#define DALI_TOOLKIT_INTERNAL_BUTTON_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
-#include <dali-toolkit/public-api/controls/buttons/button.h>
+#include <dali-toolkit/devel-api/controls/buttons/button-devel.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
-//#if defined(DEBUG_ENABLED)
-// Debug::Filter* gLogButtonFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_BUTTON_CONTROL");
-//#endif
-
namespace Dali
{
public:
/**
- * @copydoc Dali::Toolkit::Button::SetDisabled
+ * @brief Sets the button as \e disabled.
+ * @param[in] disabled Disabled property
*/
void SetDisabled( bool disabled );
/**
- * @copydoc Dali::Toolkit::Button::IsDisabled
+ * @brief Returns if the button is disabled.
+ * @return \e true if the button is \e disabled
*/
bool IsDisabled() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAutoRepeating
+ * @brief Sets the \e autorepeating property.
+ * @param[in] autoRepeating \e autorepeating property
*/
void SetAutoRepeating( bool autoRepeating );
/**
- * @copydoc Dali::Toolkit::Button::IsAutoRepeating
- */
- bool IsAutoRepeating() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay
+ * @brief Sets the initial autorepeating delay.
+ * @param[in] initialAutoRepeatingDelay in seconds
*/
void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay
- */
- float GetInitialAutoRepeatingDelay() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay
+ * @brief Sets the next autorepeating delay.
+ * @param[in] nextAutoRepeatingDelay in seconds
*/
void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay );
/**
- * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay
- */
- float GetNextAutoRepeatingDelay() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetTogglableButton
+ * @brief Sets the \e togglable property.
+ * @param[in] togglable Togglable property
*/
void SetTogglableButton( bool togglable );
/**
- * @copydoc Dali::Toolkit::Button::IsTogglableButton
- */
- bool IsTogglableButton() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetSelected
+ * @brief Sets the button as selected or unselected.
+ * @param[in] selected Selected property
*/
void SetSelected( bool selected );
/**
- * @copydoc Dali::Toolkit::Button::IsSelected
+ * @brief Returns if the selected property is set and the button is togglable.
+ * @return \e true if the button is \e selected
*/
bool IsSelected() const;
/**
- * @copydoc Dali::Toolkit::Button::SetAnimationTime
- */
- void SetAnimationTime( float animationTime );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetAnimationTime
- */
- float GetAnimationTime() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabelText
- */
- void SetLabelText( const std::string& label );
-
- /**
- * @copydoc Dali::Toolkit::Button::GetLabelText
- */
- std::string GetLabelText() const;
-
- /**
- * @brief Sets the specified properties on the button label.
+ * @brief Produces a Property::Map of Text properties to create a Text Visual, merging existing properties with supplied map
* If the label does not exist yet, it is created.
* The derived buttons are notified if any properties are changed.
* @param[in] properties A Property::Map of key-value pairs of properties to set.
+ * @param[out] properties A Property::Map of text visual properties to set after merging inMap with existing maps
*/
- void SetupLabel( const Property::Map& properties );
+ void MergeWithExistingLabelProperties( const Property::Map& inMap, Property::Map& outMap );
/**
* Performs actions as requested using the action name.
*/
static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes );
-public: // Deprecated API
-
- /**
- * @copydoc Dali::Toolkit::Button::SetLabel( Actor label )
- */
- void SetLabel( Actor label );
-
- /**
- * @deprecated Sets the unselected image with an url.
- * @param[in] image The Actor to use.
- */
- void SetUnselectedImage( const std::string& filename );
-
- /**
- * @deprecated Sets the selected image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetSelectedImage( const std::string& filename );
-
- /**
- * @deprecated Sets the selected background image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetSelectedBackgroundImage( const std::string& filename );
-
- /**
- * @deprecated Sets the background image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetBackgroundImage( const std::string& filename );
-
- /**
- * @deprecated Sets the disabled unselected background image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetDisabledBackgroundImage( const std::string& filename );
-
- /**
- * @deprecated Sets the disabled unselected image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetDisabledImage( const std::string& filename );
-
- /**
- * @deprecated Sets the disabled selected image with an url.
- * @param[in] filename The url of the image to use to use.
- */
- void SetDisabledSelectedImage( const std::string& filename );
-
- /**
- * @deprecated Sets the unselected image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetUnselectedImage( Actor image );
-
- /**
- * @deprecated Sets the selected image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetSelectedImage( Actor image );
-
- /**
- * @deprecated Sets the selected background image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetSelectedBackgroundImage( Actor image );
-
- /**
- * @deprecated Sets the disabled image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetDisabledImage( Actor image );
-
- /**
- * @deprecated Sets the disabled selected image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetDisabledSelectedImage( Actor image );
-
- /**
- * @deprecated Sets the disabled background image with an Actor.
- * @param[in] image The Actor to use.
- */
- void SetDisabledBackgroundImage( Actor image );
-
- /**
- * @Gets url of a image visual, used by GetProperty but for deprecated Properties
- * @param[in] index Visual index of url required
- * @return filename for the corresponding visual
- */
- std::string GetUrlForImageVisual( Property::Index index );
-
-
- /**
- * @copydoc Dali::Toolkit::Button::GetButtonImage
- */
- Actor GetButtonImage() const;
-
- /**
- * @copydoc Dali::Toolkit::Button::GetSelectedImage
- */
- Actor GetSelectedImage() const;
-
public:
/**
/**
* Button press state which is not the same as the actual button's state.
- * A button can be DEPRESSED but the until released the button state may have not changed,
- * For example DEPRESSING a toggle button that is already in the SELECTED state will not change the button state untill released.
+ * For example An UNSELECTED button can be DEPRESSED, but until released, the actual button state doesn't change to SELECTED
*/
enum PressState
{
bool DoClickAction( const Property::Map& attributes );
/**
- * This method is called when the label is set.
- * @param[in] noPadding Used to bypass padding if the label is to be treated generically.
- */
- virtual void OnLabelSet( bool noPadding ) {}
-
- /**
- * This method is called when the unselected button image is set
- */
- virtual void OnUnselectedImageSet() {}
-
- /**
- * This method is called when the selected image is set
- */
- virtual void OnSelectedImageSet() {}
-
- /**
- * This method is called when the background image is set
- */
- virtual void OnBackgroundImageSet() {}
-
- /**
- * This method is called when the selected background image is set
- */
- virtual void OnSelectedBackgroundImageSet() {}
-
- /**
- * This method is called when the disabled button image is set
- */
- virtual void OnDisabledImageSet() {}
-
- /**
- * This method is called when the disabled selected image is set
- */
- virtual void OnDisabledSelectedImageSet() {}
-
- /**
- * This method is called when the disabled background image is set
- */
- virtual void OnDisabledBackgroundImageSet() {}
-
- /**
- * This method is called the button is down.
+ * This method is called when the button is a Toggle button and released
* Could be reimplemented in subclasses to provide specific behaviour.
+ * @return bool returns true if state changed.
*/
- virtual void OnButtonDown();
-
- /**
- * This method is called when the button is up.
- * Could be reimplemented in subclasses to provide specific behaviour.
- */
- virtual void OnButtonUp();
+ virtual bool OnToggleReleased();
/**
* This method is called when touch leaves the boundary of the button or several touch points are received.
virtual bool OnKeyboardEnter();
/**
- * @copydoc Toolkit::Control::OnStageDisconnection()
- * @note If overridden by deriving button classes, then an up-call to Button::OnStageDisconnection MUST be made at the end.
+ * @copydoc Toolkit::Control::OnSceneDisconnection()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnSceneDisconnection MUST be made at the end.
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
- * @copydoc Toolkit::Control::OnStageConnnection()
+ * @copydoc Toolkit::Control::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* @copydoc Toolkit::Control::GetNaturalSize
* @param[in] touch The touch info.
* @return true, if consumed, false otherwise.
*/
- bool OnTouch( Actor actor, const TouchData& touch );
+ bool OnTouch( Actor actor, const TouchEvent& touch );
/**
* Handler for tap events.
void Pressed();
/**
+ * This method is called the button is down.
+ */
+ void ButtonDown();
+
+ /**
+ * This method is called when the button is up.
+ */
+ void ButtonUp();
+
+ /**
* Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer.
*/
bool AutoRepeatingSlot();
bool ValidateState( State requestedState );
/**
- * Perform the given function on the visuals in the given state. Can be used to add and remove visuals.
- * @param[in] functionPtr pointer to the function to perform an action on a visual
- * @param[in] state Visuals in this state will be the target
- */
- void PerformFunctionOnVisualsInState( void(Button::*functionPtr)( Property::Index visualIndex), State state );
-
- /**
- * Transition the visual in or out using the set animation
- * @param[in] state State to transition in or out
- */
- void SetVisualsForTransition( State state );
-
- /**
* Changes the button state when an action occurs on it
* @param[in] requestedState the state to change to
*/
void ChangeState( State requestedState );
/**
- * @brief Get unselected button color
- * @return color as vector4
- */
- const Vector4 GetUnselectedColor() const;
-
- /**
- * @brief Get selected button color
- * @return color as vector4
- */
- const Vector4 GetSelectedColor() const;
-
- /**
- * Sets the color of button in selected or unselected state, if image also supplied this color will be appplied to it.
- * If no visual exists, it is created.
- * @param[in] color The color to use.
- * @param[in] visualIndex The Visual to apply the color
- */
- void SetColor( const Vector4& color, Property::Index visualIndex );
-
- /**
* This method is called when the button is released.
*/
void Released();
Padding GetForegroundPadding();
/**
- * @brief Get the pressed state of the button
- * @return ButtonPressedState the state the button is in
- */
- PressState GetPressedState();
-
- /**
- * @brief Get the state of the button
- * @return PaintState the state the button is in
- */
- State GetButtonState();
-
- /**
* @brief Setup the button components for example foregrounds and background
* @param[in] index the index of the visual to set
* @param[in] value the value to set on the component
* @param[in] visualDepth the depth of the visual if overlapping another
*/
- void CreateVisualsForComponent( Property::Index index ,const Property::Value& value, const float visualDepth );
+ void CreateVisualsForComponent( Property::Index index, const Property::Value& value, const int visualDepth );
/**
+ * @brief Get the Property map for the given Visual
+ * @param[in] visualIndex visual index of the required visual
+ * @param[out] retreivedMap the property map used to construct the required visual
+ * @return bool success flag, true if visual found
+ */
+ bool GetPropertyMapForVisual( Property::Index visualIndex, Property::Map& retreivedMap ) const;
+ /**
* Returns the animation to be used for transition, creating the animation if needed.
* @return The initialised transition animation.
*/
Dali::Animation GetTransitionAnimation();
/**
- * @brief Set distance between label and foreground/icon, if both present
- * @param[in] length length of strut
- */
- void SetLabelStrutLength( unsigned int length );
-
- /**
* @brief Set the position of the label relative to foreground/icon, if both present
* @param[in] labelAlignment given alignment setting
*/
void SetLabelAlignment( Align labelAlignment);
/**
- * @brief Get set distance between label and foreground/icon visual
- * @return length of strut
- */
- float GetLabelStrutLength();
-
- /**
* @brief Get set alignment of label in relation to foreground/icon
* @return Set alignment value
*/
Align GetLabelAlignment();
/**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned in.
- */
- virtual void PrepareForTransitionIn( Actor actor ) {}
-
- /**
- * Prepares the actor to be transitioned in.
- * @param[in] actor The actor that will be transitioned out.
- */
- virtual void PrepareForTransitionOut( Actor actor ) {}
-
- /**
- * Transitions the actor in, allowing derived classes to configure
- * the GetTransitionAnimation() animation ready.
- * Button is in charge of calling Dali::Animation::Play and so derived classes
- * only need to add the animation.
- */
- virtual void OnTransitionIn( Actor actor );
-
- /**
- * Transitions the actor out, allowing derived classes to configure
- * the GetTransitionAnimation() animation ready.
- * Button is in charge of calling Dali::Animation::Play and so derived classes
- * only need to add the animation.
- */
- virtual void OnTransitionOut( Actor actor ) {}
-
- /**
* Removes the visual from the button (un-staged)
* If the derived button does not want the visual removed then use this virtual function to
* define the required behaviour.
private:
/**
- * Starts the transition animation.
- * Button::TransitionFinished is called when the animation finishes.
- */
- void StartTransitionAnimation();
-
- /**
- * This method stops and clears animations
- */
- void ClearTransitionAnimation();
-
- /**
- * Called when the transition animation finishes.
- */
- void TransitionAnimationFinished( Dali::Animation& source );
-
- /**
- * Transition button visual using an animation before removal from Stage
- */
- void TransitionButtonVisualOut( Property::Index visualIndex );
-
- /**
- * Transition button visual using an animation before adding to Stage
- */
- void TransitionButtonVisualIn( Property::Index visualIndex );
-
- /**
* Removes the visual from the button and prepares it to be transitioned out
* @param[in] visualIndex the visual to remove
*/
Padding mLabelPadding; ///< The padding around the label (if present).
Padding mForegroundPadding; ///< The padding around the foreground/icon visual (if present).
- unsigned int mForeGroundToLabelStrutLength; ///< Distance between foreground/icon and label.
Align mTextLabelAlignment; ///< Position of text label in relation to foreground/icon when both are present.
- Animation mTransitionAnimation; ///< Used in the state transitions.
-
TapGestureDetector mTapDetector;
- Vector4 mUnselectedColor;
- Vector4 mSelectedColor;
-
bool mAutoRepeating; ///< Stores the autorepeating property.
bool mTogglableButton; ///< Stores the togglable property as a flag.
+ bool mTextStringSetFlag; ///< Stores if text has been set. Required in relayout but don't want to calculate there.
+
float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds.
float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds.