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=d580d8f34df432430ccbf110472cd221ed58d0dd;hp=3820bd089647c32eed9e5cc2a6d4ab01644c12b8;hb=a827febe27e8131e681c24c255472bbbf097905f;hpb=c3f9162ab11786380e2ec9c55f217c2daf7722e8 diff --git a/dali-toolkit/internal/visuals/visual-base-impl.h b/dali-toolkit/internal/visuals/visual-base-impl.h index 3820bd0..d580d8f 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) 2017 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. @@ -19,14 +19,18 @@ */ // EXTERNAL INCLUDES +#include +#include #include #include +#include #include // INTERNAL INCLUDES #include -#include #include +#include +#include namespace Dali { @@ -40,6 +44,8 @@ namespace Internal namespace Visual { +class ResourceObserver; + /** * Base class for all Control rendering logic. A control may have multiple visuals. * @@ -65,39 +71,50 @@ class Base : public BaseObject public: /** - * Initialisation of the visual, this API should only called by the VisualFactory: - * request the geometry and shader from the cache, if not available, create and save to the cache for sharing; - * record the property values. - * - * @param[in] actor The Actor the visual is applied to if, empty if the visual has not been applied to any Actor + * Setting the properties of the visual, this API should only called by the VisualFactory * @param[in] propertyMap The properties for the requested Visual object. */ - void Initialize( Actor& actor, const Property::Map& propertyMap ); + void SetProperties( const Property::Map& propertyMap ); + + /** + * @copydoc Toolkit::Visual::Base::SetName + */ + void SetName( const std::string& name ); + + /** + * @copydoc Toolkit::Visual::Base::GetName + */ + const std::string& GetName(); /** * @copydoc Toolkit::Visual::Base::SetSize */ - virtual void SetSize( const Vector2& size ); + void SetTransformAndSize( const Property::Map& transform, Size controlSize ); /** - * @copydoc Toolkit::Visual::Base::GetSize + * @copydoc Toolkit::Visual::Base::GetHeightForWidth */ - const Vector2& GetSize() const; + virtual float GetHeightForWidth( float width ); + + /** + * @copydoc Toolkit::Visual::Base::GetWidthForHeight + */ + virtual float GetWidthForHeight( float height ); /** * @copydoc Toolkit::Visual::Base::GetNaturalSize */ - virtual void GetNaturalSize( Vector2& naturalSize ) const; + virtual void GetNaturalSize( Vector2& naturalSize ); /** * @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 @@ -116,11 +133,21 @@ 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. */ - void EnablePreMultipliedAlpha( bool preMultipled ); + void EnablePreMultipliedAlpha( bool preMultipled ); /** * @brief Query whether alpha is pre-multiplied. @@ -135,6 +162,77 @@ public: */ void SetCustomShader( const Property::Map& propertyMap ); + /** + * @copydoc Toolkit::Visual::Base::SetProperty + */ + void SetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ); + + /** + * @copydoc Toolkit::Visual::Base::GetProperty + */ + Dali::Property::Value GetProperty( Dali::Property::Index index ); + + /** + * 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. + * + * @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(); + + /** + * @brief Called when the visuals resources are loaded / ready + * @return true if ready, false otherwise + */ + bool IsResourceReady() const; + protected: /** @@ -150,6 +248,7 @@ protected: virtual ~Base(); protected: + /** * @brief Called by CreatePropertyMap() allowing sub classes to respond to the CreatePropertyMap event * @@ -158,14 +257,26 @@ protected: virtual void DoCreatePropertyMap( Property::Map& map ) const = 0; /** - * @brief Called by Initialize() allowing sub classes to respond to the Initialize event + * @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] actor The Actor the visual is applied to if, empty if the visual has not been applied to any Actor * @param[in] propertyMap The properties for the requested Visual object. */ - virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap ) {} + virtual void DoSetProperties( const Property::Map& propertyMap ) = 0; -protected: + /** + * @brief Called when transform or control size changes + * ( Of use to SVG and Text visuals ) + */ + virtual void OnSetTransform() = 0; /** * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event @@ -184,21 +295,101 @@ protected: virtual void DoSetOffStage( Actor& actor ); protected: + /** * @brief Gets the on stage state for this Visual * * @return Returns true if this Visual is on stage, false if it is off the stage */ - bool GetIsOnStage() const; + 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(); + + /** + * 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 ); /** - * @brief Gets whether the Dali::Renderer is from a shared cache (and therefore any modifications will affect other users of that renderer) + * 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 GetIsFromCache() 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 ); @@ -212,6 +403,8 @@ protected: VisualFactoryCache& mFactoryCache; }; +typedef IntrusivePtr BasePtr; + } // namspace Visual } // namespace Internal