// Implement if required
}
-void DummyVisual::DoSetOnStage( Actor& actor )
+void DummyVisual::DoSetOnScene( Actor& actor )
{
// Implement if required
}
virtual void DoCreateInstancePropertyMap( Property::Map& map ) const override;
virtual void DoSetProperties( const Property::Map& propertyMap ) override;
virtual void OnSetTransform() override;
- virtual void DoSetOnStage( Actor& actor ) override;
+ virtual void DoSetOnScene( Actor& actor ) override;
virtual void OnDoAction( const Property::Index actionName, const Property::Value& attributes ) override;
private:
void Impl::DummyControl::OnPan(const PanGesture& pan) { panCalled = true; }
void Impl::DummyControl::OnTap(const TapGesture& tap) { tapCalled = true; }
void Impl::DummyControl::OnLongPress(const LongPressGesture& longPress) { longPressCalled = true; }
-void Impl::DummyControl::OnStageConnection( int depth ) { Control::OnStageConnection( depth ); stageConnectionCalled = true; }
-void Impl::DummyControl::OnStageDisconnection() { stageDisconnectionCalled = true; Control::OnStageDisconnection(); }
+void Impl::DummyControl::OnSceneConnection( int depth ) { Control::OnSceneConnection( depth ); stageConnectionCalled = true; }
+void Impl::DummyControl::OnSceneDisconnection() { stageDisconnectionCalled = true; Control::OnSceneDisconnection(); }
void Impl::DummyControl::OnChildAdd(Actor& child) { childAddCalled = true; }
void Impl::DummyControl::OnChildRemove(Actor& child) { childRemoveCalled = true; }
void Impl::DummyControl::OnSizeSet(const Vector3& targetSize) { Control::OnSizeSet( targetSize ); sizeSetCalled = true; }
private: // From CustomActorImpl
- virtual void OnStageConnection( int depth );
- virtual void OnStageDisconnection();
+ virtual void OnSceneConnection( int depth );
+ virtual void OnSceneDisconnection();
virtual void OnChildAdd(Actor& child);
virtual void OnChildRemove(Actor& child);
virtual void OnSizeSet(const Vector3& targetSize);
Renderer renderer = actor.GetRendererAt( 0u );
DALI_TEST_CHECK( renderer );
- // Test SetOffStage().
+ // Test SetOffScene().
actor.Unparent();
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
" },\n"
" \"signals\": [\n"
" {\n"
- " \"name\": \"onStage\",\n"
+ " \"name\": \"onScene\",\n"
" \"action\": \"play\",\n"
" \"animation\": \"Animation_1\"\n"
" }\n"
" },\n"
" \"signals\": [\n"
" {\n"
- " \"name\": \"onStage\",\n"
+ " \"name\": \"onScene\",\n"
" \"action\": \"play\",\n"
" \"animation\": \"pathAnimation\"\n"
" },\n"
" {\n"
- " \"name\": \"onStage\",\n"
+ " \"name\": \"onScene\",\n"
" \"action\": \"applyConstraint\",\n"
" \"constrainer\": \"constrainer0\",\n"
" \"properties\":\n"
" ]\n"
" },\n"
" {\n"
- " \"name\": \"onStage\",\n"
+ " \"name\": \"onScene\",\n"
" \"action\": \"applyConstraint\",\n"
" \"constrainer\": \"constrainer1\",\n"
" \"properties\":\n"
" ]\n"
" },\n"
" {\n"
- " \"name\": \"offStage\",\n"
+ " \"name\": \"offScene\",\n"
" \"action\": \"removeConstraints\",\n"
" \"constrainer\": \"constrainer0\",\n"
" \"properties\":\n"
" ]\n"
" },\n"
" {\n"
- " \"name\": \"offStage\",\n"
+ " \"name\": \"offScene\",\n"
" \"action\": \"removeConstraints\",\n"
" \"constrainer\": \"constrainer1\",\n"
" \"properties\":\n"
popup.SetFooter( footerActor );
- // Tell the confirmation popup to connect to the signal in our button called "onStage".
- popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_OK_SELECTED, "onStage" );
+ // Tell the confirmation popup to connect to the signal in our button called "onScene".
+ popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_OK_SELECTED, "onScene" );
std::string resultProperty;
DALI_TEST_CHECK( popup.GetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_OK_SELECTED ).Get( resultProperty ) );
- DALI_TEST_EQUALS( resultProperty, "onStage", TEST_LOCATION );
+ DALI_TEST_EQUALS( resultProperty, "onScene", TEST_LOCATION );
// Connect to the confirmation popup's OK signal. This signal is dynamically created upon connection.
gSignalReceivedOK = false;
// Remove the popup from the stage, and connect the cancel signal.
popup.Unparent();
- popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_CANCEL_SELECTED, "onStage" );
+ popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_CANCEL_SELECTED, "onScene" );
DALI_TEST_CHECK( popup.GetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_CANCEL_SELECTED ).Get( resultProperty ) );
- DALI_TEST_EQUALS( resultProperty, "onStage", TEST_LOCATION );
+ DALI_TEST_EQUALS( resultProperty, "onScene", TEST_LOCATION );
popup.ConnectSignal( testTracker, "controlSignalCancel", ConfirmationPopupCancelTestFunctor() );
buttonOK.SetProperty( Dali::Actor::Property::NAME, "controlOkMisnamed" );
popup.SetFooter( buttonOK );
- // Tell the confirmation popup to connect to the signal in our button called "onStage".
- popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_OK_SELECTED, "onStage" );
+ // Tell the confirmation popup to connect to the signal in our button called "onScene".
+ popup.SetProperty( Toolkit::ConfirmationPopup::Property::CONNECT_SIGNAL_OK_SELECTED, "onScene" );
// Connect to the confirmation popup's OK signal.
gSignalReceivedOK = false;
DummyControl dummy = DummyControlImpl::New();
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.OnStageSignal().GetConnectionCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.OnSceneSignal().GetConnectionCount(), 0u, TEST_LOCATION );
Toolkit::Internal::Control& control = Toolkit::Internal::GetImplementation( dummy );
DummyControlImpl* dummyImpl = dynamic_cast<DummyControlImpl*>(&control);
END_TEST;
}
- actor.OnStageSignal().Connect( dummyImpl, &DummyControlImpl::CustomSlot1 );
- DALI_TEST_EQUALS( actor.OnStageSignal().GetConnectionCount(), 1u, TEST_LOCATION );
+ actor.OnSceneSignal().Connect( dummyImpl, &DummyControlImpl::CustomSlot1 );
+ DALI_TEST_EQUALS( actor.OnSceneSignal().GetConnectionCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( dummyImpl->mCustomSlot1Called, false, TEST_LOCATION );
application.GetScene().Add( actor );
DALI_TEST_EQUALS( dummyImpl->mCustomSlot1Called, true, TEST_LOCATION );
dummyImpl->mCustomSlot1Called = false;
- actor.OnStageSignal().Disconnect( dummyImpl, &DummyControlImpl::CustomSlot1 );
- DALI_TEST_EQUALS( actor.OnStageSignal().GetConnectionCount(), 0u, TEST_LOCATION );
+ actor.OnSceneSignal().Disconnect( dummyImpl, &DummyControlImpl::CustomSlot1 );
+ DALI_TEST_EQUALS( actor.OnSceneSignal().GetConnectionCount(), 0u, TEST_LOCATION );
application.GetScene().Remove( actor );
application.GetScene().Add( actor );
DALI_TEST_EQUALS( dummyImpl->mCustomSlot1Called, false, TEST_LOCATION );
END_TEST;
}
- actor.OnStageSignal().Connect( dummyImpl, &DummyControlImpl::CustomSlot1 );
- DALI_TEST_EQUALS( actor.OnStageSignal().GetConnectionCount(), 1u, TEST_LOCATION );
+ actor.OnSceneSignal().Connect( dummyImpl, &DummyControlImpl::CustomSlot1 );
+ DALI_TEST_EQUALS( actor.OnSceneSignal().GetConnectionCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( dummyImpl->mCustomSlot1Called, false, TEST_LOCATION );
application.GetScene().Add( actor );
}
// dummyControl automatically disconnects
- DALI_TEST_EQUALS( actor.OnStageSignal().GetConnectionCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.OnSceneSignal().GetConnectionCount(), 0u, TEST_LOCATION );
const Vector3 ignoredSize( 20, 20, 0 );
actor.SetProperty( Actor::Property::SIZE, ignoredSize );
virtual void OnInitialize( const char* name ) {}
// From Toolkit::Internal::ControlWrapper
- virtual void OnStageConnection( int depth )
+ virtual void OnSceneConnection( int depth )
{
mDepth = depth;
- Control::OnStageConnection(depth);
+ Control::OnSceneConnection(depth);
}
- virtual void OnStageDisconnection()
+ virtual void OnSceneDisconnection()
{
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
virtual void OnChildAdd( Actor& child )
{
imageView.SetProperty( Toolkit::Control::Property::PADDING, Extents( 10u, 10u, 10u, 10u ) );
// By default, Aysnc loading is used
- // loading is not started if the actor is offStage
+ // loading is not started if the actor is offScene
application.GetScene().Add( imageView );
application.SendNotification();
END_TEST;
}
-int UtcDaliVisualSetOnOffStage(void)
+int UtcDaliVisualSetOnOffScene(void)
{
ToolkitTestApplication application;
- tet_infoline( "UtcDaliVisualSetOnOffStage" );
+ tet_infoline( "UtcDaliVisualSetOnOffScene" );
VisualFactory factory = VisualFactory::Get();
Property::Map propertyMap;
END_TEST;
}
-int UtcDaliVisualSetOnOffStage2(void)
+int UtcDaliVisualSetOnOffScene2(void)
{
ToolkitTestApplication application;
- tet_infoline( "UtcDaliVisualSetOnOffStage2" );
+ tet_infoline( "UtcDaliVisualSetOnOffScene2" );
VisualFactory factory = VisualFactory::Get();
Property::Map propertyMap;
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
textureTrace.Reset();
- // Test SetOffStage().
+ // Test SetOffScene().
actor.Unparent();
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
* @param[in] index The Property index of the visual, used to reference visual
* @param[in] visual The visual to register
*
- * @note Derived class should not call visual.SetOnStage(actor). It is the responsibility of the base class to connect/disconnect registered visual to stage.
+ * @note Derived class should not call visual.SetOnScene(actor). It is the responsibility of the base class to connect/disconnect registered visual to stage.
* Use below API with enabled set to false if derived class wishes to control when visual is staged.
* @note If the depth-index is not set on the visual, then it is set to be above the currently registered visuals.
* @note If replacing a visual, then the depth-index of the visual being replaced is used for the visual.
* @param[in] visual The visual to register
* @param[in] depthIndex The visual's depth-index is set to this
*
- * @note Derived class should not call visual.SetOnStage(actor). It is the responsibility of the base class to connect/disconnect registered visual to stage.
+ * @note Derived class should not call visual.SetOnScene(actor). It is the responsibility of the base class to connect/disconnect registered visual to stage.
* Use below API with enabled set to false if derived class wishes to control when visual is staged.
*
* @see Visual::Base::GetDepthIndex()
return ret;
}
-void Button::OnStageDisconnection()
+void Button::OnSceneDisconnection()
{
if( DEPRESSED == mButtonPressedState )
{
mButtonPressedState = UNPRESSED;
- Control::OnStageDisconnection(); // Visuals will be set off stage
+ Control::OnSceneDisconnection(); // Visuals will be set off stage
}
-void Button::OnStageConnection( int depth )
+void Button::OnSceneConnection( int depth )
{
- DALI_LOG_INFO( gLogButtonFilter, Debug::Verbose, "Button::OnStageConnection ptr(%p) \n", this );
+ DALI_LOG_INFO( gLogButtonFilter, Debug::Verbose, "Button::OnSceneConnection ptr(%p) \n", this );
OnButtonVisualRemoval( VISUAL_INDEX_FOR_STATE[ mPreviousButtonState ][ BACKGROUND ] );
OnButtonVisualRemoval( VISUAL_INDEX_FOR_STATE[ mPreviousButtonState ][ FOREGROUND ] );
SelectRequiredVisual( Toolkit::Button::Property::LABEL );
SelectRequiredVisual( VISUAL_INDEX_FOR_STATE[ mButtonState ][ BACKGROUND ] );
SelectRequiredVisual( VISUAL_INDEX_FOR_STATE[ mButtonState ][ FOREGROUND ] );
- Control::OnStageConnection( depth ); // Enabled visuals will be put on stage
+ Control::OnSceneConnection( depth ); // Enabled visuals will be put on stage
RelayoutRequest();
}
virtual bool OnKeyboardEnter();
/**
- * @copydoc Toolkit::Control::OnStageDisconnection()
- * @note If overridden by deriving button classes, then an up-call to Button::OnStageDisconnection MUST be made at the end.
+ * @copydoc Toolkit::Control::OnSceneDisconnection()
+ * @note If overridden by deriving button classes, then an up-call to Button::OnSceneDisconnection MUST be made at the end.
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
- * @copydoc Toolkit::Control::OnStageConnnection()
+ * @copydoc Toolkit::Control::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* @copydoc Toolkit::Control::GetNaturalSize
DALI_TYPE_REGISTRATION_END()
/**
- * @brief Iterate through given container and setOffStage any visual found
+ * @brief Iterate through given container and setOffScene any visual found
*
* @param[in] container Container of visuals
* @param[in] parent Parent actor to remove visuals from
*/
-void SetVisualsOffStage( const RegisteredVisualContainer& container, Actor parent )
+void SetVisualsOffScene( const RegisteredVisualContainer& container, Actor parent )
{
for( auto iter = container.Begin(), end = container.End() ; iter!= end; iter++)
{
if( (*iter)->visual )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::SetOffStage Setting visual(%d) off stage\n", (*iter)->index );
- Toolkit::GetImplementation((*iter)->visual).SetOffStage( parent );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::SetOffScene Setting visual(%d) off stage\n", (*iter)->index );
+ Toolkit::GetImplementation((*iter)->visual).SetOffScene( parent );
}
}
}
{
// Visual with same index is already in removal container so current visual pending
// Only the the last requested visual will be displayed so remove current visual which is staged but not ready.
- Toolkit::GetImplementation( currentRegisteredVisual ).SetOffStage( self );
+ Toolkit::GetImplementation( currentRegisteredVisual ).SetOffScene( self );
mVisuals.Erase( registeredVisualsiter );
}
else
// Put on stage if enabled and the control is already on the stage
if( ( enabled == VisualState::ENABLED ) && self.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
- visualImpl.SetOnStage( self );
+ visualImpl.SetOnScene( self );
}
else if( visualImpl.IsResourceReady() ) // When not being staged, check if visual already 'ResourceReady' before it was Registered. ( Resource may have been loaded already )
{
StopObservingVisual( (*iter)->visual );
Actor self( mControlImpl.Self() );
- Toolkit::GetImplementation((*iter)->visual).SetOffStage( self );
+ Toolkit::GetImplementation((*iter)->visual).SetOffScene( self );
(*iter)->visual.Reset();
mVisuals.Erase( iter );
}
if( FindVisual( index, mRemoveVisuals, iter ) )
{
Actor self( mControlImpl.Self() );
- Toolkit::GetImplementation( (*iter)->visual ).SetOffStage( self );
+ Toolkit::GetImplementation( (*iter)->visual ).SetOffScene( self );
(*iter)->pending = false;
(*iter)->visual.Reset();
mRemoveVisuals.Erase( iter );
(*iter)->enabled = enable;
Actor parentActor = mControlImpl.Self();
- if ( mControlImpl.Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) ) // If control not on Stage then Visual will be added when StageConnection is called.
+ if ( mControlImpl.Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) ) // If control not on Scene then Visual will be added when SceneConnection 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 );
+ Toolkit::GetImplementation((*iter)->visual).SetOnScene( 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.
+ Toolkit::GetImplementation((*iter)->visual).SetOffScene( parentActor ); // No need to call if control not staged.
}
}
}
if( FindVisual( (*registeredIter)->index, mRemoveVisuals, visualToRemoveIter ) )
{
(*registeredIter)->pending = false;
- Toolkit::GetImplementation( (*visualToRemoveIter)->visual ).SetOffStage( self );
+ Toolkit::GetImplementation( (*visualToRemoveIter)->visual ).SetOffScene( self );
mRemoveVisuals.Erase( visualToRemoveIter );
}
break;
Toolkit::Visual::Base visual = (*visualIter)->visual;
if( visual && visual.GetName() == visualName )
{
- Toolkit::GetImplementation(visual).SetOffStage( self );
+ Toolkit::GetImplementation(visual).SetOffScene( self );
(*visualIter)->visual.Reset();
visuals.Erase( visualIter );
break;
}
}
-void Control::Impl::OnStageDisconnection()
+void Control::Impl::OnSceneDisconnection()
{
Actor self = mControlImpl.Self();
// Any visuals set for replacement but not yet ready should still be registered.
- // Reason: If a request was made to register a new visual but the control removed from stage before visual was ready
+ // Reason: If a request was made to register a new visual but the control removed from scene before visual was ready
// then when this control appears back on stage it should use that new visual.
- // Iterate through all registered visuals and set off stage
- SetVisualsOffStage( mVisuals, self );
+ // Iterate through all registered visuals and set off scene
+ SetVisualsOffScene( mVisuals, self );
- // Visuals pending replacement can now be taken out of the removal list and set off stage
- // Iterate through all replacement visuals and add to a move queue then set off stage
+ // Visuals pending replacement can now be taken out of the removal list and set off scene
+ // Iterate through all replacement visuals and add to a move queue then set off scene
for( auto removalIter = mRemoveVisuals.Begin(), end = mRemoveVisuals.End(); removalIter != end; removalIter++ )
{
- Toolkit::GetImplementation((*removalIter)->visual).SetOffStage( self );
+ Toolkit::GetImplementation((*removalIter)->visual).SetOffScene( self );
}
for( auto replacedIter = mVisuals.Begin(), end = mVisuals.End(); replacedIter != end; replacedIter++ )
bool IsResourceReady() const;
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- void OnStageDisconnection();
+ void OnSceneDisconnection();
/**
* @brief Sets the margin.
Control::OnSizeSet( targetSize );
}
-void EffectsView::OnStageConnection( int depth )
+void EffectsView::OnSceneConnection( int depth )
{
Actor self( Self() );
Enable();
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void EffectsView::OnStageDisconnection()
+void EffectsView::OnSceneDisconnection()
{
Actor self( Self() );
self.RemoveRenderer( mRendererPostFilter );
mRendererPostFilter.Reset();
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void EffectsView::OnChildAdd( Actor& child )
virtual void OnSizeSet( const Vector3& targetSize );
/**
- * @copydoc Toolkit::Internal::Control::OnStageConnection
+ * @copydoc Toolkit::Internal::Control::OnSceneConnection
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc Toolkit::Internal::Control::OnStageDisconnection
+ * @copydoc Toolkit::Internal::Control::OnSceneDisconnection
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
* @copydoc Toolkit::Internal::Control::OnChildAdd
map[ Toolkit::BorderVisual::Property::COLOR ] = Color::WHITE;
map[ Toolkit::BorderVisual::Property::SIZE ] = IMAGE_BORDER_INDENT;
Toolkit::Visual::Base borderVisual = visualFactory.CreateVisual( map );
- Toolkit::GetImplementation(borderVisual).SetOnStage( mFrame );
+ Toolkit::GetImplementation(borderVisual).SetOnScene( mFrame );
Constraint constraint = Constraint::New<Vector3>( mFrame, Actor::Property::POSITION, EqualToConstraint() );
constraint.AddSource( ParentSource( Actor::Property::WORLD_POSITION ) );
/////////////////////////////////////////////////////////////
-void Model3dView::OnStageConnection( int depth )
+void Model3dView::OnSceneConnection( int depth )
{
CustomActor self = Self();
self.AddRenderer( mRenderer );
constraint.Apply();
}
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
///////////////////////////////////////////////////////////
virtual void OnInitialize();
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
private:
return navigationView;
}
-void NavigationView::OnStageConnection( int depth )
+void NavigationView::OnSceneConnection( int depth )
{
Self().SetProperty( Actor::Property::SENSITIVE,true);
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
void NavigationView::Push( Actor& actor )
private: // override functions from Control
/**
- * @copydoc Control::OnStageConnection( int depth )
+ * @copydoc Control::OnSceneConnection( int depth )
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* @copydoc Control::OnRelayout()
mShadowView.Activate();
}
-void PageTurnView::OnStageConnection( int depth )
+void PageTurnView::OnSceneConnection( int depth )
{
SetupShadowView();
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void PageTurnView::OnStageDisconnection()
+void PageTurnView::OnSceneDisconnection()
{
if(mShadowView)
{
// make sure the status of the control is updated correctly when the pan gesture is interrupted
StopTurning();
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void PageTurnView::SetPageSize( const Vector2& viewPageSize )
virtual void OnInitialize();
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
private: // implemented differently by PageTurnLandscapeView and PageTurnPortraitView
return false;
}
-void Popup::OnStageConnection( int depth )
+void Popup::OnSceneConnection( int depth )
{
mLayoutDirty = true;
RelayoutRequest();
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
void Popup::OnChildAdd( Actor& child )
/**
* Called when the popup is directly or indirectly parented to the stage.
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* From Control; called after a child has been added to the owning actor.
return value;
}
-void ProgressBar::OnStageConnection( int depth )
+void ProgressBar::OnSceneConnection( int depth )
{
// Chain up first (ensures visuals are ready to draw)
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
if( mIndeterminate )
{
/**
* Check if we should start animating
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
private:
SetInternalConstraints();
}
-void ScrollView::OnStageConnection( int depth )
+void ScrollView::OnSceneConnection( int depth )
{
DALI_LOG_SCROLL_STATE("[0x%X]", this);
EnableScrollOvershoot(true);
}
- ScrollBase::OnStageConnection( depth );
+ ScrollBase::OnSceneConnection( depth );
}
-void ScrollView::OnStageDisconnection()
+void ScrollView::OnSceneDisconnection()
{
DALI_LOG_SCROLL_STATE("[0x%X]", this);
StopAnimation();
- ScrollBase::OnStageDisconnection();
+ ScrollBase::OnSceneDisconnection();
}
ScrollView::~ScrollView()
virtual void OnInitialize();
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
* @copydoc Toolkit::Control::OnAccessibilityPan()
Control::OnSizeSet( targetSize );
}
-void SuperBlurView::OnStageConnection( int depth )
+void SuperBlurView::OnSceneConnection( int depth )
{
if( mTargetSize == Vector2::ZERO )
{
return;
}
- // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers
- Control::OnStageConnection( depth );
+ // Exception to the rule, chaining up first ensures visuals have SetOnScene called to create their renderers
+ Control::OnSceneConnection( depth );
Actor self = Self();
}
}
-void SuperBlurView::OnStageDisconnection()
+void SuperBlurView::OnSceneDisconnection()
{
for(unsigned int i=0; i<mBlurLevels+1;i++)
{
mRenderers[i].Reset();
}
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
Vector3 SuperBlurView::GetNaturalSize()
virtual void OnSizeSet(const Vector3& targetSize);
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
* @copydoc CustomActorImpl::GetNaturalSize()
// Fill-parent area by default
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
- self.OnStageSignal().Connect( this, &TextEditor::OnStageConnect );
+ self.OnSceneSignal().Connect( this, &TextEditor::OnSceneConnect );
DevelControl::SetInputMethodContext( *this, mInputMethodContext );
}
}
-void TextEditor::OnStageConnect( Dali::Actor actor )
+void TextEditor::OnSceneConnect( Dali::Actor actor )
{
if ( mHasBeenStaged )
{
}
}
-void TextEditor::OnStageConnection( int depth )
+void TextEditor::OnSceneConnection( int depth )
{
// Sets the depth to the visuals inside the text's decorator.
mDecorator->SetTextDepth( depth );
// The depth of the text renderer is set in the RenderText() called from OnRelayout().
- // Call the Control::OnStageConnection() to set the depth of the background.
- Control::OnStageConnection( depth );
+ // Call the Control::OnSceneConnection() to set the depth of the background.
+ Control::OnSceneConnection( depth );
}
bool TextEditor::OnTouched( Actor actor, const TouchData& touch )
virtual void OnLongPress( const LongPressGesture& gesture );
/**
- * @copydoc Control::OnStageConnection()
+ * @copydoc Control::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* @copydoc Dali::CustomActorImpl::OnKeyEvent(const KeyEvent&)
*/
void RenderText( Text::Controller::UpdateTextType updateTextType );
- // Connection needed to re-render text, when a text editor returns to the stage.
- void OnStageConnect( Dali::Actor actor );
+ // Connection needed to re-render text, when a text editor returns to the scene.
+ void OnSceneConnect( Dali::Actor actor );
private: // Data
// Signals
// Fill-parent area by default
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
- self.OnStageSignal().Connect( this, &TextField::OnStageConnect );
+ self.OnSceneSignal().Connect( this, &TextField::OnSceneConnect );
DevelControl::SetInputMethodContext( *this, mInputMethodContext );
}
}
-void TextField::OnStageConnect( Dali::Actor actor )
+void TextField::OnSceneConnect( Dali::Actor actor )
{
if ( mHasBeenStaged )
{
}
}
-void TextField::OnStageConnection( int depth )
+void TextField::OnSceneConnection( int depth )
{
// Sets the depth to the visuals inside the text's decorator.
mDecorator->SetTextDepth( depth );
// The depth of the text renderer is set in the RenderText() called from OnRelayout().
- // Call the Control::OnStageConnection() to set the depth of the background.
- Control::OnStageConnection( depth );
+ // Call the Control::OnSceneConnection() to set the depth of the background.
+ Control::OnSceneConnection( depth );
}
bool TextField::OnTouched( Actor actor, const TouchData& touch )
virtual void OnLongPress( const LongPressGesture& gesture );
/**
- * @copydoc Control::OnStageConnection()
+ * @copydoc Control::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
* @copydoc Dali::CustomActorImpl::OnKeyEvent(const KeyEvent&)
*/
void RenderText( Text::Controller::UpdateTextType updateTextType );
- // Connection needed to re-render text, when a Text Field returns to the stage.
- void OnStageConnect( Dali::Actor actor );
+ // Connection needed to re-render text, when a Text Field returns to the scene.
+ void OnSceneConnect( Dali::Actor actor );
public: // For UTC only
}
}
-void VideoView::OnStageConnection( int depth )
+void VideoView::OnSceneConnection( int depth )
{
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
if( mIsUnderlay )
{
}
}
-void VideoView::OnStageDisconnection()
+void VideoView::OnSceneDisconnection()
{
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void VideoView::OnSizeSet( const Vector3& targetSize )
virtual void OnInitialize();
/**
- * @copydoc Toolkit::Control::OnStageConnect()
+ * @copydoc Toolkit::Control::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc Toolkit::Control::OnStageDisconnection()
+ * @copydoc Toolkit::Control::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
/**
* @copydoc Toolkit::Control::OnSizeSet()
return;
}
- control.OffStageSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnFocusControlStageDisconnection );
+ control.OffSceneSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnFocusControlSceneDisconnection );
Dali::Toolkit::Control previousFocusControl = GetCurrentFocusControl();
if( previousFocusControl )
{
if( control == mCurrentFocusControl )
{
- control.OffStageSignal().Disconnect( mSlotDelegate, &KeyInputFocusManager::OnFocusControlStageDisconnection );
+ control.OffSceneSignal().Disconnect( mSlotDelegate, &KeyInputFocusManager::OnFocusControlSceneDisconnection );
// Notify the control that it has lost key input focus
GetImplementation( control ).OnKeyInputFocusLost();
return consumed;
}
-void KeyInputFocusManager::OnFocusControlStageDisconnection( Dali::Actor actor )
+void KeyInputFocusManager::OnFocusControlSceneDisconnection( Dali::Actor actor )
{
RemoveFocus( Dali::Toolkit::Control::DownCast( actor ) );
}
bool OnKeyEvent(const KeyEvent& event);
/**
- * Signal handler called when a focused Control is removed from Stage.
- * @param[in] control The control removed from stage.
+ * Signal handler called when a focused Control is removed from Scene.
+ * @param[in] control The control removed from the scene.
*/
- void OnFocusControlStageDisconnection( Dali::Actor control );
+ void OnFocusControlSceneDisconnection( Dali::Actor control );
/**
* Recursively deliver events to the control and its parents, until the event is consumed or the stage is reached.
OnInitialize();
}
-void CubeTransitionEffect::OnStageConnection( int depth )
+void CubeTransitionEffect::OnSceneConnection( int depth )
{
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void CubeTransitionEffect::OnStageDisconnection()
+void CubeTransitionEffect::OnSceneDisconnection()
{
if( mCurrentRenderer )
{
mTargetRenderer.Reset();
}
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )
protected:
/**
- * @copydoc CustomActorImpl::OnStageConnection()
+ * @copydoc CustomActorImpl::OnSceneConnection()
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth );
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection();
protected:
}
}
-void AnimatedGradientVisual::DoSetOnStage( Actor& actor )
+void AnimatedGradientVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
actor.AddRenderer( mImpl->mRenderer );
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
-void AnimatedGradientVisual::DoSetOffStage( Actor& actor )
+void AnimatedGradientVisual::DoSetOffScene( Actor& actor )
{
DALI_ASSERT_DEBUG( (bool)mImpl->mRenderer && "There should always be a renderer whilst on stage");
void OnSetTransform() override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
private:
* | new cache
* | cache->LoadBatch()
* |
- * | DoSetOnStage()
+ * | DoSetOnScene()
* | PrepareTextureSet()
* | cache->FirstFrame()
* | CreateRenderer() (Doesn't become ready until first frame loads)
}
case DevelAnimatedImageVisual::Action::PLAY:
{
- if( mFrameDelayTimer && IsOnStage() && mActionStatus != DevelAnimatedImageVisual::Action::PLAY )
+ if( mFrameDelayTimer && IsOnScene() && mActionStatus != DevelAnimatedImageVisual::Action::PLAY )
{
mFrameDelayTimer.Start();
}
// STOP reset functionality will actually be done in a future change
// Stop will be executed on next timer tick
mActionStatus = DevelAnimatedImageVisual::Action::STOP;
- if( IsOnStage() )
+ if( IsOnScene() )
{
DisplayNextFrame();
}
{
mIsJumpTo = true;
mCurrentFrameIndex = frameNumber;
- if( IsOnStage() )
+ if( IsOnScene() )
{
DisplayNextFrame();
}
}
}
-void AnimatedImageVisual::DoSetOnStage( Actor& actor )
+void AnimatedImageVisual::DoSetOnScene( Actor& actor )
{
mPlacementActor = actor;
TextureSet textureSet = PrepareTextureSet();
}
}
-void AnimatedImageVisual::DoSetOffStage( Actor& actor )
+void AnimatedImageVisual::DoSetOffScene( Actor& actor )
{
DALI_ASSERT_DEBUG( (bool)mImpl->mRenderer && "There should always be a renderer whilst on stage");
void DoSetProperty( Property::Index index, const Property::Value& value );
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
+void AnimatedVectorImageVisual::DoSetOnScene( Actor& actor )
{
Shader shader;
DevelWindow::VisibilityChangedSignal( window ).Connect( this, &AnimatedVectorImageVisual::OnWindowVisibilityChanged );
}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOnStage [%p]\n", this );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOnScene [%p]\n", this );
}
-void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
+void AnimatedVectorImageVisual::DoSetOffScene( Actor& actor )
{
StopAnimation();
SendAnimationData();
mVisualSize = Vector2::ZERO;
mVisualScale = Vector2::ONE;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOffStage [%p]\n", this );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOffScene [%p]\n", this );
}
void AnimatedVectorImageVisual::OnSetTransform()
{
Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
- if( IsOnStage() && visualSize != mVisualSize )
+ if( IsOnScene() && visualSize != mVisualSize )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: width = %f, height = %f [%p]\n", visualSize.width, visualSize.height, this );
{
case DevelAnimatedVectorImageVisual::Action::PLAY:
{
- if( IsOnStage() && mVisualSize != Vector2::ZERO )
+ if( IsOnScene() && mVisualSize != Vector2::ZERO )
{
if( mAnimationData.playState != DevelImageVisual::PlayState::PLAYING )
{
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void ArcVisual::DoSetOnStage( Actor& actor )
+void ArcVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void BorderVisual::DoSetOnStage( Actor& actor )
+void BorderVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::CreatePropertyMap
}
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void GradientVisual::DoSetOnStage( Actor& actor )
+void GradientVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void OnSetTransform() override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
private:
}
}
-void ImageVisual::DoSetOnStage( Actor& actor )
+void ImageVisual::DoSetOnScene( Actor& actor )
{
if( mImageUrl.IsValid() )
{
}
}
-void ImageVisual::DoSetOffStage( Actor& actor )
+void ImageVisual::DoSetOffScene( Actor& actor )
{
- // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage)
+ // Visual::Base::SetOffScene only calls DoSetOffScene if mRenderer exists (is on onstage)
// Image release is dependent on the ReleasePolicy, renderer is destroyed.
actor.RemoveRenderer( mImpl->mRenderer);
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void MeshVisual::DoSetOnStage( Actor& actor )
+void MeshVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void OnSetTransform() override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
private:
}
}
-void NPatchVisual::DoSetOnStage( Actor& actor )
+void NPatchVisual::DoSetOnScene( Actor& actor )
{
// load when first go on stage
LoadImages();
}
}
-void NPatchVisual::DoSetOffStage( Actor& actor )
+void NPatchVisual::DoSetOffScene( Actor& actor )
{
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
naturalSize.y = mObjectDimensions.y;
}
-void PrimitiveVisual::DoSetOnStage( Actor& actor )
+void PrimitiveVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void SvgVisual::DoSetOnStage( Actor& actor )
+void SvgVisual::DoSetOnScene( Actor& actor )
{
Shader shader;
if( !mImpl->mCustomShader )
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
-void SvgVisual::DoSetOffStage( Actor& actor )
+void SvgVisual::DoSetOffScene( Actor& actor )
{
mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
mParsedImage = parsedSvg;
}
- if( mParsedImage && IsOnStage() )
+ if( mParsedImage && IsOnScene() )
{
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
{
Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
- if( IsOnStage() )
+ if( IsOnScene() )
{
if( visualSize != mVisualSize )
{
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
engine.SetCursorWidth( 0u ); // Do not layout space for the cursor.
}
-void TextVisual::DoSetOnStage( Actor& actor )
+void TextVisual::DoSetOnScene( Actor& actor )
{
mControl = actor;
mRendererList.clear();
}
-void TextVisual::DoSetOffStage( Actor& actor )
+void TextVisual::DoSetOffScene( Actor& actor )
{
RemoveRenderer( actor );
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage()
+ * @copydoc Visual::Base::DoSetOnScene()
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage()
+ * @copydoc Visual::Base::DoSetOffScene()
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
enum Flags
{
- IS_ON_STAGE = 1,
+ IS_ON_SCENE = 1,
IS_ATLASING_APPLIED = 1<<1,
IS_PREMULTIPLIED_ALPHA = 1 << 2,
IS_SYNCHRONOUS_RESOURCE_LOADING = 1 << 3
return mImpl->mDepthIndex;
}
-void Visual::Base::SetOnStage( Actor& actor )
+void Visual::Base::SetOnScene( Actor& actor )
{
- if( !IsOnStage() )
+ if( !IsOnScene() )
{
// To display the actor correctly, renderer should not be added to actor until all required resources are ready.
// Thus the calling of actor.AddRenderer() should happen inside derived class as base class does not know the exact timing.
- DoSetOnStage( actor );
+ DoSetOnScene( actor );
if( mImpl->mRenderer )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, IsPreMultipliedAlphaEnabled());
mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, mImpl->mDepthIndex );
- mImpl->mFlags |= Impl::IS_ON_STAGE; // Only sets the flag if renderer exists
+ mImpl->mFlags |= Impl::IS_ON_SCENE; // Only sets the flag if renderer exists
}
}
}
-void Visual::Base::SetOffStage( Actor& actor )
+void Visual::Base::SetOffScene( Actor& actor )
{
- if( IsOnStage() )
+ if( IsOnScene() )
{
- DoSetOffStage( actor );
+ DoSetOffScene( actor );
mImpl->mMixColorIndex = Property::INVALID_INDEX;
mImpl->mCornerRadiusIndex = Property::INVALID_INDEX;
- mImpl->mFlags &= ~Impl::IS_ON_STAGE;
+ mImpl->mFlags &= ~Impl::IS_ON_SCENE;
}
}
return mImpl->mFlags & Impl::IS_PREMULTIPLIED_ALPHA;
}
-void Visual::Base::DoSetOffStage( Actor& actor )
+void Visual::Base::DoSetOffScene( Actor& actor )
{
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
}
-bool Visual::Base::IsOnStage() const
+bool Visual::Base::IsOnScene() const
{
- return mImpl->mFlags & Impl::IS_ON_STAGE;
+ return mImpl->mFlags & Impl::IS_ON_SCENE;
}
bool Visual::Base::IsRoundedCornerRequired() const
int GetDepthIndex() const;
/**
- * @copydoc Toolkit::Visual::Base::SetOnStage
+ * @copydoc Toolkit::Visual::Base::SetOnScene
* @pre Impl->mGeometry must be created before this method is called
*/
- void SetOnStage( Actor& actor );
+ void SetOnScene( Actor& actor );
/**
- * @copydoc Toolkit::Visual::Base::SetOffStage
+ * @copydoc Toolkit::Visual::Base::SetOffScene
*/
- void SetOffStage( Actor& actor );
+ void SetOffScene( Actor& actor );
/**
* @copydoc Toolkit::Visual::Base::CreatePropertyMap
virtual void OnSetTransform() = 0;
/**
- * @brief Called by SetOnStage() allowing sub classes to respond to the SetOnStage event
+ * @brief Called by SetOnScene() allowing sub classes to respond to the SetOnScene event
*
* @note The derived class is required to create the renderer, and add it to the actor when all the resources are in place.
*
* @param[in] actor The actor applying this visual.
*/
- virtual void DoSetOnStage( Actor& actor ) = 0;
+ virtual void DoSetOnScene( Actor& actor ) = 0;
/**
- * @brief Called by SetOffStage() allowing sub classes to respond to the SetOffStage event
+ * @brief Called by SetOffScene() allowing sub classes to respond to the SetOffScene event
*
* @param[in] actor The actor applying this visual.
*/
- virtual void DoSetOffStage( Actor& actor );
+ virtual void DoSetOffScene( Actor& actor );
/**
* @brief Called by DoAction() allowing sub classes to do the given action.
protected:
/**
- * @brief Gets the on stage state for this Visual
+ * @brief Gets the on scene state for this Visual
*
- * @return Returns true if this Visual is on stage, false if it is off the stage
+ * @return Returns true if this Visual is on the scene, false if it is off the scene
*/
- bool IsOnStage() const;
+ bool IsOnScene() const;
/**
* @brief Query whether the corners of the visual requires to be rounded.
{
if( actor )
{
- Toolkit::GetImplementation(visual).SetOffStage( actor );
+ Toolkit::GetImplementation(visual).SetOffScene( actor );
}
visual = Toolkit::VisualFactory::Get().CreateVisual( param0, param1 );
if( visual && actor && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
- Toolkit::GetImplementation(visual).SetOnStage(actor);
+ Toolkit::GetImplementation(visual).SetOnScene(actor);
}
}
{
if( actor && visual )
{
- Toolkit::GetImplementation(visual).SetOffStage( actor );
+ Toolkit::GetImplementation(visual).SetOffScene( actor );
}
visual = Toolkit::VisualFactory::Get().CreateVisual( param );
if( visual && actor && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
- Toolkit::GetImplementation(visual).SetOnStage(actor);
+ Toolkit::GetImplementation(visual).SetOnScene(actor);
}
}
}
}
-void WireframeVisual::DoSetOnStage( Actor& actor )
+void WireframeVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
}
}
-void Control::OnStageConnection( int depth )
+void Control::OnSceneConnection( int depth )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
Actor self( Self() );
// Check whether the visual is empty and enabled
if( (*iter)->visual && (*iter)->enabled )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
- Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection Setting visual(%d) on scene\n", (*iter)->index );
+ Toolkit::GetImplementation((*iter)->visual).SetOnScene( self );
}
}
// The clipping renderer is only created if required.
CreateClippingRenderer( *this );
- // Request to be laid out when the control is connected to the Stage.
+ // Request to be laid out when the control is connected to the Scene.
// Signal that a Relayout may be needed
}
-void Control::OnStageDisconnection()
+void Control::OnSceneDisconnection()
{
- mImpl->OnStageDisconnection();
+ mImpl->OnSceneDisconnection();
}
void Control::OnKeyInputFocusGained()
void Control::OnPropertySet( Property::Index index, Property::Value propertyValue )
{
// If the clipping mode has been set, we may need to create a renderer.
- // Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
+ // Only do this if we are already on-stage as the OnSceneConnection will handle the off-stage clipping controls.
if( ( index == Actor::Property::CLIPPING_MODE ) && Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
// Note: This method will handle whether creation of the renderer is required.
*/
void EmitKeyInputFocusSignal( bool focusGained );
-protected: // From CustomActorImpl, not to be used by application developers
+protected: // From CustomActorImpl
/**
- * @copydoc CustomActorImpl::OnStageConnection()
- * @note If overridden, then an up-call to Control::OnStageConnection MUST be made at the end.
+ * @copydoc CustomActorImpl::OnSceneConnection()
+ * @note If overridden, then an up-call to Control::OnSceneConnection MUST be made at the end.
*/
- virtual void OnStageConnection( int depth );
+ virtual void OnSceneConnection( int depth ) override;
/**
- * @copydoc CustomActorImpl::OnStageDisconnection()
- * @note If overridden, then an up-call to Control::OnStageDisconnection MUST be made at the end.
+ * @copydoc CustomActorImpl::OnSceneDisconnection()
+ * @note If overridden, then an up-call to Control::OnSceneDisconnection MUST be made at the end.
*/
- virtual void OnStageDisconnection();
+ virtual void OnSceneDisconnection() override;
/**
* @copydoc CustomActorImpl::OnChildAdd()
* @note If overridden, then an up-call to Control::OnChildAdd MUST be made at the end.
*/
- virtual void OnChildAdd( Actor& child );
+ virtual void OnChildAdd( Actor& child ) override;
/**
* @copydoc CustomActorImpl::OnChildRemove()
* @note If overridden, then an up-call to Control::OnChildRemove MUST be made at the end.
*/
- virtual void OnChildRemove( Actor& child );
+ virtual void OnChildRemove( Actor& child ) override;
/**
* @copydoc CustomActorImpl::OnPropertySet()
* @note If overridden, then an up-call to Control::OnChildRemove MUST be made at the end.
*/
- virtual void OnPropertySet( Property::Index index, Property::Value propertyValue );
+ virtual void OnPropertySet( Property::Index index, Property::Value propertyValue ) override;
/**
* @copydoc CustomActorImpl::OnSizeSet()
* @note If overridden, then an up-call to Control::OnSizeSet MUST be made at the end.
*/
- virtual void OnSizeSet( const Vector3& targetSize );
+ virtual void OnSizeSet( const Vector3& targetSize ) override;
/**
* @copydoc CustomActorImpl::OnSizeAnimation()
* @note If overridden, then an up-call to Control::OnSizeAnimation MUST be made at the end.
*/
- virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize );
+ virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize ) override;
/**
* @copydoc CustomActorImpl::OnTouchEvent()
*/
- virtual bool OnTouchEvent( const TouchEvent& event );
+ virtual bool OnTouchEvent( const TouchEvent& event ) override;
/**
* @copydoc CustomActorImpl::OnHoverEvent()
*/
- virtual bool OnHoverEvent( const HoverEvent& event );
+ virtual bool OnHoverEvent( const HoverEvent& event ) override;
/**
* @copydoc CustomActorImpl::OnKeyEvent()
*/
- virtual bool OnKeyEvent( const KeyEvent& event );
+ virtual bool OnKeyEvent( const KeyEvent& event ) override;
/**
* @copydoc CustomActorImpl::OnWheelEvent()
*/
- virtual bool OnWheelEvent( const WheelEvent& event );
+ virtual bool OnWheelEvent( const WheelEvent& event ) override;
/**
* @copydoc CustomActorImpl::OnRelayout()
*/
- virtual void OnRelayout( const Vector2& size, RelayoutContainer& container );
+ virtual void OnRelayout( const Vector2& size, RelayoutContainer& container ) override;
/**
* @copydoc CustomActorImpl::OnSetResizePolicy()
*/
- virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
+ virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) override;
/**
* @copydoc CustomActorImpl::GetNaturalSize()
*/
- virtual Vector3 GetNaturalSize();
+ virtual Vector3 GetNaturalSize() override;
/**
* @copydoc CustomActorImpl::CalculateChildSize()
*/
- virtual float CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension );
+ virtual float CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension ) override;
/**
* @copydoc CustomActorImpl::GetHeightForWidth()
*/
- virtual float GetHeightForWidth( float width );
+ virtual float GetHeightForWidth( float width ) override;
/**
* @copydoc CustomActorImpl::GetWidthForHeight()
*/
- virtual float GetWidthForHeight( float height );
+ virtual float GetWidthForHeight( float height ) override;
/**
* @copydoc CustomActorImpl::RelayoutDependentOnChildren()
*/
- virtual bool RelayoutDependentOnChildren( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
+ virtual bool RelayoutDependentOnChildren( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) override;
/**
* @copydoc CustomActorImpl::OnCalculateRelayoutSize()
*/
- virtual void OnCalculateRelayoutSize( Dimension::Type dimension );
+ virtual void OnCalculateRelayoutSize( Dimension::Type dimension ) override;
/**
* @copydoc CustomActorImpl::OnLayoutNegotiated()
*/
- virtual void OnLayoutNegotiated( float size, Dimension::Type dimension );
+ virtual void OnLayoutNegotiated( float size, Dimension::Type dimension ) override;
protected: // Helpers for deriving classes
___________________________________________________________________________________________________
-### Stage Connection {#creating-controls-stage}
+### Scene Connection {#creating-controls-scene}
-Methods are provided that can be overridden if notification is required when our control is connected to or disconnected from the stage.
+Methods are provided that can be overridden if notification is required when our control is connected to or disconnected from the scene.
An up call to the Control class is necessary if these methods are overridden.
~~~{.cpp}
// C++
-void Internal::MyUIControl::OnStageConnection( int depth )
+void Internal::MyUIControl::OnSceneConnection( int depth )
{
- // Do any other operations required upon stage connection
+ // Do any other operations required upon scene connection
// Up call to Control at the end
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
~~~
~~~{.cpp}
// C++
-void Internal::MyUIControl::OnStageDisconnection()
+void Internal::MyUIControl::OnSceneDisconnection()
{
- // Do any other operations required upon stage disconnection
+ // Do any other operations required upon scene disconnection
// Up call to Control at the end
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
~~~