/*
- * 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 <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/scripting/scripting.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#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/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.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/devel-api/styling/style-manager.h>
#include <dali-toolkit/internal/styling/style-manager-impl.h>
-#include <dali-toolkit/internal/controls/renderers/color/color-renderer.h>
+#include <dali-toolkit/internal/visuals/color/color-visual.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
namespace Dali
{
DALI_TYPE_REGISTRATION_END()
-const char * const COLOR_RENDERER_COLOR_NAME("blendColor");
-
} // unnamed namespace
namespace Internal
: mControlImpl( controlImpl ),
mStyleName(""),
mBackgroundRenderer(),
+ mBackgroundColor(Color::TRANSPARENT),
mStartingPinchScale( NULL ),
mKeyEventSignal(),
mPinchGestureDetector(),
Control& mControlImpl;
std::string mStyleName;
- Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background
+ Toolkit::Visual::Base mBackgroundRenderer; ///< The control renderer to render the background
+ Vector4 mBackgroundColor; ///< The color of the background renderer
Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this
Toolkit::Control::KeyEventSignalType mKeyEventSignal;
Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
void Control::SetBackgroundColor( const Vector4& color )
{
Actor self( Self() );
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
- factory.ResetRenderer( mImpl->mBackgroundRenderer, self, color );
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ mImpl->mBackgroundColor = color;
+ Property::Map map;
+ map[ RENDERER_TYPE ] = COLOR_RENDERER;
+ map[ "mixColor" ] = color;
+ InitializeVisual( self, mImpl->mBackgroundRenderer, map );
+ if( mImpl->mBackgroundRenderer )
+ {
+ mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ }
}
Vector4 Control::GetBackgroundColor() const
{
- if( mImpl->mBackgroundRenderer && ( &typeid( GetImplementation(mImpl->mBackgroundRenderer) ) == &typeid( ColorRenderer ) ) )
- {
- Property::Map map;
- mImpl->mBackgroundRenderer.CreatePropertyMap( map );
- const Property::Value* colorValue = map.Find( COLOR_RENDERER_COLOR_NAME );
- Vector4 color;
- if( colorValue && colorValue->Get(color))
- {
- return color;
- }
- }
-
- return Color::TRANSPARENT;
+ return mImpl->mBackgroundColor;
}
-void Control::SetBackground(const Property::Map& map)
+void Control::SetBackground( const Property::Map& map )
{
Actor self( Self() );
- mImpl->mBackgroundRenderer.RemoveAndReset( self );
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
- mImpl->mBackgroundRenderer = factory.GetControlRenderer( map );
- if( mImpl->mBackgroundRenderer && self.OnStage() ) // Request control renderer with a property map might return an empty handle
+ InitializeVisual( self, mImpl->mBackgroundRenderer, map );
+ if( mImpl->mBackgroundRenderer )
{
mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
- mImpl->mBackgroundRenderer.SetOnStage( self );
}
}
void Control::SetBackgroundImage( Image image )
{
Actor self( Self() );
- Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
- factory.ResetRenderer( mImpl->mBackgroundRenderer, self, image );
- mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ InitializeVisual( self, mImpl->mBackgroundRenderer, image );
+ if( mImpl->mBackgroundRenderer )
+ {
+ mImpl->mBackgroundRenderer.SetDepthIndex( DepthIndex::BACKGROUND );
+ }
}
void Control::ClearBackground()