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=a082b0186451b4506e018d05fa6b1a730a31995d;hp=07d7f026e9424a9ec58b0555fb116b905cd8a6eb;hb=b1af00ad6310ab2ff4d64eecb4ec6f9896a6f13f;hpb=8fe34a7363271b35b631b07989c11845de7f190c diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 07d7f02..a082b01 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -23,16 +23,13 @@ #include #include #include -#include #include #include -#include #include +#include #include +#include #include -#include -#include -#include #include // INTERNAL INCLUDES @@ -192,18 +189,6 @@ Vector2 gQuad[] = { 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 @@ -223,29 +208,6 @@ const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER( }\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. @@ -259,26 +221,12 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( */ Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) { - PropertyBuffer vertexBuffer; - Shader shader; - Material material; - if( image ) + if( !image ) { - Property::Map vertexFormat; - vertexFormat["aPosition"] = Property::VECTOR2; - vertexFormat["aTexCoord"] = Property::VECTOR2; + PropertyBuffer vertexBuffer; + Shader shader; + Material material; - //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; @@ -288,42 +236,52 @@ Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image( shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); material = Material::New( shader ); - } - - //Create the index buffer - Property::Map indexFormat; - indexFormat["indices"] = Property::UNSIGNED_INTEGER; - PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); - indexBuffer.SetData(gQuadIndex); - //Create the geometry - Geometry mesh = Geometry::New(); - mesh.AddVertexBuffer( vertexBuffer ); - mesh.SetIndexBuffer( indexBuffer ); - - //Add uniforms to the shader - Property::Index backgroundColorIndex = shader.RegisterProperty( "uBackgroundColor", color ); - shader.AddUniformMapping( backgroundColorIndex, "uBackgroundColor" ); - - //Create the renderer - Renderer renderer = Renderer::New( mesh, material ); - renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); - - //Create the actor - Actor meshActor = Actor::New(); - meshActor.SetSize( Vector3::ONE ); - meshActor.AddRenderer( renderer ); - meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - meshActor.SetColorMode( USE_PARENT_COLOR ); + //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 ); - //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 imageActor; + } - return meshActor; } } // unnamed namespace @@ -429,17 +387,12 @@ public: case Toolkit::Control::Property::BACKGROUND_IMAGE: { - if ( value.HasKey( "image" ) ) + Image image = Scripting::NewImage( value ); + if ( image ) { - Property::Map imageMap = value.GetValue( "image" ).Get< Property::Map >(); - Image image = Scripting::NewImage( imageMap ); - - if ( image ) - { - controlImpl.SetBackgroundImage( image ); - } + controlImpl.SetBackgroundImage( image ); } - else if ( value.Get< Property::Map >().Empty() ) + else { // An empty map means the background is no longer required controlImpl.ClearBackground(); @@ -498,14 +451,24 @@ public: Property::Map map; Background* back = controlImpl.mImpl->mBackground; - if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0) + if ( back && back->actor ) { - Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); - if ( image ) + 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 { - Property::Map imageMap; - Scripting::CreatePropertyMap( image, imageMap ); - map[ "image" ] = imageMap; + ImageActor imageActor = ImageActor::DownCast( back->actor ); + if ( imageActor ) + { + Image image = imageActor.GetImage(); + Scripting::CreatePropertyMap( image, map ); + } } } @@ -601,8 +564,15 @@ void Control::SetBackgroundColor( const Vector4& color ) if ( background.actor ) { - Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); - shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); + 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 { @@ -630,31 +600,24 @@ Vector4 Control::GetBackgroundColor() const void Control::SetBackgroundImage( Image image ) { Background& background( mImpl->GetBackground() ); - if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0) - { - // Remove current actor as it has not texture coordinates - if( background.actor ) - { - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); - } - //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); - } + 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; } void Control::ClearBackground() @@ -879,6 +842,9 @@ Control::Control( ControlBehaviour behaviourFlags ) void Control::Initialize() { + // Call deriving classes so initialised before styling is applied to them. + OnInitialize(); + if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS ) { Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); @@ -886,7 +852,7 @@ void Control::Initialize() // Register for style changes styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); - // SetTheme + // Apply the current style GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); } @@ -894,9 +860,6 @@ void Control::Initialize() { SetKeyboardNavigationSupport( true ); } - - // Calling deriving classes - OnInitialize(); } void Control::OnInitialize() @@ -984,10 +947,22 @@ void Control::OnStageConnection( unsigned int depth ) if( mImpl->mBackground ) { - Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); - if(backgroundRenderer) + if(mImpl->mBackground->actor.GetRendererCount() > 0 ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) + { + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + } + } + else { - backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + + ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); + if ( imageActor ) + { + imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); + } } } } @@ -1074,15 +1049,30 @@ 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 ) { - Actor actor = mImpl->mBackground->actor; - if( actor ) + 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 actor.GetNaturalSize(); + return mImpl->mBackground->actor.GetNaturalSize(); } } - return Vector3(); + + return naturalSize; } float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )