1 #ifndef DALI_INTERNAL_ACTOR_H
2 #define DALI_INTERNAL_ACTOR_H
5 * Copyright (c) 2021 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/devel-api/actors/actor-devel.h>
26 #include <dali/devel-api/rendering/renderer-devel.h>
27 #include <dali/internal/common/const-string.h>
28 #include <dali/internal/common/internal-constants.h>
29 #include <dali/internal/common/memory-pool-object-allocator.h>
30 #include <dali/internal/event/actors/actor-declarations.h>
31 #include <dali/internal/event/actors/actor-parent-impl.h>
32 #include <dali/internal/event/actors/actor-parent.h>
33 #include <dali/internal/event/common/object-impl.h>
34 #include <dali/internal/event/common/stage-def.h>
35 #include <dali/internal/update/nodes/node-declarations.h>
36 #include <dali/public-api/actors/actor.h>
37 #include <dali/public-api/common/dali-common.h>
38 #include <dali/public-api/common/vector-wrapper.h>
39 #include <dali/public-api/events/gesture.h>
40 #include <dali/public-api/math/viewport.h>
41 #include <dali/public-api/object/ref-object.h>
42 #include <dali/public-api/size-negotiation/relayout-container.h>
54 class ActorGestureData;
60 using RendererPtr = IntrusivePtr<Renderer>;
61 using RendererContainer = std::vector<RendererPtr>;
62 using RendererIter = RendererContainer::iterator;
64 class ActorDepthTreeNode;
65 using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
68 * Actor is the primary object with which Dali applications interact.
69 * UI controls can be built by combining multiple actors.
70 * Multi-Touch events are received through signals emitted by the actor tree.
72 * An Actor is a proxy for a Node in the scene graph.
73 * When an Actor is added to the Stage, it creates a node and connects it to the scene graph.
74 * The scene-graph can be updated in a separate thread, so the connection is done using an asynchronous message.
75 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
77 class Actor : public Object, public ActorParent
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>;
116 * Create a new actor.
117 * @return A smart-pointer to the newly allocated Actor.
119 static ActorPtr New();
122 * Helper to create node for derived classes who don't have their own node type
123 * @return pointer to newly created unique node
125 static const SceneGraph::Node* CreateNode();
128 * Retrieve the name of the actor.
131 std::string_view GetName() const
133 return mName.GetStringView();
137 * Set the name of the actor.
138 * @param[in] name The new name.
140 void SetName(std::string_view name);
143 * @copydoc Dali::Actor::GetId
145 uint32_t GetId() const;
150 * Query whether an actor is the root actor, which is owned by the Stage.
151 * @return True if the actor is a root actor.
159 * Query whether the actor is connected to the Scene.
167 * Query whether the actor has any renderers.
168 * @return True if the actor is renderable.
170 bool IsRenderable() const
172 // inlined as this is called a lot in hit testing
173 return mRenderers && !mRenderers->empty();
177 * Query whether the actor is of class Dali::Layer
178 * @return True if the actor is a layer.
182 // inlined as this is called a lot in hit testing
187 * Gets the layer in which the actor is present
188 * @return The layer, which will be uninitialized if the actor is off-stage.
190 Dali::Layer GetLayer();
193 * @copydoc Dali::Internal::ActorParent::Add()
195 void Add(Actor& child, bool notify = true) override;
198 * @copydoc Dali::Internal::ActorParent::Remove()
200 void Remove(Actor& child, bool notify = true) override;
203 * @copydoc Dali::DevelActor::SwitchParent()
205 void SwitchParent(Actor& newParent);
208 * @copydoc Dali::Actor::Unparent
213 * @copydoc Dali::Internal::ActorParent::GetChildCount()
215 uint32_t GetChildCount() const override;
218 * @copydoc Dali::Internal::ActorParent::GetChildAt
220 ActorPtr GetChildAt(uint32_t index) const override;
223 * Retrieve a reference to Actor's children.
224 * @note Not for public use.
225 * @return A reference to the container of children.
226 * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method.
228 ActorContainer& GetChildrenInternal();
231 * @copydoc Dali::Internal::ActorParent::FindChildByName
233 ActorPtr FindChildByName(ConstString actorName) override;
236 * @copydoc Dali::Internal::ActorParent::FindChildById
238 ActorPtr FindChildById(const uint32_t id) override;
241 * @copydoc Dali::Internal::ActorParent::UnparentChildren
243 void UnparentChildren() override;
246 * Retrieve the parent of an Actor.
247 * @return The parent actor, or NULL if the Actor does not have a parent.
249 Actor* GetParent() const
251 return static_cast<Actor*>(mParent);
255 * Calculates screen position and size.
257 * @return pair of two values, position of top-left corner on screen and size respectively.
259 Rect<> CalculateScreenExtents() const;
262 * @copydoc DevelActor::SetNeedGesturePropagation.
264 void SetNeedGesturePropagation(bool propagation);
267 * Retrieve need gesture propagation value
268 * @return The actor's need gesture propagation value.
270 bool NeedGesturePropagation();
273 * Sets the size of an actor.
274 * This does not interfere with the actors scale factor.
275 * @param [in] width The new width.
276 * @param [in] height The new height.
278 void SetSize(float width, float height);
281 * Sets the size of an actor.
282 * This does not interfere with the actors scale factor.
283 * @param [in] width The size of the actor along the x-axis.
284 * @param [in] height The size of the actor along the y-axis.
285 * @param [in] depth The size of the actor along the z-axis.
287 void SetSize(float width, float height, float depth);
290 * Sets the size of an actor.
291 * This does not interfere with the actors scale factor.
292 * @param [in] size The new size.
294 void SetSize(const Vector2& size);
297 * Sets the update size for an actor.
299 * @param[in] size The size to set.
301 void SetSizeInternal(const Vector2& size);
304 * Sets the size of an actor.
305 * This does not interfere with the actors scale factor.
306 * @param [in] size The new size.
308 void SetSize(const Vector3& size);
311 * Sets the update size for an actor.
313 * @param[in] size The size to set.
315 void SetSizeInternal(const Vector3& size);
318 * Set the width component of the Actor's size.
319 * @param [in] width The new width component.
321 void SetWidth(float width);
324 * Set the height component of the Actor's size.
325 * @param [in] height The new height component.
327 void SetHeight(float height);
330 * Set the depth component of the Actor's size.
331 * @param [in] depth The new depth component.
333 void SetDepth(float depth);
336 * Retrieve the Actor's size from event side.
337 * This size will be the size set or if animating then the target size.
338 * @return The Actor's size.
340 Vector3 GetTargetSize() const;
343 * Retrieve the Actor's size from update side.
344 * This size will be the size set or animating but will be a frame behind.
345 * @return The Actor's size.
347 const Vector3& GetCurrentSize() const;
350 * Return the natural size of the actor
352 * @return The actor's natural size
354 virtual Vector3 GetNaturalSize() const;
357 * Set the origin of an actor, within its parent's area.
358 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
359 * and (1.0, 1.0, 0.5) is the bottom-right corner.
360 * The default parent-origin is top-left (0.0, 0.0, 0.5).
361 * An actor position is the distance between this origin, and the actors anchor-point.
362 * @param [in] origin The new parent-origin.
364 void SetParentOrigin(const Vector3& origin);
367 * Retrieve the parent-origin of an actor.
368 * @return The parent-origin.
370 const Vector3& GetCurrentParentOrigin() const;
373 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
374 * (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.
375 * The default anchor point is top-left (0.0, 0.0, 0.5).
376 * An actor position is the distance between its parent-origin, and this anchor-point.
377 * An actor's rotation is centered around its anchor-point.
378 * @param [in] anchorPoint The new anchor-point.
380 void SetAnchorPoint(const Vector3& anchorPoint);
383 * Retrieve the anchor-point of an actor.
384 * @return The anchor-point.
386 const Vector3& GetCurrentAnchorPoint() const;
389 * Sets the position of the Actor.
390 * The coordinates are relative to the Actor's parent.
391 * The Actor's z position will be set to 0.0f.
392 * @param [in] x The new x position
393 * @param [in] y The new y position
395 void SetPosition(float x, float y);
398 * Sets the position of the Actor.
399 * The coordinates are relative to the Actor's parent.
400 * @param [in] x The new x position
401 * @param [in] y The new y position
402 * @param [in] z The new z position
404 void SetPosition(float x, float y, float z);
407 * Sets the position of the Actor.
408 * The coordinates are relative to the Actor's parent.
409 * @param [in] position The new position.
411 void SetPosition(const Vector3& position);
414 * Set the position of an actor along the X-axis.
415 * @param [in] x The new x position
420 * Set the position of an actor along the Y-axis.
421 * @param [in] y The new y position.
426 * Set the position of an actor along the Z-axis.
427 * @param [in] z The new z position
432 * Translate an actor relative to its existing position.
433 * @param[in] distance The actor will move by this distance.
435 void TranslateBy(const Vector3& distance);
438 * Retrieve the position of the Actor.
439 * The coordinates are relative to the Actor's parent.
440 * @return the Actor's position.
442 const Vector3& GetCurrentPosition() const;
445 * Retrieve the target position of the Actor.
446 * The coordinates are relative to the Actor's parent.
447 * @return the Actor's position.
449 const Vector3& GetTargetPosition() const
451 return mTargetPosition;
455 * @copydoc Dali::Actor::GetCurrentWorldPosition()
457 const Vector3& GetCurrentWorldPosition() const;
460 * @copydoc Dali::Actor::SetInheritPosition()
462 void SetInheritPosition(bool inherit);
465 * @copydoc Dali::Actor::IsPositionInherited()
467 bool IsPositionInherited() const
469 return mInheritPosition;
473 * Sets the orientation of the Actor.
474 * @param [in] angleRadians The new orientation angle in radians.
475 * @param [in] axis The new axis of orientation.
477 void SetOrientation(const Radian& angleRadians, const Vector3& axis);
480 * Sets the orientation of the Actor.
481 * @param [in] orientation The new orientation.
483 void SetOrientation(const Quaternion& orientation);
486 * Rotate an actor around its existing rotation axis.
487 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
488 * @param[in] axis The axis of the rotation to combine with the existing rotation.
490 void RotateBy(const Radian& angleRadians, const Vector3& axis);
493 * Apply a relative rotation to an actor.
494 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
496 void RotateBy(const Quaternion& relativeRotation);
499 * Retreive the Actor's orientation.
500 * @return the orientation.
502 const Quaternion& GetCurrentOrientation() const;
505 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
506 * Switching this off means that using SetOrientation() sets the actor's world orientation.
507 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
509 void SetInheritOrientation(bool inherit);
512 * Returns whether the actor inherit's it's parent's orientation.
513 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
515 bool IsOrientationInherited() const
517 return mInheritOrientation;
521 * Sets the factor of the parents size used for the child actor.
522 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
523 * @param[in] factor The vector to multiply the parents size by to get the childs size.
525 void SetSizeModeFactor(const Vector3& factor);
528 * Gets the factor of the parents size used for the child actor.
529 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
530 * @return The vector being used to multiply the parents size by to get the childs size.
532 const Vector3& GetSizeModeFactor() const;
535 * @copydoc Dali::Actor::GetCurrentWorldOrientation()
537 const Quaternion& GetCurrentWorldOrientation() const;
540 * Sets a scale factor applied to an actor.
541 * @param [in] scale The scale factor applied on all axes.
543 void SetScale(float scale);
546 * Sets a scale factor applied to an actor.
547 * @param [in] scaleX The scale factor applied along the x-axis.
548 * @param [in] scaleY The scale factor applied along the y-axis.
549 * @param [in] scaleZ The scale factor applied along the z-axis.
551 void SetScale(float scaleX, float scaleY, float scaleZ);
554 * Sets a scale factor applied to an actor.
555 * @param [in] scale A vector representing the scale factor for each axis.
557 void SetScale(const Vector3& scale);
560 * Set the x component of the scale factor.
561 * @param [in] x The new x value.
563 void SetScaleX(float x);
566 * Set the y component of the scale factor.
567 * @param [in] y The new y value.
569 void SetScaleY(float y);
572 * Set the z component of the scale factor.
573 * @param [in] z The new z value.
575 void SetScaleZ(float z);
578 * Apply a relative scale to an actor.
579 * @param[in] relativeScale The scale to combine with the actors existing scale.
581 void ScaleBy(const Vector3& relativeScale);
584 * Retrieve the scale factor applied to an actor.
585 * @return A vector representing the scale factor for each axis.
587 const Vector3& GetCurrentScale() const;
590 * @copydoc Dali::Actor::GetCurrentWorldScale()
592 const Vector3& GetCurrentWorldScale() const;
595 * @copydoc Dali::Actor::SetInheritScale()
597 void SetInheritScale(bool inherit);
600 * @copydoc Dali::Actor::IsScaleInherited()
602 bool IsScaleInherited() const
604 return mInheritScale;
608 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
610 Matrix GetCurrentWorldMatrix() const;
615 * Sets the visibility flag of an actor.
616 * @param[in] visible The new visibility flag.
618 void SetVisible(bool visible);
621 * Retrieve the visibility flag of an actor.
622 * @return The visibility flag.
624 bool IsVisible() const;
627 * Sets the opacity of an actor.
628 * @param [in] opacity The new opacity.
630 void SetOpacity(float opacity);
633 * Retrieve the actor's opacity.
634 * @return The actor's opacity.
636 float GetCurrentOpacity() const;
639 * Retrieve the actor's clipping mode.
640 * @return The actor's clipping mode (cached)
642 ClippingMode::Type GetClippingMode() const
644 return mClippingMode;
648 * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
649 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
650 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
651 * hover event signal will be emitted.
653 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
655 * actor.SetSensitive(false);
658 * Then, to re-enable the touch or hover event signal emission, the application should call:
660 * actor.SetSensitive(true);
663 * @see SignalTouch() and SignalHover().
664 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
665 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
667 void SetSensitive(bool sensitive)
669 mSensitive = sensitive;
673 * Query whether an actor emits touch or hover event signals.
674 * @see SetSensitive(bool)
675 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
677 bool IsSensitive() const
683 * @copydoc Dali::Actor::SetDrawMode
685 void SetDrawMode(DrawMode::Type drawMode);
688 * @copydoc Dali::Actor::GetDrawMode
690 DrawMode::Type GetDrawMode() const
696 * @copydoc Dali::Actor::IsOverlay
698 bool IsOverlay() const
700 return (DrawMode::OVERLAY_2D == mDrawMode);
704 * Sets the actor's color. The final color of actor depends on its color mode.
705 * This final color is applied to the drawable elements of an actor.
706 * @param [in] color The new color.
708 void SetColor(const Vector4& color);
711 * Set the red component of the color.
712 * @param [in] red The new red component.
714 void SetColorRed(float red);
717 * Set the green component of the color.
718 * @param [in] green The new green component.
720 void SetColorGreen(float green);
723 * Set the blue component of the scale factor.
724 * @param [in] blue The new blue value.
726 void SetColorBlue(float blue);
729 * Retrieve the actor's color.
732 const Vector4& GetCurrentColor() const;
735 * Sets the actor's color mode.
736 * Color mode specifies whether Actor uses its own color or inherits its parent color
737 * @param [in] colorMode to use.
739 void SetColorMode(ColorMode colorMode);
742 * Returns the actor's color mode.
743 * @return currently used colorMode.
745 ColorMode GetColorMode() const
751 * @copydoc Dali::Actor::GetCurrentWorldColor()
753 const Vector4& GetCurrentWorldColor() const;
756 * @copydoc Dali::Actor::GetHierarchyDepth()
758 inline int32_t GetHierarchyDepth() const
769 * Get the actor's sorting depth
771 * @return The depth used for hit-testing and renderer sorting
773 uint32_t GetSortingDepth()
779 // Size negotiation virtual functions
782 * @brief Called after the size negotiation has been finished for this control.
784 * The control is expected to assign this given size to itself/its children.
786 * Should be overridden by derived classes if they need to layout
787 * actors differently after certain operations like add or remove
788 * actors, resize or after changing specific properties.
790 * Note! As this function is called from inside the size negotiation algorithm, you cannot
791 * call RequestRelayout (the call would just be ignored)
793 * @param[in] size The allocated size.
794 * @param[in,out] container The control should add actors to this container that it is not able
795 * to allocate a size for.
797 virtual void OnRelayout(const Vector2& size, RelayoutContainer& container)
802 * @brief Notification for deriving classes when the resize policy is set
804 * @param[in] policy The policy being set
805 * @param[in] dimension The dimension the policy is being set for
807 virtual void OnSetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
812 * @brief Virtual method to notify deriving classes that relayout dependencies have been
813 * met and the size for this object is about to be calculated for the given dimension
815 * @param dimension The dimension that is about to be calculated
817 virtual void OnCalculateRelayoutSize(Dimension::Type dimension)
822 * @brief Virtual method to notify deriving classes that the size for a dimension
823 * has just been negotiated
825 * @param[in] size The new size for the given dimension
826 * @param[in] dimension The dimension that was just negotiated
828 virtual void OnLayoutNegotiated(float size, Dimension::Type dimension)
833 * @brief Determine if this actor is dependent on it's children for relayout
835 * @param dimension The dimension(s) to check for
836 * @return Return if the actor is dependent on it's children
838 virtual bool RelayoutDependentOnChildren(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
841 * @brief Determine if this actor is dependent on it's children for relayout.
843 * Called from deriving classes
845 * @param dimension The dimension(s) to check for
846 * @return Return if the actor is dependent on it's children
848 virtual bool RelayoutDependentOnChildrenBase(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
851 * @brief Calculate the size for a child
853 * @param[in] child The child actor to calculate the size for
854 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
855 * @return Return the calculated size for the given dimension
857 virtual float CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension);
860 * @brief This method is called during size negotiation when a height is required for a given width.
862 * Derived classes should override this if they wish to customize the height returned.
864 * @param width to use.
865 * @return the height based on the width.
867 virtual float GetHeightForWidth(float width);
870 * @brief This method is called during size negotiation when a width is required for a given height.
872 * Derived classes should override this if they wish to customize the width returned.
874 * @param height to use.
875 * @return the width based on the width.
877 virtual float GetWidthForHeight(float height);
883 * @brief Called by the RelayoutController to negotiate the size of an actor.
885 * The size allocated by the the algorithm is passed in which the
886 * actor must adhere to. A container is passed in as well which
887 * the actor should populate with actors it has not / or does not
888 * need to handle in its size negotiation.
890 * @param[in] size The allocated size.
891 * @param[in,out] container The container that holds actors that are fed back into the
892 * RelayoutController algorithm.
894 void NegotiateSize(const Vector2& size, RelayoutContainer& container);
897 * @brief Set whether size negotiation should use the assigned size of the actor
898 * during relayout for the given dimension(s)
900 * @param[in] use Whether the assigned size of the actor should be used
901 * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions
903 void SetUseAssignedSize(bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
906 * @brief Returns whether size negotiation should use the assigned size of the actor
907 * during relayout for a single dimension
909 * @param[in] dimension The dimension to get
910 * @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
912 bool GetUseAssignedSize(Dimension::Type dimension) const;
915 * @copydoc Dali::Actor::SetResizePolicy()
917 void SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
920 * @copydoc Dali::Actor::GetResizePolicy()
922 ResizePolicy::Type GetResizePolicy(Dimension::Type dimension) const;
925 * @copydoc Dali::Actor::SetSizeScalePolicy()
927 void SetSizeScalePolicy(SizeScalePolicy::Type policy);
930 * @copydoc Dali::Actor::GetSizeScalePolicy()
932 SizeScalePolicy::Type GetSizeScalePolicy() const;
935 * @copydoc Dali::Actor::SetDimensionDependency()
937 void SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency);
940 * @copydoc Dali::Actor::GetDimensionDependency()
942 Dimension::Type GetDimensionDependency(Dimension::Type dimension) const;
945 * @brief Set the size negotiation relayout enabled on this actor
947 * @param[in] relayoutEnabled Boolean to enable or disable relayout
949 void SetRelayoutEnabled(bool relayoutEnabled);
952 * @brief Return if relayout is enabled
954 * @return Return if relayout is enabled or not for this actor
956 bool IsRelayoutEnabled() const;
959 * @brief Mark an actor as having it's layout dirty
961 * @param dirty Whether to mark actor as dirty or not
962 * @param dimension The dimension(s) to mark as dirty
964 void SetLayoutDirty(bool dirty, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
967 * @brief Return if any of an actor's dimensions are marked as dirty
969 * @param dimension The dimension(s) to check
970 * @return Return if any of the requested dimensions are dirty
972 bool IsLayoutDirty(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
975 * @brief Returns if relayout is enabled and the actor is not dirty
977 * @return Return if it is possible to relayout the actor
979 bool RelayoutPossible(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
982 * @brief Returns if relayout is enabled and the actor is dirty
984 * @return Return if it is required to relayout the actor
986 bool RelayoutRequired(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
989 * @brief Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene)
991 * This method is automatically called from OnSceneConnection(), OnChildAdd(),
992 * OnChildRemove(), SetSizePolicy(), SetMinimumSize() and SetMaximumSize().
994 * This method can also be called from a derived class every time it needs a different size.
995 * At the end of event processing, the relayout process starts and
996 * all controls which requested Relayout will have their sizes (re)negotiated.
998 * @note RelayoutRequest() can be called multiple times; the size negotiation is still
999 * only performed once, i.e. there is no need to keep track of this in the calling side.
1001 void RelayoutRequest(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1004 * @brief Determine if this actor is dependent on it's parent for relayout
1006 * @param dimension The dimension(s) to check for
1007 * @return Return if the actor is dependent on it's parent
1009 bool RelayoutDependentOnParent(Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1012 * @brief Determine if this actor has another dimension depedent on the specified one
1014 * @param dimension The dimension to check for
1015 * @param dependentDimension The dimension to check for dependency with
1016 * @return Return if the actor is dependent on this dimension
1018 bool RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension);
1021 * @brief Calculate the size of a dimension
1023 * @param[in] dimension The dimension to calculate the size for
1024 * @param[in] maximumSize The upper bounds on the size
1025 * @return Return the calculated size for the dimension
1027 float CalculateSize(Dimension::Type dimension, const Vector2& maximumSize);
1030 * Negotiate a dimension based on the size of the parent
1032 * @param[in] dimension The dimension to negotiate on
1033 * @return Return the negotiated size
1035 float NegotiateFromParent(Dimension::Type dimension);
1038 * Negotiate a dimension based on the size of the parent. Fitting inside.
1040 * @param[in] dimension The dimension to negotiate on
1041 * @return Return the negotiated size
1043 float NegotiateFromParentFit(Dimension::Type dimension);
1046 * Negotiate a dimension based on the size of the parent. Flooding the whole space.
1048 * @param[in] dimension The dimension to negotiate on
1049 * @return Return the negotiated size
1051 float NegotiateFromParentFlood(Dimension::Type dimension);
1054 * @brief Negotiate a dimension based on the size of the children
1056 * @param[in] dimension The dimension to negotiate on
1057 * @return Return the negotiated size
1059 float NegotiateFromChildren(Dimension::Type dimension);
1062 * Set the negotiated dimension value for the given dimension(s)
1064 * @param negotiatedDimension The value to set
1065 * @param dimension The dimension(s) to set the value for
1067 void SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1070 * Return the value of negotiated dimension for the given dimension
1072 * @param dimension The dimension to retrieve
1073 * @return Return the value of the negotiated dimension
1075 float GetNegotiatedDimension(Dimension::Type dimension) const;
1078 * @brief Set the padding for a dimension
1080 * @param[in] padding Padding for the dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
1081 * @param[in] dimension The dimension to set
1083 void SetPadding(const Vector2& padding, Dimension::Type dimension);
1086 * Return the value of padding for the given dimension
1088 * @param dimension The dimension to retrieve
1089 * @return Return the value of padding for the dimension
1091 Vector2 GetPadding(Dimension::Type dimension) const;
1094 * Return the actor size for a given dimension
1096 * @param[in] dimension The dimension to retrieve the size for
1097 * @return Return the size for the given dimension
1099 float GetSize(Dimension::Type dimension) const;
1102 * Return the natural size of the actor for a given dimension
1104 * @param[in] dimension The dimension to retrieve the size for
1105 * @return Return the natural size for the given dimension
1107 float GetNaturalSize(Dimension::Type dimension) const;
1110 * @brief Return the amount of size allocated for relayout
1112 * May include padding
1114 * @param[in] dimension The dimension to retrieve
1115 * @return Return the size
1117 float GetRelayoutSize(Dimension::Type dimension) const;
1120 * @brief If the size has been negotiated return that else return normal size
1122 * @param[in] dimension The dimension to retrieve
1123 * @return Return the size
1125 float GetLatestSize(Dimension::Type dimension) const;
1128 * Apply the negotiated size to the actor
1130 * @param[in] container The container to fill with actors that require further relayout
1132 void SetNegotiatedSize(RelayoutContainer& container);
1135 * @brief Flag the actor as having it's layout dimension negotiated.
1137 * @param[in] negotiated The status of the flag to set.
1138 * @param[in] dimension The dimension to set the flag for
1140 void SetLayoutNegotiated(bool negotiated, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1143 * @brief Test whether the layout dimension for this actor has been negotiated or not.
1145 * @param[in] dimension The dimension to determine the value of the flag for
1146 * @return Return if the layout dimension is negotiated or not.
1148 bool IsLayoutNegotiated(Dimension::Type dimension = Dimension::ALL_DIMENSIONS) const;
1151 * @brief provides the Actor implementation of GetHeightForWidth
1152 * @param width to use.
1153 * @return the height based on the width.
1155 float GetHeightForWidthBase(float width);
1158 * @brief provides the Actor implementation of GetWidthForHeight
1159 * @param height to use.
1160 * @return the width based on the height.
1162 float GetWidthForHeightBase(float height);
1165 * @brief Calculate the size for a child
1167 * @param[in] child The child actor to calculate the size for
1168 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
1169 * @return Return the calculated size for the given dimension
1171 float CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension);
1174 * @brief Set the preferred size for size negotiation
1176 * @param[in] size The preferred size to set
1178 void SetPreferredSize(const Vector2& size);
1181 * @brief Return the preferred size used for size negotiation
1183 * @return Return the preferred size
1185 Vector2 GetPreferredSize() const;
1188 * @copydoc Dali::Actor::SetMinimumSize
1190 void SetMinimumSize(float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1193 * @copydoc Dali::Actor::GetMinimumSize
1195 float GetMinimumSize(Dimension::Type dimension) const;
1198 * @copydoc Dali::Actor::SetMaximumSize
1200 void SetMaximumSize(float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS);
1203 * @copydoc Dali::Actor::GetMaximumSize
1205 float GetMaximumSize(Dimension::Type dimension) const;
1208 * @copydoc Dali::Actor::AddRenderer()
1210 uint32_t AddRenderer(Renderer& renderer);
1213 * @copydoc Dali::Actor::GetRendererCount()
1215 uint32_t GetRendererCount() const;
1218 * @copydoc Dali::Actor::GetRendererAt()
1220 RendererPtr GetRendererAt(uint32_t index);
1223 * @copydoc Dali::Actor::RemoveRenderer()
1225 void RemoveRenderer(Renderer& renderer);
1228 * @copydoc Dali::Actor::RemoveRenderer()
1230 void RemoveRenderer(uint32_t index);
1233 * @brief Set BlendEquation at each renderer that added on this Actor.
1235 void SetBlendEquation(DevelBlendEquation::Type blendEquation);
1238 * @brief Get Blend Equation that applied to this Actor
1240 DevelBlendEquation::Type GetBlendEquation() const;
1243 * @brief Set this Actor is transparent or not without any affection on the child Actors.
1245 void SetTransparent(bool transparent);
1248 * @brief Get this Actor is transparent or not.
1250 bool IsTransparent() const;
1254 * Converts screen coordinates into the actor's coordinate system.
1255 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1256 * @param[out] localX On return, the X-coordinate relative to the actor.
1257 * @param[out] localY On return, the Y-coordinate relative to the actor.
1258 * @param[in] screenX The screen X-coordinate.
1259 * @param[in] screenY The screen Y-coordinate.
1260 * @return True if the conversion succeeded.
1262 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1265 * Converts screen coordinates into the actor's coordinate system.
1266 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1267 * @param[in] renderTask The render-task used to display the actor.
1268 * @param[out] localX On return, the X-coordinate relative to the actor.
1269 * @param[out] localY On return, the Y-coordinate relative to the actor.
1270 * @param[in] screenX The screen X-coordinate.
1271 * @param[in] screenY The screen Y-coordinate.
1272 * @return True if the conversion succeeded.
1274 bool ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const;
1277 * Converts from the actor's coordinate system to screen coordinates.
1278 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1279 * @param[in] viewMatrix The view-matrix
1280 * @param[in] projectionMatrix The projection-matrix
1281 * @param[in] viewport The view-port
1282 * @param[out] localX On return, the X-coordinate relative to the actor.
1283 * @param[out] localY On return, the Y-coordinate relative to the actor.
1284 * @param[in] screenX The screen X-coordinate.
1285 * @param[in] screenY The screen Y-coordinate.
1286 * @return True if the conversion succeeded.
1288 bool ScreenToLocal(const Matrix& viewMatrix,
1289 const Matrix& projectionMatrix,
1290 const Viewport& viewport,
1294 float screenY) const;
1297 * Sets whether the actor should receive a notification when touch or hover motion events leave
1298 * the boundary of the actor.
1300 * @note By default, this is set to false as most actors do not require this.
1301 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1303 * @param[in] required Should be set to true if a Leave event is required
1305 void SetLeaveRequired(bool required)
1307 mLeaveRequired = required;
1311 * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1312 * the boundary of the actor.
1313 * @return true if a Leave event is required, false otherwise.
1315 bool GetLeaveRequired() const
1317 return mLeaveRequired;
1321 * @copydoc Dali::Actor::SetKeyboardFocusable()
1323 void SetKeyboardFocusable(bool focusable)
1325 mKeyboardFocusable = focusable;
1329 * @copydoc Dali::Actor::IsKeyboardFocusable()
1331 bool IsKeyboardFocusable() const
1333 return mKeyboardFocusable;
1337 * Query whether the application or derived actor type requires intercept touch events.
1338 * @return True if intercept touch events are required.
1340 bool GetInterceptTouchRequired() const
1342 return !mInterceptTouchedSignal.Empty();
1346 * Query whether the application or derived actor type requires touch events.
1347 * @return True if touch events are required.
1349 bool GetTouchRequired() const
1351 return !mTouchedSignal.Empty();
1355 * Query whether the application or derived actor type requires hover events.
1356 * @return True if hover events are required.
1358 bool GetHoverRequired() const
1360 return !mHoveredSignal.Empty();
1364 * Query whether the application or derived actor type requires wheel events.
1365 * @return True if wheel events are required.
1367 bool GetWheelEventRequired() const
1369 return !mWheelEventSignal.Empty();
1373 * Query whether the actor is actually hittable. This method checks whether the actor is
1374 * sensitive, has the visibility flag set to true and is not fully transparent.
1375 * @return true, if it can be hit, false otherwise.
1377 bool IsHittable() const
1379 return IsSensitive() && IsVisible() && (GetCurrentWorldColor().a > FULLY_TRANSPARENT) && IsNodeConnected();
1383 * Query whether the actor captures all touch after it starts even if touch leaves its boundary.
1384 * @return true, if it captures all touch after start
1386 bool CapturesAllTouchAfterStart() const
1388 return mCaptureAllTouchAfterStart;
1392 * Sets the touch area offset of an actor.
1393 * @param [in] offset The new offset of area (left, right, bottom, top).
1395 void SetTouchAreaOffset(Rect<int> offset)
1397 mTouchAreaOffset = offset;
1401 * Retrieve the Actor's touch area offset.
1402 * @return The Actor's touch area offset.
1404 const Rect<int>& GetTouchAreaOffset() const
1406 return mTouchAreaOffset;
1412 * Retrieve the gesture data associated with this actor. The first call to this method will
1413 * allocate space for the ActorGestureData so this should only be called if an actor really does
1415 * @return Reference to the ActorGestureData for this actor.
1416 * @note Once the gesture-data is created for an actor it is likely that gestures are required
1417 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
1419 ActorGestureData& GetGestureData();
1422 * Queries whether the actor requires the gesture type.
1423 * @param[in] type The gesture type.
1424 * @return True if the gesture is required, false otherwise.
1426 bool IsGestureRequired(GestureType::Value type) const;
1431 * Used by the EventProcessor to emit intercept touch event signals.
1432 * @param[in] touch The touch data.
1433 * @return True if the event was intercepted.
1435 bool EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch);
1438 * Used by the EventProcessor to emit touch event signals.
1439 * @param[in] touch The touch data.
1440 * @return True if the event was consumed.
1442 bool EmitTouchEventSignal(const Dali::TouchEvent& touch);
1445 * Used by the EventProcessor to emit hover event signals.
1446 * @param[in] event The hover event.
1447 * @return True if the event was consumed.
1449 bool EmitHoverEventSignal(const Dali::HoverEvent& event);
1452 * Used by the EventProcessor to emit wheel event signals.
1453 * @param[in] event The wheel event.
1454 * @return True if the event was consumed.
1456 bool EmitWheelEventSignal(const Dali::WheelEvent& event);
1459 * @brief Emits the visibility change signal for this actor and all its children.
1460 * @param[in] visible Whether the actor has become visible or not.
1461 * @param[in] type Whether the actor's visible property has changed or a parent's.
1463 void EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type);
1466 * @brief Emits the layout direction change signal for this actor and all its children.
1467 * @param[in] type Whether the actor's layout direction property has changed or a parent's.
1469 void EmitLayoutDirectionChangedSignal(LayoutDirection::Type type);
1472 * @copydoc DevelActor::InterceptTouchedSignal()
1474 Dali::Actor::TouchEventSignalType& InterceptTouchedSignal()
1476 return mInterceptTouchedSignal;
1480 * @copydoc Dali::Actor::TouchedSignal()
1482 Dali::Actor::TouchEventSignalType& TouchedSignal()
1484 return mTouchedSignal;
1488 * @copydoc Dali::Actor::HoveredSignal()
1490 Dali::Actor::HoverSignalType& HoveredSignal()
1492 return mHoveredSignal;
1496 * @copydoc Dali::Actor::WheelEventSignal()
1498 Dali::Actor::WheelEventSignalType& WheelEventSignal()
1500 return mWheelEventSignal;
1504 * @copydoc Dali::Actor::OnSceneSignal()
1506 Dali::Actor::OnSceneSignalType& OnSceneSignal()
1508 return mOnSceneSignal;
1512 * @copydoc Dali::Actor::OffSceneSignal()
1514 Dali::Actor::OffSceneSignalType& OffSceneSignal()
1516 return mOffSceneSignal;
1520 * @copydoc Dali::Actor::OnRelayoutSignal()
1522 Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal()
1524 return mOnRelayoutSignal;
1528 * @copydoc DevelActor::VisibilityChangedSignal
1530 DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal()
1532 return mVisibilityChangedSignal;
1536 * @copydoc LayoutDirectionChangedSignal
1538 Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal()
1540 return mLayoutDirectionChangedSignal;
1544 * @copydoc DevelActor::ChildAddedSignal
1546 DevelActor::ChildChangedSignalType& ChildAddedSignal();
1549 * @copydoc DevelActor::ChildRemovedSignal
1551 DevelActor::ChildChangedSignalType& ChildRemovedSignal();
1554 * @copydoc DevelActor::ChildOrderChangedSignal
1556 DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal();
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)
1603 * Protected Constructor. See Actor::New().
1604 * The second-phase construction Initialize() member should be called immediately after this.
1605 * @param[in] derivedType The derived type of actor (if any).
1606 * @param[in] reference to the node
1608 Actor(DerivedType derivedType, const SceneGraph::Node& node);
1611 * Second-phase constructor. Must be called immediately after creating a new Actor;
1613 void Initialize(void);
1616 * A reference counted object may only be deleted by calling Unreference()
1621 * Called on a child during Add() when the parent actor is connected to the Scene.
1622 * @param[in] parentDepth The depth of the parent in the hierarchy.
1624 void ConnectToScene(uint32_t parentDepth);
1627 * Helper for ConnectToScene, to recursively connect a tree of actors.
1628 * This is atomic i.e. not interrupted by user callbacks.
1629 * @param[in] depth The depth in the hierarchy of the actor
1630 * @param[out] connectionList On return, the list of connected actors which require notification.
1632 void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth);
1635 * Connect the Node associated with this Actor to the scene-graph.
1637 void ConnectToSceneGraph();
1640 * Helper for ConnectToScene, to notify a connected actor through the public API.
1642 void NotifyStageConnection();
1645 * Called on a child during Remove() when the actor was previously on the Stage.
1647 void DisconnectFromStage();
1650 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1651 * This is atomic i.e. not interrupted by user callbacks.
1652 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1654 void RecursiveDisconnectFromStage(ActorContainer& disconnectionList);
1657 * Disconnect the Node associated with this Actor from the scene-graph.
1659 void DisconnectFromSceneGraph();
1662 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1664 void NotifyStageDisconnection();
1667 * When the Actor is OnScene, checks whether the corresponding Node is connected to the scene graph.
1668 * @return True if the Actor is OnScene & has a Node connected to the scene graph.
1670 bool IsNodeConnected() const;
1674 * Trigger a rebuild of the actor depth tree from this root
1675 * If a Layer3D is encountered, then this doesn't descend any further.
1676 * The mSortedDepth of each actor is set appropriately.
1678 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);
1689 // Default property extensions from Object
1692 * @copydoc Dali::Internal::Object::SetDefaultProperty()
1694 void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue) override;
1697 * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
1699 void SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value) override;
1702 * @copydoc Dali::Internal::Object::GetDefaultProperty()
1704 Property::Value GetDefaultProperty(Property::Index index) const override;
1707 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
1709 Property::Value GetDefaultPropertyCurrentValue(Property::Index index) const override;
1712 * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
1714 void OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType) override;
1717 * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
1719 const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty(Property::Index index) const override;
1722 * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
1724 const PropertyInputImpl* GetSceneObjectInputProperty(Property::Index index) const override;
1727 * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
1729 int32_t GetPropertyComponentIndex(Property::Index index) const override;
1732 * @copydoc Dali::Internal::Object::IsAnimationPossible()
1734 bool IsAnimationPossible() const override
1740 * Retrieve the actor's node.
1741 * @return The node used by this actor
1743 const SceneGraph::Node& GetNode() const;
1746 * @copydoc Dali::DevelActor::Raise()
1751 * @copydoc Dali::DevelActor::Lower()
1756 * @copydoc Dali::DevelActor::RaiseToTop()
1761 * @copydoc Dali::DevelActor::LowerToBottom()
1763 void LowerToBottom();
1766 * @copydoc Dali::DevelActor::RaiseAbove()
1768 void RaiseAbove(Internal::Actor& target);
1771 * @copydoc Dali::DevelActor::LowerBelow()
1773 void LowerBelow(Internal::Actor& target);
1777 * Sets the scene which this actor is added to.
1778 * @param[in] scene The scene
1780 void SetScene(Scene& scene)
1786 * Gets the scene which this actor is added to.
1789 Scene& GetScene() const
1794 LayoutDirection::Type GetLayoutDirection() const
1796 return mLayoutDirection;
1809 struct AnimatedSizeFlag
1822 // Remove default constructor and copy constructor
1824 Actor(const Actor&) = delete;
1825 Actor& operator=(const Actor& rhs) = delete;
1828 * Set the actor's parent.
1829 * @param[in] parent The new parent.
1830 * @param[in] keepOnScene Keep this actor to be on Scene if this is true.
1832 void SetParent(ActorParent* parent, bool keepOnScene = false);
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
1934 return static_cast<Actor*>(mParent);
1938 * @brief Get the current position of the actor in screen coordinates.
1940 * @return Returns the screen position of actor
1942 const Vector2 GetCurrentScreenPosition() const;
1945 * Sets the visibility flag of an actor.
1946 * @param[in] visible The new visibility flag.
1947 * @param[in] sendMessage Whether to send a message to the update thread or not.
1949 void SetVisibleInternal(bool visible, SendMessage::Type sendMessage);
1952 * @copydoc ActorParent::SetSiblingOrderOfChild
1954 void SetSiblingOrderOfChild(Actor& child, uint32_t order) override;
1957 * @copydoc ActorParent::GetSiblingOrderOfChild
1959 uint32_t GetSiblingOrderOfChild(const Actor& child) const override;
1962 * @copydoc ActorParent::RaiseChild
1964 void RaiseChild(Actor& child) override;
1967 * @copydoc ActorParent::LowerChild
1969 void LowerChild(Actor& child) override;
1972 * @copydoc ActorParent::RaiseChildToTop
1974 void RaiseChildToTop(Actor& child) override;
1977 * @copydoc ActorParent::LowerChildToBottom
1979 void LowerChildToBottom(Actor& child) override;
1982 * @copydoc ActorParent::RaiseChildAbove
1984 void RaiseChildAbove(Actor& child, Actor& target) override;
1987 * @copydoc ActorParent::LowerChildBelow()
1989 void LowerChildBelow(Actor& child, Actor& target) override;
1992 * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
1993 * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
1995 void SetInheritLayoutDirection(bool inherit);
1998 * Returns whether the actor inherits it's parent's layout direction.
1999 * @return true if the actor inherits it's parent's layout direction, false otherwise.
2001 bool IsLayoutDirectionInherited() const
2003 return mInheritLayoutDirection;
2007 * @brief Propagates layout direction recursively.
2008 * @param[in] direction New layout direction.
2010 void InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set = false);
2013 * @brief Sets the update size hint of an actor.
2014 * @param [in] updateSizeHint The update size hint.
2016 void SetUpdateSizeHint(const Vector2& updateSizeHint);
2019 * @brief Recursively emits the visibility-changed-signal on the actor tree.
2021 * @param[in] visible The new visibility of the actor
2022 * @param[in] type Whether the actor's visible property has changed or a parent's
2024 void EmitVisibilityChangedSignalRecursively(bool visible,
2025 DevelActor::VisibilityChange::Type type);
2028 ActorParentImpl mParentImpl; ///< Implementation of ActorParent;
2029 ActorParent* mParent; ///< Each actor (except the root) can have one parent
2030 Scene* mScene; ///< The scene the actor is added to
2031 RendererContainer* mRenderers; ///< Renderer container
2032 Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
2033 Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
2034 Relayouter* mRelayoutData; ///< Struct to hold optional collection of relayout variables
2035 ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
2038 Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
2039 Dali::Actor::TouchEventSignalType mTouchedSignal;
2040 Dali::Actor::HoverSignalType mHoveredSignal;
2041 Dali::Actor::WheelEventSignalType mWheelEventSignal;
2042 Dali::Actor::OnSceneSignalType mOnSceneSignal;
2043 Dali::Actor::OffSceneSignalType mOffSceneSignal;
2044 Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
2045 DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
2046 Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
2048 Quaternion mTargetOrientation; ///< Event-side storage for orientation
2049 Vector4 mTargetColor; ///< Event-side storage for color
2050 Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
2051 Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
2052 Vector3 mTargetScale; ///< Event-side storage for scale
2053 Vector3 mAnimatedSize; ///< Event-side storage for size animation
2054 Rect<int> mTouchAreaOffset; ///< touch area offset (left, right, bottom, top)
2056 ConstString mName; ///< Name of the actor
2057 uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
2058 int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
2059 uint16_t mUseAnimatedSize; ///< Whether the size is animated.
2061 const bool mIsRoot : 1; ///< Flag to identify the root actor
2062 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
2063 bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
2064 bool mSensitive : 1; ///< Whether the actor emits touch event signals
2065 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
2066 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
2067 bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
2068 bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
2069 bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
2070 bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
2071 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
2072 bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
2073 bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
2074 bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
2075 bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
2076 bool mIsBlendEquationSet : 1; ///< Flag to identify whether the Blend equation is set
2077 bool mNeedGesturePropagation : 1; ///< Whether the parent listens for gesture events or not
2078 LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
2079 DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
2080 ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
2081 ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
2082 DevelBlendEquation::Type mBlendEquation : 16; ///< Cached: Determines which blend equation will be used to render renderers.
2085 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
2087 struct PropertyHandler;
2088 struct SiblingHandler;
2090 friend class ActorParentImpl; // Allow impl to call private methods on actor
2093 } // namespace Internal
2095 // Helpers for public-api forwarding methods
2097 inline Internal::Actor& GetImplementation(Dali::Actor& actor)
2099 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
2101 BaseObject& handle = actor.GetBaseObject();
2103 return static_cast<Internal::Actor&>(handle);
2106 inline const Internal::Actor& GetImplementation(const Dali::Actor& actor)
2108 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
2110 const BaseObject& handle = actor.GetBaseObject();
2112 return static_cast<const Internal::Actor&>(handle);
2117 #endif // DALI_INTERNAL_ACTOR_H