Change control background to use ImageActor
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index 39fa68a..a082b01 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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 <dali-toolkit/public-api/controls/control-impl.h>
 
 // EXTERNAL INCLUDES
+#include <cstring> // for strcmp
+#include <limits>
 #include <stack>
 #include <dali/public-api/actors/image-actor.h>
-#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/animation/active-constraint.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/geometry/mesh.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
-#include <dali/public-api/scripting/scripting.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/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/public-api/styling/style-manager.h>
+#include <dali-toolkit/devel-api/styling/style-manager.h>
 #include <dali-toolkit/internal/styling/style-manager-impl.h>
 
 namespace Dali
@@ -48,31 +49,116 @@ namespace Toolkit
 namespace
 {
 
-#if defined(DEBUG_ENABLED)
-Integration::Log::Filter* gLogFilter  = Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_CONTROL");
-#endif
-
-const float MAX_FLOAT_VALUE( std::numeric_limits<float>::max() );
-const Vector3 MAX_SIZE( MAX_FLOAT_VALUE, MAX_FLOAT_VALUE, MAX_FLOAT_VALUE );
-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,
+// Note: Properties are registered separately below.
 
-DALI_SIGNAL_REGISTRATION( Control, "key-event",                 SIGNAL_KEY_EVENT         )
-DALI_SIGNAL_REGISTRATION( Control, "tapped",                    SIGNAL_TAPPED            )
-DALI_SIGNAL_REGISTRATION( Control, "panned",                    SIGNAL_PANNED            )
-DALI_SIGNAL_REGISTRATION( Control, "pinched",                   SIGNAL_PINCHED           )
-DALI_SIGNAL_REGISTRATION( 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( Control, "control-activated",         ACTION_CONTROL_ACTIVATED )
+TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction );
 
 DALI_TYPE_REGISTRATION_END()
 
@@ -81,7 +167,7 @@ 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.
 
   /**
@@ -94,56 +180,108 @@ struct Background
   }
 };
 
-/**
- * Creates a white coloured Mesh.
- */
-Mesh CreateMesh()
-{
-  Vector3 white( Color::WHITE );
+unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
 
-  MeshData meshData;
+Vector2 gQuad[] = {
+                   Vector2( -0.5f, -0.5f ),
+                   Vector2(  0.5f, -0.5f ),
+                   Vector2( -0.5f,  0.5f ),
+                   Vector2(  0.5f,  0.5f )
+};
 
-  // 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 );
 
-  // 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 );
+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
+);
 
-  // Create the mesh data from the vertices and faces
-  meshData.SetMaterial( Material::New( "ControlMaterial" ) );
-  meshData.SetVertices( vertices );
-  meshData.SetFaceIndices( faces );
-  meshData.SetHasColor( true );
+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
+);
 
-  return Mesh::New( meshData );
-}
 
 /**
- * Sets all the required properties for the background actor.
+ * @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
  *
- * @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 SetupBackgroundActor( 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 );
-  actor.SetRelayoutEnabled( false );
+  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;
+  }
 
-  Constraint constraint = Constraint::New<Vector3>( constrainingIndex,
-                                                    ParentSource( Actor::Property::SIZE ),
-                                                    EqualToConstraint() );
-  actor.ApplyConstraint( constraint );
 }
 
 } // unnamed namespace
@@ -155,34 +293,23 @@ class Control::Impl : public ConnectionTracker
 {
 public:
 
-  /**
-   * Size indices for mMinMaxSize array
-   */
-  enum
-  {
-    MIN_SIZE_INDEX = 0,
-    MAX_SIZE_INDEX = 1
-  };
-
-public:
   // Construction & Destruction
   Impl(Control& controlImpl)
-  : mControlImpl( controlImpl ),
-    mBackground( NULL ),
-    mStartingPinchScale( NULL ),
-    mKeyEventSignal(),
-    mPinchGestureDetector(),
-    mPanGestureDetector(),
-    mTapGestureDetector(),
-    mLongPressGestureDetector(),
-    mCurrentSize(),
-    mNaturalSize(),
-    mFlags( Control::CONTROL_BEHAVIOUR_NONE ),
-    mIsKeyboardNavigationSupported( false ),
-    mIsKeyboardFocusGroup( false ),
-    mInitialized( 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()
   {
@@ -242,10 +369,16 @@ public:
 
     if ( control )
     {
-      Control& controlImpl( control.GetImplementation() );
+      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 >() );
@@ -254,17 +387,12 @@ public:
 
         case Toolkit::Control::Property::BACKGROUND_IMAGE:
         {
-          if ( value.HasKey( "image" ) )
+          Image image = Scripting::NewImage( value );
+          if ( image )
           {
-            Property::Map imageMap = value.GetValue( "image" ).Get< Property::Map >();
-            Image image = Scripting::NewImage( imageMap );
-
-            if ( image )
-            {
-              controlImpl.SetBackgroundImage( image );
-            }
+            controlImpl.SetBackgroundImage( image );
           }
-          else if ( value.Get< Property::Map >().Empty() )
+          else
           {
             // An empty map means the background is no longer required
             controlImpl.ClearBackground();
@@ -302,10 +430,16 @@ public:
 
     if ( control )
     {
-      Control& controlImpl( control.GetImplementation() );
+      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();
@@ -316,16 +450,25 @@ public:
         {
           Property::Map map;
 
-          Actor actor = controlImpl.GetBackgroundActor();
-          if ( actor )
+          Background* back = controlImpl.mImpl->mBackground;
+          if ( back && back->actor )
           {
-            ImageActor imageActor = ImageActor::DownCast( actor );
-            if ( imageActor )
+            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
             {
-              Image image = imageActor.GetImage();
-              Property::Map imageMap;
-              Scripting::CreatePropertyMap( image, imageMap );
-              map[ "image" ] = imageMap;
+              ImageActor imageActor = ImageActor::DownCast( back->actor );
+              if ( imageActor )
+              {
+                Image image = imageActor.GetImage();
+                Scripting::CreatePropertyMap( image, map );
+              }
             }
           }
 
@@ -347,39 +490,41 @@ public:
   // 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;
-  // @todo change all these to Vector2 when we have a chance to sanitize the public API as well
-  Vector3 mCurrentSize; ///< Stores the current control's size, this is the negotiated size
-  Vector3 mNaturalSize; ///< Stores the size set through the Actor's API. This is size the actor wants to be. Useful when reset to the initial size is needed.
 
-  ControlBehaviour mFlags :6;              ///< Flags passed in from constructor. Need to increase this size when new enums are added
+  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 mInitialized :1;
+  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, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP,     &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "key-input-focus",  Toolkit::Control::Property::KEY_INPUT_FOCUS,  Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+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( CONTROL_BEHAVIOUR_NONE );
+  IntrusivePtr<Control> controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) );
 
   // Pass ownership to handle
   Toolkit::Control handle( *controlImpl );
@@ -396,78 +541,154 @@ Control::~Control()
   delete mImpl;
 }
 
-Vector3 Control::GetNaturalSize()
+void Control::SetStyleName( const std::string& styleName )
 {
-  // could be overridden in derived classes.
-  return mImpl->mNaturalSize;
-}
+  if( styleName != mImpl->mStyleName )
+  {
+    mImpl->mStyleName = styleName;
 
-float Control::CalculateChildSize( const Dali::Actor& child, Dimension dimension )
-{
-  // Could be overridden in derived classes.
-  return CalculateChildSizeBase( child, dimension );
+    // Apply new style
+    Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+  }
 }
 
-bool Control::RelayoutDependentOnChildren( Dimension dimension )
+const std::string& Control::GetStyleName() const
 {
-  return RelayoutDependentOnChildrenBase( dimension );
+  return mImpl->mStyleName;
 }
 
-float Control::GetHeightForWidth( float width )
+void Control::SetBackgroundColor( const Vector4& color )
 {
-  // could be overridden in derived classes.
-  float height( 0.0f );
-  if ( mImpl->mNaturalSize.width > 0.0f )
+  Background& background( mImpl->GetBackground() );
+
+  if ( background.actor )
   {
-    height = mImpl->mNaturalSize.height * width / mImpl->mNaturalSize.width;
+    if( background.actor.GetRendererCount() > 0 )
+    {
+      Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
+      shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
+    }
+    else
+    {
+      background.actor.SetColor( color );
+    }
   }
-  return height;
+  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;
+  }
+
+  background.color = color;
 }
 
-float Control::GetWidthForHeight( float height )
+Vector4 Control::GetBackgroundColor() const
 {
-  // could be overridden in derived classes.
-  float width( 0.0f );
-  if ( mImpl->mNaturalSize.height > 0.0f )
+  if ( mImpl->mBackground )
   {
-    width = mImpl->mNaturalSize.width * height / mImpl->mNaturalSize.height;
+    return mImpl->mBackground->color;
   }
-  return width;
+  return Color::TRANSPARENT;
 }
 
-const Vector3& Control::GetControlSize() const
+void Control::SetBackgroundImage( Image image )
 {
-  return mImpl->mCurrentSize;
-}
+  Background& background( mImpl->GetBackground() );
 
-const Vector3& Control::GetSizeSet() const
-{
-  return mImpl->mNaturalSize;
+   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;
 }
 
-void Control::SetKeyInputFocus()
+void Control::ClearBackground()
 {
-  if( Self().OnStage() )
+  if ( mImpl->mBackground )
   {
-    Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
+    Background& background( mImpl->GetBackground() );
+    mImpl->mAddRemoveBackgroundChild = true;
+    Self().Remove( background.actor );
+    mImpl->mAddRemoveBackgroundChild = false;
+
+    delete mImpl->mBackground;
+    mImpl->mBackground = NULL;
   }
 }
 
-bool Control::HasKeyInputFocus()
+void Control::EnableGestureDetection(Gesture::Type type)
 {
-  bool result = false;
-  if( Self().OnStage() )
+  if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
   {
-    result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
+    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());
   }
-  return result;
 }
 
-void Control::ClearKeyInputFocus()
+void Control::DisableGestureDetection(Gesture::Type type)
 {
-  if( Self().OnStage() )
+  if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
   {
-    Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
+    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();
   }
 }
 
@@ -491,94 +712,64 @@ LongPressGestureDetector Control::GetLongPressGestureDetector() const
   return mImpl->mLongPressGestureDetector;
 }
 
-void Control::SetBackgroundColor( const Vector4& color )
+void Control::SetKeyboardNavigationSupport(bool isSupported)
 {
-  Background& background( mImpl->GetBackground() );
-
-  if ( background.actor )
-  {
-    // Just set the actor color
-    background.actor.SetColor( color );
-  }
-  else
-  {
-    // Create Mesh Actor
-    MeshActor meshActor = MeshActor::New( CreateMesh() );
-
-    SetupBackgroundActor( 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 );
-  }
+  mImpl->mIsKeyboardNavigationSupported = isSupported;
+}
 
-  background.color = color;
+bool Control::IsKeyboardNavigationSupported()
+{
+  return mImpl->mIsKeyboardNavigationSupported;
 }
 
-Vector4 Control::GetBackgroundColor() const
+void Control::SetKeyInputFocus()
 {
-  if ( mImpl->mBackground )
+  if( Self().OnStage() )
   {
-    return mImpl->mBackground->color;
+    Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self()));
   }
-  return Color::TRANSPARENT;
 }
 
-void Control::SetBackgroundImage( Image image )
+bool Control::HasKeyInputFocus()
 {
-  Background& background( mImpl->GetBackground() );
-
-  if ( background.actor )
+  bool result = false;
+  if( Self().OnStage() )
   {
-    // Remove Current actor, unset AFTER removal so that we do not inform deriving classes
-    Self().Remove( background.actor );
-    background.actor.Reset();
+    result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self()));
   }
-
-  ImageActor imageActor = ImageActor::New( image );
-  SetupBackgroundActor( imageActor, Actor::Property::SIZE, background.color );
-
-  // Set the background actor before adding so that we do not inform derived classes
-  background.actor = imageActor;
-  Self().Add( imageActor );
+  return result;
 }
 
-void Control::ClearBackground()
+void Control::ClearKeyInputFocus()
 {
-  if ( mImpl->mBackground )
+  if( Self().OnStage() )
   {
-    Background& background( mImpl->GetBackground() );
-    Self().Remove( background.actor );
-
-    delete mImpl->mBackground;
-    mImpl->mBackground = NULL;
+    Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self()));
   }
 }
 
-Actor Control::GetBackgroundActor() const
+void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
 {
-  if ( mImpl->mBackground )
-  {
-    return mImpl->mBackground->actor;
-  }
+  mImpl->mIsKeyboardFocusGroup = isFocusGroup;
 
-  return Actor();
+  // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted
+  Toolkit::KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup);
 }
 
-void Control::SetKeyboardNavigationSupport(bool isSupported)
+bool Control::IsKeyboardFocusGroup()
 {
-  mImpl->mIsKeyboardNavigationSupported = isSupported;
+  return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
 }
 
-bool Control::IsKeyboardNavigationSupported()
+void Control::AccessibilityActivate()
 {
-  return mImpl->mIsKeyboardNavigationSupported;
+  // Inform deriving classes
+  OnAccessibilityActivated();
 }
 
-void Control::Activate()
+bool Control::OnAccessibilityActivated()
 {
-  // Inform deriving classes
-  OnActivated();
+  return false; // Accessibility activation is not handled by default
 }
 
 bool Control::OnAccessibilityPan(PanGesture gesture)
@@ -596,20 +787,7 @@ bool Control::OnAccessibilityValueChange(bool isIncrease)
   return false; // Accessibility value change action is not handled by default
 }
 
-void Control::SetAsKeyboardFocusGroup(bool isFocusGroup)
-{
-  mImpl->mIsKeyboardFocusGroup = isFocusGroup;
-
-  // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted
-  Toolkit::KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup);
-}
-
-bool Control::IsKeyboardFocusGroup()
-{
-  return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self());
-}
-
-Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
 {
   return Actor();
 }
@@ -618,70 +796,19 @@ void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
 {
 }
 
-bool Control::DoAction(BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes)
+Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
 {
-  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
-      control.GetImplementation().OnActivated();
-    }
-  }
-
-  return ret;
+  return mImpl->mKeyEventSignal;
 }
 
-bool Control::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal()
 {
-  Dali::BaseHandle handle( object );
-
-  bool connected( false );
-  Toolkit::Control control = Toolkit::Control::DownCast( handle );
-  if ( control )
-  {
-    Control& controlImpl( control.GetImplementation() );
-    connected = true;
-
-    if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
-    {
-      controlImpl.KeyEventSignal().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;
+  return mImpl->mKeyInputFocusGainedSignal;
 }
 
-Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal()
+Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal()
 {
-  return mImpl->mKeyEventSignal;
+  return mImpl->mKeyInputFocusLostSignal;
 }
 
 bool Control::EmitKeyEventSignal( const KeyEvent& event )
@@ -707,7 +834,7 @@ bool Control::EmitKeyEventSignal( const KeyEvent& event )
 }
 
 Control::Control( ControlBehaviour behaviourFlags )
-: CustomActorImpl( behaviourFlags & REQUIRES_TOUCH_EVENTS ),
+: CustomActorImpl( static_cast< ActorFlags >( behaviourFlags ) ),
   mImpl(new Impl(*this))
 {
   mImpl->mFlags = behaviourFlags;
@@ -715,88 +842,23 @@ Control::Control( ControlBehaviour behaviourFlags )
 
 void Control::Initialize()
 {
-  // Calling deriving classes
+  // Call deriving classes so initialised before styling is applied to them.
   OnInitialize();
 
-  // Test if the no size negotiation flag is not set
-  if( ( mImpl->mFlags & NO_SIZE_NEGOTIATION ) == 0 )
-  {
-    // Size negotiate disabled by default, so turn it on for this actor
-    Self().SetRelayoutEnabled( true );
-  }
-
   if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
   {
     Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
 
     // Register for style changes
-    styleManager.StyleChangeSignal().Connect( this, &Control::DoStyleChange );
+    styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
 
-    // SetTheme
+    // Apply the current style
     GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
   }
 
-  SetRequiresHoverEvents(mImpl->mFlags & REQUIRES_HOVER_EVENTS);
-  SetRequiresMouseWheelEvents(mImpl->mFlags & REQUIRES_MOUSE_WHEEL_EVENTS);
-
-  mImpl->mInitialized = true;
-}
-
-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)
+  if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
   {
-    mImpl->mLongPressGestureDetector.Detach(Self());
-    mImpl->mLongPressGestureDetector.Reset();
+    SetKeyboardNavigationSupport( true );
   }
 }
 
@@ -804,17 +866,21 @@ void Control::OnInitialize()
 {
 }
 
-void Control::OnActivated()
+void Control::OnControlChildAdd( Actor& child )
 {
 }
 
-void Control::OnThemeChange( Toolkit::StyleManager styleManager )
+void Control::OnControlChildRemove( Actor& child )
 {
-  GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
 }
 
-void Control::OnFontChange( bool defaultFontChange, bool defaultFontSizeChange )
+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 )
+  {
+    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+  }
 }
 
 void Control::OnPinch(const PinchGesture& pinch)
@@ -845,59 +911,108 @@ void Control::OnLongPress( const LongPressGesture& longPress )
 {
 }
 
-void Control::OnControlStageConnection()
+void Control::EmitKeyInputFocusSignal( bool focusGained )
 {
-}
+  Dali::Toolkit::Control handle( GetOwner() );
 
-void Control::OnControlStageDisconnection()
-{
+  if ( focusGained )
+  {
+    // signals are allocated dynamically when someone connects
+    if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
+    {
+      mImpl->mKeyInputFocusGainedSignal.Emit( handle );
+    }
+  }
+  else
+  {
+    // signals are allocated dynamically when someone connects
+    if ( !mImpl->mKeyInputFocusLostSignal.Empty() )
+    {
+      mImpl->mKeyInputFocusLostSignal.Emit( handle );
+    }
+  }
 }
 
-void Control::OnControlChildAdd( Actor& child )
+void Control::OnStageConnection( unsigned 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 );
+    }
+  }
 
-void Control::OnControlChildRemove( Actor& child )
-{
+  if( mImpl->mBackground )
+  {
+    if(mImpl->mBackground->actor.GetRendererCount() > 0 )
+    {
+      Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
+      if(backgroundRenderer)
+      {
+        backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
+      }
+    }
+    else
+    {
+
+      ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor );
+      if ( imageActor )
+      {
+        imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth );
+      }
+    }
+  }
 }
 
-void Control::OnControlSizeSet( const Vector3& size )
+void Control::OnStageDisconnection()
 {
 }
 
-void Control::OnCalculateRelayoutSize( Dimension dimension )
+void Control::OnKeyInputFocusGained()
 {
+  EmitKeyInputFocusSignal( true );
 }
 
-void Control::OnLayoutNegotiated( float size, Dimension dimension )
+void Control::OnKeyInputFocusLost()
 {
+  EmitKeyInputFocusSignal( false );
 }
 
-void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
+void Control::OnChildAdd(Actor& child)
 {
-  for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+  // If this is the background actor, then we do not want to inform deriving classes
+  if ( mImpl->mAddRemoveBackgroundChild )
   {
-    container.Add( Self().GetChildAt( i ), size );
+    return;
   }
-}
 
-void Control::OnSetResizePolicy( ResizePolicy policy, Dimension dimension )
-{
+  // Notify derived classes.
+  OnControlChildAdd( child );
 }
 
-void Control::OnKeyInputFocusGained()
+void Control::OnChildRemove(Actor& child)
 {
-  // Do Nothing
+  // 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::OnKeyInputFocusLost()
+void Control::OnSizeSet(const Vector3& targetSize)
 {
-  // Do Nothing
+  // Background is resized through size negotiation
 }
 
 void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize)
 {
-  // @todo consider animating negotiated child sizes to target size
+  // @todo size negotiate background to new size, animate as well?
 }
 
 bool Control::OnTouchEvent(const TouchEvent& event)
@@ -915,63 +1030,93 @@ 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
 }
 
-void Control::OnStageConnection()
+void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
 {
-  // Notify derived classes.
-  OnControlStageConnection();
+  for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )
+  {
+    container.Add( Self().GetChildAt( i ), size );
+  }
 }
 
-void Control::OnStageDisconnection()
+void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
 {
-  // Notify derived classes
-  OnControlStageDisconnection();
 }
 
-void Control::OnChildAdd(Actor& child)
+Vector3 Control::GetNaturalSize()
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  //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 )
   {
-    return;
+    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();
+    }
   }
 
-  // Notify derived classes.
-  OnControlChildAdd( child );
+  return naturalSize;
 }
 
-void Control::OnChildRemove(Actor& child)
+float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  return CalculateChildSizeBase( child, dimension );
+}
+
+float Control::GetHeightForWidth( float width )
+{
+  if( mImpl->mBackground )
   {
-    return;
+    Actor actor = mImpl->mBackground->actor;
+    if( actor )
+    {
+      return actor.GetHeightForWidth( width );
+    }
   }
-
-  // Notify derived classes.
-  OnControlChildRemove( child );
+  return GetHeightForWidthBase( width );
 }
 
-void Control::OnSizeSet(const Vector3& targetSize)
+float Control::GetWidthForHeight( float height )
 {
-  if( targetSize != mImpl->mNaturalSize )
+  if( mImpl->mBackground )
   {
-    // Only updates size if set through Actor's API
-    mImpl->mNaturalSize = targetSize;
+    Actor actor = mImpl->mBackground->actor;
+    if( actor )
+    {
+      return actor.GetWidthForHeight( height );
+    }
   }
+  return GetWidthForHeightBase( height );
+}
 
-  if( targetSize != mImpl->mCurrentSize )
-  {
-    // Update control size.
-    mImpl->mCurrentSize = targetSize;
+bool Control::RelayoutDependentOnChildren( Dimension::Type dimension )
+{
+  return RelayoutDependentOnChildrenBase( dimension );
+}
 
-    // Notify derived classes.
-    OnControlSizeSet( targetSize );
-  }
+void Control::OnCalculateRelayoutSize( Dimension::Type dimension )
+{
+}
+
+void Control::OnLayoutNegotiated( float size, Dimension::Type dimension )
+{
 }
 
 void Control::SignalConnected( SlotObserver* slotObserver, CallbackBase* callback )
@@ -984,16 +1129,20 @@ void Control::SignalDisconnected( SlotObserver* slotObserver, CallbackBase* call
   mImpl->SignalDisconnected( slotObserver, callback );
 }
 
-void Control::DoStyleChange( Toolkit::StyleManager styleManager, StyleChange change )
+Control& GetImplementation( Dali::Toolkit::Control& handle )
 {
-  if( change.themeChange )
-  {
-    OnThemeChange( styleManager );
-  }
-  else if( change.defaultFontChange || change.defaultFontSizeChange )
-  {
-    OnFontChange( change.defaultFontChange, change.defaultFontSizeChange );
-  }
+  CustomActorImpl& customInterface = handle.GetImplementation();
+  // downcast to control
+  Control& impl = dynamic_cast< Internal::Control& >( customInterface );
+  return impl;
+}
+
+const Control& GetImplementation( const Dali::Toolkit::Control& handle )
+{
+  const CustomActorImpl& customInterface = handle.GetImplementation();
+  // downcast to control
+  const Control& impl = dynamic_cast< const Internal::Control& >( customInterface );
+  return impl;
 }
 
 } // namespace Internal