5 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
23 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 * @addtogroup dali_core_actors
40 namespace Internal DALI_INTERNAL
59 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
62 * @brief Actor is the primary object with which Dali applications interact.
64 * UI controls can be built by combining multiple actors.
66 * <h3>Multi-Touch Events:</h3>
68 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
70 * <i>Hit Testing Rules Summary:</i>
72 * - An actor is only hittable if the actor's touch or hover signal has a connection.
73 * - An actor is only hittable when it is between the camera's near and far planes.
74 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
75 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
76 * - To be hittable, an actor must have a non-zero size.
77 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
79 * <i>Hit Test Algorithm:</i>
82 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
83 * - Stage's root layer can be used to catch unconsumed touch events.
86 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
89 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
90 * layers until we have a hit or there are none left.
91 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
93 * - If they are not, we skip hit testing the actors in that layer altogether.
94 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
97 * - The final part of hit testing is performed by walking through the actor tree within a layer.
98 * - The following pseudocode shows the algorithm used:
100 * HIT-TEST-WITHIN-LAYER( ACTOR )
102 * // Only hit-test the actor and its children if it is sensitive and visible
103 * IF ( ACTOR-IS-SENSITIVE &&
104 * ACTOR-IS-VISIBLE &&
105 * ACTOR-IS-ON-STAGE )
107 * // Depth-first traversal within current layer, visiting parent first
109 * // Check whether current actor should be hit-tested.
110 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
111 * ACTOR-HAS-NON-ZERO-SIZE &&
112 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
114 * // Hit-test current actor
117 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
119 * // The current actor is the closest actor that was underneath the touch.
120 * LAST-HIT-ACTOR = CURRENT-ACTOR
125 * // Keep checking children, in case we hit something closer.
126 * FOR-EACH CHILD (in order)
128 * IF ( CHILD-IS-NOT-A-LAYER )
130 * // Continue traversal for this child's sub-tree
131 * HIT-TEST-WITHIN-LAYER ( CHILD )
133 * // else we skip hit-testing the child's sub-tree altogether.
138 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
139 * The overlay children take priority over their parents, and overlay siblings take priority
140 * over their previous siblings (i.e. reverse of rendering order):
150 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
152 * For more information, see SetDrawMode().
154 * <i>Touch or hover Event Delivery:</i>
157 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
158 * the parent's touch or hover signal is emitted, and so on.
159 * - The following pseudocode shows the delivery mechanism:
161 * EMIT-TOUCH-SIGNAL( ACTOR )
163 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
165 * // Only do the emission if touch signal of actor has connections.
166 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
169 * IF ( NOT-CONSUMED )
171 * // If event is not consumed then deliver it to the parent unless we reach the root actor
172 * IF ( ACTOR-PARENT )
174 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
179 * EMIT-HOVER-SIGNAL( ACTOR )
181 * IF ( HOVER-SIGNAL-NOT-EMPTY )
183 * // Only do the emission if hover signal of actor has connections.
184 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
187 * IF ( NOT-CONSUMED )
189 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
190 * IF ( ACTOR-PARENT )
192 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
197 * - If there are several touch points, then the delivery is only to the first touch point's hit
198 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
199 * other touch points.
200 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
203 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
204 * hit actor (primary hit actor).
205 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
206 * (only if it requires leave signals); see SetLeaveRequired().
208 * - Interrupted State
209 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
210 * actor's touch or hover signals are emitted with an "Interrupted" state.
211 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
212 * touch or hover signals are also emitted with an "Interrupted" state.
213 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
214 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
215 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
216 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
218 * <h3>Key Events:</h3>
220 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
225 * | %Signal Name | Method |
226 * |-------------------|------------------------------|
227 * | touched | @ref TouchedSignal() |
228 * | hovered | @ref HoveredSignal() |
229 * | wheelEvent | @ref WheelEventSignal() |
230 * | onStage | @ref OnStageSignal() |
231 * | offStage | @ref OffStageSignal() |
232 * | onRelayout | @ref OnRelayoutSignal() |
235 * | %Action Name | %Actor method called |
236 * |-------------------|------------------------------|
237 * | show | %SetVisible( true ) |
238 * | hide | %SetVisible( false ) |
242 class DALI_CORE_API Actor : public Handle
247 * @brief Enumeration for the instance of properties belonging to the Actor class.
253 * @brief Enumeration for instance of properties belonging to the Actor class.
258 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
259 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
260 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
261 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
262 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
263 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
265 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
266 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
267 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
268 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
269 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
270 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
271 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
273 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
274 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
275 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
277 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
278 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
279 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
280 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
281 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
282 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
283 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
284 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
285 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
286 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
287 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
288 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
290 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
291 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
292 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
293 NAME, ///< name "name", type std::string @SINCE_1_0.0
294 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
295 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
296 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
297 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
298 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
299 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
300 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
301 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
302 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
303 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
304 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
305 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
306 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
307 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
308 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
309 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
310 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
311 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
314 * @brief The direction of the layout.
315 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
317 * @see LayoutDirection::Type for supported values.
322 * @brief Determines whether child actors inherit the layout direction from a parent.
323 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
326 INHERIT_LAYOUT_DIRECTION,
332 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
333 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
334 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
335 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
336 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
337 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
338 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
339 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
344 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
346 * Calling member functions with an uninitialized Actor handle is not allowed.
352 * @brief Creates an initialized Actor.
355 * @return A handle to a newly allocated Dali resource
360 * @brief Downcasts a handle to Actor handle.
362 * If handle points to an Actor object, the downcast produces valid handle.
363 * If not, the returned handle is left uninitialized.
366 * @param[in] handle to An object
367 * @return handle to a Actor object or an uninitialized handle
369 static Actor DownCast( BaseHandle handle );
372 * @brief Dali::Actor is intended as a base class.
374 * This is non-virtual since derived Handle types must not contain data or virtual methods.
380 * @brief Copy constructor.
383 * @param[in] copy The actor to copy
385 Actor(const Actor& copy);
388 * @brief Assignment operator
391 * @param[in] rhs The actor to copy
392 * @return A reference to this
394 Actor& operator=(const Actor& rhs);
397 * @brief Retrieves the Actor's name.
400 * @return The Actor's name
401 * @pre The Actor has been initialized.
403 const std::string& GetName() const;
406 * @brief Sets the Actor's name.
409 * @param[in] name The new name
410 * @pre The Actor has been initialized.
412 void SetName(const std::string& name);
415 * @brief Retrieves the unique ID of the actor.
419 * @pre The Actor has been initialized.
421 uint32_t GetId() const;
426 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
429 * @return True if the actor is the root actor
430 * @pre The Actor has been initialized.
435 * @brief Queries whether the actor is connected to the Stage.
437 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
439 * @return True if the actor is connected to the Stage
440 * @pre The Actor has been initialized.
441 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
443 bool OnStage() const;
446 * @brief Queries whether the actor is of class Dali::Layer.
449 * @return True if the actor is a layer
450 * @pre The Actor has been initialized.
452 bool IsLayer() const;
455 * @brief Gets the layer in which the actor is present.
458 * @return The layer, which will be uninitialized if the actor is off-stage
459 * @pre The Actor has been initialized.
464 * @brief Adds a child Actor to this Actor.
467 * @param[in] child The child
468 * @pre This Actor (the parent) has been initialized.
469 * @pre The child actor has been initialized.
470 * @pre The child actor is not the same as the parent actor.
471 * @pre The actor is not the Root actor.
472 * @post The child will be referenced by its parent. This means that the child will be kept alive,
473 * even if the handle passed into this method is reset or destroyed.
474 * @note If the child already has a parent, it will be removed from old parent
475 * and reparented to this actor. This may change child's position, color,
476 * scale etc as it now inherits them from this actor.
478 void Add(Actor child);
481 * @brief Removes a child Actor from this Actor.
483 * If the actor was not a child of this actor, this is a no-op.
485 * @param[in] child The child
486 * @pre This Actor (the parent) has been initialized.
487 * @pre The child actor is not the same as the parent actor.
489 void Remove(Actor child);
492 * @brief Removes an actor from its parent.
494 * If the actor has no parent, this method does nothing.
496 * @pre The (child) actor has been initialized.
501 * @brief Retrieves the number of children held by the actor.
504 * @return The number of children
505 * @pre The Actor has been initialized.
507 uint32_t GetChildCount() const;
510 * @brief Retrieve and child actor by index.
513 * @param[in] index The index of the child to retrieve
514 * @return The actor for the given index or empty handle if children not initialized
515 * @pre The Actor has been initialized.
517 Actor GetChildAt( uint32_t index ) const;
520 * @brief Search through this actor's hierarchy for an actor with the given name.
522 * The actor itself is also considered in the search.
524 * @param[in] actorName The name of the actor to find
525 * @return A handle to the actor if found, or an empty handle if not
526 * @pre The Actor has been initialized.
528 Actor FindChildByName(const std::string& actorName);
531 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
533 * The actor itself is also considered in the search.
535 * @param[in] id The ID of the actor to find
536 * @return A handle to the actor if found, or an empty handle if not
537 * @pre The Actor has been initialized.
539 Actor FindChildById( const uint32_t id );
542 * @brief Retrieves the actor's parent.
545 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
546 * @pre The actor has been initialized.
548 Actor GetParent() const;
553 * @brief Sets the origin of an actor, within its parent's area.
555 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
556 * and (1.0, 1.0, 0.5) is the bottom-right corner.
557 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
558 * An actor's position is the distance between this origin, and the actor's anchor-point.
559 * @image html parent-origin.png
561 * @param[in] origin The new parent-origin
562 * @pre The Actor has been initialized.
563 * @see Dali::ParentOrigin for predefined parent origin values
565 void SetParentOrigin(const Vector3& origin);
568 * @brief Retrieves the parent-origin of an actor.
571 * @return The current parent-origin
572 * @pre The Actor has been initialized.
574 Vector3 GetCurrentParentOrigin() const;
577 * @brief Sets the anchor-point of an actor.
579 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
580 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
581 * bottom-right corner. The default anchor point is
582 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
583 * An actor position is the distance between its parent-origin and this anchor-point.
584 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
585 * @image html anchor-point.png
587 * @param[in] anchorPoint The new anchor-point
588 * @pre The Actor has been initialized.
589 * @see Dali::AnchorPoint for predefined anchor point values
591 void SetAnchorPoint(const Vector3& anchorPoint);
594 * @brief Retrieves the anchor-point of an actor.
597 * @return The current anchor-point
598 * @pre The Actor has been initialized.
600 Vector3 GetCurrentAnchorPoint() const;
603 * @brief Sets the size of an actor.
605 * Geometry can be scaled to fit within this area.
606 * This does not interfere with the actors scale factor.
607 * The actors default depth is the minimum of width & height.
609 * @param [in] width The new width
610 * @param [in] height The new height
611 * @pre The actor has been initialized.
613 void SetSize(float width, float height);
616 * @brief Sets the size of an actor.
618 * Geometry can be scaled to fit within this area.
619 * This does not interfere with the actors scale factor.
621 * @param[in] width The size of the actor along the x-axis
622 * @param[in] height The size of the actor along the y-axis
623 * @param[in] depth The size of the actor along the z-axis
624 * @pre The actor has been initialized.
626 void SetSize(float width, float height, float depth);
629 * @brief Sets the size of an actor.
631 * Geometry can be scaled to fit within this area.
632 * This does not interfere with the actors scale factor.
633 * The actors default depth is the minimum of width & height.
635 * @param[in] size The new size
636 * @pre The actor has been initialized.
638 void SetSize(const Vector2& size);
641 * @brief Sets the size of an actor.
643 * Geometry can be scaled to fit within this area.
644 * This does not interfere with the actors scale factor.
646 * @param [in] size The new size
647 * @pre The actor has been initialized.
649 void SetSize(const Vector3& size);
652 * @brief Retrieves the actor's size.
655 * @return The actor's target size
656 * @pre The actor has been initialized.
657 * @note This return is the value that was set using SetSize or the target size of an animation.
658 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
660 Vector3 GetTargetSize() const;
663 * @brief Retrieves the actor's size.
666 * @return The actor's current size
667 * @pre The actor has been initialized.
668 * @note This property can be animated; the return value may not match the value written with SetSize().
670 Vector3 GetCurrentSize() const;
673 * @brief Returns the natural size of the actor.
675 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
678 * @return The actor's natural size
680 Vector3 GetNaturalSize() const;
683 * @brief Sets the position of the Actor.
685 * By default, sets the position vector between the parent origin and anchor point (default).
687 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
689 * @image html actor-position.png
690 * The Actor's z position will be set to 0.0f.
692 * @param[in] x The new x position
693 * @param[in] y The new y position
694 * @pre The Actor has been initialized.
696 void SetPosition(float x, float y);
699 * @brief Sets the position of the Actor.
701 * By default, sets the position vector between the parent origin and anchor point (default).
703 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
705 * @image html actor-position.png
707 * @param[in] x The new x position
708 * @param[in] y The new y position
709 * @param[in] z The new z position
710 * @pre The Actor has been initialized.
712 void SetPosition(float x, float y, float z);
715 * @brief Sets the position of the Actor.
717 * By default, sets the position vector between the parent origin and anchor point (default).
719 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
721 * @image html actor-position.png
723 * @param[in] position The new position
724 * @pre The Actor has been initialized.
726 void SetPosition(const Vector3& position);
729 * @brief Sets the position of an actor along the X-axis.
732 * @param[in] x The new x position
733 * @pre The Actor has been initialized.
738 * @brief Sets the position of an actor along the Y-axis.
741 * @param[in] y The new y position
742 * @pre The Actor has been initialized.
747 * @brief Sets the position of an actor along the Z-axis.
750 * @param[in] z The new z position
751 * @pre The Actor has been initialized.
756 * @brief Translates an actor relative to its existing position.
759 * @param[in] distance The actor will move by this distance
760 * @pre The actor has been initialized.
762 void TranslateBy(const Vector3& distance);
765 * @brief Retrieves the position of the Actor.
768 * @return The Actor's current position
769 * @pre The Actor has been initialized.
770 * @note This property can be animated; the return value may not match the value written with SetPosition().
772 Vector3 GetCurrentPosition() const;
775 * @brief Retrieves the world-position of the Actor.
778 * @return The Actor's current position in world coordinates
779 * @pre The Actor has been initialized.
780 * @note The actor may not have a world-position unless it has been added to the stage.
782 Vector3 GetCurrentWorldPosition() const;
785 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
786 * @brief Sets the actors position inheritance mode.
788 * The default is to inherit.
789 * Switching this off means that using SetPosition() sets the actor's world position.
791 * @param[in] mode to use
792 * @pre The Actor has been initialized.
793 * @see PositionInheritanceMode
795 void SetPositionInheritanceMode( PositionInheritanceMode mode ) DALI_DEPRECATED_API;
798 * @brief Sets whether a child actor inherits it's parent's position.
800 * Default is to inherit.
801 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
802 * the world origin (0,0,0) to the anchor point of the actor.
804 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
805 * @pre The Actor has been initialized.
807 inline void SetInheritPosition( bool inherit )
809 SetProperty(Property::INHERIT_POSITION, inherit );
813 * @DEPRECATED_1_1.24 Use IsPositionInherited
814 * @brief Returns the actors position inheritance mode.
817 * @return Return the position inheritance mode
818 * @pre The Actor has been initialized.
820 PositionInheritanceMode GetPositionInheritanceMode() const DALI_DEPRECATED_API;
823 * @brief Returns whether the actor inherits its parent's position.
826 * @return @c true if the actor inherits its parent position, @c false if it uses world position
827 * @pre The Actor has been initialized.
829 inline bool IsPositionInherited() const
831 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
835 * @brief Sets the orientation of the Actor.
837 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
839 * @param[in] angle The new orientation angle in degrees
840 * @param[in] axis The new axis of orientation
841 * @pre The Actor has been initialized.
842 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
844 void SetOrientation( const Degree& angle, const Vector3& axis )
846 SetOrientation( Radian( angle ), axis );
850 * @brief Sets the orientation of the Actor.
852 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
854 * @param[in] angle The new orientation angle in radians
855 * @param[in] axis The new axis of orientation
856 * @pre The Actor has been initialized.
857 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
859 void SetOrientation(const Radian& angle, const Vector3& axis);
862 * @brief Sets the orientation of the Actor.
864 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
866 * @param[in] orientation The new orientation
867 * @pre The Actor has been initialized.
868 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
870 void SetOrientation(const Quaternion& orientation);
873 * @brief Applies a relative rotation to an actor.
876 * @param[in] angle The angle to the rotation to combine with the existing orientation
877 * @param[in] axis The axis of the rotation to combine with the existing orientation
878 * @pre The actor has been initialized.
880 void RotateBy( const Degree& angle, const Vector3& axis )
882 RotateBy( Radian( angle ), axis );
886 * @brief Applies a relative rotation to an actor.
889 * @param[in] angle The angle to the rotation to combine with the existing orientation
890 * @param[in] axis The axis of the rotation to combine with the existing orientation
891 * @pre The actor has been initialized.
893 void RotateBy(const Radian& angle, const Vector3& axis);
896 * @brief Applies a relative rotation to an actor.
899 * @param[in] relativeRotation The rotation to combine with the existing orientation
900 * @pre The actor has been initialized.
902 void RotateBy(const Quaternion& relativeRotation);
905 * @brief Retrieves the Actor's orientation.
908 * @return The current orientation
909 * @pre The Actor has been initialized.
910 * @note This property can be animated; the return value may not match the value written with SetOrientation().
912 Quaternion GetCurrentOrientation() const;
915 * @brief Sets whether a child actor inherits it's parent's orientation.
917 * Default is to inherit.
918 * Switching this off means that using SetOrientation() sets the actor's world orientation.
920 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
921 * @pre The Actor has been initialized.
923 void SetInheritOrientation(bool inherit);
926 * @brief Returns whether the actor inherits its parent's orientation.
929 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
930 * @pre The Actor has been initialized.
932 bool IsOrientationInherited() const;
935 * @brief Retrieves the world-orientation of the Actor.
938 * @return The Actor's current orientation in the world
939 * @pre The Actor has been initialized.
940 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
942 Quaternion GetCurrentWorldOrientation() const;
945 * @brief Sets the scale factor applied to an actor.
948 * @param[in] scale The scale factor applied on all axes
949 * @pre The Actor has been initialized.
950 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
952 void SetScale(float scale);
955 * @brief Sets the scale factor applied to an actor.
958 * @param[in] scaleX The scale factor applied along the x-axis
959 * @param[in] scaleY The scale factor applied along the y-axis
960 * @param[in] scaleZ The scale factor applied along the z-axis
961 * @pre The Actor has been initialized.
962 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
964 void SetScale(float scaleX, float scaleY, float scaleZ);
967 * @brief Sets the scale factor applied to an actor.
970 * @param[in] scale A vector representing the scale factor for each axis
971 * @pre The Actor has been initialized.
972 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
974 void SetScale(const Vector3& scale);
977 * @brief Applies a relative scale to an actor.
980 * @param[in] relativeScale The scale to combine with the actor's existing scale
981 * @pre The actor has been initialized.
983 void ScaleBy(const Vector3& relativeScale);
986 * @brief Retrieves the scale factor applied to an actor.
989 * @return A vector representing the scale factor for each axis
990 * @pre The Actor has been initialized.
991 * @note This property can be animated; the return value may not match the value written with SetScale().
993 Vector3 GetCurrentScale() const;
996 * @brief Retrieves the world-scale of the Actor.
999 * @return The Actor's current scale in the world
1000 * @pre The Actor has been initialized.
1001 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
1003 Vector3 GetCurrentWorldScale() const;
1006 * @brief Sets whether a child actor inherits it's parent's scale.
1008 * Default is to inherit.
1009 * Switching this off means that using SetScale() sets the actor's world scale.
1011 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
1012 * @pre The Actor has been initialized.
1014 void SetInheritScale( bool inherit );
1017 * @brief Returns whether the actor inherits its parent's scale.
1020 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
1021 * @pre The Actor has been initialized.
1023 bool IsScaleInherited() const;
1026 * @brief Retrieves the world-matrix of the actor.
1029 * @return The Actor's current world matrix
1030 * @pre The Actor has been initialized.
1031 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1033 Matrix GetCurrentWorldMatrix() const;
1035 // Visibility & Color
1038 * @brief Sets the visibility flag of an actor.
1041 * @param[in] visible The new visibility flag
1042 * @pre The actor has been initialized.
1043 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1044 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1045 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1046 * rendered if all of its parents have visibility set to true.
1048 void SetVisible(bool visible);
1051 * @brief Retrieves the visibility flag of an actor.
1054 * @return The visibility flag
1055 * @pre The actor has been initialized.
1056 * @note This property can be animated; the return value may not match the value written with SetVisible().
1057 * @note If an actor is not visible, then the actor and its children will not be rendered.
1058 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1059 * rendered if all of its parents have visibility set to true.
1061 bool IsVisible() const;
1064 * @brief Sets the opacity of an actor.
1067 * @param[in] opacity The new opacity
1068 * @pre The actor has been initialized.
1069 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1071 void SetOpacity(float opacity);
1074 * @brief Retrieves the actor's opacity.
1077 * @return The actor's opacity
1078 * @pre The actor has been initialized.
1079 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1081 float GetCurrentOpacity() const;
1084 * @brief Sets the actor's color; this is an RGBA value.
1086 * The final color of the actor depends on its color mode.
1088 * @param[in] color The new color
1089 * @pre The Actor has been initialized.
1090 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1092 void SetColor(const Vector4& color);
1095 * @brief Retrieves the actor's color.
1097 * Actor's own color is not clamped.
1100 * @pre The Actor has been initialized.
1101 * @note This property can be animated; the return value may not match the value written with SetColor().
1103 Vector4 GetCurrentColor() const;
1106 * @brief Sets the actor's color mode.
1108 * This specifies whether the Actor uses its own color, or inherits
1109 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1111 * @param[in] colorMode ColorMode to use
1112 * @pre The Actor has been initialized.
1114 void SetColorMode( ColorMode colorMode );
1117 * @brief Returns the actor's color mode.
1120 * @return Currently used colorMode
1121 * @pre The Actor has been initialized.
1123 ColorMode GetColorMode() const;
1126 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1129 * @return The Actor's current color in the world
1130 * @pre The Actor has been initialized.
1131 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1133 Vector4 GetCurrentWorldColor() const;
1136 * @brief Sets how the actor and its children should be drawn.
1138 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1139 * If an object is in a 3D layer, it will be depth-tested against
1140 * other objects in the world i.e. it may be obscured if other objects are in front.
1142 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1143 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1144 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1145 * and depth-testing will not be used.
1148 * @param[in] drawMode The new draw-mode to use
1149 * @note Layers do not inherit the DrawMode from their parents.
1151 void SetDrawMode( DrawMode::Type drawMode );
1154 * @brief Queries how the actor and its children will be drawn.
1157 * @return Return the draw mode type
1159 DrawMode::Type GetDrawMode() const;
1164 * @brief Sets whether an actor should emit touch or hover signals.
1166 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1167 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1168 * hover event signal will be emitted.
1170 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1172 * actor.SetSensitive(false);
1175 * Then, to re-enable the touch or hover event signal emission, the application should call:
1177 * actor.SetSensitive(true);
1181 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1182 * @pre The Actor has been initialized.
1183 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1184 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1185 * hittable if all of its parents have sensitivity set to true.
1186 * @see @see TouchedSignal() and HoveredSignal().
1188 void SetSensitive(bool sensitive);
1191 * @brief Queries whether an actor emits touch or hover event signals.
1194 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1195 * @pre The Actor has been initialized.
1196 * @note If an actor is not sensitive, then it's children will not be hittable either.
1197 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1198 * hittable if all of its parents have sensitivity set to true.
1200 bool IsSensitive() const;
1203 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1206 * @param[out] localX On return, the X-coordinate relative to the actor
1207 * @param[out] localY On return, the Y-coordinate relative to the actor
1208 * @param[in] screenX The screen X-coordinate
1209 * @param[in] screenY The screen Y-coordinate
1210 * @return True if the conversion succeeded
1211 * @pre The Actor has been initialized.
1212 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1214 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1217 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1218 * the boundary of the actor.
1221 * @param[in] required Should be set to true if a Leave event is required
1222 * @pre The Actor has been initialized.
1223 * @note By default, this is set to false as most actors do not require this.
1224 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1227 void SetLeaveRequired(bool required);
1230 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1231 * the boundary of the actor.
1234 * @return @c true if a Leave event is required, @c false otherwise
1235 * @pre The Actor has been initialized.
1237 bool GetLeaveRequired() const;
1240 * @brief Sets whether the actor should be focusable by keyboard navigation.
1242 * The default is false.
1244 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1246 * @pre The Actor has been initialized.
1248 void SetKeyboardFocusable( bool focusable );
1251 * @brief Returns whether the actor is focusable by keyboard navigation.
1254 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1255 * @pre The Actor has been initialized.
1257 bool IsKeyboardFocusable() const;
1260 * @brief Raise actor above the next sibling actor.
1263 * @pre The Actor has been initialized.
1264 * @pre The Actor has been parented.
1269 * @brief Lower the actor below the previous sibling actor.
1272 * @pre The Actor has been initialized.
1273 * @pre The Actor has been parented.
1278 * @brief Raise actor above all other sibling actors.
1281 * @pre The Actor has been initialized.
1282 * @pre The Actor has been parented.
1287 * @brief Lower actor to the bottom of all other sibling actors.
1290 * @pre The Actor has been initialized.
1291 * @pre The Actor has been parented.
1293 void LowerToBottom();
1296 * @brief Raises the actor above the target actor.
1299 * @param[in] target The target actor
1300 * @pre The Actor has been initialized.
1301 * @pre The Actor has been parented.
1302 * @pre The target actor is a sibling.
1304 void RaiseAbove( Actor target );
1307 * @brief Lower the actor to below the target actor.
1310 * @param[in] target The target actor
1311 * @pre The Actor has been initialized.
1312 * @pre The Actor has been parented.
1313 * @pre The target actor is a sibling.
1315 void LowerBelow( Actor target );
1320 * @brief Sets the resize policy to be used for the given dimension(s).
1323 * @param[in] policy The resize policy to use
1324 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1326 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1329 * @brief Returns the resize policy used for a single dimension.
1332 * @param[in] dimension The dimension to get policy for
1333 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1335 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1338 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1341 * @param[in] policy The policy to use for when the size is set
1343 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1346 * @brief Returns the size scale policy in use.
1349 * @return Return the size scale policy
1351 SizeScalePolicy::Type GetSizeScalePolicy() const;
1354 * @brief Sets the relative to parent size factor of the actor.
1356 * This factor is only used when ResizePolicy is set to either:
1357 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1358 * This actor's size is set to the actor's size multiplied by or added to this factor,
1359 * depending on ResizePolicy ( See SetResizePolicy() ).
1362 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1363 * @pre The Actor has been initialized.
1365 void SetSizeModeFactor( const Vector3& factor );
1368 * @brief Retrieves the relative to parent size factor of the actor.
1371 * @return The Actor's current relative size factor
1372 * @pre The Actor has been initialized.
1374 Vector3 GetSizeModeFactor() const;
1377 * @brief Calculates the height of the actor given a width.
1379 * The natural size is used for default calculation.
1380 * size 0 is treated as aspect ratio 1:1.
1383 * @param[in] width Width to use
1384 * @return Return the height based on the width
1386 float GetHeightForWidth( float width );
1389 * @brief Calculates the width of the actor given a height.
1391 * The natural size is used for default calculation.
1392 * size 0 is treated as aspect ratio 1:1.
1395 * @param[in] height Height to use
1396 * @return Return the width based on the height
1398 float GetWidthForHeight( float height );
1401 * @brief Returns the value of negotiated dimension for the given dimension.
1404 * @param[in] dimension The dimension to retrieve
1405 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1407 float GetRelayoutSize( Dimension::Type dimension ) const;
1410 * @brief Sets the padding for use in layout.
1413 * @param[in] padding Padding for the actor
1415 void SetPadding( const Padding& padding );
1418 * @brief Returns the value of the padding.
1421 * @param[in] paddingOut The returned padding data
1423 void GetPadding( Padding& paddingOut ) const;
1426 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1429 * @param[in] size The minimum size
1431 void SetMinimumSize( const Vector2& size );
1434 * @brief Returns the minimum relayout size.
1437 * @return Return the minimum size
1439 Vector2 GetMinimumSize();
1442 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1445 * @param[in] size The maximum size
1447 void SetMaximumSize( const Vector2& size );
1450 * @brief Returns the maximum relayout size.
1453 * @return Return the maximum size
1455 Vector2 GetMaximumSize();
1458 * @brief Gets depth in the hierarchy for the actor.
1461 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1463 int32_t GetHierarchyDepth();
1468 * @brief Adds a renderer to this actor.
1471 * @param[in] renderer Renderer to add to the actor
1472 * @return The index of the Renderer that was added
1473 * @pre The renderer must be initialized.
1476 uint32_t AddRenderer( Renderer& renderer );
1479 * @brief Gets the number of renderers on this actor.
1482 * @return The number of renderers on this actor
1484 uint32_t GetRendererCount() const;
1487 * @brief Gets a Renderer by index.
1490 * @param[in] index The index of the renderer to fetch
1491 * @return The renderer at the specified index
1492 * @pre The index must be between 0 and GetRendererCount()-1
1495 Renderer GetRendererAt( uint32_t index );
1498 * @brief Removes a renderer from the actor.
1501 * @param[in] renderer Handle to the renderer that is to be removed
1503 void RemoveRenderer( Renderer& renderer );
1506 * @brief Removes a renderer from the actor by index.
1509 * @param[in] index Index of the renderer that is to be removed
1510 * @pre The index must be between 0 and GetRendererCount()-1
1513 void RemoveRenderer( uint32_t index );
1518 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1519 * @brief This signal is emitted when touch input is received.
1521 * A callback of the following type may be connected:
1523 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1525 * The return value of True, indicates that the touch event should be consumed.
1526 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1528 * @return The signal to connect to
1529 * @pre The Actor has been initialized.
1531 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1534 * @brief This signal is emitted when touch input is received.
1536 * A callback of the following type may be connected:
1538 * bool YourCallbackName( Actor actor, TouchData& touch );
1540 * The return value of True, indicates that the touch event has been consumed.
1541 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1543 * @return The signal to connect to
1544 * @pre The Actor has been initialized.
1546 TouchDataSignalType& TouchSignal();
1549 * @brief This signal is emitted when hover input is received.
1551 * A callback of the following type may be connected:
1553 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1555 * The return value of True, indicates that the hover event should be consumed.
1556 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1558 * @return The signal to connect to
1559 * @pre The Actor has been initialized.
1561 HoverSignalType& HoveredSignal();
1564 * @brief This signal is emitted when wheel event is received.
1566 * A callback of the following type may be connected:
1568 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1570 * The return value of True, indicates that the wheel event should be consumed.
1571 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1573 * @return The signal to connect to
1574 * @pre The Actor has been initialized.
1576 WheelEventSignalType& WheelEventSignal();
1579 * @brief This signal is emitted after the actor has been connected to the stage.
1581 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1583 * @return The signal to connect to
1584 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1586 * @note When the parent of a set of actors is connected to the stage, then all of the children
1587 * will received this callback.
1588 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1600 OnStageSignalType& OnStageSignal();
1603 * @brief This signal is emitted after the actor has been disconnected from the stage.
1605 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1608 * @return The signal to connect to
1609 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1610 * will received this callback, starting with the leaf actors.
1611 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1624 OffStageSignalType& OffStageSignal();
1627 * @brief This signal is emitted after the size has been set on the actor during relayout
1630 * @return The signal
1632 OnRelayoutSignalType& OnRelayoutSignal();
1635 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1637 * A callback of the following type may be connected:
1639 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1641 * actor: The actor, or child of actor, whose layout direction has changed
1642 * type: Whether the actor's layout direction property has changed or a parent's.
1645 * @return The signal to connect to
1646 * @pre The Actor has been initialized.
1648 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1650 public: // Not intended for application developers
1654 * @brief This constructor is used by Actor::New() methods.
1657 * @param [in] actor A pointer to a newly allocated Dali resource
1659 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1664 * @brief Helper for discarding an actor handle.
1666 * If the handle is empty, this method does nothing. Otherwise
1667 * Actor::Unparent() will be called, followed by Actor::Reset().
1669 * @param[in,out] actor A handle to an actor, or an empty handle
1671 inline void UnparentAndReset( Actor& actor )
1685 #endif // DALI_ACTOR_H