1 #ifndef DALI_INTERNAL_ACTOR_H
2 #define DALI_INTERNAL_ACTOR_H
5 * Copyright (c) 2022 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/public-api/common/dali-common.h>
27 #include <dali/public-api/common/vector-wrapper.h>
28 #include <dali/public-api/events/gesture.h>
29 #include <dali/public-api/math/viewport.h>
30 #include <dali/public-api/object/ref-object.h>
31 #include <dali/public-api/size-negotiation/relayout-container.h>
33 #include <dali/devel-api/actors/actor-devel.h>
34 #include <dali/devel-api/rendering/renderer-devel.h>
36 #include <dali/integration-api/events/touch-event-integ.h>
38 #include <dali/internal/common/const-string.h>
39 #include <dali/internal/common/internal-constants.h>
40 #include <dali/internal/common/memory-pool-object-allocator.h>
41 #include <dali/internal/event/actors/actor-declarations.h>
42 #include <dali/internal/event/actors/actor-parent-impl.h>
43 #include <dali/internal/event/actors/actor-parent.h>
44 #include <dali/internal/event/actors/actor-renderer-container.h>
45 #include <dali/internal/event/actors/actor-sizer.h>
46 #include <dali/internal/event/common/object-impl.h>
47 #include <dali/internal/event/common/stage-def.h>
48 #include <dali/internal/update/nodes/node-declarations.h>
60 class ActorGestureData;
66 class ActorDepthTreeNode;
67 using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
70 * Actor is the primary object with which Dali applications interact.
71 * UI controls can be built by combining multiple actors.
72 * Multi-Touch events are received through signals emitted by the actor tree.
74 * An Actor is a proxy for a Node in the scene graph.
75 * When an Actor is added to the Stage, it creates a node and connects it to the scene graph.
76 * The scene-graph can be updated in a separate thread, so the connection is done using an asynchronous message.
77 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
79 class Actor : public Object, public ActorParent
84 * @return A smart-pointer to the newly allocated Actor.
86 static ActorPtr New();
89 * Helper to create node for derived classes who don't have their own node type
90 * @return pointer to newly created unique node
92 static const SceneGraph::Node* CreateNode();
95 * Retrieve the name of the actor.
98 std::string_view GetName() const
100 return mName.GetStringView();
104 * Set the name of the actor.
105 * @param[in] name The new name.
107 void SetName(std::string_view name);
110 * @copydoc Dali::Actor::GetId
112 uint32_t GetId() const;
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 Scene.
134 * Query whether the actor has any renderers.
135 * @return True if the actor is renderable.
137 bool IsRenderable() const
139 // inlined as this is called a lot in hit testing
140 return mRenderers && !mRenderers->IsEmpty();
144 * Query whether the actor is of class Dali::Layer
145 * @return True if the actor is a layer.
149 // inlined as this is called a lot in hit testing
154 * Gets the layer in which the actor is present
155 * @return The layer, which will be uninitialized if the actor is off-stage.
157 Dali::Layer GetLayer();
160 * @copydoc Dali::Internal::ActorParent::Add()
162 void Add(Actor& child, bool notify = true) override;
165 * @copydoc Dali::Internal::ActorParent::Remove()
167 void Remove(Actor& child, bool notify = true) override;
170 * @copydoc Dali::DevelActor::SwitchParent()
172 void SwitchParent(Actor& newParent);
175 * @copydoc Dali::Actor::Unparent
180 * @copydoc Dali::Internal::ActorParent::GetChildCount()
182 uint32_t GetChildCount() const override;
185 * @copydoc Dali::Internal::ActorParent::GetChildAt
187 ActorPtr GetChildAt(uint32_t index) const override;
190 * Retrieve a reference to Actor's children.
191 * @note Not for public use.
192 * @return A reference to the container of children.
193 * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method.
195 ActorContainer& GetChildrenInternal();
198 * @copydoc Dali::Internal::ActorParent::FindChildByName
200 ActorPtr FindChildByName(ConstString actorName) override;
203 * @copydoc Dali::Internal::ActorParent::FindChildById
205 ActorPtr FindChildById(const uint32_t id) override;
208 * @copydoc Dali::Internal::ActorParent::UnparentChildren
210 void UnparentChildren() override;
213 * Retrieve the parent of an Actor.
214 * @return The parent actor, or NULL if the Actor does not have a parent.
216 Actor* GetParent() const
218 return static_cast<Actor*>(mParent);
222 * Calculates screen position and size.
224 * @return pair of two values, position of top-left corner on screen and size respectively.
226 Rect<> CalculateScreenExtents() const;
229 * @copydoc DevelActor::SetNeedGesturePropagation.
231 void SetNeedGesturePropagation(bool propagation)
233 mNeedGesturePropagation = propagation;
237 * Retrieve need gesture propagation value
238 * @return The actor's need gesture propagation value.
240 bool NeedGesturePropagation() const
242 return mNeedGesturePropagation;
246 * Sets the size of an actor.
247 * This does not interfere with the actors scale factor.
248 * @param [in] width The new width.
249 * @param [in] height The new height.
251 void SetSize(float width, float height);
254 * Sets the size of an actor.
255 * This does not interfere with the actors scale factor.
256 * @param [in] width The size of the actor along the x-axis.
257 * @param [in] height The size of the actor along the y-axis.
258 * @param [in] depth The size of the actor along the z-axis.
260 void SetSize(float width, float height, float depth);
263 * Sets the size of an actor.
264 * This does not interfere with the actors scale factor.
265 * @param [in] size The new size.
267 void SetSize(const Vector2& size);
270 * Sets the size of an actor.
271 * This does not interfere with the actors scale factor.
272 * @param [in] size The new size.
274 void SetSize(const Vector3& size);
277 * Set the width component of the Actor's size.
278 * @param [in] width The new width component.
280 void SetWidth(float width);
283 * Set the height component of the Actor's size.
284 * @param [in] height The new height component.
286 void SetHeight(float height);
289 * Set the depth component of the Actor's size.
290 * @param [in] depth The new depth component.
292 void SetDepth(float depth);
295 * Retrieve the Actor's size from event side.
296 * This size will be the size set or if animating then the target size.
297 * @return The Actor's size.
299 Vector3 GetTargetSize() const;
302 * Retrieve the Actor's size from update side.
303 * This size will be the size set or animating but will be a frame behind.
304 * @return The Actor's size.
306 const Vector3& GetCurrentSize() const;
309 * Return the natural size of the actor
311 * @return The actor's natural size
313 virtual Vector3 GetNaturalSize() const;
316 * Set the origin of an actor, within its parent's area.
317 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
318 * and (1.0, 1.0, 0.5) is the bottom-right corner.
319 * The default parent-origin is top-left (0.0, 0.0, 0.5).
320 * An actor position is the distance between this origin, and the actors anchor-point.
321 * @param [in] origin The new parent-origin.
323 void SetParentOrigin(const Vector3& origin);
326 * Retrieve the parent-origin of an actor.
327 * @return The parent-origin.
329 const Vector3& GetCurrentParentOrigin() const;
332 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
333 * (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.
334 * The default anchor point is top-left (0.0, 0.0, 0.5).
335 * An actor position is the distance between its parent-origin, and this anchor-point.
336 * An actor's rotation is centered around its anchor-point.
337 * @param [in] anchorPoint The new anchor-point.
339 void SetAnchorPoint(const Vector3& anchorPoint);
342 * Retrieve the anchor-point of an actor.
343 * @return The anchor-point.
345 const Vector3& GetCurrentAnchorPoint() const;
348 * If the position uses the anchor point, return the anchor point, otherwise
350 * @return The anchor point for positioning.
352 Vector3 GetAnchorPointForPosition() const;
355 * Sets the position of the Actor.
356 * The coordinates are relative to the Actor's parent.
357 * The Actor's z position will be set to 0.0f.
358 * @param [in] x The new x position
359 * @param [in] y The new y position
361 void SetPosition(float x, float y);
364 * Sets the position of the Actor.
365 * The coordinates are relative to the Actor's parent.
366 * @param [in] x The new x position
367 * @param [in] y The new y position
368 * @param [in] z The new z position
370 void SetPosition(float x, float y, float z);
373 * Sets the position of the Actor.
374 * The coordinates are relative to the Actor's parent.
375 * @param [in] position The new position.
377 void SetPosition(const Vector3& position);
380 * Set the position of an actor along the X-axis.
381 * @param [in] x The new x position
386 * Set the position of an actor along the Y-axis.
387 * @param [in] y The new y position.
392 * Set the position of an actor along the Z-axis.
393 * @param [in] z The new z position
398 * Translate an actor relative to its existing position.
399 * @param[in] distance The actor will move by this distance.
401 void TranslateBy(const Vector3& distance);
404 * Retrieve the position of the Actor.
405 * The coordinates are relative to the Actor's parent.
406 * @return the Actor's position.
408 const Vector3& GetCurrentPosition() const;
411 * Retrieve the target position of the Actor.
412 * The coordinates are relative to the Actor's parent.
413 * @return the Actor's position.
415 const Vector3& GetTargetPosition() const
417 return mTargetPosition;
421 * @copydoc Dali::Actor::GetCurrentWorldPosition()
423 const Vector3& GetCurrentWorldPosition() const;
426 * @copydoc Dali::Actor::SetInheritPosition()
428 void SetInheritPosition(bool inherit);
431 * @copydoc Dali::Actor::IsPositionInherited()
433 bool IsPositionInherited() const
435 return mInheritPosition;
439 * Sets the orientation of the Actor.
440 * @param [in] angleRadians The new orientation angle in radians.
441 * @param [in] axis The new axis of orientation.
443 void SetOrientation(const Radian& angleRadians, const Vector3& axis);
446 * Sets the orientation of the Actor.
447 * @param [in] orientation The new orientation.
449 void SetOrientation(const Quaternion& orientation);
452 * Rotate an actor around its existing rotation axis.
453 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
454 * @param[in] axis The axis of the rotation to combine with the existing rotation.
456 void RotateBy(const Radian& angleRadians, const Vector3& axis);
459 * Apply a relative rotation to an actor.
460 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
462 void RotateBy(const Quaternion& relativeRotation);
465 * Retreive the Actor's orientation.
466 * @return the orientation.
468 const Quaternion& GetCurrentOrientation() const;
471 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
472 * Switching this off means that using SetOrientation() sets the actor's world orientation.
473 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
475 void SetInheritOrientation(bool inherit);
478 * Returns whether the actor inherit's it's parent's orientation.
479 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
481 bool IsOrientationInherited() const
483 return mInheritOrientation;
487 * Sets the factor of the parents size used for the child actor.
488 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
489 * @param[in] factor The vector to multiply the parents size by to get the childs size.
491 void SetSizeModeFactor(const Vector3& factor);
494 * Gets the factor of the parents size used for the child actor.
495 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
496 * @return The vector being used to multiply the parents size by to get the childs size.
498 const Vector3& GetSizeModeFactor() const;
501 * @copydoc Dali::Actor::GetCurrentWorldOrientation()
503 const Quaternion& GetCurrentWorldOrientation() const;
506 * Sets a scale factor applied to an actor.
507 * @param [in] scale The scale factor applied on all axes.
509 void SetScale(float scale);
512 * Sets a scale factor applied to an actor.
513 * @param [in] scaleX The scale factor applied along the x-axis.
514 * @param [in] scaleY The scale factor applied along the y-axis.
515 * @param [in] scaleZ The scale factor applied along the z-axis.
517 void SetScale(float scaleX, float scaleY, float scaleZ);
520 * Sets a scale factor applied to an actor.
521 * @param [in] scale A vector representing the scale factor for each axis.
523 void SetScale(const Vector3& scale);
526 * Set the x component of the scale factor.
527 * @param [in] x The new x value.
529 void SetScaleX(float x);
532 * Set the y component of the scale factor.
533 * @param [in] y The new y value.
535 void SetScaleY(float y);
538 * Set the z component of the scale factor.
539 * @param [in] z The new z value.
541 void SetScaleZ(float z);
544 * Apply a relative scale to an actor.
545 * @param[in] relativeScale The scale to combine with the actors existing scale.
547 void ScaleBy(const Vector3& relativeScale);
550 * Retrieve the scale factor applied to an actor.
551 * @return A vector representing the scale factor for each axis.
553 const Vector3& GetCurrentScale() const;
556 * @copydoc Dali::Actor::GetCurrentWorldScale()
558 const Vector3& GetCurrentWorldScale() const;
561 * @copydoc Dali::Actor::SetInheritScale()
563 void SetInheritScale(bool inherit);
566 * @copydoc Dali::Actor::IsScaleInherited()
568 bool IsScaleInherited() const
570 return mInheritScale;
574 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
576 Matrix GetCurrentWorldMatrix() const;
581 * Sets the visibility flag of an actor.
582 * @param[in] visible The new visibility flag.
584 void SetVisible(bool visible);
587 * Retrieve the visibility flag of an actor.
588 * @return The visibility flag.
590 bool IsVisible() const;
593 * Sets the opacity of an actor.
594 * @param [in] opacity The new opacity.
596 void SetOpacity(float opacity);
599 * Retrieve the actor's opacity.
600 * @return The actor's opacity.
602 float GetCurrentOpacity() const;
605 * Retrieve the actor's clipping mode.
606 * @return The actor's clipping mode (cached)
608 ClippingMode::Type GetClippingMode() const
610 return mClippingMode;
614 * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
615 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
616 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
617 * hover event signal will be emitted.
619 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
621 * actor.SetSensitive(false);
624 * Then, to re-enable the touch or hover event signal emission, the application should call:
626 * actor.SetSensitive(true);
629 * @see SignalTouch() and SignalHover().
630 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
631 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
633 void SetSensitive(bool sensitive)
635 mSensitive = sensitive;
639 * Query whether an actor emits touch or hover event signals.
640 * @see SetSensitive(bool)
641 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
643 bool IsSensitive() const
649 * @copydoc Dali::Actor::SetDrawMode
651 void SetDrawMode(DrawMode::Type drawMode);
654 * @copydoc Dali::Actor::GetDrawMode
656 DrawMode::Type GetDrawMode() const
662 * @copydoc Dali::Actor::IsOverlay
664 bool IsOverlay() const
666 return (DrawMode::OVERLAY_2D == mDrawMode);
670 * Sets the actor's color. The final color of actor depends on its color mode.
671 * This final color is applied to the drawable elements of an actor.
672 * @param [in] color The new color.
674 void SetColor(const Vector4& color);
677 * Set the red component of the color.
678 * @param [in] red The new red component.
680 void SetColorRed(float red);
683 * Set the green component of the color.
684 * @param [in] green The new green component.
686 void SetColorGreen(float green);
689 * Set the blue component of the scale factor.
690 * @param [in] blue The new blue value.
692 void SetColorBlue(float blue);
695 * Retrieve the actor's color.
698 const Vector4& GetCurrentColor() const;
701 * Sets the actor's color mode.
702 * Color mode specifies whether Actor uses its own color or inherits its parent color
703 * @param [in] colorMode to use.
705 void SetColorMode(ColorMode colorMode);
708 * Returns the actor's color mode.
709 * @return currently used colorMode.
711 ColorMode GetColorMode() const
717 * @copydoc Dali::Actor::GetCurrentWorldColor()
719 const Vector4& GetCurrentWorldColor() const;
722 * @copydoc Dali::Actor::GetHierarchyDepth()
724 inline int32_t GetHierarchyDepth() const
735 * Get the actor's sorting depth
737 * @return The depth used for hit-testing and renderer sorting
739 inline uint32_t GetSortingDepth()
745 * Set the actor's sorted depth. Used during recreation of depth tree
746 * @param[in] sortedDepth the new sorted depth
748 inline void SetSortingDepth(uint32_t sortedDepth)
750 mSortedDepth = sortedDepth;
754 // Size negotiation virtual functions
757 * @brief Called after the size negotiation has been finished for this control.
759 * The control is expected to assign this given size to itself/its children.
761 * Should be overridden by derived classes if they need to layout
762 * actors differently after certain operations like add or remove
763 * actors, resize or after changing specific properties.
765 * Note! As this function is called from inside the size negotiation algorithm, you cannot
766 * call RequestRelayout (the call would just be ignored)
768 * @param[in] size The allocated size.
769 * @param[in,out] container The control should add actors to this container that it is not able
770 * to allocate a size for.
772 virtual void OnRelayout(const Vector2& size, RelayoutContainer& container)
777 * @brief Notification for deriving classes when the resize policy is set
779 * @param[in] policy The policy being set
780 * @param[in] dimension The dimension the policy is being set for
782 virtual void OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
787 * @brief Virtual method to notify deriving classes that relayout dependencies have been
788 * met and the size for this object is about to be calculated for the given dimension
790 * @param dimension The dimension that is about to be calculated
792 virtual void OnCalculateRelayoutSize(Dimension::Type dimension)
797 * @brief Virtual method to notify deriving classes that the size for a dimension
798 * has just been negotiated
800 * @param[in] size The new size for the given dimension
801 * @param[in] dimension The dimension that was just negotiated
803 virtual void OnLayoutNegotiated(float size, Dimension::Type dimension)
808 * @brief Determine if this actor is dependent on it's children for relayout
810 * @param dimension The dimension(s) to check for
811 * @return Return if the actor is dependent on it's children
813 virtual bool RelayoutDependentOnChildren(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
816 * @brief Calculate the size for a child
818 * @param[in] child The child actor to calculate the size for
819 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
820 * @return Return the calculated size for the given dimension
822 virtual float CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension);
825 * @brief This method is called during size negotiation when a height is required for a given width.
827 * Derived classes should override this if they wish to customize the height returned.
829 * @param width to use.
830 * @return the height based on the width.
832 virtual float GetHeightForWidth(float width);
835 * @brief This method is called during size negotiation when a width is required for a given height.
837 * Derived classes should override this if they wish to customize the width returned.
839 * @param height to use.
840 * @return the width based on the width.
842 virtual float GetWidthForHeight(float height);
848 * @brief Called by the RelayoutController to negotiate the size of an actor.
850 * The size allocated by the the algorithm is passed in which the
851 * actor must adhere to. A container is passed in as well which
852 * the actor should populate with actors it has not / or does not
853 * need to handle in its size negotiation.
855 * @param[in] size The allocated size.
856 * @param[in,out] container The container that holds actors that are fed back into the
857 * RelayoutController algorithm.
859 void NegotiateSize(const Vector2& size, RelayoutContainer& container);
862 * @copydoc Dali::Actor::SetResizePolicy()
864 void SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
867 * @copydoc Dali::Actor::GetResizePolicy()
869 ResizePolicy::Type GetResizePolicy(Dimension::Type dimension) const;
872 * @brief Set the size negotiation relayout enabled on this actor
874 * @param[in] relayoutEnabled Boolean to enable or disable relayout
876 void SetRelayoutEnabled(bool relayoutEnabled);
879 * @brief Return if relayout is enabled
881 * @return Return if relayout is enabled or not for this actor
883 bool IsRelayoutEnabled() const;
886 * @brief Mark an actor as having it's layout dirty
887 * @note Only called from RelayoutController
889 * @param dirty Whether to mark actor as dirty or not
890 * @param dimension The dimension(s) to mark as dirty
892 void SetLayoutDirty(bool dirty, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
895 * @brief Return if any of an actor's dimensions are marked as dirty
896 * @note Only called from RelayoutController
898 * @param dimension The dimension(s) to check
899 * @return Return if any of the requested dimensions are dirty
901 bool IsLayoutDirty(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
904 * @brief Returns if relayout is enabled and the actor is not dirty
905 * @note Only called from RelayoutController
907 * @return Return if it is possible to relayout the actor
909 bool RelayoutPossible(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
912 * @brief Returns if relayout is enabled and the actor is dirty
913 * @note Only called from RelayoutController
915 * @return Return if it is required to relayout the actor
917 bool RelayoutRequired(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
920 * @brief Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene)
922 * This method is automatically called from OnSceneConnection(), OnChildAdd(),
923 * OnChildRemove(), SetSizePolicy(), SetMinimumSize() and SetMaximumSize().
925 * This method can also be called from a derived class every time it needs a different size.
926 * At the end of event processing, the relayout process starts and
927 * all controls which requested Relayout will have their sizes (re)negotiated.
929 * @note RelayoutRequest() can be called multiple times; the size negotiation is still
930 * only performed once, i.e. there is no need to keep track of this in the calling side.
932 void RelayoutRequest(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
935 * @brief Determine if this actor is dependent on it's parent for relayout
936 * @note Only called from RelayoutController
938 * @param dimension The dimension(s) to check for
939 * @return Return if the actor is dependent on it's parent
941 bool RelayoutDependentOnParent(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
944 * @brief Determine if this actor has another dimension depedent on the specified one
945 * @note Only called from RelayoutController
947 * @param dimension The dimension to check for
948 * @param dependentDimension The dimension to check for dependency with
949 * @return Return if the actor is dependent on this dimension
951 bool RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension);
954 * @brief Set the padding for a dimension
956 * @param[in] padding Padding for the dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
957 * @param[in] dimension The dimension to set
959 void SetPadding(const Vector2& padding, Dimension::Type dimension);
962 * Return the value of padding for the given dimension
964 * @param dimension The dimension to retrieve
965 * @return Return the value of padding for the dimension
967 Vector2 GetPadding(Dimension::Type dimension) const;
970 * @brief Return the amount of size allocated for relayout
972 * May include padding
974 * @param[in] dimension The dimension to retrieve
975 * @return Return the size
977 float GetRelayoutSize(Dimension::Type dimension) const;
980 * @brief Flag the actor as having it's layout dimension negotiated.
982 * @param[in] negotiated The status of the flag to set.
983 * @param[in] dimension The dimension to set the flag for
985 void SetLayoutNegotiated(bool negotiated, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
988 * @brief Test whether the layout dimension for this actor has been negotiated or not.
990 * @param[in] dimension The dimension to determine the value of the flag for
991 * @return Return if the layout dimension is negotiated or not.
993 bool IsLayoutNegotiated(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
996 * @brief provides the Actor implementation of GetHeightForWidth
997 * @param width to use.
998 * @return the height based on the width.
1000 float GetHeightForWidthBase(float width);
1003 * @brief provides the Actor implementation of GetWidthForHeight
1004 * @param height to use.
1005 * @return the width based on the height.
1007 float GetWidthForHeightBase(float height);
1010 * @brief provides the Actor implementation of CalculateChildSize
1012 * @param[in] child The child actor to calculate the size for
1013 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
1014 * @return Return the calculated size for the given dimension
1016 float CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension);
1019 * @brief Determine if this actor is dependent on it's children for relayout.
1021 * @param dimension The dimension(s) to check for
1022 * @return Return if the actor is dependent on it's children
1024 bool RelayoutDependentOnChildrenBase(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1027 * @copydoc Dali::Actor::SetMinimumSize
1029 void SetMinimumSize(float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1032 * @copydoc Dali::Actor::GetMinimumSize
1034 float GetMinimumSize(Dimension::Type dimension) const;
1037 * @copydoc Dali::Actor::SetMaximumSize
1039 void SetMaximumSize(float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1042 * @copydoc Dali::Actor::GetMaximumSize
1044 float GetMaximumSize(Dimension::Type dimension) const;
1047 * @copydoc Dali::Actor::AddRenderer()
1049 uint32_t AddRenderer(Renderer& renderer);
1052 * @copydoc Dali::Actor::GetRendererCount()
1054 uint32_t GetRendererCount() const;
1057 * @copydoc Dali::Actor::GetRendererAt()
1059 RendererPtr GetRendererAt(uint32_t index);
1062 * @copydoc Dali::Actor::RemoveRenderer()
1064 void RemoveRenderer(Renderer& renderer);
1067 * @copydoc Dali::Actor::RemoveRenderer()
1069 void RemoveRenderer(uint32_t index);
1072 * @brief Set BlendEquation at each renderer that added on this Actor.
1074 void SetBlendEquation(DevelBlendEquation::Type blendEquation);
1077 * @brief Get Blend Equation that applied to this Actor
1079 DevelBlendEquation::Type GetBlendEquation() const;
1082 * @brief Set this Actor is transparent or not without any affection on the child Actors.
1084 void SetTransparent(bool transparent);
1087 * @brief Get this Actor is transparent or not.
1089 bool IsTransparent() const;
1093 * Converts screen coordinates into the actor's coordinate system.
1094 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1095 * @param[out] localX On return, the X-coordinate relative to the actor.
1096 * @param[out] localY On return, the Y-coordinate relative to the actor.
1097 * @param[in] screenX The screen X-coordinate.
1098 * @param[in] screenY The screen Y-coordinate.
1099 * @return True if the conversion succeeded.
1101 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1104 * Converts screen coordinates into the actor's coordinate system.
1105 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1106 * @param[in] renderTask The render-task used to display the actor.
1107 * @param[out] localX On return, the X-coordinate relative to the actor.
1108 * @param[out] localY On return, the Y-coordinate relative to the actor.
1109 * @param[in] screenX The screen X-coordinate.
1110 * @param[in] screenY The screen Y-coordinate.
1111 * @return True if the conversion succeeded.
1113 bool ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const;
1116 * Converts from the actor's coordinate system to screen coordinates.
1117 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1118 * @param[in] viewMatrix The view-matrix
1119 * @param[in] projectionMatrix The projection-matrix
1120 * @param[in] viewport The view-port
1121 * @param[out] localX On return, the X-coordinate relative to the actor.
1122 * @param[out] localY On return, the Y-coordinate relative to the actor.
1123 * @param[in] screenX The screen X-coordinate.
1124 * @param[in] screenY The screen Y-coordinate.
1125 * @return True if the conversion succeeded.
1127 bool ScreenToLocal(const Matrix& viewMatrix,
1128 const Matrix& projectionMatrix,
1129 const Viewport& viewport,
1133 float screenY) const;
1136 * Sets whether the actor should receive a notification when touch or hover motion events leave
1137 * the boundary of the actor.
1139 * @note By default, this is set to false as most actors do not require this.
1140 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1142 * @param[in] required Should be set to true if a Leave event is required
1144 void SetLeaveRequired(bool required)
1146 mLeaveRequired = required;
1150 * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1151 * the boundary of the actor.
1152 * @return true if a Leave event is required, false otherwise.
1154 bool GetLeaveRequired() const
1156 return mLeaveRequired;
1160 * @copydoc Dali::Actor::SetKeyboardFocusable()
1162 void SetKeyboardFocusable(bool focusable)
1164 mKeyboardFocusable = focusable;
1168 * @copydoc Dali::Actor::IsKeyboardFocusable()
1170 bool IsKeyboardFocusable() const
1172 return mKeyboardFocusable;
1176 * @copydoc Dali::Actor::SetKeyboardFocusableChildren()
1178 void SetKeyboardFocusableChildren(bool focusable)
1180 mKeyboardFocusableChildren = focusable;
1184 * @copydoc Dali::Actor::AreChildrenKeyBoardFocusable()
1186 bool AreChildrenKeyBoardFocusable() const
1188 return mKeyboardFocusableChildren;
1192 * Set whether this view can focus by touch.
1193 * @param[in] focusable focuable by touch.
1195 void SetTouchFocusable(bool focusable)
1197 mTouchFocusable = focusable;
1201 * This returns whether this actor can focus by touch.
1202 * @return true if this actor can focus by touch.
1204 bool IsTouchFocusable() const
1206 return mTouchFocusable;
1210 * Query whether the application or derived actor type requires hit-test result events.
1211 * @return True if hit-test result events are required.
1213 bool IsHitTestResultRequired() const
1215 return !mHitTestResultSignal.Empty();
1219 * Query whether the application or derived actor type requires intercept touch events.
1220 * @return True if intercept touch events are required.
1222 bool GetInterceptTouchRequired() const
1224 return !mInterceptTouchedSignal.Empty();
1228 * Query whether the application or derived actor type requires touch events.
1229 * @return True if touch events are required.
1231 bool GetTouchRequired() const
1233 return !mTouchedSignal.Empty();
1237 * Query whether the application or derived actor type requires hover events.
1238 * @return True if hover events are required.
1240 bool GetHoverRequired() const
1242 return !mHoveredSignal.Empty();
1246 * Query whether the application or derived actor type requires wheel events.
1247 * @return True if wheel events are required.
1249 bool GetWheelEventRequired() const
1251 return !mWheelEventSignal.Empty();
1255 * Query whether the actor is actually hittable. This method checks whether the actor is
1256 * sensitive, has the visibility flag set to true and is not fully transparent.
1257 * @return true, if it can be hit, false otherwise.
1259 bool IsHittable() const
1261 return IsSensitive() && IsVisible() && (GetCurrentWorldColor().a > FULLY_TRANSPARENT) && IsNodeConnected();
1265 * Query whether the actor captures all touch after it starts even if touch leaves its boundary.
1266 * @return true, if it captures all touch after start
1268 bool CapturesAllTouchAfterStart() const
1270 return mCaptureAllTouchAfterStart;
1274 * Sets the touch area offset of an actor.
1275 * @param [in] offset The new offset of area (left, right, bottom, top).
1277 void SetTouchAreaOffset(Rect<int> offset)
1279 mTouchAreaOffset = offset;
1283 * Retrieve the Actor's touch area offset.
1284 * @return The Actor's touch area offset.
1286 const Rect<int>& GetTouchAreaOffset() const
1288 return mTouchAreaOffset;
1294 * Retrieve the gesture data associated with this actor. The first call to this method will
1295 * allocate space for the ActorGestureData so this should only be called if an actor really does
1297 * @return Reference to the ActorGestureData for this actor.
1298 * @note Once the gesture-data is created for an actor it is likely that gestures are required
1299 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
1301 ActorGestureData& GetGestureData();
1304 * Queries whether the actor requires the gesture type.
1305 * @param[in] type The gesture type.
1306 * @return True if the gesture is required, false otherwise.
1308 bool IsGestureRequired(GestureType::Value type) const;
1313 * Used by the EventProcessor to emit intercept touch event signals.
1314 * @param[in] touch The touch data.
1315 * @return True if the event was intercepted.
1317 bool EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch);
1320 * Used by the EventProcessor to emit touch event signals.
1321 * @param[in] touch The touch data.
1322 * @return True if the event was consumed.
1324 bool EmitTouchEventSignal(const Dali::TouchEvent& touch);
1327 * Used by the EventProcessor to emit hover event signals.
1328 * @param[in] event The hover event.
1329 * @return True if the event was consumed.
1331 bool EmitHoverEventSignal(const Dali::HoverEvent& event);
1334 * Used by the EventProcessor to emit wheel event signals.
1335 * @param[in] event The wheel event.
1336 * @return True if the event was consumed.
1338 bool EmitWheelEventSignal(const Dali::WheelEvent& event);
1341 * @brief Emits the visibility change signal for this actor and all its children.
1342 * @param[in] visible Whether the actor has become visible or not.
1343 * @param[in] type Whether the actor's visible property has changed or a parent's.
1345 void EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type);
1348 * @brief Emits the layout direction change signal for this actor and all its children.
1349 * @param[in] type Whether the actor's layout direction property has changed or a parent's.
1351 void EmitLayoutDirectionChangedSignal(LayoutDirection::Type type);
1354 * Used by the EventProcessor to emit hit-test result touch event signals.
1355 * @param[in] point The point of event touched.
1356 * @param[in] hitPointLocal The hit point in the Actor's local reference system.
1357 * @param[in] timeStamp The time the event occurred.
1358 * @return True if the event was consumed.
1360 bool EmitHitTestResultSignal(Integration::Point point, Vector2 hitPointLocal, uint32_t timeStamp);
1363 * @copydoc DevelActor::HitTestResultSignal()
1365 Dali::Actor::TouchEventSignalType& HitTestResultSignal()
1367 return mHitTestResultSignal;
1371 * @copydoc DevelActor::InterceptTouchedSignal()
1373 Dali::Actor::TouchEventSignalType& InterceptTouchedSignal()
1375 return mInterceptTouchedSignal;
1379 * @copydoc Dali::Actor::TouchedSignal()
1381 Dali::Actor::TouchEventSignalType& TouchedSignal()
1383 return mTouchedSignal;
1387 * @copydoc Dali::Actor::HoveredSignal()
1389 Dali::Actor::HoverSignalType& HoveredSignal()
1391 return mHoveredSignal;
1395 * @copydoc Dali::Actor::WheelEventSignal()
1397 Dali::Actor::WheelEventSignalType& WheelEventSignal()
1399 return mWheelEventSignal;
1403 * @copydoc Dali::Actor::OnSceneSignal()
1405 Dali::Actor::OnSceneSignalType& OnSceneSignal()
1407 return mOnSceneSignal;
1411 * @copydoc Dali::Actor::OffSceneSignal()
1413 Dali::Actor::OffSceneSignalType& OffSceneSignal()
1415 return mOffSceneSignal;
1419 * @copydoc Dali::Actor::OnRelayoutSignal()
1421 Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal()
1423 return mOnRelayoutSignal;
1427 * @copydoc DevelActor::VisibilityChangedSignal
1429 DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal()
1431 return mVisibilityChangedSignal;
1435 * @copydoc LayoutDirectionChangedSignal
1437 Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal()
1439 return mLayoutDirectionChangedSignal;
1443 * @copydoc DevelActor::ChildAddedSignal
1445 DevelActor::ChildChangedSignalType& ChildAddedSignal();
1448 * @copydoc DevelActor::ChildRemovedSignal
1450 DevelActor::ChildChangedSignalType& ChildRemovedSignal();
1453 * @copydoc DevelActor::ChildOrderChangedSignal
1455 DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal();
1461 * For use in derived classes.
1462 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1464 virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize)
1477 * Protected Constructor. See Actor::New().
1478 * The second-phase construction Initialize() member should be called immediately after this.
1479 * @param[in] derivedType The derived type of actor (if any).
1480 * @param[in] reference to the node
1482 Actor(DerivedType derivedType, const SceneGraph::Node& node);
1485 * Second-phase constructor. Must be called immediately after creating a new Actor;
1487 void Initialize(void);
1490 * A reference counted object may only be deleted by calling Unreference()
1495 * Called on a child during Add() when the parent actor is connected to the Scene.
1496 * @param[in] parentDepth The depth of the parent in the hierarchy.
1497 * @param[in] notify Emits notification if set to true.
1499 void ConnectToScene(uint32_t parentDepth, bool notify);
1502 * Connect the Node associated with this Actor to the scene-graph.
1504 void ConnectToSceneGraph();
1507 * Helper for ConnectToScene, to notify a connected actor through the public API.
1508 * @param[in] notify Emits notification if set to true.
1510 void NotifyStageConnection(bool notify);
1513 * Called on a child during Remove() when the actor was previously on the Stage.
1514 * @param[in] notify Emits notification if set to true.
1516 void DisconnectFromStage(bool notify);
1519 * Disconnect the Node associated with this Actor from the scene-graph.
1521 void DisconnectFromSceneGraph();
1524 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1525 * @param[in] notify Emits notification if set to true.
1527 void NotifyStageDisconnection(bool notify);
1530 * When the Actor is OnScene, checks whether the corresponding Node is connected to the scene graph.
1531 * @return True if the Actor is OnScene & has a Node connected to the scene graph.
1533 bool IsNodeConnected() const;
1537 * Trigger a rebuild of the actor depth tree from this root
1538 * If a Layer3D is encountered, then this doesn't descend any further.
1539 * The mSortedDepth of each actor is set appropriately.
1541 void RebuildDepthTree();
1544 // Default property extensions from Object
1547 * @copydoc Dali::Internal::Object::SetDefaultProperty()
1549 void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue) override;
1552 * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
1554 void SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value) override;
1557 * @copydoc Dali::Internal::Object::GetDefaultProperty()
1559 Property::Value GetDefaultProperty(Property::Index index) const override;
1562 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
1564 Property::Value GetDefaultPropertyCurrentValue(Property::Index index) const override;
1567 * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
1569 void OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType) override;
1572 * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
1574 const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty(Property::Index index) const override;
1577 * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
1579 const PropertyInputImpl* GetSceneObjectInputProperty(Property::Index index) const override;
1582 * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
1584 int32_t GetPropertyComponentIndex(Property::Index index) const override;
1587 * @copydoc Dali::Internal::Object::IsAnimationPossible()
1589 bool IsAnimationPossible() const override
1595 * Retrieve the actor's node.
1596 * @return The node used by this actor
1598 const SceneGraph::Node& GetNode() const;
1601 * @copydoc Dali::DevelActor::Raise()
1606 * @copydoc Dali::DevelActor::Lower()
1611 * @copydoc Dali::DevelActor::RaiseToTop()
1616 * @copydoc Dali::DevelActor::LowerToBottom()
1618 void LowerToBottom();
1621 * @copydoc Dali::DevelActor::RaiseAbove()
1623 void RaiseAbove(Internal::Actor& target);
1626 * @copydoc Dali::DevelActor::LowerBelow()
1628 void LowerBelow(Internal::Actor& target);
1632 * Sets the scene which this actor is added to.
1633 * @param[in] scene The scene
1635 void SetScene(Scene& scene)
1641 * Gets the scene which this actor is added to.
1644 Scene& GetScene() const
1649 LayoutDirection::Type GetLayoutDirection() const
1651 return mLayoutDirection;
1664 // Remove default constructor and copy constructor
1666 Actor(const Actor&) = delete;
1667 Actor& operator=(const Actor& rhs) = delete;
1670 * Set the actor's parent.
1671 * @param[in] parent The new parent.
1672 * @param[in] notify Emits notification if set to true. Default is true.
1674 void SetParent(ActorParent* parent, bool notify = true);
1677 * For use in derived classes, called after Initialize()
1679 virtual void OnInitialize()
1684 * For use in internal derived classes.
1685 * This is called during ConnectToScene(), after the actor has finished adding its node to the scene-graph.
1686 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1688 virtual void OnSceneConnectionInternal()
1693 * For use in internal derived classes.
1694 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1695 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1697 virtual void OnSceneDisconnectionInternal()
1702 * For use in external (CustomActor) derived classes.
1703 * This is called after the atomic ConnectToScene() traversal has been completed.
1705 virtual void OnSceneConnectionExternal(int depth)
1710 * For use in external (CustomActor) derived classes.
1711 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1713 virtual void OnSceneDisconnectionExternal()
1718 * For use in derived classes; this is called after Add() has added a child.
1719 * @param[in] child The child that was added.
1721 virtual void OnChildAdd(Actor& child)
1726 * For use in derived classes; this is called after Remove() has attempted to remove a child( regardless of whether it succeeded or not ).
1727 * @param[in] child The child that was removed.
1729 virtual void OnChildRemove(Actor& child)
1734 * For use in derived classes.
1735 * This is called after SizeSet() has been called.
1737 virtual void OnSizeSet(const Vector3& targetSize)
1742 * @brief Retrieves the cached event side value of a default property.
1743 * @param[in] index The index of the property
1744 * @param[out] value Is set with the cached value of the property if found.
1745 * @return True if value set, false otherwise.
1747 bool GetCachedPropertyValue(Property::Index index, Property::Value& value) const;
1750 * @brief Retrieves the current value of a default property from the scene-graph.
1751 * @param[in] index The index of the property
1752 * @param[out] value Is set with the current scene-graph value of the property
1753 * @return True if value set, false otherwise.
1755 bool GetCurrentPropertyValue(Property::Index index, Property::Value& value) const;
1758 * Retrieve the parent object of an Actor.
1759 * @return The parent object, or NULL if the Actor does not have a parent.
1761 Object* GetParentObject() const override
1763 return static_cast<Actor*>(mParent);
1767 * @brief Get the current position of the actor in screen coordinates.
1769 * @return Returns the screen position of actor
1771 const Vector2 GetCurrentScreenPosition() const;
1774 * Sets the visibility flag of an actor.
1775 * @param[in] visible The new visibility flag.
1776 * @param[in] sendMessage Whether to send a message to the update thread or not.
1778 void SetVisibleInternal(bool visible, SendMessage::Type sendMessage);
1781 * @copydoc ActorParent::SetSiblingOrderOfChild
1783 void SetSiblingOrderOfChild(Actor& child, uint32_t order) override;
1786 * @copydoc ActorParent::GetSiblingOrderOfChild
1788 uint32_t GetSiblingOrderOfChild(const Actor& child) const override;
1791 * @copydoc ActorParent::RaiseChild
1793 void RaiseChild(Actor& child) override;
1796 * @copydoc ActorParent::LowerChild
1798 void LowerChild(Actor& child) override;
1801 * @copydoc ActorParent::RaiseChildToTop
1803 void RaiseChildToTop(Actor& child) override;
1806 * @copydoc ActorParent::LowerChildToBottom
1808 void LowerChildToBottom(Actor& child) override;
1811 * @copydoc ActorParent::RaiseChildAbove
1813 void RaiseChildAbove(Actor& child, Actor& target) override;
1816 * @copydoc ActorParent::LowerChildBelow()
1818 void LowerChildBelow(Actor& child, Actor& target) override;
1821 * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
1822 * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
1824 void SetInheritLayoutDirection(bool inherit);
1827 * Returns whether the actor inherits it's parent's layout direction.
1828 * @return true if the actor inherits it's parent's layout direction, false otherwise.
1830 bool IsLayoutDirectionInherited() const
1832 return mInheritLayoutDirection;
1836 * @brief Sets the update size hint of an actor.
1837 * @param [in] updateSizeHint The update size hint.
1839 void SetUpdateSizeHint(const Vector2& updateSizeHint);
1842 ActorParentImpl mParentImpl; ///< Implementation of ActorParent;
1843 ActorSizer mSizer; ///< Implementation for managing actor size
1844 ActorParent* mParent; ///< Each actor (except the root) can have one parent
1845 Scene* mScene; ///< The scene the actor is added to
1846 RendererContainer* mRenderers; ///< Renderer container
1847 Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
1848 Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
1849 ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
1852 Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
1853 Dali::Actor::TouchEventSignalType mTouchedSignal;
1854 Dali::Actor::HoverSignalType mHoveredSignal;
1855 Dali::Actor::WheelEventSignalType mWheelEventSignal;
1856 Dali::Actor::OnSceneSignalType mOnSceneSignal;
1857 Dali::Actor::OffSceneSignalType mOffSceneSignal;
1858 Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
1859 DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
1860 Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
1861 Dali::Actor::TouchEventSignalType mHitTestResultSignal;
1863 Quaternion mTargetOrientation; ///< Event-side storage for orientation
1864 Vector4 mTargetColor; ///< Event-side storage for color
1865 Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
1866 Vector3 mTargetScale; ///< Event-side storage for scale
1867 Rect<int> mTouchAreaOffset; ///< touch area offset (left, right, bottom, top)
1869 ConstString mName; ///< Name of the actor
1870 uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
1871 int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
1873 const bool mIsRoot : 1; ///< Flag to identify the root actor
1874 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
1875 bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
1876 bool mSensitive : 1; ///< Whether the actor emits touch event signals
1877 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
1878 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
1879 bool mKeyboardFocusableChildren : 1; ///< Whether the children of this actor can be focusable by keyboard navigation.
1880 bool mTouchFocusable : 1; ///< Whether the actor should be focusable by touch
1881 bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
1882 bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
1883 bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
1884 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
1885 bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
1886 bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
1887 bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
1888 bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
1889 bool mIsBlendEquationSet : 1; ///< Flag to identify whether the Blend equation is set
1890 bool mNeedGesturePropagation : 1; ///< Whether the parent listens for gesture events or not
1891 LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
1892 DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
1893 ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
1894 ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
1895 DevelBlendEquation::Type mBlendEquation : 16; ///< Cached: Determines which blend equation will be used to render renderers.
1898 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
1900 struct PropertyHandler;
1901 struct SiblingHandler;
1903 friend class ActorParentImpl; // Allow impl to call private methods on actor
1904 friend class ActorSizer; // Allow sizer to call private methods on actor
1907 } // namespace Internal
1909 // Helpers for public-api forwarding methods
1911 inline Internal::Actor& GetImplementation(Dali::Actor& actor)
1913 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1915 BaseObject& handle = actor.GetBaseObject();
1917 return static_cast<Internal::Actor&>(handle);
1920 inline const Internal::Actor& GetImplementation(const Dali::Actor& actor)
1922 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1924 const BaseObject& handle = actor.GetBaseObject();
1926 return static_cast<const Internal::Actor&>(handle);
1931 #endif // DALI_INTERNAL_ACTOR_H