5 * Copyright (c) 2018 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.
23 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
33 #undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header
38 * @addtogroup dali_core_actors
42 namespace Internal DALI_INTERNAL
61 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
66 * @brief Actor is the primary object with which Dali applications interact.
68 * UI controls can be built by combining multiple actors.
70 * <h3>Multi-Touch Events:</h3>
72 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
74 * <i>Hit Testing Rules Summary:</i>
76 * - An actor is only hittable if the actor's touch or hover signal has a connection.
77 * - An actor is only hittable when it is between the camera's near and far planes.
78 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
79 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
80 * - To be hittable, an actor must have a non-zero size.
81 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
83 * <i>Hit Test Algorithm:</i>
86 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
87 * - Stage's root layer can be used to catch unconsumed touch events.
90 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
93 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
94 * layers until we have a hit or there are none left.
95 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
97 * - If they are not, we skip hit testing the actors in that layer altogether.
98 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
101 * - The final part of hit testing is performed by walking through the actor tree within a layer.
102 * - The following pseudocode shows the algorithm used:
104 * HIT-TEST-WITHIN-LAYER( ACTOR )
106 * // Only hit-test the actor and its children if it is sensitive and visible
107 * IF ( ACTOR-IS-SENSITIVE &&
108 * ACTOR-IS-VISIBLE &&
109 * ACTOR-IS-ON-STAGE )
111 * // Depth-first traversal within current layer, visiting parent first
113 * // Check whether current actor should be hit-tested.
114 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
115 * ACTOR-HAS-NON-ZERO-SIZE &&
116 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
118 * // Hit-test current actor
121 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
123 * // The current actor is the closest actor that was underneath the touch.
124 * LAST-HIT-ACTOR = CURRENT-ACTOR
129 * // Keep checking children, in case we hit something closer.
130 * FOR-EACH CHILD (in order)
132 * IF ( CHILD-IS-NOT-A-LAYER )
134 * // Continue traversal for this child's sub-tree
135 * HIT-TEST-WITHIN-LAYER ( CHILD )
137 * // else we skip hit-testing the child's sub-tree altogether.
142 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
143 * The overlay children take priority over their parents, and overlay siblings take priority
144 * over their previous siblings (i.e. reverse of rendering order):
154 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
156 * For more information, see SetDrawMode().
158 * <i>Touch or hover Event Delivery:</i>
161 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
162 * the parent's touch or hover signal is emitted, and so on.
163 * - The following pseudocode shows the delivery mechanism:
165 * EMIT-TOUCH-SIGNAL( ACTOR )
167 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
169 * // Only do the emission if touch signal of actor has connections.
170 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
173 * IF ( NOT-CONSUMED )
175 * // If event is not consumed then deliver it to the parent unless we reach the root actor
176 * IF ( ACTOR-PARENT )
178 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
183 * EMIT-HOVER-SIGNAL( ACTOR )
185 * IF ( HOVER-SIGNAL-NOT-EMPTY )
187 * // Only do the emission if hover signal of actor has connections.
188 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
191 * IF ( NOT-CONSUMED )
193 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
194 * IF ( ACTOR-PARENT )
196 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
201 * - If there are several touch points, then the delivery is only to the first touch point's hit
202 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
203 * other touch points.
204 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
207 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
208 * hit actor (primary hit actor).
209 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
210 * (only if it requires leave signals); see SetLeaveRequired().
212 * - Interrupted State
213 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
214 * actor's touch or hover signals are emitted with an "Interrupted" state.
215 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
216 * touch or hover signals are also emitted with an "Interrupted" state.
217 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
218 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
219 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
220 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
222 * <h3>Key Events:</h3>
224 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
229 * | %Signal Name | Method |
230 * |-------------------|------------------------------|
231 * | touched | @ref TouchedSignal() |
232 * | hovered | @ref HoveredSignal() |
233 * | wheelEvent | @ref WheelEventSignal() |
234 * | onStage | @ref OnStageSignal() |
235 * | offStage | @ref OffStageSignal() |
236 * | onRelayout | @ref OnRelayoutSignal() |
239 * | %Action Name | %Actor method called |
240 * |-------------------|------------------------------|
241 * | show | %SetVisible( true ) |
242 * | hide | %SetVisible( false ) |
246 class DALI_CORE_API Actor : public Handle
251 * @brief Enumeration for the instance of properties belonging to the Actor class.
257 * @brief Enumeration for instance of properties belonging to the Actor class.
263 * @brief The origin of an actor, within its parent's area.
264 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
266 * @see Actor::SetParentOrigin()
268 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
271 * @brief The x origin of an actor, within its parent's area.
272 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
274 * @see Actor::SetParentOrigin()
279 * @brief The y origin of an actor, within its parent's area.
280 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
282 * @see Actor::SetParentOrigin()
287 * @brief The z origin of an actor, within its parent's area.
288 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
290 * @see Actor::SetParentOrigin()
295 * @brief The anchor-point of an actor.
296 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
298 * @see Actor::SetAnchorPoint()
303 * @brief The x anchor-point of an actor.
304 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
306 * @see Actor::SetAnchorPoint()
311 * @brief The y anchor-point of an actor.
312 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
314 * @see Actor::SetAnchorPoint()
319 * @brief The z anchor-point of an actor.
320 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
322 * @see Actor::SetAnchorPoint()
327 * @brief The size of an actor.
328 * @details Name "size", type Property::VECTOR3, animatable / constraint-input
330 * @see Actor::SetSize()
335 * @brief The width of an actor.
336 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
338 * @see Actor::SetSize()
343 * @brief The height of an actor.
344 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
346 * @see Actor::SetSize()
351 * @brief The depth of an actor.
352 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
354 * @see Actor::SetSize()
359 * @brief The position of an actor.
360 * @details Name "position", type Property::VECTOR3, animatable / constraint-input
362 * @see Actor::SetPosition()
367 * @brief The x position of an actor.
368 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
375 * @brief The y position of an actor.
376 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
383 * @brief The z position of an actor.
384 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
391 * @brief The world position of an actor.
392 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
394 * @see Actor::GetCurrentWorldPosition()
399 * @brief The x world position of an actor.
400 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
402 * @see Actor::GetCurrentWorldPosition()
407 * @brief The y world position of an actor.
408 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
410 * @see Actor::GetCurrentWorldPosition()
415 * @brief The z world position of an actor.
416 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
418 * @see Actor::GetCurrentWorldPosition()
423 * @brief The orientation of an actor.
424 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
426 * @see Actor::SetOrientation()
431 * @brief The world orientation of an actor.
432 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
434 * @see Actor::GetCurrentWorldOrientation()
439 * @brief The scale factor applied to an actor.
440 * @details Name "scale", type Property::VECTOR3, animatable / constraint-input
442 * @see Actor::SetScale()
447 * @brief The x scale factor applied to an actor.
448 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
450 * @see Actor::SetScale()
455 * @brief The y scale factor applied to an actor.
456 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
458 * @see Actor::SetScale()
463 * @brief The x scale factor applied to an actor.
464 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
466 * @see Actor::SetScale()
471 * @brief The world scale factor applied to an actor.
472 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
474 * @see Actor::GetCurrentWorldScale()
479 * @brief The visibility flag of an actor.
480 * @details Name "visible", type Property::BOOL, animatable / constraint-input
482 * @see Actor::SetVisible()
487 * @brief The color of an actor.
488 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
489 * @note The alpha value will be 1.0f if a Vector3 type value is set.
491 * @see Actor::SetColor()
496 * @brief The red component of an actor's color.
497 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
499 * @see Actor::SetColor()
504 * @brief The green component of an actor's color.
505 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
507 * @see Actor::SetColor()
512 * @brief The blue component of an actor's color.
513 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
515 * @see Actor::SetColor()
520 * @brief The alpha component of an actor's color.
521 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
523 * @see Actor::SetColor()
528 * @brief The world color of an actor.
529 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
531 * @see Actor::GetCurrentWorldColor()
536 * @brief The world matrix of an actor.
537 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
539 * @see Actor::GetCurrentWorldMatrix()
544 * @brief The name of an actor.
545 * @details Name "name", type Property::STRING
547 * @see Actor::GetName()
552 * @brief The flag whether an actor should emit touch or hover signals.
553 * @details Name "sensitive", type Property::BOOLEAN
555 * @see Actor::SetSensitive()
560 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
561 * @details Name "leaveRequired", type Property::BOOLEAN
563 * @see Actor::SetLeaveRequired()
568 * @brief The flag whether a child actor inherits it's parent's orientation.
569 * @details Name "inheritOrientation", type Property::BOOLEAN
571 * @see Actor::SetInheritOrientation()
576 * @brief The flag whether a child actor inherits it's parent's scale.
577 * @details Name "inheritScale", type Property::BOOLEAN
579 * @see Actor::SetInheritScale()
584 * @brief The color mode of an actor.
585 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
587 * @see Actor::SetColorMode()
592 * @brief This property is removed because it's deprecated.
594 RESERVED_PROPERTY_01,
597 * @brief The draw mode of an actor.
598 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
600 * @see Actor::SetDrawMode()
605 * @brief The size mode factor of an actor.
606 * @details Name "sizeModeFactor", type Property::VECTOR3.
608 * @see Actor::SetSizeModeFactor()
613 * @brief The resize policy for the width of an actor.
614 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
616 * @see Actor::SetResizePolicy()
621 * @brief The resize policy for the height of an actor.
622 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
624 * @see Actor::SetResizePolicy()
626 HEIGHT_RESIZE_POLICY,
629 * @brief The size scale policy of an actor.
630 * @details Name "sizeScalePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
632 * @see Actor::SetSizeScalePolicy()
637 * @brief The flag to determine the width dependent on the height.
638 * @details Name "widthForHeight", type Property::BOOLEAN.
640 * @see Actor::SetResizePolicy()
645 * @brief The flag to determine the height dependent on the width.
646 * @details Name "heightForWidth", type Property::BOOLEAN.
648 * @see Actor::SetResizePolicy()
653 * @brief The padding of an actor for use in layout.
654 * @details Name "padding", type Property::VECTOR4.
656 * @see Actor::SetPadding()
661 * @brief The minimum size an actor can be assigned in size negotiation.
662 * @details Name "minimumSize", type Property::VECTOR2.
664 * @see Actor::SetMinimumSize()
669 * @brief The maximum size an actor can be assigned in size negotiation.
670 * @details Name "maximumSize", type Property::VECTOR2.
672 * @see Actor::SetMaximumSize()
677 * @brief The flag whether a child actor inherits it's parent's position.
678 * @details Name "inheritPosition", type Property::BOOLEAN.
680 * @see Actor::SetInheritPosition()
685 * @brief The clipping mode of an actor.
686 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
688 * @see ClippingMode::Type for supported values.
693 * @brief The direction of the layout.
694 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
696 * @see LayoutDirection::Type for supported values.
701 * @brief Determines whether child actors inherit the layout direction from a parent.
702 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
705 INHERIT_LAYOUT_DIRECTION,
711 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
712 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
713 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
714 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
715 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
716 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
717 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
718 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
725 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
727 * Calling member functions with an uninitialized Actor handle is not allowed.
735 * @brief Creates an initialized Actor.
738 * @return A handle to a newly allocated Dali resource
743 * @brief Downcasts a handle to Actor handle.
745 * If handle points to an Actor object, the downcast produces valid handle.
746 * If not, the returned handle is left uninitialized.
749 * @param[in] handle to An object
750 * @return handle to a Actor object or an uninitialized handle
752 static Actor DownCast( BaseHandle handle );
755 * @brief Dali::Actor is intended as a base class.
757 * This is non-virtual since derived Handle types must not contain data or virtual methods.
763 * @brief Copy constructor.
766 * @param[in] copy The actor to copy
768 Actor(const Actor& copy);
771 * @brief Assignment operator
774 * @param[in] rhs The actor to copy
775 * @return A reference to this
777 Actor& operator=(const Actor& rhs);
780 * @brief Retrieves the Actor's name.
783 * @return The Actor's name
784 * @pre The Actor has been initialized.
786 const std::string& GetName() const;
789 * @brief Sets the Actor's name.
792 * @param[in] name The new name
793 * @pre The Actor has been initialized.
795 void SetName(const std::string& name);
798 * @brief Retrieves the unique ID of the actor.
802 * @pre The Actor has been initialized.
804 uint32_t GetId() const;
809 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
812 * @return True if the actor is the root actor
813 * @pre The Actor has been initialized.
818 * @brief Queries whether the actor is connected to the Stage.
820 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
822 * @return True if the actor is connected to the Stage
823 * @pre The Actor has been initialized.
824 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
826 bool OnStage() const;
829 * @brief Queries whether the actor is of class Dali::Layer.
832 * @return True if the actor is a layer
833 * @pre The Actor has been initialized.
835 bool IsLayer() const;
838 * @brief Gets the layer in which the actor is present.
841 * @return The layer, which will be uninitialized if the actor is off-stage
842 * @pre The Actor has been initialized.
847 * @brief Adds a child Actor to this Actor.
850 * @param[in] child The child
851 * @pre This Actor (the parent) has been initialized.
852 * @pre The child actor has been initialized.
853 * @pre The child actor is not the same as the parent actor.
854 * @pre The actor is not the Root actor.
855 * @post The child will be referenced by its parent. This means that the child will be kept alive,
856 * even if the handle passed into this method is reset or destroyed.
857 * @note If the child already has a parent, it will be removed from old parent
858 * and reparented to this actor. This may change child's position, color,
859 * scale etc as it now inherits them from this actor.
861 void Add(Actor child);
864 * @brief Removes a child Actor from this Actor.
866 * If the actor was not a child of this actor, this is a no-op.
868 * @param[in] child The child
869 * @pre This Actor (the parent) has been initialized.
870 * @pre The child actor is not the same as the parent actor.
872 void Remove(Actor child);
875 * @brief Removes an actor from its parent.
877 * If the actor has no parent, this method does nothing.
879 * @pre The (child) actor has been initialized.
884 * @brief Retrieves the number of children held by the actor.
887 * @return The number of children
888 * @pre The Actor has been initialized.
890 uint32_t GetChildCount() const;
893 * @brief Retrieve and child actor by index.
896 * @param[in] index The index of the child to retrieve
897 * @return The actor for the given index or empty handle if children not initialized
898 * @pre The Actor has been initialized.
900 Actor GetChildAt( uint32_t index ) const;
903 * @brief Search through this actor's hierarchy for an actor with the given name.
905 * The actor itself is also considered in the search.
907 * @param[in] actorName The name of the actor to find
908 * @return A handle to the actor if found, or an empty handle if not
909 * @pre The Actor has been initialized.
911 Actor FindChildByName(const std::string& actorName);
914 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
916 * The actor itself is also considered in the search.
918 * @param[in] id The ID of the actor to find
919 * @return A handle to the actor if found, or an empty handle if not
920 * @pre The Actor has been initialized.
922 Actor FindChildById( const uint32_t id );
925 * @brief Retrieves the actor's parent.
928 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
929 * @pre The actor has been initialized.
931 Actor GetParent() const;
936 * @brief Sets the origin of an actor, within its parent's area.
938 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
939 * and (1.0, 1.0, 0.5) is the bottom-right corner.
940 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
941 * An actor's position is the distance between this origin, and the actor's anchor-point.
942 * @image html parent-origin.png
944 * @param[in] origin The new parent-origin
945 * @pre The Actor has been initialized.
946 * @see Dali::ParentOrigin for predefined parent origin values
948 void SetParentOrigin(const Vector3& origin);
951 * @brief Retrieves the parent-origin of an actor.
954 * @return The current parent-origin
955 * @pre The Actor has been initialized.
957 Vector3 GetCurrentParentOrigin() const;
960 * @brief Sets the anchor-point of an actor.
962 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
963 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
964 * bottom-right corner. The default anchor point is
965 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
966 * An actor position is the distance between its parent-origin and this anchor-point.
967 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
968 * @image html anchor-point.png
970 * @param[in] anchorPoint The new anchor-point
971 * @pre The Actor has been initialized.
972 * @see Dali::AnchorPoint for predefined anchor point values
974 void SetAnchorPoint(const Vector3& anchorPoint);
977 * @brief Retrieves the anchor-point of an actor.
980 * @return The current anchor-point
981 * @pre The Actor has been initialized.
983 Vector3 GetCurrentAnchorPoint() const;
986 * @brief Sets the size of an actor.
988 * Geometry can be scaled to fit within this area.
989 * This does not interfere with the actors scale factor.
990 * The actors default depth is the minimum of width & height.
992 * @param [in] width The new width
993 * @param [in] height The new height
994 * @pre The actor has been initialized.
996 void SetSize(float width, float height);
999 * @brief Sets the size of an actor.
1001 * Geometry can be scaled to fit within this area.
1002 * This does not interfere with the actors scale factor.
1004 * @param[in] width The size of the actor along the x-axis
1005 * @param[in] height The size of the actor along the y-axis
1006 * @param[in] depth The size of the actor along the z-axis
1007 * @pre The actor has been initialized.
1009 void SetSize(float width, float height, float depth);
1012 * @brief Sets the size of an actor.
1014 * Geometry can be scaled to fit within this area.
1015 * This does not interfere with the actors scale factor.
1016 * The actors default depth is the minimum of width & height.
1018 * @param[in] size The new size
1019 * @pre The actor has been initialized.
1021 void SetSize(const Vector2& size);
1024 * @brief Sets the size of an actor.
1026 * Geometry can be scaled to fit within this area.
1027 * This does not interfere with the actors scale factor.
1029 * @param [in] size The new size
1030 * @pre The actor has been initialized.
1032 void SetSize(const Vector3& size);
1035 * @brief Retrieves the actor's size.
1038 * @return The actor's target size
1039 * @pre The actor has been initialized.
1040 * @note This return is the value that was set using SetSize or the target size of an animation.
1041 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
1043 Vector3 GetTargetSize() const;
1046 * @brief Retrieves the actor's size.
1049 * @return The actor's current size
1050 * @pre The actor has been initialized.
1051 * @note This property can be animated; the return value may not match the value written with SetSize().
1053 Vector3 GetCurrentSize() const;
1056 * @brief Returns the natural size of the actor.
1058 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
1061 * @return The actor's natural size
1063 Vector3 GetNaturalSize() const;
1066 * @brief Sets the position of the Actor.
1068 * By default, sets the position vector between the parent origin and anchor point (default).
1070 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1072 * @image html actor-position.png
1073 * The Actor's z position will be set to 0.0f.
1075 * @param[in] x The new x position
1076 * @param[in] y The new y position
1077 * @pre The Actor has been initialized.
1079 void SetPosition(float x, float y);
1082 * @brief Sets the position of the Actor.
1084 * By default, sets the position vector between the parent origin and anchor point (default).
1086 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1088 * @image html actor-position.png
1090 * @param[in] x The new x position
1091 * @param[in] y The new y position
1092 * @param[in] z The new z position
1093 * @pre The Actor has been initialized.
1095 void SetPosition(float x, float y, float z);
1098 * @brief Sets the position of the Actor.
1100 * By default, sets the position vector between the parent origin and anchor point (default).
1102 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1104 * @image html actor-position.png
1106 * @param[in] position The new position
1107 * @pre The Actor has been initialized.
1109 void SetPosition(const Vector3& position);
1112 * @brief Sets the position of an actor along the X-axis.
1115 * @param[in] x The new x position
1116 * @pre The Actor has been initialized.
1121 * @brief Sets the position of an actor along the Y-axis.
1124 * @param[in] y The new y position
1125 * @pre The Actor has been initialized.
1130 * @brief Sets the position of an actor along the Z-axis.
1133 * @param[in] z The new z position
1134 * @pre The Actor has been initialized.
1139 * @brief Translates an actor relative to its existing position.
1142 * @param[in] distance The actor will move by this distance
1143 * @pre The actor has been initialized.
1145 void TranslateBy(const Vector3& distance);
1148 * @brief Retrieves the position of the Actor.
1151 * @return The Actor's current position
1152 * @pre The Actor has been initialized.
1153 * @note This property can be animated; the return value may not match the value written with SetPosition().
1155 Vector3 GetCurrentPosition() const;
1158 * @brief Retrieves the world-position of the Actor.
1161 * @return The Actor's current position in world coordinates
1162 * @pre The Actor has been initialized.
1163 * @note The actor may not have a world-position unless it has been added to the stage.
1165 Vector3 GetCurrentWorldPosition() const;
1168 * @brief Sets whether a child actor inherits it's parent's position.
1170 * Default is to inherit.
1171 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
1172 * the world origin (0,0,0) to the anchor point of the actor.
1174 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
1175 * @pre The Actor has been initialized.
1177 inline void SetInheritPosition( bool inherit )
1179 SetProperty(Property::INHERIT_POSITION, inherit );
1183 * @brief Returns whether the actor inherits its parent's position.
1186 * @return @c true if the actor inherits its parent position, @c false if it uses world position
1187 * @pre The Actor has been initialized.
1189 inline bool IsPositionInherited() const
1191 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
1195 * @brief Sets the orientation of the Actor.
1197 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1199 * @param[in] angle The new orientation angle in degrees
1200 * @param[in] axis The new axis of orientation
1201 * @pre The Actor has been initialized.
1202 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1204 void SetOrientation( const Degree& angle, const Vector3& axis )
1206 SetOrientation( Radian( angle ), axis );
1210 * @brief Sets the orientation of the Actor.
1212 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1214 * @param[in] angle The new orientation angle in radians
1215 * @param[in] axis The new axis of orientation
1216 * @pre The Actor has been initialized.
1217 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1219 void SetOrientation(const Radian& angle, const Vector3& axis);
1222 * @brief Sets the orientation of the Actor.
1224 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1226 * @param[in] orientation The new orientation
1227 * @pre The Actor has been initialized.
1228 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1230 void SetOrientation(const Quaternion& orientation);
1233 * @brief Applies a relative rotation to an actor.
1236 * @param[in] angle The angle to the rotation to combine with the existing orientation
1237 * @param[in] axis The axis of the rotation to combine with the existing orientation
1238 * @pre The actor has been initialized.
1240 void RotateBy( const Degree& angle, const Vector3& axis )
1242 RotateBy( Radian( angle ), axis );
1246 * @brief Applies a relative rotation to an actor.
1249 * @param[in] angle The angle to the rotation to combine with the existing orientation
1250 * @param[in] axis The axis of the rotation to combine with the existing orientation
1251 * @pre The actor has been initialized.
1253 void RotateBy(const Radian& angle, const Vector3& axis);
1256 * @brief Applies a relative rotation to an actor.
1259 * @param[in] relativeRotation The rotation to combine with the existing orientation
1260 * @pre The actor has been initialized.
1262 void RotateBy(const Quaternion& relativeRotation);
1265 * @brief Retrieves the Actor's orientation.
1268 * @return The current orientation
1269 * @pre The Actor has been initialized.
1270 * @note This property can be animated; the return value may not match the value written with SetOrientation().
1272 Quaternion GetCurrentOrientation() const;
1275 * @brief Sets whether a child actor inherits it's parent's orientation.
1277 * Default is to inherit.
1278 * Switching this off means that using SetOrientation() sets the actor's world orientation.
1280 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
1281 * @pre The Actor has been initialized.
1283 void SetInheritOrientation(bool inherit);
1286 * @brief Returns whether the actor inherits its parent's orientation.
1289 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
1290 * @pre The Actor has been initialized.
1292 bool IsOrientationInherited() const;
1295 * @brief Retrieves the world-orientation of the Actor.
1298 * @return The Actor's current orientation in the world
1299 * @pre The Actor has been initialized.
1300 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
1302 Quaternion GetCurrentWorldOrientation() const;
1305 * @brief Sets the scale factor applied to an actor.
1308 * @param[in] scale The scale factor applied on all axes
1309 * @pre The Actor has been initialized.
1310 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1312 void SetScale(float scale);
1315 * @brief Sets the scale factor applied to an actor.
1318 * @param[in] scaleX The scale factor applied along the x-axis
1319 * @param[in] scaleY The scale factor applied along the y-axis
1320 * @param[in] scaleZ The scale factor applied along the z-axis
1321 * @pre The Actor has been initialized.
1322 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1324 void SetScale(float scaleX, float scaleY, float scaleZ);
1327 * @brief Sets the scale factor applied to an actor.
1330 * @param[in] scale A vector representing the scale factor for each axis
1331 * @pre The Actor has been initialized.
1332 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1334 void SetScale(const Vector3& scale);
1337 * @brief Applies a relative scale to an actor.
1340 * @param[in] relativeScale The scale to combine with the actor's existing scale
1341 * @pre The actor has been initialized.
1343 void ScaleBy(const Vector3& relativeScale);
1346 * @brief Retrieves the scale factor applied to an actor.
1349 * @return A vector representing the scale factor for each axis
1350 * @pre The Actor has been initialized.
1351 * @note This property can be animated; the return value may not match the value written with SetScale().
1353 Vector3 GetCurrentScale() const;
1356 * @brief Retrieves the world-scale of the Actor.
1359 * @return The Actor's current scale in the world
1360 * @pre The Actor has been initialized.
1361 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
1363 Vector3 GetCurrentWorldScale() const;
1366 * @brief Sets whether a child actor inherits it's parent's scale.
1368 * Default is to inherit.
1369 * Switching this off means that using SetScale() sets the actor's world scale.
1371 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
1372 * @pre The Actor has been initialized.
1374 void SetInheritScale( bool inherit );
1377 * @brief Returns whether the actor inherits its parent's scale.
1380 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
1381 * @pre The Actor has been initialized.
1383 bool IsScaleInherited() const;
1386 * @brief Retrieves the world-matrix of the actor.
1389 * @return The Actor's current world matrix
1390 * @pre The Actor has been initialized.
1391 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1393 Matrix GetCurrentWorldMatrix() const;
1395 // Visibility & Color
1398 * @brief Sets the visibility flag of an actor.
1401 * @param[in] visible The new visibility flag
1402 * @pre The actor has been initialized.
1403 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1404 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1405 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1406 * rendered if all of its parents have visibility set to true.
1408 void SetVisible(bool visible);
1411 * @brief Retrieves the visibility flag of an actor.
1414 * @return The visibility flag
1415 * @pre The actor has been initialized.
1416 * @note This property can be animated; the return value may not match the value written with SetVisible().
1417 * @note If an actor is not visible, then the actor and its children will not be rendered.
1418 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1419 * rendered if all of its parents have visibility set to true.
1421 bool IsVisible() const;
1424 * @brief Sets the opacity of an actor.
1427 * @param[in] opacity The new opacity
1428 * @pre The actor has been initialized.
1429 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1431 void SetOpacity(float opacity);
1434 * @brief Retrieves the actor's opacity.
1437 * @return The actor's opacity
1438 * @pre The actor has been initialized.
1439 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1441 float GetCurrentOpacity() const;
1444 * @brief Sets the actor's color; this is an RGBA value.
1446 * The final color of the actor depends on its color mode.
1448 * @param[in] color The new color
1449 * @pre The Actor has been initialized.
1450 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1452 void SetColor(const Vector4& color);
1455 * @brief Retrieves the actor's color.
1457 * Actor's own color is not clamped.
1460 * @pre The Actor has been initialized.
1461 * @note This property can be animated; the return value may not match the value written with SetColor().
1463 Vector4 GetCurrentColor() const;
1466 * @brief Sets the actor's color mode.
1468 * This specifies whether the Actor uses its own color, or inherits
1469 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1471 * @param[in] colorMode ColorMode to use
1472 * @pre The Actor has been initialized.
1474 void SetColorMode( ColorMode colorMode );
1477 * @brief Returns the actor's color mode.
1480 * @return Currently used colorMode
1481 * @pre The Actor has been initialized.
1483 ColorMode GetColorMode() const;
1486 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1489 * @return The Actor's current color in the world
1490 * @pre The Actor has been initialized.
1491 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1493 Vector4 GetCurrentWorldColor() const;
1496 * @brief Sets how the actor and its children should be drawn.
1498 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1499 * If an object is in a 3D layer, it will be depth-tested against
1500 * other objects in the world i.e. it may be obscured if other objects are in front.
1502 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1503 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1504 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1505 * and depth-testing will not be used.
1508 * @param[in] drawMode The new draw-mode to use
1509 * @note Layers do not inherit the DrawMode from their parents.
1511 void SetDrawMode( DrawMode::Type drawMode );
1514 * @brief Queries how the actor and its children will be drawn.
1517 * @return Return the draw mode type
1519 DrawMode::Type GetDrawMode() const;
1524 * @brief Sets whether an actor should emit touch or hover signals.
1526 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1527 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1528 * hover event signal will be emitted.
1530 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1532 * actor.SetSensitive(false);
1535 * Then, to re-enable the touch or hover event signal emission, the application should call:
1537 * actor.SetSensitive(true);
1541 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1542 * @pre The Actor has been initialized.
1543 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1544 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1545 * hittable if all of its parents have sensitivity set to true.
1546 * @see @see TouchedSignal() and HoveredSignal().
1548 void SetSensitive(bool sensitive);
1551 * @brief Queries whether an actor emits touch or hover event signals.
1554 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1555 * @pre The Actor has been initialized.
1556 * @note If an actor is not sensitive, then it's children will not be hittable either.
1557 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1558 * hittable if all of its parents have sensitivity set to true.
1560 bool IsSensitive() const;
1563 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1566 * @param[out] localX On return, the X-coordinate relative to the actor
1567 * @param[out] localY On return, the Y-coordinate relative to the actor
1568 * @param[in] screenX The screen X-coordinate
1569 * @param[in] screenY The screen Y-coordinate
1570 * @return True if the conversion succeeded
1571 * @pre The Actor has been initialized.
1572 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1574 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1577 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1578 * the boundary of the actor.
1581 * @param[in] required Should be set to true if a Leave event is required
1582 * @pre The Actor has been initialized.
1583 * @note By default, this is set to false as most actors do not require this.
1584 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1587 void SetLeaveRequired(bool required);
1590 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1591 * the boundary of the actor.
1594 * @return @c true if a Leave event is required, @c false otherwise
1595 * @pre The Actor has been initialized.
1597 bool GetLeaveRequired() const;
1600 * @brief Sets whether the actor should be focusable by keyboard navigation.
1602 * The default is false.
1604 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1606 * @pre The Actor has been initialized.
1608 void SetKeyboardFocusable( bool focusable );
1611 * @brief Returns whether the actor is focusable by keyboard navigation.
1614 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1615 * @pre The Actor has been initialized.
1617 bool IsKeyboardFocusable() const;
1620 * @brief Raise actor above the next sibling actor.
1623 * @pre The Actor has been initialized.
1624 * @pre The Actor has been parented.
1629 * @brief Lower the actor below the previous sibling actor.
1632 * @pre The Actor has been initialized.
1633 * @pre The Actor has been parented.
1638 * @brief Raise actor above all other sibling actors.
1641 * @pre The Actor has been initialized.
1642 * @pre The Actor has been parented.
1647 * @brief Lower actor to the bottom of all other sibling actors.
1650 * @pre The Actor has been initialized.
1651 * @pre The Actor has been parented.
1653 void LowerToBottom();
1656 * @brief Raises the actor above the target actor.
1659 * @param[in] target The target actor
1660 * @pre The Actor has been initialized.
1661 * @pre The Actor has been parented.
1662 * @pre The target actor is a sibling.
1664 void RaiseAbove( Actor target );
1667 * @brief Lower the actor to below the target actor.
1670 * @param[in] target The target actor
1671 * @pre The Actor has been initialized.
1672 * @pre The Actor has been parented.
1673 * @pre The target actor is a sibling.
1675 void LowerBelow( Actor target );
1680 * @brief Sets the resize policy to be used for the given dimension(s).
1683 * @param[in] policy The resize policy to use
1684 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1686 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1689 * @brief Returns the resize policy used for a single dimension.
1692 * @param[in] dimension The dimension to get policy for
1693 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1695 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1698 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1701 * @param[in] policy The policy to use for when the size is set
1703 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1706 * @brief Returns the size scale policy in use.
1709 * @return Return the size scale policy
1711 SizeScalePolicy::Type GetSizeScalePolicy() const;
1714 * @brief Sets the relative to parent size factor of the actor.
1716 * This factor is only used when ResizePolicy is set to either:
1717 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1718 * This actor's size is set to the actor's size multiplied by or added to this factor,
1719 * depending on ResizePolicy ( See SetResizePolicy() ).
1722 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1723 * @pre The Actor has been initialized.
1725 void SetSizeModeFactor( const Vector3& factor );
1728 * @brief Retrieves the relative to parent size factor of the actor.
1731 * @return The Actor's current relative size factor
1732 * @pre The Actor has been initialized.
1734 Vector3 GetSizeModeFactor() const;
1737 * @brief Calculates the height of the actor given a width.
1739 * The natural size is used for default calculation.
1740 * size 0 is treated as aspect ratio 1:1.
1743 * @param[in] width Width to use
1744 * @return Return the height based on the width
1746 float GetHeightForWidth( float width );
1749 * @brief Calculates the width of the actor given a height.
1751 * The natural size is used for default calculation.
1752 * size 0 is treated as aspect ratio 1:1.
1755 * @param[in] height Height to use
1756 * @return Return the width based on the height
1758 float GetWidthForHeight( float height );
1761 * @brief Returns the value of negotiated dimension for the given dimension.
1764 * @param[in] dimension The dimension to retrieve
1765 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1767 float GetRelayoutSize( Dimension::Type dimension ) const;
1770 * @brief Sets the padding for use in layout.
1773 * @param[in] padding Padding for the actor
1775 void SetPadding( const Padding& padding );
1778 * @brief Returns the value of the padding.
1781 * @param[in] paddingOut The returned padding data
1783 void GetPadding( Padding& paddingOut ) const;
1786 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1789 * @param[in] size The minimum size
1791 void SetMinimumSize( const Vector2& size );
1794 * @brief Returns the minimum relayout size.
1797 * @return Return the minimum size
1799 Vector2 GetMinimumSize();
1802 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1805 * @param[in] size The maximum size
1807 void SetMaximumSize( const Vector2& size );
1810 * @brief Returns the maximum relayout size.
1813 * @return Return the maximum size
1815 Vector2 GetMaximumSize();
1818 * @brief Gets depth in the hierarchy for the actor.
1821 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1823 int32_t GetHierarchyDepth();
1828 * @brief Adds a renderer to this actor.
1831 * @param[in] renderer Renderer to add to the actor
1832 * @return The index of the Renderer that was added
1833 * @pre The renderer must be initialized.
1836 uint32_t AddRenderer( Renderer& renderer );
1839 * @brief Gets the number of renderers on this actor.
1842 * @return The number of renderers on this actor
1844 uint32_t GetRendererCount() const;
1847 * @brief Gets a Renderer by index.
1850 * @param[in] index The index of the renderer to fetch
1851 * @return The renderer at the specified index
1852 * @pre The index must be between 0 and GetRendererCount()-1
1855 Renderer GetRendererAt( uint32_t index );
1858 * @brief Removes a renderer from the actor.
1861 * @param[in] renderer Handle to the renderer that is to be removed
1863 void RemoveRenderer( Renderer& renderer );
1866 * @brief Removes a renderer from the actor by index.
1869 * @param[in] index Index of the renderer that is to be removed
1870 * @pre The index must be between 0 and GetRendererCount()-1
1873 void RemoveRenderer( uint32_t index );
1878 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1879 * @brief This signal is emitted when touch input is received.
1881 * A callback of the following type may be connected:
1883 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1885 * The return value of True, indicates that the touch event should be consumed.
1886 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1888 * @return The signal to connect to
1889 * @pre The Actor has been initialized.
1891 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1894 * @brief This signal is emitted when touch input is received.
1896 * A callback of the following type may be connected:
1898 * bool YourCallbackName( Actor actor, TouchData& touch );
1900 * The return value of True, indicates that the touch event has been consumed.
1901 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1903 * @return The signal to connect to
1904 * @pre The Actor has been initialized.
1906 TouchDataSignalType& TouchSignal();
1909 * @brief This signal is emitted when hover input is received.
1911 * A callback of the following type may be connected:
1913 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1915 * The return value of True, indicates that the hover event should be consumed.
1916 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1918 * @return The signal to connect to
1919 * @pre The Actor has been initialized.
1921 HoverSignalType& HoveredSignal();
1924 * @brief This signal is emitted when wheel event is received.
1926 * A callback of the following type may be connected:
1928 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1930 * The return value of True, indicates that the wheel event should be consumed.
1931 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1933 * @return The signal to connect to
1934 * @pre The Actor has been initialized.
1936 WheelEventSignalType& WheelEventSignal();
1939 * @brief This signal is emitted after the actor has been connected to the stage.
1941 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1943 * @return The signal to connect to
1944 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1946 * @note When the parent of a set of actors is connected to the stage, then all of the children
1947 * will received this callback.
1948 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1960 OnStageSignalType& OnStageSignal();
1963 * @brief This signal is emitted after the actor has been disconnected from the stage.
1965 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1968 * @return The signal to connect to
1969 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1970 * will received this callback, starting with the leaf actors.
1971 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1984 OffStageSignalType& OffStageSignal();
1987 * @brief This signal is emitted after the size has been set on the actor during relayout
1990 * @return The signal
1992 OnRelayoutSignalType& OnRelayoutSignal();
1995 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1997 * A callback of the following type may be connected:
1999 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
2001 * actor: The actor, or child of actor, whose layout direction has changed
2002 * type: Whether the actor's layout direction property has changed or a parent's.
2005 * @return The signal to connect to
2006 * @pre The Actor has been initialized.
2008 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
2010 public: // Not intended for application developers
2014 * @brief This constructor is used by Actor::New() methods.
2017 * @param [in] actor A pointer to a newly allocated Dali resource
2019 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
2024 * @brief Helper for discarding an actor handle.
2026 * If the handle is empty, this method does nothing. Otherwise
2027 * Actor::Unparent() will be called, followed by Actor::Reset().
2029 * @param[in,out] actor A handle to an actor, or an empty handle
2031 inline void UnparentAndReset( Actor& actor )
2045 #endif // DALI_ACTOR_H