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=15b253963182378c908de966e90a3bf19585dfd8;hp=054708fcb51145abab77178216488c7ac1cb3ed9;hb=e2fbffea1d7c5d3df04b025247c1a77377a3f0c3;hpb=45fc50ae7d1c0b9d33d47da82e2ac8e928e992f9 diff --git a/dali-toolkit/internal/visuals/visual-base-impl.h b/dali-toolkit/internal/visuals/visual-base-impl.h index 054708f..15b2539 100644 --- a/dali-toolkit/internal/visuals/visual-base-impl.h +++ b/dali-toolkit/internal/visuals/visual-base-impl.h @@ -131,6 +131,16 @@ 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. @@ -166,12 +176,18 @@ public: Renderer GetRenderer(); /** - * Sets the mix color of the visual. + * 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 */ @@ -216,6 +232,15 @@ 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. @@ -270,6 +295,79 @@ private: void RegisterMixColor(); /** + * 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. + * + * @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 + */ + void SetupTransition( Dali::Animation& transition, + Internal::TransitionData::Animator& animator, + Property::Index index, + Property::Value& initialValue, + Property::Value& targetValue ); + + /** + * 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. */