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=e9c0f14bd6c61fc482acb9d05d7e45c1d9fb720d;hp=89f059159d00c7a2b3250d759a3e96fa2989adac;hb=b1e8521ad77e7b4e62b59613b2edef64429130e9;hpb=efc136204e9a4460a7a2421e673c873e23974a80 diff --git a/dali-toolkit/internal/controls/buttons/button-impl.h b/dali-toolkit/internal/controls/buttons/button-impl.h index 89f0591..e9c0f14 100644 --- a/dali-toolkit/internal/controls/buttons/button-impl.h +++ b/dali-toolkit/internal/controls/buttons/button-impl.h @@ -1,8 +1,8 @@ -#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. + * Copyright (c) 2020 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. @@ -23,7 +23,8 @@ #include // INTERNAL INCLUDES -#include +#include +#include #include namespace Dali @@ -38,221 +39,91 @@ 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 { -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 ) + * @brief Sets the button as \e disabled. + * @param[in] disabled Disabled property */ void SetDisabled( bool disabled ); /** - * @copydoc Dali::Toolkit::Button::IsDisabled() const + * @brief Returns if the button is disabled. + * @return \e true if the button is \e disabled */ bool IsDisabled() const; /** - * @copydoc Dali::Toolkit::Button::SetAutoRepeating( bool autoRepeating ) + * @brief Sets the \e autorepeating property. + * @param[in] autoRepeating \e autorepeating property */ void SetAutoRepeating( bool autoRepeating ); /** - * @copydoc Dali::Toolkit::Button::IsAutoRepeating() const - */ - bool IsAutoRepeating() const; - - /** - * @copydoc Dali::Toolkit::Button::SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay ) + * @brief Sets the initial autorepeating delay. + * @param[in] initialAutoRepeatingDelay in seconds */ void SetInitialAutoRepeatingDelay( float initialAutoRepeatingDelay ); /** - * @copydoc Dali::Toolkit::Button::GetInitialAutoRepeatingDelay() const - */ - float GetInitialAutoRepeatingDelay() const; - - /** - * @copydoc Dali::Toolkit::Button::SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay ) + * @brief Sets the next autorepeating delay. + * @param[in] nextAutoRepeatingDelay in seconds */ void SetNextAutoRepeatingDelay( float nextAutoRepeatingDelay ); /** - * @copydoc Dali::Toolkit::Button::GetNextAutoRepeatingDelay() const - */ - float GetNextAutoRepeatingDelay() const; - - /** - * @copydoc Dali::Toolkit::Button::SetTogglableButton( bool togglable ) + * @brief Sets the \e togglable property. + * @param[in] togglable Togglable property */ void SetTogglableButton( bool togglable ); /** - * @copydoc Dali::Toolkit::Button::IsTogglableButton() const - */ - bool IsTogglableButton() const; - - /** - * @copydoc Dali::Toolkit::Button::SetSelected( bool selected ) + * @brief Sets the button as selected or unselected. + * @param[in] selected Selected property */ void SetSelected( bool selected ); /** - * @copydoc Dali::Toolkit::Button::IsSelected() const + * @brief Returns if the selected property is set and the button is togglable. + * @return \e true if the button is \e selected */ bool IsSelected() const; /** - * @copydoc Dali::Toolkit::Button::SetAnimationTime() - */ - void SetAnimationTime( float animationTime ); - - /** - * @copydoc Dali::Toolkit::Button::GetAnimationTime() - */ - float GetAnimationTime() const; - - /** - * @copydoc Dali::Toolkit::Button::SetLabel( const std::string& label ) - */ - void SetLabel( const std::string& label ); - - /** - * @copydoc Dali::Toolkit::Button::SetLabel( Actor label ) - */ - void SetLabel( Actor label ); - - /** - * @copydoc Dali::Toolkit::Button::GetLabel() - */ - Actor GetLabel() const; - - /** - * @copydoc Dali::Toolkit::PushButton::SetButtonImage( Actor image ) - */ - void SetButtonImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetButtonImage() - */ - Actor GetButtonImage() const; - - /** - * Internal use only. - * @return A reference to the button image. - */ - Actor& GetButtonImage(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetSelectedImage( Actor image ) - */ - void SetSelectedImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetSelectedImage() - */ - Actor GetSelectedImage() const; - - /** - * Internal use only. - * @return A reference to the selected image. - */ - Actor& GetSelectedImage(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetBackgroundImage( Actor image ) - */ - void SetBackgroundImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetBackgroundImage() - */ - Actor GetBackgroundImage() const; - - /** - * Internal use only. - * @return A reference to the background image. - */ - Actor& GetBackgroundImage(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetSelectedBackgroundImage( Actor image ) - */ - void SetSelectedBackgroundImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetSelectedBackgroundImage() - */ - Actor GetSelectedBackgroundImage() const; - - /** - * Internal use only. - * @return A reference to the selected background image. - */ - Actor& GetSelectedBackgroundImage(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledImage( Actor image ) - */ - void SetDisabledImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetDisabledImage() - */ - Actor GetDisabledImage() const; - - /** - * Internal use only. - * @return A reference to the disabled button image. - */ - Actor& GetDisabledImage(); - - /** - * @copydoc Dali::Toolkit::CheckBoxButton::SetDisabledSelectedImage( Actor image ) - */ - void SetDisabledSelectedImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::CheckBoxButton::GetDisabledSelectedImage() - */ - Actor GetDisabledSelectedImage() const; - - /** - * Internal use only. - * @return A reference to the disabled selected image. - */ - Actor& GetDisabledSelectedImage(); - - /** - * @copydoc Dali::Toolkit::PushButton::SetDisabledBackgroundImage( Actor image ) - */ - void SetDisabledBackgroundImage( Actor image ); - - /** - * @copydoc Dali::Toolkit::PushButton::GetDisabledBackgroundImage() + * @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 GetDisabledBackgroundImage() const; - - /** - * Internal use only. - * @return A reference to the disabled background image. - */ - Actor& GetDisabledBackgroundImage(); + void MergeWithExistingLabelProperties( const Property::Map& inMap, Property::Map& outMap ); /** * Performs actions as requested using the action name. @@ -263,103 +134,115 @@ public: */ static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ); -protected: +public: /** - * @return A reference to the label actor. + * Button's state */ - Actor& GetLabel(); - -private: + 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 + }; /** - * 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. + * Enum to distinguish the different style-able components of the button */ - bool DoClickAction( const Property::Map& attributes ); + 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 + }; /** - * This method is called after the button initialization. - * Could be reimplemented in subclasses to provide specific behaviour. + * Enum to list types of visual a state can have. */ - virtual void OnButtonInitialize() { } + enum VisualState + { + BACKGROUND = 0, + FOREGROUND, + VISUAL_STATE_COUNT + }; - /** - * This method is called when the label is set. - */ - virtual void OnLabelSet() {} +protected: /** - * This method is called when the button image is set + * 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 */ - virtual void OnButtonImageSet() {} + 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. + }; /** - * This method is called when the selected image is set + * Construct a new Button. */ - virtual void OnSelectedImageSet() {} + Button(); /** - * This method is called when the background image is set + * A reference counted object may only be deleted by calling Unreference() */ - virtual void OnBackgroundImageSet() {} - + virtual ~Button(); /** - * This method is called when the selected background image is set + * @return A reference to the label actor. */ - virtual void OnSelectedBackgroundImageSet() {} + Actor& GetLabelActor(); /** - * This method is called when the disabled button image is set + * @return A reference to the unselected button image. */ - virtual void OnDisabledImageSet() {} + Actor GetUnselectedImage(); /** - * This method is called when the disabled selected image is set + * @return A reference to the selected image. */ - virtual void OnDisabledSelectedImageSet() {} + Actor GetSelectedImage(); - /** - * This method is called when the disabled background image is set - */ - virtual void OnDisabledBackgroundImageSet() {} +private: /** - * This method is called from the OnTouchEvent method when the button is down. - * Could be reimplemented in subclasses to provide specific behaviour. + * 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. */ - virtual void OnButtonDown(); + bool DoClickAction( const Property::Map& attributes ); /** - * This method is called from the OnTouchEvent method when the button is up. + * 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 OnButtonUp(); + virtual bool OnToggleReleased(); /** - * 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 touch leaves the boundary of the button or several touch points are received. * Could be reimplemented in subclasses to provide specific behaviour. */ virtual void OnTouchPointLeave(); /** - * This method is called from the OnTouchEvent method when the touch point is interrupted. + * This method is called when the touch is interrupted. * Could be reimplemented in subclasses to provide specific behaviour. */ virtual void OnTouchPointInterrupted(); /** - * This method is called when the button is removed from the stage. - * Could be reimplemented in subclasses to provide specific behaviour. - */ - virtual void OnButtonStageDisconnection(); - - /** * This method is called when the \e selected property is changed. */ - virtual void OnSelected() {} + virtual void OnStateChange( State newState ){} /** * This method is called when the \e disabled property is changed. @@ -427,17 +310,11 @@ public: */ static Property::Value GetProperty( BaseObject* object, Property::Index propertyIndex ); -protected: // From CustomActorImpl - - /** - * @copydoc Dali::CustomActorImpl::OnTouchEvent( const TouchEvent& event ) - */ - virtual bool OnTouchEvent( const TouchEvent& event ); - -private: // From Control +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(); @@ -452,14 +329,42 @@ private: // From Control virtual bool OnKeyboardEnter(); /** - * Callback received when the button is disconnected from the stage. - * It resets the button status. + * @copydoc Toolkit::Control::OnSceneDisconnection() + * @note If overridden by deriving button classes, then an up-call to Button::OnSceneDisconnection MUST be made at the end. + */ + virtual void OnSceneDisconnection(); + + /** + * @copydoc Toolkit::Control::OnSceneConnection() */ - void OnControlStageDisconnection(); + virtual void OnSceneConnection( int depth ); + + /** + * @copydoc Toolkit::Control::GetNaturalSize + */ + virtual Vector3 GetNaturalSize(); + + /** + * @copydoc Toolkit::Control::OnSetResizePolicy + */ + virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ); + + /** + * @copydoc Toolkit::Control::OnRelayout + */ + 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 TouchEvent& 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). @@ -476,147 +381,125 @@ private: void SetUpTimer( float delay ); /** - * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer. + * Button has been pressed */ - bool AutoRepeatingSlot(); + void Pressed(); /** - * Sets the button as selected or unselected. - * @param[in] selected \e selected property value. - * @param[in] emitSignal Emit a signal if this value is \e true. + * This method is called the button is down. */ - void SetSelected( bool selected, bool emitSignal ); + void ButtonDown(); /** - * This method is called when the button is pressed. + * This method is called when the button is up. */ - void Pressed(); + void ButtonUp(); /** - * This method is called when the button is released. + * Slot called when Dali::Timer::SignalTick signal. Resets the autorepeating timer. */ - void Released(); - -protected: - - enum ButtonState - { - ButtonUp, ///< The button is up. - ButtonDown, ///< The button is down. - }; + bool AutoRepeatingSlot(); /** - * Button paint states. + * 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 */ - enum PaintState - { - UnselectedState, ///< The button is unselected. - SelectedState, ///< The button is selected. - DisabledUnselectedState, ///< The button is disabled and unselected. - DisabledSelectedState, ///< The button is disabled and selected. - }; - - ButtonState GetState(); - PaintState GetPaintState(); + bool ValidateState( State requestedState ); /** - * Returns the animation to be used for transitioning creating the animation if needed. - * @return The initialised transition animation. + * Changes the button state when an action occurs on it + * @param[in] requestedState the state to change to */ - Dali::Animation GetTransitionAnimation(); + void ChangeState( State requestedState ); /** - * Prepares the actor to be transitioned in. - * @param[in] actor The actor that will be transitioned in. + * This method is called when the button is released. */ - virtual void PrepareForTranstionIn( Actor actor ) {} + void Released(); - /** - * Prepares the actor to be transitioned in. - * @param[in] actor The actor that will be transitioned out. - */ - virtual void PrepareForTranstionOut( Actor actor ) {} +protected: /** - * Transitions the actor in, allowing derived classes to configure - * the GetTransitionAnimation() animation ready. - * Button is in charge of calling Dali::Animation::Play and so derived classes - * only need to add the animation. + * Set Text Label Padding + * @param[in] padding BEGIN END BOTTOM TOP */ - virtual void OnTransitionIn( Actor actor ) {} + void SetLabelPadding( const Padding& padding ); /** - * Transitions the actor out, allowing derived classes to configure - * the GetTransitionAnimation() animation ready. - * Button is in charge of calling Dali::Animation::Play and so derived classes - * only need to add the animation. + * Get Text Label padding + * @return Padding */ - virtual void OnTransitionOut( Actor actor ) {} + Padding GetLabelPadding(); -private: /** - * Starts the transition animation. - * Button::TransitionFinished is called when the animation finishes. + * Set Foreground/icon Padding + * @param[in] padding BEGIN END BOTTOM TOP */ - void StartTransitionAnimation(); + void SetForegroundPadding( const Padding& padding); /** - * This method stops all transition animations + * Get Foreground padding + * @ return Padding */ - void StopTransitionAnimation(); + Padding GetForegroundPadding(); /** - * Called when the transition animation finishes. + * @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 TransitionAnimationFinished( Dali::Animation& source ); + void CreateVisualsForComponent( Property::Index index, const Property::Value& value, const int visualDepth ); /** - * Resets the Button to the base state for the current paint state. - * Any additionally inserted images needed for transitions that are - * no longer needed and the removed. + * @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 */ - void ResetImageLayers(); - + bool GetPropertyMapForVisual( Property::Index visualIndex, Property::Map& retreivedMap ) const; /** - * Transitions in the actor, inserting the actor above childLower below the childUpper. - * Will not insert the actor if it is already attached to a parent (and so will not reorder the actor) + * Returns the animation to be used for transition, creating the animation if needed. + * @return The initialised transition animation. */ - void TransitionInBetween( Actor childLower, Actor childUpper, Actor actor ); + Dali::Animation GetTransitionAnimation(); /** - * Transitions in the actor, inserting the actor above the child if the child exists or at the bottom otherwise - * Will not insert the actor if it is already attached to a parent (and so will not reorder the actor) + * @brief Set the position of the label relative to foreground/icon, if both present + * @param[in] labelAlignment given alignment setting */ - void TransitionInAbove( Actor child, Actor actor ); + void SetLabelAlignment( Align labelAlignment); /** - * Transitions in the actor, inserting the actor at the index - * Will not insert the actor if it is already attached to a parent (and so will not reorder the actor) + * @brief Get set alignment of label in relation to foreground/icon + * @return Set alignment value */ - void TransitionInAtIndex( unsigned int index, Actor actor ); + Align GetLabelAlignment(); /** - * Transitions out the actor + * 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 */ - void TransitionOut( Actor actor ); + virtual void OnButtonVisualRemoval( Property::Index visualIndex ); - /** - * Inserts the actor to the button and prepares it to be transitioned out - * @return true if the child was inserted, false otherwise - */ - bool InsertButtonImage( unsigned int index, Actor& actor ); + +private: /** - * Removes the actor from the button and prepares it to be transitioned out + * Removes the visual from the button and prepares it to be transitioned out + * @param[in] visualIndex the visual to remove */ - void RemoveButtonImage( Actor& actor ); + void RemoveVisual( Property::Index visualIndex ); /** - * Finds the index of the actor. - * If the actor doesn't exist, return the last index + 1. + * Adds the required visual to the button. + * @param[in] visualIndex The Property index of the visual required */ - unsigned int FindChildIndex( Actor& actor ); - + void SelectRequiredVisual( Property::Index visualIndex ); // Undefined Button( const Button& ); @@ -632,36 +515,31 @@ private: 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. - - Actor mLabel; ///< Stores the button label. + Timer mAutoRepeatingTimer; - Actor mUnselectedContent; ///< Stores the unselected content. - Actor mSelectedContent; ///< Stores the selected content. - Actor mBackgroundContent; ///< Stores the background content. - Actor mSelectedBackgroundContent; ///< Stores the selected background content. - Actor mDisabledContent; ///< Stores the disabled content. - Actor mDisabledSelectedContent; ///< Stores the disabled selected content. - Actor mDisabledBackgroundContent; ///< Stores the disabled background content. + 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). - Animation mTransitionAnimation; ///< Animation used in the state transitions. + 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. + 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 mAnimationTime; ///< The animation time. + float mInitialAutoRepeatingDelay; ///< Stores the initial autorepeating delay in seconds. + float mNextAutoRepeatingDelay; ///< Stores the next autorepeating delay in seconds. - // Actions - bool mClickActionPerforming; + 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. - ButtonState mState; ///< Stores the button state. - PaintState mPaintState; ///< Stores the paint state. + // Actions + bool mClickActionPerforming; ///< Used to manage signal emissions during action }; } // namespace Internal @@ -690,4 +568,4 @@ inline const Toolkit::Internal::Button& GetImplementation( const Toolkit::Button } // namespace Dali -#endif // __DALI_TOOLKIT_INTERNAL_BUTTON_H__ +#endif // DALI_TOOLKIT_INTERNAL_BUTTON_H