1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
34 * @addtogroup dali_core_actors
38 namespace Internal DALI_INTERNAL
56 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
59 * @brief Actor is the primary object with which Dali applications interact.
61 * UI controls can be built by combining multiple actors.
63 * <h3>Multi-Touch Events:</h3>
65 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
67 * <i>Hit Testing Rules Summary:</i>
69 * - An actor is only hittable if the actor's touch or hover signal has a connection.
70 * - An actor is only hittable when it is between the camera's near and far planes.
71 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
72 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
73 * - To be hittable, an actor must have a non-zero size.
74 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
76 * <i>Hit Test Algorithm:</i>
79 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
80 * - Stage's root layer can be used to catch unconsumed touch events.
83 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
86 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
87 * layers until we have a hit or there are none left.
88 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
90 * - If they are not, we skip hit testing the actors in that layer altogether.
91 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
94 * - The final part of hit testing is performed by walking through the actor tree within a layer.
95 * - The following pseudocode shows the algorithm used:
97 * HIT-TEST-WITHIN-LAYER( ACTOR )
99 * // Only hit-test the actor and its children if it is sensitive and visible
100 * IF ( ACTOR-IS-SENSITIVE &&
103 * // Depth-first traversal within current layer, visiting parent first
105 * // Check whether current actor should be hit-tested
106 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
107 * ACTOR-HAS-NON-ZERO-SIZE &&
108 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
110 * // Hit-test current actor
113 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
115 * // The current actor is the closest actor that was underneath the touch
116 * LAST-HIT-ACTOR = CURRENT-ACTOR
121 * // Keep checking children, in case we hit something closer
122 * FOR-EACH CHILD (in order)
124 * IF ( CHILD-IS-NOT-A-LAYER )
126 * // Continue traversal for this child's sub-tree
127 * HIT-TEST-WITHIN-LAYER ( CHILD )
129 * // else we skip hit-testing the child's sub-tree altogether
134 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
135 * The overlay children take priority over their parents, and overlay siblings take priority
136 * over their previous siblings (i.e. reverse of rendering order):
146 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
148 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
149 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
150 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
151 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
152 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
153 * also be considered a Stencil Actor.
154 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
156 * <i>Touch or hover Event Delivery:</i>
159 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
160 * the parent's touch or hover signal is emitted, and so on.
161 * - The following pseudocode shows the delivery mechanism:
163 * EMIT-TOUCH-SIGNAL( ACTOR )
165 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
167 * // Only do the emission if touch signal of actor has connections.
168 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
171 * IF ( NOT-CONSUMED )
173 * // If event is not consumed then deliver it to the parent unless we reach the root actor
174 * IF ( ACTOR-PARENT )
176 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
181 * EMIT-HOVER-SIGNAL( ACTOR )
183 * IF ( HOVER-SIGNAL-NOT-EMPTY )
185 * // Only do the emission if hover signal of actor has connections.
186 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
189 * IF ( NOT-CONSUMED )
191 * // If event is not consumed then deliver it to the parent unless we reach the root actor
192 * IF ( ACTOR-PARENT )
194 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
199 * - If there are several touch points, then the delivery is only to the first touch point's hit
200 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
201 * other touch points.
202 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
205 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
206 * hit actor (primary hit actor).
207 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
208 * (only if it requires leave signals); see SetLeaveRequired().
210 * - Interrupted State
211 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
212 * actor's touch or hover signals are emitted with an "Interrupted" state.
213 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
214 * touch or hover signals are also emitted with an "Interrupted" state.
215 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
216 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
217 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
218 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
219 * <h3>Key Events:</h3>
221 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
226 * | %Signal Name | Method |
227 * |-------------------|------------------------------|
228 * | touched | @ref TouchedSignal() |
229 * | hovered | @ref HoveredSignal() |
230 * | wheelEvent | @ref WheelEventSignal() |
231 * | onStage | @ref OnStageSignal() |
232 * | offStage | @ref OffStageSignal() |
233 * | onRelayout | @ref OnRelayoutSignal() |
236 * | %Action Name | %Actor method called |
237 * |-------------------|------------------------------|
238 * | show | %SetVisible( true ) |
239 * | hide | %SetVisible( false ) |
243 class DALI_IMPORT_API Actor : public Handle
248 * @brief An enumeration of properties belonging to the Actor class.
255 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 @SINCE_1_0.0
256 PARENT_ORIGIN_X, ///< name "parentOriginX", type float @SINCE_1_0.0
257 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float @SINCE_1_0.0
258 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float @SINCE_1_0.0
259 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 @SINCE_1_0.0
260 ANCHOR_POINT_X, ///< name "anchorPointX", type float @SINCE_1_0.0
261 ANCHOR_POINT_Y, ///< name "anchorPointY", type float @SINCE_1_0.0
262 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float @SINCE_1_0.0
263 SIZE, ///< name "size", type Vector3 @SINCE_1_0.0
264 SIZE_WIDTH, ///< name "sizeWidth", type float @SINCE_1_0.0
265 SIZE_HEIGHT, ///< name "sizeHeight", type float @SINCE_1_0.0
266 SIZE_DEPTH, ///< name "sizeDepth", type float @SINCE_1_0.0
267 POSITION, ///< name "position", type Vector3 @SINCE_1_0.0
268 POSITION_X, ///< name "positionX", type float @SINCE_1_0.0
269 POSITION_Y, ///< name "positionY", type float @SINCE_1_0.0
270 POSITION_Z, ///< name "positionZ", type float @SINCE_1_0.0
271 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only) @SINCE_1_0.0
272 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only) @SINCE_1_0.0
273 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only) @SINCE_1_0.0
274 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only) @SINCE_1_0.0
275 ORIENTATION, ///< name "orientation", type Quaternion @SINCE_1_0.0
276 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only) @SINCE_1_0.0
277 SCALE, ///< name "scale", type Vector3 @SINCE_1_0.0
278 SCALE_X, ///< name "scaleX", type float @SINCE_1_0.0
279 SCALE_Y, ///< name "scaleY", type float @SINCE_1_0.0
280 SCALE_Z, ///< name "scaleZ", type float @SINCE_1_0.0
281 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only) @SINCE_1_0.0
282 VISIBLE, ///< name "visible", type bool @SINCE_1_0.0
283 COLOR, ///< name "color", type Vector4 @SINCE_1_0.0
284 COLOR_RED, ///< name "colorRed", type float @SINCE_1_0.0
285 COLOR_GREEN, ///< name "colorGreen", type float @SINCE_1_0.0
286 COLOR_BLUE, ///< name "colorBlue", type float @SINCE_1_0.0
287 COLOR_ALPHA, ///< name "colorAlpha", type float @SINCE_1_0.0
288 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only) @SINCE_1_0.0
289 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only) @SINCE_1_0.0
290 NAME, ///< name "name", type std::string @SINCE_1_0.0
291 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
292 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
293 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
294 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
295 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
296 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @SINCE_1_0.0
297 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
298 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
299 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
300 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
301 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
302 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type Boolean @SINCE_1_0.0
303 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type Boolean @SINCE_1_0.0
304 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
305 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
306 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
312 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @SINCE_1_0.0
313 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @SINCE_1_0.0
314 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
315 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
316 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
317 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
322 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
324 * Calling member functions with an uninitialized Dali::Object is not allowed.
330 * @brief Create an initialized Actor.
333 * @return A handle to a newly allocated Dali resource.
338 * @brief Downcast an Object handle to Actor handle.
340 * If handle points to a Actor object the downcast produces valid
341 * handle. If not the returned handle is left uninitialized.
344 * @param[in] handle to An object
345 * @return handle to a Actor object or an uninitialized handle
347 static Actor DownCast( BaseHandle handle );
350 * @brief Dali::Actor is intended as a base class
352 * This is non-virtual since derived Handle types must not contain data or virtual methods.
358 * @brief Copy constructor
361 * @param [in] copy The actor to copy.
363 Actor(const Actor& copy);
366 * @brief Assignment operator
369 * @param [in] rhs The actor to copy.
371 Actor& operator=(const Actor& rhs);
374 * @brief Retrieve the Actor's name.
377 * @return The Actor's name.
378 * @pre The Actor has been initialized.
380 const std::string& GetName() const;
383 * @brief Sets the Actor's name.
386 * @param [in] name The new name.
387 * @pre The Actor has been initialized.
389 void SetName(const std::string& name);
392 * @brief Retrieve the unique ID of the actor.
396 * @pre The Actor has been initialized.
398 unsigned int GetId() const;
403 * @brief Query whether an actor is the root actor, which is owned by the Stage.
406 * @return True if the actor is the root actor.
407 * @pre The Actor has been initialized.
412 * @brief Query whether the actor is connected to the Stage.
414 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
416 * @return True if the actor is connected to the Stage.
417 * @pre The Actor has been initialized.
418 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
420 bool OnStage() const;
423 * @brief Query whether the actor is of class Dali::Layer.
426 * @return True if the actor is a layer.
427 * @pre The Actor has been initialized.
429 bool IsLayer() const;
432 * @brief Gets the layer in which the actor is present.
435 * @return The layer, which will be uninitialized if the actor is off-stage.
436 * @pre The Actor has been initialized.
441 * @brief Adds a child Actor to this Actor.
443 * NOTE! if the child already has a parent, it will be removed from old parent
444 * and reparented to this actor. This may change childs position, color,
445 * scale etc as it now inherits them from this actor
447 * @param [in] child The child.
448 * @pre This Actor (the parent) has been initialized.
449 * @pre The child actor has been initialized.
450 * @pre The child actor is not the same as the parent actor.
451 * @pre The actor is not the Root actor
452 * @post The child will be referenced by its parent. This means that the child will be kept alive,
453 * even if the handle passed into this method is reset or destroyed.
455 void Add(Actor child);
458 * @brief Removes a child Actor from this Actor.
460 * If the actor was not a child of this actor, this is a no-op.
462 * @param [in] child The child.
463 * @pre This Actor (the parent) has been initialized.
464 * @pre The child actor is not the same as the parent actor.
466 void Remove(Actor child);
469 * @brief Removes an actor from its parent.
471 * If the actor has no parent, this method does nothing.
473 * @pre The (child) actor has been initialized.
478 * @brief Retrieve the number of children held by the actor.
481 * @return The number of children
482 * @pre The Actor has been initialized.
484 unsigned int GetChildCount() const;
487 * @brief Retrieve and child actor by index.
490 * @param[in] index The index of the child to retrieve
491 * @return The actor for the given index or empty handle if children not initialised
492 * @pre The Actor has been initialized.
494 Actor GetChildAt(unsigned int index) const;
497 * @brief Search through this actor's hierarchy for an actor with the given name.
499 * The actor itself is also considered in the search
501 * @param[in] actorName the name of the actor to find
502 * @return A handle to the actor if found, or an empty handle if not.
503 * @pre The Actor has been initialized.
505 Actor FindChildByName(const std::string& actorName);
508 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
510 * The actor itself is also considered in the search
512 * @param[in] id the ID of the actor to find
513 * @return A handle to the actor if found, or an empty handle if not.
514 * @pre The Actor has been initialized.
516 Actor FindChildById(const unsigned int id);
519 * @brief Retrieve the actor's parent.
522 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
523 * @pre The actor has been initialized.
525 Actor GetParent() const;
530 * @brief Set the origin of an actor, within its parent's area.
532 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
533 * and (1.0, 1.0, 0.5) is the bottom-right corner.
534 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
535 * An actor position is the distance between this origin, and the actors anchor-point.
537 * @param [in] origin The new parent-origin.
538 * @pre The Actor has been initialized.
539 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
540 * @see Dali::ParentOrigin for predefined parent origin values
542 void SetParentOrigin(const Vector3& origin);
545 * @brief Retrieve the parent-origin of an actor.
548 * @return The current parent-origin.
549 * @pre The Actor has been initialized.
550 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
552 Vector3 GetCurrentParentOrigin() const;
555 * @brief Set the anchor-point of an actor.
557 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
558 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
559 * bottom-right corner. The default anchor point is
560 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
561 * An actor position is the distance between its parent-origin, and this anchor-point.
562 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
564 * @param [in] anchorPoint The new anchor-point.
565 * @pre The Actor has been initialized.
566 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
567 * @see Dali::AnchorPoint for predefined anchor point values
569 void SetAnchorPoint(const Vector3& anchorPoint);
572 * @brief Retrieve the anchor-point of an actor.
575 * @return The current anchor-point.
576 * @pre The Actor has been initialized.
577 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
579 Vector3 GetCurrentAnchorPoint() const;
582 * @brief Sets the size of an actor.
584 * Geometry can be scaled to fit within this area.
585 * This does not interfere with the actors scale factor.
586 * The actors default depth is the minimum of width & height.
588 * @param [in] width The new width.
589 * @param [in] height The new height.
590 * @pre The actor has been initialized.
591 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
593 void SetSize(float width, float height);
596 * @brief Sets the size of an actor.
598 * Geometry can be scaled to fit within this area.
599 * This does not interfere with the actors scale factor.
601 * @param [in] width The size of the actor along the x-axis.
602 * @param [in] height The size of the actor along the y-axis.
603 * @param [in] depth The size of the actor along the z-axis.
604 * @pre The actor has been initialized.
605 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
607 void SetSize(float width, float height, float depth);
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 * The actors default depth is the minimum of width & height.
616 * @param [in] size The new size.
617 * @pre The actor has been initialized.
618 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
620 void SetSize(const Vector2& size);
623 * @brief Sets the size of an actor.
625 * Geometry can be scaled to fit within this area.
626 * This does not interfere with the actors scale factor.
628 * @param [in] size The new size.
629 * @pre The actor has been initialized.
630 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
632 void SetSize(const Vector3& size);
635 * @brief Retrieve the actor's size.
638 * @return The actor's current size.
639 * @pre The actor has been initialized.
640 * @note This return is the value that was set using SetSize or the target size of an animation
642 Vector3 GetTargetSize() const;
645 * @brief Retrieve the actor's size.
648 * @return The actor's current size.
649 * @pre The actor has been initialized.
650 * @note This property can be animated; the return value may not match the value written with SetSize().
652 Vector3 GetCurrentSize() const;
655 * @brief Return the natural size of the actor.
657 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
660 * @return The actor's natural size
662 Vector3 GetNaturalSize() const;
665 * @brief Sets the position of the actor.
667 * The Actor's z position will be set to 0.0f.
669 * @param [in] x The new x position
670 * @param [in] y The new y position
671 * @pre The Actor has been initialized.
672 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
674 void SetPosition(float x, float y);
677 * @brief Sets the position of the Actor.
680 * @param [in] x The new x position
681 * @param [in] y The new y position
682 * @param [in] z The new z position
683 * @pre The Actor has been initialized.
684 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
686 void SetPosition(float x, float y, float z);
689 * @brief Sets the position of the Actor.
692 * @param [in] position The new position
693 * @pre The Actor has been initialized.
694 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
696 void SetPosition(const Vector3& position);
699 * @brief Set the position of an actor along the X-axis.
702 * @param [in] x The new x position
703 * @pre The Actor has been initialized.
704 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
709 * @brief Set the position of an actor along the Y-axis.
712 * @param [in] y The new y position.
713 * @pre The Actor has been initialized.
714 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
719 * @brief Set the position of an actor along the Z-axis.
722 * @param [in] z The new z position
723 * @pre The Actor has been initialized.
724 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
729 * @brief Translate an actor relative to its existing position.
732 * @param[in] distance The actor will move by this distance.
733 * @pre The actor has been initialized.
735 void TranslateBy(const Vector3& distance);
738 * @brief Retrieve the position of the Actor.
741 * @return the Actor's current position.
742 * @pre The Actor has been initialized.
743 * @note This property can be animated; the return value may not match the value written with SetPosition().
745 Vector3 GetCurrentPosition() const;
748 * @brief Retrieve the world-position of the Actor.
751 * @return The Actor's current position in world coordinates.
752 * @pre The Actor has been initialized.
753 * @note The actor will not have a world-position, unless it has previously been added to the stage.
755 Vector3 GetCurrentWorldPosition() const;
758 * @brief Set the actors position inheritance mode.
760 * The default is to inherit.
761 * Switching this off means that using SetPosition() sets the actor's world position.
763 * @param[in] mode to use
764 * @pre The Actor has been initialized.
765 * @see PositionInheritanceMode
767 void SetPositionInheritanceMode( PositionInheritanceMode mode );
770 * @brief Returns the actors position inheritance mode.
773 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
774 * @pre The Actor has been initialized.
776 PositionInheritanceMode GetPositionInheritanceMode() const;
779 * @brief Sets the orientation of the Actor.
781 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
783 * @param [in] angle The new orientation angle in degrees.
784 * @param [in] axis The new axis of orientation.
785 * @pre The Actor has been initialized.
786 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
788 void SetOrientation( const Degree& angle, const Vector3& axis )
790 SetOrientation( Radian( angle ), axis );
794 * @brief Sets the orientation of the Actor.
796 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
798 * @param [in] angle The new orientation angle in radians.
799 * @param [in] axis The new axis of orientation.
800 * @pre The Actor has been initialized.
801 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
803 void SetOrientation(const Radian& angle, const Vector3& axis);
806 * @brief Sets the orientation of the Actor.
808 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
810 * @param [in] orientation The new orientation.
811 * @pre The Actor has been initialized.
812 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
814 void SetOrientation(const Quaternion& orientation);
817 * @brief Apply a relative rotation to an actor.
820 * @param[in] angle The angle to the rotation to combine with the existing orientation.
821 * @param[in] axis The axis of the rotation to combine with the existing orientation.
822 * @pre The actor has been initialized.
824 void RotateBy( const Degree& angle, const Vector3& axis )
826 RotateBy( Radian( angle ), axis );
830 * @brief Apply a relative rotation to an actor.
833 * @param[in] angle The angle to the rotation to combine with the existing orientation.
834 * @param[in] axis The axis of the rotation to combine with the existing orientation.
835 * @pre The actor has been initialized.
837 void RotateBy(const Radian& angle, const Vector3& axis);
840 * @brief Apply a relative rotation to an actor.
843 * @param[in] relativeRotation The rotation to combine with the existing orientation.
844 * @pre The actor has been initialized.
846 void RotateBy(const Quaternion& relativeRotation);
849 * @brief Retreive the Actor's orientation.
852 * @return The current orientation.
853 * @pre The Actor has been initialized.
854 * @note This property can be animated; the return value may not match the value written with SetOrientation().
856 Quaternion GetCurrentOrientation() const;
859 * @brief Set whether a child actor inherits it's parent's orientation.
861 * Default is to inherit.
862 * Switching this off means that using SetOrientation() sets the actor's world orientation.
864 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
865 * @pre The Actor has been initialized.
867 void SetInheritOrientation(bool inherit);
870 * @brief Returns whether the actor inherit's it's parent's orientation.
873 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
874 * @pre The Actor has been initialized.
876 bool IsOrientationInherited() const;
879 * @brief Retrieve the world-orientation of the Actor.
882 * @return The Actor's current orientation in the world.
883 * @pre The Actor has been initialized.
884 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
886 Quaternion GetCurrentWorldOrientation() const;
889 * @brief Set the scale factor applied to an actor.
892 * @param [in] scale The scale factor applied on all axes.
893 * @pre The Actor has been initialized.
894 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
896 void SetScale(float scale);
899 * @brief Set the scale factor applied to an actor.
902 * @param [in] scaleX The scale factor applied along the x-axis.
903 * @param [in] scaleY The scale factor applied along the y-axis.
904 * @param [in] scaleZ The scale factor applied along the z-axis.
905 * @pre The Actor has been initialized.
906 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
908 void SetScale(float scaleX, float scaleY, float scaleZ);
911 * @brief Set the scale factor applied to an actor.
914 * @param [in] scale A vector representing the scale factor for each axis.
915 * @pre The Actor has been initialized.
916 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
918 void SetScale(const Vector3& scale);
921 * @brief Apply a relative scale to an actor.
924 * @param[in] relativeScale The scale to combine with the actors existing scale.
925 * @pre The actor has been initialized.
927 void ScaleBy(const Vector3& relativeScale);
930 * @brief Retrieve the scale factor applied to an actor.
933 * @return A vector representing the scale factor for each axis.
934 * @pre The Actor has been initialized.
935 * @note This property can be animated; the return value may not match the value written with SetScale().
937 Vector3 GetCurrentScale() const;
940 * @brief Retrieve the world-scale of the Actor.
943 * @return The Actor's current scale in the world.
944 * @pre The Actor has been initialized.
945 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
947 Vector3 GetCurrentWorldScale() const;
950 * @brief Set whether a child actor inherits it's parent's scale.
952 * Default is to inherit.
953 * Switching this off means that using SetScale() sets the actor's world scale.
955 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
956 * @pre The Actor has been initialized.
958 void SetInheritScale( bool inherit );
961 * @brief Returns whether the actor inherit's it's parent's scale.
964 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
965 * @pre The Actor has been initialized.
967 bool IsScaleInherited() const;
970 * @brief Retrieves the world-matrix of the actor.
973 * @return The Actor's current world matrix
974 * @pre The Actor has been initialized.
975 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
977 Matrix GetCurrentWorldMatrix() const;
979 // Visibility & Color
982 * @brief Sets the visibility flag of an actor.
985 * @param [in] visible The new visibility flag.
986 * @pre The actor has been initialized.
987 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
988 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
989 * This is regardless of the individual visibility values of the children i.e. an actor will only be
990 * rendered if all of its parents have visibility set to true.
992 void SetVisible(bool visible);
995 * @brief Retrieve the visibility flag of an actor.
998 * @return The visibility flag.
999 * @pre The actor has been initialized.
1000 * @note This property can be animated; the return value may not match the value written with SetVisible().
1001 * @note If an actor is not visible, then the actor and its children will not be rendered.
1002 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1003 * rendered if all of its parents have visibility set to true.
1005 bool IsVisible() const;
1008 * @brief Sets the opacity of an actor.
1011 * @param [in] opacity The new opacity.
1012 * @pre The actor has been initialized.
1013 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1015 void SetOpacity(float opacity);
1018 * @brief Retrieve the actor's opacity.
1021 * @return The actor's opacity.
1022 * @pre The actor has been initialized.
1023 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1025 float GetCurrentOpacity() const;
1028 * @brief Sets the actor's color; this is an RGBA value.
1030 * The final color of the actor depends on its color mode.
1032 * @param [in] color The new color.
1033 * @pre The Actor has been initialized.
1034 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1036 void SetColor(const Vector4& color);
1039 * @brief Retrieve the actor's color.
1041 * Actor's own color is not clamped.
1043 * @return The color.
1044 * @pre The Actor has been initialized.
1045 * @note This property can be animated; the return value may not match the value written with SetColor().
1047 Vector4 GetCurrentColor() const;
1050 * @brief Sets the actor's color mode.
1052 * This specifies whether the Actor uses its own color, or inherits
1053 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1055 * @param [in] colorMode to use.
1056 * @pre The Actor has been initialized.
1058 void SetColorMode( ColorMode colorMode );
1061 * @brief Returns the actor's color mode.
1064 * @return currently used colorMode.
1065 * @pre The Actor has been initialized.
1067 ColorMode GetColorMode() const;
1070 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1073 * @return The Actor's current color in the world.
1074 * @pre The Actor has been initialized.
1075 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1077 Vector4 GetCurrentWorldColor() const;
1080 * @brief Set how the actor and its children should be drawn.
1082 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1083 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1084 * other objects in the world i.e. it may be obscured if other objects are in front.
1086 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1087 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1088 * For overlay actors, the drawing order is with respect to depthIndex property of Renderers,
1089 * and depth-testing will not be used.
1091 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1092 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1093 * actors within the Layer.
1096 * @param[in] drawMode The new draw-mode to use.
1097 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1098 * @note Layers do not inherit the DrawMode from their parents.
1100 void SetDrawMode( DrawMode::Type drawMode );
1103 * @brief Query how the actor and its children will be drawn.
1106 * @return True if the Actor is an overlay.
1108 DrawMode::Type GetDrawMode() const;
1113 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1115 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1116 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1117 * hover event signal will be emitted.
1119 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1121 * actor.SetSensitive(false);
1124 * Then, to re-enable the touch or hover event signal emission, the application should call:
1126 * actor.SetSensitive(true);
1130 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1131 * @pre The Actor has been initialized.
1132 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1133 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1134 * hittable if all of its parents have sensitivity set to true.
1135 * @see @see SignalTouch() and SignalHover().
1137 void SetSensitive(bool sensitive);
1140 * @brief Query whether an actor emits touch or hover event signals.
1143 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1144 * @pre The Actor has been initialized.
1145 * @note If an actor is not sensitive, then it's children will not be hittable either.
1146 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1147 * hittable if all of its parents have sensitivity set to true.
1149 bool IsSensitive() const;
1152 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1155 * @param[out] localX On return, the X-coordinate relative to the actor.
1156 * @param[out] localY On return, the Y-coordinate relative to the actor.
1157 * @param[in] screenX The screen X-coordinate.
1158 * @param[in] screenY The screen Y-coordinate.
1159 * @return True if the conversion succeeded.
1160 * @pre The Actor has been initialized.
1161 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1163 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1166 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1167 * the boundary of the actor.
1170 * @param[in] required Should be set to true if a Leave event is required
1171 * @pre The Actor has been initialized.
1172 * @note By default, this is set to false as most actors do not require this.
1173 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1176 void SetLeaveRequired(bool required);
1179 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1180 * the boundary of the actor.
1183 * @return true if a Leave event is required, false otherwise.
1184 * @pre The Actor has been initialized.
1186 bool GetLeaveRequired() const;
1189 * @brief Sets whether the actor should be focusable by keyboard navigation.
1191 * The default is false.
1193 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1195 * @pre The Actor has been initialized.
1197 void SetKeyboardFocusable( bool focusable );
1200 * @brief Returns whether the actor is focusable by keyboard navigation.
1203 * @return true if the actor is focusable by keyboard navigation, false if not.
1204 * @pre The Actor has been initialized.
1206 bool IsKeyboardFocusable() const;
1211 * @brief Set the resize policy to be used for the given dimension(s)
1214 * @param[in] policy The resize policy to use
1215 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1217 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1220 * @brief Return the resize policy used for a single dimension
1223 * @param[in] dimension The dimension to get policy for
1224 * @return Return the dimension resize policy
1226 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1229 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1232 * @param[in] policy The policy to use for when the size is set
1234 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1237 * @brief Return the size set policy in use
1240 * @return Return the size set policy
1242 SizeScalePolicy::Type GetSizeScalePolicy() const;
1245 * @brief Sets the relative to parent size factor of the actor.
1247 * This factor is only used when ResizePolicy is set to either:
1248 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1249 * This actor's size is set to the actor's size multipled by or added to this factor,
1250 * depending on ResizePolicy (See SetResizePolicy).
1253 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1254 * @pre The Actor has been initialized.
1256 void SetSizeModeFactor( const Vector3& factor );
1259 * @brief Retrieve the relative to parent size factor of the actor.
1262 * @return The Actor's current relative size factor.
1263 * @pre The Actor has been initialized.
1265 Vector3 GetSizeModeFactor() const;
1268 * @brief Calculate the height of the actor given a width
1270 * The natural size is used for default calculation.
1271 * size 0 is treated as aspect ratio 1:1.
1274 * @param width Width to use
1275 * @return Return the height based on the width
1277 float GetHeightForWidth( float width );
1280 * @brief Calculate the width of the actor given a height
1282 * The natural size is used for default calculation.
1283 * size 0 is treated as aspect ratio 1:1.
1286 * @param height Height to use
1287 * @return Return the width based on the height
1289 float GetWidthForHeight( float height );
1292 * @brief Return the value of negotiated dimension for the given dimension
1295 * @param dimension The dimension to retrieve
1296 * @return Return the value of the negotiated dimension
1298 float GetRelayoutSize( Dimension::Type dimension ) const;
1301 * @brief Set the padding for use in layout
1304 * @param[in] padding Padding for the actor
1306 void SetPadding( const Padding& padding );
1309 * @brief Return the value of the padding
1312 * @param paddingOut The returned padding data
1314 void GetPadding( Padding& paddingOut ) const;
1317 * @brief Set the minimum size an actor can be assigned in size negotiation
1320 * @param[in] size The minimum size
1322 void SetMinimumSize( const Vector2& size );
1325 * @brief Return the minimum relayout size
1328 * @return Return the mininmum size
1330 Vector2 GetMinimumSize();
1333 * @brief Set the maximum size an actor can be assigned in size negotiation
1336 * @param[in] size The maximum size
1338 void SetMaximumSize( const Vector2& size );
1341 * @brief Return the maximum relayout size
1344 * @return Return the maximum size
1346 Vector2 GetMaximumSize();
1349 * @brief Get depth in the hierarchy for the actor
1352 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1354 int GetHierarchyDepth();
1359 * @brief Add a renderer to this actor.
1362 * @param[in] renderer Renderer to add to the actor
1363 * @return The index of the Renderer that was added
1364 * @pre The renderer must be initialized.
1367 unsigned int AddRenderer( Renderer& renderer );
1370 * @brief Get the number of renderers on this actor.
1373 * @return the number of renderers on this actor
1375 unsigned int GetRendererCount() const;
1378 * @brief Get a Renderer by index.
1381 * @param[in] index The index of the renderer to fetch
1382 * @return The renderer at the specified index
1383 * @pre The index must be between 0 and GetRendererCount()-1
1386 Renderer GetRendererAt( unsigned int index );
1389 * @brief Remove an renderer from the actor.
1392 * @param[in] renderer Handle to the renderer that is to be removed
1394 void RemoveRenderer( Renderer& renderer );
1397 * @brief Remove an renderer from the actor by index.
1400 * @param[in] index Index of the renderer that is to be removed
1401 * @pre The index must be between 0 and GetRendererCount()-1
1404 void RemoveRenderer( unsigned int index );
1409 * @brief This signal is emitted when touch input is received.
1411 * A callback of the following type may be connected:
1413 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1415 * The return value of True, indicates that the touch event should be consumed.
1416 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1418 * @return The signal to connect to.
1419 * @pre The Actor has been initialized.
1421 TouchSignalType& TouchedSignal();
1424 * @brief This signal is emitted when hover input is received.
1426 * A callback of the following type may be connected:
1428 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1430 * The return value of True, indicates that the hover event should be consumed.
1431 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1433 * @return The signal to connect to.
1434 * @pre The Actor has been initialized.
1436 HoverSignalType& HoveredSignal();
1439 * @brief This signal is emitted when wheel event is received.
1441 * A callback of the following type may be connected:
1443 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1445 * The return value of True, indicates that the wheel event should be consumed.
1446 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1448 * @return The signal to connect to.
1449 * @pre The Actor has been initialized.
1451 WheelEventSignalType& WheelEventSignal();
1454 * @brief This signal is emitted after the actor has been connected to the stage.
1456 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1458 * @return The signal
1459 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1461 * @note When the parent of a set of actors is connected to the stage, then all of the children
1462 * will received this callback.
1464 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1473 OnStageSignalType& OnStageSignal();
1476 * @brief This signal is emitted after the actor has been disconnected from the stage.
1478 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1481 * @return The signal
1482 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1483 * will received this callback, starting with the leaf actors.
1485 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1494 OffStageSignalType& OffStageSignal();
1497 * @brief This signal is emitted after the size has been set on the actor during relayout
1500 * @return The signal
1502 OnRelayoutSignalType& OnRelayoutSignal();
1504 public: // Not intended for application developers
1507 * @brief This constructor is used by Dali New() methods.
1510 * @param [in] actor A pointer to a newly allocated Dali resource
1512 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1516 * @brief Helper for discarding an actor handle.
1518 * If the handle is empty, this method does nothing. Otherwise
1519 * actor.Unparent() will be called, followed by actor.Reset().
1521 * @param[in,out] actor A handle to an actor, or an empty handle.
1523 inline void UnparentAndReset( Actor& actor )
1537 #endif // __DALI_ACTOR_H__