5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
35 * @addtogroup dali_core_actors
39 namespace Internal DALI_INTERNAL
58 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
61 * @brief Actor is the primary object with which Dali applications interact.
63 * UI controls can be built by combining multiple actors.
65 * <h3>Multi-Touch Events:</h3>
67 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
69 * <i>Hit Testing Rules Summary:</i>
71 * - An actor is only hittable if the actor's touch or hover signal has a connection.
72 * - An actor is only hittable when it is between the camera's near and far planes.
73 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
74 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
75 * - To be hittable, an actor must have a non-zero size.
76 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
78 * <i>Hit Test Algorithm:</i>
81 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
82 * - Stage's root layer can be used to catch unconsumed touch events.
85 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
88 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
89 * layers until we have a hit or there are none left.
90 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
92 * - If they are not, we skip hit testing the actors in that layer altogether.
93 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
96 * - The final part of hit testing is performed by walking through the actor tree within a layer.
97 * - The following pseudocode shows the algorithm used:
99 * HIT-TEST-WITHIN-LAYER( ACTOR )
101 * // Only hit-test the actor and its children if it is sensitive and visible
102 * IF ( ACTOR-IS-SENSITIVE &&
103 * ACTOR-IS-VISIBLE &&
104 * ACTOR-IS-ON-STAGE )
106 * // Depth-first traversal within current layer, visiting parent first
108 * // Check whether current actor should be hit-tested.
109 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
110 * ACTOR-HAS-NON-ZERO-SIZE &&
111 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
113 * // Hit-test current actor
116 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
118 * // The current actor is the closest actor that was underneath the touch.
119 * LAST-HIT-ACTOR = CURRENT-ACTOR
124 * // Keep checking children, in case we hit something closer.
125 * FOR-EACH CHILD (in order)
127 * IF ( CHILD-IS-NOT-A-LAYER )
129 * // Continue traversal for this child's sub-tree
130 * HIT-TEST-WITHIN-LAYER ( CHILD )
132 * // else we skip hit-testing the child's sub-tree altogether.
137 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
138 * The overlay children take priority over their parents, and overlay siblings take priority
139 * over their previous siblings (i.e. reverse of rendering order):
149 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
151 * For more information, see SetDrawMode().
153 * <i>Touch or hover Event Delivery:</i>
156 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
157 * the parent's touch or hover signal is emitted, and so on.
158 * - The following pseudocode shows the delivery mechanism:
160 * EMIT-TOUCH-SIGNAL( ACTOR )
162 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
164 * // Only do the emission if touch signal of actor has connections.
165 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
168 * IF ( NOT-CONSUMED )
170 * // If event is not consumed then deliver it to the parent unless we reach the root actor
171 * IF ( ACTOR-PARENT )
173 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
178 * EMIT-HOVER-SIGNAL( ACTOR )
180 * IF ( HOVER-SIGNAL-NOT-EMPTY )
182 * // Only do the emission if hover signal of actor has connections.
183 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
186 * IF ( NOT-CONSUMED )
188 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
189 * IF ( ACTOR-PARENT )
191 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
196 * - If there are several touch points, then the delivery is only to the first touch point's hit
197 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
198 * other touch points.
199 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
202 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
203 * hit actor (primary hit actor).
204 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
205 * (only if it requires leave signals); see SetLeaveRequired().
207 * - Interrupted State
208 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
209 * actor's touch or hover signals are emitted with an "Interrupted" state.
210 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
211 * touch or hover signals are also emitted with an "Interrupted" state.
212 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
213 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
214 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
215 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
217 * <h3>Key Events:</h3>
219 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
224 * | %Signal Name | Method |
225 * |-------------------|------------------------------|
226 * | touched | @ref TouchedSignal() |
227 * | hovered | @ref HoveredSignal() |
228 * | wheelEvent | @ref WheelEventSignal() |
229 * | onStage | @ref OnStageSignal() |
230 * | offStage | @ref OffStageSignal() |
231 * | onRelayout | @ref OnRelayoutSignal() |
234 * | %Action Name | %Actor method called |
235 * |-------------------|------------------------------|
236 * | show | %SetVisible( true ) |
237 * | hide | %SetVisible( false ) |
241 class DALI_IMPORT_API Actor : public Handle
246 * @brief An enumeration of properties belonging to the Actor class.
253 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
254 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
255 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
256 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
257 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
258 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
259 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
260 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
261 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
262 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
263 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
264 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
265 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
266 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
267 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
268 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
269 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
270 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
271 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
272 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
273 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
274 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
275 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
276 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
277 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
278 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
279 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
280 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
281 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
282 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
283 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
284 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
285 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
286 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
287 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
288 NAME, ///< name "name", type std::string @SINCE_1_0.0
289 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
290 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
291 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
292 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
293 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
294 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
295 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
296 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
297 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
298 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
299 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
300 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
301 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
302 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
303 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
304 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
305 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
306 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
307 BATCH_PARENT, ///< name "batchParent", type bool @SINCE_1_2.0
313 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
314 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
315 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
316 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
317 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
318 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
319 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
324 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
326 * Calling member functions with an uninitialized Actor handle is not allowed.
332 * @brief Create an initialized Actor.
335 * @return A handle to a newly allocated Dali resource.
340 * @brief Downcast a handle to Actor handle.
342 * If handle points to a Actor object the downcast produces valid
343 * handle. If not the returned handle is left uninitialized.
346 * @param[in] handle to An object
347 * @return handle to a Actor object or an uninitialized handle
349 static Actor DownCast( BaseHandle handle );
352 * @brief Dali::Actor is intended as a base class
354 * This is non-virtual since derived Handle types must not contain data or virtual methods.
360 * @brief Copy constructor
363 * @param [in] copy The actor to copy.
365 Actor(const Actor& copy);
368 * @brief Assignment operator
371 * @param [in] rhs The actor to copy.
372 * @return A reference to this
374 Actor& operator=(const Actor& rhs);
377 * @brief Retrieve the Actor's name.
380 * @return The Actor's name.
381 * @pre The Actor has been initialized.
383 const std::string& GetName() const;
386 * @brief Sets the Actor's name.
389 * @param [in] name The new name.
390 * @pre The Actor has been initialized.
392 void SetName(const std::string& name);
395 * @brief Retrieve the unique ID of the actor.
399 * @pre The Actor has been initialized.
401 unsigned int GetId() const;
406 * @brief Query whether an actor is the root actor, which is owned by the Stage.
409 * @return True if the actor is the root actor.
410 * @pre The Actor has been initialized.
415 * @brief Query whether the actor is connected to the Stage.
417 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
419 * @return True if the actor is connected to the Stage.
420 * @pre The Actor has been initialized.
421 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
423 bool OnStage() const;
426 * @brief Query whether the actor is of class Dali::Layer.
429 * @return True if the actor is a layer.
430 * @pre The Actor has been initialized.
432 bool IsLayer() const;
435 * @brief Gets the layer in which the actor is present.
438 * @return The layer, which will be uninitialized if the actor is off-stage.
439 * @pre The Actor has been initialized.
444 * @brief Adds a child Actor to this Actor.
447 * @param [in] child The child.
448 * @pre This Actor (the parent) has been initialized.
449 * @pre The child actor has been initialized.
450 * @pre The child actor is not the same as the parent actor.
451 * @pre The actor is not the Root actor.
452 * @post The child will be referenced by its parent. This means that the child will be kept alive,
453 * even if the handle passed into this method is reset or destroyed.
454 * @note if the child already has a parent, it will be removed from old parent
455 * and reparented to this actor. This may change childs position, color,
456 * scale etc as it now inherits them from this actor.
458 void Add(Actor child);
461 * @brief Removes a child Actor from this Actor.
463 * If the actor was not a child of this actor, this is a no-op.
465 * @param [in] child The child.
466 * @pre This Actor (the parent) has been initialized.
467 * @pre The child actor is not the same as the parent actor.
469 void Remove(Actor child);
472 * @brief Removes an actor from its parent.
474 * If the actor has no parent, this method does nothing.
476 * @pre The (child) actor has been initialized.
481 * @brief Retrieve the number of children held by the actor.
484 * @return The number of children
485 * @pre The Actor has been initialized.
487 unsigned int GetChildCount() const;
490 * @brief Retrieve and child actor by index.
493 * @param[in] index The index of the child to retrieve
494 * @return The actor for the given index or empty handle if children not initialised
495 * @pre The Actor has been initialized.
497 Actor GetChildAt(unsigned int index) const;
500 * @brief Search through this actor's hierarchy for an actor with the given name.
502 * The actor itself is also considered in the search.
504 * @param[in] actorName the name of the actor to find
505 * @return A handle to the actor if found, or an empty handle if not.
506 * @pre The Actor has been initialized.
508 Actor FindChildByName(const std::string& actorName);
511 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
513 * The actor itself is also considered in the search.
515 * @param[in] id the ID of the actor to find
516 * @return A handle to the actor if found, or an empty handle if not.
517 * @pre The Actor has been initialized.
519 Actor FindChildById(const unsigned int id);
522 * @brief Retrieve the actor's parent.
525 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
526 * @pre The actor has been initialized.
528 Actor GetParent() const;
533 * @brief Set the origin of an actor, within its parent's area.
535 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
536 * and (1.0, 1.0, 0.5) is the bottom-right corner.
537 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
538 * An actor position is the distance between this origin, and the actors anchor-point.
540 * @param [in] origin The new parent-origin.
541 * @pre The Actor has been initialized.
542 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
543 * @see Dali::ParentOrigin for predefined parent origin values
545 void SetParentOrigin(const Vector3& origin);
548 * @brief Retrieve the parent-origin of an actor.
551 * @return The current parent-origin.
552 * @pre The Actor has been initialized.
553 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
555 Vector3 GetCurrentParentOrigin() const;
558 * @brief Set the anchor-point of an actor.
560 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
561 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
562 * bottom-right corner. The default anchor point is
563 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
564 * An actor position is the distance between its parent-origin, and this anchor-point.
565 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
567 * @param [in] anchorPoint The new anchor-point.
568 * @pre The Actor has been initialized.
569 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
570 * @see Dali::AnchorPoint for predefined anchor point values
572 void SetAnchorPoint(const Vector3& anchorPoint);
575 * @brief Retrieve the anchor-point of an actor.
578 * @return The current anchor-point.
579 * @pre The Actor has been initialized.
580 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
582 Vector3 GetCurrentAnchorPoint() const;
585 * @brief Sets the size of an actor.
587 * Geometry can be scaled to fit within this area.
588 * This does not interfere with the actors scale factor.
589 * The actors default depth is the minimum of width & height.
591 * @param [in] width The new width.
592 * @param [in] height The new height.
593 * @pre The actor has been initialized.
594 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
596 void SetSize(float width, float height);
599 * @brief Sets the size of an actor.
601 * Geometry can be scaled to fit within this area.
602 * This does not interfere with the actors scale factor.
604 * @param [in] width The size of the actor along the x-axis.
605 * @param [in] height The size of the actor along the y-axis.
606 * @param [in] depth The size of the actor along the z-axis.
607 * @pre The actor has been initialized.
608 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
610 void SetSize(float width, float height, float depth);
613 * @brief Sets the size of an actor.
615 * Geometry can be scaled to fit within this area.
616 * This does not interfere with the actors scale factor.
617 * The actors default depth is the minimum of width & height.
619 * @param [in] size The new size.
620 * @pre The actor has been initialized.
621 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
623 void SetSize(const Vector2& size);
626 * @brief Sets the size of an actor.
628 * Geometry can be scaled to fit within this area.
629 * This does not interfere with the actors scale factor.
631 * @param [in] size The new size.
632 * @pre The actor has been initialized.
633 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
635 void SetSize(const Vector3& size);
638 * @brief Retrieve the actor's size.
641 * @return The actor's target size.
642 * @pre The actor has been initialized.
643 * @note This return is the value that was set using SetSize or the target size of an animation.
645 Vector3 GetTargetSize() const;
648 * @brief Retrieve the actor's size.
651 * @return The actor's current size.
652 * @pre The actor has been initialized.
653 * @note This property can be animated; the return value may not match the value written with SetSize().
655 Vector3 GetCurrentSize() const;
658 * @brief Return the natural size of the actor.
660 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
663 * @return The actor's natural size
665 Vector3 GetNaturalSize() const;
668 * @brief Sets the position of the actor.
670 * The Actor's z position will be set to 0.0f.
672 * @param [in] x The new x position
673 * @param [in] y The new y position
674 * @pre The Actor has been initialized.
675 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
677 void SetPosition(float x, float y);
680 * @brief Sets the position of the Actor.
683 * @param [in] x The new x position
684 * @param [in] y The new y position
685 * @param [in] z The new z position
686 * @pre The Actor has been initialized.
687 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
689 void SetPosition(float x, float y, float z);
692 * @brief Sets the position of the Actor.
695 * @param [in] position The new position
696 * @pre The Actor has been initialized.
697 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
699 void SetPosition(const Vector3& position);
702 * @brief Set the position of an actor along the X-axis.
705 * @param [in] x The new x position
706 * @pre The Actor has been initialized.
707 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
712 * @brief Set the position of an actor along the Y-axis.
715 * @param [in] y The new y position.
716 * @pre The Actor has been initialized.
717 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
722 * @brief Set the position of an actor along the Z-axis.
725 * @param [in] z The new z position
726 * @pre The Actor has been initialized.
727 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
732 * @brief Translate an actor relative to its existing position.
735 * @param[in] distance The actor will move by this distance.
736 * @pre The actor has been initialized.
738 void TranslateBy(const Vector3& distance);
741 * @brief Retrieve the position of the Actor.
744 * @return the Actor's current position.
745 * @pre The Actor has been initialized.
746 * @note This property can be animated; the return value may not match the value written with SetPosition().
748 Vector3 GetCurrentPosition() const;
751 * @brief Retrieve the world-position of the Actor.
754 * @return The Actor's current position in world coordinates.
755 * @pre The Actor has been initialized.
756 * @note The actor will not have a world-position, unless it has previously been added to the stage.
758 Vector3 GetCurrentWorldPosition() const;
761 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
762 * @brief Set the actors position inheritance mode.
764 * The default is to inherit.
765 * Switching this off means that using SetPosition() sets the actor's world position.
767 * @param[in] mode to use
768 * @pre The Actor has been initialized.
769 * @see PositionInheritanceMode
771 void SetPositionInheritanceMode( PositionInheritanceMode mode );
774 * @brief Set whether a child actor inherits it's parent's position.
776 * Default is to inherit.
777 * Switching this off means that using SetPosition() sets the actor's world position3
779 * @param[in] inherit - true if the actor should inherit position, false otherwise.
780 * @pre The Actor has been initialized.
782 inline void SetInheritPosition( bool inherit )
784 SetProperty(Property::INHERIT_POSITION, inherit );
788 * @DEPRECATED_1_1.24 Use IsPositionInherited
789 * @brief Returns the actors position inheritance mode.
792 * @return Return the position inheritance mode.
793 * @pre The Actor has been initialized.
795 PositionInheritanceMode GetPositionInheritanceMode() const;
798 * @brief Returns whether the actor inherits its parent's position.
801 * @return True if the actor inherits its parent position, false if it uses world position.
802 * @pre The Actor has been initialized.
804 inline bool IsPositionInherited() const
806 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
810 * @brief Sets the orientation of the Actor.
812 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
814 * @param [in] angle The new orientation angle in degrees.
815 * @param [in] axis The new axis of orientation.
816 * @pre The Actor has been initialized.
817 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
819 void SetOrientation( const Degree& angle, const Vector3& axis )
821 SetOrientation( Radian( angle ), axis );
825 * @brief Sets the orientation of the Actor.
827 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
829 * @param [in] angle The new orientation angle in radians.
830 * @param [in] axis The new axis of orientation.
831 * @pre The Actor has been initialized.
832 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
834 void SetOrientation(const Radian& angle, const Vector3& axis);
837 * @brief Sets the orientation of the Actor.
839 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
841 * @param [in] orientation The new orientation.
842 * @pre The Actor has been initialized.
843 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
845 void SetOrientation(const Quaternion& orientation);
848 * @brief Apply a relative rotation to an actor.
851 * @param[in] angle The angle to the rotation to combine with the existing orientation.
852 * @param[in] axis The axis of the rotation to combine with the existing orientation.
853 * @pre The actor has been initialized.
855 void RotateBy( const Degree& angle, const Vector3& axis )
857 RotateBy( Radian( angle ), axis );
861 * @brief Apply a relative rotation to an actor.
864 * @param[in] angle The angle to the rotation to combine with the existing orientation.
865 * @param[in] axis The axis of the rotation to combine with the existing orientation.
866 * @pre The actor has been initialized.
868 void RotateBy(const Radian& angle, const Vector3& axis);
871 * @brief Apply a relative rotation to an actor.
874 * @param[in] relativeRotation The rotation to combine with the existing orientation.
875 * @pre The actor has been initialized.
877 void RotateBy(const Quaternion& relativeRotation);
880 * @brief Retreive the Actor's orientation.
883 * @return The current orientation.
884 * @pre The Actor has been initialized.
885 * @note This property can be animated; the return value may not match the value written with SetOrientation().
887 Quaternion GetCurrentOrientation() const;
890 * @brief Set whether a child actor inherits it's parent's orientation.
892 * Default is to inherit.
893 * Switching this off means that using SetOrientation() sets the actor's world orientation.
895 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
896 * @pre The Actor has been initialized.
898 void SetInheritOrientation(bool inherit);
901 * @brief Returns whether the actor inherits its parent's orientation.
904 * @return True if the actor inherits its parent orientation, false if it uses world orientation.
905 * @pre The Actor has been initialized.
907 bool IsOrientationInherited() const;
910 * @brief Retrieve the world-orientation of the Actor.
913 * @return The Actor's current orientation in the world.
914 * @pre The Actor has been initialized.
915 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
917 Quaternion GetCurrentWorldOrientation() const;
920 * @brief Set the scale factor applied to an actor.
923 * @param [in] scale The scale factor applied on all axes.
924 * @pre The Actor has been initialized.
925 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
927 void SetScale(float scale);
930 * @brief Set the scale factor applied to an actor.
933 * @param [in] scaleX The scale factor applied along the x-axis.
934 * @param [in] scaleY The scale factor applied along the y-axis.
935 * @param [in] scaleZ The scale factor applied along the z-axis.
936 * @pre The Actor has been initialized.
937 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
939 void SetScale(float scaleX, float scaleY, float scaleZ);
942 * @brief Set the scale factor applied to an actor.
945 * @param [in] scale A vector representing the scale factor for each axis.
946 * @pre The Actor has been initialized.
947 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
949 void SetScale(const Vector3& scale);
952 * @brief Apply a relative scale to an actor.
955 * @param[in] relativeScale The scale to combine with the actor's existing scale.
956 * @pre The actor has been initialized.
958 void ScaleBy(const Vector3& relativeScale);
961 * @brief Retrieve the scale factor applied to an actor.
964 * @return A vector representing the scale factor for each axis.
965 * @pre The Actor has been initialized.
966 * @note This property can be animated; the return value may not match the value written with SetScale().
968 Vector3 GetCurrentScale() const;
971 * @brief Retrieve the world-scale of the Actor.
974 * @return The Actor's current scale in the world.
975 * @pre The Actor has been initialized.
976 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
978 Vector3 GetCurrentWorldScale() const;
981 * @brief Set whether a child actor inherits it's parent's scale.
983 * Default is to inherit.
984 * Switching this off means that using SetScale() sets the actor's world scale.
986 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
987 * @pre The Actor has been initialized.
989 void SetInheritScale( bool inherit );
992 * @brief Returns whether the actor inherits its parent's scale.
995 * @return True if the actor inherits its parent scale, false if it uses world scale.
996 * @pre The Actor has been initialized.
998 bool IsScaleInherited() const;
1001 * @brief Retrieves the world-matrix of the actor.
1004 * @return The Actor's current world matrix
1005 * @pre The Actor has been initialized.
1006 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1008 Matrix GetCurrentWorldMatrix() const;
1010 // Visibility & Color
1013 * @brief Sets the visibility flag of an actor.
1016 * @param [in] visible The new visibility flag.
1017 * @pre The actor has been initialized.
1018 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1019 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1020 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1021 * rendered if all of its parents have visibility set to true.
1023 void SetVisible(bool visible);
1026 * @brief Retrieve the visibility flag of an actor.
1029 * @return The visibility flag.
1030 * @pre The actor has been initialized.
1031 * @note This property can be animated; the return value may not match the value written with SetVisible().
1032 * @note If an actor is not visible, then the actor and its children will not be rendered.
1033 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1034 * rendered if all of its parents have visibility set to true.
1036 bool IsVisible() const;
1039 * @brief Sets the opacity of an actor.
1042 * @param [in] opacity The new opacity.
1043 * @pre The actor has been initialized.
1044 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1046 void SetOpacity(float opacity);
1049 * @brief Retrieve the actor's opacity.
1052 * @return The actor's opacity.
1053 * @pre The actor has been initialized.
1054 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1056 float GetCurrentOpacity() const;
1059 * @brief Sets the actor's color; this is an RGBA value.
1061 * The final color of the actor depends on its color mode.
1063 * @param [in] color The new color.
1064 * @pre The Actor has been initialized.
1065 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1067 void SetColor(const Vector4& color);
1070 * @brief Retrieve the actor's color.
1072 * Actor's own color is not clamped.
1074 * @return The color.
1075 * @pre The Actor has been initialized.
1076 * @note This property can be animated; the return value may not match the value written with SetColor().
1078 Vector4 GetCurrentColor() const;
1081 * @brief Sets the actor's color mode.
1083 * This specifies whether the Actor uses its own color, or inherits
1084 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1086 * @param [in] colorMode to use.
1087 * @pre The Actor has been initialized.
1089 void SetColorMode( ColorMode colorMode );
1092 * @brief Returns the actor's color mode.
1095 * @return currently used colorMode.
1096 * @pre The Actor has been initialized.
1098 ColorMode GetColorMode() const;
1101 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1104 * @return The Actor's current color in the world.
1105 * @pre The Actor has been initialized.
1106 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1108 Vector4 GetCurrentWorldColor() const;
1111 * @brief Set how the actor and its children should be drawn.
1113 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1114 * If an object is in a 3D layer, it will be depth-tested against
1115 * other objects in the world i.e. it may be obscured if other objects are in front.
1117 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1118 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1119 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1120 * and depth-testing will not be used.
1123 * @param[in] drawMode The new draw-mode to use.
1124 * @note Layers do not inherit the DrawMode from their parents.
1126 void SetDrawMode( DrawMode::Type drawMode );
1129 * @brief Query how the actor and its children will be drawn.
1132 * @return Return the draw mode type.
1134 DrawMode::Type GetDrawMode() const;
1139 * @brief Sets whether an actor should emit touch or hover signals.
1141 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1142 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1143 * hover event signal will be emitted.
1145 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1147 * actor.SetSensitive(false);
1150 * Then, to re-enable the touch or hover event signal emission, the application should call:
1152 * actor.SetSensitive(true);
1156 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1157 * @pre The Actor has been initialized.
1158 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1159 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1160 * hittable if all of its parents have sensitivity set to true.
1161 * @see @see TouchedSignal() and HoveredSignal().
1163 void SetSensitive(bool sensitive);
1166 * @brief Query whether an actor emits touch or hover event signals.
1169 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1170 * @pre The Actor has been initialized.
1171 * @note If an actor is not sensitive, then it's children will not be hittable either.
1172 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1173 * hittable if all of its parents have sensitivity set to true.
1175 bool IsSensitive() const;
1178 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1181 * @param[out] localX On return, the X-coordinate relative to the actor.
1182 * @param[out] localY On return, the Y-coordinate relative to the actor.
1183 * @param[in] screenX The screen X-coordinate.
1184 * @param[in] screenY The screen Y-coordinate.
1185 * @return True if the conversion succeeded.
1186 * @pre The Actor has been initialized.
1187 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1189 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1192 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1193 * the boundary of the actor.
1196 * @param[in] required Should be set to true if a Leave event is required
1197 * @pre The Actor has been initialized.
1198 * @note By default, this is set to false as most actors do not require this.
1199 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1202 void SetLeaveRequired(bool required);
1205 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1206 * the boundary of the actor.
1209 * @return True if a Leave event is required, false otherwise.
1210 * @pre The Actor has been initialized.
1212 bool GetLeaveRequired() const;
1215 * @brief Sets whether the actor should be focusable by keyboard navigation.
1217 * The default is false.
1219 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1221 * @pre The Actor has been initialized.
1223 void SetKeyboardFocusable( bool focusable );
1226 * @brief Returns whether the actor is focusable by keyboard navigation.
1229 * @return True if the actor is focusable by keyboard navigation, false if not.
1230 * @pre The Actor has been initialized.
1232 bool IsKeyboardFocusable() const;
1237 * @brief Set the resize policy to be used for the given dimension(s).
1240 * @param[in] policy The resize policy to use
1241 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1243 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1246 * @brief Return the resize policy used for a single dimension.
1249 * @param[in] dimension The dimension to get policy for
1250 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
1252 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1255 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1258 * @param[in] policy The policy to use for when the size is set
1260 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1263 * @brief Return the size scale policy in use.
1266 * @return Return the size scale policy.
1268 SizeScalePolicy::Type GetSizeScalePolicy() const;
1271 * @brief Sets the relative to parent size factor of the actor.
1273 * This factor is only used when ResizePolicy is set to either:
1274 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1275 * This actor's size is set to the actor's size multipled by or added to this factor,
1276 * depending on ResizePolicy ( See SetResizePolicy() ).
1279 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1280 * @pre The Actor has been initialized.
1282 void SetSizeModeFactor( const Vector3& factor );
1285 * @brief Retrieve the relative to parent size factor of the actor.
1288 * @return The Actor's current relative size factor.
1289 * @pre The Actor has been initialized.
1291 Vector3 GetSizeModeFactor() const;
1294 * @brief Calculate the height of the actor given a width.
1296 * The natural size is used for default calculation.
1297 * size 0 is treated as aspect ratio 1:1.
1300 * @param width Width to use
1301 * @return Return the height based on the width.
1303 float GetHeightForWidth( float width );
1306 * @brief Calculate the width of the actor given a height.
1308 * The natural size is used for default calculation.
1309 * size 0 is treated as aspect ratio 1:1.
1312 * @param height Height to use
1313 * @return Return the width based on the height.
1315 float GetWidthForHeight( float height );
1318 * @brief Return the value of negotiated dimension for the given dimension.
1321 * @param dimension The dimension to retrieve
1322 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
1324 float GetRelayoutSize( Dimension::Type dimension ) const;
1327 * @brief Set the padding for use in layout.
1330 * @param[in] padding Padding for the actor
1332 void SetPadding( const Padding& padding );
1335 * @brief Return the value of the padding.
1338 * @param paddingOut The returned padding data
1340 void GetPadding( Padding& paddingOut ) const;
1343 * @brief Set the minimum size an actor can be assigned in size negotiation.
1346 * @param[in] size The minimum size
1348 void SetMinimumSize( const Vector2& size );
1351 * @brief Return the minimum relayout size.
1354 * @return Return the mininmum size.
1356 Vector2 GetMinimumSize();
1359 * @brief Set the maximum size an actor can be assigned in size negotiation.
1362 * @param[in] size The maximum size
1364 void SetMaximumSize( const Vector2& size );
1367 * @brief Return the maximum relayout size.
1370 * @return Return the maximum size.
1372 Vector2 GetMaximumSize();
1375 * @brief Get depth in the hierarchy for the actor.
1378 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1380 int GetHierarchyDepth();
1385 * @brief Add a renderer to this actor.
1388 * @param[in] renderer Renderer to add to the actor
1389 * @return The index of the Renderer that was added
1390 * @pre The renderer must be initialized.
1393 unsigned int AddRenderer( Renderer& renderer );
1396 * @brief Get the number of renderers on this actor.
1399 * @return the number of renderers on this actor
1401 unsigned int GetRendererCount() const;
1404 * @brief Get a Renderer by index.
1407 * @param[in] index The index of the renderer to fetch
1408 * @return The renderer at the specified index
1409 * @pre The index must be between 0 and GetRendererCount()-1
1412 Renderer GetRendererAt( unsigned int index );
1415 * @brief Remove an renderer from the actor.
1418 * @param[in] renderer Handle to the renderer that is to be removed
1420 void RemoveRenderer( Renderer& renderer );
1423 * @brief Remove an renderer from the actor by index.
1426 * @param[in] index Index of the renderer that is to be removed
1427 * @pre The index must be between 0 and GetRendererCount()-1
1430 void RemoveRenderer( unsigned int index );
1435 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1436 * @brief This signal is emitted when touch input is received.
1438 * A callback of the following type may be connected:
1440 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1442 * The return value of True, indicates that the touch event should be consumed.
1443 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1445 * @return The signal to connect to.
1446 * @pre The Actor has been initialized.
1448 TouchSignalType& TouchedSignal();
1451 * @brief This signal is emitted when touch input is received.
1453 * A callback of the following type may be connected:
1455 * bool YourCallbackName( Actor actor, TouchData& touch );
1457 * The return value of True, indicates that the touch event has been consumed.
1458 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1460 * @return The signal to connect to.
1461 * @pre The Actor has been initialized.
1463 TouchDataSignalType& TouchSignal();
1466 * @brief This signal is emitted when hover input is received.
1468 * A callback of the following type may be connected:
1470 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1472 * The return value of True, indicates that the hover event should be consumed.
1473 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1475 * @return The signal to connect to.
1476 * @pre The Actor has been initialized.
1478 HoverSignalType& HoveredSignal();
1481 * @brief This signal is emitted when wheel event is received.
1483 * A callback of the following type may be connected:
1485 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1487 * The return value of True, indicates that the wheel event should be consumed.
1488 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1490 * @return The signal to connect to.
1491 * @pre The Actor has been initialized.
1493 WheelEventSignalType& WheelEventSignal();
1496 * @brief This signal is emitted after the actor has been connected to the stage.
1498 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1500 * @return The signal to connect to.
1501 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1503 * @note When the parent of a set of actors is connected to the stage, then all of the children
1504 * will received this callback.
1505 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1517 OnStageSignalType& OnStageSignal();
1520 * @brief This signal is emitted after the actor has been disconnected from the stage.
1522 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1525 * @return The signal to connect to.
1526 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1527 * will received this callback, starting with the leaf actors.
1528 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1541 OffStageSignalType& OffStageSignal();
1544 * @brief This signal is emitted after the size has been set on the actor during relayout
1547 * @return The signal
1549 OnRelayoutSignalType& OnRelayoutSignal();
1551 public: // Not intended for application developers
1555 * @brief This constructor is used by Actor::New() methods.
1558 * @param [in] actor A pointer to a newly allocated Dali resource
1560 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1565 * @brief Helper for discarding an actor handle.
1567 * If the handle is empty, this method does nothing. Otherwise
1568 * Actor::Unparent() will be called, followed by Actor::Reset().
1570 * @param[in,out] actor A handle to an actor, or an empty handle.
1572 inline void UnparentAndReset( Actor& actor )
1586 #endif // DALI_ACTOR_H