2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/actors/actor-impl.h>
27 #include <dali/public-api/common/constants.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/math/radian.h>
30 #include <dali/public-api/math/vector2.h>
31 #include <dali/public-api/math/vector3.h>
32 #include <dali/public-api/object/type-registry.h>
34 #include <dali/devel-api/actors/actor-devel.h>
35 #include <dali/devel-api/actors/layer-devel.h>
36 #include <dali/devel-api/common/capabilities.h>
38 #include <dali/integration-api/debug.h>
40 #include <dali/internal/event/actors/actor-parent.h>
41 #include <dali/internal/event/actors/actor-property-handler.h>
42 #include <dali/internal/event/actors/actor-relayouter.h>
43 #include <dali/internal/event/actors/camera-actor-impl.h>
44 #include <dali/internal/event/common/event-thread-services.h>
45 #include <dali/internal/event/common/projection.h>
46 #include <dali/internal/event/common/property-helper.h>
47 #include <dali/internal/event/common/scene-impl.h>
48 #include <dali/internal/event/common/stage-impl.h>
49 #include <dali/internal/event/common/thread-local-storage.h>
50 #include <dali/internal/event/common/type-info-impl.h>
51 #include <dali/internal/event/events/actor-gesture-data.h>
52 #include <dali/internal/event/render-tasks/render-task-impl.h>
53 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
54 #include <dali/internal/event/rendering/renderer-impl.h>
55 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
56 #include <dali/internal/update/manager/update-manager.h>
57 #include <dali/internal/update/nodes/node-messages.h>
59 using Dali::Internal::SceneGraph::AnimatableProperty;
60 using Dali::Internal::SceneGraph::Node;
61 using Dali::Internal::SceneGraph::PropertyBase;
63 #if defined(DEBUG_ENABLED)
64 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER");
71 namespace // unnamed namespace
76 * We want to discourage the use of property strings (minimize string comparisons),
77 * particularly for the default properties.
78 * Name Type writable animatable constraint-input enum for index-checking
80 DALI_PROPERTY_TABLE_BEGIN
81 DALI_PROPERTY("parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN)
82 DALI_PROPERTY("parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X)
83 DALI_PROPERTY("parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y)
84 DALI_PROPERTY("parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z)
85 DALI_PROPERTY("anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT)
86 DALI_PROPERTY("anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X)
87 DALI_PROPERTY("anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y)
88 DALI_PROPERTY("anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z)
89 DALI_PROPERTY("size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE)
90 DALI_PROPERTY("sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH)
91 DALI_PROPERTY("sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT)
92 DALI_PROPERTY("sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH)
93 DALI_PROPERTY("position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION)
94 DALI_PROPERTY("positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X)
95 DALI_PROPERTY("positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y)
96 DALI_PROPERTY("positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z)
97 DALI_PROPERTY("worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION)
98 DALI_PROPERTY("worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X)
99 DALI_PROPERTY("worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y)
100 DALI_PROPERTY("worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z)
101 DALI_PROPERTY("orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION)
102 DALI_PROPERTY("worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION)
103 DALI_PROPERTY("scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE)
104 DALI_PROPERTY("scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X)
105 DALI_PROPERTY("scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y)
106 DALI_PROPERTY("scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z)
107 DALI_PROPERTY("worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE)
108 DALI_PROPERTY("visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE)
109 DALI_PROPERTY("color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR)
110 DALI_PROPERTY("colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED)
111 DALI_PROPERTY("colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN)
112 DALI_PROPERTY("colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE)
113 DALI_PROPERTY("colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA)
114 DALI_PROPERTY("worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR)
115 DALI_PROPERTY("worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX)
116 DALI_PROPERTY("name", STRING, true, false, false, Dali::Actor::Property::NAME)
117 DALI_PROPERTY("sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE)
118 DALI_PROPERTY("leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED)
119 DALI_PROPERTY("inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION)
120 DALI_PROPERTY("inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE)
121 DALI_PROPERTY("colorMode", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE)
122 DALI_PROPERTY("drawMode", INTEGER, true, false, false, Dali::Actor::Property::DRAW_MODE)
123 DALI_PROPERTY("sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR)
124 DALI_PROPERTY("widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY)
125 DALI_PROPERTY("heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY)
126 DALI_PROPERTY("sizeScalePolicy", INTEGER, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY)
127 DALI_PROPERTY("widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT)
128 DALI_PROPERTY("heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH)
129 DALI_PROPERTY("padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING)
130 DALI_PROPERTY("minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE)
131 DALI_PROPERTY("maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE)
132 DALI_PROPERTY("inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION)
133 DALI_PROPERTY("clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE)
134 DALI_PROPERTY("layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION)
135 DALI_PROPERTY("inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION)
136 DALI_PROPERTY("opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY)
137 DALI_PROPERTY("screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION)
138 DALI_PROPERTY("positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT)
139 DALI_PROPERTY("culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED)
140 DALI_PROPERTY("id", INTEGER, false, false, false, Dali::Actor::Property::ID)
141 DALI_PROPERTY("hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH)
142 DALI_PROPERTY("isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT)
143 DALI_PROPERTY("isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER)
144 DALI_PROPERTY("connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE)
145 DALI_PROPERTY("keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE)
146 DALI_PROPERTY("siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER)
147 DALI_PROPERTY("updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT)
148 DALI_PROPERTY("captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START)
149 DALI_PROPERTY("touchAreaOffset", RECTANGLE, true, false, false, Dali::DevelActor::Property::TOUCH_AREA_OFFSET)
150 DALI_PROPERTY("blendEquation", INTEGER, true, false, false, Dali::DevelActor::Property::BLEND_EQUATION)
151 DALI_PROPERTY("touchFocusable", BOOLEAN, true, false, false, Dali::DevelActor::Property::TOUCH_FOCUSABLE)
152 DALI_PROPERTY("keyboardFocusableChildren", BOOLEAN, true, false, false, Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN)
153 DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties)
157 static constexpr std::string_view SIGNAL_HOVERED = "hovered";
158 static constexpr std::string_view SIGNAL_WHEEL_EVENT = "wheelEvent";
159 static constexpr std::string_view SIGNAL_ON_SCENE = "onScene";
160 static constexpr std::string_view SIGNAL_OFF_SCENE = "offScene";
161 static constexpr std::string_view SIGNAL_ON_RELAYOUT = "onRelayout";
162 static constexpr std::string_view SIGNAL_TOUCHED = "touched";
163 static constexpr std::string_view SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
164 static constexpr std::string_view SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
165 static constexpr std::string_view SIGNAL_CHILD_ADDED = "childAdded";
166 static constexpr std::string_view SIGNAL_CHILD_REMOVED = "childRemoved";
170 static constexpr std::string_view ACTION_SHOW = "show";
171 static constexpr std::string_view ACTION_HIDE = "hide";
173 BaseHandle CreateActor()
175 return Dali::Actor::New();
178 TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
180 SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &Actor::DoConnectSignal);
181 SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &Actor::DoConnectSignal);
182 SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &Actor::DoConnectSignal);
183 SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &Actor::DoConnectSignal);
184 SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &Actor::DoConnectSignal);
185 SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &Actor::DoConnectSignal);
186 SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &Actor::DoConnectSignal);
187 SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &Actor::DoConnectSignal);
188 SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &Actor::DoConnectSignal);
189 SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &Actor::DoConnectSignal);
191 TypeAction a1(mType, std::string(ACTION_SHOW), &Actor::DoAction);
192 TypeAction a2(mType, std::string(ACTION_HIDE), &Actor::DoAction);
195 * @brief Extract a given dimension from a Vector2
197 * @param[in] values The values to extract from
198 * @param[in] dimension The dimension to extract
199 * @return Return the value for the dimension
201 constexpr float GetDimensionValue(const Vector2& values, Dimension::Type dimension)
205 case Dimension::WIDTH:
209 case Dimension::HEIGHT:
211 return values.height;
222 * @brief Extract a given dimension from a Vector3
224 * @param[in] values The values to extract from
225 * @param[in] dimension The dimension to extract
226 * @return Return the value for the dimension
228 float GetDimensionValue(const Vector3& values, Dimension::Type dimension)
230 return GetDimensionValue(values.GetVectorXY(), dimension);
233 /// Helper for emitting a signal
234 template<typename Signal, typename Event>
235 bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
237 bool consumed = false;
241 Dali::Actor handle(&actor);
242 consumed = signal.Emit(handle, event);
248 /// Helper for emitting signals with multiple parameters
249 template<typename Signal, typename... Param>
250 void EmitSignal(Actor& actor, Signal& signal, Param... params)
254 Dali::Actor handle(&actor);
255 signal.Emit(handle, params...);
259 bool ScreenToLocalInternal(
260 const Matrix& viewMatrix,
261 const Matrix& projectionMatrix,
262 const Matrix& worldMatrix,
263 const Viewport& viewport,
264 const Vector3& currentSize,
270 // Get the ModelView matrix
272 Matrix::Multiply(modelView, worldMatrix, viewMatrix);
274 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
275 Matrix invertedMvp(false /*don't init*/);
276 Matrix::Multiply(invertedMvp, modelView, projectionMatrix);
277 bool success = invertedMvp.Invert();
279 // Convert to GL coordinates
280 Vector4 screenPos(screenX - static_cast<float>(viewport.x), static_cast<float>(viewport.height) - screenY - static_cast<float>(viewport.y), 0.f, 1.f);
285 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), nearPos);
292 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), farPos);
298 if(XyPlaneIntersect(nearPos, farPos, local))
300 Vector3 size = currentSize;
301 localX = local.x + size.x * 0.5f;
302 localY = local.y + size.y * 0.5f;
313 } // unnamed namespace
315 ActorPtr Actor::New()
317 // pass a reference to actor, actor does not own its node
318 ActorPtr actor(new Actor(BASIC, *CreateNode()));
320 // Second-phase construction
326 const SceneGraph::Node* Actor::CreateNode()
328 // create node. Nodes are owned by the update manager
329 SceneGraph::Node* node = SceneGraph::Node::New();
330 OwnerPointer<SceneGraph::Node> transferOwnership(node);
331 Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
333 DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
335 AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
340 void Actor::SetName(std::string_view name)
342 mName = ConstString(name);
344 // ATTENTION: string for debug purposes is not thread safe.
345 DALI_LOG_SET_OBJECT_STRING(const_cast<SceneGraph::Node*>(&GetNode()), mName.GetCString());
348 uint32_t Actor::GetId() const
350 return GetNode().GetId();
353 Dali::Layer Actor::GetLayer()
357 // Short-circuit for Layer derived actors
360 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
363 // Find the immediate Layer parent
364 for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
366 if(parent->IsLayer())
368 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
375 void Actor::Unparent()
379 // Remove this actor from the parent. The remove will put a relayout request in for
380 // the parent if required
381 mParent->Remove(*this);
382 // mParent is now NULL!
386 void Actor::SetParentOrigin(const Vector3& origin)
388 // node is being used in a separate thread; queue a message to set the value & base value
389 SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
391 // Cache for event-thread access
394 // not allocated, check if different from default
395 if(ParentOrigin::DEFAULT != origin)
397 mParentOrigin = new Vector3(origin);
402 // check if different from current costs more than just set
403 *mParentOrigin = origin;
407 const Vector3& Actor::GetCurrentParentOrigin() const
409 // Cached for event-thread access
410 return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
413 void Actor::SetAnchorPoint(const Vector3& anchor)
415 // node is being used in a separate thread; queue a message to set the value & base value
416 SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
418 // Cache for event-thread access
421 // not allocated, check if different from default
422 if(AnchorPoint::DEFAULT != anchor)
424 mAnchorPoint = new Vector3(anchor);
429 // check if different from current costs more than just set
430 *mAnchorPoint = anchor;
434 const Vector3& Actor::GetCurrentAnchorPoint() const
436 // Cached for event-thread access
437 return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
440 void Actor::SetPosition(float x, float y)
442 SetPosition(Vector3(x, y, 0.0f));
445 void Actor::SetPosition(float x, float y, float z)
447 SetPosition(Vector3(x, y, z));
450 void Actor::SetPosition(const Vector3& position)
452 mTargetPosition = position;
454 // node is being used in a separate thread; queue a message to set the value & base value
455 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
458 void Actor::SetX(float x)
460 mTargetPosition.x = x;
462 // node is being used in a separate thread; queue a message to set the value & base value
463 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
466 void Actor::SetY(float y)
468 mTargetPosition.y = y;
470 // node is being used in a separate thread; queue a message to set the value & base value
471 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
474 void Actor::SetZ(float z)
476 mTargetPosition.z = z;
478 // node is being used in a separate thread; queue a message to set the value & base value
479 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
482 void Actor::TranslateBy(const Vector3& distance)
484 mTargetPosition += distance;
486 // node is being used in a separate thread; queue a message to set the value & base value
487 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
490 const Vector3& Actor::GetCurrentPosition() const
492 // node is being used in a separate thread; copy the value from the previous update
493 return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
496 const Vector3& Actor::GetCurrentWorldPosition() const
498 // node is being used in a separate thread; copy the value from the previous update
499 return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
502 const Vector2 Actor::GetCurrentScreenPosition() const
504 if(mScene && OnScene())
506 Vector3 worldPosition = GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
507 Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
508 worldPosition -= cameraPosition;
510 Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
511 Vector2 halfSceneSize(mScene->GetSize() * 0.5f); // World position origin is center of scene
512 Vector3 halfActorSize(actorSize * 0.5f);
513 Vector3 anchorPointOffSet = halfActorSize - actorSize * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
515 return Vector2(halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
516 halfSceneSize.height + worldPosition.y - anchorPointOffSet.y);
519 return Vector2::ZERO;
522 void Actor::SetInheritPosition(bool inherit)
524 if(mInheritPosition != inherit)
526 // non animatable so keep local copy
527 mInheritPosition = inherit;
528 SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
532 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
534 Vector3 normalizedAxis(axis.x, axis.y, axis.z);
535 normalizedAxis.Normalize();
537 Quaternion orientation(angle, normalizedAxis);
539 SetOrientation(orientation);
542 void Actor::SetOrientation(const Quaternion& orientation)
544 mTargetOrientation = orientation;
546 // node is being used in a separate thread; queue a message to set the value & base value
547 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
550 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
552 RotateBy(Quaternion(angle, axis));
555 void Actor::RotateBy(const Quaternion& relativeRotation)
557 mTargetOrientation *= Quaternion(relativeRotation);
559 // node is being used in a separate thread; queue a message to set the value & base value
560 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
563 const Quaternion& Actor::GetCurrentOrientation() const
565 // node is being used in a separate thread; copy the value from the previous update
566 return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
569 const Quaternion& Actor::GetCurrentWorldOrientation() const
571 // node is being used in a separate thread; copy the value from the previous update
572 return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
575 void Actor::SetScale(float scale)
577 SetScale(Vector3(scale, scale, scale));
580 void Actor::SetScale(float x, float y, float z)
582 SetScale(Vector3(x, y, z));
585 void Actor::SetScale(const Vector3& scale)
587 mTargetScale = scale;
589 // node is being used in a separate thread; queue a message to set the value & base value
590 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
593 void Actor::SetScaleX(float x)
597 // node is being used in a separate thread; queue a message to set the value & base value
598 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
601 void Actor::SetScaleY(float y)
605 // node is being used in a separate thread; queue a message to set the value & base value
606 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
609 void Actor::SetScaleZ(float z)
613 // node is being used in a separate thread; queue a message to set the value & base value
614 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
617 void Actor::ScaleBy(const Vector3& relativeScale)
619 mTargetScale *= relativeScale;
621 // node is being used in a separate thread; queue a message to set the value & base value
622 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
625 const Vector3& Actor::GetCurrentScale() const
627 // node is being used in a separate thread; copy the value from the previous update
628 return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
631 const Vector3& Actor::GetCurrentWorldScale() const
633 // node is being used in a separate thread; copy the value from the previous update
634 return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
637 void Actor::SetInheritScale(bool inherit)
639 if(mInheritScale != inherit)
641 // non animatable so keep local copy
642 mInheritScale = inherit;
643 // node is being used in a separate thread; queue a message to set the value
644 SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
648 Matrix Actor::GetCurrentWorldMatrix() const
650 return GetNode().GetWorldMatrix(0);
653 void Actor::SetVisible(bool visible)
655 SetVisibleInternal(visible, SendMessage::TRUE);
658 bool Actor::IsVisible() const
660 // node is being used in a separate thread; copy the value from the previous update
661 return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
664 void Actor::SetOpacity(float opacity)
666 mTargetColor.a = opacity;
668 // node is being used in a separate thread; queue a message to set the value & base value
669 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
671 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
674 float Actor::GetCurrentOpacity() const
676 // node is being used in a separate thread; copy the value from the previous update
677 return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
680 const Vector4& Actor::GetCurrentWorldColor() const
682 return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
685 void Actor::SetColor(const Vector4& color)
687 mTargetColor = color;
689 // node is being used in a separate thread; queue a message to set the value & base value
690 SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
692 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
695 void Actor::SetColorRed(float red)
697 mTargetColor.r = red;
699 // node is being used in a separate thread; queue a message to set the value & base value
700 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
702 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
705 void Actor::SetColorGreen(float green)
707 mTargetColor.g = green;
709 // node is being used in a separate thread; queue a message to set the value & base value
710 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
712 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
715 void Actor::SetColorBlue(float blue)
717 mTargetColor.b = blue;
719 // node is being used in a separate thread; queue a message to set the value & base value
720 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
722 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
725 const Vector4& Actor::GetCurrentColor() const
727 // node is being used in a separate thread; copy the value from the previous update
728 return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
731 void Actor::SetInheritOrientation(bool inherit)
733 if(mInheritOrientation != inherit)
735 // non animatable so keep local copy
736 mInheritOrientation = inherit;
737 // node is being used in a separate thread; queue a message to set the value
738 SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
742 void Actor::SetSizeModeFactor(const Vector3& factor)
746 mRelayoutData->sizeModeFactor = factor;
749 const Vector3& Actor::GetSizeModeFactor() const
753 return mRelayoutData->sizeModeFactor;
756 return Relayouter::DEFAULT_SIZE_MODE_FACTOR;
759 void Actor::SetColorMode(ColorMode colorMode)
761 // non animatable so keep local copy
762 mColorMode = colorMode;
763 // node is being used in a separate thread; queue a message to set the value
764 SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
767 void Actor::SetSize(float width, float height)
769 SetSize(Vector2(width, height));
772 void Actor::SetSize(float width, float height, float depth)
774 SetSize(Vector3(width, height, depth));
777 void Actor::SetSize(const Vector2& size)
779 SetSize(Vector3(size.width, size.height, 0.f));
782 void Actor::SetSizeInternal(const Vector2& size)
784 SetSizeInternal(Vector3(size.width, size.height, 0.f));
787 void Actor::SetSize(const Vector3& size)
789 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
791 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
792 SetPreferredSize(size.GetVectorXY());
796 SetSizeInternal(size);
800 void Actor::SetSizeInternal(const Vector3& size)
802 // dont allow recursive loop
803 DALI_ASSERT_ALWAYS(!mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet");
804 // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
805 Vector3 currentSize = GetCurrentSize();
807 if((fabsf(mTargetSize.width - size.width) > Math::MACHINE_EPSILON_1) ||
808 (fabsf(mTargetSize.height - size.height) > Math::MACHINE_EPSILON_1) ||
809 (fabsf(mTargetSize.depth - size.depth) > Math::MACHINE_EPSILON_1) ||
810 (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
811 (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
812 (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
816 // node is being used in a separate thread; queue a message to set the value & base value
817 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
819 // Notification for derived classes
820 mInsideOnSizeSet = true;
821 OnSizeSet(mTargetSize);
822 mInsideOnSizeSet = false;
824 // Raise a relayout request if the flag is not locked
825 if(mRelayoutData && !mRelayoutData->insideRelayout)
832 void Actor::SetWidth(float width)
834 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
836 SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
837 mRelayoutData->preferredSize.width = width;
841 mTargetSize.width = width;
843 // node is being used in a separate thread; queue a message to set the value & base value
844 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
847 mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
852 void Actor::SetHeight(float height)
854 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
856 SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
857 mRelayoutData->preferredSize.height = height;
861 mTargetSize.height = height;
863 // node is being used in a separate thread; queue a message to set the value & base value
864 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
867 mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
872 void Actor::SetDepth(float depth)
874 mTargetSize.depth = depth;
876 mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
878 // node is being used in a separate thread; queue a message to set the value & base value
879 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
882 Vector3 Actor::GetTargetSize() const
884 Vector3 size = mTargetSize;
886 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
888 // Should return animated size if size is animated
889 size.width = mAnimatedSize.width;
893 // Should return preferred size if size is fixed as set by SetSize
894 if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
896 size.width = GetPreferredSize().width;
900 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
902 size.height = mAnimatedSize.height;
906 if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
908 size.height = GetPreferredSize().height;
912 if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
914 size.depth = mAnimatedSize.depth;
920 const Vector3& Actor::GetCurrentSize() const
922 // node is being used in a separate thread; copy the value from the previous update
923 return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
926 Vector3 Actor::GetNaturalSize() const
928 // It is up to deriving classes to return the appropriate natural size
929 return Vector3(0.0f, 0.0f, 0.0f);
932 void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
934 EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
936 OnSetResizePolicy(policy, dimension);
938 // Trigger relayout on this control
942 ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
946 return mRelayoutData->GetResizePolicy(dimension);
949 return ResizePolicy::DEFAULT;
952 void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
956 mRelayoutData->sizeSetPolicy = policy;
958 // Trigger relayout on this control
962 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
966 return mRelayoutData->sizeSetPolicy;
969 return Relayouter::DEFAULT_SIZE_SCALE_POLICY;
972 void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
974 EnsureRelayouter().SetDimensionDependency(dimension, dependency);
977 Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
981 return mRelayoutData->GetDimensionDependency(dimension);
984 return Dimension::ALL_DIMENSIONS; // Default
987 void Actor::SetRelayoutEnabled(bool relayoutEnabled)
989 // If relayout data has not been allocated yet and the client is requesting
990 // to disable it, do nothing
991 if(mRelayoutData || relayoutEnabled)
995 DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
997 mRelayoutData->relayoutEnabled = relayoutEnabled;
1001 bool Actor::IsRelayoutEnabled() const
1003 // Assume that if relayout data has not been allocated yet then
1004 // relayout is disabled
1005 return mRelayoutData && mRelayoutData->relayoutEnabled;
1008 void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
1010 EnsureRelayouter().SetLayoutDirty(dirty, dimension);
1013 bool Actor::IsLayoutDirty(Dimension::Type dimension) const
1015 return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
1018 bool Actor::RelayoutPossible(Dimension::Type dimension) const
1020 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
1023 bool Actor::RelayoutRequired(Dimension::Type dimension) const
1025 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
1028 uint32_t Actor::AddRenderer(Renderer& renderer)
1032 mRenderers = new RendererContainer;
1035 if(mIsBlendEquationSet)
1037 renderer.SetBlendEquation(static_cast<DevelBlendEquation::Type>(mBlendEquation));
1040 uint32_t index = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1041 RendererPtr rendererPtr = RendererPtr(&renderer);
1042 mRenderers->push_back(rendererPtr);
1043 AttachRendererMessage(GetEventThreadServices().GetUpdateManager(), GetNode(), renderer.GetRendererSceneObject());
1047 uint32_t Actor::GetRendererCount() const
1049 uint32_t rendererCount(0);
1052 rendererCount = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1055 return rendererCount;
1058 RendererPtr Actor::GetRendererAt(uint32_t index)
1060 RendererPtr renderer;
1061 if(index < GetRendererCount())
1063 renderer = (*mRenderers)[index];
1069 void Actor::RemoveRenderer(Renderer& renderer)
1073 RendererIter end = mRenderers->end();
1074 for(RendererIter iter = mRenderers->begin(); iter != end; ++iter)
1076 if((*iter).Get() == &renderer)
1078 mRenderers->erase(iter);
1079 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1086 void Actor::RemoveRenderer(uint32_t index)
1088 if(index < GetRendererCount())
1090 RendererPtr renderer = (*mRenderers)[index];
1091 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject());
1092 mRenderers->erase(mRenderers->begin() + index);
1096 void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
1098 if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
1100 if(mBlendEquation != blendEquation)
1102 mBlendEquation = blendEquation;
1103 uint32_t rendererCount = GetRendererCount();
1104 for(uint32_t i = 0; i < rendererCount; ++i)
1106 RendererPtr renderer = GetRendererAt(i);
1107 renderer->SetBlendEquation(static_cast<DevelBlendEquation::Type>(blendEquation));
1110 mIsBlendEquationSet = true;
1114 DALI_LOG_ERROR("Invalid blend equation is entered.\n");
1118 DevelBlendEquation::Type Actor::GetBlendEquation() const
1120 return mBlendEquation;
1123 void Actor::SetTransparent(bool transparent)
1125 SetTransparentMessage(GetEventThreadServices(), GetNode(), transparent);
1128 bool Actor::IsTransparent() const
1130 return GetNode().IsTransparent();
1133 void Actor::SetDrawMode(DrawMode::Type drawMode)
1135 // this flag is not animatable so keep the value
1136 mDrawMode = drawMode;
1138 // node is being used in a separate thread; queue a message to set the value
1139 SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
1142 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
1144 // only valid when on-stage
1145 if(mScene && OnScene())
1147 const RenderTaskList& taskList = mScene->GetRenderTaskList();
1149 Vector2 converted(screenX, screenY);
1151 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1152 uint32_t taskCount = taskList.GetTaskCount();
1153 for(uint32_t i = taskCount; i > 0; --i)
1155 RenderTaskPtr task = taskList.GetTask(i - 1);
1156 if(ScreenToLocal(*task, localX, localY, screenX, screenY))
1158 // found a task where this conversion was ok so return
1166 bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
1168 bool retval = false;
1169 // only valid when on-stage
1172 CameraActor* camera = renderTask.GetCameraActor();
1176 renderTask.GetViewport(viewport);
1178 // need to translate coordinates to render tasks coordinate space
1179 Vector2 converted(screenX, screenY);
1180 if(renderTask.TranslateCoordinates(converted))
1182 retval = ScreenToLocal(camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y);
1189 bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
1191 return OnScene() && ScreenToLocalInternal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), viewport, GetCurrentSize(), localX, localY, screenX, screenY);
1194 ActorGestureData& Actor::GetGestureData()
1196 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1197 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1198 if(nullptr == mGestureData)
1200 mGestureData = new ActorGestureData;
1202 return *mGestureData;
1205 bool Actor::IsGestureRequired(GestureType::Value type) const
1207 return mGestureData && mGestureData->IsGestureRequired(type);
1210 bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
1212 return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
1215 bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
1217 return EmitConsumingSignal(*this, mTouchedSignal, touch);
1220 bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
1222 return EmitConsumingSignal(*this, mHoveredSignal, event);
1225 bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
1227 return EmitConsumingSignal(*this, mWheelEventSignal, event);
1230 void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
1232 EmitSignal(*this, mVisibilityChangedSignal, visible, type);
1235 void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
1237 EmitSignal(*this, mLayoutDirectionChangedSignal, type);
1240 DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
1242 return mParentImpl.ChildAddedSignal();
1245 DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
1247 return mParentImpl.ChildRemovedSignal();
1250 DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
1252 return mParentImpl.ChildOrderChangedSignal();
1255 bool Actor::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1257 bool connected(true);
1258 Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
1260 std::string_view name(signalName);
1262 if(name == SIGNAL_HOVERED)
1264 actor->HoveredSignal().Connect(tracker, functor);
1266 else if(signalName == SIGNAL_WHEEL_EVENT)
1268 actor->WheelEventSignal().Connect(tracker, functor);
1270 else if(name == SIGNAL_ON_SCENE)
1272 actor->OnSceneSignal().Connect(tracker, functor);
1274 else if(name == SIGNAL_OFF_SCENE)
1276 actor->OffSceneSignal().Connect(tracker, functor);
1278 else if(name == SIGNAL_ON_RELAYOUT)
1280 actor->OnRelayoutSignal().Connect(tracker, functor);
1282 else if(name == SIGNAL_TOUCHED)
1284 actor->TouchedSignal().Connect(tracker, functor);
1286 else if(name == SIGNAL_VISIBILITY_CHANGED)
1288 actor->VisibilityChangedSignal().Connect(tracker, functor);
1290 else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
1292 actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
1294 else if(name == SIGNAL_CHILD_ADDED)
1296 actor->ChildAddedSignal().Connect(tracker, functor);
1298 else if(name == SIGNAL_CHILD_REMOVED)
1300 actor->ChildRemovedSignal().Connect(tracker, functor);
1304 // signalName does not match any signal
1311 Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
1316 mRenderers(nullptr),
1317 mParentOrigin(nullptr),
1318 mAnchorPoint(nullptr),
1319 mRelayoutData(nullptr),
1320 mGestureData(nullptr),
1321 mInterceptTouchedSignal(),
1324 mWheelEventSignal(),
1327 mOnRelayoutSignal(),
1328 mVisibilityChangedSignal(),
1329 mLayoutDirectionChangedSignal(),
1330 mTargetOrientation(Quaternion::IDENTITY),
1331 mTargetColor(Color::WHITE),
1332 mTargetSize(Vector3::ZERO),
1333 mTargetPosition(Vector3::ZERO),
1334 mTargetScale(Vector3::ONE),
1335 mAnimatedSize(Vector3::ZERO),
1336 mTouchAreaOffset(0, 0, 0, 0),
1340 mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
1341 mIsRoot(ROOT_LAYER == derivedType),
1342 mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
1345 mLeaveRequired(false),
1346 mKeyboardFocusable(false),
1347 mKeyboardFocusableChildren(true),
1348 mTouchFocusable(false),
1349 mOnSceneSignalled(false),
1350 mInsideOnSizeSet(false),
1351 mInheritPosition(true),
1352 mInheritOrientation(true),
1353 mInheritScale(true),
1354 mPositionUsesAnchorPoint(true),
1356 mInheritLayoutDirection(true),
1357 mCaptureAllTouchAfterStart(false),
1358 mIsBlendEquationSet(false),
1359 mNeedGesturePropagation(false),
1360 mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
1361 mDrawMode(DrawMode::NORMAL),
1362 mColorMode(Node::DEFAULT_COLOR_MODE),
1363 mClippingMode(ClippingMode::DISABLED),
1364 mBlendEquation(DevelBlendEquation::ADD)
1368 void Actor::Initialize()
1372 GetEventThreadServices().RegisterObject(this);
1377 // Remove mParent pointers from children even if we're destroying core,
1378 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1382 // Guard to allow handle destruction after Core has been destroyed
1383 if(EventThreadServices::IsCoreRunning())
1385 // Root layer will destroy its node in its own destructor
1388 DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1390 GetEventThreadServices().UnregisterObject(this);
1394 // Cleanup optional gesture data
1395 delete mGestureData;
1397 // Cleanup optional parent origin and anchor
1398 delete mParentOrigin;
1399 delete mAnchorPoint;
1401 // Delete optional relayout data
1402 delete mRelayoutData;
1405 void Actor::Add(Actor& child, bool notify)
1407 mParentImpl.Add(child, notify);
1410 void Actor::Remove(Actor& child, bool notify)
1412 mParentImpl.Remove(child, notify);
1415 void Actor::SwitchParent(Actor& newParent)
1417 if(this == &newParent)
1419 DALI_LOG_ERROR("Cannot add actor to itself");
1423 if(!this->OnScene() || !newParent.OnScene())
1425 DALI_LOG_ERROR("Both of current parent and new parent must be on Scene");
1429 newParent.Add(*this, false);
1432 uint32_t Actor::GetChildCount() const
1434 return mParentImpl.GetChildCount();
1437 ActorPtr Actor::GetChildAt(uint32_t index) const
1439 return mParentImpl.GetChildAt(index);
1442 ActorContainer& Actor::GetChildrenInternal()
1444 return mParentImpl.GetChildrenInternal();
1447 ActorPtr Actor::FindChildByName(ConstString actorName)
1449 return mParentImpl.FindChildByName(actorName);
1452 ActorPtr Actor::FindChildById(const uint32_t id)
1454 return mParentImpl.FindChildById(id);
1457 void Actor::UnparentChildren()
1459 mParentImpl.UnparentChildren();
1462 void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
1464 // This container is used instead of walking the Actor hierarchy.
1465 // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
1466 ActorContainer connectionList;
1470 mScene->RequestRebuildDepthTree();
1473 // This stage is atomic i.e. not interrupted by user callbacks.
1474 RecursiveConnectToScene(connectionList, parentDepth + 1);
1476 // Notify applications about the newly connected actors.
1477 for(const auto& actor : connectionList)
1479 actor->NotifyStageConnection(notify);
1485 void Actor::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
1487 DALI_ASSERT_ALWAYS(!OnScene());
1490 mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
1492 ConnectToSceneGraph();
1494 // Notification for internal derived classes
1495 OnSceneConnectionInternal();
1497 // This stage is atomic; avoid emitting callbacks until all Actors are connected
1498 connectionList.push_back(ActorPtr(this));
1500 // Recursively connect children
1501 if(GetChildCount() > 0)
1503 for(const auto& child : mParentImpl.GetChildrenInternal())
1505 child->SetScene(*mScene);
1506 child->RecursiveConnectToScene(connectionList, depth + 1);
1512 * This method is called when the Actor is connected to the Stage.
1513 * The parent must have added its Node to the scene-graph.
1514 * The child must connect its Node to the parent's Node.
1515 * This is recursive; the child calls ConnectToScene() for its children.
1517 void Actor::ConnectToSceneGraph()
1519 DALI_ASSERT_DEBUG(mParent != NULL);
1521 // Reparent Node in next Update
1522 ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
1524 // Request relayout on all actors that are added to the scenegraph
1527 // Notification for Object::Observers
1531 void Actor::NotifyStageConnection(bool notify)
1533 // Actors can be removed (in a callback), before the on-stage stage is reported.
1534 // The actor may also have been reparented, in which case mOnSceneSignalled will be true.
1535 if(OnScene() && !mOnSceneSignalled)
1539 // Notification for external (CustomActor) derived classes
1540 OnSceneConnectionExternal(mDepth);
1542 if(!mOnSceneSignal.Empty())
1544 Dali::Actor handle(this);
1545 mOnSceneSignal.Emit(handle);
1549 // Guard against Remove during callbacks
1552 mOnSceneSignalled = true; // signal required next time Actor is removed
1557 void Actor::DisconnectFromStage(bool notify)
1559 // This container is used instead of walking the Actor hierachy.
1560 // It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
1561 ActorContainer disconnectionList;
1565 mScene->RequestRebuildDepthTree();
1568 // This stage is atomic i.e. not interrupted by user callbacks
1569 RecursiveDisconnectFromStage(disconnectionList);
1571 // Notify applications about the newly disconnected actors.
1572 for(const auto& actor : disconnectionList)
1574 actor->NotifyStageDisconnection(notify);
1578 void Actor::RecursiveDisconnectFromStage(ActorContainer& disconnectionList)
1580 // need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
1583 // Recursively disconnect children
1584 if(GetChildCount() > 0)
1586 for(const auto& child : mParentImpl.GetChildrenInternal())
1588 child->RecursiveDisconnectFromStage(disconnectionList);
1592 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
1593 disconnectionList.push_back(ActorPtr(this));
1595 // Notification for internal derived classes
1596 OnSceneDisconnectionInternal();
1598 DisconnectFromSceneGraph();
1602 * This method is called by an actor or its parent, before a node removal message is sent.
1603 * This is recursive; the child calls DisconnectFromStage() for its children.
1605 void Actor::DisconnectFromSceneGraph()
1607 // Notification for Object::Observers
1608 OnSceneObjectRemove();
1611 void Actor::NotifyStageDisconnection(bool notify)
1613 // Actors can be added (in a callback), before the off-stage state is reported.
1614 // Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
1615 // only do this step if there is a stage, i.e. Core is not being shut down
1616 if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
1620 // Notification for external (CustomeActor) derived classes
1621 OnSceneDisconnectionExternal();
1623 if(!mOffSceneSignal.Empty())
1625 Dali::Actor handle(this);
1626 mOffSceneSignal.Emit(handle);
1630 // Guard against Add during callbacks
1633 mOnSceneSignalled = false; // signal required next time Actor is added
1638 bool Actor::IsNodeConnected() const
1640 bool connected(false);
1644 if(IsRoot() || GetNode().GetParent())
1653 // This method initiates traversal of the actor tree using depth-first
1654 // traversal to set a depth index based on traversal order. It sends a
1655 // single message to update manager to update all the actor's nodes in
1656 // this tree with the depth index. The sceneGraphNodeDepths vector's
1657 // elements are ordered by depth, and could be used to reduce sorting
1658 // in the update thread.
1659 void Actor::RebuildDepthTree()
1661 DALI_LOG_TIMER_START(depthTimer);
1663 // Vector of scene-graph nodes and their depths to send to UpdateManager
1664 // in a single message
1665 OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
1667 int32_t depthIndex = 1;
1668 DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1670 SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
1671 DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
1674 void Actor::DepthTraverseActorTree(OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex)
1676 mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
1677 sceneGraphNodeDepths->Add(const_cast<SceneGraph::Node*>(&GetNode()), mSortedDepth);
1679 // Create/add to children of this node
1680 if(GetChildCount() > 0)
1682 for(const auto& child : mParentImpl.GetChildrenInternal())
1684 Actor* childActor = child.Get();
1686 childActor->DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1691 void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
1693 PropertyHandler::SetDefaultProperty(*this, index, property);
1696 // TODO: This method needs to be removed
1697 void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
1699 PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
1702 Property::Value Actor::GetDefaultProperty(Property::Index index) const
1704 Property::Value value;
1706 if(!GetCachedPropertyValue(index, value))
1708 // If property value is not stored in the event-side, then it must be a scene-graph only property
1709 GetCurrentPropertyValue(index, value);
1715 Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
1717 Property::Value value;
1719 if(!GetCurrentPropertyValue(index, value))
1721 // If unable to retrieve scene-graph property value, then it must be an event-side only property
1722 GetCachedPropertyValue(index, value);
1728 void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
1730 PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
1733 const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
1735 const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
1738 // not our property, ask base
1739 property = Object::GetSceneObjectAnimatableProperty(index);
1745 const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
1747 const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
1750 // reuse animatable property getter as animatable properties are inputs as well
1751 // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
1752 property = GetSceneObjectAnimatableProperty(index);
1758 int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
1760 int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
1761 if(Property::INVALID_COMPONENT_INDEX == componentIndex)
1764 componentIndex = Object::GetPropertyComponentIndex(index);
1767 return componentIndex;
1770 const SceneGraph::Node& Actor::GetNode() const
1772 return *static_cast<const SceneGraph::Node*>(mUpdateObject);
1779 mParent->RaiseChild(*this);
1783 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1791 mParent->LowerChild(*this);
1795 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1799 void Actor::RaiseToTop()
1803 mParent->RaiseChildToTop(*this);
1807 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1811 void Actor::LowerToBottom()
1815 mParent->LowerChildToBottom(*this);
1819 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1823 void Actor::RaiseAbove(Internal::Actor& target)
1827 mParent->RaiseChildAbove(*this, target);
1831 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1835 void Actor::LowerBelow(Internal::Actor& target)
1839 mParent->LowerChildBelow(*this, target);
1843 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1847 void Actor::SetParent(ActorParent* parent, bool notify)
1851 DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
1854 Actor* parentActor = static_cast<Actor*>(parent);
1855 mScene = parentActor->mScene;
1857 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1858 parentActor->OnScene())
1860 // Instruct each actor to create a corresponding node in the scene graph
1861 ConnectToScene(parentActor->GetHierarchyDepth(), notify);
1864 // Resolve the name and index for the child properties if any
1865 ResolveChildProperties();
1867 else // parent being set to NULL
1869 DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
1873 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1876 // Disconnect the Node & its children from the scene-graph.
1877 DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1879 // Instruct each actor to discard pointers to the scene-graph
1880 DisconnectFromStage(notify);
1887 bool Actor::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */)
1890 Actor* actor = dynamic_cast<Actor*>(object);
1894 std::string_view name(actionName);
1895 if(name == ACTION_SHOW)
1897 actor->SetVisible(true);
1900 else if(name == ACTION_HIDE)
1902 actor->SetVisible(false);
1910 Rect<> Actor::CalculateScreenExtents() const
1912 auto screenPosition = GetCurrentScreenPosition();
1913 Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
1914 Vector3 anchorPointOffSet = size * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
1915 Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
1916 return {position.x, position.y, size.x, size.y};
1919 void Actor::SetNeedGesturePropagation(bool propagation)
1921 mNeedGesturePropagation = propagation;
1924 bool Actor::NeedGesturePropagation()
1926 return mNeedGesturePropagation;
1929 bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
1931 return PropertyHandler::GetCachedPropertyValue(*this, index, value);
1934 bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
1936 return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
1939 Actor::Relayouter& Actor::EnsureRelayouter()
1941 // Assign relayouter
1944 mRelayoutData = new Relayouter();
1947 return *mRelayoutData;
1950 bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
1952 // Check if actor is dependent on parent
1953 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1955 if((dimension & (1 << i)))
1957 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1958 if(resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT)
1968 bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
1970 // Check if actor is dependent on children
1971 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1973 if((dimension & (1 << i)))
1975 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1976 switch(resizePolicy)
1978 case ResizePolicy::FIT_TO_CHILDREN:
1979 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
1995 bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
1997 return Actor::RelayoutDependentOnChildren(dimension);
2000 bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
2002 // Check each possible dimension and see if it is dependent on the input one
2003 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2005 if(dimension & (1 << i))
2007 return mRelayoutData->resizePolicies[i] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[i] == dependentDimension;
2014 void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
2016 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2018 if(dimension & (1 << i))
2020 mRelayoutData->negotiatedDimensions[i] = negotiatedDimension;
2025 float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
2027 // If more than one dimension is requested, just return the first one found
2028 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2030 if((dimension & (1 << i)))
2032 return mRelayoutData->negotiatedDimensions[i];
2036 return 0.0f; // Default
2039 void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
2041 EnsureRelayouter().SetPadding(padding, dimension);
2044 Vector2 Actor::GetPadding(Dimension::Type dimension) const
2048 // If more than one dimension is requested, just return the first one found
2049 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2051 if((dimension & (1 << i)))
2053 return mRelayoutData->dimensionPadding[i];
2058 return Relayouter::DEFAULT_DIMENSION_PADDING;
2061 void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
2063 EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
2066 bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
2068 return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
2071 float Actor::GetHeightForWidthBase(float width)
2073 float height = 0.0f;
2075 const Vector3 naturalSize = GetNaturalSize();
2076 if(naturalSize.width > 0.0f)
2078 height = naturalSize.height * width / naturalSize.width;
2080 else // we treat 0 as 1:1 aspect ratio
2088 float Actor::GetWidthForHeightBase(float height)
2092 const Vector3 naturalSize = GetNaturalSize();
2093 if(naturalSize.height > 0.0f)
2095 width = naturalSize.width * height / naturalSize.height;
2097 else // we treat 0 as 1:1 aspect ratio
2105 float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
2107 // Fill to parent, taking size mode factor into account
2108 switch(child.GetResizePolicy(dimension))
2110 case ResizePolicy::FILL_TO_PARENT:
2112 return GetLatestSize(dimension);
2115 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2117 return GetLatestSize(dimension) * GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2120 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2122 return GetLatestSize(dimension) + GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2127 return GetLatestSize(dimension);
2132 float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
2134 // Can be overridden in derived class
2135 return CalculateChildSizeBase(child, dimension);
2138 float Actor::GetHeightForWidth(float width)
2140 // Can be overridden in derived class
2141 return GetHeightForWidthBase(width);
2144 float Actor::GetWidthForHeight(float height)
2146 // Can be overridden in derived class
2147 return GetWidthForHeightBase(height);
2150 float Actor::GetLatestSize(Dimension::Type dimension) const
2152 return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
2155 float Actor::GetRelayoutSize(Dimension::Type dimension) const
2157 Vector2 padding = GetPadding(dimension);
2159 return GetLatestSize(dimension) + padding.x + padding.y;
2162 float Actor::NegotiateFromParent(Dimension::Type dimension)
2164 Actor* parent = GetParent();
2167 Vector2 padding(GetPadding(dimension));
2168 Vector2 parentPadding(parent->GetPadding(dimension));
2169 return parent->CalculateChildSize(Dali::Actor(this), dimension) - parentPadding.x - parentPadding.y - padding.x - padding.y;
2175 float Actor::NegotiateFromChildren(Dimension::Type dimension)
2177 float maxDimensionPoint = 0.0f;
2179 for(uint32_t i = 0, count = GetChildCount(); i < count; ++i)
2181 ActorPtr child = GetChildAt(i);
2183 if(!child->RelayoutDependentOnParent(dimension))
2185 // Calculate the min and max points that the children range across
2186 float childPosition = GetDimensionValue(child->GetTargetPosition(), dimension);
2187 float dimensionSize = child->GetRelayoutSize(dimension);
2188 maxDimensionPoint = std::max(maxDimensionPoint, childPosition + dimensionSize);
2192 return maxDimensionPoint;
2195 float Actor::GetSize(Dimension::Type dimension) const
2197 return GetDimensionValue(mTargetSize, dimension);
2200 float Actor::GetNaturalSize(Dimension::Type dimension) const
2202 return GetDimensionValue(GetNaturalSize(), dimension);
2205 float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
2207 switch(GetResizePolicy(dimension))
2209 case ResizePolicy::USE_NATURAL_SIZE:
2211 return GetNaturalSize(dimension);
2214 case ResizePolicy::FIXED:
2216 return GetDimensionValue(GetPreferredSize(), dimension);
2219 case ResizePolicy::USE_ASSIGNED_SIZE:
2221 return GetDimensionValue(maximumSize, dimension);
2224 case ResizePolicy::FILL_TO_PARENT:
2225 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2226 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2228 return NegotiateFromParent(dimension);
2231 case ResizePolicy::FIT_TO_CHILDREN:
2233 return NegotiateFromChildren(dimension);
2236 case ResizePolicy::DIMENSION_DEPENDENCY:
2238 const Dimension::Type dimensionDependency = GetDimensionDependency(dimension);
2241 if(dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT)
2243 return GetWidthForHeight(GetNegotiatedDimension(Dimension::HEIGHT));
2246 if(dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH)
2248 return GetHeightForWidth(GetNegotiatedDimension(Dimension::WIDTH));
2260 return 0.0f; // Default
2263 Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
2265 return mRelayoutData->ApplySizeSetPolicy(*this, size);
2268 void Actor::SetNegotiatedSize(RelayoutContainer& container)
2270 // Do the set actor size
2271 Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
2273 // Adjust for size set policy
2274 negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
2276 // Lock the flag to stop recursive relayouts on set size
2277 mRelayoutData->insideRelayout = true;
2278 SetSize(negotiatedSize);
2279 mRelayoutData->insideRelayout = false;
2281 // Clear flags for all dimensions
2282 SetLayoutDirty(false);
2284 // Give deriving classes a chance to respond
2285 OnRelayout(negotiatedSize, container);
2287 if(!mOnRelayoutSignal.Empty())
2289 Dali::Actor handle(this);
2290 mOnRelayoutSignal.Emit(handle);
2294 void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
2296 Relayouter::NegotiateSize(*this, allocatedSize, container);
2299 void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
2303 mRelayoutData->SetUseAssignedSize(use, dimension);
2307 bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
2309 return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
2312 void Actor::RelayoutRequest(Dimension::Type dimension)
2314 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
2315 if(relayoutController)
2317 Dali::Actor self(this);
2318 relayoutController->RequestRelayout(self, dimension);
2322 void Actor::SetPreferredSize(const Vector2& size)
2324 EnsureRelayouter().SetPreferredSize(*this, size);
2327 Vector2 Actor::GetPreferredSize() const
2331 return Vector2(mRelayoutData->preferredSize);
2334 return Relayouter::DEFAULT_PREFERRED_SIZE;
2337 void Actor::SetMinimumSize(float size, Dimension::Type dimension)
2339 EnsureRelayouter().SetMinimumSize(size, dimension);
2343 float Actor::GetMinimumSize(Dimension::Type dimension) const
2347 return mRelayoutData->GetMinimumSize(dimension);
2350 return 0.0f; // Default
2353 void Actor::SetMaximumSize(float size, Dimension::Type dimension)
2355 EnsureRelayouter().SetMaximumSize(size, dimension);
2359 float Actor::GetMaximumSize(Dimension::Type dimension) const
2363 return mRelayoutData->GetMaximumSize(dimension);
2366 return FLT_MAX; // Default
2369 void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
2371 if(mVisible != visible)
2373 if(sendMessage == SendMessage::TRUE)
2375 // node is being used in a separate thread; queue a message to set the value & base value
2376 SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
2378 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
2383 // Emit the signal on this actor and all its children
2384 EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
2388 void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
2390 mParentImpl.SetSiblingOrderOfChild(child, order);
2393 uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
2395 return mParentImpl.GetSiblingOrderOfChild(child);
2398 void Actor::RaiseChild(Actor& child)
2400 mParentImpl.RaiseChild(child);
2403 void Actor::LowerChild(Actor& child)
2405 mParentImpl.LowerChild(child);
2408 void Actor::RaiseChildToTop(Actor& child)
2410 mParentImpl.RaiseChildToTop(child);
2413 void Actor::LowerChildToBottom(Actor& child)
2415 mParentImpl.LowerChildToBottom(child);
2418 void Actor::RaiseChildAbove(Actor& child, Actor& target)
2420 mParentImpl.RaiseChildAbove(child, target);
2423 void Actor::LowerChildBelow(Actor& child, Actor& target)
2425 mParentImpl.LowerChildBelow(child, target);
2428 void Actor::SetInheritLayoutDirection(bool inherit)
2430 if(mInheritLayoutDirection != inherit)
2432 mInheritLayoutDirection = inherit;
2434 if(inherit && mParent)
2436 InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
2441 void Actor::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
2443 if(mInheritLayoutDirection || set)
2445 if(mLayoutDirection != direction)
2447 mLayoutDirection = direction;
2448 EmitLayoutDirectionChangedSignal(direction);
2452 if(GetChildCount() > 0)
2454 for(const auto& child : mParentImpl.GetChildrenInternal())
2456 child->InheritLayoutDirectionRecursively(direction);
2462 void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
2464 // node is being used in a separate thread; queue a message to set the value & base value
2465 SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
2468 void Actor::EmitVisibilityChangedSignalRecursively(bool visible,
2469 DevelActor::VisibilityChange::Type type)
2471 EmitVisibilityChangedSignal(visible, type);
2473 if(GetChildCount() > 0)
2475 for(auto& child : mParentImpl.GetChildrenInternal())
2477 child->EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::PARENT);
2482 } // namespace Internal