X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Fpublic-api%2Fcontrols%2Fcontrol-impl.cpp;h=07d7f026e9424a9ec58b0555fb116b905cd8a6eb;hp=f72e8b57345ce092f4eb244d1350b753e47ee41f;hb=8fe34a7363271b35b631b07989c11845de7f190c;hpb=630cf6828aba9a347d6ca52bc59b3ec4b60d21f8 diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index f72e8b5..07d7f02 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -23,18 +23,21 @@ #include #include #include -#include +#include #include #include -#include +#include #include #include #include +#include +#include #include #include // INTERNAL INCLUDES -#include +#include +#include #include #include #include @@ -49,8 +52,6 @@ namespace Toolkit namespace { -const float BACKGROUND_ACTOR_Z_POSITION( -0.1f ); - /** * Creates control through type registry */ @@ -67,7 +68,7 @@ BaseHandle Create() * @return true if action has been accepted by this control */ const char* ACTION_CONTROL_ACTIVATED = "control-activated"; - static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) +static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) { bool ret = false; @@ -169,7 +170,7 @@ DALI_TYPE_REGISTRATION_END() */ struct Background { - Actor actor; ///< Either a MeshActor or an ImageActor + Actor actor; ///< Background actor Vector4 color; ///< The color of the actor. /** @@ -182,71 +183,147 @@ struct Background } }; -/** - * Creates a white coloured Mesh. - */ -Mesh CreateMesh() -{ - Vector3 white( Color::WHITE ); +unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 }; - MeshData meshData; - - // Create vertices with a white color (actual color is set by actor color) - MeshData::VertexContainer vertices(4); - vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); +Vector2 gQuad[] = { + Vector2( -0.5f, -0.5f ), + Vector2( 0.5f, -0.5f ), + Vector2( -0.5f, 0.5f ), + Vector2( 0.5f, 0.5f ) +}; - // Specify all the faces - MeshData::FaceIndices faces; - faces.reserve( 6 ); // 2 triangles in Quad - faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 ); - faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 ); +struct VertexWithTexture +{ + Vector2 position; + Vector2 texCoord; +}; - // Create the mesh data from the vertices and faces - meshData.SetMaterial( Material::New( "ControlMaterial" ) ); - meshData.SetVertices( vertices ); - meshData.SetFaceIndices( faces ); - meshData.SetHasColor( true ); +VertexWithTexture gQuadWithTexture[] = { + { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) }, + { Vector2( 0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) }, + { Vector2( -0.5f, 0.5f ), Vector2( 0.0f, 1.0f ) }, + { Vector2( 0.5f, 0.5f ), Vector2( 1.0f, 1.0f ) } +}; - return Mesh::New( meshData ); -} +const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + uniform mediump mat4 uMvpMatrix;\n + void main()\n + {\n + gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n + }\n +); + +const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER( + uniform lowp vec4 uBackgroundColor;\n + uniform lowp vec4 uColor;\n + void main()\n + {\n + gl_FragColor = uBackgroundColor * uColor;\n + }\n +); + +const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( + attribute mediump vec2 aPosition;\n + attribute mediump vec2 aTexCoord;\n + uniform mediump mat4 uMvpMatrix;\n + varying mediump vec2 vTexCoord;\n + void main()\n + {\n + gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n + vTexCoord = aTexCoord;\n + }\n +); + +const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( + uniform lowp vec4 uBackgroundColor;\n + uniform lowp vec4 uColor;\n + uniform sampler2D sTexture;\n + varying mediump vec2 vTexCoord;\n + + void main()\n + {\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uBackgroundColor * uColor;\n + }\n +); /** - * Sets all the required properties for the background actor. + * @brief Create the background actor for the control. * - * @param[in] actor The actor to set the properties on. - * @param[in] color The required color of the actor. - */ -void SetupBackgroundActor( Actor actor, const Vector4& color ) -{ - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - actor.SetZ( BACKGROUND_ACTOR_Z_POSITION ); - actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); -} - -/** - * Sets all the required properties for the background actor. + * @param[in] actor The parent actor of the background + * @param[in] color The background color + * @param[in] image If a valid image is supplied this will be the texture used by the background + * + * @return An actor which will render the background * - * @param[in] actor The actor to set the properties on. - * @param[in] constrainingIndex The property index to constrain the parent's size on. - * @param[in] color The required color of the actor. */ -void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color ) +Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) { - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - actor.SetZ( BACKGROUND_ACTOR_Z_POSITION ); + PropertyBuffer vertexBuffer; + Shader shader; + Material material; + if( image ) + { + Property::Map vertexFormat; + vertexFormat["aPosition"] = Property::VECTOR2; + vertexFormat["aTexCoord"] = Property::VECTOR2; + + //Create a vertex buffer for vertex positions and texture coordinates + vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); + vertexBuffer.SetData( gQuadWithTexture ); + + shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); + Sampler textureSampler = Sampler::New( image, "sTexture" ); + material = Material::New( shader ); + material.AddSampler(textureSampler); + } + else + { + Property::Map vertexFormat; + vertexFormat["aPosition"] = Property::VECTOR2; + + //Create a vertex buffer for vertex positions + vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); + vertexBuffer.SetData( gQuad ); - Constraint constraint = Constraint::New( actor, - constrainingIndex, + shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); + material = Material::New( shader ); + } + + //Create the index buffer + Property::Map indexFormat; + indexFormat["indices"] = Property::UNSIGNED_INTEGER; + PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); + indexBuffer.SetData(gQuadIndex); + + //Create the geometry + Geometry mesh = Geometry::New(); + mesh.AddVertexBuffer( vertexBuffer ); + mesh.SetIndexBuffer( indexBuffer ); + + //Add uniforms to the shader + Property::Index backgroundColorIndex = shader.RegisterProperty( "uBackgroundColor", color ); + shader.AddUniformMapping( backgroundColorIndex, "uBackgroundColor" ); + + //Create the renderer + Renderer renderer = Renderer::New( mesh, material ); + renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + + //Create the actor + Actor meshActor = Actor::New(); + meshActor.SetSize( Vector3::ONE ); + meshActor.AddRenderer( renderer ); + meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + meshActor.SetColorMode( USE_PARENT_COLOR ); + + //Constraint scale of the mesh actor to the size of the control + Constraint constraint = Constraint::New( meshActor, + Actor::Property::SCALE, EqualToConstraint() ); constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); constraint.Apply(); + + return meshActor; } } // unnamed namespace @@ -260,20 +337,21 @@ public: // Construction & Destruction Impl(Control& controlImpl) - : mControlImpl( controlImpl ), - mStyleName(""), - mBackground( NULL ), - mStartingPinchScale( NULL ), - mKeyEventSignal(), - mPinchGestureDetector(), - mPanGestureDetector(), - mTapGestureDetector(), - mLongPressGestureDetector(), - mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), - mIsKeyboardNavigationSupported( false ), - mIsKeyboardFocusGroup( false ) - { - } +: mControlImpl( controlImpl ), + mStyleName(""), + mBackground( NULL ), + mStartingPinchScale( NULL ), + mKeyEventSignal(), + mPinchGestureDetector(), + mPanGestureDetector(), + mTapGestureDetector(), + mLongPressGestureDetector(), + mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), + mIsKeyboardNavigationSupported( false ), + mIsKeyboardFocusGroup( false ), + mAddRemoveBackgroundChild( false ) +{ +} ~Impl() { @@ -420,12 +498,11 @@ public: Property::Map map; Background* back = controlImpl.mImpl->mBackground; - if( back ) + if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0) { - ImageActor imageActor = ImageActor::DownCast( back->actor ); - if ( imageActor ) + Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); + if ( image ) { - Image image = imageActor.GetImage(); Property::Map imageMap; Scripting::CreatePropertyMap( image, imageMap ); map[ "image" ] = imageMap; @@ -466,6 +543,7 @@ public: ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor. bool mIsKeyboardNavigationSupported :1; ///< Stores whether keyboard navigation is supported by the control. bool mIsKeyboardFocusGroup :1; ///< Stores whether the control is a focus group. + bool mAddRemoveBackgroundChild:1; ///< Flag to know when we are adding or removing our own actor to avoid call to OnControlChildAdd // Properties - these need to be members of Internal::Control::Impl as they need to function within this class. static PropertyRegistration PROPERTY_1; @@ -523,19 +601,18 @@ void Control::SetBackgroundColor( const Vector4& color ) if ( background.actor ) { - // Just set the actor color - background.actor.SetColor( color ); + Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); + shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); } else { // Create Mesh Actor - MeshActor meshActor = MeshActor::New( CreateMesh() ); - - SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color ); - - // Set the background actor before adding so that we do not inform deriving classes - background.actor = meshActor; - Self().Add( meshActor ); + Actor actor = CreateBackground(Self(), color ); + background.actor = actor; + mImpl->mAddRemoveBackgroundChild = true; + // use insert to guarantee its the first child (so that OVERLAY mode works) + Self().Insert( 0, actor ); + mImpl->mAddRemoveBackgroundChild = false; } background.color = color; @@ -553,20 +630,31 @@ Vector4 Control::GetBackgroundColor() const void Control::SetBackgroundImage( Image image ) { Background& background( mImpl->GetBackground() ); + if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0) + { + // Remove current actor as it has not texture coordinates + if( background.actor ) + { + mImpl->mAddRemoveBackgroundChild = true; + Self().Remove( background.actor ); + mImpl->mAddRemoveBackgroundChild = false; + background.actor.Reset(); + } - if ( background.actor ) + //Create a new actor with texture coordinates + Actor actor = CreateBackground(Self(), background.color, image); + mImpl->mAddRemoveBackgroundChild = true; + // use insert to guarantee its the first child (so that OVERLAY mode works) + Self().Insert( 0, actor ); + mImpl->mAddRemoveBackgroundChild = false; + background.actor = actor; + } + else { - // Remove Current actor, unset AFTER removal so that we do not inform deriving classes - Self().Remove( background.actor ); - background.actor.Reset(); + //Change sampler image + Sampler sampler = background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0); + sampler.SetImage(image); } - - ImageActor imageActor = ImageActor::New( image ); - SetupBackgroundActor( imageActor, background.color ); - - // Set the background actor before adding so that we do not inform derived classes - background.actor = imageActor; - Self().Add( imageActor ); } void Control::ClearBackground() @@ -574,7 +662,9 @@ void Control::ClearBackground() if ( mImpl->mBackground ) { Background& background( mImpl->GetBackground() ); + mImpl->mAddRemoveBackgroundChild = true; Self().Remove( background.actor ); + mImpl->mAddRemoveBackgroundChild = false; delete mImpl->mBackground; mImpl->mBackground = NULL; @@ -734,7 +824,7 @@ bool Control::OnAccessibilityValueChange(bool isIncrease) return false; // Accessibility value change action is not handled by default } -Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled) +Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled) { return Actor(); } @@ -864,11 +954,11 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) if ( focusGained ) { - // signals are allocated dynamically when someone connects - if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) - { + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) + { mImpl->mKeyInputFocusGainedSignal.Emit( handle ); - } + } } else { @@ -880,8 +970,26 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) } } -void Control::OnStageConnection() +void Control::OnStageConnection( unsigned int depth ) { + unsigned int controlRendererCount = Self().GetRendererCount(); + for( unsigned int i(0); imBackground ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) + { + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + } + } } void Control::OnStageDisconnection() @@ -900,8 +1008,8 @@ void Control::OnKeyInputFocusLost() void Control::OnChildAdd(Actor& child) { - // If this is the background actor, then we do not want to relayout or inform deriving classes - if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) ) + // If this is the background actor, then we do not want to inform deriving classes + if ( mImpl->mAddRemoveBackgroundChild ) { return; } @@ -912,8 +1020,8 @@ void Control::OnChildAdd(Actor& child) void Control::OnChildRemove(Actor& child) { - // If this is the background actor, then we do not want to relayout or inform deriving classes - if ( mImpl->mBackground && ( child == mImpl->mBackground->actor ) ) + // If this is the background actor, then we do not want to inform deriving classes + if ( mImpl->mAddRemoveBackgroundChild ) { return; }