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/math/viewport.h>
31 #include <dali/internal/event/common/proxy-object.h>
32 #include <dali/internal/event/common/stage-def.h>
33 #include <dali/internal/event/actors/actor-declarations.h>
34 #include <dali/internal/event/actor-attachments/actor-attachment-declarations.h>
35 #include <dali/internal/update/nodes/node-declarations.h>
37 #ifdef DYNAMICS_SUPPORT
38 #include <dali/internal/event/dynamics/dynamics-declarations.h>
46 struct MouseWheelEvent;
56 typedef IntrusivePtr<Actor> ActorPtr;
57 typedef IntrusivePtr<ShaderEffect> ShaderEffectPtr;
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 * Removes a child Actor from this Actor.
167 * @param [in] child The child.
168 * @post The child will be unreferenced.
170 void Remove(Actor& child);
173 * @copydoc Dali::Actor::Unparent
178 * Retrieve the number of children held by the actor.
179 * @return The number of children
181 unsigned int GetChildCount() const;
184 * @copydoc Dali::Actor::GetChildAt
186 Dali::Actor GetChildAt(unsigned int index) const;
189 * Retrieve the Actor's children.
190 * @return A copy of the container of children.
192 ActorContainer GetChildren();
195 * Retrieve the Actor's children.
196 * @return A const reference to the container of children.
198 const ActorContainer& GetChildren() const;
201 * Retrieve a reference to Actor's children.
202 * @note Not for public use.
203 * @return A reference to the container of children.
205 ActorContainer& GetChildrenInternal()
211 * @copydoc Dali::Actor::FindChildByName
213 ActorPtr FindChildByName(const std::string& actorName);
216 * @copydoc Dali::Actor::FindChildByAlias
218 Dali::Actor FindChildByAlias(const std::string& actorAlias);
221 * @copydoc Dali::Actor::FindChildById
223 ActorPtr FindChildById(const unsigned int id);
226 * Retrieve the parent of an Actor.
227 * @return The parent actor, or NULL if the Actor does not have a parent.
229 Actor* GetParent() const
235 * Sets the size of an actor.
236 * ActorAttachments attached to the actor, can be scaled to fit within this area.
237 * This does not interfere with the actors scale factor.
238 * @param [in] width The new width.
239 * @param [in] height The new height.
241 void SetSize(float width, float height);
244 * Sets the size of an actor.
245 * ActorAttachments attached to the actor, can be scaled to fit within this area.
246 * This does not interfere with the actors scale factor.
247 * @param [in] width The size of the actor along the x-axis.
248 * @param [in] height The size of the actor along the y-axis.
249 * @param [in] depth The size of the actor along the z-axis.
251 void SetSize(float width, float height, float depth);
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] size The new size.
259 void SetSize(const Vector2& size);
262 * Sets the size of an actor.
263 * ActorAttachments attached to the actor, can be scaled to fit within this area.
264 * This does not interfere with the actors scale factor.
265 * @param [in] size The new size.
267 void SetSize(const Vector3& size);
270 * Set the width component of the Actor's size.
271 * @param [in] width The new width component.
273 void SetWidth( float width );
276 * Set the height component of the Actor's size.
277 * @param [in] height The new height component.
279 void SetHeight( float height );
282 * Set the depth component of the Actor's size.
283 * @param [in] depth The new depth component.
285 void SetDepth( float depth );
288 * Retrieve the Actor's size.
289 * @return The Actor's size.
291 const Vector3& GetCurrentSize() const;
294 * Set the origin of an actor, within its parent's area.
295 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
296 * and (1.0, 1.0, 0.5) is the bottom-right corner.
297 * The default parent-origin is top-left (0.0, 0.0, 0.5).
298 * An actor position is the distance between this origin, and the actors anchor-point.
299 * @param [in] origin The new parent-origin.
301 void SetParentOrigin(const Vector3& origin);
304 * Set the x component of the parent-origin
305 * @param [in] x The new x value.
307 void SetParentOriginX( float x );
310 * Set the y component of the parent-origin
311 * @param [in] y The new y value.
313 void SetParentOriginY( float y );
316 * Set the z component of the parent-origin
317 * @param [in] z The new z value.
319 void SetParentOriginZ( float z );
322 * Retrieve the parent-origin of an actor.
323 * @return The parent-origin.
325 const Vector3& GetCurrentParentOrigin() const;
328 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
329 * (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.
330 * The default anchor point is top-left (0.0, 0.0, 0.5).
331 * An actor position is the distance between its parent-origin, and this anchor-point.
332 * An actor's rotation is centered around its anchor-point.
333 * @param [in] anchorPoint The new anchor-point.
335 void SetAnchorPoint(const Vector3& anchorPoint);
338 * Set the x component of the anchor-point.
339 * @param [in] x The new x value.
341 void SetAnchorPointX( float x );
344 * Set the y component of the anchor-point.
345 * @param [in] y The new y value.
347 void SetAnchorPointY( float y );
350 * Set the z component of the anchor-point.
351 * @param [in] z The new z value.
353 void SetAnchorPointZ( float z );
356 * Retrieve the anchor-point of an actor.
357 * @return The anchor-point.
359 const Vector3& GetCurrentAnchorPoint() const;
362 * Sets the position of the Actor.
363 * The coordinates are relative to the Actor's parent.
364 * The Actor's z position will be set to 0.0f.
365 * @param [in] x The new x position
366 * @param [in] y The new y position
368 void SetPosition(float x, float y);
371 * Sets the position of the Actor.
372 * The coordinates are relative to the Actor's parent.
373 * @param [in] x The new x position
374 * @param [in] y The new y position
375 * @param [in] z The new z position
377 void SetPosition(float x, float y, float z);
380 * Sets the position of the Actor.
381 * The coordinates are relative to the Actor's parent.
382 * @param [in] position The new position.
384 void SetPosition(const Vector3& position);
387 * Set the position of an actor along the X-axis.
388 * @param [in] x The new x position
393 * Set the position of an actor along the Y-axis.
394 * @param [in] y The new y position.
399 * Set the position of an actor along the Z-axis.
400 * @param [in] z The new z position
405 * Move an actor relative to its existing position.
406 * @param[in] distance The actor will move by this distance.
408 void MoveBy(const Vector3& distance);
411 * Retrieve the position of the Actor.
412 * The coordinates are relative to the Actor's parent.
413 * @return the Actor's position.
415 const Vector3& GetCurrentPosition() const;
418 * @copydoc Dali::Actor::GetCurrentWorldPosition()
420 const Vector3& GetCurrentWorldPosition() const;
423 * @copydoc Dali::Actor::SetPositionInheritanceMode()
425 void SetPositionInheritanceMode( PositionInheritanceMode mode );
428 * @copydoc Dali::Actor::GetPositionInheritanceMode()
430 PositionInheritanceMode GetPositionInheritanceMode() const;
433 * Sets the rotation of the Actor.
434 * @param [in] angleRadians The new rotation angle in radians.
435 * @param [in] axis The new axis of rotation.
437 void SetRotation(const Radian& angleRadians, const Vector3& axis);
440 * Sets the rotation of the Actor.
441 * @param [in] rotation The new rotation.
443 void SetRotation(const Quaternion& rotation);
446 * Rotate an actor around its existing rotation axis.
447 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
448 * @param[in] axis The axis of the rotation to combine with the existing rotation.
450 void RotateBy(const Radian& angleRadians, const Vector3& axis);
453 * Apply a relative rotation to an actor.
454 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
456 void RotateBy(const Quaternion& relativeRotation);
459 * Retreive the Actor's rotation.
460 * @return the rotation.
462 const Quaternion& GetCurrentRotation() const;
465 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
466 * Switching this off means that using SetRotation() sets the actor's world orientation.
467 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
469 void SetInheritRotation(bool inherit);
472 * Returns whether the actor inherit's it's parent's orientation.
473 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
475 bool IsRotationInherited() const;
478 * @copydoc Dali::Actor::GetCurrentWorldRotation()
480 const Quaternion& GetCurrentWorldRotation() const;
483 * Sets a scale factor applied to an actor.
484 * @param [in] scale The scale factor applied on all axes.
486 void SetScale(float scale);
489 * Sets a scale factor applied to an actor.
490 * @param [in] scaleX The scale factor applied along the x-axis.
491 * @param [in] scaleY The scale factor applied along the y-axis.
492 * @param [in] scaleZ The scale factor applied along the z-axis.
494 void SetScale(float scaleX, float scaleY, float scaleZ);
497 * Sets a scale factor applied to an actor.
498 * @param [in] scale A vector representing the scale factor for each axis.
500 void SetScale(const Vector3& scale);
503 * Set the x component of the scale factor.
504 * @param [in] x The new x value.
506 void SetScaleX( float x );
509 * Set the y component of the scale factor.
510 * @param [in] y The new y value.
512 void SetScaleY( float y );
515 * Set the z component of the scale factor.
516 * @param [in] z The new z value.
518 void SetScaleZ( float z );
521 * Apply a relative scale to an actor.
522 * @param[in] relativeScale The scale to combine with the actors existing scale.
524 void ScaleBy(const Vector3& relativeScale);
527 * Retrieve the scale factor applied to an actor.
528 * @return A vector representing the scale factor for each axis.
530 const Vector3& GetCurrentScale() const;
533 * @copydoc Dali::Actor::GetCurrentWorldScale()
535 const Vector3& GetCurrentWorldScale() const;
538 * @copydoc Dali::Actor::SetInheritScale()
540 void SetInheritScale( bool inherit );
543 * @copydoc Dali::Actor::IsScaleInherited()
545 bool IsScaleInherited() const;
548 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
550 Matrix GetCurrentWorldMatrix() const;
555 * Sets the visibility flag of an actor.
556 * @param [in] visible The new visibility flag.
558 void SetVisible(bool visible);
561 * Retrieve the visibility flag of an actor.
562 * @return The visibility flag.
564 bool IsVisible() const;
567 * Sets the opacity of an actor.
568 * @param [in] opacity The new opacity.
570 void SetOpacity(float opacity);
573 * Apply a relative opacity change to an actor.
574 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
576 void OpacityBy(float relativeOpacity);
579 * Retrieve the actor's opacity.
580 * @return The actor's opacity.
582 float GetCurrentOpacity() const;
585 * Sets whether an actor should emit touch signals; see SignalTouch().
586 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
587 * the touch event signal will be emitted.
589 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
591 * actor.SetSensitive(false);
594 * Then, to re-enable the touch event signal emission, the application should call:
596 * actor.SetSensitive(true);
599 * @see SignalTouch().
600 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch event signal either.
601 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
603 void SetSensitive(bool sensitive)
605 mSensitive = sensitive;
609 * Query whether an actor emits touch event signals.
610 * @see SetSensitive(bool)
611 * @return true, if emission of touch event signals is enabled, false otherwise.
613 bool IsSensitive() const
619 * Set whether the actor inherits a shader effect from its parent.
620 * The inherited effect can be overridden using SetShaderEffect()
621 * @param [in] inherit True if the parent effect is inherited.
623 void SetInheritShaderEffect(bool inherit);
626 * Query whether the actor inherits a shader effect from its parent.
627 * @return True if the parent effect is inherited.
629 bool GetInheritShaderEffect() const;
632 * Sets the shader effect for the Actor.
633 * Shader effects provide special effects like rippling and bending.
634 * Setting a shader effect removes any shader effect previously set by SetShaderEffect.
635 * @param [in] effect The shader effect.
637 void SetShaderEffect(ShaderEffect& effect);
640 * Retrieve the shader effect for the Actor.
641 * @return The shader effect
643 ShaderEffectPtr GetShaderEffect() const;
646 * Removes the current shader effect.
648 void RemoveShaderEffect();
651 * @copydoc Dali::Actor::SetDrawMode
653 void SetDrawMode( DrawMode::Type drawMode );
656 * @copydoc Dali::Actor::GetDrawMode
658 DrawMode::Type GetDrawMode() const;
661 * @copydoc Dali::Actor::SetOverlay
663 void SetOverlay(bool enable);
666 * @copydoc Dali::Actor::IsOverlay
668 bool IsOverlay() const;
671 * Sets whether an actor transmits geometry scaling to it's children.
672 * The default value is for it not to transmit scaling.
673 * @param[in] transmitGeometryScaling True to transmit scaling.
675 void SetTransmitGeometryScaling(bool transmitGeometryScaling);
678 * Get the TransmitGeometryScaling property for this actor.
679 * @return True if geometry scaling is applied to the inherited scale.
681 bool GetTransmitGeometryScaling() const;
684 * Sets the initial volume of the actor. Used for scaling the
685 * actor appropriately as the actor is sized when transmitGeometryScaling
688 * @param[in] volume the volume of the model and it's children
690 void SetInitialVolume(const Vector3& volume);
693 * Sets the actor's color. The final color of actor depends on its color mode.
694 * This final color is applied to the drawable elements of an actor.
695 * @param [in] color The new color.
697 void SetColor(const Vector4& color);
700 * Set the red component of the color.
701 * @param [in] red The new red component.
703 void SetColorRed( float red );
706 * Set the green component of the color.
707 * @param [in] green The new green component.
709 void SetColorGreen( float green );
712 * Set the blue component of the scale factor.
713 * @param [in] blue The new blue value.
715 void SetColorBlue( float blue );
718 * Apply a relative color change to an actor.
719 * @param[in] relativeColor The color to combine with the actors existing color.
721 void ColorBy(const Vector4& relativeColor);
724 * Retrieve the actor's color.
727 const Vector4& GetCurrentColor() const;
730 * Sets the actor's color mode.
731 * Color mode specifies whether Actor uses its own color or inherits its parent color
732 * @param [in] colorMode to use.
734 void SetColorMode(ColorMode colorMode);
737 * Returns the actor's color mode.
738 * @return currently used colorMode.
740 ColorMode GetColorMode() const;
743 * @copydoc Dali::Actor::GetCurrentWorldColor()
745 const Vector4& GetCurrentWorldColor() const;
747 #ifdef DYNAMICS_SUPPORT
751 /// @copydoc Dali::Actor::DisableDynamics
752 void DisableDynamics();
754 /// @copydoc Dali::Actor::EnableDynamics(Dali::DynamicsBodyConfig)
755 DynamicsBodyPtr EnableDynamics(DynamicsBodyConfigPtr bodyConfig);
757 /// @copydoc Dali::Actor::GetDynamicsBody
758 DynamicsBodyPtr GetDynamicsBody() const;
760 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&)
761 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offset );
763 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&,const Vector3&)
764 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offsetA, const Vector3& offsetB );
766 /// @copydoc Dali::Actor::GetNumberOfJoints
767 const int GetNumberOfJoints() const;
769 /// @copydoc Dali::Actor::GetDynamicsJointByIndex
770 DynamicsJointPtr GetDynamicsJointByIndex( const int index ) const;
772 /// @copydoc Dali::Actor::GetDynamicsJoint
773 DynamicsJointPtr GetDynamicsJoint( ActorPtr attachedActor ) const;
775 /// @copydoc Dali::Actor::RemoveDynamicsJoint
776 void RemoveDynamicsJoint( DynamicsJointPtr joint );
779 * Hold a reference to a DynamicsJoint
780 * @param[in] joint The joint
782 void ReferenceJoint( DynamicsJointPtr joint );
785 * Release a reference to a DynamicsJoint
786 * @param[in] joint The joint
788 void ReleaseJoint( DynamicsJointPtr joint );
791 * Set this actor to be the root actor in the dynamics simulation
792 * All children of the actor are added/removed from the simulation.
793 * @param[in] flag When true sets this actor to be the simulation world root actor and
794 * if OnStage() all dynamics enabled child actors are added to the simulation,
795 * when false stops this actor being the simulation root and if OnStage() all
796 * dynamics enabled child actors are removed from the simulation.
798 void SetDynamicsRoot(bool flag);
802 * Check if this actor is the root actor in the dynamics simulation
803 * @return true if this is the dynamics root actor.
805 bool IsDynamicsRoot() const;
808 * Add actor to the dynamics simulation
809 * Invoked when the actor is staged, or it's parent becomes the simulation root
811 void ConnectDynamics();
814 * Remove actor from the dynamics simulation
815 * Invoked when the actor is unstaged, or it's parent stops being the the simulation root
817 void DisconnectDynamics();
820 * An actor in a DynamicsJoint relationship has been staged
821 * @param[in] actor The actor passed into AddDynamicsJoint()
823 void AttachedActorOnStage( Dali::Actor actor );
826 * An actor in a DynamicsJoint relationship has been unstaged
827 * @param[in] actor The actor passed into AddDynamicsJoint()
829 void AttachedActorOffStage( Dali::Actor actor );
831 #endif // DYNAMICS_SUPPORT
835 * Converts screen coordinates into the actor's coordinate system.
836 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
837 * @param[out] localX On return, the X-coordinate relative to the actor.
838 * @param[out] localY On return, the Y-coordinate relative to the actor.
839 * @param[in] screenX The screen X-coordinate.
840 * @param[in] screenY The screen Y-coordinate.
841 * @return True if the conversion succeeded.
843 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
846 * Converts screen coordinates into the actor's coordinate system.
847 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
848 * @param[in] renderTask The render-task used to display the actor.
849 * @param[out] localX On return, the X-coordinate relative to the actor.
850 * @param[out] localY On return, the Y-coordinate relative to the actor.
851 * @param[in] screenX The screen X-coordinate.
852 * @param[in] screenY The screen Y-coordinate.
853 * @return True if the conversion succeeded.
855 bool ScreenToLocal(RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const;
858 * Converts from the actor's coordinate system to screen coordinates.
859 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
860 * @param[in] viewMatrix The view-matrix
861 * @param[in] projectionMatrix The projection-matrix
862 * @param[in] viewport The view-port
863 * @param[out] localX On return, the X-coordinate relative to the actor.
864 * @param[out] localY On return, the Y-coordinate relative to the actor.
865 * @param[in] screenX The screen X-coordinate.
866 * @param[in] screenY The screen Y-coordinate.
867 * @return True if the conversion succeeded.
869 bool ScreenToLocal( const Matrix& viewMatrix,
870 const Matrix& projectionMatrix,
871 const Viewport& viewport,
875 float screenY ) const;
878 * Performs a ray-sphere test with the given pick-ray and the actor's bounding sphere.
879 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
880 * @param[in] rayOrigin The ray origin in the world's reference system.
881 * @param[in] rayDir The ray director vector in the world's reference system.
882 * @return True if the ray intersects the actor's bounding sphere.
884 bool RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const;
887 * Performs a ray-actor test with the given pick-ray and the actor's geometry.
888 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
889 * @param[in] rayOrigin The ray origin in the world's reference system.
890 * @param[in] rayDir The ray director vector in the world's reference system.
891 * @param[out] hitPointLocal The hit point in the Actor's local reference system.
892 * @param[out] distance The distance from the hit point to the camera.
893 * @return True if the ray intersects the actor's geometry.
895 bool RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const;
898 * Sets whether the actor should receive a notification when touch motion events leave
899 * the boundary of the actor.
901 * @note By default, this is set to false as most actors do not require this.
902 * @note Need to connect to the SignalTouch to actually receive this event.
904 * @param[in] required Should be set to true if a Leave event is required
906 void SetLeaveRequired(bool required);
909 * This returns whether the actor requires touch events whenever touch motion events leave
910 * the boundary of the actor.
911 * @return true if a Leave event is required, false otherwise.
913 bool GetLeaveRequired() const;
916 * @copydoc Dali::Actor::SetKeyboardFocusable()
918 void SetKeyboardFocusable( bool focusable );
921 * @copydoc Dali::Actor::IsKeyboardFocusable()
923 bool IsKeyboardFocusable() const;
926 * Query whether the application or derived actor type requires touch events.
927 * @return True if touch events are required.
929 bool GetTouchRequired() const;
932 * Query whether the application or derived actor type requires mouse wheel events.
933 * @return True if mouse wheel events are required.
935 bool GetMouseWheelEventRequired() const;
938 * Query whether the actor is actually hittable. This method checks whether the actor is
939 * sensitive, has the visibility flag set to true and is not fully transparent.
940 * @return true, if it can be hit, false otherwise.
942 bool IsHittable() const;
948 * Used by the EventProcessor to emit touch event signals.
949 * @param[in] event The touch event.
950 * @return True if the event was consumed.
952 bool EmitTouchEventSignal(const TouchEvent& event);
955 * Used by the EventProcessor to emit mouse wheel event signals.
956 * @param[in] event The mouse wheel event.
957 * @return True if the event was consumed.
959 bool EmitMouseWheelEventSignal(const MouseWheelEvent& event);
962 * @copydoc Dali::Actor::TouchedSignal()
964 Dali::Actor::TouchSignalV2& TouchedSignal();
967 * @copydoc Dali::Actor::MouseWheelEventSignal()
969 Dali::Actor::MouseWheelEventSignalV2& MouseWheelEventSignal();
972 * @copydoc Dali::Actor::SetSizeSignal()
974 Dali::Actor::SetSizeSignalV2& SetSizeSignal();
977 * @copydoc Dali::Actor::OnStageSignal()
979 Dali::Actor::OnStageSignalV2& OnStageSignal();
982 * @copydoc Dali::Actor::OffStageSignal()
984 Dali::Actor::OffStageSignalV2& OffStageSignal();
987 * Connects a callback function with the object's signals.
988 * @param[in] object The object providing the signal.
989 * @param[in] tracker Used to disconnect the signal.
990 * @param[in] signalName The signal to connect to.
991 * @param[in] functor A newly allocated FunctorDelegate.
992 * @return True if the signal was connected.
993 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
995 static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
998 * Performs actions as requested using the action name.
999 * @param[in] object The object on which to perform the action.
1000 * @param[in] actionName The action to perform.
1001 * @param[in] attributes The attributes with which to perfrom this action.
1002 * @return true if the action was done.
1004 static bool DoAction(BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes);
1006 public: // For Animation
1009 * For use in derived classes.
1010 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1012 virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize) {}
1025 * Protected Constructor. See Actor::New().
1026 * The second-phase construction Initialize() member should be called immediately after this.
1027 * @param[in] derivedType The derived type of actor (if any).
1029 Actor( DerivedType derivedType );
1032 * Second-phase constructor. Must be called immediately after creating a new Actor;
1034 void Initialize(void);
1037 * A reference counted object may only be deleted by calling Unreference()
1042 * Called on a child during Add() when the parent actor is connected to the Stage.
1043 * @param[in] stage The stage.
1045 void ConnectToStage(Stage& stage);
1048 * Helper for ConnectToStage, to recursively connect a tree of actors.
1049 * This is atomic i.e. not interrupted by user callbacks.
1050 * @param[in] stage The stage.
1051 * @param[out] connectionList On return, the list of connected actors which require notification.
1053 void RecursiveConnectToStage( Stage& stage, ActorContainer& connectionList );
1056 * Connect the Node associated with this Actor to the scene-graph.
1058 void ConnectToSceneGraph();
1061 * Helper for ConnectToStage, to notify a connected actor through the public API.
1063 void NotifyStageConnection();
1066 * Called on a child during Remove() when the actor was previously on the Stage.
1068 void DisconnectFromStage();
1071 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1072 * This is atomic i.e. not interrupted by user callbacks.
1073 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1075 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1078 * Disconnect the Node associated with this Actor from the scene-graph.
1080 void DisconnectFromSceneGraph();
1083 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1085 void NotifyStageDisconnection();
1088 * When the Actor is OnStage, checks whether the corresponding Node is connected to the scene graph.
1089 * @return True if the Actor is OnStage & has a Node connected to the scene graph.
1091 bool IsNodeConnected() const;
1093 public: // Default property extensions from ProxyObject
1096 * @copydoc Dali::Internal::ProxyObject::IsSceneObjectRemovable()
1098 virtual bool IsSceneObjectRemovable() const;
1101 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyCount()
1103 virtual unsigned int GetDefaultPropertyCount() const;
1106 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndices()
1108 virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
1111 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyName()
1113 virtual const std::string& GetDefaultPropertyName(Property::Index index) const;
1116 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndex()
1118 virtual Property::Index GetDefaultPropertyIndex(const std::string& name) const;
1121 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyWritable()
1123 virtual bool IsDefaultPropertyWritable(Property::Index index) const;
1126 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAnimatable()
1128 virtual bool IsDefaultPropertyAnimatable(Property::Index index) const;
1131 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAConstraintInput()
1133 virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
1136 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyType()
1138 virtual Property::Type GetDefaultPropertyType(Property::Index index) const;
1141 * @copydoc Dali::Internal::ProxyObject::SetDefaultProperty()
1143 virtual void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue);
1146 * @copydoc Dali::Internal::ProxyObject::SetCustomProperty()
1148 virtual void SetCustomProperty( Property::Index index, const CustomProperty& entry, const Property::Value& value );
1151 * @copydoc Dali::Internal::ProxyObject::GetDefaultProperty()
1153 virtual Property::Value GetDefaultProperty( Property::Index index ) const;
1156 * @copydoc Dali::Internal::ProxyObject::InstallSceneObjectProperty()
1158 virtual void InstallSceneObjectProperty( SceneGraph::PropertyBase& newProperty, const std::string& name, unsigned int index );
1161 * @copydoc Dali::Internal::ProxyObject::GetSceneObject()
1163 virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
1166 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectAnimatableProperty()
1168 virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
1171 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectInputProperty()
1173 virtual const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const;
1176 * @copydoc Dali::Internal::ProxyObject::GetPropertyComponentIndex()
1178 virtual int GetPropertyComponentIndex( Property::Index index ) const;
1186 Actor(const Actor&);
1189 Actor& operator=(const Actor& rhs);
1192 * Set the actors parent.
1193 * @param[in] parent The new parent.
1195 void SetParent(Actor* parent);
1198 * Helper to create a Node for this Actor.
1199 * To be overriden in derived classes.
1200 * @return A newly allocated node.
1202 virtual SceneGraph::Node* CreateNode() const;
1205 * For use in derived classes, called after Initialize()
1207 virtual void OnInitialize() {}
1210 * For use in internal derived classes.
1211 * This is called during ConnectToStage(), after the actor has finished adding its node to the scene-graph.
1212 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1214 virtual void OnStageConnectionInternal() {}
1217 * For use in internal derived classes.
1218 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1219 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1221 virtual void OnStageDisconnectionInternal() {}
1224 * For use in external (CustomActor) derived classes.
1225 * This is called after the atomic ConnectToStage() traversal has been completed.
1227 virtual void OnStageConnectionExternal() {}
1230 * For use in external (CustomActor) derived classes.
1231 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1233 virtual void OnStageDisconnectionExternal() {}
1236 * For use in derived classes; this is called after Add() has added a child.
1237 * @param[in] child The child that was added.
1239 virtual void OnChildAdd( Actor& child ) {}
1242 * For use in derived classes; this is called after Remove() has removed a child.
1243 * @param[in] child The child that was removed.
1245 virtual void OnChildRemove( Actor& child ) {}
1248 * For use in derived classes.
1249 * This is called after SizeSet() has been called.
1251 virtual void OnSizeSet(const Vector3& targetSize) {}
1254 * For use in derived classes.
1255 * This is called after a non animatable custom property is set.
1256 * @param [in] index The index of the property.
1257 * @param [in] propertyValue The value of the property.
1259 virtual void OnPropertySet( Property::Index index, Property::Value propertyValue ) {}
1262 * For use in derived classes.
1263 * This is only called if mTouchRequired is true, and the touch-signal was not consumed.
1264 * @param[in] event The touch event.
1265 * @return True if the event should be consumed.
1267 virtual bool OnTouchEvent(const TouchEvent& event) { return false; }
1270 * For use in derived classes.
1271 * This is only called if the mouse wheel signal was not consumed.
1272 * @param[in] event The mouse event.
1273 * @return True if the event should be consumed.
1275 virtual bool OnMouseWheelEvent(const MouseWheelEvent& event) { return false; }
1278 * For use in derived class
1279 * If an alias for a child exists, return the child otherwise return an empty handle.
1280 * For example 'previous' could return the last selected child.
1281 * @pre The Actor has been initialized.
1282 * @param[in] actorAlias the name of the actor to find
1283 * @return A handle to the actor if found, or an empty handle if not.
1285 virtual Dali::Actor GetChildByAlias(const std::string& actorAlias) { return Dali::Actor(); }
1288 * Support function for FindChildByAlias
1289 * @pre The Actor has been initialized.
1290 * @param[in] actorAlias the name of the aliased actor to find
1291 * @return A handle to the actor if found, or an empty handle if not.
1293 Dali::Actor DoGetChildByAlias(const std::string& actorAlias);
1297 StagePtr mStage; ///< Used to send messages to Node; valid until Core destruction
1298 Actor* mParent; ///< Each actor (except the root) can have one parent
1299 ActorContainer* mChildren; ///< Container of referenced actors
1300 const SceneGraph::Node* mNode; ///< Not owned
1301 Vector3* mParentOrigin; // NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
1302 Vector3* mAnchorPoint; // NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
1304 #ifdef DYNAMICS_SUPPORT
1305 DynamicsData* mDynamicsData; ///< optional physics data
1308 ActorAttachmentPtr mAttachment; ///< Optional referenced attachment
1309 ShaderEffectPtr mShaderEffect; ///< Optional referenced shader effect
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__