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 * @addtogroup dali_core_actors
38 namespace Internal DALI_INTERNAL
56 typedef Rect<float> Padding; ///< Padding definition @since_tizen 2.4
59 * @brief Actor is the primary object with which Dali applications interact.
61 * UI controls can be built by combining multiple actors.
63 * <h3>Multi-Touch Events:</h3>
65 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
67 * <i>Hit Testing Rules Summary:</i>
69 * - An actor is only hittable if the actor's touch or hover signal has a connection.
70 * - An actor is only hittable when it is between the camera's near and far planes.
71 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
72 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
73 * - To be hittable, an actor must have a non-zero size.
74 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
76 * <i>Hit Test Algorithm:</i>
79 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
80 * - Stage's root layer can be used to catch unconsumed touch events.
83 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
86 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
87 * layers until we have a hit or there are none left.
88 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
90 * - If they are not, we skip hit testing the actors in that layer altogether.
91 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
94 * - The final part of hit testing is performed by walking through the actor tree within a layer.
95 * - The following pseudocode shows the algorithm used:
97 * HIT-TEST-WITHIN-LAYER( ACTOR )
99 * // Only hit-test the actor and its children if it is sensitive and visible
100 * IF ( ACTOR-IS-SENSITIVE &&
103 * // Depth-first traversal within current layer, visiting parent first
105 * // Check whether current actor should be hit-tested
106 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
107 * ACTOR-HAS-NON-ZERO-SIZE &&
108 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
110 * // Hit-test current actor
113 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
115 * // The current actor is the closest actor that was underneath the touch
116 * LAST-HIT-ACTOR = CURRENT-ACTOR
121 * // Keep checking children, in case we hit something closer
122 * FOR-EACH CHILD (in order)
124 * IF ( CHILD-IS-NOT-A-LAYER )
126 * // Continue traversal for this child's sub-tree
127 * HIT-TEST-WITHIN-LAYER ( CHILD )
129 * // else we skip hit-testing the child's sub-tree altogether
134 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
135 * The overlay children take priority over their parents, and overlay siblings take priority
136 * over their previous siblings (i.e. reverse of rendering order):
146 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
148 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
149 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
150 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
151 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
152 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
153 * also be considered a Stencil Actor.
154 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
156 * <i>Touch or hover Event Delivery:</i>
159 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
160 * the parent's touch or hover signal is emitted, and so on.
161 * - The following pseudocode shows the delivery mechanism:
163 * EMIT-TOUCH-SIGNAL( ACTOR )
165 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
167 * // Only do the emission if touch signal of actor has connections.
168 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
171 * IF ( NOT-CONSUMED )
173 * // If event is not consumed then deliver it to the parent unless we reach the root actor
174 * IF ( ACTOR-PARENT )
176 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
181 * EMIT-HOVER-SIGNAL( ACTOR )
183 * IF ( HOVER-SIGNAL-NOT-EMPTY )
185 * // Only do the emission if hover signal of actor has connections.
186 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
189 * IF ( NOT-CONSUMED )
191 * // If event is not consumed then deliver it to the parent unless we reach the root actor
192 * IF ( ACTOR-PARENT )
194 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
199 * - If there are several touch points, then the delivery is only to the first touch point's hit
200 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
201 * other touch points.
202 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
205 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
206 * hit actor (primary hit actor).
207 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
208 * (only if it requires leave signals); see SetLeaveRequired().
210 * - Interrupted State
211 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
212 * actor's touch or hover signals are emitted with an "Interrupted" state.
213 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
214 * touch or hover signals are also emitted with an "Interrupted" state.
215 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
216 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
217 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
218 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
220 * <h3>Key Events:</h3>
222 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
230 class DALI_IMPORT_API Actor : public Handle
235 * @brief An enumeration of properties belonging to the Actor class.
242 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< type Vector3 @since_tizen 2.4
243 PARENT_ORIGIN_X, ///< type float @since_tizen 2.4
244 PARENT_ORIGIN_Y, ///< type float @since_tizen 2.4
245 PARENT_ORIGIN_Z, ///< type float @since_tizen 2.4
246 ANCHOR_POINT, ///< type Vector3 @since_tizen 2.4
247 ANCHOR_POINT_X, ///< type float @since_tizen 2.4
248 ANCHOR_POINT_Y, ///< type float @since_tizen 2.4
249 ANCHOR_POINT_Z, ///< type float @since_tizen 2.4
250 SIZE, ///< type Vector3 @since_tizen 2.4
251 SIZE_WIDTH, ///< type float @since_tizen 2.4
252 SIZE_HEIGHT, ///< type float @since_tizen 2.4
253 SIZE_DEPTH, ///< type float @since_tizen 2.4
254 POSITION, ///< type Vector3 @since_tizen 2.4
255 POSITION_X, ///< type float @since_tizen 2.4
256 POSITION_Y, ///< type float @since_tizen 2.4
257 POSITION_Z, ///< type float @since_tizen 2.4
258 WORLD_POSITION, ///< type Vector3 (read-only) @since_tizen 2.4
259 WORLD_POSITION_X, ///< type float (read-only) @since_tizen 2.4
260 WORLD_POSITION_Y, ///< type float (read-only) @since_tizen 2.4
261 WORLD_POSITION_Z, ///< type float (read-only) @since_tizen 2.4
262 ORIENTATION, ///< type Quaternion @since_tizen 2.4
263 WORLD_ORIENTATION, ///< type Quaternion (read-only) @since_tizen 2.4
264 SCALE, ///< type Vector3 @since_tizen 2.4
265 SCALE_X, ///< type float @since_tizen 2.4
266 SCALE_Y, ///< type float @since_tizen 2.4
267 SCALE_Z, ///< type float @since_tizen 2.4
268 WORLD_SCALE, ///< type Vector3 (read-only) @since_tizen 2.4
269 VISIBLE, ///< type bool @since_tizen 2.4
270 COLOR, ///< type Vector4 @since_tizen 2.4
271 COLOR_RED, ///< type float @since_tizen 2.4
272 COLOR_GREEN, ///< type float @since_tizen 2.4
273 COLOR_BLUE, ///< type float @since_tizen 2.4
274 COLOR_ALPHA, ///< type float @since_tizen 2.4
275 WORLD_COLOR, ///< type Vector4 (read-only) @since_tizen 2.4
276 WORLD_MATRIX, ///< type Matrix (read-only) @since_tizen 2.4
277 NAME, ///< type std::string @since_tizen 2.4
278 SENSITIVE, ///< type bool @since_tizen 2.4
279 LEAVE_REQUIRED, ///< type bool @since_tizen 2.4
280 INHERIT_ORIENTATION, ///< type bool @since_tizen 2.4
281 INHERIT_SCALE, ///< type bool @since_tizen 2.4
282 COLOR_MODE, ///< type std::string @since_tizen 2.4
283 POSITION_INHERITANCE, ///< type std::string @since_tizen 2.4
284 DRAW_MODE, ///< type std::string @since_tizen 2.4
285 SIZE_MODE_FACTOR, ///< type Vector3 @since_tizen 2.4
286 WIDTH_RESIZE_POLICY, ///< type String @since_tizen 2.4
287 HEIGHT_RESIZE_POLICY, ///< type String @since_tizen 2.4
288 SIZE_SCALE_POLICY, ///< type String @since_tizen 2.4
289 WIDTH_FOR_HEIGHT, ///< type Boolean @since_tizen 2.4
290 HEIGHT_FOR_WIDTH, ///< type Boolean @since_tizen 2.4
291 PADDING, ///< type Vector4 @since_tizen 2.4
292 MINIMUM_SIZE, ///< type Vector2 @since_tizen 2.4
293 MAXIMUM_SIZE, ///< type Vector2 @since_tizen 2.4
299 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @since_tizen 2.4
300 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @since_tizen 2.4
301 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @since_tizen 2.4
302 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @since_tizen 2.4
303 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @since_tizen 2.4
304 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @since_tizen 2.4
309 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
311 * Calling member functions with an uninitialized Actor handle is not allowed.
317 * @brief Create an initialized Actor.
320 * @return A handle to a newly allocated Dali resource.
325 * @brief Downcast a handle to Actor handle.
327 * If handle points to a Actor object the downcast produces valid
328 * handle. If not the returned handle is left uninitialized.
331 * @param[in] handle to An object
332 * @return handle to a Actor object or an uninitialized handle
334 static Actor DownCast( BaseHandle handle );
337 * @brief Dali::Actor is intended as a base class
339 * This is non-virtual since derived Handle types must not contain data or virtual methods.
345 * @brief Copy constructor
348 * @param [in] copy The actor to copy.
350 Actor(const Actor& copy);
353 * @brief Assignment operator
356 * @param [in] rhs The actor to copy.
357 * @return A reference to this
359 Actor& operator=(const Actor& rhs);
362 * @brief Retrieve the Actor's name.
365 * @return The Actor's name.
366 * @pre The Actor has been initialized.
368 const std::string& GetName() const;
371 * @brief Sets the Actor's name.
374 * @param [in] name The new name.
375 * @pre The Actor has been initialized.
377 void SetName(const std::string& name);
380 * @brief Retrieve the unique ID of the actor.
384 * @pre The Actor has been initialized.
386 unsigned int GetId() const;
391 * @brief Query whether an actor is the root actor, which is owned by the Stage.
394 * @return True if the actor is the root actor.
395 * @pre The Actor has been initialized.
400 * @brief Query whether the actor is connected to the Stage.
402 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
404 * @return True if the actor is connected to the Stage.
405 * @pre The Actor has been initialized.
406 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
408 bool OnStage() const;
411 * @brief Query whether the actor is of class Dali::Layer.
414 * @return True if the actor is a layer.
415 * @pre The Actor has been initialized.
417 bool IsLayer() const;
420 * @brief Gets the layer in which the actor is present.
423 * @return The layer, which will be uninitialized if the actor is off-stage.
424 * @pre The Actor has been initialized.
429 * @brief Adds a child Actor to this Actor.
432 * @param [in] child The child.
433 * @pre This Actor (the parent) has been initialized.
434 * @pre The child actor has been initialized.
435 * @pre The child actor is not the same as the parent actor.
436 * @pre The actor is not the Root actor
437 * @post The child will be referenced by its parent. This means that the child will be kept alive,
438 * even if the handle passed into this method is reset or destroyed.
439 * @note if the child already has a parent, it will be removed from old parent
440 * and reparented to this actor. This may change childs position, color,
441 * scale etc as it now inherits them from this actor
443 void Add(Actor child);
446 * @brief Removes a child Actor from this Actor.
448 * If the actor was not a child of this actor, this is a no-op.
450 * @param [in] child The child.
451 * @pre This Actor (the parent) has been initialized.
452 * @pre The child actor is not the same as the parent actor.
454 void Remove(Actor child);
457 * @brief Removes an actor from its parent.
459 * If the actor has no parent, this method does nothing.
461 * @pre The (child) Actor has been initialized.
466 * @brief Retrieve the number of children held by the actor.
469 * @return The number of children
470 * @pre The Actor has been initialized.
472 unsigned int GetChildCount() const;
475 * @brief Retrieve and child actor by index.
478 * @param[in] index The index of the child to retrieve
479 * @return The actor for the given index or empty handle if children not initialised
480 * @pre The Actor has been initialized.
482 Actor GetChildAt(unsigned int index) const;
485 * @brief Search through this actor's hierarchy for an actor with the given name.
487 * The actor itself is also considered in the search
489 * @param[in] actorName the name of the actor to find
490 * @return A handle to the actor if found, or an empty handle if not.
491 * @pre The Actor has been initialized.
493 Actor FindChildByName(const std::string& actorName);
496 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
498 * The actor itself is also considered in the search
500 * @param[in] id the ID of the actor to find
501 * @return A handle to the actor if found, or an empty handle if not.
502 * @pre The Actor has been initialized.
504 Actor FindChildById(const unsigned int id);
507 * @brief Retrieve the actor's parent.
510 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
511 * @pre The Actor has been initialized.
513 Actor GetParent() const;
518 * @brief Set the origin of an actor, within its parent's area.
520 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
521 * and (1.0, 1.0, 0.5) is the bottom-right corner.
522 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
523 * An actor position is the distance between this origin, and the actors anchor-point.
525 * @param [in] origin The new parent-origin.
526 * @pre The Actor has been initialized.
527 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
528 * @see Dali::ParentOrigin for predefined parent origin values
530 void SetParentOrigin(const Vector3& origin);
533 * @brief Retrieve the parent-origin of an actor.
536 * @return The current parent-origin.
537 * @pre The Actor has been initialized.
538 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
540 Vector3 GetCurrentParentOrigin() const;
543 * @brief Set the anchor-point of an actor.
545 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
546 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
547 * bottom-right corner. The default anchor point is
548 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
549 * An actor position is the distance between its parent-origin, and this anchor-point.
550 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
552 * @param [in] anchorPoint The new anchor-point.
553 * @pre The Actor has been initialized.
554 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
555 * @see Dali::AnchorPoint for predefined anchor point values
557 void SetAnchorPoint(const Vector3& anchorPoint);
560 * @brief Retrieve the anchor-point of an actor.
563 * @return The current anchor-point.
564 * @pre The Actor has been initialized.
565 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
567 Vector3 GetCurrentAnchorPoint() const;
570 * @brief Sets the size of an actor.
572 * Geometry can be scaled to fit within this area.
573 * This does not interfere with the actors scale factor.
574 * The actors default depth is the minimum of width & height.
576 * @param [in] width The new width.
577 * @param [in] height The new height.
578 * @pre The Actor has been initialized.
579 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
581 void SetSize(float width, float height);
584 * @brief Sets the size of an actor.
586 * Geometry can be scaled to fit within this area.
587 * This does not interfere with the actors scale factor.
589 * @param [in] width The size of the actor along the x-axis.
590 * @param [in] height The size of the actor along the y-axis.
591 * @param [in] depth The size of the actor along the z-axis.
592 * @pre The Actor has been initialized.
593 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
595 void SetSize(float width, float height, float depth);
598 * @brief Sets the size of an actor.
600 * Geometry can be scaled to fit within this area.
601 * This does not interfere with the actors scale factor.
602 * The actors default depth is the minimum of width & height.
604 * @param [in] size The new size.
605 * @pre The Actor has been initialized.
606 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
608 void SetSize(const Vector2& size);
611 * @brief Sets the size of an actor.
613 * Geometry can be scaled to fit within this area.
614 * This does not interfere with the actors scale factor.
616 * @param [in] size The new size.
617 * @pre The Actor has been initialized.
618 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
620 void SetSize(const Vector3& size);
623 * @brief Retrieve the actor's size.
626 * @return The actor's current size.
627 * @pre The Actor has been initialized.
628 * @note This return is the value that was set using SetSize or the target size of an animation
630 Vector3 GetTargetSize() const;
633 * @brief Retrieve the actor's size.
636 * @return The actor's current size.
637 * @pre The Actor has been initialized.
638 * @note This property can be animated; the return value may not match the value written with SetSize().
640 Vector3 GetCurrentSize() const;
643 * @brief Return the natural size of the actor.
645 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
648 * @return The actor's natural size
650 Vector3 GetNaturalSize() const;
653 * @brief Sets the position of the actor.
655 * The Actor's z position will be set to 0.0f.
657 * @param [in] x The new x position
658 * @param [in] y The new y position
659 * @pre The Actor has been initialized.
660 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
662 void SetPosition(float x, float y);
665 * @brief Sets the position of the Actor.
668 * @param [in] x The new x position
669 * @param [in] y The new y position
670 * @param [in] z The new z position
671 * @pre The Actor has been initialized.
672 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
674 void SetPosition(float x, float y, float z);
677 * @brief Sets the position of the Actor.
680 * @param [in] position The new position
681 * @pre The Actor has been initialized.
682 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
684 void SetPosition(const Vector3& position);
687 * @brief Set the position of an actor along the X-axis.
690 * @param [in] x The new x position
691 * @pre The Actor has been initialized.
692 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
697 * @brief Set the position of an actor along the Y-axis.
700 * @param [in] y The new y position.
701 * @pre The Actor has been initialized.
702 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
707 * @brief Set the position of an actor along the Z-axis.
710 * @param [in] z The new z position
711 * @pre The Actor has been initialized.
712 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
717 * @brief Translate an actor relative to its existing position.
720 * @param[in] distance The actor will move by this distance.
721 * @pre The Actor has been initialized.
723 void TranslateBy(const Vector3& distance);
726 * @brief Retrieve the position of the Actor.
729 * @return the Actor's current position.
730 * @pre The Actor has been initialized.
731 * @note This property can be animated; the return value may not match the value written with SetPosition().
733 Vector3 GetCurrentPosition() const;
736 * @brief Retrieve the world-position of the Actor.
739 * @return The Actor's current position in world coordinates.
740 * @pre The Actor has been initialized.
741 * @note The actor will not have a world-position, unless it has previously been added to the stage.
743 Vector3 GetCurrentWorldPosition() const;
746 * @brief Set the actors position inheritance mode.
748 * The default is to inherit.
749 * Switching this off means that using SetPosition() sets the actor's world position.
751 * @param[in] mode to use
752 * @pre The Actor has been initialized.
753 * @see PositionInheritanceMode
755 void SetPositionInheritanceMode( PositionInheritanceMode mode );
758 * @brief Returns the actors position inheritance mode.
761 * @return True if the actor inherit's it's parent orientation, false if it uses world orientation.
762 * @pre The Actor has been initialized.
764 PositionInheritanceMode GetPositionInheritanceMode() const;
767 * @brief Sets the orientation of the Actor.
769 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
771 * @param [in] angle The new orientation angle in degrees.
772 * @param [in] axis The new axis of orientation.
773 * @pre The Actor has been initialized.
774 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
776 void SetOrientation( const Degree& angle, const Vector3& axis )
778 SetOrientation( Radian( angle ), axis );
782 * @brief Sets the orientation of the Actor.
784 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
786 * @param [in] angle The new orientation angle in radians.
787 * @param [in] axis The new axis of orientation.
788 * @pre The Actor has been initialized.
789 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
791 void SetOrientation(const Radian& angle, const Vector3& axis);
794 * @brief Sets the orientation of the Actor.
796 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
798 * @param [in] orientation The new orientation.
799 * @pre The Actor has been initialized.
800 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
802 void SetOrientation(const Quaternion& orientation);
805 * @brief Apply a relative rotation to an actor.
808 * @param[in] angle The angle to the rotation to combine with the existing orientation.
809 * @param[in] axis The axis of the rotation to combine with the existing orientation.
810 * @pre The Actor has been initialized.
812 void RotateBy( const Degree& angle, const Vector3& axis )
814 RotateBy( Radian( angle ), axis );
818 * @brief Apply a relative rotation to an actor.
821 * @param[in] angle The angle to the rotation to combine with the existing orientation.
822 * @param[in] axis The axis of the rotation to combine with the existing orientation.
823 * @pre The Actor has been initialized.
825 void RotateBy(const Radian& angle, const Vector3& axis);
828 * @brief Apply a relative rotation to an actor.
831 * @param[in] relativeRotation The rotation to combine with the existing orientation.
832 * @pre The Actor has been initialized.
834 void RotateBy(const Quaternion& relativeRotation);
837 * @brief Retreive the Actor's orientation.
840 * @return The current orientation.
841 * @pre The Actor has been initialized.
842 * @note This property can be animated; the return value may not match the value written with SetOrientation().
844 Quaternion GetCurrentOrientation() const;
847 * @brief Set whether a child actor inherits it's parent's orientation.
849 * Default is to inherit.
850 * Switching this off means that using SetOrientation() sets the actor's world orientation.
852 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
853 * @pre The Actor has been initialized.
855 void SetInheritOrientation(bool inherit);
858 * @brief Returns whether the actor inherit's it's parent's orientation.
861 * @return True if the actor inherit's it's parent orientation, false if it uses world orientation.
862 * @pre The Actor has been initialized.
864 bool IsOrientationInherited() const;
867 * @brief Retrieve the world-orientation of the Actor.
870 * @return The Actor's current orientation in the world.
871 * @pre The Actor has been initialized.
872 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
874 Quaternion GetCurrentWorldOrientation() const;
877 * @brief Set the scale factor applied to an actor.
880 * @param [in] scale The scale factor applied on all axes.
881 * @pre The Actor has been initialized.
882 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
884 void SetScale(float scale);
887 * @brief Set the scale factor applied to an actor.
890 * @param [in] scaleX The scale factor applied along the x-axis.
891 * @param [in] scaleY The scale factor applied along the y-axis.
892 * @param [in] scaleZ The scale factor applied along the z-axis.
893 * @pre The Actor has been initialized.
894 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
896 void SetScale(float scaleX, float scaleY, float scaleZ);
899 * @brief Set the scale factor applied to an actor.
902 * @param [in] scale A vector representing the scale factor for each axis.
903 * @pre The Actor has been initialized.
904 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
906 void SetScale(const Vector3& scale);
909 * @brief Apply a relative scale to an actor.
912 * @param[in] relativeScale The scale to combine with the actors existing scale.
913 * @pre The Actor has been initialized.
915 void ScaleBy(const Vector3& relativeScale);
918 * @brief Retrieve the scale factor applied to an actor.
921 * @return A vector representing the scale factor for each axis.
922 * @pre The Actor has been initialized.
923 * @note This property can be animated; the return value may not match the value written with SetScale().
925 Vector3 GetCurrentScale() const;
928 * @brief Retrieve the world-scale of the Actor.
931 * @return The Actor's current scale in the world.
932 * @pre The Actor has been initialized.
933 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
935 Vector3 GetCurrentWorldScale() const;
938 * @brief Set whether a child actor inherits it's parent's scale.
940 * Default is to inherit.
941 * Switching this off means that using SetScale() sets the actor's world scale.
943 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
944 * @pre The Actor has been initialized.
946 void SetInheritScale( bool inherit );
949 * @brief Returns whether the actor inherit's it's parent's scale.
952 * @return True if the actor inherit's it's parent scale, false if it uses world scale.
953 * @pre The Actor has been initialized.
955 bool IsScaleInherited() const;
958 * @brief Retrieves the world-matrix of the actor.
961 * @return The Actor's current world matrix
962 * @pre The Actor has been initialized.
963 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
965 Matrix GetCurrentWorldMatrix() const;
967 // Visibility & Color
970 * @brief Sets the visibility flag of an actor.
973 * @param [in] visible The new visibility flag.
974 * @pre The Actor has been initialized.
975 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
976 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
977 * This is regardless of the individual visibility values of the children i.e. an actor will only be
978 * rendered if all of its parents have visibility set to true.
980 void SetVisible(bool visible);
983 * @brief Retrieve the visibility flag of an actor.
986 * @return The visibility flag.
987 * @pre The Actor has been initialized.
988 * @note This property can be animated; the return value may not match the value written with SetVisible().
989 * @note If an actor is not visible, then the actor and its children will not be rendered.
990 * This is regardless of the individual visibility values of the children i.e. an actor will only be
991 * rendered if all of its parents have visibility set to true.
993 bool IsVisible() const;
996 * @brief Sets the opacity of an actor.
999 * @param [in] opacity The new opacity.
1000 * @pre The actor has been initialized.
1001 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1003 void SetOpacity(float opacity);
1006 * @brief Retrieve the actor's opacity.
1009 * @return The actor's opacity.
1010 * @pre The actor has been initialized.
1011 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1013 float GetCurrentOpacity() const;
1016 * @brief Sets the actor's color; this is an RGBA value.
1018 * The final color of the actor depends on its color mode.
1020 * @param [in] color The new color.
1021 * @pre The Actor has been initialized.
1022 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1024 void SetColor(const Vector4& color);
1027 * @brief Retrieve the actor's color.
1029 * Actor's own color is not clamped.
1031 * @return The color.
1032 * @pre The Actor has been initialized.
1033 * @note This property can be animated; the return value may not match the value written with SetColor().
1035 Vector4 GetCurrentColor() const;
1038 * @brief Sets the actor's color mode.
1040 * This specifies whether the Actor uses its own color, or inherits
1041 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1043 * @param [in] colorMode to use.
1044 * @pre The Actor has been initialized.
1046 void SetColorMode( ColorMode colorMode );
1049 * @brief Returns the actor's color mode.
1052 * @return currently used colorMode.
1053 * @pre The Actor has been initialized.
1055 ColorMode GetColorMode() const;
1058 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1061 * @return The Actor's current color in the world.
1062 * @pre The Actor has been initialized.
1063 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1065 Vector4 GetCurrentWorldColor() const;
1068 * @brief Set how the actor and its children should be drawn.
1070 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1071 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1072 * other objects in the world i.e. it may be obscured if other objects are in front.
1074 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1075 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1076 * For overlay actors, the drawing order is with respect to depth-index property of Actors,
1077 * and depth-testing will not be used.
1079 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1080 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1081 * actors within the Layer.
1084 * @param[in] drawMode The new draw-mode to use.
1085 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1086 * @note Layers do not inherit the DrawMode from their parents.
1088 void SetDrawMode( DrawMode::Type drawMode );
1091 * @brief Query how the actor and its children will be drawn.
1094 * @return True if the Actor is an overlay.
1096 DrawMode::Type GetDrawMode() const;
1101 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1103 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1104 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1105 * hover event signal will be emitted.
1107 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1109 * actor.SetSensitive(false);
1112 * Then, to re-enable the touch or hover event signal emission, the application should call:
1114 * actor.SetSensitive(true);
1118 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1119 * @pre The Actor has been initialized.
1120 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1121 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1122 * hittable if all of its parents have sensitivity set to true.
1123 * @see @see TouchedSignal() and HoveredSignal().
1125 void SetSensitive(bool sensitive);
1128 * @brief Query whether an actor emits touch or hover event signals.
1131 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1132 * @pre The Actor has been initialized.
1133 * @note If an actor is not sensitive, then it's children will not be hittable either.
1134 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1135 * hittable if all of its parents have sensitivity set to true.
1137 bool IsSensitive() const;
1140 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1143 * @param[out] localX On return, the X-coordinate relative to the actor.
1144 * @param[out] localY On return, the Y-coordinate relative to the actor.
1145 * @param[in] screenX The screen X-coordinate.
1146 * @param[in] screenY The screen Y-coordinate.
1147 * @return True if the conversion succeeded.
1148 * @pre The Actor has been initialized.
1149 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1151 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1154 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1155 * the boundary of the actor.
1158 * @param[in] required Should be set to true if a Leave event is required
1159 * @pre The Actor has been initialized.
1160 * @note By default, this is set to false as most actors do not require this.
1161 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1164 void SetLeaveRequired(bool required);
1167 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1168 * the boundary of the actor.
1171 * @return True if a Leave event is required, false otherwise.
1172 * @pre The Actor has been initialized.
1174 bool GetLeaveRequired() const;
1177 * @brief Sets whether the actor should be focusable by keyboard navigation.
1179 * The default is false.
1181 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1183 * @pre The Actor has been initialized.
1185 void SetKeyboardFocusable( bool focusable );
1188 * @brief Returns whether the actor is focusable by keyboard navigation.
1191 * @return True if the actor is focusable by keyboard navigation, false if not.
1192 * @pre The Actor has been initialized.
1194 bool IsKeyboardFocusable() const;
1199 * @brief Set the resize policy to be used for the given dimension(s)
1202 * @param[in] policy The resize policy to use
1203 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1205 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1208 * @brief Return the resize policy used for a single dimension
1211 * @param[in] dimension The dimension to get policy for
1212 * @return Return the dimension resize policy
1214 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1217 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1220 * @param[in] policy The policy to use for when the size is set
1222 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1225 * @brief Return the size set policy in use
1228 * @return Return the size set policy
1230 SizeScalePolicy::Type GetSizeScalePolicy() const;
1233 * @brief Sets the relative to parent size factor of the actor.
1235 * This factor is only used when ResizePolicy is set to either:
1236 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1237 * This actor's size is set to the actor's size multipled by or added to this factor,
1238 * depending on ResizePolicy ( See SetResizePolicy() ).
1241 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1242 * @pre The Actor has been initialized.
1244 void SetSizeModeFactor( const Vector3& factor );
1247 * @brief Retrieve the relative to parent size factor of the actor.
1250 * @return The Actor's current relative size factor.
1251 * @pre The Actor has been initialized.
1253 Vector3 GetSizeModeFactor() const;
1256 * @brief Calculate the height of the actor given a width
1258 * The natural size is used for default calculation.
1259 * size 0 is treated as aspect ratio 1:1.
1262 * @param width Width to use
1263 * @return Return the height based on the width
1265 float GetHeightForWidth( float width );
1268 * @brief Calculate the width of the actor given a height
1270 * The natural size is used for default calculation.
1271 * size 0 is treated as aspect ratio 1:1.
1274 * @param height Height to use
1275 * @return Return the width based on the height
1277 float GetWidthForHeight( float height );
1280 * @brief Return the value of negotiated dimension for the given dimension
1283 * @param dimension The dimension to retrieve
1284 * @return Return the value of the negotiated dimension
1286 float GetRelayoutSize( Dimension::Type dimension ) const;
1289 * @brief Set the padding for use in layout
1292 * @param[in] padding Padding for the actor
1294 void SetPadding( const Padding& padding );
1297 * @brief Return the value of the padding
1300 * @param paddingOut The returned padding data
1302 void GetPadding( Padding& paddingOut ) const;
1305 * @brief Set the minimum size an actor can be assigned in size negotiation
1308 * @param[in] size The minimum size
1310 void SetMinimumSize( const Vector2& size );
1313 * @brief Return the minimum relayout size
1316 * @return Return the mininmum size
1318 Vector2 GetMinimumSize();
1321 * @brief Set the maximum size an actor can be assigned in size negotiation
1324 * @param[in] size The maximum size
1326 void SetMaximumSize( const Vector2& size );
1329 * @brief Return the maximum relayout size
1332 * @return Return the maximum size
1334 Vector2 GetMaximumSize();
1337 * @brief Get depth in the hierarchy for the actor
1340 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1342 int GetHierarchyDepth();
1347 * @brief This signal is emitted when touch input is received.
1349 * A callback of the following type may be connected:
1351 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1353 * The return value of True, indicates that the touch event should be consumed.
1354 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1356 * @return The signal to connect to.
1357 * @pre The Actor has been initialized.
1359 TouchSignalType& TouchedSignal();
1362 * @brief This signal is emitted when hover input is received.
1364 * A callback of the following type may be connected:
1366 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1368 * The return value of True, indicates that the hover event should be consumed.
1369 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1371 * @return The signal to connect to.
1372 * @pre The Actor has been initialized.
1374 HoverSignalType& HoveredSignal();
1377 * @brief This signal is emitted when wheel event is received.
1379 * A callback of the following type may be connected:
1381 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1383 * The return value of True, indicates that the wheel event should be consumed.
1384 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1386 * @return The signal to connect to.
1387 * @pre The Actor has been initialized.
1389 WheelEventSignalType& WheelEventSignal();
1392 * @brief This signal is emitted after the actor has been connected to the stage.
1394 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1396 * @return The signal
1397 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1399 * @note When the parent of a set of actors is connected to the stage, then all of the children
1400 * will received this callback.
1401 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1413 OnStageSignalType& OnStageSignal();
1416 * @brief This signal is emitted after the actor has been disconnected from the stage.
1418 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1421 * @return The signal
1422 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1423 * will received this callback, starting with the leaf actors.
1424 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1437 OffStageSignalType& OffStageSignal();
1442 * @brief Add a renderer to this actor.
1445 * @remarks Not implemented yet. This will be supported in future version.
1446 * @param[in] renderer Renderer to add to the actor
1447 * @return The index of the Renderer that was added
1448 * @pre The renderer must be initialized.
1451 unsigned int AddRenderer( Renderer& renderer );
1454 * @brief Get the number of renderers on this actor.
1457 * @remarks Not implemented yet. This will be supported in future version
1458 * @return The number of renderers on this actor
1460 unsigned int GetRendererCount() const;
1463 * @brief Get a Renderer by index.
1466 * @remarks Not implemented yet. This will be supported in future version.
1467 * @param[in] index The index of the renderer to fetch
1468 * @return The renderer at the specified index
1469 * @pre The index must be between 0 and GetRendererCount()-1
1472 Renderer GetRendererAt( unsigned int index );
1475 * @brief Remove an renderer from the actor.
1478 * @remarks Not implemented yet. This will be supported in future version.
1479 * @param[in] renderer Handle to the renderer that is to be removed
1481 void RemoveRenderer( Renderer& renderer );
1484 * @brief Remove an renderer from the actor by index.
1487 * @remarks Not implemented yet. This will be supported in future version.
1488 * @param[in] index Index of the renderer that is to be removed
1489 * @pre The index must be between 0 and GetRendererCount()-1
1492 void RemoveRenderer( unsigned int index );
1495 * @brief This signal is emitted after the size has been set on the actor during relayout
1498 * @return Return the signal
1500 OnRelayoutSignalType& OnRelayoutSignal();
1502 public: // Not intended for application developers
1505 * @brief This constructor is used by Actor::New() methods.
1508 * @param [in] actor A pointer to a newly allocated Dali resource
1510 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1514 * @brief Helper for discarding an actor handle.
1516 * If the handle is empty, this method does nothing. Otherwise
1517 * Actor::Unparent() will be called, followed by Actor::Reset().
1519 * @param[in,out] actor A handle to an actor, or an empty handle.
1521 inline void UnparentAndReset( Actor& actor )
1535 #endif // __DALI_ACTOR_H__