Visual replacements logic updated
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / image-view / image-view-impl.cpp
index 52b2536..4183b89 100644 (file)
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2017 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include "image-view-impl.h"
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/scripting/scripting.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
 
-#include <dali-toolkit/internal/controls/image-view/image-view-impl.h>
-#include <dali-toolkit/public-api/shader-effects/distance-field-effect.h>
+namespace Dali
+{
 
-using namespace Dali;
+namespace Toolkit
+{
+
+namespace Internal
+{
 
 namespace
 {
-//Type registration
+
 BaseHandle Create()
 {
   return Toolkit::ImageView::New();
 }
-TypeRegistration mType( typeid(Toolkit::ImageView), typeid(Toolkit::Control), Create );
 
-  /**
-   * CameraDetailConstraint, generates detail value
-   * based on camera's position and ImageView's position.
-   */
-  struct CameraDetailConstraint
-  {
-    CameraDetailConstraint(float detailFactor)
-      : mDetailFactor(detailFactor)
-    {
-
-    }
-
-    float operator()(const float&    current,
-                     const PropertyInput& propertyTargetPosition,
-                     const PropertyInput& propertySourcePosition)
-    {
-      const Vector3& targetPosition = propertyTargetPosition.GetVector3();
-      const Vector3& sourcePosition = propertySourcePosition.GetVector3();
-      const float distance = (targetPosition - sourcePosition).Length();
-      const float detail = mDetailFactor / distance;
-
-      return detail;
-    }
+// Setup properties, signals and actions using the type-registry.
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ImageView, Toolkit::Control, Create );
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "resourceUrl", STRING, RESOURCE_URL )
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "image", MAP, IMAGE )
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "preMultipliedAlpha", BOOLEAN, PRE_MULTIPLIED_ALPHA )
 
-    const float mDetailFactor;
-  };
+DALI_ANIMATABLE_PROPERTY_REGISTRATION_WITH_DEFAULT( Toolkit, ImageView, "pixelArea", Vector4(0.f, 0.f, 1.f, 1.f), PIXEL_AREA )
+DALI_TYPE_REGISTRATION_END()
 
-} // unnamed namespace
+} // anonymous namespace
 
-namespace Dali
-{
+using namespace Dali;
 
-namespace Toolkit
+ImageView::ImageView()
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
 {
+}
 
-namespace Internal
+ImageView::~ImageView()
 {
+}
 
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// ImageView
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-Dali::Toolkit::ImageView ImageView::New()
+Toolkit::ImageView ImageView::New()
 {
-  // Create the implementation
-  ImageViewPtr imageView(new ImageView());
+  ImageView* impl = new ImageView();
 
-  // Pass ownership to CustomActor via derived handle
-  Dali::Toolkit::ImageView handle(*imageView);
+  Toolkit::ImageView handle = Toolkit::ImageView( *impl );
 
   // Second-phase init of the implementation
   // This can only be done after the CustomActor connection has been made...
-  imageView->Initialize();
+  impl->Initialize();
 
   return handle;
 }
 
-ImageView::ImageView()
-: ControlImpl(true)
+/////////////////////////////////////////////////////////////
+
+void ImageView::OnInitialize()
 {
+  // ImageView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to ImageView
+  Dali::Toolkit::Control handle( GetOwner() );
+  Toolkit::DevelControl::ResourceReadySignal( handle ).Connect( this, &ImageView::OnResourceReady );
 }
 
-void ImageView::Initialize()
+void ImageView::SetImage( Image image )
 {
-  Actor self = Self();
-  // Register property that represents the level of detail.
-  mPropertyDetail = self.RegisterProperty(Toolkit::ImageView::DETAIL_PROPERTY_NAME, 0.0f);
+  // Don't bother comparing if we had a visual previously, just drop old visual and create new one
+  mImage = image;
+  mUrl.clear();
+  mPropertyMap.Clear();
+
+  Toolkit::Visual::Base visual =  Toolkit::VisualFactory::Get().CreateVisual( image );
+  if (!mVisual)
+  {
+    mVisual = visual;
+  }
 
-  // Create an empty image actor, filling the entire size of this ImageView.
-  Image emptyImage;
-  mImageActor = ImageActor::New( emptyImage );
-  self.Add( mImageActor );
-  mImageActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
-  mImageActor.SetParentOrigin( ParentOrigin::CENTER );
+  DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual  );
 }
 
-ImageView::~ImageView()
+void ImageView::SetImage( const Property::Map& map )
 {
+  // Comparing a property map is too expensive so just creating a new visual
+  mPropertyMap = map;
+  mUrl.clear();
+  mImage.Reset();
+  Toolkit::Visual::Base visual =  Toolkit::VisualFactory::Get().CreateVisual( mPropertyMap );
+  // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+  if (!mVisual)
+  {
+    mVisual = visual;
+  }
 
+  DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual  );
 }
 
-void ImageView::SetImage(const std::string& filename, ImageType type, float min, float max)
+void ImageView::SetImage( const std::string& url, ImageDimensions size )
 {
-  switch(type)
+  // Don't bother comparing if we had a visual previously, just drop old visual and create new one
+  mUrl = url;
+  mImage.Reset();
+  mPropertyMap.Clear();
+
+  // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+  Toolkit::Visual::Base visual =  Toolkit::VisualFactory::Get().CreateVisual( url, size );
+  if (!mVisual)
   {
-    case Toolkit::ImageView::BitmapType:
-    {
-      SetImageBitmap(filename, min, max);
-      break;
-    }
-    case Toolkit::ImageView::DistanceFieldType:
-    {
-      SetImageDistanceField(filename);
-      break;
-    }
+    mVisual = visual;
   }
+
+  DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
 }
 
-void ImageView::SetImageBitmap(const std::string& filename, float min, float max)
+Image ImageView::GetImage() const
 {
-  int minLevel = ceilf(logf(min) / logf(2.0f));
-  int maxLevel = ceilf(logf(max) / logf(2.0f));
-
-  ImageAttributes attributes;
-  const Vector3 size = Self().GetCurrentSize();
+  return mImage;
+}
 
-  if(minLevel==maxLevel)
-  { // Single image detail level, no need for any notifications.
-    const float detail = powf(2.0f, maxLevel);
-    attributes.SetSize( size.x * detail, size.y * detail );
-    Image image = Image::New( filename, attributes);
-    mImageActor.SetImage( image );
+void ImageView::EnablePreMultipliedAlpha( bool preMultipled )
+{
+  if( mVisual )
+  {
+    Toolkit::GetImplementation( mVisual ).EnablePreMultipliedAlpha( preMultipled );
   }
-  else
-  { // Multi image detail level...
-    for( int level = minLevel; level <= maxLevel; level++)
-    {
-      const float minDetail = powf(2.0f, level - 1);
-      const float maxDetail = powf(2.0f, level);
-      ImageRequest req(filename, size.x * maxDetail, size.y * maxDetail );
+}
 
-      if(level==minLevel)
-      {
-        AddImage(req, LessThanCondition(maxDetail) );
-      }
-      else if(level==maxLevel)
-      {
-        AddImage(req, GreaterThanCondition(minDetail) );
-      }
-      else
-      {
-        AddImage(req, InsideCondition(minDetail, maxDetail) );
-      }
-    }
+bool ImageView::IsPreMultipliedAlphaEnabled() const
+{
+  if( mVisual )
+  {
+    return Toolkit::GetImplementation( mVisual ).IsPreMultipliedAlphaEnabled();
   }
+  return false;
 }
 
-void ImageView::SetImageDistanceField(const std::string& filename)
+void ImageView::SetDepthIndex( int depthIndex )
 {
-  ImageAttributes attributes = Dali::ImageAttributes::NewDistanceField(1.0f, 1);
-  const Vector3 size = Self().GetCurrentSize();
+  if( mVisual )
+  {
+    mVisual.SetDepthIndex( depthIndex );
+  }
+}
 
-  attributes.SetSize( size.x, size.y );
-  Image image = Image::NewDistanceField(filename, attributes);
-  mImageActor.SetImage( image );
+Vector3 ImageView::GetNaturalSize()
+{
+  if( mVisual )
+  {
+    Vector2 rendererNaturalSize;
+    mVisual.GetNaturalSize( rendererNaturalSize );
+    return Vector3( rendererNaturalSize );
+  }
 
-  DistanceFieldEffect effect = DistanceFieldEffect::New();
-  Self().SetShaderEffect( effect );
+  // if no visual then use Control's natural size
+  return Control::GetNaturalSize();
 }
 
-void ImageView::SetImage(Image image)
+float ImageView::GetHeightForWidth( float width )
 {
-  mImageActor.SetImage( image );
+  if( mVisual )
+  {
+    return mVisual.GetHeightForWidth( width );
+  }
+  else
+  {
+    return Control::GetHeightForWidth( width );
+  }
 }
 
-void ImageView::AddImage(ImageRequest& req, PropertyCondition condition)
+float ImageView::GetWidthForHeight( float height )
 {
-  Actor self = Self();
+  if( mVisual )
+  {
+    return mVisual.GetWidthForHeight( height );
+  }
+  else
+  {
+    return Control::GetWidthForHeight( height );
+  }
+}
 
-  PropertyNotification notification = self.AddPropertyNotification( mPropertyDetail, condition );
+void ImageView::OnRelayout( const Vector2& size, RelayoutContainer& container )
+{
+  Control::OnRelayout( size, container );
 
-  notification.NotifySignal().Connect( this, &ImageView::OnDetailChange );
+  // If visual is being replaced then mVisual will be the replacement visual even if not ready.
+  mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
 
-  mNotifications[notification] = req;
+  if( mVisual )
+  {
+    // Pass in an empty map which uses default transform values meaning our visual fills the control
+    // Should provide a transform that handles aspect ratio according to image size
+    mVisual.SetTransformAndSize( Property::Map(), size );
+  }
 }
 
-void ImageView::SetDetail(float detail)
+void ImageView::OnResourceReady( Toolkit::Control control )
 {
-  Self().SetProperty( mPropertyDetail, detail );
 }
 
-void ImageView::SetCameraActor(CameraActor camera, float detailFactor)
+///////////////////////////////////////////////////////////
+//
+// Properties
+//
+
+void ImageView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
 {
-  Constraint constraint = Constraint::New<float>( mPropertyDetail,
-                                                  LocalSource( Actor::WORLD_POSITION ),
-                                                  Source( camera, Actor::WORLD_POSITION ),
-                                                  CameraDetailConstraint(detailFactor));
-  Self().RemoveConstraints();
-  Self().ApplyConstraint(constraint);
+  Toolkit::ImageView imageView = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) );
+
+  if ( imageView )
+  {
+    ImageView& impl = GetImpl( imageView );
+    switch ( index )
+    {
+      case Toolkit::ImageView::Property::RESOURCE_URL:
+      {
+        std::string imageUrl;
+        if( value.Get( imageUrl ) )
+        {
+          impl.SetImage( imageUrl, ImageDimensions() );
+        }
+        break;
+      }
+
+      case Toolkit::ImageView::Property::IMAGE:
+      {
+        std::string imageUrl;
+        Property::Map* map;
+        if( value.Get( imageUrl ) )
+        {
+          impl.SetImage( imageUrl, ImageDimensions() );
+        }
+        // if its not a string then get a Property::Map from the property if possible.
+        else
+        {
+          map = value.GetMap();
+          if( map )
+          {
+            Property::Value* shaderValue = map->Find( Toolkit::DevelVisual::Property::SHADER, CUSTOM_SHADER );
+            // set image only if property map contains image information other than custom shader
+            if( map->Count() > 1u ||  !shaderValue )
+            {
+              impl.SetImage( *map );
+            }
+            // the property map contains only the custom shader
+            else if( ( impl.mVisual )&&( map->Count() == 1u )&&( shaderValue ) )
+            {
+              Property::Map* shaderMap = shaderValue->GetMap();
+              if( shaderMap )
+              {
+                Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
+                visual.SetCustomShader( *shaderMap );
+                if( imageView.OnStage() )
+                {
+                  // force to create new core renderer to use the newly set shader
+                  visual.SetOffStage( imageView );
+                  visual.SetOnStage( imageView );
+                }
+              }
+            }
+          }
+        }
+        break;
+      }
+
+      case Toolkit::ImageView::Property::PRE_MULTIPLIED_ALPHA:
+      {
+        bool isPre;
+        if( value.Get( isPre ) )
+        {
+          impl.EnablePreMultipliedAlpha( isPre );
+        }
+        break;
+      }
+    }
+  }
 }
 
-void ImageView::OnDetailChange( PropertyNotification& notification )
+Property::Value ImageView::GetProperty( BaseObject* object, Property::Index propertyIndex )
 {
-  ImageRequest& req = mNotifications[notification];
-  Image image = Image::New( req.mFilename, req.mAttributes );
-  mImageActor.SetImage( image );
+  Property::Value value;
+
+  Toolkit::ImageView imageview = Toolkit::ImageView::DownCast( Dali::BaseHandle( object ) );
+
+  if ( imageview )
+  {
+    ImageView& impl = GetImpl( imageview );
+    switch ( propertyIndex )
+    {
+      case Toolkit::ImageView::Property::RESOURCE_URL:
+      {
+        if ( !impl.mUrl.empty() )
+        {
+          value = impl.mUrl;
+        }
+        break;
+      }
+
+      case Toolkit::ImageView::Property::IMAGE:
+      {
+        if ( !impl.mUrl.empty() )
+        {
+          value = impl.mUrl;
+        }
+        else if( impl.mImage )
+        {
+          Property::Map map;
+          Scripting::CreatePropertyMap( impl.mImage, map );
+          value = map;
+        }
+        else if( !impl.mPropertyMap.Empty() )
+        {
+          value = impl.mPropertyMap;
+        }
+        break;
+      }
+
+      case Toolkit::ImageView::Property::PRE_MULTIPLIED_ALPHA:
+      {
+        value = impl.IsPreMultipliedAlphaEnabled();
+        break;
+      }
+    }
+  }
+
+  return value;
 }
 
 } // namespace Internal
-
 } // namespace Toolkit
-
 } // namespace Dali