1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 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>
34 namespace Internal DALI_INTERNAL
52 typedef Rect<float> Padding; ///< Padding definition
55 * @brief Actor is the primary object with which Dali applications interact.
57 * UI controls can be built by combining multiple actors.
59 * <h3>Multi-Touch Events:</h3>
61 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
63 * <i>Hit Testing Rules Summary:</i>
65 * - An actor is only hittable if the actor's touch or hover signal has a connection.
66 * - An actor is only hittable when it is between the camera's near and far planes.
67 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
68 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
69 * - To be hittable, an actor must have a non-zero size.
70 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
72 * <i>Hit Test Algorithm:</i>
75 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
76 * - Stage's root layer can be used to catch unconsumed touch events.
79 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
82 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
83 * layers until we have a hit or there are none left.
84 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
86 * - If they are not, we skip hit testing the actors in that layer altogether.
87 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
90 * - The final part of hit testing is performed by walking through the actor tree within a layer.
91 * - The following pseudocode shows the algorithm used:
93 * HIT-TEST-WITHIN-LAYER( ACTOR )
95 * // Only hit-test the actor and its children if it is sensitive and visible
96 * IF ( ACTOR-IS-SENSITIVE &&
99 * // Depth-first traversal within current layer, visiting parent first
101 * // Check whether current actor should be hit-tested
102 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
103 * ACTOR-HAS-NON-ZERO-SIZE &&
104 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
106 * // Hit-test current actor
109 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
111 * // The current actor is the closest actor that was underneath the touch
112 * LAST-HIT-ACTOR = CURRENT-ACTOR
117 * // Keep checking children, in case we hit something closer
118 * FOR-EACH CHILD (in order)
120 * IF ( CHILD-IS-NOT-A-LAYER )
122 * // Continue traversal for this child's sub-tree
123 * HIT-TEST-WITHIN-LAYER ( CHILD )
125 * // else we skip hit-testing the child's sub-tree altogether
130 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
131 * The overlay children take priority over their parents, and overlay siblings take priority
132 * over their previous siblings (i.e. reverse of rendering order):
142 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
144 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
145 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
146 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
147 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
148 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
149 * also be considered a Stencil Actor.
150 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
152 * <i>Touch or hover Event Delivery:</i>
155 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
156 * the parent's touch or hover signal is emitted, and so on.
157 * - The following pseudocode shows the delivery mechanism:
159 * EMIT-TOUCH-SIGNAL( ACTOR )
161 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
163 * // Only do the emission if touch signal of actor has connections.
164 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
167 * IF ( NOT-CONSUMED )
169 * // If event is not consumed then deliver it to the parent unless we reach the root actor
170 * IF ( ACTOR-PARENT )
172 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
177 * EMIT-HOVER-SIGNAL( ACTOR )
179 * IF ( HOVER-SIGNAL-NOT-EMPTY )
181 * // Only do the emission if hover signal of actor has connections.
182 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
185 * IF ( NOT-CONSUMED )
187 * // If event is not consumed then deliver it to the parent unless we reach the root actor
188 * IF ( ACTOR-PARENT )
190 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
195 * - If there are several touch points, then the delivery is only to the first touch point's hit
196 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
197 * other touch points.
198 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
201 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
202 * hit actor (primary hit actor).
203 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
204 * (only if it requires leave signals); see SetLeaveRequired().
206 * - Interrupted State
207 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
208 * actor's touch or hover signals are emitted with an "Interrupted" state.
209 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
210 * touch or hover signals are also emitted with an "Interrupted" state.
211 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
212 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
213 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
214 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
215 * <h3>Key Events:</h3>
217 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
222 * | %Signal Name | Method |
223 * |-------------------|------------------------------|
224 * | touched | @ref TouchedSignal() |
225 * | hovered | @ref HoveredSignal() |
226 * | wheel-event | @ref WheelEventSignal() |
227 * | on-stage | @ref OnStageSignal() |
228 * | off-stage | @ref OffStageSignal() |
231 * | %Action Name | %Actor method called |
232 * |-------------------|------------------------------|
233 * | show | %SetVisible( true ) |
234 * | hide | %SetVisible( false ) |
236 class DALI_IMPORT_API Actor : public Handle
241 * @brief An enumeration of properties belonging to the Actor class.
247 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
248 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
249 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
250 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
251 ANCHOR_POINT, ///< name "anchor-point", type Vector3
252 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
253 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
254 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
255 SIZE, ///< name "size", type Vector3
256 SIZE_WIDTH, ///< name "size-width", type float
257 SIZE_HEIGHT, ///< name "size-height", type float
258 SIZE_DEPTH, ///< name "size-depth", type float
259 POSITION, ///< name "position", type Vector3
260 POSITION_X, ///< name "position-x", type float
261 POSITION_Y, ///< name "position-y", type float
262 POSITION_Z, ///< name "position-z", type float
263 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
264 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
265 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
266 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
267 ORIENTATION, ///< name "orientation", type Quaternion
268 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
269 SCALE, ///< name "scale", type Vector3
270 SCALE_X, ///< name "scale-x", type float
271 SCALE_Y, ///< name "scale-y", type float
272 SCALE_Z, ///< name "scale-z", type float
273 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
274 VISIBLE, ///< name "visible", type bool
275 COLOR, ///< name "color", type Vector4
276 COLOR_RED, ///< name "color-red", type float
277 COLOR_GREEN, ///< name "color-green", type float
278 COLOR_BLUE, ///< name "color-blue", type float
279 COLOR_ALPHA, ///< name "color-alpha", type float
280 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
281 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
282 NAME, ///< name "name", type std::string
283 SENSITIVE, ///< name "sensitive", type bool
284 LEAVE_REQUIRED, ///< name "leave-required", type bool
285 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
286 INHERIT_SCALE, ///< name "inherit-scale", type bool
287 COLOR_MODE, ///< name "color-mode", type std::string
288 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
289 DRAW_MODE, ///< name "draw-mode", type std::string
290 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
291 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
292 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
293 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
294 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
295 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
296 PADDING, ///< name "padding", type Vector4
297 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
298 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
304 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
305 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
306 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type
307 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
308 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
309 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
314 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
316 * Calling member functions with an uninitialized Dali::Object is not allowed.
321 * @brief Create an initialized Actor.
323 * @return A handle to a newly allocated Dali resource.
328 * @brief Downcast an Object handle to Actor handle.
330 * If handle points to a Actor object the downcast produces valid
331 * handle. If not the returned handle is left uninitialized.
333 * @param[in] handle to An object
334 * @return handle to a Actor object or an uninitialized handle
336 static Actor DownCast( BaseHandle handle );
339 * @brief Dali::Actor is intended as a base class
341 * This is non-virtual since derived Handle types must not contain data or virtual methods.
346 * @brief Copy constructor
348 * @param [in] copy The actor to copy.
350 Actor(const Actor& copy);
353 * @brief Assignment operator
355 * @param [in] rhs The actor to copy.
357 Actor& operator=(const Actor& rhs);
360 * @brief Retrieve the Actor's name.
362 * @pre The Actor has been initialized.
363 * @return The Actor's name.
365 const std::string& GetName() const;
368 * @brief Sets the Actor's name.
370 * @pre The Actor has been initialized.
371 * @param [in] name The new name.
373 void SetName(const std::string& name);
376 * @brief Retrieve the unique ID of the actor.
378 * @pre The Actor has been initialized.
381 unsigned int GetId() const;
386 * @brief Query whether an actor is the root actor, which is owned by the Stage.
388 * @pre The Actor has been initialized.
389 * @return True if the actor is the root actor.
394 * @brief Query whether the actor is connected to the Stage.
396 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
397 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
398 * @pre The Actor has been initialized.
399 * @return True if the actor is connected to the Stage.
401 bool OnStage() const;
404 * @brief Query whether the actor is of class Dali::Layer.
406 * @pre The Actor has been initialized.
407 * @return True if the actor is a layer.
409 bool IsLayer() const;
412 * @brief Gets the layer in which the actor is present.
414 * @pre The Actor has been initialized.
415 * @return The layer, which will be uninitialized if the actor is off-stage.
420 * @brief Adds a child Actor to this Actor.
422 * NOTE! if the child already has a parent, it will be removed from old parent
423 * and reparented to this actor. This may change childs position, color,
424 * scale etc as it now inherits them from this actor
425 * @pre This Actor (the parent) has been initialized.
426 * @pre The child actor has been initialized.
427 * @pre The child actor is not the same as the parent actor.
428 * @pre The actor is not the Root actor
429 * @param [in] child The child.
430 * @post The child will be referenced by its parent. This means that the child will be kept alive,
431 * even if the handle passed into this method is reset or destroyed.
433 void Add(Actor child);
436 * @brief Removes a child Actor from this Actor.
438 * If the actor was not a child of this actor, this is a no-op.
439 * @pre This Actor (the parent) has been initialized.
440 * @pre The child actor is not the same as the parent actor.
441 * @param [in] child The child.
443 void Remove(Actor child);
446 * @brief Removes an actor from its parent.
448 * If the actor has no parent, this method does nothing.
449 * @pre The (child) actor has been initialized.
454 * @brief Retrieve the number of children held by the actor.
456 * @pre The Actor has been initialized.
457 * @return The number of children
459 unsigned int GetChildCount() const;
462 * @brief Retrieve and child actor by index.
464 * @pre The Actor has been initialized.
465 * @param[in] index The index of the child to retrieve
466 * @return The actor for the given index or empty handle if children not initialised
468 Actor GetChildAt(unsigned int index) const;
471 * @brief Search through this actor's hierarchy for an actor with the given name.
473 * The actor itself is also considered in the search
474 * @pre The Actor has been initialized.
475 * @param[in] actorName the name of the actor to find
476 * @return A handle to the actor if found, or an empty handle if not.
478 Actor FindChildByName(const std::string& actorName);
481 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
483 * The actor itself is also considered in the search
484 * @pre The Actor has been initialized.
485 * @param[in] id the ID of the actor to find
486 * @return A handle to the actor if found, or an empty handle if not.
488 Actor FindChildById(const unsigned int id);
491 * @brief Retrieve the actor's parent.
493 * @pre The actor has been initialized.
494 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
496 Actor GetParent() const;
501 * @brief Set the origin of an actor, within its parent's area.
503 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
504 * and (1.0, 1.0, 0.5) is the bottom-right corner.
505 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
506 * An actor position is the distance between this origin, and the actors anchor-point.
507 * @see Dali::ParentOrigin for predefined parent origin values
508 * @pre The Actor has been initialized.
509 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
510 * @param [in] origin The new parent-origin.
512 void SetParentOrigin(const Vector3& origin);
515 * @brief Retrieve the parent-origin of an actor.
517 * @pre The Actor has been initialized.
518 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
519 * @return The current parent-origin.
521 Vector3 GetCurrentParentOrigin() const;
524 * @brief Set the anchor-point of an actor.
526 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
527 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
528 * bottom-right corner. The default anchor point is
529 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
530 * An actor position is the distance between its parent-origin, and this anchor-point.
531 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
532 * @see Dali::AnchorPoint for predefined anchor point values
533 * @pre The Actor has been initialized.
534 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
535 * @param [in] anchorPoint The new anchor-point.
537 void SetAnchorPoint(const Vector3& anchorPoint);
540 * @brief Retrieve the anchor-point of an actor.
542 * @pre The Actor has been initialized.
543 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
544 * @return The current anchor-point.
546 Vector3 GetCurrentAnchorPoint() const;
549 * @brief Sets the size of an actor.
551 * Geometry can be scaled to fit within this area.
552 * This does not interfere with the actors scale factor.
553 * The actors default depth is the minimum of width & height.
554 * @pre The actor has been initialized.
555 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
556 * @param [in] width The new width.
557 * @param [in] height The new height.
559 void SetSize(float width, float height);
562 * @brief Sets the size of an actor.
564 * Geometry can be scaled to fit within this area.
565 * This does not interfere with the actors scale factor.
566 * @pre The actor has been initialized.
567 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
568 * @param [in] width The size of the actor along the x-axis.
569 * @param [in] height The size of the actor along the y-axis.
570 * @param [in] depth The size of the actor along the z-axis.
572 void SetSize(float width, float height, float depth);
575 * @brief Sets the size of an actor.
577 * Geometry can be scaled to fit within this area.
578 * This does not interfere with the actors scale factor.
579 * The actors default depth is the minimum of width & height.
580 * @pre The actor has been initialized.
581 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
582 * @param [in] size The new size.
584 void SetSize(const Vector2& size);
587 * @brief Sets the size of an actor.
589 * Geometry can be scaled to fit within this area.
590 * This does not interfere with the actors scale factor.
591 * @pre The actor has been initialized.
592 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
593 * @param [in] size The new size.
595 void SetSize(const Vector3& size);
598 * @brief Retrieve the actor's size.
600 * @pre The actor has been initialized.
601 * @note This return is the value that was set using SetSize or the target size of an animation
602 * @return The actor's current size.
604 Vector3 GetTargetSize() const;
607 * @brief Retrieve the actor's size.
609 * @pre The actor has been initialized.
610 * @note This property can be animated; the return value may not match the value written with SetSize().
611 * @return The actor's current size.
613 Vector3 GetCurrentSize() const;
616 * Return the natural size of the actor.
618 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
620 * @return The actor's natural size
622 Vector3 GetNaturalSize() const;
625 * @brief Sets the position of the actor.
627 * The Actor's z position will be set to 0.0f.
628 * @pre The Actor has been initialized.
629 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
630 * @param [in] x The new x position
631 * @param [in] y The new y position
633 void SetPosition(float x, float y);
636 * @brief Sets the position of the Actor.
638 * @pre The Actor has been initialized.
639 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
640 * @param [in] x The new x position
641 * @param [in] y The new y position
642 * @param [in] z The new z position
644 void SetPosition(float x, float y, float z);
647 * @brief Sets the position of the Actor.
649 * @pre The Actor has been initialized.
650 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
651 * @param [in] position The new position
653 void SetPosition(const Vector3& position);
656 * @brief Set the position of an actor along the X-axis.
658 * @pre The Actor has been initialized.
659 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
660 * @param [in] x The new x position
665 * @brief Set the position of an actor along the Y-axis.
667 * @pre The Actor has been initialized.
668 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
669 * @param [in] y The new y position.
674 * @brief Set the position of an actor along the Z-axis.
676 * @pre The Actor has been initialized.
677 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
678 * @param [in] z The new z position
683 * @brief Translate an actor relative to its existing position.
685 * @pre The actor has been initialized.
686 * @param[in] distance The actor will move by this distance.
688 void TranslateBy(const Vector3& distance);
691 * @brief Retrieve the position of the Actor.
693 * @pre The Actor has been initialized.
694 * @note This property can be animated; the return value may not match the value written with SetPosition().
695 * @return the Actor's current position.
697 Vector3 GetCurrentPosition() const;
700 * @brief Retrieve the world-position of the Actor.
702 * @note The actor will not have a world-position, unless it has previously been added to the stage.
703 * @pre The Actor has been initialized.
704 * @return The Actor's current position in world coordinates.
706 Vector3 GetCurrentWorldPosition() const;
709 * @brief Set the actors position inheritance mode.
711 * The default is to inherit.
712 * Switching this off means that using SetPosition() sets the actor's world position.
713 * @see PositionInheritanceMode
714 * @pre The Actor has been initialized.
715 * @param[in] mode to use
717 void SetPositionInheritanceMode( PositionInheritanceMode mode );
720 * @brief Returns the actors position inheritance mode.
722 * @pre The Actor has been initialized.
723 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
725 PositionInheritanceMode GetPositionInheritanceMode() const;
728 * @brief Sets the orientation of the Actor.
730 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
731 * @pre The Actor has been initialized.
732 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
733 * @param [in] angle The new orientation angle in degrees.
734 * @param [in] axis The new axis of orientation.
736 void SetOrientation( const Degree& angle, const Vector3& axis )
738 SetOrientation( Radian( angle ), axis );
742 * @brief Sets the orientation of the Actor.
744 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
745 * @pre The Actor has been initialized.
746 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
747 * @param [in] angle The new orientation angle in radians.
748 * @param [in] axis The new axis of orientation.
750 void SetOrientation(const Radian& angle, const Vector3& axis);
753 * @brief Sets the orientation of the Actor.
755 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
756 * @pre The Actor has been initialized.
757 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
758 * @param [in] orientation The new orientation.
760 void SetOrientation(const Quaternion& orientation);
763 * @brief Apply a relative rotation to an actor.
765 * @pre The actor has been initialized.
766 * @param[in] angle The angle to the rotation to combine with the existing orientation.
767 * @param[in] axis The axis of the rotation to combine with the existing orientation.
769 void RotateBy( const Degree& angle, const Vector3& axis )
771 RotateBy( Radian( angle ), axis );
775 * @brief Apply a relative rotation to an actor.
777 * @pre The actor has been initialized.
778 * @param[in] angle The angle to the rotation to combine with the existing orientation.
779 * @param[in] axis The axis of the rotation to combine with the existing orientation.
781 void RotateBy(const Radian& angle, const Vector3& axis);
784 * @brief Apply a relative rotation to an actor.
786 * @pre The actor has been initialized.
787 * @param[in] relativeRotation The rotation to combine with the existing orientation.
789 void RotateBy(const Quaternion& relativeRotation);
792 * @brief Retreive the Actor's orientation.
794 * @pre The Actor has been initialized.
795 * @note This property can be animated; the return value may not match the value written with SetOrientation().
796 * @return The current orientation.
798 Quaternion GetCurrentOrientation() const;
801 * @brief Set whether a child actor inherits it's parent's orientation.
803 * Default is to inherit.
804 * Switching this off means that using SetOrientation() sets the actor's world orientation.
805 * @pre The Actor has been initialized.
806 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
808 void SetInheritOrientation(bool inherit);
811 * @brief Returns whether the actor inherit's it's parent's orientation.
813 * @pre The Actor has been initialized.
814 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
816 bool IsOrientationInherited() const;
819 * @brief Retrieve the world-orientation of the Actor.
821 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
822 * @pre The Actor has been initialized.
823 * @return The Actor's current orientation in the world.
825 Quaternion GetCurrentWorldOrientation() const;
828 * @brief Set the scale factor applied to an actor.
830 * @pre The Actor has been initialized.
831 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
832 * @param [in] scale The scale factor applied on all axes.
834 void SetScale(float scale);
837 * @brief Set the scale factor applied to an actor.
839 * @pre The Actor has been initialized.
840 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
841 * @param [in] scaleX The scale factor applied along the x-axis.
842 * @param [in] scaleY The scale factor applied along the y-axis.
843 * @param [in] scaleZ The scale factor applied along the z-axis.
845 void SetScale(float scaleX, float scaleY, float scaleZ);
848 * @brief Set the scale factor applied to an actor.
850 * @pre The Actor has been initialized.
851 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
852 * @param [in] scale A vector representing the scale factor for each axis.
854 void SetScale(const Vector3& scale);
857 * @brief Apply a relative scale to an actor.
859 * @pre The actor has been initialized.
860 * @param[in] relativeScale The scale to combine with the actors existing scale.
862 void ScaleBy(const Vector3& relativeScale);
865 * @brief Retrieve the scale factor applied to an actor.
867 * @pre The Actor has been initialized.
868 * @note This property can be animated; the return value may not match the value written with SetScale().
869 * @return A vector representing the scale factor for each axis.
871 Vector3 GetCurrentScale() const;
874 * @brief Retrieve the world-scale of the Actor.
876 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
877 * @pre The Actor has been initialized.
878 * @return The Actor's current scale in the world.
880 Vector3 GetCurrentWorldScale() const;
883 * @brief Set whether a child actor inherits it's parent's scale.
885 * Default is to inherit.
886 * Switching this off means that using SetScale() sets the actor's world scale.
887 * @pre The Actor has been initialized.
888 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
890 void SetInheritScale( bool inherit );
893 * @brief Returns whether the actor inherit's it's parent's scale.
895 * @pre The Actor has been initialized.
896 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
898 bool IsScaleInherited() const;
901 * @brief Retrieves the world-matrix of the actor.
903 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
904 * @pre The Actor has been initialized.
905 * @return The Actor's current world matrix
907 Matrix GetCurrentWorldMatrix() const;
909 // Visibility & Color
912 * @brief Sets the visibility flag of an actor.
914 * @pre The actor has been initialized.
915 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
916 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
917 * This is regardless of the individual visibility values of the children i.e. an actor will only be
918 * rendered if all of its parents have visibility set to true.
919 * @param [in] visible The new visibility flag.
921 void SetVisible(bool visible);
924 * @brief Retrieve the visibility flag of an actor.
926 * @pre The actor has been initialized.
927 * @note This property can be animated; the return value may not match the value written with SetVisible().
928 * @note If an actor is not visible, then the actor and its children will not be rendered.
929 * This is regardless of the individual visibility values of the children i.e. an actor will only be
930 * rendered if all of its parents have visibility set to true.
931 * @return The visibility flag.
933 bool IsVisible() const;
936 * @brief Sets the opacity of an actor.
938 * @pre The actor has been initialized.
939 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
940 * @param [in] opacity The new opacity.
942 void SetOpacity(float opacity);
945 * @brief Retrieve the actor's opacity.
947 * @pre The actor has been initialized.
948 * @note This property can be animated; the return value may not match the value written with SetOpacity().
949 * @return The actor's opacity.
951 float GetCurrentOpacity() const;
954 * @brief Sets the actor's color; this is an RGBA value.
956 * The final color of the actor depends on its color mode.
957 * @pre The Actor has been initialized.
958 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
959 * @param [in] color The new color.
961 void SetColor(const Vector4& color);
964 * @brief Retrieve the actor's color.
966 * Actor's own color is not clamped.
967 * @pre The Actor has been initialized.
968 * @note This property can be animated; the return value may not match the value written with SetColor().
971 Vector4 GetCurrentColor() const;
974 * @brief Sets the actor's color mode.
976 * This specifies whether the Actor uses its own color, or inherits
977 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
978 * @pre The Actor has been initialized.
979 * @param [in] colorMode to use.
981 void SetColorMode( ColorMode colorMode );
984 * @brief Returns the actor's color mode.
986 * @pre The Actor has been initialized.
987 * @return currently used colorMode.
989 ColorMode GetColorMode() const;
992 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
994 * @note The actor will not have a world-color, unless it has previously been added to the stage.
995 * @pre The Actor has been initialized.
996 * @return The Actor's current color in the world.
998 Vector4 GetCurrentWorldColor() const;
1001 * @brief Set how the actor and its children should be drawn.
1003 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1004 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1005 * other objects in the world i.e. it may be obscured if other objects are in front.
1007 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1008 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1009 * For overlay actors, the drawing order is with respect to depth-index property of Renderers,
1010 * and depth-testing will not be used.
1012 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1013 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1014 * actors within the Layer.
1016 * @param[in] drawMode The new draw-mode to use.
1017 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1018 * @note Layers do not inherit the DrawMode from their parents.
1020 void SetDrawMode( DrawMode::Type drawMode );
1023 * @brief Query how the actor and its children will be drawn.
1025 * @return True if the Actor is an overlay.
1027 DrawMode::Type GetDrawMode() const;
1032 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1034 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1035 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1036 * hover event signal will be emitted.
1038 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1040 * actor.SetSensitive(false);
1043 * Then, to re-enable the touch or hover event signal emission, the application should call:
1045 * actor.SetSensitive(true);
1048 * @see @see SignalTouch() and SignalHover().
1049 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1050 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1051 * hittable if all of its parents have sensitivity set to true.
1052 * @pre The Actor has been initialized.
1053 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1055 void SetSensitive(bool sensitive);
1058 * @brief Query whether an actor emits touch or hover event signals.
1060 * @note If an actor is not sensitive, then it's children will not be hittable either.
1061 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1062 * hittable if all of its parents have sensitivity set to true.
1063 * @pre The Actor has been initialized.
1064 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1066 bool IsSensitive() const;
1069 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1071 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1072 * @pre The Actor has been initialized.
1073 * @param[out] localX On return, the X-coordinate relative to the actor.
1074 * @param[out] localY On return, the Y-coordinate relative to the actor.
1075 * @param[in] screenX The screen X-coordinate.
1076 * @param[in] screenY The screen Y-coordinate.
1077 * @return True if the conversion succeeded.
1079 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1082 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1083 * the boundary of the actor.
1085 * @note By default, this is set to false as most actors do not require this.
1086 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1088 * @pre The Actor has been initialized.
1089 * @param[in] required Should be set to true if a Leave event is required
1091 void SetLeaveRequired(bool required);
1094 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1095 * the boundary of the actor.
1097 * @pre The Actor has been initialized.
1098 * @return true if a Leave event is required, false otherwise.
1100 bool GetLeaveRequired() const;
1103 * @brief Sets whether the actor should be focusable by keyboard navigation.
1105 * The default is false.
1106 * @pre The Actor has been initialized.
1107 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1110 void SetKeyboardFocusable( bool focusable );
1113 * @brief Returns whether the actor is focusable by keyboard navigation.
1115 * @pre The Actor has been initialized.
1116 * @return true if the actor is focusable by keyboard navigation, false if not.
1118 bool IsKeyboardFocusable() const;
1123 * Set the resize policy to be used for the given dimension(s)
1125 * @param[in] policy The resize policy to use
1126 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1128 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1131 * Return the resize policy used for a single dimension
1133 * @param[in] dimension The dimension to get policy for
1134 * @return Return the dimension resize policy
1136 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1139 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1141 * @param[in] policy The policy to use for when the size is set
1143 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1146 * @brief Return the size set policy in use
1148 * @return Return the size set policy
1150 SizeScalePolicy::Type GetSizeScalePolicy() const;
1153 * @brief Sets the relative to parent size factor of the actor.
1155 * This factor is only used when ResizePolicy is set to either:
1156 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1157 * This actor's size is set to the actor's size multipled by or added to this factor,
1158 * depending on ResizePolicy (See SetResizePolicy).
1160 * @pre The Actor has been initialized.
1161 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1163 void SetSizeModeFactor( const Vector3& factor );
1166 * @brief Retrieve the relative to parent size factor of the actor.
1168 * @pre The Actor has been initialized.
1169 * @return The Actor's current relative size factor.
1171 Vector3 GetSizeModeFactor() const;
1174 * @brief Calculate the height of the actor given a width
1176 * The natural size is used for default calculation.
1177 * size 0 is treated as aspect ratio 1:1.
1179 * @param width Width to use
1180 * @return Return the height based on the width
1182 float GetHeightForWidth( float width );
1185 * @brief Calculate the width of the actor given a height
1187 * The natural size is used for default calculation.
1188 * size 0 is treated as aspect ratio 1:1.
1190 * @param height Height to use
1191 * @return Return the width based on the height
1193 float GetWidthForHeight( float height );
1196 * Return the value of negotiated dimension for the given dimension
1198 * @param dimension The dimension to retrieve
1199 * @return Return the value of the negotiated dimension
1201 float GetRelayoutSize( Dimension::Type dimension ) const;
1204 * @brief Set the padding for use in layout
1206 * @param[in] padding Padding for the actor
1208 void SetPadding( const Padding& padding );
1211 * Return the value of the padding
1213 * @param paddingOut The returned padding data
1215 void GetPadding( Padding& paddingOut ) const;
1218 * @brief Set the minimum size an actor can be assigned in size negotiation
1220 * @param[in] size The minimum size
1222 void SetMinimumSize( const Vector2& size );
1225 * @brief Return the minimum relayout size
1227 * @return Return the mininmum size
1229 Vector2 GetMinimumSize();
1232 * @brief Set the maximum size an actor can be assigned in size negotiation
1234 * @param[in] size The maximum size
1236 void SetMaximumSize( const Vector2& size );
1239 * @brief Return the maximum relayout size
1241 * @return Return the maximum size
1243 Vector2 GetMaximumSize();
1246 * @brief Get depth in the hierarchy for the actor
1248 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1250 int GetHierarchyDepth();
1255 * @brief This signal is emitted when touch input is received.
1257 * A callback of the following type may be connected:
1259 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1261 * The return value of True, indicates that the touch event should be consumed.
1262 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1263 * @pre The Actor has been initialized.
1264 * @return The signal to connect to.
1266 TouchSignalType& TouchedSignal();
1269 * @brief This signal is emitted when hover input is received.
1271 * A callback of the following type may be connected:
1273 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1275 * The return value of True, indicates that the hover event should be consumed.
1276 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1277 * @pre The Actor has been initialized.
1278 * @return The signal to connect to.
1280 HoverSignalType& HoveredSignal();
1283 * @brief This signal is emitted when wheel event is received.
1285 * A callback of the following type may be connected:
1287 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1289 * The return value of True, indicates that the wheel event should be consumed.
1290 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1291 * @pre The Actor has been initialized.
1292 * @return The signal to connect to.
1294 WheelEventSignalType& WheelEventSignal();
1297 * @brief This signal is emitted after the actor has been connected to the stage.
1299 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1300 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1302 * @note When the parent of a set of actors is connected to the stage, then all of the children
1303 * will received this callback.
1305 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1313 * @return The signal
1315 OnStageSignalType& OnStageSignal();
1318 * @brief This signal is emitted after the actor has been disconnected from the stage.
1320 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1322 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1323 * will received this callback, starting with the leaf actors.
1325 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1333 * @return The signal
1335 OffStageSignalType& OffStageSignal();
1340 * @brief Add a renderer to this actor.
1342 * @pre The renderer must be initialized.
1344 * @param[in] renderer Renderer to add to the actor
1345 * @return The index of the Renderer that was added
1347 unsigned int AddRenderer( Renderer& renderer );
1350 * @brief Get the number of renderers on this actor.
1352 * @return the number of renderers on this actor
1354 unsigned int GetRendererCount() const;
1357 * @brief Get a Renderer by index.
1359 * @pre The index must be between 0 and GetRendererCount()-1
1361 * @param[in] index The index of the renderer to fetch
1362 * @return The renderer at the specified index
1364 Renderer GetRendererAt( unsigned int index );
1367 * @brief Remove an renderer from the actor.
1369 * @param[in] renderer Handle to the renderer that is to be removed
1371 void RemoveRenderer( Renderer& renderer );
1374 * @brief Remove an renderer from the actor by index.
1376 * @pre The index must be between 0 and GetRendererCount()-1
1378 * @param[in] index Index of the renderer that is to be removed
1380 void RemoveRenderer( unsigned int index );
1382 * @brief This signal is emitted after the size has been set on the actor during relayout
1384 * @return Return the signal
1386 OnRelayoutSignalType& OnRelayoutSignal();
1388 public: // Not intended for application developers
1391 * @brief This constructor is used by Dali New() methods.
1393 * @param [in] actor A pointer to a newly allocated Dali resource
1395 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1399 * @brief Helper for discarding an actor handle.
1401 * If the handle is empty, this method does nothing. Otherwise
1402 * actor.Unparent() will be called, followed by actor.Reset().
1403 * @param[in,out] actor A handle to an actor, or an empty handle.
1405 inline void UnparentAndReset( Actor& actor )
1418 #endif // __DALI_ACTOR_H__