1 #ifndef __DALI_INTERNAL_ACTOR_H__
2 #define __DALI_INTERNAL_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/map-wrapper.h>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/object/ref-object.h>
28 #include <dali/public-api/actors/actor.h>
29 #include <dali/public-api/common/dali-common.h>
30 #include <dali/public-api/events/gesture.h>
31 #include <dali/public-api/math/viewport.h>
32 #include <dali/internal/event/common/proxy-object.h>
33 #include <dali/internal/event/common/stage-def.h>
34 #include <dali/internal/event/actors/actor-declarations.h>
35 #include <dali/internal/event/actor-attachments/actor-attachment-declarations.h>
36 #include <dali/internal/update/nodes/node-declarations.h>
38 #ifdef DYNAMICS_SUPPORT
39 #include <dali/internal/event/dynamics/dynamics-declarations.h>
47 struct MouseWheelEvent;
53 class ActorGestureData;
57 typedef IntrusivePtr<Actor> ActorPtr;
58 typedef Dali::ActorContainer ActorContainer; // Store handles to return via public-api
59 typedef ActorContainer::iterator ActorIter;
60 typedef ActorContainer::const_iterator ActorConstIter;
63 * Actor is the primary object which Dali applications interact with.
64 * UI controls can be built by combining multiple actors.
65 * Multi-Touch events are received through signals emitted by the actor tree.
67 * An Actor is a proxy for a Node in the scene graph.
68 * When an Actor is added to the Stage, it creates a node and attaches it to the scene graph.
69 * The scene-graph can be updated in a separate thread, so the attachment is done using an asynchronous message.
70 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
72 class Actor : public ProxyObject
78 * @return A smart-pointer to the newly allocated Actor.
80 static ActorPtr New();
83 * Retrieve the name of the actor.
86 const std::string& GetName() const;
89 * Set the name of the actor.
90 * @param[in] name The new name.
92 void SetName(const std::string& name);
95 * @copydoc Dali::Actor::GetId
97 unsigned int GetId() const;
102 * Attach an object to an actor.
103 * @pre The actor does not already have an attachment.
104 * @param[in] attachment The object to attach.
106 void Attach(ActorAttachment& attachment);
109 * Retreive the object attached to an actor.
110 * @return The attachment.
112 ActorAttachmentPtr GetAttachment();
117 * Query whether an actor is the root actor, which is owned by the Stage.
118 * @return True if the actor is a root actor.
126 * Query whether the actor is connected to the Stage.
128 bool OnStage() const;
131 * Query whether the actor is a RenderableActor derived type.
132 * @return True if the actor is renderable.
134 bool IsRenderable() const
136 // inlined as this is called a lot in hit testing
137 return mIsRenderable;
141 * Query whether the actor is of class Dali::Layer
142 * @return True if the actor is a layer.
146 // inlined as this is called a lot in hit testing
151 * Gets the layer in which the actor is present
152 * @return The layer, which will be uninitialized if the actor is off-stage.
154 Dali::Layer GetLayer();
157 * Adds a child Actor to this Actor.
158 * @pre The child actor is not the same as the parent actor.
159 * @pre The child actor does not already have a parent.
160 * @param [in] child The child.
161 * @post The child will be referenced by its parent.
163 void Add(Actor& child);
166 * Inserts a child Actor to this Actor's child list
167 * @pre The child actor is not the same as the parent actor.
168 * @pre The child actor does not already have a parent.
169 * @param [in] index in childlist to insert child at
170 * @param [in] child The child.
171 * @post The child will be referenced by its parent.
173 void Insert(unsigned int index, Actor& child);
176 * Removes a child Actor from this Actor.
177 * @param [in] child The child.
178 * @post The child will be unreferenced.
180 void Remove(Actor& child);
183 * @copydoc Dali::Actor::Unparent
188 * Retrieve the number of children held by the actor.
189 * @return The number of children
191 unsigned int GetChildCount() const;
194 * @copydoc Dali::Actor::GetChildAt
196 Dali::Actor GetChildAt(unsigned int index) const;
199 * Retrieve the Actor's children.
200 * @return A copy of the container of children.
202 ActorContainer GetChildren();
205 * Retrieve the Actor's children.
206 * @return A const reference to the container of children.
208 const ActorContainer& GetChildren() const;
211 * Retrieve a reference to Actor's children.
212 * @note Not for public use.
213 * @return A reference to the container of children.
215 ActorContainer& GetChildrenInternal()
221 * @copydoc Dali::Actor::FindChildByName
223 ActorPtr FindChildByName(const std::string& actorName);
226 * @copydoc Dali::Actor::FindChildByAlias
228 Dali::Actor FindChildByAlias(const std::string& actorAlias);
231 * @copydoc Dali::Actor::FindChildById
233 ActorPtr FindChildById(const unsigned int id);
236 * Retrieve the parent of an Actor.
237 * @return The parent actor, or NULL if the Actor does not have a parent.
239 Actor* GetParent() const
245 * Sets the size of an actor.
246 * ActorAttachments attached to the actor, can be scaled to fit within this area.
247 * This does not interfere with the actors scale factor.
248 * @param [in] width The new width.
249 * @param [in] height The new height.
251 void SetSize(float width, float height);
254 * Sets the size of an actor.
255 * ActorAttachments attached to the actor, can be scaled to fit within this area.
256 * This does not interfere with the actors scale factor.
257 * @param [in] width The size of the actor along the x-axis.
258 * @param [in] height The size of the actor along the y-axis.
259 * @param [in] depth The size of the actor along the z-axis.
261 void SetSize(float width, float height, float depth);
264 * Sets the size of an actor.
265 * ActorAttachments attached to the actor, can be scaled to fit within this area.
266 * This does not interfere with the actors scale factor.
267 * @param [in] size The new size.
269 void SetSize(const Vector2& size);
272 * Sets the size of an actor.
273 * ActorAttachments attached to the actor, can be scaled to fit within this area.
274 * This does not interfere with the actors scale factor.
275 * @param [in] size The new size.
277 void SetSize(const Vector3& size);
280 * Set the width component of the Actor's size.
281 * @param [in] width The new width component.
283 void SetWidth( float width );
286 * Set the height component of the Actor's size.
287 * @param [in] height The new height component.
289 void SetHeight( float height );
292 * Set the depth component of the Actor's size.
293 * @param [in] depth The new depth component.
295 void SetDepth( float depth );
298 * Retrieve the Actor's size.
299 * @return The Actor's size.
301 const Vector3& GetCurrentSize() const;
304 * Set the origin of an actor, within its parent's area.
305 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
306 * and (1.0, 1.0, 0.5) is the bottom-right corner.
307 * The default parent-origin is top-left (0.0, 0.0, 0.5).
308 * An actor position is the distance between this origin, and the actors anchor-point.
309 * @param [in] origin The new parent-origin.
311 void SetParentOrigin(const Vector3& origin);
314 * Set the x component of the parent-origin
315 * @param [in] x The new x value.
317 void SetParentOriginX( float x );
320 * Set the y component of the parent-origin
321 * @param [in] y The new y value.
323 void SetParentOriginY( float y );
326 * Set the z component of the parent-origin
327 * @param [in] z The new z value.
329 void SetParentOriginZ( float z );
332 * Retrieve the parent-origin of an actor.
333 * @return The parent-origin.
335 const Vector3& GetCurrentParentOrigin() const;
338 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
339 * (0.0, 0.0, 0.5) is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the bottom-right corner.
340 * The default anchor point is top-left (0.0, 0.0, 0.5).
341 * An actor position is the distance between its parent-origin, and this anchor-point.
342 * An actor's rotation is centered around its anchor-point.
343 * @param [in] anchorPoint The new anchor-point.
345 void SetAnchorPoint(const Vector3& anchorPoint);
348 * Set the x component of the anchor-point.
349 * @param [in] x The new x value.
351 void SetAnchorPointX( float x );
354 * Set the y component of the anchor-point.
355 * @param [in] y The new y value.
357 void SetAnchorPointY( float y );
360 * Set the z component of the anchor-point.
361 * @param [in] z The new z value.
363 void SetAnchorPointZ( float z );
366 * Retrieve the anchor-point of an actor.
367 * @return The anchor-point.
369 const Vector3& GetCurrentAnchorPoint() const;
372 * Sets the position of the Actor.
373 * The coordinates are relative to the Actor's parent.
374 * The Actor's z position will be set to 0.0f.
375 * @param [in] x The new x position
376 * @param [in] y The new y position
378 void SetPosition(float x, float y);
381 * Sets the position of the Actor.
382 * The coordinates are relative to the Actor's parent.
383 * @param [in] x The new x position
384 * @param [in] y The new y position
385 * @param [in] z The new z position
387 void SetPosition(float x, float y, float z);
390 * Sets the position of the Actor.
391 * The coordinates are relative to the Actor's parent.
392 * @param [in] position The new position.
394 void SetPosition(const Vector3& position);
397 * Set the position of an actor along the X-axis.
398 * @param [in] x The new x position
403 * Set the position of an actor along the Y-axis.
404 * @param [in] y The new y position.
409 * Set the position of an actor along the Z-axis.
410 * @param [in] z The new z position
415 * Move an actor relative to its existing position.
416 * @param[in] distance The actor will move by this distance.
418 void MoveBy(const Vector3& distance);
421 * Retrieve the position of the Actor.
422 * The coordinates are relative to the Actor's parent.
423 * @return the Actor's position.
425 const Vector3& GetCurrentPosition() const;
428 * @copydoc Dali::Actor::GetCurrentWorldPosition()
430 const Vector3& GetCurrentWorldPosition() const;
433 * @copydoc Dali::Actor::SetPositionInheritanceMode()
435 void SetPositionInheritanceMode( PositionInheritanceMode mode );
438 * @copydoc Dali::Actor::GetPositionInheritanceMode()
440 PositionInheritanceMode GetPositionInheritanceMode() const;
443 * Sets the rotation of the Actor.
444 * @param [in] angleRadians The new rotation angle in radians.
445 * @param [in] axis The new axis of rotation.
447 void SetRotation(const Radian& angleRadians, const Vector3& axis);
450 * Sets the rotation of the Actor.
451 * @param [in] rotation The new rotation.
453 void SetRotation(const Quaternion& rotation);
456 * Rotate an actor around its existing rotation axis.
457 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
458 * @param[in] axis The axis of the rotation to combine with the existing rotation.
460 void RotateBy(const Radian& angleRadians, const Vector3& axis);
463 * Apply a relative rotation to an actor.
464 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
466 void RotateBy(const Quaternion& relativeRotation);
469 * Retreive the Actor's rotation.
470 * @return the rotation.
472 const Quaternion& GetCurrentRotation() const;
475 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
476 * Switching this off means that using SetRotation() sets the actor's world orientation.
477 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
479 void SetInheritRotation(bool inherit);
482 * Returns whether the actor inherit's it's parent's orientation.
483 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
485 bool IsRotationInherited() const;
488 * @copydoc Dali::Actor::GetCurrentWorldRotation()
490 const Quaternion& GetCurrentWorldRotation() const;
493 * Sets a scale factor applied to an actor.
494 * @param [in] scale The scale factor applied on all axes.
496 void SetScale(float scale);
499 * Sets a scale factor applied to an actor.
500 * @param [in] scaleX The scale factor applied along the x-axis.
501 * @param [in] scaleY The scale factor applied along the y-axis.
502 * @param [in] scaleZ The scale factor applied along the z-axis.
504 void SetScale(float scaleX, float scaleY, float scaleZ);
507 * Sets a scale factor applied to an actor.
508 * @param [in] scale A vector representing the scale factor for each axis.
510 void SetScale(const Vector3& scale);
513 * Set the x component of the scale factor.
514 * @param [in] x The new x value.
516 void SetScaleX( float x );
519 * Set the y component of the scale factor.
520 * @param [in] y The new y value.
522 void SetScaleY( float y );
525 * Set the z component of the scale factor.
526 * @param [in] z The new z value.
528 void SetScaleZ( float z );
531 * Apply a relative scale to an actor.
532 * @param[in] relativeScale The scale to combine with the actors existing scale.
534 void ScaleBy(const Vector3& relativeScale);
537 * Retrieve the scale factor applied to an actor.
538 * @return A vector representing the scale factor for each axis.
540 const Vector3& GetCurrentScale() const;
543 * @copydoc Dali::Actor::GetCurrentWorldScale()
545 const Vector3& GetCurrentWorldScale() const;
548 * @copydoc Dali::Actor::SetInheritScale()
550 void SetInheritScale( bool inherit );
553 * @copydoc Dali::Actor::IsScaleInherited()
555 bool IsScaleInherited() const;
558 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
560 Matrix GetCurrentWorldMatrix() const;
565 * Sets the visibility flag of an actor.
566 * @param [in] visible The new visibility flag.
568 void SetVisible(bool visible);
571 * Retrieve the visibility flag of an actor.
572 * @return The visibility flag.
574 bool IsVisible() const;
577 * Sets the opacity of an actor.
578 * @param [in] opacity The new opacity.
580 void SetOpacity(float opacity);
583 * Apply a relative opacity change to an actor.
584 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
586 void OpacityBy(float relativeOpacity);
589 * Retrieve the actor's opacity.
590 * @return The actor's opacity.
592 float GetCurrentOpacity() const;
595 * Sets whether an actor should emit touch signals; see SignalTouch().
596 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
597 * the touch event signal will be emitted.
599 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
601 * actor.SetSensitive(false);
604 * Then, to re-enable the touch event signal emission, the application should call:
606 * actor.SetSensitive(true);
609 * @see SignalTouch().
610 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch event signal either.
611 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
613 void SetSensitive(bool sensitive)
615 mSensitive = sensitive;
619 * Query whether an actor emits touch event signals.
620 * @see SetSensitive(bool)
621 * @return true, if emission of touch event signals is enabled, false otherwise.
623 bool IsSensitive() const
629 * @copydoc Dali::Actor::SetDrawMode
631 void SetDrawMode( DrawMode::Type drawMode );
634 * @copydoc Dali::Actor::GetDrawMode
636 DrawMode::Type GetDrawMode() const;
639 * @copydoc Dali::Actor::SetOverlay
641 void SetOverlay(bool enable);
644 * @copydoc Dali::Actor::IsOverlay
646 bool IsOverlay() const;
649 * Sets whether an actor transmits geometry scaling to it's children.
650 * The default value is for it not to transmit scaling.
651 * @param[in] transmitGeometryScaling True to transmit scaling.
653 void SetTransmitGeometryScaling(bool transmitGeometryScaling);
656 * Get the TransmitGeometryScaling property for this actor.
657 * @return True if geometry scaling is applied to the inherited scale.
659 bool GetTransmitGeometryScaling() const;
662 * Sets the initial volume of the actor. Used for scaling the
663 * actor appropriately as the actor is sized when transmitGeometryScaling
666 * @param[in] volume the volume of the model and it's children
668 void SetInitialVolume(const Vector3& volume);
671 * Sets the actor's color. The final color of actor depends on its color mode.
672 * This final color is applied to the drawable elements of an actor.
673 * @param [in] color The new color.
675 void SetColor(const Vector4& color);
678 * Set the red component of the color.
679 * @param [in] red The new red component.
681 void SetColorRed( float red );
684 * Set the green component of the color.
685 * @param [in] green The new green component.
687 void SetColorGreen( float green );
690 * Set the blue component of the scale factor.
691 * @param [in] blue The new blue value.
693 void SetColorBlue( float blue );
696 * Apply a relative color change to an actor.
697 * @param[in] relativeColor The color to combine with the actors existing color.
699 void ColorBy(const Vector4& relativeColor);
702 * Retrieve the actor's color.
705 const Vector4& GetCurrentColor() const;
708 * Sets the actor's color mode.
709 * Color mode specifies whether Actor uses its own color or inherits its parent color
710 * @param [in] colorMode to use.
712 void SetColorMode(ColorMode colorMode);
715 * Returns the actor's color mode.
716 * @return currently used colorMode.
718 ColorMode GetColorMode() const;
721 * @copydoc Dali::Actor::GetCurrentWorldColor()
723 const Vector4& GetCurrentWorldColor() const;
725 #ifdef DYNAMICS_SUPPORT
729 /// @copydoc Dali::Actor::DisableDynamics
730 void DisableDynamics();
732 /// @copydoc Dali::Actor::EnableDynamics(Dali::DynamicsBodyConfig)
733 DynamicsBodyPtr EnableDynamics(DynamicsBodyConfigPtr bodyConfig);
735 /// @copydoc Dali::Actor::GetDynamicsBody
736 DynamicsBodyPtr GetDynamicsBody() const;
738 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&)
739 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offset );
741 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&,const Vector3&)
742 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offsetA, const Vector3& offsetB );
744 /// @copydoc Dali::Actor::GetNumberOfJoints
745 const int GetNumberOfJoints() const;
747 /// @copydoc Dali::Actor::GetDynamicsJointByIndex
748 DynamicsJointPtr GetDynamicsJointByIndex( const int index ) const;
750 /// @copydoc Dali::Actor::GetDynamicsJoint
751 DynamicsJointPtr GetDynamicsJoint( ActorPtr attachedActor ) const;
753 /// @copydoc Dali::Actor::RemoveDynamicsJoint
754 void RemoveDynamicsJoint( DynamicsJointPtr joint );
757 * Hold a reference to a DynamicsJoint
758 * @param[in] joint The joint
760 void ReferenceJoint( DynamicsJointPtr joint );
763 * Release a reference to a DynamicsJoint
764 * @param[in] joint The joint
766 void ReleaseJoint( DynamicsJointPtr joint );
769 * Set this actor to be the root actor in the dynamics simulation
770 * All children of the actor are added/removed from the simulation.
771 * @param[in] flag When true sets this actor to be the simulation world root actor and
772 * if OnStage() all dynamics enabled child actors are added to the simulation,
773 * when false stops this actor being the simulation root and if OnStage() all
774 * dynamics enabled child actors are removed from the simulation.
776 void SetDynamicsRoot(bool flag);
780 * Check if this actor is the root actor in the dynamics simulation
781 * @return true if this is the dynamics root actor.
783 bool IsDynamicsRoot() const;
786 * Add actor to the dynamics simulation
787 * Invoked when the actor is staged, or it's parent becomes the simulation root
789 void ConnectDynamics();
792 * Remove actor from the dynamics simulation
793 * Invoked when the actor is unstaged, or it's parent stops being the the simulation root
795 void DisconnectDynamics();
798 * An actor in a DynamicsJoint relationship has been staged
799 * @param[in] actor The actor passed into AddDynamicsJoint()
801 void AttachedActorOnStage( Dali::Actor actor );
804 * An actor in a DynamicsJoint relationship has been unstaged
805 * @param[in] actor The actor passed into AddDynamicsJoint()
807 void AttachedActorOffStage( Dali::Actor actor );
809 #endif // DYNAMICS_SUPPORT
813 * Converts screen coordinates into the actor's coordinate system.
814 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
815 * @param[out] localX On return, the X-coordinate relative to the actor.
816 * @param[out] localY On return, the Y-coordinate relative to the actor.
817 * @param[in] screenX The screen X-coordinate.
818 * @param[in] screenY The screen Y-coordinate.
819 * @return True if the conversion succeeded.
821 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
824 * Converts screen coordinates into the actor's coordinate system.
825 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
826 * @param[in] renderTask The render-task used to display the actor.
827 * @param[out] localX On return, the X-coordinate relative to the actor.
828 * @param[out] localY On return, the Y-coordinate relative to the actor.
829 * @param[in] screenX The screen X-coordinate.
830 * @param[in] screenY The screen Y-coordinate.
831 * @return True if the conversion succeeded.
833 bool ScreenToLocal(RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const;
836 * Converts from the actor's coordinate system to screen coordinates.
837 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
838 * @param[in] viewMatrix The view-matrix
839 * @param[in] projectionMatrix The projection-matrix
840 * @param[in] viewport The view-port
841 * @param[out] localX On return, the X-coordinate relative to the actor.
842 * @param[out] localY On return, the Y-coordinate relative to the actor.
843 * @param[in] screenX The screen X-coordinate.
844 * @param[in] screenY The screen Y-coordinate.
845 * @return True if the conversion succeeded.
847 bool ScreenToLocal( const Matrix& viewMatrix,
848 const Matrix& projectionMatrix,
849 const Viewport& viewport,
853 float screenY ) const;
856 * Performs a ray-sphere test with the given pick-ray and the actor's bounding sphere.
857 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
858 * @param[in] rayOrigin The ray origin in the world's reference system.
859 * @param[in] rayDir The ray director vector in the world's reference system.
860 * @return True if the ray intersects the actor's bounding sphere.
862 bool RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const;
865 * Performs a ray-actor test with the given pick-ray and the actor's geometry.
866 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
867 * @param[in] rayOrigin The ray origin in the world's reference system.
868 * @param[in] rayDir The ray director vector in the world's reference system.
869 * @param[out] hitPointLocal The hit point in the Actor's local reference system.
870 * @param[out] distance The distance from the hit point to the camera.
871 * @return True if the ray intersects the actor's geometry.
873 bool RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const;
876 * Sets whether the actor should receive a notification when touch motion events leave
877 * the boundary of the actor.
879 * @note By default, this is set to false as most actors do not require this.
880 * @note Need to connect to the SignalTouch to actually receive this event.
882 * @param[in] required Should be set to true if a Leave event is required
884 void SetLeaveRequired(bool required);
887 * This returns whether the actor requires touch events whenever touch motion events leave
888 * the boundary of the actor.
889 * @return true if a Leave event is required, false otherwise.
891 bool GetLeaveRequired() const;
894 * @copydoc Dali::Actor::SetKeyboardFocusable()
896 void SetKeyboardFocusable( bool focusable );
899 * @copydoc Dali::Actor::IsKeyboardFocusable()
901 bool IsKeyboardFocusable() const;
904 * Query whether the application or derived actor type requires touch events.
905 * @return True if touch events are required.
907 bool GetTouchRequired() const;
910 * Query whether the application or derived actor type requires mouse wheel events.
911 * @return True if mouse wheel events are required.
913 bool GetMouseWheelEventRequired() const;
916 * Query whether the actor is actually hittable. This method checks whether the actor is
917 * sensitive, has the visibility flag set to true and is not fully transparent.
918 * @return true, if it can be hit, false otherwise.
920 bool IsHittable() const;
925 * Retrieve the gesture data associated with this actor. The first call to this method will
926 * allocate space for the ActorGestureData so this should only be called if an actor really does
928 * @return Reference to the ActorGestureData for this actor.
929 * @note Once the gesture-data is created for an actor it is likely that gestures are required
930 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
932 ActorGestureData& GetGestureData();
935 * Queries whether the actor requires the gesture type.
936 * @param[in] type The gesture type.
938 bool IsGestureRequred( Gesture::Type type ) const;
943 * Used by the EventProcessor to emit touch event signals.
944 * @param[in] event The touch event.
945 * @return True if the event was consumed.
947 bool EmitTouchEventSignal(const TouchEvent& event);
950 * Used by the EventProcessor to emit mouse wheel event signals.
951 * @param[in] event The mouse wheel event.
952 * @return True if the event was consumed.
954 bool EmitMouseWheelEventSignal(const MouseWheelEvent& event);
957 * @copydoc Dali::Actor::TouchedSignal()
959 Dali::Actor::TouchSignalV2& TouchedSignal();
962 * @copydoc Dali::Actor::MouseWheelEventSignal()
964 Dali::Actor::MouseWheelEventSignalV2& MouseWheelEventSignal();
967 * @copydoc Dali::Actor::SetSizeSignal()
969 Dali::Actor::SetSizeSignalV2& SetSizeSignal();
972 * @copydoc Dali::Actor::OnStageSignal()
974 Dali::Actor::OnStageSignalV2& OnStageSignal();
977 * @copydoc Dali::Actor::OffStageSignal()
979 Dali::Actor::OffStageSignalV2& OffStageSignal();
982 * Connects a callback function with the object's signals.
983 * @param[in] object The object providing the signal.
984 * @param[in] tracker Used to disconnect the signal.
985 * @param[in] signalName The signal to connect to.
986 * @param[in] functor A newly allocated FunctorDelegate.
987 * @return True if the signal was connected.
988 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
990 static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
993 * Performs actions as requested using the action name.
994 * @param[in] object The object on which to perform the action.
995 * @param[in] actionName The action to perform.
996 * @param[in] attributes The attributes with which to perfrom this action.
997 * @return true if the action was done.
999 static bool DoAction(BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes);
1001 public: // For Animation
1004 * For use in derived classes.
1005 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1007 virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize) {}
1020 * Protected Constructor. See Actor::New().
1021 * The second-phase construction Initialize() member should be called immediately after this.
1022 * @param[in] derivedType The derived type of actor (if any).
1024 Actor( DerivedType derivedType );
1027 * Second-phase constructor. Must be called immediately after creating a new Actor;
1029 void Initialize(void);
1032 * A reference counted object may only be deleted by calling Unreference()
1037 * Called on a child during Add() when the parent actor is connected to the Stage.
1038 * @param[in] stage The stage.
1039 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1041 void ConnectToStage(Stage& stage, int index = -1);
1044 * Helper for ConnectToStage, to recursively connect a tree of actors.
1045 * This is atomic i.e. not interrupted by user callbacks.
1046 * @param[in] stage The stage.
1047 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1048 * @param[out] connectionList On return, the list of connected actors which require notification.
1050 void RecursiveConnectToStage( Stage& stage, ActorContainer& connectionList, int index = -1 );
1053 * Connect the Node associated with this Actor to the scene-graph.
1054 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1056 void ConnectToSceneGraph(int index = -1);
1059 * Helper for ConnectToStage, to notify a connected actor through the public API.
1061 void NotifyStageConnection();
1064 * Called on a child during Remove() when the actor was previously on the Stage.
1066 void DisconnectFromStage();
1069 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1070 * This is atomic i.e. not interrupted by user callbacks.
1071 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1073 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1076 * Disconnect the Node associated with this Actor from the scene-graph.
1078 void DisconnectFromSceneGraph();
1081 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1083 void NotifyStageDisconnection();
1086 * When the Actor is OnStage, checks whether the corresponding Node is connected to the scene graph.
1087 * @return True if the Actor is OnStage & has a Node connected to the scene graph.
1089 bool IsNodeConnected() const;
1091 public: // Default property extensions from ProxyObject
1094 * @copydoc Dali::Internal::ProxyObject::IsSceneObjectRemovable()
1096 virtual bool IsSceneObjectRemovable() const;
1099 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyCount()
1101 virtual unsigned int GetDefaultPropertyCount() const;
1104 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndices()
1106 virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
1109 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyName()
1111 virtual const std::string& GetDefaultPropertyName(Property::Index index) const;
1114 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndex()
1116 virtual Property::Index GetDefaultPropertyIndex(const std::string& name) const;
1119 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyWritable()
1121 virtual bool IsDefaultPropertyWritable(Property::Index index) const;
1124 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAnimatable()
1126 virtual bool IsDefaultPropertyAnimatable(Property::Index index) const;
1129 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAConstraintInput()
1131 virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
1134 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyType()
1136 virtual Property::Type GetDefaultPropertyType(Property::Index index) const;
1139 * @copydoc Dali::Internal::ProxyObject::SetDefaultProperty()
1141 virtual void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue);
1144 * @copydoc Dali::Internal::ProxyObject::SetCustomProperty()
1146 virtual void SetCustomProperty( Property::Index index, const CustomProperty& entry, const Property::Value& value );
1149 * @copydoc Dali::Internal::ProxyObject::GetDefaultProperty()
1151 virtual Property::Value GetDefaultProperty( Property::Index index ) const;
1154 * @copydoc Dali::Internal::ProxyObject::InstallSceneObjectProperty()
1156 virtual void InstallSceneObjectProperty( SceneGraph::PropertyBase& newProperty, const std::string& name, unsigned int index );
1159 * @copydoc Dali::Internal::ProxyObject::GetSceneObject()
1161 virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
1164 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectAnimatableProperty()
1166 virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
1169 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectInputProperty()
1171 virtual const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const;
1174 * @copydoc Dali::Internal::ProxyObject::GetPropertyComponentIndex()
1176 virtual int GetPropertyComponentIndex( Property::Index index ) const;
1184 Actor(const Actor&);
1187 Actor& operator=(const Actor& rhs);
1190 * Set the actors parent.
1191 * @param[in] parent The new parent.
1192 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1194 void SetParent(Actor* parent, int index = -1);
1197 * Helper to create a Node for this Actor.
1198 * To be overriden in derived classes.
1199 * @return A newly allocated node.
1201 virtual SceneGraph::Node* CreateNode() const;
1204 * For use in derived classes, called after Initialize()
1206 virtual void OnInitialize() {}
1209 * For use in internal derived classes.
1210 * This is called during ConnectToStage(), after the actor has finished adding its node to the scene-graph.
1211 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1213 virtual void OnStageConnectionInternal() {}
1216 * For use in internal derived classes.
1217 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1218 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1220 virtual void OnStageDisconnectionInternal() {}
1223 * For use in external (CustomActor) derived classes.
1224 * This is called after the atomic ConnectToStage() traversal has been completed.
1226 virtual void OnStageConnectionExternal() {}
1229 * For use in external (CustomActor) derived classes.
1230 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1232 virtual void OnStageDisconnectionExternal() {}
1235 * For use in derived classes; this is called after Add() has added a child.
1236 * @param[in] child The child that was added.
1238 virtual void OnChildAdd( Actor& child ) {}
1241 * For use in derived classes; this is called after Remove() has removed a child.
1242 * @param[in] child The child that was removed.
1244 virtual void OnChildRemove( Actor& child ) {}
1247 * For use in derived classes.
1248 * This is called after SizeSet() has been called.
1250 virtual void OnSizeSet(const Vector3& targetSize) {}
1253 * For use in derived classes.
1254 * This is called after a non animatable custom property is set.
1255 * @param [in] index The index of the property.
1256 * @param [in] propertyValue The value of the property.
1258 virtual void OnPropertySet( Property::Index index, Property::Value propertyValue ) {}
1261 * For use in derived classes.
1262 * This is only called if mTouchRequired is true, and the touch-signal was not consumed.
1263 * @param[in] event The touch event.
1264 * @return True if the event should be consumed.
1266 virtual bool OnTouchEvent(const TouchEvent& event) { return false; }
1269 * For use in derived classes.
1270 * This is only called if the mouse wheel signal was not consumed.
1271 * @param[in] event The mouse event.
1272 * @return True if the event should be consumed.
1274 virtual bool OnMouseWheelEvent(const MouseWheelEvent& event) { return false; }
1277 * For use in derived class
1278 * If an alias for a child exists, return the child otherwise return an empty handle.
1279 * For example 'previous' could return the last selected child.
1280 * @pre The Actor has been initialized.
1281 * @param[in] actorAlias the name of the actor to find
1282 * @return A handle to the actor if found, or an empty handle if not.
1284 virtual Dali::Actor GetChildByAlias(const std::string& actorAlias) { return Dali::Actor(); }
1287 * Support function for FindChildByAlias
1288 * @pre The Actor has been initialized.
1289 * @param[in] actorAlias the name of the aliased actor to find
1290 * @return A handle to the actor if found, or an empty handle if not.
1292 Dali::Actor DoGetChildByAlias(const std::string& actorAlias);
1296 StagePtr mStage; ///< Used to send messages to Node; valid until Core destruction
1297 Actor* mParent; ///< Each actor (except the root) can have one parent
1298 ActorContainer* mChildren; ///< Container of referenced actors
1299 const SceneGraph::Node* mNode; ///< Not owned
1300 Vector3* mParentOrigin; // NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
1301 Vector3* mAnchorPoint; // NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
1303 #ifdef DYNAMICS_SUPPORT
1304 DynamicsData* mDynamicsData; ///< optional physics data
1307 ActorGestureData* mGestureData; /// Optional Gesture data. Only created when actor requires gestures
1309 ActorAttachmentPtr mAttachment; ///< Optional referenced attachment
1312 Dali::Actor::TouchSignalV2 mTouchedSignalV2;
1313 Dali::Actor::MouseWheelEventSignalV2 mMouseWheelEventSignalV2;
1314 Dali::Actor::SetSizeSignalV2 mSetSizeSignalV2;
1315 Dali::Actor::OnStageSignalV2 mOnStageSignalV2;
1316 Dali::Actor::OffStageSignalV2 mOffStageSignalV2;
1318 std::string mName; ///< Name of the actor
1319 unsigned int mId; ///< A unique ID to identify the actor starting from 1, and 0 is reserved
1321 const bool mIsRoot : 1; ///< Flag to identify the root actor
1322 const bool mIsRenderable : 1; ///< Flag to identify that this is a renderable actor
1323 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
1324 bool mIsOnStage : 1; ///< Flag to identify whether the actor is on-stage
1325 bool mIsDynamicsRoot : 1; ///< Flag to identify if this is the dynamics world root
1326 bool mSensitive : 1; ///< Whether the actor emits touch event signals
1327 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
1328 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
1329 bool mDerivedRequiresTouch : 1; ///< Whether the derived actor type requires touch event signals
1330 bool mDerivedRequiresMouseWheelEvent : 1; ///< Whether the derived actor type requires mouse wheel event signals
1331 bool mOnStageSignalled : 1; ///< Set to true before OnStageConnection signal is emitted, and false before OnStageDisconnection
1332 bool mInheritRotation : 1; ///< Cached: Whether the parent's rotation should be inherited.
1333 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
1334 DrawMode::Type mDrawMode : 2; ///< Cached: How the actor and its children should be drawn
1335 PositionInheritanceMode mPositionInheritanceMode : 2; ///< Cached: Determines how position is inherited
1336 ColorMode mColorMode : 2; ///< Cached: Determines whether mWorldColor is inherited
1338 // Default properties
1339 typedef std::map<std::string, Property::Index> DefaultPropertyLookup;
1343 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
1344 static unsigned int mActorCounter; ///< A counter to track the actor instance creation
1346 // Default properties
1347 static DefaultPropertyLookup* mDefaultPropertyLookup;
1352 * @brief Structure for setting up default properties and their details.
1354 struct PropertyDetails
1356 std::string name; ///< The name of the property.
1357 Property::Type type; ///< The property type.
1358 bool writable:1; ///< Whether the property is writable
1359 bool animatable:1; ///< Whether the property is animatable.
1360 bool constraintInput:1; ///< Whether the property can be used as an input to a constraint.
1363 } // namespace Internal
1365 // Helpers for public-api forwarding methods
1367 inline Internal::Actor& GetImplementation(Dali::Actor& actor)
1369 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1371 BaseObject& handle = actor.GetBaseObject();
1373 return static_cast<Internal::Actor&>(handle);
1376 inline const Internal::Actor& GetImplementation(const Dali::Actor& actor)
1378 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1380 const BaseObject& handle = actor.GetBaseObject();
1382 return static_cast<const Internal::Actor&>(handle);
1387 #endif // __DALI_INTERNAL_ACTOR_H__