Add Control::GetBackgroudColor() implementation
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / public-api / controls / control-impl.cpp
index 5d9880b..b41b630 100644 (file)
 #include <cstring> // for strcmp
 #include <limits>
 #include <stack>
-#include <dali/public-api/actors/image-actor.h>
-#include <dali/public-api/actors/renderer.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/geometry/geometry.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/shader-effects/shader.h>
-#include <dali/public-api/shader-effects/material.h>
-#include <dali/public-api/size-negotiation/relayout-container.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/controls/renderer-factory/renderer-factory.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/internal/styling/style-manager-impl.h>
+#include <dali-toolkit/internal/controls/renderers/color/color-renderer.h>
 
 namespace Dali
 {
@@ -67,12 +65,12 @@ 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_CONTROL_ACTIVATED = "control-activated";
+const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated";
 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 ) ) )
+  if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) )
   {
     Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) );
     if( control )
@@ -94,13 +92,13 @@ 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 );
@@ -161,169 +159,12 @@ SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnect
 SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal );
 SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal );
 
-TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction );
+TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction );
 
 DALI_TYPE_REGISTRATION_END()
 
-/**
- * Structure which holds information about the background of a control
- */
-struct Background
-{
-  Actor actor;   ///< Background actor
-  Vector4 color; ///< The color of the actor.
-
-  /**
-   * Constructor
-   */
-  Background()
-  : actor(),
-    color( Color::WHITE )
-  {
-  }
-};
-
-unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 };
-
-Vector2 gQuad[] = {
-                   Vector2( -0.5f, -0.5f ),
-                   Vector2(  0.5f, -0.5f ),
-                   Vector2( -0.5f,  0.5f ),
-                   Vector2(  0.5f,  0.5f )
-};
-
-struct VertexWithTexture
-{
-  Vector2 position;
-  Vector2 texCoord;
-};
-
-VertexWithTexture gQuadWithTexture[] = {
-                                        { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) },
-                                        { Vector2(  0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) },
-                                        { Vector2( -0.5f,  0.5f ), Vector2( 0.0f, 1.0f ) },
-                                        { Vector2(  0.5f,  0.5f ), Vector2( 1.0f, 1.0f ) }
-};
-
-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
-);
-
-const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
-    attribute mediump vec2 aPosition;\n
-    attribute mediump vec2 aTexCoord;\n
-    uniform mediump mat4 uMvpMatrix;\n
-    varying mediump vec2 vTexCoord;\n
-    void main()\n
-    {\n
-      gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n
-      vTexCoord = aTexCoord;\n
-    }\n
-);
-
-const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
-    uniform lowp vec4 uBackgroundColor;\n
-    uniform lowp vec4 uColor;\n
-    uniform sampler2D sTexture;\n
-    varying mediump vec2 vTexCoord;\n
-
-    void main()\n
-    {\n
-      gl_FragColor = texture2D( sTexture, vTexCoord ) * 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() )
-{
-  PropertyBuffer vertexBuffer;
-  Shader shader;
-  Material material;
-  if( image )
-  {
-    Property::Map vertexFormat;
-    vertexFormat["aPosition"] = Property::VECTOR2;
-    vertexFormat["aTexCoord"] = Property::VECTOR2;
-
-    //Create a vertex buffer for vertex positions and texture coordinates
-    vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
-    vertexBuffer.SetData( gQuadWithTexture );
-
-    shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
-    Sampler textureSampler = Sampler::New( image, "sTexture" );
-    material = Material::New( shader );
-    material.AddSampler(textureSampler);
-  }
-  else
-  {
-    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;
-}
+const char * const BACKGROUND_COLOR_NAME("color");
+const char * const COLOR_RENDERER_COLOR_NAME("blendColor");
 
 } // unnamed namespace
 
@@ -338,7 +179,7 @@ public:
   Impl(Control& controlImpl)
 : mControlImpl( controlImpl ),
   mStyleName(""),
-  mBackground( NULL ),
+  mBackgroundRenderer(),
   mStartingPinchScale( NULL ),
   mKeyEventSignal(),
   mPinchGestureDetector(),
@@ -355,7 +196,6 @@ public:
   ~Impl()
   {
     // All gesture detectors will be destroyed so no need to disconnect.
-    delete mBackground;
     delete mStartingPinchScale;
   }
 
@@ -381,21 +221,6 @@ 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
 
   /**
@@ -419,30 +244,23 @@ public:
           controlImpl.SetStyleName( value.Get< std::string >() );
           break;
         }
-
-        case Toolkit::Control::Property::BACKGROUND_COLOR:
-        {
-          controlImpl.SetBackgroundColor( value.Get< Vector4 >() );
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_IMAGE:
+        case Toolkit::Control::Property::BACKGROUND:
         {
-          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 );
+            break;
           }
-          else if ( value.Get< Property::Map >().Empty() )
+          const Property::Map* map = value.GetMap();
+          if( map )
           {
-            // An empty map means the background is no longer required
-            controlImpl.ClearBackground();
+            controlImpl.SetBackground( *map );
+            break;
           }
+
+          // The background is neither a valid image nor a property map, so it is no longer required
+          controlImpl.ClearBackground();
           break;
         }
 
@@ -486,26 +304,12 @@ public:
           break;
         }
 
-        case Toolkit::Control::Property::BACKGROUND_COLOR:
-        {
-          value = controlImpl.GetBackgroundColor();
-          break;
-        }
-
-        case Toolkit::Control::Property::BACKGROUND_IMAGE:
+        case Toolkit::Control::Property::BACKGROUND:
         {
           Property::Map map;
-
-          Background* back = controlImpl.mImpl->mBackground;
-          if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0)
+          if( controlImpl.mImpl->mBackgroundRenderer )
           {
-            Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage();
-            if ( image )
-            {
-              Property::Map imageMap;
-              Scripting::CreatePropertyMap( image, imageMap );
-              map[ "image" ] = imageMap;
-            }
+            (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map );
           }
 
           value = map;
@@ -527,7 +331,7 @@ public:
 
   Control& mControlImpl;
   std::string mStyleName;
-  Background* mBackground;           ///< Only create the background if we use it
+  Toolkit::ControlRenderer mBackgroundRenderer;   ///< The control renderer to render the background
   Vector3* mStartingPinchScale;      ///< The scale when a pinch gesture starts, TODO: consider removing this
   Toolkit::Control::KeyEventSignalType mKeyEventSignal;
   Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal;
@@ -548,14 +352,12 @@ public:
   static PropertyRegistration PROPERTY_1;
   static PropertyRegistration PROPERTY_2;
   static PropertyRegistration PROPERTY_3;
-  static PropertyRegistration PROPERTY_4;
 };
 
 // Properties registered without macro to use specific member variables.
-PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name",       Toolkit::Control::Property::STYLE_NAME,       Property::STRING,  &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP,     &Control::Impl::SetProperty, &Control::Impl::GetProperty );
-PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus",  Toolkit::Control::Property::KEY_INPUT_FOCUS,  Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName",       Toolkit::Control::Property::STYLE_NAME,      Property::STRING,  &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background",      Toolkit::Control::Property::BACKGROUND,      Property::MAP,     &Control::Impl::SetProperty, &Control::Impl::GetProperty );
+PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "keyInputFocus",   Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty );
 
 Toolkit::Control Control::New()
 {
@@ -583,9 +385,12 @@ void Control::SetStyleName( const std::string& styleName )
   {
     mImpl->mStyleName = styleName;
 
-    // Apply new style
+    // Apply new style, if stylemanager is available
     Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
-    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+    if( styleManager )
+    {
+      GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+    }
   }
 }
 
@@ -596,78 +401,62 @@ const std::string& Control::GetStyleName() const
 
 void Control::SetBackgroundColor( const Vector4& color )
 {
-  Background& background( mImpl->GetBackground() );
-
-  if ( background.actor )
-  {
-    Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader();
-    shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color );
-  }
-  else
-  {
-    // Create Mesh Actor
-    Actor actor = CreateBackground(Self(), color );
-    background.actor = actor;
-    mImpl->mAddRemoveBackgroundChild = true;
-    // use insert to guarantee its the first child (so that OVERLAY mode works)
-    Self().Insert( 0, actor );
-    mImpl->mAddRemoveBackgroundChild = false;
-  }
-
-  background.color = color;
+  Actor self( Self() );
+  Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+  factory.ResetRenderer( mImpl->mBackgroundRenderer, self, color );
+  mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
 }
 
 Vector4 Control::GetBackgroundColor() const
 {
-  if ( mImpl->mBackground )
+  if( mImpl->mBackgroundRenderer && ( &typeid( GetImplementation(mImpl->mBackgroundRenderer) ) == &typeid( ColorRenderer ) ) )
   {
-    return mImpl->mBackground->color;
+     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;
 }
 
-void Control::SetBackgroundImage( Image image )
+void Control::SetBackground(const Property::Map& map)
 {
-  Background& background( mImpl->GetBackground() );
-  if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0)
+  const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME );
+  Vector4 color;
+  if( colorValue && colorValue->Get(color))
   {
-    // Remove current actor as it has not texture coordinates
-    if( background.actor )
-    {
-      mImpl->mAddRemoveBackgroundChild = true;
-      Self().Remove( background.actor );
-      mImpl->mAddRemoveBackgroundChild = false;
-      background.actor.Reset();
-    }
-
-    //Create a new actor with texture coordinates
-    Actor actor = CreateBackground(Self(), background.color, image);
-    mImpl->mAddRemoveBackgroundChild = true;
-    // use insert to guarantee its the first child (so that OVERLAY mode works)
-    Self().Insert( 0, actor );
-    mImpl->mAddRemoveBackgroundChild = false;
-    background.actor = actor;
+    SetBackgroundColor( color );
+    return;
   }
-  else
+
+  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
   {
-    //Change sampler image
-    Sampler sampler =  background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0);
-    sampler.SetImage(image);
+    mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+    mImpl->mBackgroundRenderer.SetOnStage( self );
   }
 }
 
-void Control::ClearBackground()
+void Control::SetBackgroundImage( Image image )
 {
-  if ( mImpl->mBackground )
-  {
-    Background& background( mImpl->GetBackground() );
-    mImpl->mAddRemoveBackgroundChild = true;
-    Self().Remove( background.actor );
-    mImpl->mAddRemoveBackgroundChild = false;
+  Actor self( Self() );
+  Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
+  factory.ResetRenderer( mImpl->mBackgroundRenderer, self, image );
+  mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+}
 
-    delete mImpl->mBackground;
-    mImpl->mBackground = NULL;
-  }
+void Control::ClearBackground()
+{
+  Actor self( Self() );
+  mImpl->mBackgroundRenderer.RemoveAndReset( self );
 }
 
 void Control::EnableGestureDetection(Gesture::Type type)
@@ -803,11 +592,22 @@ void Control::AccessibilityActivate()
   OnAccessibilityActivated();
 }
 
+void Control::KeyboardEnter()
+{
+  // Inform deriving classes
+  OnKeyboardEnter();
+}
+
 bool Control::OnAccessibilityActivated()
 {
   return false; // Accessibility activation is not handled by default
 }
 
+bool Control::OnKeyboardEnter()
+{
+  return false; // Keyboard enter is not handled by default
+}
+
 bool Control::OnAccessibilityPan(PanGesture gesture)
 {
   return false; // Accessibility pan gesture is not handled by default
@@ -823,6 +623,11 @@ bool Control::OnAccessibilityValueChange(bool isIncrease)
   return false; // Accessibility value change action is not handled by default
 }
 
+bool Control::OnAccessibilityZoom()
+{
+  return false; // Accessibility zoom action is not handled by default
+}
+
 Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
 {
   return Actor();
@@ -878,24 +683,27 @@ 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();
+    // if stylemanager is available
+    if( styleManager )
+    {
+      // Register for style changes
+      styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
 
-    // Register for style changes
-    styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange );
-
-    // SetTheme
-    GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+      // Apply the current style
+      GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) );
+    }
   }
 
   if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT )
   {
     SetKeyboardNavigationSupport( true );
   }
-
-  // Calling deriving classes
-  OnInitialize();
 }
 
 void Control::OnInitialize()
@@ -913,7 +721,7 @@ void Control::OnControlChildRemove( Actor& child )
 void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change )
 {
   // By default the control is only interested in theme (not font) changes
-  if( change == StyleChange::THEME_CHANGE )
+  if( styleManager && change == StyleChange::THEME_CHANGE )
   {
     GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
   }
@@ -969,30 +777,22 @@ void Control::EmitKeyInputFocusSignal( bool focusGained )
   }
 }
 
-void Control::OnStageConnection( unsigned int depth )
+void Control::OnStageConnection( int depth )
 {
-  unsigned int controlRendererCount = Self().GetRendererCount();
-  for( unsigned int i(0); i<controlRendererCount; ++i )
-  {
-    Renderer controlRenderer = Self().GetRendererAt(i);
-    if( controlRenderer )
-    {
-      controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth );
-    }
-  }
-
-  if( mImpl->mBackground )
+  if( mImpl->mBackgroundRenderer)
   {
-    Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 );
-    if(backgroundRenderer)
-    {
-      backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth );
-    }
+    Actor self( Self() );
+    mImpl->mBackgroundRenderer.SetOnStage( self );
   }
 }
 
 void Control::OnStageDisconnection()
 {
+  if( mImpl->mBackgroundRenderer )
+  {
+    Actor self( Self() );
+    mImpl->mBackgroundRenderer.SetOffStage( self );
+  }
 }
 
 void Control::OnKeyInputFocusGained()
@@ -1073,23 +873,13 @@ 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 )
+  if( mImpl->mBackgroundRenderer )
   {
-    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();
-      }
-    }
+    Vector2 naturalSize;
+    mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize);
+    return Vector3(naturalSize);
   }
-
-  return naturalSize;
+  return Vector3::ZERO;
 }
 
 float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
@@ -1099,27 +889,11 @@ 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 );
 }