Add a Hit-Test result events.
[platform/core/uifw/dali-core.git] / dali / internal / event / events / hit-test-algorithm-impl.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
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8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
20
21 // INTERNAL INCLUDES
22 #include <dali/integration-api/debug.h>
23 #include <dali/internal/event/actors/actor-impl.h>
24 #include <dali/internal/event/actors/camera-actor-impl.h>
25 #include <dali/internal/event/actors/layer-impl.h>
26 #include <dali/internal/event/actors/layer-list.h>
27 #include <dali/internal/event/common/projection.h>
28 #include <dali/internal/event/events/ray-test.h>
29 #include <dali/internal/event/render-tasks/render-task-impl.h>
30 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
31 #include <dali/internal/event/rendering/renderer-impl.h>
32 #include <dali/public-api/actors/layer.h>
33 #include <dali/public-api/math/vector2.h>
34 #include <dali/public-api/math/vector4.h>
35
36 namespace Dali
37 {
38 namespace Internal
39 {
40 namespace HitTestAlgorithm
41 {
42 namespace
43 {
44 struct HitActor
45 {
46   HitActor()
47   : actor(nullptr),
48     distance(std::numeric_limits<float>::max()),
49     depth(std::numeric_limits<int>::min())
50   {
51   }
52
53   Actor*  actor;       ///< The actor hit (if actor is hit, then this is initialised).
54   Vector2 hitPosition; ///< Position of hit (only valid if actor valid).
55   float   distance;    ///< Distance from ray origin to hit actor.
56   int32_t depth;       ///< Depth index of this actor.
57 };
58
59 /**
60  * Creates an Actor handle so that a HitTestFunction provided via the public API can be called.
61  */
62 struct HitTestFunctionWrapper : public HitTestInterface
63 {
64   /**
65    * Constructor
66    *
67    * @param[in] func HitTestFunction to call with an Actor handle.
68    */
69   HitTestFunctionWrapper(Dali::HitTestAlgorithm::HitTestFunction func)
70   : mFunc(func)
71   {
72   }
73
74   bool IsActorHittable(Actor* actor) override
75   {
76     return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::CHECK_ACTOR);
77   }
78
79   bool DescendActorHierarchy(Actor* actor) override
80   {
81     return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE);
82   }
83
84   bool DoesLayerConsumeHit(Layer* layer) override
85   {
86     // Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
87     // where the caller may want to check for something completely different.
88     // TODO: Should provide a means to let caller decide. For now do not allow layers to consume
89     return false;
90   }
91
92   bool ActorRequiresHitResultCheck(Actor* actor, Integration::Point point, Vector2 hitPointLocal, uint32_t timeStamp) override
93   {
94     return actor->EmitHitTestResultSignal(point, hitPointLocal, timeStamp);
95   }
96
97   Dali::HitTestAlgorithm::HitTestFunction mFunc;
98 };
99
100 /**
101  * Used in the hit-test algorithm to check whether the actor is touchable.
102  * It is used by the touch event processor.
103  */
104 struct ActorTouchableCheck : public HitTestInterface
105 {
106   bool IsActorHittable(Actor* actor) override
107   {
108     return (actor->GetTouchRequired() || actor->GetInterceptTouchRequired() || actor->IsTouchFocusable()) && // Does the Application or derived actor type require a touch event or a intercept touch event? or focusable by touch?
109            actor->IsHittable();                                                                              // Is actor sensitive, visible and on the scene?
110   }
111
112   bool DescendActorHierarchy(Actor* actor) override
113   {
114     return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
115            actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
116   }
117
118   bool DoesLayerConsumeHit(Layer* layer) override
119   {
120     return layer->IsTouchConsumed();
121   }
122
123   bool ActorRequiresHitResultCheck(Actor* actor, Integration::Point point, Vector2 hitPointLocal, uint32_t timeStamp) override
124   {
125     return actor->EmitHitTestResultSignal(point, hitPointLocal, timeStamp);
126   }
127 };
128
129 /**
130  * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
131  */
132 bool IsActorExclusiveToAnotherRenderTask(const Actor&                               actor,
133                                          const RenderTask&                          renderTask,
134                                          const RenderTaskList::ExclusivesContainer& exclusives)
135
136 {
137   if(exclusives.size())
138   {
139     for(const auto& exclusive : exclusives)
140     {
141       if((exclusive.renderTaskPtr != &renderTask) && (exclusive.actor.GetActor() == &actor))
142       {
143         return true;
144       }
145     }
146   }
147   return false;
148 }
149
150 /**
151  * Recursively hit test all the actors, without crossing into other layers.
152  * This algorithm performs a Depth-First-Search (DFS) on all Actors within Layer.
153  * Hit-Testing each Actor, noting the distance from the Ray-Origin (3D origin
154  * of touch vector). The closest Hit-Tested Actor is that which is returned.
155  * Exceptions to this rule are:
156  * - When comparing against renderable parents, if Actor is the same distance
157  * or closer than it's renderable parent, then it takes priority.
158  */
159 HitActor HitTestWithinLayer(Actor&                                     actor,
160                             const RenderTask&                          renderTask,
161                             const RenderTaskList::ExclusivesContainer& exclusives,
162                             const Vector4&                             rayOrigin,
163                             const Vector4&                             rayDir,
164                             float&                                     nearClippingPlane,
165                             float&                                     farClippingPlane,
166                             HitTestInterface&                          hitCheck,
167                             bool&                                      overlayHit,
168                             bool                                       layerIs3d,
169                             uint32_t                                   clippingDepth,
170                             uint32_t                                   clippingBitPlaneMask,
171                             const RayTest&                             rayTest,
172                             const Integration::Point&                  point,
173                             const uint32_t                             eventTime)
174 {
175   HitActor hit;
176
177   if(IsActorExclusiveToAnotherRenderTask(actor, renderTask, exclusives))
178   {
179     return hit;
180   }
181
182   // For clipping, regardless of whether we have hit this actor or not,
183   // we increase the clipping depth if we have hit a clipping actor.
184   // This is used later to ensure all nested clipped children have hit
185   // all clipping actors also for them to be counted as hit.
186   uint32_t newClippingDepth = clippingDepth;
187   bool     clippingActor    = actor.GetClippingMode() != ClippingMode::DISABLED;
188   if(clippingActor)
189   {
190     ++newClippingDepth;
191   }
192
193   // If we are a clipping actor or hittable...
194   if(clippingActor || hitCheck.IsActorHittable(&actor))
195   {
196     Vector3 size(actor.GetCurrentSize());
197
198     // Ensure the actor has a valid size.
199     // If so, perform a quick ray sphere test to see if our ray is close to the actor.
200     if(size.x > 0.0f && size.y > 0.0f && rayTest.SphereTest(actor, rayOrigin, rayDir))
201     {
202       Vector2 hitPointLocal;
203       float   distance;
204
205       // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
206       if(rayTest.ActorTest(actor, rayOrigin, rayDir, hitPointLocal, distance))
207       {
208         // Calculate z coordinate value in Camera Space.
209         const Matrix&  viewMatrix          = renderTask.GetCameraActor()->GetViewMatrix();
210         const Vector4& hitDir              = Vector4(rayDir.x * distance, rayDir.y * distance, rayDir.z * distance, 0.0f);
211         const float    cameraDepthDistance = (viewMatrix * hitDir).z;
212
213         // Check if cameraDepthDistance is between clipping plane
214         if(cameraDepthDistance >= nearClippingPlane && cameraDepthDistance <= farClippingPlane)
215         {
216           // If the hit has happened on a clipping actor, then add this clipping depth to the mask of hit clipping depths.
217           // This mask shows all the actors that have been hit at different clipping depths.
218           if(clippingActor)
219           {
220             clippingBitPlaneMask |= 1u << clippingDepth;
221           }
222
223           if(overlayHit && !actor.IsOverlay())
224           {
225             // If we have already hit an overlay and current actor is not an overlay ignore current actor.
226           }
227           else
228           {
229             if(actor.IsOverlay())
230             {
231               overlayHit = true;
232             }
233
234             // At this point we have hit an actor.
235             // Now perform checks for clipping.
236             // Assume we have hit the actor first as if it is not clipped this would be the case.
237             bool haveHitActor = true;
238
239             // Check if we are performing clipping. IE. if any actors so far have clipping enabled - not necessarily this one.
240             // We can do this by checking the clipping depth has a value 1 or above.
241             if(newClippingDepth >= 1u)
242             {
243               // Now for us to count this actor as hit, we must have also hit
244               // all CLIPPING actors up to this point in the hierarchy as well.
245               // This information is stored in the clippingBitPlaneMask we updated above.
246               // Here we calculate a comparison mask by setting all the bits up to the current depth value.
247               // EG. a depth of 4 (10000 binary) = a mask of 1111 binary.
248               // This allows us a fast way of comparing all bits are set up to this depth.
249               // Note: If the current Actor has clipping, that is included in the depth mask too.
250               uint32_t clippingDepthMask = (1u << newClippingDepth) - 1u;
251
252               // The two masks must be equal to be a hit, as we are already assuming a hit
253               // (for non-clipping mode) then they must be not-equal to disqualify the hit.
254               if(clippingBitPlaneMask != clippingDepthMask)
255               {
256                 haveHitActor = false;
257               }
258             }
259
260             // If the hit actor does not want to hit, the hit-test continues.
261             if(haveHitActor && hitCheck.ActorRequiresHitResultCheck(&actor, point, hitPointLocal, eventTime))
262             {
263               hit.actor       = &actor;
264               hit.hitPosition = hitPointLocal;
265               hit.distance    = distance;
266               hit.depth       = actor.GetSortingDepth();
267
268               if(actor.GetRendererCount() > 0)
269               {
270                 //Get renderer with maximum depth
271                 int rendererMaxDepth(actor.GetRendererAt(0).Get()->GetDepthIndex());
272                 for(uint32_t i(1); i < actor.GetRendererCount(); ++i)
273                 {
274                   int depth = actor.GetRendererAt(i).Get()->GetDepthIndex();
275                   if(depth > rendererMaxDepth)
276                   {
277                     rendererMaxDepth = depth;
278                   }
279                 }
280                 hit.depth += rendererMaxDepth;
281               }
282             }
283           }
284         }
285       }
286     }
287   }
288
289   // Find a child hit, until we run out of actors in the current layer.
290   HitActor childHit;
291   if(actor.GetChildCount() > 0)
292   {
293     childHit.distance        = std::numeric_limits<float>::max();
294     childHit.depth           = std::numeric_limits<int32_t>::min();
295     ActorContainer& children = actor.GetChildrenInternal();
296
297     // Hit test ALL children and calculate their distance.
298     bool parentIsRenderable = actor.IsRenderable();
299
300     for(ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter)
301     {
302       // Descend tree only if...
303       if(!(*iter)->IsLayer() &&                           // Child is NOT a layer, hit testing current layer only
304          (hitCheck.DescendActorHierarchy((*iter).Get()))) // We can descend into child hierarchy
305       {
306         HitActor currentHit(HitTestWithinLayer((*iter->Get()),
307                                                renderTask,
308                                                exclusives,
309                                                rayOrigin,
310                                                rayDir,
311                                                nearClippingPlane,
312                                                farClippingPlane,
313                                                hitCheck,
314                                                overlayHit,
315                                                layerIs3d,
316                                                newClippingDepth,
317                                                clippingBitPlaneMask,
318                                                rayTest,
319                                                point,
320                                                eventTime));
321
322         // Make sure the set hit actor is actually hittable. This is usually required when we have some
323         // clipping as we need to hit-test all actors as we descend the tree regardless of whether they
324         // are hittable or not.
325         if(currentHit.actor && (!hitCheck.IsActorHittable(currentHit.actor)))
326         {
327           continue;
328         }
329
330         bool updateChildHit = false;
331         if(currentHit.distance >= 0.0f)
332         {
333           if(layerIs3d)
334           {
335             updateChildHit = ((currentHit.depth > childHit.depth) ||
336                               ((currentHit.depth == childHit.depth) && (currentHit.distance < childHit.distance)));
337           }
338           else
339           {
340             updateChildHit = currentHit.depth >= childHit.depth;
341           }
342         }
343
344         if(updateChildHit)
345         {
346           if(!parentIsRenderable || currentHit.depth > hit.depth ||
347              (layerIs3d && (currentHit.depth == hit.depth && currentHit.distance < hit.distance)))
348           {
349             childHit = currentHit;
350           }
351         }
352       }
353     }
354   }
355
356   return (childHit.actor) ? childHit : hit;
357 }
358
359 /**
360  * Return true if actor is sourceActor or a descendent of sourceActor
361  */
362 bool IsWithinSourceActors(const Actor& sourceActor, const Actor& actor)
363 {
364   if(&sourceActor == &actor)
365   {
366     return true;
367   }
368
369   Actor* parent = actor.GetParent();
370   if(parent)
371   {
372     return IsWithinSourceActors(sourceActor, *parent);
373   }
374
375   // Not within source actors
376   return false;
377 }
378
379 /**
380  * Returns true if the layer and all of the layer's parents are visible and sensitive.
381  */
382 inline bool IsActuallyHittable(Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck)
383 {
384   bool hittable(true);
385
386   if(layer.IsClipping())
387   {
388     ClippingBox box = layer.GetClippingBox();
389
390     if(screenCoordinates.x < static_cast<float>(box.x) ||
391        screenCoordinates.x > static_cast<float>(box.x + box.width) ||
392        screenCoordinates.y < stageSize.y - static_cast<float>(box.y + box.height) ||
393        screenCoordinates.y > stageSize.y - static_cast<float>(box.y))
394     {
395       // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
396       hittable = false;
397     }
398   }
399
400   if(hittable)
401   {
402     Actor* actor(&layer);
403
404     // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
405     while(actor && hittable)
406     {
407       if(!hitCheck.DescendActorHierarchy(actor))
408       {
409         hittable = false;
410         break;
411       }
412       actor = actor->GetParent();
413     }
414   }
415
416   return hittable;
417 }
418
419 /**
420  * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
421  */
422 void GetCameraClippingPlane(RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane)
423 {
424   CameraActor* cameraActor = renderTask.GetCameraActor();
425   nearClippingPlane        = cameraActor->GetNearClippingPlane();
426   farClippingPlane         = cameraActor->GetFarClippingPlane();
427 }
428
429 /**
430  * Hit test a RenderTask
431  */
432 bool HitTestRenderTask(const RenderTaskList::ExclusivesContainer& exclusives,
433                        const Vector2&                             sceneSize,
434                        LayerList&                                 layers,
435                        RenderTask&                                renderTask,
436                        Vector2                                    screenCoordinates,
437                        Results&                                   results,
438                        HitTestInterface&                          hitCheck,
439                        const RayTest&                             rayTest)
440 {
441   if(renderTask.IsHittable(screenCoordinates))
442   {
443     Viewport viewport;
444     renderTask.GetViewport(viewport);
445     if(screenCoordinates.x < static_cast<float>(viewport.x) ||
446        screenCoordinates.x > static_cast<float>(viewport.x + viewport.width) ||
447        screenCoordinates.y < static_cast<float>(viewport.y) ||
448        screenCoordinates.y > static_cast<float>(viewport.y + viewport.height))
449     {
450       // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
451       return false;
452     }
453
454     float nearClippingPlane, farClippingPlane;
455     GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
456
457     // Determine the layer depth of the source actor
458     Actor* sourceActor(renderTask.GetSourceActor());
459     if(sourceActor)
460     {
461       Dali::Layer layer(sourceActor->GetLayer());
462       if(layer)
463       {
464         const uint32_t sourceActorDepth(layer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
465
466         CameraActor* cameraActor     = renderTask.GetCameraActor();
467         bool         pickingPossible = cameraActor->BuildPickingRay(
468           screenCoordinates,
469           viewport,
470           results.rayOrigin,
471           results.rayDirection);
472         if(!pickingPossible)
473         {
474           return false;
475         }
476
477         // Hit test starting with the top layer, working towards the bottom layer.
478         HitActor hit;
479         bool     overlayHit       = false;
480         bool     layerConsumesHit = false;
481
482         for(int32_t i = layers.GetLayerCount() - 1; i >= 0 && !(hit.actor); --i)
483         {
484           Layer* layer(layers.GetLayer(i));
485           overlayHit = false;
486
487           // Ensure layer is touchable (also checks whether ancestors are also touchable)
488           if(IsActuallyHittable(*layer, screenCoordinates, sceneSize, hitCheck))
489           {
490             // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
491             if(sourceActorDepth == static_cast<uint32_t>(i))
492             {
493               // Recursively hit test the source actor & children, without crossing into other layers.
494               hit = HitTestWithinLayer(*sourceActor,
495                                        renderTask,
496                                        exclusives,
497                                        results.rayOrigin,
498                                        results.rayDirection,
499                                        nearClippingPlane,
500                                        farClippingPlane,
501                                        hitCheck,
502                                        overlayHit,
503                                        layer->GetBehavior() == Dali::Layer::LAYER_3D,
504                                        0u,
505                                        0u,
506                                        rayTest,
507                                        results.point,
508                                        results.eventTime);
509             }
510             else if(IsWithinSourceActors(*sourceActor, *layer))
511             {
512               // Recursively hit test all the actors, without crossing into other layers.
513               hit = HitTestWithinLayer(*layer,
514                                        renderTask,
515                                        exclusives,
516                                        results.rayOrigin,
517                                        results.rayDirection,
518                                        nearClippingPlane,
519                                        farClippingPlane,
520                                        hitCheck,
521                                        overlayHit,
522                                        layer->GetBehavior() == Dali::Layer::LAYER_3D,
523                                        0u,
524                                        0u,
525                                        rayTest,
526                                        results.point,
527                                        results.eventTime);
528             }
529
530             // If this layer is set to consume the hit, then do not check any layers behind it
531             if(hitCheck.DoesLayerConsumeHit(layer))
532             {
533               layerConsumesHit = true;
534               break;
535             }
536           }
537         }
538
539         if(hit.actor)
540         {
541           results.renderTask       = RenderTaskPtr(&renderTask);
542           results.actor            = Dali::Actor(hit.actor);
543           results.actorCoordinates = hit.hitPosition;
544
545           return true; // Success
546         }
547
548         if(layerConsumesHit)
549         {
550           return true; // Also success if layer is consuming the hit
551         }
552       }
553     }
554   }
555   return false;
556 }
557
558 /**
559  * Iterate through the RenderTaskList and perform hit testing.
560  *
561  * @param[in] sceneSize The scene size the tests will be performed in
562  * @param[in] layers The list of layers to test
563  * @param[in] taskList The list of render tasks
564  * @param[out] results Ray information calculated by the camera
565  * @param[in] hitCheck The hit testing interface object to use
566  * @param[in] onScreen True to test on-screen, false to test off-screen
567  * @return True if we have a hit, false otherwise
568  */
569 bool HitTestRenderTaskList(const Vector2&    sceneSize,
570                            LayerList&        layers,
571                            RenderTaskList&   taskList,
572                            const Vector2&    screenCoordinates,
573                            Results&          results,
574                            HitTestInterface& hitCheck,
575                            bool              onScreen)
576 {
577   RenderTaskList::RenderTaskContainer&                  tasks      = taskList.GetTasks();
578   RenderTaskList::RenderTaskContainer::reverse_iterator endIter    = tasks.rend();
579   const auto&                                           exclusives = taskList.GetExclusivesList();
580   RayTest                                               rayTest;
581
582   for(RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter)
583   {
584     RenderTask& renderTask            = *iter->Get();
585     const bool  isOffscreenRenderTask = renderTask.GetFrameBuffer();
586     if((onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask))
587     {
588       // Skip to next task
589       continue;
590     }
591     if(HitTestRenderTask(exclusives, sceneSize, layers, renderTask, screenCoordinates, results, hitCheck, rayTest))
592     {
593       // Return true when an actor is hit (or layer in our render-task consumes the hit)
594       return true; // don't bother checking off screen tasks
595     }
596   }
597
598   return false;
599 }
600
601 /**
602  * Iterate through the RenderTaskList and perform hit testing for both on-screen and off-screen.
603  *
604  * @param[in] sceneSize The scene size the tests will be performed in
605  * @param[in] layers The list of layers to test
606  * @param[in] taskList The list of render tasks
607  * @param[out] results Ray information calculated by the camera
608  * @param[in] hitCheck The hit testing interface object to use
609  * @param[in] onScreen True to test on-screen, false to test off-screen
610  * @return True if we have a hit, false otherwise
611  */
612 bool HitTestForEachRenderTask(const Vector2&    sceneSize,
613                               LayerList&        layers,
614                               RenderTaskList&   taskList,
615                               const Vector2&    screenCoordinates,
616                               Results&          results,
617                               HitTestInterface& hitCheck)
618 {
619   bool result = false;
620
621   // Check on-screen tasks before off-screen ones.
622   // Hit test order should be reverse of draw order (see ProcessRenderTasks() where off-screen tasks are drawn first).
623   if(HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, true) ||
624      HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, false))
625   {
626     // Found hit.
627     result = true;
628   }
629
630   return result;
631 }
632
633 } // unnamed namespace
634
635 HitTestInterface::~HitTestInterface() = default;
636
637 bool HitTest(const Vector2& sceneSize, RenderTaskList& taskList, LayerList& layerList, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func)
638 {
639   bool wasHit(false);
640   // Hit-test the regular on-scene actors
641   Results                hitTestResults;
642   HitTestFunctionWrapper hitTestFunctionWrapper(func);
643   if(HitTestForEachRenderTask(sceneSize, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper))
644   {
645     results.actor            = hitTestResults.actor;
646     results.actorCoordinates = hitTestResults.actorCoordinates;
647     wasHit                   = true;
648   }
649   return wasHit;
650 }
651
652 bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface)
653 {
654   bool wasHit(false);
655
656   // Hit-test the regular on-scene actors
657   if(!wasHit)
658   {
659     wasHit = HitTestForEachRenderTask(sceneSize, layerList, renderTaskList, screenCoordinates, results, hitTestInterface);
660   }
661   return wasHit;
662 }
663
664 bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results)
665 {
666   ActorTouchableCheck actorTouchableCheck;
667   return HitTest(sceneSize, renderTaskList, layerList, screenCoordinates, results, actorTouchableCheck);
668 }
669
670 } // namespace HitTestAlgorithm
671
672 } // namespace Internal
673
674 } // namespace Dali