2 * Copyright (c) 2015 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>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/common/constants.h>
30 #include <dali/public-api/math/vector2.h>
31 #include <dali/public-api/math/vector3.h>
32 #include <dali/public-api/math/radian.h>
33 #include <dali/public-api/object/type-registry.h>
34 #include <dali/devel-api/scripting/scripting.h>
36 #include <dali/internal/common/internal-constants.h>
37 #include <dali/internal/event/common/event-thread-services.h>
38 #include <dali/internal/event/render-tasks/render-task-impl.h>
39 #include <dali/internal/event/actors/camera-actor-impl.h>
40 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
41 #include <dali/internal/event/common/property-helper.h>
42 #include <dali/internal/event/common/stage-impl.h>
43 #include <dali/internal/event/common/type-info-impl.h>
44 #include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
45 #include <dali/internal/event/animation/constraint-impl.h>
46 #include <dali/internal/event/common/projection.h>
47 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
48 #include <dali/internal/update/common/animatable-property.h>
49 #include <dali/internal/update/nodes/node-messages.h>
50 #include <dali/internal/update/nodes/node-declarations.h>
51 #include <dali/internal/update/animation/scene-graph-constraint.h>
52 #include <dali/internal/event/events/actor-gesture-data.h>
53 #include <dali/internal/common/message.h>
54 #include <dali/integration-api/debug.h>
56 using Dali::Internal::SceneGraph::Node;
57 using Dali::Internal::SceneGraph::AnimatableProperty;
58 using Dali::Internal::SceneGraph::PropertyBase;
62 namespace ResizePolicy
67 DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
68 DALI_ENUM_TO_STRING( FIXED )
69 DALI_ENUM_TO_STRING( USE_NATURAL_SIZE )
70 DALI_ENUM_TO_STRING( FILL_TO_PARENT )
71 DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT )
72 DALI_ENUM_TO_STRING( SIZE_FIXED_OFFSET_FROM_PARENT )
73 DALI_ENUM_TO_STRING( FIT_TO_CHILDREN )
74 DALI_ENUM_TO_STRING( DIMENSION_DEPENDENCY )
75 DALI_ENUM_TO_STRING( USE_ASSIGNED_SIZE )
76 DALI_ENUM_TO_STRING_TABLE_END( Type )
78 } // unnamed namespace
81 namespace SizeScalePolicy
85 // Enumeration to / from string conversion tables
86 DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
87 DALI_ENUM_TO_STRING( USE_SIZE_SET )
88 DALI_ENUM_TO_STRING( FIT_WITH_ASPECT_RATIO )
89 DALI_ENUM_TO_STRING( FILL_WITH_ASPECT_RATIO )
90 DALI_ENUM_TO_STRING_TABLE_END( Type )
91 } // unnamed namespace
97 unsigned int Actor::mActorCounter = 0;
101 /// Using a function because of library initialisation order. Vector3::ONE may not have been initialised yet.
102 inline const Vector3& GetDefaultSizeModeFactor()
107 /// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
108 inline const Vector2& GetDefaultPreferredSize()
110 return Vector2::ZERO;
113 /// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
114 inline const Vector2& GetDefaultDimensionPadding()
116 return Vector2::ZERO;
119 const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET;
121 } // unnamed namespace
124 * Struct to collect relayout variables
126 struct Actor::RelayoutData
129 : sizeModeFactor( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false )
131 // Set size negotiation defaults
132 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
134 resizePolicies[ i ] = ResizePolicy::DEFAULT;
135 negotiatedDimensions[ i ] = 0.0f;
136 dimensionNegotiated[ i ] = false;
137 dimensionDirty[ i ] = false;
138 dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
139 dimensionPadding[ i ] = GetDefaultDimensionPadding();
140 minimumSize[ i ] = 0.0f;
141 maximumSize[ i ] = FLT_MAX;
145 ResizePolicy::Type resizePolicies[ Dimension::DIMENSION_COUNT ]; ///< Resize policies
147 Dimension::Type dimensionDependencies[ Dimension::DIMENSION_COUNT ]; ///< A list of dimension dependencies
149 Vector2 dimensionPadding[ Dimension::DIMENSION_COUNT ]; ///< Padding for each dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
151 float negotiatedDimensions[ Dimension::DIMENSION_COUNT ]; ///< Storage for when a dimension is negotiated but before set on actor
153 float minimumSize[ Dimension::DIMENSION_COUNT ]; ///< The minimum size an actor can be
154 float maximumSize[ Dimension::DIMENSION_COUNT ]; ///< The maximum size an actor can be
156 bool dimensionNegotiated[ Dimension::DIMENSION_COUNT ]; ///< Has the dimension been negotiated
157 bool dimensionDirty[ Dimension::DIMENSION_COUNT ]; ///< Flags indicating whether the layout dimension is dirty or not
159 Vector3 sizeModeFactor; ///< Factor of size used for certain SizeModes
161 Vector2 preferredSize; ///< The preferred size of the actor
163 SizeScalePolicy::Type sizeSetPolicy :3; ///< Policy to apply when setting size. Enough room for the enum
165 bool relayoutEnabled :1; ///< Flag to specify if this actor should be included in size negotiation or not (defaults to true)
166 bool insideRelayout :1; ///< Locking flag to prevent recursive relayouts on size set
169 namespace // unnamed namespace
175 * We want to discourage the use of property strings (minimize string comparisons),
176 * particularly for the default properties.
177 * Name Type writable animatable constraint-input enum for index-checking
179 DALI_PROPERTY_TABLE_BEGIN
180 DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN )
181 DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X )
182 DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y )
183 DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z )
184 DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT )
185 DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X )
186 DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y )
187 DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z )
188 DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE )
189 DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH )
190 DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT )
191 DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH )
192 DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION )
193 DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X )
194 DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y )
195 DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z )
196 DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION )
197 DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X )
198 DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y )
199 DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z )
200 DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION )
201 DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION )
202 DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE )
203 DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X )
204 DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y )
205 DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z )
206 DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE )
207 DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE )
208 DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR )
209 DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED )
210 DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN )
211 DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE )
212 DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA )
213 DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR )
214 DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX )
215 DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME )
216 DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE )
217 DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED )
218 DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
219 DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE )
220 DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE )
221 DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE )
222 DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE )
223 DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
224 DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
225 DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
226 DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
227 DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
228 DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
229 DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING )
230 DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE )
231 DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE )
232 DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
236 const char* const SIGNAL_TOUCHED = "touched";
237 const char* const SIGNAL_HOVERED = "hovered";
238 const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
239 const char* const SIGNAL_ON_STAGE = "onStage";
240 const char* const SIGNAL_OFF_STAGE = "offStage";
244 const char* const ACTION_SHOW = "show";
245 const char* const ACTION_HIDE = "hide";
247 BaseHandle CreateActor()
249 return Dali::Actor::New();
252 TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor );
254 SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
255 SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
256 SignalConnectorType signalConnector3( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal );
257 SignalConnectorType signalConnector4( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal );
259 TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
260 TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
263 * @brief Extract a given dimension from a Vector2
265 * @param[in] values The values to extract from
266 * @param[in] dimension The dimension to extract
267 * @return Return the value for the dimension
269 float GetDimensionValue( const Vector2& values, Dimension::Type dimension )
273 case Dimension::WIDTH:
277 case Dimension::HEIGHT:
279 return values.height;
290 * @brief Extract a given dimension from a Vector3
292 * @param[in] values The values to extract from
293 * @param[in] dimension The dimension to extract
294 * @return Return the value for the dimension
296 float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
298 return GetDimensionValue( values.GetVectorXY(), dimension );
302 } // unnamed namespace
304 ActorPtr Actor::New()
306 ActorPtr actor( new Actor( BASIC ) );
308 // Second-phase construction
314 const std::string& Actor::GetName() const
319 void Actor::SetName( const std::string& name )
325 // ATTENTION: string for debug purposes is not thread safe.
326 DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( mNode ), name );
330 unsigned int Actor::GetId() const
335 void Actor::Attach( ActorAttachment& attachment )
337 DALI_ASSERT_DEBUG( !mAttachment && "An Actor can only have one attachment" );
341 attachment.Connect();
344 mAttachment = ActorAttachmentPtr( &attachment );
347 ActorAttachmentPtr Actor::GetAttachment()
352 bool Actor::OnStage() const
357 Dali::Layer Actor::GetLayer()
361 // Short-circuit for Layer derived actors
364 layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( this ) ); // static cast as we trust the flag
367 // Find the immediate Layer parent
368 for( Actor* parent = mParent; !layer && parent != NULL; parent = parent->GetParent() )
370 if( parent->IsLayer() )
372 layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( parent ) ); // static cast as we trust the flag
379 void Actor::Add( Actor& child )
381 DALI_ASSERT_ALWAYS( this != &child && "Cannot add actor to itself" );
382 DALI_ASSERT_ALWAYS( !child.IsRoot() && "Cannot add root actor" );
386 mChildren = new ActorContainer;
389 Actor* const oldParent( child.mParent );
391 // child might already be ours
392 if( this != oldParent )
394 // if we already have parent, unparent us first
397 oldParent->Remove( child ); // This causes OnChildRemove callback
399 // Old parent may need to readjust to missing child
400 if( oldParent->RelayoutDependentOnChildren() )
402 oldParent->RelayoutRequest();
406 // Guard against Add() during previous OnChildRemove callback
409 // Do this first, since user callbacks from within SetParent() may need to remove child
410 mChildren->push_back( ActorPtr( &child ) );
412 // SetParent asserts that child can be added
413 child.SetParent( this );
415 // Notification for derived classes
418 // Only put in a relayout request if there is a suitable dependency
419 if( RelayoutDependentOnChildren() )
427 void Actor::Remove( Actor& child )
429 if( (this == &child) || (!mChildren) )
431 // no children or removing itself
437 // Find the child in mChildren, and unparent it
438 ActorIter end = mChildren->end();
439 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
441 ActorPtr actor = (*iter);
443 if( actor.Get() == &child )
445 // Keep handle for OnChildRemove notification
448 // Do this first, since user callbacks from within SetParent() may need to add the child
449 mChildren->erase( iter );
451 DALI_ASSERT_DEBUG( actor->GetParent() == this );
452 actor->SetParent( NULL );
460 // Notification for derived classes
461 OnChildRemove( *(removed.Get()) );
463 // Only put in a relayout request if there is a suitable dependency
464 if( RelayoutDependentOnChildren() )
471 void Actor::Unparent()
475 // Remove this actor from the parent. The remove will put a relayout request in for
476 // the parent if required
477 mParent->Remove( *this );
478 // mParent is now NULL!
482 unsigned int Actor::GetChildCount() const
484 return ( NULL != mChildren ) ? mChildren->size() : 0;
487 ActorPtr Actor::GetChildAt( unsigned int index ) const
489 DALI_ASSERT_ALWAYS( index < GetChildCount() );
491 return ( ( mChildren ) ? ( *mChildren )[ index ] : ActorPtr() );
494 ActorPtr Actor::FindChildByName( const std::string& actorName )
497 if( actorName == mName )
503 ActorIter end = mChildren->end();
504 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
506 child = (*iter)->FindChildByName( actorName );
517 ActorPtr Actor::FindChildById( const unsigned int id )
526 ActorIter end = mChildren->end();
527 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
529 child = (*iter)->FindChildById( id );
540 void Actor::SetParentOrigin( const Vector3& origin )
544 // mNode is being used in a separate thread; queue a message to set the value & base value
545 SetParentOriginMessage( GetEventThreadServices(), *mNode, origin );
548 // Cache for event-thread access
551 // not allocated, check if different from default
552 if( ParentOrigin::DEFAULT != origin )
554 mParentOrigin = new Vector3( origin );
559 // check if different from current costs more than just set
560 *mParentOrigin = origin;
564 void Actor::SetParentOriginX( float x )
566 const Vector3& current = GetCurrentParentOrigin();
568 SetParentOrigin( Vector3( x, current.y, current.z ) );
571 void Actor::SetParentOriginY( float y )
573 const Vector3& current = GetCurrentParentOrigin();
575 SetParentOrigin( Vector3( current.x, y, current.z ) );
578 void Actor::SetParentOriginZ( float z )
580 const Vector3& current = GetCurrentParentOrigin();
582 SetParentOrigin( Vector3( current.x, current.y, z ) );
585 const Vector3& Actor::GetCurrentParentOrigin() const
587 // Cached for event-thread access
588 return ( mParentOrigin ) ? *mParentOrigin : ParentOrigin::DEFAULT;
591 void Actor::SetAnchorPoint( const Vector3& anchor )
595 // mNode is being used in a separate thread; queue a message to set the value & base value
596 SetAnchorPointMessage( GetEventThreadServices(), *mNode, anchor );
599 // Cache for event-thread access
602 // not allocated, check if different from default
603 if( AnchorPoint::DEFAULT != anchor )
605 mAnchorPoint = new Vector3( anchor );
610 // check if different from current costs more than just set
611 *mAnchorPoint = anchor;
615 void Actor::SetAnchorPointX( float x )
617 const Vector3& current = GetCurrentAnchorPoint();
619 SetAnchorPoint( Vector3( x, current.y, current.z ) );
622 void Actor::SetAnchorPointY( float y )
624 const Vector3& current = GetCurrentAnchorPoint();
626 SetAnchorPoint( Vector3( current.x, y, current.z ) );
629 void Actor::SetAnchorPointZ( float z )
631 const Vector3& current = GetCurrentAnchorPoint();
633 SetAnchorPoint( Vector3( current.x, current.y, z ) );
636 const Vector3& Actor::GetCurrentAnchorPoint() const
638 // Cached for event-thread access
639 return ( mAnchorPoint ) ? *mAnchorPoint : AnchorPoint::DEFAULT;
642 void Actor::SetPosition( float x, float y )
644 SetPosition( Vector3( x, y, 0.0f ) );
647 void Actor::SetPosition( float x, float y, float z )
649 SetPosition( Vector3( x, y, z ) );
652 void Actor::SetPosition( const Vector3& position )
654 mTargetPosition = position;
658 // mNode is being used in a separate thread; queue a message to set the value & base value
659 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::Bake, position );
663 void Actor::SetX( float x )
665 mTargetPosition.x = x;
669 // mNode is being used in a separate thread; queue a message to set the value & base value
670 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeX, x );
674 void Actor::SetY( float y )
676 mTargetPosition.y = y;
680 // mNode is being used in a separate thread; queue a message to set the value & base value
681 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeY, y );
685 void Actor::SetZ( float z )
687 mTargetPosition.z = z;
691 // mNode is being used in a separate thread; queue a message to set the value & base value
692 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeZ, z );
696 void Actor::TranslateBy( const Vector3& distance )
698 mTargetPosition += distance;
702 // mNode is being used in a separate thread; queue a message to set the value & base value
703 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeRelative, distance );
707 const Vector3& Actor::GetCurrentPosition() const
711 // mNode is being used in a separate thread; copy the value from the previous update
712 return mNode->GetPosition(GetEventThreadServices().GetEventBufferIndex());
715 return Vector3::ZERO;
718 const Vector3& Actor::GetTargetPosition() const
720 return mTargetPosition;
723 const Vector3& Actor::GetCurrentWorldPosition() const
727 // mNode is being used in a separate thread; copy the value from the previous update
728 return mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
731 return Vector3::ZERO;
734 void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
736 // this flag is not animatable so keep the value
737 mPositionInheritanceMode = mode;
740 // mNode is being used in a separate thread; queue a message to set the value
741 SetPositionInheritanceModeMessage( GetEventThreadServices(), *mNode, mode );
745 PositionInheritanceMode Actor::GetPositionInheritanceMode() const
747 // Cached for event-thread access
748 return mPositionInheritanceMode;
751 void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
753 Vector3 normalizedAxis( axis.x, axis.y, axis.z );
754 normalizedAxis.Normalize();
756 Quaternion orientation( angle, normalizedAxis );
758 SetOrientation( orientation );
761 void Actor::SetOrientation( const Quaternion& orientation )
765 // mNode is being used in a separate thread; queue a message to set the value & base value
766 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::Bake, orientation );
770 void Actor::RotateBy( const Radian& angle, const Vector3& axis )
774 // mNode is being used in a separate thread; queue a message to set the value & base value
775 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, Quaternion(angle, axis) );
779 void Actor::RotateBy( const Quaternion& relativeRotation )
783 // mNode is being used in a separate thread; queue a message to set the value & base value
784 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, relativeRotation );
788 const Quaternion& Actor::GetCurrentOrientation() const
792 // mNode is being used in a separate thread; copy the value from the previous update
793 return mNode->GetOrientation(GetEventThreadServices().GetEventBufferIndex());
796 return Quaternion::IDENTITY;
799 const Quaternion& Actor::GetCurrentWorldOrientation() const
803 // mNode is being used in a separate thread; copy the value from the previous update
804 return mNode->GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() );
807 return Quaternion::IDENTITY;
810 void Actor::SetScale( float scale )
812 SetScale( Vector3( scale, scale, scale ) );
815 void Actor::SetScale( float x, float y, float z )
817 SetScale( Vector3( x, y, z ) );
820 void Actor::SetScale( const Vector3& scale )
824 // mNode is being used in a separate thread; queue a message to set the value & base value
825 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::Bake, scale );
829 void Actor::SetScaleX( float x )
833 // mNode is being used in a separate thread; queue a message to set the value & base value
834 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeX, x );
838 void Actor::SetScaleY( float y )
842 // mNode is being used in a separate thread; queue a message to set the value & base value
843 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeY, y );
847 void Actor::SetScaleZ( float z )
851 // mNode is being used in a separate thread; queue a message to set the value & base value
852 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeZ, z );
856 void Actor::ScaleBy(const Vector3& relativeScale)
860 // mNode is being used in a separate thread; queue a message to set the value & base value
861 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeRelativeMultiply, relativeScale );
865 const Vector3& Actor::GetCurrentScale() const
869 // mNode is being used in a separate thread; copy the value from the previous update
870 return mNode->GetScale(GetEventThreadServices().GetEventBufferIndex());
876 const Vector3& Actor::GetCurrentWorldScale() const
880 // mNode is being used in a separate thread; copy the value from the previous update
881 return mNode->GetWorldScale( GetEventThreadServices().GetEventBufferIndex() );
887 void Actor::SetInheritScale( bool inherit )
889 // non animateable so keep local copy
890 mInheritScale = inherit;
893 // mNode is being used in a separate thread; queue a message to set the value
894 SetInheritScaleMessage( GetEventThreadServices(), *mNode, inherit );
898 bool Actor::IsScaleInherited() const
900 return mInheritScale;
903 Matrix Actor::GetCurrentWorldMatrix() const
907 // World matrix is no longer updated unless there is something observing the node.
908 // Need to calculate it from node's world position, orientation and scale:
909 BufferIndex updateBufferIndex = GetEventThreadServices().GetEventBufferIndex();
910 Matrix worldMatrix(false);
911 worldMatrix.SetTransformComponents( mNode->GetWorldScale( updateBufferIndex ),
912 mNode->GetWorldOrientation( updateBufferIndex ),
913 mNode->GetWorldPosition( updateBufferIndex ) );
917 return Matrix::IDENTITY;
920 void Actor::SetVisible( bool visible )
924 // mNode is being used in a separate thread; queue a message to set the value & base value
925 SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
929 bool Actor::IsVisible() const
933 // mNode is being used in a separate thread; copy the value from the previous update
934 return mNode->IsVisible( GetEventThreadServices().GetEventBufferIndex() );
940 void Actor::SetOpacity( float opacity )
944 // mNode is being used in a separate thread; queue a message to set the value & base value
945 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeW, opacity );
949 float Actor::GetCurrentOpacity() const
953 // mNode is being used in a separate thread; copy the value from the previous update
954 return mNode->GetOpacity(GetEventThreadServices().GetEventBufferIndex());
960 const Vector4& Actor::GetCurrentWorldColor() const
964 return mNode->GetWorldColor( GetEventThreadServices().GetEventBufferIndex() );
970 void Actor::SetColor( const Vector4& color )
974 // mNode is being used in a separate thread; queue a message to set the value & base value
975 SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::Bake, color );
979 void Actor::SetColorRed( float red )
983 // mNode is being used in a separate thread; queue a message to set the value & base value
984 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeX, red );
988 void Actor::SetColorGreen( float green )
992 // mNode is being used in a separate thread; queue a message to set the value & base value
993 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeY, green );
997 void Actor::SetColorBlue( float blue )
1001 // mNode is being used in a separate thread; queue a message to set the value & base value
1002 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeZ, blue );
1006 const Vector4& Actor::GetCurrentColor() const
1010 // mNode is being used in a separate thread; copy the value from the previous update
1011 return mNode->GetColor(GetEventThreadServices().GetEventBufferIndex());
1014 return Color::WHITE;
1017 void Actor::SetInheritOrientation( bool inherit )
1019 // non animateable so keep local copy
1020 mInheritOrientation = inherit;
1023 // mNode is being used in a separate thread; queue a message to set the value
1024 SetInheritOrientationMessage( GetEventThreadServices(), *mNode, inherit );
1028 bool Actor::IsOrientationInherited() const
1030 return mInheritOrientation;
1033 void Actor::SetSizeModeFactor( const Vector3& factor )
1035 EnsureRelayoutData();
1037 mRelayoutData->sizeModeFactor = factor;
1040 const Vector3& Actor::GetSizeModeFactor() const
1042 if ( mRelayoutData )
1044 return mRelayoutData->sizeModeFactor;
1047 return GetDefaultSizeModeFactor();
1050 void Actor::SetColorMode( ColorMode colorMode )
1052 // non animateable so keep local copy
1053 mColorMode = colorMode;
1056 // mNode is being used in a separate thread; queue a message to set the value
1057 SetColorModeMessage( GetEventThreadServices(), *mNode, colorMode );
1061 ColorMode Actor::GetColorMode() const
1063 // we have cached copy
1067 void Actor::SetSize( float width, float height )
1069 SetSize( Vector2( width, height ) );
1072 void Actor::SetSize( float width, float height, float depth )
1074 SetSize( Vector3( width, height, depth ) );
1077 void Actor::SetSize( const Vector2& size )
1079 SetSize( Vector3( size.width, size.height, 0.f ) );
1082 void Actor::SetSizeInternal( const Vector2& size )
1084 SetSizeInternal( Vector3( size.width, size.height, 0.f ) );
1087 void Actor::SetSize( const Vector3& size )
1089 if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
1091 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
1092 SetPreferredSize( size.GetVectorXY() );
1096 SetSizeInternal( size );
1100 void Actor::SetSizeInternal( const Vector3& size )
1102 // dont allow recursive loop
1103 DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" );
1104 // 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
1105 if( ( NULL != mNode )&&
1106 ( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )||
1107 ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
1108 ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 ) ) )
1112 // mNode is being used in a separate thread; queue a message to set the value & base value
1113 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::Bake, mTargetSize );
1115 // Notification for derived classes
1116 mInsideOnSizeSet = true;
1117 OnSizeSet( mTargetSize );
1118 mInsideOnSizeSet = false;
1120 // Raise a relayout request if the flag is not locked
1121 if( mRelayoutData && !mRelayoutData->insideRelayout )
1128 void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize )
1130 mTargetSize = targetSize;
1132 // Notify deriving classes
1133 OnSizeAnimation( animation, mTargetSize );
1136 void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
1138 if ( Dali::Actor::Property::SIZE_WIDTH == property )
1140 mTargetSize.width = targetSize;
1142 else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
1144 mTargetSize.height = targetSize;
1146 // Notify deriving classes
1147 OnSizeAnimation( animation, mTargetSize );
1150 void Actor::SetWidth( float width )
1154 // mNode is being used in a separate thread; queue a message to set the value & base value
1155 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeX, width );
1159 void Actor::SetHeight( float height )
1163 // mNode is being used in a separate thread; queue a message to set the value & base value
1164 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeY, height );
1168 void Actor::SetDepth( float depth )
1172 // mNode is being used in a separate thread; queue a message to set the value & base value
1173 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeZ, depth );
1177 const Vector3& Actor::GetTargetSize() const
1182 const Vector3& Actor::GetCurrentSize() const
1186 // mNode is being used in a separate thread; copy the value from the previous update
1187 return mNode->GetSize( GetEventThreadServices().GetEventBufferIndex() );
1190 return Vector3::ZERO;
1193 Vector3 Actor::GetNaturalSize() const
1195 // It is up to deriving classes to return the appropriate natural size
1196 return Vector3( 0.0f, 0.0f, 0.0f );
1199 void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
1201 EnsureRelayoutData();
1203 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1205 if( dimension & ( 1 << i ) )
1207 mRelayoutData->resizePolicies[ i ] = policy;
1211 if( policy == ResizePolicy::DIMENSION_DEPENDENCY )
1213 if( dimension & Dimension::WIDTH )
1215 SetDimensionDependency( Dimension::WIDTH, Dimension::HEIGHT );
1218 if( dimension & Dimension::HEIGHT )
1220 SetDimensionDependency( Dimension::HEIGHT, Dimension::WIDTH );
1224 // If calling SetResizePolicy, assume we want relayout enabled
1225 SetRelayoutEnabled( true );
1227 OnSetResizePolicy( policy, dimension );
1229 // Trigger relayout on this control
1233 ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
1235 if ( mRelayoutData )
1237 // If more than one dimension is requested, just return the first one found
1238 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1240 if( ( dimension & ( 1 << i ) ) )
1242 return mRelayoutData->resizePolicies[ i ];
1247 return ResizePolicy::DEFAULT;
1250 void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy )
1252 EnsureRelayoutData();
1254 mRelayoutData->sizeSetPolicy = policy;
1257 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
1259 if ( mRelayoutData )
1261 return mRelayoutData->sizeSetPolicy;
1264 return DEFAULT_SIZE_SCALE_POLICY;
1267 void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
1269 EnsureRelayoutData();
1271 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1273 if( dimension & ( 1 << i ) )
1275 mRelayoutData->dimensionDependencies[ i ] = dependency;
1280 Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const
1282 if ( mRelayoutData )
1284 // If more than one dimension is requested, just return the first one found
1285 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1287 if( ( dimension & ( 1 << i ) ) )
1289 return mRelayoutData->dimensionDependencies[ i ];
1294 return Dimension::ALL_DIMENSIONS; // Default
1297 void Actor::SetRelayoutEnabled( bool relayoutEnabled )
1299 // If relayout data has not been allocated yet and the client is requesting
1300 // to disable it, do nothing
1301 if( mRelayoutData || relayoutEnabled )
1303 EnsureRelayoutData();
1305 mRelayoutData->relayoutEnabled = relayoutEnabled;
1309 bool Actor::IsRelayoutEnabled() const
1311 // Assume that if relayout data has not been allocated yet then
1312 // relayout is disabled
1313 return mRelayoutData && mRelayoutData->relayoutEnabled;
1316 void Actor::SetLayoutDirty( bool dirty, Dimension::Type dimension )
1318 EnsureRelayoutData();
1320 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1322 if( dimension & ( 1 << i ) )
1324 mRelayoutData->dimensionDirty[ i ] = dirty;
1329 bool Actor::IsLayoutDirty( Dimension::Type dimension ) const
1331 if ( mRelayoutData )
1333 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1335 if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
1345 bool Actor::RelayoutPossible( Dimension::Type dimension ) const
1347 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty( dimension );
1350 bool Actor::RelayoutRequired( Dimension::Type dimension ) const
1352 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
1355 unsigned int Actor::AddRenderer( Renderer& renderer )
1359 mRenderers = new RendererContainer;
1362 unsigned int index = mRenderers->size();
1363 RendererPtr rendererPtr = RendererPtr( &renderer );
1364 mRenderers->push_back( rendererPtr );
1365 AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
1369 rendererPtr->Connect();
1375 unsigned int Actor::GetRendererCount() const
1377 unsigned int rendererCount(0);
1380 rendererCount = mRenderers->size();
1383 return rendererCount;
1386 RendererPtr Actor::GetRendererAt( unsigned int index )
1388 RendererPtr renderer;
1389 if( index < GetRendererCount() )
1391 renderer = ( *mRenderers )[ index ];
1397 void Actor::RemoveRenderer( Renderer& renderer )
1401 RendererIter end = mRenderers->end();
1402 for( RendererIter iter = mRenderers->begin(); iter != end; ++iter )
1404 if( (*iter).Get() == &renderer )
1406 mRenderers->erase( iter );
1407 RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
1414 void Actor::RemoveRenderer( unsigned int index )
1416 if( index < GetRendererCount() )
1418 RendererPtr renderer = ( *mRenderers )[ index ];
1419 RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() );
1420 mRenderers->erase( mRenderers->begin()+index );
1424 void Actor::SetOverlay( bool enable )
1426 // Setting STENCIL will override OVERLAY_2D
1427 if( DrawMode::STENCIL != mDrawMode )
1429 SetDrawMode( enable ? DrawMode::OVERLAY_2D : DrawMode::NORMAL );
1433 bool Actor::IsOverlay() const
1435 return ( DrawMode::OVERLAY_2D == mDrawMode );
1438 void Actor::SetDrawMode( DrawMode::Type drawMode )
1440 // this flag is not animatable so keep the value
1441 mDrawMode = drawMode;
1444 // mNode is being used in a separate thread; queue a message to set the value
1445 SetDrawModeMessage( GetEventThreadServices(), *mNode, drawMode );
1449 DrawMode::Type Actor::GetDrawMode() const
1454 bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const
1456 // only valid when on-stage
1457 StagePtr stage = Stage::GetCurrent();
1458 if( stage && OnStage() )
1460 const RenderTaskList& taskList = stage->GetRenderTaskList();
1462 Vector2 converted( screenX, screenY );
1464 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1465 const int taskCount = taskList.GetTaskCount();
1466 for( int i = taskCount - 1; i >= 0; --i )
1468 Dali::RenderTask task = taskList.GetTask( i );
1469 if( ScreenToLocal( Dali::GetImplementation( task ), localX, localY, screenX, screenY ) )
1471 // found a task where this conversion was ok so return
1479 bool Actor::ScreenToLocal( RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const
1481 bool retval = false;
1482 // only valid when on-stage
1485 CameraActor* camera = renderTask.GetCameraActor();
1489 renderTask.GetViewport( viewport );
1491 // need to translate coordinates to render tasks coordinate space
1492 Vector2 converted( screenX, screenY );
1493 if( renderTask.TranslateCoordinates( converted ) )
1495 retval = ScreenToLocal( camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y );
1502 bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY ) const
1504 // Early-out if mNode is NULL
1510 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1512 // Calculate the ModelView matrix
1513 Matrix modelView( false/*don't init*/);
1514 // need to use the components as world matrix is only updated for actors that need it
1515 modelView.SetTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
1516 Matrix::Multiply( modelView, modelView, viewMatrix );
1518 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
1519 Matrix invertedMvp( false/*don't init*/);
1520 Matrix::Multiply( invertedMvp, modelView, projectionMatrix );
1521 bool success = invertedMvp.Invert();
1523 // Convert to GL coordinates
1524 Vector4 screenPos( screenX - viewport.x, viewport.height - ( screenY - viewport.y ), 0.f, 1.f );
1529 success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, nearPos );
1536 success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, farPos );
1542 if( XyPlaneIntersect( nearPos, farPos, local ) )
1544 Vector3 size = GetCurrentSize();
1545 localX = local.x + size.x * 0.5f;
1546 localY = local.y + size.y * 0.5f;
1557 bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const
1560 http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
1562 Mathematical Formulation
1564 Given the above mentioned sphere, a point 'p' lies on the surface of the sphere if
1566 ( p - c ) dot ( p - c ) = r^2
1568 Given a ray with a point of origin 'o', and a direction vector 'd':
1570 ray(t) = o + td, t >= 0
1572 we can find the t at which the ray intersects the sphere by setting ray(t) equal to 'p'
1574 (o + td - c ) dot ( o + td - c ) = r^2
1576 To solve for t we first expand the above into a more recognisable quadratic equation form
1578 ( d dot d )t^2 + 2( o - c ) dot dt + ( o - c ) dot ( o - c ) - r^2 = 0
1587 B = 2( o - c ) dot d
1588 C = ( o - c ) dot ( o - c ) - r^2
1590 which can be solved using a standard quadratic formula.
1592 Note that in the absence of positive, real, roots, the ray does not intersect the sphere.
1594 Practical Simplification
1596 In a renderer, we often differentiate between world space and object space. In the object space
1597 of a sphere it is centred at origin, meaning that if we first transform the ray from world space
1598 into object space, the mathematical solution presented above can be simplified significantly.
1600 If a sphere is centred at origin, a point 'p' lies on a sphere of radius r2 if
1604 and we can find the t at which the (transformed) ray intersects the sphere by
1606 ( o + td ) dot ( o + td ) = r^2
1608 According to the reasoning above, we expand the above quadratic equation into the general form
1612 which now has coefficients:
1619 // Early out if mNode is NULL
1625 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1627 // Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
1628 const Vector3& translation( mNode->GetWorldPosition( bufferIndex ) );
1629 Vector3 rayOriginLocal( rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z );
1631 // Compute the radius is not needed, square radius it's enough.
1632 const Vector3& size( mNode->GetSize( bufferIndex ) );
1634 // Scale the sphere.
1635 const Vector3& scale( mNode->GetWorldScale( bufferIndex ) );
1637 const float width = size.width * scale.width;
1638 const float height = size.height * scale.height;
1640 float squareSphereRadius = 0.5f * ( width * width + height * height );
1642 float a = rayDir.Dot( rayDir ); // a
1643 float b2 = rayDir.Dot( rayOriginLocal ); // b/2
1644 float c = rayOriginLocal.Dot( rayOriginLocal ) - squareSphereRadius; // c
1646 return ( b2 * b2 - a * c ) >= 0.f;
1649 bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const
1656 // Transforms the ray to the local reference system.
1657 // Calculate the inverse of Model matrix
1658 Matrix invModelMatrix( false/*don't init*/);
1660 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1661 // need to use the components as world matrix is only updated for actors that need it
1662 invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
1664 Vector4 rayOriginLocal( invModelMatrix * rayOrigin );
1665 Vector4 rayDirLocal( invModelMatrix * rayDir - invModelMatrix.GetTranslation() );
1667 // Test with the actor's XY plane (Normal = 0 0 1 1).
1669 float a = -rayOriginLocal.z;
1670 float b = rayDirLocal.z;
1672 if( fabsf( b ) > Math::MACHINE_EPSILON_1 )
1674 // Ray travels distance * rayDirLocal to intersect with plane.
1677 const Vector3& size = mNode->GetSize( bufferIndex );
1679 hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
1680 hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
1682 // Test with the actor's geometry.
1683 hit = ( hitPointLocal.x >= 0.f ) && ( hitPointLocal.x <= size.x ) && ( hitPointLocal.y >= 0.f ) && ( hitPointLocal.y <= size.y );
1690 void Actor::SetLeaveRequired( bool required )
1692 mLeaveRequired = required;
1695 bool Actor::GetLeaveRequired() const
1697 return mLeaveRequired;
1700 void Actor::SetKeyboardFocusable( bool focusable )
1702 mKeyboardFocusable = focusable;
1705 bool Actor::IsKeyboardFocusable() const
1707 return mKeyboardFocusable;
1710 bool Actor::GetTouchRequired() const
1712 return !mTouchedSignal.Empty() || mDerivedRequiresTouch;
1715 bool Actor::GetHoverRequired() const
1717 return !mHoveredSignal.Empty() || mDerivedRequiresHover;
1720 bool Actor::GetWheelEventRequired() const
1722 return !mWheelEventSignal.Empty() || mDerivedRequiresWheelEvent;
1725 bool Actor::IsHittable() const
1727 return IsSensitive() && IsVisible() && ( GetCurrentWorldColor().a > FULLY_TRANSPARENT ) && IsNodeConnected();
1730 ActorGestureData& Actor::GetGestureData()
1732 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1733 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1734 if( NULL == mGestureData )
1736 mGestureData = new ActorGestureData;
1738 return *mGestureData;
1741 bool Actor::IsGestureRequred( Gesture::Type type ) const
1743 return mGestureData && mGestureData->IsGestureRequred( type );
1746 bool Actor::EmitTouchEventSignal( const TouchEvent& event )
1748 bool consumed = false;
1750 if( !mTouchedSignal.Empty() )
1752 Dali::Actor handle( this );
1753 consumed = mTouchedSignal.Emit( handle, event );
1758 // Notification for derived classes
1759 consumed = OnTouchEvent( event );
1765 bool Actor::EmitHoverEventSignal( const HoverEvent& event )
1767 bool consumed = false;
1769 if( !mHoveredSignal.Empty() )
1771 Dali::Actor handle( this );
1772 consumed = mHoveredSignal.Emit( handle, event );
1777 // Notification for derived classes
1778 consumed = OnHoverEvent( event );
1784 bool Actor::EmitWheelEventSignal( const WheelEvent& event )
1786 bool consumed = false;
1788 if( !mWheelEventSignal.Empty() )
1790 Dali::Actor handle( this );
1791 consumed = mWheelEventSignal.Emit( handle, event );
1796 // Notification for derived classes
1797 consumed = OnWheelEvent( event );
1803 Dali::Actor::TouchSignalType& Actor::TouchedSignal()
1805 return mTouchedSignal;
1808 Dali::Actor::HoverSignalType& Actor::HoveredSignal()
1810 return mHoveredSignal;
1813 Dali::Actor::WheelEventSignalType& Actor::WheelEventSignal()
1815 return mWheelEventSignal;
1818 Dali::Actor::OnStageSignalType& Actor::OnStageSignal()
1820 return mOnStageSignal;
1823 Dali::Actor::OffStageSignalType& Actor::OffStageSignal()
1825 return mOffStageSignal;
1828 Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
1830 return mOnRelayoutSignal;
1833 bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1835 bool connected( true );
1836 Actor* actor = dynamic_cast< Actor* >( object );
1838 if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
1840 actor->TouchedSignal().Connect( tracker, functor );
1842 else if( 0 == signalName.compare( SIGNAL_HOVERED ) )
1844 actor->HoveredSignal().Connect( tracker, functor );
1846 else if( 0 == signalName.compare( SIGNAL_WHEEL_EVENT ) )
1848 actor->WheelEventSignal().Connect( tracker, functor );
1850 else if( 0 == signalName.compare( SIGNAL_ON_STAGE ) )
1852 actor->OnStageSignal().Connect( tracker, functor );
1854 else if( 0 == signalName.compare( SIGNAL_OFF_STAGE ) )
1856 actor->OffStageSignal().Connect( tracker, functor );
1860 // signalName does not match any signal
1867 Actor::Actor( DerivedType derivedType )
1872 mParentOrigin( NULL ),
1873 mAnchorPoint( NULL ),
1874 mRelayoutData( NULL ),
1875 mGestureData( NULL ),
1877 mTargetSize( 0.0f, 0.0f, 0.0f ),
1879 mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
1881 mIsRoot( ROOT_LAYER == derivedType ),
1882 mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
1883 mIsOnStage( false ),
1885 mLeaveRequired( false ),
1886 mKeyboardFocusable( false ),
1887 mDerivedRequiresTouch( false ),
1888 mDerivedRequiresHover( false ),
1889 mDerivedRequiresWheelEvent( false ),
1890 mOnStageSignalled( false ),
1891 mInsideOnSizeSet( false ),
1892 mInheritOrientation( true ),
1893 mInheritScale( true ),
1894 mDrawMode( DrawMode::NORMAL ),
1895 mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
1896 mColorMode( Node::DEFAULT_COLOR_MODE )
1900 void Actor::Initialize()
1903 SceneGraph::Node* node = CreateNode();
1905 AddNodeMessage( GetEventThreadServices().GetUpdateManager(), *node ); // Pass ownership to scene-graph
1906 mNode = node; // Keep raw-pointer to Node
1910 GetEventThreadServices().RegisterObject( this );
1915 // Remove mParent pointers from children even if we're destroying core,
1916 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1919 ActorConstIter endIter = mChildren->end();
1920 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
1922 (*iter)->SetParent( NULL );
1928 // Guard to allow handle destruction after Core has been destroyed
1929 if( EventThreadServices::IsCoreRunning() )
1933 DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
1934 mNode = NULL; // Node is about to be destroyed
1937 GetEventThreadServices().UnregisterObject( this );
1940 // Cleanup optional gesture data
1941 delete mGestureData;
1943 // Cleanup optional parent origin and anchor
1944 delete mParentOrigin;
1945 delete mAnchorPoint;
1947 // Delete optional relayout data
1950 delete mRelayoutData;
1954 void Actor::ConnectToStage( unsigned int parentDepth )
1956 // This container is used instead of walking the Actor hierarchy.
1957 // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks.
1958 ActorContainer connectionList;
1960 // This stage is atomic i.e. not interrupted by user callbacks.
1961 RecursiveConnectToStage( connectionList, parentDepth + 1 );
1963 // Notify applications about the newly connected actors.
1964 const ActorIter endIter = connectionList.end();
1965 for( ActorIter iter = connectionList.begin(); iter != endIter; ++iter )
1967 (*iter)->NotifyStageConnection();
1973 void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth )
1975 DALI_ASSERT_ALWAYS( !OnStage() );
1980 ConnectToSceneGraph();
1982 // Notification for internal derived classes
1983 OnStageConnectionInternal();
1985 // This stage is atomic; avoid emitting callbacks until all Actors are connected
1986 connectionList.push_back( ActorPtr( this ) );
1988 // Recursively connect children
1991 ActorConstIter endIter = mChildren->end();
1992 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
1994 (*iter)->RecursiveConnectToStage( connectionList, depth+1 );
2000 * This method is called when the Actor is connected to the Stage.
2001 * The parent must have added its Node to the scene-graph.
2002 * The child must connect its Node to the parent's Node.
2003 * This is recursive; the child calls ConnectToStage() for its children.
2005 void Actor::ConnectToSceneGraph()
2007 DALI_ASSERT_DEBUG( mNode != NULL); DALI_ASSERT_DEBUG( mParent != NULL); DALI_ASSERT_DEBUG( mParent->mNode != NULL );
2011 // Reparent Node in next Update
2012 ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode );
2015 // Notify attachment
2018 mAttachment->Connect();
2021 unsigned int rendererCount( GetRendererCount() );
2022 for( unsigned int i(0); i<rendererCount; ++i )
2024 GetRendererAt(i)->Connect();
2027 // Request relayout on all actors that are added to the scenegraph
2030 // Notification for Object::Observers
2034 void Actor::NotifyStageConnection()
2036 // Actors can be removed (in a callback), before the on-stage stage is reported.
2037 // The actor may also have been reparented, in which case mOnStageSignalled will be true.
2038 if( OnStage() && !mOnStageSignalled )
2040 // Notification for external (CustomActor) derived classes
2041 OnStageConnectionExternal( mDepth );
2043 if( !mOnStageSignal.Empty() )
2045 Dali::Actor handle( this );
2046 mOnStageSignal.Emit( handle );
2049 // Guard against Remove during callbacks
2052 mOnStageSignalled = true; // signal required next time Actor is removed
2057 void Actor::DisconnectFromStage()
2059 // This container is used instead of walking the Actor hierachy.
2060 // It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks.
2061 ActorContainer disconnectionList;
2063 // This stage is atomic i.e. not interrupted by user callbacks
2064 RecursiveDisconnectFromStage( disconnectionList );
2066 // Notify applications about the newly disconnected actors.
2067 const ActorIter endIter = disconnectionList.end();
2068 for( ActorIter iter = disconnectionList.begin(); iter != endIter; ++iter )
2070 (*iter)->NotifyStageDisconnection();
2074 void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList )
2076 DALI_ASSERT_ALWAYS( OnStage() );
2078 // Recursively disconnect children
2081 ActorConstIter endIter = mChildren->end();
2082 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
2084 (*iter)->RecursiveDisconnectFromStage( disconnectionList );
2088 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
2089 disconnectionList.push_back( ActorPtr( this ) );
2091 // Notification for internal derived classes
2092 OnStageDisconnectionInternal();
2094 DisconnectFromSceneGraph();
2100 * This method is called by an actor or its parent, before a node removal message is sent.
2101 * This is recursive; the child calls DisconnectFromStage() for its children.
2103 void Actor::DisconnectFromSceneGraph()
2105 // Notification for Object::Observers
2106 OnSceneObjectRemove();
2108 // Notify attachment
2111 mAttachment->Disconnect();
2114 unsigned int rendererCount( GetRendererCount() );
2115 for( unsigned int i(0); i<rendererCount; ++i )
2117 GetRendererAt(i)->Disconnect();
2121 void Actor::NotifyStageDisconnection()
2123 // Actors can be added (in a callback), before the off-stage state is reported.
2124 // Also if the actor was added & removed before mOnStageSignalled was set, then we don't notify here.
2125 // only do this step if there is a stage, i.e. Core is not being shut down
2126 if ( EventThreadServices::IsCoreRunning() && !OnStage() && mOnStageSignalled )
2128 // Notification for external (CustomeActor) derived classes
2129 OnStageDisconnectionExternal();
2131 if( !mOffStageSignal.Empty() )
2133 Dali::Actor handle( this );
2134 mOffStageSignal.Emit( handle );
2137 // Guard against Add during callbacks
2140 mOnStageSignalled = false; // signal required next time Actor is added
2145 bool Actor::IsNodeConnected() const
2147 bool connected( false );
2149 if( OnStage() && ( NULL != mNode ) )
2151 if( IsRoot() || mNode->GetParent() )
2160 unsigned int Actor::GetDefaultPropertyCount() const
2162 return DEFAULT_PROPERTY_COUNT;
2165 void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
2167 indices.Reserve( DEFAULT_PROPERTY_COUNT );
2169 for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
2171 indices.PushBack( i );
2175 const char* Actor::GetDefaultPropertyName( Property::Index index ) const
2177 if( index < DEFAULT_PROPERTY_COUNT )
2179 return DEFAULT_PROPERTY_DETAILS[ index ].name;
2185 Property::Index Actor::GetDefaultPropertyIndex( const std::string& name ) const
2187 Property::Index index = Property::INVALID_INDEX;
2189 // Look for name in default properties
2190 for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
2192 const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
2193 if( 0 == name.compare( property->name ) )
2203 bool Actor::IsDefaultPropertyWritable( Property::Index index ) const
2205 if( index < DEFAULT_PROPERTY_COUNT )
2207 return DEFAULT_PROPERTY_DETAILS[ index ].writable;
2213 bool Actor::IsDefaultPropertyAnimatable( Property::Index index ) const
2215 if( index < DEFAULT_PROPERTY_COUNT )
2217 return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
2223 bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
2225 if( index < DEFAULT_PROPERTY_COUNT )
2227 return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
2233 Property::Type Actor::GetDefaultPropertyType( Property::Index index ) const
2235 if( index < DEFAULT_PROPERTY_COUNT )
2237 return DEFAULT_PROPERTY_DETAILS[ index ].type;
2240 // index out of range...return Property::NONE
2241 return Property::NONE;
2244 void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property )
2248 case Dali::Actor::Property::PARENT_ORIGIN:
2250 SetParentOrigin( property.Get< Vector3 >() );
2254 case Dali::Actor::Property::PARENT_ORIGIN_X:
2256 SetParentOriginX( property.Get< float >() );
2260 case Dali::Actor::Property::PARENT_ORIGIN_Y:
2262 SetParentOriginY( property.Get< float >() );
2266 case Dali::Actor::Property::PARENT_ORIGIN_Z:
2268 SetParentOriginZ( property.Get< float >() );
2272 case Dali::Actor::Property::ANCHOR_POINT:
2274 SetAnchorPoint( property.Get< Vector3 >() );
2278 case Dali::Actor::Property::ANCHOR_POINT_X:
2280 SetAnchorPointX( property.Get< float >() );
2284 case Dali::Actor::Property::ANCHOR_POINT_Y:
2286 SetAnchorPointY( property.Get< float >() );
2290 case Dali::Actor::Property::ANCHOR_POINT_Z:
2292 SetAnchorPointZ( property.Get< float >() );
2296 case Dali::Actor::Property::SIZE:
2298 SetSize( property.Get< Vector3 >() );
2302 case Dali::Actor::Property::SIZE_WIDTH:
2304 SetWidth( property.Get< float >() );
2308 case Dali::Actor::Property::SIZE_HEIGHT:
2310 SetHeight( property.Get< float >() );
2314 case Dali::Actor::Property::SIZE_DEPTH:
2316 SetDepth( property.Get< float >() );
2320 case Dali::Actor::Property::POSITION:
2322 SetPosition( property.Get< Vector3 >() );
2326 case Dali::Actor::Property::POSITION_X:
2328 SetX( property.Get< float >() );
2332 case Dali::Actor::Property::POSITION_Y:
2334 SetY( property.Get< float >() );
2338 case Dali::Actor::Property::POSITION_Z:
2340 SetZ( property.Get< float >() );
2344 case Dali::Actor::Property::ORIENTATION:
2346 SetOrientation( property.Get< Quaternion >() );
2350 case Dali::Actor::Property::SCALE:
2352 SetScale( property.Get< Vector3 >() );
2356 case Dali::Actor::Property::SCALE_X:
2358 SetScaleX( property.Get< float >() );
2362 case Dali::Actor::Property::SCALE_Y:
2364 SetScaleY( property.Get< float >() );
2368 case Dali::Actor::Property::SCALE_Z:
2370 SetScaleZ( property.Get< float >() );
2374 case Dali::Actor::Property::VISIBLE:
2376 SetVisible( property.Get< bool >() );
2380 case Dali::Actor::Property::COLOR:
2382 SetColor( property.Get< Vector4 >() );
2386 case Dali::Actor::Property::COLOR_RED:
2388 SetColorRed( property.Get< float >() );
2392 case Dali::Actor::Property::COLOR_GREEN:
2394 SetColorGreen( property.Get< float >() );
2398 case Dali::Actor::Property::COLOR_BLUE:
2400 SetColorBlue( property.Get< float >() );
2404 case Dali::Actor::Property::COLOR_ALPHA:
2406 SetOpacity( property.Get< float >() );
2410 case Dali::Actor::Property::NAME:
2412 SetName( property.Get< std::string >() );
2416 case Dali::Actor::Property::SENSITIVE:
2418 SetSensitive( property.Get< bool >() );
2422 case Dali::Actor::Property::LEAVE_REQUIRED:
2424 SetLeaveRequired( property.Get< bool >() );
2428 case Dali::Actor::Property::INHERIT_ORIENTATION:
2430 SetInheritOrientation( property.Get< bool >() );
2434 case Dali::Actor::Property::INHERIT_SCALE:
2436 SetInheritScale( property.Get< bool >() );
2440 case Dali::Actor::Property::COLOR_MODE:
2442 SetColorMode( Scripting::GetColorMode( property.Get< std::string >() ) );
2446 case Dali::Actor::Property::POSITION_INHERITANCE:
2448 SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get< std::string >() ) );
2452 case Dali::Actor::Property::DRAW_MODE:
2454 SetDrawMode( Scripting::GetDrawMode( property.Get< std::string >() ) );
2458 case Dali::Actor::Property::SIZE_MODE_FACTOR:
2460 SetSizeModeFactor( property.Get< Vector3 >() );
2464 case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
2466 ResizePolicy::Type type;
2467 if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
2469 SetResizePolicy( type, Dimension::WIDTH );
2474 case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
2476 ResizePolicy::Type type;
2477 if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
2479 SetResizePolicy( type, Dimension::HEIGHT );
2484 case Dali::Actor::Property::SIZE_SCALE_POLICY:
2486 SizeScalePolicy::Type type;
2487 if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount, type ) )
2489 SetSizeScalePolicy( type );
2494 case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
2496 if( property.Get< bool >() )
2498 SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
2503 case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
2505 if( property.Get< bool >() )
2507 SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
2512 case Dali::Actor::Property::PADDING:
2514 Vector4 padding = property.Get< Vector4 >();
2515 SetPadding( Vector2( padding.x, padding.y ), Dimension::WIDTH );
2516 SetPadding( Vector2( padding.z, padding.w ), Dimension::HEIGHT );
2520 case Dali::Actor::Property::MINIMUM_SIZE:
2522 Vector2 size = property.Get< Vector2 >();
2523 SetMinimumSize( size.x, Dimension::WIDTH );
2524 SetMinimumSize( size.y, Dimension::HEIGHT );
2528 case Dali::Actor::Property::MAXIMUM_SIZE:
2530 Vector2 size = property.Get< Vector2 >();
2531 SetMaximumSize( size.x, Dimension::WIDTH );
2532 SetMaximumSize( size.y, Dimension::HEIGHT );
2538 // this can happen in the case of a non-animatable default property so just do nothing
2544 // TODO: This method needs to be removed
2545 void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value )
2547 switch( entry.GetType() )
2549 case Property::BOOLEAN:
2551 const AnimatableProperty< bool >* property = dynamic_cast< const AnimatableProperty< bool >* >( entry.GetSceneGraphProperty() );
2552 DALI_ASSERT_DEBUG( NULL != property );
2554 // property is being used in a separate thread; queue a message to set the property
2555 SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<bool>::Bake, value.Get<bool>() );
2560 case Property::INTEGER:
2562 const AnimatableProperty< int >* property = dynamic_cast< const AnimatableProperty< int >* >( entry.GetSceneGraphProperty() );
2563 DALI_ASSERT_DEBUG( NULL != property );
2565 // property is being used in a separate thread; queue a message to set the property
2566 SceneGraph::NodePropertyMessage<int>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<int>::Bake, value.Get<int>() );
2571 case Property::FLOAT:
2573 const AnimatableProperty< float >* property = dynamic_cast< const AnimatableProperty< float >* >( entry.GetSceneGraphProperty() );
2574 DALI_ASSERT_DEBUG( NULL != property );
2576 // property is being used in a separate thread; queue a message to set the property
2577 SceneGraph::NodePropertyMessage<float>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<float>::Bake, value.Get<float>() );
2582 case Property::VECTOR2:
2584 const AnimatableProperty< Vector2 >* property = dynamic_cast< const AnimatableProperty< Vector2 >* >( entry.GetSceneGraphProperty() );
2585 DALI_ASSERT_DEBUG( NULL != property );
2587 // property is being used in a separate thread; queue a message to set the property
2588 if(entry.componentIndex == 0)
2590 SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
2592 else if(entry.componentIndex == 1)
2594 SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
2598 SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
2604 case Property::VECTOR3:
2606 const AnimatableProperty< Vector3 >* property = dynamic_cast< const AnimatableProperty< Vector3 >* >( entry.GetSceneGraphProperty() );
2607 DALI_ASSERT_DEBUG( NULL != property );
2609 // property is being used in a separate thread; queue a message to set the property
2610 if(entry.componentIndex == 0)
2612 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
2614 else if(entry.componentIndex == 1)
2616 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
2618 else if(entry.componentIndex == 2)
2620 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
2624 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
2630 case Property::VECTOR4:
2632 const AnimatableProperty< Vector4 >* property = dynamic_cast< const AnimatableProperty< Vector4 >* >( entry.GetSceneGraphProperty() );
2633 DALI_ASSERT_DEBUG( NULL != property );
2635 // property is being used in a separate thread; queue a message to set the property
2636 if(entry.componentIndex == 0)
2638 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
2640 else if(entry.componentIndex == 1)
2642 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
2644 else if(entry.componentIndex == 2)
2646 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
2648 else if(entry.componentIndex == 3)
2650 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
2654 SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
2660 case Property::ROTATION:
2662 const AnimatableProperty< Quaternion >* property = dynamic_cast< const AnimatableProperty< Quaternion >* >( entry.GetSceneGraphProperty() );
2663 DALI_ASSERT_DEBUG( NULL != property );
2665 // property is being used in a separate thread; queue a message to set the property
2666 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Quaternion>::Bake, value.Get<Quaternion>() );
2671 case Property::MATRIX:
2673 const AnimatableProperty< Matrix >* property = dynamic_cast< const AnimatableProperty< Matrix >* >( entry.GetSceneGraphProperty() );
2674 DALI_ASSERT_DEBUG( NULL != property );
2676 // property is being used in a separate thread; queue a message to set the property
2677 SceneGraph::NodePropertyMessage<Matrix>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix>::Bake, value.Get<Matrix>() );
2682 case Property::MATRIX3:
2684 const AnimatableProperty< Matrix3 >* property = dynamic_cast< const AnimatableProperty< Matrix3 >* >( entry.GetSceneGraphProperty() );
2685 DALI_ASSERT_DEBUG( NULL != property );
2687 // property is being used in a separate thread; queue a message to set the property
2688 SceneGraph::NodePropertyMessage<Matrix3>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix3>::Bake, value.Get<Matrix3>() );
2695 DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here
2701 Property::Value Actor::GetDefaultProperty( Property::Index index ) const
2703 Property::Value value;
2707 case Dali::Actor::Property::PARENT_ORIGIN:
2709 value = GetCurrentParentOrigin();
2713 case Dali::Actor::Property::PARENT_ORIGIN_X:
2715 value = GetCurrentParentOrigin().x;
2719 case Dali::Actor::Property::PARENT_ORIGIN_Y:
2721 value = GetCurrentParentOrigin().y;
2725 case Dali::Actor::Property::PARENT_ORIGIN_Z:
2727 value = GetCurrentParentOrigin().z;
2731 case Dali::Actor::Property::ANCHOR_POINT:
2733 value = GetCurrentAnchorPoint();
2737 case Dali::Actor::Property::ANCHOR_POINT_X:
2739 value = GetCurrentAnchorPoint().x;
2743 case Dali::Actor::Property::ANCHOR_POINT_Y:
2745 value = GetCurrentAnchorPoint().y;
2749 case Dali::Actor::Property::ANCHOR_POINT_Z:
2751 value = GetCurrentAnchorPoint().z;
2755 case Dali::Actor::Property::SIZE:
2757 value = GetCurrentSize();
2761 case Dali::Actor::Property::SIZE_WIDTH:
2763 value = GetCurrentSize().width;
2767 case Dali::Actor::Property::SIZE_HEIGHT:
2769 value = GetCurrentSize().height;
2773 case Dali::Actor::Property::SIZE_DEPTH:
2775 value = GetCurrentSize().depth;
2779 case Dali::Actor::Property::POSITION:
2781 value = GetCurrentPosition();
2785 case Dali::Actor::Property::POSITION_X:
2787 value = GetCurrentPosition().x;
2791 case Dali::Actor::Property::POSITION_Y:
2793 value = GetCurrentPosition().y;
2797 case Dali::Actor::Property::POSITION_Z:
2799 value = GetCurrentPosition().z;
2803 case Dali::Actor::Property::WORLD_POSITION:
2805 value = GetCurrentWorldPosition();
2809 case Dali::Actor::Property::WORLD_POSITION_X:
2811 value = GetCurrentWorldPosition().x;
2815 case Dali::Actor::Property::WORLD_POSITION_Y:
2817 value = GetCurrentWorldPosition().y;
2821 case Dali::Actor::Property::WORLD_POSITION_Z:
2823 value = GetCurrentWorldPosition().z;
2827 case Dali::Actor::Property::ORIENTATION:
2829 value = GetCurrentOrientation();
2833 case Dali::Actor::Property::WORLD_ORIENTATION:
2835 value = GetCurrentWorldOrientation();
2839 case Dali::Actor::Property::SCALE:
2841 value = GetCurrentScale();
2845 case Dali::Actor::Property::SCALE_X:
2847 value = GetCurrentScale().x;
2851 case Dali::Actor::Property::SCALE_Y:
2853 value = GetCurrentScale().y;
2857 case Dali::Actor::Property::SCALE_Z:
2859 value = GetCurrentScale().z;
2863 case Dali::Actor::Property::WORLD_SCALE:
2865 value = GetCurrentWorldScale();
2869 case Dali::Actor::Property::VISIBLE:
2871 value = IsVisible();
2875 case Dali::Actor::Property::COLOR:
2877 value = GetCurrentColor();
2881 case Dali::Actor::Property::COLOR_RED:
2883 value = GetCurrentColor().r;
2887 case Dali::Actor::Property::COLOR_GREEN:
2889 value = GetCurrentColor().g;
2893 case Dali::Actor::Property::COLOR_BLUE:
2895 value = GetCurrentColor().b;
2899 case Dali::Actor::Property::COLOR_ALPHA:
2901 value = GetCurrentColor().a;
2905 case Dali::Actor::Property::WORLD_COLOR:
2907 value = GetCurrentWorldColor();
2911 case Dali::Actor::Property::WORLD_MATRIX:
2913 value = GetCurrentWorldMatrix();
2917 case Dali::Actor::Property::NAME:
2923 case Dali::Actor::Property::SENSITIVE:
2925 value = IsSensitive();
2929 case Dali::Actor::Property::LEAVE_REQUIRED:
2931 value = GetLeaveRequired();
2935 case Dali::Actor::Property::INHERIT_ORIENTATION:
2937 value = IsOrientationInherited();
2941 case Dali::Actor::Property::INHERIT_SCALE:
2943 value = IsScaleInherited();
2947 case Dali::Actor::Property::COLOR_MODE:
2949 value = Scripting::GetColorMode( GetColorMode() );
2953 case Dali::Actor::Property::POSITION_INHERITANCE:
2955 value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() );
2959 case Dali::Actor::Property::DRAW_MODE:
2961 value = Scripting::GetDrawMode( GetDrawMode() );
2965 case Dali::Actor::Property::SIZE_MODE_FACTOR:
2967 value = GetSizeModeFactor();
2971 case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
2973 value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount );
2977 case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
2979 value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount );
2983 case Dali::Actor::Property::SIZE_SCALE_POLICY:
2985 value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount );
2989 case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
2991 value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
2995 case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
2997 value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
3001 case Dali::Actor::Property::PADDING:
3003 Vector2 widthPadding = GetPadding( Dimension::WIDTH );
3004 Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
3005 value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
3009 case Dali::Actor::Property::MINIMUM_SIZE:
3011 value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
3015 case Dali::Actor::Property::MAXIMUM_SIZE:
3017 value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
3023 DALI_ASSERT_ALWAYS( false && "Actor Property index invalid" ); // should not come here
3031 const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
3036 const SceneGraph::PropertyOwner* Actor::GetSceneObject() const
3038 // This method should only return an object connected to the scene-graph
3039 return OnStage() ? mNode : NULL;
3042 const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
3044 DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
3046 const PropertyBase* property( NULL );
3048 // This method should only return a property of an object connected to the scene-graph
3054 if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
3056 AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
3057 DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
3059 property = animatable->GetSceneGraphProperty();
3061 else if ( index >= DEFAULT_PROPERTY_MAX_COUNT )
3063 CustomPropertyMetadata* custom = FindCustomProperty( index );
3064 DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
3066 property = custom->GetSceneGraphProperty();
3068 else if( NULL != mNode )
3072 case Dali::Actor::Property::SIZE:
3073 property = &mNode->mSize;
3076 case Dali::Actor::Property::SIZE_WIDTH:
3077 property = &mNode->mSize;
3080 case Dali::Actor::Property::SIZE_HEIGHT:
3081 property = &mNode->mSize;
3084 case Dali::Actor::Property::SIZE_DEPTH:
3085 property = &mNode->mSize;
3088 case Dali::Actor::Property::POSITION:
3089 property = &mNode->mPosition;
3092 case Dali::Actor::Property::POSITION_X:
3093 property = &mNode->mPosition;
3096 case Dali::Actor::Property::POSITION_Y:
3097 property = &mNode->mPosition;
3100 case Dali::Actor::Property::POSITION_Z:
3101 property = &mNode->mPosition;
3104 case Dali::Actor::Property::ORIENTATION:
3105 property = &mNode->mOrientation;
3108 case Dali::Actor::Property::SCALE:
3109 property = &mNode->mScale;
3112 case Dali::Actor::Property::SCALE_X:
3113 property = &mNode->mScale;
3116 case Dali::Actor::Property::SCALE_Y:
3117 property = &mNode->mScale;
3120 case Dali::Actor::Property::SCALE_Z:
3121 property = &mNode->mScale;
3124 case Dali::Actor::Property::VISIBLE:
3125 property = &mNode->mVisible;
3128 case Dali::Actor::Property::COLOR:
3129 property = &mNode->mColor;
3132 case Dali::Actor::Property::COLOR_RED:
3133 property = &mNode->mColor;
3136 case Dali::Actor::Property::COLOR_GREEN:
3137 property = &mNode->mColor;
3140 case Dali::Actor::Property::COLOR_BLUE:
3141 property = &mNode->mColor;
3144 case Dali::Actor::Property::COLOR_ALPHA:
3145 property = &mNode->mColor;
3156 const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
3158 const PropertyInputImpl* property( NULL );
3160 // This method should only return a property of an object connected to the scene-graph
3166 if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
3168 AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
3169 DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
3171 property = animatable->GetSceneGraphProperty();
3173 else if ( index >= DEFAULT_PROPERTY_MAX_COUNT )
3175 CustomPropertyMetadata* custom = FindCustomProperty( index );
3176 DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
3177 property = custom->GetSceneGraphProperty();
3179 else if( NULL != mNode )
3183 case Dali::Actor::Property::PARENT_ORIGIN:
3184 property = &mNode->mParentOrigin;
3187 case Dali::Actor::Property::PARENT_ORIGIN_X:
3188 property = &mNode->mParentOrigin;
3191 case Dali::Actor::Property::PARENT_ORIGIN_Y:
3192 property = &mNode->mParentOrigin;
3195 case Dali::Actor::Property::PARENT_ORIGIN_Z:
3196 property = &mNode->mParentOrigin;
3199 case Dali::Actor::Property::ANCHOR_POINT:
3200 property = &mNode->mAnchorPoint;
3203 case Dali::Actor::Property::ANCHOR_POINT_X:
3204 property = &mNode->mAnchorPoint;
3207 case Dali::Actor::Property::ANCHOR_POINT_Y:
3208 property = &mNode->mAnchorPoint;
3211 case Dali::Actor::Property::ANCHOR_POINT_Z:
3212 property = &mNode->mAnchorPoint;
3215 case Dali::Actor::Property::SIZE:
3216 property = &mNode->mSize;
3219 case Dali::Actor::Property::SIZE_WIDTH:
3220 property = &mNode->mSize;
3223 case Dali::Actor::Property::SIZE_HEIGHT:
3224 property = &mNode->mSize;
3227 case Dali::Actor::Property::SIZE_DEPTH:
3228 property = &mNode->mSize;
3231 case Dali::Actor::Property::POSITION:
3232 property = &mNode->mPosition;
3235 case Dali::Actor::Property::POSITION_X:
3236 property = &mNode->mPosition;
3239 case Dali::Actor::Property::POSITION_Y:
3240 property = &mNode->mPosition;
3243 case Dali::Actor::Property::POSITION_Z:
3244 property = &mNode->mPosition;
3247 case Dali::Actor::Property::WORLD_POSITION:
3248 property = &mNode->mWorldPosition;
3251 case Dali::Actor::Property::WORLD_POSITION_X:
3252 property = &mNode->mWorldPosition;
3255 case Dali::Actor::Property::WORLD_POSITION_Y:
3256 property = &mNode->mWorldPosition;
3259 case Dali::Actor::Property::WORLD_POSITION_Z:
3260 property = &mNode->mWorldPosition;
3263 case Dali::Actor::Property::ORIENTATION:
3264 property = &mNode->mOrientation;
3267 case Dali::Actor::Property::WORLD_ORIENTATION:
3268 property = &mNode->mWorldOrientation;
3271 case Dali::Actor::Property::SCALE:
3272 property = &mNode->mScale;
3275 case Dali::Actor::Property::SCALE_X:
3276 property = &mNode->mScale;
3279 case Dali::Actor::Property::SCALE_Y:
3280 property = &mNode->mScale;
3283 case Dali::Actor::Property::SCALE_Z:
3284 property = &mNode->mScale;
3287 case Dali::Actor::Property::WORLD_SCALE:
3288 property = &mNode->mWorldScale;
3291 case Dali::Actor::Property::VISIBLE:
3292 property = &mNode->mVisible;
3295 case Dali::Actor::Property::COLOR:
3296 property = &mNode->mColor;
3299 case Dali::Actor::Property::COLOR_RED:
3300 property = &mNode->mColor;
3303 case Dali::Actor::Property::COLOR_GREEN:
3304 property = &mNode->mColor;
3307 case Dali::Actor::Property::COLOR_BLUE:
3308 property = &mNode->mColor;
3311 case Dali::Actor::Property::COLOR_ALPHA:
3312 property = &mNode->mColor;
3315 case Dali::Actor::Property::WORLD_COLOR:
3316 property = &mNode->mWorldColor;
3319 case Dali::Actor::Property::WORLD_MATRIX:
3320 property = &mNode->mWorldMatrix;
3331 int Actor::GetPropertyComponentIndex( Property::Index index ) const
3333 int componentIndex( Property::INVALID_COMPONENT_INDEX );
3335 if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
3337 // check whether the animatable property is registered already, if not then register one.
3338 AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
3339 if( animatableProperty )
3341 componentIndex = animatableProperty->componentIndex;
3348 case Dali::Actor::Property::PARENT_ORIGIN_X:
3349 case Dali::Actor::Property::ANCHOR_POINT_X:
3350 case Dali::Actor::Property::SIZE_WIDTH:
3351 case Dali::Actor::Property::POSITION_X:
3352 case Dali::Actor::Property::WORLD_POSITION_X:
3353 case Dali::Actor::Property::SCALE_X:
3354 case Dali::Actor::Property::COLOR_RED:
3360 case Dali::Actor::Property::PARENT_ORIGIN_Y:
3361 case Dali::Actor::Property::ANCHOR_POINT_Y:
3362 case Dali::Actor::Property::SIZE_HEIGHT:
3363 case Dali::Actor::Property::POSITION_Y:
3364 case Dali::Actor::Property::WORLD_POSITION_Y:
3365 case Dali::Actor::Property::SCALE_Y:
3366 case Dali::Actor::Property::COLOR_GREEN:
3372 case Dali::Actor::Property::PARENT_ORIGIN_Z:
3373 case Dali::Actor::Property::ANCHOR_POINT_Z:
3374 case Dali::Actor::Property::SIZE_DEPTH:
3375 case Dali::Actor::Property::POSITION_Z:
3376 case Dali::Actor::Property::WORLD_POSITION_Z:
3377 case Dali::Actor::Property::SCALE_Z:
3378 case Dali::Actor::Property::COLOR_BLUE:
3384 case Dali::Actor::Property::COLOR_ALPHA:
3398 return componentIndex;
3401 void Actor::SetParent( Actor* parent )
3405 DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
3409 if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
3412 // Instruct each actor to create a corresponding node in the scene graph
3413 ConnectToStage( parent->GetHierarchyDepth() );
3416 else // parent being set to NULL
3418 DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
3422 if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
3425 DALI_ASSERT_ALWAYS( mNode != NULL );
3429 // Disconnect the Node & its children from the scene-graph.
3430 DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
3433 // Instruct each actor to discard pointers to the scene-graph
3434 DisconnectFromStage();
3439 SceneGraph::Node* Actor::CreateNode() const
3444 bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
3447 Actor* actor = dynamic_cast< Actor* >( object );
3451 if( 0 == actionName.compare( ACTION_SHOW ) )
3453 actor->SetVisible( true );
3456 else if( 0 == actionName.compare( ACTION_HIDE ) )
3458 actor->SetVisible( false );
3466 void Actor::EnsureRelayoutData()
3468 // Assign relayout data.
3469 if( !mRelayoutData )
3471 mRelayoutData = new RelayoutData();
3475 bool Actor::RelayoutDependentOnParent( Dimension::Type dimension )
3477 // Check if actor is dependent on parent
3478 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3480 if( ( dimension & ( 1 << i ) ) )
3482 const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
3483 if( resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT )
3493 bool Actor::RelayoutDependentOnChildren( Dimension::Type dimension )
3495 // Check if actor is dependent on children
3496 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3498 if( ( dimension & ( 1 << i ) ) )
3500 const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
3501 switch( resizePolicy )
3503 case ResizePolicy::FIT_TO_CHILDREN:
3504 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
3520 bool Actor::RelayoutDependentOnChildrenBase( Dimension::Type dimension )
3522 return Actor::RelayoutDependentOnChildren( dimension );
3525 bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension )
3527 // Check each possible dimension and see if it is dependent on the input one
3528 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3530 if( dimension & ( 1 << i ) )
3532 return mRelayoutData->resizePolicies[ i ] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[ i ] == dependentDimension;
3539 void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension )
3541 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3543 if( dimension & ( 1 << i ) )
3545 mRelayoutData->negotiatedDimensions[ i ] = negotiatedDimension;
3550 float Actor::GetNegotiatedDimension( Dimension::Type dimension ) const
3552 // If more than one dimension is requested, just return the first one found
3553 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3555 if( ( dimension & ( 1 << i ) ) )
3557 return mRelayoutData->negotiatedDimensions[ i ];
3561 return 0.0f; // Default
3564 void Actor::SetPadding( const Vector2& padding, Dimension::Type dimension )
3566 EnsureRelayoutData();
3568 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3570 if( dimension & ( 1 << i ) )
3572 mRelayoutData->dimensionPadding[ i ] = padding;
3577 Vector2 Actor::GetPadding( Dimension::Type dimension ) const
3579 if ( mRelayoutData )
3581 // If more than one dimension is requested, just return the first one found
3582 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3584 if( ( dimension & ( 1 << i ) ) )
3586 return mRelayoutData->dimensionPadding[ i ];
3591 return GetDefaultDimensionPadding();
3594 void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
3596 EnsureRelayoutData();
3598 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3600 if( dimension & ( 1 << i ) )
3602 mRelayoutData->dimensionNegotiated[ i ] = negotiated;
3607 bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const
3609 if ( mRelayoutData )
3611 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3613 if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
3623 float Actor::GetHeightForWidthBase( float width )
3625 float height = 0.0f;
3627 const Vector3 naturalSize = GetNaturalSize();
3628 if( naturalSize.width > 0.0f )
3630 height = naturalSize.height * width / naturalSize.width;
3632 else // we treat 0 as 1:1 aspect ratio
3640 float Actor::GetWidthForHeightBase( float height )
3644 const Vector3 naturalSize = GetNaturalSize();
3645 if( naturalSize.height > 0.0f )
3647 width = naturalSize.width * height / naturalSize.height;
3649 else // we treat 0 as 1:1 aspect ratio
3657 float Actor::CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension )
3659 // Fill to parent, taking size mode factor into account
3660 switch( child.GetResizePolicy( dimension ) )
3662 case ResizePolicy::FILL_TO_PARENT:
3664 return GetLatestSize( dimension );
3667 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
3669 return GetLatestSize( dimension ) * GetDimensionValue( child.GetSizeModeFactor(), dimension );
3672 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
3674 return GetLatestSize( dimension ) + GetDimensionValue( child.GetSizeModeFactor(), dimension );
3679 return GetLatestSize( dimension );
3684 float Actor::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
3686 // Can be overridden in derived class
3687 return CalculateChildSizeBase( child, dimension );
3690 float Actor::GetHeightForWidth( float width )
3692 // Can be overridden in derived class
3693 return GetHeightForWidthBase( width );
3696 float Actor::GetWidthForHeight( float height )
3698 // Can be overridden in derived class
3699 return GetWidthForHeightBase( height );
3702 float Actor::GetLatestSize( Dimension::Type dimension ) const
3704 return IsLayoutNegotiated( dimension ) ? GetNegotiatedDimension( dimension ) : GetSize( dimension );
3707 float Actor::GetRelayoutSize( Dimension::Type dimension ) const
3709 Vector2 padding = GetPadding( dimension );
3711 return GetLatestSize( dimension ) + padding.x + padding.y;
3714 float Actor::NegotiateFromParent( Dimension::Type dimension )
3716 Actor* parent = GetParent();
3719 Vector2 padding( GetPadding( dimension ) );
3720 Vector2 parentPadding( parent->GetPadding( dimension ) );
3721 return parent->CalculateChildSize( Dali::Actor( this ), dimension ) - parentPadding.x - parentPadding.y - padding.x - padding.y;
3727 float Actor::NegotiateFromChildren( Dimension::Type dimension )
3729 float maxDimensionPoint = 0.0f;
3731 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
3733 ActorPtr child = GetChildAt( i );
3735 if( !child->RelayoutDependentOnParent( dimension ) )
3737 // Calculate the min and max points that the children range across
3738 float childPosition = GetDimensionValue( child->GetTargetPosition(), dimension );
3739 float dimensionSize = child->GetRelayoutSize( dimension );
3740 maxDimensionPoint = std::max( maxDimensionPoint, childPosition + dimensionSize );
3744 return maxDimensionPoint;
3747 float Actor::GetSize( Dimension::Type dimension ) const
3749 return GetDimensionValue( GetTargetSize(), dimension );
3752 float Actor::GetNaturalSize( Dimension::Type dimension ) const
3754 return GetDimensionValue( GetNaturalSize(), dimension );
3757 float Actor::CalculateSize( Dimension::Type dimension, const Vector2& maximumSize )
3759 switch( GetResizePolicy( dimension ) )
3761 case ResizePolicy::USE_NATURAL_SIZE:
3763 return GetNaturalSize( dimension );
3766 case ResizePolicy::FIXED:
3768 return GetDimensionValue( GetPreferredSize(), dimension );
3771 case ResizePolicy::USE_ASSIGNED_SIZE:
3773 return GetDimensionValue( maximumSize, dimension );
3776 case ResizePolicy::FILL_TO_PARENT:
3777 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
3778 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
3780 return NegotiateFromParent( dimension );
3783 case ResizePolicy::FIT_TO_CHILDREN:
3785 return NegotiateFromChildren( dimension );
3788 case ResizePolicy::DIMENSION_DEPENDENCY:
3790 const Dimension::Type dimensionDependency = GetDimensionDependency( dimension );
3793 if( dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT )
3795 return GetWidthForHeight( GetNegotiatedDimension( Dimension::HEIGHT ) );
3798 if( dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH )
3800 return GetHeightForWidth( GetNegotiatedDimension( Dimension::WIDTH ) );
3812 return 0.0f; // Default
3815 float Actor::ClampDimension( float size, Dimension::Type dimension )
3817 const float minSize = GetMinimumSize( dimension );
3818 const float maxSize = GetMaximumSize( dimension );
3820 return std::max( minSize, std::min( size, maxSize ) );
3823 void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& allocatedSize, ActorDimensionStack& recursionStack )
3825 // Check if it needs to be negotiated
3826 if( IsLayoutDirty( dimension ) && !IsLayoutNegotiated( dimension ) )
3828 // Check that we havn't gotten into an infinite loop
3829 ActorDimensionPair searchActor = ActorDimensionPair( this, dimension );
3830 bool recursionFound = false;
3831 for( ActorDimensionStack::iterator it = recursionStack.begin(), itEnd = recursionStack.end(); it != itEnd; ++it )
3833 if( *it == searchActor )
3835 recursionFound = true;
3840 if( !recursionFound )
3842 // Record the path that we have taken
3843 recursionStack.push_back( ActorDimensionPair( this, dimension ) );
3845 // Dimension dependency check
3846 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3848 Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
3850 if( RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
3852 NegotiateDimension( dimensionToCheck, allocatedSize, recursionStack );
3856 // Parent dependency check
3857 Actor* parent = GetParent();
3858 if( parent && RelayoutDependentOnParent( dimension ) )
3860 parent->NegotiateDimension( dimension, allocatedSize, recursionStack );
3863 // Children dependency check
3864 if( RelayoutDependentOnChildren( dimension ) )
3866 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
3868 ActorPtr child = GetChildAt( i );
3870 // Only relayout child first if it is not dependent on this actor
3871 if( !child->RelayoutDependentOnParent( dimension ) )
3873 child->NegotiateDimension( dimension, allocatedSize, recursionStack );
3878 // For deriving classes
3879 OnCalculateRelayoutSize( dimension );
3881 // All dependencies checked, calculate the size and set negotiated flag
3882 const float newSize = ClampDimension( CalculateSize( dimension, allocatedSize ), dimension );
3884 SetNegotiatedDimension( newSize, dimension );
3885 SetLayoutNegotiated( true, dimension );
3887 // For deriving classes
3888 OnLayoutNegotiated( newSize, dimension );
3890 // This actor has been successfully processed, pop it off the recursion stack
3891 recursionStack.pop_back();
3895 // TODO: Break infinite loop
3896 SetLayoutNegotiated( true, dimension );
3901 void Actor::NegotiateDimensions( const Vector2& allocatedSize )
3903 // Negotiate all dimensions that require it
3904 ActorDimensionStack recursionStack;
3906 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3908 const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
3911 NegotiateDimension( dimension, allocatedSize, recursionStack );
3915 Vector2 Actor::ApplySizeSetPolicy( const Vector2 size )
3917 switch( mRelayoutData->sizeSetPolicy )
3919 case SizeScalePolicy::USE_SIZE_SET:
3924 case SizeScalePolicy::FIT_WITH_ASPECT_RATIO:
3926 // Scale size to fit within the original size bounds, keeping the natural size aspect ratio
3927 const Vector3 naturalSize = GetNaturalSize();
3928 if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
3930 const float sizeRatio = size.width / size.height;
3931 const float naturalSizeRatio = naturalSize.width / naturalSize.height;
3933 if( naturalSizeRatio < sizeRatio )
3935 return Vector2( naturalSizeRatio * size.height, size.height );
3937 else if( naturalSizeRatio > sizeRatio )
3939 return Vector2( size.width, size.width / naturalSizeRatio );
3950 case SizeScalePolicy::FILL_WITH_ASPECT_RATIO:
3952 // Scale size to fill the original size bounds, keeping the natural size aspect ratio. Potentially exceeding the original bounds.
3953 const Vector3 naturalSize = GetNaturalSize();
3954 if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
3956 const float sizeRatio = size.width / size.height;
3957 const float naturalSizeRatio = naturalSize.width / naturalSize.height;
3959 if( naturalSizeRatio < sizeRatio )
3961 return Vector2( size.width, size.width / naturalSizeRatio );
3963 else if( naturalSizeRatio > sizeRatio )
3965 return Vector2( naturalSizeRatio * size.height, size.height );
3983 void Actor::SetNegotiatedSize( RelayoutContainer& container )
3985 // Do the set actor size
3986 Vector2 negotiatedSize( GetLatestSize( Dimension::WIDTH ), GetLatestSize( Dimension::HEIGHT ) );
3988 // Adjust for size set policy
3989 negotiatedSize = ApplySizeSetPolicy( negotiatedSize );
3991 // Lock the flag to stop recursive relayouts on set size
3992 mRelayoutData->insideRelayout = true;
3993 SetSize( negotiatedSize );
3994 mRelayoutData->insideRelayout = false;
3996 // Clear flags for all dimensions
3997 SetLayoutDirty( false );
3999 // Give deriving classes a chance to respond
4000 OnRelayout( negotiatedSize, container );
4002 if( !mOnRelayoutSignal.Empty() )
4004 Dali::Actor handle( this );
4005 mOnRelayoutSignal.Emit( handle );
4009 void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& container )
4011 // Do the negotiation
4012 NegotiateDimensions( allocatedSize );
4014 // Set the actor size
4015 SetNegotiatedSize( container );
4017 // Negotiate down to children
4018 const Vector2 newBounds = GetTargetSize().GetVectorXY();
4020 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
4022 ActorPtr child = GetChildAt( i );
4024 // Only relayout if required
4025 if( child->RelayoutRequired() )
4027 container.Add( Dali::Actor( child.Get() ), newBounds );
4032 void Actor::RelayoutRequest( Dimension::Type dimension )
4034 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
4035 if( relayoutController )
4037 Dali::Actor self( this );
4038 relayoutController->RequestRelayout( self, dimension );
4042 void Actor::OnCalculateRelayoutSize( Dimension::Type dimension )
4046 void Actor::OnLayoutNegotiated( float size, Dimension::Type dimension )
4050 void Actor::SetPreferredSize( const Vector2& size )
4052 EnsureRelayoutData();
4054 if( size.width > 0.0f )
4056 SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
4059 if( size.height > 0.0f )
4061 SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
4064 mRelayoutData->preferredSize = size;
4069 Vector2 Actor::GetPreferredSize() const
4071 if ( mRelayoutData )
4073 return Vector2( mRelayoutData->preferredSize );
4076 return GetDefaultPreferredSize();
4079 void Actor::SetMinimumSize( float size, Dimension::Type dimension )
4081 EnsureRelayoutData();
4083 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4085 if( dimension & ( 1 << i ) )
4087 mRelayoutData->minimumSize[ i ] = size;
4094 float Actor::GetMinimumSize( Dimension::Type dimension ) const
4096 if ( mRelayoutData )
4098 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4100 if( dimension & ( 1 << i ) )
4102 return mRelayoutData->minimumSize[ i ];
4107 return 0.0f; // Default
4110 void Actor::SetMaximumSize( float size, Dimension::Type dimension )
4112 EnsureRelayoutData();
4114 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4116 if( dimension & ( 1 << i ) )
4118 mRelayoutData->maximumSize[ i ] = size;
4125 float Actor::GetMaximumSize( Dimension::Type dimension ) const
4127 if ( mRelayoutData )
4129 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4131 if( dimension & ( 1 << i ) )
4133 return mRelayoutData->maximumSize[ i ];
4138 return FLT_MAX; // Default
4141 } // namespace Internal