X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fpublic-api%2Fcontrols%2Fcontrol-impl.cpp;h=6c4b2117094f75b622761421d4d8b4f6a6a7c79d;hb=0a6c26e72fc8d2ad52837311b7e9069c12eec4be;hp=271a5ce286227124a1586c82f4a89215f9a9a5ff;hpb=235c866c63c1b2b493a5bff0508fa92cb70a9f2e;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 271a5ce..a41a6f3 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -22,23 +22,27 @@ #include // for strcmp #include #include -#include +#include #include -#include -#include +#include #include -#include -#include #include #include // INTERNAL INCLUDES -#include -#include #include #include -#include +#include +#include +#include +#include +#include +#include #include +#include +#include +#include +#include namespace Dali { @@ -46,485 +50,29 @@ namespace Dali namespace Toolkit { -namespace -{ - -/** - * Creates control through type registry - */ -BaseHandle Create() -{ - return Internal::Control::New(); -} - -/** - * Performs actions as requested using the action name. - * @param[in] object The object on which to perform the action. - * @param[in] actionName The action to perform. - * @param[in] attributes The attributes with which to perfrom this action. - * @return true if action has been accepted by this control - */ -const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated"; -static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) -{ - bool ret = false; - - if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) ) - { - Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); - if( control ) - { - // if cast succeeds there is an implementation so no need to check - ret = Internal::GetImplementation( control ).OnAccessibilityActivated(); - } - } - - return ret; -} - -/** - * Connects a callback function with the object's signals. - * @param[in] object The object providing the signal. - * @param[in] tracker Used to disconnect the signal. - * @param[in] signalName The signal to connect to. - * @param[in] functor A newly allocated FunctorDelegate. - * @return True if the signal was connected. - * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor. - */ -const char* SIGNAL_KEY_EVENT = "key-event"; -const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "key-input-focus-gained"; -const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "key-input-focus-lost"; -const char* SIGNAL_TAPPED = "tapped"; -const char* SIGNAL_PANNED = "panned"; -const char* SIGNAL_PINCHED = "pinched"; -const char* SIGNAL_LONG_PRESSED = "long-pressed"; -static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) -{ - Dali::BaseHandle handle( object ); - - bool connected( false ); - Toolkit::Control control = Toolkit::Control::DownCast( handle ); - if ( control ) - { - Internal::Control& controlImpl( Internal::GetImplementation( control ) ); - connected = true; - - if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) ) - { - controlImpl.KeyEventSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) ) - { - controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) ) - { - controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) ) - { - controlImpl.EnableGestureDetection( Gesture::Tap ); - controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) ) - { - controlImpl.EnableGestureDetection( Gesture::Pan ); - controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) ) - { - controlImpl.EnableGestureDetection( Gesture::Pinch ); - controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor ); - } - else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) ) - { - controlImpl.EnableGestureDetection( Gesture::LongPress ); - controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor ); - } - } - return connected; -} - -// Setup signals and actions using the type-registry. -DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create ); - -// Note: Properties are registered separately below. - -SignalConnectorType registerSignal1( typeRegistration, SIGNAL_KEY_EVENT, &DoConnectSignal ); -SignalConnectorType registerSignal2( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_GAINED, &DoConnectSignal ); -SignalConnectorType registerSignal3( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_LOST, &DoConnectSignal ); -SignalConnectorType registerSignal4( typeRegistration, SIGNAL_TAPPED, &DoConnectSignal ); -SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnectSignal ); -SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal ); -SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal ); - -TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction ); - -DALI_TYPE_REGISTRATION_END() - -/** - * Structure which holds information about the background of a control - */ -struct Background -{ - Actor actor; ///< Background actor - Vector4 color; ///< The color of the actor. - - /** - * Constructor - */ - Background() - : actor(), - color( Color::WHITE ) - { - } -}; - -unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 }; - -Vector2 gQuad[] = { - Vector2( -0.5f, -0.5f ), - Vector2( 0.5f, -0.5f ), - Vector2( -0.5f, 0.5f ), - Vector2( 0.5f, 0.5f ) -}; - - -const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - void main()\n - {\n - gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n - }\n -); - -const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER( - uniform lowp vec4 uBackgroundColor;\n - uniform lowp vec4 uColor;\n - void main()\n - {\n - gl_FragColor = uBackgroundColor * uColor;\n - }\n -); - - -/** - * @brief Create the background actor for the control. - * - * @param[in] actor The parent actor of the background - * @param[in] color The background color - * @param[in] image If a valid image is supplied this will be the texture used by the background - * - * @return An actor which will render the background - * - */ -Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) -{ - if( !image ) - { - PropertyBuffer vertexBuffer; - Shader shader; - Material material; - - Property::Map vertexFormat; - vertexFormat["aPosition"] = Property::VECTOR2; - - //Create a vertex buffer for vertex positions - vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); - vertexBuffer.SetData( gQuad ); - - shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); - material = Material::New( shader ); - - //Create the index buffer - Property::Map indexFormat; - indexFormat["indices"] = Property::UNSIGNED_INTEGER; - PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); - indexBuffer.SetData(gQuadIndex); - - //Create the geometry - Geometry mesh = Geometry::New(); - mesh.AddVertexBuffer( vertexBuffer ); - mesh.SetIndexBuffer( indexBuffer ); - - //Add uniforms to the shader - shader.RegisterProperty( "uBackgroundColor", color ); - - //Create the renderer - Renderer renderer = Renderer::New( mesh, material ); - renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); - - //Create the actor - Actor meshActor = Actor::New(); - meshActor.SetSize( Vector3::ONE ); - meshActor.AddRenderer( renderer ); - meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - meshActor.SetColorMode( USE_PARENT_COLOR ); - - //Constraint scale of the mesh actor to the size of the control - Constraint constraint = Constraint::New( meshActor, - Actor::Property::SCALE, - EqualToConstraint() ); - constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); - constraint.Apply(); - - return meshActor; - } - else - { - ImageActor imageActor = ImageActor::New( image ); - imageActor.SetColor( color ); - imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - - return imageActor; - } - -} - -} // unnamed namespace - namespace Internal { -class Control::Impl : public ConnectionTracker -{ -public: - - // Construction & Destruction - Impl(Control& controlImpl) -: mControlImpl( controlImpl ), - mStyleName(""), - mBackground( NULL ), - mStartingPinchScale( NULL ), - mKeyEventSignal(), - mPinchGestureDetector(), - mPanGestureDetector(), - mTapGestureDetector(), - mLongPressGestureDetector(), - mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), - mIsKeyboardNavigationSupported( false ), - mIsKeyboardFocusGroup( false ), - mAddRemoveBackgroundChild( false ) +namespace { -} - - ~Impl() - { - // All gesture detectors will be destroyed so no need to disconnect. - delete mBackground; - delete mStartingPinchScale; - } - - // Gesture Detection Methods - - void PinchDetected(Actor actor, const PinchGesture& pinch) - { - mControlImpl.OnPinch(pinch); - } - - void PanDetected(Actor actor, const PanGesture& pan) - { - mControlImpl.OnPan(pan); - } - - void TapDetected(Actor actor, const TapGesture& tap) - { - mControlImpl.OnTap(tap); - } - - void LongPressDetected(Actor actor, const LongPressGesture& longPress) - { - mControlImpl.OnLongPress(longPress); - } - - // Background Methods - - /** - * Only creates an instance of the background if we actually use it. - * @return A reference to the Background structure. - */ - Background& GetBackground() - { - if ( !mBackground ) - { - mBackground = new Background; - } - return *mBackground; - } - - // Properties - - /** - * Called when a property of an object of this type is set. - * @param[in] object The object whose property is set. - * @param[in] index The property index. - * @param[in] value The new property value. - */ - static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value ) - { - Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); - - if ( control ) - { - Control& controlImpl( GetImplementation( control ) ); - - switch ( index ) - { - case Toolkit::Control::Property::STYLE_NAME: - { - controlImpl.SetStyleName( value.Get< std::string >() ); - break; - } - - case Toolkit::Control::Property::BACKGROUND_COLOR: - { - controlImpl.SetBackgroundColor( value.Get< Vector4 >() ); - break; - } - - case Toolkit::Control::Property::BACKGROUND_IMAGE: - { - Image image = Scripting::NewImage( value ); - if ( image ) - { - controlImpl.SetBackgroundImage( image ); - } - else - { - // An empty map means the background is no longer required - controlImpl.ClearBackground(); - } - break; - } - case Toolkit::Control::Property::KEY_INPUT_FOCUS: - { - if ( value.Get< bool >() ) - { - controlImpl.SetKeyInputFocus(); - } - else - { - controlImpl.ClearKeyInputFocus(); - } - break; - } - } - } - } +#if defined(DEBUG_ENABLED) +Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_CONTROL_VISUALS"); +#endif - /** - * Called to retrieve a property of an object of this type. - * @param[in] object The object whose property is to be retrieved. - * @param[in] index The property index. - * @return The current value of the property. - */ - static Property::Value GetProperty( BaseObject* object, Property::Index index ) - { - Property::Value value; +DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN ) +DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE ) - Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); - - if ( control ) - { - Control& controlImpl( GetImplementation( control ) ); - - switch ( index ) - { - case Toolkit::Control::Property::STYLE_NAME: - { - value = controlImpl.GetStyleName(); - break; - } - - case Toolkit::Control::Property::BACKGROUND_COLOR: - { - value = controlImpl.GetBackgroundColor(); - break; - } - - case Toolkit::Control::Property::BACKGROUND_IMAGE: - { - Property::Map map; - - Background* back = controlImpl.mImpl->mBackground; - if ( back && back->actor ) - { - if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 ) - { - Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); - if ( image ) - { - Scripting::CreatePropertyMap( image, map ); - } - } - else - { - ImageActor imageActor = ImageActor::DownCast( back->actor ); - if ( imageActor ) - { - Image image = imageActor.GetImage(); - Scripting::CreatePropertyMap( image, map ); - } - } - } - - value = map; - break; - } - - case Toolkit::Control::Property::KEY_INPUT_FOCUS: - { - value = controlImpl.HasKeyInputFocus(); - break; - } - } - } +} // unnamed namespace - return value; - } - // Data - - Control& mControlImpl; - std::string mStyleName; - Background* mBackground; ///< Only create the background if we use it - Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this - Toolkit::Control::KeyEventSignalType mKeyEventSignal; - Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal; - Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusLostSignal; - - // Gesture Detection - PinchGestureDetector mPinchGestureDetector; - PanGestureDetector mPanGestureDetector; - TapGestureDetector mTapGestureDetector; - LongPressGestureDetector mLongPressGestureDetector; - - ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor. - bool mIsKeyboardNavigationSupported :1; ///< Stores whether keyboard navigation is supported by the control. - bool mIsKeyboardFocusGroup :1; ///< Stores whether the control is a focus group. - bool mAddRemoveBackgroundChild:1; ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd - - // Properties - these need to be members of Internal::Control::Impl as they need to function within this class. - static PropertyRegistration PROPERTY_1; - static PropertyRegistration PROPERTY_2; - static PropertyRegistration PROPERTY_3; - static PropertyRegistration PROPERTY_4; -}; - -// Properties registered without macro to use specific member variables. -PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); -PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); -PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); -PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); Toolkit::Control Control::New() { // Create the implementation, temporarily owned on stack - IntrusivePtr controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ); + IntrusivePtr controlImpl = new Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ); // Pass ownership to handle Toolkit::Control handle( *controlImpl ); @@ -536,20 +84,18 @@ Toolkit::Control Control::New() return handle; } -Control::~Control() -{ - delete mImpl; -} - void Control::SetStyleName( const std::string& styleName ) { if( styleName != mImpl->mStyleName ) { mImpl->mStyleName = styleName; - // Apply new style + // Apply new style, if stylemanager is available Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + if( styleManager ) + { + GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + } } } @@ -560,78 +106,49 @@ const std::string& Control::GetStyleName() const void Control::SetBackgroundColor( const Vector4& color ) { - Background& background( mImpl->GetBackground() ); - - if ( background.actor ) - { - if( background.actor.GetRendererCount() > 0 ) - { - Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); - shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); - } - else - { - background.actor.SetColor( color ); - } - } - else - { - // Create Mesh Actor - Actor actor = CreateBackground(Self(), color ); - background.actor = actor; - mImpl->mAddRemoveBackgroundChild = true; - // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, actor ); - mImpl->mAddRemoveBackgroundChild = false; - } + mImpl->mBackgroundColor = color; + Property::Map map; + map[ Toolkit::DevelVisual::Property::TYPE ] = Toolkit::Visual::COLOR; + map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color; - background.color = color; + SetBackground( map ); } Vector4 Control::GetBackgroundColor() const { - if ( mImpl->mBackground ) + return mImpl->mBackgroundColor; +} + +void Control::SetBackground( const Property::Map& map ) +{ + Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( map ); + if( visual ) { - return mImpl->mBackground->color; + mImpl->RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual ); + visual.SetDepthIndex( DepthIndex::BACKGROUND ); + + // Trigger a size negotiation request that may be needed by the new visual to relayout its contents. + RelayoutRequest(); } - return Color::TRANSPARENT; } void Control::SetBackgroundImage( Image image ) { - Background& background( mImpl->GetBackground() ); - - if ( background.actor ) - { - // Remove Current actor, unset AFTER removal - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); - } - - Actor actor = CreateBackground(Self(), background.color, image); - - // Set the background actor before adding so that we do not inform derived classes - background.actor = actor; - mImpl->mAddRemoveBackgroundChild = true; - // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, actor ); - mImpl->mAddRemoveBackgroundChild = false; + Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image ); + if( visual ) + { + mImpl->RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual ); + visual.SetDepthIndex( DepthIndex::BACKGROUND ); + } } void Control::ClearBackground() { - if ( mImpl->mBackground ) - { - Background& background( mImpl->GetBackground() ); - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; + mImpl->UnregisterVisual( Toolkit::Control::Property::BACKGROUND ); + mImpl->mBackgroundColor = Color::TRANSPARENT; - delete mImpl->mBackground; - mImpl->mBackground = NULL; - } + // Trigger a size negotiation request that may be needed when unregistering a visual. + RelayoutRequest(); } void Control::EnableGestureDetection(Gesture::Type type) @@ -735,7 +252,11 @@ bool Control::HasKeyInputFocus() bool result = false; if( Self().OnStage() ) { - result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self())); + Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl(); + if( Self() == control ) + { + result = true; + } } return result; } @@ -817,12 +338,12 @@ Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal() return mImpl->mKeyEventSignal; } -Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal() +Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusGainedSignal() { return mImpl->mKeyInputFocusGainedSignal; } -Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal() +Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusLostSignal() { return mImpl->mKeyInputFocusLostSignal; } @@ -856,20 +377,32 @@ Control::Control( ControlBehaviour behaviourFlags ) mImpl->mFlags = behaviourFlags; } +Control::~Control() +{ + delete mImpl; +} + void Control::Initialize() { // Call deriving classes so initialised before styling is applied to them. OnInitialize(); - if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS ) + if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) || + !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) ) { - Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + Toolkit::StyleManager styleManager = StyleManager::Get(); - // Register for style changes - styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); + // if stylemanager is available + if( styleManager ) + { + StyleManager& styleManagerImpl = GetImpl( styleManager ); - // Apply the current style - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + // Register for style changes + styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange ); + + // Apply the current style + styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) ); + } } if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) @@ -893,9 +426,10 @@ void Control::OnControlChildRemove( Actor& child ) void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change ) { // By default the control is only interested in theme (not font) changes - if( change == StyleChange::THEME_CHANGE ) + if( styleManager && change == StyleChange::THEME_CHANGE ) { GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + RelayoutRequest(); } } @@ -949,35 +483,34 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) } } -void Control::OnStageConnection( unsigned int depth ) +void Control::OnStageConnection( int depth ) { - unsigned int controlRendererCount = Self().GetRendererCount(); - for( unsigned int i(0); imVisuals.Size() ); + + Actor self( Self() ); + + for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++) { - Renderer controlRenderer = Self().GetRendererAt(i); - if( controlRenderer ) + // Check whether the visual is empty and enabled + if( (*iter)->visual && (*iter)->enabled ) { - controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth ); + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index ); + Toolkit::GetImplementation((*iter)->visual).SetOnStage( self ); } } - if( mImpl->mBackground ) + if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() ) { - if(mImpl->mBackground->actor.GetRendererCount() > 0 ) - { - Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); - if(backgroundRenderer) - { - backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); - } - } - else + Property::Value clippingValue = self.GetProperty( Actor::Property::CLIPPING_MODE ); + int clippingMode = ClippingMode::DISABLED; + if( clippingValue.Get( clippingMode ) ) { + // Add a transparent background if we do not have any renderers or visuals so we clip our children - ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); - if ( imageActor ) + if( clippingMode == ClippingMode::CLIP_CHILDREN ) { - imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); + // Create a transparent background visual which will also get staged. + SetBackgroundColor( Color::TRANSPARENT ); } } } @@ -985,6 +518,16 @@ void Control::OnStageConnection( unsigned int depth ) void Control::OnStageDisconnection() { + for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++) + { + // Check whether the visual is empty + if( (*iter)->visual ) + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageDisconnection Setting visual(%d) off stage\n", (*iter)->index ); + Actor self( Self() ); + Toolkit::GetImplementation((*iter)->visual).SetOffStage( self ); + } + } } void Control::OnKeyInputFocusGained() @@ -999,31 +542,47 @@ void Control::OnKeyInputFocusLost() void Control::OnChildAdd(Actor& child) { - // If this is the background actor, then we do not want to inform deriving classes - if ( mImpl->mAddRemoveBackgroundChild ) - { - return; - } - // Notify derived classes. OnControlChildAdd( child ); } void Control::OnChildRemove(Actor& child) { - // If this is the background actor, then we do not want to inform deriving classes - if ( mImpl->mAddRemoveBackgroundChild ) - { - return; - } - // Notify derived classes. OnControlChildRemove( child ); } +void Control::OnPropertySet( Property::Index index, Property::Value propertyValue ) +{ + Actor self( Self() ); + if( index == Actor::Property::CLIPPING_MODE ) + { + // Only set the background if we're already on the stage and have no renderers or visuals + + if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() && self.OnStage() ) + { + ClippingMode::Type clippingMode = ClippingMode::DISABLED; + if( Scripting::GetEnumerationProperty< ClippingMode::Type >( propertyValue, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, clippingMode ) ) + { + // Add a transparent background if we do not have one so we clip children + + if( clippingMode == ClippingMode::CLIP_CHILDREN ) + { + SetBackgroundColor( Color::TRANSPARENT ); + } + } + } + } +} + void Control::OnSizeSet(const Vector3& targetSize) { - // Background is resized through size negotiation + Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) + { + Vector2 size( targetSize ); + visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform + } } void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize) @@ -1057,6 +616,12 @@ void Control::OnRelayout( const Vector2& size, RelayoutContainer& container ) { container.Add( Self().GetChildAt( i ), size ); } + + Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) + { + visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform + } } void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) @@ -1065,30 +630,14 @@ void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dime Vector3 Control::GetNaturalSize() { - //Control's natural size is the size of its background image if it has been set, or ZERO otherwise - Vector3 naturalSize = Vector3::ZERO; - if( mImpl->mBackground ) + Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) { - if( mImpl->mBackground->actor.GetRendererCount() > 0 ) - { - Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial(); - if( backgroundMaterial.GetNumberOfSamplers() > 0 ) - { - Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage(); - if( backgroundImage ) - { - naturalSize.x = backgroundImage.GetWidth(); - naturalSize.y = backgroundImage.GetHeight(); - } - } - } - else - { - return mImpl->mBackground->actor.GetNaturalSize(); - } + Vector2 naturalSize; + visual.GetNaturalSize( naturalSize ); + return Vector3( naturalSize ); } - - return naturalSize; + return Vector3::ZERO; } float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension ) @@ -1098,27 +647,11 @@ float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dim float Control::GetHeightForWidth( float width ) { - if( mImpl->mBackground ) - { - Actor actor = mImpl->mBackground->actor; - if( actor ) - { - return actor.GetHeightForWidth( width ); - } - } return GetHeightForWidthBase( width ); } float Control::GetWidthForHeight( float height ) { - if( mImpl->mBackground ) - { - Actor actor = mImpl->mBackground->actor; - if( actor ) - { - return actor.GetWidthForHeight( height ); - } - } return GetWidthForHeightBase( height ); }