1 #ifndef DALI_TOOLKIT_VISUAL_BASE_H
2 #define DALI_TOOLKIT_VISUAL_BASE_H
4 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
21 #include <dali/public-api/object/base-handle.h>
22 #include <dali/public-api/actors/actor.h>
30 namespace Internal DALI_INTERNAL
41 enum class ResourceStatus
49 * @brief A Visual provides a renderer for drawing a control component. A control may have multiple visuals.
51 * Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-stage.
52 * Each visual also responds to actor size and color change, and provides clipping at the renderer level.
53 * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
55 * The following properties are optional, but can be supplied in the property map to Dali::Toolkit::VisualFactory::CreateVisual().
57 * | %Property Name | Type |
58 * |-------------------------|------------------|
59 * | customShader | MAP |
62 * where \b customShader is a map with at least one of the following properties:
63 * | %Property Name | Type | Required | Default | Description |
64 * |-------------------------|----------------------------|----------|---------|-----------------------------------------|
65 * | vertexShader | STRING | No | "" | Vertex shader code |
66 * | fragmentShader | STRING | No | "" | Fragment shader code |
67 * | subdivideGridX | INTEGER | No | 1 | How to subdivide the grid along X |
68 * | subdivideGridY | INTEGER | No | 1 | How to subdivide the grid along Y |
69 * | shaderHints | INTEGER or ARRAY of STRING | No | NONE | Bitmask of hints @sa Dali::Shader::Hint |
71 * and \b transform is a map with the following properties:
72 * | %Property Name | Type | Required | Default | Description |
73 * |-------------------------|-------------------|----------|------------------------|-----------------------------------------------------|
74 * | offset | VECTOR2 | No | (0,0) | Offset of visual from origin |
75 * | size | VECTOR2 | No | (1,1) | size of visual |
76 * | origin | INTEGER or STRING | No | CENTER | origin of the visual @sa Dali::Toolkit::Align |
77 * | anchorPoint | INTEGER or STRING | No | CENTER | anchor point of the visual @sa Dali::Toolkit::Align |
78 * | offsetPolicy | VECTOR2 | No | ( RELATIVE, RELATIVE ) | @sa Dali::Toolkit::Visual::Transform::Policy |
79 * | sizePolicy | VECTOR2 | No | ( RELATIVE, RELATIVE ) | @sa Dali::Toolkit::Visual::Transform::Policy |
81 * Relative means that the component describes a factor of the parent control size;
82 * size.x = 1 means full width; size.y = 0.5 means half height.
84 * Absolute means that the component describes world units (equivalent to pixels)
87 class DALI_IMPORT_API Base : public BaseHandle
92 * @brief Create an empty Visual Handle
99 * This is non-virtual since derived Handle types must not contain data or virtual methods.
104 * @brief This copy constructor is required for (smart) pointer semantics.
106 * @param[in] handle A reference to the copied handle.
108 Base( const Base& handle );
111 * @brief This assignment operator is required for (smart) pointer semantics.
113 * @param [in] handle A reference to the copied handle.
114 * @return A reference to this.
116 Base& operator=( const Base& handle );
119 * @brief Set the name of the visual
121 * Used by the styling system to animate properties
122 * @param[in] name The name to give the visual
124 void SetName( const std::string& name );
127 * @brief Get the name of the visual
129 * Used by the styling system to animate properties
130 * @return The name of the visual
132 const std::string& GetName();
135 * @brief Sets the transform and the control size
137 * @param[in] transform A property map describing the transform
138 * @param[in] controlSize The size of the parent control for visuals that need to scale internally.
140 void SetTransformAndSize( const Dali::Property::Map& transform, Size controlSize );
143 * @brief Returns the height for a given width.
145 * @param[in] width Width to use.
147 * @return The height based on the width.
149 float GetHeightForWidth( float width );
152 * @brief Returns the width for a given height.
154 * @param[in] height Height to use.
156 * @return The width based on the height.
158 float GetWidthForHeight( float height );
161 * @brief Return the natural size of the visual.
163 * Deriving classes stipulate the natural size and by default a
164 * visual has a ZERO natural size.
166 * @note A visual may not actually have a natural size until it has
167 * been placed on stage and acquired all it's resources.
169 * @param[out] naturalSize The visual's natural size
171 void GetNaturalSize( Vector2& naturalSize );
174 * @brief Set the depth index of this visual.
176 * Depth-index controls draw-order for overlapping visuals.
177 * Visuals with higher depth indices are rendered in front of other visual with smaller values
179 * @param[in] index The depth index of this visual.
181 void SetDepthIndex( int index );
184 * @brief Get the depth index of this visual
186 * @return The depth index of this visual.
188 int GetDepthIndex() const;
191 * @brief Create the property map representing this visual.
193 * @param[out] map The visual property map.
195 void CreatePropertyMap( Dali::Property::Map& map ) const;
197 public: // Not intended for application developers
199 explicit DALI_INTERNAL Base(Internal::Visual::Base *impl);
203 } // namespace Visual
205 } // namespace Toolkit
209 #endif /*DALI_TOOLKIT_VISUAL_BASE_H*/