1 #ifndef DALI_INTERNAL_ACTOR_H
2 #define DALI_INTERNAL_ACTOR_H
5 * Copyright (c) 2020 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/actors/actor.h>
26 #include <dali/devel-api/actors/actor-devel.h>
27 #include <dali/public-api/common/vector-wrapper.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/events/gesture.h>
30 #include <dali/public-api/math/viewport.h>
31 #include <dali/public-api/object/ref-object.h>
32 #include <dali/public-api/size-negotiation/relayout-container.h>
33 #include <dali/internal/common/internal-constants.h>
34 #include <dali/internal/common/memory-pool-object-allocator.h>
35 #include <dali/internal/event/actors/actor-declarations.h>
36 #include <dali/internal/event/common/object-impl.h>
37 #include <dali/internal/event/common/stage-def.h>
38 #include <dali/internal/event/rendering/renderer-impl.h>
39 #include <dali/internal/update/nodes/node-declarations.h>
40 #include <dali/internal/update/manager/update-manager.h>
54 class ActorGestureData;
60 using RendererContainer = std::vector<RendererPtr>;
61 using RendererIter = RendererContainer::iterator;
63 class ActorDepthTreeNode;
64 using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
67 * Actor is the primary object which Dali applications interact with.
68 * UI controls can be built by combining multiple actors.
69 * Multi-Touch events are received through signals emitted by the actor tree.
71 * An Actor is a proxy for a Node in the scene graph.
72 * When an Actor is added to the Stage, it creates a node and connects it to the scene graph.
73 * The scene-graph can be updated in a separate thread, so the connection is done using an asynchronous message.
74 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
76 class Actor : public Object
81 * @brief Struct to hold an actor and a dimension
83 struct ActorDimensionPair
88 * @param[in] newActor The actor to assign
89 * @param[in] newDimension The dimension to assign
91 ActorDimensionPair( Actor* newActor, Dimension::Type newDimension )
93 dimension( newDimension )
98 * @brief Equality operator
100 * @param[in] lhs The left hand side argument
101 * @param[in] rhs The right hand side argument
103 bool operator== ( const ActorDimensionPair& rhs )
105 return ( actor == rhs.actor ) && ( dimension == rhs.dimension );
108 Actor* actor; ///< The actor to hold
109 Dimension::Type dimension; ///< The dimension to hold
112 using ActorDimensionStack = std::vector<ActorDimensionPair>;
117 * Create a new actor.
118 * @return A smart-pointer to the newly allocated Actor.
120 static ActorPtr New();
123 * Helper to create node for derived classes who don't have their own node type
124 * @return pointer to newly created unique node
126 static const SceneGraph::Node* CreateNode();
129 * Retrieve the name of the actor.
132 const std::string& GetName() const
138 * Set the name of the actor.
139 * @param[in] name The new name.
141 void SetName( const std::string& name );
144 * @copydoc Dali::Actor::GetId
146 uint32_t GetId() const;
151 * Query whether an actor is the root actor, which is owned by the Stage.
152 * @return True if the actor is a root actor.
160 * Query whether the actor is connected to the Scene.
168 * Query whether the actor has any renderers.
169 * @return True if the actor is renderable.
171 bool IsRenderable() const
173 // inlined as this is called a lot in hit testing
174 return mRenderers && !mRenderers->empty();
178 * Query whether the actor is of class Dali::Layer
179 * @return True if the actor is a layer.
183 // inlined as this is called a lot in hit testing
188 * Gets the layer in which the actor is present
189 * @return The layer, which will be uninitialized if the actor is off-stage.
191 Dali::Layer GetLayer();
194 * Adds a child Actor to this Actor.
195 * @pre The child actor is not the same as the parent actor.
196 * @pre The child actor does not already have a parent.
197 * @param [in] child The child.
198 * @post The child will be referenced by its parent.
200 void Add( Actor& child );
203 * Removes a child Actor from this Actor.
204 * @param [in] child The child.
205 * @post The child will be unreferenced.
207 void Remove( Actor& child );
210 * @copydoc Dali::Actor::Unparent
215 * Retrieve the number of children held by the actor.
216 * @return The number of children
218 uint32_t GetChildCount() const;
221 * @copydoc Dali::Actor::GetChildAt
223 ActorPtr GetChildAt( uint32_t index ) const;
226 * Retrieve a reference to Actor's children.
227 * @note Not for public use.
228 * @return A reference to the container of children.
229 * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method.
231 ActorContainer& GetChildrenInternal()
237 * @copydoc Dali::Actor::FindChildByName
239 ActorPtr FindChildByName( const std::string& actorName );
242 * @copydoc Dali::Actor::FindChildById
244 ActorPtr FindChildById( const uint32_t id );
247 * Retrieve the parent of an Actor.
248 * @return The parent actor, or NULL if the Actor does not have a parent.
250 Actor* GetParent() const
256 * Calculates screen position and size.
258 * @return pair of two values, position of top-left corner on screen and size respectively.
260 Rect<> CalculateScreenExtents( ) const;
263 * Sets the size of an actor.
264 * This does not interfere with the actors scale factor.
265 * @param [in] width The new width.
266 * @param [in] height The new height.
268 void SetSize( float width, float height );
271 * Sets the size of an actor.
272 * This does not interfere with the actors scale factor.
273 * @param [in] width The size of the actor along the x-axis.
274 * @param [in] height The size of the actor along the y-axis.
275 * @param [in] depth The size of the actor along the z-axis.
277 void SetSize( float width, float height, float depth );
280 * Sets the size of an actor.
281 * This does not interfere with the actors scale factor.
282 * @param [in] size The new size.
284 void SetSize( const Vector2& size );
287 * Sets the update size for an actor.
289 * @param[in] size The size to set.
291 void SetSizeInternal( const Vector2& size );
294 * Sets the size of an actor.
295 * This does not interfere with the actors scale factor.
296 * @param [in] size The new size.
298 void SetSize( const Vector3& size );
301 * Sets the update size for an actor.
303 * @param[in] size The size to set.
305 void SetSizeInternal( const Vector3& size );
308 * Set the width component of the Actor's size.
309 * @param [in] width The new width component.
311 void SetWidth( float width );
314 * Set the height component of the Actor's size.
315 * @param [in] height The new height component.
317 void SetHeight( float height );
320 * Set the depth component of the Actor's size.
321 * @param [in] depth The new depth component.
323 void SetDepth( float depth );
326 * Retrieve the Actor's size from event side.
327 * This size will be the size set or if animating then the target size.
328 * @return The Actor's size.
330 Vector3 GetTargetSize() const;
333 * Retrieve the Actor's size from update side.
334 * This size will be the size set or animating but will be a frame behind.
335 * @return The Actor's size.
337 const Vector3& GetCurrentSize() const;
340 * Return the natural size of the actor
342 * @return The actor's natural size
344 virtual Vector3 GetNaturalSize() const;
347 * Set the origin of an actor, within its parent's area.
348 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
349 * and (1.0, 1.0, 0.5) is the bottom-right corner.
350 * The default parent-origin is top-left (0.0, 0.0, 0.5).
351 * An actor position is the distance between this origin, and the actors anchor-point.
352 * @param [in] origin The new parent-origin.
354 void SetParentOrigin( const Vector3& origin );
357 * Retrieve the parent-origin of an actor.
358 * @return The parent-origin.
360 const Vector3& GetCurrentParentOrigin() const;
363 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
364 * (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.
365 * The default anchor point is top-left (0.0, 0.0, 0.5).
366 * An actor position is the distance between its parent-origin, and this anchor-point.
367 * An actor's rotation is centered around its anchor-point.
368 * @param [in] anchorPoint The new anchor-point.
370 void SetAnchorPoint( const Vector3& anchorPoint );
373 * Retrieve the anchor-point of an actor.
374 * @return The anchor-point.
376 const Vector3& GetCurrentAnchorPoint() const;
379 * Sets the position of the Actor.
380 * The coordinates are relative to the Actor's parent.
381 * The Actor's z position will be set to 0.0f.
382 * @param [in] x The new x position
383 * @param [in] y The new y position
385 void SetPosition( float x, float y );
388 * Sets the position of the Actor.
389 * The coordinates are relative to the Actor's parent.
390 * @param [in] x The new x position
391 * @param [in] y The new y position
392 * @param [in] z The new z position
394 void SetPosition( float x, float y, float z );
397 * Sets the position of the Actor.
398 * The coordinates are relative to the Actor's parent.
399 * @param [in] position The new position.
401 void SetPosition( const Vector3& position );
404 * Set the position of an actor along the X-axis.
405 * @param [in] x The new x position
407 void SetX( float x );
410 * Set the position of an actor along the Y-axis.
411 * @param [in] y The new y position.
413 void SetY( float y );
416 * Set the position of an actor along the Z-axis.
417 * @param [in] z The new z position
419 void SetZ( float z );
422 * Translate an actor relative to its existing position.
423 * @param[in] distance The actor will move by this distance.
425 void TranslateBy( const Vector3& distance );
428 * Retrieve the position of the Actor.
429 * The coordinates are relative to the Actor's parent.
430 * @return the Actor's position.
432 const Vector3& GetCurrentPosition() const;
435 * Retrieve the target position of the Actor.
436 * The coordinates are relative to the Actor's parent.
437 * @return the Actor's position.
439 const Vector3& GetTargetPosition() const
441 return mTargetPosition;
445 * @copydoc Dali::Actor::GetCurrentWorldPosition()
447 const Vector3& GetCurrentWorldPosition() const;
450 * @copydoc Dali::Actor::SetInheritPosition()
452 void SetInheritPosition( bool inherit );
455 * @copydoc Dali::Actor::IsPositionInherited()
457 bool IsPositionInherited() const
459 return mInheritPosition;
463 * Sets the orientation of the Actor.
464 * @param [in] angleRadians The new orientation angle in radians.
465 * @param [in] axis The new axis of orientation.
467 void SetOrientation( const Radian& angleRadians, const Vector3& axis );
470 * Sets the orientation of the Actor.
471 * @param [in] orientation The new orientation.
473 void SetOrientation( const Quaternion& orientation );
476 * Rotate an actor around its existing rotation axis.
477 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
478 * @param[in] axis The axis of the rotation to combine with the existing rotation.
480 void RotateBy( const Radian& angleRadians, const Vector3& axis );
483 * Apply a relative rotation to an actor.
484 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
486 void RotateBy( const Quaternion& relativeRotation );
489 * Retreive the Actor's orientation.
490 * @return the orientation.
492 const Quaternion& GetCurrentOrientation() const;
495 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
496 * Switching this off means that using SetOrientation() sets the actor's world orientation.
497 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
499 void SetInheritOrientation( bool inherit );
502 * Returns whether the actor inherit's it's parent's orientation.
503 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
505 bool IsOrientationInherited() const
507 return mInheritOrientation;
511 * Sets the factor of the parents size used for the child actor.
512 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
513 * @param[in] factor The vector to multiply the parents size by to get the childs size.
515 void SetSizeModeFactor( const Vector3& factor );
518 * Gets the factor of the parents size used for the child actor.
519 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
520 * @return The vector being used to multiply the parents size by to get the childs size.
522 const Vector3& GetSizeModeFactor() const;
525 * @copydoc Dali::Actor::GetCurrentWorldOrientation()
527 const Quaternion& GetCurrentWorldOrientation() const;
530 * Sets a scale factor applied to an actor.
531 * @param [in] scale The scale factor applied on all axes.
533 void SetScale( float scale );
536 * Sets a scale factor applied to an actor.
537 * @param [in] scaleX The scale factor applied along the x-axis.
538 * @param [in] scaleY The scale factor applied along the y-axis.
539 * @param [in] scaleZ The scale factor applied along the z-axis.
541 void SetScale( float scaleX, float scaleY, float scaleZ );
544 * Sets a scale factor applied to an actor.
545 * @param [in] scale A vector representing the scale factor for each axis.
547 void SetScale( const Vector3& scale );
550 * Set the x component of the scale factor.
551 * @param [in] x The new x value.
553 void SetScaleX( float x );
556 * Set the y component of the scale factor.
557 * @param [in] y The new y value.
559 void SetScaleY( float y );
562 * Set the z component of the scale factor.
563 * @param [in] z The new z value.
565 void SetScaleZ( float z );
568 * Apply a relative scale to an actor.
569 * @param[in] relativeScale The scale to combine with the actors existing scale.
571 void ScaleBy( const Vector3& relativeScale );
574 * Retrieve the scale factor applied to an actor.
575 * @return A vector representing the scale factor for each axis.
577 const Vector3& GetCurrentScale() const;
580 * @copydoc Dali::Actor::GetCurrentWorldScale()
582 const Vector3& GetCurrentWorldScale() const;
585 * @copydoc Dali::Actor::SetInheritScale()
587 void SetInheritScale( bool inherit );
590 * @copydoc Dali::Actor::IsScaleInherited()
592 bool IsScaleInherited() const
594 return mInheritScale;
598 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
600 Matrix GetCurrentWorldMatrix() const;
605 * Sets the visibility flag of an actor.
606 * @param[in] visible The new visibility flag.
608 void SetVisible( bool visible );
611 * Retrieve the visibility flag of an actor.
612 * @return The visibility flag.
614 bool IsVisible() const;
617 * Sets the opacity of an actor.
618 * @param [in] opacity The new opacity.
620 void SetOpacity( float opacity );
623 * Retrieve the actor's opacity.
624 * @return The actor's opacity.
626 float GetCurrentOpacity() const;
629 * Retrieve the actor's clipping mode.
630 * @return The actor's clipping mode (cached)
632 ClippingMode::Type GetClippingMode() const
634 return mClippingMode;
638 * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
639 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
640 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
641 * hover event signal will be emitted.
643 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
645 * actor.SetSensitive(false);
648 * Then, to re-enable the touch or hover event signal emission, the application should call:
650 * actor.SetSensitive(true);
653 * @see SignalTouch() and SignalHover().
654 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
655 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
657 void SetSensitive( bool sensitive )
659 mSensitive = sensitive;
663 * Query whether an actor emits touch or hover event signals.
664 * @see SetSensitive(bool)
665 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
667 bool IsSensitive() const
673 * @copydoc Dali::Actor::SetDrawMode
675 void SetDrawMode( DrawMode::Type drawMode );
678 * @copydoc Dali::Actor::GetDrawMode
680 DrawMode::Type GetDrawMode() const
686 * @copydoc Dali::Actor::IsOverlay
688 bool IsOverlay() const
690 return ( DrawMode::OVERLAY_2D == mDrawMode );
694 * Sets the actor's color. The final color of actor depends on its color mode.
695 * This final color is applied to the drawable elements of an actor.
696 * @param [in] color The new color.
698 void SetColor( const Vector4& color );
701 * Set the red component of the color.
702 * @param [in] red The new red component.
704 void SetColorRed( float red );
707 * Set the green component of the color.
708 * @param [in] green The new green component.
710 void SetColorGreen( float green );
713 * Set the blue component of the scale factor.
714 * @param [in] blue The new blue value.
716 void SetColorBlue( float blue );
719 * Retrieve the actor's color.
722 const Vector4& GetCurrentColor() const;
725 * Sets the actor's color mode.
726 * Color mode specifies whether Actor uses its own color or inherits its parent color
727 * @param [in] colorMode to use.
729 void SetColorMode( ColorMode colorMode );
732 * Returns the actor's color mode.
733 * @return currently used colorMode.
735 ColorMode GetColorMode() const
741 * @copydoc Dali::Actor::GetCurrentWorldColor()
743 const Vector4& GetCurrentWorldColor() const;
746 * @copydoc Dali::Actor::GetHierarchyDepth()
748 inline int32_t GetHierarchyDepth() const
759 * Get the actor's sorting depth
761 * @return The depth used for hit-testing and renderer sorting
763 uint32_t GetSortingDepth()
770 // Size negotiation virtual functions
773 * @brief Called after the size negotiation has been finished for this control.
775 * The control is expected to assign this given size to itself/its children.
777 * Should be overridden by derived classes if they need to layout
778 * actors differently after certain operations like add or remove
779 * actors, resize or after changing specific properties.
781 * Note! As this function is called from inside the size negotiation algorithm, you cannot
782 * call RequestRelayout (the call would just be ignored)
784 * @param[in] size The allocated size.
785 * @param[in,out] container The control should add actors to this container that it is not able
786 * to allocate a size for.
788 virtual void OnRelayout( const Vector2& size, RelayoutContainer& container )
793 * @brief Notification for deriving classes when the resize policy is set
795 * @param[in] policy The policy being set
796 * @param[in] dimension The dimension the policy is being set for
798 virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) {}
801 * @brief Virtual method to notify deriving classes that relayout dependencies have been
802 * met and the size for this object is about to be calculated for the given dimension
804 * @param dimension The dimension that is about to be calculated
806 virtual void OnCalculateRelayoutSize( Dimension::Type dimension ) {}
809 * @brief Virtual method to notify deriving classes that the size for a dimension
810 * has just been negotiated
812 * @param[in] size The new size for the given dimension
813 * @param[in] dimension The dimension that was just negotiated
815 virtual void OnLayoutNegotiated( float size, Dimension::Type dimension ) {}
818 * @brief Determine if this actor is dependent on it's children for relayout
820 * @param dimension The dimension(s) to check for
821 * @return Return if the actor is dependent on it's children
823 virtual bool RelayoutDependentOnChildren( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
826 * @brief Determine if this actor is dependent on it's children for relayout.
828 * Called from deriving classes
830 * @param dimension The dimension(s) to check for
831 * @return Return if the actor is dependent on it's children
833 virtual bool RelayoutDependentOnChildrenBase( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
836 * @brief Calculate the size for a child
838 * @param[in] child The child actor to calculate the size for
839 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
840 * @return Return the calculated size for the given dimension
842 virtual float CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension );
845 * @brief This method is called during size negotiation when a height is required for a given width.
847 * Derived classes should override this if they wish to customize the height returned.
849 * @param width to use.
850 * @return the height based on the width.
852 virtual float GetHeightForWidth( float width );
855 * @brief This method is called during size negotiation when a width is required for a given height.
857 * Derived classes should override this if they wish to customize the width returned.
859 * @param height to use.
860 * @return the width based on the width.
862 virtual float GetWidthForHeight( float height );
869 * @brief Called by the RelayoutController to negotiate the size of an actor.
871 * The size allocated by the the algorithm is passed in which the
872 * actor must adhere to. A container is passed in as well which
873 * the actor should populate with actors it has not / or does not
874 * need to handle in its size negotiation.
876 * @param[in] size The allocated size.
877 * @param[in,out] container The container that holds actors that are fed back into the
878 * RelayoutController algorithm.
880 void NegotiateSize( const Vector2& size, RelayoutContainer& container );
883 * @brief Set whether size negotiation should use the assigned size of the actor
884 * during relayout for the given dimension(s)
886 * @param[in] use Whether the assigned size of the actor should be used
887 * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions
889 void SetUseAssignedSize( bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
892 * @brief Returns whether size negotiation should use the assigned size of the actor
893 * during relayout for a single dimension
895 * @param[in] dimension The dimension to get
896 * @return Return whether the assigned size of the actor should be used. If more than one dimension is requested, just return the first one found
898 bool GetUseAssignedSize( Dimension::Type dimension ) const;
901 * @copydoc Dali::Actor::SetResizePolicy()
903 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
906 * @copydoc Dali::Actor::GetResizePolicy()
908 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
911 * @copydoc Dali::Actor::SetSizeScalePolicy()
913 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
916 * @copydoc Dali::Actor::GetSizeScalePolicy()
918 SizeScalePolicy::Type GetSizeScalePolicy() const;
921 * @copydoc Dali::Actor::SetDimensionDependency()
923 void SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency );
926 * @copydoc Dali::Actor::GetDimensionDependency()
928 Dimension::Type GetDimensionDependency( Dimension::Type dimension ) const;
931 * @brief Set the size negotiation relayout enabled on this actor
933 * @param[in] relayoutEnabled Boolean to enable or disable relayout
935 void SetRelayoutEnabled( bool relayoutEnabled );
938 * @brief Return if relayout is enabled
940 * @return Return if relayout is enabled or not for this actor
942 bool IsRelayoutEnabled() const;
945 * @brief Mark an actor as having it's layout dirty
947 * @param dirty Whether to mark actor as dirty or not
948 * @param dimension The dimension(s) to mark as dirty
950 void SetLayoutDirty( bool dirty, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
953 * @brief Return if any of an actor's dimensions are marked as dirty
955 * @param dimension The dimension(s) to check
956 * @return Return if any of the requested dimensions are dirty
958 bool IsLayoutDirty( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
961 * @brief Returns if relayout is enabled and the actor is not dirty
963 * @return Return if it is possible to relayout the actor
965 bool RelayoutPossible( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
968 * @brief Returns if relayout is enabled and the actor is dirty
970 * @return Return if it is required to relayout the actor
972 bool RelayoutRequired( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
975 * @brief Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene)
977 * This method is automatically called from OnSceneConnection(), OnChildAdd(),
978 * OnChildRemove(), SetSizePolicy(), SetMinimumSize() and SetMaximumSize().
980 * This method can also be called from a derived class every time it needs a different size.
981 * At the end of event processing, the relayout process starts and
982 * all controls which requested Relayout will have their sizes (re)negotiated.
984 * @note RelayoutRequest() can be called multiple times; the size negotiation is still
985 * only performed once, i.e. there is no need to keep track of this in the calling side.
987 void RelayoutRequest( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
990 * @brief Determine if this actor is dependent on it's parent for relayout
992 * @param dimension The dimension(s) to check for
993 * @return Return if the actor is dependent on it's parent
995 bool RelayoutDependentOnParent( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
998 * @brief Determine if this actor has another dimension depedent on the specified one
1000 * @param dimension The dimension to check for
1001 * @param dependentDimension The dimension to check for dependency with
1002 * @return Return if the actor is dependent on this dimension
1004 bool RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension );
1007 * @brief Calculate the size of a dimension
1009 * @param[in] dimension The dimension to calculate the size for
1010 * @param[in] maximumSize The upper bounds on the size
1011 * @return Return the calculated size for the dimension
1013 float CalculateSize( Dimension::Type dimension, const Vector2& maximumSize );
1016 * Negotiate a dimension based on the size of the parent
1018 * @param[in] dimension The dimension to negotiate on
1019 * @return Return the negotiated size
1021 float NegotiateFromParent( Dimension::Type dimension );
1024 * Negotiate a dimension based on the size of the parent. Fitting inside.
1026 * @param[in] dimension The dimension to negotiate on
1027 * @return Return the negotiated size
1029 float NegotiateFromParentFit( Dimension::Type dimension );
1032 * Negotiate a dimension based on the size of the parent. Flooding the whole space.
1034 * @param[in] dimension The dimension to negotiate on
1035 * @return Return the negotiated size
1037 float NegotiateFromParentFlood( Dimension::Type dimension );
1040 * @brief Negotiate a dimension based on the size of the children
1042 * @param[in] dimension The dimension to negotiate on
1043 * @return Return the negotiated size
1045 float NegotiateFromChildren( Dimension::Type dimension );
1048 * Set the negotiated dimension value for the given dimension(s)
1050 * @param negotiatedDimension The value to set
1051 * @param dimension The dimension(s) to set the value for
1053 void SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1056 * Return the value of negotiated dimension for the given dimension
1058 * @param dimension The dimension to retrieve
1059 * @return Return the value of the negotiated dimension
1061 float GetNegotiatedDimension( Dimension::Type dimension ) const;
1064 * @brief Set the padding for a dimension
1066 * @param[in] padding Padding for the dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
1067 * @param[in] dimension The dimension to set
1069 void SetPadding( const Vector2& padding, Dimension::Type dimension );
1072 * Return the value of padding for the given dimension
1074 * @param dimension The dimension to retrieve
1075 * @return Return the value of padding for the dimension
1077 Vector2 GetPadding( Dimension::Type dimension ) const;
1080 * Return the actor size for a given dimension
1082 * @param[in] dimension The dimension to retrieve the size for
1083 * @return Return the size for the given dimension
1085 float GetSize( Dimension::Type dimension ) const;
1088 * Return the natural size of the actor for a given dimension
1090 * @param[in] dimension The dimension to retrieve the size for
1091 * @return Return the natural size for the given dimension
1093 float GetNaturalSize( Dimension::Type dimension ) const;
1096 * @brief Return the amount of size allocated for relayout
1098 * May include padding
1100 * @param[in] dimension The dimension to retrieve
1101 * @return Return the size
1103 float GetRelayoutSize( Dimension::Type dimension ) const;
1106 * @brief If the size has been negotiated return that else return normal size
1108 * @param[in] dimension The dimension to retrieve
1109 * @return Return the size
1111 float GetLatestSize( Dimension::Type dimension ) const;
1114 * Apply the negotiated size to the actor
1116 * @param[in] container The container to fill with actors that require further relayout
1118 void SetNegotiatedSize( RelayoutContainer& container );
1121 * @brief Flag the actor as having it's layout dimension negotiated.
1123 * @param[in] negotiated The status of the flag to set.
1124 * @param[in] dimension The dimension to set the flag for
1126 void SetLayoutNegotiated( bool negotiated, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1129 * @brief Test whether the layout dimension for this actor has been negotiated or not.
1131 * @param[in] dimension The dimension to determine the value of the flag for
1132 * @return Return if the layout dimension is negotiated or not.
1134 bool IsLayoutNegotiated( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
1137 * @brief provides the Actor implementation of GetHeightForWidth
1138 * @param width to use.
1139 * @return the height based on the width.
1141 float GetHeightForWidthBase( float width );
1144 * @brief provides the Actor implementation of GetWidthForHeight
1145 * @param height to use.
1146 * @return the width based on the height.
1148 float GetWidthForHeightBase( float height );
1151 * @brief Calculate the size for a child
1153 * @param[in] child The child actor to calculate the size for
1154 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
1155 * @return Return the calculated size for the given dimension
1157 float CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension );
1160 * @brief Set the preferred size for size negotiation
1162 * @param[in] size The preferred size to set
1164 void SetPreferredSize( const Vector2& size );
1167 * @brief Return the preferred size used for size negotiation
1169 * @return Return the preferred size
1171 Vector2 GetPreferredSize() const;
1174 * @copydoc Dali::Actor::SetMinimumSize
1176 void SetMinimumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1179 * @copydoc Dali::Actor::GetMinimumSize
1181 float GetMinimumSize( Dimension::Type dimension ) const;
1184 * @copydoc Dali::Actor::SetMaximumSize
1186 void SetMaximumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1189 * @copydoc Dali::Actor::GetMaximumSize
1191 float GetMaximumSize( Dimension::Type dimension ) const;
1194 * @copydoc Dali::Actor::AddRenderer()
1196 uint32_t AddRenderer( Renderer& renderer );
1199 * @copydoc Dali::Actor::GetRendererCount()
1201 uint32_t GetRendererCount() const;
1204 * @copydoc Dali::Actor::GetRendererAt()
1206 RendererPtr GetRendererAt( uint32_t index );
1209 * @copydoc Dali::Actor::RemoveRenderer()
1211 void RemoveRenderer( Renderer& renderer );
1214 * @copydoc Dali::Actor::RemoveRenderer()
1216 void RemoveRenderer( uint32_t index );
1219 * Set BlendEquation at each renderer that added on this Actor.
1221 void SetBlendEquation( DevelBlendEquation::Type blendEquation );
1224 * @brief Get Blend Equation that applied to this Actor
1226 DevelBlendEquation::Type GetBlendEquation() const;
1231 * Converts screen coordinates into the actor's coordinate system.
1232 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1233 * @param[out] localX On return, the X-coordinate relative to the actor.
1234 * @param[out] localY On return, the Y-coordinate relative to the actor.
1235 * @param[in] screenX The screen X-coordinate.
1236 * @param[in] screenY The screen Y-coordinate.
1237 * @return True if the conversion succeeded.
1239 bool ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const;
1242 * Converts screen coordinates into the actor's coordinate system.
1243 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1244 * @param[in] renderTask The render-task used to display the actor.
1245 * @param[out] localX On return, the X-coordinate relative to the actor.
1246 * @param[out] localY On return, the Y-coordinate relative to the actor.
1247 * @param[in] screenX The screen X-coordinate.
1248 * @param[in] screenY The screen Y-coordinate.
1249 * @return True if the conversion succeeded.
1251 bool ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const;
1254 * Converts from the actor's coordinate system to screen coordinates.
1255 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1256 * @param[in] viewMatrix The view-matrix
1257 * @param[in] projectionMatrix The projection-matrix
1258 * @param[in] viewport The view-port
1259 * @param[out] localX On return, the X-coordinate relative to the actor.
1260 * @param[out] localY On return, the Y-coordinate relative to the actor.
1261 * @param[in] screenX The screen X-coordinate.
1262 * @param[in] screenY The screen Y-coordinate.
1263 * @return True if the conversion succeeded.
1265 bool ScreenToLocal( const Matrix& viewMatrix,
1266 const Matrix& projectionMatrix,
1267 const Viewport& viewport,
1271 float screenY ) const;
1274 * Sets whether the actor should receive a notification when touch or hover motion events leave
1275 * the boundary of the actor.
1277 * @note By default, this is set to false as most actors do not require this.
1278 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1280 * @param[in] required Should be set to true if a Leave event is required
1282 void SetLeaveRequired( bool required )
1284 mLeaveRequired = required;
1288 * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1289 * the boundary of the actor.
1290 * @return true if a Leave event is required, false otherwise.
1292 bool GetLeaveRequired() const
1294 return mLeaveRequired;
1298 * @copydoc Dali::Actor::SetKeyboardFocusable()
1300 void SetKeyboardFocusable( bool focusable )
1302 mKeyboardFocusable = focusable;
1306 * @copydoc Dali::Actor::IsKeyboardFocusable()
1308 bool IsKeyboardFocusable() const
1310 return mKeyboardFocusable;
1315 * Query whether the application or derived actor type requires intercept touch events.
1316 * @return True if intercept touch events are required.
1318 bool GetInterceptTouchRequired() const
1320 return !mInterceptTouchedSignal.Empty();
1324 * Query whether the application or derived actor type requires touch events.
1325 * @return True if touch events are required.
1327 bool GetTouchRequired() const
1329 return !mTouchedSignal.Empty();
1333 * Query whether the application or derived actor type requires hover events.
1334 * @return True if hover events are required.
1336 bool GetHoverRequired() const
1338 return !mHoveredSignal.Empty();
1342 * Query whether the application or derived actor type requires wheel events.
1343 * @return True if wheel events are required.
1345 bool GetWheelEventRequired() const
1347 return !mWheelEventSignal.Empty();
1351 * Query whether the actor is actually hittable. This method checks whether the actor is
1352 * sensitive, has the visibility flag set to true and is not fully transparent.
1353 * @return true, if it can be hit, false otherwise.
1355 bool IsHittable() const
1357 return IsSensitive() && IsVisible() && ( GetCurrentWorldColor().a > FULLY_TRANSPARENT ) && IsNodeConnected();
1361 * Query whether the actor captures all touch after it starts even if touch leaves its boundary.
1362 * @return true, if it captures all touch after start
1364 bool CapturesAllTouchAfterStart() const
1366 return mCaptureAllTouchAfterStart;
1370 * Sets the touch area of an actor.
1371 * @param [in] area The new area.
1373 void SetTouchArea(Vector2 area)
1379 * Retrieve the Actor's touch area.
1380 * @return The Actor's touch area.
1382 const Vector2& GetTouchArea() const
1391 * Retrieve the gesture data associated with this actor. The first call to this method will
1392 * allocate space for the ActorGestureData so this should only be called if an actor really does
1394 * @return Reference to the ActorGestureData for this actor.
1395 * @note Once the gesture-data is created for an actor it is likely that gestures are required
1396 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
1398 ActorGestureData& GetGestureData();
1401 * Queries whether the actor requires the gesture type.
1402 * @param[in] type The gesture type.
1403 * @return True if the gesture is required, false otherwise.
1405 bool IsGestureRequired( GestureType::Value type ) const;
1410 * Used by the EventProcessor to emit intercept touch event signals.
1411 * @param[in] touch The touch data.
1412 * @return True if the event was intercepted.
1414 bool EmitInterceptTouchEventSignal( const Dali::TouchEvent& touch );
1417 * Used by the EventProcessor to emit touch event signals.
1418 * @param[in] touch The touch data.
1419 * @return True if the event was consumed.
1421 bool EmitTouchEventSignal( const Dali::TouchEvent& touch );
1424 * Used by the EventProcessor to emit hover event signals.
1425 * @param[in] event The hover event.
1426 * @return True if the event was consumed.
1428 bool EmitHoverEventSignal( const Dali::HoverEvent& event );
1431 * Used by the EventProcessor to emit wheel event signals.
1432 * @param[in] event The wheel event.
1433 * @return True if the event was consumed.
1435 bool EmitWheelEventSignal( const Dali::WheelEvent& event );
1438 * @brief Emits the visibility change signal for this actor and all its children.
1439 * @param[in] visible Whether the actor has become visible or not.
1440 * @param[in] type Whether the actor's visible property has changed or a parent's.
1442 void EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type );
1445 * @brief Emits the layout direction change signal for this actor and all its children.
1446 * @param[in] type Whether the actor's layout direction property has changed or a parent's.
1448 void EmitLayoutDirectionChangedSignal( LayoutDirection::Type type );
1451 * @brief Emits the ChildAdded signal for this actor
1452 * @param[in] child The child actor that has been added
1454 void EmitChildAddedSignal( Actor& child );
1457 * @brief Emits the ChildRemoved signal for this actor
1458 * @param[in] child The child actor that has been removed
1460 void EmitChildRemovedSignal( Actor& child );
1463 * @copydoc DevelActor::InterceptTouchedSignal()
1465 Dali::Actor::TouchEventSignalType& InterceptTouchedSignal()
1467 return mInterceptTouchedSignal;
1471 * @copydoc Dali::Actor::TouchedSignal()
1473 Dali::Actor::TouchEventSignalType& TouchedSignal()
1475 return mTouchedSignal;
1479 * @copydoc Dali::Actor::HoveredSignal()
1481 Dali::Actor::HoverSignalType& HoveredSignal()
1483 return mHoveredSignal;
1487 * @copydoc Dali::Actor::WheelEventSignal()
1489 Dali::Actor::WheelEventSignalType& WheelEventSignal()
1491 return mWheelEventSignal;
1495 * @copydoc Dali::Actor::OnSceneSignal()
1497 Dali::Actor::OnSceneSignalType& OnSceneSignal()
1499 return mOnSceneSignal;
1503 * @copydoc Dali::Actor::OffSceneSignal()
1505 Dali::Actor::OffSceneSignalType& OffSceneSignal()
1507 return mOffSceneSignal;
1511 * @copydoc Dali::Actor::OnRelayoutSignal()
1513 Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal()
1515 return mOnRelayoutSignal;
1519 * @copydoc DevelActor::VisibilityChangedSignal
1521 DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal()
1523 return mVisibilityChangedSignal;
1527 * @copydoc LayoutDirectionChangedSignal
1529 Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal()
1531 return mLayoutDirectionChangedSignal;
1535 * @copydoc DevelActor::ChildAddedSignal
1537 DevelActor::ChildChangedSignalType& ChildAddedSignal()
1539 return mChildAddedSignal;
1543 * @copydoc DevelActor::ChildRemovedSignal
1545 DevelActor::ChildChangedSignalType& ChildRemovedSignal()
1547 return mChildRemovedSignal;
1551 * @copydoc DevelActor::ChildOrderChangedSignal
1553 DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal()
1555 return mChildOrderChangedSignal;
1559 * Connects a callback function with the object's signals.
1560 * @param[in] object The object providing the signal.
1561 * @param[in] tracker Used to disconnect the signal.
1562 * @param[in] signalName The signal to connect to.
1563 * @param[in] functor A newly allocated FunctorDelegate.
1564 * @return True if the signal was connected.
1565 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
1567 static bool DoConnectSignal( BaseObject* object,
1568 ConnectionTrackerInterface* tracker,
1569 const std::string& signalName,
1570 FunctorDelegate* functor );
1573 * Performs actions as requested using the action name.
1574 * @param[in] object The object on which to perform the action.
1575 * @param[in] actionName The action to perform.
1576 * @param[in] attributes The attributes with which to perfrom this action.
1577 * @return true if the action was done.
1579 static bool DoAction( BaseObject* object,
1580 const std::string& actionName,
1581 const Property::Map& attributes );
1587 * For use in derived classes.
1588 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1590 virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize )
1598 BASIC, LAYER, ROOT_LAYER
1602 * Protected Constructor. See Actor::New().
1603 * The second-phase construction Initialize() member should be called immediately after this.
1604 * @param[in] derivedType The derived type of actor (if any).
1605 * @param[in] reference to the node
1607 Actor( DerivedType derivedType, const SceneGraph::Node& node );
1610 * Second-phase constructor. Must be called immediately after creating a new Actor;
1612 void Initialize( void );
1615 * A reference counted object may only be deleted by calling Unreference()
1620 * Called on a child during Add() when the parent actor is connected to the Scene.
1621 * @param[in] parentDepth The depth of the parent in the hierarchy.
1623 void ConnectToScene( uint32_t parentDepth );
1626 * Helper for ConnectToScene, to recursively connect a tree of actors.
1627 * This is atomic i.e. not interrupted by user callbacks.
1628 * @param[in] depth The depth in the hierarchy of the actor
1629 * @param[out] connectionList On return, the list of connected actors which require notification.
1631 void RecursiveConnectToScene( ActorContainer& connectionList, uint32_t depth );
1634 * Connect the Node associated with this Actor to the scene-graph.
1636 void ConnectToSceneGraph();
1639 * Helper for ConnectToScene, to notify a connected actor through the public API.
1641 void NotifyStageConnection();
1644 * Called on a child during Remove() when the actor was previously on the Stage.
1646 void DisconnectFromStage();
1649 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1650 * This is atomic i.e. not interrupted by user callbacks.
1651 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1653 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1656 * Disconnect the Node associated with this Actor from the scene-graph.
1658 void DisconnectFromSceneGraph();
1661 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1663 void NotifyStageDisconnection();
1666 * When the Actor is OnScene, checks whether the corresponding Node is connected to the scene graph.
1667 * @return True if the Actor is OnScene & has a Node connected to the scene graph.
1669 bool IsNodeConnected() const;
1673 * Trigger a rebuild of the actor depth tree from this root
1674 * If a Layer3D is encountered, then this doesn't descend any further.
1675 * The mSortedDepth of each actor is set appropriately.
1677 void RebuildDepthTree();
1682 * Traverse the actor tree, inserting actors into the depth tree in sibling order.
1683 * @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index
1684 * @param[in,out] depthIndex The current depth index (traversal index)
1686 void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex );
1690 // Default property extensions from Object
1693 * @copydoc Dali::Internal::Object::SetDefaultProperty()
1695 void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue ) override;
1698 * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
1700 void SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value ) override;
1703 * @copydoc Dali::Internal::Object::GetDefaultProperty()
1705 Property::Value GetDefaultProperty( Property::Index index ) const override;
1708 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
1710 Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const override;
1713 * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
1715 void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType ) override;
1718 * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
1720 const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const override;
1723 * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
1725 const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const override;
1728 * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
1730 int32_t GetPropertyComponentIndex( Property::Index index ) const override;
1733 * @copydoc Dali::Internal::Object::IsAnimationPossible()
1735 bool IsAnimationPossible() const override
1741 * Retrieve the actor's node.
1742 * @return The node used by this actor
1744 const SceneGraph::Node& GetNode() const
1746 return *static_cast<const SceneGraph::Node*>( mUpdateObject );
1750 * @copydoc Dali::DevelActor::Raise()
1755 * @copydoc Dali::DevelActor::Lower()
1760 * @copydoc Dali::DevelActor::RaiseToTop()
1765 * @copydoc Dali::DevelActor::LowerToBottom()
1767 void LowerToBottom();
1770 * @copydoc Dali::DevelActor::RaiseAbove()
1772 void RaiseAbove( Internal::Actor& target );
1775 * @copydoc Dali::DevelActor::LowerBelow()
1777 void LowerBelow( Internal::Actor& target );
1782 * Sets the scene which this actor is added to.
1783 * @param[in] scene The scene
1785 void SetScene( Scene& scene )
1791 * Gets the scene which this actor is added to.
1794 Scene& GetScene() const
1810 struct AnimatedSizeFlag
1823 // Remove default constructor and copy constructor
1825 Actor( const Actor& ) = delete;
1826 Actor& operator=( const Actor& rhs ) = delete;
1829 * Set the actors parent.
1830 * @param[in] parent The new parent.
1832 void SetParent( Actor* parent );
1835 * For use in derived classes, called after Initialize()
1837 virtual void OnInitialize()
1842 * For use in internal derived classes.
1843 * This is called during ConnectToScene(), after the actor has finished adding its node to the scene-graph.
1844 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1846 virtual void OnSceneConnectionInternal()
1851 * For use in internal derived classes.
1852 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1853 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1855 virtual void OnSceneDisconnectionInternal()
1860 * For use in external (CustomActor) derived classes.
1861 * This is called after the atomic ConnectToScene() traversal has been completed.
1863 virtual void OnSceneConnectionExternal( int depth )
1868 * For use in external (CustomActor) derived classes.
1869 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1871 virtual void OnSceneDisconnectionExternal()
1876 * For use in derived classes; this is called after Add() has added a child.
1877 * @param[in] child The child that was added.
1879 virtual void OnChildAdd( Actor& child )
1884 * For use in derived classes; this is called after Remove() has attempted to remove a child( regardless of whether it succeeded or not ).
1885 * @param[in] child The child that was removed.
1887 virtual void OnChildRemove( Actor& child )
1892 * For use in derived classes.
1893 * This is called after SizeSet() has been called.
1895 virtual void OnSizeSet( const Vector3& targetSize )
1900 * @brief Retrieves the cached event side value of a default property.
1901 * @param[in] index The index of the property
1902 * @param[out] value Is set with the cached value of the property if found.
1903 * @return True if value set, false otherwise.
1905 bool GetCachedPropertyValue( Property::Index index, Property::Value& value ) const;
1908 * @brief Retrieves the current value of a default property from the scene-graph.
1909 * @param[in] index The index of the property
1910 * @param[out] value Is set with the current scene-graph value of the property
1911 * @return True if value set, false otherwise.
1913 bool GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const;
1916 * @brief Ensure the relayouter is allocated
1918 Relayouter& EnsureRelayouter();
1921 * @brief Apply the size set policy to the input size
1923 * @param[in] size The size to apply the policy to
1924 * @return Return the adjusted size
1926 Vector2 ApplySizeSetPolicy( const Vector2& size );
1929 * Retrieve the parent object of an Actor.
1930 * @return The parent object, or NULL if the Actor does not have a parent.
1932 Object* GetParentObject() const override
1939 * @param[in] order The sibling order this Actor should be. It will place
1940 * the actor at this index in it's parent's child array.
1942 void SetSiblingOrder( uint32_t order);
1946 * @return the order of this actor amongst it's siblings
1948 uint32_t GetSiblingOrder() const;
1951 * Emit ChildOrderChanged signal, and request that the scene
1952 * rebuilds the actor depth indices.
1954 void EmitOrderChangedAndRebuild();
1957 * @brief Get the current position of the actor in screen coordinates.
1959 * @return Returns the screen position of actor
1961 const Vector2 GetCurrentScreenPosition() const;
1964 * Sets the visibility flag of an actor.
1965 * @param[in] visible The new visibility flag.
1966 * @param[in] sendMessage Whether to send a message to the update thread or not.
1968 void SetVisibleInternal( bool visible, SendMessage::Type sendMessage );
1971 * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
1972 * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
1974 void SetInheritLayoutDirection( bool inherit );
1977 * Returns whether the actor inherits it's parent's layout direction.
1978 * @return true if the actor inherits it's parent's layout direction, false otherwise.
1980 bool IsLayoutDirectionInherited() const
1982 return mInheritLayoutDirection;
1986 * @brief Propagates layout direction recursively.
1987 * @param[in] actor The actor for seting layout direction.
1988 * @param[in] direction New layout direction.
1990 void InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set = false );
1993 * @brief Sets the update size hint of an actor.
1994 * @param [in] updateSizeHint The update size hint.
1996 void SetUpdateSizeHint( const Vector2& updateSizeHint );
2000 Scene* mScene; ///< The scene the actor is added to
2002 Actor* mParent; ///< Each actor (except the root) can have one parent
2003 ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized
2004 RendererContainer* mRenderers; ///< Renderer container
2006 Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
2007 Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
2009 Relayouter* mRelayoutData; ///< Struct to hold optional collection of relayout variables
2011 ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
2014 Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
2015 Dali::Actor::TouchEventSignalType mTouchedSignal;
2016 Dali::Actor::HoverSignalType mHoveredSignal;
2017 Dali::Actor::WheelEventSignalType mWheelEventSignal;
2018 Dali::Actor::OnSceneSignalType mOnSceneSignal;
2019 Dali::Actor::OffSceneSignalType mOffSceneSignal;
2020 Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
2021 DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
2022 Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
2023 DevelActor::ChildChangedSignalType mChildAddedSignal;
2024 DevelActor::ChildChangedSignalType mChildRemovedSignal;
2025 DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal;
2027 Quaternion mTargetOrientation; ///< Event-side storage for orientation
2028 Vector4 mTargetColor; ///< Event-side storage for color
2029 Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
2030 Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
2031 Vector3 mTargetScale; ///< Event-side storage for scale
2032 Vector3 mAnimatedSize; ///< Event-side storage for size animation
2033 Vector2 mTouchArea; ///< touch area
2035 std::string mName; ///< Name of the actor
2036 uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
2037 int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
2038 uint16_t mUseAnimatedSize; ///< Whether the size is animated.
2040 const bool mIsRoot : 1; ///< Flag to identify the root actor
2041 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
2042 bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
2043 bool mSensitive : 1; ///< Whether the actor emits touch event signals
2044 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
2045 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
2046 bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
2047 bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
2048 bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
2049 bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
2050 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
2051 bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
2052 bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
2053 bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
2054 bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
2055 LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
2056 DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
2057 ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
2058 ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
2059 DevelBlendEquation::Type mBlendEquation : 16;///< Cached: Determines which blend equation will be used to render renderers.
2060 bool mIsBlendEquationSet : 1; ///< Flag to identify whether the Blend equation is set
2064 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
2066 struct PropertyHandler;
2067 struct SiblingHandler;
2070 } // namespace Internal
2072 // Helpers for public-api forwarding methods
2074 inline Internal::Actor& GetImplementation( Dali::Actor& actor )
2076 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2078 BaseObject& handle = actor.GetBaseObject();
2080 return static_cast< Internal::Actor& >( handle );
2083 inline const Internal::Actor& GetImplementation( const Dali::Actor& actor )
2085 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2087 const BaseObject& handle = actor.GetBaseObject();
2089 return static_cast< const Internal::Actor& >( handle );
2094 #endif // DALI_INTERNAL_ACTOR_H