X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fvisual-base-impl.h;h=02419d22794b23e37223b1b95dd4b98d714de920;hp=1a84b2da5618e98b025a761681bcb78aed1ce4c7;hb=8641983679bb074a9951c2df9fff7ac6cbf5f5f2;hpb=fb545906ceea3a2946c8a451f34ea7da283c4ffe diff --git a/dali-toolkit/internal/visuals/visual-base-impl.h b/dali-toolkit/internal/visuals/visual-base-impl.h index 1a84b2d..02419d2 100644 --- a/dali-toolkit/internal/visuals/visual-base-impl.h +++ b/dali-toolkit/internal/visuals/visual-base-impl.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_INTERNAL_VISUAL_H /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 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. @@ -19,15 +19,21 @@ */ // EXTERNAL INCLUDES +#include #include #include #include +#include #include // INTERNAL INCLUDES #include -#include #include +#include +#include +#include +#include +#include namespace Dali { @@ -41,6 +47,10 @@ namespace Internal namespace Visual { +class ResourceObserver; + +using FittingMode = DevelVisual::FittingMode; + /** * Base class for all Control rendering logic. A control may have multiple visuals. * @@ -79,7 +89,7 @@ public: /** * @copydoc Toolkit::Visual::Base::GetName */ - const std::string& GetName(); + const std::string& GetName() const; /** * @copydoc Toolkit::Visual::Base::SetSize @@ -87,6 +97,14 @@ public: void SetTransformAndSize( const Property::Map& transform, Size controlSize ); /** + * @brief Performs an action on the visual with the given action name and attributes. + * + * @param[in] actionName The name of the action to perform this API only takes an Index + * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content ) + */ + void DoAction( const Dali::Property::Index actionName, const Dali::Property::Value attributes ); + + /** * @copydoc Toolkit::Visual::Base::GetHeightForWidth */ virtual float GetHeightForWidth( float width ); @@ -104,12 +122,12 @@ public: /** * @copydoc Toolkit::Visual::Base::SetDepthIndex */ - void SetDepthIndex( float index ); + void SetDepthIndex( int index ); /** * @copydoc Toolkit::Visual::Base::GetDepthIndex */ - float GetDepthIndex() const; + int GetDepthIndex() const; /** * @copydoc Toolkit::Visual::Base::SetOnStage @@ -128,11 +146,21 @@ public: void CreatePropertyMap( Property::Map& map ) const; /** + * @brief Create a property map containing per-instance visual properties. + * + * This will enable creation of new visuals on control state change with + * any alternative style properties and the relevant instance properties + * (e.g. for image visual, the desired size, and for text visual, the actual text). + * @param[in] map The property map into which to write + */ + void CreateInstancePropertyMap( Property::Map& map ) const; + + /** * @brief Set whether the Pre-multiplied Alpha Blending is required * - * @param[in] preMultipled whether alpha is pre-multiplied. + * @param[in] preMultiplied whether alpha is pre-multiplied. */ - void EnablePreMultipliedAlpha( bool preMultipled ); + void EnablePreMultipliedAlpha( bool preMultiplied ); /** * @brief Query whether alpha is pre-multiplied. @@ -157,14 +185,96 @@ public: */ Dali::Property::Value GetProperty( Dali::Property::Index index ); -protected: + /** + * Gets currently staged renderer, or an empty handle if not staged + */ + Renderer GetRenderer(); + + /** + * Sets the mix color ( including opacity ) of the visual. + * @param[in] mixColor The new mix color + */ + void SetMixColor( const Vector4& color ); + + /** + * Sets the mix color of the visual. + * @param[in] mixColor The new mix color + */ + void SetMixColor( const Vector3& color ); + + /** + * Gets the mix color of the visual. + * @return The mix color + */ + const Vector4& GetMixColor() const; + + /** + * Animate the property if it exists in the visual or renderer. + * + * If it's a visual property such as mix color or a transform property, + * saves the target value to the local data. + * + * If the visual isn't staged (i.e. it doesn't have a renderer), + * then this will not add an animation. + * + * If the animator is valid and the transition handle is empty - it will + * be created. + * + * @param[in] transition The animation to create or attach to + * @param[in] animator The animation parameters of the property. + */ + void AnimateProperty( Dali::Animation& transition, + Internal::TransitionData::Animator& animator ); + + /** + * @brief Add an observer to watch for when the Visuals resources are loaded. + * Currently only supports a single observer + * + */ + void AddResourceObserver( Visual::ResourceObserver& observer ); + + /** + * @brief Remove an observer + */ + void RemoveResourceObserver( Visual::ResourceObserver& observer ); + + /** + * @brief Called when the visuals resources are loaded / ready + */ + void ResourceReady( Toolkit::Visual::ResourceStatus resourceStatus ); + + /** + * @brief Called when the visuals resources are loaded / ready + * @return true if ready, false otherwise + */ + virtual bool IsResourceReady() const; + + /** + * @brief Get the loading state of the visual resource + * @return Return the loading status (PREPARING, READY and FAILED) of visual resource + */ + Toolkit::Visual::ResourceStatus GetResourceStatus() const; + + /** + * @brief Get the fitting mode for the visual + */ + FittingMode GetFittingMode() const; + + /** + * @brief Get the actual Visual Object. + * @return The actual visual object + * @note Should be overridden by deriving controls if they are acting as a proxy to other visual objects. + */ + virtual Base& GetVisualObject(); + + protected: /** * @brief Constructor. * * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object */ - Base( VisualFactoryCache& factoryCache ); + Base( VisualFactoryCache& factoryCache, FittingMode fittingMode ); /** * @brief A reference counted object may only be deleted by calling Unreference(). @@ -172,6 +282,7 @@ protected: virtual ~Base(); protected: + /** * @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event * @@ -180,6 +291,15 @@ protected: virtual void DoCreatePropertyMap( Property::Map& map ) const = 0; /** + * @brief Called by CreateInstancePropertyMap() allowing derived + * classes to store instanced data (separate to styled data) that + * needs copying between visuals on state change. + * + * @param[out] map The visual property map + */ + virtual void DoCreateInstancePropertyMap( Property::Map& map ) const = 0; + + /** * @brief Called by SetProperties() allowing sub classes to set their properties * * @param[in] propertyMap The properties for the requested Visual object. @@ -192,8 +312,6 @@ protected: */ virtual void OnSetTransform() = 0; -protected: - /** * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event * @@ -201,7 +319,7 @@ protected: * * @param[in] actor The actor applying this visual. */ - virtual void DoSetOnStage( Actor& actor )=0; + virtual void DoSetOnStage( Actor& actor ) = 0; /** * @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event @@ -210,6 +328,14 @@ protected: */ virtual void DoSetOffStage( Actor& actor ); + /** + * @brief Called by DoAction() allowing sub classes to do the given action. + * + * @param[in] actionId The action to perform + * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content ) + */ + virtual void OnDoAction( const Property::Index actionId, const Property::Value& attributes ); + protected: /** @@ -219,14 +345,93 @@ protected: */ bool IsOnStage() const; +private: + + /** + * Register the mix color uniform on the Renderer and store the property index. + * Note, this is not used by Color or Primitive Visuals, which will use their + * own property index. + */ + void RegisterMixColor(); + /** - * @brief Gets whether the Dali::Renderer is from a shared cache (and therefore any modifications will affect other users of that renderer) + * Find the matching property on the renderer or shader. If it's a shader + * property, register it on the renderer in order to animate it for this + * visual independently. + * @param[in] key The key to match. + * @return the matching index, or INVALID_INDEX if it's not found + */ + Property::Index GetPropertyIndex( Property::Key key ); + + /** + * Set up the transition. If no animation is required, then + * transition will be untouched. * - * @return Returns true if the renderer is from shared cache, false otherwise + * @param[in] transition The transition to use or set up. + * @param[in] animator The animation data to use + * @param[in] index The property index on the renderer to animate + * @param[in] initialValue The optional initial value + * @param[in] targetValue The target value to use */ - bool IsFromCache() const; + void SetupTransition( Dali::Animation& transition, + Internal::TransitionData::Animator& animator, + Property::Index index, + Property::Value& initialValue, + Property::Value& targetValue ); -private: + /** + * Animate the opacity property - Special handling to + * ensure that the blend mode is set to ON whilst animating, + * and set back to AUTO if it's opaque at the end of the + * animation. + * + * @param[in] transition The transition to use or set up. + * @param[in] animator The animation data to use + */ + void AnimateOpacityProperty( Dali::Animation& transition, + Internal::TransitionData::Animator& animator ); + + /** + * Animate the renderer property - no special handling + * + * @param[in] transition The transition to use or set up. + * @param[in] animator The animation data to use + */ + void AnimateRendererProperty( Dali::Animation& transition, + Internal::TransitionData::Animator& animator ); + + /** + * Animate the mix color property. + * + * If the animator is a vec3, then it only animates the color + * channels without animating the opacity. If it's a vec4, then it + * runs 2 animators, one for the the vec3 mixColor, and one for the + * opacity. (They are separate uniforms in the shader ) + * + * @param[in] transition The transition to use or set up. + * @param[in] animator The animation data to use + */ + void AnimateMixColorProperty( Dali::Animation& transition, + Internal::TransitionData::Animator& animator ); + + /** + * Set up the right blend mode if the opacity is being animated. + * Also ensure that when the animation finishes, the blend mode is + * set to the appropriate value. It also uses the target value as + * set into mMixColor. + * + * @param[in] transition The transition to listen to + * @param[in] isInitialOpaque Whether the initial value is opaque + * @param[in] animating If the transition animates the value. + */ + void SetupBlendMode( Dali::Animation& transition, + bool isInitialOpaque, bool animating ); + + /** + * When a mix color animation has finished, ensure the blend mode is set back + * to the right value for the target opacity. + */ + void OnMixColorFinished( Animation& animation ); // Undefined Base( const Visual::Base& visual );