2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
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.
19 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
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>
40 namespace HitTestAlgorithm
48 distance(std::numeric_limits<float>::max()),
49 depth(std::numeric_limits<int>::min())
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.
60 * Creates an Actor handle so that a HitTestFunction provided via the public API can be called.
62 struct HitTestFunctionWrapper : public HitTestInterface
67 * @param[in] func HitTestFunction to call with an Actor handle.
69 HitTestFunctionWrapper(Dali::HitTestAlgorithm::HitTestFunction func)
74 bool IsActorHittable(Actor* actor) override
76 return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::CHECK_ACTOR);
79 bool DescendActorHierarchy(Actor* actor) override
81 return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE);
84 bool DoesLayerConsumeHit(Layer* layer) override
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
92 bool ActorRequiresHitResultCheck(Actor* actor, Integration::Point point, Vector2 hitPointLocal, uint32_t timeStamp) override
94 return actor->EmitHitTestResultSignal(point, hitPointLocal, timeStamp);
97 Dali::HitTestAlgorithm::HitTestFunction mFunc;
101 * Used in the hit-test algorithm to check whether the actor is touchable.
102 * It is used by the touch event processor.
104 struct ActorTouchableCheck : public HitTestInterface
106 bool IsActorHittable(Actor* actor) override
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?
112 bool DescendActorHierarchy(Actor* actor) override
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.
118 bool DoesLayerConsumeHit(Layer* layer) override
120 return layer->IsTouchConsumed();
123 bool ActorRequiresHitResultCheck(Actor* actor, Integration::Point point, Vector2 hitPointLocal, uint32_t timeStamp) override
125 if(point.GetState() != PointState::STARTED && actor->IsAllowedOnlyOwnTouch() && ownActor != actor)
129 return actor->EmitHitTestResultSignal(point, hitPointLocal, timeStamp);
132 void SetOwnActor(const Actor* actor)
136 const Actor* ownActor;
140 * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
142 bool IsActorExclusiveToAnotherRenderTask(const Actor& actor,
143 const RenderTask& renderTask,
144 const RenderTaskList::ExclusivesContainer& exclusives)
147 if(exclusives.size())
149 for(const auto& exclusive : exclusives)
151 if((exclusive.renderTaskPtr != &renderTask) && (exclusive.actor.GetActor() == &actor))
161 * Recursively hit test all the actors, without crossing into other layers.
162 * This algorithm performs a Depth-First-Search (DFS) on all Actors within Layer.
163 * Hit-Testing each Actor, noting the distance from the Ray-Origin (3D origin
164 * of touch vector). The closest Hit-Tested Actor is that which is returned.
165 * Exceptions to this rule are:
166 * - When comparing against renderable parents, if Actor is the same distance
167 * or closer than it's renderable parent, then it takes priority.
169 HitActor HitTestWithinLayer(Actor& actor,
170 const RenderTask& renderTask,
171 const RenderTaskList::ExclusivesContainer& exclusives,
172 const Vector4& rayOrigin,
173 const Vector4& rayDir,
174 const float& nearClippingPlane,
175 const float& farClippingPlane,
176 HitTestInterface& hitCheck,
177 const bool& overlayed,
180 const RayTest& rayTest,
181 const Integration::Point& point,
182 const uint32_t eventTime)
186 if(IsActorExclusiveToAnotherRenderTask(actor, renderTask, exclusives))
191 // For clipping, regardless of whether we have hit this actor or not.
192 // This is used later to ensure all nested clipped children have hit
193 // all clipping actors also for them to be counted as hit.
194 bool clippingActor = actor.GetClippingMode() != ClippingMode::DISABLED;
195 bool overlayedActor = overlayed || actor.IsOverlay();
197 // If we are a clipping actor or hittable...
198 if(clippingActor || hitCheck.IsActorHittable(&actor))
200 Vector3 size(actor.GetCurrentSize());
202 // Ensure the actor has a valid size.
203 // If so, perform a quick ray sphere test to see if our ray is close to the actor.
204 if(size.x > 0.0f && size.y > 0.0f && rayTest.SphereTest(actor, rayOrigin, rayDir))
206 Vector2 hitPointLocal;
209 // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
210 if(rayTest.ActorTest(actor, rayOrigin, rayDir, hitPointLocal, distance))
212 // Calculate z coordinate value in Camera Space.
213 const Matrix& viewMatrix = renderTask.GetCameraActor()->GetViewMatrix();
214 const Vector4& hitDir = Vector4(rayDir.x * distance, rayDir.y * distance, rayDir.z * distance, 0.0f);
215 const float cameraDepthDistance = (viewMatrix * hitDir).z;
217 // Check if cameraDepthDistance is between clipping plane
218 if(cameraDepthDistance >= nearClippingPlane && cameraDepthDistance <= farClippingPlane)
220 if(overlayHit && !overlayedActor)
222 // If we have already hit an overlay and current actor is not an overlay ignore current actor.
231 // If the hit actor does not want to hit, the hit-test continues.
232 if(hitCheck.ActorRequiresHitResultCheck(&actor, point, hitPointLocal, eventTime))
235 hit.hitPosition = hitPointLocal;
236 hit.distance = distance;
237 hit.depth = actor.GetSortingDepth();
239 if(actor.GetRendererCount() > 0)
241 //Get renderer with maximum depth
242 int rendererMaxDepth(actor.GetRendererAt(0).Get()->GetDepthIndex());
243 for(uint32_t i(1); i < actor.GetRendererCount(); ++i)
245 int depth = actor.GetRendererAt(i).Get()->GetDepthIndex();
246 if(depth > rendererMaxDepth)
248 rendererMaxDepth = depth;
251 hit.depth += rendererMaxDepth;
260 // If current actor is clipping, and hit failed, We should not checkup child actors. Fast return
261 if(clippingActor && !(hit.actor))
266 // Find a child hit, until we run out of actors in the current layer.
268 if(actor.GetChildCount() > 0)
270 childHit.distance = std::numeric_limits<float>::max();
271 childHit.depth = std::numeric_limits<int32_t>::min();
272 ActorContainer& children = actor.GetChildrenInternal();
274 // Hit test ALL children and calculate their distance.
275 bool parentIsRenderable = actor.IsRenderable();
277 for(ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter)
279 // Descend tree only if...
280 if(!(*iter)->IsLayer() && // Child is NOT a layer, hit testing current layer only
281 (hitCheck.DescendActorHierarchy((*iter).Get()))) // We can descend into child hierarchy
283 HitActor currentHit(HitTestWithinLayer((*iter->Get()),
298 // Make sure the set hit actor is actually hittable. This is usually required when we have some
299 // clipping as we need to hit-test all actors as we descend the tree regardless of whether they
300 // are hittable or not.
301 if(currentHit.actor && (!hitCheck.IsActorHittable(currentHit.actor)))
306 bool updateChildHit = false;
307 if(currentHit.distance >= 0.0f)
311 updateChildHit = ((currentHit.depth > childHit.depth) ||
312 ((currentHit.depth == childHit.depth) && (currentHit.distance < childHit.distance)));
316 updateChildHit = currentHit.depth >= childHit.depth;
322 if(!parentIsRenderable || currentHit.depth > hit.depth ||
323 (layerIs3d && (currentHit.depth == hit.depth && currentHit.distance < hit.distance)))
325 childHit = currentHit;
332 return (childHit.actor) ? childHit : hit;
336 * Return true if actor is sourceActor or a descendent of sourceActor
338 bool IsWithinSourceActors(const Actor& sourceActor, const Actor& actor)
340 if(&sourceActor == &actor)
345 Actor* parent = actor.GetParent();
348 return IsWithinSourceActors(sourceActor, *parent);
351 // Not within source actors
356 * Returns true if the layer and all of the layer's parents are visible and sensitive.
358 inline bool IsActuallyHittable(Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck)
362 if(layer.IsClipping())
364 ClippingBox box = layer.GetClippingBox();
366 if(screenCoordinates.x < static_cast<float>(box.x) ||
367 screenCoordinates.x > static_cast<float>(box.x + box.width) ||
368 screenCoordinates.y < stageSize.y - static_cast<float>(box.y + box.height) ||
369 screenCoordinates.y > stageSize.y - static_cast<float>(box.y))
371 // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
378 Actor* actor(&layer);
380 // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
381 while(actor && hittable)
383 if(!hitCheck.DescendActorHierarchy(actor))
388 actor = actor->GetParent();
396 * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
398 void GetCameraClippingPlane(RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane)
400 CameraActor* cameraActor = renderTask.GetCameraActor();
401 nearClippingPlane = cameraActor->GetNearClippingPlane();
402 farClippingPlane = cameraActor->GetFarClippingPlane();
406 * Hit test a RenderTask
408 bool HitTestRenderTask(const RenderTaskList::ExclusivesContainer& exclusives,
409 const Vector2& sceneSize,
411 RenderTask& renderTask,
412 Vector2 screenCoordinates,
414 HitTestInterface& hitCheck,
415 const RayTest& rayTest)
417 if(renderTask.IsHittable(screenCoordinates))
420 renderTask.GetViewport(viewport);
421 if(screenCoordinates.x < static_cast<float>(viewport.x) ||
422 screenCoordinates.x > static_cast<float>(viewport.x + viewport.width) ||
423 screenCoordinates.y < static_cast<float>(viewport.y) ||
424 screenCoordinates.y > static_cast<float>(viewport.y + viewport.height))
426 // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
430 float nearClippingPlane, farClippingPlane;
431 GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
433 // Determine the layer depth of the source actor
434 Actor* sourceActor(renderTask.GetSourceActor());
437 Dali::Layer layer(sourceActor->GetLayer());
440 const uint32_t sourceActorDepth(layer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
442 CameraActor* cameraActor = renderTask.GetCameraActor();
443 bool pickingPossible = cameraActor->BuildPickingRay(
447 results.rayDirection);
453 // Hit test starting with the top layer, working towards the bottom layer.
455 bool overlayHit = false;
456 bool layerConsumesHit = false;
458 for(int32_t i = layers.GetLayerCount() - 1; i >= 0 && !(hit.actor); --i)
460 Layer* layer(layers.GetLayer(i));
463 // Ensure layer is touchable (also checks whether ancestors are also touchable)
464 if(IsActuallyHittable(*layer, screenCoordinates, sceneSize, hitCheck))
466 // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
467 if(sourceActorDepth == static_cast<uint32_t>(i))
469 // Recursively hit test the source actor & children, without crossing into other layers.
470 hit = HitTestWithinLayer(*sourceActor,
474 results.rayDirection,
480 layer->GetBehavior() == Dali::Layer::LAYER_3D,
485 else if(IsWithinSourceActors(*sourceActor, *layer))
487 // Recursively hit test all the actors, without crossing into other layers.
488 hit = HitTestWithinLayer(*layer,
492 results.rayDirection,
498 layer->GetBehavior() == Dali::Layer::LAYER_3D,
504 // If this layer is set to consume the hit, then do not check any layers behind it
505 if(hitCheck.DoesLayerConsumeHit(layer))
507 layerConsumesHit = true;
515 results.renderTask = RenderTaskPtr(&renderTask);
516 results.actor = Dali::Actor(hit.actor);
517 results.actorCoordinates = hit.hitPosition;
519 return true; // Success
524 return true; // Also success if layer is consuming the hit
533 * Iterate through the RenderTaskList and perform hit testing.
535 * @param[in] sceneSize The scene size the tests will be performed in
536 * @param[in] layers The list of layers to test
537 * @param[in] taskList The list of render tasks
538 * @param[out] results Ray information calculated by the camera
539 * @param[in] hitCheck The hit testing interface object to use
540 * @param[in] onScreen True to test on-screen, false to test off-screen
541 * @return True if we have a hit, false otherwise
543 bool HitTestRenderTaskList(const Vector2& sceneSize,
545 RenderTaskList& taskList,
546 const Vector2& screenCoordinates,
548 HitTestInterface& hitCheck,
551 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
552 RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
553 const auto& exclusives = taskList.GetExclusivesList();
556 for(RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter)
558 RenderTask& renderTask = *iter->Get();
559 const bool isOffscreenRenderTask = renderTask.GetFrameBuffer();
560 if((onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask))
565 if(HitTestRenderTask(exclusives, sceneSize, layers, renderTask, screenCoordinates, results, hitCheck, rayTest))
567 // Return true when an actor is hit (or layer in our render-task consumes the hit)
568 return true; // don't bother checking off screen tasks
576 * Iterate through the RenderTaskList and perform hit testing for both on-screen and off-screen.
578 * @param[in] sceneSize The scene size the tests will be performed in
579 * @param[in] layers The list of layers to test
580 * @param[in] taskList The list of render tasks
581 * @param[out] results Ray information calculated by the camera
582 * @param[in] hitCheck The hit testing interface object to use
583 * @param[in] onScreen True to test on-screen, false to test off-screen
584 * @return True if we have a hit, false otherwise
586 bool HitTestForEachRenderTask(const Vector2& sceneSize,
588 RenderTaskList& taskList,
589 const Vector2& screenCoordinates,
591 HitTestInterface& hitCheck)
595 // Check on-screen tasks before off-screen ones.
596 // Hit test order should be reverse of draw order (see ProcessRenderTasks() where off-screen tasks are drawn first).
597 if(HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, true) ||
598 HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, false))
607 } // unnamed namespace
609 HitTestInterface::~HitTestInterface() = default;
611 bool HitTest(const Vector2& sceneSize, RenderTaskList& taskList, LayerList& layerList, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func)
614 // Hit-test the regular on-scene actors
615 Results hitTestResults;
616 HitTestFunctionWrapper hitTestFunctionWrapper(func);
617 if(HitTestForEachRenderTask(sceneSize, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper))
619 results.actor = hitTestResults.actor;
620 results.actorCoordinates = hitTestResults.actorCoordinates;
626 bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface)
630 // Hit-test the regular on-scene actors
633 wasHit = HitTestForEachRenderTask(sceneSize, layerList, renderTaskList, screenCoordinates, results, hitTestInterface);
638 bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, const Actor* ownActor)
640 ActorTouchableCheck actorTouchableCheck;
641 actorTouchableCheck.SetOwnActor(ownActor);
642 return HitTest(sceneSize, renderTaskList, layerList, screenCoordinates, results, actorTouchableCheck);
645 } // namespace HitTestAlgorithm
647 } // namespace Internal