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=1d1e5b0a92e66cf30dbee56ef1fde8d42382c494;hp=93e011714efc49a87a3bdaa279648e4a108c2904;hb=f2a9e28631d560e4821cc542cbc21a71d0a29f2f;hpb=e2eda444afbe82e9591fe198eef339227f90a616 diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 93e0117..1d1e5b0 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -1,32 +1,47 @@ -// -// Copyright (c) 2014 Samsung Electronics Co., Ltd. -// -// Licensed under the Flora License, Version 1.0 (the License); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// http://floralicense.org/license/ -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an AS IS BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. -// +/* + * Copyright (c) 2015 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. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ +// CLASS HEADER #include -#include +// EXTERNAL INCLUDES +#include // for strcmp +#include #include - +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include -#include "dali-toolkit/internal/controls/style-change-processor.h" -#include "dali-toolkit/internal/controls/relayout-controller.h" -#include "dali-toolkit/internal/controls/relayout-helper.h" -#include "dali-toolkit/public-api/focus-manager/keyinput-focus-manager.h" -#include "dali-toolkit/public-api/focus-manager/keyboard-focus-manager.h" +// INTERNAL INCLUDES +#include +#include +#include #include +#include +#include namespace Dali { @@ -37,226 +52,518 @@ namespace Toolkit namespace { -#if defined(DEBUG_ENABLED) -Integration::Log::Filter* gLogFilter = Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_CONTROL"); -#endif - -const float MAX_FLOAT_VALUE( std::numeric_limits::max() ); - +/** + * Creates control through type registry + */ BaseHandle Create() { - return ControlImpl::New(); + return Internal::Control::New(); } -TypeRegistration CONTROL_TYPE( typeid(Control), typeid(CustomActor), Create ); - -TypeAction ACTION_TYPE_1(CONTROL_TYPE, Toolkit::Control::ACTION_CONTROL_ACTIVATED, &ControlImpl::DoAction); - /** - * Helper class used to set the Control's size through the Actor's API or through children added. + * Performs actions as requested using the action name. + * @param[in] object The object on which to perform the action. + * @param[in] actionName The action to perform. + * @param[in] attributes The attributes with which to perfrom this action. + * @return true if action has been accepted by this control */ -class SetSizeLock +const char* ACTION_CONTROL_ACTIVATED = "control-activated"; +static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) { -public: - SetSizeLock( bool& lock ) - : mLock( lock ) - { - mLock = true; - } + bool ret = false; - ~SetSizeLock() + if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) ) { - mLock = false; + Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); + if( control ) + { + // if cast succeeds there is an implementation so no need to check + ret = Internal::GetImplementation( control ).OnAccessibilityActivated(); + } } -private: - bool& mLock; -}; + return ret; +} /** - * Helper function to calculate a dimension given the policy of that dimension; the minimum & - * maximum values that dimension can be; and the allocated value for that dimension. - * - * @param[in] policy The size policy for that dimension. - * @param[in] minimum The minimum value that dimension can be. - * @param[in] maximum The maximum value that dimension can be. - * @param[in] allocated The value allocated for that dimension. - * - * @return The value that the dimension should be. - * - * @note This does not handle Control::Fixed policy. + * Connects a callback function with the object's signals. + * @param[in] object The object providing the signal. + * @param[in] tracker Used to disconnect the signal. + * @param[in] signalName The signal to connect to. + * @param[in] functor A newly allocated FunctorDelegate. + * @return True if the signal was connected. + * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor. */ -float Calculate( Control::SizePolicy policy, float minimum, float maximum, float allocated ) +const char* SIGNAL_KEY_EVENT = "key-event"; +const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "key-input-focus-gained"; +const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "key-input-focus-lost"; +const char* SIGNAL_TAPPED = "tapped"; +const char* SIGNAL_PANNED = "panned"; +const char* SIGNAL_PINCHED = "pinched"; +const char* SIGNAL_LONG_PRESSED = "long-pressed"; +static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { - float size( allocated ); + Dali::BaseHandle handle( object ); - switch( policy ) + bool connected( false ); + Toolkit::Control control = Toolkit::Control::DownCast( handle ); + if ( control ) { - case Control::Fixed: + Internal::Control& controlImpl( Internal::GetImplementation( control ) ); + connected = true; + + if ( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) ) { - // Use allocated value - break; + controlImpl.KeyEventSignal().Connect( tracker, functor ); } - - case Control::Minimum: + else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_GAINED ) ) { - // Size is always at least the minimum. - size = std::max( allocated, minimum ); - break; + controlImpl.KeyInputFocusGainedSignal().Connect( tracker, functor ); } - - case Control::Maximum: + else if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_LOST ) ) { - // Size can grow but up to a maximum value. - size = std::min( allocated, maximum ); - break; + controlImpl.KeyInputFocusLostSignal().Connect( tracker, functor ); } - - case Control::Range: + else if( 0 == strcmp( signalName.c_str(), SIGNAL_TAPPED ) ) { - // Size is at least the minimum and can grow up to the maximum - size = std::max( size, minimum ); - size = std::min( size, maximum ); - break; + controlImpl.EnableGestureDetection( Gesture::Tap ); + controlImpl.GetTapGestureDetector().DetectedSignal().Connect( tracker, functor ); } - - case Control::Flexible: + else if( 0 == strcmp( signalName.c_str(), SIGNAL_PANNED ) ) { - // Size grows or shrinks with no limits. - size = allocated; - break; + controlImpl.EnableGestureDetection( Gesture::Pan ); + controlImpl.GetPanGestureDetector().DetectedSignal().Connect( tracker, functor ); } - - default: + else if( 0 == strcmp( signalName.c_str(), SIGNAL_PINCHED ) ) + { + controlImpl.EnableGestureDetection( Gesture::Pinch ); + controlImpl.GetPinchGestureDetector().DetectedSignal().Connect( tracker, functor ); + } + else if( 0 == strcmp( signalName.c_str(), SIGNAL_LONG_PRESSED ) ) { - DALI_ASSERT_DEBUG( false && "This function was not intended to be used by any other policy." ); - break; + controlImpl.EnableGestureDetection( Gesture::LongPress ); + controlImpl.GetLongPressGestureDetector().DetectedSignal().Connect( tracker, functor ); } } + return connected; +} + +// Setup signals and actions using the type-registry. +DALI_TYPE_REGISTRATION_BEGIN( Control, CustomActor, Create ); + +// Note: Properties are registered separately below. + +SignalConnectorType registerSignal1( typeRegistration, SIGNAL_KEY_EVENT, &DoConnectSignal ); +SignalConnectorType registerSignal2( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_GAINED, &DoConnectSignal ); +SignalConnectorType registerSignal3( typeRegistration, SIGNAL_KEY_INPUT_FOCUS_LOST, &DoConnectSignal ); +SignalConnectorType registerSignal4( typeRegistration, SIGNAL_TAPPED, &DoConnectSignal ); +SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnectSignal ); +SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal ); +SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal ); + +TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction ); + +DALI_TYPE_REGISTRATION_END() + +/** + * Structure which holds information about the background of a control + */ +struct Background +{ + Actor actor; ///< Background actor + Vector4 color; ///< The color of the actor. + + /** + * Constructor + */ + Background() + : actor(), + color( Color::WHITE ) + { + } +}; + +unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 }; + +Vector2 gQuad[] = { + Vector2( -0.5f, -0.5f ), + Vector2( 0.5f, -0.5f ), + Vector2( -0.5f, 0.5f ), + Vector2( 0.5f, 0.5f ) +}; + +struct VertexWithTexture +{ + Vector2 position; + Vector2 texCoord; +}; + +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 ) } +}; + +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 +); + +/** + * @brief Create the background actor for the control. + * + * @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 + * + */ +Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) +{ + 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 ); + + shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); + material = Material::New( shader ); + } - return size; + //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 + shader.RegisterProperty( "uBackgroundColor", color ); + + //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 -class ControlImpl::Impl : public ConnectionTrackerInterface +namespace Internal +{ + +class Control::Impl : public ConnectionTracker { public: + // Construction & Destruction - Impl(ControlImpl& controlImpl) - : mControlImpl(controlImpl), - mInitialized( false ), - mPinchGestureDetector(), - mPanGestureDetector(), - mTapGestureDetector(), - mLongPressGestureDetector(), - mStartingPinchScale(), - mLockSetSize( false ), - mWidthPolicy( Control::Fixed ), - mHeightPolicy( Control::Fixed ), - mSize(), - mSetSize(), - mMinimumSize(), - mMaximumSize( MAX_FLOAT_VALUE, MAX_FLOAT_VALUE, MAX_FLOAT_VALUE ), - mIsKeyboardNavigationSupported(false), - mIsKeyboardFocusGroup(false), - mKeyEventSignalV2() - { - } + 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 ), + mAddRemoveBackgroundChild( false ) +{ +} ~Impl() { // All gesture detectors will be destroyed so no need to disconnect. + delete mBackground; + delete mStartingPinchScale; } // Gesture Detection Methods - void PinchDetected(Actor actor, PinchGesture pinch) + void PinchDetected(Actor actor, const PinchGesture& pinch) { mControlImpl.OnPinch(pinch); } - void PanDetected(Actor actor, PanGesture pan) + void PanDetected(Actor actor, const PanGesture& pan) { mControlImpl.OnPan(pan); } - void TapDetected(Actor actor, TapGesture tap) + void TapDetected(Actor actor, const TapGesture& tap) { mControlImpl.OnTap(tap); } - void LongPressDetected(Actor actor, LongPressGesture longPress) + void LongPressDetected(Actor actor, const LongPressGesture& longPress) { mControlImpl.OnLongPress(longPress); } + // Background Methods + /** - * @copydoc ConnectionTrackerInterface::SignalConnected + * Only creates an instance of the background if we actually use it. + * @return A reference to the Background structure. */ - virtual void SignalConnected( SlotObserver* slotObserver, CallbackBase* callback ) + Background& GetBackground() { - mConnectionTracker.SignalConnected( slotObserver, callback ); + if ( !mBackground ) + { + mBackground = new Background; + } + return *mBackground; } + // Properties + /** - * @copydoc ConnectionTrackerInterface::SignalDisconnected + * Called when a property of an object of this type is set. + * @param[in] object The object whose property is set. + * @param[in] index The property index. + * @param[in] value The new property value. */ - virtual void SignalDisconnected( SlotObserver* slotObserver, CallbackBase* callback ) + static void SetProperty( BaseObject* object, Property::Index index, const Property::Value& value ) { - mConnectionTracker.SignalDisconnected( slotObserver, callback ); + Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); + + if ( control ) + { + Control& controlImpl( GetImplementation( control ) ); + + switch ( index ) + { + case Toolkit::Control::Property::STYLE_NAME: + { + controlImpl.SetStyleName( value.Get< std::string >() ); + break; + } + + case Toolkit::Control::Property::BACKGROUND_COLOR: + { + controlImpl.SetBackgroundColor( value.Get< Vector4 >() ); + break; + } + + case Toolkit::Control::Property::BACKGROUND_IMAGE: + { + if ( value.HasKey( "image" ) ) + { + Property::Map imageMap = value.GetValue( "image" ).Get< Property::Map >(); + Image image = Scripting::NewImage( imageMap ); + + if ( image ) + { + controlImpl.SetBackgroundImage( image ); + } + } + else if ( value.Get< Property::Map >().Empty() ) + { + // An empty map means the background is no longer required + controlImpl.ClearBackground(); + } + break; + } + + case Toolkit::Control::Property::KEY_INPUT_FOCUS: + { + if ( value.Get< bool >() ) + { + controlImpl.SetKeyInputFocus(); + } + else + { + controlImpl.ClearKeyInputFocus(); + } + break; + } + } + } } /** - * @copydoc ConnectionTrackerInterface::GetConnectionCount + * Called to retrieve a property of an object of this type. + * @param[in] object The object whose property is to be retrieved. + * @param[in] index The property index. + * @return The current value of the property. */ - virtual std::size_t GetConnectionCount() const + static Property::Value GetProperty( BaseObject* object, Property::Index index ) { - return mConnectionTracker.GetConnectionCount(); - } - - // Data + Property::Value value; - ControlImpl& mControlImpl; + Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); - bool mInitialized:1; + if ( control ) + { + Control& controlImpl( GetImplementation( control ) ); - ConnectionTracker mConnectionTracker; // signal connection tracker + switch ( index ) + { + case Toolkit::Control::Property::STYLE_NAME: + { + value = controlImpl.GetStyleName(); + break; + } - // Gesture Detection + case Toolkit::Control::Property::BACKGROUND_COLOR: + { + value = controlImpl.GetBackgroundColor(); + break; + } - PinchGestureDetector mPinchGestureDetector; - PanGestureDetector mPanGestureDetector; - TapGestureDetector mTapGestureDetector; - LongPressGestureDetector mLongPressGestureDetector; + case Toolkit::Control::Property::BACKGROUND_IMAGE: + { + Property::Map map; + + Background* back = controlImpl.mImpl->mBackground; + if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0) + { + Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); + if ( image ) + { + Property::Map imageMap; + Scripting::CreatePropertyMap( image, imageMap ); + map[ "image" ] = imageMap; + } + } + + value = map; + break; + } - Vector3 mStartingPinchScale; ///< The scale when a pinch gesture starts + case Toolkit::Control::Property::KEY_INPUT_FOCUS: + { + value = controlImpl.HasKeyInputFocus(); + break; + } + } + } - // Relayout and size negotiation + return value; + } - bool mLockSetSize; ///< Used to avoid. Can't be a bitfield as a reference to this member is used in SetSizeLock helper class. + // Data - Control::SizePolicy mWidthPolicy; ///< Stores the width policy. - Control::SizePolicy mHeightPolicy; ///< Stores the height policy. + Control& mControlImpl; + std::string mStyleName; + Background* mBackground; ///< Only create the background if we use it + Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this + Toolkit::Control::KeyEventSignalType mKeyEventSignal; + Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal; + Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusLostSignal; - Vector3 mSize; ///< Stores the current control's size. - Vector3 mSetSize; ///< Always stores the size set through the Actor's API. Useful when reset to the initial size is needed. - Vector3 mMinimumSize; ///< Stores the control's minimum size. - Vector3 mMaximumSize; ///< Stores the control's maximum size. + // Gesture Detection + PinchGestureDetector mPinchGestureDetector; + PanGestureDetector mPanGestureDetector; + TapGestureDetector mTapGestureDetector; + LongPressGestureDetector mLongPressGestureDetector; - bool mIsKeyboardNavigationSupported; ///< Stores whether keyboard navigation is supported by the control. - bool mIsKeyboardFocusGroup; ///< Stores whether the control is a focus group. + 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 - Toolkit::Control::KeyEventSignalV2 mKeyEventSignalV2; + // Properties - these need to be members of Internal::Control::Impl as they need to function within this class. + static PropertyRegistration PROPERTY_1; + static PropertyRegistration PROPERTY_2; + static PropertyRegistration PROPERTY_3; + static PropertyRegistration PROPERTY_4; }; -Control ControlImpl::New() +// Properties registered without macro to use specific member variables. +PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "style-name", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "background-color", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "background-image", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); + +Toolkit::Control Control::New() { // Create the implementation, temporarily owned on stack - IntrusivePtr controlImpl = new ControlImpl( false ); + IntrusivePtr controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ); // Pass ownership to handle - Control handle( *controlImpl ); + Toolkit::Control handle( *controlImpl ); // Second-phase init of the implementation // This can only be done after the CustomActor connection has been made... @@ -265,28 +572,105 @@ Control ControlImpl::New() return handle; } -ControlImpl::~ControlImpl() +Control::~Control() +{ + delete mImpl; +} + +void Control::SetStyleName( const std::string& styleName ) { - if( mImpl->mInitialized ) + if( styleName != mImpl->mStyleName ) { - // Unregister only if control has been initialized. - Internal::StyleChangeProcessor::Unregister( this ); + mImpl->mStyleName = styleName; + + // Apply new style + Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); } - delete mImpl; } -void ControlImpl::Initialize() +const std::string& Control::GetStyleName() const { - // Register with the style change processor so we are informed when the default style changes - Internal::StyleChangeProcessor::Register( this ); + return mImpl->mStyleName; +} - // Calling deriving classes - OnInitialize(); +void Control::SetBackgroundColor( const Vector4& color ) +{ + Background& background( mImpl->GetBackground() ); - mImpl->mInitialized = true; + if ( background.actor ) + { + Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); + shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); + } + else + { + // Create Mesh Actor + 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; +} + +Vector4 Control::GetBackgroundColor() const +{ + if ( mImpl->mBackground ) + { + return mImpl->mBackground->color; + } + return Color::TRANSPARENT; +} + +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(); + } + + //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 + { + //Change sampler image + Sampler sampler = background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0); + sampler.SetImage(image); + } } -void ControlImpl::EnableGestureDetection(Gesture::Type type) +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; + } +} + +void Control::EnableGestureDetection(Gesture::Type type) { if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector ) { @@ -317,7 +701,7 @@ void ControlImpl::EnableGestureDetection(Gesture::Type type) } } -void ControlImpl::DisableGestureDetection(Gesture::Type type) +void Control::DisableGestureDetection(Gesture::Type type) { if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector ) { @@ -344,497 +728,434 @@ void ControlImpl::DisableGestureDetection(Gesture::Type type) } } -PinchGestureDetector ControlImpl::GetPinchGestureDetector() const +PinchGestureDetector Control::GetPinchGestureDetector() const { return mImpl->mPinchGestureDetector; } -PanGestureDetector ControlImpl::GetPanGestureDetector() const +PanGestureDetector Control::GetPanGestureDetector() const { return mImpl->mPanGestureDetector; } -TapGestureDetector ControlImpl::GetTapGestureDetector() const +TapGestureDetector Control::GetTapGestureDetector() const { return mImpl->mTapGestureDetector; } -LongPressGestureDetector ControlImpl::GetLongPressGestureDetector() const +LongPressGestureDetector Control::GetLongPressGestureDetector() const { return mImpl->mLongPressGestureDetector; } -void ControlImpl::OnPinch(PinchGesture pinch) +void Control::SetKeyboardNavigationSupport(bool isSupported) { - if (pinch.state == Gesture::Started) - { - mImpl->mStartingPinchScale = Self().GetCurrentScale(); - } - - Self().SetScale(mImpl->mStartingPinchScale * pinch.scale); -} - -void ControlImpl::OnStageConnection() -{ - RelayoutRequest(); - - // Notify derived classes. - OnControlStageConnection(); + mImpl->mIsKeyboardNavigationSupported = isSupported; } -void ControlImpl::OnStageDisconnection() +bool Control::IsKeyboardNavigationSupported() { - // Notify derived classes - OnControlStageDisconnection(); + return mImpl->mIsKeyboardNavigationSupported; } -void ControlImpl::OnChildAdd(Actor& child) +void Control::SetKeyInputFocus() { - // Request for relayout. - RelayoutRequest(); - - // Notify derived classes. - OnControlChildAdd( child ); + if( Self().OnStage() ) + { + Toolkit::KeyInputFocusManager::Get().SetFocus(Toolkit::Control::DownCast(Self())); + } } -void ControlImpl::OnChildRemove(Actor& child) +bool Control::HasKeyInputFocus() { - // Request for relayout. - RelayoutRequest(); - - // Notify derived classes. - OnControlChildRemove( child ); + bool result = false; + if( Self().OnStage() ) + { + result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self())); + } + return result; } -void ControlImpl::OnSizeSet(const Vector3& targetSize) +void Control::ClearKeyInputFocus() { - if( ( !mImpl->mLockSetSize ) && ( targetSize != mImpl->mSetSize ) ) + if( Self().OnStage() ) { - // Only updates size if set through Actor's API - mImpl->mSetSize = targetSize; + Toolkit::KeyInputFocusManager::Get().RemoveFocus(Toolkit::Control::DownCast(Self())); } +} - if( targetSize != mImpl->mSize ) - { - // Update control size. - mImpl->mSize = targetSize; +void Control::SetAsKeyboardFocusGroup(bool isFocusGroup) +{ + mImpl->mIsKeyboardFocusGroup = isFocusGroup; - // Notify derived classes. - OnControlSizeSet( targetSize ); - } + // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted + Toolkit::KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup); } -void ControlImpl::OnSizeAnimation(Animation& animation, const Vector3& targetSize) +bool Control::IsKeyboardFocusGroup() { - // Do Nothing + return Toolkit::KeyboardFocusManager::Get().IsFocusGroup(Self()); } -bool ControlImpl::OnTouchEvent(const TouchEvent& event) +void Control::AccessibilityActivate() { - return false; // Do not consume + // Inform deriving classes + OnAccessibilityActivated(); } -bool ControlImpl::OnKeyEvent(const KeyEvent& event) +bool Control::OnAccessibilityActivated() { - return false; // Do not consume + return false; // Accessibility activation is not handled by default } -bool ControlImpl::OnMouseWheelEvent(const MouseWheelEvent& event) +bool Control::OnAccessibilityPan(PanGesture gesture) { - return false; // Do not consume + return false; // Accessibility pan gesture is not handled by default } -void ControlImpl::OnKeyInputFocusGained() +bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent) { - // Do Nothing + return false; // Accessibility touch event is not handled by default } -void ControlImpl::OnKeyInputFocusLost() +bool Control::OnAccessibilityValueChange(bool isIncrease) { - // Do Nothing + return false; // Accessibility value change action is not handled by default } -Actor ControlImpl::GetChildByAlias(const std::string& actorAlias) +Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled) { return Actor(); } -bool ControlImpl::OnAccessibilityPan(PanGesture gesture) +void Control::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor) { - return false; // Accessibility pan gesture is not handled by default } -bool ControlImpl::OnAccessibilityValueChange(bool isIncrease) +Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal() { - return false; // Accessibility value change action is not handled by default + return mImpl->mKeyEventSignal; } - -void ControlImpl::SetKeyboardNavigationSupport(bool isSupported) +Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal() { - mImpl->mIsKeyboardNavigationSupported = isSupported; + return mImpl->mKeyInputFocusGainedSignal; } -bool ControlImpl::IsKeyboardNavigationSupported() +Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal() { - return mImpl->mIsKeyboardNavigationSupported; + return mImpl->mKeyInputFocusLostSignal; } -void ControlImpl::SetAsKeyboardFocusGroup(bool isFocusGroup) +bool Control::EmitKeyEventSignal( const KeyEvent& event ) { - mImpl->mIsKeyboardFocusGroup = isFocusGroup; + // Guard against destruction during signal emission + Dali::Toolkit::Control handle( GetOwner() ); - // The following line will be removed when the deprecated API in KeyboardFocusManager is deleted - KeyboardFocusManager::Get().SetAsFocusGroup(Self(), isFocusGroup); -} + bool consumed = false; -bool ControlImpl::IsKeyboardFocusGroup() -{ - return KeyboardFocusManager::Get().IsFocusGroup(Self()); + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyEventSignal.Empty() ) + { + consumed = mImpl->mKeyEventSignal.Emit( handle, event ); + } + + if (!consumed) + { + // Notification for derived classes + consumed = OnKeyEvent(event); + } + + return consumed; } -Actor ControlImpl::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Control::KeyboardFocusNavigationDirection direction, bool loopEnabled) +Control::Control( ControlBehaviour behaviourFlags ) +: CustomActorImpl( static_cast< ActorFlags >( behaviourFlags ) ), + mImpl(new Impl(*this)) { - return Actor(); + mImpl->mFlags = behaviourFlags; } -bool ControlImpl::DoAction(BaseObject* object, const std::string& actionName, const std::vector& attributes) +void Control::Initialize() { - bool ret = false; + if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS ) + { + Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); - return ret; + // Register for style changes + styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); + + // SetTheme + GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + } + + if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) + { + SetKeyboardNavigationSupport( true ); + } + + // Calling deriving classes + OnInitialize(); } -void ControlImpl::DoActivatedAction(const PropertyValueContainer& attributes) +void Control::OnInitialize() { - OnActivated(); } -Toolkit::Control::KeyEventSignalV2& ControlImpl::KeyEventSignal() +void Control::OnControlChildAdd( Actor& child ) { - return mImpl->mKeyEventSignalV2; } -void ControlImpl::SetSizePolicy( Control::SizePolicy widthPolicy, Control::SizePolicy heightPolicy ) +void Control::OnControlChildRemove( Actor& child ) { - bool relayoutRequest( false ); +} - if ( ( mImpl->mWidthPolicy != widthPolicy ) || ( mImpl->mHeightPolicy != heightPolicy ) ) +void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Type change ) +{ + // By default the control is only interested in theme (not font) changes + if( change == StyleChange::THEME_CHANGE ) { - relayoutRequest = true; + GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); } +} - mImpl->mWidthPolicy = widthPolicy; - mImpl->mHeightPolicy = heightPolicy; +void Control::OnPinch(const PinchGesture& pinch) +{ + if( !( mImpl->mStartingPinchScale ) ) + { + // lazy allocate + mImpl->mStartingPinchScale = new Vector3; + } - // Ensure RelayoutRequest is called AFTER new policies have been set. - if ( relayoutRequest ) + if( pinch.state == Gesture::Started ) { - RelayoutRequest(); + *( mImpl->mStartingPinchScale ) = Self().GetCurrentScale(); } + + Self().SetScale( *( mImpl->mStartingPinchScale ) * pinch.scale ); } -void ControlImpl::GetSizePolicy( Control::SizePolicy& widthPolicy, Control::SizePolicy& heightPolicy ) const +void Control::OnPan( const PanGesture& pan ) { - widthPolicy = mImpl->mWidthPolicy; - heightPolicy = mImpl->mHeightPolicy; } -void ControlImpl::SetMinimumSize( const Vector3& size ) +void Control::OnTap(const TapGesture& tap) { - if ( mImpl->mMinimumSize != size ) - { - mImpl->mMinimumSize = size; +} - // Only relayout if our control is using the minimum or range policy. - if ( ( mImpl->mHeightPolicy == Control::Minimum ) || ( mImpl->mWidthPolicy == Control::Minimum ) || - ( mImpl->mHeightPolicy == Control::Range ) || ( mImpl->mWidthPolicy == Control::Range ) ) - { - RelayoutRequest(); - } - } +void Control::OnLongPress( const LongPressGesture& longPress ) +{ } -const Vector3& ControlImpl::GetMinimumSize() const +void Control::EmitKeyInputFocusSignal( bool focusGained ) { - return mImpl->mMinimumSize; + Dali::Toolkit::Control handle( GetOwner() ); + + if ( focusGained ) + { + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) + { + mImpl->mKeyInputFocusGainedSignal.Emit( handle ); + } + } + else + { + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyInputFocusLostSignal.Empty() ) + { + mImpl->mKeyInputFocusLostSignal.Emit( handle ); + } + } } -void ControlImpl::SetMaximumSize( const Vector3& size ) +void Control::OnStageConnection( unsigned int depth ) { - if ( mImpl->mMaximumSize != size ) + unsigned int controlRendererCount = Self().GetRendererCount(); + for( unsigned int i(0); imMaximumSize = size; + Renderer controlRenderer = Self().GetRendererAt(i); + if( controlRenderer ) + { + controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth ); + } + } - // Only relayout if our control is using the maximum or range policy. - if ( ( mImpl->mHeightPolicy == Control::Maximum ) || ( mImpl->mWidthPolicy == Control::Maximum ) || - ( mImpl->mHeightPolicy == Control::Range ) || ( mImpl->mWidthPolicy == Control::Range ) ) + if( mImpl->mBackground ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) { - RelayoutRequest(); + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); } } } -const Vector3& ControlImpl::GetMaximumSize() const +void Control::OnStageDisconnection() +{ +} + +void Control::OnKeyInputFocusGained() { - return mImpl->mMaximumSize; + EmitKeyInputFocusSignal( true ); } -Vector3 ControlImpl::GetNaturalSize() +void Control::OnKeyInputFocusLost() { - // could be overridden in derived classes. - return mImpl->mSetSize; + EmitKeyInputFocusSignal( false ); } -float ControlImpl::GetHeightForWidth( float width ) +void Control::OnChildAdd(Actor& child) { - // could be overridden in derived classes. - float height( 0.0f ); - if ( mImpl->mSetSize.width > 0.0f ) + // If this is the background actor, then we do not want to inform deriving classes + if ( mImpl->mAddRemoveBackgroundChild ) { - height = mImpl->mSetSize.height * width / mImpl->mSetSize.width; + return; } - return height; + + // Notify derived classes. + OnControlChildAdd( child ); } -float ControlImpl::GetWidthForHeight( float height ) +void Control::OnChildRemove(Actor& child) { - // could be overridden in derived classes. - float width( 0.0f ); - if ( mImpl->mSetSize.height > 0.0f ) + // If this is the background actor, then we do not want to inform deriving classes + if ( mImpl->mAddRemoveBackgroundChild ) { - width = mImpl->mSetSize.width * height / mImpl->mSetSize.height; + return; } - return width; + + // Notify derived classes. + OnControlChildRemove( child ); } -const Vector3& ControlImpl::GetControlSize() const +void Control::OnSizeSet(const Vector3& targetSize) { - return mImpl->mSize; + // Background is resized through size negotiation } -const Vector3& ControlImpl::GetSizeSet() const +void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize) { - return mImpl->mSetSize; + // @todo size negotiate background to new size, animate as well? } -void ControlImpl::SetKeyInputFocus() +bool Control::OnTouchEvent(const TouchEvent& event) { - if( Self().OnStage() ) - { - KeyInputFocusManager::Get().SetFocus(Control::DownCast(Self())); - } + return false; // Do not consume } -bool ControlImpl::HasKeyInputFocus() +bool Control::OnHoverEvent(const HoverEvent& event) { - bool result = false; - if( Self().OnStage() ) - { - result = KeyInputFocusManager::Get().IsKeyboardListener(Control::DownCast(Self())); - } - return result; + return false; // Do not consume } -void ControlImpl::ClearKeyInputFocus() +bool Control::OnKeyEvent(const KeyEvent& event) { - if( Self().OnStage() ) - { - KeyInputFocusManager::Get().RemoveFocus(Control::DownCast(Self())); - } + return false; // Do not consume } -void ControlImpl::RelayoutRequest() +bool Control::OnWheelEvent(const WheelEvent& event) { - Internal::RelayoutController::Get().Request(); + return false; // Do not consume } -void ControlImpl::Relayout( Vector2 size, ActorSizeContainer& container ) +void Control::OnRelayout( const Vector2& size, RelayoutContainer& container ) { - // Avoids relayout again when OnSizeSet callback arrives. + for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i ) { - SetSizeLock lock( mImpl->mLockSetSize ); - Self().SetSize( size ); + container.Add( Self().GetChildAt( i ), size ); } +} - // Only relayout controls which requested to be relaid out. - OnRelaidOut( size, container ); +void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) +{ } -void ControlImpl::Relayout( Actor actor, Vector2 size, ActorSizeContainer& container ) +Vector3 Control::GetNaturalSize() { - if ( actor ) + if( mImpl->mBackground ) { - Control control( Control::DownCast( actor ) ); - if( control ) - { - control.GetImplementation().NegotiateSize( size, container ); - } - else + Actor actor = mImpl->mBackground->actor; + if( actor ) { - container.push_back( ActorSizePair( actor, size ) ); + return actor.GetNaturalSize(); } } + return Vector3(); } -void ControlImpl::OnRelaidOut( Vector2 size, ActorSizeContainer& container ) +float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension ) { - unsigned int numChildren = Self().GetChildCount(); - - for( unsigned int i=0; imWidthPolicy == Control::Fixed ) + if( mImpl->mBackground ) { - if ( mImpl->mHeightPolicy == Control::Fixed ) + Actor actor = mImpl->mBackground->actor; + if( actor ) { - // If a control says it has a fixed size, then use the size set by the application / control. - Vector2 setSize( mImpl->mSetSize ); - if ( setSize != Vector2::ZERO ) - { - size = setSize; - - // Policy is set to Fixed, so if the application / control has not set one of the dimensions, - // then we should use the natural size of the control rather than the full allocation. - if ( EqualsZero( size.width ) ) - { - size.width = GetWidthForHeight( size.height ); - } - else if ( EqualsZero( size.height ) ) - { - size.height = GetHeightForWidth( size.width ); - } - } - else - { - // If that is not set then set the size to the control's natural size - size = Vector2( GetNaturalSize() ); - } - } - else - { - // Width is fixed so if the application / control has set it, then use that. - if ( !EqualsZero( mImpl->mSetSize.width ) ) - { - size.width = mImpl->mSetSize.width; - } - else - { - // Otherwise, set the width to what has been allocated. - size.width = allocatedSize.width; - } - - // Height is flexible so ask control what the height should be for our width. - size.height = GetHeightForWidth( size.width ); - - // Ensure height is within our policy rules - size.height = Calculate( mImpl->mHeightPolicy, mImpl->mMinimumSize.height, mImpl->mMaximumSize.height, size.height ); + return actor.GetHeightForWidth( width ); } } - else - { - if ( mImpl->mHeightPolicy == Control::Fixed ) - { - // Height is fixed so if the application / control has set it, then use that. - if ( !EqualsZero( mImpl->mSetSize.height ) ) - { - size.height = mImpl->mSetSize.height; - } - else - { - // Otherwise, set the height to what has been allocated. - size.height = allocatedSize.height; - } - - // Width is flexible so ask control what the width should be for our height. - size.width = GetWidthForHeight( size.height ); + return GetHeightForWidthBase( width ); +} - // Ensure width is within our policy rules - size.width = Calculate( mImpl->mWidthPolicy, mImpl->mMinimumSize.width, mImpl->mMaximumSize.width, size.width ); - } - else +float Control::GetWidthForHeight( float height ) +{ + if( mImpl->mBackground ) + { + Actor actor = mImpl->mBackground->actor; + if( actor ) { - // Width and height are BOTH flexible. - // Calculate the width and height using the policy rules. - size.width = Calculate( mImpl->mWidthPolicy, mImpl->mMinimumSize.width, mImpl->mMaximumSize.width, allocatedSize.width ); - size.height = Calculate( mImpl->mHeightPolicy, mImpl->mMinimumSize.height, mImpl->mMaximumSize.height, allocatedSize.height ); + return actor.GetWidthForHeight( height ); } } - - // If the width has not been set, then set to the allocated width. - // Also if the width set is greater than the allocated, then set to allocated (no exceed support). - if ( EqualsZero( size.width ) || ( size.width > allocatedSize.width ) ) - { - size.width = allocatedSize.width; - } - - // If the height has not been set, then set to the allocated height. - // Also if the height set is greater than the allocated, then set to allocated (no exceed support). - if ( EqualsZero( size.height ) || ( size.height > allocatedSize.height ) ) - { - size.height = allocatedSize.height; - } - - DALI_LOG_INFO( gLogFilter, Debug::Verbose, - "%p: Natural: [%.2f, %.2f] Allocated: [%.2f, %.2f] Set: [%.2f, %.2f]\n", - Self().GetObjectPtr(), - GetNaturalSize().x, GetNaturalSize().y, - allocatedSize.x, allocatedSize.y, - size.x, size.y ); - - Relayout( size, container ); + return GetWidthForHeightBase( height ); } -bool ControlImpl::EmitKeyEventSignal( const KeyEvent& event ) +bool Control::RelayoutDependentOnChildren( Dimension::Type dimension ) { - // Guard against destruction during signal emission - Dali::Toolkit::Control handle( GetOwner() ); - - bool consumed = false; - - // signals are allocated dynamically when someone connects - if ( !mImpl->mKeyEventSignalV2.Empty() ) - { - consumed = mImpl->mKeyEventSignalV2.Emit( handle, event ); - } + return RelayoutDependentOnChildrenBase( dimension ); +} - if (!consumed) - { - // Notification for derived classes - consumed = OnKeyEvent(event); - } +void Control::OnCalculateRelayoutSize( Dimension::Type dimension ) +{ +} - return consumed; +void Control::OnLayoutNegotiated( float size, Dimension::Type dimension ) +{ } -void ControlImpl::SignalConnected( SlotObserver* slotObserver, CallbackBase* callback ) +void Control::SignalConnected( SlotObserver* slotObserver, CallbackBase* callback ) { mImpl->SignalConnected( slotObserver, callback ); } -void ControlImpl::SignalDisconnected( SlotObserver* slotObserver, CallbackBase* callback ) +void Control::SignalDisconnected( SlotObserver* slotObserver, CallbackBase* callback ) { mImpl->SignalDisconnected( slotObserver, callback ); } -std::size_t ControlImpl::GetConnectionCount() const +Control& GetImplementation( Dali::Toolkit::Control& handle ) { - return mImpl->GetConnectionCount(); + CustomActorImpl& customInterface = handle.GetImplementation(); + // downcast to control + Control& impl = dynamic_cast< Internal::Control& >( customInterface ); + return impl; } -ControlImpl::ControlImpl( bool requiresTouchEvents ) -: CustomActorImpl( requiresTouchEvents ), - mImpl(new Impl(*this)) +const Control& GetImplementation( const Dali::Toolkit::Control& handle ) { + const CustomActorImpl& customInterface = handle.GetImplementation(); + // downcast to control + const Control& impl = dynamic_cast< const Internal::Control& >( customInterface ); + return impl; } +} // namespace Internal + } // namespace Toolkit } // namespace Dali