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_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();
177 TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
179 SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &Actor::DoConnectSignal);
180 SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &Actor::DoConnectSignal);
181 SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &Actor::DoConnectSignal);
182 SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &Actor::DoConnectSignal);
183 SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &Actor::DoConnectSignal);
184 SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &Actor::DoConnectSignal);
185 SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &Actor::DoConnectSignal);
186 SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &Actor::DoConnectSignal);
187 SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &Actor::DoConnectSignal);
188 SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &Actor::DoConnectSignal);
190 TypeAction a1(mType, std::string(ACTION_SHOW), &Actor::DoAction);
191 TypeAction a2(mType, std::string(ACTION_HIDE), &Actor::DoAction);
194 * @brief Extract a given dimension from a Vector2
196 * @param[in] values The values to extract from
197 * @param[in] dimension The dimension to extract
198 * @return Return the value for the dimension
200 constexpr float GetDimensionValue(const Vector2& values, Dimension::Type dimension)
204 case Dimension::WIDTH:
208 case Dimension::HEIGHT:
210 return values.height;
221 * @brief Extract a given dimension from a Vector3
223 * @param[in] values The values to extract from
224 * @param[in] dimension The dimension to extract
225 * @return Return the value for the dimension
227 float GetDimensionValue(const Vector3& values, Dimension::Type dimension)
229 return GetDimensionValue(values.GetVectorXY(), dimension);
232 /// Helper for emitting a signal
233 template<typename Signal, typename Event>
234 bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
236 bool consumed = false;
240 Dali::Actor handle(&actor);
241 consumed = signal.Emit(handle, event);
247 /// Helper for emitting signals with multiple parameters
248 template<typename Signal, typename... Param>
249 void EmitSignal(Actor& actor, Signal& signal, Param... params)
253 Dali::Actor handle(&actor);
254 signal.Emit(handle, params...);
258 bool ScreenToLocalInternal(
259 const Matrix& viewMatrix,
260 const Matrix& projectionMatrix,
261 const Matrix& worldMatrix,
262 const Viewport& viewport,
263 const Vector3& currentSize,
269 // Get the ModelView matrix
271 Matrix::Multiply(modelView, worldMatrix, viewMatrix);
273 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
274 Matrix invertedMvp(false /*don't init*/);
275 Matrix::Multiply(invertedMvp, modelView, projectionMatrix);
276 bool success = invertedMvp.Invert();
278 // Convert to GL coordinates
279 Vector4 screenPos(screenX - static_cast<float>(viewport.x), static_cast<float>(viewport.height) - screenY - static_cast<float>(viewport.y), 0.f, 1.f);
284 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), nearPos);
291 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), farPos);
297 if(XyPlaneIntersect(nearPos, farPos, local))
299 Vector3 size = currentSize;
300 localX = local.x + size.x * 0.5f;
301 localY = local.y + size.y * 0.5f;
312 } // unnamed namespace
314 ActorPtr Actor::New()
316 // pass a reference to actor, actor does not own its node
317 ActorPtr actor(new Actor(BASIC, *CreateNode()));
319 // Second-phase construction
325 const SceneGraph::Node* Actor::CreateNode()
327 // create node. Nodes are owned by the update manager
328 SceneGraph::Node* node = SceneGraph::Node::New();
329 OwnerPointer<SceneGraph::Node> transferOwnership(node);
330 Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
332 DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
334 AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
339 void Actor::SetName(std::string_view name)
341 mName = ConstString(name);
343 // ATTENTION: string for debug purposes is not thread safe.
344 DALI_LOG_SET_OBJECT_STRING(const_cast<SceneGraph::Node*>(&GetNode()), mName.GetCString());
347 uint32_t Actor::GetId() const
349 return GetNode().GetId();
352 Dali::Layer Actor::GetLayer()
356 // Short-circuit for Layer derived actors
359 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
362 // Find the immediate Layer parent
363 for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
365 if(parent->IsLayer())
367 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
374 void Actor::Unparent()
378 // Remove this actor from the parent. The remove will put a relayout request in for
379 // the parent if required
380 mParent->Remove(*this);
381 // mParent is now NULL!
385 void Actor::SetParentOrigin(const Vector3& origin)
387 // node is being used in a separate thread; queue a message to set the value & base value
388 SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
390 // Cache for event-thread access
393 // not allocated, check if different from default
394 if(ParentOrigin::DEFAULT != origin)
396 mParentOrigin = new Vector3(origin);
401 // check if different from current costs more than just set
402 *mParentOrigin = origin;
406 const Vector3& Actor::GetCurrentParentOrigin() const
408 // Cached for event-thread access
409 return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
412 void Actor::SetAnchorPoint(const Vector3& anchor)
414 // node is being used in a separate thread; queue a message to set the value & base value
415 SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
417 // Cache for event-thread access
420 // not allocated, check if different from default
421 if(AnchorPoint::DEFAULT != anchor)
423 mAnchorPoint = new Vector3(anchor);
428 // check if different from current costs more than just set
429 *mAnchorPoint = anchor;
433 const Vector3& Actor::GetCurrentAnchorPoint() const
435 // Cached for event-thread access
436 return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
439 void Actor::SetPosition(float x, float y)
441 SetPosition(Vector3(x, y, 0.0f));
444 void Actor::SetPosition(float x, float y, float z)
446 SetPosition(Vector3(x, y, z));
449 void Actor::SetPosition(const Vector3& position)
451 mTargetPosition = position;
453 // node is being used in a separate thread; queue a message to set the value & base value
454 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
457 void Actor::SetX(float x)
459 mTargetPosition.x = x;
461 // node is being used in a separate thread; queue a message to set the value & base value
462 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
465 void Actor::SetY(float y)
467 mTargetPosition.y = y;
469 // node is being used in a separate thread; queue a message to set the value & base value
470 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
473 void Actor::SetZ(float z)
475 mTargetPosition.z = z;
477 // node is being used in a separate thread; queue a message to set the value & base value
478 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
481 void Actor::TranslateBy(const Vector3& distance)
483 mTargetPosition += distance;
485 // node is being used in a separate thread; queue a message to set the value & base value
486 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
489 const Vector3& Actor::GetCurrentPosition() const
491 // node is being used in a separate thread; copy the value from the previous update
492 return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
495 const Vector3& Actor::GetCurrentWorldPosition() const
497 // node is being used in a separate thread; copy the value from the previous update
498 return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
501 const Vector2 Actor::GetCurrentScreenPosition() const
503 if(mScene && OnScene())
505 Vector3 worldPosition = GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
506 Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
507 worldPosition -= cameraPosition;
509 Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
510 Vector2 halfSceneSize(mScene->GetSize() * 0.5f); // World position origin is center of scene
511 Vector3 halfActorSize(actorSize * 0.5f);
512 Vector3 anchorPointOffSet = halfActorSize - actorSize * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
514 return Vector2(halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
515 halfSceneSize.height + worldPosition.y - anchorPointOffSet.y);
518 return Vector2::ZERO;
521 void Actor::SetInheritPosition(bool inherit)
523 if(mInheritPosition != inherit)
525 // non animatable so keep local copy
526 mInheritPosition = inherit;
527 SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
531 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
533 Vector3 normalizedAxis(axis.x, axis.y, axis.z);
534 normalizedAxis.Normalize();
536 Quaternion orientation(angle, normalizedAxis);
538 SetOrientation(orientation);
541 void Actor::SetOrientation(const Quaternion& orientation)
543 mTargetOrientation = orientation;
545 // node is being used in a separate thread; queue a message to set the value & base value
546 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
549 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
551 RotateBy(Quaternion(angle, axis));
554 void Actor::RotateBy(const Quaternion& relativeRotation)
556 mTargetOrientation *= Quaternion(relativeRotation);
558 // node is being used in a separate thread; queue a message to set the value & base value
559 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
562 const Quaternion& Actor::GetCurrentOrientation() const
564 // node is being used in a separate thread; copy the value from the previous update
565 return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
568 const Quaternion& Actor::GetCurrentWorldOrientation() const
570 // node is being used in a separate thread; copy the value from the previous update
571 return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
574 void Actor::SetScale(float scale)
576 SetScale(Vector3(scale, scale, scale));
579 void Actor::SetScale(float x, float y, float z)
581 SetScale(Vector3(x, y, z));
584 void Actor::SetScale(const Vector3& scale)
586 mTargetScale = scale;
588 // node is being used in a separate thread; queue a message to set the value & base value
589 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
592 void Actor::SetScaleX(float x)
596 // node is being used in a separate thread; queue a message to set the value & base value
597 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
600 void Actor::SetScaleY(float y)
604 // node is being used in a separate thread; queue a message to set the value & base value
605 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
608 void Actor::SetScaleZ(float z)
612 // node is being used in a separate thread; queue a message to set the value & base value
613 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
616 void Actor::ScaleBy(const Vector3& relativeScale)
618 mTargetScale *= relativeScale;
620 // node is being used in a separate thread; queue a message to set the value & base value
621 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
624 const Vector3& Actor::GetCurrentScale() const
626 // node is being used in a separate thread; copy the value from the previous update
627 return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
630 const Vector3& Actor::GetCurrentWorldScale() const
632 // node is being used in a separate thread; copy the value from the previous update
633 return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
636 void Actor::SetInheritScale(bool inherit)
638 if(mInheritScale != inherit)
640 // non animatable so keep local copy
641 mInheritScale = inherit;
642 // node is being used in a separate thread; queue a message to set the value
643 SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
647 Matrix Actor::GetCurrentWorldMatrix() const
649 return GetNode().GetWorldMatrix(0);
652 void Actor::SetVisible(bool visible)
654 SetVisibleInternal(visible, SendMessage::TRUE);
657 bool Actor::IsVisible() const
659 // node is being used in a separate thread; copy the value from the previous update
660 return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
663 void Actor::SetOpacity(float opacity)
665 mTargetColor.a = opacity;
667 // node is being used in a separate thread; queue a message to set the value & base value
668 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
670 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
673 float Actor::GetCurrentOpacity() const
675 // node is being used in a separate thread; copy the value from the previous update
676 return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
679 const Vector4& Actor::GetCurrentWorldColor() const
681 return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
684 void Actor::SetColor(const Vector4& color)
686 mTargetColor = color;
688 // node is being used in a separate thread; queue a message to set the value & base value
689 SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
691 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
694 void Actor::SetColorRed(float red)
696 mTargetColor.r = red;
698 // node is being used in a separate thread; queue a message to set the value & base value
699 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
701 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
704 void Actor::SetColorGreen(float green)
706 mTargetColor.g = green;
708 // node is being used in a separate thread; queue a message to set the value & base value
709 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
711 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
714 void Actor::SetColorBlue(float blue)
716 mTargetColor.b = blue;
718 // node is being used in a separate thread; queue a message to set the value & base value
719 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
721 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
724 const Vector4& Actor::GetCurrentColor() const
726 // node is being used in a separate thread; copy the value from the previous update
727 return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
730 void Actor::SetInheritOrientation(bool inherit)
732 if(mInheritOrientation != inherit)
734 // non animatable so keep local copy
735 mInheritOrientation = inherit;
736 // node is being used in a separate thread; queue a message to set the value
737 SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
741 void Actor::SetSizeModeFactor(const Vector3& factor)
745 mRelayoutData->sizeModeFactor = factor;
748 const Vector3& Actor::GetSizeModeFactor() const
752 return mRelayoutData->sizeModeFactor;
755 return Relayouter::DEFAULT_SIZE_MODE_FACTOR;
758 void Actor::SetColorMode(ColorMode colorMode)
760 // non animatable so keep local copy
761 mColorMode = colorMode;
762 // node is being used in a separate thread; queue a message to set the value
763 SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
766 void Actor::SetSize(float width, float height)
768 SetSize(Vector2(width, height));
771 void Actor::SetSize(float width, float height, float depth)
773 SetSize(Vector3(width, height, depth));
776 void Actor::SetSize(const Vector2& size)
778 SetSize(Vector3(size.width, size.height, 0.f));
781 void Actor::SetSizeInternal(const Vector2& size)
783 SetSizeInternal(Vector3(size.width, size.height, 0.f));
786 void Actor::SetSize(const Vector3& size)
788 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
790 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
791 SetPreferredSize(size.GetVectorXY());
795 SetSizeInternal(size);
799 void Actor::SetSizeInternal(const Vector3& size)
801 // dont allow recursive loop
802 DALI_ASSERT_ALWAYS(!mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet");
803 // 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
804 Vector3 currentSize = GetCurrentSize();
806 if((fabsf(mTargetSize.width - size.width) > Math::MACHINE_EPSILON_1) ||
807 (fabsf(mTargetSize.height - size.height) > Math::MACHINE_EPSILON_1) ||
808 (fabsf(mTargetSize.depth - size.depth) > Math::MACHINE_EPSILON_1) ||
809 (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
810 (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
811 (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
815 // node is being used in a separate thread; queue a message to set the value & base value
816 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
818 // Notification for derived classes
819 mInsideOnSizeSet = true;
820 OnSizeSet(mTargetSize);
821 mInsideOnSizeSet = false;
823 // Raise a relayout request if the flag is not locked
824 if(mRelayoutData && !mRelayoutData->insideRelayout)
831 void Actor::SetWidth(float width)
833 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
835 SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
836 mRelayoutData->preferredSize.width = width;
840 mTargetSize.width = width;
842 // node is being used in a separate thread; queue a message to set the value & base value
843 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
846 mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
851 void Actor::SetHeight(float height)
853 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
855 SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
856 mRelayoutData->preferredSize.height = height;
860 mTargetSize.height = height;
862 // node is being used in a separate thread; queue a message to set the value & base value
863 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
866 mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
871 void Actor::SetDepth(float depth)
873 mTargetSize.depth = depth;
875 mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
877 // node is being used in a separate thread; queue a message to set the value & base value
878 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
881 Vector3 Actor::GetTargetSize() const
883 Vector3 size = mTargetSize;
885 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
887 // Should return animated size if size is animated
888 size.width = mAnimatedSize.width;
892 // Should return preferred size if size is fixed as set by SetSize
893 if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
895 size.width = GetPreferredSize().width;
899 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
901 size.height = mAnimatedSize.height;
905 if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
907 size.height = GetPreferredSize().height;
911 if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
913 size.depth = mAnimatedSize.depth;
919 const Vector3& Actor::GetCurrentSize() const
921 // node is being used in a separate thread; copy the value from the previous update
922 return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
925 Vector3 Actor::GetNaturalSize() const
927 // It is up to deriving classes to return the appropriate natural size
928 return Vector3(0.0f, 0.0f, 0.0f);
931 void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
933 EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
935 OnSetResizePolicy(policy, dimension);
937 // Trigger relayout on this control
941 ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
945 return mRelayoutData->GetResizePolicy(dimension);
948 return ResizePolicy::DEFAULT;
951 void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
955 mRelayoutData->sizeSetPolicy = policy;
957 // Trigger relayout on this control
961 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
965 return mRelayoutData->sizeSetPolicy;
968 return Relayouter::DEFAULT_SIZE_SCALE_POLICY;
971 void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
973 EnsureRelayouter().SetDimensionDependency(dimension, dependency);
976 Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
980 return mRelayoutData->GetDimensionDependency(dimension);
983 return Dimension::ALL_DIMENSIONS; // Default
986 void Actor::SetRelayoutEnabled(bool relayoutEnabled)
988 // If relayout data has not been allocated yet and the client is requesting
989 // to disable it, do nothing
990 if(mRelayoutData || relayoutEnabled)
994 DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
996 mRelayoutData->relayoutEnabled = relayoutEnabled;
1000 bool Actor::IsRelayoutEnabled() const
1002 // Assume that if relayout data has not been allocated yet then
1003 // relayout is disabled
1004 return mRelayoutData && mRelayoutData->relayoutEnabled;
1007 void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
1009 EnsureRelayouter().SetLayoutDirty(dirty, dimension);
1012 bool Actor::IsLayoutDirty(Dimension::Type dimension) const
1014 return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
1017 bool Actor::RelayoutPossible(Dimension::Type dimension) const
1019 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
1022 bool Actor::RelayoutRequired(Dimension::Type dimension) const
1024 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
1027 uint32_t Actor::AddRenderer(Renderer& renderer)
1031 mRenderers = new RendererContainer;
1034 if(mIsBlendEquationSet)
1036 renderer.SetBlendEquation(static_cast<DevelBlendEquation::Type>(mBlendEquation));
1039 uint32_t index = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1040 RendererPtr rendererPtr = RendererPtr(&renderer);
1041 mRenderers->push_back(rendererPtr);
1042 AttachRendererMessage(GetEventThreadServices().GetUpdateManager(), GetNode(), renderer.GetRendererSceneObject());
1046 uint32_t Actor::GetRendererCount() const
1048 uint32_t rendererCount(0);
1051 rendererCount = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1054 return rendererCount;
1057 RendererPtr Actor::GetRendererAt(uint32_t index)
1059 RendererPtr renderer;
1060 if(index < GetRendererCount())
1062 renderer = (*mRenderers)[index];
1068 void Actor::RemoveRenderer(Renderer& renderer)
1072 RendererIter end = mRenderers->end();
1073 for(RendererIter iter = mRenderers->begin(); iter != end; ++iter)
1075 if((*iter).Get() == &renderer)
1077 mRenderers->erase(iter);
1078 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1085 void Actor::RemoveRenderer(uint32_t index)
1087 if(index < GetRendererCount())
1089 RendererPtr renderer = (*mRenderers)[index];
1090 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject());
1091 mRenderers->erase(mRenderers->begin() + index);
1095 void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
1097 if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
1099 if(mBlendEquation != blendEquation)
1101 mBlendEquation = blendEquation;
1102 uint32_t rendererCount = GetRendererCount();
1103 for(uint32_t i = 0; i < rendererCount; ++i)
1105 RendererPtr renderer = GetRendererAt(i);
1106 renderer->SetBlendEquation(static_cast<DevelBlendEquation::Type>(blendEquation));
1109 mIsBlendEquationSet = true;
1113 DALI_LOG_ERROR("Invalid blend equation is entered.\n");
1117 DevelBlendEquation::Type Actor::GetBlendEquation() const
1119 return mBlendEquation;
1122 void Actor::SetTransparent(bool transparent)
1124 SetTransparentMessage(GetEventThreadServices(), GetNode(), transparent);
1127 bool Actor::IsTransparent() const
1129 return GetNode().IsTransparent();
1132 void Actor::SetDrawMode(DrawMode::Type drawMode)
1134 // this flag is not animatable so keep the value
1135 mDrawMode = drawMode;
1137 // node is being used in a separate thread; queue a message to set the value
1138 SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
1141 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
1143 // only valid when on-stage
1144 if(mScene && OnScene())
1146 const RenderTaskList& taskList = mScene->GetRenderTaskList();
1148 Vector2 converted(screenX, screenY);
1150 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1151 uint32_t taskCount = taskList.GetTaskCount();
1152 for(uint32_t i = taskCount; i > 0; --i)
1154 RenderTaskPtr task = taskList.GetTask(i - 1);
1155 if(ScreenToLocal(*task, localX, localY, screenX, screenY))
1157 // found a task where this conversion was ok so return
1165 bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
1167 bool retval = false;
1168 // only valid when on-stage
1171 CameraActor* camera = renderTask.GetCameraActor();
1175 renderTask.GetViewport(viewport);
1177 // need to translate coordinates to render tasks coordinate space
1178 Vector2 converted(screenX, screenY);
1179 if(renderTask.TranslateCoordinates(converted))
1181 retval = ScreenToLocal(camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y);
1188 bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
1190 return OnScene() && ScreenToLocalInternal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), viewport, GetCurrentSize(), localX, localY, screenX, screenY);
1193 ActorGestureData& Actor::GetGestureData()
1195 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1196 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1197 if(nullptr == mGestureData)
1199 mGestureData = new ActorGestureData;
1201 return *mGestureData;
1204 bool Actor::IsGestureRequired(GestureType::Value type) const
1206 return mGestureData && mGestureData->IsGestureRequired(type);
1209 bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
1211 return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
1214 bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
1216 return EmitConsumingSignal(*this, mTouchedSignal, touch);
1219 bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
1221 return EmitConsumingSignal(*this, mHoveredSignal, event);
1224 bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
1226 return EmitConsumingSignal(*this, mWheelEventSignal, event);
1229 void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
1231 EmitSignal(*this, mVisibilityChangedSignal, visible, type);
1234 void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
1236 EmitSignal(*this, mLayoutDirectionChangedSignal, type);
1239 DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
1241 return mParentImpl.ChildAddedSignal();
1244 DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
1246 return mParentImpl.ChildRemovedSignal();
1249 DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
1251 return mParentImpl.ChildOrderChangedSignal();
1254 bool Actor::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1256 bool connected(true);
1257 Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
1259 std::string_view name(signalName);
1261 if(name == SIGNAL_HOVERED)
1263 actor->HoveredSignal().Connect(tracker, functor);
1265 else if(signalName == SIGNAL_WHEEL_EVENT)
1267 actor->WheelEventSignal().Connect(tracker, functor);
1269 else if(name == SIGNAL_ON_SCENE)
1271 actor->OnSceneSignal().Connect(tracker, functor);
1273 else if(name == SIGNAL_OFF_SCENE)
1275 actor->OffSceneSignal().Connect(tracker, functor);
1277 else if(name == SIGNAL_ON_RELAYOUT)
1279 actor->OnRelayoutSignal().Connect(tracker, functor);
1281 else if(name == SIGNAL_TOUCHED)
1283 actor->TouchedSignal().Connect(tracker, functor);
1285 else if(name == SIGNAL_VISIBILITY_CHANGED)
1287 actor->VisibilityChangedSignal().Connect(tracker, functor);
1289 else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
1291 actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
1293 else if(name == SIGNAL_CHILD_ADDED)
1295 actor->ChildAddedSignal().Connect(tracker, functor);
1297 else if(name == SIGNAL_CHILD_REMOVED)
1299 actor->ChildRemovedSignal().Connect(tracker, functor);
1303 // signalName does not match any signal
1310 Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
1315 mRenderers(nullptr),
1316 mParentOrigin(nullptr),
1317 mAnchorPoint(nullptr),
1318 mRelayoutData(nullptr),
1319 mGestureData(nullptr),
1320 mInterceptTouchedSignal(),
1323 mWheelEventSignal(),
1326 mOnRelayoutSignal(),
1327 mVisibilityChangedSignal(),
1328 mLayoutDirectionChangedSignal(),
1329 mTargetOrientation(Quaternion::IDENTITY),
1330 mTargetColor(Color::WHITE),
1331 mTargetSize(Vector3::ZERO),
1332 mTargetPosition(Vector3::ZERO),
1333 mTargetScale(Vector3::ONE),
1334 mAnimatedSize(Vector3::ZERO),
1335 mTouchAreaOffset(0, 0, 0, 0),
1339 mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
1340 mIsRoot(ROOT_LAYER == derivedType),
1341 mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
1344 mLeaveRequired(false),
1345 mKeyboardFocusable(false),
1346 mTouchFocusable(false),
1347 mOnSceneSignalled(false),
1348 mInsideOnSizeSet(false),
1349 mInheritPosition(true),
1350 mInheritOrientation(true),
1351 mInheritScale(true),
1352 mPositionUsesAnchorPoint(true),
1354 mInheritLayoutDirection(true),
1355 mCaptureAllTouchAfterStart(false),
1356 mIsBlendEquationSet(false),
1357 mNeedGesturePropagation(false),
1358 mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
1359 mDrawMode(DrawMode::NORMAL),
1360 mColorMode(Node::DEFAULT_COLOR_MODE),
1361 mClippingMode(ClippingMode::DISABLED),
1362 mBlendEquation(DevelBlendEquation::ADD)
1366 void Actor::Initialize()
1370 GetEventThreadServices().RegisterObject(this);
1375 // Remove mParent pointers from children even if we're destroying core,
1376 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1380 // Guard to allow handle destruction after Core has been destroyed
1381 if(EventThreadServices::IsCoreRunning())
1383 // Root layer will destroy its node in its own destructor
1386 DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1388 GetEventThreadServices().UnregisterObject(this);
1392 // Cleanup optional gesture data
1393 delete mGestureData;
1395 // Cleanup optional parent origin and anchor
1396 delete mParentOrigin;
1397 delete mAnchorPoint;
1399 // Delete optional relayout data
1400 delete mRelayoutData;
1403 void Actor::Add(Actor& child, bool notify)
1405 mParentImpl.Add(child, notify);
1408 void Actor::Remove(Actor& child, bool notify)
1410 mParentImpl.Remove(child, notify);
1413 void Actor::SwitchParent(Actor& newParent)
1415 if(this == &newParent)
1417 DALI_LOG_ERROR("Cannot add actor to itself");
1421 if(!this->OnScene() || !newParent.OnScene())
1423 DALI_LOG_ERROR("Both of current parent and new parent must be on Scene");
1427 newParent.Add(*this, false);
1430 uint32_t Actor::GetChildCount() const
1432 return mParentImpl.GetChildCount();
1435 ActorPtr Actor::GetChildAt(uint32_t index) const
1437 return mParentImpl.GetChildAt(index);
1440 ActorContainer& Actor::GetChildrenInternal()
1442 return mParentImpl.GetChildrenInternal();
1445 ActorPtr Actor::FindChildByName(ConstString actorName)
1447 return mParentImpl.FindChildByName(actorName);
1450 ActorPtr Actor::FindChildById(const uint32_t id)
1452 return mParentImpl.FindChildById(id);
1455 void Actor::UnparentChildren()
1457 mParentImpl.UnparentChildren();
1460 void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
1462 // This container is used instead of walking the Actor hierarchy.
1463 // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
1464 ActorContainer connectionList;
1468 mScene->RequestRebuildDepthTree();
1471 // This stage is atomic i.e. not interrupted by user callbacks.
1472 RecursiveConnectToScene(connectionList, parentDepth + 1);
1474 // Notify applications about the newly connected actors.
1475 for(const auto& actor : connectionList)
1477 actor->NotifyStageConnection(notify);
1483 void Actor::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
1485 DALI_ASSERT_ALWAYS(!OnScene());
1488 mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
1490 ConnectToSceneGraph();
1492 // Notification for internal derived classes
1493 OnSceneConnectionInternal();
1495 // This stage is atomic; avoid emitting callbacks until all Actors are connected
1496 connectionList.push_back(ActorPtr(this));
1498 // Recursively connect children
1499 if(GetChildCount() > 0)
1501 for(const auto& child : mParentImpl.GetChildrenInternal())
1503 child->SetScene(*mScene);
1504 child->RecursiveConnectToScene(connectionList, depth + 1);
1510 * This method is called when the Actor is connected to the Stage.
1511 * The parent must have added its Node to the scene-graph.
1512 * The child must connect its Node to the parent's Node.
1513 * This is recursive; the child calls ConnectToScene() for its children.
1515 void Actor::ConnectToSceneGraph()
1517 DALI_ASSERT_DEBUG(mParent != NULL);
1519 // Reparent Node in next Update
1520 ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
1522 // Request relayout on all actors that are added to the scenegraph
1525 // Notification for Object::Observers
1529 void Actor::NotifyStageConnection(bool notify)
1531 // Actors can be removed (in a callback), before the on-stage stage is reported.
1532 // The actor may also have been reparented, in which case mOnSceneSignalled will be true.
1533 if(OnScene() && !mOnSceneSignalled)
1537 // Notification for external (CustomActor) derived classes
1538 OnSceneConnectionExternal(mDepth);
1540 if(!mOnSceneSignal.Empty())
1542 Dali::Actor handle(this);
1543 mOnSceneSignal.Emit(handle);
1547 // Guard against Remove during callbacks
1550 mOnSceneSignalled = true; // signal required next time Actor is removed
1555 void Actor::DisconnectFromStage(bool notify)
1557 // This container is used instead of walking the Actor hierachy.
1558 // It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
1559 ActorContainer disconnectionList;
1563 mScene->RequestRebuildDepthTree();
1566 // This stage is atomic i.e. not interrupted by user callbacks
1567 RecursiveDisconnectFromStage(disconnectionList);
1569 // Notify applications about the newly disconnected actors.
1570 for(const auto& actor : disconnectionList)
1572 actor->NotifyStageDisconnection(notify);
1576 void Actor::RecursiveDisconnectFromStage(ActorContainer& disconnectionList)
1578 // need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
1581 // Recursively disconnect children
1582 if(GetChildCount() > 0)
1584 for(const auto& child : mParentImpl.GetChildrenInternal())
1586 child->RecursiveDisconnectFromStage(disconnectionList);
1590 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
1591 disconnectionList.push_back(ActorPtr(this));
1593 // Notification for internal derived classes
1594 OnSceneDisconnectionInternal();
1596 DisconnectFromSceneGraph();
1600 * This method is called by an actor or its parent, before a node removal message is sent.
1601 * This is recursive; the child calls DisconnectFromStage() for its children.
1603 void Actor::DisconnectFromSceneGraph()
1605 // Notification for Object::Observers
1606 OnSceneObjectRemove();
1609 void Actor::NotifyStageDisconnection(bool notify)
1611 // Actors can be added (in a callback), before the off-stage state is reported.
1612 // Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
1613 // only do this step if there is a stage, i.e. Core is not being shut down
1614 if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
1618 // Notification for external (CustomeActor) derived classes
1619 OnSceneDisconnectionExternal();
1621 if(!mOffSceneSignal.Empty())
1623 Dali::Actor handle(this);
1624 mOffSceneSignal.Emit(handle);
1628 // Guard against Add during callbacks
1631 mOnSceneSignalled = false; // signal required next time Actor is added
1636 bool Actor::IsNodeConnected() const
1638 bool connected(false);
1642 if(IsRoot() || GetNode().GetParent())
1651 // This method initiates traversal of the actor tree using depth-first
1652 // traversal to set a depth index based on traversal order. It sends a
1653 // single message to update manager to update all the actor's nodes in
1654 // this tree with the depth index. The sceneGraphNodeDepths vector's
1655 // elements are ordered by depth, and could be used to reduce sorting
1656 // in the update thread.
1657 void Actor::RebuildDepthTree()
1659 DALI_LOG_TIMER_START(depthTimer);
1661 // Vector of scene-graph nodes and their depths to send to UpdateManager
1662 // in a single message
1663 OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
1665 int32_t depthIndex = 1;
1666 DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1668 SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
1669 DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
1672 void Actor::DepthTraverseActorTree(OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex)
1674 mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
1675 sceneGraphNodeDepths->Add(const_cast<SceneGraph::Node*>(&GetNode()), mSortedDepth);
1677 // Create/add to children of this node
1678 if(GetChildCount() > 0)
1680 for(const auto& child : mParentImpl.GetChildrenInternal())
1682 Actor* childActor = child.Get();
1684 childActor->DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1689 void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
1691 PropertyHandler::SetDefaultProperty(*this, index, property);
1694 // TODO: This method needs to be removed
1695 void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
1697 PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
1700 Property::Value Actor::GetDefaultProperty(Property::Index index) const
1702 Property::Value value;
1704 if(!GetCachedPropertyValue(index, value))
1706 // If property value is not stored in the event-side, then it must be a scene-graph only property
1707 GetCurrentPropertyValue(index, value);
1713 Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
1715 Property::Value value;
1717 if(!GetCurrentPropertyValue(index, value))
1719 // If unable to retrieve scene-graph property value, then it must be an event-side only property
1720 GetCachedPropertyValue(index, value);
1726 void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
1728 PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
1731 const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
1733 const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
1736 // not our property, ask base
1737 property = Object::GetSceneObjectAnimatableProperty(index);
1743 const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
1745 const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
1748 // reuse animatable property getter as animatable properties are inputs as well
1749 // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
1750 property = GetSceneObjectAnimatableProperty(index);
1756 int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
1758 int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
1759 if(Property::INVALID_COMPONENT_INDEX == componentIndex)
1762 componentIndex = Object::GetPropertyComponentIndex(index);
1765 return componentIndex;
1768 const SceneGraph::Node& Actor::GetNode() const
1770 return *static_cast<const SceneGraph::Node*>(mUpdateObject);
1777 mParent->RaiseChild(*this);
1781 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1789 mParent->LowerChild(*this);
1793 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1797 void Actor::RaiseToTop()
1801 mParent->RaiseChildToTop(*this);
1805 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1809 void Actor::LowerToBottom()
1813 mParent->LowerChildToBottom(*this);
1817 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1821 void Actor::RaiseAbove(Internal::Actor& target)
1825 mParent->RaiseChildAbove(*this, target);
1829 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1833 void Actor::LowerBelow(Internal::Actor& target)
1837 mParent->LowerChildBelow(*this, target);
1841 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1845 void Actor::SetParent(ActorParent* parent, bool notify)
1849 DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
1852 Actor* parentActor = static_cast<Actor*>(parent);
1853 mScene = parentActor->mScene;
1855 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1856 parentActor->OnScene())
1858 // Instruct each actor to create a corresponding node in the scene graph
1859 ConnectToScene(parentActor->GetHierarchyDepth(), notify);
1862 // Resolve the name and index for the child properties if any
1863 ResolveChildProperties();
1865 else // parent being set to NULL
1867 DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
1871 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1874 // Disconnect the Node & its children from the scene-graph.
1875 DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1877 // Instruct each actor to discard pointers to the scene-graph
1878 DisconnectFromStage(notify);
1885 bool Actor::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */)
1888 Actor* actor = dynamic_cast<Actor*>(object);
1892 std::string_view name(actionName);
1893 if(name == ACTION_SHOW)
1895 actor->SetVisible(true);
1898 else if(name == ACTION_HIDE)
1900 actor->SetVisible(false);
1908 Rect<> Actor::CalculateScreenExtents() const
1910 auto screenPosition = GetCurrentScreenPosition();
1911 Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
1912 Vector3 anchorPointOffSet = size * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
1913 Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
1914 return {position.x, position.y, size.x, size.y};
1917 void Actor::SetNeedGesturePropagation(bool propagation)
1919 mNeedGesturePropagation = propagation;
1922 bool Actor::NeedGesturePropagation()
1924 return mNeedGesturePropagation;
1927 bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
1929 return PropertyHandler::GetCachedPropertyValue(*this, index, value);
1932 bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
1934 return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
1937 Actor::Relayouter& Actor::EnsureRelayouter()
1939 // Assign relayouter
1942 mRelayoutData = new Relayouter();
1945 return *mRelayoutData;
1948 bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
1950 // Check if actor is dependent on parent
1951 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1953 if((dimension & (1 << i)))
1955 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1956 if(resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT)
1966 bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
1968 // Check if actor is dependent on children
1969 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1971 if((dimension & (1 << i)))
1973 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1974 switch(resizePolicy)
1976 case ResizePolicy::FIT_TO_CHILDREN:
1977 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
1993 bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
1995 return Actor::RelayoutDependentOnChildren(dimension);
1998 bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
2000 // Check each possible dimension and see if it is dependent on the input one
2001 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2003 if(dimension & (1 << i))
2005 return mRelayoutData->resizePolicies[i] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[i] == dependentDimension;
2012 void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
2014 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2016 if(dimension & (1 << i))
2018 mRelayoutData->negotiatedDimensions[i] = negotiatedDimension;
2023 float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
2025 // If more than one dimension is requested, just return the first one found
2026 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2028 if((dimension & (1 << i)))
2030 return mRelayoutData->negotiatedDimensions[i];
2034 return 0.0f; // Default
2037 void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
2039 EnsureRelayouter().SetPadding(padding, dimension);
2042 Vector2 Actor::GetPadding(Dimension::Type dimension) const
2046 // If more than one dimension is requested, just return the first one found
2047 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2049 if((dimension & (1 << i)))
2051 return mRelayoutData->dimensionPadding[i];
2056 return Relayouter::DEFAULT_DIMENSION_PADDING;
2059 void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
2061 EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
2064 bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
2066 return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
2069 float Actor::GetHeightForWidthBase(float width)
2071 float height = 0.0f;
2073 const Vector3 naturalSize = GetNaturalSize();
2074 if(naturalSize.width > 0.0f)
2076 height = naturalSize.height * width / naturalSize.width;
2078 else // we treat 0 as 1:1 aspect ratio
2086 float Actor::GetWidthForHeightBase(float height)
2090 const Vector3 naturalSize = GetNaturalSize();
2091 if(naturalSize.height > 0.0f)
2093 width = naturalSize.width * height / naturalSize.height;
2095 else // we treat 0 as 1:1 aspect ratio
2103 float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
2105 // Fill to parent, taking size mode factor into account
2106 switch(child.GetResizePolicy(dimension))
2108 case ResizePolicy::FILL_TO_PARENT:
2110 return GetLatestSize(dimension);
2113 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2115 return GetLatestSize(dimension) * GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2118 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2120 return GetLatestSize(dimension) + GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2125 return GetLatestSize(dimension);
2130 float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
2132 // Can be overridden in derived class
2133 return CalculateChildSizeBase(child, dimension);
2136 float Actor::GetHeightForWidth(float width)
2138 // Can be overridden in derived class
2139 return GetHeightForWidthBase(width);
2142 float Actor::GetWidthForHeight(float height)
2144 // Can be overridden in derived class
2145 return GetWidthForHeightBase(height);
2148 float Actor::GetLatestSize(Dimension::Type dimension) const
2150 return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
2153 float Actor::GetRelayoutSize(Dimension::Type dimension) const
2155 Vector2 padding = GetPadding(dimension);
2157 return GetLatestSize(dimension) + padding.x + padding.y;
2160 float Actor::NegotiateFromParent(Dimension::Type dimension)
2162 Actor* parent = GetParent();
2165 Vector2 padding(GetPadding(dimension));
2166 Vector2 parentPadding(parent->GetPadding(dimension));
2167 return parent->CalculateChildSize(Dali::Actor(this), dimension) - parentPadding.x - parentPadding.y - padding.x - padding.y;
2173 float Actor::NegotiateFromChildren(Dimension::Type dimension)
2175 float maxDimensionPoint = 0.0f;
2177 for(uint32_t i = 0, count = GetChildCount(); i < count; ++i)
2179 ActorPtr child = GetChildAt(i);
2181 if(!child->RelayoutDependentOnParent(dimension))
2183 // Calculate the min and max points that the children range across
2184 float childPosition = GetDimensionValue(child->GetTargetPosition(), dimension);
2185 float dimensionSize = child->GetRelayoutSize(dimension);
2186 maxDimensionPoint = std::max(maxDimensionPoint, childPosition + dimensionSize);
2190 return maxDimensionPoint;
2193 float Actor::GetSize(Dimension::Type dimension) const
2195 return GetDimensionValue(mTargetSize, dimension);
2198 float Actor::GetNaturalSize(Dimension::Type dimension) const
2200 return GetDimensionValue(GetNaturalSize(), dimension);
2203 float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
2205 switch(GetResizePolicy(dimension))
2207 case ResizePolicy::USE_NATURAL_SIZE:
2209 return GetNaturalSize(dimension);
2212 case ResizePolicy::FIXED:
2214 return GetDimensionValue(GetPreferredSize(), dimension);
2217 case ResizePolicy::USE_ASSIGNED_SIZE:
2219 return GetDimensionValue(maximumSize, dimension);
2222 case ResizePolicy::FILL_TO_PARENT:
2223 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2224 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2226 return NegotiateFromParent(dimension);
2229 case ResizePolicy::FIT_TO_CHILDREN:
2231 return NegotiateFromChildren(dimension);
2234 case ResizePolicy::DIMENSION_DEPENDENCY:
2236 const Dimension::Type dimensionDependency = GetDimensionDependency(dimension);
2239 if(dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT)
2241 return GetWidthForHeight(GetNegotiatedDimension(Dimension::HEIGHT));
2244 if(dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH)
2246 return GetHeightForWidth(GetNegotiatedDimension(Dimension::WIDTH));
2258 return 0.0f; // Default
2261 Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
2263 return mRelayoutData->ApplySizeSetPolicy(*this, size);
2266 void Actor::SetNegotiatedSize(RelayoutContainer& container)
2268 // Do the set actor size
2269 Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
2271 // Adjust for size set policy
2272 negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
2274 // Lock the flag to stop recursive relayouts on set size
2275 mRelayoutData->insideRelayout = true;
2276 SetSize(negotiatedSize);
2277 mRelayoutData->insideRelayout = false;
2279 // Clear flags for all dimensions
2280 SetLayoutDirty(false);
2282 // Give deriving classes a chance to respond
2283 OnRelayout(negotiatedSize, container);
2285 if(!mOnRelayoutSignal.Empty())
2287 Dali::Actor handle(this);
2288 mOnRelayoutSignal.Emit(handle);
2292 void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
2294 Relayouter::NegotiateSize(*this, allocatedSize, container);
2297 void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
2301 mRelayoutData->SetUseAssignedSize(use, dimension);
2305 bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
2307 return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
2310 void Actor::RelayoutRequest(Dimension::Type dimension)
2312 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
2313 if(relayoutController)
2315 Dali::Actor self(this);
2316 relayoutController->RequestRelayout(self, dimension);
2320 void Actor::SetPreferredSize(const Vector2& size)
2322 EnsureRelayouter().SetPreferredSize(*this, size);
2325 Vector2 Actor::GetPreferredSize() const
2329 return Vector2(mRelayoutData->preferredSize);
2332 return Relayouter::DEFAULT_PREFERRED_SIZE;
2335 void Actor::SetMinimumSize(float size, Dimension::Type dimension)
2337 EnsureRelayouter().SetMinimumSize(size, dimension);
2341 float Actor::GetMinimumSize(Dimension::Type dimension) const
2345 return mRelayoutData->GetMinimumSize(dimension);
2348 return 0.0f; // Default
2351 void Actor::SetMaximumSize(float size, Dimension::Type dimension)
2353 EnsureRelayouter().SetMaximumSize(size, dimension);
2357 float Actor::GetMaximumSize(Dimension::Type dimension) const
2361 return mRelayoutData->GetMaximumSize(dimension);
2364 return FLT_MAX; // Default
2367 void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
2369 if(mVisible != visible)
2371 if(sendMessage == SendMessage::TRUE)
2373 // node is being used in a separate thread; queue a message to set the value & base value
2374 SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
2376 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
2381 // Emit the signal on this actor and all its children
2382 EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
2386 void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
2388 mParentImpl.SetSiblingOrderOfChild(child, order);
2391 uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
2393 return mParentImpl.GetSiblingOrderOfChild(child);
2396 void Actor::RaiseChild(Actor& child)
2398 mParentImpl.RaiseChild(child);
2401 void Actor::LowerChild(Actor& child)
2403 mParentImpl.LowerChild(child);
2406 void Actor::RaiseChildToTop(Actor& child)
2408 mParentImpl.RaiseChildToTop(child);
2411 void Actor::LowerChildToBottom(Actor& child)
2413 mParentImpl.LowerChildToBottom(child);
2416 void Actor::RaiseChildAbove(Actor& child, Actor& target)
2418 mParentImpl.RaiseChildAbove(child, target);
2421 void Actor::LowerChildBelow(Actor& child, Actor& target)
2423 mParentImpl.LowerChildBelow(child, target);
2426 void Actor::SetInheritLayoutDirection(bool inherit)
2428 if(mInheritLayoutDirection != inherit)
2430 mInheritLayoutDirection = inherit;
2432 if(inherit && mParent)
2434 InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
2439 void Actor::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
2441 if(mInheritLayoutDirection || set)
2443 if(mLayoutDirection != direction)
2445 mLayoutDirection = direction;
2446 EmitLayoutDirectionChangedSignal(direction);
2450 if(GetChildCount() > 0)
2452 for(const auto& child : mParentImpl.GetChildrenInternal())
2454 child->InheritLayoutDirectionRecursively(direction);
2460 void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
2462 // node is being used in a separate thread; queue a message to set the value & base value
2463 SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
2466 void Actor::EmitVisibilityChangedSignalRecursively(bool visible,
2467 DevelActor::VisibilityChange::Type type)
2469 EmitVisibilityChangedSignal(visible, type);
2471 if(GetChildCount() > 0)
2473 for(auto& child : mParentImpl.GetChildrenInternal())
2475 child->EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::PARENT);
2480 } // namespace Internal