/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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/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/public-api/visuals/visual-properties.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>
using namespace Dali;
ImageView::ImageView()
-: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mImageSize()
{
}
mPropertyMap.Clear();
Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
- if (!mVisual)
+ if( visual )
{
- mVisual = visual;
+ if( !mVisual )
+ {
+ mVisual = visual;
+ }
+
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
+ else
+ {
+ // Unregister the exsiting visual
+ DevelControl::UnregisterVisual( *this, Toolkit::ImageView::Property::IMAGE );
- DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+ // Trigger a size negotiation request that may be needed when unregistering a visual.
+ RelayoutRequest();
+ }
+
+ Toolkit::DevelControl::RequestLayout( *this );
}
void ImageView::SetImage( const Property::Map& map )
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)
+ if( visual )
{
- mVisual = visual;
+ // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+ if( !mVisual )
+ {
+ mVisual = visual;
+ }
+
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
+ else
+ {
+ // Unregister the exsiting visual
+ DevelControl::UnregisterVisual( *this, Toolkit::ImageView::Property::IMAGE );
- DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+ // Trigger a size negotiation request that may be needed when unregistering a visual.
+ RelayoutRequest();
+ }
+
+ Toolkit::DevelControl::RequestLayout( *this );
}
void ImageView::SetImage( const std::string& url, ImageDimensions size )
{
// Don't bother comparing if we had a visual previously, just drop old visual and create new one
mUrl = url;
+ mImageSize = size;
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)
+ if( visual )
{
- mVisual = visual;
+ if( !mVisual )
+ {
+ mVisual = visual;
+ }
+
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
+ else
+ {
+ // Unregister the exsiting visual
+ DevelControl::UnregisterVisual( *this, Toolkit::ImageView::Property::IMAGE );
- DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+ // Trigger a size negotiation request that may be needed when unregistering a visual.
+ RelayoutRequest();
+ }
+
+ Toolkit::DevelControl::RequestLayout( *this );
}
Image ImageView::GetImage() const
{
Vector2 rendererNaturalSize;
mVisual.GetNaturalSize( rendererNaturalSize );
+
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
+ rendererNaturalSize.width += ( padding.start + padding.end );
+ rendererNaturalSize.height += ( padding.top + padding.bottom );
return Vector3( rendererNaturalSize );
}
float ImageView::GetHeightForWidth( float width )
{
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
if( mVisual )
{
- return mVisual.GetHeightForWidth( width );
+ return mVisual.GetHeightForWidth( width ) + padding.top + padding.bottom;
}
else
{
- return Control::GetHeightForWidth( width );
+ return Control::GetHeightForWidth( width ) + padding.top + padding.bottom;
}
}
float ImageView::GetWidthForHeight( float height )
{
+ Extents padding;
+ padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+
if( mVisual )
{
- return mVisual.GetWidthForHeight( height );
+ return mVisual.GetWidthForHeight( height ) + padding.start + padding.end;
}
else
{
- return Control::GetWidthForHeight( height );
+ return Control::GetWidthForHeight( height ) + padding.start + padding.end;
}
}
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 );
+ Property::Map transformMap = Property::Map();
+
+ Extents padding = Self().GetProperty<Extents>( Toolkit::Control::Property::PADDING );
+ const Visual::FittingMode fittingMode = Toolkit::GetImplementation(mVisual).GetFittingMode();
+
+ if( ( padding != Extents() ) || // If padding is not zero
+ ( fittingMode == Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ) )
+ {
+ Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>(
+ Self().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+
+ if( Dali::LayoutDirection::RIGHT_TO_LEFT == layoutDirection )
+ {
+ std::swap( padding.start, padding.end );
+ }
+
+ auto finalOffset = Vector2( padding.start, padding.top );
+
+ // remove padding from the size to know how much is left for the visual
+ auto finalSize = size - Vector2( padding.start + padding.end, padding.top + padding.bottom );
+
+ // Should provide a transform that handles aspect ratio according to image size
+ if( fittingMode == Visual::FittingMode::FIT_KEEP_ASPECT_RATIO )
+ {
+ auto availableVisualSize = finalSize;
+
+ Vector2 naturalSize;
+ mVisual.GetNaturalSize( naturalSize );
+
+ // scale to fit the padded area
+ finalSize = naturalSize * std::min( ( naturalSize.width ? ( availableVisualSize.width / naturalSize.width ) : 0 ),
+ ( naturalSize.height ? ( availableVisualSize.height / naturalSize.height ) : 0 ) );
+
+ // calculate final offset within the padded area
+ finalOffset += ( availableVisualSize - finalSize ) * .5f;
+ }
+
+ // populate the transform map
+ transformMap.Add( Toolkit::Visual::Transform::Property::OFFSET, finalOffset )
+ .Add( Toolkit::Visual::Transform::Property::OFFSET_POLICY,
+ Vector2( Toolkit::Visual::Transform::Policy::ABSOLUTE, Toolkit::Visual::Transform::Policy::ABSOLUTE ) )
+ .Add( Toolkit::Visual::Transform::Property::ORIGIN, Toolkit::Align::TOP_BEGIN )
+ .Add( Toolkit::Visual::Transform::Property::ANCHOR_POINT, Toolkit::Align::TOP_BEGIN )
+ .Add( Toolkit::Visual::Transform::Property::SIZE, finalSize )
+ .Add( Toolkit::Visual::Transform::Property::SIZE_POLICY,
+ Vector2( Toolkit::Visual::Transform::Policy::ABSOLUTE, Toolkit::Visual::Transform::Policy::ABSOLUTE ) );
+ }
+
+ mVisual.SetTransformAndSize( transformMap, size );
}
}
{
// Visual ready so update visual attached to this ImageView, following call to RelayoutRequest will use this visual.
mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
+ Toolkit::DevelControl::RequestLayout( *this );
}
///////////////////////////////////////////////////////////
map = value.GetMap();
if( map )
{
- Property::Value* shaderValue = map->Find( Toolkit::DevelVisual::Property::SHADER, CUSTOM_SHADER );
+ Property::Value* shaderValue = map->Find( Toolkit::Visual::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 ) )
+ else if( ( map->Count() == 1u )&&( shaderValue ) )
{
- Property::Map* shaderMap = shaderValue->GetMap();
- if( shaderMap )
+ impl.mShaderMap = *( shaderValue->GetMap() );
+
+ if( !impl.mUrl.empty() )
+ {
+ impl.SetImage( impl.mUrl, impl.mImageSize );
+ }
+ else if( impl.mImage )
+ {
+ impl.SetImage( impl.mImage );
+ }
+ else if( !impl.mPropertyMap.Empty() )
{
- 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 );
- }
+ impl.SetImage( impl.mPropertyMap );
}
}
}