mSecondaryProgressValue( DEFAULT_VALUE ),
mIndeterminate( false )
{
+ DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new AccessibleImpl( actor, Dali::Accessibility::Role::PROGRESS_BAR ) );
+ } );
}
ProgressBar::~ProgressBar()
else // Does this code make text-visual can be accepted as visual?
{
// if its not a string then get a Property::Map from the property if possible.
- Property::Map *map = value.GetMap();
+ const Property::Map *map = value.GetMap();
if( map && !map->Empty() ) // Empty map results in current visual removal.
{
progressVisual = visualFactory.CreateVisual( *map );
return value;
}
-void ProgressBar::OnStageConnection( int depth )
+void ProgressBar::OnSceneConnection( int depth )
{
// Chain up first (ensures visuals are ready to draw)
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
if( mIndeterminate )
{
}
}
+double ProgressBar::AccessibleImpl::GetMinimum() { return DEFAULT_LOWER_BOUND; }
+
+double ProgressBar::AccessibleImpl::GetCurrent()
+{
+ auto p = Toolkit::ProgressBar::DownCast( self );
+ return p.GetProperty( Toolkit::ProgressBar::Property::PROGRESS_VALUE )
+ .Get< float >();
+}
+
+double ProgressBar::AccessibleImpl::GetMaximum() { return DEFAULT_UPPER_BOUND; }
+
+bool ProgressBar::AccessibleImpl::SetCurrent( double current )
+{
+ if( current < GetMinimum() || current > GetMaximum() )
+ return false;
+ auto p = Toolkit::ProgressBar::DownCast( self );
+ p.SetProperty( Toolkit::ProgressBar::Property::PROGRESS_VALUE,
+ static_cast< float >( current ) );
+ return true;
+}
+
+double ProgressBar::AccessibleImpl::GetMinimumIncrement() { return 0.001; }
+
} // namespace Internal
} // namespace Toolkit