2 * Copyright (c) 2014 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/system-overlay.h>
23 #include <dali/public-api/math/vector2.h>
24 #include <dali/public-api/math/vector4.h>
25 #include <dali/integration-api/debug.h>
26 #include <dali/internal/event/actors/actor-impl.h>
27 #include <dali/internal/event/actors/camera-actor-impl.h>
28 #include <dali/internal/event/actors/image-actor-impl.h>
29 #include <dali/internal/event/actors/layer-impl.h>
30 #include <dali/internal/event/actors/layer-list.h>
31 #include <dali/internal/event/common/system-overlay-impl.h>
32 #include <dali/internal/event/common/stage-impl.h>
33 #include <dali/internal/event/common/projection.h>
34 #include <dali/internal/event/images/frame-buffer-image-impl.h>
35 #include <dali/internal/event/render-tasks/render-task-impl.h>
36 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
44 namespace HitTestAlgorithm
56 distance( std::numeric_limits<float>::max() ),
57 depth( std::numeric_limits<int>::min() )
61 Actor *actor; ///< the actor hit. (if actor hit, then initialised)
62 float x; ///< x position of hit (only valid if actor valid)
63 float y; ///< y position of hit (only valid if actor valid)
64 float distance; ///< distance from ray origin to hit actor
65 int depth; ///< depth index of this actor
70 * Creates an Actor handle so that a HitTestFunction provided via the public API can be called.
72 struct HitTestFunctionWrapper : public HitTestInterface
77 * @param[in] func HitTestFunction to call with an Actor handle.
79 HitTestFunctionWrapper( Dali::HitTestAlgorithm::HitTestFunction func )
84 virtual bool IsActorHittable( Actor* actor )
86 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
89 virtual bool DescendActorHierarchy( Actor* actor )
91 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
94 virtual bool DoesLayerConsumeHit( Layer* layer )
96 // Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
97 // where the caller may want to check for something completely different.
98 // TODO: Should provide a means to let caller decide. For now do not allow layers to consume
102 Dali::HitTestAlgorithm::HitTestFunction mFunc;
106 * Used in the hit-test algorithm to check whether the actor is touchable.
107 * It is used by the touch event processor.
109 struct ActorTouchableCheck : public HitTestInterface
111 virtual bool IsActorHittable( Actor* actor )
113 return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
114 actor->IsHittable(); // Is actor sensitive, visible and on the scene?
117 virtual bool DescendActorHierarchy( Actor* actor )
119 return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
120 actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
123 virtual bool DoesLayerConsumeHit( Layer* layer )
125 return layer->IsTouchConsumed();
130 * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
132 bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
133 const RenderTask& renderTask,
134 const Vector< RenderTaskList::Exclusive >& exclusives )
137 if ( exclusives.Size() )
139 for ( Vector< RenderTaskList::Exclusive >::Iterator exclusiveIt = exclusives.Begin(); exclusives.End() != exclusiveIt; ++exclusiveIt )
141 if ( exclusiveIt->renderTaskPtr != &renderTask )
143 if ( exclusiveIt->actorPtr == &actor )
154 * Recursively hit test all the actors, without crossing into other layers.
155 * This algorithm performs a Depth-First-Search (DFS) on all Actors within Layer.
156 * Hit-Testing each Actor, noting the distance from the Ray-Origin (3D origin
157 * of touch vector). The closest Hit-Tested Actor is that which is returned.
158 * Exceptions to this rule are:
159 * - When comparing against renderable parents, if Actor is the same distance
160 * or closer than it's renderable parent, then it takes priority.
162 HitActor HitTestWithinLayer( Actor& actor,
163 const RenderTask& renderTask,
164 const Vector< RenderTaskList::Exclusive >& exclusives,
165 const Vector4& rayOrigin,
166 const Vector4& rayDir,
167 float& nearClippingPlane,
168 float& farClippingPlane,
169 HitTestInterface& hitCheck,
170 bool& stencilOnLayer,
172 bool parentIsStencil )
176 if ( IsActorExclusiveToAnotherRenderTask( actor, renderTask, exclusives ) )
181 // Children should inherit the stencil draw mode
182 bool isStencil = parentIsStencil;
184 if ( actor.GetDrawMode() == DrawMode::STENCIL && actor.IsVisible() )
187 stencilOnLayer = true;
190 // If we are a stencil or hittable...
191 if ( isStencil || hitCheck.IsActorHittable( &actor ) )
193 Vector3 size( actor.GetCurrentSize() );
195 if ( size.x > 0.0f && size.y > 0.0f && // Ensure the actor has a valid size.
196 actor.RaySphereTest( rayOrigin, rayDir ) ) // Perform quicker ray sphere test to see if our ray is close to the actor.
198 Vector4 hitPointLocal;
201 // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
202 if( actor.RayActorTest( rayOrigin, rayDir, hitPointLocal, distance ) )
204 if( distance >= nearClippingPlane && distance <= farClippingPlane )
206 // If the hit has happened on a stencil then register, but don't record as hit result
214 hit.x = hitPointLocal.x;
215 hit.y = hitPointLocal.y;
216 hit.distance = distance;
218 // Is this actor an Image Actor or contains a renderer?
219 if ( ImageActor* imageActor = dynamic_cast< ImageActor* >( &actor ) )
221 hit.depth = imageActor->GetDepthIndex();
225 if ( actor.GetRendererCount() )
227 hit.depth = actor.GetRendererAt( 0 ).GetDepthIndex();
240 // If we are a stencil (or a child of a stencil) and we have already ascertained that the stencil has been hit then there is no need to hit-test the children of this stencil-actor
241 if ( isStencil && stencilHit )
246 // Find a child hit, until we run out of actors in the current layer.
248 if( actor.GetChildCount() > 0 )
250 childHit.distance = std::numeric_limits<float>::max();
251 childHit.depth = std::numeric_limits<int>::min();
252 ActorContainer& children = actor.GetChildrenInternal();
254 // Hit test ALL children and calculate their distance.
255 bool parentIsRenderable = actor.IsRenderable();
257 for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
259 // Descend tree only if...
260 if ( !(*iter)->IsLayer() && // Child is NOT a layer, hit testing current layer only or Child is not a layer and we've inherited the stencil draw mode
261 ( isStencil || hitCheck.DescendActorHierarchy( ( *iter ).Get() ) ) ) // We are a stencil OR we can descend into child hierarchy
263 HitActor currentHit( HitTestWithinLayer( (*iter->Get()),
275 bool updateChildHit = false;
276 // If our ray casting hit, then check then if the hit actor's depth is greater that the favorite, it will be preferred
277 if ( currentHit.distance >= 0.0f )
279 if ( currentHit.depth > childHit.depth )
281 updateChildHit = true;
284 // If the hit actor's depth is equal to current favorite, then we check the distance and prefer the closer
285 else if ( currentHit.depth == childHit.depth )
287 if ( currentHit.distance < childHit.distance )
289 updateChildHit = true;
294 if ( updateChildHit )
296 if( !parentIsRenderable || currentHit.depth > hit.depth ||
297 ( currentHit.depth == hit.depth && currentHit.distance < hit.distance ) )
299 childHit = currentHit;
305 return ( childHit.actor ) ? childHit : hit;
309 * Return true if actor is sourceActor or a descendent of sourceActor
311 bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
313 if ( &sourceActor == &actor )
319 Actor* parent = actor.GetParent();
322 return IsWithinSourceActors( sourceActor, *parent );
326 // Not within source actors
331 * Returns true if the layer and all of the layer's parents are visible and sensitive.
333 inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck )
335 bool hittable( true );
337 if(layer.IsClipping())
339 ClippingBox box = layer.GetClippingBox();
341 if( screenCoordinates.x < box.x ||
342 screenCoordinates.x > box.x + box.width ||
343 screenCoordinates.y < stageSize.y - (box.y + box.height) ||
344 screenCoordinates.y > stageSize.y - box.y)
346 // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
353 Actor* actor( &layer );
355 // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
356 while ( actor && hittable )
358 if ( ! hitCheck.DescendActorHierarchy( actor ) )
363 actor = actor->GetParent();
371 * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
373 void GetCameraClippingPlane( RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane )
375 CameraActor* cameraActor = renderTask.GetCameraActor();
376 nearClippingPlane = cameraActor->GetNearClippingPlane();
377 farClippingPlane = cameraActor->GetFarClippingPlane();
381 * Hit test a RenderTask
383 bool HitTestRenderTask( const Vector< RenderTaskList::Exclusive >& exclusives,
386 RenderTask& renderTask,
387 Vector2 screenCoordinates,
389 HitTestInterface& hitCheck )
391 if ( renderTask.IsHittable( screenCoordinates ) )
394 renderTask.GetViewport( viewport );
395 if( screenCoordinates.x < viewport.x ||
396 screenCoordinates.x > viewport.x + viewport.width ||
397 screenCoordinates.y < viewport.y ||
398 screenCoordinates.y > viewport.y + viewport.height )
400 // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
404 float nearClippingPlane, farClippingPlane;
405 GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
407 // Determine the layer depth of the source actor
408 Actor* sourceActor( renderTask.GetSourceActor() );
411 Dali::Layer layer( sourceActor->GetLayer() );
414 const unsigned int sourceActorDepth( layer.GetDepth() );
416 CameraActor* cameraActor = renderTask.GetCameraActor();
417 bool pickingPossible = cameraActor->BuildPickingRay(
421 results.rayDirection );
422 if( !pickingPossible )
427 // Hit test starting with the top layer, working towards the bottom layer.
429 bool stencilOnLayer = false;
430 bool stencilHit = false;
431 bool layerConsumesHit = false;
433 const Vector2& stageSize = stage.GetSize();
435 for (int i=layers.GetLayerCount()-1; i>=0 && !(hit.actor); --i)
437 Layer* layer( layers.GetLayer(i) );
438 HitActor previousHit = hit;
439 stencilOnLayer = false;
442 // Ensure layer is touchable (also checks whether ancestors are also touchable)
443 if ( IsActuallyHittable ( *layer, screenCoordinates, stageSize, hitCheck ) )
445 // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
446 if ( sourceActorDepth == static_cast<unsigned int>(i) )
448 // Recursively hit test the source actor & children, without crossing into other layers.
449 hit = HitTestWithinLayer( *sourceActor,
453 results.rayDirection,
461 else if ( IsWithinSourceActors( *sourceActor, *layer ) )
463 // Recursively hit test all the actors, without crossing into other layers.
464 hit = HitTestWithinLayer( *layer,
468 results.rayDirection,
477 // If a stencil on this layer hasn't been hit, then discard hit results for this layer if our current hit actor is renderable
478 if ( stencilOnLayer && !stencilHit &&
479 hit.actor && hit.actor->IsRenderable() )
484 // If this layer is set to consume the hit, then do not check any layers behind it
485 if ( hitCheck.DoesLayerConsumeHit( layer ) )
487 layerConsumesHit = true;
494 results.renderTask = Dali::RenderTask(&renderTask);
495 results.actor = Dali::Actor(hit.actor);
496 results.actorCoordinates.x = hit.x;
497 results.actorCoordinates.y = hit.y;
498 return true; // Success
500 else if ( layerConsumesHit )
502 return true; // Also success if layer is consuming the hit
511 * Iterate through RenderTaskList and perform hit test.
513 * @return true if we have a hit, false otherwise
515 bool HitTestForEachRenderTask( Stage& stage,
517 RenderTaskList& taskList,
518 const Vector2& screenCoordinates,
520 HitTestInterface& hitCheck )
522 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
523 RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
525 const Vector< RenderTaskList::Exclusive >& exclusives = taskList.GetExclusivesList();
527 // Check onscreen tasks before offscreen ones, hit test order should be reverse of draw order (see ProcessRenderTasks() where offscreen tasks are drawn first).
530 for ( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
532 RenderTask& renderTask = GetImplementation( *iter );
533 Dali::FrameBufferImage frameBufferImage = renderTask.GetTargetFrameBuffer();
535 // Note that if frameBufferImage is NULL we are using the default (on screen) render target
538 ResourceId id = GetImplementation(frameBufferImage).GetResourceId();
548 if ( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
550 // Return true when an actor is hit (or layer in our render-task consumes the hit)
551 return true; // don't bother checking off screen tasks
556 for ( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
558 RenderTask& renderTask = GetImplementation( *iter );
559 Dali::FrameBufferImage frameBufferImage = renderTask.GetTargetFrameBuffer();
561 // Note that if frameBufferImage is NULL we are using the default (on screen) render target
564 ResourceId id = GetImplementation(frameBufferImage).GetResourceId();
573 if ( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
575 // Return true when an actor is hit (or a layer in our render-task consumes the hit)
583 } // unnamed namespace
585 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
587 bool wasHit( false );
588 // Hit-test the regular on-stage actors
589 RenderTaskList& taskList = stage.GetRenderTaskList();
590 LayerList& layerList = stage.GetLayerList();
592 Results hitTestResults;
593 HitTestFunctionWrapper hitTestFunctionWrapper( func );
594 if ( HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
596 results.actor = hitTestResults.actor;
597 results.actorCoordinates = hitTestResults.actorCoordinates;
603 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface )
605 bool wasHit( false );
607 // Hit-test the system-overlay actors first
608 SystemOverlay* systemOverlay = stage.GetSystemOverlayInternal();
612 RenderTaskList& overlayTaskList = systemOverlay->GetOverlayRenderTasks();
613 LayerList& overlayLayerList = systemOverlay->GetLayerList();
615 wasHit = HitTestForEachRenderTask( stage, overlayLayerList, overlayTaskList, screenCoordinates, results, hitTestInterface );
618 // Hit-test the regular on-stage actors
621 RenderTaskList& taskList = stage.GetRenderTaskList();
622 LayerList& layerList = stage.GetLayerList();
624 wasHit = HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, results, hitTestInterface );
629 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results )
631 ActorTouchableCheck actorTouchableCheck;
632 return HitTest( stage, screenCoordinates, results, actorTouchableCheck );
635 bool HitTest( Stage& stage, RenderTask& renderTask, const Vector2& screenCoordinates,
636 Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
638 bool wasHit( false );
639 Results hitTestResults;
641 const Vector< RenderTaskList::Exclusive >& exclusives = Stage::GetCurrent()->GetRenderTaskList().GetExclusivesList();
642 HitTestFunctionWrapper hitTestFunctionWrapper( func );
643 if ( HitTestRenderTask( exclusives, stage, stage.GetLayerList(), renderTask, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
645 results.actor = hitTestResults.actor;
646 results.actorCoordinates = hitTestResults.actorCoordinates;
652 } // namespace HitTestAlgorithm
654 } // namespace Internal