// EXTERNAL INCLUDES
-#include <dali/devel-api/scripting/enum-helper.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali/devel-api/scripting/enum-helper.h>
using namespace Dali;
using namespace Dali::Toolkit;
{
namespace Internal
{
-
namespace
{
-
-
Dali::BaseHandle Create()
{
return Demo::MyControl::New();
// Required code for Property set up.
-DALI_TYPE_REGISTRATION_BEGIN( MyControl, Dali::Toolkit::Control, Create );
+DALI_TYPE_REGISTRATION_BEGIN(MyControl, Dali::Toolkit::Control, Create);
-DALI_PROPERTY_REGISTRATION( Demo, MyControl, "iconVisual", MAP, ICON_VISUAL )
+DALI_PROPERTY_REGISTRATION(Demo, MyControl, "iconVisual", MAP, ICON_VISUAL)
DALI_TYPE_REGISTRATION_END();
// Add an enum to string conversion entry for the control's visuals. In this case just the icon visual.
// Enables Setting of the property using enums or strings.
-DALI_ENUM_TO_STRING_TABLE_BEGIN( VISUAL_PROPERTIES )
-{ "iconVisual", Demo::MyControl::Property::ICON_VISUAL },
-DALI_ENUM_TO_STRING_TABLE_END( VISUAL_PROPERTIES )
-
+DALI_ENUM_TO_STRING_TABLE_BEGIN(VISUAL_PROPERTIES)
+ {"iconVisual", Demo::MyControl::Property::ICON_VISUAL},
+DALI_ENUM_TO_STRING_TABLE_END(VISUAL_PROPERTIES)
} // anonymous namespace
-
Internal::MyControl::MyControl()
-: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
+: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT))
{
}
Demo::MyControl Internal::MyControl::New()
{
- IntrusivePtr<Internal::MyControl> impl = new Internal::MyControl();
- Demo::MyControl handle = Demo::MyControl( *impl );
+ IntrusivePtr<Internal::MyControl> impl = new Internal::MyControl();
+ Demo::MyControl handle = Demo::MyControl(*impl);
impl->Initialize();
return handle;
}
void MyControl::OnInitialize()
{
Dali::Actor self = Self();
- self.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+ self.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
}
-void MyControl::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
+void MyControl::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
{
- Demo::MyControl myControl = Demo::MyControl::DownCast( Dali::BaseHandle( object ) );
+ Demo::MyControl myControl = Demo::MyControl::DownCast(Dali::BaseHandle(object));
- if( myControl )
+ if(myControl)
{
- MyControl& impl = GetImpl( myControl );
- switch ( index )
+ MyControl& impl = GetImpl(myControl);
+ switch(index)
{
case Demo::MyControl::Property::ICON_VISUAL:
{
- Toolkit::Visual::Base iconVisual;
+ Toolkit::Visual::Base iconVisual;
Toolkit::VisualFactory visualFactory = Toolkit::VisualFactory::Get();
- Property::Map *map = value.GetMap();
- if( map && !map->Empty() )
+ Property::Map* map = value.GetMap();
+ if(map && !map->Empty())
{
- iconVisual = visualFactory.CreateVisual( *map );
+ iconVisual = visualFactory.CreateVisual(*map);
}
- if ( iconVisual )
+ if(iconVisual)
{
- DevelControl::RegisterVisual( impl, index, iconVisual );
+ DevelControl::RegisterVisual(impl, index, iconVisual);
}
break;
}
}
}
-Property::Value MyControl::GetProperty( BaseObject* object, Property::Index propertyIndex )
+Property::Value MyControl::GetProperty(BaseObject* object, Property::Index propertyIndex)
{
Property::Value value;
- Demo::MyControl myControl = Demo::MyControl::DownCast( Dali::BaseHandle( object ) );
+ Demo::MyControl myControl = Demo::MyControl::DownCast(Dali::BaseHandle(object));
- if ( myControl )
+ if(myControl)
{
- switch ( propertyIndex )
+ switch(propertyIndex)
{
case Demo::MyControl::Property::ICON_VISUAL:
{
- Property::Map map;
- MyControl& impl = GetImpl( myControl );
- Toolkit::Visual::Base visual = DevelControl::GetVisual( impl, propertyIndex );
- if ( visual )
+ Property::Map map;
+ MyControl& impl = GetImpl(myControl);
+ Toolkit::Visual::Base visual = DevelControl::GetVisual(impl, propertyIndex);
+ if(visual)
{
- visual.CreatePropertyMap( map ); // Creates a Property map containing the Visual that ICON_VISUAL currently is. Can change if state changes.
+ visual.CreatePropertyMap(map); // Creates a Property map containing the Visual that ICON_VISUAL currently is. Can change if state changes.
value = map;
}
break;
return value;
}
-} // Internal
-} // Demo
+} // namespace Internal
+} // namespace Demo