1 #ifndef DALI_TOOLKIT_VISUAL_BASE_H
2 #define DALI_TOOLKIT_VISUAL_BASE_H
4 * Copyright (c) 2016 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 * @brief A Visual provides a renderer for drawing a control component. A control may have multiple visuals.
43 * Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-stage.
44 * Each visual also responds to actor size and color change, and provides clipping at the renderer level.
45 * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
47 * The following properties are optional, but can be supplied in the property map to Dali::Toolkit::VisualFactory::CreateVisual().
49 * | %Property Name | Type |
50 * |-------------------------|------------------|
51 * | customShader | MAP |
54 * where \b customShader is a map with at least one of the following properties:
55 * | %Property Name | Type | Required | Default | Description |
56 * |-------------------------|------------------|----------|---------|-------------|
57 * | vertexShader | STRING | No | "" | Vertex shader code|
58 * | fragmentShader | STRING | No | "" | Fragment shader code|
59 * | subdivideGridX | INTEGER | No | 1 | How to subdivide the grid along X |
60 * | subdivideGridY | INTEGER | No | 1 | How to subdivide the grid along Y |
61 * | shaderHints | INTEGER or ARRAY of STRING | No | NONE | Bitmask of hints @sa Dali::Shader::Hint |
63 * and \b transform is a map with the following properties:
64 * | %Property Name | Type | Required | Default |Description |
65 * |-------------------------|------------------|----------|---------|------------|
66 * | offset | VECTOR2 | No | (0,0) | Offset of visual from origin |
67 * | size | VECTOR2 | No | (1,1) | size of visual |
68 * | origin | INTEGER or STRING | No | CENTER | origin of the visual @sa Dali::Toolkit::Align |
69 * | anchorPoint | INTEGER or STRING | No | CENTER | anchor point of the visual @sa Dali::Toolkit::Align |
70 * | offsetSizeMode | VECTOR4 | No | (0,0,0,0) | See below |
73 * offsetSizeMode describes whether the offset and the size are
74 * relative or absolute by using 0 or 1 respectively in the corresponding
75 * components (offsetSizeMode.xy for offset.xy; offsetSizeMode.zw for size.xy).
77 * Relative means that the component describes a factor of the parent control size;
78 * size.x = 1 means full width; size.y = 0.5 means half height.
80 * Absolute means that the component describes world units (equivalent to pixels)
83 class DALI_IMPORT_API Base : public BaseHandle
88 * @brief Create an empty Visual Handle
95 * This is non-virtual since derived Handle types must not contain data or virtual methods.
100 * @brief This copy constructor is required for (smart) pointer semantics.
102 * @param[in] handle A reference to the copied handle.
104 Base( const Base& handle );
107 * @brief This assignment operator is required for (smart) pointer semantics.
109 * @param [in] handle A reference to the copied handle.
110 * @return A reference to this.
112 Base& operator=( const Base& handle );
115 * @brief Set the name of the visual
117 * Used by the styling system to animate properties
118 * @param[in] name The name to give the visual
120 void SetName( const std::string& name );
123 * @brief Get the name of the visual
125 * Used by the styling system to animate properties
126 * @return The name of the visual
128 const std::string& GetName();
131 * @brief Set the size of the painting area.
133 * @param[in] size The size of the painting area.
135 void SetSize( const Vector2& size );
138 * @brief Get the size of the painting area.
140 * @return The size of the visual's painting area.
142 const Vector2& GetSize() const;
145 * @brief Returns the height for a given width.
147 * @param[in] width Width to use.
149 * @return The height based on the width.
151 float GetHeightForWidth( float width ) const;
154 * @brief Return the natural size of the visual.
156 * Deriving classes stipulate the natural size and by default a visual has a ZERO natural size.
158 * @param[out] naturalSize The visual's natural size
160 void GetNaturalSize( Vector2& naturalSize );
163 * @brief Set the depth index of this visual.
165 * Depth-index controls draw-order for overlapping visuals.
166 * Visuals with higher depth indices are rendered in front of other visual with smaller values
168 * @param[in] index The depth index of this visual.
170 void SetDepthIndex( float index );
173 * @brief Get the depth index of this visual
175 * @return The depth index of this visual.
177 float GetDepthIndex() const;
180 * @brief Create the property map representing this visual.
182 * @param[out] map The visual property map.
184 void CreatePropertyMap( Dali::Property::Map& map ) const;
187 * @brief Sets the value of an existing property.
189 * @param [in] index The index of the property.
190 * @param [in] propertyValue The new value of the property.
192 void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
195 * @brief Retrieves a property value.
197 * @param [in] index The index of the property.
199 * @return The property value.
201 Dali::Property::Value GetProperty( Dali::Property::Index index );
203 public: // Not intended for application developers
205 explicit DALI_INTERNAL Base(Internal::Visual::Base *impl);
209 } // namespace Visual
211 } // namespace Toolkit
215 #endif /*DALI_TOOLKIT_VISUAL_BASE_H*/