1 #ifndef __DALI_INTERNAL_ACTOR_H__
2 #define __DALI_INTERNAL_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/map-wrapper.h>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/object/ref-object.h>
28 #include <dali/public-api/actors/actor.h>
29 #include <dali/public-api/common/dali-common.h>
30 #include <dali/public-api/events/gesture.h>
31 #include <dali/public-api/math/viewport.h>
32 #include <dali/internal/event/common/proxy-object.h>
33 #include <dali/internal/event/common/stage-def.h>
34 #include <dali/internal/event/actors/actor-declarations.h>
35 #include <dali/internal/event/actor-attachments/actor-attachment-declarations.h>
36 #include <dali/internal/update/nodes/node-declarations.h>
38 #ifdef DYNAMICS_SUPPORT
39 #include <dali/internal/event/dynamics/dynamics-declarations.h>
47 struct MouseWheelEvent;
53 class ActorGestureData;
57 typedef IntrusivePtr<Actor> ActorPtr;
58 typedef Dali::ActorContainer ActorContainer; // Store handles to return via public-api
59 typedef ActorContainer::iterator ActorIter;
60 typedef ActorContainer::const_iterator ActorConstIter;
63 * Actor is the primary object which Dali applications interact with.
64 * UI controls can be built by combining multiple actors.
65 * Multi-Touch events are received through signals emitted by the actor tree.
67 * An Actor is a proxy for a Node in the scene graph.
68 * When an Actor is added to the Stage, it creates a node and attaches it to the scene graph.
69 * The scene-graph can be updated in a separate thread, so the attachment is done using an asynchronous message.
70 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
72 class Actor : public ProxyObject
78 * @return A smart-pointer to the newly allocated Actor.
80 static ActorPtr New();
83 * Retrieve the name of the actor.
86 const std::string& GetName() const;
89 * Set the name of the actor.
90 * @param[in] name The new name.
92 void SetName(const std::string& name);
95 * @copydoc Dali::Actor::GetId
97 unsigned int GetId() const;
102 * Attach an object to an actor.
103 * @pre The actor does not already have an attachment.
104 * @param[in] attachment The object to attach.
106 void Attach(ActorAttachment& attachment);
109 * Retreive the object attached to an actor.
110 * @return The attachment.
112 ActorAttachmentPtr GetAttachment();
117 * Query whether an actor is the root actor, which is owned by the Stage.
118 * @return True if the actor is a root actor.
126 * Query whether the actor is connected to the Stage.
128 bool OnStage() const;
131 * Query whether the actor is a RenderableActor derived type.
132 * @return True if the actor is renderable.
134 bool IsRenderable() const
136 // inlined as this is called a lot in hit testing
137 return mIsRenderable;
141 * Query whether the actor is of class Dali::Layer
142 * @return True if the actor is a layer.
146 // inlined as this is called a lot in hit testing
151 * Gets the layer in which the actor is present
152 * @return The layer, which will be uninitialized if the actor is off-stage.
154 Dali::Layer GetLayer();
157 * Adds a child Actor to this Actor.
158 * @pre The child actor is not the same as the parent actor.
159 * @pre The child actor does not already have a parent.
160 * @param [in] child The child.
161 * @post The child will be referenced by its parent.
163 void Add(Actor& child);
166 * Inserts a child Actor to this Actor's child list
167 * @pre The child actor is not the same as the parent actor.
168 * @pre The child actor does not already have a parent.
169 * @param [in] index in childlist to insert child at
170 * @param [in] child The child.
171 * @post The child will be referenced by its parent.
173 void Insert(unsigned int index, Actor& child);
176 * Removes a child Actor from this Actor.
177 * @param [in] child The child.
178 * @post The child will be unreferenced.
180 void Remove(Actor& child);
183 * @copydoc Dali::Actor::Unparent
188 * Retrieve the number of children held by the actor.
189 * @return The number of children
191 unsigned int GetChildCount() const;
194 * @copydoc Dali::Actor::GetChildAt
196 Dali::Actor GetChildAt(unsigned int index) const;
199 * Retrieve the Actor's children.
200 * @return A copy of the container of children.
202 ActorContainer GetChildren();
205 * Retrieve the Actor's children.
206 * @return A const reference to the container of children.
208 const ActorContainer& GetChildren() const;
211 * Retrieve a reference to Actor's children.
212 * @note Not for public use.
213 * @return A reference to the container of children.
215 ActorContainer& GetChildrenInternal()
221 * @copydoc Dali::Actor::FindChildByName
223 ActorPtr FindChildByName(const std::string& actorName);
226 * @copydoc Dali::Actor::FindChildByAlias
228 Dali::Actor FindChildByAlias(const std::string& actorAlias);
231 * @copydoc Dali::Actor::FindChildById
233 ActorPtr FindChildById(const unsigned int id);
236 * Retrieve the parent of an Actor.
237 * @return The parent actor, or NULL if the Actor does not have a parent.
239 Actor* GetParent() const
245 * Sets the size of an actor.
246 * ActorAttachments attached to the actor, can be scaled to fit within this area.
247 * This does not interfere with the actors scale factor.
248 * @param [in] width The new width.
249 * @param [in] height The new height.
251 void SetSize(float width, float height);
254 * Sets the size of an actor.
255 * ActorAttachments attached to the actor, can be scaled to fit within this area.
256 * This does not interfere with the actors scale factor.
257 * @param [in] width The size of the actor along the x-axis.
258 * @param [in] height The size of the actor along the y-axis.
259 * @param [in] depth The size of the actor along the z-axis.
261 void SetSize(float width, float height, float depth);
264 * Sets the size of an actor.
265 * ActorAttachments attached to the actor, can be scaled to fit within this area.
266 * This does not interfere with the actors scale factor.
267 * @param [in] size The new size.
269 void SetSize(const Vector2& size);
272 * Sets the size of an actor.
273 * ActorAttachments attached to the actor, can be scaled to fit within this area.
274 * This does not interfere with the actors scale factor.
275 * @param [in] size The new size.
277 void SetSize(const Vector3& size);
280 * Set the width component of the Actor's size.
281 * @param [in] width The new width component.
283 void SetWidth( float width );
286 * Set the height component of the Actor's size.
287 * @param [in] height The new height component.
289 void SetHeight( float height );
292 * Set the depth component of the Actor's size.
293 * @param [in] depth The new depth component.
295 void SetDepth( float depth );
298 * Retrieve the Actor's size from event side.
299 * This size will be the size set or if animating then the target size.
300 * @return The Actor's size.
302 const Vector3& GetSize() const;
305 * Retrieve the Actor's size from update side.
306 * This size will be the size set or animating but will be a frame behind.
307 * @return The Actor's size.
309 const Vector3& GetCurrentSize() const;
312 * Return the natural size of the actor
314 * @return The actor's natural size
316 virtual Vector3 GetNaturalSize() const;
319 * Set the origin of an actor, within its parent's area.
320 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
321 * and (1.0, 1.0, 0.5) is the bottom-right corner.
322 * The default parent-origin is top-left (0.0, 0.0, 0.5).
323 * An actor position is the distance between this origin, and the actors anchor-point.
324 * @param [in] origin The new parent-origin.
326 void SetParentOrigin(const Vector3& origin);
329 * Set the x component of the parent-origin
330 * @param [in] x The new x value.
332 void SetParentOriginX( float x );
335 * Set the y component of the parent-origin
336 * @param [in] y The new y value.
338 void SetParentOriginY( float y );
341 * Set the z component of the parent-origin
342 * @param [in] z The new z value.
344 void SetParentOriginZ( float z );
347 * Retrieve the parent-origin of an actor.
348 * @return The parent-origin.
350 const Vector3& GetCurrentParentOrigin() const;
353 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
354 * (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.
355 * The default anchor point is top-left (0.0, 0.0, 0.5).
356 * An actor position is the distance between its parent-origin, and this anchor-point.
357 * An actor's rotation is centered around its anchor-point.
358 * @param [in] anchorPoint The new anchor-point.
360 void SetAnchorPoint(const Vector3& anchorPoint);
363 * Set the x component of the anchor-point.
364 * @param [in] x The new x value.
366 void SetAnchorPointX( float x );
369 * Set the y component of the anchor-point.
370 * @param [in] y The new y value.
372 void SetAnchorPointY( float y );
375 * Set the z component of the anchor-point.
376 * @param [in] z The new z value.
378 void SetAnchorPointZ( float z );
381 * Retrieve the anchor-point of an actor.
382 * @return The anchor-point.
384 const Vector3& GetCurrentAnchorPoint() const;
387 * Sets the position of the Actor.
388 * The coordinates are relative to the Actor's parent.
389 * The Actor's z position will be set to 0.0f.
390 * @param [in] x The new x position
391 * @param [in] y The new y position
393 void SetPosition(float x, float y);
396 * Sets the position of the Actor.
397 * The coordinates are relative to the Actor's parent.
398 * @param [in] x The new x position
399 * @param [in] y The new y position
400 * @param [in] z The new z position
402 void SetPosition(float x, float y, float z);
405 * Sets the position of the Actor.
406 * The coordinates are relative to the Actor's parent.
407 * @param [in] position The new position.
409 void SetPosition(const Vector3& position);
412 * Set the position of an actor along the X-axis.
413 * @param [in] x The new x position
418 * Set the position of an actor along the Y-axis.
419 * @param [in] y The new y position.
424 * Set the position of an actor along the Z-axis.
425 * @param [in] z The new z position
430 * Move an actor relative to its existing position.
431 * @param[in] distance The actor will move by this distance.
433 void MoveBy(const Vector3& distance);
436 * Retrieve the position of the Actor.
437 * The coordinates are relative to the Actor's parent.
438 * @return the Actor's position.
440 const Vector3& GetCurrentPosition() const;
443 * @copydoc Dali::Actor::GetCurrentWorldPosition()
445 const Vector3& GetCurrentWorldPosition() const;
448 * @copydoc Dali::Actor::SetPositionInheritanceMode()
450 void SetPositionInheritanceMode( PositionInheritanceMode mode );
453 * @copydoc Dali::Actor::GetPositionInheritanceMode()
455 PositionInheritanceMode GetPositionInheritanceMode() const;
458 * Sets the rotation of the Actor.
459 * @param [in] angleRadians The new rotation angle in radians.
460 * @param [in] axis The new axis of rotation.
462 void SetRotation(const Radian& angleRadians, const Vector3& axis);
465 * Sets the rotation of the Actor.
466 * @param [in] rotation The new rotation.
468 void SetRotation(const Quaternion& rotation);
471 * Rotate an actor around its existing rotation axis.
472 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
473 * @param[in] axis The axis of the rotation to combine with the existing rotation.
475 void RotateBy(const Radian& angleRadians, const Vector3& axis);
478 * Apply a relative rotation to an actor.
479 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
481 void RotateBy(const Quaternion& relativeRotation);
484 * Retreive the Actor's rotation.
485 * @return the rotation.
487 const Quaternion& GetCurrentRotation() const;
490 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
491 * Switching this off means that using SetRotation() sets the actor's world orientation.
492 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
494 void SetInheritRotation(bool inherit);
497 * Returns whether the actor inherit's it's parent's orientation.
498 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
500 bool IsRotationInherited() const;
503 * @copydoc Dali::Actor::GetCurrentWorldRotation()
505 const Quaternion& GetCurrentWorldRotation() const;
508 * Sets a scale factor applied to an actor.
509 * @param [in] scale The scale factor applied on all axes.
511 void SetScale(float scale);
514 * Sets a scale factor applied to an actor.
515 * @param [in] scaleX The scale factor applied along the x-axis.
516 * @param [in] scaleY The scale factor applied along the y-axis.
517 * @param [in] scaleZ The scale factor applied along the z-axis.
519 void SetScale(float scaleX, float scaleY, float scaleZ);
522 * Sets a scale factor applied to an actor.
523 * @param [in] scale A vector representing the scale factor for each axis.
525 void SetScale(const Vector3& scale);
528 * Set the x component of the scale factor.
529 * @param [in] x The new x value.
531 void SetScaleX( float x );
534 * Set the y component of the scale factor.
535 * @param [in] y The new y value.
537 void SetScaleY( float y );
540 * Set the z component of the scale factor.
541 * @param [in] z The new z value.
543 void SetScaleZ( float z );
546 * Apply a relative scale to an actor.
547 * @param[in] relativeScale The scale to combine with the actors existing scale.
549 void ScaleBy(const Vector3& relativeScale);
552 * Retrieve the scale factor applied to an actor.
553 * @return A vector representing the scale factor for each axis.
555 const Vector3& GetCurrentScale() const;
558 * @copydoc Dali::Actor::GetCurrentWorldScale()
560 const Vector3& GetCurrentWorldScale() const;
563 * @copydoc Dali::Actor::SetInheritScale()
565 void SetInheritScale( bool inherit );
568 * @copydoc Dali::Actor::IsScaleInherited()
570 bool IsScaleInherited() const;
573 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
575 Matrix GetCurrentWorldMatrix() const;
580 * Sets the visibility flag of an actor.
581 * @param [in] visible The new visibility flag.
583 void SetVisible(bool visible);
586 * Retrieve the visibility flag of an actor.
587 * @return The visibility flag.
589 bool IsVisible() const;
592 * Sets the opacity of an actor.
593 * @param [in] opacity The new opacity.
595 void SetOpacity(float opacity);
598 * Apply a relative opacity change to an actor.
599 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
601 void OpacityBy(float relativeOpacity);
604 * Retrieve the actor's opacity.
605 * @return The actor's opacity.
607 float GetCurrentOpacity() const;
610 * Sets whether an actor should emit touch signals; see SignalTouch().
611 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
612 * the touch event signal will be emitted.
614 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
616 * actor.SetSensitive(false);
619 * Then, to re-enable the touch event signal emission, the application should call:
621 * actor.SetSensitive(true);
624 * @see SignalTouch().
625 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch event signal either.
626 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
628 void SetSensitive(bool sensitive)
630 mSensitive = sensitive;
634 * Query whether an actor emits touch event signals.
635 * @see SetSensitive(bool)
636 * @return true, if emission of touch event signals is enabled, false otherwise.
638 bool IsSensitive() const
644 * @copydoc Dali::Actor::SetDrawMode
646 void SetDrawMode( DrawMode::Type drawMode );
649 * @copydoc Dali::Actor::GetDrawMode
651 DrawMode::Type GetDrawMode() const;
654 * @copydoc Dali::Actor::SetOverlay
656 void SetOverlay(bool enable);
659 * @copydoc Dali::Actor::IsOverlay
661 bool IsOverlay() const;
664 * Sets whether an actor transmits geometry scaling to it's children.
665 * The default value is for it not to transmit scaling.
666 * @param[in] transmitGeometryScaling True to transmit scaling.
668 void SetTransmitGeometryScaling(bool transmitGeometryScaling);
671 * Get the TransmitGeometryScaling property for this actor.
672 * @return True if geometry scaling is applied to the inherited scale.
674 bool GetTransmitGeometryScaling() const;
677 * Sets the initial volume of the actor. Used for scaling the
678 * actor appropriately as the actor is sized when transmitGeometryScaling
681 * @param[in] volume the volume of the model and it's children
683 void SetInitialVolume(const Vector3& volume);
686 * Sets the actor's color. The final color of actor depends on its color mode.
687 * This final color is applied to the drawable elements of an actor.
688 * @param [in] color The new color.
690 void SetColor(const Vector4& color);
693 * Set the red component of the color.
694 * @param [in] red The new red component.
696 void SetColorRed( float red );
699 * Set the green component of the color.
700 * @param [in] green The new green component.
702 void SetColorGreen( float green );
705 * Set the blue component of the scale factor.
706 * @param [in] blue The new blue value.
708 void SetColorBlue( float blue );
711 * Apply a relative color change to an actor.
712 * @param[in] relativeColor The color to combine with the actors existing color.
714 void ColorBy(const Vector4& relativeColor);
717 * Retrieve the actor's color.
720 const Vector4& GetCurrentColor() const;
723 * Sets the actor's color mode.
724 * Color mode specifies whether Actor uses its own color or inherits its parent color
725 * @param [in] colorMode to use.
727 void SetColorMode(ColorMode colorMode);
730 * Returns the actor's color mode.
731 * @return currently used colorMode.
733 ColorMode GetColorMode() const;
736 * @copydoc Dali::Actor::GetCurrentWorldColor()
738 const Vector4& GetCurrentWorldColor() const;
740 #ifdef DYNAMICS_SUPPORT
744 /// @copydoc Dali::Actor::DisableDynamics
745 void DisableDynamics();
747 /// @copydoc Dali::Actor::EnableDynamics(Dali::DynamicsBodyConfig)
748 DynamicsBodyPtr EnableDynamics(DynamicsBodyConfigPtr bodyConfig);
750 /// @copydoc Dali::Actor::GetDynamicsBody
751 DynamicsBodyPtr GetDynamicsBody() const;
753 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&)
754 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offset );
756 /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&,const Vector3&)
757 DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offsetA, const Vector3& offsetB );
759 /// @copydoc Dali::Actor::GetNumberOfJoints
760 const int GetNumberOfJoints() const;
762 /// @copydoc Dali::Actor::GetDynamicsJointByIndex
763 DynamicsJointPtr GetDynamicsJointByIndex( const int index ) const;
765 /// @copydoc Dali::Actor::GetDynamicsJoint
766 DynamicsJointPtr GetDynamicsJoint( ActorPtr attachedActor ) const;
768 /// @copydoc Dali::Actor::RemoveDynamicsJoint
769 void RemoveDynamicsJoint( DynamicsJointPtr joint );
772 * Hold a reference to a DynamicsJoint
773 * @param[in] joint The joint
775 void ReferenceJoint( DynamicsJointPtr joint );
778 * Release a reference to a DynamicsJoint
779 * @param[in] joint The joint
781 void ReleaseJoint( DynamicsJointPtr joint );
784 * Set this actor to be the root actor in the dynamics simulation
785 * All children of the actor are added/removed from the simulation.
786 * @param[in] flag When true sets this actor to be the simulation world root actor and
787 * if OnStage() all dynamics enabled child actors are added to the simulation,
788 * when false stops this actor being the simulation root and if OnStage() all
789 * dynamics enabled child actors are removed from the simulation.
791 void SetDynamicsRoot(bool flag);
795 * Check if this actor is the root actor in the dynamics simulation
796 * @return true if this is the dynamics root actor.
798 bool IsDynamicsRoot() const;
801 * Add actor to the dynamics simulation
802 * Invoked when the actor is staged, or it's parent becomes the simulation root
804 void ConnectDynamics();
807 * Remove actor from the dynamics simulation
808 * Invoked when the actor is unstaged, or it's parent stops being the the simulation root
810 void DisconnectDynamics();
813 * An actor in a DynamicsJoint relationship has been staged
814 * @param[in] actor The actor passed into AddDynamicsJoint()
816 void AttachedActorOnStage( Dali::Actor actor );
819 * An actor in a DynamicsJoint relationship has been unstaged
820 * @param[in] actor The actor passed into AddDynamicsJoint()
822 void AttachedActorOffStage( Dali::Actor actor );
824 #endif // DYNAMICS_SUPPORT
828 * Converts screen coordinates into the actor's coordinate system.
829 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
830 * @param[out] localX On return, the X-coordinate relative to the actor.
831 * @param[out] localY On return, the Y-coordinate relative to the actor.
832 * @param[in] screenX The screen X-coordinate.
833 * @param[in] screenY The screen Y-coordinate.
834 * @return True if the conversion succeeded.
836 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
839 * Converts screen coordinates into the actor's coordinate system.
840 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
841 * @param[in] renderTask The render-task used to display the actor.
842 * @param[out] localX On return, the X-coordinate relative to the actor.
843 * @param[out] localY On return, the Y-coordinate relative to the actor.
844 * @param[in] screenX The screen X-coordinate.
845 * @param[in] screenY The screen Y-coordinate.
846 * @return True if the conversion succeeded.
848 bool ScreenToLocal(RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const;
851 * Converts from the actor's coordinate system to screen coordinates.
852 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
853 * @param[in] viewMatrix The view-matrix
854 * @param[in] projectionMatrix The projection-matrix
855 * @param[in] viewport The view-port
856 * @param[out] localX On return, the X-coordinate relative to the actor.
857 * @param[out] localY On return, the Y-coordinate relative to the actor.
858 * @param[in] screenX The screen X-coordinate.
859 * @param[in] screenY The screen Y-coordinate.
860 * @return True if the conversion succeeded.
862 bool ScreenToLocal( const Matrix& viewMatrix,
863 const Matrix& projectionMatrix,
864 const Viewport& viewport,
868 float screenY ) const;
871 * Performs a ray-sphere test with the given pick-ray and the actor's bounding sphere.
872 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
873 * @param[in] rayOrigin The ray origin in the world's reference system.
874 * @param[in] rayDir The ray director vector in the world's reference system.
875 * @return True if the ray intersects the actor's bounding sphere.
877 bool RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const;
880 * Performs a ray-actor test with the given pick-ray and the actor's geometry.
881 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
882 * @param[in] rayOrigin The ray origin in the world's reference system.
883 * @param[in] rayDir The ray director vector in the world's reference system.
884 * @param[out] hitPointLocal The hit point in the Actor's local reference system.
885 * @param[out] distance The distance from the hit point to the camera.
886 * @return True if the ray intersects the actor's geometry.
888 bool RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const;
891 * Sets whether the actor should receive a notification when touch motion events leave
892 * the boundary of the actor.
894 * @note By default, this is set to false as most actors do not require this.
895 * @note Need to connect to the SignalTouch to actually receive this event.
897 * @param[in] required Should be set to true if a Leave event is required
899 void SetLeaveRequired(bool required);
902 * This returns whether the actor requires touch events whenever touch motion events leave
903 * the boundary of the actor.
904 * @return true if a Leave event is required, false otherwise.
906 bool GetLeaveRequired() const;
909 * @copydoc Dali::Actor::SetKeyboardFocusable()
911 void SetKeyboardFocusable( bool focusable );
914 * @copydoc Dali::Actor::IsKeyboardFocusable()
916 bool IsKeyboardFocusable() const;
919 * Query whether the application or derived actor type requires touch events.
920 * @return True if touch events are required.
922 bool GetTouchRequired() const;
925 * Query whether the application or derived actor type requires mouse wheel events.
926 * @return True if mouse wheel events are required.
928 bool GetMouseWheelEventRequired() const;
931 * Query whether the actor is actually hittable. This method checks whether the actor is
932 * sensitive, has the visibility flag set to true and is not fully transparent.
933 * @return true, if it can be hit, false otherwise.
935 bool IsHittable() const;
940 * Retrieve the gesture data associated with this actor. The first call to this method will
941 * allocate space for the ActorGestureData so this should only be called if an actor really does
943 * @return Reference to the ActorGestureData for this actor.
944 * @note Once the gesture-data is created for an actor it is likely that gestures are required
945 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
947 ActorGestureData& GetGestureData();
950 * Queries whether the actor requires the gesture type.
951 * @param[in] type The gesture type.
953 bool IsGestureRequred( Gesture::Type type ) const;
958 * Used by the EventProcessor to emit touch event signals.
959 * @param[in] event The touch event.
960 * @return True if the event was consumed.
962 bool EmitTouchEventSignal(const TouchEvent& event);
965 * Used by the EventProcessor to emit mouse wheel event signals.
966 * @param[in] event The mouse wheel event.
967 * @return True if the event was consumed.
969 bool EmitMouseWheelEventSignal(const MouseWheelEvent& event);
972 * @copydoc Dali::Actor::TouchedSignal()
974 Dali::Actor::TouchSignalV2& TouchedSignal();
977 * @copydoc Dali::Actor::MouseWheelEventSignal()
979 Dali::Actor::MouseWheelEventSignalV2& MouseWheelEventSignal();
982 * @copydoc Dali::Actor::SetSizeSignal()
984 Dali::Actor::SetSizeSignalV2& SetSizeSignal();
987 * @copydoc Dali::Actor::OnStageSignal()
989 Dali::Actor::OnStageSignalV2& OnStageSignal();
992 * @copydoc Dali::Actor::OffStageSignal()
994 Dali::Actor::OffStageSignalV2& OffStageSignal();
997 * Connects a callback function with the object's signals.
998 * @param[in] object The object providing the signal.
999 * @param[in] tracker Used to disconnect the signal.
1000 * @param[in] signalName The signal to connect to.
1001 * @param[in] functor A newly allocated FunctorDelegate.
1002 * @return True if the signal was connected.
1003 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
1005 static bool DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor );
1008 * Performs actions as requested using the action name.
1009 * @param[in] object The object on which to perform the action.
1010 * @param[in] actionName The action to perform.
1011 * @param[in] attributes The attributes with which to perfrom this action.
1012 * @return true if the action was done.
1014 static bool DoAction(BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes);
1016 public: // For Animation
1019 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1021 * @param[in] animation The animation that resized the actor
1022 * @param[in] targetSize The new target size of the actor
1024 void NotifySizeAnimation(Animation& animation, const Vector3& targetSize);
1027 * For use in derived classes.
1028 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1030 virtual void OnSizeAnimation(Animation& animation, const Vector3& targetSize) {}
1043 * Protected Constructor. See Actor::New().
1044 * The second-phase construction Initialize() member should be called immediately after this.
1045 * @param[in] derivedType The derived type of actor (if any).
1047 Actor( DerivedType derivedType );
1050 * Second-phase constructor. Must be called immediately after creating a new Actor;
1052 void Initialize(void);
1055 * A reference counted object may only be deleted by calling Unreference()
1060 * Called on a child during Add() when the parent actor is connected to the Stage.
1061 * @param[in] stage The stage.
1062 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1064 void ConnectToStage(Stage& stage, int index = -1);
1067 * Helper for ConnectToStage, to recursively connect a tree of actors.
1068 * This is atomic i.e. not interrupted by user callbacks.
1069 * @param[in] stage The stage.
1070 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1071 * @param[out] connectionList On return, the list of connected actors which require notification.
1073 void RecursiveConnectToStage( Stage& stage, ActorContainer& connectionList, int index = -1 );
1076 * Connect the Node associated with this Actor to the scene-graph.
1077 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1079 void ConnectToSceneGraph(int index = -1);
1082 * Helper for ConnectToStage, to notify a connected actor through the public API.
1084 void NotifyStageConnection();
1087 * Called on a child during Remove() when the actor was previously on the Stage.
1089 void DisconnectFromStage();
1092 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1093 * This is atomic i.e. not interrupted by user callbacks.
1094 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1096 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1099 * Disconnect the Node associated with this Actor from the scene-graph.
1101 void DisconnectFromSceneGraph();
1104 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1106 void NotifyStageDisconnection();
1109 * When the Actor is OnStage, checks whether the corresponding Node is connected to the scene graph.
1110 * @return True if the Actor is OnStage & has a Node connected to the scene graph.
1112 bool IsNodeConnected() const;
1115 * Calculate the size of the z dimension for a 2D size
1117 * @param[in] size The 2D size (X, Y) to calculate Z from
1119 * @return Return the Z dimension for this size
1121 float CalculateSizeZ( const Vector2& size ) const;
1123 public: // Default property extensions from ProxyObject
1126 * @copydoc Dali::Internal::ProxyObject::IsSceneObjectRemovable()
1128 virtual bool IsSceneObjectRemovable() const;
1131 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyCount()
1133 virtual unsigned int GetDefaultPropertyCount() const;
1136 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndices()
1138 virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
1141 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyName()
1143 virtual const std::string& GetDefaultPropertyName(Property::Index index) const;
1146 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndex()
1148 virtual Property::Index GetDefaultPropertyIndex(const std::string& name) const;
1151 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyWritable()
1153 virtual bool IsDefaultPropertyWritable(Property::Index index) const;
1156 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAnimatable()
1158 virtual bool IsDefaultPropertyAnimatable(Property::Index index) const;
1161 * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAConstraintInput()
1163 virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
1166 * @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyType()
1168 virtual Property::Type GetDefaultPropertyType(Property::Index index) const;
1171 * @copydoc Dali::Internal::ProxyObject::SetDefaultProperty()
1173 virtual void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue);
1176 * @copydoc Dali::Internal::ProxyObject::SetCustomProperty()
1178 virtual void SetCustomProperty( Property::Index index, const CustomProperty& entry, const Property::Value& value );
1181 * @copydoc Dali::Internal::ProxyObject::GetDefaultProperty()
1183 virtual Property::Value GetDefaultProperty( Property::Index index ) const;
1186 * @copydoc Dali::Internal::ProxyObject::InstallSceneObjectProperty()
1188 virtual void InstallSceneObjectProperty( SceneGraph::PropertyBase& newProperty, const std::string& name, unsigned int index );
1191 * @copydoc Dali::Internal::ProxyObject::GetSceneObject()
1193 virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
1196 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectAnimatableProperty()
1198 virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
1201 * @copydoc Dali::Internal::ProxyObject::GetSceneObjectInputProperty()
1203 virtual const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const;
1206 * @copydoc Dali::Internal::ProxyObject::GetPropertyComponentIndex()
1208 virtual int GetPropertyComponentIndex( Property::Index index ) const;
1216 Actor(const Actor&);
1219 Actor& operator=(const Actor& rhs);
1222 * Set the actors parent.
1223 * @param[in] parent The new parent.
1224 * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
1226 void SetParent(Actor* parent, int index = -1);
1229 * Helper to create a Node for this Actor.
1230 * To be overriden in derived classes.
1231 * @return A newly allocated node.
1233 virtual SceneGraph::Node* CreateNode() const;
1236 * For use in derived classes, called after Initialize()
1238 virtual void OnInitialize() {}
1241 * For use in internal derived classes.
1242 * This is called during ConnectToStage(), after the actor has finished adding its node to the scene-graph.
1243 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1245 virtual void OnStageConnectionInternal() {}
1248 * For use in internal derived classes.
1249 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1250 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1252 virtual void OnStageDisconnectionInternal() {}
1255 * For use in external (CustomActor) derived classes.
1256 * This is called after the atomic ConnectToStage() traversal has been completed.
1258 virtual void OnStageConnectionExternal() {}
1261 * For use in external (CustomActor) derived classes.
1262 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1264 virtual void OnStageDisconnectionExternal() {}
1267 * For use in derived classes; this is called after Add() has added a child.
1268 * @param[in] child The child that was added.
1270 virtual void OnChildAdd( Actor& child ) {}
1273 * For use in derived classes; this is called after Remove() has removed a child.
1274 * @param[in] child The child that was removed.
1276 virtual void OnChildRemove( Actor& child ) {}
1279 * For use in derived classes.
1280 * This is called after SizeSet() has been called.
1282 virtual void OnSizeSet(const Vector3& targetSize) {}
1285 * For use in derived classes.
1286 * This is called after a non animatable custom property is set.
1287 * @param [in] index The index of the property.
1288 * @param [in] propertyValue The value of the property.
1290 virtual void OnPropertySet( Property::Index index, Property::Value propertyValue ) {}
1293 * For use in derived classes.
1294 * This is only called if mTouchRequired is true, and the touch-signal was not consumed.
1295 * @param[in] event The touch event.
1296 * @return True if the event should be consumed.
1298 virtual bool OnTouchEvent(const TouchEvent& event) { return false; }
1301 * For use in derived classes.
1302 * This is only called if the mouse wheel signal was not consumed.
1303 * @param[in] event The mouse event.
1304 * @return True if the event should be consumed.
1306 virtual bool OnMouseWheelEvent(const MouseWheelEvent& event) { return false; }
1309 * For use in derived class
1310 * If an alias for a child exists, return the child otherwise return an empty handle.
1311 * For example 'previous' could return the last selected child.
1312 * @pre The Actor has been initialized.
1313 * @param[in] actorAlias the name of the actor to find
1314 * @return A handle to the actor if found, or an empty handle if not.
1316 virtual Dali::Actor GetChildByAlias(const std::string& actorAlias) { return Dali::Actor(); }
1319 * Support function for FindChildByAlias
1320 * @pre The Actor has been initialized.
1321 * @param[in] actorAlias the name of the aliased actor to find
1322 * @return A handle to the actor if found, or an empty handle if not.
1324 Dali::Actor DoGetChildByAlias(const std::string& actorAlias);
1328 StagePtr mStage; ///< Used to send messages to Node; valid until Core destruction
1329 Actor* mParent; ///< Each actor (except the root) can have one parent
1330 ActorContainer* mChildren; ///< Container of referenced actors
1331 const SceneGraph::Node* mNode; ///< Not owned
1332 Vector3* mParentOrigin; // NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
1333 Vector3* mAnchorPoint; // NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
1335 #ifdef DYNAMICS_SUPPORT
1336 DynamicsData* mDynamicsData; ///< optional physics data
1339 ActorGestureData* mGestureData; /// Optional Gesture data. Only created when actor requires gestures
1341 ActorAttachmentPtr mAttachment; ///< Optional referenced attachment
1344 Dali::Actor::TouchSignalV2 mTouchedSignalV2;
1345 Dali::Actor::MouseWheelEventSignalV2 mMouseWheelEventSignalV2;
1346 Dali::Actor::SetSizeSignalV2 mSetSizeSignalV2;
1347 Dali::Actor::OnStageSignalV2 mOnStageSignalV2;
1348 Dali::Actor::OffStageSignalV2 mOffStageSignalV2;
1350 Vector3 mSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
1352 std::string mName; ///< Name of the actor
1353 unsigned int mId; ///< A unique ID to identify the actor starting from 1, and 0 is reserved
1355 const bool mIsRoot : 1; ///< Flag to identify the root actor
1356 const bool mIsRenderable : 1; ///< Flag to identify that this is a renderable actor
1357 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
1358 bool mIsOnStage : 1; ///< Flag to identify whether the actor is on-stage
1359 bool mIsDynamicsRoot : 1; ///< Flag to identify if this is the dynamics world root
1360 bool mSensitive : 1; ///< Whether the actor emits touch event signals
1361 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
1362 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
1363 bool mDerivedRequiresTouch : 1; ///< Whether the derived actor type requires touch event signals
1364 bool mDerivedRequiresMouseWheelEvent : 1; ///< Whether the derived actor type requires mouse wheel event signals
1365 bool mOnStageSignalled : 1; ///< Set to true before OnStageConnection signal is emitted, and false before OnStageDisconnection
1366 bool mInheritRotation : 1; ///< Cached: Whether the parent's rotation should be inherited.
1367 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
1368 DrawMode::Type mDrawMode : 2; ///< Cached: How the actor and its children should be drawn
1369 PositionInheritanceMode mPositionInheritanceMode : 2; ///< Cached: Determines how position is inherited
1370 ColorMode mColorMode : 2; ///< Cached: Determines whether mWorldColor is inherited
1372 // Default properties
1373 typedef std::map<std::string, Property::Index> DefaultPropertyLookup;
1377 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
1378 static unsigned int mActorCounter; ///< A counter to track the actor instance creation
1380 // Default properties
1381 static DefaultPropertyLookup* mDefaultPropertyLookup;
1386 * @brief Structure for setting up default properties and their details.
1388 struct PropertyDetails
1390 std::string name; ///< The name of the property.
1391 Property::Type type; ///< The property type.
1392 bool writable:1; ///< Whether the property is writable
1393 bool animatable:1; ///< Whether the property is animatable.
1394 bool constraintInput:1; ///< Whether the property can be used as an input to a constraint.
1397 } // namespace Internal
1399 // Helpers for public-api forwarding methods
1401 inline Internal::Actor& GetImplementation(Dali::Actor& actor)
1403 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1405 BaseObject& handle = actor.GetBaseObject();
1407 return static_cast<Internal::Actor&>(handle);
1410 inline const Internal::Actor& GetImplementation(const Dali::Actor& actor)
1412 DALI_ASSERT_ALWAYS(actor && "Actor handle is empty");
1414 const BaseObject& handle = actor.GetBaseObject();
1416 return static_cast<const Internal::Actor&>(handle);
1421 #endif // __DALI_INTERNAL_ACTOR_H__