1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
34 namespace Internal DALI_INTERNAL
47 struct MouseWheelEvent;
52 typedef Rect<float> Padding; ///< Padding definition
55 * @brief Actor is the primary object with which Dali applications interact.
57 * UI controls can be built by combining multiple actors.
59 * <h3>Multi-Touch Events:</h3>
61 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
63 * <i>Hit Testing Rules Summary:</i>
65 * - An actor is only hittable if the actor's touch or hover signal has a connection.
66 * - An actor is only hittable when it is between the camera's near and far planes.
67 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
68 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
69 * - To be hittable, an actor must have a non-zero size.
70 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
72 * <i>Hit Test Algorithm:</i>
75 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
78 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
79 * layers until we have a hit or there are none left.
80 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
82 * - If they are not, we skip hit testing the actors in that layer altogether.
83 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
86 * - The final part of hit testing is performed by walking through the actor tree within a layer.
87 * - The following pseudocode shows the algorithm used:
89 * HIT-TEST-WITHIN-LAYER( ACTOR )
91 * // Only hit-test the actor and its children if it is sensitive and visible
92 * IF ( ACTOR-IS-SENSITIVE &&
95 * // Depth-first traversal within current layer, visiting parent first
97 * // Check whether current actor should be hit-tested
98 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
99 * ACTOR-HAS-NON-ZERO-SIZE &&
100 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
102 * // Hit-test current actor
105 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
107 * // The current actor is the closest actor that was underneath the touch
108 * LAST-HIT-ACTOR = CURRENT-ACTOR
113 * // Keep checking children, in case we hit something closer
114 * FOR-EACH CHILD (in order)
116 * IF ( CHILD-IS-NOT-A-LAYER )
118 * // Continue traversal for this child's sub-tree
119 * HIT-TEST-WITHIN-LAYER ( CHILD )
121 * // else we skip hit-testing the child's sub-tree altogether
126 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
127 * The overlay children take priority over their parents, and overlay siblings take priority
128 * over their previous siblings (i.e. reverse of rendering order):
138 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
140 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
141 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
142 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
143 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
144 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
145 * also be considered a Stencil Actor.
146 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
148 * <i>Touch or hover Event Delivery:</i>
151 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
152 * the parent's touch or hover signal is emitted, and so on.
153 * - The following pseudocode shows the delivery mechanism:
155 * EMIT-TOUCH-SIGNAL( ACTOR )
157 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
159 * // Only do the emission if touch signal of actor has connections.
160 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
163 * IF ( NOT-CONSUMED )
165 * // If event is not consumed then deliver it to the parent unless we reach the root actor
166 * IF ( ACTOR-PARENT )
168 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
173 * EMIT-HOVER-SIGNAL( ACTOR )
175 * IF ( HOVER-SIGNAL-NOT-EMPTY )
177 * // Only do the emission if hover signal of actor has connections.
178 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
181 * IF ( NOT-CONSUMED )
183 * // If event is not consumed then deliver it to the parent unless we reach the root actor
184 * IF ( ACTOR-PARENT )
186 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
191 * - If there are several touch points, then the delivery is only to the first touch point's hit
192 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
193 * other touch points.
194 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
197 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
198 * hit actor (primary hit actor).
199 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
200 * (only if it requires leave signals); see SetLeaveRequired().
202 * - Interrupted State
203 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
204 * actor's touch or hover signals are emitted with an "Interrupted" state.
205 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
206 * touch or hover signals are also emitted with an "Interrupted" state.
207 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
208 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
209 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
210 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
211 * <h3>Key Events:</h3>
213 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
218 * | %Signal Name | Method |
219 * |-------------------|------------------------------|
220 * | touched | @ref TouchedSignal() |
221 * | hovered | @ref HoveredSignal() |
222 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
223 * | on-stage | @ref OnStageSignal() |
224 * | off-stage | @ref OffStageSignal() |
227 * | %Action Name | %Actor method called |
228 * |-------------------|------------------------------|
229 * | show | %SetVisible( true ) |
230 * | hide | %SetVisible( false ) |
232 class DALI_IMPORT_API Actor : public Handle
237 * @brief An enumeration of properties belonging to the Actor class.
243 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
244 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
245 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
246 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
247 ANCHOR_POINT, ///< name "anchor-point", type Vector3
248 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
249 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
250 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
251 SIZE, ///< name "size", type Vector3
252 SIZE_WIDTH, ///< name "size-width", type float
253 SIZE_HEIGHT, ///< name "size-height", type float
254 SIZE_DEPTH, ///< name "size-depth", type float
255 POSITION, ///< name "position", type Vector3
256 POSITION_X, ///< name "position-x", type float
257 POSITION_Y, ///< name "position-y", type float
258 POSITION_Z, ///< name "position-z", type float
259 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
260 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
261 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
262 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
263 ORIENTATION, ///< name "orientation", type Quaternion
264 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
265 SCALE, ///< name "scale", type Vector3
266 SCALE_X, ///< name "scale-x", type float
267 SCALE_Y, ///< name "scale-y", type float
268 SCALE_Z, ///< name "scale-z", type float
269 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
270 VISIBLE, ///< name "visible", type bool
271 COLOR, ///< name "color", type Vector4
272 COLOR_RED, ///< name "color-red", type float
273 COLOR_GREEN, ///< name "color-green", type float
274 COLOR_BLUE, ///< name "color-blue", type float
275 COLOR_ALPHA, ///< name "color-alpha", type float
276 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
277 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
278 NAME, ///< name "name", type std::string
279 SENSITIVE, ///< name "sensitive", type bool
280 LEAVE_REQUIRED, ///< name "leave-required", type bool
281 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
282 INHERIT_SCALE, ///< name "inherit-scale", type bool
283 COLOR_MODE, ///< name "color-mode", type std::string
284 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
285 DRAW_MODE, ///< name "draw-mode", type std::string
286 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
287 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
288 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
289 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
290 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
291 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
292 PADDING, ///< name "padding", type Vector4
293 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
294 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
300 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
301 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
302 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
303 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
304 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
305 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
310 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
312 * Calling member functions with an uninitialized Dali::Object is not allowed.
317 * @brief Create an initialized Actor.
319 * @return A handle to a newly allocated Dali resource.
324 * @brief Downcast an Object handle to Actor handle.
326 * If handle points to a Actor object the downcast produces valid
327 * handle. If not the returned handle is left uninitialized.
329 * @param[in] handle to An object
330 * @return handle to a Actor object or an uninitialized handle
332 static Actor DownCast( BaseHandle handle );
335 * @brief Dali::Actor is intended as a base class
337 * This is non-virtual since derived Handle types must not contain data or virtual methods.
342 * @brief Copy constructor
344 * @param [in] copy The actor to copy.
346 Actor(const Actor& copy);
349 * @brief Assignment operator
351 * @param [in] rhs The actor to copy.
353 Actor& operator=(const Actor& rhs);
356 * @brief Retrieve the Actor's name.
358 * @pre The Actor has been initialized.
359 * @return The Actor's name.
361 const std::string& GetName() const;
364 * @brief Sets the Actor's name.
366 * @pre The Actor has been initialized.
367 * @param [in] name The new name.
369 void SetName(const std::string& name);
372 * @brief Retrieve the unique ID of the actor.
374 * @pre The Actor has been initialized.
377 unsigned int GetId() const;
382 * @brief Query whether an actor is the root actor, which is owned by the Stage.
384 * @pre The Actor has been initialized.
385 * @return True if the actor is the root actor.
390 * @brief Query whether the actor is connected to the Stage.
392 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
393 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
394 * @pre The Actor has been initialized.
395 * @return True if the actor is connected to the Stage.
397 bool OnStage() const;
400 * @brief Query whether the actor is of class Dali::Layer.
402 * @pre The Actor has been initialized.
403 * @return True if the actor is a layer.
405 bool IsLayer() const;
408 * @brief Gets the layer in which the actor is present.
410 * @pre The Actor has been initialized.
411 * @return The layer, which will be uninitialized if the actor is off-stage.
416 * @brief Adds a child Actor to this Actor.
418 * NOTE! if the child already has a parent, it will be removed from old parent
419 * and reparented to this actor. This may change childs position, color,
420 * scale etc as it now inherits them from this actor
421 * @pre This Actor (the parent) has been initialized.
422 * @pre The child actor has been initialized.
423 * @pre The child actor is not the same as the parent actor.
424 * @pre The actor is not the Root actor
425 * @param [in] child The child.
426 * @post The child will be referenced by its parent. This means that the child will be kept alive,
427 * even if the handle passed into this method is reset or destroyed.
429 void Add(Actor child);
432 * @brief Inserts a child Actor to this actor's list of children at the given index
434 * NOTE! if the child already has a parent, it will be removed from old parent
435 * and reparented to this actor. This may change childs position, color,
436 * scale etc as it now inherits them from this actor
437 * @pre This Actor (the parent) has been initialized.
438 * @pre The child actor has been initialized.
439 * @pre The child actor is not the same as the parent actor.
440 * @pre The actor is not the Root actor
441 * @param [in] index of actor to insert before
442 * @param [in] child The child.
443 * @post The child will be referenced by its parent. This means that the child will be kept alive,
444 * even if the handle passed into this method is reset or destroyed.
445 * @post If the index is greater than the current child count, it will be ignored and added at the end.
447 void Insert(unsigned int index, Actor child);
450 * @brief Removes a child Actor from this Actor.
452 * If the actor was not a child of this actor, this is a no-op.
453 * @pre This Actor (the parent) has been initialized.
454 * @pre The child actor is not the same as the parent actor.
455 * @param [in] child The child.
457 void Remove(Actor child);
460 * @brief Removes an actor from its parent.
462 * If the actor has no parent, this method does nothing.
463 * @pre The (child) actor has been initialized.
468 * @brief Retrieve the number of children held by the actor.
470 * @pre The Actor has been initialized.
471 * @return The number of children
473 unsigned int GetChildCount() const;
476 * @brief Retrieve and child actor by index.
478 * @pre The Actor has been initialized.
479 * @param[in] index The index of the child to retrieve
480 * @return The actor for the given index or empty handle if children not initialised
482 Actor GetChildAt(unsigned int index) const;
485 * @brief Search through this actor's hierarchy for an actor with the given name.
487 * The actor itself is also considered in the search
488 * @pre The Actor has been initialized.
489 * @param[in] actorName the name of the actor to find
490 * @return A handle to the actor if found, or an empty handle if not.
492 Actor FindChildByName(const std::string& actorName);
495 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
497 * The actor itself is also considered in the search
498 * @pre The Actor has been initialized.
499 * @param[in] id the ID of the actor to find
500 * @return A handle to the actor if found, or an empty handle if not.
502 Actor FindChildById(const unsigned int id);
505 * @brief Retrieve the actor's parent.
507 * @pre The actor has been initialized.
508 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
510 Actor GetParent() const;
515 * @brief Set the origin of an actor, within its parent's area.
517 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
518 * and (1.0, 1.0, 0.5) is the bottom-right corner.
519 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
520 * An actor position is the distance between this origin, and the actors anchor-point.
521 * @see Dali::ParentOrigin for predefined parent origin values
522 * @pre The Actor has been initialized.
523 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
524 * @param [in] origin The new parent-origin.
526 void SetParentOrigin(const Vector3& origin);
529 * @brief Retrieve the parent-origin of an actor.
531 * @pre The Actor has been initialized.
532 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
533 * @return The current parent-origin.
535 Vector3 GetCurrentParentOrigin() const;
538 * @brief Set the anchor-point of an actor.
540 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
541 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
542 * bottom-right corner. The default anchor point is
543 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
544 * An actor position is the distance between its parent-origin, and this anchor-point.
545 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
546 * @see Dali::AnchorPoint for predefined anchor point values
547 * @pre The Actor has been initialized.
548 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
549 * @param [in] anchorPoint The new anchor-point.
551 void SetAnchorPoint(const Vector3& anchorPoint);
554 * @brief Retrieve the anchor-point of an actor.
556 * @pre The Actor has been initialized.
557 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
558 * @return The current anchor-point.
560 Vector3 GetCurrentAnchorPoint() const;
563 * @brief Sets the size of an actor.
565 * Geometry can be scaled to fit within this area.
566 * This does not interfere with the actors scale factor.
567 * The actors default depth is the minimum of width & height.
568 * @pre The actor has been initialized.
569 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
570 * @param [in] width The new width.
571 * @param [in] height The new height.
573 void SetSize(float width, float height);
576 * @brief Sets the size of an actor.
578 * Geometry can be scaled to fit within this area.
579 * This does not interfere with the actors scale factor.
580 * @pre The actor has been initialized.
581 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
582 * @param [in] width The size of the actor along the x-axis.
583 * @param [in] height The size of the actor along the y-axis.
584 * @param [in] depth The size of the actor along the z-axis.
586 void SetSize(float width, float height, float depth);
589 * @brief Sets the size of an actor.
591 * Geometry can be scaled to fit within this area.
592 * This does not interfere with the actors scale factor.
593 * The actors default depth is the minimum of width & height.
594 * @pre The actor has been initialized.
595 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
596 * @param [in] size The new size.
598 void SetSize(const Vector2& size);
601 * @brief Sets the size of an actor.
603 * Geometry can be scaled to fit within this area.
604 * This does not interfere with the actors scale factor.
605 * @pre The actor has been initialized.
606 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
607 * @param [in] size The new size.
609 void SetSize(const Vector3& size);
612 * @brief Retrieve the actor's size.
614 * @pre The actor has been initialized.
615 * @note This return is the value that was set using SetSize or the target size of an animation
616 * @return The actor's current size.
618 Vector3 GetTargetSize() const;
621 * @brief Retrieve the actor's size.
623 * @pre The actor has been initialized.
624 * @note This property can be animated; the return value may not match the value written with SetSize().
625 * @return The actor's current size.
627 Vector3 GetCurrentSize() const;
630 * Return the natural size of the actor.
632 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
634 * @return The actor's natural size
636 Vector3 GetNaturalSize() const;
639 * @brief Sets the position of the actor.
641 * The Actor's z position will be set to 0.0f.
642 * @pre The Actor has been initialized.
643 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
644 * @param [in] x The new x position
645 * @param [in] y The new y position
647 void SetPosition(float x, float y);
650 * @brief Sets the position of the Actor.
652 * @pre The Actor has been initialized.
653 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
654 * @param [in] x The new x position
655 * @param [in] y The new y position
656 * @param [in] z The new z position
658 void SetPosition(float x, float y, float z);
661 * @brief Sets the position of the Actor.
663 * @pre The Actor has been initialized.
664 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
665 * @param [in] position The new position
667 void SetPosition(const Vector3& position);
670 * @brief Set the position of an actor along the X-axis.
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] x The new x position
679 * @brief Set the position of an actor along the Y-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] y The new y position.
688 * @brief Set the position of an actor along the Z-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] z The new z position
697 * @brief Translate an actor relative to its existing position.
699 * @pre The actor has been initialized.
700 * @param[in] distance The actor will move by this distance.
702 void TranslateBy(const Vector3& distance);
705 * @brief Retrieve the position of the Actor.
707 * @pre The Actor has been initialized.
708 * @note This property can be animated; the return value may not match the value written with SetPosition().
709 * @return the Actor's current position.
711 Vector3 GetCurrentPosition() const;
714 * @brief Retrieve the world-position of the Actor.
716 * @note The actor will not have a world-position, unless it has previously been added to the stage.
717 * @pre The Actor has been initialized.
718 * @return The Actor's current position in world coordinates.
720 Vector3 GetCurrentWorldPosition() const;
723 * @brief Set the actors position inheritance mode.
725 * The default is to inherit.
726 * Switching this off means that using SetPosition() sets the actor's world position.
727 * @see PositionInheritanceMode
728 * @pre The Actor has been initialized.
729 * @param[in] mode to use
731 void SetPositionInheritanceMode( PositionInheritanceMode mode );
734 * @brief Returns the actors position inheritance mode.
736 * @pre The Actor has been initialized.
737 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
739 PositionInheritanceMode GetPositionInheritanceMode() const;
742 * @brief Sets the orientation of the Actor.
744 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
745 * @pre The Actor has been initialized.
746 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
747 * @param [in] angle The new orientation angle in degrees.
748 * @param [in] axis The new axis of orientation.
750 void SetOrientation( const Degree& angle, const Vector3& axis )
752 SetOrientation( Radian( angle ), axis );
756 * @brief Sets the orientation of the Actor.
758 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
759 * @pre The Actor has been initialized.
760 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
761 * @param [in] angle The new orientation angle in radians.
762 * @param [in] axis The new axis of orientation.
764 void SetOrientation(const Radian& angle, const Vector3& axis);
767 * @brief Sets the orientation of the Actor.
769 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
770 * @pre The Actor has been initialized.
771 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
772 * @param [in] orientation The new orientation.
774 void SetOrientation(const Quaternion& orientation);
777 * @brief Apply a relative rotation to an actor.
779 * @pre The actor has been initialized.
780 * @param[in] angle The angle to the rotation to combine with the existing orientation.
781 * @param[in] axis The axis of the rotation to combine with the existing orientation.
783 void RotateBy( const Degree& angle, const Vector3& axis )
785 RotateBy( Radian( angle ), axis );
789 * @brief Apply a relative rotation to an actor.
791 * @pre The actor has been initialized.
792 * @param[in] angle The angle to the rotation to combine with the existing orientation.
793 * @param[in] axis The axis of the rotation to combine with the existing orientation.
795 void RotateBy(const Radian& angle, const Vector3& axis);
798 * @brief Apply a relative rotation to an actor.
800 * @pre The actor has been initialized.
801 * @param[in] relativeRotation The rotation to combine with the existing orientation.
803 void RotateBy(const Quaternion& relativeRotation);
806 * @brief Retreive the Actor's orientation.
808 * @pre The Actor has been initialized.
809 * @note This property can be animated; the return value may not match the value written with SetOrientation().
810 * @return The current orientation.
812 Quaternion GetCurrentOrientation() const;
815 * @brief Set whether a child actor inherits it's parent's orientation.
817 * Default is to inherit.
818 * Switching this off means that using SetOrientation() sets the actor's world orientation.
819 * @pre The Actor has been initialized.
820 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
822 void SetInheritOrientation(bool inherit);
825 * @brief Returns whether the actor inherit's it's parent's orientation.
827 * @pre The Actor has been initialized.
828 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
830 bool IsOrientationInherited() const;
833 * @brief Retrieve the world-orientation of the Actor.
835 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
836 * @pre The Actor has been initialized.
837 * @return The Actor's current orientation in the world.
839 Quaternion GetCurrentWorldOrientation() const;
842 * @brief Set the scale factor applied to an actor.
844 * @pre The Actor has been initialized.
845 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
846 * @param [in] scale The scale factor applied on all axes.
848 void SetScale(float scale);
851 * @brief Set the scale factor applied to an actor.
853 * @pre The Actor has been initialized.
854 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
855 * @param [in] scaleX The scale factor applied along the x-axis.
856 * @param [in] scaleY The scale factor applied along the y-axis.
857 * @param [in] scaleZ The scale factor applied along the z-axis.
859 void SetScale(float scaleX, float scaleY, float scaleZ);
862 * @brief Set the scale factor applied to an actor.
864 * @pre The Actor has been initialized.
865 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
866 * @param [in] scale A vector representing the scale factor for each axis.
868 void SetScale(const Vector3& scale);
871 * @brief Apply a relative scale to an actor.
873 * @pre The actor has been initialized.
874 * @param[in] relativeScale The scale to combine with the actors existing scale.
876 void ScaleBy(const Vector3& relativeScale);
879 * @brief Retrieve the scale factor applied to an actor.
881 * @pre The Actor has been initialized.
882 * @note This property can be animated; the return value may not match the value written with SetScale().
883 * @return A vector representing the scale factor for each axis.
885 Vector3 GetCurrentScale() const;
888 * @brief Retrieve the world-scale of the Actor.
890 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
891 * @pre The Actor has been initialized.
892 * @return The Actor's current scale in the world.
894 Vector3 GetCurrentWorldScale() const;
897 * @brief Set whether a child actor inherits it's parent's scale.
899 * Default is to inherit.
900 * Switching this off means that using SetScale() sets the actor's world scale.
901 * @pre The Actor has been initialized.
902 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
904 void SetInheritScale( bool inherit );
907 * @brief Returns whether the actor inherit's it's parent's scale.
909 * @pre The Actor has been initialized.
910 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
912 bool IsScaleInherited() const;
915 * @brief Retrieves the world-matrix of the actor.
917 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
918 * @pre The Actor has been initialized.
919 * @return The Actor's current world matrix
921 Matrix GetCurrentWorldMatrix() const;
923 // Visibility & Color
926 * @brief Sets the visibility flag of an actor.
928 * @pre The actor has been initialized.
929 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
930 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
931 * This is regardless of the individual visibility values of the children i.e. an actor will only be
932 * rendered if all of its parents have visibility set to true.
933 * @param [in] visible The new visibility flag.
935 void SetVisible(bool visible);
938 * @brief Retrieve the visibility flag of an actor.
940 * @pre The actor has been initialized.
941 * @note This property can be animated; the return value may not match the value written with SetVisible().
942 * @note If an actor is not visible, then the actor and its children will not be rendered.
943 * This is regardless of the individual visibility values of the children i.e. an actor will only be
944 * rendered if all of its parents have visibility set to true.
945 * @return The visibility flag.
947 bool IsVisible() const;
950 * @brief Sets the opacity of an actor.
952 * @pre The actor has been initialized.
953 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
954 * @param [in] opacity The new opacity.
956 void SetOpacity(float opacity);
959 * @brief Retrieve the actor's opacity.
961 * @pre The actor has been initialized.
962 * @note This property can be animated; the return value may not match the value written with SetOpacity().
963 * @return The actor's opacity.
965 float GetCurrentOpacity() const;
968 * @brief Sets the actor's color; this is an RGBA value.
970 * The final color of the actor depends on its color mode.
971 * @pre The Actor has been initialized.
972 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
973 * @param [in] color The new color.
975 void SetColor(const Vector4& color);
978 * @brief Retrieve the actor's color.
980 * Actor's own color is not clamped.
981 * @pre The Actor has been initialized.
982 * @note This property can be animated; the return value may not match the value written with SetColor().
985 Vector4 GetCurrentColor() const;
988 * @brief Sets the actor's color mode.
990 * This specifies whether the Actor uses its own color, or inherits
991 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
992 * @pre The Actor has been initialized.
993 * @param [in] colorMode to use.
995 void SetColorMode( ColorMode colorMode );
998 * @brief Returns the actor's color mode.
1000 * @pre The Actor has been initialized.
1001 * @return currently used colorMode.
1003 ColorMode GetColorMode() const;
1006 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1008 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1009 * @pre The Actor has been initialized.
1010 * @return The Actor's current color in the world.
1012 Vector4 GetCurrentWorldColor() const;
1015 * @brief Set how the actor and its children should be drawn.
1017 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1018 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1019 * other objects in the world i.e. it may be obscured if other objects are in front.
1021 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1022 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1023 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1024 * and depth-testing will not be used.
1026 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1027 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1028 * actors within the Layer.
1030 * @param[in] drawMode The new draw-mode to use.
1031 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1032 * @note Layers do not inherit the DrawMode from their parents.
1034 void SetDrawMode( DrawMode::Type drawMode );
1037 * @brief Query how the actor and its children will be drawn.
1039 * @return True if the Actor is an overlay.
1041 DrawMode::Type GetDrawMode() const;
1046 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1048 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1049 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1050 * hover event signal will be emitted.
1052 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1054 * actor.SetSensitive(false);
1057 * Then, to re-enable the touch or hover event signal emission, the application should call:
1059 * actor.SetSensitive(true);
1062 * @see @see SignalTouch() and SignalHover().
1063 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1064 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1065 * hittable if all of its parents have sensitivity set to true.
1066 * @pre The Actor has been initialized.
1067 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1069 void SetSensitive(bool sensitive);
1072 * @brief Query whether an actor emits touch or hover event signals.
1074 * @note If an actor is not sensitive, then it's children will not be hittable either.
1075 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1076 * hittable if all of its parents have sensitivity set to true.
1077 * @pre The Actor has been initialized.
1078 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1080 bool IsSensitive() const;
1083 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1085 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1086 * @pre The Actor has been initialized.
1087 * @param[out] localX On return, the X-coordinate relative to the actor.
1088 * @param[out] localY On return, the Y-coordinate relative to the actor.
1089 * @param[in] screenX The screen X-coordinate.
1090 * @param[in] screenY The screen Y-coordinate.
1091 * @return True if the conversion succeeded.
1093 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1096 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1097 * the boundary of the actor.
1099 * @note By default, this is set to false as most actors do not require this.
1100 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1102 * @pre The Actor has been initialized.
1103 * @param[in] required Should be set to true if a Leave event is required
1105 void SetLeaveRequired(bool required);
1108 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1109 * the boundary of the actor.
1111 * @pre The Actor has been initialized.
1112 * @return true if a Leave event is required, false otherwise.
1114 bool GetLeaveRequired() const;
1117 * @brief Sets whether the actor should be focusable by keyboard navigation.
1119 * The default is false.
1120 * @pre The Actor has been initialized.
1121 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1124 void SetKeyboardFocusable( bool focusable );
1127 * @brief Returns whether the actor is focusable by keyboard navigation.
1129 * @pre The Actor has been initialized.
1130 * @return true if the actor is focusable by keyboard navigation, false if not.
1132 bool IsKeyboardFocusable() const;
1137 * Set the resize policy to be used for the given dimension(s)
1139 * @param[in] policy The resize policy to use
1140 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1142 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1145 * Return the resize policy used for a single dimension
1147 * @param[in] dimension The dimension to get policy for
1148 * @return Return the dimension resize policy
1150 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1153 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1155 * @param[in] policy The policy to use for when the size is set
1157 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1160 * @brief Return the size set policy in use
1162 * @return Return the size set policy
1164 SizeScalePolicy::Type GetSizeScalePolicy() const;
1167 * @brief Sets the relative to parent size factor of the actor.
1169 * This factor is only used when ResizePolicy is set to either:
1170 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1171 * This actor's size is set to the actor's size multipled by or added to this factor,
1172 * depending on ResizePolicy (See SetResizePolicy).
1174 * @pre The Actor has been initialized.
1175 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1177 void SetSizeModeFactor( const Vector3& factor );
1180 * @brief Retrieve the relative to parent size factor of the actor.
1182 * @pre The Actor has been initialized.
1183 * @return The Actor's current relative size factor.
1185 Vector3 GetSizeModeFactor() const;
1188 * @brief Calculate the height of the actor given a width
1190 * @param width Width to use
1191 * @return Return the height based on the width
1193 float GetHeightForWidth( float width );
1196 * @brief Calculate the width of the actor given a height
1198 * @param height Height to use
1199 * @return Return the width based on the height
1201 float GetWidthForHeight( float height );
1204 * Return the value of negotiated dimension for the given dimension
1206 * @param dimension The dimension to retrieve
1207 * @return Return the value of the negotiated dimension
1209 float GetRelayoutSize( Dimension::Type dimension ) const;
1212 * @brief Force propagate relayout flags through the tree. This actor and all actors
1213 * dependent on it will have their relayout flags reset.
1215 * This is useful for resetting layout flags during the layout process.
1217 void PropagateRelayoutFlags();
1220 * @brief Set the padding for use in layout
1222 * @param[in] padding Padding for the actor
1224 void SetPadding( const Padding& padding );
1227 * Return the value of the padding
1229 * @param paddingOut The returned padding data
1231 void GetPadding( Padding& paddingOut ) const;
1234 * @brief Set the minimum size an actor can be assigned in size negotiation
1236 * @param[in] size The minimum size
1238 void SetMinimumSize( const Vector2& size );
1241 * @brief Return the minimum relayout size
1243 * @return Return the mininmum size
1245 Vector2 GetMinimumSize();
1248 * @brief Set the maximum size an actor can be assigned in size negotiation
1250 * @param[in] size The maximum size
1252 void SetMaximumSize( const Vector2& size );
1255 * @brief Return the maximum relayout size
1257 * @return Return the maximum size
1259 Vector2 GetMaximumSize();
1264 * @brief This signal is emitted when touch input is received.
1266 * A callback of the following type may be connected:
1268 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1270 * The return value of True, indicates that the touch event should be consumed.
1271 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1272 * @pre The Actor has been initialized.
1273 * @return The signal to connect to.
1275 TouchSignalType& TouchedSignal();
1278 * @brief This signal is emitted when hover input is received.
1280 * A callback of the following type may be connected:
1282 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1284 * The return value of True, indicates that the hover event should be consumed.
1285 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1286 * @pre The Actor has been initialized.
1287 * @return The signal to connect to.
1289 HoverSignalType& HoveredSignal();
1292 * @brief This signal is emitted when mouse wheel event is received.
1294 * A callback of the following type may be connected:
1296 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1298 * The return value of True, indicates that the mouse wheel event should be consumed.
1299 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1300 * @pre The Actor has been initialized.
1301 * @return The signal to connect to.
1303 MouseWheelEventSignalType& MouseWheelEventSignal();
1306 * @brief This signal is emitted after the actor has been connected to the stage.
1308 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1309 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1311 * @note When the parent of a set of actors is connected to the stage, then all of the children
1312 * will received this callback.
1314 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1322 * @return The signal
1324 OnStageSignalType& OnStageSignal();
1327 * @brief This signal is emitted after the actor has been disconnected from the stage.
1329 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1331 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1332 * will received this callback, starting with the leaf actors.
1334 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1342 * @return The signal
1344 OffStageSignalType& OffStageSignal();
1349 * @brief Add a renderer to this actor.
1351 * @pre The renderer must be initialized.
1353 * @param[in] renderer Renderer to add to the actor
1354 * @return The index of the Renderer that was added
1356 unsigned int AddRenderer( Renderer& renderer );
1359 * @brief Get the number of renderers on this actor.
1361 * @return the number of renderers on this actor
1363 unsigned int GetRendererCount() const;
1366 * @brief Get a Renderer by index.
1368 * @pre The index must be between 0 and GetRendererCount()-1
1370 * @param[in] index The index of the renderer to fetch
1371 * @return The renderer at the specified index
1373 Renderer GetRendererAt( unsigned int index );
1376 * @brief Remove an renderer from the actor.
1378 * @param[in] renderer Handle to the renderer that is to be removed
1380 void RemoveRenderer( Renderer& renderer );
1383 * @brief Remove an renderer from the actor by index.
1385 * @pre The index must be between 0 and GetRendererCount()-1
1387 * @param[in] index Index of the renderer that is to be removed
1389 void RemoveRenderer( unsigned int index );
1391 * @brief This signal is emitted after the size has been set on the actor during relayout
1393 * @return Return the signal
1395 OnRelayoutSignalType& OnRelayoutSignal();
1397 public: // Not intended for application developers
1400 * @brief This constructor is used by Dali New() methods.
1402 * @param [in] actor A pointer to a newly allocated Dali resource
1404 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1408 * @brief Helper for discarding an actor handle.
1410 * If the handle is empty, this method does nothing. Otherwise
1411 * actor.Unparent() will be called, followed by actor.Reset().
1412 * @param[in,out] actor A handle to an actor, or an empty handle.
1414 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1418 #endif // __DALI_ACTOR_H__