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=c0780c4fd2fcb1bf572c2d0e7cfb6511ac60df7f;hp=ee5d0fd5b4329c2861feb5f97b775142eb844b37;hb=4f1a814c47a80f11892a6a887cd98099a2eace09;hpb=36a298758d1b6244b7846a0102b528d76002dbda diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index ee5d0fd..c0780c4 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -23,17 +23,17 @@ #include #include #include -#include #include #include -#include #include +#include #include +#include #include -#include #include // INTERNAL INCLUDES +#include #include #include #include @@ -64,12 +64,12 @@ 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_CONTROL_ACTIVATED = "control-activated"; +const char* ACTION_ACCESSIBILITY_ACTIVATED = "accessibility-activated"; static bool DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes ) { bool ret = false; - if( object && ( 0 == strcmp( actionName.c_str(), ACTION_CONTROL_ACTIVATED ) ) ) + if( object && ( 0 == strcmp( actionName.c_str(), ACTION_ACCESSIBILITY_ACTIVATED ) ) ) { Toolkit::Control control = Toolkit::Control::DownCast( BaseHandle( object ) ); if( control ) @@ -158,7 +158,7 @@ SignalConnectorType registerSignal5( typeRegistration, SIGNAL_PANNED, &DoConnect SignalConnectorType registerSignal6( typeRegistration, SIGNAL_PINCHED, &DoConnectSignal ); SignalConnectorType registerSignal7( typeRegistration, SIGNAL_LONG_PRESSED, &DoConnectSignal ); -TypeAction registerAction( typeRegistration, ACTION_CONTROL_ACTIVATED, &DoAction ); +TypeAction registerAction( typeRegistration, ACTION_ACCESSIBILITY_ACTIVATED, &DoAction ); DALI_TYPE_REGISTRATION_END() @@ -167,7 +167,7 @@ DALI_TYPE_REGISTRATION_END() */ struct Background { - Actor actor; ///< Either a MeshActor or an ImageActor + Actor actor; ///< Background actor Vector4 color; ///< The color of the actor. /** @@ -180,69 +180,109 @@ struct Background } }; -/** - * Creates a white coloured Mesh. - */ -Mesh CreateMesh() -{ - Vector3 white( Color::WHITE ); +unsigned int gQuadIndex[6] = { 0, 2, 1, 1, 2, 3 }; - MeshData meshData; +Vector2 gQuad[] = { + Vector2( -0.5f, -0.5f ), + Vector2( 0.5f, -0.5f ), + Vector2( -0.5f, 0.5f ), + Vector2( 0.5f, 0.5f ) +}; - // Create vertices with a white color (actual color is set by actor color) - MeshData::VertexContainer vertices(4); - vertices[ 0 ] = MeshData::Vertex( Vector3( -0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 1 ] = MeshData::Vertex( Vector3( 0.5f, -0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 2 ] = MeshData::Vertex( Vector3( -0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); - vertices[ 3 ] = MeshData::Vertex( Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ZERO, white ); - // Specify all the faces - MeshData::FaceIndices faces; - faces.reserve( 6 ); // 2 triangles in Quad - faces.push_back( 0 ); faces.push_back( 3 ); faces.push_back( 1 ); - faces.push_back( 0 ); faces.push_back( 2 ); faces.push_back( 3 ); +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 +); - // Create the mesh data from the vertices and faces - meshData.SetMaterial( Material::New( "ControlMaterial" ) ); - meshData.SetVertices( vertices ); - meshData.SetFaceIndices( faces ); - meshData.SetHasColor( true ); +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 +); - return Mesh::New( meshData ); -} /** - * Sets all the required properties for the background actor. + * @brief Create the background actor for the control. * - * @param[in] actor The actor to set the properties on. - * @param[in] color The required color of the actor. - */ -void SetupBackgroundActor( Actor actor, const Vector4& color ) -{ - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - actor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); -} - -/** - * Sets all the required properties for the background actor. + * @param[in] actor The parent actor of the background + * @param[in] color The background color + * @param[in] image If a valid image is supplied this will be the texture used by the background + * + * @return An actor which will render the background * - * @param[in] actor The actor to set the properties on. - * @param[in] constrainingIndex The property index to constrain the parent's size on. - * @param[in] color The required color of the actor. */ -void SetupBackgroundActorConstrained( Actor actor, Property::Index constrainingIndex, const Vector4& color ) +Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) { - actor.SetColor( color ); - actor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + 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; + } - Constraint constraint = Constraint::New( actor, - constrainingIndex, - EqualToConstraint() ); - constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); - constraint.Apply(); } } // unnamed namespace @@ -256,21 +296,21 @@ public: // Construction & Destruction Impl(Control& controlImpl) - : mControlImpl( controlImpl ), - mStyleName(""), - mBackground( NULL ), - mStartingPinchScale( NULL ), - mKeyEventSignal(), - mPinchGestureDetector(), - mPanGestureDetector(), - mTapGestureDetector(), - mLongPressGestureDetector(), - mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), - mIsKeyboardNavigationSupported( false ), - mIsKeyboardFocusGroup( false ), - mAddRemoveBackgroundChild( false ) - { - } +: mControlImpl( controlImpl ), + mStyleName(""), + mBackground( NULL ), + mStartingPinchScale( NULL ), + mKeyEventSignal(), + mPinchGestureDetector(), + mPanGestureDetector(), + mTapGestureDetector(), + mLongPressGestureDetector(), + mFlags( Control::ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), + mIsKeyboardNavigationSupported( false ), + mIsKeyboardFocusGroup( false ), + mAddRemoveBackgroundChild( false ) +{ +} ~Impl() { @@ -412,13 +452,24 @@ public: Property::Map map; Background* back = controlImpl.mImpl->mBackground; - if( back ) + if ( back && back->actor ) { - ImageActor imageActor = ImageActor::DownCast( back->actor ); - if ( imageActor ) + 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 { - Image image = imageActor.GetImage(); - Scripting::CreatePropertyMap( image, map ); + ImageActor imageActor = ImageActor::DownCast( back->actor ); + if ( imageActor ) + { + Image image = imageActor.GetImage(); + Scripting::CreatePropertyMap( image, map ); + } } } @@ -497,9 +548,12 @@ void Control::SetStyleName( const std::string& styleName ) { 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() ) ); + } } } @@ -514,21 +568,24 @@ void Control::SetBackgroundColor( const Vector4& color ) if ( background.actor ) { - // Just set the actor color - background.actor.SetColor( 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 { // Create Mesh Actor - MeshActor meshActor = MeshActor::New( CreateMesh() ); - - SetupBackgroundActorConstrained( meshActor, Actor::Property::SCALE, color ); - - background.actor = meshActor; - // Set the flag to avoid notifying children + 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, meshActor ); + // use insert to guarantee its the first child (so that OVERLAY_2D mode works) + Self().Insert( 0, actor ); mImpl->mAddRemoveBackgroundChild = false; } @@ -548,24 +605,23 @@ 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(); - } + if ( background.actor ) + { + // Remove Current actor, unset AFTER removal + mImpl->mAddRemoveBackgroundChild = true; + Self().Remove( background.actor ); + mImpl->mAddRemoveBackgroundChild = false; + background.actor.Reset(); + } - ImageActor imageActor = ImageActor::New( image ); - SetupBackgroundActor( imageActor, background.color ); + Actor actor = CreateBackground(Self(), background.color, image); - // Set the background actor before adding so that we do not inform derived classes - background.actor = imageActor; - mImpl->mAddRemoveBackgroundChild = true; - // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, imageActor ); - mImpl->mAddRemoveBackgroundChild = false; + // 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_2D mode works) + Self().Insert( 0, actor ); + mImpl->mAddRemoveBackgroundChild = false; } void Control::ClearBackground() @@ -715,11 +771,22 @@ void Control::AccessibilityActivate() OnAccessibilityActivated(); } +void Control::KeyboardEnter() +{ + // Inform deriving classes + OnKeyboardEnter(); +} + bool Control::OnAccessibilityActivated() { return false; // Accessibility activation is not handled by default } +bool Control::OnKeyboardEnter() +{ + return false; // Keyboard enter is not handled by default +} + bool Control::OnAccessibilityPan(PanGesture gesture) { return false; // Accessibility pan gesture is not handled by default @@ -735,6 +802,11 @@ bool Control::OnAccessibilityValueChange(bool isIncrease) return false; // Accessibility value change action is not handled by default } +bool Control::OnAccessibilityZoom() +{ + return false; // Accessibility zoom action is not handled by default +} + Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled) { return Actor(); @@ -796,12 +868,15 @@ void Control::Initialize() if( mImpl->mFlags & REQUIRES_STYLE_CHANGE_SIGNALS ) { Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get(); + // if stylemanager is available + if( styleManager ) + { + // Register for style changes + styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); - // Register for style changes - styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); - - // Apply the current style - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + // Apply the current style + GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) ); + } } if( mImpl->mFlags & REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) @@ -825,7 +900,7 @@ 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() ) ); } @@ -865,11 +940,11 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) if ( focusGained ) { - // signals are allocated dynamically when someone connects - if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) - { + // signals are allocated dynamically when someone connects + if ( !mImpl->mKeyInputFocusGainedSignal.Empty() ) + { mImpl->mKeyInputFocusGainedSignal.Emit( handle ); - } + } } else { @@ -881,8 +956,38 @@ void Control::EmitKeyInputFocusSignal( bool focusGained ) } } -void Control::OnStageConnection() +void Control::OnStageConnection( int depth ) { + unsigned int controlRendererCount = Self().GetRendererCount(); + for( unsigned int i(0); imBackground ) + { + if(mImpl->mBackground->actor.GetRendererCount() > 0 ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) + { + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + } + } + else + { + + ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); + if ( imageActor ) + { + imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); + } + } + } } void Control::OnStageDisconnection() @@ -967,15 +1072,30 @@ 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 )