5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
23 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
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
61 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
64 * @brief Actor is the primary object with which Dali applications interact.
66 * UI controls can be built by combining multiple actors.
68 * <h3>Multi-Touch Events:</h3>
70 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
72 * <i>Hit Testing Rules Summary:</i>
74 * - An actor is only hittable if the actor's touch or hover signal has a connection.
75 * - An actor is only hittable when it is between the camera's near and far planes.
76 * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
77 * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
78 * - To be hittable, an actor must have a non-zero size.
79 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
81 * <i>Hit Test Algorithm:</i>
84 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
85 * - Stage's root layer can be used to catch unconsumed touch events.
88 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
91 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
92 * layers until we have a hit or there are none left.
93 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
95 * - If they are not, we skip hit testing the actors in that layer altogether.
96 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
99 * - The final part of hit testing is performed by walking through the actor tree within a layer.
100 * - The following pseudocode shows the algorithm used:
102 * HIT-TEST-WITHIN-LAYER( ACTOR )
104 * // Only hit-test the actor and its children if it is sensitive and visible
105 * IF ( ACTOR-IS-SENSITIVE &&
106 * ACTOR-IS-VISIBLE &&
107 * ACTOR-IS-ON-STAGE )
109 * // Depth-first traversal within current layer, visiting parent first
111 * // Check whether current actor should be hit-tested.
112 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
113 * ACTOR-HAS-NON-ZERO-SIZE &&
114 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
116 * // Hit-test current actor
119 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
121 * // The current actor is the closest actor that was underneath the touch.
122 * LAST-HIT-ACTOR = CURRENT-ACTOR
127 * // Keep checking children, in case we hit something closer.
128 * FOR-EACH CHILD (in order)
130 * IF ( CHILD-IS-NOT-A-LAYER )
132 * // Continue traversal for this child's sub-tree
133 * HIT-TEST-WITHIN-LAYER ( CHILD )
135 * // else we skip hit-testing the child's sub-tree altogether.
140 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
141 * The overlay children take priority over their parents, and overlay siblings take priority
142 * over their previous siblings (i.e. reverse of rendering order):
152 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
154 * For more information, see Property::DRAW_MODE.
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.
220 * <h3>Key Events:</h3>
222 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
227 * | %Signal Name | Method |
228 * |-------------------|------------------------------|
229 * | touched | @ref TouchedSignal() |
230 * | hovered | @ref HoveredSignal() |
231 * | wheelEvent | @ref WheelEventSignal() |
232 * | onStage | @ref OnStageSignal() |
233 * | offStage | @ref OffStageSignal() |
234 * | onRelayout | @ref OnRelayoutSignal() |
237 * | %Action Name | %Actor method called |
238 * |-------------------|------------------------------|
239 * | show | %SetVisible( true ) |
240 * | hide | %SetVisible( false ) |
244 class DALI_CORE_API Actor : public Handle
249 * @brief Enumeration for the instance of properties belonging to the Actor class.
255 * @brief Enumeration for instance of properties belonging to the Actor class.
261 * @brief The origin of an actor, within its parent's area.
262 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
265 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
268 * @brief The x origin of an actor, within its parent's area.
269 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
275 * @brief The y origin of an actor, within its parent's area.
276 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
282 * @brief The z origin of an actor, within its parent's area.
283 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
289 * @brief The anchor-point of an actor.
290 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
296 * @brief The x anchor-point of an actor.
297 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
303 * @brief The y anchor-point of an actor.
304 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
310 * @brief The z anchor-point of an actor.
311 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
317 * @brief The size of an actor.
318 * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
319 * @note Only Property::VECTOR3 can be animated or used as constraint-input
325 * @brief The width of an actor.
326 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
332 * @brief The height of an actor.
333 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
339 * @brief The depth of an actor.
340 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
346 * @brief The position of an actor.
347 * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
348 * @note Only Property::VECTOR3 can be animated or used as constraint-input
354 * @brief The x position of an actor.
355 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
361 * @brief The y position of an actor.
362 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
368 * @brief The z position of an actor.
369 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
375 * @brief The world position of an actor.
376 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
382 * @brief The x world position of an actor.
383 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
389 * @brief The y world position of an actor.
390 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
396 * @brief The z world position of an actor.
397 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
403 * @brief The orientation of an actor.
404 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
410 * @brief The world orientation of an actor.
411 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
417 * @brief The scale factor applied to an actor.
418 * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input
419 * @note Only Property::VECTOR3 can be animated or used as constraint-input
425 * @brief The x scale factor applied to an actor.
426 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
432 * @brief The y scale factor applied to an actor.
433 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
439 * @brief The x scale factor applied to an actor.
440 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
446 * @brief The world scale factor applied to an actor.
447 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
453 * @brief The visibility flag of an actor.
454 * @details Name "visible", type Property::BOOL, animatable / constraint-input
460 * @brief The color of an actor.
461 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
462 * @note The alpha value will be 1.0f if a Vector3 type value is set.
468 * @brief The red component of an actor's color.
469 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
475 * @brief The green component of an actor's color.
476 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
482 * @brief The blue component of an actor's color.
483 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
489 * @brief The alpha component of an actor's color.
490 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
496 * @brief The world color of an actor.
497 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
503 * @brief The world matrix of an actor.
504 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
510 * @brief The name of an actor.
511 * @details Name "name", type Property::STRING
517 * @brief The flag whether an actor should emit touch or hover signals.
518 * @details Name "sensitive", type Property::BOOLEAN
524 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
525 * @details Name "leaveRequired", type Property::BOOLEAN
531 * @brief The flag whether a child actor inherits it's parent's orientation.
532 * @details Name "inheritOrientation", type Property::BOOLEAN
538 * @brief The flag whether a child actor inherits it's parent's scale.
539 * @details Name "inheritScale", type Property::BOOLEAN
545 * @brief The color mode of an actor.
546 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
552 * @brief The draw mode of an actor.
553 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
559 * @brief The size mode factor of an actor.
560 * @details Name "sizeModeFactor", type Property::VECTOR3.
562 * @see Actor::SetSizeModeFactor()
567 * @brief The resize policy for the width of an actor.
568 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
570 * @see Actor::SetResizePolicy()
575 * @brief The resize policy for the height of an actor.
576 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
578 * @see Actor::SetResizePolicy()
580 HEIGHT_RESIZE_POLICY,
583 * @brief The size scale policy of an actor.
584 * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING.
590 * @brief The flag to determine the width dependent on the height.
591 * @details Name "widthForHeight", type Property::BOOLEAN.
593 * @see Actor::SetResizePolicy()
598 * @brief The flag to determine the height dependent on the width.
599 * @details Name "heightForWidth", type Property::BOOLEAN.
601 * @see Actor::SetResizePolicy()
606 * @brief The padding of an actor for use in layout.
607 * @details Name "padding", type Property::VECTOR4.
613 * @brief The minimum size an actor can be assigned in size negotiation.
614 * @details Name "minimumSize", type Property::VECTOR2.
620 * @brief The maximum size an actor can be assigned in size negotiation.
621 * @details Name "maximumSize", type Property::VECTOR2.
627 * @brief The flag whether a child actor inherits it's parent's position.
628 * @details Name "inheritPosition", type Property::BOOLEAN.
634 * @brief The clipping mode of an actor.
635 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
637 * @see ClippingMode::Type for supported values.
642 * @brief The direction of the layout.
643 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
645 * @see LayoutDirection::Type for supported values.
650 * @brief Determines whether child actors inherit the layout direction from a parent.
651 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
654 INHERIT_LAYOUT_DIRECTION,
657 * @brief The opacity of the actor.
658 * @details Name "opacity", type Property::FLOAT.
664 * @brief Returns the screen position of the Actor
665 * @details Name "screenPosition", type Property::VECTOR2. Read-only
666 * @note This assumes default camera and default render-task and the Z position is ZERO.
667 * @note The last known frame is used for the calculation. May not match a position value just set.
673 * @brief Determines whether the anchor point should be used to determine the position of the actor.
674 * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
675 * @note This is true by default.
676 * @note If false, then the top-left of the actor is used for the position.
677 * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
680 POSITION_USES_ANCHOR_POINT,
683 * @brief Returns whether the actor is culled or not.
684 * @details Name "culled", type Property::BOOLEAN. Read-only
685 * @note True means that the actor is out of the view frustum.
691 * @brief The unique ID of the actor.
692 * @details Name "id", type Property::INTEGER. Read-only
698 * @brief The current depth in the hierarchy of the actor.
699 * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
700 * @note The value is -1 if actor is not in the hierarchy.
706 * @brief The flag whether an actor is the root actor, which is owned by the Scene.
707 * @details Name "isRoot", type Property::BOOLEAN. Read-only
713 * @brief The flag whether the actor is of class Dali::Layer.
714 * @details Name "isLayer", type Property::BOOLEAN. Read-only
720 * @brief The flag whether the actor is connected to the Scene.
721 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
722 * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
723 * @note The root Actor is provided automatically by Dali::Scene, and is always considered to be connected.
729 * @brief The flag whether the actor should be focusable by keyboard navigation.
730 * @details Name "keyboardFocusable", type Property::BOOLEAN.
739 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
740 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
741 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
742 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
743 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
744 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
745 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
746 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
751 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
753 * Calling member functions with an uninitialized Actor handle is not allowed.
759 * @brief Creates an initialized Actor.
762 * @return A handle to a newly allocated Dali resource
767 * @brief Downcasts a handle to Actor handle.
769 * If handle points to an Actor object, the downcast produces valid handle.
770 * If not, the returned handle is left uninitialized.
773 * @param[in] handle to An object
774 * @return handle to a Actor object or an uninitialized handle
776 static Actor DownCast( BaseHandle handle );
779 * @brief Dali::Actor is intended as a base class.
781 * This is non-virtual since derived Handle types must not contain data or virtual methods.
787 * @brief Copy constructor.
790 * @param[in] copy The actor to copy
792 Actor(const Actor& copy);
795 * @brief Assignment operator
798 * @param[in] rhs The actor to copy
799 * @return A reference to this
801 Actor& operator=(const Actor& rhs);
804 * @brief Move constructor.
807 * @param[in] rhs A reference to the actor to move
809 Actor( Actor&& rhs );
812 * @brief Move assignment operator.
815 * @param[in] rhs A reference to the actor to move
816 * @return A reference to this
818 Actor& operator=( Actor&& rhs );
823 * @brief Gets the layer in which the actor is present.
826 * @return The layer, which will be uninitialized if the actor is off-stage
827 * @pre The Actor has been initialized.
832 * @brief Adds a child Actor to this Actor.
835 * @param[in] child The child
836 * @pre This Actor (the parent) has been initialized.
837 * @pre The child actor has been initialized.
838 * @pre The child actor is not the same as the parent actor.
839 * @pre The actor is not the Root actor.
840 * @post The child will be referenced by its parent. This means that the child will be kept alive,
841 * even if the handle passed into this method is reset or destroyed.
842 * @note If the child already has a parent, it will be removed from old parent
843 * and reparented to this actor. This may change child's position, color,
844 * scale etc as it now inherits them from this actor.
846 void Add(Actor child);
849 * @brief Removes a child Actor from this Actor.
851 * If the actor was not a child of this actor, this is a no-op.
853 * @param[in] child The child
854 * @pre This Actor (the parent) has been initialized.
855 * @pre The child actor is not the same as the parent actor.
857 void Remove(Actor child);
860 * @brief Removes an actor from its parent.
862 * If the actor has no parent, this method does nothing.
864 * @pre The (child) actor has been initialized.
869 * @brief Retrieves the number of children held by the actor.
872 * @return The number of children
873 * @pre The Actor has been initialized.
875 uint32_t GetChildCount() const;
878 * @brief Retrieve and child actor by index.
881 * @param[in] index The index of the child to retrieve
882 * @return The actor for the given index or empty handle if children not initialized
883 * @pre The Actor has been initialized.
885 Actor GetChildAt( uint32_t index ) const;
888 * @brief Search through this actor's hierarchy for an actor with the given name.
890 * The actor itself is also considered in the search.
892 * @param[in] actorName The name of the actor to find
893 * @return A handle to the actor if found, or an empty handle if not
894 * @pre The Actor has been initialized.
896 Actor FindChildByName(const std::string& actorName);
899 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
901 * The actor itself is also considered in the search.
903 * @param[in] id The ID of the actor to find
904 * @return A handle to the actor if found, or an empty handle if not
905 * @pre The Actor has been initialized.
907 Actor FindChildById( const uint32_t id );
910 * @brief Retrieves the actor's parent.
913 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
914 * @pre The actor has been initialized.
916 Actor GetParent() const;
921 * @brief Retrieves the actor's size.
924 * @return The actor's target size
925 * @pre The actor has been initialized.
926 * @note This return is the value that was set using SetSize or the target size of an animation.
927 * 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.
929 Vector3 GetTargetSize() const;
932 * @brief Returns the natural size of the actor.
934 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
937 * @return The actor's natural size
939 Vector3 GetNaturalSize() const;
942 * @brief Translates an actor relative to its existing position.
945 * @param[in] distance The actor will move by this distance
946 * @pre The actor has been initialized.
948 void TranslateBy(const Vector3& distance);
951 * @brief Applies a relative rotation to an actor.
954 * @param[in] angle The angle to the rotation to combine with the existing orientation
955 * @param[in] axis The axis of the rotation to combine with the existing orientation
956 * @pre The actor has been initialized.
958 void RotateBy( const Degree& angle, const Vector3& axis )
960 RotateBy( Radian( angle ), axis );
964 * @brief Applies a relative rotation to an actor.
967 * @param[in] angle The angle to the rotation to combine with the existing orientation
968 * @param[in] axis The axis of the rotation to combine with the existing orientation
969 * @pre The actor has been initialized.
971 void RotateBy(const Radian& angle, const Vector3& axis);
974 * @brief Applies a relative rotation to an actor.
977 * @param[in] relativeRotation The rotation to combine with the existing orientation
978 * @pre The actor has been initialized.
980 void RotateBy(const Quaternion& relativeRotation);
983 * @brief Applies a relative scale to an actor.
986 * @param[in] relativeScale The scale to combine with the actor's existing scale
987 * @pre The actor has been initialized.
989 void ScaleBy(const Vector3& relativeScale);
994 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
997 * @param[out] localX On return, the X-coordinate relative to the actor
998 * @param[out] localY On return, the Y-coordinate relative to the actor
999 * @param[in] screenX The screen X-coordinate
1000 * @param[in] screenY The screen Y-coordinate
1001 * @return True if the conversion succeeded
1002 * @pre The Actor has been initialized.
1003 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1005 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1008 * @brief Raise actor above the next sibling actor.
1011 * @pre The Actor has been initialized.
1012 * @pre The Actor has been parented.
1017 * @brief Lower the actor below the previous sibling actor.
1020 * @pre The Actor has been initialized.
1021 * @pre The Actor has been parented.
1026 * @brief Raise actor above all other sibling actors.
1029 * @pre The Actor has been initialized.
1030 * @pre The Actor has been parented.
1035 * @brief Lower actor to the bottom of all other sibling actors.
1038 * @pre The Actor has been initialized.
1039 * @pre The Actor has been parented.
1041 void LowerToBottom();
1044 * @brief Raises the actor above the target actor.
1047 * @param[in] target The target actor
1048 * @pre The Actor has been initialized.
1049 * @pre The Actor has been parented.
1050 * @pre The target actor is a sibling.
1052 void RaiseAbove( Actor target );
1055 * @brief Lower the actor to below the target actor.
1058 * @param[in] target The target actor
1059 * @pre The Actor has been initialized.
1060 * @pre The Actor has been parented.
1061 * @pre The target actor is a sibling.
1063 void LowerBelow( Actor target );
1068 * @brief Sets the resize policy to be used for the given dimension(s).
1071 * @param[in] policy The resize policy to use
1072 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1074 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1077 * @brief Returns the resize policy used for a single dimension.
1080 * @param[in] dimension The dimension to get policy for
1081 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1083 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1086 * @brief Calculates the height of the actor given a width.
1088 * The natural size is used for default calculation.
1089 * size 0 is treated as aspect ratio 1:1.
1092 * @param[in] width Width to use
1093 * @return Return the height based on the width
1095 float GetHeightForWidth( float width );
1098 * @brief Calculates the width of the actor given a height.
1100 * The natural size is used for default calculation.
1101 * size 0 is treated as aspect ratio 1:1.
1104 * @param[in] height Height to use
1105 * @return Return the width based on the height
1107 float GetWidthForHeight( float height );
1110 * @brief Returns the value of negotiated dimension for the given dimension.
1113 * @param[in] dimension The dimension to retrieve
1114 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1116 float GetRelayoutSize( Dimension::Type dimension ) const;
1121 * @brief Adds a renderer to this actor.
1124 * @param[in] renderer Renderer to add to the actor
1125 * @return The index of the Renderer that was added
1126 * @pre The renderer must be initialized.
1129 uint32_t AddRenderer( Renderer& renderer );
1132 * @brief Gets the number of renderers on this actor.
1135 * @return The number of renderers on this actor
1137 uint32_t GetRendererCount() const;
1140 * @brief Gets a Renderer by index.
1143 * @param[in] index The index of the renderer to fetch
1144 * @return The renderer at the specified index
1145 * @pre The index must be between 0 and GetRendererCount()-1
1148 Renderer GetRendererAt( uint32_t index );
1151 * @brief Removes a renderer from the actor.
1154 * @param[in] renderer Handle to the renderer that is to be removed
1156 void RemoveRenderer( Renderer& renderer );
1159 * @brief Removes a renderer from the actor by index.
1162 * @param[in] index Index of the renderer that is to be removed
1163 * @pre The index must be between 0 and GetRendererCount()-1
1166 void RemoveRenderer( uint32_t index );
1171 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1172 * @brief This signal is emitted when touch input is received.
1174 * A callback of the following type may be connected:
1176 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1178 * The return value of True, indicates that the touch event should be consumed.
1179 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1181 * @return The signal to connect to
1182 * @pre The Actor has been initialized.
1184 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1187 * @brief This signal is emitted when touch input is received.
1189 * A callback of the following type may be connected:
1191 * bool YourCallbackName( Actor actor, TouchData& touch );
1193 * The return value of True, indicates that the touch event has been consumed.
1194 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1196 * @return The signal to connect to
1197 * @pre The Actor has been initialized.
1199 TouchDataSignalType& TouchSignal();
1202 * @brief This signal is emitted when hover input is received.
1204 * A callback of the following type may be connected:
1206 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1208 * The return value of True, indicates that the hover event should be consumed.
1209 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1211 * @return The signal to connect to
1212 * @pre The Actor has been initialized.
1214 HoverSignalType& HoveredSignal();
1217 * @brief This signal is emitted when wheel event is received.
1219 * A callback of the following type may be connected:
1221 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1223 * The return value of True, indicates that the wheel event should be consumed.
1224 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1226 * @return The signal to connect to
1227 * @pre The Actor has been initialized.
1229 WheelEventSignalType& WheelEventSignal();
1232 * @brief This signal is emitted after the actor has been connected to the stage.
1234 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1236 * @return The signal to connect to
1237 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1239 * @note When the parent of a set of actors is connected to the stage, then all of the children
1240 * will received this callback.
1241 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1253 OnStageSignalType& OnStageSignal();
1256 * @brief This signal is emitted after the actor has been disconnected from the stage.
1258 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1261 * @return The signal to connect to
1262 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1263 * will received this callback, starting with the leaf actors.
1264 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1277 OffStageSignalType& OffStageSignal();
1280 * @brief This signal is emitted after the size has been set on the actor during relayout
1283 * @return The signal
1285 OnRelayoutSignalType& OnRelayoutSignal();
1288 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1290 * A callback of the following type may be connected:
1292 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1294 * actor: The actor, or child of actor, whose layout direction has changed
1295 * type: Whether the actor's layout direction property has changed or a parent's.
1298 * @return The signal to connect to
1299 * @pre The Actor has been initialized.
1301 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1303 public: // Not intended for application developers
1307 * @brief This constructor is used by Actor::New() methods.
1310 * @param [in] actor A pointer to a newly allocated Dali resource
1312 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1317 * @brief Helper for discarding an actor handle.
1319 * If the handle is empty, this method does nothing. Otherwise
1320 * Actor::Unparent() will be called, followed by Actor::Reset().
1322 * @param[in,out] actor A handle to an actor, or an empty handle
1324 inline void UnparentAndReset( Actor& actor )
1338 #endif // DALI_ACTOR_H