+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include "control-data-impl.h"
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/common/dali-common.h>
+#include <dali/integration-api/debug.h>
+#include <dali/devel-api/scripting/enum-helper.h>
+#include <dali/devel-api/scripting/scripting.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <cstring>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/internal/styling/style-manager-impl.h>
+#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+extern const Dali::Scripting::StringEnum ControlStateTable[];
+extern const unsigned int ControlStateTableCount;
+
+
+// Not static or anonymous - shared with other translation units
+const Scripting::StringEnum ControlStateTable[] = {
+ { "NORMAL", Toolkit::DevelControl::NORMAL },
+ { "FOCUSED", Toolkit::DevelControl::FOCUSED },
+ { "DISABLED", Toolkit::DevelControl::DISABLED },
+};
+const unsigned int ControlStateTableCount = sizeof( ControlStateTable ) / sizeof( ControlStateTable[0] );
+
+
+
+namespace
+{
+
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_CONTROL_VISUALS");
+#endif
+
+
+template<typename T>
+void Remove( Dictionary<T>& keyValues, const std::string& name )
+{
+ keyValues.Remove(name);
+}
+
+void Remove( DictionaryKeys& keys, const std::string& name )
+{
+ DictionaryKeys::iterator iter = std::find( keys.begin(), keys.end(), name );
+ if( iter != keys.end())
+ {
+ keys.erase(iter);
+ }
+}
+
+Toolkit::DevelVisual::Type GetVisualTypeFromMap( const Property::Map& map )
+{
+ Property::Value* typeValue = map.Find( Toolkit::DevelVisual::Property::TYPE, VISUAL_TYPE );
+ Toolkit::DevelVisual::Type type = Toolkit::DevelVisual::IMAGE;
+ if( typeValue )
+ {
+ Scripting::GetEnumerationProperty( *typeValue, VISUAL_TYPE_TABLE, VISUAL_TYPE_TABLE_COUNT, type );
+ }
+ return type;
+}
+
+void FindChangableVisuals( Dictionary<Property::Map>& stateVisualsToAdd,
+ Dictionary<Property::Map>& stateVisualsToChange,
+ DictionaryKeys& stateVisualsToRemove)
+{
+ DictionaryKeys copyOfStateVisualsToRemove = stateVisualsToRemove;
+
+ for( DictionaryKeys::iterator iter = copyOfStateVisualsToRemove.begin();
+ iter != copyOfStateVisualsToRemove.end(); ++iter )
+ {
+ const std::string& visualName = (*iter);
+ Property::Map* toMap = stateVisualsToAdd.Find( visualName );
+ if( toMap )
+ {
+ stateVisualsToChange.Add( visualName, *toMap );
+ stateVisualsToAdd.Remove( visualName );
+ Remove( stateVisualsToRemove, visualName );
+ }
+ }
+}
+
+/**
+ * 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 = "accessibilityActivated";
+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 = "keyEvent";
+const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "keyInputFocusGained";
+const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "keyInputFocusLost";
+const char* SIGNAL_TAPPED = "tapped";
+const char* SIGNAL_PANNED = "panned";
+const char* SIGNAL_PINCHED = "pinched";
+const char* SIGNAL_LONG_PRESSED = "longPressed";
+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;
+}
+
+/**
+ * Creates control through type registry
+ */
+BaseHandle Create()
+{
+ return Internal::Control::New();
+}
+// 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()
+
+
+
+} // unnamed namespace
+
+
+// Properties registered without macro to use specific member variables.
+const PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "backgroundColor", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "backgroundImage", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_5( typeRegistration, "background", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_6( typeRegistration, "tooltip", Toolkit::DevelControl::Property::TOOLTIP, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_7( typeRegistration, "state", Toolkit::DevelControl::Property::STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_8( typeRegistration, "subState", Toolkit::DevelControl::Property::SUB_STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_9( typeRegistration, "leftFocusableActorId", Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_10( typeRegistration, "rightFocusableActorId", Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID,Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_11( typeRegistration, "upFocusableActorId", Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_12( typeRegistration, "downFocusableActorId", Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+
+
+
+Control::Impl::Impl( Control& controlImpl )
+: mControlImpl( controlImpl ),
+ mState( Toolkit::DevelControl::NORMAL ),
+ mSubStateName(""),
+ mLeftFocusableActorId( -1 ),
+ mRightFocusableActorId( -1 ),
+ mUpFocusableActorId( -1 ),
+ mDownFocusableActorId( -1 ),
+ mStyleName(""),
+ mBackgroundColor(Color::TRANSPARENT),
+ mStartingPinchScale( NULL ),
+ mKeyEventSignal(),
+ mPinchGestureDetector(),
+ mPanGestureDetector(),
+ mTapGestureDetector(),
+ mLongPressGestureDetector(),
+ mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mIsKeyboardNavigationSupported( false ),
+ mIsKeyboardFocusGroup( false )
+{
+
+}
+
+Control::Impl::~Impl()
+{
+ // All gesture detectors will be destroyed so no need to disconnect.
+ delete mStartingPinchScale;
+}
+
+Control::Impl& Control::Impl::Get( Internal::Control& internalControl )
+{
+ return *internalControl.mImpl;
+}
+
+const Control::Impl& Control::Impl::Get( const Internal::Control& internalControl )
+{
+ return *internalControl.mImpl;
+}
+
+
+
+
+Toolkit::Visual::Base Control::Impl::GetVisualByName(
+ RegisteredVisualContainer& visuals,
+ const std::string& visualName )
+{
+ Toolkit::Visual::Base visualHandle;
+
+ RegisteredVisualContainer::Iterator iter;
+ for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+ {
+ Toolkit::Visual::Base visual = (*iter)->visual;
+ if( visual && visual.GetName() == visualName )
+ {
+ visualHandle = visual;
+ break;
+ }
+ }
+ return visualHandle;
+}
+
+// Gesture Detection Methods
+void Control::Impl::PinchDetected(Actor actor, const PinchGesture& pinch)
+{
+ mControlImpl.OnPinch(pinch);
+}
+
+void Control::Impl::PanDetected(Actor actor, const PanGesture& pan)
+{
+ mControlImpl.OnPan(pan);
+}
+
+void Control::Impl::TapDetected(Actor actor, const TapGesture& tap)
+{
+ mControlImpl.OnTap(tap);
+}
+
+void Control::Impl::LongPressDetected(Actor actor, const LongPressGesture& longPress)
+{
+ mControlImpl.OnLongPress(longPress);
+}
+
+// Called by a Visual when it's resource is ready
+void Control::Impl::ResourceReady( Visual::Base& object)
+{
+
+ // go through and check if all the visuals are ready, if they are emit a signal
+ for ( RegisteredVisualContainer::ConstIterator visualIter = mVisuals.Begin();
+ visualIter != mVisuals.End(); ++visualIter )
+ {
+ const Toolkit::Visual::Base visual = (*visualIter)->visual;
+ const Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+
+ // one of the visuals is not ready
+ if( !visualImpl.IsResourceReady() )
+ {
+ return;
+ }
+ }
+
+ // all the visuals are ready
+ Dali::Toolkit::Control handle( mControlImpl.GetOwner() );
+ mResourceReadySignal.Emit( handle );
+
+}
+
+bool Control::Impl::IsResourceReady() const
+{
+ // go through and check all the visuals are ready
+ for ( RegisteredVisualContainer::ConstIterator visualIter = mVisuals.Begin();
+ visualIter != mVisuals.End(); ++visualIter )
+ {
+ const Toolkit::Visual::Base visual = (*visualIter)->visual;
+ const Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+
+ // one of the visuals is not ready
+ if( !visualImpl.IsResourceReady() )
+ {
+ return false;
+ }
+ }
+ return true;
+}
+void Control::Impl::StopObservingVisual( Toolkit::Visual::Base& visual )
+{
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+
+ // Stop observing the visual
+ visualImpl.RemoveResourceObserver( *this );
+}
+
+void Control::Impl::StartObservingVisual( Toolkit::Visual::Base& visual)
+{
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+
+ // start observing the visual for resource ready
+ visualImpl.AddResourceObserver( *this );
+}
+
+// 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.
+ */
+void Control::Impl::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::DevelControl::Property::STATE:
+ {
+ bool withTransitions=true;
+ const Property::Value* valuePtr=&value;
+ Property::Map* map = value.GetMap();
+ if(map)
+ {
+ Property::Value* value2 = map->Find("withTransitions");
+ if( value2 )
+ {
+ withTransitions = value2->Get<bool>();
+ }
+
+ valuePtr = map->Find("state");
+ }
+
+ if( valuePtr )
+ {
+ Toolkit::DevelControl::State state( controlImpl.mImpl->mState );
+ if( Scripting::GetEnumerationProperty< Toolkit::DevelControl::State >( *valuePtr, ControlStateTable, ControlStateTableCount, state ) )
+ {
+ controlImpl.mImpl->SetState( state, withTransitions );
+ }
+ }
+ }
+ break;
+
+ case Toolkit::DevelControl::Property::SUB_STATE:
+ {
+ std::string subState;
+ if( value.Get( subState ) )
+ {
+ controlImpl.mImpl->SetSubState( subState );
+ }
+ }
+ break;
+
+ case Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID:
+ {
+ int focusId;
+ if( value.Get( focusId ) )
+ {
+ controlImpl.mImpl->mLeftFocusableActorId = focusId;
+ }
+ }
+ break;
+
+ case Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID:
+ {
+ int focusId;
+ if( value.Get( focusId ) )
+ {
+ controlImpl.mImpl->mRightFocusableActorId = focusId;
+ }
+ }
+ break;
+
+ case Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID:
+ {
+ int focusId;
+ if( value.Get( focusId ) )
+ {
+ controlImpl.mImpl->mUpFocusableActorId = focusId;
+ }
+ }
+ break;
+
+ case Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID:
+ {
+ int focusId;
+ if( value.Get( focusId ) )
+ {
+ controlImpl.mImpl->mDownFocusableActorId = focusId;
+ }
+ }
+ break;
+
+ case Toolkit::Control::Property::BACKGROUND_COLOR:
+ {
+ DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
+ controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
+ break;
+ }
+
+ case Toolkit::Control::Property::BACKGROUND_IMAGE:
+ {
+ DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
+ Image image = Scripting::NewImage( value );
+ if ( image )
+ {
+ controlImpl.SetBackgroundImage( image );
+ }
+ else
+ {
+ // An empty image 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;
+ }
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ std::string url;
+ Vector4 color;
+ const Property::Map* map = value.GetMap();
+ if( map && !map->Empty() )
+ {
+ controlImpl.SetBackground( *map );
+ }
+ else if( value.Get( url ) )
+ {
+ // don't know the size to load
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( url, ImageDimensions() );
+ if( visual )
+ {
+ controlImpl.RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+ visual.SetDepthIndex( DepthIndex::BACKGROUND );
+ }
+ }
+ else if( value.Get( color ) )
+ {
+ controlImpl.SetBackgroundColor(color);
+ }
+ else
+ {
+ // The background is an empty property map, so we should clear the background
+ controlImpl.ClearBackground();
+ }
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::TOOLTIP:
+ {
+ TooltipPtr& tooltipPtr = controlImpl.mImpl->mTooltip;
+ if( ! tooltipPtr )
+ {
+ tooltipPtr = Tooltip::New( control );
+ }
+ tooltipPtr->SetProperties( value );
+ }
+ }
+ }
+}
+
+/**
+ * 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.
+ */
+Property::Value Control::Impl::GetProperty( BaseObject* object, Property::Index index )
+{
+ 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:
+ {
+ value = controlImpl.GetStyleName();
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::STATE:
+ {
+ value = controlImpl.mImpl->mState;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::SUB_STATE:
+ {
+ value = controlImpl.mImpl->mSubStateName;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID:
+ {
+ value = controlImpl.mImpl->mLeftFocusableActorId;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID:
+ {
+ value = controlImpl.mImpl->mRightFocusableActorId;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID:
+ {
+ value = controlImpl.mImpl->mUpFocusableActorId;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID:
+ {
+ value = controlImpl.mImpl->mDownFocusableActorId;
+ break;
+ }
+
+ case Toolkit::Control::Property::BACKGROUND_COLOR:
+ {
+ DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
+ value = controlImpl.GetBackgroundColor();
+ break;
+ }
+
+ case Toolkit::Control::Property::BACKGROUND_IMAGE:
+ {
+ DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
+ Property::Map map;
+ Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
+ {
+ visual.CreatePropertyMap( map );
+ }
+ value = map;
+ break;
+ }
+
+ case Toolkit::Control::Property::KEY_INPUT_FOCUS:
+ {
+ value = controlImpl.HasKeyInputFocus();
+ break;
+ }
+
+ case Toolkit::Control::Property::BACKGROUND:
+ {
+ Property::Map map;
+ Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+ if( visual )
+ {
+ visual.CreatePropertyMap( map );
+ }
+
+ value = map;
+ break;
+ }
+
+ case Toolkit::DevelControl::Property::TOOLTIP:
+ {
+ Property::Map map;
+ if( controlImpl.mImpl->mTooltip )
+ {
+ controlImpl.mImpl->mTooltip->CreatePropertyMap( map );
+ }
+ value = map;
+ break;
+ }
+
+ }
+ }
+
+ return value;
+}
+
+
+void Control::Impl::CopyInstancedProperties( RegisteredVisualContainer& visuals, Dictionary<Property::Map>& instancedProperties )
+{
+ for(RegisteredVisualContainer::Iterator iter = visuals.Begin(); iter!= visuals.End(); iter++)
+ {
+ if( (*iter)->visual )
+ {
+ Property::Map instanceMap;
+ Toolkit::GetImplementation((*iter)->visual).CreateInstancePropertyMap(instanceMap);
+ instancedProperties.Add( (*iter)->visual.GetName(), instanceMap );
+ }
+ }
+}
+
+
+void Control::Impl::RemoveVisual( RegisteredVisualContainer& visuals, const std::string& visualName )
+{
+ Actor self( mControlImpl.Self() );
+
+ for ( RegisteredVisualContainer::Iterator visualIter = visuals.Begin();
+ visualIter != visuals.End(); ++visualIter )
+ {
+ Toolkit::Visual::Base visual = (*visualIter)->visual;
+ if( visual && visual.GetName() == visualName )
+ {
+ Toolkit::GetImplementation(visual).SetOffStage( self );
+ (*visualIter)->visual.Reset();
+ visuals.Erase( visualIter );
+ break;
+ }
+ }
+}
+
+void Control::Impl::RemoveVisuals( RegisteredVisualContainer& visuals, DictionaryKeys& removeVisuals )
+{
+ Actor self( mControlImpl.Self() );
+ for( DictionaryKeys::iterator iter = removeVisuals.begin(); iter != removeVisuals.end(); ++iter )
+ {
+ const std::string visualName = *iter;
+ RemoveVisual( visuals, visualName );
+ }
+}
+
+
+/**
+ * Go through the list of visuals that are common to both states.
+ * If they are different types, or are both image types with different
+ * URLs, then the existing visual needs moving and the new visual creating
+ */
+void Control::Impl::RecreateChangedVisuals( Dictionary<Property::Map>& stateVisualsToChange,
+ Dictionary<Property::Map>& instancedProperties )
+{
+ Dali::CustomActor handle( mControlImpl.GetOwner() );
+ for( Dictionary<Property::Map>::iterator iter = stateVisualsToChange.Begin();
+ iter != stateVisualsToChange.End(); ++iter )
+ {
+ const std::string& visualName = (*iter).key;
+ const Property::Map& toMap = (*iter).entry;
+
+ // is it a candidate for re-creation?
+ bool recreate = false;
+
+ Toolkit::Visual::Base visual = GetVisualByName( mVisuals, visualName );
+ if( visual )
+ {
+ Property::Map fromMap;
+ visual.CreatePropertyMap( fromMap );
+
+ Toolkit::DevelVisual::Type fromType = GetVisualTypeFromMap( fromMap );
+ Toolkit::DevelVisual::Type toType = GetVisualTypeFromMap( toMap );
+
+ if( fromType != toType )
+ {
+ recreate = true;
+ }
+ else
+ {
+ if( fromType == Toolkit::DevelVisual::IMAGE || fromType == Toolkit::DevelVisual::N_PATCH
+ || fromType == Toolkit::DevelVisual::SVG || fromType == Toolkit::DevelVisual::ANIMATED_IMAGE )
+ {
+ Property::Value* fromUrl = fromMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
+ Property::Value* toUrl = toMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
+
+ if( fromUrl && toUrl )
+ {
+ std::string fromUrlString;
+ std::string toUrlString;
+ fromUrl->Get(fromUrlString);
+ toUrl->Get(toUrlString);
+
+ if( fromUrlString != toUrlString )
+ {
+ recreate = true;
+ }
+ }
+ }
+ }
+
+ const Property::Map* instancedMap = instancedProperties.FindConst( visualName );
+ if( recreate || instancedMap )
+ {
+ RemoveVisual( mVisuals, visualName );
+ Style::ApplyVisual( handle, visualName, toMap, instancedMap );
+ }
+ else
+ {
+ // @todo check to see if we can apply toMap without recreating the visual
+ // e.g. by setting only animatable properties
+ // For now, recreate all visuals, but merge in instance data.
+ RemoveVisual( mVisuals, visualName );
+ Style::ApplyVisual( handle, visualName, toMap, instancedMap );
+ }
+ }
+ }
+}
+
+void Control::Impl::ReplaceStateVisualsAndProperties( const StylePtr oldState, const StylePtr newState, const std::string& subState )
+{
+ // Collect all old visual names
+ DictionaryKeys stateVisualsToRemove;
+ if( oldState )
+ {
+ oldState->visuals.GetKeys( stateVisualsToRemove );
+ if( ! subState.empty() )
+ {
+ const StylePtr* oldSubState = oldState->subStates.FindConst(subState);
+ if( oldSubState )
+ {
+ DictionaryKeys subStateVisualsToRemove;
+ (*oldSubState)->visuals.GetKeys( subStateVisualsToRemove );
+ Merge( stateVisualsToRemove, subStateVisualsToRemove );
+ }
+ }
+ }
+
+ // Collect all new visual properties
+ Dictionary<Property::Map> stateVisualsToAdd;
+ if( newState )
+ {
+ stateVisualsToAdd = newState->visuals;
+ if( ! subState.empty() )
+ {
+ const StylePtr* newSubState = newState->subStates.FindConst(subState);
+ if( newSubState )
+ {
+ stateVisualsToAdd.Merge( (*newSubState)->visuals );
+ }
+ }
+ }
+
+ // If a name is in both add/remove, move it to change list.
+ Dictionary<Property::Map> stateVisualsToChange;
+ FindChangableVisuals( stateVisualsToAdd, stateVisualsToChange, stateVisualsToRemove);
+
+ // Copy instanced properties (e.g. text label) of current visuals
+ Dictionary<Property::Map> instancedProperties;
+ CopyInstancedProperties( mVisuals, instancedProperties );
+
+ // For each visual in remove list, remove from mVisuals
+ RemoveVisuals( mVisuals, stateVisualsToRemove );
+
+ // For each visual in add list, create and add to mVisuals
+ Dali::CustomActor handle( mControlImpl.GetOwner() );
+ Style::ApplyVisuals( handle, stateVisualsToAdd, instancedProperties );
+
+ // For each visual in change list, if it requires a new visual,
+ // remove old visual, create and add to mVisuals
+ RecreateChangedVisuals( stateVisualsToChange, instancedProperties );
+}
+
+void Control::Impl::SetState( DevelControl::State newState, bool withTransitions )
+{
+ DevelControl::State oldState = mState;
+ Dali::CustomActor handle( mControlImpl.GetOwner() );
+ DALI_LOG_INFO(gLogFilter, Debug::Concise, "Control::Impl::SetState: %s\n",
+ (mState == DevelControl::NORMAL ? "NORMAL" :(
+ mState == DevelControl::FOCUSED ?"FOCUSED" : (
+ mState == DevelControl::DISABLED?"DISABLED":"NONE" ))));
+
+ if( mState != newState )
+ {
+ // If mState was Disabled, and new state is Focused, should probably
+ // store that fact, e.g. in another property that FocusManager can access.
+ mState = newState;
+
+ // Trigger state change and transitions
+ // Apply new style, if stylemanager is available
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
+ {
+ const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) );
+
+ if( stylePtr )
+ {
+ std::string oldStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( oldState, ControlStateTable, ControlStateTableCount );
+ std::string newStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( newState, ControlStateTable, ControlStateTableCount );
+
+ const StylePtr* newStateStyle = stylePtr->subStates.Find( newStateName );
+ const StylePtr* oldStateStyle = stylePtr->subStates.Find( oldStateName );
+ if( oldStateStyle && newStateStyle )
+ {
+ // Only change if both state styles exist
+ ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, mSubStateName );
+ }
+ }
+ }
+ }
+}
+
+void Control::Impl::SetSubState( const std::string& subStateName, bool withTransitions )
+{
+ if( mSubStateName != subStateName )
+ {
+ // Get existing sub-state visuals, and unregister them
+ Dali::CustomActor handle( mControlImpl.GetOwner() );
+
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
+ {
+ const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) );
+ if( stylePtr )
+ {
+ // Stringify state
+ std::string stateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( mState, ControlStateTable, ControlStateTableCount );
+
+ const StylePtr* state = stylePtr->subStates.Find( stateName );
+ if( state )
+ {
+ StylePtr stateStyle(*state);
+
+ const StylePtr* newStateStyle = stateStyle->subStates.Find( subStateName );
+ const StylePtr* oldStateStyle = stateStyle->subStates.Find( mSubStateName );
+ if( oldStateStyle && newStateStyle )
+ {
+ std::string empty;
+ ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, empty );
+ }
+ }
+ }
+ }
+
+ mSubStateName = subStateName;
+ }
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali