Change control background to use ImageActor
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index 7393a3a..a082b01 100644 (file)
 #include <limits>
 #include <stack>
 #include <dali/public-api/actors/image-actor.h>
-#include <dali/devel-api/actors/mesh-actor.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/geometry/mesh.h>
 #include <dali/public-api/object/type-registry.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/public-api/size-negotiation/relayout-container.h>
 #include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
 #include <dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h>
 #include <dali-toolkit/public-api/controls/control.h>
 #include <dali-toolkit/devel-api/styling/style-manager.h>
@@ -49,8 +49,6 @@ namespace Toolkit
 namespace
 {
 
-const float BACKGROUND_ACTOR_Z_POSITION( -0.1f );
-
 /**
  * Creates control through type registry
  */
@@ -67,7 +65,7 @@ BaseHandle Create()
  * @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 PropertyValueContainer& attributes )
+static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
 {
   bool ret = false;
 
@@ -169,7 +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.
 
   /**
@@ -182,71 +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 actor to set the properties on.
- * @param[in]  color              The required color of the actor.
- */
-void SetupBackgroundActor( Actor actor, const Vector4& color )
-{
-  actor.SetColor( color );
-  actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-  actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
-  actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
-}
-
-/**
- * Sets all the required properties for the background actor.
+ * @param[in] actor The parent actor of the background
+ * @param[in] color The background color
+ * @param[in] image If a valid image is supplied this will be the texture used by the background
+ *
+ * @return An actor which will render the background
  *
- * @param[in]  actor              The actor to set the properties on.
- * @param[in]  constrainingIndex  The property index to constrain the parent's size on.
- * @param[in]  color              The required color of the actor.
  */
-void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color )
+Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() )
 {
-  actor.SetColor( color );
-  actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-  actor.SetZ( BACKGROUND_ACTOR_Z_POSITION );
+  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>( actor,
-                                                    constrainingIndex,
-                                                    EqualToConstraint() );
-  constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
-  constraint.Apply();
 }
 
 } // unnamed namespace
@@ -260,20 +295,21 @@ public:
 
   // Construction & Destruction
   Impl(Control& controlImpl)
-  : mControlImpl( controlImpl ),
-    mStyleName(""),
-    mBackground( NULL ),
-    mStartingPinchScale( NULL ),
-    mKeyEventSignal(),
-    mPinchGestureDetector(),
-    mPanGestureDetector(),
-    mTapGestureDetector(),
-    mLongPressGestureDetector(),
-    mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
-    mIsKeyboardNavigationSupported( false ),
-    mIsKeyboardFocusGroup( false )
-  {
-  }
+: mControlImpl( controlImpl ),
+  mStyleName(""),
+  mBackground( NULL ),
+  mStartingPinchScale( NULL ),
+  mKeyEventSignal(),
+  mPinchGestureDetector(),
+  mPanGestureDetector(),
+  mTapGestureDetector(),
+  mLongPressGestureDetector(),
+  mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+  mIsKeyboardNavigationSupported( false ),
+  mIsKeyboardFocusGroup( false ),
+  mAddRemoveBackgroundChild( false )
+{
+}
 
   ~Impl()
   {
@@ -351,17 +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();
@@ -420,15 +451,24 @@ public:
           Property::Map map;
 
           Background* back = controlImpl.mImpl->mBackground;
-          if( back )
+          if ( back && back->actor )
           {
-            ImageActor imageActor = ImageActor::DownCast( back->actor );
-            if ( imageActor )
+            if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 )
             {
-              Image image = imageActor.GetImage();
-              Property::Map imageMap;
-              Scripting::CreatePropertyMap( image, imageMap );
-              map[ "image" ] = imageMap;
+              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 );
+              }
             }
           }
 
@@ -466,6 +506,7 @@ public:
   ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT;    ///< Flags passed in from constructor.
   bool mIsKeyboardNavigationSupported :1;  ///< Stores whether keyboard navigation is supported by the control.
   bool mIsKeyboardFocusGroup :1;           ///< Stores whether the control is a focus group.
+  bool mAddRemoveBackgroundChild:1;        ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd
 
   // Properties - these need to be members of Internal::Control::Impl as they need to function within this class.
   static PropertyRegistration PROPERTY_1;
@@ -523,19 +564,25 @@ void Control::SetBackgroundColor( const Vector4& color )
 
   if ( background.actor )
   {
-    // Just set the actor color
-    background.actor.SetColor( color );
+    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
-    MeshActor meshActor = MeshActor::New( CreateMesh() );
-
-    SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color );
-
-    // Set the background actor before adding so that we do not inform deriving classes
-    background.actor = meshActor;
-    Self().Add( meshActor );
+    Actor actor = CreateBackground(Self(), color );
+    background.actor = actor;
+    mImpl->mAddRemoveBackgroundChild = true;
+    // use insert to guarantee its the first child (so that OVERLAY mode works)
+    Self().Insert( 0, actor );
+    mImpl->mAddRemoveBackgroundChild = false;
   }
 
   background.color = color;
@@ -554,19 +601,23 @@ void Control::SetBackgroundImage( Image image )
 {
   Background& background( mImpl->GetBackground() );
 
-  if ( background.actor )
-  {
-    // Remove Current actor, unset AFTER removal so that we do not inform deriving classes
-    Self().Remove( background.actor );
-    background.actor.Reset();
-  }
+   if ( background.actor )
+   {
+     // Remove Current actor, unset AFTER removal
+     mImpl->mAddRemoveBackgroundChild = true;
+     Self().Remove( background.actor );
+     mImpl->mAddRemoveBackgroundChild = false;
+     background.actor.Reset();
+   }
 
-  ImageActor imageActor = ImageActor::New( image );
-  SetupBackgroundActor( imageActor, background.color );
+   Actor actor = CreateBackground(Self(), background.color, image);
 
-  // Set the background actor before adding so that we do not inform derived classes
-  background.actor = imageActor;
-  Self().Add( imageActor );
+   // 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::ClearBackground()
@@ -574,7 +625,9 @@ 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;
@@ -734,7 +787,7 @@ bool Control::OnAccessibilityValueChange(bool isIncrease)
   return false; // Accessibility value change action is not handled by default
 }
 
-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();
 }
@@ -789,6 +842,9 @@ Control::Control( ControlBehaviour behaviourFlags )
 
 void Control::Initialize()
 {
+  // Call deriving classes so initialised before styling is applied to them.
+  OnInitialize();
+
   if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS )
   {
     Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
@@ -796,7 +852,7 @@ void Control::Initialize()
     // Register for style changes
     styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
 
-    // SetTheme
+    // Apply the current style
     GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
   }
 
@@ -804,9 +860,6 @@ void Control::Initialize()
   {
     SetKeyboardNavigationSupport( true );
   }
-
-  // Calling deriving classes
-  OnInitialize();
 }
 
 void Control::OnInitialize()
@@ -864,11 +917,11 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
 
   if ( focusGained )
   {
-     // signals are allocated dynamically when someone connects
-     if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
-     {
+    // signals are allocated dynamically when someone connects
+    if ( !mImpl->mKeyInputFocusGainedSignal.Empty() )
+    {
       mImpl->mKeyInputFocusGainedSignal.Emit( handle );
-     }
+    }
   }
   else
   {
@@ -880,8 +933,38 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
   }
 }
 
-void Control::OnStageConnection()
+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 );
+    }
+  }
+
+  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::OnStageDisconnection()
@@ -900,8 +983,8 @@ void Control::OnKeyInputFocusLost()
 
 void Control::OnChildAdd(Actor& child)
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  // If this is the background actor, then we do not want to inform deriving classes
+  if ( mImpl->mAddRemoveBackgroundChild )
   {
     return;
   }
@@ -912,8 +995,8 @@ void Control::OnChildAdd(Actor& child)
 
 void Control::OnChildRemove(Actor& child)
 {
-  // If this is the background actor, then we do not want to relayout or inform deriving classes
-  if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) )
+  // If this is the background actor, then we do not want to inform deriving classes
+  if ( mImpl->mAddRemoveBackgroundChild )
   {
     return;
   }
@@ -947,7 +1030,7 @@ bool Control::OnKeyEvent(const KeyEvent& event)
   return false; // Do not consume
 }
 
-bool Control::OnMouseWheelEvent(const MouseWheelEvent& event)
+bool Control::OnWheelEvent(const WheelEvent& event)
 {
   return false; // Do not consume
 }
@@ -966,15 +1049,30 @@ 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 )
   {
-    Actor actor = mImpl->mBackground->actor;
-    if( actor )
+    if( mImpl->mBackground->actor.GetRendererCount() > 0 )
     {
-      return actor.GetNaturalSize();
+      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();
     }
   }
-  return Vector3();
+
+  return naturalSize;
 }
 
 float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )