#ifndef DALI_TOOLKIT_VISUAL_BASE_H
#define DALI_TOOLKIT_VISUAL_BASE_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace Visual
{
/**
- * @brief Visual provides renderer for rendering the controls. A control may have multiple ControlRenders.
+ * @brief A Visual provides a renderer for drawing a control component. A control may have multiple visuals.
+ *
+ * Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-stage.
+ * Each visual also responds to actor size and color change, and provides clipping at the renderer level.
+ * Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
+ *
+ * The following properties are optional, but can be supplied in the property map to Dali::Toolkit::VisualFactory::CreateVisual().
+ *
+ * | %Property Name | Type |
+ * |-------------------------|------------------|
+ * | customShader | MAP |
+ * | transform | MAP |
+ *
+ * where \b customShader is a map with at least one of the following properties:
+ * | %Property Name | Type | Required | Default | Description |
+ * |-------------------------|------------------|----------|---------|-------------|
+ * | vertexShader | STRING | No | "" | Vertex shader code|
+ * | fragmentShader | STRING | No | "" | Fragment shader code|
+ * | subdivideGridX | INTEGER | No | 1 | How to subdivide the grid along X |
+ * | subdivideGridY | INTEGER | No | 1 | How to subdivide the grid along Y |
+ * | shaderHints | INTEGER or ARRAY of STRING | No | NONE | Bitmask of hints @sa Dali::Shader::Hint |
+ *
+ * and \b transform is a map with the following properties:
+ * | %Property Name | Type | Required | Default |Description |
+ * |-------------------------|------------------|----------|---------|------------|
+ * | offset | VECTOR2 | No | (0,0) | Offset of visual from origin |
+ * | size | VECTOR2 | No | (1,1) | size of visual |
+ * | origin | INTEGER or STRING | No | CENTER | origin of the visual @sa Dali::Toolkit::Align |
+ * | anchorPoint | INTEGER or STRING | No | CENTER | anchor point of the visual @sa Dali::Toolkit::Align |
+ * | offsetSizeMode | VECTOR4 | No | (0,0,0,0) | See below |
+ *
+ *
+ * offsetSizeMode describes whether the offset and the size are
+ * relative or absolute by using 0 or 1 respectively in the corresponding
+ * components (offsetSizeMode.xy for offset.xy; offsetSizeMode.zw for size.xy).
+ *
+ * Relative means that the component describes a factor of the parent control size;
+ * size.x = 1 means full width; size.y = 0.5 means half height.
+ *
+ * Absolute means that the component describes world units (equivalent to pixels)
*
- * Visuals reuses geometry, shader etc. across controls and manages the renderer and texture sets to exist only when control is on-stage.
- * It also responds to actor size and color change, and provides the clipping at the renderer level.
- * Note: The control renderer responds to the the Actor::COLOR by blending it with the 'Multiply' operator.
*/
class DALI_IMPORT_API Base : public BaseHandle
{
Base& operator=( const Base& handle );
/**
+ * @brief Set the name of the visual
+ *
+ * Used by the styling system to animate properties
+ * @param[in] name The name to give the visual
+ */
+ void SetName( const std::string& name );
+
+ /**
+ * @brief Get the name of the visual
+ *
+ * Used by the styling system to animate properties
+ * @return The name of the visual
+ */
+ const std::string& GetName();
+
+ /**
* @brief Set the size of the painting area.
*
* @param[in] size The size of the painting area.
/**
* @brief Get the size of the painting area.
*
- * @return The size of the renderer's painting area.
+ * @return The size of the visual's painting area.
*/
const Vector2& GetSize() const;
/**
- * @brief Return the natural size of the renderer.
+ * @brief Returns the height for a given width.
+ *
+ * @param[in] width Width to use.
+ *
+ * @return The height based on the width.
+ */
+ float GetHeightForWidth( float width ) const;
+
+ /**
+ * @brief Return the natural size of the visual.
*
- * Deriving classes stipulate the natural size and by default a renderer has a ZERO natural size.
+ * Deriving classes stipulate the natural size and by default a visual has a ZERO natural size.
*
- * @param[out] naturalSize The renderer's natural size
+ * @param[out] naturalSize The visual's natural size
*/
- void GetNaturalSize( Vector2& naturalSize ) const;
+ void GetNaturalSize( Vector2& naturalSize );
/**
* @brief Set the depth index of this visual.
*
* Depth-index controls draw-order for overlapping visuals.
- * Renderer with higher depth indices are rendered in front of other renderer with smaller values
+ * Visuals with higher depth indices are rendered in front of other visual with smaller values
*
* @param[in] index The depth index of this visual.
*/
void SetDepthIndex( float index );
/**
- * @brief Get the depth index of this renderer
+ * @brief Get the depth index of this visual
*
- * @return The depth index of this renderer.
+ * @return The depth index of this visual.
*/
float GetDepthIndex() const;
/**
- * @brief Renderer only exists when control is on stage.
+ * @brief Visual needs to know when the control is put on to the stage to add the renderer.
*
- * This function should be called when the control put on stage.
+ * This function should be called when the control is put on to the stage.
*
- * @param[in] actor The actor applying this renderer.
+ * @param[in] actor The actor using this visual.
* @post SetOffStage should be called with the same actor when the control is put off stage otherwise memory will be leaked
*/
void SetOnStage( Actor& actor );
/**
- * @brief Renderer is destroyed when control is off stage.
+ * @brief Visual needs to know when the control is removed from the stage to remove the renderer.
*
- * This function should be called when the control removes from stage
+ * This function should be called when the control is removed from the stage
*
- * @param[in] actor The actor applying this renderer.
+ * @param[in] actor The actor using this visual.
*/
void SetOffStage( Actor& actor );
/**
- * @brief Remove the renderer from actor and reset the control renderer self.
+ * @brief Remove the renderer from the actor and reset the visual self.
*
- * This function can be called with an empty handle. If the control renderer is empty, do nothing.
+ * This function can be called with an empty handle. If the visual is empty, this is a no-op.
*
* @param[in] actor The actor to be set off stage.
*/
void RemoveAndReset( Actor& actor );
/**
- * @brief Create the property map representing this renderer.
+ * @brief Create the property map representing this visual.
+ *
+ * @param[out] map The visual property map.
+ */
+ void CreatePropertyMap( Dali::Property::Map& map ) const;
+
+ /**
+ * @brief Sets the value of an existing property.
+ *
+ * @param [in] index The index of the property.
+ * @param [in] propertyValue The new value of the property.
+ */
+ void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+
+ /**
+ * @brief Retrieves a property value.
+ *
+ * @param [in] index The index of the property.
*
- * @param[out] map The renderer property map.
+ * @return The property value.
*/
- void CreatePropertyMap( Property::Map& map ) const;
+ Dali::Property::Value GetProperty( Dali::Property::Index index );
public: // Not intended for application developers