class DummyControl : public Control
{
public:
+ enum PropertyRange
+ {
+ PROPERTY_START_INDEX = Control::CONTROL_PROPERTY_END_INDEX + 1, ///< @SINCE_1_0.0
+ PROPERTY_END_INDEX = PROPERTY_START_INDEX + 1000 ///< Reserve property index
+ };
+
+ struct Property
+ {
+ enum Type
+ {
+ TEST_VISUAL = PROPERTY_START_INDEX
+ };
+ };
DummyControl();
DummyControl(const DummyControl& control);
inline TapGestureDetector GetTapGestureDetector() const { return Internal::Control::GetTapGestureDetector(); }
inline LongPressGestureDetector GetLongPressGestureDetector() const { return Internal::Control::GetLongPressGestureDetector(); }
+ void RegisterVisual( Property::Index index, Toolkit::Visual::Base visual);
+ void RegisterVisual( Property::Index index, Toolkit::Visual::Base visual, bool enabled );
+ void UnregisterVisual( Property::Index index );
+ void EnableVisual( Property::Index index, bool enabled );
+ bool IsVisualEnabled( Property::Index indepx );
+
+ Toolkit::Visual::Base GetVisual( Property::Index index );
+ Animation CreateTransition( const Toolkit::TransitionData& transition );
+
+ static void SetProperty( BaseObject* object, Dali::Property::Index index, const Dali::Property::Value& value );
+
+ static Property::Value GetProperty( BaseObject* object, Dali::Property::Index propertyIndex );
+
// Used to test signal connections
void CustomSlot1( Actor actor );
bool mCustomSlot1Called;
+ typedef std::vector<Property::Index> VisualIndices;
+ VisualIndices mRegisteredVisualIndices;
protected:
virtual void OnInitialize();
virtual bool OnAccessibilityActivated();
+ virtual bool OnAccessibilityTouch( const TouchEvent& touchEvent );
+ virtual bool OnAccessibilityValueChange( bool isIncrease );
+
virtual void OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change );
virtual void OnPinch(const PinchGesture& pinch);
virtual void OnPan(const PanGesture& pan);
private: // From CustomActorImpl
- virtual void OnStageConnection( unsigned int depth );
+ virtual void OnStageConnection( int depth );
virtual void OnStageDisconnection();
virtual void OnChildAdd(Actor& child);
virtual void OnChildRemove(Actor& child);
virtual bool OnKeyEvent(const KeyEvent& event);
virtual void OnKeyInputFocusGained();
virtual void OnKeyInputFocusLost();
+ virtual void OnRelayout( const Vector2& size, RelayoutContainer& container );
public:
bool initializeCalled;
bool activatedCalled;
+ bool onAccTouchedCalled;
+ bool onAccValueChangeCalled;
bool themeChangeCalled;
bool fontChangeCalled;
bool pinchCalled;