Property::Index index;
Toolkit::Visual::Base visual;
Actor placementActor;
+ bool enabled;
- RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, Actor &aPlacementActor) : index(aIndex), visual(aVisual), placementActor(aPlacementActor) {}
+ RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, Actor &aPlacementActor, bool aEnabled) :
+ index(aIndex), visual(aVisual), placementActor(aPlacementActor), enabled(aEnabled) {}
};
-typedef Dali::OwnerContainer< RegisteredVisual* > RegisteredVisuals;
+typedef Dali::OwnerContainer< RegisteredVisual* > RegisteredVisualContainer;
/**
* Finds visual in given array, returning true if found along with the iterator for that visual as a out parameter
*/
-bool FindVisual( Property::Index targetIndex, RegisteredVisuals& visuals, RegisteredVisuals::Iterator& iter )
+bool FindVisual( Property::Index targetIndex, RegisteredVisualContainer& visuals, RegisteredVisualContainer::Iterator& iter )
{
for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
{
mPanGestureDetector(),
mTapGestureDetector(),
mLongPressGestureDetector(),
- mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+ mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mIsKeyboardNavigationSupported( false ),
mIsKeyboardFocusGroup( false )
{
// Data
Control& mControlImpl;
- RegisteredVisuals mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
+ RegisteredVisualContainer mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
std::string mStyleName;
Toolkit::Visual::Base mBackgroundVisual; ///< The visual to render the background
Vector4 mBackgroundColor; ///< The color of the background visual
TapGestureDetector mTapGestureDetector;
LongPressGestureDetector mLongPressGestureDetector;
- ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor.
+ 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.
Toolkit::Control Control::New()
{
// Create the implementation, temporarily owned on stack
- IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) );
+ IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) );
// Pass ownership to handle
Toolkit::Control handle( *controlImpl );
void Control::RegisterVisual( Property::Index index, Actor& placementActor, Toolkit::Visual::Base& visual )
{
+ RegisterVisual( index, placementActor, visual, true );
+}
+
+void Control::RegisterVisual( Property::Index index, Actor& placementActor, Toolkit::Visual::Base& visual, bool enabled )
+{
bool visualReplaced ( false );
Actor actorToRegister; // Null actor, replaced if placement actor not Self
Actor self = Self();
if ( !mImpl->mVisuals.Empty() )
{
- RegisteredVisuals::Iterator iter;
+ RegisteredVisualContainer::Iterator iter;
// Check if visual (index) is already registered. Replace if so.
if ( FindVisual( index, mImpl->mVisuals, iter ) )
{
if ( !visualReplaced ) // New registration entry
{
- mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, actorToRegister ) );
+ mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, actorToRegister, enabled ) );
}
- if( visual && self.OnStage() )
+ if( visual && self.OnStage() && enabled )
{
visual.SetOnStage( placementActor );
}
void Control::UnregisterVisual( Property::Index index )
{
- RegisteredVisuals::Iterator iter;
+ RegisteredVisualContainer::Iterator iter;
if ( FindVisual( index, mImpl->mVisuals, iter ) )
{
mImpl->mVisuals.Erase( iter );
Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const
{
- RegisteredVisuals::Iterator iter;
+ RegisteredVisualContainer::Iterator iter;
if ( FindVisual( index, mImpl->mVisuals, iter ) )
{
return (*iter)->visual;
return Toolkit::Visual::Base();
}
+void Control::EnableVisual( Property::Index index, bool enable )
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ if ( (*iter)->enabled == enable )
+ {
+ return;
+ }
+
+ (*iter)->enabled = enable;
+ Actor parentActor = Self();
+ if ( (*iter)->placementActor )
+ {
+ parentActor = (*iter)->placementActor;
+ }
+
+ if ( Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
+ {
+ if ( enable )
+ {
+
+ (*iter)->visual.SetOnStage( parentActor );
+ }
+ else
+ {
+ (*iter)->visual.SetOffStage( parentActor ); // No need to call if control not staged.
+ }
+ }
+ }
+}
+
+bool Control::IsVisualEnabled( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mImpl->mVisuals, iter ) )
+ {
+ return (*iter)->enabled;
+ }
+ return false;
+}
+
Actor Control::GetPlacementActor( Property::Index index ) const
{
- RegisteredVisuals::Iterator iter;
+ RegisteredVisualContainer::Iterator iter;
if ( FindVisual( index, mImpl->mVisuals, iter ) )
{
if( (*iter)->placementActor )
// Call deriving classes so initialised before styling is applied to them.
OnInitialize();
- if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
+ if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) ||
+ !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) )
{
Toolkit::StyleManager styleManager = StyleManager::Get();
void Control::OnStageConnection( int depth )
{
- for(RegisteredVisuals::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
// Check whether the visual is empty, as it is allowed to register a placement actor without visual.
- if( (*iter)->visual )
+ if( (*iter)->visual && (*iter)->enabled )
{
if( (*iter)->placementActor )
{
void Control::OnStageDisconnection()
{
- for(RegisteredVisuals::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
+ for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
{
// Check whether the visual is empty, as it is allowed to register a placement actor without visual.
if( (*iter)->visual )