1 #ifndef DALI_TOOLKIT_INTERNAL_VISUAL_H
2 #define DALI_TOOLKIT_INTERNAL_VISUAL_H
5 * Copyright (c) 2018 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>
34 #include <dali-toolkit/devel-api/direction-enums.h>
35 #include <dali-toolkit/public-api/visuals/visual-properties.h>
36 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
50 class ResourceObserver;
52 using FittingMode = DevelVisual::FittingMode;
55 * Base class for all Control rendering logic. A control may have multiple visuals.
57 * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
59 * The following properties are optional
61 * | %Property Name | Type |
62 * |-------------------------|------------------|
63 * | customShader | MAP |
65 * where custom-shader is a map with the following properties:
66 * | %Property Name | Type |
67 * |-------------------------|------------------|
68 * | vertexShader | STRING |
69 * | fragmentShader | STRING |
70 * | subdivideGridX | INT |
71 * | subdivideGridY | INT |
72 * | shaderHints | INT |
74 class Base : public BaseObject
79 * Setting the properties of the visual, this API should only called by the VisualFactory
80 * @param[in] propertyMap The properties for the requested Visual object.
82 void SetProperties( const Property::Map& propertyMap );
85 * @copydoc Toolkit::Visual::Base::SetName
87 void SetName( const std::string& name );
90 * @copydoc Toolkit::Visual::Base::GetName
92 const std::string& GetName() const;
95 * @copydoc Toolkit::Visual::Base::SetSize
97 void SetTransformAndSize( const Property::Map& transform, Size controlSize );
100 * @brief Performs an action on the visual with the given action name and attributes.
102 * @param[in] actionName The name of the action to perform this API only takes an Index
103 * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
105 void DoAction( const Dali::Property::Index actionName, const Dali::Property::Value attributes );
108 * @copydoc Toolkit::Visual::Base::GetHeightForWidth
110 virtual float GetHeightForWidth( float width );
113 * @copydoc Toolkit::Visual::Base::GetWidthForHeight
115 virtual float GetWidthForHeight( float height );
118 * @copydoc Toolkit::Visual::Base::GetNaturalSize
120 virtual void GetNaturalSize( Vector2& naturalSize );
123 * @copydoc Toolkit::Visual::Base::SetDepthIndex
125 void SetDepthIndex( int index );
128 * @copydoc Toolkit::Visual::Base::GetDepthIndex
130 int GetDepthIndex() const;
133 * @copydoc Toolkit::Visual::Base::SetOnStage
134 * @pre Impl->mGeometry must be created before this method is called
136 void SetOnStage( Actor& actor );
139 * @copydoc Toolkit::Visual::Base::SetOffStage
141 void SetOffStage( Actor& actor );
144 * @copydoc Toolkit::Visual::Base::CreatePropertyMap
146 void CreatePropertyMap( Property::Map& map ) const;
149 * @brief Create a property map containing per-instance visual properties.
151 * This will enable creation of new visuals on control state change with
152 * any alternative style properties and the relevant instance properties
153 * (e.g. for image visual, the desired size, and for text visual, the actual text).
154 * @param[in] map The property map into which to write
156 void CreateInstancePropertyMap( Property::Map& map ) const;
159 * @brief Set whether the Pre-multiplied Alpha Blending is required
161 * @param[in] preMultiplied whether alpha is pre-multiplied.
163 void EnablePreMultipliedAlpha( bool preMultiplied );
166 * @brief Query whether alpha is pre-multiplied.
168 * @return True is alpha is pre-multiplied, false otherwise.
170 bool IsPreMultipliedAlphaEnabled() const;
173 * @brief Sets properties of custom shader
174 * @param[in] propertyMap Property map containing the custom shader data
176 void SetCustomShader( const Property::Map& propertyMap );
179 * @copydoc Toolkit::Visual::Base::SetProperty
181 void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
184 * @copydoc Toolkit::Visual::Base::GetProperty
186 Dali::Property::Value GetProperty( Dali::Property::Index index );
189 * Gets currently staged renderer, or an empty handle if not staged
191 Renderer GetRenderer();
194 * Sets the mix color ( including opacity ) of the visual.
195 * @param[in] mixColor The new mix color
197 void SetMixColor( const Vector4& color );
200 * Sets the mix color of the visual.
201 * @param[in] mixColor The new mix color
203 void SetMixColor( const Vector3& color );
206 * Gets the mix color of the visual.
207 * @return The mix color
209 const Vector4& GetMixColor() const;
212 * Animate the property if it exists in the visual or renderer.
214 * If it's a visual property such as mix color or a transform property,
215 * saves the target value to the local data.
217 * If the visual isn't staged (i.e. it doesn't have a renderer),
218 * then this will not add an animation.
220 * If the animator is valid and the transition handle is empty - it will
223 * @param[in] transition The animation to create or attach to
224 * @param[in] animator The animation parameters of the property.
226 void AnimateProperty( Dali::Animation& transition,
227 Internal::TransitionData::Animator& animator );
230 * @brief Add an observer to watch for when the Visuals resources are loaded.
231 * Currently only supports a single observer
234 void AddResourceObserver( Visual::ResourceObserver& observer );
237 * @brief Remove an observer
239 void RemoveResourceObserver( Visual::ResourceObserver& observer );
242 * @brief Called when the visuals resources are loaded / ready
244 void ResourceReady( Toolkit::Visual::ResourceStatus resourceStatus );
247 * @brief Called when the visuals resources are loaded / ready
248 * @return true if ready, false otherwise
250 virtual bool IsResourceReady() const;
253 * @brief Get the loading state of the visual resource
254 * @return Return the loading status (PREPARING, READY and FAILED) of visual resource
256 Toolkit::Visual::ResourceStatus GetResourceStatus() const;
259 * @brief Get the fitting mode for the visual
261 FittingMode GetFittingMode() const;
266 * @brief Constructor.
268 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
270 Base( VisualFactoryCache& factoryCache, FittingMode fittingMode );
273 * @brief A reference counted object may only be deleted by calling Unreference().
280 * @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event
282 * @param[out] map The visual property map.
284 virtual void DoCreatePropertyMap( Property::Map& map ) const = 0;
287 * @brief Called by CreateInstancePropertyMap() allowing derived
288 * classes to store instanced data (separate to styled data) that
289 * needs copying between visuals on state change.
291 * @param[out] map The visual property map
293 virtual void DoCreateInstancePropertyMap( Property::Map& map ) const = 0;
296 * @brief Called by SetProperties() allowing sub classes to set their properties
298 * @param[in] propertyMap The properties for the requested Visual object.
300 virtual void DoSetProperties( const Property::Map& propertyMap ) = 0;
303 * @brief Called when transform or control size changes
304 * ( Of use to SVG and Text visuals )
306 virtual void OnSetTransform() = 0;
309 * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event
311 * @note The derived class is required to create the renderer, and add it to the actor when all the resources are in place.
313 * @param[in] actor The actor applying this visual.
315 virtual void DoSetOnStage( Actor& actor ) = 0;
318 * @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event
320 * @param[in] actor The actor applying this visual.
322 virtual void DoSetOffStage( Actor& actor );
325 * @brief Called by DoAction() allowing sub classes to do the given action.
327 * @param[in] actionId The action to perform
328 * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
330 virtual void OnDoAction( const Property::Index actionId, const Property::Value& attributes );
335 * @brief Gets the on stage state for this Visual
337 * @return Returns true if this Visual is on stage, false if it is off the stage
339 bool IsOnStage() const;
344 * Register the mix color uniform on the Renderer and store the property index.
345 * Note, this is not used by Color or Primitive Visuals, which will use their
346 * own property index.
348 void RegisterMixColor();
351 * Find the matching property on the renderer or shader. If it's a shader
352 * property, register it on the renderer in order to animate it for this
353 * visual independently.
354 * @param[in] key The key to match.
355 * @return the matching index, or INVALID_INDEX if it's not found
357 Property::Index GetPropertyIndex( Property::Key key );
360 * Set up the transition. If no animation is required, then
361 * transition will be untouched.
363 * @param[in] transition The transition to use or set up.
364 * @param[in] animator The animation data to use
365 * @param[in] index The property index on the renderer to animate
366 * @param[in] initialValue The optional initial value
367 * @param[in] targetValue The target value to use
369 void SetupTransition( Dali::Animation& transition,
370 Internal::TransitionData::Animator& animator,
371 Property::Index index,
372 Property::Value& initialValue,
373 Property::Value& targetValue );
376 * Animate the opacity property - Special handling to
377 * ensure that the blend mode is set to ON whilst animating,
378 * and set back to AUTO if it's opaque at the end of the
381 * @param[in] transition The transition to use or set up.
382 * @param[in] animator The animation data to use
384 void AnimateOpacityProperty( Dali::Animation& transition,
385 Internal::TransitionData::Animator& animator );
388 * Animate the renderer property - no special handling
390 * @param[in] transition The transition to use or set up.
391 * @param[in] animator The animation data to use
393 void AnimateRendererProperty( Dali::Animation& transition,
394 Internal::TransitionData::Animator& animator );
397 * Animate the mix color property.
399 * If the animator is a vec3, then it only animates the color
400 * channels without animating the opacity. If it's a vec4, then it
401 * runs 2 animators, one for the the vec3 mixColor, and one for the
402 * opacity. (They are separate uniforms in the shader )
404 * @param[in] transition The transition to use or set up.
405 * @param[in] animator The animation data to use
407 void AnimateMixColorProperty( Dali::Animation& transition,
408 Internal::TransitionData::Animator& animator );
411 * Set up the right blend mode if the opacity is being animated.
412 * Also ensure that when the animation finishes, the blend mode is
413 * set to the appropriate value. It also uses the target value as
414 * set into mMixColor.
416 * @param[in] transition The transition to listen to
417 * @param[in] isInitialOpaque Whether the initial value is opaque
418 * @param[in] animating If the transition animates the value.
420 void SetupBlendMode( Dali::Animation& transition,
421 bool isInitialOpaque, bool animating );
424 * When a mix color animation has finished, ensure the blend mode is set back
425 * to the right value for the target opacity.
427 void OnMixColorFinished( Animation& animation );
430 Base( const Visual::Base& visual );
433 Base& operator=( const Visual::Base& visual );
438 VisualFactoryCache& mFactoryCache;
441 typedef IntrusivePtr<Base> BasePtr;
445 } // namespace Internal
447 inline const Internal::Visual::Base& GetImplementation(const Toolkit::Visual::Base& visualBase )
449 DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
451 const BaseObject& handle = visualBase.GetBaseObject();
453 return static_cast<const Internal::Visual::Base&>(handle);
456 inline Internal::Visual::Base& GetImplementation(Toolkit::Visual::Base& visualBase)
458 DALI_ASSERT_ALWAYS( visualBase && "visual base handle is empty" );
460 BaseObject& handle = visualBase.GetBaseObject();
462 return static_cast<Internal::Visual::Base&>(handle);
465 } // namespace Toolkit
469 #endif // DALI_TOOLKIT_INTERNAL_VISUAL_H