2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/actors/actor-impl.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/common/constants.h>
30 #include <dali/public-api/math/vector2.h>
31 #include <dali/public-api/math/vector3.h>
32 #include <dali/public-api/math/radian.h>
33 #include <dali/public-api/object/type-registry.h>
34 #include <dali/devel-api/scripting/scripting.h>
36 #include <dali/internal/common/internal-constants.h>
37 #include <dali/internal/event/common/event-thread-services.h>
38 #include <dali/internal/event/render-tasks/render-task-impl.h>
39 #include <dali/internal/event/actors/camera-actor-impl.h>
40 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
41 #include <dali/internal/event/common/property-helper.h>
42 #include <dali/internal/event/common/stage-impl.h>
43 #include <dali/internal/event/common/type-info-impl.h>
44 #include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
45 #include <dali/internal/event/animation/constraint-impl.h>
46 #include <dali/internal/event/common/projection.h>
47 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
48 #include <dali/internal/update/common/animatable-property.h>
49 #include <dali/internal/update/nodes/node-messages.h>
50 #include <dali/internal/update/nodes/node-declarations.h>
51 #include <dali/internal/update/animation/scene-graph-constraint.h>
52 #include <dali/internal/event/events/actor-gesture-data.h>
53 #include <dali/internal/common/message.h>
54 #include <dali/integration-api/debug.h>
56 using Dali::Internal::SceneGraph::Node;
57 using Dali::Internal::SceneGraph::AnimatableProperty;
58 using Dali::Internal::SceneGraph::PropertyBase;
62 namespace ResizePolicy
67 DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
68 DALI_ENUM_TO_STRING( FIXED )
69 DALI_ENUM_TO_STRING( USE_NATURAL_SIZE )
70 DALI_ENUM_TO_STRING( FILL_TO_PARENT )
71 DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT )
72 DALI_ENUM_TO_STRING( SIZE_FIXED_OFFSET_FROM_PARENT )
73 DALI_ENUM_TO_STRING( FIT_TO_CHILDREN )
74 DALI_ENUM_TO_STRING( DIMENSION_DEPENDENCY )
75 DALI_ENUM_TO_STRING( USE_ASSIGNED_SIZE )
76 DALI_ENUM_TO_STRING_TABLE_END( Type )
78 } // unnamed namespace
81 namespace SizeScalePolicy
85 // Enumeration to / from string conversion tables
86 DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
87 DALI_ENUM_TO_STRING( USE_SIZE_SET )
88 DALI_ENUM_TO_STRING( FIT_WITH_ASPECT_RATIO )
89 DALI_ENUM_TO_STRING( FILL_WITH_ASPECT_RATIO )
90 DALI_ENUM_TO_STRING_TABLE_END( Type )
91 } // unnamed namespace
97 unsigned int Actor::mActorCounter = 0;
101 /// Using a function because of library initialisation order. Vector3::ONE may not have been initialised yet.
102 inline const Vector3& GetDefaultSizeModeFactor()
107 /// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
108 inline const Vector2& GetDefaultPreferredSize()
110 return Vector2::ZERO;
113 /// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
114 inline const Vector2& GetDefaultDimensionPadding()
116 return Vector2::ZERO;
119 const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET;
121 } // unnamed namespace
124 * Struct to collect relayout variables
126 struct Actor::RelayoutData
129 : sizeModeFactor( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false )
131 // Set size negotiation defaults
132 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
134 resizePolicies[ i ] = ResizePolicy::DEFAULT;
135 negotiatedDimensions[ i ] = 0.0f;
136 dimensionNegotiated[ i ] = false;
137 dimensionDirty[ i ] = false;
138 dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
139 dimensionPadding[ i ] = GetDefaultDimensionPadding();
140 minimumSize[ i ] = 0.0f;
141 maximumSize[ i ] = FLT_MAX;
145 ResizePolicy::Type resizePolicies[ Dimension::DIMENSION_COUNT ]; ///< Resize policies
147 Dimension::Type dimensionDependencies[ Dimension::DIMENSION_COUNT ]; ///< A list of dimension dependencies
149 Vector2 dimensionPadding[ Dimension::DIMENSION_COUNT ]; ///< Padding for each dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
151 float negotiatedDimensions[ Dimension::DIMENSION_COUNT ]; ///< Storage for when a dimension is negotiated but before set on actor
153 float minimumSize[ Dimension::DIMENSION_COUNT ]; ///< The minimum size an actor can be
154 float maximumSize[ Dimension::DIMENSION_COUNT ]; ///< The maximum size an actor can be
156 bool dimensionNegotiated[ Dimension::DIMENSION_COUNT ]; ///< Has the dimension been negotiated
157 bool dimensionDirty[ Dimension::DIMENSION_COUNT ]; ///< Flags indicating whether the layout dimension is dirty or not
159 Vector3 sizeModeFactor; ///< Factor of size used for certain SizeModes
161 Vector2 preferredSize; ///< The preferred size of the actor
163 SizeScalePolicy::Type sizeSetPolicy :3; ///< Policy to apply when setting size. Enough room for the enum
165 bool relayoutEnabled :1; ///< Flag to specify if this actor should be included in size negotiation or not (defaults to true)
166 bool insideRelayout :1; ///< Locking flag to prevent recursive relayouts on size set
169 namespace // unnamed namespace
175 * We want to discourage the use of property strings (minimize string comparisons),
176 * particularly for the default properties.
177 * Name Type writable animatable constraint-input enum for index-checking
179 DALI_PROPERTY_TABLE_BEGIN
180 DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN )
181 DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X )
182 DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y )
183 DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z )
184 DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT )
185 DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X )
186 DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y )
187 DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z )
188 DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE )
189 DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH )
190 DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT )
191 DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH )
192 DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION )
193 DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X )
194 DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y )
195 DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z )
196 DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION )
197 DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X )
198 DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y )
199 DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z )
200 DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION )
201 DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION )
202 DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE )
203 DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X )
204 DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y )
205 DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z )
206 DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE )
207 DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE )
208 DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR )
209 DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED )
210 DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN )
211 DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE )
212 DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA )
213 DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR )
214 DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX )
215 DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME )
216 DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE )
217 DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED )
218 DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
219 DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE )
220 DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE )
221 DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE )
222 DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE )
223 DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
224 DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
225 DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
226 DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
227 DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
228 DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
229 DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING )
230 DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE )
231 DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE )
232 DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
236 const char* const SIGNAL_TOUCHED = "touched";
237 const char* const SIGNAL_HOVERED = "hovered";
238 const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
239 const char* const SIGNAL_ON_STAGE = "onStage";
240 const char* const SIGNAL_OFF_STAGE = "offStage";
244 const char* const ACTION_SHOW = "show";
245 const char* const ACTION_HIDE = "hide";
247 BaseHandle CreateActor()
249 return Dali::Actor::New();
252 TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor );
254 SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
255 SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
256 SignalConnectorType signalConnector3( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal );
257 SignalConnectorType signalConnector4( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal );
259 TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
260 TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
263 * @brief Extract a given dimension from a Vector2
265 * @param[in] values The values to extract from
266 * @param[in] dimension The dimension to extract
267 * @return Return the value for the dimension
269 float GetDimensionValue( const Vector2& values, Dimension::Type dimension )
273 case Dimension::WIDTH:
277 case Dimension::HEIGHT:
279 return values.height;
290 * @brief Extract a given dimension from a Vector3
292 * @param[in] values The values to extract from
293 * @param[in] dimension The dimension to extract
294 * @return Return the value for the dimension
296 float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
298 return GetDimensionValue( values.GetVectorXY(), dimension );
302 } // unnamed namespace
304 ActorPtr Actor::New()
306 ActorPtr actor( new Actor( BASIC ) );
308 // Second-phase construction
314 const std::string& Actor::GetName() const
319 void Actor::SetName( const std::string& name )
325 // ATTENTION: string for debug purposes is not thread safe.
326 DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( mNode ), name );
330 unsigned int Actor::GetId() const
335 void Actor::Attach( ActorAttachment& attachment )
337 DALI_ASSERT_DEBUG( !mAttachment && "An Actor can only have one attachment" );
341 attachment.Connect();
344 mAttachment = ActorAttachmentPtr( &attachment );
347 ActorAttachmentPtr Actor::GetAttachment()
352 bool Actor::OnStage() const
357 Dali::Layer Actor::GetLayer()
361 // Short-circuit for Layer derived actors
364 layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( this ) ); // static cast as we trust the flag
367 // Find the immediate Layer parent
368 for( Actor* parent = mParent; !layer && parent != NULL; parent = parent->GetParent() )
370 if( parent->IsLayer() )
372 layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( parent ) ); // static cast as we trust the flag
379 void Actor::Add( Actor& child )
381 DALI_ASSERT_ALWAYS( this != &child && "Cannot add actor to itself" );
382 DALI_ASSERT_ALWAYS( !child.IsRoot() && "Cannot add root actor" );
386 mChildren = new ActorContainer;
389 Actor* const oldParent( child.mParent );
391 // child might already be ours
392 if( this != oldParent )
394 // if we already have parent, unparent us first
397 oldParent->Remove( child ); // This causes OnChildRemove callback
399 // Old parent may need to readjust to missing child
400 if( oldParent->RelayoutDependentOnChildren() )
402 oldParent->RelayoutRequest();
406 // Guard against Add() during previous OnChildRemove callback
409 // Do this first, since user callbacks from within SetParent() may need to remove child
410 mChildren->push_back( ActorPtr( &child ) );
412 // SetParent asserts that child can be added
413 child.SetParent( this );
415 // Notification for derived classes
418 // Only put in a relayout request if there is a suitable dependency
419 if( RelayoutDependentOnChildren() )
427 void Actor::Remove( Actor& child )
429 if( (this == &child) || (!mChildren) )
431 // no children or removing itself
437 // Find the child in mChildren, and unparent it
438 ActorIter end = mChildren->end();
439 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
441 ActorPtr actor = (*iter);
443 if( actor.Get() == &child )
445 // Keep handle for OnChildRemove notification
448 // Do this first, since user callbacks from within SetParent() may need to add the child
449 mChildren->erase( iter );
451 DALI_ASSERT_DEBUG( actor->GetParent() == this );
452 actor->SetParent( NULL );
460 // Notification for derived classes
461 OnChildRemove( *(removed.Get()) );
463 // Only put in a relayout request if there is a suitable dependency
464 if( RelayoutDependentOnChildren() )
471 void Actor::Unparent()
475 // Remove this actor from the parent. The remove will put a relayout request in for
476 // the parent if required
477 mParent->Remove( *this );
478 // mParent is now NULL!
482 unsigned int Actor::GetChildCount() const
484 return ( NULL != mChildren ) ? mChildren->size() : 0;
487 ActorPtr Actor::GetChildAt( unsigned int index ) const
489 DALI_ASSERT_ALWAYS( index < GetChildCount() );
491 return ( ( mChildren ) ? ( *mChildren )[ index ] : ActorPtr() );
494 ActorPtr Actor::FindChildByName( const std::string& actorName )
497 if( actorName == mName )
503 ActorIter end = mChildren->end();
504 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
506 child = (*iter)->FindChildByName( actorName );
517 ActorPtr Actor::FindChildById( const unsigned int id )
526 ActorIter end = mChildren->end();
527 for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
529 child = (*iter)->FindChildById( id );
540 void Actor::SetParentOrigin( const Vector3& origin )
544 // mNode is being used in a separate thread; queue a message to set the value & base value
545 SetParentOriginMessage( GetEventThreadServices(), *mNode, origin );
548 // Cache for event-thread access
551 // not allocated, check if different from default
552 if( ParentOrigin::DEFAULT != origin )
554 mParentOrigin = new Vector3( origin );
559 // check if different from current costs more than just set
560 *mParentOrigin = origin;
564 void Actor::SetParentOriginX( float x )
566 const Vector3& current = GetCurrentParentOrigin();
568 SetParentOrigin( Vector3( x, current.y, current.z ) );
571 void Actor::SetParentOriginY( float y )
573 const Vector3& current = GetCurrentParentOrigin();
575 SetParentOrigin( Vector3( current.x, y, current.z ) );
578 void Actor::SetParentOriginZ( float z )
580 const Vector3& current = GetCurrentParentOrigin();
582 SetParentOrigin( Vector3( current.x, current.y, z ) );
585 const Vector3& Actor::GetCurrentParentOrigin() const
587 // Cached for event-thread access
588 return ( mParentOrigin ) ? *mParentOrigin : ParentOrigin::DEFAULT;
591 void Actor::SetAnchorPoint( const Vector3& anchor )
595 // mNode is being used in a separate thread; queue a message to set the value & base value
596 SetAnchorPointMessage( GetEventThreadServices(), *mNode, anchor );
599 // Cache for event-thread access
602 // not allocated, check if different from default
603 if( AnchorPoint::DEFAULT != anchor )
605 mAnchorPoint = new Vector3( anchor );
610 // check if different from current costs more than just set
611 *mAnchorPoint = anchor;
615 void Actor::SetAnchorPointX( float x )
617 const Vector3& current = GetCurrentAnchorPoint();
619 SetAnchorPoint( Vector3( x, current.y, current.z ) );
622 void Actor::SetAnchorPointY( float y )
624 const Vector3& current = GetCurrentAnchorPoint();
626 SetAnchorPoint( Vector3( current.x, y, current.z ) );
629 void Actor::SetAnchorPointZ( float z )
631 const Vector3& current = GetCurrentAnchorPoint();
633 SetAnchorPoint( Vector3( current.x, current.y, z ) );
636 const Vector3& Actor::GetCurrentAnchorPoint() const
638 // Cached for event-thread access
639 return ( mAnchorPoint ) ? *mAnchorPoint : AnchorPoint::DEFAULT;
642 void Actor::SetPosition( float x, float y )
644 SetPosition( Vector3( x, y, 0.0f ) );
647 void Actor::SetPosition( float x, float y, float z )
649 SetPosition( Vector3( x, y, z ) );
652 void Actor::SetPosition( const Vector3& position )
654 mTargetPosition = position;
658 // mNode is being used in a separate thread; queue a message to set the value & base value
659 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::Bake, position );
663 void Actor::SetX( float x )
665 mTargetPosition.x = x;
669 // mNode is being used in a separate thread; queue a message to set the value & base value
670 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeX, x );
674 void Actor::SetY( float y )
676 mTargetPosition.y = y;
680 // mNode is being used in a separate thread; queue a message to set the value & base value
681 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeY, y );
685 void Actor::SetZ( float z )
687 mTargetPosition.z = z;
691 // mNode is being used in a separate thread; queue a message to set the value & base value
692 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeZ, z );
696 void Actor::TranslateBy( const Vector3& distance )
698 mTargetPosition += distance;
702 // mNode is being used in a separate thread; queue a message to set the value & base value
703 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &AnimatableProperty<Vector3>::BakeRelative, distance );
707 const Vector3& Actor::GetCurrentPosition() const
711 // mNode is being used in a separate thread; copy the value from the previous update
712 return mNode->GetPosition(GetEventThreadServices().GetEventBufferIndex());
715 return Vector3::ZERO;
718 const Vector3& Actor::GetTargetPosition() const
720 return mTargetPosition;
723 const Vector3& Actor::GetCurrentWorldPosition() const
727 // mNode is being used in a separate thread; copy the value from the previous update
728 return mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
731 return Vector3::ZERO;
734 void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
736 // this flag is not animatable so keep the value
737 mPositionInheritanceMode = mode;
740 // mNode is being used in a separate thread; queue a message to set the value
741 SetPositionInheritanceModeMessage( GetEventThreadServices(), *mNode, mode );
745 PositionInheritanceMode Actor::GetPositionInheritanceMode() const
747 // Cached for event-thread access
748 return mPositionInheritanceMode;
751 void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
753 Vector3 normalizedAxis( axis.x, axis.y, axis.z );
754 normalizedAxis.Normalize();
756 Quaternion orientation( angle, normalizedAxis );
758 SetOrientation( orientation );
761 void Actor::SetOrientation( const Quaternion& orientation )
765 // mNode is being used in a separate thread; queue a message to set the value & base value
766 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::Bake, orientation );
770 void Actor::RotateBy( const Radian& angle, const Vector3& axis )
774 // mNode is being used in a separate thread; queue a message to set the value & base value
775 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, Quaternion(angle, axis) );
779 void Actor::RotateBy( const Quaternion& relativeRotation )
783 // mNode is being used in a separate thread; queue a message to set the value & base value
784 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty<Quaternion>::BakeRelative, relativeRotation );
788 const Quaternion& Actor::GetCurrentOrientation() const
792 // mNode is being used in a separate thread; copy the value from the previous update
793 return mNode->GetOrientation(GetEventThreadServices().GetEventBufferIndex());
796 return Quaternion::IDENTITY;
799 const Quaternion& Actor::GetCurrentWorldOrientation() const
803 // mNode is being used in a separate thread; copy the value from the previous update
804 return mNode->GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() );
807 return Quaternion::IDENTITY;
810 void Actor::SetScale( float scale )
812 SetScale( Vector3( scale, scale, scale ) );
815 void Actor::SetScale( float x, float y, float z )
817 SetScale( Vector3( x, y, z ) );
820 void Actor::SetScale( const Vector3& scale )
824 // mNode is being used in a separate thread; queue a message to set the value & base value
825 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::Bake, scale );
829 void Actor::SetScaleX( float x )
833 // mNode is being used in a separate thread; queue a message to set the value & base value
834 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeX, x );
838 void Actor::SetScaleY( float y )
842 // mNode is being used in a separate thread; queue a message to set the value & base value
843 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeY, y );
847 void Actor::SetScaleZ( float z )
851 // mNode is being used in a separate thread; queue a message to set the value & base value
852 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeZ, z );
856 void Actor::ScaleBy(const Vector3& relativeScale)
860 // mNode is being used in a separate thread; queue a message to set the value & base value
861 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty<Vector3>::BakeRelativeMultiply, relativeScale );
865 const Vector3& Actor::GetCurrentScale() const
869 // mNode is being used in a separate thread; copy the value from the previous update
870 return mNode->GetScale(GetEventThreadServices().GetEventBufferIndex());
876 const Vector3& Actor::GetCurrentWorldScale() const
880 // mNode is being used in a separate thread; copy the value from the previous update
881 return mNode->GetWorldScale( GetEventThreadServices().GetEventBufferIndex() );
887 void Actor::SetInheritScale( bool inherit )
889 // non animateable so keep local copy
890 mInheritScale = inherit;
893 // mNode is being used in a separate thread; queue a message to set the value
894 SetInheritScaleMessage( GetEventThreadServices(), *mNode, inherit );
898 bool Actor::IsScaleInherited() const
900 return mInheritScale;
903 Matrix Actor::GetCurrentWorldMatrix() const
907 // World matrix is no longer updated unless there is something observing the node.
908 // Need to calculate it from node's world position, orientation and scale:
909 BufferIndex updateBufferIndex = GetEventThreadServices().GetEventBufferIndex();
910 Matrix worldMatrix(false);
911 worldMatrix.SetTransformComponents( mNode->GetWorldScale( updateBufferIndex ),
912 mNode->GetWorldOrientation( updateBufferIndex ),
913 mNode->GetWorldPosition( updateBufferIndex ) );
917 return Matrix::IDENTITY;
920 void Actor::SetVisible( bool visible )
924 // mNode is being used in a separate thread; queue a message to set the value & base value
925 SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
929 bool Actor::IsVisible() const
933 // mNode is being used in a separate thread; copy the value from the previous update
934 return mNode->IsVisible( GetEventThreadServices().GetEventBufferIndex() );
940 void Actor::SetOpacity( float opacity )
944 // mNode is being used in a separate thread; queue a message to set the value & base value
945 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeW, opacity );
949 float Actor::GetCurrentOpacity() const
953 // mNode is being used in a separate thread; copy the value from the previous update
954 return mNode->GetOpacity(GetEventThreadServices().GetEventBufferIndex());
960 const Vector4& Actor::GetCurrentWorldColor() const
964 return mNode->GetWorldColor( GetEventThreadServices().GetEventBufferIndex() );
970 void Actor::SetColor( const Vector4& color )
974 // mNode is being used in a separate thread; queue a message to set the value & base value
975 SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::Bake, color );
979 void Actor::SetColorRed( float red )
983 // mNode is being used in a separate thread; queue a message to set the value & base value
984 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeX, red );
988 void Actor::SetColorGreen( float green )
992 // mNode is being used in a separate thread; queue a message to set the value & base value
993 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeY, green );
997 void Actor::SetColorBlue( float blue )
1001 // mNode is being used in a separate thread; queue a message to set the value & base value
1002 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty<Vector4>::BakeZ, blue );
1006 const Vector4& Actor::GetCurrentColor() const
1010 // mNode is being used in a separate thread; copy the value from the previous update
1011 return mNode->GetColor(GetEventThreadServices().GetEventBufferIndex());
1014 return Color::WHITE;
1017 void Actor::SetInheritOrientation( bool inherit )
1019 // non animateable so keep local copy
1020 mInheritOrientation = inherit;
1023 // mNode is being used in a separate thread; queue a message to set the value
1024 SetInheritOrientationMessage( GetEventThreadServices(), *mNode, inherit );
1028 bool Actor::IsOrientationInherited() const
1030 return mInheritOrientation;
1033 void Actor::SetSizeModeFactor( const Vector3& factor )
1035 EnsureRelayoutData();
1037 mRelayoutData->sizeModeFactor = factor;
1040 const Vector3& Actor::GetSizeModeFactor() const
1042 if ( mRelayoutData )
1044 return mRelayoutData->sizeModeFactor;
1047 return GetDefaultSizeModeFactor();
1050 void Actor::SetColorMode( ColorMode colorMode )
1052 // non animateable so keep local copy
1053 mColorMode = colorMode;
1056 // mNode is being used in a separate thread; queue a message to set the value
1057 SetColorModeMessage( GetEventThreadServices(), *mNode, colorMode );
1061 ColorMode Actor::GetColorMode() const
1063 // we have cached copy
1067 void Actor::SetSize( float width, float height )
1069 SetSize( Vector2( width, height ) );
1072 void Actor::SetSize( float width, float height, float depth )
1074 SetSize( Vector3( width, height, depth ) );
1077 void Actor::SetSize( const Vector2& size )
1079 SetSize( Vector3( size.width, size.height, 0.f ) );
1082 void Actor::SetSizeInternal( const Vector2& size )
1084 SetSizeInternal( Vector3( size.width, size.height, 0.f ) );
1087 void Actor::SetSize( const Vector3& size )
1089 if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
1091 // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
1092 SetPreferredSize( size.GetVectorXY() );
1096 SetSizeInternal( size );
1100 void Actor::SetSizeInternal( const Vector3& size )
1102 // dont allow recursive loop
1103 DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" );
1104 // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
1105 if( ( NULL != mNode )&&
1106 ( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )||
1107 ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
1108 ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 ) ) )
1112 // mNode is being used in a separate thread; queue a message to set the value & base value
1113 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::Bake, mTargetSize );
1115 // Notification for derived classes
1116 mInsideOnSizeSet = true;
1117 OnSizeSet( mTargetSize );
1118 mInsideOnSizeSet = false;
1120 // Raise a relayout request if the flag is not locked
1121 if( mRelayoutData && !mRelayoutData->insideRelayout )
1128 void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize )
1130 mTargetSize = targetSize;
1132 // Notify deriving classes
1133 OnSizeAnimation( animation, mTargetSize );
1136 void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
1138 if ( Dali::Actor::Property::SIZE_WIDTH == property )
1140 mTargetSize.width = targetSize;
1142 else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
1144 mTargetSize.height = targetSize;
1146 else if ( Dali::Actor::Property::SIZE_DEPTH == property )
1148 mTargetSize.depth = targetSize;
1150 // Notify deriving classes
1151 OnSizeAnimation( animation, mTargetSize );
1154 void Actor::NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition )
1156 mTargetPosition = targetPosition;
1159 void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property )
1161 if ( Dali::Actor::Property::POSITION_X == property )
1163 mTargetPosition.x = targetPosition;
1165 else if ( Dali::Actor::Property::POSITION_Y == property )
1167 mTargetPosition.y = targetPosition;
1169 else if ( Dali::Actor::Property::POSITION_Z == property )
1171 mTargetPosition.z = targetPosition;
1175 void Actor::SetWidth( float width )
1179 // mNode is being used in a separate thread; queue a message to set the value & base value
1180 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeX, width );
1184 void Actor::SetHeight( float height )
1188 // mNode is being used in a separate thread; queue a message to set the value & base value
1189 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeY, height );
1193 void Actor::SetDepth( float depth )
1197 // mNode is being used in a separate thread; queue a message to set the value & base value
1198 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::BakeZ, depth );
1202 const Vector3& Actor::GetTargetSize() const
1207 const Vector3& Actor::GetCurrentSize() const
1211 // mNode is being used in a separate thread; copy the value from the previous update
1212 return mNode->GetSize( GetEventThreadServices().GetEventBufferIndex() );
1215 return Vector3::ZERO;
1218 Vector3 Actor::GetNaturalSize() const
1220 // It is up to deriving classes to return the appropriate natural size
1221 return Vector3( 0.0f, 0.0f, 0.0f );
1224 void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
1226 EnsureRelayoutData();
1228 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1230 if( dimension & ( 1 << i ) )
1232 mRelayoutData->resizePolicies[ i ] = policy;
1236 if( policy == ResizePolicy::DIMENSION_DEPENDENCY )
1238 if( dimension & Dimension::WIDTH )
1240 SetDimensionDependency( Dimension::WIDTH, Dimension::HEIGHT );
1243 if( dimension & Dimension::HEIGHT )
1245 SetDimensionDependency( Dimension::HEIGHT, Dimension::WIDTH );
1249 // If calling SetResizePolicy, assume we want relayout enabled
1250 SetRelayoutEnabled( true );
1252 OnSetResizePolicy( policy, dimension );
1254 // Trigger relayout on this control
1258 ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
1260 if ( mRelayoutData )
1262 // If more than one dimension is requested, just return the first one found
1263 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1265 if( ( dimension & ( 1 << i ) ) )
1267 return mRelayoutData->resizePolicies[ i ];
1272 return ResizePolicy::DEFAULT;
1275 void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy )
1277 EnsureRelayoutData();
1279 mRelayoutData->sizeSetPolicy = policy;
1282 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
1284 if ( mRelayoutData )
1286 return mRelayoutData->sizeSetPolicy;
1289 return DEFAULT_SIZE_SCALE_POLICY;
1292 void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
1294 EnsureRelayoutData();
1296 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1298 if( dimension & ( 1 << i ) )
1300 mRelayoutData->dimensionDependencies[ i ] = dependency;
1305 Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const
1307 if ( mRelayoutData )
1309 // If more than one dimension is requested, just return the first one found
1310 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1312 if( ( dimension & ( 1 << i ) ) )
1314 return mRelayoutData->dimensionDependencies[ i ];
1319 return Dimension::ALL_DIMENSIONS; // Default
1322 void Actor::SetRelayoutEnabled( bool relayoutEnabled )
1324 // If relayout data has not been allocated yet and the client is requesting
1325 // to disable it, do nothing
1326 if( mRelayoutData || relayoutEnabled )
1328 EnsureRelayoutData();
1330 mRelayoutData->relayoutEnabled = relayoutEnabled;
1334 bool Actor::IsRelayoutEnabled() const
1336 // Assume that if relayout data has not been allocated yet then
1337 // relayout is disabled
1338 return mRelayoutData && mRelayoutData->relayoutEnabled;
1341 void Actor::SetLayoutDirty( bool dirty, Dimension::Type dimension )
1343 EnsureRelayoutData();
1345 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1347 if( dimension & ( 1 << i ) )
1349 mRelayoutData->dimensionDirty[ i ] = dirty;
1354 bool Actor::IsLayoutDirty( Dimension::Type dimension ) const
1356 if ( mRelayoutData )
1358 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
1360 if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
1370 bool Actor::RelayoutPossible( Dimension::Type dimension ) const
1372 return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty( dimension );
1375 bool Actor::RelayoutRequired( Dimension::Type dimension ) const
1377 return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
1380 unsigned int Actor::AddRenderer( Renderer& renderer )
1384 mRenderers = new RendererContainer;
1387 unsigned int index = mRenderers->size();
1388 RendererPtr rendererPtr = RendererPtr( &renderer );
1389 mRenderers->push_back( rendererPtr );
1390 AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
1394 rendererPtr->Connect();
1400 unsigned int Actor::GetRendererCount() const
1402 unsigned int rendererCount(0);
1405 rendererCount = mRenderers->size();
1408 return rendererCount;
1411 RendererPtr Actor::GetRendererAt( unsigned int index )
1413 RendererPtr renderer;
1414 if( index < GetRendererCount() )
1416 renderer = ( *mRenderers )[ index ];
1422 void Actor::RemoveRenderer( Renderer& renderer )
1426 RendererIter end = mRenderers->end();
1427 for( RendererIter iter = mRenderers->begin(); iter != end; ++iter )
1429 if( (*iter).Get() == &renderer )
1431 mRenderers->erase( iter );
1432 RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
1439 void Actor::RemoveRenderer( unsigned int index )
1441 if( index < GetRendererCount() )
1443 RendererPtr renderer = ( *mRenderers )[ index ];
1444 RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() );
1445 mRenderers->erase( mRenderers->begin()+index );
1449 void Actor::SetOverlay( bool enable )
1451 // Setting STENCIL will override OVERLAY_2D
1452 if( DrawMode::STENCIL != mDrawMode )
1454 SetDrawMode( enable ? DrawMode::OVERLAY_2D : DrawMode::NORMAL );
1458 bool Actor::IsOverlay() const
1460 return ( DrawMode::OVERLAY_2D == mDrawMode );
1463 void Actor::SetDrawMode( DrawMode::Type drawMode )
1465 // this flag is not animatable so keep the value
1466 mDrawMode = drawMode;
1469 // mNode is being used in a separate thread; queue a message to set the value
1470 SetDrawModeMessage( GetEventThreadServices(), *mNode, drawMode );
1474 DrawMode::Type Actor::GetDrawMode() const
1479 bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const
1481 // only valid when on-stage
1482 StagePtr stage = Stage::GetCurrent();
1483 if( stage && OnStage() )
1485 const RenderTaskList& taskList = stage->GetRenderTaskList();
1487 Vector2 converted( screenX, screenY );
1489 // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
1490 const int taskCount = taskList.GetTaskCount();
1491 for( int i = taskCount - 1; i >= 0; --i )
1493 Dali::RenderTask task = taskList.GetTask( i );
1494 if( ScreenToLocal( Dali::GetImplementation( task ), localX, localY, screenX, screenY ) )
1496 // found a task where this conversion was ok so return
1504 bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const
1506 bool retval = false;
1507 // only valid when on-stage
1510 CameraActor* camera = renderTask.GetCameraActor();
1514 renderTask.GetViewport( viewport );
1516 // need to translate coordinates to render tasks coordinate space
1517 Vector2 converted( screenX, screenY );
1518 if( renderTask.TranslateCoordinates( converted ) )
1520 retval = ScreenToLocal( camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y );
1527 bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY ) const
1529 // Early-out if mNode is NULL
1535 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1537 // Calculate the ModelView matrix
1538 Matrix modelView( false/*don't init*/);
1539 // need to use the components as world matrix is only updated for actors that need it
1540 modelView.SetTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
1541 Matrix::Multiply( modelView, modelView, viewMatrix );
1543 // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
1544 Matrix invertedMvp( false/*don't init*/);
1545 Matrix::Multiply( invertedMvp, modelView, projectionMatrix );
1546 bool success = invertedMvp.Invert();
1548 // Convert to GL coordinates
1549 Vector4 screenPos( screenX - viewport.x, viewport.height - ( screenY - viewport.y ), 0.f, 1.f );
1554 success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, nearPos );
1561 success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, farPos );
1567 if( XyPlaneIntersect( nearPos, farPos, local ) )
1569 Vector3 size = GetCurrentSize();
1570 localX = local.x + size.x * 0.5f;
1571 localY = local.y + size.y * 0.5f;
1582 bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const
1585 http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
1587 Mathematical Formulation
1589 Given the above mentioned sphere, a point 'p' lies on the surface of the sphere if
1591 ( p - c ) dot ( p - c ) = r^2
1593 Given a ray with a point of origin 'o', and a direction vector 'd':
1595 ray(t) = o + td, t >= 0
1597 we can find the t at which the ray intersects the sphere by setting ray(t) equal to 'p'
1599 (o + td - c ) dot ( o + td - c ) = r^2
1601 To solve for t we first expand the above into a more recognisable quadratic equation form
1603 ( d dot d )t^2 + 2( o - c ) dot dt + ( o - c ) dot ( o - c ) - r^2 = 0
1612 B = 2( o - c ) dot d
1613 C = ( o - c ) dot ( o - c ) - r^2
1615 which can be solved using a standard quadratic formula.
1617 Note that in the absence of positive, real, roots, the ray does not intersect the sphere.
1619 Practical Simplification
1621 In a renderer, we often differentiate between world space and object space. In the object space
1622 of a sphere it is centred at origin, meaning that if we first transform the ray from world space
1623 into object space, the mathematical solution presented above can be simplified significantly.
1625 If a sphere is centred at origin, a point 'p' lies on a sphere of radius r2 if
1629 and we can find the t at which the (transformed) ray intersects the sphere by
1631 ( o + td ) dot ( o + td ) = r^2
1633 According to the reasoning above, we expand the above quadratic equation into the general form
1637 which now has coefficients:
1644 // Early out if mNode is NULL
1650 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1652 // Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
1653 const Vector3& translation( mNode->GetWorldPosition( bufferIndex ) );
1654 Vector3 rayOriginLocal( rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z );
1656 // Compute the radius is not needed, square radius it's enough.
1657 const Vector3& size( mNode->GetSize( bufferIndex ) );
1659 // Scale the sphere.
1660 const Vector3& scale( mNode->GetWorldScale( bufferIndex ) );
1662 const float width = size.width * scale.width;
1663 const float height = size.height * scale.height;
1665 float squareSphereRadius = 0.5f * ( width * width + height * height );
1667 float a = rayDir.Dot( rayDir ); // a
1668 float b2 = rayDir.Dot( rayOriginLocal ); // b/2
1669 float c = rayOriginLocal.Dot( rayOriginLocal ) - squareSphereRadius; // c
1671 return ( b2 * b2 - a * c ) >= 0.f;
1674 bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const
1681 // Transforms the ray to the local reference system.
1682 // Calculate the inverse of Model matrix
1683 Matrix invModelMatrix( false/*don't init*/);
1685 BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
1686 // need to use the components as world matrix is only updated for actors that need it
1687 invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
1689 Vector4 rayOriginLocal( invModelMatrix * rayOrigin );
1690 Vector4 rayDirLocal( invModelMatrix * rayDir - invModelMatrix.GetTranslation() );
1692 // Test with the actor's XY plane (Normal = 0 0 1 1).
1694 float a = -rayOriginLocal.z;
1695 float b = rayDirLocal.z;
1697 if( fabsf( b ) > Math::MACHINE_EPSILON_1 )
1699 // Ray travels distance * rayDirLocal to intersect with plane.
1702 const Vector3& size = mNode->GetSize( bufferIndex );
1704 hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
1705 hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
1707 // Test with the actor's geometry.
1708 hit = ( hitPointLocal.x >= 0.f ) && ( hitPointLocal.x <= size.x ) && ( hitPointLocal.y >= 0.f ) && ( hitPointLocal.y <= size.y );
1715 void Actor::SetLeaveRequired( bool required )
1717 mLeaveRequired = required;
1720 bool Actor::GetLeaveRequired() const
1722 return mLeaveRequired;
1725 void Actor::SetKeyboardFocusable( bool focusable )
1727 mKeyboardFocusable = focusable;
1730 bool Actor::IsKeyboardFocusable() const
1732 return mKeyboardFocusable;
1735 bool Actor::GetTouchRequired() const
1737 return !mTouchedSignal.Empty() || mDerivedRequiresTouch;
1740 bool Actor::GetHoverRequired() const
1742 return !mHoveredSignal.Empty() || mDerivedRequiresHover;
1745 bool Actor::GetWheelEventRequired() const
1747 return !mWheelEventSignal.Empty() || mDerivedRequiresWheelEvent;
1750 bool Actor::IsHittable() const
1752 return IsSensitive() && IsVisible() && ( GetCurrentWorldColor().a > FULLY_TRANSPARENT ) && IsNodeConnected();
1755 ActorGestureData& Actor::GetGestureData()
1757 // Likely scenario is that once gesture-data is created for this actor, the actor will require
1758 // that gesture for its entire life-time so no need to destroy it until the actor is destroyed
1759 if( NULL == mGestureData )
1761 mGestureData = new ActorGestureData;
1763 return *mGestureData;
1766 bool Actor::IsGestureRequred( Gesture::Type type ) const
1768 return mGestureData && mGestureData->IsGestureRequred( type );
1771 bool Actor::EmitTouchEventSignal( const TouchEvent& event )
1773 bool consumed = false;
1775 if( !mTouchedSignal.Empty() )
1777 Dali::Actor handle( this );
1778 consumed = mTouchedSignal.Emit( handle, event );
1783 // Notification for derived classes
1784 consumed = OnTouchEvent( event );
1790 bool Actor::EmitHoverEventSignal( const HoverEvent& event )
1792 bool consumed = false;
1794 if( !mHoveredSignal.Empty() )
1796 Dali::Actor handle( this );
1797 consumed = mHoveredSignal.Emit( handle, event );
1802 // Notification for derived classes
1803 consumed = OnHoverEvent( event );
1809 bool Actor::EmitWheelEventSignal( const WheelEvent& event )
1811 bool consumed = false;
1813 if( !mWheelEventSignal.Empty() )
1815 Dali::Actor handle( this );
1816 consumed = mWheelEventSignal.Emit( handle, event );
1821 // Notification for derived classes
1822 consumed = OnWheelEvent( event );
1828 Dali::Actor::TouchSignalType& Actor::TouchedSignal()
1830 return mTouchedSignal;
1833 Dali::Actor::HoverSignalType& Actor::HoveredSignal()
1835 return mHoveredSignal;
1838 Dali::Actor::WheelEventSignalType& Actor::WheelEventSignal()
1840 return mWheelEventSignal;
1843 Dali::Actor::OnStageSignalType& Actor::OnStageSignal()
1845 return mOnStageSignal;
1848 Dali::Actor::OffStageSignalType& Actor::OffStageSignal()
1850 return mOffStageSignal;
1853 Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
1855 return mOnRelayoutSignal;
1858 bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
1860 bool connected( true );
1861 Actor* actor = dynamic_cast< Actor* >( object );
1863 if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
1865 actor->TouchedSignal().Connect( tracker, functor );
1867 else if( 0 == signalName.compare( SIGNAL_HOVERED ) )
1869 actor->HoveredSignal().Connect( tracker, functor );
1871 else if( 0 == signalName.compare( SIGNAL_WHEEL_EVENT ) )
1873 actor->WheelEventSignal().Connect( tracker, functor );
1875 else if( 0 == signalName.compare( SIGNAL_ON_STAGE ) )
1877 actor->OnStageSignal().Connect( tracker, functor );
1879 else if( 0 == signalName.compare( SIGNAL_OFF_STAGE ) )
1881 actor->OffStageSignal().Connect( tracker, functor );
1885 // signalName does not match any signal
1892 Actor::Actor( DerivedType derivedType )
1897 mParentOrigin( NULL ),
1898 mAnchorPoint( NULL ),
1899 mRelayoutData( NULL ),
1900 mGestureData( NULL ),
1902 mTargetSize( 0.0f, 0.0f, 0.0f ),
1904 mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
1906 mIsRoot( ROOT_LAYER == derivedType ),
1907 mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
1908 mIsOnStage( false ),
1910 mLeaveRequired( false ),
1911 mKeyboardFocusable( false ),
1912 mDerivedRequiresTouch( false ),
1913 mDerivedRequiresHover( false ),
1914 mDerivedRequiresWheelEvent( false ),
1915 mOnStageSignalled( false ),
1916 mInsideOnSizeSet( false ),
1917 mInheritOrientation( true ),
1918 mInheritScale( true ),
1919 mDrawMode( DrawMode::NORMAL ),
1920 mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
1921 mColorMode( Node::DEFAULT_COLOR_MODE )
1925 void Actor::Initialize()
1928 SceneGraph::Node* node = CreateNode();
1930 AddNodeMessage( GetEventThreadServices().GetUpdateManager(), *node ); // Pass ownership to scene-graph
1931 mNode = node; // Keep raw-pointer to Node
1935 GetEventThreadServices().RegisterObject( this );
1940 // Remove mParent pointers from children even if we're destroying core,
1941 // to guard against GetParent() & Unparent() calls from CustomActor destructors.
1944 ActorConstIter endIter = mChildren->end();
1945 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
1947 (*iter)->SetParent( NULL );
1953 // Guard to allow handle destruction after Core has been destroyed
1954 if( EventThreadServices::IsCoreRunning() )
1958 DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
1959 mNode = NULL; // Node is about to be destroyed
1962 GetEventThreadServices().UnregisterObject( this );
1965 // Cleanup optional gesture data
1966 delete mGestureData;
1968 // Cleanup optional parent origin and anchor
1969 delete mParentOrigin;
1970 delete mAnchorPoint;
1972 // Delete optional relayout data
1975 delete mRelayoutData;
1979 void Actor::ConnectToStage( unsigned int parentDepth )
1981 // This container is used instead of walking the Actor hierarchy.
1982 // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks.
1983 ActorContainer connectionList;
1985 // This stage is atomic i.e. not interrupted by user callbacks.
1986 RecursiveConnectToStage( connectionList, parentDepth + 1 );
1988 // Notify applications about the newly connected actors.
1989 const ActorIter endIter = connectionList.end();
1990 for( ActorIter iter = connectionList.begin(); iter != endIter; ++iter )
1992 (*iter)->NotifyStageConnection();
1998 void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth )
2000 DALI_ASSERT_ALWAYS( !OnStage() );
2005 ConnectToSceneGraph();
2007 // Notification for internal derived classes
2008 OnStageConnectionInternal();
2010 // This stage is atomic; avoid emitting callbacks until all Actors are connected
2011 connectionList.push_back( ActorPtr( this ) );
2013 // Recursively connect children
2016 ActorConstIter endIter = mChildren->end();
2017 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
2019 (*iter)->RecursiveConnectToStage( connectionList, depth+1 );
2025 * This method is called when the Actor is connected to the Stage.
2026 * The parent must have added its Node to the scene-graph.
2027 * The child must connect its Node to the parent's Node.
2028 * This is recursive; the child calls ConnectToStage() for its children.
2030 void Actor::ConnectToSceneGraph()
2032 DALI_ASSERT_DEBUG( mNode != NULL); DALI_ASSERT_DEBUG( mParent != NULL); DALI_ASSERT_DEBUG( mParent->mNode != NULL );
2036 // Reparent Node in next Update
2037 ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode );
2040 // Notify attachment
2043 mAttachment->Connect();
2046 unsigned int rendererCount( GetRendererCount() );
2047 for( unsigned int i(0); i<rendererCount; ++i )
2049 GetRendererAt(i)->Connect();
2052 // Request relayout on all actors that are added to the scenegraph
2055 // Notification for Object::Observers
2059 void Actor::NotifyStageConnection()
2061 // Actors can be removed (in a callback), before the on-stage stage is reported.
2062 // The actor may also have been reparented, in which case mOnStageSignalled will be true.
2063 if( OnStage() && !mOnStageSignalled )
2065 // Notification for external (CustomActor) derived classes
2066 OnStageConnectionExternal( mDepth );
2068 if( !mOnStageSignal.Empty() )
2070 Dali::Actor handle( this );
2071 mOnStageSignal.Emit( handle );
2074 // Guard against Remove during callbacks
2077 mOnStageSignalled = true; // signal required next time Actor is removed
2082 void Actor::DisconnectFromStage()
2084 // This container is used instead of walking the Actor hierachy.
2085 // It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks.
2086 ActorContainer disconnectionList;
2088 // This stage is atomic i.e. not interrupted by user callbacks
2089 RecursiveDisconnectFromStage( disconnectionList );
2091 // Notify applications about the newly disconnected actors.
2092 const ActorIter endIter = disconnectionList.end();
2093 for( ActorIter iter = disconnectionList.begin(); iter != endIter; ++iter )
2095 (*iter)->NotifyStageDisconnection();
2099 void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList )
2101 DALI_ASSERT_ALWAYS( OnStage() );
2103 // Recursively disconnect children
2106 ActorConstIter endIter = mChildren->end();
2107 for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
2109 (*iter)->RecursiveDisconnectFromStage( disconnectionList );
2113 // This stage is atomic; avoid emitting callbacks until all Actors are disconnected
2114 disconnectionList.push_back( ActorPtr( this ) );
2116 // Notification for internal derived classes
2117 OnStageDisconnectionInternal();
2119 DisconnectFromSceneGraph();
2125 * This method is called by an actor or its parent, before a node removal message is sent.
2126 * This is recursive; the child calls DisconnectFromStage() for its children.
2128 void Actor::DisconnectFromSceneGraph()
2130 // Notification for Object::Observers
2131 OnSceneObjectRemove();
2133 // Notify attachment
2136 mAttachment->Disconnect();
2139 unsigned int rendererCount( GetRendererCount() );
2140 for( unsigned int i(0); i<rendererCount; ++i )
2142 GetRendererAt(i)->Disconnect();
2146 void Actor::NotifyStageDisconnection()
2148 // Actors can be added (in a callback), before the off-stage state is reported.
2149 // Also if the actor was added & removed before mOnStageSignalled was set, then we don't notify here.
2150 // only do this step if there is a stage, i.e. Core is not being shut down
2151 if ( EventThreadServices::IsCoreRunning() && !OnStage() && mOnStageSignalled )
2153 // Notification for external (CustomeActor) derived classes
2154 OnStageDisconnectionExternal();
2156 if( !mOffStageSignal.Empty() )
2158 Dali::Actor handle( this );
2159 mOffStageSignal.Emit( handle );
2162 // Guard against Add during callbacks
2165 mOnStageSignalled = false; // signal required next time Actor is added
2170 bool Actor::IsNodeConnected() const
2172 bool connected( false );
2174 if( OnStage() && ( NULL != mNode ) )
2176 if( IsRoot() || mNode->GetParent() )
2185 unsigned int Actor::GetDefaultPropertyCount() const
2187 return DEFAULT_PROPERTY_COUNT;
2190 void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
2192 indices.Reserve( DEFAULT_PROPERTY_COUNT );
2194 for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
2196 indices.PushBack( i );
2200 const char* Actor::GetDefaultPropertyName( Property::Index index ) const
2202 if( index < DEFAULT_PROPERTY_COUNT )
2204 return DEFAULT_PROPERTY_DETAILS[ index ].name;
2210 Property::Index Actor::GetDefaultPropertyIndex( const std::string& name ) const
2212 Property::Index index = Property::INVALID_INDEX;
2214 // Look for name in default properties
2215 for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
2217 const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
2218 if( 0 == name.compare( property->name ) )
2228 bool Actor::IsDefaultPropertyWritable( Property::Index index ) const
2230 if( index < DEFAULT_PROPERTY_COUNT )
2232 return DEFAULT_PROPERTY_DETAILS[ index ].writable;
2238 bool Actor::IsDefaultPropertyAnimatable( Property::Index index ) const
2240 if( index < DEFAULT_PROPERTY_COUNT )
2242 return DEFAULT_PROPERTY_DETAILS[ index ].animatable;
2248 bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const
2250 if( index < DEFAULT_PROPERTY_COUNT )
2252 return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput;
2258 Property::Type Actor::GetDefaultPropertyType( Property::Index index ) const
2260 if( index < DEFAULT_PROPERTY_COUNT )
2262 return DEFAULT_PROPERTY_DETAILS[ index ].type;
2265 // index out of range...return Property::NONE
2266 return Property::NONE;
2269 void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property )
2273 case Dali::Actor::Property::PARENT_ORIGIN:
2275 SetParentOrigin( property.Get< Vector3 >() );
2279 case Dali::Actor::Property::PARENT_ORIGIN_X:
2281 SetParentOriginX( property.Get< float >() );
2285 case Dali::Actor::Property::PARENT_ORIGIN_Y:
2287 SetParentOriginY( property.Get< float >() );
2291 case Dali::Actor::Property::PARENT_ORIGIN_Z:
2293 SetParentOriginZ( property.Get< float >() );
2297 case Dali::Actor::Property::ANCHOR_POINT:
2299 SetAnchorPoint( property.Get< Vector3 >() );
2303 case Dali::Actor::Property::ANCHOR_POINT_X:
2305 SetAnchorPointX( property.Get< float >() );
2309 case Dali::Actor::Property::ANCHOR_POINT_Y:
2311 SetAnchorPointY( property.Get< float >() );
2315 case Dali::Actor::Property::ANCHOR_POINT_Z:
2317 SetAnchorPointZ( property.Get< float >() );
2321 case Dali::Actor::Property::SIZE:
2323 SetSize( property.Get< Vector3 >() );
2327 case Dali::Actor::Property::SIZE_WIDTH:
2329 SetWidth( property.Get< float >() );
2333 case Dali::Actor::Property::SIZE_HEIGHT:
2335 SetHeight( property.Get< float >() );
2339 case Dali::Actor::Property::SIZE_DEPTH:
2341 SetDepth( property.Get< float >() );
2345 case Dali::Actor::Property::POSITION:
2347 SetPosition( property.Get< Vector3 >() );
2351 case Dali::Actor::Property::POSITION_X:
2353 SetX( property.Get< float >() );
2357 case Dali::Actor::Property::POSITION_Y:
2359 SetY( property.Get< float >() );
2363 case Dali::Actor::Property::POSITION_Z:
2365 SetZ( property.Get< float >() );
2369 case Dali::Actor::Property::ORIENTATION:
2371 SetOrientation( property.Get< Quaternion >() );
2375 case Dali::Actor::Property::SCALE:
2377 SetScale( property.Get< Vector3 >() );
2381 case Dali::Actor::Property::SCALE_X:
2383 SetScaleX( property.Get< float >() );
2387 case Dali::Actor::Property::SCALE_Y:
2389 SetScaleY( property.Get< float >() );
2393 case Dali::Actor::Property::SCALE_Z:
2395 SetScaleZ( property.Get< float >() );
2399 case Dali::Actor::Property::VISIBLE:
2401 SetVisible( property.Get< bool >() );
2405 case Dali::Actor::Property::COLOR:
2407 SetColor( property.Get< Vector4 >() );
2411 case Dali::Actor::Property::COLOR_RED:
2413 SetColorRed( property.Get< float >() );
2417 case Dali::Actor::Property::COLOR_GREEN:
2419 SetColorGreen( property.Get< float >() );
2423 case Dali::Actor::Property::COLOR_BLUE:
2425 SetColorBlue( property.Get< float >() );
2429 case Dali::Actor::Property::COLOR_ALPHA:
2431 SetOpacity( property.Get< float >() );
2435 case Dali::Actor::Property::NAME:
2437 SetName( property.Get< std::string >() );
2441 case Dali::Actor::Property::SENSITIVE:
2443 SetSensitive( property.Get< bool >() );
2447 case Dali::Actor::Property::LEAVE_REQUIRED:
2449 SetLeaveRequired( property.Get< bool >() );
2453 case Dali::Actor::Property::INHERIT_ORIENTATION:
2455 SetInheritOrientation( property.Get< bool >() );
2459 case Dali::Actor::Property::INHERIT_SCALE:
2461 SetInheritScale( property.Get< bool >() );
2465 case Dali::Actor::Property::COLOR_MODE:
2467 SetColorMode( Scripting::GetColorMode( property.Get< std::string >() ) );
2471 case Dali::Actor::Property::POSITION_INHERITANCE:
2473 SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get< std::string >() ) );
2477 case Dali::Actor::Property::DRAW_MODE:
2479 SetDrawMode( Scripting::GetDrawMode( property.Get< std::string >() ) );
2483 case Dali::Actor::Property::SIZE_MODE_FACTOR:
2485 SetSizeModeFactor( property.Get< Vector3 >() );
2489 case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
2491 ResizePolicy::Type type;
2492 if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
2494 SetResizePolicy( type, Dimension::WIDTH );
2499 case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
2501 ResizePolicy::Type type;
2502 if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
2504 SetResizePolicy( type, Dimension::HEIGHT );
2509 case Dali::Actor::Property::SIZE_SCALE_POLICY:
2511 SizeScalePolicy::Type type;
2512 if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount, type ) )
2514 SetSizeScalePolicy( type );
2519 case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
2521 if( property.Get< bool >() )
2523 SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
2528 case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
2530 if( property.Get< bool >() )
2532 SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
2537 case Dali::Actor::Property::PADDING:
2539 Vector4 padding = property.Get< Vector4 >();
2540 SetPadding( Vector2( padding.x, padding.y ), Dimension::WIDTH );
2541 SetPadding( Vector2( padding.z, padding.w ), Dimension::HEIGHT );
2545 case Dali::Actor::Property::MINIMUM_SIZE:
2547 Vector2 size = property.Get< Vector2 >();
2548 SetMinimumSize( size.x, Dimension::WIDTH );
2549 SetMinimumSize( size.y, Dimension::HEIGHT );
2553 case Dali::Actor::Property::MAXIMUM_SIZE:
2555 Vector2 size = property.Get< Vector2 >();
2556 SetMaximumSize( size.x, Dimension::WIDTH );
2557 SetMaximumSize( size.y, Dimension::HEIGHT );
2563 // this can happen in the case of a non-animatable default property so just do nothing
2569 // TODO: This method needs to be removed
2570 void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value )
2572 switch( entry.GetType() )
2574 case Property::BOOLEAN:
2576 const AnimatableProperty< bool >* property = dynamic_cast< const AnimatableProperty< bool >* >( entry.GetSceneGraphProperty() );
2577 DALI_ASSERT_DEBUG( NULL != property );
2579 // property is being used in a separate thread; queue a message to set the property
2580 SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<bool>::Bake, value.Get<bool>() );
2585 case Property::INTEGER:
2587 const AnimatableProperty< int >* property = dynamic_cast< const AnimatableProperty< int >* >( entry.GetSceneGraphProperty() );
2588 DALI_ASSERT_DEBUG( NULL != property );
2590 // property is being used in a separate thread; queue a message to set the property
2591 SceneGraph::NodePropertyMessage<int>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<int>::Bake, value.Get<int>() );
2596 case Property::FLOAT:
2598 const AnimatableProperty< float >* property = dynamic_cast< const AnimatableProperty< float >* >( entry.GetSceneGraphProperty() );
2599 DALI_ASSERT_DEBUG( NULL != property );
2601 // property is being used in a separate thread; queue a message to set the property
2602 SceneGraph::NodePropertyMessage<float>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<float>::Bake, value.Get<float>() );
2607 case Property::VECTOR2:
2609 const AnimatableProperty< Vector2 >* property = dynamic_cast< const AnimatableProperty< Vector2 >* >( entry.GetSceneGraphProperty() );
2610 DALI_ASSERT_DEBUG( NULL != property );
2612 // property is being used in a separate thread; queue a message to set the property
2613 if(entry.componentIndex == 0)
2615 SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
2617 else if(entry.componentIndex == 1)
2619 SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
2623 SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
2629 case Property::VECTOR3:
2631 const AnimatableProperty< Vector3 >* property = dynamic_cast< const AnimatableProperty< Vector3 >* >( entry.GetSceneGraphProperty() );
2632 DALI_ASSERT_DEBUG( NULL != property );
2634 // property is being used in a separate thread; queue a message to set the property
2635 if(entry.componentIndex == 0)
2637 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
2639 else if(entry.componentIndex == 1)
2641 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
2643 else if(entry.componentIndex == 2)
2645 SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
2649 SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
2655 case Property::VECTOR4:
2657 const AnimatableProperty< Vector4 >* property = dynamic_cast< const AnimatableProperty< Vector4 >* >( entry.GetSceneGraphProperty() );
2658 DALI_ASSERT_DEBUG( NULL != property );
2660 // property is being used in a separate thread; queue a message to set the property
2661 if(entry.componentIndex == 0)
2663 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
2665 else if(entry.componentIndex == 1)
2667 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
2669 else if(entry.componentIndex == 2)
2671 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
2673 else if(entry.componentIndex == 3)
2675 SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
2679 SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
2685 case Property::ROTATION:
2687 const AnimatableProperty< Quaternion >* property = dynamic_cast< const AnimatableProperty< Quaternion >* >( entry.GetSceneGraphProperty() );
2688 DALI_ASSERT_DEBUG( NULL != property );
2690 // property is being used in a separate thread; queue a message to set the property
2691 SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Quaternion>::Bake, value.Get<Quaternion>() );
2696 case Property::MATRIX:
2698 const AnimatableProperty< Matrix >* property = dynamic_cast< const AnimatableProperty< Matrix >* >( entry.GetSceneGraphProperty() );
2699 DALI_ASSERT_DEBUG( NULL != property );
2701 // property is being used in a separate thread; queue a message to set the property
2702 SceneGraph::NodePropertyMessage<Matrix>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix>::Bake, value.Get<Matrix>() );
2707 case Property::MATRIX3:
2709 const AnimatableProperty< Matrix3 >* property = dynamic_cast< const AnimatableProperty< Matrix3 >* >( entry.GetSceneGraphProperty() );
2710 DALI_ASSERT_DEBUG( NULL != property );
2712 // property is being used in a separate thread; queue a message to set the property
2713 SceneGraph::NodePropertyMessage<Matrix3>::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty<Matrix3>::Bake, value.Get<Matrix3>() );
2720 DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here
2726 Property::Value Actor::GetDefaultProperty( Property::Index index ) const
2728 Property::Value value;
2732 case Dali::Actor::Property::PARENT_ORIGIN:
2734 value = GetCurrentParentOrigin();
2738 case Dali::Actor::Property::PARENT_ORIGIN_X:
2740 value = GetCurrentParentOrigin().x;
2744 case Dali::Actor::Property::PARENT_ORIGIN_Y:
2746 value = GetCurrentParentOrigin().y;
2750 case Dali::Actor::Property::PARENT_ORIGIN_Z:
2752 value = GetCurrentParentOrigin().z;
2756 case Dali::Actor::Property::ANCHOR_POINT:
2758 value = GetCurrentAnchorPoint();
2762 case Dali::Actor::Property::ANCHOR_POINT_X:
2764 value = GetCurrentAnchorPoint().x;
2768 case Dali::Actor::Property::ANCHOR_POINT_Y:
2770 value = GetCurrentAnchorPoint().y;
2774 case Dali::Actor::Property::ANCHOR_POINT_Z:
2776 value = GetCurrentAnchorPoint().z;
2780 case Dali::Actor::Property::SIZE:
2782 value = GetTargetSize();
2786 case Dali::Actor::Property::SIZE_WIDTH:
2788 value = GetTargetSize().width;
2792 case Dali::Actor::Property::SIZE_HEIGHT:
2794 value = GetTargetSize().height;
2798 case Dali::Actor::Property::SIZE_DEPTH:
2800 value = GetTargetSize().depth;
2804 case Dali::Actor::Property::POSITION:
2806 value = GetTargetPosition();
2810 case Dali::Actor::Property::POSITION_X:
2812 value = GetTargetPosition().x;
2816 case Dali::Actor::Property::POSITION_Y:
2818 value = GetTargetPosition().y;
2822 case Dali::Actor::Property::POSITION_Z:
2824 value = GetTargetPosition().z;
2828 case Dali::Actor::Property::WORLD_POSITION:
2830 value = GetCurrentWorldPosition();
2834 case Dali::Actor::Property::WORLD_POSITION_X:
2836 value = GetCurrentWorldPosition().x;
2840 case Dali::Actor::Property::WORLD_POSITION_Y:
2842 value = GetCurrentWorldPosition().y;
2846 case Dali::Actor::Property::WORLD_POSITION_Z:
2848 value = GetCurrentWorldPosition().z;
2852 case Dali::Actor::Property::ORIENTATION:
2854 value = GetCurrentOrientation();
2858 case Dali::Actor::Property::WORLD_ORIENTATION:
2860 value = GetCurrentWorldOrientation();
2864 case Dali::Actor::Property::SCALE:
2866 value = GetCurrentScale();
2870 case Dali::Actor::Property::SCALE_X:
2872 value = GetCurrentScale().x;
2876 case Dali::Actor::Property::SCALE_Y:
2878 value = GetCurrentScale().y;
2882 case Dali::Actor::Property::SCALE_Z:
2884 value = GetCurrentScale().z;
2888 case Dali::Actor::Property::WORLD_SCALE:
2890 value = GetCurrentWorldScale();
2894 case Dali::Actor::Property::VISIBLE:
2896 value = IsVisible();
2900 case Dali::Actor::Property::COLOR:
2902 value = GetCurrentColor();
2906 case Dali::Actor::Property::COLOR_RED:
2908 value = GetCurrentColor().r;
2912 case Dali::Actor::Property::COLOR_GREEN:
2914 value = GetCurrentColor().g;
2918 case Dali::Actor::Property::COLOR_BLUE:
2920 value = GetCurrentColor().b;
2924 case Dali::Actor::Property::COLOR_ALPHA:
2926 value = GetCurrentColor().a;
2930 case Dali::Actor::Property::WORLD_COLOR:
2932 value = GetCurrentWorldColor();
2936 case Dali::Actor::Property::WORLD_MATRIX:
2938 value = GetCurrentWorldMatrix();
2942 case Dali::Actor::Property::NAME:
2948 case Dali::Actor::Property::SENSITIVE:
2950 value = IsSensitive();
2954 case Dali::Actor::Property::LEAVE_REQUIRED:
2956 value = GetLeaveRequired();
2960 case Dali::Actor::Property::INHERIT_ORIENTATION:
2962 value = IsOrientationInherited();
2966 case Dali::Actor::Property::INHERIT_SCALE:
2968 value = IsScaleInherited();
2972 case Dali::Actor::Property::COLOR_MODE:
2974 value = Scripting::GetColorMode( GetColorMode() );
2978 case Dali::Actor::Property::POSITION_INHERITANCE:
2980 value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() );
2984 case Dali::Actor::Property::DRAW_MODE:
2986 value = Scripting::GetDrawMode( GetDrawMode() );
2990 case Dali::Actor::Property::SIZE_MODE_FACTOR:
2992 value = GetSizeModeFactor();
2996 case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
2998 value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount );
3002 case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
3004 value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount );
3008 case Dali::Actor::Property::SIZE_SCALE_POLICY:
3010 value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount );
3014 case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
3016 value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
3020 case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
3022 value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
3026 case Dali::Actor::Property::PADDING:
3028 Vector2 widthPadding = GetPadding( Dimension::WIDTH );
3029 Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
3030 value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
3034 case Dali::Actor::Property::MINIMUM_SIZE:
3036 value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
3040 case Dali::Actor::Property::MAXIMUM_SIZE:
3042 value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
3048 DALI_ASSERT_ALWAYS( false && "Actor Property index invalid" ); // should not come here
3056 const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
3061 const SceneGraph::PropertyOwner* Actor::GetSceneObject() const
3063 // This method should only return an object connected to the scene-graph
3064 return OnStage() ? mNode : NULL;
3067 const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
3069 DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
3071 const PropertyBase* property( NULL );
3073 // This method should only return a property of an object connected to the scene-graph
3079 if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
3081 AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
3082 DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
3084 property = animatable->GetSceneGraphProperty();
3086 else if ( index >= DEFAULT_PROPERTY_MAX_COUNT )
3088 CustomPropertyMetadata* custom = FindCustomProperty( index );
3089 DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
3091 property = custom->GetSceneGraphProperty();
3093 else if( NULL != mNode )
3097 case Dali::Actor::Property::SIZE:
3098 property = &mNode->mSize;
3101 case Dali::Actor::Property::SIZE_WIDTH:
3102 property = &mNode->mSize;
3105 case Dali::Actor::Property::SIZE_HEIGHT:
3106 property = &mNode->mSize;
3109 case Dali::Actor::Property::SIZE_DEPTH:
3110 property = &mNode->mSize;
3113 case Dali::Actor::Property::POSITION:
3114 property = &mNode->mPosition;
3117 case Dali::Actor::Property::POSITION_X:
3118 property = &mNode->mPosition;
3121 case Dali::Actor::Property::POSITION_Y:
3122 property = &mNode->mPosition;
3125 case Dali::Actor::Property::POSITION_Z:
3126 property = &mNode->mPosition;
3129 case Dali::Actor::Property::ORIENTATION:
3130 property = &mNode->mOrientation;
3133 case Dali::Actor::Property::SCALE:
3134 property = &mNode->mScale;
3137 case Dali::Actor::Property::SCALE_X:
3138 property = &mNode->mScale;
3141 case Dali::Actor::Property::SCALE_Y:
3142 property = &mNode->mScale;
3145 case Dali::Actor::Property::SCALE_Z:
3146 property = &mNode->mScale;
3149 case Dali::Actor::Property::VISIBLE:
3150 property = &mNode->mVisible;
3153 case Dali::Actor::Property::COLOR:
3154 property = &mNode->mColor;
3157 case Dali::Actor::Property::COLOR_RED:
3158 property = &mNode->mColor;
3161 case Dali::Actor::Property::COLOR_GREEN:
3162 property = &mNode->mColor;
3165 case Dali::Actor::Property::COLOR_BLUE:
3166 property = &mNode->mColor;
3169 case Dali::Actor::Property::COLOR_ALPHA:
3170 property = &mNode->mColor;
3181 const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
3183 const PropertyInputImpl* property( NULL );
3185 // This method should only return a property of an object connected to the scene-graph
3191 if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
3193 AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
3194 DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
3196 property = animatable->GetSceneGraphProperty();
3198 else if ( index >= DEFAULT_PROPERTY_MAX_COUNT )
3200 CustomPropertyMetadata* custom = FindCustomProperty( index );
3201 DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
3202 property = custom->GetSceneGraphProperty();
3204 else if( NULL != mNode )
3208 case Dali::Actor::Property::PARENT_ORIGIN:
3209 property = &mNode->mParentOrigin;
3212 case Dali::Actor::Property::PARENT_ORIGIN_X:
3213 property = &mNode->mParentOrigin;
3216 case Dali::Actor::Property::PARENT_ORIGIN_Y:
3217 property = &mNode->mParentOrigin;
3220 case Dali::Actor::Property::PARENT_ORIGIN_Z:
3221 property = &mNode->mParentOrigin;
3224 case Dali::Actor::Property::ANCHOR_POINT:
3225 property = &mNode->mAnchorPoint;
3228 case Dali::Actor::Property::ANCHOR_POINT_X:
3229 property = &mNode->mAnchorPoint;
3232 case Dali::Actor::Property::ANCHOR_POINT_Y:
3233 property = &mNode->mAnchorPoint;
3236 case Dali::Actor::Property::ANCHOR_POINT_Z:
3237 property = &mNode->mAnchorPoint;
3240 case Dali::Actor::Property::SIZE:
3241 property = &mNode->mSize;
3244 case Dali::Actor::Property::SIZE_WIDTH:
3245 property = &mNode->mSize;
3248 case Dali::Actor::Property::SIZE_HEIGHT:
3249 property = &mNode->mSize;
3252 case Dali::Actor::Property::SIZE_DEPTH:
3253 property = &mNode->mSize;
3256 case Dali::Actor::Property::POSITION:
3257 property = &mNode->mPosition;
3260 case Dali::Actor::Property::POSITION_X:
3261 property = &mNode->mPosition;
3264 case Dali::Actor::Property::POSITION_Y:
3265 property = &mNode->mPosition;
3268 case Dali::Actor::Property::POSITION_Z:
3269 property = &mNode->mPosition;
3272 case Dali::Actor::Property::WORLD_POSITION:
3273 property = &mNode->mWorldPosition;
3276 case Dali::Actor::Property::WORLD_POSITION_X:
3277 property = &mNode->mWorldPosition;
3280 case Dali::Actor::Property::WORLD_POSITION_Y:
3281 property = &mNode->mWorldPosition;
3284 case Dali::Actor::Property::WORLD_POSITION_Z:
3285 property = &mNode->mWorldPosition;
3288 case Dali::Actor::Property::ORIENTATION:
3289 property = &mNode->mOrientation;
3292 case Dali::Actor::Property::WORLD_ORIENTATION:
3293 property = &mNode->mWorldOrientation;
3296 case Dali::Actor::Property::SCALE:
3297 property = &mNode->mScale;
3300 case Dali::Actor::Property::SCALE_X:
3301 property = &mNode->mScale;
3304 case Dali::Actor::Property::SCALE_Y:
3305 property = &mNode->mScale;
3308 case Dali::Actor::Property::SCALE_Z:
3309 property = &mNode->mScale;
3312 case Dali::Actor::Property::WORLD_SCALE:
3313 property = &mNode->mWorldScale;
3316 case Dali::Actor::Property::VISIBLE:
3317 property = &mNode->mVisible;
3320 case Dali::Actor::Property::COLOR:
3321 property = &mNode->mColor;
3324 case Dali::Actor::Property::COLOR_RED:
3325 property = &mNode->mColor;
3328 case Dali::Actor::Property::COLOR_GREEN:
3329 property = &mNode->mColor;
3332 case Dali::Actor::Property::COLOR_BLUE:
3333 property = &mNode->mColor;
3336 case Dali::Actor::Property::COLOR_ALPHA:
3337 property = &mNode->mColor;
3340 case Dali::Actor::Property::WORLD_COLOR:
3341 property = &mNode->mWorldColor;
3344 case Dali::Actor::Property::WORLD_MATRIX:
3345 property = &mNode->mWorldMatrix;
3356 int Actor::GetPropertyComponentIndex( Property::Index index ) const
3358 int componentIndex( Property::INVALID_COMPONENT_INDEX );
3360 if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
3362 // check whether the animatable property is registered already, if not then register one.
3363 AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
3364 if( animatableProperty )
3366 componentIndex = animatableProperty->componentIndex;
3373 case Dali::Actor::Property::PARENT_ORIGIN_X:
3374 case Dali::Actor::Property::ANCHOR_POINT_X:
3375 case Dali::Actor::Property::SIZE_WIDTH:
3376 case Dali::Actor::Property::POSITION_X:
3377 case Dali::Actor::Property::WORLD_POSITION_X:
3378 case Dali::Actor::Property::SCALE_X:
3379 case Dali::Actor::Property::COLOR_RED:
3385 case Dali::Actor::Property::PARENT_ORIGIN_Y:
3386 case Dali::Actor::Property::ANCHOR_POINT_Y:
3387 case Dali::Actor::Property::SIZE_HEIGHT:
3388 case Dali::Actor::Property::POSITION_Y:
3389 case Dali::Actor::Property::WORLD_POSITION_Y:
3390 case Dali::Actor::Property::SCALE_Y:
3391 case Dali::Actor::Property::COLOR_GREEN:
3397 case Dali::Actor::Property::PARENT_ORIGIN_Z:
3398 case Dali::Actor::Property::ANCHOR_POINT_Z:
3399 case Dali::Actor::Property::SIZE_DEPTH:
3400 case Dali::Actor::Property::POSITION_Z:
3401 case Dali::Actor::Property::WORLD_POSITION_Z:
3402 case Dali::Actor::Property::SCALE_Z:
3403 case Dali::Actor::Property::COLOR_BLUE:
3409 case Dali::Actor::Property::COLOR_ALPHA:
3423 return componentIndex;
3426 void Actor::SetParent( Actor* parent )
3430 DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
3434 if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
3437 // Instruct each actor to create a corresponding node in the scene graph
3438 ConnectToStage( parent->GetHierarchyDepth() );
3441 else // parent being set to NULL
3443 DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
3447 if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
3450 DALI_ASSERT_ALWAYS( mNode != NULL );
3454 // Disconnect the Node & its children from the scene-graph.
3455 DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode );
3458 // Instruct each actor to discard pointers to the scene-graph
3459 DisconnectFromStage();
3464 SceneGraph::Node* Actor::CreateNode() const
3469 bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
3472 Actor* actor = dynamic_cast< Actor* >( object );
3476 if( 0 == actionName.compare( ACTION_SHOW ) )
3478 actor->SetVisible( true );
3481 else if( 0 == actionName.compare( ACTION_HIDE ) )
3483 actor->SetVisible( false );
3491 void Actor::EnsureRelayoutData()
3493 // Assign relayout data.
3494 if( !mRelayoutData )
3496 mRelayoutData = new RelayoutData();
3500 bool Actor::RelayoutDependentOnParent( Dimension::Type dimension )
3502 // Check if actor is dependent on parent
3503 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3505 if( ( dimension & ( 1 << i ) ) )
3507 const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
3508 if( resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT )
3518 bool Actor::RelayoutDependentOnChildren( Dimension::Type dimension )
3520 // Check if actor is dependent on children
3521 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3523 if( ( dimension & ( 1 << i ) ) )
3525 const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
3526 switch( resizePolicy )
3528 case ResizePolicy::FIT_TO_CHILDREN:
3529 case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
3545 bool Actor::RelayoutDependentOnChildrenBase( Dimension::Type dimension )
3547 return Actor::RelayoutDependentOnChildren( dimension );
3550 bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension )
3552 // Check each possible dimension and see if it is dependent on the input one
3553 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3555 if( dimension & ( 1 << i ) )
3557 return mRelayoutData->resizePolicies[ i ] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[ i ] == dependentDimension;
3564 void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension )
3566 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3568 if( dimension & ( 1 << i ) )
3570 mRelayoutData->negotiatedDimensions[ i ] = negotiatedDimension;
3575 float Actor::GetNegotiatedDimension( Dimension::Type dimension ) const
3577 // If more than one dimension is requested, just return the first one found
3578 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3580 if( ( dimension & ( 1 << i ) ) )
3582 return mRelayoutData->negotiatedDimensions[ i ];
3586 return 0.0f; // Default
3589 void Actor::SetPadding( const Vector2& padding, Dimension::Type dimension )
3591 EnsureRelayoutData();
3593 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3595 if( dimension & ( 1 << i ) )
3597 mRelayoutData->dimensionPadding[ i ] = padding;
3602 Vector2 Actor::GetPadding( Dimension::Type dimension ) const
3604 if ( mRelayoutData )
3606 // If more than one dimension is requested, just return the first one found
3607 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3609 if( ( dimension & ( 1 << i ) ) )
3611 return mRelayoutData->dimensionPadding[ i ];
3616 return GetDefaultDimensionPadding();
3619 void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
3621 EnsureRelayoutData();
3623 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3625 if( dimension & ( 1 << i ) )
3627 mRelayoutData->dimensionNegotiated[ i ] = negotiated;
3632 bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const
3634 if ( mRelayoutData )
3636 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3638 if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
3648 float Actor::GetHeightForWidthBase( float width )
3650 float height = 0.0f;
3652 const Vector3 naturalSize = GetNaturalSize();
3653 if( naturalSize.width > 0.0f )
3655 height = naturalSize.height * width / naturalSize.width;
3657 else // we treat 0 as 1:1 aspect ratio
3665 float Actor::GetWidthForHeightBase( float height )
3669 const Vector3 naturalSize = GetNaturalSize();
3670 if( naturalSize.height > 0.0f )
3672 width = naturalSize.width * height / naturalSize.height;
3674 else // we treat 0 as 1:1 aspect ratio
3682 float Actor::CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension )
3684 // Fill to parent, taking size mode factor into account
3685 switch( child.GetResizePolicy( dimension ) )
3687 case ResizePolicy::FILL_TO_PARENT:
3689 return GetLatestSize( dimension );
3692 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
3694 return GetLatestSize( dimension ) * GetDimensionValue( child.GetSizeModeFactor(), dimension );
3697 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
3699 return GetLatestSize( dimension ) + GetDimensionValue( child.GetSizeModeFactor(), dimension );
3704 return GetLatestSize( dimension );
3709 float Actor::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
3711 // Can be overridden in derived class
3712 return CalculateChildSizeBase( child, dimension );
3715 float Actor::GetHeightForWidth( float width )
3717 // Can be overridden in derived class
3718 return GetHeightForWidthBase( width );
3721 float Actor::GetWidthForHeight( float height )
3723 // Can be overridden in derived class
3724 return GetWidthForHeightBase( height );
3727 float Actor::GetLatestSize( Dimension::Type dimension ) const
3729 return IsLayoutNegotiated( dimension ) ? GetNegotiatedDimension( dimension ) : GetSize( dimension );
3732 float Actor::GetRelayoutSize( Dimension::Type dimension ) const
3734 Vector2 padding = GetPadding( dimension );
3736 return GetLatestSize( dimension ) + padding.x + padding.y;
3739 float Actor::NegotiateFromParent( Dimension::Type dimension )
3741 Actor* parent = GetParent();
3744 Vector2 padding( GetPadding( dimension ) );
3745 Vector2 parentPadding( parent->GetPadding( dimension ) );
3746 return parent->CalculateChildSize( Dali::Actor( this ), dimension ) - parentPadding.x - parentPadding.y - padding.x - padding.y;
3752 float Actor::NegotiateFromChildren( Dimension::Type dimension )
3754 float maxDimensionPoint = 0.0f;
3756 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
3758 ActorPtr child = GetChildAt( i );
3760 if( !child->RelayoutDependentOnParent( dimension ) )
3762 // Calculate the min and max points that the children range across
3763 float childPosition = GetDimensionValue( child->GetTargetPosition(), dimension );
3764 float dimensionSize = child->GetRelayoutSize( dimension );
3765 maxDimensionPoint = std::max( maxDimensionPoint, childPosition + dimensionSize );
3769 return maxDimensionPoint;
3772 float Actor::GetSize( Dimension::Type dimension ) const
3774 return GetDimensionValue( GetTargetSize(), dimension );
3777 float Actor::GetNaturalSize( Dimension::Type dimension ) const
3779 return GetDimensionValue( GetNaturalSize(), dimension );
3782 float Actor::CalculateSize( Dimension::Type dimension, const Vector2& maximumSize )
3784 switch( GetResizePolicy( dimension ) )
3786 case ResizePolicy::USE_NATURAL_SIZE:
3788 return GetNaturalSize( dimension );
3791 case ResizePolicy::FIXED:
3793 return GetDimensionValue( GetPreferredSize(), dimension );
3796 case ResizePolicy::USE_ASSIGNED_SIZE:
3798 return GetDimensionValue( maximumSize, dimension );
3801 case ResizePolicy::FILL_TO_PARENT:
3802 case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
3803 case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
3805 return NegotiateFromParent( dimension );
3808 case ResizePolicy::FIT_TO_CHILDREN:
3810 return NegotiateFromChildren( dimension );
3813 case ResizePolicy::DIMENSION_DEPENDENCY:
3815 const Dimension::Type dimensionDependency = GetDimensionDependency( dimension );
3818 if( dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT )
3820 return GetWidthForHeight( GetNegotiatedDimension( Dimension::HEIGHT ) );
3823 if( dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH )
3825 return GetHeightForWidth( GetNegotiatedDimension( Dimension::WIDTH ) );
3837 return 0.0f; // Default
3840 float Actor::ClampDimension( float size, Dimension::Type dimension )
3842 const float minSize = GetMinimumSize( dimension );
3843 const float maxSize = GetMaximumSize( dimension );
3845 return std::max( minSize, std::min( size, maxSize ) );
3848 void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& allocatedSize, ActorDimensionStack& recursionStack )
3850 // Check if it needs to be negotiated
3851 if( IsLayoutDirty( dimension ) && !IsLayoutNegotiated( dimension ) )
3853 // Check that we havn't gotten into an infinite loop
3854 ActorDimensionPair searchActor = ActorDimensionPair( this, dimension );
3855 bool recursionFound = false;
3856 for( ActorDimensionStack::iterator it = recursionStack.begin(), itEnd = recursionStack.end(); it != itEnd; ++it )
3858 if( *it == searchActor )
3860 recursionFound = true;
3865 if( !recursionFound )
3867 // Record the path that we have taken
3868 recursionStack.push_back( ActorDimensionPair( this, dimension ) );
3870 // Dimension dependency check
3871 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3873 Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
3875 if( RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
3877 NegotiateDimension( dimensionToCheck, allocatedSize, recursionStack );
3881 // Parent dependency check
3882 Actor* parent = GetParent();
3883 if( parent && RelayoutDependentOnParent( dimension ) )
3885 parent->NegotiateDimension( dimension, allocatedSize, recursionStack );
3888 // Children dependency check
3889 if( RelayoutDependentOnChildren( dimension ) )
3891 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
3893 ActorPtr child = GetChildAt( i );
3895 // Only relayout child first if it is not dependent on this actor
3896 if( !child->RelayoutDependentOnParent( dimension ) )
3898 child->NegotiateDimension( dimension, allocatedSize, recursionStack );
3903 // For deriving classes
3904 OnCalculateRelayoutSize( dimension );
3906 // All dependencies checked, calculate the size and set negotiated flag
3907 const float newSize = ClampDimension( CalculateSize( dimension, allocatedSize ), dimension );
3909 SetNegotiatedDimension( newSize, dimension );
3910 SetLayoutNegotiated( true, dimension );
3912 // For deriving classes
3913 OnLayoutNegotiated( newSize, dimension );
3915 // This actor has been successfully processed, pop it off the recursion stack
3916 recursionStack.pop_back();
3920 // TODO: Break infinite loop
3921 SetLayoutNegotiated( true, dimension );
3926 void Actor::NegotiateDimensions( const Vector2& allocatedSize )
3928 // Negotiate all dimensions that require it
3929 ActorDimensionStack recursionStack;
3931 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
3933 const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
3936 NegotiateDimension( dimension, allocatedSize, recursionStack );
3940 Vector2 Actor::ApplySizeSetPolicy( const Vector2 size )
3942 switch( mRelayoutData->sizeSetPolicy )
3944 case SizeScalePolicy::USE_SIZE_SET:
3949 case SizeScalePolicy::FIT_WITH_ASPECT_RATIO:
3951 // Scale size to fit within the original size bounds, keeping the natural size aspect ratio
3952 const Vector3 naturalSize = GetNaturalSize();
3953 if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
3955 const float sizeRatio = size.width / size.height;
3956 const float naturalSizeRatio = naturalSize.width / naturalSize.height;
3958 if( naturalSizeRatio < sizeRatio )
3960 return Vector2( naturalSizeRatio * size.height, size.height );
3962 else if( naturalSizeRatio > sizeRatio )
3964 return Vector2( size.width, size.width / naturalSizeRatio );
3975 case SizeScalePolicy::FILL_WITH_ASPECT_RATIO:
3977 // Scale size to fill the original size bounds, keeping the natural size aspect ratio. Potentially exceeding the original bounds.
3978 const Vector3 naturalSize = GetNaturalSize();
3979 if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
3981 const float sizeRatio = size.width / size.height;
3982 const float naturalSizeRatio = naturalSize.width / naturalSize.height;
3984 if( naturalSizeRatio < sizeRatio )
3986 return Vector2( size.width, size.width / naturalSizeRatio );
3988 else if( naturalSizeRatio > sizeRatio )
3990 return Vector2( naturalSizeRatio * size.height, size.height );
4008 void Actor::SetNegotiatedSize( RelayoutContainer& container )
4010 // Do the set actor size
4011 Vector2 negotiatedSize( GetLatestSize( Dimension::WIDTH ), GetLatestSize( Dimension::HEIGHT ) );
4013 // Adjust for size set policy
4014 negotiatedSize = ApplySizeSetPolicy( negotiatedSize );
4016 // Lock the flag to stop recursive relayouts on set size
4017 mRelayoutData->insideRelayout = true;
4018 SetSize( negotiatedSize );
4019 mRelayoutData->insideRelayout = false;
4021 // Clear flags for all dimensions
4022 SetLayoutDirty( false );
4024 // Give deriving classes a chance to respond
4025 OnRelayout( negotiatedSize, container );
4027 if( !mOnRelayoutSignal.Empty() )
4029 Dali::Actor handle( this );
4030 mOnRelayoutSignal.Emit( handle );
4034 void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& container )
4036 // Do the negotiation
4037 NegotiateDimensions( allocatedSize );
4039 // Set the actor size
4040 SetNegotiatedSize( container );
4042 // Negotiate down to children
4043 const Vector2 newBounds = GetTargetSize().GetVectorXY();
4045 for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
4047 ActorPtr child = GetChildAt( i );
4049 // Only relayout if required
4050 if( child->RelayoutRequired() )
4052 container.Add( Dali::Actor( child.Get() ), newBounds );
4057 void Actor::RelayoutRequest( Dimension::Type dimension )
4059 Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
4060 if( relayoutController )
4062 Dali::Actor self( this );
4063 relayoutController->RequestRelayout( self, dimension );
4067 void Actor::OnCalculateRelayoutSize( Dimension::Type dimension )
4071 void Actor::OnLayoutNegotiated( float size, Dimension::Type dimension )
4075 void Actor::SetPreferredSize( const Vector2& size )
4077 EnsureRelayoutData();
4079 if( size.width > 0.0f )
4081 SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
4084 if( size.height > 0.0f )
4086 SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
4089 mRelayoutData->preferredSize = size;
4094 Vector2 Actor::GetPreferredSize() const
4096 if ( mRelayoutData )
4098 return Vector2( mRelayoutData->preferredSize );
4101 return GetDefaultPreferredSize();
4104 void Actor::SetMinimumSize( float size, Dimension::Type dimension )
4106 EnsureRelayoutData();
4108 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4110 if( dimension & ( 1 << i ) )
4112 mRelayoutData->minimumSize[ i ] = size;
4119 float Actor::GetMinimumSize( Dimension::Type dimension ) const
4121 if ( mRelayoutData )
4123 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4125 if( dimension & ( 1 << i ) )
4127 return mRelayoutData->minimumSize[ i ];
4132 return 0.0f; // Default
4135 void Actor::SetMaximumSize( float size, Dimension::Type dimension )
4137 EnsureRelayoutData();
4139 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4141 if( dimension & ( 1 << i ) )
4143 mRelayoutData->maximumSize[ i ] = size;
4150 float Actor::GetMaximumSize( Dimension::Type dimension ) const
4152 if ( mRelayoutData )
4154 for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
4156 if( dimension & ( 1 << i ) )
4158 return mRelayoutData->maximumSize[ i ];
4163 return FLT_MAX; // Default
4166 } // namespace Internal