Ported control backgrounds to use new mesh API
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index d655a3b..07d7f02 100644 (file)
 #include <limits>
 #include <stack>
 #include <dali/public-api/actors/image-actor.h>
-#include <dali/devel-api/actors/mesh-actor.h>
+#include <dali/public-api/actors/renderer.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/geometry/mesh.h>
+#include <dali/public-api/geometry/geometry.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/devel-api/object/type-registry-helper.h>
 #include <dali/devel-api/scripting/scripting.h>
+#include <dali/public-api/shader-effects/shader.h>
+#include <dali/public-api/shader-effects/material.h>
 #include <dali/public-api/size-negotiation/relayout-container.h>
 #include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
 #include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
 #include <dali-toolkit/public-api/controls/control.h>
 #include <dali-toolkit/devel-api/styling/style-manager.h>
@@ -49,27 +52,116 @@ namespace Toolkit
 namespace
 {
 
-const float BACKGROUND_ACTOR_Z_POSITION( -0.1f );
-
+/**
+ * Creates control through type registry
+ */
 BaseHandle Create()
 {
   return Internal::Control::New();
 }
 
+/**
+ * Performs actions as requested using the action name.
+ * @param[in] object The object on which to perform the action.
+ * @param[in] actionName The action to perform.
+ * @param[in] attributes The attributes with which to perfrom this action.
+ * @return true if action has been accepted by this control
+ */
+const char* ACTION_CONTROL_ACTIVATED = "control-activated";
+static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
+{
+  bool ret = false;
+
+  if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) )
+  {
+    Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
+    if( control )
+    {
+      // if cast succeeds there is an implementation so no need to check
+      ret = Internal::GetImplementation( control ).OnAccessibilityActivated();
+    }
+  }
+
+  return ret;
+}
+
+/**
+ * Connects a callback function with the object's signals.
+ * @param[in] object The object providing the signal.
+ * @param[in] tracker Used to disconnect the signal.
+ * @param[in] signalName The signal to connect to.
+ * @param[in] functor A newly allocated FunctorDelegate.
+ * @return True if the signal was connected.
+ * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
+ */
+const char* SIGNAL_KEY_EVENT = "key-event";
+const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "key-input-focus-gained";
+const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "key-input-focus-lost";
+const char* SIGNAL_TAPPED = "tapped";
+const char* SIGNAL_PANNED = "panned";
+const char* SIGNAL_PINCHED = "pinched";
+const char* SIGNAL_LONG_PRESSED = "long-pressed";
+static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+{
+  Dali::BaseHandle handle( object );
+
+  bool connected( false );
+  Toolkit::Control control = Toolkit::Control::DownCast( handle );
+  if ( control )
+  {
+    Internal::Control& controlImpl( Internal::GetImplementation( control ) );
+    connected = true;
+
+    if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
+    {
+      controlImpl.KeyEventSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) )
+    {
+      controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) )
+    {
+      controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
+    {
+      controlImpl.EnableGestureDetection( Gesture::Tap );
+      controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
+    {
+      controlImpl.EnableGestureDetection( Gesture::Pan );
+      controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
+    {
+      controlImpl.EnableGestureDetection( Gesture::Pinch );
+      controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
+    }
+    else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
+    {
+      controlImpl.EnableGestureDetection( Gesture::LongPress );
+      controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
+    }
+  }
+  return connected;
+}
+
 // Setup signals and actions using the type-registry.
 DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create );
 
 // Note: Properties are registered separately below.
 
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-event",              SIGNAL_KEY_EVENT              )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-input-focus-gained", SIGNAL_KEY_INPUT_FOCUS_GAINED )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "key-input-focus-lost",   SIGNAL_KEY_INPUT_FOCUS_LOST   )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "tapped",                 SIGNAL_TAPPED                 )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "panned",                 SIGNAL_PANNED                 )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "pinched",                SIGNAL_PINCHED                )
-DALI_SIGNAL_REGISTRATION( Toolkit, Control, "long-pressed",           SIGNAL_LONG_PRESSED           )
+SignalConnectorType registerSignal1( typeRegistration, SIGNAL_KEY_EVENT, &DoConnectSignal );
+SignalConnectorType registerSignal2( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_GAINED, &DoConnectSignal );
+SignalConnectorType registerSignal3( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_LOST, &DoConnectSignal );
+SignalConnectorType registerSignal4( typeRegistration, SIGNAL_TAPPED, &DoConnectSignal );
+SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnectSignal );
+SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal );
+SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal );
 
-DALI_ACTION_REGISTRATION( Toolkit, Control, "control-activated",      ACTION_CONTROL_ACTIVATED      )
+TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction );
 
 DALI_TYPE_REGISTRATION_END()
 
@@ -78,7 +170,7 @@ DALI_TYPE_REGISTRATION_END()
  */
 struct Background
 {
-  Actor actor;   ///< Either a MeshActor or an ImageActor
+  Actor actor;   ///< Background actor
   Vector4 color; ///< The color of the actor.
 
   /**
@@ -91,71 +183,147 @@ struct Background
   }
 };
 
-/**
- * Creates a white coloured Mesh.
- */
-Mesh CreateMesh()
-{
-  Vector3 white( Color::WHITE );
-
-  MeshData meshData;
+unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
 
-  // Create vertices with a white color (actual color is set by actor color)
-  MeshData::VertexContainer vertices(4);
-  vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
-  vertices[ 1 ] = MeshData::Vertex( Vector3(  0.5f, -0.5f, 0.0f ), Vector2::ZERO, white );
-  vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f,  0.5f, 0.0f ), Vector2::ZERO, white );
-  vertices[ 3 ] = MeshData::Vertex( Vector3(  0.5f,  0.5f, 0.0f ), Vector2::ZERO, white );
+Vector2 gQuad[] = {
+                   Vector2( -0.5f, -0.5f ),
+                   Vector2(  0.5f, -0.5f ),
+                   Vector2( -0.5f,  0.5f ),
+                   Vector2(  0.5f,  0.5f )
+};
 
-  // Specify all the faces
-  MeshData::FaceIndices faces;
-  faces.reserve( 6 ); // 2 triangles in Quad
-  faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 );
-  faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 );
+struct VertexWithTexture
+{
+  Vector2 position;
+  Vector2 texCoord;
+};
 
-  // Create the mesh data from the vertices and faces
-  meshData.SetMaterial( Material::New( "ControlMaterial" ) );
-  meshData.SetVertices( vertices );
-  meshData.SetFaceIndices( faces );
-  meshData.SetHasColor( true );
+VertexWithTexture gQuadWithTexture[] = {
+                                        { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) },
+                                        { Vector2(  0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) },
+                                        { Vector2( -0.5f,  0.5f ), Vector2( 0.0f, 1.0f ) },
+                                        { Vector2(  0.5f,  0.5f ), Vector2( 1.0f, 1.0f ) }
+};
 
-  return Mesh::New( meshData );
-}
+const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER(
+    attribute mediump vec2 aPosition;\n
+    uniform mediump mat4 uMvpMatrix;\n
+    void main()\n
+    {\n
+      gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
+    }\n
+);
+
+const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER(
+    uniform lowp vec4 uBackgroundColor;\n
+    uniform lowp vec4 uColor;\n
+    void main()\n
+    {\n
+      gl_FragColor = uBackgroundColor * uColor;\n
+    }\n
+);
+
+const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+    attribute mediump vec2 aPosition;\n
+    attribute mediump vec2 aTexCoord;\n
+    uniform mediump mat4 uMvpMatrix;\n
+    varying mediump vec2 vTexCoord;\n
+    void main()\n
+    {\n
+      gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
+      vTexCoord = aTexCoord;\n
+    }\n
+);
+
+const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
+    uniform lowp vec4 uBackgroundColor;\n
+    uniform lowp vec4 uColor;\n
+    uniform sampler2D sTexture;\n
+    varying mediump vec2 vTexCoord;\n
+
+    void main()\n
+    {\n
+      gl_FragColor = texture2D( sTexture, vTexCoord ) * uBackgroundColor * uColor;\n
+    }\n
+);
 
 /**
- * Sets all the required properties for the background actor.
+ * @brief Create the background actor for the control.
  *
- * @param[in]  actor              The actor to set the properties on.
- * @param[in]  color              The required color of the actor.
- */
-void SetupBackgroundActor( Actor actor, const Vector4& color )
-{
-  actor.SetColor( color );
-  actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-  actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
-  actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-}
-
-/**
- * Sets all the required properties for the background actor.
+ * @param[in] actor The parent actor of the background
+ * @param[in] color The background color
+ * @param[in] image If a valid image is supplied this will be the texture used by the background
+ *
+ * @return An actor which will render the background
  *
- * @param[in]  actor              The actor to set the properties on.
- * @param[in]  constrainingIndex  The property index to constrain the parent's size on.
- * @param[in]  color              The required color of the actor.
  */
-void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color )
+Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
 {
-  actor.SetColor( color );
-  actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-  actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
+  PropertyBuffer vertexBuffer;
+  Shader shader;
+  Material material;
+  if( image )
+  {
+    Property::Map vertexFormat;
+    vertexFormat["aPosition"] = Property::VECTOR2;
+    vertexFormat["aTexCoord"] = Property::VECTOR2;
+
+    //Create a vertex buffer for vertex positions and texture coordinates
+    vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
+    vertexBuffer.SetData( gQuadWithTexture );
+
+    shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
+    Sampler textureSampler = Sampler::New( image, "sTexture" );
+    material = Material::New( shader );
+    material.AddSampler(textureSampler);
+  }
+  else
+  {
+    Property::Map vertexFormat;
+    vertexFormat["aPosition"] = Property::VECTOR2;
+
+    //Create a vertex buffer for vertex positions
+    vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
+    vertexBuffer.SetData( gQuad );
 
-  Constraint constraint = Constraint::New<Vector3>( actor,
-                                                    constrainingIndex,
+    shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR );
+    material = Material::New( shader );
+  }
+
+  //Create the index buffer
+  Property::Map indexFormat;
+  indexFormat["indices"] = Property::UNSIGNED_INTEGER;
+  PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u );
+  indexBuffer.SetData(gQuadIndex);
+
+  //Create the geometry
+  Geometry mesh = Geometry::New();
+  mesh.AddVertexBuffer( vertexBuffer );
+  mesh.SetIndexBuffer( indexBuffer );
+
+  //Add uniforms to the shader
+  Property::Index backgroundColorIndex = shader.RegisterProperty( "uBackgroundColor", color );
+  shader.AddUniformMapping( backgroundColorIndex, "uBackgroundColor" );
+
+  //Create the renderer
+  Renderer renderer = Renderer::New( mesh, material );
+  renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+
+  //Create the actor
+  Actor meshActor = Actor::New();
+  meshActor.SetSize( Vector3::ONE );
+  meshActor.AddRenderer( renderer );
+  meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+  meshActor.SetColorMode( USE_PARENT_COLOR );
+
+  //Constraint scale of the mesh actor to the size of the control
+  Constraint constraint = Constraint::New<Vector3>( meshActor,
+                                                    Actor::Property::SCALE,
                                                     EqualToConstraint() );
   constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
   constraint.Apply();
+
+  return meshActor;
 }
 
 } // unnamed namespace
@@ -169,20 +337,21 @@ public:
 
   // Construction & Destruction
   Impl(Control& controlImpl)
-  : mControlImpl( controlImpl ),
-    mStyleName(""),
-    mBackground( NULL ),
-    mStartingPinchScale( NULL ),
-    mKeyEventSignal(),
-    mPinchGestureDetector(),
-    mPanGestureDetector(),
-    mTapGestureDetector(),
-    mLongPressGestureDetector(),
-    mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
-    mIsKeyboardNavigationSupported( false ),
-    mIsKeyboardFocusGroup( false )
-  {
-  }
+: mControlImpl( controlImpl ),
+  mStyleName(""),
+  mBackground( NULL ),
+  mStartingPinchScale( NULL ),
+  mKeyEventSignal(),
+  mPinchGestureDetector(),
+  mPanGestureDetector(),
+  mTapGestureDetector(),
+  mLongPressGestureDetector(),
+  mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+  mIsKeyboardNavigationSupported( false ),
+  mIsKeyboardFocusGroup( false ),
+  mAddRemoveBackgroundChild( false )
+{
+}
 
   ~Impl()
   {
@@ -329,12 +498,11 @@ public:
           Property::Map map;
 
           Background* back = controlImpl.mImpl->mBackground;
-          if( back )
+          if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0)
           {
-            ImageActor imageActor = ImageActor::DownCast( back->actor );
-            if ( imageActor )
+            Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
+            if ( image )
             {
-              Image image = imageActor.GetImage();
               Property::Map imageMap;
               Scripting::CreatePropertyMap( image, imageMap );
               map[ "image" ] = imageMap;
@@ -375,6 +543,7 @@ public:
   ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT;    ///< Flags passed in from constructor.
   bool mIsKeyboardNavigationSupported :1;  ///< Stores whether keyboard navigation is supported by the control.
   bool mIsKeyboardFocusGroup :1;           ///< Stores whether the control is a focus group.
+  bool mAddRemoveBackgroundChild:1;        ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd
 
   // Properties - these need to be members of Internal::Control::Impl as they need to function within this class.
   static PropertyRegistration PROPERTY_1;
@@ -409,52 +578,6 @@ Control::~Control()
   delete mImpl;
 }
 
-void Control::SetKeyInputFocus()
-{
-  if( Self().OnStage() )
-  {
-    Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
-  }
-}
-
-bool Control::HasKeyInputFocus()
-{
-  bool result = false;
-  if( Self().OnStage() )
-  {
-    result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
-  }
-  return result;
-}
-
-void Control::ClearKeyInputFocus()
-{
-  if( Self().OnStage() )
-  {
-    Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
-  }
-}
-
-PinchGestureDetector Control::GetPinchGestureDetector() const
-{
-  return mImpl->mPinchGestureDetector;
-}
-
-PanGestureDetector Control::GetPanGestureDetector() const
-{
-  return mImpl->mPanGestureDetector;
-}
-
-TapGestureDetector Control::GetTapGestureDetector() const
-{
-  return mImpl->mTapGestureDetector;
-}
-
-LongPressGestureDetector Control::GetLongPressGestureDetector() const
-{
-  return mImpl->mLongPressGestureDetector;
-}
-
 void Control::SetStyleName( const std::string& styleName )
 {
   if( styleName != mImpl->mStyleName )
@@ -478,19 +601,18 @@ void Control::SetBackgroundColor( const Vector4& color )
 
   if ( background.actor )
   {
-    // Just set the actor color
-    background.actor.SetColor( color );
+    Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
+    shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
   }
   else
   {
     // Create Mesh Actor
-    MeshActor meshActor = MeshActor::New( CreateMesh() );
-
-    SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color );
-
-    // Set the background actor before adding so that we do not inform deriving classes
-    background.actor = meshActor;
-    Self().Add( meshActor );
+    Actor actor = CreateBackground(Self(), color );
+    background.actor = actor;
+    mImpl->mAddRemoveBackgroundChild = true;
+    // use insert to guarantee its the first child (so that OVERLAY mode works)
+    Self().Insert( 0, actor );
+    mImpl->mAddRemoveBackgroundChild = false;
   }
 
   background.color = color;
@@ -508,20 +630,31 @@ Vector4 Control::GetBackgroundColor() const
 void Control::SetBackgroundImage( Image image )
 {
   Background& background( mImpl->GetBackground() );
+  if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0)
+  {
+    // Remove current actor as it has not texture coordinates
+    if( background.actor )
+    {
+      mImpl->mAddRemoveBackgroundChild = true;
+      Self().Remove( background.actor );
+      mImpl->mAddRemoveBackgroundChild = false;
+      background.actor.Reset();
+    }
 
-  if ( background.actor )
+    //Create a new actor with texture coordinates
+    Actor actor = CreateBackground(Self(), background.color, image);
+    mImpl->mAddRemoveBackgroundChild = true;
+    // use insert to guarantee its the first child (so that OVERLAY mode works)
+    Self().Insert( 0, actor );
+    mImpl->mAddRemoveBackgroundChild = false;
+    background.actor = actor;
+  }
+  else
   {
-    // Remove Current actor, unset AFTER removal so that we do not inform deriving classes
-    Self().Remove( background.actor );
-    background.actor.Reset();
+    //Change sampler image
+    Sampler sampler =  background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0);
+    sampler.SetImage(image);
   }
-
-  ImageActor imageActor = ImageActor::New( image );
-  SetupBackgroundActor( imageActor, background.color );
-
-  // Set the background actor before adding so that we do not inform derived classes
-  background.actor = imageActor;
-  Self().Add( imageActor );
 }
 
 void Control::ClearBackground()
@@ -529,46 +662,127 @@ void Control::ClearBackground()
   if ( mImpl->mBackground )
   {
     Background& background( mImpl->GetBackground() );
+    mImpl->mAddRemoveBackgroundChild = true;
     Self().Remove( background.actor );
+    mImpl->mAddRemoveBackgroundChild = false;
 
     delete mImpl->mBackground;
     mImpl->mBackground = NULL;
   }
 }
 
-void Control::SetKeyboardNavigationSupport(bool isSupported)
+void Control::EnableGestureDetection(Gesture::Type type)
 {
-  mImpl->mIsKeyboardNavigationSupported = isSupported;
+  if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
+  {
+    mImpl->mPinchGestureDetector = PinchGestureDetector::New();
+    mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
+    mImpl->mPinchGestureDetector.Attach(Self());
+  }
+
+  if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
+  {
+    mImpl->mPanGestureDetector = PanGestureDetector::New();
+    mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
+    mImpl->mPanGestureDetector.Attach(Self());
+  }
+
+  if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
+  {
+    mImpl->mTapGestureDetector = TapGestureDetector::New();
+    mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
+    mImpl->mTapGestureDetector.Attach(Self());
+  }
+
+  if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
+  {
+    mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
+    mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
+    mImpl->mLongPressGestureDetector.Attach(Self());
+  }
 }
 
-bool Control::IsKeyboardNavigationSupported()
+void Control::DisableGestureDetection(Gesture::Type type)
 {
-  return mImpl->mIsKeyboardNavigationSupported;
+  if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
+  {
+    mImpl->mPinchGestureDetector.Detach(Self());
+    mImpl->mPinchGestureDetector.Reset();
+  }
+
+  if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
+  {
+    mImpl->mPanGestureDetector.Detach(Self());
+    mImpl->mPanGestureDetector.Reset();
+  }
+
+  if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
+  {
+    mImpl->mTapGestureDetector.Detach(Self());
+    mImpl->mTapGestureDetector.Reset();
+  }
+
+  if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
+  {
+    mImpl->mLongPressGestureDetector.Detach(Self());
+    mImpl->mLongPressGestureDetector.Reset();
+  }
 }
 
-void Control::Activate()
+PinchGestureDetector Control::GetPinchGestureDetector() const
 {
-  // Inform deriving classes
-  OnAccessibilityActivated();
+  return mImpl->mPinchGestureDetector;
 }
 
-void Control::OnAccessibilityActivated()
+PanGestureDetector Control::GetPanGestureDetector() const
 {
+  return mImpl->mPanGestureDetector;
 }
 
-bool Control::OnAccessibilityPan(PanGesture gesture)
+TapGestureDetector Control::GetTapGestureDetector() const
 {
-  return false; // Accessibility pan gesture is not handled by default
+  return mImpl->mTapGestureDetector;
 }
 
-bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent)
+LongPressGestureDetector Control::GetLongPressGestureDetector() const
 {
-  return false; // Accessibility touch event is not handled by default
+  return mImpl->mLongPressGestureDetector;
 }
 
-bool Control::OnAccessibilityValueChange(bool isIncrease)
+void Control::SetKeyboardNavigationSupport(bool isSupported)
 {
-  return false; // Accessibility value change action is not handled by default
+  mImpl->mIsKeyboardNavigationSupported = isSupported;
+}
+
+bool Control::IsKeyboardNavigationSupported()
+{
+  return mImpl->mIsKeyboardNavigationSupported;
+}
+
+void Control::SetKeyInputFocus()
+{
+  if( Self().OnStage() )
+  {
+    Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
+  }
+}
+
+bool Control::HasKeyInputFocus()
+{
+  bool result = false;
+  if( Self().OnStage() )
+  {
+    result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
+  }
+  return result;
+}
+
+void Control::ClearKeyInputFocus()
+{
+  if( Self().OnStage() )
+  {
+    Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
+  }
 }
 
 void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
@@ -584,82 +798,39 @@ bool Control::IsKeyboardFocusGroup()
   return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
 }
 
-Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+void Control::AccessibilityActivate()
 {
-  return Actor();
+  // Inform deriving classes
+  OnAccessibilityActivated();
 }
 
-void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
+bool Control::OnAccessibilityActivated()
 {
+  return false; // Accessibility activation is not handled by default
 }
 
-bool Control::DoAction(BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes)
+bool Control::OnAccessibilityPan(PanGesture gesture)
 {
-  bool ret = false;
-
-  if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) )
-  {
-    Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
-    if( control )
-    {
-      // if cast succeeds there is an implementation so no need to check
-      GetImplementation( control ).OnAccessibilityActivated();
-    }
-  }
+  return false; // Accessibility pan gesture is not handled by default
+}
 
-  return ret;
+bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent)
+{
+  return false; // Accessibility touch event is not handled by default
 }
 
-bool Control::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool Control::OnAccessibilityValueChange(bool isIncrease)
 {
-  Dali::BaseHandle handle( object );
+  return false; // Accessibility value change action is not handled by default
+}
 
-  bool connected( false );
-  Toolkit::Control control = Toolkit::Control::DownCast( handle );
-  if ( control )
-  {
-    Control& controlImpl( GetImplementation( control ) );
-    connected = true;
+Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
+{
+  return Actor();
+}
 
-    if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
-    {
-      controlImpl.KeyEventSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) )
-    {
-      controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) )
-    {
-      controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) )
-    {
-      controlImpl.EnableGestureDetection( Gesture::Tap );
-      controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) )
-    {
-      controlImpl.EnableGestureDetection( Gesture::Pan );
-      controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) )
-    {
-      controlImpl.EnableGestureDetection( Gesture::Pinch );
-      controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor );
-    }
-    else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) )
-    {
-      controlImpl.EnableGestureDetection( Gesture::LongPress );
-      controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor );
-    }
-    else
-    {
-      // signalName does not match any signal
-      connected = false;
-    }
-  }
-  return connected;
+void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
+{
 }
 
 Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
@@ -728,76 +899,10 @@ void Control::Initialize()
   OnInitialize();
 }
 
-void Control::EnableGestureDetection(Gesture::Type type)
-{
-  if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
-  {
-    mImpl->mPinchGestureDetector = PinchGestureDetector::New();
-    mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
-    mImpl->mPinchGestureDetector.Attach(Self());
-  }
-
-  if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
-  {
-    mImpl->mPanGestureDetector = PanGestureDetector::New();
-    mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
-    mImpl->mPanGestureDetector.Attach(Self());
-  }
-
-  if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
-  {
-    mImpl->mTapGestureDetector = TapGestureDetector::New();
-    mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
-    mImpl->mTapGestureDetector.Attach(Self());
-  }
-
-  if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
-  {
-    mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
-    mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
-    mImpl->mLongPressGestureDetector.Attach(Self());
-  }
-}
-
-void Control::DisableGestureDetection(Gesture::Type type)
-{
-  if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
-  {
-    mImpl->mPinchGestureDetector.Detach(Self());
-    mImpl->mPinchGestureDetector.Reset();
-  }
-
-  if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
-  {
-    mImpl->mPanGestureDetector.Detach(Self());
-    mImpl->mPanGestureDetector.Reset();
-  }
-
-  if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
-  {
-    mImpl->mTapGestureDetector.Detach(Self());
-    mImpl->mTapGestureDetector.Reset();
-  }
-
-  if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
-  {
-    mImpl->mLongPressGestureDetector.Detach(Self());
-    mImpl->mLongPressGestureDetector.Reset();
-  }
-}
-
 void Control::OnInitialize()
 {
 }
 
-void Control::OnControlStageConnection()
-{
-}
-
-void Control::OnControlStageDisconnection()
-{
-}
-
 void Control::OnControlChildAdd( Actor& child )
 {
 }
@@ -843,21 +948,17 @@ void Control::OnLongPress( const LongPressGesture& longPress )
 {
 }
 
-void Control::OnControlSizeSet( const Vector3& size )
-{
-}
-
 void Control::EmitKeyInputFocusSignal( bool focusGained )
 {
   Dali::Toolkit::Control handle( GetOwner() );
 
   if ( focusGained )
   {
-     // signals are allocated dynamically when someone connects
-     if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
-     {
+    // signals are allocated dynamically when someone connects
+    if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
+    {
       mImpl->mKeyInputFocusGainedSignal.Emit( handle );
-     }
+    }
   }
   else
   {
@@ -869,32 +970,46 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
   }
 }
 
-void Control::OnKeyInputFocusGained()
+void Control::OnStageConnection( unsigned int depth )
 {
-  EmitKeyInputFocusSignal( true );
+  unsigned int controlRendererCount = Self().GetRendererCount();
+  for( unsigned int i(0); i<controlRendererCount; ++i )
+  {
+    Renderer controlRenderer = Self().GetRendererAt(i);
+    if( controlRenderer )
+    {
+      controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
+    }
+  }
+
+  if( mImpl->mBackground )
+  {
+    Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
+    if(backgroundRenderer)
+    {
+      backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
+    }
+  }
 }
 
-void Control::OnKeyInputFocusLost()
+void Control::OnStageDisconnection()
 {
-  EmitKeyInputFocusSignal( false );
 }
 
-void Control::OnStageConnection()
+void Control::OnKeyInputFocusGained()
 {
-  // Notify derived classes.
-  OnControlStageConnection();
+  EmitKeyInputFocusSignal( true );
 }
 
-void Control::OnStageDisconnection()
+void Control::OnKeyInputFocusLost()
 {
-  // Notify derived classes
-  OnControlStageDisconnection();
+  EmitKeyInputFocusSignal( false );
 }
 
 void Control::OnChildAdd(Actor& child)
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  // If this is the background actor, then we do not want to inform deriving classes
+  if ( mImpl->mAddRemoveBackgroundChild )
   {
     return;
   }
@@ -905,8 +1020,8 @@ void Control::OnChildAdd(Actor& child)
 
 void Control::OnChildRemove(Actor& child)
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  // If this is the background actor, then we do not want to inform deriving classes
+  if ( mImpl->mAddRemoveBackgroundChild )
   {
     return;
   }
@@ -918,9 +1033,6 @@ void Control::OnChildRemove(Actor& child)
 void Control::OnSizeSet(const Vector3& targetSize)
 {
   // Background is resized through size negotiation
-
-  // Notify derived classes.
-  OnControlSizeSet( targetSize );
 }
 
 void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
@@ -943,7 +1055,7 @@ bool Control::OnKeyEvent(const KeyEvent& event)
   return false; // Do not consume
 }
 
-bool Control::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool Control::OnWheelEvent(const WheelEvent& event)
 {
   return false; // Do not consume
 }