X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbuttons%2Fbutton-impl.h;h=e0b7d5043ed3dda7db70ac4fa2ce792e526c30d2;hp=f0884e193e07dcf8ebc9dc0aec40828209ff59af;hb=0e462103c222ad05916840bc7d7c902cf5fc82a1;hpb=dc3613bb6248908c267a76e378b04962bce85664 diff --git a/dali-toolkit/internal/controls/buttons/button-impl.h b/dali-toolkit/internal/controls/buttons/button-impl.h index f0884e1..e0b7d50 100644 --- a/dali-toolkit/internal/controls/buttons/button-impl.h +++ b/dali-toolkit/internal/controls/buttons/button-impl.h @@ -1,5 +1,5 @@ -#ifndef __DALI_TOOLKIT_INTERNAL_BUTTON_H__ -#define __DALI_TOOLKIT_INTERNAL_BUTTON_H__ +#ifndef DALI_TOOLKIT_INTERNAL_BUTTON_H +#define DALI_TOOLKIT_INTERNAL_BUTTON_H /* * Copyright (c) 2014 Samsung Electronics Co., Ltd. @@ -20,11 +20,12 @@ // EXTERNAL INCLUDES #include +#include // INTERNAL INCLUDES -#include +#include +#include #include -#include "button-painter-impl.h" namespace Dali { @@ -38,334 +39,335 @@ namespace Internal { /** + * @copydoc Toolkit::Button + * * Button is the base class implementation for all buttons. + * + * @note + * + * All Foreground/Icon visuals expected to be the same size. + * Background visuals will take the size of the control. + * Padding and struts take size precedence over visuals when available space is limited. + * Icon/Foreground visuals take size precedence over Labels when available space is limited. */ class Button : public Control { -public: - // Properties - enum - { - BUTTON_PROPERTY_START_INDEX = Control::CONTROL_PROPERTY_END_INDEX + 1, - BUTTON_PROPERTY_END_INDEX = BUTTON_PROPERTY_START_INDEX + 1000 ///< Reserving 1000 property indices - }; - -protected: - - /** - * Construct a new Button. - */ - Button(); +public: /** - * A reference counted object may only be deleted by calling Unreference() + * Enum describing the position the text label can be in relation to the control (and foreground/icon) */ - virtual ~Button(); + enum Align + { + BEGIN, // At the start of the control before the foreground/icon + END, // At the end of the control after the foreground/icon + TOP, // At the top of the control above the foreground/icon + BOTTOM // At the bottom of the control below the foreground/icon + }; public: /** - * @copydoc Dali::Toolkit::Button::SetDisabled( bool disabled ) + * @copydoc Dali::Toolkit::Button::SetDisabled */ void SetDisabled( bool disabled ); /** - * @copydoc Dali::Toolkit::Button::IsDisabled() const + * @copydoc Dali::Toolkit::Button::IsDisabled */ bool IsDisabled() const; /** - * @copydoc Dali::Toolkit::Button::SetAutoRepeating( bool autoRepeating ) + * @copydoc Dali::Toolkit::Button::SetAutoRepeating */ void SetAutoRepeating( bool autoRepeating ); /** - * @copydoc Dali::Toolkit::Button::IsAutoRepeating() const + * @copydoc Dali::Toolkit::Button::IsAutoRepeating */ bool IsAutoRepeating() const; /** - * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay ) + * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay */ void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay ); /** - * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay() const + * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay */ float GetInitialAutoRepeatingDelay() const; /** - * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay ) + * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay */ void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay ); /** - * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay() const + * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay */ float GetNextAutoRepeatingDelay() const; /** - * @copydoc Dali::Toolkit::Button::SetTogglableButton( bool togglable ) + * @copydoc Dali::Toolkit::Button::SetTogglableButton */ void SetTogglableButton( bool togglable ); /** - * @copydoc Dali::Toolkit::Button::IsTogglableButton() const + * @copydoc Dali::Toolkit::Button::IsTogglableButton */ bool IsTogglableButton() const; /** - * @copydoc Dali::Toolkit::Button::SetSelected( bool selected ) + * @copydoc Dali::Toolkit::Button::SetSelected */ - virtual void SetSelected( bool selected ); + void SetSelected( bool selected ); /** - * @copydoc Dali::Toolkit::Button::IsSelected() const + * @copydoc Dali::Toolkit::Button::IsSelected */ bool IsSelected() const; /** - * @copydoc Dali::Toolkit::Button::SetAnimationTime() + * @copydoc Dali::Toolkit::Button::SetAnimationTime */ void SetAnimationTime( float animationTime ); /** - * @copydoc Dali::Toolkit::Button::GetAnimationTime() + * @copydoc Dali::Toolkit::Button::GetAnimationTime */ float GetAnimationTime() const; /** - * @copydoc Dali::Toolkit::Button::SetLabel( const std::string& label ) + * @copydoc Dali::Toolkit::Button::SetLabelText */ - void SetLabel( const std::string& label ); + void SetLabelText( const std::string& label ); /** - * @copydoc Dali::Toolkit::Button::SetLabel( Actor label ) + * @copydoc Dali::Toolkit::Button::GetLabelText */ - virtual void SetLabel( Actor label ); // TODO: After refactoring painter, virtual will be removed + std::string GetLabelText() const; /** - * @copydoc Dali::Toolkit::Button::GetLabel() + * @brief Produces a Property::Map of Text properties to create a Text Visual, merging existing properties with supplied map + * If the label does not exist yet, it is created. + * The derived buttons are notified if any properties are changed. + * @param[in] properties A Property::Map of key-value pairs of properties to set. + * @param[out] properties A Property::Map of text visual properties to set after merging inMap with existing maps */ - Actor GetLabel() const; + void MergeWithExistingLabelProperties( const Property::Map& inMap, Property::Map& outMap ); /** - * Used by the painter only. - * @return A reference to the label actor. - */ - Actor& GetLabel(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetButtonImage( const Image image ) - */ - void SetButtonImage( Image image ); - - /** - * @copydoc Dali::Toolkit::PushButton::SetButtonImage( Actor image ) - */ - void SetButtonImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetButtonImage() + * 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 */ - Actor GetButtonImage() const; + static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ); - /** - * Used by the painter only. - * @return A reference to the button image. - */ - Actor& GetButtonImage(); +public: // Deprecated API /** - * @copydoc Dali::Toolkit::PushButton::SetSelectedImage( const Image image ) + * @copydoc Dali::Toolkit::Button::SetLabel( Actor label ) */ - void SetSelectedImage( Image image ); + void SetLabel( Actor label ); /** - * @copydoc Dali::Toolkit::PushButton::SetSelectedImage( Actor image ) + * @deprecated Sets the unselected image with an url. + * @param[in] image The Actor to use. */ - void SetSelectedImage( Actor image ); + void SetUnselectedImage( const std::string& filename ); /** - * @copydoc Dali::Toolkit::PushButton::GetSelectedImage() + * @deprecated Sets the selected image with an url. + * @param[in] filename The url of the image to use to use. */ - Actor GetSelectedImage() const; + void SetSelectedImage( const std::string& filename ); /** - * Used by the painter only. - * @return A reference to the selected image. + * @deprecated Sets the selected background image with an url. + * @param[in] filename The url of the image to use to use. */ - Actor& GetSelectedImage(); + void SetSelectedBackgroundImage( const std::string& filename ); /** - * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage( const Image image ) + * @deprecated Sets the background image with an url. + * @param[in] filename The url of the image to use to use. */ - void SetBackgroundImage( Image image ); + void SetBackgroundImage( const std::string& filename ); /** - * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage( Actor image ) + * @deprecated Sets the disabled unselected background image with an url. + * @param[in] filename The url of the image to use to use. */ - void SetBackgroundImage( Actor image ); + void SetDisabledBackgroundImage( const std::string& filename ); /** - * @copydoc Dali::Toolkit::PushButton::GetBackgroundImage() + * @deprecated Sets the disabled unselected image with an url. + * @param[in] filename The url of the image to use to use. */ - Actor GetBackgroundImage() const; + void SetDisabledImage( const std::string& filename ); /** - * Used by the painter only. - * @return A reference to the background image. + * @deprecated Sets the disabled selected image with an url. + * @param[in] filename The url of the image to use to use. */ - Actor& GetBackgroundImage(); + void SetDisabledSelectedImage( const std::string& filename ); /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledImage( Image image ) + * @deprecated Sets the unselected image with an Actor. + * @param[in] image The Image to use. */ - void SetDisabledImage( Image image ); + void SetButtonImage( Image image ); /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledImage( Actor image ) + * @deprecated Sets the selected image with an Actor. + * @param[in] image The Image to use. */ - void SetDisabledImage( Actor image ); + void SetSelectedImage( Image image ); /** - * @copydoc Dali::Toolkit::PushButton::GetDisabledImage() + * @Gets url of a image visual, used by GetProperty but for deprecated Properties + * @param[in] index Visual index of url required + * @return filename for the corresponding visual */ - Actor GetDisabledImage() const; + std::string GetUrlForImageVisual( const Property::Index index ) const; /** - * Used by the painter only. - * @return A reference to the disabled button image. + * @copydoc Dali::Toolkit::Button::GetButtonImage */ - Actor& GetDisabledImage(); + Actor GetButtonImage() const; /** - * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage( Image image ) + * @copydoc Dali::Toolkit::Button::GetSelectedImage */ - void SetDisabledSelectedImage( Image image ); + Actor GetSelectedImage() const; - /** - * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage( Actor image ) - */ - void SetDisabledSelectedImage( Actor image ); +public: /** - * @copydoc Dali::Toolkit::CheckBoxButton::GetDisabledSelectedImage() + * Button's state */ - Actor GetDisabledSelectedImage() const; + enum State + { + UNSELECTED_STATE, ///< The button is unselected. + SELECTED_STATE, ///< The button is selected. + DISABLED_UNSELECTED_STATE, ///< The button is disabled and unselected. + DISABLED_SELECTED_STATE, ///< The button is disabled and selected. + STATE_COUNT, ///< Number of States + }; /** - * Used by the painter only. - * @return A reference to the disabled selected image. + * Enum to distinguish the different style-able components of the button */ - Actor& GetDisabledSelectedImage(); + enum Visuals + { + UNSELECTED_FOREGROUND = 0, + SELECTED_FOREGROUND, + DISABLED_SELECTED_FOREGROUND, + DISABLED_UNSELECTED_FOREGROUND, + UNSELECTED_BACKGROUND, + SELECTED_BACKGROUND, + DISABLED_UNSELECTED_BACKGROUND, + DISABLED_SELECTED_BACKGROUND, + VISUALS_COUNT + }; /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledBackgroundImage( Image image ) + * Enum to list types of visual a state can have. */ - void SetDisabledBackgroundImage( Image image ); + enum VisualState + { + BACKGROUND = 0, + FOREGROUND, + VISUAL_STATE_COUNT + }; - /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledBackgroundImage( Actor image ) - */ - void SetDisabledBackgroundImage( Actor image ); +protected: /** - * @copydoc Dali::Toolkit::PushButton::GetDisabledBackgroundImage() + * Button press state which is not the same as the actual button's state. + * For example An UNSELECTED button can be DEPRESSED, but until released, the actual button state doesn't change to SELECTED */ - Actor GetDisabledBackgroundImage() const; + enum PressState + { + DEPRESSED, ///< The button is up. + UNPRESSED, ///< The button is down. + TOGGLE_DEPRESSED, ///< The button has been pressed down and will stay depressed when released. + }; /** - * Used by the painter only. - * @return A reference to the disabled background image. + * Construct a new Button. */ - Actor& GetDisabledBackgroundImage(); + Button(); /** - * Used by the painter only. - * @return A reference to the button image that is fading out. + * A reference counted object may only be deleted by calling Unreference() */ - Actor& GetFadeOutButtonImage(); - + virtual ~Button(); /** - * Used by the painter only. - * @return A reference to the selected image that is fading out. + * @return A reference to the label actor. */ - Actor& GetFadeOutSelectedImage(); + Actor& GetLabelActor(); /** - * Used by the painter only. - * @return A reference to the background image that is fading out. + * @return A reference to the unselected button image. */ - Actor& GetFadeOutBackgroundImage(); + Actor GetUnselectedImage(); /** - * 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 + * @return A reference to the selected image. */ - static bool DoAction( BaseObject* object, const std::string& actionName, const PropertyValueContainer& attributes ); + Actor GetSelectedImage(); private: + /** * Perform the click action to click the button. * @param[in] attributes The attributes to perfrom this action. + * @return true if this control can perform action. */ - void DoClickAction( const PropertyValueContainer& attributes ); + bool DoClickAction( const Property::Map& attributes ); /** - * This method is called after the button initialization. + * This method is called when the button is a Toggle button and released * Could be reimplemented in subclasses to provide specific behaviour. + * @return bool returns true if state changed. */ - virtual void OnButtonInitialize() { } + virtual bool OnToggleReleased(); /** - * This method is called from the OnTouchEvent method when the button is down. + * This method is called when touch leaves the boundary of the button or several touch points are received. * Could be reimplemented in subclasses to provide specific behaviour. */ - virtual void OnButtonDown(); - - /** - * This method is called from the OnTouchEvent method when the button is up. - * Could be reimplemented in subclasses to provide specific behaviour. - */ - virtual void OnButtonUp(); + virtual void OnTouchPointLeave(); /** - * This method is called from the OnTouchEvent method when the touch point leaves the boundary of the button or - * more than one touch points are received. + * This method is called when the touch is interrupted. * Could be reimplemented in subclasses to provide specific behaviour. */ - virtual void OnTouchPointLeave(); + virtual void OnTouchPointInterrupted(); /** - * This method is called from the OnTouchEvent method when the touch point is interrupted. - * Could be reimplemented in subclasses to provide specific behaviour. + * This method is called when the \e selected property is changed. */ - virtual void OnTouchPointInterrupted(); + virtual void OnStateChange( State newState ){} /** - * This method is called when the animation time is set. - * Needs to be reimplemented in subclasses to set the animation time in different buttons. - * @param animationTime The animation time in seconds. + * This method is called when the \e disabled property is changed. */ - virtual void OnAnimationTimeSet( float animationTime ); + virtual void OnDisabled() {} /** - * This method is called when the animation time is requested. - * Needs to be reimplemented in subclases to return the animation time. - * @return The animation time in seconds. + * This method is called when the button is pressed. */ - virtual float OnAnimationTimeRequested() const; + virtual void OnPressed() {} /** - * This method is called when the button is removed from the stage. - * Could be reimplemented in subclasses to provide specific behaviour. + * This method is called when the button is released. */ - virtual void OnButtonStageDisconnection(); + virtual void OnReleased() {} public: @@ -418,39 +420,61 @@ public: */ static Property::Value GetProperty( BaseObject* object, Property::Index propertyIndex ); -protected: // From CustomActorImpl +protected: // From Control + + /** + * @copydoc Toolkit::Control::OnInitialize() + * @note If overridden by deriving button classes, then an up-call to Button::OnInitialize MUST be made at the start. + */ + virtual void OnInitialize(); + + /** + * @copydoc Toolkit::Control::OnAccessibilityActivated() + */ + virtual bool OnAccessibilityActivated(); /** - * @copydoc Dali::CustomActorImpl::OnTouchEvent( const TouchEvent& event ) + * @copydoc Toolkit::Control::OnKeyboardEnter() */ - virtual bool OnTouchEvent( const TouchEvent& event ); + virtual bool OnKeyboardEnter(); -private: // From Control + /** + * @copydoc Toolkit::Control::OnStageDisconnection() + * @note If overridden by deriving button classes, then an up-call to Button::OnStageDisconnection MUST be made at the end. + */ + virtual void OnStageDisconnection(); /** - * @copydoc Toolkit::Control::OnInitialize() + * @copydoc Toolkit::Control::OnStageConnnection() */ - virtual void OnInitialize(); + virtual void OnStageConnection( int depth ); /** - * @copydoc Toolkit::Control::OnActivated() + * @copydoc Toolkit::Control::GetNaturalSize */ - virtual void OnActivated(); + virtual Vector3 GetNaturalSize(); /** - * @copydoc Toolkit::Control::OnControlSizeSet( const Vector3& targetSize ) + * @copydoc Toolkit::Control::OnSetResizePolicy */ - virtual void OnControlSizeSet( const Vector3& targetSize ); + virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ); /** - * Callback received when the button is disconnected from the stage. - * It resets the button status. + * @copydoc Toolkit::Control::OnRelayout */ - void OnControlStageDisconnection(); + virtual void OnRelayout( const Vector2& size, RelayoutContainer& container ); private: /** + * @brief Handler for touch data + * @param[in] actor The touched actor. + * @param[in] touch The touch info. + * @return true, if consumed, false otherwise. + */ + bool OnTouch( Actor actor, const TouchData& touch ); + + /** * Handler for tap events. * We do not actually do anything when we receive a tap as the button handles tap event through * the touch event system itself as it requires more than just tap handling (e.g. leave events). @@ -467,28 +491,153 @@ private: void SetUpTimer( float delay ); /** + * Button has been pressed + */ + void Pressed(); + + /** + * This method is called the button is down. + */ + void ButtonDown(); + + /** + * This method is called when the button is up. + */ + void ButtonUp(); + + /** * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer. */ bool AutoRepeatingSlot(); + /** + * Check the requested state is an allowed transition. + * Some states can not be transitioned to from certain states. + * @param[in] requestedState check if can transition to this state + * @return bool true if state change valid + */ + bool ValidateState( State requestedState ); + + /** + * Perform the given function on the visuals in the given state. Can be used to add and remove visuals. + * @param[in] functionPtr pointer to the function to perform an action on a visual + * @param[in] state Visuals in this state will be the target + */ + void PerformFunctionOnVisualsInState( void(Button::*functionPtr)( Property::Index visualIndex), State state ); + + /** + * Changes the button state when an action occurs on it + * @param[in] requestedState the state to change to + */ + void ChangeState( State requestedState ); + + /** + * @brief Get unselected button color + * @return color as vector4 + */ + const Vector4 GetUnselectedColor() const; + + /** + * @brief Get selected button color + * @return color as vector4 + */ + const Vector4 GetSelectedColor() const; + + /** + * Sets the color of button in selected or unselected state, if image also supplied this color will be appplied to it. + * If no visual exists, it is created. + * @param[in] color The color to use. + * @param[in] visualIndex The Visual to apply the color + */ + void SetColor( const Vector4& color, Property::Index visualIndex ); + + /** + * This method is called when the button is released. + */ + void Released(); + protected: - enum ButtonState - { - ButtonUp, ///< The button is up. - ButtonDown, ///< The button is down. - }; + /** + * Set Text Label Padding + * @param[in] padding BEGIN END BOTTOM TOP + */ + void SetLabelPadding( const Padding& padding ); + + /** + * Get Text Label padding + * @return Padding + */ + Padding GetLabelPadding(); + + /** + * Set Foreground/icon Padding + * @param[in] padding BEGIN END BOTTOM TOP + */ + void SetForegroundPadding( const Padding& padding); + + /** + * Get Foreground padding + * @ return Padding + */ + Padding GetForegroundPadding(); - void SetPainter(ButtonPainterPtr painter); + /** + * @brief Setup the button components for example foregrounds and background + * @param[in] index the index of the visual to set + * @param[in] value the value to set on the component + * @param[in] visualDepth the depth of the visual if overlapping another + */ + void CreateVisualsForComponent( Property::Index index ,const Property::Value& value, const float visualDepth ); - ButtonState GetState(); + /** + * @brief Get the Property map for the given Visual + * @param[in] visualIndex visual index of the required visual + * @param[out] retreivedMap the property map used to construct the required visual + * @return bool success flag, true if visual found + */ + bool GetPropertyMapForVisual( Property::Index visualIndex, Property::Map& retreivedMap ) const; + /** + * Returns the animation to be used for transition, creating the animation if needed. + * @return The initialised transition animation. + */ + Dali::Animation GetTransitionAnimation(); + + /** + * @brief Set the position of the label relative to foreground/icon, if both present + * @param[in] labelAlignment given alignment setting + */ + void SetLabelAlignment( Align labelAlignment); + + /** + * @brief Get set alignment of label in relation to foreground/icon + * @return Set alignment value + */ + Align GetLabelAlignment(); + + /** + * Removes the visual from the button (un-staged) + * If the derived button does not want the visual removed then use this virtual function to + * define the required behaviour. + * Can decide to only remove specified visuals via index + */ + virtual void OnButtonVisualRemoval( Property::Index visualIndex ); - Actor mLabel; //TODO: After refactoring painter, this will be private - bool mTogglableButton; //TODO: After refactoring painter, this will be private - bool mSelected; //TODO: After refactoring painter, this will be private private: + /** + * Removes the visual from the button and prepares it to be transitioned out + * @param[in] visualIndex the visual to remove + */ + void RemoveVisual( Property::Index visualIndex ); + + /** + * Adds the required visual to the button. + * @param[in] visualIndex The Property index of the visual required + */ + void SelectRequiredVisual( Property::Index visualIndex ); + // Undefined Button( const Button& ); @@ -497,47 +646,44 @@ private: private: - ButtonPainterPtr mPainter; ///< Pointer to a ButtonPainter base class. - // Signals Toolkit::Button::ButtonSignalType mPressedSignal; ///< Signal emitted when the button is pressed. - Toolkit::Button::ButtonSignalType mReleasedSignal; ///< Signal emitted when the button is released. + Toolkit::Button::ButtonSignalType mReleasedSignal; ///< Signal emitted when the button is released. Toolkit::Button::ButtonSignalType mClickedSignal; ///< Signal emitted when the button is clicked. - Toolkit::Button::ButtonSignalType mStateChangedSignal; ///< Signal emitted when the button's state is changed. - - Timer mAutoRepeatingTimer; ///< Timer used to implement the autorepeating property. + Toolkit::Button::ButtonSignalType mStateChangedSignal; ///< Signal emitted when the button's state is changed. -// Actor mLabel; ///< Stores the button label. + Timer mAutoRepeatingTimer; - Actor mButtonImage; ///< Stores the unselected image. - Actor mSelectedImage; ///< Stores the selected image. - Actor mBackgroundImage; ///< Stores the background image. - Actor mDisabledImage; ///< Stores the disabled image. - Actor mDisabledSelectedImage; ///< Stores the disabled selected image. - Actor mDisabledBackgroundImage; ///< Stores the disabled background image. + Actor mLabel; ///< Stores the button text label. + Padding mLabelPadding; ///< The padding around the label (if present). + Padding mForegroundPadding; ///< The padding around the foreground/icon visual (if present). - Actor mFadeOutButtonImage; ///< Stores a foreground image, which is in a fade out animation, to be removed when the animation finishes. - Actor mFadeOutSelectedImage; ///< Stores a foreground image, which is in a fade out animation, to be removed when the animation finishes. - Actor mFadeOutBackgroundImage; ///< Stores a background image, which is in a fade out animation, to be removed when the animation finishes. + Align mTextLabelAlignment; ///< Position of text label in relation to foreground/icon when both are present. TapGestureDetector mTapDetector; - bool mDisabled; ///< Stores the disabled property. - bool mAutoRepeating; ///< Stores the autorepeating property. -// bool mTogglableButton; ///< Stores the togglable property. -// bool mSelected; ///< Stores the selected state. - float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds. - float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds. + Vector4 mUnselectedColor; + Vector4 mSelectedColor; - // Actions - bool mClickActionPerforming; + bool mAutoRepeating; ///< Stores the autorepeating property. + bool mTogglableButton; ///< Stores the togglable property as a flag. + bool mTextStringSetFlag; ///< Stores if text has been set. Required in relayout but don't want to calculate there. + + float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds. + float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds. - ButtonState mState; ///< Stores the button state. + float mAnimationTime; + + PressState mButtonPressedState; ///< In relation to the button being pressed/released + State mButtonState; + State mPreviousButtonState; ///< During a transition between two states, this stores the previous state so Visuals can be removed. + + // Actions + bool mClickActionPerforming; ///< Used to manage signal emissions during action }; } // namespace Internal - // Helpers for public-api forwarding methods inline Toolkit::Internal::Button& GetImplementation( Toolkit::Button& button ) @@ -562,5 +708,4 @@ inline const Toolkit::Internal::Button& GetImplementation( const Toolkit::Button } // namespace Dali -#endif // __DALI_TOOLKIT_INTERNAL_BUTTON_H__ - +#endif // DALI_TOOLKIT_INTERNAL_BUTTON_H