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=90b3bb624ca08760f716bf86a5c5a3bc721cd146;hp=74eabcb3daf520dced5b24f4f0793647ffdd2106;hb=5f03eb8d802b39ab519b15d5bca02f0ed01f2766;hpb=da7bba2130b0b15f9d93d63b2404b8888af2c85b diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 74eabcb..90b3bb6 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) 2016 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 +22,28 @@ #include // for strcmp #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 namespace Dali { @@ -49,6 +54,118 @@ namespace Toolkit namespace { +#if defined(DEBUG_ENABLED) +Debug::Filter* gLogFilter = Debug::Filter::New( Debug::General, false, "LOG_CONTROL_VISUALS"); +#endif + +/** + * 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) {} +}; + +struct HandleIndex +{ + Handle handle; ///< a handle to the target object + Property::Index index; ///< The index of a property provided by the referenced object + + HandleIndex( ) + : handle(), + index( Property::INVALID_INDEX ) + { + } + + HandleIndex( Handle& handle, Property::Index index ) + : handle( handle ), + index( index ) + { + } +}; + + +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; +} + +HandleIndex GetVisualProperty( + Internal::Control& controlImpl, + RegisteredVisualContainer& visuals, + const std::string& visualName, + Property::Key propertyKey ) +{ +#if defined(DEBUG_ENABLED) + std::ostringstream oss; + oss << "Control::GetHandleIndex(" << visualName << ", " << propertyKey << ")" << std::endl; + DALI_LOG_INFO( gLogFilter, Debug::General, oss.str().c_str() ); +#endif + + // Find visualName in the control + RegisteredVisualContainer::Iterator iter; + for ( iter = visuals.Begin(); iter != visuals.End(); iter++ ) + { + if ( (*iter)->visual.GetName() == visualName ) + { + break; + } + } + + // Does it's renderer have an associated property? + if( iter != visuals.End() ) + { + Actor self = controlImpl.Self(); + Property::Index index = self.GetPropertyIndex( propertyKey ); + if( index != Property::INVALID_INDEX ) + { + // It's an actor property: + return HandleIndex( self, index ); + } + else + { + // Check if it is a renderer property: + if( self.GetRendererCount() > 0 ) + { + // @todo Need to use correct renderer index + Renderer renderer = self.GetRendererAt(0); + Property::Index index = renderer.GetPropertyIndex( propertyKey ); + if( index != Property::INVALID_INDEX ) + { + // It's a renderer property: + return HandleIndex( renderer, index ); + } + } + else + { + std::ostringstream oss; + oss << propertyKey; + DALI_LOG_WARNING( "Control::GetHandleIndex(%s, %s) No renderers\n", visualName.c_str(), oss.str().c_str() ); + } + } + } + Handle handle; + return HandleIndex( handle, Property::INVALID_INDEX ); +} + + /** * Creates control through type registry */ @@ -64,7 +181,7 @@ 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 +208,13 @@ 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 ); @@ -162,129 +279,6 @@ 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::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( parent.GetHierarchyDepth() + 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 ); - imageActor.SetSortModifier( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX ); - - return imageActor; - } - -} - } // unnamed namespace namespace Internal @@ -296,26 +290,24 @@ 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 ), + 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; } @@ -341,21 +333,6 @@ 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 /** @@ -382,12 +359,14 @@ public: 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 ) { @@ -395,7 +374,7 @@ 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; @@ -413,6 +392,21 @@ public: } break; } + + case Toolkit::Control::Property::BACKGROUND: + { + const Property::Map* map = value.GetMap(); + if( map && !map->Empty() ) + { + controlImpl.SetBackground( *map ); + } + else + { + // The background is an empty property map, so we should clear the background + controlImpl.ClearBackground(); + } + break; + } } } } @@ -443,36 +437,20 @@ public: 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; } @@ -482,6 +460,20 @@ 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; + } + } } @@ -491,8 +483,9 @@ public: // Data Control& mControlImpl; + 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; @@ -504,28 +497,29 @@ public: TapGestureDetector mTapGestureDetector; LongPressGestureDetector mLongPressGestureDetector; - ControlBehaviour mFlags :CONTROL_BEHAVIOUR_FLAG_COUNT; ///< Flags passed in from constructor. + 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; + 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; }; // 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 ); 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 ); @@ -564,78 +558,44 @@ const std::string& Control::GetStyleName() const void Control::SetBackgroundColor( const Vector4& color ) { - Background& background( mImpl->GetBackground() ); + mImpl->mBackgroundColor = color; + Property::Map map; + map[ Toolkit::VisualProperty::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 ); } - 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; + DALI_LOG_WARNING( "SetBackgroundImage is for the depreciated Property::BACKGROUND_IMAGE use SetBackground( const Property::Map& map )\n" ); + 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; - - delete mImpl->mBackground; - mImpl->mBackground = NULL; - } + UnregisterVisual( Toolkit::Control::Property::BACKGROUND ); + mImpl->mBackgroundColor = Color::TRANSPARENT; } void Control::EnableGestureDetection(Gesture::Type type) @@ -777,6 +737,169 @@ 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 ( !visualReplaced ) // New registration entry + { + mImpl->mVisuals.PushBack( new RegisteredVisual( index, visual, enabled ) ); + } + + if( visual && self.OnStage() && enabled ) + { + Toolkit::GetImplementation(visual).SetOnStage( self ); + } +} + +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 Already enabled set (%s) \n", 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 Visual(%d) on stage \n", index ); + Toolkit::GetImplementation((*iter)->visual).SetOnStage( parentActor ); + } + else + { + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::EnableVisual Setting Visual(%d) off stage \n", 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); + HandleIndex handleIndex; + + // Attempt to find the object name as a child actor + Actor child = Self().FindChildByName( animator->objectName ); + if( child ) + { + Property::Index propertyIndex = child.GetPropertyIndex( animator->propertyKey ); + handleIndex = HandleIndex( child, propertyIndex ); + } + else + { + handleIndex = GetVisualProperty( *this, mImpl->mVisuals, + animator->objectName, + animator->propertyKey ); + } + + if( handleIndex.handle && handleIndex.index != Property::INVALID_INDEX ) + { + if( animator->animate == false ) + { + if( animator->targetValue.GetType() != Property::NONE ) + { + handleIndex.handle.SetProperty( handleIndex.index, animator->targetValue ); + } + } + else + { + if( animator->initialValue.GetType() != Property::NONE ) + { + handleIndex.handle.SetProperty( handleIndex.index, animator->initialValue ); + } + + if( ! transition ) + { + // Create an animation with a default .1 second duration - the animators + // will automatically force it to the 'right' duration. + transition = Dali::Animation::New( 0.1f ); + } + + transition.AnimateTo( Property( handleIndex.handle, handleIndex.index ), + animator->targetValue, + animator->alphaFunction, + TimePeriod( animator->timePeriodDelay, + animator->timePeriodDuration ) ); + } + } + } + } + + return transition; +} + bool Control::OnAccessibilityActivated() { return false; // Accessibility activation is not handled by default @@ -821,12 +944,12 @@ 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; } @@ -865,17 +988,21 @@ 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 ); + styleManagerImpl.ControlStyleChangeSignal().Connect( this, &Control::OnStyleChange ); // Apply the current style - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + styleManagerImpl.ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) ); } } @@ -904,6 +1031,7 @@ void Control::OnStyleChange( Toolkit::StyleManager styleManager, StyleChange::Ty { GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); } + RelayoutRequest(); } void Control::OnPinch(const PinchGesture& pinch) @@ -958,40 +1086,32 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) void Control::OnStageConnection( int depth ) { - unsigned int controlRendererCount = Self().GetRendererCount(); - for( unsigned int i(0); imVisuals.Size() ); - if( mImpl->mBackground ) + for(RegisteredVisualContainer::Iterator iter = mImpl->mVisuals.Begin(); iter!= mImpl->mVisuals.End(); iter++) { - if(mImpl->mBackground->actor.GetRendererCount() > 0 ) - { - Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); - if(backgroundRenderer) - { - backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); - } - } - else + // Check whether the visual is empty and enabled + if( (*iter)->visual && (*iter)->enabled ) { - - ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); - if ( imageActor ) - { - imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); - } + DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index ); + Actor self( Self() ); + Toolkit::GetImplementation((*iter)->visual).SetOnStage( self ); } } } 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() @@ -1006,31 +1126,24 @@ 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::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.SetSize( size ); + } } void Control::OnSizeAnimation(Animation& animation, const Vector3& targetSize) @@ -1072,30 +1185,14 @@ 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 ) @@ -1105,27 +1202,11 @@ 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 ); }