1 #ifndef DALI_ACTOR_DEVEL_H
2 #define DALI_ACTOR_DEVEL_H
5 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/actors/actor.h>
23 #include <dali/public-api/math/rect.h>
33 PARENT_ORIGIN = Dali::Actor::Property::PARENT_ORIGIN,
34 PARENT_ORIGIN_X = Dali::Actor::Property::PARENT_ORIGIN_X,
35 PARENT_ORIGIN_Y = Dali::Actor::Property::PARENT_ORIGIN_Y,
36 PARENT_ORIGIN_Z = Dali::Actor::Property::PARENT_ORIGIN_Z,
37 ANCHOR_POINT = Dali::Actor::Property::ANCHOR_POINT,
38 ANCHOR_POINT_X = Dali::Actor::Property::ANCHOR_POINT_X,
39 ANCHOR_POINT_Y = Dali::Actor::Property::ANCHOR_POINT_Y,
40 ANCHOR_POINT_Z = Dali::Actor::Property::ANCHOR_POINT_Z,
41 SIZE = Dali::Actor::Property::SIZE,
42 SIZE_WIDTH = Dali::Actor::Property::SIZE_WIDTH,
43 SIZE_HEIGHT = Dali::Actor::Property::SIZE_HEIGHT,
44 SIZE_DEPTH = Dali::Actor::Property::SIZE_DEPTH,
45 POSITION = Dali::Actor::Property::POSITION,
46 POSITION_X = Dali::Actor::Property::POSITION_X,
47 POSITION_Y = Dali::Actor::Property::POSITION_Y,
48 POSITION_Z = Dali::Actor::Property::POSITION_Z,
49 WORLD_POSITION = Dali::Actor::Property::WORLD_POSITION,
50 WORLD_POSITION_X = Dali::Actor::Property::WORLD_POSITION_X,
51 WORLD_POSITION_Y = Dali::Actor::Property::WORLD_POSITION_Y,
52 WORLD_POSITION_Z = Dali::Actor::Property::WORLD_POSITION_Z,
53 ORIENTATION = Dali::Actor::Property::ORIENTATION,
54 WORLD_ORIENTATION = Dali::Actor::Property::WORLD_ORIENTATION,
55 SCALE = Dali::Actor::Property::SCALE,
56 SCALE_X = Dali::Actor::Property::SCALE_X,
57 SCALE_Y = Dali::Actor::Property::SCALE_Y,
58 SCALE_Z = Dali::Actor::Property::SCALE_Z,
59 WORLD_SCALE = Dali::Actor::Property::WORLD_SCALE,
60 VISIBLE = Dali::Actor::Property::VISIBLE,
61 COLOR = Dali::Actor::Property::COLOR,
62 COLOR_RED = Dali::Actor::Property::COLOR_RED,
63 COLOR_GREEN = Dali::Actor::Property::COLOR_GREEN,
64 COLOR_BLUE = Dali::Actor::Property::COLOR_BLUE,
65 COLOR_ALPHA = Dali::Actor::Property::COLOR_ALPHA,
66 WORLD_COLOR = Dali::Actor::Property::WORLD_COLOR,
67 WORLD_MATRIX = Dali::Actor::Property::WORLD_MATRIX,
68 NAME = Dali::Actor::Property::NAME,
69 SENSITIVE = Dali::Actor::Property::SENSITIVE,
70 LEAVE_REQUIRED = Dali::Actor::Property::LEAVE_REQUIRED,
71 INHERIT_ORIENTATION = Dali::Actor::Property::INHERIT_ORIENTATION,
72 INHERIT_SCALE = Dali::Actor::Property::INHERIT_SCALE,
73 COLOR_MODE = Dali::Actor::Property::COLOR_MODE,
74 DRAW_MODE = Dali::Actor::Property::DRAW_MODE,
75 SIZE_MODE_FACTOR = Dali::Actor::Property::SIZE_MODE_FACTOR,
76 WIDTH_RESIZE_POLICY = Dali::Actor::Property::WIDTH_RESIZE_POLICY,
77 HEIGHT_RESIZE_POLICY = Dali::Actor::Property::HEIGHT_RESIZE_POLICY,
78 SIZE_SCALE_POLICY = Dali::Actor::Property::SIZE_SCALE_POLICY,
79 WIDTH_FOR_HEIGHT = Dali::Actor::Property::WIDTH_FOR_HEIGHT,
80 HEIGHT_FOR_WIDTH = Dali::Actor::Property::HEIGHT_FOR_WIDTH,
81 PADDING = Dali::Actor::Property::PADDING,
82 MINIMUM_SIZE = Dali::Actor::Property::MINIMUM_SIZE,
83 MAXIMUM_SIZE = Dali::Actor::Property::MAXIMUM_SIZE,
84 INHERIT_POSITION = Dali::Actor::Property::INHERIT_POSITION,
85 CLIPPING_MODE = Dali::Actor::Property::CLIPPING_MODE,
86 LAYOUT_DIRECTION = Dali::Actor::Property::LAYOUT_DIRECTION,
87 INHERIT_LAYOUT_DIRECTION = Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION,
88 OPACITY = Dali::Actor::Property::OPACITY,
89 SCREEN_POSITION = Dali::Actor::Property::SCREEN_POSITION,
90 POSITION_USES_ANCHOR_POINT = Dali::Actor::Property::POSITION_USES_ANCHOR_POINT,
91 CULLED = Dali::Actor::Property::CULLED,
92 ID = Dali::Actor::Property::ID,
93 HIERARCHY_DEPTH = Dali::Actor::Property::HIERARCHY_DEPTH,
94 IS_ROOT = Dali::Actor::Property::IS_ROOT,
95 IS_LAYER = Dali::Actor::Property::IS_LAYER,
96 CONNECTED_TO_SCENE = Dali::Actor::Property::CONNECTED_TO_SCENE,
97 KEYBOARD_FOCUSABLE = Dali::Actor::Property::KEYBOARD_FOCUSABLE,
98 UPDATE_AREA_HINT = Dali::Actor::Property::UPDATE_AREA_HINT,
101 * @brief Sets the sibling order of the actor so depth position can be defined within the same parent.
102 * @details Name "siblingOrder", type Property::INTEGER.
103 * @note The initial value is 0.
104 * @note Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the
105 * sibling order. The values set by this Property will likely change.
110 * @brief If this actor receives a touch-start event, then all following touch events are sent to this actor until a touch-end.
111 * @details Name "captureAllTouchAfterStart", type Property::BOOLEAN
112 * @note Default is false, i.e. actor under touch event will receive the touch even if touch started on this actor
114 CAPTURE_ALL_TOUCH_AFTER_START,
117 * @brief If you set the TOUCH_AREA_OFFSET on an actor, when you touch the actor, the touch area is expand from the size of actor.
118 * @details Name "touchAreaOffset", type Property::Rect<int> (left, right, bottom, top).
121 * Actor actor = Actor::New();
122 * actor.SetProperty(Actor::Property::SIZE, Vector2(20.0f, 20.0f));
123 * actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-10, 20, 30, -40));
124 * actor.TouchedSignal().Connect(OnTouchCallback);
126 * +---------------------+
143 * +---------------------+
145 * The actual touched size is actor.width + touchAreaOffset.right - touchAreaOffset.left and actor.height + touchAreaOffset.bottom - touchAreaOffset.top
150 * @brief Determines which blend equation will be used to render renderers of this actor.
151 * @pre To use Advanced Blend Equation(DevelBlendEquation::MULTIPLY ~ DevelBlendEquation::LUMINOSITY), the color to be rendered should be pre-multipled alpha.
152 * @details Name "blendEquation", type Property::INTEGER.
153 * @note Color of each renderer will be blended with rendering framebuffer.
154 * @note To check the blend equation is supported in the system, use Dali::Capabilities::IsBlendEquationSupported
159 * @brief Sets whether this actor can focus by touch. If user sets this to true, the actor will be focused when user touch it.
161 * Actor actor = Actor::New();
162 * actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true); // whether the actor can have focus or not with keyboard navigation.
163 * actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true); // Whether the user can focus by touch, user can set focus by touching the actor.
165 * @details Name "touchFocusable", type Property::BOOLEAN.
170 * @brief Whether the children of this actor can be focusable by keyboard navigation. If user sets this to false, the children of this actor will not be focused.
171 * @details Name "keyboardFocusableChildren", type Property::BOOLEAN.
172 * @note Default value is true.
174 KEYBOARD_FOCUSABLE_CHILDREN,
177 * @brief The flag whether the actor should be enabled all user interaction including touch, focus and activation. this value have higher priority over the sensitve and focusable in negative action.
178 * @details Name "userInteractionEnabled", type Property::BOOLEAN.
179 * @note Default value is true.
181 USER_INTERACTION_ENABLED,
184 * @brief It only receive for touch events that started from itself.
185 * @details Name "allowOnlyOwnTouch", type Property::BOOLEAN
186 * @note Default is false.
188 ALLOW_ONLY_OWN_TOUCH,
191 * @brief Whether the actor uses the update area of the texture instead of its own.
192 * @details Name "useTextureUpdateArea", type Property::BOOLEAN
193 * @note Default is false. If this set true, the value of Actor::Property::UPDATE_AREA_HINT is ignored and we assume the sizes of the actor and the texture are same.
195 USE_TEXTURE_UPDATE_AREA
198 } // namespace Property
200 namespace VisibilityChange
204 SELF, ///< The visibility of the actor itself has changed.
205 PARENT ///< The visibility of a parent has changed.
208 } // namespace VisibilityChange
210 using VisibilityChangedSignalType = Signal<void(Actor, bool, VisibilityChange::Type)>; ///< Signal type of VisibilityChangedSignalType
213 * @brief This signal is emitted when the visible property of this or a parent actor is changed.
215 * A callback of the following type may be connected:
217 * void YourCallbackName( Actor actor, bool visible, VisibilityChange::Type& type );
219 * actor: The actor, or child of actor, whose visibility has changed.
220 * visible: If type is SELF, then this is true if this actor's VISIBILITY property is true. If Type is PARENT, this is true if a parent's VISIBILITY property has changed to true.
221 * type: Whether the actor's visible property has changed or a parent's.
222 * @return The signal to connect to
223 * @pre The Actor has been initialized.
224 * @note This signal is NOT emitted if the actor becomes transparent (or the reverse), it's ONLY linked with Actor::Property::VISIBLE.
225 * @note For reference, an actor is only shown if it and it's parents (up to the root actor) are also visible, are not transparent, and this actor has a non-zero size.
227 DALI_CORE_API VisibilityChangedSignalType& VisibilityChangedSignal(Actor actor);
230 * Calculates screen position and size.
232 * @return pair of two values, position of top-left corner on screen and size respectively.
234 DALI_CORE_API Rect<> CalculateScreenExtents(Actor actor);
236 using ChildChangedSignalType = Signal<void(Actor)>; ///< Called when the actor has a child added or removed
239 * @brief This signal is emitted when a child is added to this actor.
241 * A callback of the following type may be connected:
243 * void MyCallbackName( Actor child );
245 * child: The child that has been added.
247 * @note Use this signal with caution. Changing the parent of the actor
248 * within this callback is possible, but DALi will prevent further signals
251 * @return The signal to connect to
252 * @pre The Actor has been initialized
254 DALI_CORE_API ChildChangedSignalType& ChildAddedSignal(Actor actor);
257 * @brief This signal is emitted when a child is removed from this actor.
259 * A callback of the following type may be connected:
261 * void MyCallbackName( Actor child );
263 * child: The child that has been removed.
265 * @note Use this signal with caution. Changing the parent of the actor
266 * within this callback is possible, but DALi will prevent further signals
269 * @note If the child actor is moved from one actor to another, then
270 * this signal will be emitted followed immediately by an
271 * ChildAddedSignal() on the new parent.
273 * @return The signal to connect to
274 * @pre The Actor has been initialized
276 DALI_CORE_API ChildChangedSignalType& ChildRemovedSignal(Actor actor);
278 using ChildOrderChangedSignalType = Signal<void(Actor)>; ///< Used when the actor's children have changed order
281 * @brief This signal is emitted when an actor's children change their sibling order
283 * A callback of the following type may be connected:
285 * void MyCallbackName( Actor parent );
287 * parent The parent actor of the moved children
289 * @return The signal to connect to
290 * @pre The Actor has been initialized
292 DALI_CORE_API ChildOrderChangedSignalType& ChildOrderChangedSignal(Actor actor);
295 * @brief This signal is emitted when intercepting the actor's touch event.
297 * A callback of the following type may be connected:
299 * void MyCallbackName( Actor actor );
301 * actor The actor to intercept
303 * @note TouchEvent callbacks are called from the last child in the order of the parent's actor.
304 * The InterceptTouchEvent callback is to intercept the touch event in the parent.
305 * So, if the parent interepts the touch event, the child cannot receive the touch event.
308 * Actor parent = Actor::New();
309 * Actor child = Actor::New();
311 * child.TouchedSignal().Connect(&application, childFunctor);
312 * parent.TouchedSignal().Connect(&application, parentFunctor);
313 * The touch event callbacks are called in the order childFunctor -> parentFunctor.
315 * If you connect interceptTouchSignal to parentActor.
316 * Dali::DevelActor::InterceptTouchedSignal(parent).Connect(&application, interceptFunctor);
318 * When interceptFunctor returns false, the touch event callbacks are called in the same order childFunctor -> parentFunctor.
319 * If interceptFunctor returns true, it means that the TouchEvent was intercepted.
320 * So the child actor will not be able to receive touch events.
321 * Only the parentFunctor is called.
323 * @return The signal to connect to
324 * @pre The Actor has been initialized
326 DALI_CORE_API Actor::TouchEventSignalType& InterceptTouchedSignal(Actor actor);
329 * @brief This is used when the parent actor wants to listen to gesture events.
331 * @note example The child is overlapped on the parent.
332 * Currently, if you tap a child, the parent cannot listen to the tap event.
333 * Now, If set to SetNeedGesturePropagation(true), the parent can receive gesture events.
334 * Please call this setting inside a gesture callback, it will be reset after the gesture callback is called.
337 * Actor parent = Actor::New();
338 * Actor child = Actor::New();
340 * parentTapDetector = TapGestureDetector::New();
341 * childTapDetector = TapGestureDetector::New();
342 * parentTapDetector.Attach(parent);
343 * childTapDetector.Attach(child);
344 * parentTapDetector.DetectedSignal().Connect(this, &OnParentTap);
345 * childTapDetector.DetectedSignal().Connect(this, &OnChildTap);
347 * void OnChildTap(Dali::Actor actor, const Dali::TapGesture& tap)
349 * // If you set SetNeedGesturePropagation to true here, the parent actor can also listen to events
350 * Dali::DevelActor::SetNeedGesturePropagation(Self(), true);
355 DALI_CORE_API void SetNeedGesturePropagation(Actor actor, bool propagation);
358 * Switch parent in the same tree.
359 * This method changes the actor's parent with keeping on scene state.
360 * Both of current parent Actor and new parent Actor must already be added on Scene.
361 * This method don't emit notification about add/remove and on/off scene.
362 * @param [in] actor This actor
363 * @param [in] newParent An actor to be a new parent of this actor.
365 DALI_CORE_API void SwitchParent(Actor actor, Actor newParent);
368 * @brief This signal is emitted when an actor is hit through hit-test.
370 * A callback of the following type may be connected:
372 * void MyCallbackName( Actor actor );
374 * actor The actor to intercept
376 * @note This callback is called when the actor is hit.
377 * If true is returned, TouchEvent is called from the this actor.
378 * If false is returned, the hit test starts again from the next lower actor.
381 * Actor topActor = Actor::New();
382 * Actor bottomActor = Actor::New();
383 * topActor.TouchedSignal().Connect(&application, topActorFunctor);
384 * bottomActor.TouchedSignal().Connect(&application, bottomActorFunctor);
385 * The two actors have no relationship.
386 * So when the topActor is touched, the event cannot be propagated to the bottomActor.
388 * If you connect HitTestResultSignal to topActor.
389 * Dali::DevelActor::HitTestResultSignal(topActor).Connect(&application, hitTestResultFunctor);
391 * If the hitTestResult Functor returns false, it passes the hit-test and starts the hit-test again from the next lower actor.
392 * So the bottomActor can be hit and receive touch events.
393 * If hitTestResult returns true, it means that it has been hit. So it receives a TouchEvent from itself.
395 * @return The signal to connect to
396 * @pre The Actor has been initialized
398 DALI_CORE_API Actor::TouchEventSignalType& HitTestResultSignal(Actor actor);
401 * Get the world transform of the actor.
403 * This calculates the world transform from scratch using only event
404 * side properties - it does not rely on the update thread to have
405 * already calculated the transform.
407 * @param[in] actor The actor for which to calculate the world transform
408 * @return The world transform matrix
410 DALI_CORE_API Matrix GetWorldTransform(Actor actor);
413 * Get the world color of the actor.
415 * This calcualtes the world color of the actor from scratch using
416 * only event side properties. It does not rely on the update thread
417 * to have already calculated the color.
419 * @param[in] actor The actor to calculate the world color for
420 * @return the world color
422 DALI_CORE_API Vector4 GetWorldColor(Actor actor);
425 * Rotate the actor look at specific position.
426 * It will change the actor's orientation property.
428 * This calculates the world transform from scratch using only event
429 * side properties - it does not rely on the update thread to have
430 * already calculated the transform.
432 * @note Target position should be setup by world coordinates.
433 * @note The result of invalid input is not determined.
434 * (ex : forward vector or actor-to-target vector has same direction with up, One of them is ZERO)
436 * @param[in] actor The actor for which to calculate the look at orientation.
437 * @param[in] target The target world position to look at.
438 * @param[in] up The up vector after target look at. Default is +Y axis.
439 * @param[in] localForward The forward vector of actor when it's orientation is not applied. Default is +Z axis.
440 * @param[in] localUp The up vector of actor when it's orientation is not applied. Default is +Y axis.
442 DALI_CORE_API void LookAt(Actor actor, Vector3 target, Vector3 up = Vector3::YAXIS, Vector3 localForward = Vector3::ZAXIS, Vector3 localUp = Vector3::YAXIS);
444 } // namespace DevelActor
448 #endif // DALI_ACTOR_DEVEL_H