2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/actors/actor-impl.h>
27 #include <dali/public-api/common/constants.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/math/radian.h>
30 #include <dali/public-api/math/vector2.h>
31 #include <dali/public-api/math/vector3.h>
32 #include <dali/public-api/object/type-registry.h>
34 #include <dali/devel-api/actors/actor-devel.h>
35 #include <dali/devel-api/actors/layer-devel.h>
36 #include <dali/devel-api/common/capabilities.h>
38 #include <dali/integration-api/debug.h>
40 #include <dali/internal/event/actors/actor-parent.h>
41 #include <dali/internal/event/actors/actor-property-handler.h>
42 #include <dali/internal/event/actors/actor-relayouter.h>
43 #include <dali/internal/event/actors/camera-actor-impl.h>
44 #include <dali/internal/event/common/event-thread-services.h>
45 #include <dali/internal/event/common/projection.h>
46 #include <dali/internal/event/common/property-helper.h>
47 #include <dali/internal/event/common/scene-impl.h>
48 #include <dali/internal/event/common/stage-impl.h>
49 #include <dali/internal/event/common/thread-local-storage.h>
50 #include <dali/internal/event/common/type-info-impl.h>
51 #include <dali/internal/event/events/actor-gesture-data.h>
52 #include <dali/internal/event/render-tasks/render-task-impl.h>
53 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
54 #include <dali/internal/event/rendering/renderer-impl.h>
55 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
56 #include <dali/internal/update/manager/update-manager.h>
57 #include <dali/internal/update/nodes/node-messages.h>
59 using Dali::Internal::SceneGraph::AnimatableProperty;
60 using Dali::Internal::SceneGraph::Node;
61 using Dali::Internal::SceneGraph::PropertyBase;
63 #if defined(DEBUG_ENABLED)
64 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER");
71 namespace // unnamed namespace
76 * We want to discourage the use of property strings (minimize string comparisons),
77 * particularly for the default properties.
78 * Name Type writable animatable constraint-input enum for index-checking
80 DALI_PROPERTY_TABLE_BEGIN
81 DALI_PROPERTY("parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN)
82 DALI_PROPERTY("parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X)
83 DALI_PROPERTY("parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y)
84 DALI_PROPERTY("parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z)
85 DALI_PROPERTY("anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT)
86 DALI_PROPERTY("anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X)
87 DALI_PROPERTY("anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y)
88 DALI_PROPERTY("anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z)
89 DALI_PROPERTY("size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE)
90 DALI_PROPERTY("sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH)
91 DALI_PROPERTY("sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT)
92 DALI_PROPERTY("sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH)
93 DALI_PROPERTY("position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION)
94 DALI_PROPERTY("positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X)
95 DALI_PROPERTY("positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y)
96 DALI_PROPERTY("positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z)
97 DALI_PROPERTY("worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION)
98 DALI_PROPERTY("worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X)
99 DALI_PROPERTY("worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y)
100 DALI_PROPERTY("worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z)
101 DALI_PROPERTY("orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION)
102 DALI_PROPERTY("worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION)
103 DALI_PROPERTY("scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE)
104 DALI_PROPERTY("scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X)
105 DALI_PROPERTY("scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y)
106 DALI_PROPERTY("scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z)
107 DALI_PROPERTY("worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE)
108 DALI_PROPERTY("visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE)
109 DALI_PROPERTY("color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR)
110 DALI_PROPERTY("colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED)
111 DALI_PROPERTY("colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN)
112 DALI_PROPERTY("colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE)
113 DALI_PROPERTY("colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA)
114 DALI_PROPERTY("worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR)
115 DALI_PROPERTY("worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX)
116 DALI_PROPERTY("name", STRING, true, false, false, Dali::Actor::Property::NAME)
117 DALI_PROPERTY("sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE)
118 DALI_PROPERTY("leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED)
119 DALI_PROPERTY("inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION)
120 DALI_PROPERTY("inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE)
121 DALI_PROPERTY("colorMode", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE)
122 DALI_PROPERTY("drawMode", INTEGER, true, false, false, Dali::Actor::Property::DRAW_MODE)
123 DALI_PROPERTY("sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR)
124 DALI_PROPERTY("widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY)
125 DALI_PROPERTY("heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY)
126 DALI_PROPERTY("sizeScalePolicy", INTEGER, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY)
127 DALI_PROPERTY("widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT)
128 DALI_PROPERTY("heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH)
129 DALI_PROPERTY("padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING)
130 DALI_PROPERTY("minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE)
131 DALI_PROPERTY("maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE)
132 DALI_PROPERTY("inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION)
133 DALI_PROPERTY("clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE)
134 DALI_PROPERTY("layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION)
135 DALI_PROPERTY("inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION)
136 DALI_PROPERTY("opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY)
137 DALI_PROPERTY("screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION)
138 DALI_PROPERTY("positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT)
139 DALI_PROPERTY("culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED)
140 DALI_PROPERTY("id", INTEGER, false, false, false, Dali::Actor::Property::ID)
141 DALI_PROPERTY("hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH)
142 DALI_PROPERTY("isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT)
143 DALI_PROPERTY("isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER)
144 DALI_PROPERTY("connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE)
145 DALI_PROPERTY("keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE)
146 DALI_PROPERTY("siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER)
147 DALI_PROPERTY("updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT)
148 DALI_PROPERTY("captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START)
149 DALI_PROPERTY("touchArea", VECTOR2, true, false, false, Dali::DevelActor::Property::TOUCH_AREA)
150 DALI_PROPERTY("blendEquation", INTEGER, true, false, false, Dali::DevelActor::Property::BLEND_EQUATION)
151 DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties)
155 static constexpr std::string_view SIGNAL_HOVERED = "hovered";
156 static constexpr std::string_view SIGNAL_WHEEL_EVENT = "wheelEvent";
157 static constexpr std::string_view SIGNAL_ON_SCENE = "onScene";
158 static constexpr std::string_view SIGNAL_OFF_SCENE = "offScene";
159 static constexpr std::string_view SIGNAL_ON_RELAYOUT = "onRelayout";
160 static constexpr std::string_view SIGNAL_TOUCHED = "touched";
161 static constexpr std::string_view SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
162 static constexpr std::string_view SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
163 static constexpr std::string_view SIGNAL_CHILD_ADDED = "childAdded";
164 static constexpr std::string_view SIGNAL_CHILD_REMOVED = "childRemoved";
168 static constexpr std::string_view ACTION_SHOW = "show";
169 static constexpr std::string_view ACTION_HIDE = "hide";
171 BaseHandle CreateActor()
173 return Dali::Actor::New();
176 TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
178 SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &Actor::DoConnectSignal);
179 SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &Actor::DoConnectSignal);
180 SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &Actor::DoConnectSignal);
181 SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &Actor::DoConnectSignal);
182 SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &Actor::DoConnectSignal);
183 SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &Actor::DoConnectSignal);
184 SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &Actor::DoConnectSignal);
185 SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &Actor::DoConnectSignal);
186 SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &Actor::DoConnectSignal);
187 SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &Actor::DoConnectSignal);
189 TypeAction a1(mType, std::string(ACTION_SHOW), &Actor::DoAction);
190 TypeAction a2(mType, std::string(ACTION_HIDE), &Actor::DoAction);
193 * @brief Extract a given dimension from a Vector2
195 * @param[in] values The values to extract from
196 * @param[in] dimension The dimension to extract
197 * @return Return the value for the dimension
199 constexpr float GetDimensionValue(const Vector2& values, Dimension::Type dimension)
203 case Dimension::WIDTH:
207 case Dimension::HEIGHT:
209 return values.height;
220 * @brief Extract a given dimension from a Vector3
222 * @param[in] values The values to extract from
223 * @param[in] dimension The dimension to extract
224 * @return Return the value for the dimension
226 float GetDimensionValue(const Vector3& values, Dimension::Type dimension)
228 return GetDimensionValue(values.GetVectorXY(), dimension);
231 /// Helper for emitting a signal
232 template<typename Signal, typename Event>
233 bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
235 bool consumed = false;
239 Dali::Actor handle(&actor);
240 consumed = signal.Emit(handle, event);
246 /// Helper for emitting signals with multiple parameters
247 template<typename Signal, typename... Param>
248 void EmitSignal(Actor& actor, Signal& signal, Param... params)
252 Dali::Actor handle(&actor);
253 signal.Emit(handle, params...);
257 bool ScreenToLocalInternal(
258 const Matrix& viewMatrix,
259 const Matrix& projectionMatrix,
260 const Matrix& worldMatrix,
261 const Viewport& viewport,
262 const Vector3& currentSize,
268 // Get the ModelView matrix
270 Matrix::Multiply(modelView, worldMatrix, viewMatrix);
272 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
273 Matrix invertedMvp(false /*don't init*/);
274 Matrix::Multiply(invertedMvp, modelView, projectionMatrix);
275 bool success = invertedMvp.Invert();
277 // Convert to GL coordinates
278 Vector4 screenPos(screenX - static_cast<float>(viewport.x), static_cast<float>(viewport.height) - screenY - static_cast<float>(viewport.y), 0.f, 1.f);
283 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), nearPos);
290 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), farPos);
296 if(XyPlaneIntersect(nearPos, farPos, local))
298 Vector3 size = currentSize;
299 localX = local.x + size.x * 0.5f;
300 localY = local.y + size.y * 0.5f;
311 } // unnamed namespace
313 ActorPtr Actor::New()
315 // pass a reference to actor, actor does not own its node
316 ActorPtr actor(new Actor(BASIC, *CreateNode()));
318 // Second-phase construction
324 const SceneGraph::Node* Actor::CreateNode()
326 // create node. Nodes are owned by the update manager
327 SceneGraph::Node* node = SceneGraph::Node::New();
328 OwnerPointer<SceneGraph::Node> transferOwnership(node);
329 Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
331 DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
333 AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
339 void Actor::SetName( std::string_view name )
341 mName = ConstString(name);
343 // ATTENTION: string for debug purposes is not thread safe.
344 DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( &GetNode() ), mName.GetCString() );
347 uint32_t Actor::GetId() const
349 return GetNode().GetId();
352 Dali::Layer Actor::GetLayer()
356 // Short-circuit for Layer derived actors
359 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
362 // Find the immediate Layer parent
363 for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
365 if(parent->IsLayer())
367 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
374 void Actor::Unparent()
378 // Remove this actor from the parent. The remove will put a relayout request in for
379 // the parent if required
380 mParent->Remove(*this);
381 // mParent is now NULL!
385 void Actor::SetParentOrigin(const Vector3& origin)
387 // node is being used in a separate thread; queue a message to set the value & base value
388 SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
390 // Cache for event-thread access
393 // not allocated, check if different from default
394 if(ParentOrigin::DEFAULT != origin)
396 mParentOrigin = new Vector3(origin);
401 // check if different from current costs more than just set
402 *mParentOrigin = origin;
406 const Vector3& Actor::GetCurrentParentOrigin() const
408 // Cached for event-thread access
409 return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
412 void Actor::SetAnchorPoint(const Vector3& anchor)
414 // node is being used in a separate thread; queue a message to set the value & base value
415 SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
417 // Cache for event-thread access
420 // not allocated, check if different from default
421 if(AnchorPoint::DEFAULT != anchor)
423 mAnchorPoint = new Vector3(anchor);
428 // check if different from current costs more than just set
429 *mAnchorPoint = anchor;
433 const Vector3& Actor::GetCurrentAnchorPoint() const
435 // Cached for event-thread access
436 return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
439 void Actor::SetPosition(float x, float y)
441 SetPosition(Vector3(x, y, 0.0f));
444 void Actor::SetPosition(float x, float y, float z)
446 SetPosition(Vector3(x, y, z));
449 void Actor::SetPosition(const Vector3& position)
451 mTargetPosition = position;
453 // node is being used in a separate thread; queue a message to set the value & base value
454 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
457 void Actor::SetX(float x)
459 mTargetPosition.x = x;
461 // node is being used in a separate thread; queue a message to set the value & base value
462 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
465 void Actor::SetY(float y)
467 mTargetPosition.y = y;
469 // node is being used in a separate thread; queue a message to set the value & base value
470 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
473 void Actor::SetZ(float z)
475 mTargetPosition.z = z;
477 // node is being used in a separate thread; queue a message to set the value & base value
478 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
481 void Actor::TranslateBy(const Vector3& distance)
483 mTargetPosition += distance;
485 // node is being used in a separate thread; queue a message to set the value & base value
486 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
489 const Vector3& Actor::GetCurrentPosition() const
491 // node is being used in a separate thread; copy the value from the previous update
492 return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
495 const Vector3& Actor::GetCurrentWorldPosition() const
497 // node is being used in a separate thread; copy the value from the previous update
498 return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
501 const Vector2 Actor::GetCurrentScreenPosition() const
503 if(mScene && OnScene())
505 Vector3 worldPosition = GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
506 Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
507 worldPosition -= cameraPosition;
509 Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
510 Vector2 halfSceneSize(mScene->GetSize() * 0.5f); // World position origin is center of scene
511 Vector3 halfActorSize(actorSize * 0.5f);
512 Vector3 anchorPointOffSet = halfActorSize - actorSize * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
514 return Vector2(halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
515 halfSceneSize.height + worldPosition.y - anchorPointOffSet.y);
518 return Vector2::ZERO;
521 void Actor::SetInheritPosition(bool inherit)
523 if(mInheritPosition != inherit)
525 // non animatable so keep local copy
526 mInheritPosition = inherit;
527 SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
531 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
533 Vector3 normalizedAxis(axis.x, axis.y, axis.z);
534 normalizedAxis.Normalize();
536 Quaternion orientation(angle, normalizedAxis);
538 SetOrientation(orientation);
541 void Actor::SetOrientation(const Quaternion& orientation)
543 mTargetOrientation = orientation;
545 // node is being used in a separate thread; queue a message to set the value & base value
546 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
549 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
551 RotateBy(Quaternion(angle, axis));
554 void Actor::RotateBy(const Quaternion& relativeRotation)
556 mTargetOrientation *= Quaternion(relativeRotation);
558 // node is being used in a separate thread; queue a message to set the value & base value
559 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
562 const Quaternion& Actor::GetCurrentOrientation() const
564 // node is being used in a separate thread; copy the value from the previous update
565 return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
568 const Quaternion& Actor::GetCurrentWorldOrientation() const
570 // node is being used in a separate thread; copy the value from the previous update
571 return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
574 void Actor::SetScale(float scale)
576 SetScale(Vector3(scale, scale, scale));
579 void Actor::SetScale(float x, float y, float z)
581 SetScale(Vector3(x, y, z));
584 void Actor::SetScale(const Vector3& scale)
586 mTargetScale = scale;
588 // node is being used in a separate thread; queue a message to set the value & base value
589 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
592 void Actor::SetScaleX(float x)
596 // node is being used in a separate thread; queue a message to set the value & base value
597 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
600 void Actor::SetScaleY(float y)
604 // node is being used in a separate thread; queue a message to set the value & base value
605 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
608 void Actor::SetScaleZ(float z)
612 // node is being used in a separate thread; queue a message to set the value & base value
613 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
616 void Actor::ScaleBy(const Vector3& relativeScale)
618 mTargetScale *= relativeScale;
620 // node is being used in a separate thread; queue a message to set the value & base value
621 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
624 const Vector3& Actor::GetCurrentScale() const
626 // node is being used in a separate thread; copy the value from the previous update
627 return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
630 const Vector3& Actor::GetCurrentWorldScale() const
632 // node is being used in a separate thread; copy the value from the previous update
633 return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
636 void Actor::SetInheritScale(bool inherit)
638 if(mInheritScale != inherit)
640 // non animatable so keep local copy
641 mInheritScale = inherit;
642 // node is being used in a separate thread; queue a message to set the value
643 SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
647 Matrix Actor::GetCurrentWorldMatrix() const
649 return GetNode().GetWorldMatrix(0);
652 void Actor::SetVisible(bool visible)
654 SetVisibleInternal(visible, SendMessage::TRUE);
657 bool Actor::IsVisible() const
659 // node is being used in a separate thread; copy the value from the previous update
660 return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
663 void Actor::SetOpacity(float opacity)
665 mTargetColor.a = opacity;
667 // node is being used in a separate thread; queue a message to set the value & base value
668 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
670 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
673 float Actor::GetCurrentOpacity() const
675 // node is being used in a separate thread; copy the value from the previous update
676 return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
679 const Vector4& Actor::GetCurrentWorldColor() const
681 return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
684 void Actor::SetColor(const Vector4& color)
686 mTargetColor = color;
688 // node is being used in a separate thread; queue a message to set the value & base value
689 SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
691 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
694 void Actor::SetColorRed(float red)
696 mTargetColor.r = red;
698 // node is being used in a separate thread; queue a message to set the value & base value
699 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
701 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
704 void Actor::SetColorGreen(float green)
706 mTargetColor.g = green;
708 // node is being used in a separate thread; queue a message to set the value & base value
709 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
711 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
714 void Actor::SetColorBlue(float blue)
716 mTargetColor.b = blue;
718 // node is being used in a separate thread; queue a message to set the value & base value
719 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
721 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
724 const Vector4& Actor::GetCurrentColor() const
726 // node is being used in a separate thread; copy the value from the previous update
727 return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
730 void Actor::SetInheritOrientation(bool inherit)
732 if(mInheritOrientation != inherit)
734 // non animatable so keep local copy
735 mInheritOrientation = inherit;
736 // node is being used in a separate thread; queue a message to set the value
737 SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
741 void Actor::SetSizeModeFactor(const Vector3& factor)
745 mRelayoutData->sizeModeFactor = factor;
748 const Vector3& Actor::GetSizeModeFactor() const
752 return mRelayoutData->sizeModeFactor;
755 return Relayouter::DEFAULT_SIZE_MODE_FACTOR;
758 void Actor::SetColorMode(ColorMode colorMode)
760 // non animatable so keep local copy
761 mColorMode = colorMode;
762 // node is being used in a separate thread; queue a message to set the value
763 SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
766 void Actor::SetSize(float width, float height)
768 SetSize(Vector2(width, height));
771 void Actor::SetSize(float width, float height, float depth)
773 SetSize(Vector3(width, height, depth));
776 void Actor::SetSize(const Vector2& size)
778 SetSize(Vector3(size.width, size.height, 0.f));
781 void Actor::SetSizeInternal(const Vector2& size)
783 SetSizeInternal(Vector3(size.width, size.height, 0.f));
786 void Actor::SetSize(const Vector3& size)
788 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
790 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
791 SetPreferredSize(size.GetVectorXY());
795 SetSizeInternal(size);
799 void Actor::SetSizeInternal(const Vector3& size)
801 // dont allow recursive loop
802 DALI_ASSERT_ALWAYS(!mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet");
803 // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
804 Vector3 currentSize = GetCurrentSize();
806 if((fabsf(mTargetSize.width - size.width) > Math::MACHINE_EPSILON_1) ||
807 (fabsf(mTargetSize.height - size.height) > Math::MACHINE_EPSILON_1) ||
808 (fabsf(mTargetSize.depth - size.depth) > Math::MACHINE_EPSILON_1) ||
809 (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
810 (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
811 (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
815 // node is being used in a separate thread; queue a message to set the value & base value
816 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
818 // Notification for derived classes
819 mInsideOnSizeSet = true;
820 OnSizeSet(mTargetSize);
821 mInsideOnSizeSet = false;
823 // Raise a relayout request if the flag is not locked
824 if(mRelayoutData && !mRelayoutData->insideRelayout)
831 void Actor::SetWidth(float width)
833 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
835 SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
836 mRelayoutData->preferredSize.width = width;
840 mTargetSize.width = width;
842 // node is being used in a separate thread; queue a message to set the value & base value
843 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
846 mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
851 void Actor::SetHeight(float height)
853 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
855 SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
856 mRelayoutData->preferredSize.height = height;
860 mTargetSize.height = height;
862 // node is being used in a separate thread; queue a message to set the value & base value
863 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
866 mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
871 void Actor::SetDepth(float depth)
873 mTargetSize.depth = depth;
875 mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
877 // node is being used in a separate thread; queue a message to set the value & base value
878 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
881 Vector3 Actor::GetTargetSize() const
883 Vector3 size = mTargetSize;
885 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
887 // Should return animated size if size is animated
888 size.width = mAnimatedSize.width;
892 // Should return preferred size if size is fixed as set by SetSize
893 if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
895 size.width = GetPreferredSize().width;
899 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
901 size.height = mAnimatedSize.height;
905 if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
907 size.height = GetPreferredSize().height;
911 if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
913 size.depth = mAnimatedSize.depth;
919 const Vector3& Actor::GetCurrentSize() const
921 // node is being used in a separate thread; copy the value from the previous update
922 return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
925 Vector3 Actor::GetNaturalSize() const
927 // It is up to deriving classes to return the appropriate natural size
928 return Vector3(0.0f, 0.0f, 0.0f);
931 void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
933 EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
935 OnSetResizePolicy(policy, dimension);
937 // Trigger relayout on this control
941 ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
945 return mRelayoutData->GetResizePolicy(dimension);
948 return ResizePolicy::DEFAULT;
951 void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
955 mRelayoutData->sizeSetPolicy = policy;
957 // Trigger relayout on this control
961 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
965 return mRelayoutData->sizeSetPolicy;
968 return Relayouter::DEFAULT_SIZE_SCALE_POLICY;
971 void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
973 EnsureRelayouter().SetDimensionDependency(dimension, dependency);
976 Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
980 return mRelayoutData->GetDimensionDependency(dimension);
983 return Dimension::ALL_DIMENSIONS; // Default
986 void Actor::SetRelayoutEnabled(bool relayoutEnabled)
988 // If relayout data has not been allocated yet and the client is requesting
989 // to disable it, do nothing
990 if(mRelayoutData || relayoutEnabled)
994 DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
996 mRelayoutData->relayoutEnabled = relayoutEnabled;
1000 bool Actor::IsRelayoutEnabled() const
1002 // Assume that if relayout data has not been allocated yet then
1003 // relayout is disabled
1004 return mRelayoutData && mRelayoutData->relayoutEnabled;
1007 void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
1009 EnsureRelayouter().SetLayoutDirty(dirty, dimension);
1012 bool Actor::IsLayoutDirty(Dimension::Type dimension) const
1014 return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
1017 bool Actor::RelayoutPossible(Dimension::Type dimension) const
1019 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
1022 bool Actor::RelayoutRequired(Dimension::Type dimension) const
1024 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
1027 uint32_t Actor::AddRenderer(Renderer& renderer)
1031 mRenderers = new RendererContainer;
1034 if(mIsBlendEquationSet)
1036 renderer.SetBlendEquation(static_cast<DevelBlendEquation::Type>(mBlendEquation));
1039 uint32_t index = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1040 RendererPtr rendererPtr = RendererPtr(&renderer);
1041 mRenderers->push_back(rendererPtr);
1042 AttachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1046 uint32_t Actor::GetRendererCount() const
1048 uint32_t rendererCount(0);
1051 rendererCount = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1054 return rendererCount;
1057 RendererPtr Actor::GetRendererAt(uint32_t index)
1059 RendererPtr renderer;
1060 if(index < GetRendererCount())
1062 renderer = (*mRenderers)[index];
1068 void Actor::RemoveRenderer(Renderer& renderer)
1072 RendererIter end = mRenderers->end();
1073 for(RendererIter iter = mRenderers->begin(); iter != end; ++iter)
1075 if((*iter).Get() == &renderer)
1077 mRenderers->erase(iter);
1078 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1085 void Actor::RemoveRenderer(uint32_t index)
1087 if(index < GetRendererCount())
1089 RendererPtr renderer = (*mRenderers)[index];
1090 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject());
1091 mRenderers->erase(mRenderers->begin() + index);
1095 void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
1097 if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
1099 if(mBlendEquation != blendEquation)
1101 mBlendEquation = blendEquation;
1102 uint32_t rendererCount = GetRendererCount();
1103 for(uint32_t i = 0; i < rendererCount; ++i)
1105 RendererPtr renderer = GetRendererAt(i);
1106 renderer->SetBlendEquation(static_cast<DevelBlendEquation::Type>(blendEquation));
1109 mIsBlendEquationSet = true;
1113 DALI_LOG_ERROR("Invalid blend equation is entered.\n");
1117 DevelBlendEquation::Type Actor::GetBlendEquation() const
1119 return mBlendEquation;
1122 void Actor::SetDrawMode(DrawMode::Type drawMode)
1124 // this flag is not animatable so keep the value
1125 mDrawMode = drawMode;
1127 // node is being used in a separate thread; queue a message to set the value
1128 SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
1131 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
1133 // only valid when on-stage
1134 if(mScene && OnScene())
1136 const RenderTaskList& taskList = mScene->GetRenderTaskList();
1138 Vector2 converted(screenX, screenY);
1140 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1141 uint32_t taskCount = taskList.GetTaskCount();
1142 for(uint32_t i = taskCount; i > 0; --i)
1144 RenderTaskPtr task = taskList.GetTask(i - 1);
1145 if(ScreenToLocal(*task, localX, localY, screenX, screenY))
1147 // found a task where this conversion was ok so return
1155 bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
1157 bool retval = false;
1158 // only valid when on-stage
1161 CameraActor* camera = renderTask.GetCameraActor();
1165 renderTask.GetViewport(viewport);
1167 // need to translate coordinates to render tasks coordinate space
1168 Vector2 converted(screenX, screenY);
1169 if(renderTask.TranslateCoordinates(converted))
1171 retval = ScreenToLocal(camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y);
1178 bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
1180 return OnScene() && ScreenToLocalInternal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), viewport, GetCurrentSize(), localX, localY, screenX, screenY);
1183 ActorGestureData& Actor::GetGestureData()
1185 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1186 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1187 if(nullptr == mGestureData)
1189 mGestureData = new ActorGestureData;
1191 return *mGestureData;
1194 bool Actor::IsGestureRequired(GestureType::Value type) const
1196 return mGestureData && mGestureData->IsGestureRequired(type);
1199 bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
1201 return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
1204 bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
1206 return EmitConsumingSignal(*this, mTouchedSignal, touch);
1209 bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
1211 return EmitConsumingSignal(*this, mHoveredSignal, event);
1214 bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
1216 return EmitConsumingSignal(*this, mWheelEventSignal, event);
1219 void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
1221 EmitSignal(*this, mVisibilityChangedSignal, visible, type);
1224 void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
1226 EmitSignal(*this, mLayoutDirectionChangedSignal, type);
1229 DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
1231 return mParentImpl.ChildAddedSignal();
1234 DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
1236 return mParentImpl.ChildRemovedSignal();
1239 DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
1241 return mParentImpl.ChildOrderChangedSignal();
1244 bool Actor::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1246 bool connected(true);
1247 Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
1249 std::string_view name(signalName);
1251 if(name == SIGNAL_HOVERED)
1253 actor->HoveredSignal().Connect(tracker, functor);
1255 else if(signalName == SIGNAL_WHEEL_EVENT)
1257 actor->WheelEventSignal().Connect(tracker, functor);
1259 else if(name == SIGNAL_ON_SCENE)
1261 actor->OnSceneSignal().Connect(tracker, functor);
1263 else if(name == SIGNAL_OFF_SCENE)
1265 actor->OffSceneSignal().Connect(tracker, functor);
1267 else if(name == SIGNAL_ON_RELAYOUT)
1269 actor->OnRelayoutSignal().Connect(tracker, functor);
1271 else if(name == SIGNAL_TOUCHED)
1273 actor->TouchedSignal().Connect(tracker, functor);
1275 else if(name == SIGNAL_VISIBILITY_CHANGED)
1277 actor->VisibilityChangedSignal().Connect(tracker, functor);
1279 else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
1281 actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
1283 else if(name == SIGNAL_CHILD_ADDED)
1285 actor->ChildAddedSignal().Connect(tracker, functor);
1287 else if(name == SIGNAL_CHILD_REMOVED)
1289 actor->ChildRemovedSignal().Connect(tracker, functor);
1293 // signalName does not match any signal
1300 Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
1305 mRenderers(nullptr),
1306 mParentOrigin(nullptr),
1307 mAnchorPoint(nullptr),
1308 mRelayoutData(nullptr),
1309 mGestureData(nullptr),
1310 mInterceptTouchedSignal(),
1313 mWheelEventSignal(),
1316 mOnRelayoutSignal(),
1317 mVisibilityChangedSignal(),
1318 mLayoutDirectionChangedSignal(),
1319 mTargetOrientation(Quaternion::IDENTITY),
1320 mTargetColor(Color::WHITE),
1321 mTargetSize(Vector3::ZERO),
1322 mTargetPosition(Vector3::ZERO),
1323 mTargetScale(Vector3::ONE),
1324 mAnimatedSize(Vector3::ZERO),
1325 mTouchArea(Vector2::ZERO),
1329 mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
1330 mIsRoot(ROOT_LAYER == derivedType),
1331 mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
1334 mLeaveRequired(false),
1335 mKeyboardFocusable(false),
1336 mOnSceneSignalled(false),
1337 mInsideOnSizeSet(false),
1338 mInheritPosition(true),
1339 mInheritOrientation(true),
1340 mInheritScale(true),
1341 mPositionUsesAnchorPoint(true),
1343 mInheritLayoutDirection(true),
1344 mCaptureAllTouchAfterStart(false),
1345 mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
1346 mDrawMode(DrawMode::NORMAL),
1347 mColorMode(Node::DEFAULT_COLOR_MODE),
1348 mClippingMode(ClippingMode::DISABLED),
1349 mBlendEquation(DevelBlendEquation::ADD),
1350 mIsBlendEquationSet(false)
1354 void Actor::Initialize()
1358 GetEventThreadServices().RegisterObject(this);
1363 // Remove mParent pointers from children even if we're destroying core,
1364 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1368 // Guard to allow handle destruction after Core has been destroyed
1369 if(EventThreadServices::IsCoreRunning())
1371 // Root layer will destroy its node in its own destructor
1374 DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1376 GetEventThreadServices().UnregisterObject(this);
1380 // Cleanup optional gesture data
1381 delete mGestureData;
1383 // Cleanup optional parent origin and anchor
1384 delete mParentOrigin;
1385 delete mAnchorPoint;
1387 // Delete optional relayout data
1388 delete mRelayoutData;
1391 void Actor::Add(Actor& child)
1393 mParentImpl.Add(child);
1396 void Actor::Remove(Actor& child)
1398 mParentImpl.Remove(child);
1401 uint32_t Actor::GetChildCount() const
1403 return mParentImpl.GetChildCount();
1406 ActorPtr Actor::GetChildAt(uint32_t index) const
1408 return mParentImpl.GetChildAt(index);
1411 ActorContainer& Actor::GetChildrenInternal()
1413 return mParentImpl.GetChildrenInternal();
1416 ActorPtr Actor::FindChildByName(ConstString actorName)
1418 return mParentImpl.FindChildByName(actorName);
1421 ActorPtr Actor::FindChildById(const uint32_t id)
1423 return mParentImpl.FindChildById(id);
1426 void Actor::UnparentChildren()
1428 mParentImpl.UnparentChildren();
1431 void Actor::ConnectToScene(uint32_t parentDepth)
1433 // This container is used instead of walking the Actor hierarchy.
1434 // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
1435 ActorContainer connectionList;
1439 mScene->RequestRebuildDepthTree();
1442 // This stage is atomic i.e. not interrupted by user callbacks.
1443 RecursiveConnectToScene(connectionList, parentDepth + 1);
1445 // Notify applications about the newly connected actors.
1446 for(const auto& actor : connectionList)
1448 actor->NotifyStageConnection();
1454 void Actor::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
1456 DALI_ASSERT_ALWAYS(!OnScene());
1459 mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
1461 ConnectToSceneGraph();
1463 // Notification for internal derived classes
1464 OnSceneConnectionInternal();
1466 // This stage is atomic; avoid emitting callbacks until all Actors are connected
1467 connectionList.push_back(ActorPtr(this));
1469 // Recursively connect children
1470 if(GetChildCount() > 0)
1472 for(const auto& child : mParentImpl.GetChildrenInternal())
1474 child->SetScene(*mScene);
1475 child->RecursiveConnectToScene(connectionList, depth + 1);
1481 * This method is called when the Actor is connected to the Stage.
1482 * The parent must have added its Node to the scene-graph.
1483 * The child must connect its Node to the parent's Node.
1484 * This is recursive; the child calls ConnectToScene() for its children.
1486 void Actor::ConnectToSceneGraph()
1488 DALI_ASSERT_DEBUG(mParent != NULL);
1490 // Reparent Node in next Update
1491 ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
1493 // Request relayout on all actors that are added to the scenegraph
1496 // Notification for Object::Observers
1500 void Actor::NotifyStageConnection()
1502 // Actors can be removed (in a callback), before the on-stage stage is reported.
1503 // The actor may also have been reparented, in which case mOnSceneSignalled will be true.
1504 if(OnScene() && !mOnSceneSignalled)
1506 // Notification for external (CustomActor) derived classes
1507 OnSceneConnectionExternal(mDepth);
1509 if(!mOnSceneSignal.Empty())
1511 Dali::Actor handle(this);
1512 mOnSceneSignal.Emit(handle);
1515 // Guard against Remove during callbacks
1518 mOnSceneSignalled = true; // signal required next time Actor is removed
1523 void Actor::DisconnectFromStage()
1525 // This container is used instead of walking the Actor hierachy.
1526 // It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
1527 ActorContainer disconnectionList;
1531 mScene->RequestRebuildDepthTree();
1534 // This stage is atomic i.e. not interrupted by user callbacks
1535 RecursiveDisconnectFromStage(disconnectionList);
1537 // Notify applications about the newly disconnected actors.
1538 for(const auto& actor : disconnectionList)
1540 actor->NotifyStageDisconnection();
1544 void Actor::RecursiveDisconnectFromStage(ActorContainer& disconnectionList)
1546 // need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
1549 // Recursively disconnect children
1550 if(GetChildCount() > 0)
1552 for(const auto& child : mParentImpl.GetChildrenInternal())
1554 child->RecursiveDisconnectFromStage(disconnectionList);
1558 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
1559 disconnectionList.push_back(ActorPtr(this));
1561 // Notification for internal derived classes
1562 OnSceneDisconnectionInternal();
1564 DisconnectFromSceneGraph();
1568 * This method is called by an actor or its parent, before a node removal message is sent.
1569 * This is recursive; the child calls DisconnectFromStage() for its children.
1571 void Actor::DisconnectFromSceneGraph()
1573 // Notification for Object::Observers
1574 OnSceneObjectRemove();
1577 void Actor::NotifyStageDisconnection()
1579 // Actors can be added (in a callback), before the off-stage state is reported.
1580 // Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
1581 // only do this step if there is a stage, i.e. Core is not being shut down
1582 if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
1584 // Notification for external (CustomeActor) derived classes
1585 OnSceneDisconnectionExternal();
1587 if(!mOffSceneSignal.Empty())
1589 Dali::Actor handle(this);
1590 mOffSceneSignal.Emit(handle);
1593 // Guard against Add during callbacks
1596 mOnSceneSignalled = false; // signal required next time Actor is added
1601 bool Actor::IsNodeConnected() const
1603 bool connected(false);
1607 if(IsRoot() || GetNode().GetParent())
1616 // This method initiates traversal of the actor tree using depth-first
1617 // traversal to set a depth index based on traversal order. It sends a
1618 // single message to update manager to update all the actor's nodes in
1619 // this tree with the depth index. The sceneGraphNodeDepths vector's
1620 // elements are ordered by depth, and could be used to reduce sorting
1621 // in the update thread.
1622 void Actor::RebuildDepthTree()
1624 DALI_LOG_TIMER_START(depthTimer);
1626 // Vector of scene-graph nodes and their depths to send to UpdateManager
1627 // in a single message
1628 OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
1630 int32_t depthIndex = 1;
1631 DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1633 SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
1634 DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
1637 void Actor::DepthTraverseActorTree(OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex)
1639 mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
1640 sceneGraphNodeDepths->Add(const_cast<SceneGraph::Node*>(&GetNode()), mSortedDepth);
1642 // Create/add to children of this node
1643 if(GetChildCount() > 0)
1645 for(const auto& child : mParentImpl.GetChildrenInternal())
1647 Actor* childActor = child.Get();
1649 childActor->DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1654 void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
1656 PropertyHandler::SetDefaultProperty(*this, index, property);
1659 // TODO: This method needs to be removed
1660 void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
1662 PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
1665 Property::Value Actor::GetDefaultProperty(Property::Index index) const
1667 Property::Value value;
1669 if(!GetCachedPropertyValue(index, value))
1671 // If property value is not stored in the event-side, then it must be a scene-graph only property
1672 GetCurrentPropertyValue(index, value);
1678 Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
1680 Property::Value value;
1682 if(!GetCurrentPropertyValue(index, value))
1684 // If unable to retrieve scene-graph property value, then it must be an event-side only property
1685 GetCachedPropertyValue(index, value);
1691 void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
1693 PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
1696 const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
1698 const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
1701 // not our property, ask base
1702 property = Object::GetSceneObjectAnimatableProperty(index);
1708 const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
1710 const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
1713 // reuse animatable property getter as animatable properties are inputs as well
1714 // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
1715 property = GetSceneObjectAnimatableProperty(index);
1721 int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
1723 int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
1724 if(Property::INVALID_COMPONENT_INDEX == componentIndex)
1727 componentIndex = Object::GetPropertyComponentIndex(index);
1730 return componentIndex;
1733 const SceneGraph::Node& Actor::GetNode() const
1735 return *static_cast<const SceneGraph::Node*>(mUpdateObject);
1742 mParent->RaiseChild(*this);
1746 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1754 mParent->LowerChild(*this);
1758 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1762 void Actor::RaiseToTop()
1766 mParent->RaiseChildToTop(*this);
1770 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1774 void Actor::LowerToBottom()
1778 mParent->LowerChildToBottom(*this);
1782 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1786 void Actor::RaiseAbove(Internal::Actor& target)
1790 mParent->RaiseChildAbove(*this, target);
1794 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1798 void Actor::LowerBelow(Internal::Actor& target)
1802 mParent->LowerChildBelow(*this, target);
1806 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1810 void Actor::SetParent(ActorParent* parent)
1814 DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
1817 Actor* parentActor = static_cast<Actor*>(parent);
1818 mScene = parentActor->mScene;
1820 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1821 parentActor->OnScene())
1823 // Instruct each actor to create a corresponding node in the scene graph
1824 ConnectToScene(parentActor->GetHierarchyDepth());
1827 // Resolve the name and index for the child properties if any
1828 ResolveChildProperties();
1830 else // parent being set to NULL
1832 DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
1836 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1839 // Disconnect the Node & its children from the scene-graph.
1840 DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1842 // Instruct each actor to discard pointers to the scene-graph
1843 DisconnectFromStage();
1850 bool Actor::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */)
1853 Actor* actor = dynamic_cast<Actor*>(object);
1857 std::string_view name(actionName);
1858 if(name == ACTION_SHOW)
1860 actor->SetVisible(true);
1863 else if(name == ACTION_HIDE)
1865 actor->SetVisible(false);
1873 Rect<> Actor::CalculateScreenExtents() const
1875 auto screenPosition = GetCurrentScreenPosition();
1876 Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
1877 Vector3 anchorPointOffSet = size * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
1878 Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
1879 return {position.x, position.y, size.x, size.y};
1882 bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
1884 return PropertyHandler::GetCachedPropertyValue(*this, index, value);
1887 bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
1889 return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
1892 Actor::Relayouter& Actor::EnsureRelayouter()
1894 // Assign relayouter
1897 mRelayoutData = new Relayouter();
1900 return *mRelayoutData;
1903 bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
1905 // Check if actor is dependent on parent
1906 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1908 if((dimension & (1 << i)))
1910 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1911 if(resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT)
1921 bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
1923 // Check if actor is dependent on children
1924 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1926 if((dimension & (1 << i)))
1928 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1929 switch(resizePolicy)
1931 case ResizePolicy::FIT_TO_CHILDREN:
1932 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
1948 bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
1950 return Actor::RelayoutDependentOnChildren(dimension);
1953 bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
1955 // Check each possible dimension and see if it is dependent on the input one
1956 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1958 if(dimension & (1 << i))
1960 return mRelayoutData->resizePolicies[i] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[i] == dependentDimension;
1967 void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
1969 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1971 if(dimension & (1 << i))
1973 mRelayoutData->negotiatedDimensions[i] = negotiatedDimension;
1978 float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
1980 // If more than one dimension is requested, just return the first one found
1981 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1983 if((dimension & (1 << i)))
1985 return mRelayoutData->negotiatedDimensions[i];
1989 return 0.0f; // Default
1992 void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
1994 EnsureRelayouter().SetPadding(padding, dimension);
1997 Vector2 Actor::GetPadding(Dimension::Type dimension) const
2001 // If more than one dimension is requested, just return the first one found
2002 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
2004 if((dimension & (1 << i)))
2006 return mRelayoutData->dimensionPadding[i];
2011 return Relayouter::DEFAULT_DIMENSION_PADDING;
2014 void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
2016 EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
2019 bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
2021 return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
2024 float Actor::GetHeightForWidthBase(float width)
2026 float height = 0.0f;
2028 const Vector3 naturalSize = GetNaturalSize();
2029 if(naturalSize.width > 0.0f)
2031 height = naturalSize.height * width / naturalSize.width;
2033 else // we treat 0 as 1:1 aspect ratio
2041 float Actor::GetWidthForHeightBase(float height)
2045 const Vector3 naturalSize = GetNaturalSize();
2046 if(naturalSize.height > 0.0f)
2048 width = naturalSize.width * height / naturalSize.height;
2050 else // we treat 0 as 1:1 aspect ratio
2058 float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
2060 // Fill to parent, taking size mode factor into account
2061 switch(child.GetResizePolicy(dimension))
2063 case ResizePolicy::FILL_TO_PARENT:
2065 return GetLatestSize(dimension);
2068 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2070 return GetLatestSize(dimension) * GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2073 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2075 return GetLatestSize(dimension) + GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2080 return GetLatestSize(dimension);
2085 float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
2087 // Can be overridden in derived class
2088 return CalculateChildSizeBase(child, dimension);
2091 float Actor::GetHeightForWidth(float width)
2093 // Can be overridden in derived class
2094 return GetHeightForWidthBase(width);
2097 float Actor::GetWidthForHeight(float height)
2099 // Can be overridden in derived class
2100 return GetWidthForHeightBase(height);
2103 float Actor::GetLatestSize(Dimension::Type dimension) const
2105 return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
2108 float Actor::GetRelayoutSize(Dimension::Type dimension) const
2110 Vector2 padding = GetPadding(dimension);
2112 return GetLatestSize(dimension) + padding.x + padding.y;
2115 float Actor::NegotiateFromParent(Dimension::Type dimension)
2117 Actor* parent = GetParent();
2120 Vector2 padding(GetPadding(dimension));
2121 Vector2 parentPadding(parent->GetPadding(dimension));
2122 return parent->CalculateChildSize(Dali::Actor(this), dimension) - parentPadding.x - parentPadding.y - padding.x - padding.y;
2128 float Actor::NegotiateFromChildren(Dimension::Type dimension)
2130 float maxDimensionPoint = 0.0f;
2132 for(uint32_t i = 0, count = GetChildCount(); i < count; ++i)
2134 ActorPtr child = GetChildAt(i);
2136 if(!child->RelayoutDependentOnParent(dimension))
2138 // Calculate the min and max points that the children range across
2139 float childPosition = GetDimensionValue(child->GetTargetPosition(), dimension);
2140 float dimensionSize = child->GetRelayoutSize(dimension);
2141 maxDimensionPoint = std::max(maxDimensionPoint, childPosition + dimensionSize);
2145 return maxDimensionPoint;
2148 float Actor::GetSize(Dimension::Type dimension) const
2150 return GetDimensionValue(mTargetSize, dimension);
2153 float Actor::GetNaturalSize(Dimension::Type dimension) const
2155 return GetDimensionValue(GetNaturalSize(), dimension);
2158 float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
2160 switch(GetResizePolicy(dimension))
2162 case ResizePolicy::USE_NATURAL_SIZE:
2164 return GetNaturalSize(dimension);
2167 case ResizePolicy::FIXED:
2169 return GetDimensionValue(GetPreferredSize(), dimension);
2172 case ResizePolicy::USE_ASSIGNED_SIZE:
2174 return GetDimensionValue(maximumSize, dimension);
2177 case ResizePolicy::FILL_TO_PARENT:
2178 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2179 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2181 return NegotiateFromParent(dimension);
2184 case ResizePolicy::FIT_TO_CHILDREN:
2186 return NegotiateFromChildren(dimension);
2189 case ResizePolicy::DIMENSION_DEPENDENCY:
2191 const Dimension::Type dimensionDependency = GetDimensionDependency(dimension);
2194 if(dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT)
2196 return GetWidthForHeight(GetNegotiatedDimension(Dimension::HEIGHT));
2199 if(dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH)
2201 return GetHeightForWidth(GetNegotiatedDimension(Dimension::WIDTH));
2213 return 0.0f; // Default
2216 Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
2218 return mRelayoutData->ApplySizeSetPolicy(*this, size);
2221 void Actor::SetNegotiatedSize(RelayoutContainer& container)
2223 // Do the set actor size
2224 Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
2226 // Adjust for size set policy
2227 negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
2229 // Lock the flag to stop recursive relayouts on set size
2230 mRelayoutData->insideRelayout = true;
2231 SetSize(negotiatedSize);
2232 mRelayoutData->insideRelayout = false;
2234 // Clear flags for all dimensions
2235 SetLayoutDirty(false);
2237 // Give deriving classes a chance to respond
2238 OnRelayout(negotiatedSize, container);
2240 if(!mOnRelayoutSignal.Empty())
2242 Dali::Actor handle(this);
2243 mOnRelayoutSignal.Emit(handle);
2247 void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
2249 Relayouter::NegotiateSize(*this, allocatedSize, container);
2252 void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
2256 mRelayoutData->SetUseAssignedSize(use, dimension);
2260 bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
2262 return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
2265 void Actor::RelayoutRequest(Dimension::Type dimension)
2267 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
2268 if(relayoutController)
2270 Dali::Actor self(this);
2271 relayoutController->RequestRelayout(self, dimension);
2275 void Actor::SetPreferredSize(const Vector2& size)
2277 EnsureRelayouter().SetPreferredSize(*this, size);
2280 Vector2 Actor::GetPreferredSize() const
2284 return Vector2(mRelayoutData->preferredSize);
2287 return Relayouter::DEFAULT_PREFERRED_SIZE;
2290 void Actor::SetMinimumSize(float size, Dimension::Type dimension)
2292 EnsureRelayouter().SetMinimumSize(size, dimension);
2296 float Actor::GetMinimumSize(Dimension::Type dimension) const
2300 return mRelayoutData->GetMinimumSize(dimension);
2303 return 0.0f; // Default
2306 void Actor::SetMaximumSize(float size, Dimension::Type dimension)
2308 EnsureRelayouter().SetMaximumSize(size, dimension);
2312 float Actor::GetMaximumSize(Dimension::Type dimension) const
2316 return mRelayoutData->GetMaximumSize(dimension);
2319 return FLT_MAX; // Default
2322 void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
2324 if(mVisible != visible)
2326 if(sendMessage == SendMessage::TRUE)
2328 // node is being used in a separate thread; queue a message to set the value & base value
2329 SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
2331 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
2336 // Emit the signal on this actor and all its children
2337 EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
2341 void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
2343 mParentImpl.SetSiblingOrderOfChild(child, order);
2346 uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
2348 return mParentImpl.GetSiblingOrderOfChild(child);
2351 void Actor::RaiseChild(Actor& child)
2353 mParentImpl.RaiseChild(child);
2356 void Actor::LowerChild(Actor& child)
2358 mParentImpl.LowerChild(child);
2361 void Actor::RaiseChildToTop(Actor& child)
2363 mParentImpl.RaiseChildToTop(child);
2366 void Actor::LowerChildToBottom(Actor& child)
2368 mParentImpl.LowerChildToBottom(child);
2371 void Actor::RaiseChildAbove(Actor& child, Actor& target)
2373 mParentImpl.RaiseChildAbove(child, target);
2376 void Actor::LowerChildBelow(Actor& child, Actor& target)
2378 mParentImpl.LowerChildBelow(child, target);
2381 void Actor::SetInheritLayoutDirection(bool inherit)
2383 if(mInheritLayoutDirection != inherit)
2385 mInheritLayoutDirection = inherit;
2387 if(inherit && mParent)
2389 InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
2394 void Actor::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
2396 if(mInheritLayoutDirection || set)
2398 if(mLayoutDirection != direction)
2400 mLayoutDirection = direction;
2401 EmitLayoutDirectionChangedSignal(direction);
2405 if(GetChildCount() > 0)
2407 for(const auto& child : mParentImpl.GetChildrenInternal())
2409 child->InheritLayoutDirectionRecursively(direction);
2415 void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
2417 // node is being used in a separate thread; queue a message to set the value & base value
2418 SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
2421 void Actor::EmitVisibilityChangedSignalRecursively(bool visible,
2422 DevelActor::VisibilityChange::Type type)
2424 EmitVisibilityChangedSignal(visible, type);
2426 if(GetChildCount() > 0)
2428 for(auto& child : mParentImpl.GetChildrenInternal())
2430 child->EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::PARENT);
2435 } // namespace Internal