2 * Copyright (c) 2020 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/size-negotiation/relayout-controller-impl.h>
55 #include <dali/internal/update/nodes/node-messages.h>
57 using Dali::Internal::SceneGraph::AnimatableProperty;
58 using Dali::Internal::SceneGraph::Node;
59 using Dali::Internal::SceneGraph::PropertyBase;
61 #if defined(DEBUG_ENABLED)
62 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER");
69 namespace // unnamed namespace
74 * We want to discourage the use of property strings (minimize string comparisons),
75 * particularly for the default properties.
76 * Name Type writable animatable constraint-input enum for index-checking
78 DALI_PROPERTY_TABLE_BEGIN
79 DALI_PROPERTY("parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN)
80 DALI_PROPERTY("parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X)
81 DALI_PROPERTY("parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y)
82 DALI_PROPERTY("parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z)
83 DALI_PROPERTY("anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT)
84 DALI_PROPERTY("anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X)
85 DALI_PROPERTY("anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y)
86 DALI_PROPERTY("anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z)
87 DALI_PROPERTY("size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE)
88 DALI_PROPERTY("sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH)
89 DALI_PROPERTY("sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT)
90 DALI_PROPERTY("sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH)
91 DALI_PROPERTY("position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION)
92 DALI_PROPERTY("positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X)
93 DALI_PROPERTY("positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y)
94 DALI_PROPERTY("positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z)
95 DALI_PROPERTY("worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION)
96 DALI_PROPERTY("worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X)
97 DALI_PROPERTY("worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y)
98 DALI_PROPERTY("worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z)
99 DALI_PROPERTY("orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION)
100 DALI_PROPERTY("worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION)
101 DALI_PROPERTY("scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE)
102 DALI_PROPERTY("scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X)
103 DALI_PROPERTY("scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y)
104 DALI_PROPERTY("scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z)
105 DALI_PROPERTY("worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE)
106 DALI_PROPERTY("visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE)
107 DALI_PROPERTY("color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR)
108 DALI_PROPERTY("colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED)
109 DALI_PROPERTY("colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN)
110 DALI_PROPERTY("colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE)
111 DALI_PROPERTY("colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA)
112 DALI_PROPERTY("worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR)
113 DALI_PROPERTY("worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX)
114 DALI_PROPERTY("name", STRING, true, false, false, Dali::Actor::Property::NAME)
115 DALI_PROPERTY("sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE)
116 DALI_PROPERTY("leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED)
117 DALI_PROPERTY("inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION)
118 DALI_PROPERTY("inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE)
119 DALI_PROPERTY("colorMode", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE)
120 DALI_PROPERTY("drawMode", INTEGER, true, false, false, Dali::Actor::Property::DRAW_MODE)
121 DALI_PROPERTY("sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR)
122 DALI_PROPERTY("widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY)
123 DALI_PROPERTY("heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY)
124 DALI_PROPERTY("sizeScalePolicy", INTEGER, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY)
125 DALI_PROPERTY("widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT)
126 DALI_PROPERTY("heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH)
127 DALI_PROPERTY("padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING)
128 DALI_PROPERTY("minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE)
129 DALI_PROPERTY("maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE)
130 DALI_PROPERTY("inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION)
131 DALI_PROPERTY("clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE)
132 DALI_PROPERTY("layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION)
133 DALI_PROPERTY("inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION)
134 DALI_PROPERTY("opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY)
135 DALI_PROPERTY("screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION)
136 DALI_PROPERTY("positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT)
137 DALI_PROPERTY("culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED)
138 DALI_PROPERTY("id", INTEGER, false, false, false, Dali::Actor::Property::ID)
139 DALI_PROPERTY("hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH)
140 DALI_PROPERTY("isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT)
141 DALI_PROPERTY("isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER)
142 DALI_PROPERTY("connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE)
143 DALI_PROPERTY("keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE)
144 DALI_PROPERTY("siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER)
145 DALI_PROPERTY("updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT)
146 DALI_PROPERTY("captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START)
147 DALI_PROPERTY("touchArea", VECTOR2, true, false, false, Dali::DevelActor::Property::TOUCH_AREA)
148 DALI_PROPERTY("blendEquation", INTEGER, true, false, false, Dali::DevelActor::Property::BLEND_EQUATION)
149 DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties)
153 static constexpr std::string_view SIGNAL_HOVERED = "hovered";
154 static constexpr std::string_view SIGNAL_WHEEL_EVENT = "wheelEvent";
155 static constexpr std::string_view SIGNAL_ON_SCENE = "onScene";
156 static constexpr std::string_view SIGNAL_OFF_SCENE = "offScene";
157 static constexpr std::string_view SIGNAL_ON_RELAYOUT = "onRelayout";
158 static constexpr std::string_view SIGNAL_TOUCHED = "touched";
159 static constexpr std::string_view SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
160 static constexpr std::string_view SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
161 static constexpr std::string_view SIGNAL_CHILD_ADDED = "childAdded";
162 static constexpr std::string_view SIGNAL_CHILD_REMOVED = "childRemoved";
166 static constexpr std::string_view ACTION_SHOW = "show";
167 static constexpr std::string_view ACTION_HIDE = "hide";
169 BaseHandle CreateActor()
171 return Dali::Actor::New();
174 TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
176 SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &Actor::DoConnectSignal);
177 SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &Actor::DoConnectSignal);
178 SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &Actor::DoConnectSignal);
179 SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &Actor::DoConnectSignal);
180 SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &Actor::DoConnectSignal);
181 SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &Actor::DoConnectSignal);
182 SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &Actor::DoConnectSignal);
183 SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &Actor::DoConnectSignal);
184 SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &Actor::DoConnectSignal);
185 SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &Actor::DoConnectSignal);
187 TypeAction a1(mType, std::string(ACTION_SHOW), &Actor::DoAction);
188 TypeAction a2(mType, std::string(ACTION_HIDE), &Actor::DoAction);
191 * @brief Extract a given dimension from a Vector2
193 * @param[in] values The values to extract from
194 * @param[in] dimension The dimension to extract
195 * @return Return the value for the dimension
197 constexpr float GetDimensionValue(const Vector2& values, Dimension::Type dimension)
201 case Dimension::WIDTH:
205 case Dimension::HEIGHT:
207 return values.height;
218 * @brief Extract a given dimension from a Vector3
220 * @param[in] values The values to extract from
221 * @param[in] dimension The dimension to extract
222 * @return Return the value for the dimension
224 float GetDimensionValue(const Vector3& values, Dimension::Type dimension)
226 return GetDimensionValue(values.GetVectorXY(), dimension);
229 /// Helper for emitting a signal
230 template<typename Signal, typename Event>
231 bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
233 bool consumed = false;
237 Dali::Actor handle(&actor);
238 consumed = signal.Emit(handle, event);
244 /// Helper for emitting signals with multiple parameters
245 template<typename Signal, typename... Param>
246 void EmitSignal(Actor& actor, Signal& signal, Param... params)
250 Dali::Actor handle(&actor);
251 signal.Emit(handle, params...);
255 bool ScreenToLocalInternal(
256 const Matrix& viewMatrix,
257 const Matrix& projectionMatrix,
258 const Matrix& worldMatrix,
259 const Viewport& viewport,
260 const Vector3& currentSize,
266 // Get the ModelView matrix
268 Matrix::Multiply(modelView, worldMatrix, viewMatrix);
270 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
271 Matrix invertedMvp(false /*don't init*/);
272 Matrix::Multiply(invertedMvp, modelView, projectionMatrix);
273 bool success = invertedMvp.Invert();
275 // Convert to GL coordinates
276 Vector4 screenPos(screenX - static_cast<float>(viewport.x), static_cast<float>(viewport.height) - screenY - static_cast<float>(viewport.y), 0.f, 1.f);
281 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), nearPos);
288 success = Unproject(screenPos, invertedMvp, static_cast<float>(viewport.width), static_cast<float>(viewport.height), farPos);
294 if(XyPlaneIntersect(nearPos, farPos, local))
296 Vector3 size = currentSize;
297 localX = local.x + size.x * 0.5f;
298 localY = local.y + size.y * 0.5f;
309 } // unnamed namespace
311 ActorPtr Actor::New()
313 // pass a reference to actor, actor does not own its node
314 ActorPtr actor(new Actor(BASIC, *CreateNode()));
316 // Second-phase construction
322 const SceneGraph::Node* Actor::CreateNode()
324 // create node. Nodes are owned by the update manager
325 SceneGraph::Node* node = SceneGraph::Node::New();
326 OwnerPointer<SceneGraph::Node> transferOwnership(node);
327 Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
329 DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
331 AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
336 void Actor::SetName(const std::string& name)
340 // ATTENTION: string for debug purposes is not thread safe.
341 DALI_LOG_SET_OBJECT_STRING(const_cast<SceneGraph::Node*>(&GetNode()), name);
344 uint32_t Actor::GetId() const
346 return GetNode().GetId();
349 Dali::Layer Actor::GetLayer()
353 // Short-circuit for Layer derived actors
356 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
359 // Find the immediate Layer parent
360 for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
362 if(parent->IsLayer())
364 layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
371 void Actor::Unparent()
375 // Remove this actor from the parent. The remove will put a relayout request in for
376 // the parent if required
377 mParent->Remove(*this);
378 // mParent is now NULL!
382 void Actor::SetParentOrigin(const Vector3& origin)
384 // node is being used in a separate thread; queue a message to set the value & base value
385 SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
387 // Cache for event-thread access
390 // not allocated, check if different from default
391 if(ParentOrigin::DEFAULT != origin)
393 mParentOrigin = new Vector3(origin);
398 // check if different from current costs more than just set
399 *mParentOrigin = origin;
403 const Vector3& Actor::GetCurrentParentOrigin() const
405 // Cached for event-thread access
406 return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
409 void Actor::SetAnchorPoint(const Vector3& anchor)
411 // node is being used in a separate thread; queue a message to set the value & base value
412 SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
414 // Cache for event-thread access
417 // not allocated, check if different from default
418 if(AnchorPoint::DEFAULT != anchor)
420 mAnchorPoint = new Vector3(anchor);
425 // check if different from current costs more than just set
426 *mAnchorPoint = anchor;
430 const Vector3& Actor::GetCurrentAnchorPoint() const
432 // Cached for event-thread access
433 return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
436 void Actor::SetPosition(float x, float y)
438 SetPosition(Vector3(x, y, 0.0f));
441 void Actor::SetPosition(float x, float y, float z)
443 SetPosition(Vector3(x, y, z));
446 void Actor::SetPosition(const Vector3& position)
448 mTargetPosition = position;
450 // node is being used in a separate thread; queue a message to set the value & base value
451 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
454 void Actor::SetX(float x)
456 mTargetPosition.x = x;
458 // node is being used in a separate thread; queue a message to set the value & base value
459 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
462 void Actor::SetY(float y)
464 mTargetPosition.y = y;
466 // node is being used in a separate thread; queue a message to set the value & base value
467 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
470 void Actor::SetZ(float z)
472 mTargetPosition.z = z;
474 // node is being used in a separate thread; queue a message to set the value & base value
475 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
478 void Actor::TranslateBy(const Vector3& distance)
480 mTargetPosition += distance;
482 // node is being used in a separate thread; queue a message to set the value & base value
483 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
486 const Vector3& Actor::GetCurrentPosition() const
488 // node is being used in a separate thread; copy the value from the previous update
489 return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
492 const Vector3& Actor::GetCurrentWorldPosition() const
494 // node is being used in a separate thread; copy the value from the previous update
495 return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
498 const Vector2 Actor::GetCurrentScreenPosition() const
500 if(mScene && OnScene())
502 Vector3 worldPosition = GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
503 Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
504 worldPosition -= cameraPosition;
506 Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
507 Vector2 halfSceneSize(mScene->GetSize() * 0.5f); // World position origin is center of scene
508 Vector3 halfActorSize(actorSize * 0.5f);
509 Vector3 anchorPointOffSet = halfActorSize - actorSize * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
511 return Vector2(halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
512 halfSceneSize.height + worldPosition.y - anchorPointOffSet.y);
515 return Vector2::ZERO;
518 void Actor::SetInheritPosition(bool inherit)
520 if(mInheritPosition != inherit)
522 // non animatable so keep local copy
523 mInheritPosition = inherit;
524 SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
528 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
530 Vector3 normalizedAxis(axis.x, axis.y, axis.z);
531 normalizedAxis.Normalize();
533 Quaternion orientation(angle, normalizedAxis);
535 SetOrientation(orientation);
538 void Actor::SetOrientation(const Quaternion& orientation)
540 mTargetOrientation = orientation;
542 // node is being used in a separate thread; queue a message to set the value & base value
543 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
546 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
548 RotateBy(Quaternion(angle, axis));
551 void Actor::RotateBy(const Quaternion& relativeRotation)
553 mTargetOrientation *= Quaternion(relativeRotation);
555 // node is being used in a separate thread; queue a message to set the value & base value
556 SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
559 const Quaternion& Actor::GetCurrentOrientation() const
561 // node is being used in a separate thread; copy the value from the previous update
562 return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex());
565 const Quaternion& Actor::GetCurrentWorldOrientation() const
567 // node is being used in a separate thread; copy the value from the previous update
568 return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
571 void Actor::SetScale(float scale)
573 SetScale(Vector3(scale, scale, scale));
576 void Actor::SetScale(float x, float y, float z)
578 SetScale(Vector3(x, y, z));
581 void Actor::SetScale(const Vector3& scale)
583 mTargetScale = scale;
585 // node is being used in a separate thread; queue a message to set the value & base value
586 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
589 void Actor::SetScaleX(float x)
593 // node is being used in a separate thread; queue a message to set the value & base value
594 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
597 void Actor::SetScaleY(float y)
601 // node is being used in a separate thread; queue a message to set the value & base value
602 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
605 void Actor::SetScaleZ(float z)
609 // node is being used in a separate thread; queue a message to set the value & base value
610 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
613 void Actor::ScaleBy(const Vector3& relativeScale)
615 mTargetScale *= relativeScale;
617 // node is being used in a separate thread; queue a message to set the value & base value
618 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
621 const Vector3& Actor::GetCurrentScale() const
623 // node is being used in a separate thread; copy the value from the previous update
624 return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex());
627 const Vector3& Actor::GetCurrentWorldScale() const
629 // node is being used in a separate thread; copy the value from the previous update
630 return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
633 void Actor::SetInheritScale(bool inherit)
635 if(mInheritScale != inherit)
637 // non animatable so keep local copy
638 mInheritScale = inherit;
639 // node is being used in a separate thread; queue a message to set the value
640 SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
644 Matrix Actor::GetCurrentWorldMatrix() const
646 return GetNode().GetWorldMatrix(0);
649 void Actor::SetVisible(bool visible)
651 SetVisibleInternal(visible, SendMessage::TRUE);
654 bool Actor::IsVisible() const
656 // node is being used in a separate thread; copy the value from the previous update
657 return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
660 void Actor::SetOpacity(float opacity)
662 mTargetColor.a = opacity;
664 // node is being used in a separate thread; queue a message to set the value & base value
665 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
667 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
670 float Actor::GetCurrentOpacity() const
672 // node is being used in a separate thread; copy the value from the previous update
673 return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
676 const Vector4& Actor::GetCurrentWorldColor() const
678 return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
681 void Actor::SetColor(const Vector4& color)
683 mTargetColor = color;
685 // node is being used in a separate thread; queue a message to set the value & base value
686 SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
688 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
691 void Actor::SetColorRed(float red)
693 mTargetColor.r = red;
695 // node is being used in a separate thread; queue a message to set the value & base value
696 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
698 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
701 void Actor::SetColorGreen(float green)
703 mTargetColor.g = green;
705 // node is being used in a separate thread; queue a message to set the value & base value
706 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
708 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
711 void Actor::SetColorBlue(float blue)
713 mTargetColor.b = blue;
715 // node is being used in a separate thread; queue a message to set the value & base value
716 SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
718 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
721 const Vector4& Actor::GetCurrentColor() const
723 // node is being used in a separate thread; copy the value from the previous update
724 return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
727 void Actor::SetInheritOrientation(bool inherit)
729 if(mInheritOrientation != inherit)
731 // non animatable so keep local copy
732 mInheritOrientation = inherit;
733 // node is being used in a separate thread; queue a message to set the value
734 SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
738 void Actor::SetSizeModeFactor(const Vector3& factor)
742 mRelayoutData->sizeModeFactor = factor;
745 const Vector3& Actor::GetSizeModeFactor() const
749 return mRelayoutData->sizeModeFactor;
752 return Relayouter::DEFAULT_SIZE_MODE_FACTOR;
755 void Actor::SetColorMode(ColorMode colorMode)
757 // non animatable so keep local copy
758 mColorMode = colorMode;
759 // node is being used in a separate thread; queue a message to set the value
760 SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
763 void Actor::SetSize(float width, float height)
765 SetSize(Vector2(width, height));
768 void Actor::SetSize(float width, float height, float depth)
770 SetSize(Vector3(width, height, depth));
773 void Actor::SetSize(const Vector2& size)
775 SetSize(Vector3(size.width, size.height, 0.f));
778 void Actor::SetSizeInternal(const Vector2& size)
780 SetSizeInternal(Vector3(size.width, size.height, 0.f));
783 void Actor::SetSize(const Vector3& size)
785 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
787 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
788 SetPreferredSize(size.GetVectorXY());
792 SetSizeInternal(size);
796 void Actor::SetSizeInternal(const Vector3& size)
798 // dont allow recursive loop
799 DALI_ASSERT_ALWAYS(!mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet");
800 // 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
801 Vector3 currentSize = GetCurrentSize();
803 if( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )||
804 ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
805 ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 )||
806 ( fabsf( mTargetSize.width - currentSize.width ) > Math::MACHINE_EPSILON_1 )||
807 ( fabsf( mTargetSize.height- currentSize.height ) > Math::MACHINE_EPSILON_1 )||
808 ( fabsf( mTargetSize.depth - currentSize.depth ) > Math::MACHINE_EPSILON_1 ) )
812 // node is being used in a separate thread; queue a message to set the value & base value
813 SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
815 // Notification for derived classes
816 mInsideOnSizeSet = true;
817 OnSizeSet(mTargetSize);
818 mInsideOnSizeSet = false;
820 // Raise a relayout request if the flag is not locked
821 if(mRelayoutData && !mRelayoutData->insideRelayout)
828 void Actor::SetWidth(float width)
830 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
832 SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
833 mRelayoutData->preferredSize.width = width;
837 mTargetSize.width = width;
839 // node is being used in a separate thread; queue a message to set the value & base value
840 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
843 mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
848 void Actor::SetHeight(float height)
850 if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
852 SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
853 mRelayoutData->preferredSize.height = height;
857 mTargetSize.height = height;
859 // node is being used in a separate thread; queue a message to set the value & base value
860 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
863 mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
868 void Actor::SetDepth(float depth)
870 mTargetSize.depth = depth;
872 mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
874 // node is being used in a separate thread; queue a message to set the value & base value
875 SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
878 Vector3 Actor::GetTargetSize() const
880 Vector3 size = mTargetSize;
882 if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
884 // Should return animated size if size is animated
885 size.width = mAnimatedSize.width;
889 // Should return preferred size if size is fixed as set by SetSize
890 if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
892 size.width = GetPreferredSize().width;
896 if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
898 size.height = mAnimatedSize.height;
902 if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
904 size.height = GetPreferredSize().height;
908 if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
910 size.depth = mAnimatedSize.depth;
916 const Vector3& Actor::GetCurrentSize() const
918 // node is being used in a separate thread; copy the value from the previous update
919 return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
922 Vector3 Actor::GetNaturalSize() const
924 // It is up to deriving classes to return the appropriate natural size
925 return Vector3(0.0f, 0.0f, 0.0f);
928 void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
930 EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
932 OnSetResizePolicy(policy, dimension);
934 // Trigger relayout on this control
938 ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
942 return mRelayoutData->GetResizePolicy(dimension);
945 return ResizePolicy::DEFAULT;
948 void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
952 mRelayoutData->sizeSetPolicy = policy;
954 // Trigger relayout on this control
958 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
962 return mRelayoutData->sizeSetPolicy;
965 return Relayouter::DEFAULT_SIZE_SCALE_POLICY;
968 void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
970 EnsureRelayouter().SetDimensionDependency(dimension, dependency);
973 Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
977 return mRelayoutData->GetDimensionDependency(dimension);
980 return Dimension::ALL_DIMENSIONS; // Default
983 void Actor::SetRelayoutEnabled(bool relayoutEnabled)
985 // If relayout data has not been allocated yet and the client is requesting
986 // to disable it, do nothing
987 if(mRelayoutData || relayoutEnabled)
991 DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
993 mRelayoutData->relayoutEnabled = relayoutEnabled;
997 bool Actor::IsRelayoutEnabled() const
999 // Assume that if relayout data has not been allocated yet then
1000 // relayout is disabled
1001 return mRelayoutData && mRelayoutData->relayoutEnabled;
1004 void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
1006 EnsureRelayouter().SetLayoutDirty(dirty, dimension);
1009 bool Actor::IsLayoutDirty(Dimension::Type dimension) const
1011 return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
1014 bool Actor::RelayoutPossible(Dimension::Type dimension) const
1016 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
1019 bool Actor::RelayoutRequired(Dimension::Type dimension) const
1021 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
1024 uint32_t Actor::AddRenderer(Renderer& renderer)
1028 mRenderers = new RendererContainer;
1031 if(mIsBlendEquationSet)
1033 renderer.SetBlendEquation(static_cast<DevelBlendEquation::Type>(mBlendEquation));
1036 uint32_t index = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1037 RendererPtr rendererPtr = RendererPtr(&renderer);
1038 mRenderers->push_back(rendererPtr);
1039 AttachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1043 uint32_t Actor::GetRendererCount() const
1045 uint32_t rendererCount(0);
1048 rendererCount = static_cast<uint32_t>(mRenderers->size()); // 4,294,967,295 renderers per actor
1051 return rendererCount;
1054 RendererPtr Actor::GetRendererAt(uint32_t index)
1056 RendererPtr renderer;
1057 if(index < GetRendererCount())
1059 renderer = (*mRenderers)[index];
1065 void Actor::RemoveRenderer(Renderer& renderer)
1069 RendererIter end = mRenderers->end();
1070 for(RendererIter iter = mRenderers->begin(); iter != end; ++iter)
1072 if((*iter).Get() == &renderer)
1074 mRenderers->erase(iter);
1075 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject());
1082 void Actor::RemoveRenderer(uint32_t index)
1084 if(index < GetRendererCount())
1086 RendererPtr renderer = (*mRenderers)[index];
1087 DetachRendererMessage(GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject());
1088 mRenderers->erase(mRenderers->begin() + index);
1092 void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
1094 if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
1096 if(mBlendEquation != blendEquation)
1098 mBlendEquation = blendEquation;
1099 uint32_t rendererCount = GetRendererCount();
1100 for(uint32_t i = 0; i < rendererCount; ++i)
1102 RendererPtr renderer = GetRendererAt(i);
1103 renderer->SetBlendEquation(static_cast<DevelBlendEquation::Type>(blendEquation));
1106 mIsBlendEquationSet = true;
1110 DALI_LOG_ERROR("Invalid blend equation is entered.\n");
1114 DevelBlendEquation::Type Actor::GetBlendEquation() const
1116 return mBlendEquation;
1119 void Actor::SetDrawMode(DrawMode::Type drawMode)
1121 // this flag is not animatable so keep the value
1122 mDrawMode = drawMode;
1124 // node is being used in a separate thread; queue a message to set the value
1125 SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
1128 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
1130 // only valid when on-stage
1131 if(mScene && OnScene())
1133 const RenderTaskList& taskList = mScene->GetRenderTaskList();
1135 Vector2 converted(screenX, screenY);
1137 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1138 uint32_t taskCount = taskList.GetTaskCount();
1139 for(uint32_t i = taskCount; i > 0; --i)
1141 RenderTaskPtr task = taskList.GetTask(i - 1);
1142 if(ScreenToLocal(*task, localX, localY, screenX, screenY))
1144 // found a task where this conversion was ok so return
1152 bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
1154 bool retval = false;
1155 // only valid when on-stage
1158 CameraActor* camera = renderTask.GetCameraActor();
1162 renderTask.GetViewport(viewport);
1164 // need to translate coordinates to render tasks coordinate space
1165 Vector2 converted(screenX, screenY);
1166 if(renderTask.TranslateCoordinates(converted))
1168 retval = ScreenToLocal(camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y);
1175 bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
1177 return OnScene() && ScreenToLocalInternal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), viewport, GetCurrentSize(), localX, localY, screenX, screenY);
1180 ActorGestureData& Actor::GetGestureData()
1182 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1183 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1184 if(nullptr == mGestureData)
1186 mGestureData = new ActorGestureData;
1188 return *mGestureData;
1191 bool Actor::IsGestureRequired(GestureType::Value type) const
1193 return mGestureData && mGestureData->IsGestureRequired(type);
1196 bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
1198 return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
1201 bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
1203 return EmitConsumingSignal(*this, mTouchedSignal, touch);
1206 bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
1208 return EmitConsumingSignal(*this, mHoveredSignal, event);
1211 bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
1213 return EmitConsumingSignal(*this, mWheelEventSignal, event);
1216 void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
1218 EmitSignal(*this, mVisibilityChangedSignal, visible, type);
1221 void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
1223 EmitSignal(*this, mLayoutDirectionChangedSignal, type);
1226 DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
1228 return mParentImpl.ChildAddedSignal();
1231 DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
1233 return mParentImpl.ChildRemovedSignal();
1236 DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
1238 return mParentImpl.ChildOrderChangedSignal();
1241 bool Actor::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1243 bool connected(true);
1244 Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
1246 std::string_view name(signalName);
1248 if(name == SIGNAL_HOVERED)
1250 actor->HoveredSignal().Connect(tracker, functor);
1252 else if(signalName == SIGNAL_WHEEL_EVENT)
1254 actor->WheelEventSignal().Connect(tracker, functor);
1256 else if(name == SIGNAL_ON_SCENE)
1258 actor->OnSceneSignal().Connect(tracker, functor);
1260 else if(name == SIGNAL_OFF_SCENE)
1262 actor->OffSceneSignal().Connect(tracker, functor);
1264 else if(name == SIGNAL_ON_RELAYOUT)
1266 actor->OnRelayoutSignal().Connect(tracker, functor);
1268 else if(name == SIGNAL_TOUCHED)
1270 actor->TouchedSignal().Connect(tracker, functor);
1272 else if(name == SIGNAL_VISIBILITY_CHANGED)
1274 actor->VisibilityChangedSignal().Connect(tracker, functor);
1276 else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
1278 actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
1280 else if(name == SIGNAL_CHILD_ADDED)
1282 actor->ChildAddedSignal().Connect(tracker, functor);
1284 else if(name == SIGNAL_CHILD_REMOVED)
1286 actor->ChildRemovedSignal().Connect(tracker, functor);
1290 // signalName does not match any signal
1297 Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
1302 mRenderers(nullptr),
1303 mParentOrigin(nullptr),
1304 mAnchorPoint(nullptr),
1305 mRelayoutData(nullptr),
1306 mGestureData(nullptr),
1307 mInterceptTouchedSignal(),
1310 mWheelEventSignal(),
1313 mOnRelayoutSignal(),
1314 mVisibilityChangedSignal(),
1315 mLayoutDirectionChangedSignal(),
1316 mTargetOrientation(Quaternion::IDENTITY),
1317 mTargetColor(Color::WHITE),
1318 mTargetSize(Vector3::ZERO),
1319 mTargetPosition(Vector3::ZERO),
1320 mTargetScale(Vector3::ONE),
1321 mAnimatedSize(Vector3::ZERO),
1322 mTouchArea(Vector2::ZERO),
1326 mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
1327 mIsRoot(ROOT_LAYER == derivedType),
1328 mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
1331 mLeaveRequired(false),
1332 mKeyboardFocusable(false),
1333 mOnSceneSignalled(false),
1334 mInsideOnSizeSet(false),
1335 mInheritPosition(true),
1336 mInheritOrientation(true),
1337 mInheritScale(true),
1338 mPositionUsesAnchorPoint(true),
1340 mInheritLayoutDirection(true),
1341 mCaptureAllTouchAfterStart(false),
1342 mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
1343 mDrawMode(DrawMode::NORMAL),
1344 mColorMode(Node::DEFAULT_COLOR_MODE),
1345 mClippingMode(ClippingMode::DISABLED),
1346 mBlendEquation(DevelBlendEquation::ADD),
1347 mIsBlendEquationSet(false)
1351 void Actor::Initialize()
1355 GetEventThreadServices().RegisterObject(this);
1360 // Remove mParent pointers from children even if we're destroying core,
1361 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1365 // Guard to allow handle destruction after Core has been destroyed
1366 if(EventThreadServices::IsCoreRunning())
1368 // Root layer will destroy its node in its own destructor
1371 DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1373 GetEventThreadServices().UnregisterObject(this);
1377 // Cleanup optional gesture data
1378 delete mGestureData;
1380 // Cleanup optional parent origin and anchor
1381 delete mParentOrigin;
1382 delete mAnchorPoint;
1384 // Delete optional relayout data
1385 delete mRelayoutData;
1388 void Actor::Add(Actor& child)
1390 mParentImpl.Add(child);
1393 void Actor::Remove(Actor& child)
1395 mParentImpl.Remove(child);
1398 uint32_t Actor::GetChildCount() const
1400 return mParentImpl.GetChildCount();
1403 ActorPtr Actor::GetChildAt(uint32_t index) const
1405 return mParentImpl.GetChildAt(index);
1408 ActorContainer& Actor::GetChildrenInternal()
1410 return mParentImpl.GetChildrenInternal();
1413 ActorPtr Actor::FindChildByName(const std::string& actorName)
1415 return mParentImpl.FindChildByName(actorName);
1418 ActorPtr Actor::FindChildById(const uint32_t id)
1420 return mParentImpl.FindChildById(id);
1423 void Actor::UnparentChildren()
1425 mParentImpl.UnparentChildren();
1428 void Actor::ConnectToScene(uint32_t parentDepth)
1430 // This container is used instead of walking the Actor hierarchy.
1431 // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
1432 ActorContainer connectionList;
1436 mScene->RequestRebuildDepthTree();
1439 // This stage is atomic i.e. not interrupted by user callbacks.
1440 RecursiveConnectToScene(connectionList, parentDepth + 1);
1442 // Notify applications about the newly connected actors.
1443 for(const auto& actor : connectionList)
1445 actor->NotifyStageConnection();
1451 void Actor::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
1453 DALI_ASSERT_ALWAYS(!OnScene());
1456 mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
1458 ConnectToSceneGraph();
1460 // Notification for internal derived classes
1461 OnSceneConnectionInternal();
1463 // This stage is atomic; avoid emitting callbacks until all Actors are connected
1464 connectionList.push_back(ActorPtr(this));
1466 // Recursively connect children
1467 if(GetChildCount() > 0)
1469 for(const auto& child : mParentImpl.GetChildrenInternal())
1471 child->SetScene(*mScene);
1472 child->RecursiveConnectToScene(connectionList, depth + 1);
1478 * This method is called when the Actor is connected to the Stage.
1479 * The parent must have added its Node to the scene-graph.
1480 * The child must connect its Node to the parent's Node.
1481 * This is recursive; the child calls ConnectToScene() for its children.
1483 void Actor::ConnectToSceneGraph()
1485 DALI_ASSERT_DEBUG(mParent != NULL);
1487 // Reparent Node in next Update
1488 ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
1490 // Request relayout on all actors that are added to the scenegraph
1493 // Notification for Object::Observers
1497 void Actor::NotifyStageConnection()
1499 // Actors can be removed (in a callback), before the on-stage stage is reported.
1500 // The actor may also have been reparented, in which case mOnSceneSignalled will be true.
1501 if(OnScene() && !mOnSceneSignalled)
1503 // Notification for external (CustomActor) derived classes
1504 OnSceneConnectionExternal(mDepth);
1506 if(!mOnSceneSignal.Empty())
1508 Dali::Actor handle(this);
1509 mOnSceneSignal.Emit(handle);
1512 // Guard against Remove during callbacks
1515 mOnSceneSignalled = true; // signal required next time Actor is removed
1520 void Actor::DisconnectFromStage()
1522 // This container is used instead of walking the Actor hierachy.
1523 // It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
1524 ActorContainer disconnectionList;
1528 mScene->RequestRebuildDepthTree();
1531 // This stage is atomic i.e. not interrupted by user callbacks
1532 RecursiveDisconnectFromStage(disconnectionList);
1534 // Notify applications about the newly disconnected actors.
1535 for(const auto& actor : disconnectionList)
1537 actor->NotifyStageDisconnection();
1541 void Actor::RecursiveDisconnectFromStage(ActorContainer& disconnectionList)
1543 // need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
1546 // Recursively disconnect children
1547 if(GetChildCount() > 0)
1549 for(const auto& child : mParentImpl.GetChildrenInternal())
1551 child->RecursiveDisconnectFromStage(disconnectionList);
1555 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
1556 disconnectionList.push_back(ActorPtr(this));
1558 // Notification for internal derived classes
1559 OnSceneDisconnectionInternal();
1561 DisconnectFromSceneGraph();
1565 * This method is called by an actor or its parent, before a node removal message is sent.
1566 * This is recursive; the child calls DisconnectFromStage() for its children.
1568 void Actor::DisconnectFromSceneGraph()
1570 // Notification for Object::Observers
1571 OnSceneObjectRemove();
1574 void Actor::NotifyStageDisconnection()
1576 // Actors can be added (in a callback), before the off-stage state is reported.
1577 // Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
1578 // only do this step if there is a stage, i.e. Core is not being shut down
1579 if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
1581 // Notification for external (CustomeActor) derived classes
1582 OnSceneDisconnectionExternal();
1584 if(!mOffSceneSignal.Empty())
1586 Dali::Actor handle(this);
1587 mOffSceneSignal.Emit(handle);
1590 // Guard against Add during callbacks
1593 mOnSceneSignalled = false; // signal required next time Actor is added
1598 bool Actor::IsNodeConnected() const
1600 bool connected(false);
1604 if(IsRoot() || GetNode().GetParent())
1613 // This method initiates traversal of the actor tree using depth-first
1614 // traversal to set a depth index based on traversal order. It sends a
1615 // single message to update manager to update all the actor's nodes in
1616 // this tree with the depth index. The sceneGraphNodeDepths vector's
1617 // elements are ordered by depth, and could be used to reduce sorting
1618 // in the update thread.
1619 void Actor::RebuildDepthTree()
1621 DALI_LOG_TIMER_START(depthTimer);
1623 // Vector of scene-graph nodes and their depths to send to UpdateManager
1624 // in a single message
1625 OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
1627 int32_t depthIndex = 1;
1628 DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1630 SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
1631 DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
1634 void Actor::DepthTraverseActorTree(OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex)
1636 mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
1637 sceneGraphNodeDepths->Add(const_cast<SceneGraph::Node*>(&GetNode()), mSortedDepth);
1639 // Create/add to children of this node
1640 if(GetChildCount() > 0)
1642 for(const auto& child : mParentImpl.GetChildrenInternal())
1644 Actor* childActor = child.Get();
1646 childActor->DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
1651 void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
1653 PropertyHandler::SetDefaultProperty(*this, index, property);
1656 // TODO: This method needs to be removed
1657 void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
1659 PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
1662 Property::Value Actor::GetDefaultProperty(Property::Index index) const
1664 Property::Value value;
1666 if(!GetCachedPropertyValue(index, value))
1668 // If property value is not stored in the event-side, then it must be a scene-graph only property
1669 GetCurrentPropertyValue(index, value);
1675 Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
1677 Property::Value value;
1679 if(!GetCurrentPropertyValue(index, value))
1681 // If unable to retrieve scene-graph property value, then it must be an event-side only property
1682 GetCachedPropertyValue(index, value);
1688 void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
1690 PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
1693 const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
1695 const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
1698 // not our property, ask base
1699 property = Object::GetSceneObjectAnimatableProperty(index);
1705 const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
1707 const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
1710 // reuse animatable property getter as animatable properties are inputs as well
1711 // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
1712 property = GetSceneObjectAnimatableProperty(index);
1718 int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
1720 int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
1721 if(Property::INVALID_COMPONENT_INDEX == componentIndex)
1724 componentIndex = Object::GetPropertyComponentIndex(index);
1727 return componentIndex;
1734 mParent->RaiseChild(*this);
1738 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1746 mParent->LowerChild(*this);
1750 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1754 void Actor::RaiseToTop()
1758 mParent->RaiseChildToTop(*this);
1762 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1766 void Actor::LowerToBottom()
1770 mParent->LowerChildToBottom(*this);
1774 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1778 void Actor::RaiseAbove(Internal::Actor& target)
1782 mParent->RaiseChildAbove(*this, target);
1786 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1790 void Actor::LowerBelow(Internal::Actor& target)
1794 mParent->LowerChildBelow(*this, target);
1798 DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
1802 void Actor::SetParent(ActorParent* parent)
1806 DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
1809 Actor* parentActor = static_cast<Actor*>(parent);
1810 mScene = parentActor->mScene;
1812 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1813 parentActor->OnScene())
1815 // Instruct each actor to create a corresponding node in the scene graph
1816 ConnectToScene(parentActor->GetHierarchyDepth());
1819 // Resolve the name and index for the child properties if any
1820 ResolveChildProperties();
1822 else // parent being set to NULL
1824 DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
1828 if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
1831 // Disconnect the Node & its children from the scene-graph.
1832 DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
1834 // Instruct each actor to discard pointers to the scene-graph
1835 DisconnectFromStage();
1842 bool Actor::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */)
1845 Actor* actor = dynamic_cast<Actor*>(object);
1849 std::string_view name(actionName);
1850 if(name == ACTION_SHOW)
1852 actor->SetVisible(true);
1855 else if(name == ACTION_HIDE)
1857 actor->SetVisible(false);
1865 Rect<> Actor::CalculateScreenExtents() const
1867 auto screenPosition = GetCurrentScreenPosition();
1868 Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
1869 Vector3 anchorPointOffSet = size * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
1870 Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
1871 return {position.x, position.y, size.x, size.y};
1874 bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
1876 return PropertyHandler::GetCachedPropertyValue(*this, index, value);
1879 bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
1881 return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
1884 Actor::Relayouter& Actor::EnsureRelayouter()
1886 // Assign relayouter
1889 mRelayoutData = new Relayouter();
1892 return *mRelayoutData;
1895 bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
1897 // Check if actor is dependent on parent
1898 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1900 if((dimension & (1 << i)))
1902 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1903 if(resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT)
1913 bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
1915 // Check if actor is dependent on children
1916 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1918 if((dimension & (1 << i)))
1920 const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
1921 switch(resizePolicy)
1923 case ResizePolicy::FIT_TO_CHILDREN:
1924 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
1940 bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
1942 return Actor::RelayoutDependentOnChildren(dimension);
1945 bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
1947 // Check each possible dimension and see if it is dependent on the input one
1948 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1950 if(dimension & (1 << i))
1952 return mRelayoutData->resizePolicies[i] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[i] == dependentDimension;
1959 void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
1961 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1963 if(dimension & (1 << i))
1965 mRelayoutData->negotiatedDimensions[i] = negotiatedDimension;
1970 float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
1972 // If more than one dimension is requested, just return the first one found
1973 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1975 if((dimension & (1 << i)))
1977 return mRelayoutData->negotiatedDimensions[i];
1981 return 0.0f; // Default
1984 void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
1986 EnsureRelayouter().SetPadding(padding, dimension);
1989 Vector2 Actor::GetPadding(Dimension::Type dimension) const
1993 // If more than one dimension is requested, just return the first one found
1994 for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
1996 if((dimension & (1 << i)))
1998 return mRelayoutData->dimensionPadding[i];
2003 return Relayouter::DEFAULT_DIMENSION_PADDING;
2006 void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
2008 EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
2011 bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
2013 return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
2016 float Actor::GetHeightForWidthBase(float width)
2018 float height = 0.0f;
2020 const Vector3 naturalSize = GetNaturalSize();
2021 if(naturalSize.width > 0.0f)
2023 height = naturalSize.height * width / naturalSize.width;
2025 else // we treat 0 as 1:1 aspect ratio
2033 float Actor::GetWidthForHeightBase(float height)
2037 const Vector3 naturalSize = GetNaturalSize();
2038 if(naturalSize.height > 0.0f)
2040 width = naturalSize.width * height / naturalSize.height;
2042 else // we treat 0 as 1:1 aspect ratio
2050 float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
2052 // Fill to parent, taking size mode factor into account
2053 switch(child.GetResizePolicy(dimension))
2055 case ResizePolicy::FILL_TO_PARENT:
2057 return GetLatestSize(dimension);
2060 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2062 return GetLatestSize(dimension) * GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2065 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2067 return GetLatestSize(dimension) + GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
2072 return GetLatestSize(dimension);
2077 float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
2079 // Can be overridden in derived class
2080 return CalculateChildSizeBase(child, dimension);
2083 float Actor::GetHeightForWidth(float width)
2085 // Can be overridden in derived class
2086 return GetHeightForWidthBase(width);
2089 float Actor::GetWidthForHeight(float height)
2091 // Can be overridden in derived class
2092 return GetWidthForHeightBase(height);
2095 float Actor::GetLatestSize(Dimension::Type dimension) const
2097 return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
2100 float Actor::GetRelayoutSize(Dimension::Type dimension) const
2102 Vector2 padding = GetPadding(dimension);
2104 return GetLatestSize(dimension) + padding.x + padding.y;
2107 float Actor::NegotiateFromParent(Dimension::Type dimension)
2109 Actor* parent = GetParent();
2112 Vector2 padding(GetPadding(dimension));
2113 Vector2 parentPadding(parent->GetPadding(dimension));
2114 return parent->CalculateChildSize(Dali::Actor(this), dimension) - parentPadding.x - parentPadding.y - padding.x - padding.y;
2120 float Actor::NegotiateFromChildren(Dimension::Type dimension)
2122 float maxDimensionPoint = 0.0f;
2124 for(uint32_t i = 0, count = GetChildCount(); i < count; ++i)
2126 ActorPtr child = GetChildAt(i);
2128 if(!child->RelayoutDependentOnParent(dimension))
2130 // Calculate the min and max points that the children range across
2131 float childPosition = GetDimensionValue(child->GetTargetPosition(), dimension);
2132 float dimensionSize = child->GetRelayoutSize(dimension);
2133 maxDimensionPoint = std::max(maxDimensionPoint, childPosition + dimensionSize);
2137 return maxDimensionPoint;
2140 float Actor::GetSize(Dimension::Type dimension) const
2142 return GetDimensionValue(mTargetSize, dimension);
2145 float Actor::GetNaturalSize(Dimension::Type dimension) const
2147 return GetDimensionValue(GetNaturalSize(), dimension);
2150 float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
2152 switch(GetResizePolicy(dimension))
2154 case ResizePolicy::USE_NATURAL_SIZE:
2156 return GetNaturalSize(dimension);
2159 case ResizePolicy::FIXED:
2161 return GetDimensionValue(GetPreferredSize(), dimension);
2164 case ResizePolicy::USE_ASSIGNED_SIZE:
2166 return GetDimensionValue(maximumSize, dimension);
2169 case ResizePolicy::FILL_TO_PARENT:
2170 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
2171 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
2173 return NegotiateFromParent(dimension);
2176 case ResizePolicy::FIT_TO_CHILDREN:
2178 return NegotiateFromChildren(dimension);
2181 case ResizePolicy::DIMENSION_DEPENDENCY:
2183 const Dimension::Type dimensionDependency = GetDimensionDependency(dimension);
2186 if(dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT)
2188 return GetWidthForHeight(GetNegotiatedDimension(Dimension::HEIGHT));
2191 if(dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH)
2193 return GetHeightForWidth(GetNegotiatedDimension(Dimension::WIDTH));
2205 return 0.0f; // Default
2208 Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
2210 return mRelayoutData->ApplySizeSetPolicy(*this, size);
2213 void Actor::SetNegotiatedSize(RelayoutContainer& container)
2215 // Do the set actor size
2216 Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
2218 // Adjust for size set policy
2219 negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
2221 // Lock the flag to stop recursive relayouts on set size
2222 mRelayoutData->insideRelayout = true;
2223 SetSize(negotiatedSize);
2224 mRelayoutData->insideRelayout = false;
2226 // Clear flags for all dimensions
2227 SetLayoutDirty(false);
2229 // Give deriving classes a chance to respond
2230 OnRelayout(negotiatedSize, container);
2232 if(!mOnRelayoutSignal.Empty())
2234 Dali::Actor handle(this);
2235 mOnRelayoutSignal.Emit(handle);
2239 void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
2241 Relayouter::NegotiateSize(*this, allocatedSize, container);
2244 void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
2248 mRelayoutData->SetUseAssignedSize(use, dimension);
2252 bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
2254 return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
2257 void Actor::RelayoutRequest(Dimension::Type dimension)
2259 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
2260 if(relayoutController)
2262 Dali::Actor self(this);
2263 relayoutController->RequestRelayout(self, dimension);
2267 void Actor::SetPreferredSize(const Vector2& size)
2269 EnsureRelayouter().SetPreferredSize(*this, size);
2272 Vector2 Actor::GetPreferredSize() const
2276 return Vector2(mRelayoutData->preferredSize);
2279 return Relayouter::DEFAULT_PREFERRED_SIZE;
2282 void Actor::SetMinimumSize(float size, Dimension::Type dimension)
2284 EnsureRelayouter().SetMinimumSize(size, dimension);
2288 float Actor::GetMinimumSize(Dimension::Type dimension) const
2292 return mRelayoutData->GetMinimumSize(dimension);
2295 return 0.0f; // Default
2298 void Actor::SetMaximumSize(float size, Dimension::Type dimension)
2300 EnsureRelayouter().SetMaximumSize(size, dimension);
2304 float Actor::GetMaximumSize(Dimension::Type dimension) const
2308 return mRelayoutData->GetMaximumSize(dimension);
2311 return FLT_MAX; // Default
2314 void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
2316 if(mVisible != visible)
2318 if(sendMessage == SendMessage::TRUE)
2320 // node is being used in a separate thread; queue a message to set the value & base value
2321 SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
2323 RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
2328 // Emit the signal on this actor and all its children
2329 EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
2333 void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
2335 mParentImpl.SetSiblingOrderOfChild(child, order);
2338 uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
2340 return mParentImpl.GetSiblingOrderOfChild(child);
2343 void Actor::RaiseChild(Actor& child)
2345 mParentImpl.RaiseChild(child);
2348 void Actor::LowerChild(Actor& child)
2350 mParentImpl.LowerChild(child);
2353 void Actor::RaiseChildToTop(Actor& child)
2355 mParentImpl.RaiseChildToTop(child);
2358 void Actor::LowerChildToBottom(Actor& child)
2360 mParentImpl.LowerChildToBottom(child);
2363 void Actor::RaiseChildAbove(Actor& child, Actor& target)
2365 mParentImpl.RaiseChildAbove(child, target);
2368 void Actor::LowerChildBelow(Actor& child, Actor& target)
2370 mParentImpl.LowerChildBelow(child, target);
2373 void Actor::SetInheritLayoutDirection(bool inherit)
2375 if(mInheritLayoutDirection != inherit)
2377 mInheritLayoutDirection = inherit;
2379 if(inherit && mParent)
2381 InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
2386 void Actor::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
2388 if(mInheritLayoutDirection || set)
2390 if(mLayoutDirection != direction)
2392 mLayoutDirection = direction;
2393 EmitLayoutDirectionChangedSignal(direction);
2397 if(GetChildCount() > 0)
2399 for(const auto& child : mParentImpl.GetChildrenInternal())
2401 child->InheritLayoutDirectionRecursively(direction);
2407 void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
2409 // node is being used in a separate thread; queue a message to set the value & base value
2410 SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
2413 void Actor::EmitVisibilityChangedSignalRecursively(bool visible,
2414 DevelActor::VisibilityChange::Type type)
2416 EmitVisibilityChangedSignal(visible, type);
2418 if(GetChildCount() > 0)
2420 for(auto& child : mParentImpl.GetChildrenInternal())
2422 child->EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::PARENT);
2427 } // namespace Internal