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/common/capabilities.h>
37 #include <dali/integration-api/debug.h>
39 #include <dali/internal/event/actors/actor-coords.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/property-helper.h>
46 #include <dali/internal/event/common/scene-impl.h>
47 #include <dali/internal/event/common/stage-impl.h>
48 #include <dali/internal/event/common/thread-local-storage.h>
49 #include <dali/internal/event/common/type-info-impl.h>
50 #include <dali/internal/event/events/actor-gesture-data.h>
51 #include <dali/internal/event/render-tasks/render-task-impl.h>
52 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
53 #include <dali/internal/event/rendering/renderer-impl.h>
54 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
55 #include <dali/internal/update/manager/update-manager.h>
56 #include <dali/internal/update/nodes/node-messages.h>
58 using Dali::Internal::SceneGraph::AnimatableProperty;
59 using Dali::Internal::SceneGraph::Node;
60 using Dali::Internal::SceneGraph::PropertyBase;
62 #if defined(DEBUG_ENABLED)
63 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER");
70 namespace // unnamed namespace
75 * We want to discourage the use of property strings (minimize string comparisons),
76 * particularly for the default properties.
77 * Name Type writable animatable constraint-input enum for index-checking
79 DALI_PROPERTY_TABLE_BEGIN
80 DALI_PROPERTY("parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN)
81 DALI_PROPERTY("parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X)
82 DALI_PROPERTY("parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y)
83 DALI_PROPERTY("parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z)
84 DALI_PROPERTY("anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT)
85 DALI_PROPERTY("anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X)
86 DALI_PROPERTY("anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y)
87 DALI_PROPERTY("anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z)
88 DALI_PROPERTY("size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE)
89 DALI_PROPERTY("sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH)
90 DALI_PROPERTY("sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT)
91 DALI_PROPERTY("sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH)
92 DALI_PROPERTY("position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION)
93 DALI_PROPERTY("positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X)
94 DALI_PROPERTY("positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y)
95 DALI_PROPERTY("positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z)
96 DALI_PROPERTY("worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION)
97 DALI_PROPERTY("worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X)
98 DALI_PROPERTY("worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y)
99 DALI_PROPERTY("worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z)
100 DALI_PROPERTY("orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION)
101 DALI_PROPERTY("worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION)
102 DALI_PROPERTY("scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE)
103 DALI_PROPERTY("scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X)
104 DALI_PROPERTY("scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y)
105 DALI_PROPERTY("scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z)
106 DALI_PROPERTY("worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE)
107 DALI_PROPERTY("visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE)
108 DALI_PROPERTY("color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR)
109 DALI_PROPERTY("colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED)
110 DALI_PROPERTY("colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN)
111 DALI_PROPERTY("colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE)
112 DALI_PROPERTY("colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA)
113 DALI_PROPERTY("worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR)
114 DALI_PROPERTY("worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX)
115 DALI_PROPERTY("name", STRING, true, false, false, Dali::Actor::Property::NAME)
116 DALI_PROPERTY("sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE)
117 DALI_PROPERTY("leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED)
118 DALI_PROPERTY("inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION)
119 DALI_PROPERTY("inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE)
120 DALI_PROPERTY("colorMode", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE)
121 DALI_PROPERTY("drawMode", INTEGER, true, false, false, Dali::Actor::Property::DRAW_MODE)
122 DALI_PROPERTY("sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR)
123 DALI_PROPERTY("widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY)
124 DALI_PROPERTY("heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY)
125 DALI_PROPERTY("sizeScalePolicy", INTEGER, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY)
126 DALI_PROPERTY("widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT)
127 DALI_PROPERTY("heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH)
128 DALI_PROPERTY("padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING)
129 DALI_PROPERTY("minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE)
130 DALI_PROPERTY("maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE)
131 DALI_PROPERTY("inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION)
132 DALI_PROPERTY("clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE)
133 DALI_PROPERTY("layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION)
134 DALI_PROPERTY("inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION)
135 DALI_PROPERTY("opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY)
136 DALI_PROPERTY("screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION)
137 DALI_PROPERTY("positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT)
138 DALI_PROPERTY("culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED)
139 DALI_PROPERTY("id", INTEGER, false, false, false, Dali::Actor::Property::ID)
140 DALI_PROPERTY("hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH)
141 DALI_PROPERTY("isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT)
142 DALI_PROPERTY("isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER)
143 DALI_PROPERTY("connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE)
144 DALI_PROPERTY("keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE)
145 DALI_PROPERTY("siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER)
146 DALI_PROPERTY("updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT)
147 DALI_PROPERTY("captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START)
148 DALI_PROPERTY("touchAreaOffset", RECTANGLE, true, false, false, Dali::DevelActor::Property::TOUCH_AREA_OFFSET)
149 DALI_PROPERTY("blendEquation", INTEGER, true, false, false, Dali::DevelActor::Property::BLEND_EQUATION)
150 DALI_PROPERTY("touchFocusable", BOOLEAN, true, false, false, Dali::DevelActor::Property::TOUCH_FOCUSABLE)
151 DALI_PROPERTY("keyboardFocusableChildren", BOOLEAN, true, false, false, Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN)
152 DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties)
156 static constexpr std::string_view SIGNAL_HOVERED = "hovered";
157 static constexpr std::string_view SIGNAL_WHEEL_EVENT = "wheelEvent";
158 static constexpr std::string_view SIGNAL_ON_SCENE = "onScene";
159 static constexpr std::string_view SIGNAL_OFF_SCENE = "offScene";
160 static constexpr std::string_view SIGNAL_ON_RELAYOUT = "onRelayout";
161 static constexpr std::string_view SIGNAL_TOUCHED = "touched";
162 static constexpr std::string_view SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
163 static constexpr std::string_view SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
164 static constexpr std::string_view SIGNAL_CHILD_ADDED = "childAdded";
165 static constexpr std::string_view SIGNAL_CHILD_REMOVED = "childRemoved";
169 static constexpr std::string_view ACTION_SHOW = "show";
170 static constexpr std::string_view ACTION_HIDE = "hide";
172 BaseHandle CreateActor()
174 return Dali::Actor::New();
178 * Connects a callback function with the object's signals.
179 * @param[in] object The object providing the signal.
180 * @param[in] tracker Used to disconnect the signal.
181 * @param[in] signalName The signal to connect to.
182 * @param[in] functor A newly allocated FunctorDelegate.
183 * @return True if the signal was connected.
184 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
186 static bool DoConnectSignal(BaseObject* object,
187 ConnectionTrackerInterface* tracker,
188 const std::string& signalName,
189 FunctorDelegate* functor)
191 bool connected(true);
192 Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
194 std::string_view name(signalName);
196 if(name == SIGNAL_HOVERED)
198 actor->HoveredSignal().Connect(tracker, functor);
200 else if(signalName == SIGNAL_WHEEL_EVENT)
202 actor->WheelEventSignal().Connect(tracker, functor);
204 else if(name == SIGNAL_ON_SCENE)
206 actor->OnSceneSignal().Connect(tracker, functor);
208 else if(name == SIGNAL_OFF_SCENE)
210 actor->OffSceneSignal().Connect(tracker, functor);
212 else if(name == SIGNAL_ON_RELAYOUT)
214 actor->OnRelayoutSignal().Connect(tracker, functor);
216 else if(name == SIGNAL_TOUCHED)
218 actor->TouchedSignal().Connect(tracker, functor);
220 else if(name == SIGNAL_VISIBILITY_CHANGED)
222 actor->VisibilityChangedSignal().Connect(tracker, functor);
224 else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
226 actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
228 else if(name == SIGNAL_CHILD_ADDED)
230 actor->ChildAddedSignal().Connect(tracker, functor);
232 else if(name == SIGNAL_CHILD_REMOVED)
234 actor->ChildRemovedSignal().Connect(tracker, functor);
238 // signalName does not match any signal
246 * Performs actions as requested using the action name.
247 * @param[in] object The object on which to perform the action.
248 * @param[in] actionName The action to perform.
249 * @param[in] attributes The attributes with which to perfrom this action.
250 * @return true if the action was done.
252 bool DoAction(BaseObject* object,
253 const std::string& actionName,
254 const Property::Map& attributes)
257 Actor* actor = dynamic_cast<Actor*>(object);
261 std::string_view name(actionName);
262 if(name == ACTION_SHOW)
264 actor->SetVisible(true);
267 else if(name == ACTION_HIDE)
269 actor->SetVisible(false);
277 TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
279 SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &DoConnectSignal);
280 SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &DoConnectSignal);
281 SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &DoConnectSignal);
282 SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &DoConnectSignal);
283 SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &DoConnectSignal);
284 SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &DoConnectSignal);
285 SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &DoConnectSignal);
286 SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &DoConnectSignal);
287 SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &DoConnectSignal);
288 SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &DoConnectSignal);
290 TypeAction a1(mType, std::string(ACTION_SHOW), &DoAction);
291 TypeAction a2(mType, std::string(ACTION_HIDE), &DoAction);
293 /// Helper for emitting a signal
294 template<typename Signal, typename Event>
295 bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
297 bool consumed = false;
301 Dali::Actor handle(&actor);
302 consumed = signal.Emit(handle, event);
308 /// Helper for emitting signals with multiple parameters
309 template<typename Signal, typename... Param>
310 void EmitSignal(Actor& actor, Signal& signal, Param... params)
314 Dali::Actor handle(&actor);
315 signal.Emit(handle, params...);
319 using ActorParentSiblingOrderMethod = void (ActorParent::*)(Actor&);
320 using ActorParentSiblingOrderMethodWithTarget = void (ActorParent::*)(Actor&, Actor&);
322 /// Helper to check and call actor sibling methods in ActorParent
323 void CheckParentAndCall(ActorParent* parent, Actor& actor, ActorParentSiblingOrderMethod memberFunction)
327 (parent->*memberFunction)(actor);
331 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
335 /// Helper to check and call actor sibling methods with a target parameter in ActorParent
336 void CheckParentAndCall(ActorParent* parent, Actor& actor, Actor& target, ActorParentSiblingOrderMethodWithTarget memberFunction)
340 (parent->*memberFunction)(actor, target);
344 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
348 } // unnamed namespace
350 ActorPtr Actor::New()
352 // pass a reference to actor, actor does not own its node
353 ActorPtr actor(new Actor(BASIC, *CreateNode()));
355 // Second-phase construction
361 const SceneGraph::Node* Actor::CreateNode()
363 // create node. Nodes are owned by the update manager
364 SceneGraph::Node* node = SceneGraph::Node::New();
365 OwnerPointer<SceneGraph::Node> transferOwnership(node);
366 Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
368 DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
370 AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
375 void Actor::SetName(std::string_view name)
377 mName = ConstString(name);
379 // ATTENTION: string for debug purposes is not thread safe.
380 DALI_LOG_SET_OBJECT_STRING(const_cast<SceneGraph::Node*>(&GetNode()), mName.GetCString());
383 uint32_t Actor::GetId() const
385 return GetNode().GetId();
388 Dali::Layer Actor::GetLayer()
392 // Short-circuit for Layer derived actors
395 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
398 // Find the immediate Layer parent
399 for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
401 if(parent->IsLayer())
403 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
410 void Actor::Unparent()
414 // Remove this actor from the parent. The remove will put a relayout request in for
415 // the parent if required
416 mParent->Remove(*this);
417 // mParent is now NULL!
421 void Actor::SetParentOrigin(const Vector3& origin)
423 // node is being used in a separate thread; queue a message to set the value & base value
424 SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
426 // Cache for event-thread access
429 // not allocated, check if different from default
430 if(ParentOrigin::DEFAULT != origin)
432 mParentOrigin = new Vector3(origin);
437 // check if different from current costs more than just set
438 *mParentOrigin = origin;
442 const Vector3& Actor::GetCurrentParentOrigin() const
444 // Cached for event-thread access
445 return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
448 void Actor::SetAnchorPoint(const Vector3& anchor)
450 // node is being used in a separate thread; queue a message to set the value & base value
451 SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
453 // Cache for event-thread access
456 // not allocated, check if different from default
457 if(AnchorPoint::DEFAULT != anchor)
459 mAnchorPoint = new Vector3(anchor);
464 // check if different from current costs more than just set
465 *mAnchorPoint = anchor;
469 const Vector3& Actor::GetCurrentAnchorPoint() const
471 // Cached for event-thread access
472 return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
475 void Actor::SetPosition(float x, float y)
477 SetPosition(Vector3(x, y, 0.0f));
480 void Actor::SetPosition(float x, float y, float z)
482 SetPosition(Vector3(x, y, z));
485 void Actor::SetPosition(const Vector3& position)
487 mTargetPosition = position;
489 // node is being used in a separate thread; queue a message to set the value & base value
490 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
493 void Actor::SetX(float x)
495 mTargetPosition.x = x;
497 // node is being used in a separate thread; queue a message to set the value & base value
498 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
501 void Actor::SetY(float y)
503 mTargetPosition.y = y;
505 // node is being used in a separate thread; queue a message to set the value & base value
506 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
509 void Actor::SetZ(float z)
511 mTargetPosition.z = z;
513 // node is being used in a separate thread; queue a message to set the value & base value
514 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
517 void Actor::TranslateBy(const Vector3& distance)
519 mTargetPosition += distance;
521 // node is being used in a separate thread; queue a message to set the value & base value
522 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
525 const Vector3& Actor::GetCurrentPosition() const
527 // node is being used in a separate thread; copy the value from the previous update
528 return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
531 const Vector3& Actor::GetCurrentWorldPosition() const
533 // node is being used in a separate thread; copy the value from the previous update
534 return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
537 const Vector2 Actor::GetCurrentScreenPosition() const
541 BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
542 return CalculateActorScreenPosition(*this, bufferIndex);
544 return Vector2::ZERO;
547 void Actor::SetInheritPosition(bool inherit)
549 if(mInheritPosition != inherit)
551 // non animatable so keep local copy
552 mInheritPosition = inherit;
553 SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
557 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
559 Vector3 normalizedAxis(axis.x, axis.y, axis.z);
560 normalizedAxis.Normalize();
562 Quaternion orientation(angle, normalizedAxis);
564 SetOrientation(orientation);
567 void Actor::SetOrientation(const Quaternion& orientation)
569 mTargetOrientation = orientation;
571 // node is being used in a separate thread; queue a message to set the value & base value
572 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
575 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
577 RotateBy(Quaternion(angle, axis));
580 void Actor::RotateBy(const Quaternion& relativeRotation)
582 mTargetOrientation *= Quaternion(relativeRotation);
584 // node is being used in a separate thread; queue a message to set the value & base value
585 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
588 const Quaternion& Actor::GetCurrentOrientation() const
590 // node is being used in a separate thread; copy the value from the previous update
591 return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
594 const Quaternion& Actor::GetCurrentWorldOrientation() const
596 // node is being used in a separate thread; copy the value from the previous update
597 return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
600 void Actor::SetScale(float scale)
602 SetScale(Vector3(scale, scale, scale));
605 void Actor::SetScale(float x, float y, float z)
607 SetScale(Vector3(x, y, z));
610 void Actor::SetScale(const Vector3& scale)
612 mTargetScale = scale;
614 // node is being used in a separate thread; queue a message to set the value & base value
615 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
618 void Actor::SetScaleX(float x)
622 // node is being used in a separate thread; queue a message to set the value & base value
623 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
626 void Actor::SetScaleY(float y)
630 // node is being used in a separate thread; queue a message to set the value & base value
631 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
634 void Actor::SetScaleZ(float z)
638 // node is being used in a separate thread; queue a message to set the value & base value
639 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
642 void Actor::ScaleBy(const Vector3& relativeScale)
644 mTargetScale *= relativeScale;
646 // node is being used in a separate thread; queue a message to set the value & base value
647 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
650 const Vector3& Actor::GetCurrentScale() const
652 // node is being used in a separate thread; copy the value from the previous update
653 return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
656 const Vector3& Actor::GetCurrentWorldScale() const
658 // node is being used in a separate thread; copy the value from the previous update
659 return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
662 void Actor::SetInheritScale(bool inherit)
664 if(mInheritScale != inherit)
666 // non animatable so keep local copy
667 mInheritScale = inherit;
668 // node is being used in a separate thread; queue a message to set the value
669 SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
673 Matrix Actor::GetCurrentWorldMatrix() const
675 return GetNode().GetWorldMatrix(0);
678 void Actor::SetVisible(bool visible)
680 SetVisibleInternal(visible, SendMessage::TRUE);
683 bool Actor::IsVisible() const
685 // node is being used in a separate thread; copy the value from the previous update
686 return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
689 void Actor::SetOpacity(float opacity)
691 mTargetColor.a = opacity;
693 // node is being used in a separate thread; queue a message to set the value & base value
694 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
696 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
699 float Actor::GetCurrentOpacity() const
701 // node is being used in a separate thread; copy the value from the previous update
702 return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
705 const Vector4& Actor::GetCurrentWorldColor() const
707 return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
710 void Actor::SetColor(const Vector4& color)
712 mTargetColor = color;
714 // node is being used in a separate thread; queue a message to set the value & base value
715 SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
717 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
720 void Actor::SetColorRed(float red)
722 mTargetColor.r = red;
724 // node is being used in a separate thread; queue a message to set the value & base value
725 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
727 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
730 void Actor::SetColorGreen(float green)
732 mTargetColor.g = green;
734 // node is being used in a separate thread; queue a message to set the value & base value
735 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
737 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
740 void Actor::SetColorBlue(float blue)
742 mTargetColor.b = blue;
744 // node is being used in a separate thread; queue a message to set the value & base value
745 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
747 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
750 const Vector4& Actor::GetCurrentColor() const
752 // node is being used in a separate thread; copy the value from the previous update
753 return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
756 void Actor::SetInheritOrientation(bool inherit)
758 if(mInheritOrientation != inherit)
760 // non animatable so keep local copy
761 mInheritOrientation = inherit;
762 // node is being used in a separate thread; queue a message to set the value
763 SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
767 void Actor::SetSizeModeFactor(const Vector3& factor)
771 mRelayoutData->sizeModeFactor = factor;
774 const Vector3& Actor::GetSizeModeFactor() const
776 return mRelayoutData ? mRelayoutData->sizeModeFactor : Relayouter::DEFAULT_SIZE_MODE_FACTOR;
779 void Actor::SetColorMode(ColorMode colorMode)
781 // non animatable so keep local copy
782 mColorMode = colorMode;
783 // node is being used in a separate thread; queue a message to set the value
784 SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
787 void Actor::SetSize(float width, float height)
789 SetSize(Vector2(width, height));
792 void Actor::SetSize(float width, float height, float depth)
794 SetSize(Vector3(width, height, depth));
797 void Actor::SetSize(const Vector2& size)
799 SetSize(Vector3(size.width, size.height, 0.f));
802 void Actor::SetSizeInternal(const Vector2& size)
804 SetSizeInternal(Vector3(size.width, size.height, 0.f));
807 void Actor::SetSize(const Vector3& size)
809 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
811 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
812 SetPreferredSize(size.GetVectorXY());
816 SetSizeInternal(size);
820 void Actor::SetSizeInternal(const Vector3& size)
822 // dont allow recursive loop
823 DALI_ASSERT_ALWAYS(!mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet");
824 // 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
825 Vector3 currentSize = GetCurrentSize();
827 if((fabsf(mTargetSize.width - size.width) > Math::MACHINE_EPSILON_1) ||
828 (fabsf(mTargetSize.height - size.height) > Math::MACHINE_EPSILON_1) ||
829 (fabsf(mTargetSize.depth - size.depth) > Math::MACHINE_EPSILON_1) ||
830 (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
831 (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
832 (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
836 // Update the preferred size after relayoutting
837 // It should be used in the next relayoutting
838 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH && mRelayoutData)
840 mRelayoutData->preferredSize.width = mAnimatedSize.width;
843 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT && mRelayoutData)
845 mRelayoutData->preferredSize.height = mAnimatedSize.height;
848 // node is being used in a separate thread; queue a message to set the value & base value
849 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
851 // Notification for derived classes
852 mInsideOnSizeSet = true;
853 OnSizeSet(mTargetSize);
854 mInsideOnSizeSet = false;
856 // Raise a relayout request if the flag is not locked
857 if(mRelayoutData && !mRelayoutData->insideRelayout)
864 void Actor::SetWidth(float width)
866 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
868 SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
869 mRelayoutData->preferredSize.width = width;
873 mTargetSize.width = width;
875 // node is being used in a separate thread; queue a message to set the value & base value
876 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
879 mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
884 void Actor::SetHeight(float height)
886 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
888 SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
889 mRelayoutData->preferredSize.height = height;
893 mTargetSize.height = height;
895 // node is being used in a separate thread; queue a message to set the value & base value
896 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
899 mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
904 void Actor::SetDepth(float depth)
906 mTargetSize.depth = depth;
908 mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
910 // node is being used in a separate thread; queue a message to set the value & base value
911 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
914 Vector3 Actor::GetTargetSize() const
916 Vector3 size = mTargetSize;
918 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
920 // Should return animated size if size is animated
921 size.width = mAnimatedSize.width;
925 // Should return preferred size if size is fixed as set by SetSize
926 if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
928 size.width = GetPreferredSize().width;
932 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
934 size.height = mAnimatedSize.height;
938 if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
940 size.height = GetPreferredSize().height;
944 if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
946 size.depth = mAnimatedSize.depth;
952 const Vector3& Actor::GetCurrentSize() const
954 // node is being used in a separate thread; copy the value from the previous update
955 return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
958 Vector3 Actor::GetNaturalSize() const
960 // It is up to deriving classes to return the appropriate natural size
961 return Vector3(0.0f, 0.0f, 0.0f);
964 void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
966 EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
968 OnSetResizePolicy(policy, dimension);
970 // Trigger relayout on this control
974 ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
976 return mRelayoutData ? mRelayoutData->GetResizePolicy(dimension) : ResizePolicy::DEFAULT;
979 void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
983 mRelayoutData->sizeSetPolicy = policy;
985 // Trigger relayout on this control
989 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
991 return mRelayoutData ? mRelayoutData->sizeSetPolicy : Relayouter::DEFAULT_SIZE_SCALE_POLICY;
994 void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
996 EnsureRelayouter().SetDimensionDependency(dimension, dependency);
999 Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
1001 return mRelayoutData ? mRelayoutData->GetDimensionDependency(dimension) : Dimension::ALL_DIMENSIONS;
1004 void Actor::SetRelayoutEnabled(bool relayoutEnabled)
1006 // If relayout data has not been allocated yet and the client is requesting
1007 // to disable it, do nothing
1008 if(mRelayoutData || relayoutEnabled)
1012 DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
1014 mRelayoutData->relayoutEnabled = relayoutEnabled;
1018 bool Actor::IsRelayoutEnabled() const
1020 // Assume that if relayout data has not been allocated yet then
1021 // relayout is disabled
1022 return mRelayoutData && mRelayoutData->relayoutEnabled;
1025 void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
1027 EnsureRelayouter().SetLayoutDirty(dirty, dimension);
1030 bool Actor::IsLayoutDirty(Dimension::Type dimension) const
1032 return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
1035 bool Actor::RelayoutPossible(Dimension::Type dimension) const
1037 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
1040 bool Actor::RelayoutRequired(Dimension::Type dimension) const
1042 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
1045 uint32_t Actor::AddRenderer(Renderer& renderer)
1049 mRenderers = new RendererContainer(GetEventThreadServices());
1051 return mRenderers->Add(GetNode(), renderer, mIsBlendEquationSet, mBlendEquation);
1054 uint32_t Actor::GetRendererCount() const
1056 return mRenderers ? mRenderers->GetCount() : 0u;
1059 RendererPtr Actor::GetRendererAt(uint32_t index)
1061 return mRenderers ? mRenderers->GetRendererAt(index) : nullptr;
1064 void Actor::RemoveRenderer(Renderer& renderer)
1068 mRenderers->Remove(GetNode(), renderer);
1072 void Actor::RemoveRenderer(uint32_t index)
1076 mRenderers->Remove(GetNode(), index);
1080 void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
1082 if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
1084 if(mBlendEquation != blendEquation)
1086 mBlendEquation = blendEquation;
1089 mRenderers->SetBlending(blendEquation);
1092 mIsBlendEquationSet = true;
1096 DALI_LOG_ERROR("Invalid blend equation is entered.\n");
1100 DevelBlendEquation::Type Actor::GetBlendEquation() const
1102 return mBlendEquation;
1105 void Actor::SetTransparent(bool transparent)
1107 SetTransparentMessage(GetEventThreadServices(), GetNode(), transparent);
1110 bool Actor::IsTransparent() const
1112 return GetNode().IsTransparent();
1115 void Actor::SetDrawMode(DrawMode::Type drawMode)
1117 // this flag is not animatable so keep the value
1118 mDrawMode = drawMode;
1120 // node is being used in a separate thread; queue a message to set the value
1121 SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
1124 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
1126 return mScene && OnScene() && ConvertScreenToLocalRenderTaskList(mScene->GetRenderTaskList(), GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
1129 bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
1131 return OnScene() && ConvertScreenToLocalRenderTask(renderTask, GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
1134 bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
1136 return OnScene() && ConvertScreenToLocal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), GetCurrentSize(), viewport, localX, localY, screenX, screenY);
1139 ActorGestureData& Actor::GetGestureData()
1141 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1142 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1143 if(nullptr == mGestureData)
1145 mGestureData = new ActorGestureData;
1147 return *mGestureData;
1150 bool Actor::IsGestureRequired(GestureType::Value type) const
1152 return mGestureData && mGestureData->IsGestureRequired(type);
1155 bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
1157 return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
1160 bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
1162 return EmitConsumingSignal(*this, mTouchedSignal, touch);
1165 bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
1167 return EmitConsumingSignal(*this, mHoveredSignal, event);
1170 bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
1172 return EmitConsumingSignal(*this, mWheelEventSignal, event);
1175 void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
1177 EmitSignal(*this, mVisibilityChangedSignal, visible, type);
1180 void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
1182 EmitSignal(*this, mLayoutDirectionChangedSignal, type);
1185 DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
1187 return mParentImpl.ChildAddedSignal();
1190 DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
1192 return mParentImpl.ChildRemovedSignal();
1195 DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
1197 return mParentImpl.ChildOrderChangedSignal();
1200 Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
1205 mRenderers(nullptr),
1206 mParentOrigin(nullptr),
1207 mAnchorPoint(nullptr),
1208 mRelayoutData(nullptr),
1209 mGestureData(nullptr),
1210 mInterceptTouchedSignal(),
1213 mWheelEventSignal(),
1216 mOnRelayoutSignal(),
1217 mVisibilityChangedSignal(),
1218 mLayoutDirectionChangedSignal(),
1219 mTargetOrientation(Quaternion::IDENTITY),
1220 mTargetColor(Color::WHITE),
1221 mTargetSize(Vector3::ZERO),
1222 mTargetPosition(Vector3::ZERO),
1223 mTargetScale(Vector3::ONE),
1224 mAnimatedSize(Vector3::ZERO),
1225 mTouchAreaOffset(0, 0, 0, 0),
1229 mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
1230 mIsRoot(ROOT_LAYER == derivedType),
1231 mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
1234 mLeaveRequired(false),
1235 mKeyboardFocusable(false),
1236 mKeyboardFocusableChildren(true),
1237 mTouchFocusable(false),
1238 mOnSceneSignalled(false),
1239 mInsideOnSizeSet(false),
1240 mInheritPosition(true),
1241 mInheritOrientation(true),
1242 mInheritScale(true),
1243 mPositionUsesAnchorPoint(true),
1245 mInheritLayoutDirection(true),
1246 mCaptureAllTouchAfterStart(false),
1247 mIsBlendEquationSet(false),
1248 mNeedGesturePropagation(false),
1249 mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
1250 mDrawMode(DrawMode::NORMAL),
1251 mColorMode(Node::DEFAULT_COLOR_MODE),
1252 mClippingMode(ClippingMode::DISABLED),
1253 mBlendEquation(DevelBlendEquation::ADD)
1257 void Actor::Initialize()
1261 GetEventThreadServices().RegisterObject(this);
1266 // Remove mParent pointers from children even if we're destroying core,
1267 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1271 // Guard to allow handle destruction after Core has been destroyed
1272 if(EventThreadServices::IsCoreRunning())
1274 // Root layer will destroy its node in its own destructor
1277 DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1279 GetEventThreadServices().UnregisterObject(this);
1283 // Cleanup optional gesture data
1284 delete mGestureData;
1286 // Cleanup optional parent origin and anchor
1287 delete mParentOrigin;
1288 delete mAnchorPoint;
1290 // Delete optional relayout data
1291 delete mRelayoutData;
1294 void Actor::Add(Actor& child, bool notify)
1296 mParentImpl.Add(child, notify);
1299 void Actor::Remove(Actor& child, bool notify)
1301 mParentImpl.Remove(child, notify);
1304 void Actor::SwitchParent(Actor& newParent)
1306 if(this == &newParent)
1308 DALI_LOG_ERROR("Cannot add actor to itself");
1312 if(!this->OnScene() || !newParent.OnScene())
1314 DALI_LOG_ERROR("Both of current parent and new parent must be on Scene");
1318 newParent.Add(*this, false);
1321 uint32_t Actor::GetChildCount() const
1323 return mParentImpl.GetChildCount();
1326 ActorPtr Actor::GetChildAt(uint32_t index) const
1328 return mParentImpl.GetChildAt(index);
1331 ActorContainer& Actor::GetChildrenInternal()
1333 return mParentImpl.GetChildrenInternal();
1336 ActorPtr Actor::FindChildByName(ConstString actorName)
1338 return mParentImpl.FindChildByName(actorName);
1341 ActorPtr Actor::FindChildById(const uint32_t id)
1343 return mParentImpl.FindChildById(id);
1346 void Actor::UnparentChildren()
1348 mParentImpl.UnparentChildren();
1351 void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
1353 // This container is used instead of walking the Actor hierarchy.
1354 // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
1355 ActorContainer connectionList;
1359 mScene->RequestRebuildDepthTree();
1362 // This stage is not interrupted by user callbacks.
1363 mParentImpl.RecursiveConnectToScene(connectionList, parentDepth + 1);
1365 // Notify applications about the newly connected actors.
1366 for(const auto& actor : connectionList)
1368 actor->NotifyStageConnection(notify);
1375 * This method is called when the Actor is connected to the Stage.
1376 * The parent must have added its Node to the scene-graph.
1377 * The child must connect its Node to the parent's Node.
1378 * This is recursive; the child calls ConnectToScene() for its children.
1380 void Actor::ConnectToSceneGraph()
1382 DALI_ASSERT_DEBUG(mParent != NULL);
1384 // Reparent Node in next Update
1385 ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
1387 // Request relayout on all actors that are added to the scenegraph
1390 // Notification for Object::Observers
1394 void Actor::NotifyStageConnection(bool notify)
1396 // Actors can be removed (in a callback), before the on-stage stage is reported.
1397 // The actor may also have been reparented, in which case mOnSceneSignalled will be true.
1398 if(OnScene() && !mOnSceneSignalled)
1402 // Notification for external (CustomActor) derived classes
1403 OnSceneConnectionExternal(mDepth);
1405 if(!mOnSceneSignal.Empty())
1407 Dali::Actor handle(this);
1408 mOnSceneSignal.Emit(handle);
1412 // Guard against Remove during callbacks
1415 mOnSceneSignalled = true; // signal required next time Actor is removed
1420 void Actor::DisconnectFromStage(bool notify)
1422 // This container is used instead of walking the Actor hierachy.
1423 // It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
1424 ActorContainer disconnectionList;
1428 mScene->RequestRebuildDepthTree();
1431 // This stage is not interrupted by user callbacks
1432 mParentImpl.RecursiveDisconnectFromScene(disconnectionList);
1434 // Notify applications about the newly disconnected actors.
1435 for(const auto& actor : disconnectionList)
1437 actor->NotifyStageDisconnection(notify);
1442 * This method is called by an actor or its parent, before a node removal message is sent.
1443 * This is recursive; the child calls DisconnectFromStage() for its children.
1445 void Actor::DisconnectFromSceneGraph()
1447 // Notification for Object::Observers
1448 OnSceneObjectRemove();
1451 void Actor::NotifyStageDisconnection(bool notify)
1453 // Actors can be added (in a callback), before the off-stage state is reported.
1454 // Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
1455 // only do this step if there is a stage, i.e. Core is not being shut down
1456 if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
1460 // Notification for external (CustomeActor) derived classes
1461 OnSceneDisconnectionExternal();
1463 if(!mOffSceneSignal.Empty())
1465 Dali::Actor handle(this);
1466 mOffSceneSignal.Emit(handle);
1470 // Guard against Add during callbacks
1473 mOnSceneSignalled = false; // signal required next time Actor is added
1478 bool Actor::IsNodeConnected() const
1480 return OnScene() && (IsRoot() || GetNode().GetParent());
1483 // This method initiates traversal of the actor tree using depth-first
1484 // traversal to set a depth index based on traversal order. It sends a
1485 // single message to update manager to update all the actor's nodes in
1486 // this tree with the depth index. The sceneGraphNodeDepths vector's
1487 // elements are ordered by depth, and could be used to reduce sorting
1488 // in the update thread.
1489 void Actor::RebuildDepthTree()
1491 DALI_LOG_TIMER_START(depthTimer);
1493 // Vector of scene-graph nodes and their depths to send to UpdateManager
1494 // in a single message
1495 OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
1497 int32_t depthIndex = 1;
1498 mParentImpl.DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1500 SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
1501 DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
1504 void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
1506 PropertyHandler::SetDefaultProperty(*this, index, property);
1509 // TODO: This method needs to be removed
1510 void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
1512 PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
1515 Property::Value Actor::GetDefaultProperty(Property::Index index) const
1517 Property::Value value;
1519 if(!GetCachedPropertyValue(index, value))
1521 // If property value is not stored in the event-side, then it must be a scene-graph only property
1522 GetCurrentPropertyValue(index, value);
1528 Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
1530 Property::Value value;
1532 if(!GetCurrentPropertyValue(index, value))
1534 // If unable to retrieve scene-graph property value, then it must be an event-side only property
1535 GetCachedPropertyValue(index, value);
1541 void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
1543 PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
1546 const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
1548 const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
1551 // not our property, ask base
1552 property = Object::GetSceneObjectAnimatableProperty(index);
1558 const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
1560 const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
1563 // reuse animatable property getter as animatable properties are inputs as well
1564 // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
1565 property = GetSceneObjectAnimatableProperty(index);
1571 int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
1573 int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
1574 if(Property::INVALID_COMPONENT_INDEX == componentIndex)
1577 componentIndex = Object::GetPropertyComponentIndex(index);
1580 return componentIndex;
1583 const SceneGraph::Node& Actor::GetNode() const
1585 return *static_cast<const SceneGraph::Node*>(mUpdateObject);
1590 CheckParentAndCall(mParent, *this, &ActorParent::RaiseChild);
1595 CheckParentAndCall(mParent, *this, &ActorParent::LowerChild);
1598 void Actor::RaiseToTop()
1600 CheckParentAndCall(mParent, *this, &ActorParent::RaiseChildToTop);
1603 void Actor::LowerToBottom()
1605 CheckParentAndCall(mParent, *this, &ActorParent::LowerChildToBottom);
1608 void Actor::RaiseAbove(Internal::Actor& target)
1610 CheckParentAndCall(mParent, *this, target, &ActorParent::RaiseChildAbove);
1613 void Actor::LowerBelow(Internal::Actor& target)
1615 CheckParentAndCall(mParent, *this, target, &ActorParent::LowerChildBelow);
1618 void Actor::SetParent(ActorParent* parent, bool notify)
1622 DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
1625 Actor* parentActor = static_cast<Actor*>(parent);
1626 mScene = parentActor->mScene;
1628 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1629 parentActor->OnScene())
1631 // Instruct each actor to create a corresponding node in the scene graph
1632 ConnectToScene(parentActor->GetHierarchyDepth(), notify);
1635 // Resolve the name and index for the child properties if any
1636 ResolveChildProperties();
1638 else // parent being set to NULL
1640 DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
1644 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1647 // Disconnect the Node & its children from the scene-graph.
1648 DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1650 // Instruct each actor to discard pointers to the scene-graph
1651 DisconnectFromStage(notify);
1658 Rect<> Actor::CalculateScreenExtents() const
1660 auto screenPosition = GetCurrentScreenPosition();
1661 BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
1662 return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
1665 Vector3 Actor::GetAnchorPointForPosition() const
1667 return (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
1670 bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
1672 return PropertyHandler::GetCachedPropertyValue(*this, index, value);
1675 bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
1677 return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
1680 Actor::Relayouter& Actor::EnsureRelayouter()
1682 // Assign relayouter
1685 mRelayoutData = new Relayouter();
1688 return *mRelayoutData;
1691 bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
1693 return mRelayoutData && mRelayoutData->GetRelayoutDependentOnParent(dimension);
1696 bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
1698 return mRelayoutData && mRelayoutData->GetRelayoutDependentOnChildren(dimension);
1701 bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
1703 return Actor::RelayoutDependentOnChildren(dimension);
1706 bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
1708 return mRelayoutData && mRelayoutData->GetRelayoutDependentOnDimension(dimension, dependentDimension);
1711 void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
1715 mRelayoutData->SetNegotiatedDimension(negotiatedDimension, dimension);
1719 float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
1721 return mRelayoutData ? mRelayoutData->GetNegotiatedDimension(dimension) : 0.0f;
1724 void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
1726 EnsureRelayouter().SetPadding(padding, dimension);
1729 Vector2 Actor::GetPadding(Dimension::Type dimension) const
1731 return mRelayoutData ? mRelayoutData->GetPadding(dimension) : Relayouter::DEFAULT_DIMENSION_PADDING;
1734 void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
1736 EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
1739 bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
1741 return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
1744 float Actor::GetHeightForWidthBase(float width)
1746 const Vector3 naturalSize = GetNaturalSize();
1747 return naturalSize.width > 0.0f ? naturalSize.height * width / naturalSize.width : width;
1750 float Actor::GetWidthForHeightBase(float height)
1752 const Vector3 naturalSize = GetNaturalSize();
1753 return naturalSize.height > 0.0f ? naturalSize.width * height / naturalSize.height : height;
1756 float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
1758 return Actor::Relayouter::CalculateChildSize(*this, GetImplementation(child), dimension);
1761 float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
1763 // Can be overridden in derived class
1764 return CalculateChildSizeBase(child, dimension);
1767 float Actor::GetHeightForWidth(float width)
1769 // Can be overridden in derived class
1770 return GetHeightForWidthBase(width);
1773 float Actor::GetWidthForHeight(float height)
1775 // Can be overridden in derived class
1776 return GetWidthForHeightBase(height);
1779 float Actor::GetLatestSize(Dimension::Type dimension) const
1781 return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
1784 float Actor::GetRelayoutSize(Dimension::Type dimension) const
1786 Vector2 padding = GetPadding(dimension);
1788 return GetLatestSize(dimension) + padding.x + padding.y;
1791 float Actor::NegotiateFromParent(Dimension::Type dimension)
1793 return Relayouter::NegotiateDimensionFromParent(*this, dimension);
1796 float Actor::NegotiateFromChildren(Dimension::Type dimension)
1798 return Relayouter::NegotiateDimensionFromChildren(*this, dimension);
1801 float Actor::GetSize(Dimension::Type dimension) const
1803 return Relayouter::GetDimensionValue(mTargetSize, dimension);
1806 float Actor::GetNaturalSize(Dimension::Type dimension) const
1808 return Relayouter::GetDimensionValue(GetNaturalSize(), dimension);
1811 float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
1813 return Relayouter::CalculateSize(*this, dimension, maximumSize);
1816 Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
1818 return mRelayoutData->ApplySizeSetPolicy(*this, size);
1821 void Actor::SetNegotiatedSize(RelayoutContainer& container)
1823 // Do the set actor size
1824 Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
1826 // Adjust for size set policy
1827 negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
1829 // Lock the flag to stop recursive relayouts on set size
1830 mRelayoutData->insideRelayout = true;
1831 SetSize(negotiatedSize);
1832 mRelayoutData->insideRelayout = false;
1834 // Clear flags for all dimensions
1835 SetLayoutDirty(false);
1837 // Give deriving classes a chance to respond
1838 OnRelayout(negotiatedSize, container);
1840 if(!mOnRelayoutSignal.Empty())
1842 Dali::Actor handle(this);
1843 mOnRelayoutSignal.Emit(handle);
1846 mRelayoutData->relayoutRequested = false;
1849 void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
1851 Relayouter::NegotiateSize(*this, allocatedSize, container);
1854 void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
1858 mRelayoutData->SetUseAssignedSize(use, dimension);
1862 bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
1864 return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
1867 void Actor::RelayoutRequest(Dimension::Type dimension)
1869 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
1870 if(relayoutController)
1872 Dali::Actor self(this);
1873 relayoutController->RequestRelayout(self, dimension);
1877 mRelayoutData->relayoutRequested = true;
1882 void Actor::SetPreferredSize(const Vector2& size)
1884 EnsureRelayouter().SetPreferredSize(*this, size);
1887 Vector2 Actor::GetPreferredSize() const
1889 return mRelayoutData ? Vector2(mRelayoutData->preferredSize) : Relayouter::DEFAULT_PREFERRED_SIZE;
1892 void Actor::SetMinimumSize(float size, Dimension::Type dimension)
1894 EnsureRelayouter().SetMinimumSize(size, dimension);
1898 float Actor::GetMinimumSize(Dimension::Type dimension) const
1900 return mRelayoutData ? mRelayoutData->GetMinimumSize(dimension) : 0.0f;
1903 void Actor::SetMaximumSize(float size, Dimension::Type dimension)
1905 EnsureRelayouter().SetMaximumSize(size, dimension);
1909 float Actor::GetMaximumSize(Dimension::Type dimension) const
1911 return mRelayoutData ? mRelayoutData->GetMaximumSize(dimension) : FLT_MAX;
1914 void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
1916 if(mVisible != visible)
1918 if(sendMessage == SendMessage::TRUE)
1920 // node is being used in a separate thread; queue a message to set the value & base value
1921 SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
1923 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
1928 // Emit the signal on this actor and all its children
1929 mParentImpl.EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
1933 void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
1935 mParentImpl.SetSiblingOrderOfChild(child, order);
1938 uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
1940 return mParentImpl.GetSiblingOrderOfChild(child);
1943 void Actor::RaiseChild(Actor& child)
1945 mParentImpl.RaiseChild(child);
1948 void Actor::LowerChild(Actor& child)
1950 mParentImpl.LowerChild(child);
1953 void Actor::RaiseChildToTop(Actor& child)
1955 mParentImpl.RaiseChildToTop(child);
1958 void Actor::LowerChildToBottom(Actor& child)
1960 mParentImpl.LowerChildToBottom(child);
1963 void Actor::RaiseChildAbove(Actor& child, Actor& target)
1965 mParentImpl.RaiseChildAbove(child, target);
1968 void Actor::LowerChildBelow(Actor& child, Actor& target)
1970 mParentImpl.LowerChildBelow(child, target);
1973 void Actor::SetInheritLayoutDirection(bool inherit)
1975 if(mInheritLayoutDirection != inherit)
1977 mInheritLayoutDirection = inherit;
1979 if(inherit && mParent)
1981 mParentImpl.InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
1986 void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
1988 // node is being used in a separate thread; queue a message to set the value & base value
1989 SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
1992 } // namespace Internal