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=c3ca7855b6dc5e6551c641e5ab8bfd43819b1bcf;hp=c0c71eae019eca60300b625f86523c9c87fc2f75;hb=a41be0bf03293b22c95b2fa206aa87357e0d406a;hpb=5419ef62a5e3ee36785444083e914804268ea488 diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index c0c71ea..c3ca785 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -22,7 +22,6 @@ #include // for strcmp #include #include -#include #include #include #include @@ -34,11 +33,14 @@ // INTERNAL INCLUDES #include +#include #include #include #include #include #include +#include +#include namespace Dali { @@ -162,128 +164,7 @@ 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( 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; - } - -} +const char * const BACKGROUND_COLOR_NAME("color"); } // unnamed namespace @@ -298,7 +179,7 @@ public: Impl(Control& controlImpl) : mControlImpl( controlImpl ), mStyleName(""), - mBackground( NULL ), + mBackgroundRenderer(), mStartingPinchScale( NULL ), mKeyEventSignal(), mPinchGestureDetector(), @@ -315,7 +196,6 @@ public: ~Impl() { // All gesture detectors will be destroyed so no need to disconnect. - delete mBackground; delete mStartingPinchScale; } @@ -341,21 +221,6 @@ 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 /** @@ -379,25 +244,23 @@ public: controlImpl.SetStyleName( value.Get< std::string >() ); break; } - - case Toolkit::Control::Property::BACKGROUND_COLOR: - { - controlImpl.SetBackgroundColor( value.Get< Vector4 >() ); - break; - } - - case Toolkit::Control::Property::BACKGROUND_IMAGE: + case Toolkit::Control::Property::BACKGROUND: { Image image = Scripting::NewImage( value ); if ( image ) { controlImpl.SetBackgroundImage( image ); + break; } - else + const Property::Map* map = value.GetMap(); + if( map ) { - // An empty map means the background is no longer required - controlImpl.ClearBackground(); + controlImpl.SetBackground( *map ); + break; } + + // The background is neither a valid image nor a property map, so it is no longer required + controlImpl.ClearBackground(); break; } @@ -441,36 +304,12 @@ public: break; } - case Toolkit::Control::Property::BACKGROUND_COLOR: - { - value = controlImpl.GetBackgroundColor(); - break; - } - - case Toolkit::Control::Property::BACKGROUND_IMAGE: + case Toolkit::Control::Property::BACKGROUND: { Property::Map map; - - Background* back = controlImpl.mImpl->mBackground; - if ( back && back->actor ) + if( controlImpl.mImpl->mBackgroundRenderer ) { - 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 ); - } - } + (controlImpl.mImpl->mBackgroundRenderer).CreatePropertyMap( map ); } value = map; @@ -492,7 +331,7 @@ public: Control& mControlImpl; std::string mStyleName; - Background* mBackground; ///< Only create the background if we use it + Toolkit::ControlRenderer mBackgroundRenderer; ///< The control renderer to render the background Vector3* mStartingPinchScale; ///< The scale when a pinch gesture starts, TODO: consider removing this Toolkit::Control::KeyEventSignalType mKeyEventSignal; Toolkit::Control::KeyInputFocusSignalType mKeyInputFocusGainedSignal; @@ -513,14 +352,12 @@ public: static PropertyRegistration PROPERTY_1; static PropertyRegistration PROPERTY_2; static PropertyRegistration PROPERTY_3; - static PropertyRegistration PROPERTY_4; }; // 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 ); +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", Toolkit::Control::Property::BACKGROUND, Property::MAP, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); +PropertyRegistration Control::Impl::PROPERTY_3( typeRegistration, "key-input-focus", Toolkit::Control::Property::KEY_INPUT_FOCUS, Property::BOOLEAN, &Control::Impl::SetProperty, &Control::Impl::GetProperty ); Toolkit::Control Control::New() { @@ -564,80 +401,95 @@ const std::string& Control::GetStyleName() const void Control::SetBackgroundColor( const Vector4& color ) { - Background& background( mImpl->GetBackground() ); + Actor self( Self() ); + Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get(); - if ( background.actor ) + if( mImpl->mBackgroundRenderer ) { - if( background.actor.GetRendererCount() > 0 ) + Toolkit::ControlRenderer currentRenderer( mImpl->mBackgroundRenderer ); + // if ResetRenderer returns false, we continue to use the current renderer with a new color set to it. + if( ! factory.ResetRenderer( mImpl->mBackgroundRenderer, color ) ) { - Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); - shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); - } - else - { - background.actor.SetColor( color ); + return; } + // ResetRenderer returns true, a new renderer is created. Remove the current renderer and reset. + currentRenderer.RemoveAndReset( self ); } 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; + mImpl->mBackgroundRenderer = factory.GetControlRenderer( color ); } - background.color = color; + if( self.OnStage() ) + { + mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + mImpl->mBackgroundRenderer.SetOnStage( self ); + } } Vector4 Control::GetBackgroundColor() const { - if ( mImpl->mBackground ) - { - return mImpl->mBackground->color; - } return Color::TRANSPARENT; } -void Control::SetBackgroundImage( Image image ) +void Control::SetBackground(const Property::Map& map) { - Background& background( mImpl->GetBackground() ); + const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME ); + Vector4 color; + if( colorValue && colorValue->Get(color)) + { + SetBackgroundColor( color ); + return; + } - if ( background.actor ) - { - // Remove Current actor, unset AFTER removal - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); - } + Actor self( Self() ); + mImpl->mBackgroundRenderer.RemoveAndReset( self ); - Actor actor = CreateBackground(Self(), background.color, image); + Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get(); + mImpl->mBackgroundRenderer = factory.GetControlRenderer( map ); - // 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; + // mBackgroundRenderer might be empty, if an invalid map is provided, no background. + if( self.OnStage() && mImpl->mBackgroundRenderer) + { + mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + mImpl->mBackgroundRenderer.SetOnStage( self ); + } } -void Control::ClearBackground() +void Control::SetBackgroundImage( Image image ) { - if ( mImpl->mBackground ) + Actor self( Self() ); + Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get(); + + if( mImpl->mBackgroundRenderer ) + { + Toolkit::ControlRenderer currentRenderer( mImpl->mBackgroundRenderer ); + // if ResetRenderer returns false, we continue to use the current renderer with a new image set to it. + if( ! factory.ResetRenderer( mImpl->mBackgroundRenderer, image ) ) + { + return; + } + // ResetRenderer returns true, a new renderer is created. Remove the current renderer and reset. + currentRenderer.RemoveAndReset( self ); + } + else { - Background& background( mImpl->GetBackground() ); - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; + mImpl->mBackgroundRenderer = factory.GetControlRenderer( image ); + } - delete mImpl->mBackground; - mImpl->mBackground = NULL; + if( self.OnStage() ) + { + mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + mImpl->mBackgroundRenderer.SetOnStage( self ); } } +void Control::ClearBackground() +{ + Actor self(Self()); + mImpl->mBackgroundRenderer.RemoveAndReset( self ); +} + void Control::EnableGestureDetection(Gesture::Type type) { if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector ) @@ -875,7 +727,7 @@ void Control::Initialize() styleManager.StyleChangeSignal().Connect( this, &Control::OnStyleChange ); // Apply the current style - GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) ); + GetImpl( styleManager ).ApplyThemeStyleAtInit( Toolkit::Control( GetOwner() ) ); } } @@ -900,7 +752,7 @@ 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() ) ); } @@ -968,30 +820,21 @@ void Control::OnStageConnection( int depth ) } } - if( mImpl->mBackground ) + if( mImpl->mBackgroundRenderer) { - 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 ); - } - } + mImpl->mBackgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + Actor self(Self()); + mImpl->mBackgroundRenderer.SetOnStage( self ); } } void Control::OnStageDisconnection() { + if( mImpl->mBackgroundRenderer) + { + Actor self(Self()); + mImpl->mBackgroundRenderer.SetOffStage( self ); + } } void Control::OnKeyInputFocusGained() @@ -1072,30 +915,13 @@ 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 ) + if( mImpl->mBackgroundRenderer ) { - 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; + mImpl->mBackgroundRenderer.GetNaturalSize(naturalSize); + return Vector3(naturalSize); } - - return naturalSize; + return Vector3::ZERO; } float Control::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension ) @@ -1105,27 +931,11 @@ 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 ); }