Visual bases checks if visual already staged before adding to stage
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index c0780c4..90b3bb6 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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 <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/rendering/renderer.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/common/owner-container.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/visual-factory/devel-visual-properties.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.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/transition-data-impl.h>
 
 namespace Dali
 {
@@ -49,6 +54,118 @@ namespace Toolkit
 namespace
 {
 
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New( Debug::General, false, "LOG_CONTROL_VISUALS");
+#endif
+
+/**
+ * Struct used to store Visual within the control, index is a unique key for each visual.
+ */
+struct RegisteredVisual
+{
+  Property::Index index;
+  Toolkit::Visual::Base visual;
+  bool enabled;
+
+  RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, bool aEnabled) :
+                   index(aIndex), visual(aVisual), enabled(aEnabled) {}
+};
+
+struct HandleIndex
+{
+  Handle handle; ///< a handle to the target object
+  Property::Index index; ///< The index of a property provided by the referenced object
+
+  HandleIndex( )
+  : handle(),
+    index( Property::INVALID_INDEX )
+  {
+  }
+
+  HandleIndex( Handle& handle, Property::Index index )
+  : handle( handle ),
+    index( index )
+  {
+  }
+};
+
+
+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, RegisteredVisualContainer& visuals, RegisteredVisualContainer::Iterator& iter )
+{
+  for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+  {
+    if ( (*iter)->index ==  targetIndex )
+    {
+      return true;
+    }
+  }
+  return false;
+}
+
+HandleIndex GetVisualProperty(
+  Internal::Control& controlImpl,
+  RegisteredVisualContainer& visuals,
+  const std::string& visualName,
+  Property::Key propertyKey )
+{
+#if defined(DEBUG_ENABLED)
+  std::ostringstream oss;
+  oss << "Control::GetHandleIndex(" << visualName << ", " << propertyKey << ")" << std::endl;
+  DALI_LOG_INFO( gLogFilter, Debug::General, oss.str().c_str() );
+#endif
+
+  // Find visualName in the control
+  RegisteredVisualContainer::Iterator iter;
+  for ( iter = visuals.Begin(); iter != visuals.End(); iter++ )
+  {
+    if ( (*iter)->visual.GetName() == visualName )
+    {
+      break;
+    }
+  }
+
+  // Does it's renderer have an associated property?
+  if( iter != visuals.End() )
+  {
+    Actor self = controlImpl.Self();
+    Property::Index index = self.GetPropertyIndex( propertyKey );
+    if( index != Property::INVALID_INDEX )
+    {
+      // It's an actor property:
+      return HandleIndex( self, index );
+    }
+    else
+    {
+      // Check if it is a renderer property:
+      if( self.GetRendererCount() > 0 )
+      {
+        // @todo Need to use correct renderer index
+        Renderer renderer = self.GetRendererAt(0);
+        Property::Index index = renderer.GetPropertyIndex( propertyKey );
+        if( index != Property::INVALID_INDEX )
+        {
+          // It's a renderer property:
+          return HandleIndex( renderer, index );
+        }
+      }
+      else
+      {
+        std::ostringstream oss;
+        oss << propertyKey;
+        DALI_LOG_WARNING( "Control::GetHandleIndex(%s, %s) No renderers\n", visualName.c_str(), oss.str().c_str() );
+      }
+    }
+  }
+  Handle handle;
+  return HandleIndex( handle, Property::INVALID_INDEX );
+}
+
+
 /**
  * Creates control through type registry
  */
@@ -64,7 +181,7 @@ BaseHandle Create()
  * @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";
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated";
 static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
 {
   bool ret = false;
@@ -91,13 +208,13 @@ static bool DoAction( BaseObject* object, const std::string& actionName, const P
  * @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_KEY_EVENT = "keyEvent";
+const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "keyInputFocusGained";
+const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "keyInputFocusLost";
 const char* SIGNAL_TAPPED = "tapped";
 const char* SIGNAL_PANNED = "panned";
 const char* SIGNAL_PINCHED = "pinched";
-const char* SIGNAL_LONG_PRESSED = "long-pressed";
+const char* SIGNAL_LONG_PRESSED = "longPressed";
 static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
 {
   Dali::BaseHandle handle( object );
@@ -162,129 +279,6 @@ TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &Do
 
 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::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( parent.GetHierarchyDepth() + 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 );
-    imageActor.SetSortModifier( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
-
-    return imageActor;
-  }
-
-}
-
 } // unnamed namespace
 
 namespace Internal
@@ -296,26 +290,24 @@ 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 )
-{
-}
+  : mControlImpl( controlImpl ),
+    mStyleName(""),
+    mBackgroundColor(Color::TRANSPARENT),
+    mStartingPinchScale( NULL ),
+    mKeyEventSignal(),
+    mPinchGestureDetector(),
+    mPanGestureDetector(),
+    mTapGestureDetector(),
+    mLongPressGestureDetector(),
+    mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+    mIsKeyboardNavigationSupported( false ),
+    mIsKeyboardFocusGroup( false )
+  {
+  }
 
   ~Impl()
   {
     // All gesture detectors will be destroyed so no need to disconnect.
-    delete mBackground;
     delete mStartingPinchScale;
   }
 
@@ -341,21 +333,6 @@ public:
     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
 
   /**
@@ -382,12 +359,14 @@ public:
 
         case Toolkit::Control::Property::BACKGROUND_COLOR:
         {
+          DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
           controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
           break;
         }
 
         case Toolkit::Control::Property::BACKGROUND_IMAGE:
         {
+          DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
           Image image = Scripting::NewImage( value );
           if ( image )
           {
@@ -395,7 +374,7 @@ public:
           }
           else
           {
-            // An empty map means the background is no longer required
+            // An empty image means the background is no longer required
             controlImpl.ClearBackground();
           }
           break;
@@ -413,6 +392,21 @@ public:
           }
           break;
         }
+
+        case Toolkit::Control::Property::BACKGROUND:
+        {
+          const Property::Map* map = value.GetMap();
+          if( map && !map->Empty() )
+          {
+            controlImpl.SetBackground( *map );
+          }
+          else
+          {
+            // The background is an empty property map, so we should clear the background
+            controlImpl.ClearBackground();
+          }
+          break;
+        }
       }
     }
   }
@@ -443,36 +437,20 @@ public:
 
         case Toolkit::Control::Property::BACKGROUND_COLOR:
         {
+          DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" );
           value = controlImpl.GetBackgroundColor();
           break;
         }
 
         case Toolkit::Control::Property::BACKGROUND_IMAGE:
         {
+          DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" );
           Property::Map map;
-
-          Background* back = controlImpl.mImpl->mBackground;
-          if ( back && back->actor )
+          Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+          if( visual )
           {
-            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 );
-              }
-            }
+            visual.CreatePropertyMap( map );
           }
-
           value = map;
           break;
         }
@@ -482,6 +460,20 @@ public:
           value = controlImpl.HasKeyInputFocus();
           break;
         }
+
+        case Toolkit::Control::Property::BACKGROUND:
+        {
+          Property::Map map;
+          Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND );
+          if( visual )
+          {
+            visual.CreatePropertyMap( map );
+          }
+
+          value = map;
+          break;
+        }
+
       }
     }
 
@@ -491,8 +483,9 @@ public:
   // Data
 
   Control& mControlImpl;
+  RegisteredVisualContainer mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used.
   std::string mStyleName;
-  Background* mBackground;           ///< Only create the background if we use it
+  Vector4 mBackgroundColor;                       ///< The color of the background visual
   Vector3* mStartingPinchScale;      ///< The scale when a pinch gesture starts, TODO: consider removing this
   Toolkit::Control::KeyEventSignalType mKeyEventSignal;
   Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
@@ -504,28 +497,29 @@ public:
   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.
-  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;
+  static const PropertyRegistration PROPERTY_1;
+  static const PropertyRegistration PROPERTY_2;
+  static const PropertyRegistration PROPERTY_3;
+  static const PropertyRegistration PROPERTY_4;
+  static const PropertyRegistration PROPERTY_5;
 };
 
 // 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 );
+const PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName",       Toolkit::Control::Property::STYLE_NAME,       Property::STRING,  &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "backgroundColor", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "backgroundImage", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP,     &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "keyInputFocus",   Toolkit::Control::Property::KEY_INPUT_FOCUS,  Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+const PropertyRegistration Control::Impl::PROPERTY_5( typeRegistration, "background",      Toolkit::Control::Property::BACKGROUND,       Property::MAP,     &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 );
@@ -564,78 +558,44 @@ 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_2D mode works)
-    Self().Insert( 0, actor );
-    mImpl->mAddRemoveBackgroundChild = false;
-  }
+  mImpl->mBackgroundColor = color;
+  Property::Map map;
+  map[ Toolkit::VisualProperty::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;
+    RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual );
+    visual.SetDepthIndex( DepthIndex::BACKGROUND );
   }
-  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_2D mode works)
-   Self().Insert( 0, actor );
-   mImpl->mAddRemoveBackgroundChild = false;
+  DALI_LOG_WARNING( "SetBackgroundImage is for the depreciated Property::BACKGROUND_IMAGE use SetBackground( const Property::Map& map )\n" );
+  Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
+  if( visual )
+  {
+    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;
-
-    delete mImpl->mBackground;
-    mImpl->mBackground = NULL;
-  }
+   UnregisterVisual( Toolkit::Control::Property::BACKGROUND );
+   mImpl->mBackgroundColor = Color::TRANSPARENT;
 }
 
 void Control::EnableGestureDetection(Gesture::Type type)
@@ -777,6 +737,169 @@ void Control::KeyboardEnter()
   OnKeyboardEnter();
 }
 
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual )
+{
+  RegisterVisual( index, visual, true );
+}
+
+void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled )
+{
+  bool visualReplaced ( false );
+  Actor self = Self();
+
+  if ( !mImpl->mVisuals.Empty() )
+  {
+      RegisteredVisualContainer::Iterator iter;
+      // Check if visual (index) is already registered.  Replace if so.
+      if ( FindVisual( index, mImpl->mVisuals, iter ) )
+      {
+        if( (*iter)->visual && self.OnStage() )
+        {
+          Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+        }
+        (*iter)->visual = visual;
+        visualReplaced = true;
+      }
+  }
+
+  if ( !visualReplaced ) // New registration entry
+  {
+    mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) );
+  }
+
+  if( visual && self.OnStage() && enabled )
+  {
+    Toolkit::GetImplementation(visual).SetOnStage( self );
+  }
+}
+
+void Control::UnregisterVisual( Property::Index index )
+{
+   RegisteredVisualContainer::Iterator iter;
+   if ( FindVisual( index, mImpl->mVisuals, iter ) )
+   {
+     Actor self( Self() );
+     Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+     (*iter)->visual.Reset();
+     mImpl->mVisuals.Erase( iter );
+   }
+}
+
+Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const
+{
+  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 )
+    {
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Visual Already enabled set (%s) \n", enable?"enabled":"disabled");
+      return;
+    }
+
+    (*iter)->enabled = enable;
+    Actor parentActor = Self();
+    if ( Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called.
+    {
+      if ( enable )
+      {
+        DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting Visual(%d) on stage \n", index );
+        Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor );
+      }
+      else
+      {
+        DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting Visual(%d) off stage \n", index );
+        Toolkit::GetImplementation((*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;
+}
+
+Dali::Animation Control::CreateTransition( const Toolkit::TransitionData& handle )
+{
+  Dali::Animation transition;
+  const Internal::TransitionData& transitionData = Toolkit::GetImplementation( handle );
+
+  if( transitionData.Count() > 0 )
+  {
+    // Setup a Transition from TransitionData.
+    TransitionData::Iterator end = transitionData.End();
+    for( TransitionData::Iterator iter = transitionData.Begin() ;
+         iter != end; ++iter )
+    {
+      TransitionData::Animator* animator = (*iter);
+      HandleIndex handleIndex;
+
+      // Attempt to find the object name as a child actor
+      Actor child = Self().FindChildByName( animator->objectName );
+      if( child )
+      {
+        Property::Index propertyIndex = child.GetPropertyIndex( animator->propertyKey );
+        handleIndex = HandleIndex( child, propertyIndex );
+      }
+      else
+      {
+        handleIndex = GetVisualProperty( *this, mImpl->mVisuals,
+                                            animator->objectName,
+                                            animator->propertyKey );
+      }
+
+      if( handleIndex.handle && handleIndex.index != Property::INVALID_INDEX )
+      {
+        if( animator->animate == false )
+        {
+          if( animator->targetValue.GetType() != Property::NONE )
+          {
+            handleIndex.handle.SetProperty( handleIndex.index, animator->targetValue );
+          }
+        }
+        else
+        {
+          if( animator->initialValue.GetType() != Property::NONE )
+          {
+            handleIndex.handle.SetProperty( handleIndex.index, animator->initialValue );
+          }
+
+          if( ! transition )
+          {
+            // Create an animation with a default .1 second duration - the animators
+            // will automatically force it to the 'right' duration.
+            transition = Dali::Animation::New( 0.1f );
+          }
+
+          transition.AnimateTo( Property( handleIndex.handle, handleIndex.index ),
+                                animator->targetValue,
+                                animator->alphaFunction,
+                                TimePeriod( animator->timePeriodDelay,
+                                            animator->timePeriodDuration ) );
+        }
+      }
+    }
+  }
+
+  return transition;
+}
+
 bool Control::OnAccessibilityActivated()
 {
   return false; // Accessibility activation is not handled by default
@@ -821,12 +944,12 @@ 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;
 }
@@ -865,17 +988,21 @@ 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();
+
     // if stylemanager is available
     if( styleManager )
     {
+      StyleManager& styleManagerImpl = GetImpl( styleManager );
+
       // Register for style changes
-      styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
+      styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange );
 
       // Apply the current style
-      GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+      styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
     }
   }
 
@@ -904,6 +1031,7 @@ void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Ty
   {
     GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
   }
+  RelayoutRequest();
 }
 
 void Control::OnPinch(const PinchGesture& pinch)
@@ -958,40 +1086,32 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
 
 void Control::OnStageConnection( int depth )
 {
-  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 );
-    }
-  }
+  DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n",  mImpl->mVisuals.Size() );
 
-  if( mImpl->mBackground )
+  for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++)
   {
-    if(mImpl->mBackground->actor.GetRendererCount() > 0 )
-    {
-      Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
-      if(backgroundRenderer)
-      {
-        backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
-      }
-    }
-    else
+    // Check whether the visual is empty and enabled
+    if( (*iter)->visual && (*iter)->enabled )
     {
-
-      ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor );
-      if ( imageActor )
-      {
-        imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth );
-      }
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
+      Actor self( Self() );
+      Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
     }
   }
 }
 
 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()
@@ -1006,31 +1126,24 @@ 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::OnSizeSet(const Vector3& targetSize)
 {
-  // Background is resized through size negotiation
+  Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND );
+  if( visual )
+  {
+    Vector2 size( targetSize );
+    visual.SetSize( size );
+  }
 }
 
 void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
@@ -1072,30 +1185,14 @@ 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 = 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 )
@@ -1105,27 +1202,11 @@ 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 );
 }