(ControlImpl) Move Visual related APIs to the Devel API
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index 271a5ce..a41a6f3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * 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.
 #include <cstring> // for strcmp
 #include <limits>
 #include <stack>
-#include <dali/public-api/actors/image-actor.h>
+#include <typeinfo>
 #include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/size-negotiation/relayout-container.h>
-#include <dali/devel-api/object/type-registry-helper.h>
-#include <dali/devel-api/rendering/renderer.h>
 #include <dali/devel-api/scripting/scripting.h>
 #include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
-#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>
+#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.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/focus-manager/keyinput-focus-manager.h>
 #include <dali-toolkit/internal/styling/style-manager-impl.h>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/devel-api/align-enums.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
 
 namespace Dali
 {
@@ -46,485 +50,29 @@ namespace Dali
 namespace Toolkit
 {
 
-namespace
-{
-
-/**
- * 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_ACCESSIBILITY_ACTIVATED = "accessibility-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_ACCESSIBILITY_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.
-
-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 );
-
-TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction );
-
-DALI_TYPE_REGISTRATION_END()
-
-/**
- * Structure which holds information about the background of a control
- */
-struct Background
-{
-  Actor actor;   ///< Background actor
-  Vector4 color; ///< The color of the actor.
-
-  /**
-   * Constructor
-   */
-  Background()
-  : actor(),
-    color( Color::WHITE )
-  {
-  }
-};
-
-unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
-
-Vector2 gQuad[] = {
-                   Vector2( -0.5f, -0.5f ),
-                   Vector2(  0.5f, -0.5f ),
-                   Vector2( -0.5f,  0.5f ),
-                   Vector2(  0.5f,  0.5f )
-};
-
-
-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
-);
-
-
-/**
- * @brief Create the background actor for the control.
- *
- * @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
- *
- */
-Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
-{
-  if( !image )
-  {
-    PropertyBuffer vertexBuffer;
-    Shader shader;
-    Material material;
-
-    Property::Map vertexFormat;
-    vertexFormat["aPosition"] = Property::VECTOR2;
-
-    //Create a vertex buffer for vertex positions
-    vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
-    vertexBuffer.SetData( gQuad );
-
-    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
-    shader.RegisterProperty( "uBackgroundColor", color );
-
-    //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;
-  }
-  else
-  {
-    ImageActor imageActor = ImageActor::New( image );
-    imageActor.SetColor( color );
-    imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-    imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-    imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-
-    return imageActor;
-  }
-
-}
-
-} // unnamed namespace
-
 namespace Internal
 {
 
-class Control::Impl : public ConnectionTracker
-{
-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 ),
-  mAddRemoveBackgroundChild( false )
+namespace
 {
-}
-
-  ~Impl()
-  {
-    // All gesture detectors will be destroyed so no need to disconnect.
-    delete mBackground;
-    delete mStartingPinchScale;
-  }
-
-  // Gesture Detection Methods
-
-  void PinchDetected(Actor actor, const PinchGesture& pinch)
-  {
-    mControlImpl.OnPinch(pinch);
-  }
-
-  void PanDetected(Actor actor, const PanGesture& pan)
-  {
-    mControlImpl.OnPan(pan);
-  }
-
-  void TapDetected(Actor actor, const TapGesture& tap)
-  {
-    mControlImpl.OnTap(tap);
-  }
-
-  void LongPressDetected(Actor actor, const LongPressGesture& longPress)
-  {
-    mControlImpl.OnLongPress(longPress);
-  }
-
-  // Background Methods
-
-  /**
-   * Only creates an instance of the background if we actually use it.
-   * @return A reference to the Background structure.
-   */
-  Background& GetBackground()
-  {
-    if ( !mBackground )
-    {
-      mBackground = new Background;
-    }
-    return *mBackground;
-  }
-
-  // Properties
-
-  /**
-   * Called when a property of an object of this type is set.
-   * @param[in] object The object whose property is set.
-   * @param[in] index The property index.
-   * @param[in] value The new property value.
-   */
-  static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
-  {
-    Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
-
-    if ( control )
-    {
-      Control& controlImpl( GetImplementation( control ) );
-
-      switch ( index )
-      {
-        case Toolkit::Control::Property::STYLE_NAME:
-        {
-          controlImpl.SetStyleName( value.Get< std::string >() );
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_COLOR:
-        {
-          controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_IMAGE:
-        {
-          Image image = Scripting::NewImage( value );
-          if ( image )
-          {
-            controlImpl.SetBackgroundImage( image );
-          }
-          else
-          {
-            // An empty map means the background is no longer required
-            controlImpl.ClearBackground();
-          }
-          break;
-        }
 
-        case Toolkit::Control::Property::KEY_INPUT_FOCUS:
-        {
-          if ( value.Get< bool >() )
-          {
-            controlImpl.SetKeyInputFocus();
-          }
-          else
-          {
-            controlImpl.ClearKeyInputFocus();
-          }
-          break;
-        }
-      }
-    }
-  }
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_CONTROL_VISUALS");
+#endif
 
-  /**
-   * Called to retrieve a property of an object of this type.
-   * @param[in] object The object whose property is to be retrieved.
-   * @param[in] index The property index.
-   * @return The current value of the property.
-   */
-  static Property::Value GetProperty( BaseObject* object, Property::Index index )
-  {
-    Property::Value value;
+DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE )
+DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED )
+DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN )
+DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE )
 
-    Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
-
-    if ( control )
-    {
-      Control& controlImpl( GetImplementation( control ) );
-
-      switch ( index )
-      {
-        case Toolkit::Control::Property::STYLE_NAME:
-        {
-          value = controlImpl.GetStyleName();
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_COLOR:
-        {
-          value = controlImpl.GetBackgroundColor();
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_IMAGE:
-        {
-          Property::Map map;
-
-          Background* back = controlImpl.mImpl->mBackground;
-          if ( back && back->actor )
-          {
-            if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 )
-            {
-              Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
-              if ( image )
-              {
-                Scripting::CreatePropertyMap( image, map );
-              }
-            }
-            else
-            {
-              ImageActor imageActor = ImageActor::DownCast( back->actor );
-              if ( imageActor )
-              {
-                Image image = imageActor.GetImage();
-                Scripting::CreatePropertyMap( image, map );
-              }
-            }
-          }
-
-          value = map;
-          break;
-        }
-
-        case Toolkit::Control::Property::KEY_INPUT_FOCUS:
-        {
-          value = controlImpl.HasKeyInputFocus();
-          break;
-        }
-      }
-    }
+} // unnamed namespace
 
-    return value;
-  }
 
-  // Data
-
-  Control& mControlImpl;
-  std::string mStyleName;
-  Background* mBackground;           ///< Only create the background if we use it
-  Vector3* mStartingPinchScale;      ///< The scale when a pinch gesture starts, TODO: consider removing this
-  Toolkit::Control::KeyEventSignalType mKeyEventSignal;
-  Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
-  Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusLostSignal;
-
-  // Gesture Detection
-  PinchGestureDetector mPinchGestureDetector;
-  PanGestureDetector mPanGestureDetector;
-  TapGestureDetector mTapGestureDetector;
-  LongPressGestureDetector mLongPressGestureDetector;
-
-  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;
-  static PropertyRegistration PROPERTY_2;
-  static PropertyRegistration PROPERTY_3;
-  static PropertyRegistration PROPERTY_4;
-};
-
-// Properties registered without macro to use specific member variables.
-PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name",       Toolkit::Control::Property::STYLE_NAME,       Property::STRING,  &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP,     &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus",  Toolkit::Control::Property::KEY_INPUT_FOCUS,  Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
 
 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 );
@@ -536,20 +84,18 @@ Toolkit::Control Control::New()
   return handle;
 }
 
-Control::~Control()
-{
-  delete mImpl;
-}
-
 void Control::SetStyleName( const std::string& styleName )
 {
   if( styleName != mImpl->mStyleName )
   {
     mImpl->mStyleName = styleName;
 
-    // Apply new style
+    // Apply new style, if stylemanager is available
     Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
-    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+    if( styleManager )
+    {
+      GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+    }
   }
 }
 
@@ -560,78 +106,49 @@ const std::string& Control::GetStyleName() const
 
 void Control::SetBackgroundColor( const Vector4& color )
 {
-  Background& background( mImpl->GetBackground() );
-
-  if ( background.actor )
-  {
-    if( background.actor.GetRendererCount() > 0 )
-    {
-      Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
-      shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
-    }
-    else
-    {
-      background.actor.SetColor( color );
-    }
-  }
-  else
-  {
-    // Create Mesh Actor
-    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;
-  }
+  mImpl->mBackgroundColor = color;
+  Property::Map map;
+  map[ Toolkit::DevelVisual::Property::TYPE ] = Toolkit::Visual::COLOR;
+  map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color;
 
-  background.color = color;
+  SetBackground( map );
 }
 
 Vector4 Control::GetBackgroundColor() const
 {
-  if ( mImpl->mBackground )
+  return mImpl->mBackgroundColor;
+}
+
+void Control::SetBackground( const Property::Map& map )
+{
+  Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( map );
+  if( visual )
   {
-    return mImpl->mBackground->color;
+    mImpl->RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+    visual.SetDepthIndex( DepthIndex::BACKGROUND );
+
+    // Trigger a size negotiation request that may be needed by the new visual to relayout its contents.
+    RelayoutRequest();
   }
-  return Color::TRANSPARENT;
 }
 
 void Control::SetBackgroundImage( Image image )
 {
-  Background& background( mImpl->GetBackground() );
-
-   if ( background.actor )
-   {
-     // Remove Current actor, unset AFTER removal
-     mImpl->mAddRemoveBackgroundChild = true;
-     Self().Remove( background.actor );
-     mImpl->mAddRemoveBackgroundChild = false;
-     background.actor.Reset();
-   }
-
-   Actor actor = CreateBackground(Self(), background.color, image);
-
-   // Set the background actor before adding so that we do not inform derived classes
-   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;
+  Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
+  if( visual )
+  {
+    mImpl->RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+    visual.SetDepthIndex( DepthIndex::BACKGROUND );
+  }
 }
 
 void Control::ClearBackground()
 {
-  if ( mImpl->mBackground )
-  {
-    Background& background( mImpl->GetBackground() );
-    mImpl->mAddRemoveBackgroundChild = true;
-    Self().Remove( background.actor );
-    mImpl->mAddRemoveBackgroundChild = false;
+   mImpl->UnregisterVisual( Toolkit::Control::Property::BACKGROUND );
+   mImpl->mBackgroundColor = Color::TRANSPARENT;
 
-    delete mImpl->mBackground;
-    mImpl->mBackground = NULL;
-  }
+   // Trigger a size negotiation request that may be needed when unregistering a visual.
+   RelayoutRequest();
 }
 
 void Control::EnableGestureDetection(Gesture::Type type)
@@ -735,7 +252,11 @@ bool Control::HasKeyInputFocus()
   bool result = false;
   if( Self().OnStage() )
   {
-    result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
+    Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl();
+    if( Self() == control )
+    {
+      result = true;
+    }
   }
   return result;
 }
@@ -817,12 +338,12 @@ Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
   return mImpl->mKeyEventSignal;
 }
 
-Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusGainedSignal()
 {
   return mImpl->mKeyInputFocusGainedSignal;
 }
 
-Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusLostSignal()
 {
   return mImpl->mKeyInputFocusLostSignal;
 }
@@ -856,20 +377,32 @@ Control::Control( ControlBehaviour behaviourFlags )
   mImpl->mFlags = behaviourFlags;
 }
 
+Control::~Control()
+{
+  delete mImpl;
+}
+
 void Control::Initialize()
 {
   // 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 = Toolkit::StyleManager::Get();
+    Toolkit::StyleManager styleManager = StyleManager::Get();
 
-    // Register for style changes
-    styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
+    // if stylemanager is available
+    if( styleManager )
+    {
+      StyleManager& styleManagerImpl = GetImpl( styleManager );
 
-    // Apply the current style
-    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+      // Register for style changes
+      styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange );
+
+      // Apply the current style
+      styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+    }
   }
 
   if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
@@ -893,9 +426,10 @@ void Control::OnControlChildRemove( Actor& child )
 void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change )
 {
   // By default the control is only interested in theme (not font) changes
-  if( change == StyleChange::THEME_CHANGE )
+  if( styleManager && change == StyleChange::THEME_CHANGE )
   {
     GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+    RelayoutRequest();
   }
 }
 
@@ -949,35 +483,34 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
   }
 }
 
-void Control::OnStageConnection( unsigned int depth )
+void Control::OnStageConnection( int depth )
 {
-  unsigned int controlRendererCount = Self().GetRendererCount();
-  for( unsigned int i(0); i<controlRendererCount; ++i )
+  DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n",  mImpl->mVisuals.Size() );
+
+  Actor self( Self() );
+
+  for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
   {
-    Renderer controlRenderer = Self().GetRendererAt(i);
-    if( controlRenderer )
+    // Check whether the visual is empty and enabled
+    if( (*iter)->visual && (*iter)->enabled )
     {
-      controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
+      Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
     }
   }
 
-  if( mImpl->mBackground )
+  if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() )
   {
-    if(mImpl->mBackground->actor.GetRendererCount() > 0 )
-    {
-      Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
-      if(backgroundRenderer)
-      {
-        backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
-      }
-    }
-    else
+    Property::Value clippingValue = self.GetProperty( Actor::Property::CLIPPING_MODE );
+    int clippingMode = ClippingMode::DISABLED;
+    if( clippingValue.Get( clippingMode ) )
     {
+      // Add a transparent background if we do not have any renderers or visuals so we clip our children
 
-      ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor );
-      if ( imageActor )
+      if( clippingMode == ClippingMode::CLIP_CHILDREN )
       {
-        imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth );
+        // Create a transparent background visual which will also get staged.
+        SetBackgroundColor( Color::TRANSPARENT );
       }
     }
   }
@@ -985,6 +518,16 @@ void Control::OnStageConnection( unsigned int depth )
 
 void Control::OnStageDisconnection()
 {
+  for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
+  {
+    // Check whether the visual is empty
+    if( (*iter)->visual )
+    {
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageDisconnection Setting visual(%d) off stage\n", (*iter)->index );
+      Actor self( Self() );
+      Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+    }
+  }
 }
 
 void Control::OnKeyInputFocusGained()
@@ -999,31 +542,47 @@ void Control::OnKeyInputFocusLost()
 
 void Control::OnChildAdd(Actor& child)
 {
-  // If this is the background actor, then we do not want to inform deriving classes
-  if ( mImpl->mAddRemoveBackgroundChild )
-  {
-    return;
-  }
-
   // Notify derived classes.
   OnControlChildAdd( child );
 }
 
 void Control::OnChildRemove(Actor& child)
 {
-  // If this is the background actor, then we do not want to inform deriving classes
-  if ( mImpl->mAddRemoveBackgroundChild )
-  {
-    return;
-  }
-
   // Notify derived classes.
   OnControlChildRemove( child );
 }
 
+void Control::OnPropertySet( Property::Index index, Property::Value propertyValue )
+{
+  Actor self( Self() );
+  if( index == Actor::Property::CLIPPING_MODE )
+  {
+    // Only set the background if we're already on the stage and have no renderers or visuals
+
+    if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() && self.OnStage() )
+    {
+      ClippingMode::Type clippingMode = ClippingMode::DISABLED;
+      if( Scripting::GetEnumerationProperty< ClippingMode::Type >( propertyValue, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, clippingMode ) )
+      {
+        // Add a transparent background if we do not have one so we clip children
+
+        if( clippingMode == ClippingMode::CLIP_CHILDREN )
+        {
+          SetBackgroundColor( Color::TRANSPARENT );
+        }
+      }
+    }
+  }
+}
+
 void Control::OnSizeSet(const Vector3& targetSize)
 {
-  // Background is resized through size negotiation
+  Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND );
+  if( visual )
+  {
+    Vector2 size( targetSize );
+    visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform
+  }
 }
 
 void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
@@ -1057,6 +616,12 @@ void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
   {
     container.Add( Self().GetChildAt( i ), size );
   }
+
+  Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND );
+  if( visual )
+  {
+    visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform
+  }
 }
 
 void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
@@ -1065,30 +630,14 @@ void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dime
 
 Vector3 Control::GetNaturalSize()
 {
-  //Control's natural size is the size of its background image if it has been set, or ZERO otherwise
-  Vector3 naturalSize = Vector3::ZERO;
-  if( mImpl->mBackground )
+  Toolkit::Visual::Base visual = mImpl->GetVisual( Toolkit::Control::Property::BACKGROUND );
+  if( visual )
   {
-    if( mImpl->mBackground->actor.GetRendererCount() > 0 )
-    {
-      Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial();
-      if( backgroundMaterial.GetNumberOfSamplers() > 0 )
-      {
-        Image backgroundImage =  backgroundMaterial.GetSamplerAt(0).GetImage();
-        if( backgroundImage )
-        {
-          naturalSize.x = backgroundImage.GetWidth();
-          naturalSize.y = backgroundImage.GetHeight();
-        }
-      }
-    }
-    else
-    {
-      return mImpl->mBackground->actor.GetNaturalSize();
-    }
+    Vector2 naturalSize;
+    visual.GetNaturalSize( naturalSize );
+    return Vector3( naturalSize );
   }
-
-  return naturalSize;
+  return Vector3::ZERO;
 }
 
 float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
@@ -1098,27 +647,11 @@ float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dim
 
 float Control::GetHeightForWidth( float width )
 {
-  if( mImpl->mBackground )
-  {
-    Actor actor = mImpl->mBackground->actor;
-    if( actor )
-    {
-      return actor.GetHeightForWidth( width );
-    }
-  }
   return GetHeightForWidthBase( width );
 }
 
 float Control::GetWidthForHeight( float height )
 {
-  if( mImpl->mBackground )
-  {
-    Actor actor = mImpl->mBackground->actor;
-    if( actor )
-    {
-      return actor.GetWidthForHeight( height );
-    }
-  }
   return GetWidthForHeightBase( height );
 }