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=53c9293f4cb9b6d533957b6a7e267e8a9347f290;hp=271a5ce286227124a1586c82f4a89215f9a9a5ff;hb=9795d65d103bdf0524aa92e96475019eff2705f3;hpb=aabc3440c8952244a7f50af568e23c735a04ffef diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 271a5ce..fffbe69 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 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. @@ -22,23 +22,37 @@ #include // for strcmp #include #include -#include +#include #include #include #include +#include +#include #include -#include -#include +#include +#include +#include #include #include // INTERNAL INCLUDES -#include -#include #include #include -#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include +#include +#include +#include +#include +#include namespace Dali { @@ -46,9 +60,85 @@ namespace Dali namespace Toolkit { +namespace Internal +{ + +extern const Dali::Scripting::StringEnum ControlStateTable[]; +extern const unsigned int ControlStateTableCount; + + +// Not static or anonymous - shared with other translation units +const Scripting::StringEnum ControlStateTable[] = { + { "NORMAL", Toolkit::DevelControl::NORMAL }, + { "FOCUSED", Toolkit::DevelControl::FOCUSED }, + { "DISABLED", Toolkit::DevelControl::DISABLED }, +}; const unsigned int ControlStateTableCount = sizeof( ControlStateTable ) / sizeof( ControlStateTable[0] ); + +} // Internal namespace + namespace { +#if defined(DEBUG_ENABLED) +Debug::Filter* gLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_CONTROL_VISUALS"); +#endif + +DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN ) +DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE ) + +/** + * Struct used to store Visual within the control, index is a unique key for each visual. + */ +struct RegisteredVisual +{ + Property::Index index; + Toolkit::Visual::Base visual; + bool enabled; + + RegisteredVisual( Property::Index aIndex, Toolkit::Visual::Base &aVisual, bool aEnabled) + : index(aIndex), visual(aVisual), enabled(aEnabled) + { + } +}; + +typedef Dali::OwnerContainer< RegisteredVisual* > RegisteredVisualContainer; + +/** + * Finds visual in given array, returning true if found along with the iterator for that visual as a out parameter + */ +bool FindVisual( Property::Index targetIndex, RegisteredVisualContainer& visuals, RegisteredVisualContainer::Iterator& iter ) +{ + for ( iter = visuals.Begin(); iter != visuals.End(); iter++ ) + { + if ( (*iter)->index == targetIndex ) + { + return true; + } + } + return false; +} + +Toolkit::Visual::Base GetVisualByName( + RegisteredVisualContainer& visuals, + const std::string& visualName ) +{ + Toolkit::Visual::Base visualHandle; + + RegisteredVisualContainer::Iterator iter; + for ( iter = visuals.Begin(); iter != visuals.End(); iter++ ) + { + Toolkit::Visual::Base visual = (*iter)->visual; + if( visual && visual.GetName() == visualName ) + { + visualHandle = visual; + break; + } + } + return visualHandle; +} + /** * Creates control through type registry */ @@ -64,7 +154,7 @@ BaseHandle Create() * @param[in] attributes The attributes with which to perfrom this action. * @return true if action has been accepted by this control */ -const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated"; +const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibilityActivated"; static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) { bool ret = false; @@ -91,13 +181,13 @@ static bool DoAction( BaseObject* object, const std::string& actionName, const P * @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. */ -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_KEY_EVENT = "keyEvent"; +const char* SIGNAL_KEY_INPUT_FOCUS_GAINED = "keyInputFocusGained"; +const char* SIGNAL_KEY_INPUT_FOCUS_LOST = "keyInputFocusLost"; const char* SIGNAL_TAPPED = "tapped"; const char* SIGNAL_PANNED = "panned"; const char* SIGNAL_PINCHED = "pinched"; -const char* SIGNAL_LONG_PRESSED = "long-pressed"; +const char* SIGNAL_LONG_PRESSED = "longPressed"; static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { Dali::BaseHandle handle( object ); @@ -162,128 +252,6 @@ TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &Do 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 ) -}; - - -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 -); - - -/** - * @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() ) -{ - if( !image ) - { - PropertyBuffer vertexBuffer; - Shader shader; - Material material; - - 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 ); - - //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; - } - else - { - ImageActor imageActor = ImageActor::New( image ); - imageActor.SetColor( color ); - imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - - return imageActor; - } - -} - } // unnamed namespace namespace Internal @@ -295,26 +263,30 @@ 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 ), - mAddRemoveBackgroundChild( false ) -{ -} + : mControlImpl( controlImpl ), + mState( Toolkit::DevelControl::NORMAL ), + mSubStateName(""), + mLeftFocusableActorId( -1 ), + mRightFocusableActorId( -1 ), + mUpFocusableActorId( -1 ), + mDownFocusableActorId( -1 ), + mStyleName(""), + mBackgroundColor(Color::TRANSPARENT), + mStartingPinchScale( NULL ), + mKeyEventSignal(), + mPinchGestureDetector(), + mPanGestureDetector(), + mTapGestureDetector(), + mLongPressGestureDetector(), + mFlags( Control::ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ), + mIsKeyboardNavigationSupported( false ), + mIsKeyboardFocusGroup( false ) + { + } ~Impl() { // All gesture detectors will be destroyed so no need to disconnect. - delete mBackground; delete mStartingPinchScale; } @@ -340,21 +312,6 @@ public: mControlImpl.OnLongPress(longPress); } - // Background Methods - - /** - * Only creates an instance of the background if we actually use it. - * @return A reference to the Background structure. - */ - Background& GetBackground() - { - if ( !mBackground ) - { - mBackground = new Background; - } - return *mBackground; - } - // Properties /** @@ -379,14 +336,93 @@ public: break; } + case Toolkit::DevelControl::Property::STATE: + { + bool withTransitions=true; + const Property::Value* valuePtr=&value; + Property::Map* map = value.GetMap(); + if(map) + { + Property::Value* value2 = map->Find("withTransitions"); + if( value2 ) + { + withTransitions = value2->Get(); + } + + valuePtr = map->Find("state"); + } + + if( valuePtr ) + { + Toolkit::DevelControl::State state( controlImpl.mImpl->mState ); + if( Scripting::GetEnumerationProperty< Toolkit::DevelControl::State >( *valuePtr, ControlStateTable, ControlStateTableCount, state ) ) + { + controlImpl.mImpl->SetState( state, withTransitions ); + } + } + } + break; + + case Toolkit::DevelControl::Property::SUB_STATE: + { + std::string subState; + if( value.Get( subState ) ) + { + controlImpl.mImpl->SetSubState( subState ); + } + } + break; + + case Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID: + { + int focusId; + if( value.Get( focusId ) ) + { + controlImpl.mImpl->mLeftFocusableActorId = focusId; + } + } + break; + + case Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID: + { + int focusId; + if( value.Get( focusId ) ) + { + controlImpl.mImpl->mRightFocusableActorId = focusId; + } + } + break; + + case Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID: + { + int focusId; + if( value.Get( focusId ) ) + { + controlImpl.mImpl->mUpFocusableActorId = focusId; + } + } + break; + + case Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID: + { + int focusId; + if( value.Get( focusId ) ) + { + controlImpl.mImpl->mDownFocusableActorId = focusId; + } + } + break; + case Toolkit::Control::Property::BACKGROUND_COLOR: { + DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" ); controlImpl.SetBackgroundColor( value.Get< Vector4 >() ); break; } case Toolkit::Control::Property::BACKGROUND_IMAGE: { + DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" ); Image image = Scripting::NewImage( value ); if ( image ) { @@ -394,7 +430,7 @@ public: } else { - // An empty map means the background is no longer required + // An empty image means the background is no longer required controlImpl.ClearBackground(); } break; @@ -412,6 +448,47 @@ public: } break; } + + case Toolkit::Control::Property::BACKGROUND: + { + std::string url; + Vector4 color; + const Property::Map* map = value.GetMap(); + if( map && !map->Empty() ) + { + controlImpl.SetBackground( *map ); + } + else if( value.Get( url ) ) + { + // don't know the size to load + Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( url, ImageDimensions() ); + if( visual ) + { + controlImpl.RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual ); + visual.SetDepthIndex( DepthIndex::BACKGROUND ); + } + } + else if( value.Get( color ) ) + { + controlImpl.SetBackgroundColor(color); + } + else + { + // The background is an empty property map, so we should clear the background + controlImpl.ClearBackground(); + } + break; + } + + case Toolkit::DevelControl::Property::TOOLTIP: + { + TooltipPtr& tooltipPtr = controlImpl.mImpl->mTooltip; + if( ! tooltipPtr ) + { + tooltipPtr = Tooltip::New( control ); + } + tooltipPtr->SetProperties( value ); + } } } } @@ -440,38 +517,58 @@ public: break; } + case Toolkit::DevelControl::Property::STATE: + { + value = controlImpl.mImpl->mState; + break; + } + + case Toolkit::DevelControl::Property::SUB_STATE: + { + value = controlImpl.mImpl->mSubStateName; + break; + } + + case Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID: + { + value = controlImpl.mImpl->mLeftFocusableActorId; + break; + } + + case Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID: + { + value = controlImpl.mImpl->mRightFocusableActorId; + break; + } + + case Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID: + { + value = controlImpl.mImpl->mUpFocusableActorId; + break; + } + + case Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID: + { + value = controlImpl.mImpl->mDownFocusableActorId; + break; + } + case Toolkit::Control::Property::BACKGROUND_COLOR: { + DALI_LOG_WARNING( "BACKGROUND_COLOR property is deprecated. Use BACKGROUND property instead\n" ); value = controlImpl.GetBackgroundColor(); break; } case Toolkit::Control::Property::BACKGROUND_IMAGE: { + DALI_LOG_WARNING( "BACKGROUND_IMAGE property is deprecated. Use BACKGROUND property instead\n" ); Property::Map map; - - Background* back = controlImpl.mImpl->mBackground; - if ( back && back->actor ) + Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) { - if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 ) - { - Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); - if ( image ) - { - Scripting::CreatePropertyMap( image, map ); - } - } - else - { - ImageActor imageActor = ImageActor::DownCast( back->actor ); - if ( imageActor ) - { - Image image = imageActor.GetImage(); - Scripting::CreatePropertyMap( image, map ); - } - } + visual.CreatePropertyMap( map ); } - value = map; break; } @@ -481,17 +578,340 @@ public: value = controlImpl.HasKeyInputFocus(); break; } + + case Toolkit::Control::Property::BACKGROUND: + { + Property::Map map; + Toolkit::Visual::Base visual = controlImpl.GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) + { + visual.CreatePropertyMap( map ); + } + + value = map; + break; + } + + case Toolkit::DevelControl::Property::TOOLTIP: + { + Property::Map map; + if( controlImpl.mImpl->mTooltip ) + { + controlImpl.mImpl->mTooltip->CreatePropertyMap( map ); + } + value = map; + break; + } + } } return value; } + + void CopyInstancedProperties( RegisteredVisualContainer& visuals, Dictionary& instancedProperties ) + { + for(RegisteredVisualContainer::Iterator iter = visuals.Begin(); iter!= visuals.End(); iter++) + { + if( (*iter)->visual ) + { + Property::Map instanceMap; + Toolkit::GetImplementation((*iter)->visual).CreateInstancePropertyMap(instanceMap); + instancedProperties.Add( (*iter)->visual.GetName(), instanceMap ); + } + } + } + + template + void Remove( Dictionary& keyValues, const std::string& name ) + { + keyValues.Remove(name); + } + + void Remove( DictionaryKeys& keys, const std::string& name ) + { + DictionaryKeys::iterator iter = std::find( keys.begin(), keys.end(), name ); + if( iter != keys.end()) + { + keys.erase(iter); + } + } + + void FindChangableVisuals( Dictionary& stateVisualsToAdd, + Dictionary& stateVisualsToChange, + DictionaryKeys& stateVisualsToRemove) + { + DictionaryKeys copyOfStateVisualsToRemove = stateVisualsToRemove; + + for( DictionaryKeys::iterator iter = copyOfStateVisualsToRemove.begin(); + iter != copyOfStateVisualsToRemove.end(); ++iter ) + { + const std::string& visualName = (*iter); + Property::Map* toMap = stateVisualsToAdd.Find( visualName ); + if( toMap ) + { + stateVisualsToChange.Add( visualName, *toMap ); + stateVisualsToAdd.Remove( visualName ); + Remove( stateVisualsToRemove, visualName ); + } + } + } + + void RemoveVisual( RegisteredVisualContainer& visuals, const std::string& visualName ) + { + Actor self( mControlImpl.Self() ); + + for ( RegisteredVisualContainer::Iterator visualIter = visuals.Begin(); + visualIter != visuals.End(); ++visualIter ) + { + Toolkit::Visual::Base visual = (*visualIter)->visual; + if( visual && visual.GetName() == visualName ) + { + Toolkit::GetImplementation(visual).SetOffStage( self ); + (*visualIter)->visual.Reset(); + visuals.Erase( visualIter ); + break; + } + } + } + + void RemoveVisuals( RegisteredVisualContainer& visuals, DictionaryKeys& removeVisuals ) + { + Actor self( mControlImpl.Self() ); + for( DictionaryKeys::iterator iter = removeVisuals.begin(); iter != removeVisuals.end(); ++iter ) + { + const std::string visualName = *iter; + RemoveVisual( visuals, visualName ); + } + } + + Toolkit::DevelVisual::Type GetVisualTypeFromMap( const Property::Map& map ) + { + Property::Value* typeValue = map.Find( Toolkit::DevelVisual::Property::TYPE, VISUAL_TYPE ); + Toolkit::DevelVisual::Type type = Toolkit::DevelVisual::IMAGE; + if( typeValue ) + { + Scripting::GetEnumerationProperty( *typeValue, VISUAL_TYPE_TABLE, VISUAL_TYPE_TABLE_COUNT, type ); + } + return type; + } + + /** + * Go through the list of visuals that are common to both states. + * If they are different types, or are both image types with different + * URLs, then the existing visual needs moving and the new visual creating + */ + void RecreateChangedVisuals( Dictionary& stateVisualsToChange, + Dictionary& instancedProperties ) + { + Dali::CustomActor handle( mControlImpl.GetOwner() ); + for( Dictionary::iterator iter = stateVisualsToChange.Begin(); + iter != stateVisualsToChange.End(); ++iter ) + { + const std::string& visualName = (*iter).key; + const Property::Map& toMap = (*iter).entry; + + // is it a candidate for re-creation? + bool recreate = false; + + Toolkit::Visual::Base visual = GetVisualByName( mVisuals, visualName ); + if( visual ) + { + Property::Map fromMap; + visual.CreatePropertyMap( fromMap ); + + Toolkit::DevelVisual::Type fromType = GetVisualTypeFromMap( fromMap ); + Toolkit::DevelVisual::Type toType = GetVisualTypeFromMap( toMap ); + + if( fromType != toType ) + { + recreate = true; + } + else + { + if( fromType == Toolkit::DevelVisual::IMAGE || fromType == Toolkit::DevelVisual::N_PATCH + || fromType == Toolkit::DevelVisual::SVG || fromType == Toolkit::DevelVisual::ANIMATED_IMAGE ) + { + Property::Value* fromUrl = fromMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME ); + Property::Value* toUrl = toMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME ); + + if( fromUrl && toUrl ) + { + std::string fromUrlString; + std::string toUrlString; + fromUrl->Get(fromUrlString); + toUrl->Get(toUrlString); + + if( fromUrlString != toUrlString ) + { + recreate = true; + } + } + } + } + + const Property::Map* instancedMap = instancedProperties.FindConst( visualName ); + if( recreate || instancedMap ) + { + RemoveVisual( mVisuals, visualName ); + Style::ApplyVisual( handle, visualName, toMap, instancedMap ); + } + else + { + // @todo check to see if we can apply toMap without recreating the visual + // e.g. by setting only animatable properties + // For now, recreate all visuals, but merge in instance data. + RemoveVisual( mVisuals, visualName ); + Style::ApplyVisual( handle, visualName, toMap, instancedMap ); + } + } + } + } + + void ReplaceStateVisualsAndProperties( const StylePtr oldState, const StylePtr newState, const std::string& subState ) + { + // Collect all old visual names + DictionaryKeys stateVisualsToRemove; + if( oldState ) + { + oldState->visuals.GetKeys( stateVisualsToRemove ); + if( ! subState.empty() ) + { + const StylePtr* oldSubState = oldState->subStates.FindConst(subState); + if( oldSubState ) + { + DictionaryKeys subStateVisualsToRemove; + (*oldSubState)->visuals.GetKeys( subStateVisualsToRemove ); + Merge( stateVisualsToRemove, subStateVisualsToRemove ); + } + } + } + + // Collect all new visual properties + Dictionary stateVisualsToAdd; + if( newState ) + { + stateVisualsToAdd = newState->visuals; + if( ! subState.empty() ) + { + const StylePtr* newSubState = newState->subStates.FindConst(subState); + if( newSubState ) + { + stateVisualsToAdd.Merge( (*newSubState)->visuals ); + } + } + } + + // If a name is in both add/remove, move it to change list. + Dictionary stateVisualsToChange; + FindChangableVisuals( stateVisualsToAdd, stateVisualsToChange, stateVisualsToRemove); + + // Copy instanced properties (e.g. text label) of current visuals + Dictionary instancedProperties; + CopyInstancedProperties( mVisuals, instancedProperties ); + + // For each visual in remove list, remove from mVisuals + RemoveVisuals( mVisuals, stateVisualsToRemove ); + + // For each visual in add list, create and add to mVisuals + Dali::CustomActor handle( mControlImpl.GetOwner() ); + Style::ApplyVisuals( handle, stateVisualsToAdd, instancedProperties ); + + // For each visual in change list, if it requires a new visual, + // remove old visual, create and add to mVisuals + RecreateChangedVisuals( stateVisualsToChange, instancedProperties ); + } + + void SetState( DevelControl::State newState, bool withTransitions=true ) + { + DevelControl::State oldState = mState; + Dali::CustomActor handle( mControlImpl.GetOwner() ); + DALI_LOG_INFO(gLogFilter, Debug::Concise, "Control::Impl::SetState: %s\n", + (mState == DevelControl::NORMAL ? "NORMAL" :( + mState == DevelControl::FOCUSED ?"FOCUSED" : ( + mState == DevelControl::DISABLED?"DISABLED":"NONE" )))); + + if( mState != newState ) + { + // If mState was Disabled, and new state is Focused, should probably + // store that fact, e.g. in another property that FocusManager can access. + mState = newState; + + // Trigger state change and transitions + // Apply new style, if stylemanager is available + Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + if( styleManager ) + { + const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) ); + + if( stylePtr ) + { + std::string oldStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( oldState, ControlStateTable, ControlStateTableCount ); + std::string newStateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( newState, ControlStateTable, ControlStateTableCount ); + + const StylePtr* newStateStyle = stylePtr->subStates.Find( newStateName ); + const StylePtr* oldStateStyle = stylePtr->subStates.Find( oldStateName ); + if( oldStateStyle && newStateStyle ) + { + // Only change if both state styles exist + ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, mSubStateName ); + } + } + } + } + } + + void SetSubState( const std::string& subStateName, bool withTransitions=true ) + { + if( mSubStateName != subStateName ) + { + // Get existing sub-state visuals, and unregister them + Dali::CustomActor handle( mControlImpl.GetOwner() ); + + Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + if( styleManager ) + { + const StylePtr stylePtr = GetImpl( styleManager ).GetRecordedStyle( Toolkit::Control( mControlImpl.GetOwner() ) ); + if( stylePtr ) + { + // Stringify state + std::string stateName = Scripting::GetEnumerationName< Toolkit::DevelControl::State >( mState, ControlStateTable, ControlStateTableCount ); + + const StylePtr* state = stylePtr->subStates.Find( stateName ); + if( state ) + { + StylePtr stateStyle(*state); + + const StylePtr* newStateStyle = stateStyle->subStates.Find( subStateName ); + const StylePtr* oldStateStyle = stateStyle->subStates.Find( mSubStateName ); + if( oldStateStyle && newStateStyle ) + { + std::string empty; + ReplaceStateVisualsAndProperties( *oldStateStyle, *newStateStyle, empty ); + } + } + } + } + + mSubStateName = subStateName; + } + } + // Data Control& mControlImpl; + DevelControl::State mState; + std::string mSubStateName; + + int mLeftFocusableActorId; ///< Actor ID of Left focusable control. + int mRightFocusableActorId; ///< Actor ID of Right focusable control. + int mUpFocusableActorId; ///< Actor ID of Up focusable control. + int mDownFocusableActorId; ///< Actor ID of Down focusable control. + + RegisteredVisualContainer mVisuals; // Stores visuals needed by the control, non trivial type so std::vector used. std::string mStyleName; - Background* mBackground; ///< Only create the background if we use it + Vector4 mBackgroundColor; ///< The color of the background visual Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this Toolkit::Control::KeyEventSignalType mKeyEventSignal; Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal; @@ -503,28 +923,46 @@ public: TapGestureDetector mTapGestureDetector; LongPressGestureDetector mLongPressGestureDetector; - ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor. + // Tooltip + TooltipPtr mTooltip; + + 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; - static PropertyRegistration PROPERTY_2; - static PropertyRegistration PROPERTY_3; - static PropertyRegistration PROPERTY_4; + // Properties - these need to be members of Internal::Control::Impl as they access private methods/data of Internal::Control and Internal::Control::Impl. + static const PropertyRegistration PROPERTY_1; + static const PropertyRegistration PROPERTY_2; + static const PropertyRegistration PROPERTY_3; + static const PropertyRegistration PROPERTY_4; + static const PropertyRegistration PROPERTY_5; + static const PropertyRegistration PROPERTY_6; + static const PropertyRegistration PROPERTY_7; + static const PropertyRegistration PROPERTY_8; + static const PropertyRegistration PROPERTY_9; + static const PropertyRegistration PROPERTY_10; + static const PropertyRegistration PROPERTY_11; + static const PropertyRegistration PROPERTY_12; }; // 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 ); +const PropertyRegistration Control::Impl::PROPERTY_1( typeRegistration, "styleName", Toolkit::Control::Property::STYLE_NAME, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_2( typeRegistration, "backgroundColor", Toolkit::Control::Property::BACKGROUND_COLOR, Property::VECTOR4, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "backgroundImage", Toolkit::Control::Property::BACKGROUND_IMAGE, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_4( typeRegistration, "keyInputFocus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_5( typeRegistration, "background", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_6( typeRegistration, "tooltip", Toolkit::DevelControl::Property::TOOLTIP, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_7( typeRegistration, "state", Toolkit::DevelControl::Property::STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_8( typeRegistration, "subState", Toolkit::DevelControl::Property::SUB_STATE, Property::STRING, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_9( typeRegistration, "leftFocusableActorId", Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_10( typeRegistration, "rightFocusableActorId", Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID,Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_11( typeRegistration, "upFocusableActorId", Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +const PropertyRegistration Control::Impl::PROPERTY_12( typeRegistration, "downFocusableActorId", Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::INTEGER, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); Toolkit::Control Control::New() { // Create the implementation, temporarily owned on stack - IntrusivePtr controlImpl = new Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ); + IntrusivePtr controlImpl = new Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ); // Pass ownership to handle Toolkit::Control handle( *controlImpl ); @@ -536,20 +974,18 @@ Toolkit::Control Control::New() return handle; } -Control::~Control() -{ - delete mImpl; -} - void Control::SetStyleName( const std::string& styleName ) { if( styleName != mImpl->mStyleName ) { mImpl->mStyleName = styleName; - // Apply new style + // Apply new style, if stylemanager is available Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + if( styleManager ) + { + GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + } } } @@ -560,78 +996,49 @@ const std::string& Control::GetStyleName() const void Control::SetBackgroundColor( const Vector4& color ) { - Background& background( mImpl->GetBackground() ); + mImpl->mBackgroundColor = color; + Property::Map map; + map[ Toolkit::DevelVisual::Property::TYPE ] = Toolkit::Visual::COLOR; + map[ Toolkit::ColorVisual::Property::MIX_COLOR ] = color; - if ( background.actor ) - { - if( background.actor.GetRendererCount() > 0 ) - { - Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); - shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); - } - else - { - background.actor.SetColor( 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; + SetBackground( map ); } Vector4 Control::GetBackgroundColor() const { - if ( mImpl->mBackground ) + return mImpl->mBackgroundColor; +} + +void Control::SetBackground( const Property::Map& map ) +{ + Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( map ); + if( visual ) { - return mImpl->mBackground->color; + RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual ); + visual.SetDepthIndex( DepthIndex::BACKGROUND ); + + // Trigger a size negotiation request that may be needed by the new visual to relayout its contents. + RelayoutRequest(); } - return Color::TRANSPARENT; } void Control::SetBackgroundImage( Image image ) { - Background& background( mImpl->GetBackground() ); - - if ( background.actor ) - { - // Remove Current actor, unset AFTER removal - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); - } - - Actor actor = CreateBackground(Self(), background.color, image); - - // Set the background actor before adding so that we do not inform derived classes - 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; + Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image ); + if( visual ) + { + RegisterVisual( Toolkit::Control::Property::BACKGROUND, visual ); + visual.SetDepthIndex( DepthIndex::BACKGROUND ); + } } void Control::ClearBackground() { - if ( mImpl->mBackground ) - { - Background& background( mImpl->GetBackground() ); - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; + UnregisterVisual( Toolkit::Control::Property::BACKGROUND ); + mImpl->mBackgroundColor = Color::TRANSPARENT; - delete mImpl->mBackground; - mImpl->mBackground = NULL; - } + // Trigger a size negotiation request that may be needed when unregistering a visual. + RelayoutRequest(); } void Control::EnableGestureDetection(Gesture::Type type) @@ -735,7 +1142,11 @@ bool Control::HasKeyInputFocus() bool result = false; if( Self().OnStage() ) { - result = Toolkit::KeyInputFocusManager::Get().IsKeyboardListener(Toolkit::Control::DownCast(Self())); + Toolkit::Control control = Toolkit::KeyInputFocusManager::Get().GetCurrentFocusControl(); + if( Self() == control ) + { + result = true; + } } return result; } @@ -773,6 +1184,191 @@ void Control::KeyboardEnter() OnKeyboardEnter(); } +void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual ) +{ + RegisterVisual( index, visual, true ); +} + +void Control::RegisterVisual( Property::Index index, Toolkit::Visual::Base& visual, bool enabled ) +{ + bool visualReplaced ( false ); + Actor self = Self(); + + if( !mImpl->mVisuals.Empty() ) + { + RegisteredVisualContainer::Iterator iter; + // Check if visual (index) is already registered. Replace if so. + if ( FindVisual( index, mImpl->mVisuals, iter ) ) + { + if( (*iter)->visual && self.OnStage() ) + { + Toolkit::GetImplementation((*iter)->visual).SetOffStage( self ); + } + (*iter)->visual = visual; + visualReplaced = true; + } + } + + // If not set, set the name of the visual to the same name as the control's property. + // ( If the control has been type registered ) + if( visual.GetName().empty() ) + { + // Check if the control has been type registered: + TypeInfo typeInfo = TypeRegistry::Get().GetTypeInfo( typeid(*this) ); + if( typeInfo ) + { + // Check if the property index has been registered: + Property::IndexContainer indices; + typeInfo.GetPropertyIndices( indices ); + Property::IndexContainer::Iterator iter = std::find( indices.Begin(), indices.End(), index ); + if( iter != indices.End() ) + { + // If it has, then get it's name and use that for the visual + std::string visualName = typeInfo.GetPropertyName( index ); + visual.SetName( visualName ); + } + } + } + + if( !visualReplaced ) // New registration entry + { + mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) ); + } + + if( visual && self.OnStage() && enabled ) + { + Toolkit::GetImplementation(visual).SetOnStage( self ); + } + + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::RegisterVisual() Registered %s(%d), enabled:%s\n", visual.GetName().c_str(), index, enabled?"T":"F" ); +} + +void Control::UnregisterVisual( Property::Index index ) +{ + RegisteredVisualContainer::Iterator iter; + if ( FindVisual( index, mImpl->mVisuals, iter ) ) + { + Actor self( Self() ); + Toolkit::GetImplementation((*iter)->visual).SetOffStage( self ); + (*iter)->visual.Reset(); + mImpl->mVisuals.Erase( iter ); + } +} + +Toolkit::Visual::Base Control::GetVisual( Property::Index index ) const +{ + RegisteredVisualContainer::Iterator iter; + if ( FindVisual( index, mImpl->mVisuals, iter ) ) + { + return (*iter)->visual; + } + + return Toolkit::Visual::Base(); +} + +void Control::EnableVisual( Property::Index index, bool enable ) +{ + RegisteredVisualContainer::Iterator iter; + if ( FindVisual( index, mImpl->mVisuals, iter ) ) + { + if ( (*iter)->enabled == enable ) + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Visual %s(%d) already %s\n", (*iter)->visual.GetName().c_str(), index, enable?"enabled":"disabled"); + return; + } + + (*iter)->enabled = enable; + Actor parentActor = Self(); + if ( Self().OnStage() ) // If control not on Stage then Visual will be added when StageConnection is called. + { + if ( enable ) + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting %s(%d) on stage \n", (*iter)->visual.GetName().c_str(), index ); + Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor ); + } + else + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting %s(%d) off stage \n", (*iter)->visual.GetName().c_str(), index ); + Toolkit::GetImplementation((*iter)->visual).SetOffStage( parentActor ); // No need to call if control not staged. + } + } + } +} + +bool Control::IsVisualEnabled( Property::Index index ) const +{ + RegisteredVisualContainer::Iterator iter; + if ( FindVisual( index, mImpl->mVisuals, iter ) ) + { + return (*iter)->enabled; + } + return false; +} + +Dali::Animation Control::CreateTransition( const Toolkit::TransitionData& handle ) +{ + Dali::Animation transition; + const Internal::TransitionData& transitionData = Toolkit::GetImplementation( handle ); + + if( transitionData.Count() > 0 ) + { + // Setup a Transition from TransitionData. + TransitionData::Iterator end = transitionData.End(); + for( TransitionData::Iterator iter = transitionData.Begin() ; + iter != end; ++iter ) + { + TransitionData::Animator* animator = (*iter); + + Toolkit::Visual::Base visual = GetVisualByName( mImpl->mVisuals, animator->objectName ); + + if( visual ) + { + Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual ); + visualImpl.AnimateProperty( transition, *animator ); + } + else + { + // Otherwise, try any actor children of control (Including the control) + Actor child = Self().FindChildByName( animator->objectName ); + if( child ) + { + Property::Index propertyIndex = DevelHandle::GetPropertyIndex( child, animator->propertyKey ); + if( propertyIndex != Property::INVALID_INDEX ) + { + if( animator->animate == false ) + { + if( animator->targetValue.GetType() != Property::NONE ) + { + child.SetProperty( propertyIndex, animator->targetValue ); + } + } + else // animate the property + { + if( animator->initialValue.GetType() != Property::NONE ) + { + child.SetProperty( propertyIndex, animator->initialValue ); + } + + if( ! transition ) + { + transition = Dali::Animation::New( 0.1f ); + } + + transition.AnimateTo( Property( child, propertyIndex ), + animator->targetValue, + animator->alphaFunction, + TimePeriod( animator->timePeriodDelay, + animator->timePeriodDuration ) ); + } + } + } + } + } + } + + return transition; +} + bool Control::OnAccessibilityActivated() { return false; // Accessibility activation is not handled by default @@ -817,12 +1413,12 @@ Toolkit::Control::KeyEventSignalType& Control::KeyEventSignal() return mImpl->mKeyEventSignal; } -Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusGainedSignal() +Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusGainedSignal() { return mImpl->mKeyInputFocusGainedSignal; } -Toolkit::Control::KeyInputFocusSignalType& Control:: KeyInputFocusLostSignal() +Toolkit::Control::KeyInputFocusSignalType& Control::KeyInputFocusLostSignal() { return mImpl->mKeyInputFocusLostSignal; } @@ -856,20 +1452,32 @@ Control::Control( ControlBehaviour behaviourFlags ) mImpl->mFlags = behaviourFlags; } +Control::~Control() +{ + delete mImpl; +} + void Control::Initialize() { // Call deriving classes so initialised before styling is applied to them. OnInitialize(); - if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS ) + if( (mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS) || + !(mImpl->mFlags & DISABLE_STYLE_CHANGE_SIGNALS) ) { - Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + Toolkit::StyleManager styleManager = StyleManager::Get(); + + // if stylemanager is available + if( styleManager ) + { + StyleManager& styleManagerImpl = GetImpl( styleManager ); - // Register for style changes - styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); + // Register for style changes + styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange ); - // Apply the current style - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + // Apply the current style + styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) ); + } } if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) @@ -893,9 +1501,10 @@ void Control::OnControlChildRemove( Actor& child ) 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 ) + if( styleManager && change == StyleChange::THEME_CHANGE ) { GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + RelayoutRequest(); } } @@ -949,35 +1558,34 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) } } -void Control::OnStageConnection( unsigned int depth ) +void Control::OnStageConnection( int depth ) { - unsigned int controlRendererCount = Self().GetRendererCount(); - for( unsigned int i(0); imVisuals.Size() ); + + Actor self( Self() ); + + for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++) { - Renderer controlRenderer = Self().GetRendererAt(i); - if( controlRenderer ) + // Check whether the visual is empty and enabled + if( (*iter)->visual && (*iter)->enabled ) { - controlRenderer.SetDepthIndex( CONTENT_DEPTH_INDEX+depth ); + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index ); + Toolkit::GetImplementation((*iter)->visual).SetOnStage( self ); } } - if( mImpl->mBackground ) + if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() ) { - if(mImpl->mBackground->actor.GetRendererCount() > 0 ) - { - Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); - if(backgroundRenderer) - { - backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); - } - } - else + Property::Value clippingValue = self.GetProperty( Actor::Property::CLIPPING_MODE ); + int clippingMode = ClippingMode::DISABLED; + if( clippingValue.Get( clippingMode ) ) { + // Add a transparent background if we do not have any renderers or visuals so we clip our children - ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); - if ( imageActor ) + if( clippingMode == ClippingMode::CLIP_CHILDREN ) { - imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); + // Create a transparent background visual which will also get staged. + SetBackgroundColor( Color::TRANSPARENT ); } } } @@ -985,6 +1593,16 @@ void Control::OnStageConnection( unsigned int depth ) void Control::OnStageDisconnection() { + for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++) + { + // Check whether the visual is empty + if( (*iter)->visual ) + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageDisconnection Setting visual(%d) off stage\n", (*iter)->index ); + Actor self( Self() ); + Toolkit::GetImplementation((*iter)->visual).SetOffStage( self ); + } + } } void Control::OnKeyInputFocusGained() @@ -999,31 +1617,47 @@ void Control::OnKeyInputFocusLost() void Control::OnChildAdd(Actor& child) { - // If this is the background actor, then we do not want to inform deriving classes - if ( mImpl->mAddRemoveBackgroundChild ) - { - return; - } - // Notify derived classes. OnControlChildAdd( child ); } void Control::OnChildRemove(Actor& child) { - // If this is the background actor, then we do not want to inform deriving classes - if ( mImpl->mAddRemoveBackgroundChild ) - { - return; - } - // Notify derived classes. OnControlChildRemove( child ); } +void Control::OnPropertySet( Property::Index index, Property::Value propertyValue ) +{ + Actor self( Self() ); + if( index == Actor::Property::CLIPPING_MODE ) + { + // Only set the background if we're already on the stage and have no renderers or visuals + + if( mImpl->mVisuals.Empty() && ! self.GetRendererCount() && self.OnStage() ) + { + ClippingMode::Type clippingMode = ClippingMode::DISABLED; + if( Scripting::GetEnumerationProperty< ClippingMode::Type >( propertyValue, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, clippingMode ) ) + { + // Add a transparent background if we do not have one so we clip children + + if( clippingMode == ClippingMode::CLIP_CHILDREN ) + { + SetBackgroundColor( Color::TRANSPARENT ); + } + } + } + } +} + void Control::OnSizeSet(const Vector3& targetSize) { - // Background is resized through size negotiation + Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) + { + Vector2 size( targetSize ); + visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform + } } void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize) @@ -1057,6 +1691,12 @@ void Control::OnRelayout( const Vector2& size, RelayoutContainer& container ) { container.Add( Self().GetChildAt( i ), size ); } + + Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) + { + visual.SetTransformAndSize( Property::Map(), size ); // Send an empty map as we do not want to modify the visual's set transform + } } void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) @@ -1065,30 +1705,14 @@ void Control::OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dime Vector3 Control::GetNaturalSize() { - //Control's natural size is the size of its background image if it has been set, or ZERO otherwise - Vector3 naturalSize = Vector3::ZERO; - if( mImpl->mBackground ) + Toolkit::Visual::Base visual = GetVisual( Toolkit::Control::Property::BACKGROUND ); + if( visual ) { - if( mImpl->mBackground->actor.GetRendererCount() > 0 ) - { - Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial(); - if( backgroundMaterial.GetNumberOfSamplers() > 0 ) - { - Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage(); - if( backgroundImage ) - { - naturalSize.x = backgroundImage.GetWidth(); - naturalSize.y = backgroundImage.GetHeight(); - } - } - } - else - { - return mImpl->mBackground->actor.GetNaturalSize(); - } + Vector2 naturalSize; + visual.GetNaturalSize( naturalSize ); + return Vector3( naturalSize ); } - - return naturalSize; + return Vector3::ZERO; } float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension ) @@ -1098,27 +1722,11 @@ float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dim float Control::GetHeightForWidth( float width ) { - if( mImpl->mBackground ) - { - Actor actor = mImpl->mBackground->actor; - if( actor ) - { - return actor.GetHeightForWidth( width ); - } - } return GetHeightForWidthBase( width ); } float Control::GetWidthForHeight( float height ) { - if( mImpl->mBackground ) - { - Actor actor = mImpl->mBackground->actor; - if( actor ) - { - return actor.GetWidthForHeight( height ); - } - } return GetWidthForHeightBase( height ); }