1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 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/common/vector-wrapper.h>
26 #include <dali/public-api/animation/active-constraint-declarations.h>
27 #include <dali/public-api/actors/actor-enumerations.h>
28 #include <dali/public-api/actors/draw-mode.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 namespace Internal DALI_INTERNAL
46 class DynamicsBodyConfig;
54 struct MouseWheelEvent;
60 * @brief Actor container.
62 typedef std::vector<Actor> ActorContainer;
63 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
64 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
68 * @brief Actor is the primary object with which Dali applications interact.
70 * UI controls can be built by combining multiple actors.
72 * <h3>Multi-Touch Events:</h3>
74 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
76 * <i>Hit Testing Rules Summary:</i>
78 * - An actor is only hittable if the actor's touch or hover signal has a connection.
79 * - An actor is only hittable when it is between the camera's near and far planes.
80 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
81 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
82 * - To be hittable, an actor must have a non-zero size.
83 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
85 * <i>Hit Test Algorithm:</i>
88 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
91 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
92 * layers until we have a hit or there are none left.
93 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
95 * - If they are not, we skip hit testing the actors in that layer altogether.
96 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
99 * - The final part of hit testing is performed by walking through the actor tree within a layer.
100 * - The following pseudocode shows the algorithm used:
102 * HIT-TEST-WITHIN-LAYER( ACTOR )
104 * // Only hit-test the actor and its children if it is sensitive and visible
105 * IF ( ACTOR-IS-SENSITIVE &&
108 * // Depth-first traversal within current layer, visiting parent first
110 * // Check whether current actor should be hit-tested
111 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
112 * ACTOR-HAS-NON-ZERO-SIZE &&
113 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
115 * // Hit-test current actor
118 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
120 * // The current actor is the closest actor that was underneath the touch
121 * LAST-HIT-ACTOR = CURRENT-ACTOR
126 * // Keep checking children, in case we hit something closer
127 * FOR-EACH CHILD (in order)
129 * IF ( CHILD-IS-NOT-A-LAYER )
131 * // Continue traversal for this child's sub-tree
132 * HIT-TEST-WITHIN-LAYER ( CHILD )
134 * // else we skip hit-testing the child's sub-tree altogether
139 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
140 * The overlay children take priority over their parents, and overlay siblings take priority
141 * over their previous siblings (i.e. reverse of rendering order):
151 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
153 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
154 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
155 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
156 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
157 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
158 * also be considered a Stencil Actor.
159 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
161 * <i>Touch or hover Event Delivery:</i>
164 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
165 * the parent's touch or hover signal is emitted, and so on.
166 * - The following pseudocode shows the delivery mechanism:
168 * EMIT-TOUCH-SIGNAL( ACTOR )
170 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
172 * // Only do the emission if touch signal of actor has connections.
173 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
176 * IF ( NOT-CONSUMED )
178 * // If event is not consumed then deliver it to the parent unless we reach the root actor
179 * IF ( ACTOR-PARENT )
181 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
186 * EMIT-HOVER-SIGNAL( ACTOR )
188 * IF ( HOVER-SIGNAL-NOT-EMPTY )
190 * // Only do the emission if hover signal of actor has connections.
191 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
194 * IF ( NOT-CONSUMED )
196 * // If event is not consumed then deliver it to the parent unless we reach the root actor
197 * IF ( ACTOR-PARENT )
199 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
204 * - If there are several touch points, then the delivery is only to the first touch point's hit
205 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
206 * other touch points.
207 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
210 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
211 * hit actor (primary hit actor).
212 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
213 * (only if it requires leave signals); see SetLeaveRequired().
215 * - Interrupted State
216 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
217 * actor's touch or hover signals are emitted with an "Interrupted" state.
218 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
219 * touch or hover signals are also emitted with an "Interrupted" state.
220 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
221 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
222 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
223 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
224 * <h3>Key Events:</h3>
226 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
231 * | %Signal Name | Method |
232 * |-------------------|------------------------------|
233 * | touched | @ref TouchedSignal() |
234 * | hovered | @ref HoveredSignal() |
235 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
236 * | on-stage | @ref OnStageSignal() |
237 * | off-stage | @ref OffStageSignal() |
240 * | %Action Name | %Actor method called |
241 * |-------------------|------------------------------|
242 * | show | %SetVisible( true ) |
243 * | hide | %SetVisible( false ) |
245 class DALI_IMPORT_API Actor : public Handle
250 * @brief An enumeration of properties belonging to the Actor class.
256 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
257 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
258 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
259 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
260 ANCHOR_POINT, ///< name "anchor-point", type Vector3
261 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
262 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
263 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
264 SIZE, ///< name "size", type Vector3
265 SIZE_WIDTH, ///< name "size-width", type float
266 SIZE_HEIGHT, ///< name "size-height", type float
267 SIZE_DEPTH, ///< name "size-depth", type float
268 POSITION, ///< name "position", type Vector3
269 POSITION_X, ///< name "position-x", type float
270 POSITION_Y, ///< name "position-y", type float
271 POSITION_Z, ///< name "position-z", type float
272 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
273 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
274 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
275 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
276 ORIENTATION, ///< name "orientation", type Quaternion
277 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
278 SCALE, ///< name "scale", type Vector3
279 SCALE_X, ///< name "scale-x", type float
280 SCALE_Y, ///< name "scale-y", type float
281 SCALE_Z, ///< name "scale-z", type float
282 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
283 VISIBLE, ///< name "visible", type bool
284 COLOR, ///< name "color", type Vector4
285 COLOR_RED, ///< name "color-red", type float
286 COLOR_GREEN, ///< name "color-green", type float
287 COLOR_BLUE, ///< name "color-blue", type float
288 COLOR_ALPHA, ///< name "color-alpha", type float
289 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
290 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
291 NAME, ///< name "name", type std::string
292 SENSITIVE, ///< name "sensitive", type bool
293 LEAVE_REQUIRED, ///< name "leave-required", type bool
294 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
295 INHERIT_SCALE, ///< name "inherit-scale", type bool
296 COLOR_MODE, ///< name "color-mode", type std::string
297 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
298 DRAW_MODE, ///< name "draw-mode", type std::string
299 SIZE_MODE, ///< name "size-mode", type std::string
300 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
306 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
307 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
308 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
309 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
310 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
315 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
317 * Calling member functions with an uninitialized Dali::Object is not allowed.
322 * @brief Create an initialized Actor.
324 * @return A handle to a newly allocated Dali resource.
329 * @brief Downcast an Object handle to Actor handle.
331 * If handle points to a Actor object the downcast produces valid
332 * handle. If not the returned handle is left uninitialized.
334 * @param[in] handle to An object
335 * @return handle to a Actor object or an uninitialized handle
337 static Actor DownCast( BaseHandle handle );
340 * @brief Dali::Actor is intended as a base class
342 * This is non-virtual since derived Handle types must not contain data or virtual methods.
347 * @brief Copy constructor
349 * @param [in] copy The actor to copy.
351 Actor(const Actor& copy);
354 * @brief Assignment operator
356 * @param [in] rhs The actor to copy.
358 Actor& operator=(const Actor& rhs);
361 * @brief Retrieve the Actor's name.
363 * @pre The Actor has been initialized.
364 * @return The Actor's name.
366 const std::string& GetName() const;
369 * @brief Sets the Actor's name.
371 * @pre The Actor has been initialized.
372 * @param [in] name The new name.
374 void SetName(const std::string& name);
377 * @brief Retrieve the unique ID of the actor.
379 * @pre The Actor has been initialized.
382 unsigned int GetId() const;
387 * @brief Query whether an actor is the root actor, which is owned by the Stage.
389 * @pre The Actor has been initialized.
390 * @return True if the actor is the root actor.
395 * @brief Query whether the actor is connected to the Stage.
397 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
398 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
399 * @pre The Actor has been initialized.
400 * @return True if the actor is connected to the Stage.
402 bool OnStage() const;
405 * @brief Query whether the actor is of class Dali::Layer.
407 * @pre The Actor has been initialized.
408 * @return True if the actor is a layer.
410 bool IsLayer() const;
413 * @brief Gets the layer in which the actor is present.
415 * @pre The Actor has been initialized.
416 * @return The layer, which will be uninitialized if the actor is off-stage.
421 * @brief Adds a child Actor to this Actor.
423 * NOTE! if the child already has a parent, it will be removed from old parent
424 * and reparented to this actor. This may change childs position, color,
425 * scale etc as it now inherits them from this actor
426 * @pre This Actor (the parent) has been initialized.
427 * @pre The child actor has been initialized.
428 * @pre The child actor is not the same as the parent actor.
429 * @pre The actor is not the Root actor
430 * @param [in] child The child.
431 * @post The child will be referenced by its parent. This means that the child will be kept alive,
432 * even if the handle passed into this method is reset or destroyed.
433 * @post This may invalidate ActorContainer iterators.
435 void Add(Actor child);
438 * @brief Inserts a child Actor to this actor's list of children at the given index
440 * NOTE! if the child already has a parent, it will be removed from old parent
441 * and reparented to this actor. This may change childs position, color,
442 * scale etc as it now inherits them from this actor
443 * @pre This Actor (the parent) has been initialized.
444 * @pre The child actor has been initialized.
445 * @pre The child actor is not the same as the parent actor.
446 * @pre The actor is not the Root actor
447 * @param [in] index of actor to insert before
448 * @param [in] child The child.
449 * @post The child will be referenced by its parent. This means that the child will be kept alive,
450 * even if the handle passed into this method is reset or destroyed.
451 * @post If the index is greater than the current child count, it will be ignored and added at the end.
452 * @post This may invalidate ActorContainer iterators.
454 void Insert(unsigned int index, Actor child);
457 * @brief Removes a child Actor from this Actor.
459 * If the actor was not a child of this actor, this is a no-op.
460 * @pre This Actor (the parent) has been initialized.
461 * @pre The child actor is not the same as the parent actor.
462 * @param [in] child The child.
463 * @post This may invalidate ActorContainer iterators.
465 void Remove(Actor child);
468 * @brief Removes an actor from its parent.
470 * If the actor has no parent, this method does nothing.
471 * @pre The (child) actor has been initialized.
472 * @post This may invalidate ActorContainer iterators.
477 * @brief Retrieve the number of children held by the actor.
479 * @pre The Actor has been initialized.
480 * @return The number of children
482 unsigned int GetChildCount() const;
485 * @brief Retrieve and child actor by index.
487 * @pre The Actor has been initialized.
488 * @param[in] index The index of the child to retrieve
489 * @return The actor for the given index or empty handle if children not initialised
491 Actor GetChildAt(unsigned int index) const;
494 * @brief Search through this actor's hierarchy for an actor with the given name.
496 * The actor itself is also considered in the search
497 * @pre The Actor has been initialized.
498 * @param[in] actorName the name of the actor to find
499 * @return A handle to the actor if found, or an empty handle if not.
501 Actor FindChildByName(const std::string& actorName);
504 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
506 * The actor itself is also considered in the search
507 * @pre The Actor has been initialized.
508 * @param[in] id the ID of the actor to find
509 * @return A handle to the actor if found, or an empty handle if not.
511 Actor FindChildById(const unsigned int id);
514 * @brief Retrieve the actor's parent.
516 * @pre The actor has been initialized.
517 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
519 Actor GetParent() const;
524 * @brief Set the origin of an actor, within its parent's area.
526 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
527 * and (1.0, 1.0, 0.5) is the bottom-right corner.
528 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
529 * An actor position is the distance between this origin, and the actors anchor-point.
530 * @see Dali::ParentOrigin for predefined parent origin values
531 * @pre The Actor has been initialized.
532 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
533 * @param [in] origin The new parent-origin.
535 void SetParentOrigin(const Vector3& origin);
538 * @brief Retrieve the parent-origin of an actor.
540 * @pre The Actor has been initialized.
541 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
542 * @return The current parent-origin.
544 Vector3 GetCurrentParentOrigin() const;
547 * @brief Set the anchor-point of an actor.
549 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
550 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
551 * bottom-right corner. The default anchor point is
552 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
553 * An actor position is the distance between its parent-origin, and this anchor-point.
554 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
555 * @see Dali::AnchorPoint for predefined anchor point values
556 * @pre The Actor has been initialized.
557 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
558 * @param [in] anchorPoint The new anchor-point.
560 void SetAnchorPoint(const Vector3& anchorPoint);
563 * @brief Retrieve the anchor-point of an actor.
565 * @pre The Actor has been initialized.
566 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
567 * @return The current anchor-point.
569 Vector3 GetCurrentAnchorPoint() const;
572 * @brief Sets the size of an actor.
574 * Geometry can be scaled to fit within this area.
575 * This does not interfere with the actors scale factor.
576 * The actors default depth is the minimum of width & height.
577 * @pre The actor has been initialized.
578 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
579 * @param [in] width The new width.
580 * @param [in] height The new height.
582 void SetSize(float width, float height);
585 * @brief Sets the size of an actor.
587 * Geometry can be scaled to fit within this area.
588 * This does not interfere with the actors scale factor.
589 * @pre The actor has been initialized.
590 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
591 * @param [in] width The size of the actor along the x-axis.
592 * @param [in] height The size of the actor along the y-axis.
593 * @param [in] depth The size of the actor along the z-axis.
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.
603 * @pre The actor has been initialized.
604 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
605 * @param [in] size The new size.
607 void SetSize(const Vector2& size);
610 * @brief Sets the size of an actor.
612 * Geometry can be scaled to fit within this area.
613 * This does not interfere with the actors scale factor.
614 * @pre The actor has been initialized.
615 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
616 * @param [in] size The new size.
618 void SetSize(const Vector3& size);
621 * @brief Retrieve the actor's size.
623 * @pre The actor has been initialized.
624 * @note This return is the value that was set using SetSize or the target size of an animation
625 * @return The actor's current size.
627 Vector3 GetSize() const;
630 * @brief Retrieve the actor's size.
632 * @pre The actor has been initialized.
633 * @note This property can be animated; the return value may not match the value written with SetSize().
634 * @return The actor's current size.
636 Vector3 GetCurrentSize() const;
639 * Return the natural size of the actor.
641 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
643 * @return The actor's natural size
645 Vector3 GetNaturalSize() const;
648 * @brief Sets the position of the actor.
650 * The Actor's z position will be set to 0.0f.
651 * @pre The Actor has been initialized.
652 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
653 * @param [in] x The new x position
654 * @param [in] y The new y position
656 void SetPosition(float x, float y);
659 * @brief Sets the position of the Actor.
661 * @pre The Actor has been initialized.
662 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
663 * @param [in] x The new x position
664 * @param [in] y The new y position
665 * @param [in] z The new z position
667 void SetPosition(float x, float y, float z);
670 * @brief Sets the position of the Actor.
672 * @pre The Actor has been initialized.
673 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
674 * @param [in] position The new position
676 void SetPosition(const Vector3& position);
679 * @brief Set the position of an actor along the X-axis.
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().
683 * @param [in] x The new x position
688 * @brief Set the position of an actor along the Y-axis.
690 * @pre The Actor has been initialized.
691 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
692 * @param [in] y The new y position.
697 * @brief Set the position of an actor along the Z-axis.
699 * @pre The Actor has been initialized.
700 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
701 * @param [in] z The new z position
706 * @brief Translate an actor relative to its existing position.
708 * @pre The actor has been initialized.
709 * @param[in] distance The actor will move by this distance.
711 void TranslateBy(const Vector3& distance);
714 * @brief Retrieve the position of the Actor.
716 * @pre The Actor has been initialized.
717 * @note This property can be animated; the return value may not match the value written with SetPosition().
718 * @return the Actor's current position.
720 Vector3 GetCurrentPosition() const;
723 * @brief Retrieve the world-position of the Actor.
725 * @note The actor will not have a world-position, unless it has previously been added to the stage.
726 * @pre The Actor has been initialized.
727 * @return The Actor's current position in world coordinates.
729 Vector3 GetCurrentWorldPosition() const;
732 * @brief Set the actors position inheritance mode.
734 * The default is to inherit.
735 * Switching this off means that using SetPosition() sets the actor's world position.
736 * @see PositionInheritanceMode
737 * @pre The Actor has been initialized.
738 * @param[in] mode to use
740 void SetPositionInheritanceMode( PositionInheritanceMode mode );
743 * @brief Returns the actors position inheritance mode.
745 * @pre The Actor has been initialized.
746 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
748 PositionInheritanceMode GetPositionInheritanceMode() const;
751 * @brief Sets the orientation of the Actor.
753 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
754 * @pre The Actor has been initialized.
755 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
756 * @param [in] angle The new orientation angle in degrees.
757 * @param [in] axis The new axis of orientation.
759 void SetOrientation(const Degree& angle, const Vector3& axis);
762 * @brief Sets the orientation of the Actor.
764 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
765 * @pre The Actor has been initialized.
766 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
767 * @param [in] angle The new orientation angle in radians.
768 * @param [in] axis The new axis of orientation.
770 void SetOrientation(const Radian& angle, const Vector3& axis);
773 * @brief Sets the orientation of the Actor.
775 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
776 * @pre The Actor has been initialized.
777 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
778 * @param [in] orientation The new orientation.
780 void SetOrientation(const Quaternion& orientation);
783 * @brief Apply a relative rotation to an actor.
785 * @pre The actor has been initialized.
786 * @param[in] angle The angle to the rotation to combine with the existing orientation.
787 * @param[in] axis The axis of the rotation to combine with the existing orientation.
789 void RotateBy(const Degree& angle, const Vector3& axis);
792 * @brief Apply a relative rotation to an actor.
794 * @pre The actor has been initialized.
795 * @param[in] angle The angle to the rotation to combine with the existing orientation.
796 * @param[in] axis The axis of the rotation to combine with the existing orientation.
798 void RotateBy(const Radian& angle, const Vector3& axis);
801 * @brief Apply a relative rotation to an actor.
803 * @pre The actor has been initialized.
804 * @param[in] relativeRotation The rotation to combine with the existing orientation.
806 void RotateBy(const Quaternion& relativeRotation);
809 * @brief Retreive the Actor's orientation.
811 * @pre The Actor has been initialized.
812 * @note This property can be animated; the return value may not match the value written with SetOrientation().
813 * @return The current orientation.
815 Quaternion GetCurrentOrientation() const;
818 * @brief Set whether a child actor inherits it's parent's orientation.
820 * Default is to inherit.
821 * Switching this off means that using SetOrientation() sets the actor's world orientation.
822 * @pre The Actor has been initialized.
823 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
825 void SetInheritOrientation(bool inherit);
828 * @brief Returns whether the actor inherit's it's parent's orientation.
830 * @pre The Actor has been initialized.
831 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
833 bool IsOrientationInherited() const;
836 * @brief Retrieve the world-orientation of the Actor.
838 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
839 * @pre The Actor has been initialized.
840 * @return The Actor's current orientation in the world.
842 Quaternion GetCurrentWorldOrientation() const;
845 * @brief Set the scale factor applied to an actor.
847 * @pre The Actor has been initialized.
848 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
849 * @param [in] scale The scale factor applied on all axes.
851 void SetScale(float scale);
854 * @brief Set the scale factor applied to an actor.
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 GetCurrentScale().
858 * @param [in] scaleX The scale factor applied along the x-axis.
859 * @param [in] scaleY The scale factor applied along the y-axis.
860 * @param [in] scaleZ The scale factor applied along the z-axis.
862 void SetScale(float scaleX, float scaleY, float scaleZ);
865 * @brief Set the scale factor applied to an actor.
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 GetCurrentScale().
869 * @param [in] scale A vector representing the scale factor for each axis.
871 void SetScale(const Vector3& scale);
874 * @brief Apply a relative scale to an actor.
876 * @pre The actor has been initialized.
877 * @param[in] relativeScale The scale to combine with the actors existing scale.
879 void ScaleBy(const Vector3& relativeScale);
882 * @brief Retrieve the scale factor applied to an actor.
884 * @pre The Actor has been initialized.
885 * @note This property can be animated; the return value may not match the value written with SetScale().
886 * @return A vector representing the scale factor for each axis.
888 Vector3 GetCurrentScale() const;
891 * @brief Retrieve the world-scale of the Actor.
893 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
894 * @pre The Actor has been initialized.
895 * @return The Actor's current scale in the world.
897 Vector3 GetCurrentWorldScale() const;
900 * @brief Set whether a child actor inherits it's parent's scale.
902 * Default is to inherit.
903 * Switching this off means that using SetScale() sets the actor's world scale.
904 * @pre The Actor has been initialized.
905 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
907 void SetInheritScale( bool inherit );
910 * @brief Returns whether the actor inherit's it's parent's scale.
912 * @pre The Actor has been initialized.
913 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
915 bool IsScaleInherited() const;
918 * @brief Defines how a child actor's size is affected by its parent's size.
920 * The default is to ignore the parent's size and use the size property of this actor.
922 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
925 * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
926 * of its parent. The actor's size property is ignored.
928 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
929 * its parent's size by multiplying the parent size by
932 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
933 * its parent's size plus SizeModeFactor.
935 * @pre The Actor has been initialized.
936 * @param[in] mode The size relative to parent mode to use.
938 void SetSizeMode(const SizeMode mode);
941 * @brief Returns the actor's mode for modifying its size relative to its parent.
943 * @pre The Actor has been initialized.
944 * @return The mode used.
946 SizeMode GetSizeMode() const;
949 * @brief Sets the relative to parent size factor of the actor.
951 * This factor is only used when SizeMode is set to either:
952 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
953 * This actor's size is set to the actor's parent size multipled by or added to this factor,
954 * depending on SideMode (See SetSizeMode).
956 * @pre The Actor has been initialized.
957 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
959 void SetSizeModeFactor(const Vector3& factor);
962 * @brief Retrieve the relative to parent size factor of the actor.
964 * @pre The Actor has been initialized.
965 * @return The Actor's current relative size factor.
967 Vector3 GetSizeModeFactor() const;
970 * @brief Retrieves the world-matrix of the actor.
972 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
973 * @pre The Actor has been initialized.
974 * @return The Actor's current world matrix
976 Matrix GetCurrentWorldMatrix() const;
978 // Visibility & Color
981 * @brief Sets the visibility flag of an actor.
983 * @pre The actor has been initialized.
984 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
985 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
986 * This is regardless of the individual visibility values of the children i.e. an actor will only be
987 * rendered if all of its parents have visibility set to true.
988 * @param [in] visible The new visibility flag.
990 void SetVisible(bool visible);
993 * @brief Retrieve the visibility flag of an actor.
995 * @pre The actor has been initialized.
996 * @note This property can be animated; the return value may not match the value written with SetVisible().
997 * @note If an actor is not visible, then the actor and its children will not be rendered.
998 * This is regardless of the individual visibility values of the children i.e. an actor will only be
999 * rendered if all of its parents have visibility set to true.
1000 * @return The visibility flag.
1002 bool IsVisible() const;
1005 * @brief Sets the opacity of an actor.
1007 * @pre The actor has been initialized.
1008 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1009 * @param [in] opacity The new opacity.
1011 void SetOpacity(float opacity);
1014 * @brief Retrieve the actor's opacity.
1016 * @pre The actor has been initialized.
1017 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1018 * @return The actor's opacity.
1020 float GetCurrentOpacity() const;
1023 * @brief Sets the actor's color; this is an RGBA value.
1025 * The final color of the actor depends on its color mode.
1026 * @pre The Actor has been initialized.
1027 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1028 * @param [in] color The new color.
1030 void SetColor(const Vector4& color);
1033 * @brief Retrieve the actor's color.
1035 * Actor's own color is not clamped.
1036 * @pre The Actor has been initialized.
1037 * @note This property can be animated; the return value may not match the value written with SetColor().
1038 * @return The color.
1040 Vector4 GetCurrentColor() const;
1043 * @brief Sets the actor's color mode.
1045 * This specifies whether the Actor uses its own color, or inherits
1046 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1047 * @pre The Actor has been initialized.
1048 * @param [in] colorMode to use.
1050 void SetColorMode( ColorMode colorMode );
1053 * @brief Returns the actor's color mode.
1055 * @pre The Actor has been initialized.
1056 * @return currently used colorMode.
1058 ColorMode GetColorMode() const;
1061 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1063 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1064 * @pre The Actor has been initialized.
1065 * @return The Actor's current color in the world.
1067 Vector4 GetCurrentWorldColor() const;
1070 * @brief Set how the actor and its children should be drawn.
1072 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1073 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1074 * other objects in the world i.e. it may be obscured if other objects are in front.
1076 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1077 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1078 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1079 * and depth-testing will not be used.
1081 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1082 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1083 * actors within the Layer.
1085 * @param[in] drawMode The new draw-mode to use.
1086 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1087 * @note Layers do not inherit the DrawMode from their parents.
1089 void SetDrawMode( DrawMode::Type drawMode );
1092 * @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);
1117 * @see @see SignalTouch() and SignalHover().
1118 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1119 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1120 * hittable if all of its parents have sensitivity set to true.
1121 * @pre The Actor has been initialized.
1122 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1124 void SetSensitive(bool sensitive);
1127 * @brief Query whether an actor emits touch or hover event signals.
1129 * @note If an actor is not sensitive, then it's children will not be hittable either.
1130 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1131 * hittable if all of its parents have sensitivity set to true.
1132 * @pre The Actor has been initialized.
1133 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1135 bool IsSensitive() const;
1138 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1140 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1141 * @pre The Actor has been initialized.
1142 * @param[out] localX On return, the X-coordinate relative to the actor.
1143 * @param[out] localY On return, the Y-coordinate relative to the actor.
1144 * @param[in] screenX The screen X-coordinate.
1145 * @param[in] screenY The screen Y-coordinate.
1146 * @return True if the conversion succeeded.
1148 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1151 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1152 * the boundary of the actor.
1154 * @note By default, this is set to false as most actors do not require this.
1155 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1157 * @pre The Actor has been initialized.
1158 * @param[in] required Should be set to true if a Leave event is required
1160 void SetLeaveRequired(bool required);
1163 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1164 * the boundary of the actor.
1166 * @pre The Actor has been initialized.
1167 * @return true if a Leave event is required, false otherwise.
1169 bool GetLeaveRequired() const;
1172 * @brief Sets whether the actor should be focusable by keyboard navigation.
1174 * The default is false.
1175 * @pre The Actor has been initialized.
1176 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1179 void SetKeyboardFocusable( bool focusable );
1182 * @brief Returns whether the actor is focusable by keyboard navigation.
1184 * @pre The Actor has been initialized.
1185 * @return true if the actor is focusable by keyboard navigation, false if not.
1187 bool IsKeyboardFocusable() const;
1192 * @brief This signal is emitted when touch input is received.
1194 * A callback of the following type may be connected:
1196 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1198 * The return value of True, indicates that the touch event should be consumed.
1199 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1200 * @pre The Actor has been initialized.
1201 * @return The signal to connect to.
1203 TouchSignalType& TouchedSignal();
1206 * @brief This signal is emitted when hover input is received.
1208 * A callback of the following type may be connected:
1210 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1212 * The return value of True, indicates that the hover event should be consumed.
1213 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1214 * @pre The Actor has been initialized.
1215 * @return The signal to connect to.
1217 HoverSignalType& HoveredSignal();
1220 * @brief This signal is emitted when mouse wheel event is received.
1222 * A callback of the following type may be connected:
1224 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1226 * The return value of True, indicates that the mouse wheel event should be consumed.
1227 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1228 * @pre The Actor has been initialized.
1229 * @return The signal to connect to.
1231 MouseWheelEventSignalType& MouseWheelEventSignal();
1234 * @brief This signal is emitted after the actor has been connected to the stage.
1236 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1237 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1239 * @note When the parent of a set of actors is connected to the stage, then all of the children
1240 * will received this callback.
1242 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1250 * @return The signal
1252 OnStageSignalType& OnStageSignal();
1255 * @brief This signal is emitted after the actor has been disconnected from the stage.
1257 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1259 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1260 * will received this callback, starting with the leaf actors.
1262 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1270 * @return The signal
1272 OffStageSignalType& OffStageSignal();
1277 * @brief Enable dynamics for this actor.
1279 * The actor will behave as a rigid/soft body in the simulation
1280 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1282 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1283 * @return The DynamicsBody
1285 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1288 * @brief Add a joint constraint to this actor.
1290 * @param[in] attachedActor The other actor in the joint
1291 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1292 * @return The new joint
1293 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1294 * @post If the two actors are already connected by a joint, The existing joint is returned
1295 * and offset is ignored.
1297 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1300 * @brief Add a joint constraint to this actor.
1302 * @param[in] attachedActor The other actor in the joint
1303 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1304 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1305 * @return The new joint
1306 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1307 * @post If the two actors are already connected by a joint, The existing joint is returned
1308 * and offset is ignored.
1310 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1313 * @brief Get the number of DynamicsJoint objects added to this actor.
1315 * @return The number of DynamicsJoint objects added to this actor
1317 int GetNumberOfJoints() const;
1320 * @brief Get a joint by index.
1322 * @param[in] index The index of the joint.
1323 * Use GetNumberOfJoints to get the valid range of indices.
1324 * @return The joint.
1326 DynamicsJoint GetDynamicsJointByIndex( const int index );
1329 * @brief Get the joint between this actor and attachedActor.
1331 * @param[in] attachedActor The other actor in the joint
1332 * @return The joint.
1334 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1337 * @brief Remove a joint from this actor
1339 * @param[in] joint The joint to be removed
1341 void RemoveDynamicsJoint( DynamicsJoint joint );
1344 * @brief Disable dynamics for this actor.
1346 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1348 void DisableDynamics();
1351 * @brief Get the associated DynamicsBody.
1353 * @return A DynamicsBody
1355 DynamicsBody GetDynamicsBody();
1357 public: // Not intended for application developers
1360 * @brief This constructor is used by Dali New() methods.
1362 * @param [in] actor A pointer to a newly allocated Dali resource
1364 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1368 * @brief Helper for discarding an actor handle.
1370 * If the handle is empty, this method does nothing. Otherwise
1371 * actor.Unparent() will be called, followed by actor.Reset().
1372 * @param[in,out] actor A handle to an actor, or an empty handle.
1374 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1378 #endif // __DALI_ACTOR_H__