5 * Copyright (c) 2021 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.
22 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
33 #undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header
38 * @addtogroup dali_core_actors
42 namespace Internal DALI_INTERNAL
59 using Padding = Rect<float>; ///< Padding definition @SINCE_1_0.0
62 * @brief Actor is the primary object with which Dali applications interact.
64 * UI controls can be built by combining multiple actors.
66 * <h3>Multi-Touch Events:</h3>
68 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
70 * <i>Hit Testing Rules Summary:</i>
72 * - An actor is only hittable if the actor's touch or hover signal has a connection.
73 * - An actor is only hittable when it is between the camera's near and far planes.
74 * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
75 * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
76 * - To be hittable, an actor must have a non-zero size.
77 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
79 * <i>Hit Test Algorithm:</i>
82 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
83 * - Stage's root layer can be used to catch unconsumed touch events.
86 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
89 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
90 * layers until we have a hit or there are none left.
91 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
93 * - If they are not, we skip hit testing the actors in that layer altogether.
94 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
97 * - The final part of hit testing is performed by walking through the actor tree within a layer.
98 * - The following pseudocode shows the algorithm used:
100 * HIT-TEST-WITHIN-LAYER( ACTOR )
102 * // Only hit-test the actor and its children if it is sensitive and visible
103 * IF ( ACTOR-IS-SENSITIVE &&
104 * ACTOR-IS-VISIBLE &&
105 * ACTOR-IS-ON-SCENE )
107 * // Depth-first traversal within current layer, visiting parent first
109 * // Check whether current actor should be hit-tested.
110 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
111 * ACTOR-HAS-NON-ZERO-SIZE &&
112 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
114 * // Hit-test current actor
117 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
119 * // The current actor is the closest actor that was underneath the touch.
120 * LAST-HIT-ACTOR = CURRENT-ACTOR
125 * // Keep checking children, in case we hit something closer.
126 * FOR-EACH CHILD (in order)
128 * IF ( CHILD-IS-NOT-A-LAYER )
130 * // Continue traversal for this child's sub-tree
131 * HIT-TEST-WITHIN-LAYER ( CHILD )
133 * // else we skip hit-testing the child's sub-tree altogether.
138 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
139 * The overlay children take priority over their parents, and overlay siblings take priority
140 * over their previous siblings (i.e. reverse of rendering order):
150 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
152 * For more information, see Property::DRAW_MODE.
154 * <i>Touch or hover Event Delivery:</i>
157 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
158 * the parent's touch or hover signal is emitted, and so on.
159 * - The following pseudocode shows the delivery mechanism:
161 * EMIT-TOUCH-SIGNAL( ACTOR )
163 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
165 * // Only do the emission if touch signal of actor has connections.
166 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
169 * IF ( NOT-CONSUMED )
171 * // If event is not consumed then deliver it to the parent unless we reach the root actor
172 * IF ( ACTOR-PARENT )
174 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
179 * EMIT-HOVER-SIGNAL( ACTOR )
181 * IF ( HOVER-SIGNAL-NOT-EMPTY )
183 * // Only do the emission if hover signal of actor has connections.
184 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
187 * IF ( NOT-CONSUMED )
189 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
190 * IF ( ACTOR-PARENT )
192 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
197 * - If there are several touch points, then the delivery is only to the first touch point's hit
198 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
199 * other touch points.
200 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
203 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
204 * hit actor (primary hit actor).
205 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
206 * (only if it requires leave signals); see SetLeaveRequired().
208 * - Interrupted State
209 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
210 * actor's touch or hover signals are emitted with an "Interrupted" state.
211 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
212 * touch or hover signals are also emitted with an "Interrupted" state.
213 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
214 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
215 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
216 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
221 * | %Signal Name | Method |
222 * |-------------------|------------------------------|
223 * | touched | @ref TouchedSignal() |
224 * | hovered | @ref HoveredSignal() |
225 * | wheelEvent | @ref WheelEventSignal() |
226 * | onScene | @ref OnSceneSignal() |
227 * | offScene | @ref OffSceneSignal() |
228 * | onRelayout | @ref OnRelayoutSignal() |
231 * | %Action Name | %Actor method called |
232 * |-------------------|------------------------------|
233 * | show | %SetVisible( true ) |
234 * | hide | %SetVisible( false ) |
238 class DALI_CORE_API Actor : public Handle
242 * @brief Enumeration for the instance of properties belonging to the Actor class.
248 * @brief Enumeration for instance of properties belonging to the Actor class.
254 * @brief The origin of an actor, within its parent's area.
255 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
258 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
261 * @brief The x origin of an actor, within its parent's area.
262 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
268 * @brief The y origin of an actor, within its parent's area.
269 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
275 * @brief The z origin of an actor, within its parent's area.
276 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
282 * @brief The anchor-point of an actor.
283 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
289 * @brief The x anchor-point of an actor.
290 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
296 * @brief The y anchor-point of an actor.
297 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
303 * @brief The z anchor-point of an actor.
304 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
310 * @brief The size of an actor.
311 * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
312 * @note Only Property::VECTOR3 can be animated or used as constraint-input
318 * @brief The width of an actor.
319 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
325 * @brief The height of an actor.
326 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
332 * @brief The depth of an actor.
333 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
339 * @brief The position of an actor.
340 * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
341 * @note Only Property::VECTOR3 can be animated or used as constraint-input
347 * @brief The x position of an actor.
348 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
354 * @brief The y position of an actor.
355 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
361 * @brief The z position of an actor.
362 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
368 * @brief The world position of an actor.
369 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
375 * @brief The x world position of an actor.
376 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
382 * @brief The y world position of an actor.
383 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
389 * @brief The z world position of an actor.
390 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
396 * @brief The orientation of an actor.
397 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
403 * @brief The world orientation of an actor.
404 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
410 * @brief The scale factor applied to an actor.
411 * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input
412 * @note Only Property::VECTOR3 can be animated or used as constraint-input
418 * @brief The x scale factor applied to an actor.
419 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
425 * @brief The y scale factor applied to an actor.
426 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
432 * @brief The x scale factor applied to an actor.
433 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
439 * @brief The world scale factor applied to an actor.
440 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
446 * @brief The visibility flag of an actor.
447 * @details Name "visible", type Property::BOOL, animatable / constraint-input
453 * @brief The color of an actor.
454 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
455 * @note The alpha value will be 1.0f if a Vector3 type value is set.
461 * @brief The red component of an actor's color.
462 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
468 * @brief The green component of an actor's color.
469 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
475 * @brief The blue component of an actor's color.
476 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
482 * @brief The alpha component of an actor's color.
483 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
489 * @brief The world color of an actor.
490 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
496 * @brief The world matrix of an actor.
497 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
503 * @brief The name of an actor.
504 * @details Name "name", type Property::STRING
510 * @brief The flag whether an actor should emit touch or hover signals.
511 * @details Name "sensitive", type Property::BOOLEAN
517 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
518 * @details Name "leaveRequired", type Property::BOOLEAN
524 * @brief The flag whether a child actor inherits it's parent's orientation.
525 * @details Name "inheritOrientation", type Property::BOOLEAN
531 * @brief The flag whether a child actor inherits it's parent's scale.
532 * @details Name "inheritScale", type Property::BOOLEAN
538 * @brief The color mode of an actor.
539 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
545 * @brief The draw mode of an actor.
546 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
552 * @brief The size mode factor of an actor.
553 * @details Name "sizeModeFactor", type Property::VECTOR3.
555 * @see Actor::SetSizeModeFactor()
560 * @brief The resize policy for the width of an actor.
561 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
563 * @see Actor::SetResizePolicy()
568 * @brief The resize policy for the height of an actor.
569 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
571 * @see Actor::SetResizePolicy()
573 HEIGHT_RESIZE_POLICY,
576 * @brief The size scale policy of an actor.
577 * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING.
583 * @brief The flag to determine the width dependent on the height.
584 * @details Name "widthForHeight", type Property::BOOLEAN.
586 * @see Actor::SetResizePolicy()
591 * @brief The flag to determine the height dependent on the width.
592 * @details Name "heightForWidth", type Property::BOOLEAN.
594 * @see Actor::SetResizePolicy()
599 * @brief The padding of an actor for use in layout.
600 * @details Name "padding", type Property::VECTOR4.
606 * @brief The minimum size an actor can be assigned in size negotiation.
607 * @details Name "minimumSize", type Property::VECTOR2.
613 * @brief The maximum size an actor can be assigned in size negotiation.
614 * @details Name "maximumSize", type Property::VECTOR2.
620 * @brief The flag whether a child actor inherits it's parent's position.
621 * @details Name "inheritPosition", type Property::BOOLEAN.
627 * @brief The clipping mode of an actor.
628 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
630 * @see ClippingMode::Type for supported values.
635 * @brief The direction of the layout.
636 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
638 * @see LayoutDirection::Type for supported values.
643 * @brief Determines whether child actors inherit the layout direction from a parent.
644 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
647 INHERIT_LAYOUT_DIRECTION,
650 * @brief The opacity of the actor.
651 * @details Name "opacity", type Property::FLOAT.
657 * @brief Returns the screen position of the Actor
658 * @details Name "screenPosition", type Property::VECTOR2. Read-only
659 * @note This assumes default camera and default render-task and the Z position is ZERO.
660 * @note The last known frame is used for the calculation. May not match a position value just set.
666 * @brief Determines whether the anchor point should be used to determine the position of the actor.
667 * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
668 * @note This is true by default.
669 * @note If false, then the top-left of the actor is used for the position.
670 * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
673 POSITION_USES_ANCHOR_POINT,
676 * @brief Returns whether the actor is culled or not.
677 * @details Name "culled", type Property::BOOLEAN. Read-only
678 * @note True means that the actor is out of the view frustum.
684 * @brief The unique ID of the actor.
685 * @details Name "id", type Property::INTEGER. Read-only
691 * @brief The current depth in the hierarchy of the actor.
692 * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
693 * @note The value is -1 if actor is not in the hierarchy.
699 * @brief The flag whether an actor is the root actor, which is owned by the Scene.
700 * @details Name "isRoot", type Property::BOOLEAN. Read-only
706 * @brief The flag whether the actor is of class Dali::Layer.
707 * @details Name "isLayer", type Property::BOOLEAN. Read-only
713 * @brief The flag whether the actor is connected to the Scene.
714 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
715 * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
716 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
722 * @brief The flag whether the actor should be focusable by keyboard navigation.
723 * @details Name "keyboardFocusable", type Property::BOOLEAN.
732 using TouchEventSignalType = Signal<bool(Actor, const TouchEvent&)>; ///< Touch signal type @SINCE_1_1.37
733 using HoverSignalType = Signal<bool(Actor, const HoverEvent&)>; ///< Hover signal type @SINCE_1_0.0
734 using WheelEventSignalType = Signal<bool(Actor, const WheelEvent&)>; ///< Wheel signal type @SINCE_1_0.0
735 using OnSceneSignalType = Signal<void(Actor)>; ///< Scene connection signal type @SINCE_1_9.24
736 using OffSceneSignalType = Signal<void(Actor)>; ///< Scene disconnection signal type @SINCE_1_9.24
737 using OnRelayoutSignalType = Signal<void(Actor)>; ///< Called when the actor is relaid out @SINCE_1_0.0
738 using LayoutDirectionChangedSignalType = Signal<void(Actor, LayoutDirection::Type)>; ///< Layout direction changes signal type. @SINCE_1_2.60
743 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
745 * Calling member functions with an uninitialized Actor handle is not allowed.
751 * @brief Creates an initialized Actor.
754 * @return A handle to a newly allocated Dali resource
759 * @brief Downcasts a handle to Actor handle.
761 * If handle points to an Actor object, the downcast produces valid handle.
762 * If not, the returned handle is left uninitialized.
765 * @param[in] handle to An object
766 * @return handle to a Actor object or an uninitialized handle
768 static Actor DownCast(BaseHandle handle);
771 * @brief Dali::Actor is intended as a base class.
773 * This is non-virtual since derived Handle types must not contain data or virtual methods.
779 * @brief Copy constructor.
782 * @param[in] copy The actor to copy
784 Actor(const Actor& copy);
787 * @brief Assignment operator
790 * @param[in] rhs The actor to copy
791 * @return A reference to this
793 Actor& operator=(const Actor& rhs);
796 * @brief Move constructor.
799 * @param[in] rhs A reference to the actor to move
804 * @brief Move assignment operator.
807 * @param[in] rhs A reference to the actor to move
808 * @return A reference to this
810 Actor& operator=(Actor&& rhs);
815 * @brief Gets the layer in which the actor is present.
818 * @return The layer, which will be uninitialized if the actor is off-stage
819 * @pre The Actor has been initialized.
824 * @brief Adds a child Actor to this Actor.
827 * @param[in] child The child
828 * @pre This Actor (the parent) has been initialized.
829 * @pre The child actor has been initialized.
830 * @pre The child actor is not the same as the parent actor.
831 * @pre The actor is not the Root actor.
832 * @post The child will be referenced by its parent. This means that the child will be kept alive,
833 * even if the handle passed into this method is reset or destroyed.
834 * @note If the child already has a parent, it will be removed from old parent
835 * and reparented to this actor. This may change child's position, color,
836 * scale etc as it now inherits them from this actor.
838 void Add(Actor child);
841 * @brief Removes a child Actor from this Actor.
843 * If the actor was not a child of this actor, this is a no-op.
845 * @param[in] child The child
846 * @pre This Actor (the parent) has been initialized.
847 * @pre The child actor is not the same as the parent actor.
849 void Remove(Actor child);
852 * @brief Removes an actor from its parent.
854 * If the actor has no parent, this method does nothing.
856 * @pre The (child) actor has been initialized.
861 * @brief Retrieves the number of children held by the actor.
864 * @return The number of children
865 * @pre The Actor has been initialized.
867 uint32_t GetChildCount() const;
870 * @brief Retrieve and child actor by index.
873 * @param[in] index The index of the child to retrieve
874 * @return The actor for the given index or empty handle if children not initialized
875 * @pre The Actor has been initialized.
877 Actor GetChildAt(uint32_t index) const;
880 * @brief Search through this actor's hierarchy for an actor with the given name.
882 * The actor itself is also considered in the search.
884 * @param[in] actorName The name of the actor to find
885 * @return A handle to the actor if found, or an empty handle if not
886 * @pre The Actor has been initialized.
888 Actor FindChildByName(std::string_view actorName);
891 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
893 * The actor itself is also considered in the search.
895 * @param[in] id The ID of the actor to find
896 * @return A handle to the actor if found, or an empty handle if not
897 * @pre The Actor has been initialized.
899 Actor FindChildById(const uint32_t id);
902 * @brief Retrieves the actor's parent.
905 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
906 * @pre The actor has been initialized.
908 Actor GetParent() const;
913 * @brief Retrieves the actor's size.
916 * @return The actor's target size
917 * @pre The actor has been initialized.
918 * @note This return is the value that was set using SetSize or the target size of an animation.
919 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
921 Vector3 GetTargetSize() const;
924 * @brief Returns the natural size of the actor.
926 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
929 * @return The actor's natural size
931 Vector3 GetNaturalSize() const;
934 * @brief Translates an actor relative to its existing position.
937 * @param[in] distance The actor will move by this distance
938 * @pre The actor has been initialized.
940 void TranslateBy(const Vector3& distance);
943 * @brief Applies a relative rotation to an actor.
946 * @param[in] angle The angle to the rotation to combine with the existing orientation
947 * @param[in] axis The axis of the rotation to combine with the existing orientation
948 * @pre The actor has been initialized.
950 void RotateBy(const Degree& angle, const Vector3& axis)
952 RotateBy(Radian(angle), axis);
956 * @brief Applies a relative rotation to an actor.
959 * @param[in] angle The angle to the rotation to combine with the existing orientation
960 * @param[in] axis The axis of the rotation to combine with the existing orientation
961 * @pre The actor has been initialized.
963 void RotateBy(const Radian& angle, const Vector3& axis);
966 * @brief Applies a relative rotation to an actor.
969 * @param[in] relativeRotation The rotation to combine with the existing orientation
970 * @pre The actor has been initialized.
972 void RotateBy(const Quaternion& relativeRotation);
975 * @brief Applies a relative scale to an actor.
978 * @param[in] relativeScale The scale to combine with the actor's existing scale
979 * @pre The actor has been initialized.
981 void ScaleBy(const Vector3& relativeScale);
986 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
989 * @param[out] localX On return, the X-coordinate relative to the actor
990 * @param[out] localY On return, the Y-coordinate relative to the actor
991 * @param[in] screenX The screen X-coordinate
992 * @param[in] screenY The screen Y-coordinate
993 * @return True if the conversion succeeded
994 * @pre The Actor has been initialized.
995 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
997 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1000 * @brief Raise actor above the next sibling actor.
1003 * @pre The Actor has been initialized.
1004 * @pre The Actor has been parented.
1009 * @brief Lower the actor below the previous sibling actor.
1012 * @pre The Actor has been initialized.
1013 * @pre The Actor has been parented.
1018 * @brief Raise actor above all other sibling actors.
1021 * @pre The Actor has been initialized.
1022 * @pre The Actor has been parented.
1027 * @brief Lower actor to the bottom of all other sibling actors.
1030 * @pre The Actor has been initialized.
1031 * @pre The Actor has been parented.
1033 void LowerToBottom();
1036 * @brief Raises the actor above the target actor.
1039 * @param[in] target The target actor
1040 * @pre The Actor has been initialized.
1041 * @pre The Actor has been parented.
1042 * @pre The target actor is a sibling.
1044 void RaiseAbove(Actor target);
1047 * @brief Lower the actor to below the target actor.
1050 * @param[in] target The target actor
1051 * @pre The Actor has been initialized.
1052 * @pre The Actor has been parented.
1053 * @pre The target actor is a sibling.
1055 void LowerBelow(Actor target);
1060 * @brief Sets the resize policy to be used for the given dimension(s).
1063 * @param[in] policy The resize policy to use
1064 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1066 void SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension);
1069 * @brief Returns the resize policy used for a single dimension.
1072 * @param[in] dimension The dimension to get policy for
1073 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1075 ResizePolicy::Type GetResizePolicy(Dimension::Type dimension) const;
1078 * @brief Calculates the height of the actor given a width.
1080 * The natural size is used for default calculation.
1081 * size 0 is treated as aspect ratio 1:1.
1084 * @param[in] width Width to use
1085 * @return Return the height based on the width
1087 float GetHeightForWidth(float width);
1090 * @brief Calculates the width of the actor given a height.
1092 * The natural size is used for default calculation.
1093 * size 0 is treated as aspect ratio 1:1.
1096 * @param[in] height Height to use
1097 * @return Return the width based on the height
1099 float GetWidthForHeight(float height);
1102 * @brief Returns the value of negotiated dimension for the given dimension.
1105 * @param[in] dimension The dimension to retrieve
1106 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1108 float GetRelayoutSize(Dimension::Type dimension) const;
1112 * @brief Adds a renderer to this actor.
1115 * @param[in] renderer Renderer to add to the actor
1116 * @return The index of the Renderer that was added
1117 * @pre The renderer must be initialized.
1120 uint32_t AddRenderer(Renderer& renderer);
1123 * @brief Gets the number of renderers on this actor.
1126 * @return The number of renderers on this actor
1128 uint32_t GetRendererCount() const;
1131 * @brief Gets a Renderer by index.
1134 * @param[in] index The index of the renderer to fetch
1135 * @return The renderer at the specified index
1136 * @pre The index must be between 0 and GetRendererCount()-1
1139 Renderer GetRendererAt(uint32_t index);
1142 * @brief Removes a renderer from the actor.
1145 * @param[in] renderer Handle to the renderer that is to be removed
1147 void RemoveRenderer(Renderer& renderer);
1150 * @brief Removes a renderer from the actor by index.
1153 * @param[in] index Index of the renderer that is to be removed
1154 * @pre The index must be between 0 and GetRendererCount()-1
1157 void RemoveRenderer(uint32_t index);
1161 * @brief This signal is emitted when touch input is received.
1163 * A callback of the following type may be connected:
1165 * bool YourCallbackName( Actor actor, TouchEvent& touch );
1167 * The return value of True, indicates that the touch event has been consumed.
1168 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1170 * @return The signal to connect to
1171 * @pre The Actor has been initialized.
1173 TouchEventSignalType& TouchedSignal();
1176 * @brief This signal is emitted when hover input is received.
1178 * A callback of the following type may be connected:
1180 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1182 * The return value of True, indicates that the hover event should be consumed.
1183 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1185 * @return The signal to connect to
1186 * @pre The Actor has been initialized.
1188 HoverSignalType& HoveredSignal();
1191 * @brief This signal is emitted when wheel event is received.
1193 * A callback of the following type may be connected:
1195 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1197 * The return value of True, indicates that the wheel event should be consumed.
1198 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1200 * @return The signal to connect to
1201 * @pre The Actor has been initialized.
1203 WheelEventSignalType& WheelEventSignal();
1206 * @brief This signal is emitted after the actor has been connected to the scene.
1208 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1210 * @return The signal to connect to
1211 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
1213 * @note When the parent of a set of actors is connected to the stage, then all of the children
1214 * will received this callback.
1215 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1227 OnSceneSignalType& OnSceneSignal();
1230 * @brief This signal is emitted after the actor has been disconnected from the scene.
1232 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1235 * @return The signal to connect to
1236 * @note When the parent of a set of actors is disconnected to the scene, then all of the children
1237 * will received this callback, starting with the leaf actors.
1238 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1251 OffSceneSignalType& OffSceneSignal();
1254 * @brief This signal is emitted after the size has been set on the actor during relayout
1257 * @return The signal
1259 OnRelayoutSignalType& OnRelayoutSignal();
1262 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1264 * A callback of the following type may be connected:
1266 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1268 * actor: The actor, or child of actor, whose layout direction has changed
1269 * type: Whether the actor's layout direction property has changed or a parent's.
1272 * @return The signal to connect to
1273 * @pre The Actor has been initialized.
1275 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1277 public: // Not intended for application developers
1280 * @brief This constructor is used by Actor::New() methods.
1283 * @param [in] actor A pointer to a newly allocated Dali resource
1285 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1290 * @brief Helper for discarding an actor handle.
1292 * If the handle is empty, this method does nothing. Otherwise
1293 * Actor::Unparent() will be called, followed by Actor::Reset().
1295 * @param[in,out] actor A handle to an actor, or an empty handle
1297 inline void UnparentAndReset(Actor& actor)
1311 #endif // DALI_ACTOR_H