1 #ifndef DALI_TOOLKIT_INTERNAL_VISUAL_H
2 #define DALI_TOOLKIT_INTERNAL_VISUAL_H
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/animation/animation.h>
23 #include <dali/public-api/common/intrusive-ptr.h>
24 #include <dali/public-api/images/image-operations.h>
25 #include <dali/public-api/object/base-object.h>
26 #include <dali/public-api/rendering/renderer.h>
27 #include <dali/public-api/rendering/shader.h>
30 #include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
31 #include <dali-toolkit/devel-api/visual-factory/visual-base.h>
32 #include <dali-toolkit/internal/visuals/transition-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
48 * Base class for all Control rendering logic. A control may have multiple visuals.
50 * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
52 * The following properties are optional
54 * | %Property Name | Type |
55 * |-------------------------|------------------|
56 * | customShader | MAP |
58 * where custom-shader is a map with the following properties:
59 * | %Property Name | Type |
60 * |-------------------------|------------------|
61 * | vertexShader | STRING |
62 * | fragmentShader | STRING |
63 * | subdivideGridX | INT |
64 * | subdivideGridY | INT |
65 * | shaderHints | INT |
67 class Base : public BaseObject
72 * Setting the properties of the visual, this API should only called by the VisualFactory
73 * @param[in] propertyMap The properties for the requested Visual object.
75 void SetProperties( const Property::Map& propertyMap );
78 * @copydoc Toolkit::Visual::Base::SetName
80 void SetName( const std::string& name );
83 * @copydoc Toolkit::Visual::Base::GetName
85 const std::string& GetName();
88 * @copydoc Toolkit::Visual::Base::SetSize
90 void SetTransformAndSize( const Property::Map& transform, Size controlSize );
93 * @copydoc Toolkit::Visual::Base::GetHeightForWidth
95 virtual float GetHeightForWidth( float width );
98 * @copydoc Toolkit::Visual::Base::GetWidthForHeight
100 virtual float GetWidthForHeight( float height );
103 * @copydoc Toolkit::Visual::Base::GetNaturalSize
105 virtual void GetNaturalSize( Vector2& naturalSize );
108 * @copydoc Toolkit::Visual::Base::SetDepthIndex
110 void SetDepthIndex( float index );
113 * @copydoc Toolkit::Visual::Base::GetDepthIndex
115 float GetDepthIndex() const;
118 * @copydoc Toolkit::Visual::Base::SetOnStage
119 * @pre Impl->mGeometry must be created before this method is called
121 void SetOnStage( Actor& actor );
124 * @copydoc Toolkit::Visual::Base::SetOffStage
126 void SetOffStage( Actor& actor );
129 * @copydoc Toolkit::Visual::Base::CreatePropertyMap
131 void CreatePropertyMap( Property::Map& map ) const;
134 * @brief Create a property map containing per-instance visual properties.
136 * This will enable creation of new visuals on control state change with
137 * any alternative style properties and the relevant instance properties
138 * (e.g. for image visual, the desired size, and for text visual, the actual text).
139 * @param[in] map The property map into which to write
141 void CreateInstancePropertyMap( Property::Map& map ) const;
144 * @brief Set whether the Pre-multiplied Alpha Blending is required
146 * @param[in] preMultipled whether alpha is pre-multiplied.
148 void EnablePreMultipliedAlpha( bool preMultipled );
151 * @brief Query whether alpha is pre-multiplied.
153 * @return True is alpha is pre-multiplied, false otherwise.
155 bool IsPreMultipliedAlphaEnabled() const;
158 * @brief Sets properties of custom shader
159 * @param[in] propertyMap Property map containing the custom shader data
161 void SetCustomShader( const Property::Map& propertyMap );
164 * @copydoc Toolkit::Visual::Base::SetProperty
166 void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
169 * @copydoc Toolkit::Visual::Base::GetProperty
171 Dali::Property::Value GetProperty( Dali::Property::Index index );
174 * Gets currently staged renderer, or an empty handle if not staged
176 Renderer GetRenderer();
179 * Sets the mix color ( including opacity ) of the visual.
180 * @param[in] mixColor The new mix color
182 void SetMixColor( const Vector4& color );
185 * Sets the mix color of the visual.
186 * @param[in] mixColor The new mix color
188 void SetMixColor( const Vector3& color );
191 * Gets the mix color of the visual.
192 * @return The mix color
194 const Vector4& GetMixColor() const;
197 * Animate the property if it exists in the visual or renderer.
199 * If it's a visual property such as mix color or a transform property,
200 * saves the target value to the local data.
202 * If the visual isn't staged (i.e. it doesn't have a renderer),
203 * then this will not add an animation.
205 * @param[in] transition The animation to create or attach to
206 * @param[in] animator The animation parameters of the property.
208 void AnimateProperty( Dali::Animation& transition,
209 Internal::TransitionData::Animator& animator );
214 * @brief Constructor.
216 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
218 Base( VisualFactoryCache& factoryCache );
221 * @brief A reference counted object may only be deleted by calling Unreference().
228 * @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event
230 * @param[out] map The visual property map.
232 virtual void DoCreatePropertyMap( Property::Map& map ) const = 0;
235 * @brief Called by CreateInstancePropertyMap() allowing derived
236 * classes to store instanced data (separate to styled data) that
237 * needs copying between visuals on state change.
239 * @param[out] map The visual property map
241 virtual void DoCreateInstancePropertyMap( Property::Map& map ) const = 0;
244 * @brief Called by SetProperties() allowing sub classes to set their properties
246 * @param[in] propertyMap The properties for the requested Visual object.
248 virtual void DoSetProperties( const Property::Map& propertyMap ) = 0;
251 * @brief Called when transform or control size changes
252 * ( Of use to SVG and Text visuals )
254 virtual void OnSetTransform() = 0;
257 * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event
259 * @note The derived class is required to create the renderer, and add it to the actor when all the resources are in place.
261 * @param[in] actor The actor applying this visual.
263 virtual void DoSetOnStage( Actor& actor )=0;
266 * @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event
268 * @param[in] actor The actor applying this visual.
270 virtual void DoSetOffStage( Actor& actor );
275 * @brief Gets the on stage state for this Visual
277 * @return Returns true if this Visual is on stage, false if it is off the stage
279 bool IsOnStage() const;
284 * Register the mix color uniform on the Renderer and store the property index.
285 * Note, this is not used by Color or Primitive Visuals, which will use their
286 * own property index.
288 void RegisterMixColor();
291 * Find the matching property on the renderer or shader. If it's a shader
292 * property, register it on the renderer in order to animate it for this
293 * visual independently.
294 * @param[in] key The key to match.
295 * @return the matching index, or INVALID_INDEX if it's not found
297 Property::Index GetPropertyIndex( Property::Key key );
300 * Set up the transition. If no animation is required, then
301 * transition will be untouched.
303 * @param[in] transition The transition to use or set up.
304 * @param[in] animator The animation data to use
305 * @param[in] index The property index on the renderer to animate
306 * @param[in] initialValue The optional initial value
307 * @param[in] targetValue The target value to use
309 void SetupTransition( Dali::Animation& transition,
310 Internal::TransitionData::Animator& animator,
311 Property::Index index,
312 Property::Value& initialValue,
313 Property::Value& targetValue );
316 * Animate the opacity property - Special handling to
317 * ensure that the blend mode is set to ON whilst animating,
318 * and set back to AUTO if it's opaque at the end of the
321 * @param[in] transition The transition to use or set up.
322 * @param[in] animator The animation data to use
324 void AnimateOpacityProperty( Dali::Animation& transition,
325 Internal::TransitionData::Animator& animator );
328 * Animate the renderer property - no special handling
330 * @param[in] transition The transition to use or set up.
331 * @param[in] animator The animation data to use
333 void AnimateRendererProperty( Dali::Animation& transition,
334 Internal::TransitionData::Animator& animator );
337 * Animate the mix color property.
339 * If the animator is a vec3, then it only animates the color
340 * channels without animating the opacity. If it's a vec4, then it
341 * runs 2 animators, one for the the vec3 mixColor, and one for the
342 * opacity. (They are separate uniforms in the shader )
344 * @param[in] transition The transition to use or set up.
345 * @param[in] animator The animation data to use
347 void AnimateMixColorProperty( Dali::Animation& transition,
348 Internal::TransitionData::Animator& animator );
351 * Set up the right blend mode if the opacity is being animated.
352 * Also ensure that when the animation finishes, the blend mode is
353 * set to the appropriate value. It also uses the target value as
354 * set into mMixColor.
356 * @param[in] transition The transition to listen to
357 * @param[in] isInitialOpaque Whether the initial value is opaque
358 * @param[in] animating If the transition animates the value.
360 void SetupBlendMode( Dali::Animation& transition,
361 bool isInitialOpaque, bool animating );
364 * When a mix color animation has finished, ensure the blend mode is set back
365 * to the right value for the target opacity.
367 void OnMixColorFinished( Animation& animation );
370 Base( const Visual::Base& visual );
373 Base& operator=( const Visual::Base& visual );
378 VisualFactoryCache& mFactoryCache;
381 typedef IntrusivePtr<Base> BasePtr;
385 } // namespace Internal
387 inline const Internal::Visual::Base& GetImplementation(const Toolkit::Visual::Base& visualBase )
389 DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
391 const BaseObject& handle = visualBase.GetBaseObject();
393 return static_cast<const Internal::Visual::Base&>(handle);
396 inline Internal::Visual::Base& GetImplementation(Toolkit::Visual::Base& visualBase)
398 DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
400 BaseObject& handle = visualBase.GetBaseObject();
402 return static_cast<Internal::Visual::Base&>(handle);
405 } // namespace Toolkit
409 #endif // DALI_TOOLKIT_INTERNAL_VISUAL_H