace Visual
{
-
/**
* @brief All the visual types.
* @SINCE_1_1.45
*/
enum Type
{
- BORDER, ///< Renders a solid color as an internal border to the control's quad. @SINCE_1_1.45
- COLOR, ///< Renders a solid color to the control's quad. @SINCE_1_1.45
- GRADIENT, ///< Renders a smooth transition of colors to the control's quad. @SINCE_1_1.45
- IMAGE, ///< Renders an image into the control's quad. @SINCE_1_1.45
- MESH, ///< Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file. @SINCE_1_1.45
- PRIMITIVE, ///< Renders a simple 3D shape, such as a cube or sphere. @SINCE_1_1.45
- DEBUG, ///< Renders a simple wire-frame outlining a quad. @SINCE_1_1.45
+ BORDER, ///< Renders a solid color as an internal border to the control's quad. @SINCE_1_1.45
+ COLOR, ///< Renders a solid color to the control's quad. @SINCE_1_1.45
+ GRADIENT, ///< Renders a smooth transition of colors to the control's quad. @SINCE_1_1.45
+ IMAGE, ///< Renders an image into the control's quad. @SINCE_1_1.45
+ MESH, ///< Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file. @SINCE_1_1.45
+ PRIMITIVE, ///< Renders a simple 3D shape, such as a cube or sphere. @SINCE_1_1.45
+ WIREFRAME, ///< Renders a simple wire-frame outlining a quad. @SINCE_1_2_2
+ TEXT, ///< Renders text @SINCE_1_2.60
+ N_PATCH, ///< Renders an n-patch image. @SINCE_1_2.60
+ SVG, ///< Renders an SVG image. @SINCE_1_2.60
+ ANIMATED_IMAGE, ///< Renders a animated image. @SINCE_1_2.60
};
+/**
+ * @brief Visual Property.
+ * @SINCE_1_1.45
+ */
namespace Property
{
-
+/**
+ * @brief Enumeration for the instance of properties belonging to the Visual Property.
+ * @SINCE_1_1.45
+ */
enum
{
/**
* @brief The index for the visual type.
- * @details Name "visualType", type [Type](@ref Dali::Toolkit::Visual::Type) (Property::INTEGER) or Property::STRING.
+ * @details Name "visualType", type [Type](Dali::Toolkit::Visual::Type) (Property::INTEGER) or Property::STRING.
* @SINCE_1_1.45
* @note Mandatory.
* @see Type
/**
* @brief The shader to use in the visual.
- * @details Name "shader", type Property::Map.
+ * @details Name "shader", type Property::MAP.
* @SINCE_1_1.45
* @note Optional.
* @note Will override the existing shaders.
* @see Shader::Property
*/
SHADER,
+
+ /**
+ * @brief The transform used by the visual.
+ * @details Name "transform", type Property::MAP.
+ * @SINCE_1_2.60
+ * @note Optional.
+ * @see Toolkit::Visual::Transform::Property
+ */
+ TRANSFORM,
+
+ /**
+ * @brief Enables/disables premultiplied alpha.
+ * @details Name "premultipliedAlpha", type Property::BOOLEAN.
+ * @SINCE_1_2.60
+ * @note Optional.
+ * @note The premultiplied alpha is false by default unless this behaviour is modified
+ * by the derived Visual type.
+ */
+ PREMULTIPLIED_ALPHA,
+
+ /**
+ * @brief Mix color is a blend color for any visual.
+ * @details Name "mixColor", type Property::VECTOR3 or Property::VECTOR4, animatable
+ * @SINCE_1_2.60
+ * @note Optional
+ * @note To animate an opacity, OPACITY property should be used.
+ */
+ MIX_COLOR,
+
+ /**
+ * @brief Opacity is the alpha component of the mixColor, above.
+ * @details Name "opacity", type Property::FLOAT, animatable
+ * @SINCE_1_2.60
+ * @note Optional
+ */
+ OPACITY,
};
} // namespace Property
-namespace Shader
+/**
+ * @brief Visual Transform for the offset or size.
+ * @SINCE_1_2.60
+ */
+namespace Transform
{
+/**
+ * @brief Policies used by the transform for the offset or size.
+ * @SINCE_1_2.60
+ */
+namespace Policy
+{
+/**
+ * @brief Enumeration for the type of Transform Policy.
+ * @SINCE_1_2.60
+ */
+enum Type
+{
+ RELATIVE = 0, ///< Relative to the control (percentage [0.0f to 1.0f] of the control). @SINCE_1_2.60
+ ABSOLUTE = 1 ///< Absolute value in world units. @SINCE_1_2.60
+};
+
+} // namespace Policy
+/**
+ * @brief Visual Transform Property.
+ * @SINCE_1_2.60
+ */
namespace Property
{
+/**
+ * @brief Enumeration for the type of Transform Property.
+ * @SINCE_1_2.60
+ */
+enum Type
+{
+ /**
+ * @brief Offset of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
+ * @details Name "offset", type Property::VECTOR2, animatable.
+ * @SINCE_1_2.60
+ *
+ * @see OFFSET_POLICY
+ */
+ OFFSET,
+
+ /**
+ * @brief Size of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
+ * @details Name "size", type Property::VECTOR2, animatable.
+ * @see SIZE_POLICY
+ */
+ SIZE,
+
+ /**
+ * @brief The origin of the visual within its control area.
+ * @details Name "origin", type Align::Type (Property::INTEGER) or Property::STRING.
+ * @see Toolkit::Align
+ * @SINCE_1_2.60
+ * @note The default is Align::TOP_BEGIN.
+ */
+ ORIGIN,
+
+ /**
+ * @brief The anchor-point of the visual
+ * @details Name "anchorPoint", type Align::Type (Property::INTEGER) or Property::STRING.
+ * @see Toolkit::Align
+ * @SINCE_1_2.60
+ * @note The default is Align::TOP_BEGIN.
+ */
+ ANCHOR_POINT,
+
+ /**
+ * @brief Whether the x or y OFFSET values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ * @details Name "offsetPolicy", type Vector2 or Property::ARRAY of Property::STRING.
+ * If Property::ARRAY then 2 strings expected for the x and y.
+ *
+ * C++:
+ * @code
+ * control.SetProperty( ..., // Some visual based property
+ * Property::Map().Add( ... ) // Properties to set up visual
+ * .Add( Visual::Property::TRANSFORM,
+ * Property::Array().Add( Toolkit::Visual::Transform::Property::OFFSET_POLICY, Vector2( Policy::ABSOLUTE, Policy::RELATIVE ) ) )
+ * .Add( Toolkit::Visual::Transform::Property::OFFSET, Vector2( 10, 1.0f ) ) );
+ * @endcode
+ *
+ * JSON:
+ * @code
+ * {
+ * ...
+ * "transition":
+ * {
+ * "offsetPolicy" : [ "ABSOLUTE", "RELATIVE" ],
+ * "offset" : [ 10, 1.0 ]
+ * }
+ * ...
+ * }
+ *
+ * @endcode
+ * @see Policy::Type
+ * @SINCE_1_2.60
+ * @note By default, both the x and the y offset is RELATIVE.
+ */
+ OFFSET_POLICY,
+
+ /**
+ * @brief Whether the width or height SIZE values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ * @details Name "sizePolicy", type Vector2 or Property::ARRAY of Property::STRING.
+ * If Property::ARRAY then 2 strings expected for the width and height.
+ *
+ * @see Policy::Type
+ * @see OFFSET_POLICY for example
+ * @SINCE_1_2.60
+ * @note By default, both the width and the height is RELATIVE to the control's size.
+ */
+ SIZE_POLICY,
+};
+
+} // namespace Property
+} // namespace Transform
+
+/**
+ * @brief Shader for Visuals.
+ * @SINCE_1_1.45
+ */
+namespace Shader
+{
+/**
+ * @brief Shader Property.
+ * @SINCE_1_1.45
+ */
+namespace Property
+{
+/**
+ * @brief The type of Shader.
+ * @SINCE_1_1.45
+ */
enum
{
/**
* @brief The vertex shader.
- * @details Name "vertexShader", type Property::STRING.
+ * @details Name "vertexShader", type Property::STRING or Property::ARRAY of Property::STRING.
+ * A Property::ARRAY of Property::STRING values can be used to split the shader string over multiple lines.
* @SINCE_1_1.45
* @note Optional
* @note If not supplied, the visual's already set vertex shader is used.
/**
* @brief The fragment shader.
- * @details Name "fragmentShader", type Property::STRING.
+ * @details Name "fragmentShader", type Property::STRING or Property::ARRAY of Property::STRING.
+ * A Property::ARRAY of Property::STRING values can be used to split the shader string over multiple lines.
* @SINCE_1_1.45
* @note Optional
* @note If not supplied, the visual's already set fragment shader is used.
} // namespace Shader
+/**
+ * @brief Status of resource which is used for visual.
+ * @SINCE_1_3_5
+ */
+enum class ResourceStatus
+{
+ PREPARING, /// Resource is prepared. @SINCE_1_3_5
+ READY, /// Resource is ready. @SINCE_1_3_5
+ FAILED /// Resource is fail to load @SINCE_1_3_5
+};
+
} // namespace Visual
+/**
+ * @}
+ */
+
} // namespace Toolkit
} // namespace Dali