1 #ifndef DALI_TOOLKIT_CONTROL_H
2 #define DALI_TOOLKIT_CONTROL_H
5 * Copyright (c) 2019 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/actors/custom-actor.h>
23 #include <dali-toolkit/public-api/dali-toolkit-common.h>
24 #include <dali/public-api/events/long-press-gesture-detector.h>
25 #include <dali/public-api/events/pan-gesture-detector.h>
26 #include <dali/public-api/events/pinch-gesture-detector.h>
27 #include <dali/public-api/events/tap-gesture-detector.h>
28 #include <dali/public-api/events/tap-gesture-detector.h>
29 #include <dali/public-api/images/image.h>
32 #include <dali-toolkit/public-api/visuals/visual-properties.h>
40 //Forward declarations.
47 * @addtogroup dali_toolkit_controls
52 * @brief Control is the base class for all controls.
54 * The implementation of the control must be supplied; see Internal::Control for more details.
56 * @see Internal::Control
59 * | %Signal Name | Method |
60 * |------------------------|-----------------------------------------------------|
61 * | keyEvent | @ref KeyEventSignal() |
62 * | keyInputFocusGained | @ref KeyInputFocusGainedSignal() |
63 * | keyInputFocusLost | @ref KeyInputFocusLostSignal() |
64 * | resourceReady | @ref ResourceReadySignal() |
65 * | tapped | @ref GetTapGestureDetector().DetectedSignal() |
66 * | panned | @ref GetPanGestureDetector().DetectedSignal() |
67 * | pinched | @ref GetPinchGestureDetector().DetectedSignal() |
68 * | longPressed | @ref GetLongPressGestureDetector().DetectedSignal() |
71 * | %Action Name | %Control method called |
72 * |------------------------|----------------------------------------------------|
73 * | accessibilityActivated | %OnAccessibilityActivated() |
75 class DALI_TOOLKIT_API Control : public CustomActor
80 * @brief Enumeration for the start and end property ranges for control.
85 PROPERTY_START_INDEX = PROPERTY_REGISTRATION_START_INDEX, ///< Start index is used by the property registration macro. @SINCE_1_0.0
86 CONTROL_PROPERTY_START_INDEX = PROPERTY_START_INDEX, ///< Start index of Control properties. @SINCE_1_0.0
87 CONTROL_PROPERTY_END_INDEX = CONTROL_PROPERTY_START_INDEX + 1000 ///< Reserving 1000 property indices. @SINCE_1_0.0
91 * @brief Enumeration for the instance of properties belonging to the Control class.
97 * @brief Enumeration for the instance of properties belonging to the Control class.
103 * @brief The name of the style to be applied to the control.
104 * @details Name "styleName", type Property::STRING.
105 * @see Toolkit::Control::SetStyleName()
108 STYLE_NAME = PROPERTY_START_INDEX,
111 * @brief Receives key events to the control.
112 * @details Name "keyInputFocus", type Property::BOOLEAN.
113 * @see Toolkit::Control::SetKeyInputFocus()
119 * @brief The background of the control.
121 * @details Name "background", type Property::MAP or std::string for URL or Property::VECTOR4 for Color.
127 * @brief The outer space around the control.
128 * @details Name "margin", type Property::EXTENTS.
130 * @note Margin property is to be supported by Layout algorithms and containers in future.
135 * @brief The inner space of the control.
136 * @details Name "padding", type Property::EXTENTS.
144 * @brief Describes the direction to move the keyboard focus towards.
150 * @brief Keyboard focus direction.
155 LEFT, ///< Move keyboard focus towards the left direction @SINCE_1_0.0
156 RIGHT, ///< Move keyboard focus towards the right direction @SINCE_1_0.0
157 UP, ///< Move keyboard focus towards the up direction @SINCE_1_0.0
158 DOWN, ///< Move keyboard focus towards the down direction @SINCE_1_0.0
159 PAGE_UP, ///< Move keyboard focus towards the previous page direction @SINCE_1_2.14
160 PAGE_DOWN ///< Move keyboard focus towards the next page direction @SINCE_1_2.14
166 /// @brief Key Event signal type. @SINCE_1_0.0
167 typedef Signal<bool ( Control, const KeyEvent& ) > KeyEventSignalType;
169 /// @brief Key InputFocusType signal type. @SINCE_1_0.0
170 typedef Signal<void ( Control ) > KeyInputFocusSignalType;
172 /// @brief ResourceReady signal type. @SINCE_1_2.60
173 typedef Signal<void ( Control ) > ResourceReadySignalType;
175 public: // Creation & Destruction
178 * @brief Creates a new instance of a Control.
181 * @return A handle to a new Control
183 static Control New();
186 * @brief Creates an uninitialized Control handle.
188 * Only derived versions can be instantiated. Calling member
189 * functions with an uninitialized Dali::Object is not allowed.
195 * @brief Copy constructor.
197 * Creates another handle that points to the same real object.
199 * @param[in] uiControl Handle to copy
201 Control(const Control& uiControl);
204 * @brief Dali::Control is intended as a base class.
206 * This is non-virtual since derived Handle types must not contain data or virtual methods.
214 * @brief Assignment operator.
216 * Changes this handle to point to another real object.
218 * @param[in] handle Object to assign this to
219 * @return Reference to this
221 Control& operator=( const Control& handle );
226 * @brief Downcasts a handle to Control handle.
228 * If handle points to a Control, the downcast produces valid handle.
229 * If not, the returned handle is left uninitialized.
232 * @param[in] handle Handle to an object
233 * @return A handle to a Control or an uninitialized handle
235 static Control DownCast( BaseHandle handle );
240 * @brief This sets the control to receive key events.
242 * The key event can originate from a virtual or physical keyboard.
244 * @pre The Control has been initialized.
245 * @pre The Control should be on the stage before setting keyboard focus.
247 void SetKeyInputFocus();
250 * @brief Quries whether the control has key input focus.
253 * @return true if this control has keyboard input focus
254 * @pre The Control has been initialized.
255 * @pre The Control should be on the stage before setting keyboard focus.
256 * @note The control can be set to have the focus and still not receive all the key events if another control has over ridden it.
257 * As the key input focus mechanism works like a stack, the top most control receives all the key events, and passes on the
258 * unhandled events to the controls below in the stack. A control in the stack will regain key input focus when there are no more
259 * controls above it in the focus stack.
260 * To query for the control which is on top of the focus stack use Dali::Toolkit::KeyInputFocusManager::GetCurrentKeyboardFocusActor().
262 bool HasKeyInputFocus();
265 * @brief Once an actor is Set to receive key input focus this function is called to stop it receiving key events.
267 * A check is performed to ensure it was previously set, if this check fails then nothing is done.
269 * @pre The Actor has been initialized.
271 void ClearKeyInputFocus();
276 * @brief Retrieves the pinch gesture detector of the control.
279 * @return The pinch gesture detector
280 * @note Will return an empty handle if the control does not handle the gesture itself.
282 PinchGestureDetector GetPinchGestureDetector() const;
285 * @brief Retrieves the pan gesture detector of the control.
288 * @return The pan gesture detector
289 * @note Will return an empty handle if the control does not handle the gesture itself.
291 PanGestureDetector GetPanGestureDetector() const;
294 * @brief Retrieves the tap gesture detector of the control.
297 * @return The tap gesture detector
298 * @note Will return an empty handle if the control does not handle the gesture itself.
300 TapGestureDetector GetTapGestureDetector() const;
303 * @brief Retrieves the long press gesture detector of the control.
306 * @return The long press gesture detector
307 * @note Will return an empty handle if the control does not handle the gesture itself.
309 LongPressGestureDetector GetLongPressGestureDetector() const;
314 * @brief Sets the name of the style to be applied to the control.
317 * @param[in] styleName A string matching a style described in a stylesheet
319 void SetStyleName( const std::string& styleName );
322 * @brief Retrieves the name of the style to be applied to the control (if any).
324 * @return A string matching a style, or an empty string
326 const std::string& GetStyleName() const;
331 * @brief Sets the background color of the control.
334 * @param[in] color The required background color of the control
336 * @note If SetBackgroundImage is called later, this background color is removed.
338 * @note The background color fully blends with the actor color.
340 void SetBackgroundColor( const Vector4& color );
343 * @brief Clears the background.
346 void ClearBackground();
351 * @brief Query if all resources required by a control are loaded and ready.
353 * Most resources are only loaded when the control is placed on stage.
355 * @return true if the resources are loaded and ready, false otherwise
357 bool IsResourceReady() const;
360 * @brief Get the loading state of the visual resource.
363 * @param[in] index The Property index of the visual
364 * @return Return the loading status (PREPARING, READY and FAILED) of visual resource
366 Visual::ResourceStatus GetVisualResourceStatus( const Dali::Property::Index index );
371 * @brief This signal is emitted when key event is received.
373 * A callback of the following type may be connected:
375 * bool YourCallbackName(Control control, const KeyEvent& event);
377 * The return value of True, indicates that the event should be consumed.
378 * Otherwise the signal will be emitted on the next parent of the actor.
380 * @return The signal to connect to
381 * @pre The Control has been initialized.
383 KeyEventSignalType& KeyEventSignal();
386 * @brief This signal is emitted when the control gets Key Input Focus.
388 * A callback of the following type may be connected:
390 * bool YourCallbackName( Control control );
392 * The return value of True, indicates that the event should be consumed.
393 * Otherwise the signal will be emitted on the next parent of the actor.
395 * @return The signal to connect to
396 * @pre The Control has been initialized.
398 KeyInputFocusSignalType& KeyInputFocusGainedSignal();
401 * @brief This signal is emitted when the control loses Key Input Focus.
403 * This could be due to it being gained by another Control or Actor or just cleared from
404 * this control as no longer required.
406 * A callback of the following type may be connected:
408 * bool YourCallbackName( Control control );
410 * The return value of True, indicates that the event should be consumed.
411 * Otherwise the signal will be emitted on the next parent of the actor.
413 * @return The signal to connect to
414 * @pre The Control has been initialized.
416 KeyInputFocusSignalType& KeyInputFocusLostSignal();
419 * @brief This signal is emitted after all resources required by a control are loaded and ready.
421 * Most resources are only loaded when the control is placed on stage.
423 * If resources are shared between ImageViews, they are cached.
424 * In this case, the ResourceReady signal may be sent before there is an object to connect to.
425 * To protect against this, IsResourceReady() can be checked first.
428 * auto newControl = Control::New();
429 * newControl.SetResource( resourceUrl );
430 * if ( newControl.IsResourceReady() )
436 * newControl.ResourceReadySignal.Connect( .... )
440 * A callback of the following type may be connected:
442 * void YourCallbackName( Control control );
446 * @return The signal to connect to
447 * @note A RelayoutRequest is queued by Control before this signal is emitted
449 ResourceReadySignalType& ResourceReadySignal();
451 public: // Intended for control developers
454 * @brief Creates an initialized Control.
457 * @param[in] implementation The implementation for this control
458 * @return A handle to a newly allocated Dali resource
459 * @note Should NOT be called to create a handle from the implementation. As stated, this allocates a NEW Dali resource.
461 explicit Control(Internal::Control& implementation);
464 * @brief This constructor is used by CustomActor within Dali core to create additional Control handles
465 * using an Internal CustomActor pointer.
468 * @param[in] internal A pointer to a newly allocated Dali resource
470 explicit Control(Dali::Internal::CustomActor* internal);
472 public: // Templates for Deriving Classes
475 * @brief Template to allow deriving controls to DownCast handles to deriving handle classes.
477 * @tparam T The handle class
478 * @tparam I The implementation class
480 * @param[in] handle Handle to an object
481 * @return Handle to a class T or an uninitialized handle
482 * @see DownCast(BaseHandle)
484 template<typename T, typename I>
485 DALI_INTERNAL static T DownCast( BaseHandle handle )
489 CustomActor custom = Dali::CustomActor::DownCast( handle );
492 CustomActorImpl& customImpl = custom.GetImplementation();
494 I* impl = dynamic_cast<I*>(&customImpl);
498 result = T(customImpl.GetOwner());
506 * @brief Template to allow deriving controls to verify whether the Internal::CustomActor* is actually an
507 * implementation of their class.
509 * @tparam I The implementation class
511 * @param[in] internal Pointer to the Internal::CustomActor
514 DALI_INTERNAL void VerifyCustomActorPointer(Dali::Internal::CustomActor* internal)
516 // Can have a NULL pointer so we only need to check if the internal implementation is our class
517 // when there is a value.
520 DALI_ASSERT_DEBUG(dynamic_cast<I*>(&CustomActor(internal).GetImplementation()));
529 } // namespace Toolkit
533 #endif // DALI_TOOLKIT_CONTROL_H