1 #ifndef DALI_INTERNAL_ACTOR_H
2 #define DALI_INTERNAL_ACTOR_H
5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor.h>
26 #include <dali/devel-api/actors/actor-devel.h>
27 #include <dali/public-api/common/vector-wrapper.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/events/gesture.h>
30 #include <dali/public-api/math/viewport.h>
31 #include <dali/public-api/object/ref-object.h>
32 #include <dali/public-api/size-negotiation/relayout-container.h>
33 #include <dali/internal/common/memory-pool-object-allocator.h>
34 #include <dali/internal/event/actors/actor-declarations.h>
35 #include <dali/internal/event/common/object-impl.h>
36 #include <dali/internal/event/common/stage-def.h>
37 #include <dali/internal/event/rendering/renderer-impl.h>
38 #include <dali/internal/update/nodes/node-declarations.h>
39 #include <dali/internal/update/manager/update-manager.h>
53 class ActorGestureData;
59 using ActorContainer = std::vector<ActorPtr>;
60 using ActorIter = ActorContainer::iterator;
61 using ActorConstIter = ActorContainer::const_iterator;
63 using RendererContainer = std::vector<RendererPtr>;
64 using RendererIter = RendererContainer::iterator;
66 class ActorDepthTreeNode;
67 using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
70 * Actor is the primary object which Dali applications interact with.
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
84 * @brief Struct to hold an actor and a dimension
86 struct ActorDimensionPair
91 * @param[in] newActor The actor to assign
92 * @param[in] newDimension The dimension to assign
94 ActorDimensionPair( Actor* newActor, Dimension::Type newDimension )
96 dimension( newDimension )
101 * @brief Equality operator
103 * @param[in] lhs The left hand side argument
104 * @param[in] rhs The right hand side argument
106 bool operator== ( const ActorDimensionPair& rhs )
108 return ( actor == rhs.actor ) && ( dimension == rhs.dimension );
111 Actor* actor; ///< The actor to hold
112 Dimension::Type dimension; ///< The dimension to hold
115 using ActorDimensionStack = std::vector<ActorDimensionPair>;
120 * Create a new actor.
121 * @return A smart-pointer to the newly allocated Actor.
123 static ActorPtr New();
126 * Helper to create node for derived classes who don't have their own node type
127 * @return pointer to newly created unique node
129 static const SceneGraph::Node* CreateNode();
132 * Retrieve the name of the actor.
135 const std::string& GetName() const;
138 * Set the name of the actor.
139 * @param[in] name The new name.
141 void SetName( const std::string& name );
144 * @copydoc Dali::Actor::GetId
146 uint32_t GetId() const;
151 * Query whether an actor is the root actor, which is owned by the Stage.
152 * @return True if the actor is a root actor.
160 * Query whether the actor is connected to the Scene.
162 bool OnScene() const;
165 * Query whether the actor has any renderers.
166 * @return True if the actor is renderable.
168 bool IsRenderable() const
170 // inlined as this is called a lot in hit testing
171 return mRenderers && !mRenderers->empty();
175 * Query whether the actor is of class Dali::Layer
176 * @return True if the actor is a layer.
180 // inlined as this is called a lot in hit testing
185 * Gets the layer in which the actor is present
186 * @return The layer, which will be uninitialized if the actor is off-stage.
188 Dali::Layer GetLayer();
191 * Adds a child Actor to this Actor.
192 * @pre The child actor is not the same as the parent actor.
193 * @pre The child actor does not already have a parent.
194 * @param [in] child The child.
195 * @post The child will be referenced by its parent.
197 void Add( Actor& child );
200 * Removes a child Actor from this Actor.
201 * @param [in] child The child.
202 * @post The child will be unreferenced.
204 void Remove( Actor& child );
207 * @copydoc Dali::Actor::Unparent
212 * Retrieve the number of children held by the actor.
213 * @return The number of children
215 uint32_t GetChildCount() const;
218 * @copydoc Dali::Actor::GetChildAt
220 ActorPtr GetChildAt( uint32_t index ) const;
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()
234 * @copydoc Dali::Actor::FindChildByName
236 ActorPtr FindChildByName( const std::string& actorName );
239 * @copydoc Dali::Actor::FindChildById
241 ActorPtr FindChildById( const uint32_t id );
244 * Retrieve the parent of an Actor.
245 * @return The parent actor, or NULL if the Actor does not have a parent.
247 Actor* GetParent() const
253 * Calculates screen position and size.
255 * @return pair of two values, position of top-left corner on screen and size respectively.
257 Rect<> CalculateScreenExtents( ) const;
260 * Sets the size of an actor.
261 * This does not interfere with the actors scale factor.
262 * @param [in] width The new width.
263 * @param [in] height The new height.
265 void SetSize( float width, float height );
268 * Sets the size of an actor.
269 * This does not interfere with the actors scale factor.
270 * @param [in] width The size of the actor along the x-axis.
271 * @param [in] height The size of the actor along the y-axis.
272 * @param [in] depth The size of the actor along the z-axis.
274 void SetSize( float width, float height, float depth );
277 * Sets the size of an actor.
278 * This does not interfere with the actors scale factor.
279 * @param [in] size The new size.
281 void SetSize( const Vector2& size );
284 * Sets the update size for an actor.
286 * @param[in] size The size to set.
288 void SetSizeInternal( const Vector2& size );
291 * Sets the size of an actor.
292 * This does not interfere with the actors scale factor.
293 * @param [in] size The new size.
295 void SetSize( const Vector3& size );
298 * Sets the update size for an actor.
300 * @param[in] size The size to set.
302 void SetSizeInternal( const Vector3& size );
305 * Set the width component of the Actor's size.
306 * @param [in] width The new width component.
308 void SetWidth( float width );
311 * Set the height component of the Actor's size.
312 * @param [in] height The new height component.
314 void SetHeight( float height );
317 * Set the depth component of the Actor's size.
318 * @param [in] depth The new depth component.
320 void SetDepth( float depth );
323 * Retrieve the Actor's size from event side.
324 * This size will be the size set or if animating then the target size.
325 * @return The Actor's size.
327 Vector3 GetTargetSize() const;
330 * Retrieve the Actor's size from update side.
331 * This size will be the size set or animating but will be a frame behind.
332 * @return The Actor's size.
334 const Vector3& GetCurrentSize() const;
337 * Return the natural size of the actor
339 * @return The actor's natural size
341 virtual Vector3 GetNaturalSize() const;
344 * Set the origin of an actor, within its parent's area.
345 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
346 * and (1.0, 1.0, 0.5) is the bottom-right corner.
347 * The default parent-origin is top-left (0.0, 0.0, 0.5).
348 * An actor position is the distance between this origin, and the actors anchor-point.
349 * @param [in] origin The new parent-origin.
351 void SetParentOrigin( const Vector3& origin );
354 * Set the x component of the parent-origin
355 * @param [in] x The new x value.
357 void SetParentOriginX( float x );
360 * Set the y component of the parent-origin
361 * @param [in] y The new y value.
363 void SetParentOriginY( float y );
366 * Set the z component of the parent-origin
367 * @param [in] z The new z value.
369 void SetParentOriginZ( float z );
372 * Retrieve the parent-origin of an actor.
373 * @return The parent-origin.
375 const Vector3& GetCurrentParentOrigin() const;
378 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
379 * (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.
380 * The default anchor point is top-left (0.0, 0.0, 0.5).
381 * An actor position is the distance between its parent-origin, and this anchor-point.
382 * An actor's rotation is centered around its anchor-point.
383 * @param [in] anchorPoint The new anchor-point.
385 void SetAnchorPoint( const Vector3& anchorPoint );
388 * Set the x component of the anchor-point.
389 * @param [in] x The new x value.
391 void SetAnchorPointX( float x );
394 * Set the y component of the anchor-point.
395 * @param [in] y The new y value.
397 void SetAnchorPointY( float y );
400 * Set the z component of the anchor-point.
401 * @param [in] z The new z value.
403 void SetAnchorPointZ( float z );
406 * Retrieve the anchor-point of an actor.
407 * @return The anchor-point.
409 const Vector3& GetCurrentAnchorPoint() const;
412 * Sets the position of the Actor.
413 * The coordinates are relative to the Actor's parent.
414 * The Actor's z position will be set to 0.0f.
415 * @param [in] x The new x position
416 * @param [in] y The new y position
418 void SetPosition( float x, float y );
421 * Sets the position of the Actor.
422 * The coordinates are relative to the Actor's parent.
423 * @param [in] x The new x position
424 * @param [in] y The new y position
425 * @param [in] z The new z position
427 void SetPosition( float x, float y, float z );
430 * Sets the position of the Actor.
431 * The coordinates are relative to the Actor's parent.
432 * @param [in] position The new position.
434 void SetPosition( const Vector3& position );
437 * Set the position of an actor along the X-axis.
438 * @param [in] x The new x position
440 void SetX( float x );
443 * Set the position of an actor along the Y-axis.
444 * @param [in] y The new y position.
446 void SetY( float y );
449 * Set the position of an actor along the Z-axis.
450 * @param [in] z The new z position
452 void SetZ( float z );
455 * Translate an actor relative to its existing position.
456 * @param[in] distance The actor will move by this distance.
458 void TranslateBy( const Vector3& distance );
461 * Retrieve the position of the Actor.
462 * The coordinates are relative to the Actor's parent.
463 * @return the Actor's position.
465 const Vector3& GetCurrentPosition() const;
468 * Retrieve the target position of the Actor.
469 * The coordinates are relative to the Actor's parent.
470 * @return the Actor's position.
472 const Vector3& GetTargetPosition() const;
475 * @copydoc Dali::Actor::GetCurrentWorldPosition()
477 const Vector3& GetCurrentWorldPosition() const;
480 * @copydoc Dali::Actor::SetInheritPosition()
482 void SetInheritPosition( bool inherit );
485 * @copydoc Dali::Actor::IsPositionInherited()
487 bool IsPositionInherited() const;
490 * Sets the orientation of the Actor.
491 * @param [in] angleRadians The new orientation angle in radians.
492 * @param [in] axis The new axis of orientation.
494 void SetOrientation( const Radian& angleRadians, const Vector3& axis );
497 * Sets the orientation of the Actor.
498 * @param [in] orientation The new orientation.
500 void SetOrientation( const Quaternion& orientation );
503 * Rotate an actor around its existing rotation axis.
504 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
505 * @param[in] axis The axis of the rotation to combine with the existing rotation.
507 void RotateBy( const Radian& angleRadians, const Vector3& axis );
510 * Apply a relative rotation to an actor.
511 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
513 void RotateBy( const Quaternion& relativeRotation );
516 * Retreive the Actor's orientation.
517 * @return the orientation.
519 const Quaternion& GetCurrentOrientation() const;
522 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
523 * Switching this off means that using SetOrientation() sets the actor's world orientation.
524 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
526 void SetInheritOrientation( bool inherit );
529 * Returns whether the actor inherit's it's parent's orientation.
530 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
532 bool IsOrientationInherited() const;
535 * Sets the factor of the parents size used for the child actor.
536 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
537 * @param[in] factor The vector to multiply the parents size by to get the childs size.
539 void SetSizeModeFactor( const Vector3& factor );
542 * Gets the factor of the parents size used for the child actor.
543 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
544 * @return The vector being used to multiply the parents size by to get the childs size.
546 const Vector3& GetSizeModeFactor() const;
549 * @copydoc Dali::Actor::GetCurrentWorldOrientation()
551 const Quaternion& GetCurrentWorldOrientation() const;
554 * Sets a scale factor applied to an actor.
555 * @param [in] scale The scale factor applied on all axes.
557 void SetScale( float scale );
560 * Sets a scale factor applied to an actor.
561 * @param [in] scaleX The scale factor applied along the x-axis.
562 * @param [in] scaleY The scale factor applied along the y-axis.
563 * @param [in] scaleZ The scale factor applied along the z-axis.
565 void SetScale( float scaleX, float scaleY, float scaleZ );
568 * Sets a scale factor applied to an actor.
569 * @param [in] scale A vector representing the scale factor for each axis.
571 void SetScale( const Vector3& scale );
574 * Set the x component of the scale factor.
575 * @param [in] x The new x value.
577 void SetScaleX( float x );
580 * Set the y component of the scale factor.
581 * @param [in] y The new y value.
583 void SetScaleY( float y );
586 * Set the z component of the scale factor.
587 * @param [in] z The new z value.
589 void SetScaleZ( float z );
592 * Apply a relative scale to an actor.
593 * @param[in] relativeScale The scale to combine with the actors existing scale.
595 void ScaleBy( const Vector3& relativeScale );
598 * Retrieve the scale factor applied to an actor.
599 * @return A vector representing the scale factor for each axis.
601 const Vector3& GetCurrentScale() const;
604 * @copydoc Dali::Actor::GetCurrentWorldScale()
606 const Vector3& GetCurrentWorldScale() const;
609 * @copydoc Dali::Actor::SetInheritScale()
611 void SetInheritScale( bool inherit );
614 * @copydoc Dali::Actor::IsScaleInherited()
616 bool IsScaleInherited() const;
619 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
621 Matrix GetCurrentWorldMatrix() const;
626 * Sets the visibility flag of an actor.
627 * @param[in] visible The new visibility flag.
629 void SetVisible( bool visible );
632 * Retrieve the visibility flag of an actor.
633 * @return The visibility flag.
635 bool IsVisible() const;
638 * Sets the opacity of an actor.
639 * @param [in] opacity The new opacity.
641 void SetOpacity( float opacity );
644 * Retrieve the actor's opacity.
645 * @return The actor's opacity.
647 float GetCurrentOpacity() const;
650 * Retrieve the actor's clipping mode.
651 * @return The actor's clipping mode (cached)
653 ClippingMode::Type GetClippingMode() const;
656 * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
657 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
658 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
659 * hover event signal will be emitted.
661 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
663 * actor.SetSensitive(false);
666 * Then, to re-enable the touch or hover event signal emission, the application should call:
668 * actor.SetSensitive(true);
671 * @see SignalTouch() and SignalHover().
672 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
673 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
675 void SetSensitive( bool sensitive )
677 mSensitive = sensitive;
681 * Query whether an actor emits touch or hover event signals.
682 * @see SetSensitive(bool)
683 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
685 bool IsSensitive() const
691 * @copydoc Dali::Actor::SetDrawMode
693 void SetDrawMode( DrawMode::Type drawMode );
696 * @copydoc Dali::Actor::GetDrawMode
698 DrawMode::Type GetDrawMode() const;
701 * @copydoc Dali::Actor::IsOverlay
703 bool IsOverlay() const;
706 * Sets the actor's color. The final color of actor depends on its color mode.
707 * This final color is applied to the drawable elements of an actor.
708 * @param [in] color The new color.
710 void SetColor( const Vector4& color );
713 * Set the red component of the color.
714 * @param [in] red The new red component.
716 void SetColorRed( float red );
719 * Set the green component of the color.
720 * @param [in] green The new green component.
722 void SetColorGreen( float green );
725 * Set the blue component of the scale factor.
726 * @param [in] blue The new blue value.
728 void SetColorBlue( float blue );
731 * Retrieve the actor's color.
734 const Vector4& GetCurrentColor() const;
737 * Sets the actor's color mode.
738 * Color mode specifies whether Actor uses its own color or inherits its parent color
739 * @param [in] colorMode to use.
741 void SetColorMode( ColorMode colorMode );
744 * Returns the actor's color mode.
745 * @return currently used colorMode.
747 ColorMode GetColorMode() const;
750 * @copydoc Dali::Actor::GetCurrentWorldColor()
752 const Vector4& GetCurrentWorldColor() const;
755 * @copydoc Dali::Actor::GetHierarchyDepth()
757 inline int32_t GetHierarchyDepth() const
768 * Get the actor's sorting depth
770 * @return The depth used for hit-testing and renderer sorting
772 uint32_t GetSortingDepth();
776 // Size negotiation virtual functions
779 * @brief Called after the size negotiation has been finished for this control.
781 * The control is expected to assign this given size to itself/its children.
783 * Should be overridden by derived classes if they need to layout
784 * actors differently after certain operations like add or remove
785 * actors, resize or after changing specific properties.
787 * Note! As this function is called from inside the size negotiation algorithm, you cannot
788 * call RequestRelayout (the call would just be ignored)
790 * @param[in] size The allocated size.
791 * @param[in,out] container The control should add actors to this container that it is not able
792 * to allocate a size for.
794 virtual void OnRelayout( const Vector2& size, RelayoutContainer& container )
799 * @brief Notification for deriving classes when the resize policy is set
801 * @param[in] policy The policy being set
802 * @param[in] dimension The dimension the policy is being set for
804 virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) {}
807 * @brief Virtual method to notify deriving classes that relayout dependencies have been
808 * met and the size for this object is about to be calculated for the given dimension
810 * @param dimension The dimension that is about to be calculated
812 virtual void OnCalculateRelayoutSize( Dimension::Type dimension );
815 * @brief Virtual method to notify deriving classes that the size for a dimension
816 * has just been negotiated
818 * @param[in] size The new size for the given dimension
819 * @param[in] dimension The dimension that was just negotiated
821 virtual void OnLayoutNegotiated( float size, Dimension::Type dimension );
824 * @brief Determine if this actor is dependent on it's children for relayout
826 * @param dimension The dimension(s) to check for
827 * @return Return if the actor is dependent on it's children
829 virtual bool RelayoutDependentOnChildren( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
832 * @brief Determine if this actor is dependent on it's children for relayout.
834 * Called from deriving classes
836 * @param dimension The dimension(s) to check for
837 * @return Return if the actor is dependent on it's children
839 virtual bool RelayoutDependentOnChildrenBase( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
842 * @brief Calculate the size for a child
844 * @param[in] child The child actor to calculate the size for
845 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
846 * @return Return the calculated size for the given dimension
848 virtual float CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension );
851 * @brief This method is called during size negotiation when a height is required for a given width.
853 * Derived classes should override this if they wish to customize the height returned.
855 * @param width to use.
856 * @return the height based on the width.
858 virtual float GetHeightForWidth( float width );
861 * @brief This method is called during size negotiation when a width is required for a given height.
863 * Derived classes should override this if they wish to customize the width returned.
865 * @param height to use.
866 * @return the width based on the width.
868 virtual float GetWidthForHeight( float height );
875 * @brief Called by the RelayoutController to negotiate the size of an actor.
877 * The size allocated by the the algorithm is passed in which the
878 * actor must adhere to. A container is passed in as well which
879 * the actor should populate with actors it has not / or does not
880 * need to handle in its size negotiation.
882 * @param[in] size The allocated size.
883 * @param[in,out] container The container that holds actors that are fed back into the
884 * RelayoutController algorithm.
886 void NegotiateSize( const Vector2& size, RelayoutContainer& container );
889 * @brief Set whether size negotiation should use the assigned size of the actor
890 * during relayout for the given dimension(s)
892 * @param[in] use Whether the assigned size of the actor should be used
893 * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions
895 void SetUseAssignedSize( bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
898 * @brief Returns whether size negotiation should use the assigned size of the actor
899 * during relayout for a single dimension
901 * @param[in] dimension The dimension to get
902 * @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
904 bool GetUseAssignedSize( Dimension::Type dimension ) const;
907 * @copydoc Dali::Actor::SetResizePolicy()
909 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
912 * @copydoc Dali::Actor::GetResizePolicy()
914 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
917 * @copydoc Dali::Actor::SetSizeScalePolicy()
919 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
922 * @copydoc Dali::Actor::GetSizeScalePolicy()
924 SizeScalePolicy::Type GetSizeScalePolicy() const;
927 * @copydoc Dali::Actor::SetDimensionDependency()
929 void SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency );
932 * @copydoc Dali::Actor::GetDimensionDependency()
934 Dimension::Type GetDimensionDependency( Dimension::Type dimension ) const;
937 * @brief Set the size negotiation relayout enabled on this actor
939 * @param[in] relayoutEnabled Boolean to enable or disable relayout
941 void SetRelayoutEnabled( bool relayoutEnabled );
944 * @brief Return if relayout is enabled
946 * @return Return if relayout is enabled or not for this actor
948 bool IsRelayoutEnabled() const;
951 * @brief Mark an actor as having it's layout dirty
953 * @param dirty Whether to mark actor as dirty or not
954 * @param dimension The dimension(s) to mark as dirty
956 void SetLayoutDirty( bool dirty, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
959 * @brief Return if any of an actor's dimensions are marked as dirty
961 * @param dimension The dimension(s) to check
962 * @return Return if any of the requested dimensions are dirty
964 bool IsLayoutDirty( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
967 * @brief Returns if relayout is enabled and the actor is not dirty
969 * @return Return if it is possible to relayout the actor
971 bool RelayoutPossible( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
974 * @brief Returns if relayout is enabled and the actor is dirty
976 * @return Return if it is required to relayout the actor
978 bool RelayoutRequired( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
981 * @brief Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene)
983 * This method is automatically called from OnSceneConnection(), OnChildAdd(),
984 * OnChildRemove(), SetSizePolicy(), SetMinimumSize() and SetMaximumSize().
986 * This method can also be called from a derived class every time it needs a different size.
987 * At the end of event processing, the relayout process starts and
988 * all controls which requested Relayout will have their sizes (re)negotiated.
990 * @note RelayoutRequest() can be called multiple times; the size negotiation is still
991 * only performed once, i.e. there is no need to keep track of this in the calling side.
993 void RelayoutRequest( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
996 * @brief Determine if this actor is dependent on it's parent for relayout
998 * @param dimension The dimension(s) to check for
999 * @return Return if the actor is dependent on it's parent
1001 bool RelayoutDependentOnParent( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1004 * @brief Determine if this actor has another dimension depedent on the specified one
1006 * @param dimension The dimension to check for
1007 * @param dependentDimension The dimension to check for dependency with
1008 * @return Return if the actor is dependent on this dimension
1010 bool RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension );
1013 * Negotiate sizes for a control in all dimensions
1015 * @param[in] allocatedSize The size constraint that the control must respect
1017 void NegotiateDimensions( const Vector2& allocatedSize );
1020 * Negotiate size for a specific dimension
1022 * The algorithm adopts a recursive dependency checking approach. Meaning, that wherever dependencies
1023 * are found, e.g. an actor dependent on its parent, the dependency will be calculated first with NegotiatedDimension and
1024 * LayoutDimensionNegotiated flags being filled in on the actor.
1026 * @post All actors that exist in the dependency chain connected to the given actor will have had their NegotiatedDimensions
1027 * calculated and set as well as the LayoutDimensionNegotiated flags.
1029 * @param[in] dimension The dimension to negotiate on
1030 * @param[in] allocatedSize The size constraint that the actor must respect
1032 void NegotiateDimension( Dimension::Type dimension, const Vector2& allocatedSize, ActorDimensionStack& recursionStack );
1035 * @brief Calculate the size of a dimension
1037 * @param[in] dimension The dimension to calculate the size for
1038 * @param[in] maximumSize The upper bounds on the size
1039 * @return Return the calculated size for the dimension
1041 float CalculateSize( Dimension::Type dimension, const Vector2& maximumSize );
1044 * @brief Clamp a dimension given the relayout constraints on this actor
1046 * @param[in] size The size to constrain
1047 * @param[in] dimension The dimension the size exists in
1048 * @return Return the clamped size
1050 float ClampDimension( float size, Dimension::Type dimension );
1053 * Negotiate a dimension based on the size of the parent
1055 * @param[in] dimension The dimension to negotiate on
1056 * @return Return the negotiated size
1058 float NegotiateFromParent( Dimension::Type dimension );
1061 * Negotiate a dimension based on the size of the parent. Fitting inside.
1063 * @param[in] dimension The dimension to negotiate on
1064 * @return Return the negotiated size
1066 float NegotiateFromParentFit( Dimension::Type dimension );
1069 * Negotiate a dimension based on the size of the parent. Flooding the whole space.
1071 * @param[in] dimension The dimension to negotiate on
1072 * @return Return the negotiated size
1074 float NegotiateFromParentFlood( Dimension::Type dimension );
1077 * @brief Negotiate a dimension based on the size of the children
1079 * @param[in] dimension The dimension to negotiate on
1080 * @return Return the negotiated size
1082 float NegotiateFromChildren( Dimension::Type dimension );
1085 * Set the negotiated dimension value for the given dimension(s)
1087 * @param negotiatedDimension The value to set
1088 * @param dimension The dimension(s) to set the value for
1090 void SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1093 * Return the value of negotiated dimension for the given dimension
1095 * @param dimension The dimension to retrieve
1096 * @return Return the value of the negotiated dimension
1098 float GetNegotiatedDimension( Dimension::Type dimension ) const;
1101 * @brief Set the padding for a dimension
1103 * @param[in] padding Padding for the dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
1104 * @param[in] dimension The dimension to set
1106 void SetPadding( const Vector2& padding, Dimension::Type dimension );
1109 * Return the value of padding for the given dimension
1111 * @param dimension The dimension to retrieve
1112 * @return Return the value of padding for the dimension
1114 Vector2 GetPadding( Dimension::Type dimension ) const;
1117 * Return the actor size for a given dimension
1119 * @param[in] dimension The dimension to retrieve the size for
1120 * @return Return the size for the given dimension
1122 float GetSize( Dimension::Type dimension ) const;
1125 * Return the natural size of the actor for a given dimension
1127 * @param[in] dimension The dimension to retrieve the size for
1128 * @return Return the natural size for the given dimension
1130 float GetNaturalSize( Dimension::Type dimension ) const;
1133 * @brief Return the amount of size allocated for relayout
1135 * May include padding
1137 * @param[in] dimension The dimension to retrieve
1138 * @return Return the size
1140 float GetRelayoutSize( Dimension::Type dimension ) const;
1143 * @brief If the size has been negotiated return that else return normal size
1145 * @param[in] dimension The dimension to retrieve
1146 * @return Return the size
1148 float GetLatestSize( Dimension::Type dimension ) const;
1151 * Apply the negotiated size to the actor
1153 * @param[in] container The container to fill with actors that require further relayout
1155 void SetNegotiatedSize( RelayoutContainer& container );
1158 * @brief Flag the actor as having it's layout dimension negotiated.
1160 * @param[in] negotiated The status of the flag to set.
1161 * @param[in] dimension The dimension to set the flag for
1163 void SetLayoutNegotiated( bool negotiated, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1166 * @brief Test whether the layout dimension for this actor has been negotiated or not.
1168 * @param[in] dimension The dimension to determine the value of the flag for
1169 * @return Return if the layout dimension is negotiated or not.
1171 bool IsLayoutNegotiated( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
1174 * @brief provides the Actor implementation of GetHeightForWidth
1175 * @param width to use.
1176 * @return the height based on the width.
1178 float GetHeightForWidthBase( float width );
1181 * @brief provides the Actor implementation of GetWidthForHeight
1182 * @param height to use.
1183 * @return the width based on the height.
1185 float GetWidthForHeightBase( float height );
1188 * @brief Calculate the size for a child
1190 * @param[in] child The child actor to calculate the size for
1191 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
1192 * @return Return the calculated size for the given dimension
1194 float CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension );
1197 * @brief Set the preferred size for size negotiation
1199 * @param[in] size The preferred size to set
1201 void SetPreferredSize( const Vector2& size );
1204 * @brief Return the preferred size used for size negotiation
1206 * @return Return the preferred size
1208 Vector2 GetPreferredSize() const;
1211 * @copydoc Dali::Actor::SetMinimumSize
1213 void SetMinimumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1216 * @copydoc Dali::Actor::GetMinimumSize
1218 float GetMinimumSize( Dimension::Type dimension ) const;
1221 * @copydoc Dali::Actor::SetMaximumSize
1223 void SetMaximumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1226 * @copydoc Dali::Actor::GetMaximumSize
1228 float GetMaximumSize( Dimension::Type dimension ) const;
1231 * @copydoc Dali::Actor::AddRenderer()
1233 uint32_t AddRenderer( Renderer& renderer );
1236 * @copydoc Dali::Actor::GetRendererCount()
1238 uint32_t GetRendererCount() const;
1241 * @copydoc Dali::Actor::GetRendererAt()
1243 RendererPtr GetRendererAt( uint32_t index );
1246 * @copydoc Dali::Actor::RemoveRenderer()
1248 void RemoveRenderer( Renderer& renderer );
1251 * @copydoc Dali::Actor::RemoveRenderer()
1253 void RemoveRenderer( uint32_t index );
1258 * Converts screen coordinates into the actor's coordinate system.
1259 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1260 * @param[out] localX On return, the X-coordinate relative to the actor.
1261 * @param[out] localY On return, the Y-coordinate relative to the actor.
1262 * @param[in] screenX The screen X-coordinate.
1263 * @param[in] screenY The screen Y-coordinate.
1264 * @return True if the conversion succeeded.
1266 bool ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const;
1269 * Converts screen coordinates into the actor's coordinate system.
1270 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1271 * @param[in] renderTask The render-task used to display the actor.
1272 * @param[out] localX On return, the X-coordinate relative to the actor.
1273 * @param[out] localY On return, the Y-coordinate relative to the actor.
1274 * @param[in] screenX The screen X-coordinate.
1275 * @param[in] screenY The screen Y-coordinate.
1276 * @return True if the conversion succeeded.
1278 bool ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const;
1281 * Converts from the actor's coordinate system to screen coordinates.
1282 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1283 * @param[in] viewMatrix The view-matrix
1284 * @param[in] projectionMatrix The projection-matrix
1285 * @param[in] viewport The view-port
1286 * @param[out] localX On return, the X-coordinate relative to the actor.
1287 * @param[out] localY On return, the Y-coordinate relative to the actor.
1288 * @param[in] screenX The screen X-coordinate.
1289 * @param[in] screenY The screen Y-coordinate.
1290 * @return True if the conversion succeeded.
1292 bool ScreenToLocal( const Matrix& viewMatrix,
1293 const Matrix& projectionMatrix,
1294 const Viewport& viewport,
1298 float screenY ) const;
1301 * Performs a ray-sphere test with the given pick-ray and the actor's bounding sphere.
1302 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1303 * @param[in] rayOrigin The ray origin in the world's reference system.
1304 * @param[in] rayDir The ray director vector in the world's reference system.
1305 * @return True if the ray intersects the actor's bounding sphere.
1307 bool RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const;
1310 * Performs a ray-actor test with the given pick-ray and the actor's geometry.
1311 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1312 * @param[in] rayOrigin The ray origin in the world's reference system.
1313 * @param[in] rayDir The ray director vector in the world's reference system.
1314 * @param[out] hitPointLocal The hit point in the Actor's local reference system.
1315 * @param[out] distance The distance from the hit point to the camera.
1316 * @return True if the ray intersects the actor's geometry.
1318 bool RayActorTest( const Vector4& rayOrigin,
1319 const Vector4& rayDir,
1320 Vector2& hitPointLocal,
1321 float& distance ) const;
1324 * Sets whether the actor should receive a notification when touch or hover motion events leave
1325 * the boundary of the actor.
1327 * @note By default, this is set to false as most actors do not require this.
1328 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1330 * @param[in] required Should be set to true if a Leave event is required
1332 void SetLeaveRequired( bool required );
1335 * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1336 * the boundary of the actor.
1337 * @return true if a Leave event is required, false otherwise.
1339 bool GetLeaveRequired() const;
1342 * @copydoc Dali::Actor::SetKeyboardFocusable()
1344 void SetKeyboardFocusable( bool focusable );
1347 * @copydoc Dali::Actor::IsKeyboardFocusable()
1349 bool IsKeyboardFocusable() const;
1352 * Query whether the application or derived actor type requires touch events.
1353 * @return True if touch events are required.
1355 bool GetTouchRequired() const;
1358 * Query whether the application or derived actor type requires hover events.
1359 * @return True if hover events are required.
1361 bool GetHoverRequired() const;
1364 * Query whether the application or derived actor type requires wheel events.
1365 * @return True if wheel events are required.
1367 bool GetWheelEventRequired() const;
1370 * Query whether the actor is actually hittable. This method checks whether the actor is
1371 * sensitive, has the visibility flag set to true and is not fully transparent.
1372 * @return true, if it can be hit, false otherwise.
1374 bool IsHittable() const;
1377 * Query whether the actor captures all touch after it starts even if touch leaves its boundary.
1378 * @return true, if it captures all touch after start
1380 bool CapturesAllTouchAfterStart() const
1382 return mCaptureAllTouchAfterStart;
1388 * Retrieve the gesture data associated with this actor. The first call to this method will
1389 * allocate space for the ActorGestureData so this should only be called if an actor really does
1391 * @return Reference to the ActorGestureData for this actor.
1392 * @note Once the gesture-data is created for an actor it is likely that gestures are required
1393 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
1395 ActorGestureData& GetGestureData();
1398 * Queries whether the actor requires the gesture type.
1399 * @param[in] type The gesture type.
1400 * @return True if the gesture is required, false otherwise.
1402 bool IsGestureRequired( GestureType::Value type ) const;
1407 * Used by the EventProcessor to emit touch event signals.
1408 * @param[in] touch The touch data.
1409 * @return True if the event was consumed.
1411 bool EmitTouchEventSignal( const Dali::TouchEvent& touch );
1414 * Used by the EventProcessor to emit hover event signals.
1415 * @param[in] event The hover event.
1416 * @return True if the event was consumed.
1418 bool EmitHoverEventSignal( const Dali::HoverEvent& event );
1421 * Used by the EventProcessor to emit wheel event signals.
1422 * @param[in] event The wheel event.
1423 * @return True if the event was consumed.
1425 bool EmitWheelEventSignal( const Dali::WheelEvent& event );
1428 * @brief Emits the visibility change signal for this actor and all its children.
1429 * @param[in] visible Whether the actor has become visible or not.
1430 * @param[in] type Whether the actor's visible property has changed or a parent's.
1432 void EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type );
1435 * @brief Emits the layout direction change signal for this actor and all its children.
1436 * @param[in] type Whether the actor's layout direction property has changed or a parent's.
1438 void EmitLayoutDirectionChangedSignal( LayoutDirection::Type type );
1441 * @brief Emits the ChildAdded signal for this actor
1442 * @param[in] child The child actor that has been added
1444 void EmitChildAddedSignal( Actor& child );
1447 * @brief Emits the ChildRemoved signal for this actor
1448 * @param[in] child The child actor that has been removed
1450 void EmitChildRemovedSignal( Actor& child );
1453 * @copydoc Dali::Actor::TouchedSignal()
1455 Dali::Actor::TouchEventSignalType& TouchedSignal();
1458 * @copydoc Dali::Actor::HoveredSignal()
1460 Dali::Actor::HoverSignalType& HoveredSignal();
1463 * @copydoc Dali::Actor::WheelEventSignal()
1465 Dali::Actor::WheelEventSignalType& WheelEventSignal();
1468 * @copydoc Dali::Actor::OnSceneSignal()
1470 Dali::Actor::OnSceneSignalType& OnSceneSignal();
1473 * @copydoc Dali::Actor::OffSceneSignal()
1475 Dali::Actor::OffSceneSignalType& OffSceneSignal();
1478 * @copydoc Dali::Actor::OnRelayoutSignal()
1480 Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal();
1483 * @copydoc DevelActor::VisibilityChangedSignal
1485 DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal();
1488 * @copydoc LayoutDirectionChangedSignal
1490 Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1493 * @copydoc DevelActor::ChildAddedSignal
1495 DevelActor::ChildChangedSignalType& ChildAddedSignal();
1498 * @copydoc DevelActor::ChildRemovedSignal
1500 DevelActor::ChildChangedSignalType& ChildRemovedSignal();
1503 * @copydoc DevelActor::ChildOrderChangedSignal
1505 DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal();
1508 * Connects a callback function with the object's signals.
1509 * @param[in] object The object providing the signal.
1510 * @param[in] tracker Used to disconnect the signal.
1511 * @param[in] signalName The signal to connect to.
1512 * @param[in] functor A newly allocated FunctorDelegate.
1513 * @return True if the signal was connected.
1514 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
1516 static bool DoConnectSignal( BaseObject* object,
1517 ConnectionTrackerInterface* tracker,
1518 const std::string& signalName,
1519 FunctorDelegate* functor );
1522 * Performs actions as requested using the action name.
1523 * @param[in] object The object on which to perform the action.
1524 * @param[in] actionName The action to perform.
1525 * @param[in] attributes The attributes with which to perfrom this action.
1526 * @return true if the action was done.
1528 static bool DoAction( BaseObject* object,
1529 const std::string& actionName,
1530 const Property::Map& attributes );
1536 * For use in derived classes.
1537 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1539 virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize )
1547 BASIC, LAYER, ROOT_LAYER
1551 * Protected Constructor. See Actor::New().
1552 * The second-phase construction Initialize() member should be called immediately after this.
1553 * @param[in] derivedType The derived type of actor (if any).
1554 * @param[in] reference to the node
1556 Actor( DerivedType derivedType, const SceneGraph::Node& node );
1559 * Second-phase constructor. Must be called immediately after creating a new Actor;
1561 void Initialize( void );
1564 * A reference counted object may only be deleted by calling Unreference()
1569 * Called on a child during Add() when the parent actor is connected to the Scene.
1570 * @param[in] parentDepth The depth of the parent in the hierarchy.
1572 void ConnectToScene( uint32_t parentDepth );
1575 * Helper for ConnectToScene, to recursively connect a tree of actors.
1576 * This is atomic i.e. not interrupted by user callbacks.
1577 * @param[in] depth The depth in the hierarchy of the actor
1578 * @param[out] connectionList On return, the list of connected actors which require notification.
1580 void RecursiveConnectToScene( ActorContainer& connectionList, uint32_t depth );
1583 * Connect the Node associated with this Actor to the scene-graph.
1585 void ConnectToSceneGraph();
1588 * Helper for ConnectToScene, to notify a connected actor through the public API.
1590 void NotifyStageConnection();
1593 * Called on a child during Remove() when the actor was previously on the Stage.
1595 void DisconnectFromStage();
1598 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1599 * This is atomic i.e. not interrupted by user callbacks.
1600 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1602 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1605 * Disconnect the Node associated with this Actor from the scene-graph.
1607 void DisconnectFromSceneGraph();
1610 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1612 void NotifyStageDisconnection();
1615 * When the Actor is OnScene, checks whether the corresponding Node is connected to the scene graph.
1616 * @return True if the Actor is OnScene & has a Node connected to the scene graph.
1618 bool IsNodeConnected() const;
1622 * Trigger a rebuild of the actor depth tree from this root
1623 * If a Layer3D is encountered, then this doesn't descend any further.
1624 * The mSortedDepth of each actor is set appropriately.
1626 void RebuildDepthTree();
1631 * Traverse the actor tree, inserting actors into the depth tree in sibling order.
1632 * @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index
1633 * @param[in,out] depthIndex The current depth index (traversal index)
1635 void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex );
1639 // Default property extensions from Object
1642 * @copydoc Dali::Internal::Object::SetDefaultProperty()
1644 void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue ) override;
1647 * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
1649 void SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value ) override;
1652 * @copydoc Dali::Internal::Object::GetDefaultProperty()
1654 Property::Value GetDefaultProperty( Property::Index index ) const override;
1657 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
1659 Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const override;
1662 * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
1664 void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType ) override;
1667 * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
1669 const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const override;
1672 * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
1674 const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const override;
1677 * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
1679 int32_t GetPropertyComponentIndex( Property::Index index ) const override;
1682 * Retrieve the actor's node.
1683 * @return The node used by this actor
1685 const SceneGraph::Node& GetNode() const
1687 return *static_cast<const SceneGraph::Node*>( mUpdateObject );
1691 * @copydoc Dali::DevelActor::Raise()
1696 * @copydoc Dali::DevelActor::Lower()
1701 * @copydoc Dali::DevelActor::RaiseToTop()
1706 * @copydoc Dali::DevelActor::LowerToBottom()
1708 void LowerToBottom();
1711 * @copydoc Dali::DevelActor::RaiseAbove()
1713 void RaiseAbove( Internal::Actor& target );
1716 * @copydoc Dali::DevelActor::LowerBelow()
1718 void LowerBelow( Internal::Actor& target );
1723 * Sets the scene which this actor is added to.
1724 * @param[in] scene The scene
1726 void SetScene( Scene& scene );
1729 * Gets the scene which this actor is added to.
1732 Scene& GetScene() const;
1745 struct AnimatedSizeFlag
1756 // Remove default constructor and copy constructor
1758 Actor( const Actor& ) = delete;
1759 Actor& operator=( const Actor& rhs ) = delete;
1762 * Set the actors parent.
1763 * @param[in] parent The new parent.
1765 void SetParent( Actor* parent );
1768 * For use in derived classes, called after Initialize()
1770 virtual void OnInitialize()
1775 * For use in internal derived classes.
1776 * This is called during ConnectToScene(), after the actor has finished adding its node to the scene-graph.
1777 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1779 virtual void OnSceneConnectionInternal()
1784 * For use in internal derived classes.
1785 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1786 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1788 virtual void OnSceneDisconnectionInternal()
1793 * For use in external (CustomActor) derived classes.
1794 * This is called after the atomic ConnectToScene() traversal has been completed.
1796 virtual void OnSceneConnectionExternal( int depth )
1801 * For use in external (CustomActor) derived classes.
1802 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1804 virtual void OnSceneDisconnectionExternal()
1809 * For use in derived classes; this is called after Add() has added a child.
1810 * @param[in] child The child that was added.
1812 virtual void OnChildAdd( Actor& child )
1817 * For use in derived classes; this is called after Remove() has attempted to remove a child( regardless of whether it succeeded or not ).
1818 * @param[in] child The child that was removed.
1820 virtual void OnChildRemove( Actor& child )
1825 * For use in derived classes.
1826 * This is called after SizeSet() has been called.
1828 virtual void OnSizeSet( const Vector3& targetSize )
1833 * @brief Retrieves the cached event side value of a default property.
1834 * @param[in] index The index of the property
1835 * @param[out] value Is set with the cached value of the property if found.
1836 * @return True if value set, false otherwise.
1838 bool GetCachedPropertyValue( Property::Index index, Property::Value& value ) const;
1841 * @brief Retrieves the current value of a default property from the scene-graph.
1842 * @param[in] index The index of the property
1843 * @param[out] value Is set with the current scene-graph value of the property
1844 * @return True if value set, false otherwise.
1846 bool GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const;
1849 * @brief Ensure the relayout data is allocated
1851 void EnsureRelayoutData();
1854 * @brief Apply the size set policy to the input size
1856 * @param[in] size The size to apply the policy to
1857 * @return Return the adjusted size
1859 Vector2 ApplySizeSetPolicy( const Vector2& size );
1862 * Retrieve the parent object of an Actor.
1863 * @return The parent object, or NULL if the Actor does not have a parent.
1865 Object* GetParentObject() const override;
1869 * @param[in] order The sibling order this Actor should be. It will place
1870 * the actor at this index in it's parent's child array.
1872 void SetSiblingOrder( uint32_t order);
1876 * @return the order of this actor amongst it's siblings
1878 uint32_t GetSiblingOrder() const;
1881 * Request that the stage rebuilds the actor depth indices.
1883 void RequestRebuildDepthTree();
1886 * @brief Get the current position of the actor in screen coordinates.
1888 * @return Returns the screen position of actor
1890 const Vector2 GetCurrentScreenPosition() const;
1893 * Sets the visibility flag of an actor.
1894 * @param[in] visible The new visibility flag.
1895 * @param[in] sendMessage Whether to send a message to the update thread or not.
1897 void SetVisibleInternal( bool visible, SendMessage::Type sendMessage );
1900 * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
1901 * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
1903 void SetInheritLayoutDirection( bool inherit );
1906 * Returns whether the actor inherits it's parent's layout direction.
1907 * @return true if the actor inherits it's parent's layout direction, false otherwise.
1909 bool IsLayoutDirectionInherited() const;
1912 * @brief Propagates layout direction recursively.
1913 * @param[in] actor The actor for seting layout direction.
1914 * @param[in] direction New layout direction.
1916 void InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set = false );
1919 * @brief Sets the update size hint of an actor.
1920 * @param [in] updateSizeHint The update size hint.
1922 void SetUpdateSizeHint( const Vector2& updateSizeHint );
1925 * @brief Return the update size hint of actor
1926 * @return Return the update size hint
1928 Vector2 GetUpdateSizeHint() const;
1932 Scene* mScene; ///< The scene the actor is added to
1934 Actor* mParent; ///< Each actor (except the root) can have one parent
1935 ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized
1936 RendererContainer* mRenderers; ///< Renderer container
1938 Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
1939 Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
1941 struct RelayoutData;
1942 RelayoutData* mRelayoutData; ///< Struct to hold optional collection of relayout variables
1944 ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
1947 Dali::Actor::TouchEventSignalType mTouchedSignal;
1948 Dali::Actor::HoverSignalType mHoveredSignal;
1949 Dali::Actor::WheelEventSignalType mWheelEventSignal;
1950 Dali::Actor::OnSceneSignalType mOnSceneSignal;
1951 Dali::Actor::OffSceneSignalType mOffSceneSignal;
1952 Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
1953 DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
1954 Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
1955 DevelActor::ChildChangedSignalType mChildAddedSignal;
1956 DevelActor::ChildChangedSignalType mChildRemovedSignal;
1957 DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal;
1959 Quaternion mTargetOrientation; ///< Event-side storage for orientation
1960 Vector4 mTargetColor; ///< Event-side storage for color
1961 Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
1962 Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
1963 Vector3 mTargetScale; ///< Event-side storage for scale
1964 Vector3 mAnimatedSize; ///< Event-side storage for size animation
1966 std::string mName; ///< Name of the actor
1967 uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
1968 int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
1969 uint16_t mUseAnimatedSize; ///< Whether the size is animated.
1971 const bool mIsRoot : 1; ///< Flag to identify the root actor
1972 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
1973 bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
1974 bool mSensitive : 1; ///< Whether the actor emits touch event signals
1975 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
1976 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
1977 bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
1978 bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
1979 bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
1980 bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
1981 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
1982 bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
1983 bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
1984 bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
1985 bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
1986 LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
1987 DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
1988 ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
1989 ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
1993 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
1997 } // namespace Internal
1999 // Helpers for public-api forwarding methods
2001 inline Internal::Actor& GetImplementation( Dali::Actor& actor )
2003 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2005 BaseObject& handle = actor.GetBaseObject();
2007 return static_cast< Internal::Actor& >( handle );
2010 inline const Internal::Actor& GetImplementation( const Dali::Actor& actor )
2012 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2014 const BaseObject& handle = actor.GetBaseObject();
2016 return static_cast< const Internal::Actor& >( handle );
2021 #endif // DALI_INTERNAL_ACTOR_H