1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <boost/function.hpp>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/animation/active-constraint-declarations.h>
28 #include <dali/public-api/actors/actor-enumerations.h>
29 #include <dali/public-api/actors/draw-mode.h>
30 #include <dali/public-api/object/constrainable.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 namespace Internal DALI_INTERNAL
46 class DynamicsBodyConfig;
54 struct MouseWheelEvent;
60 * @brief Actor container.
62 typedef std::vector<Actor> ActorContainer;
63 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
64 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
69 * @brief Actor is the primary object with which Dali applications interact.
71 * UI controls can be built by combining multiple actors.
73 * <h3>Multi-Touch Events:</h3>
75 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
77 * <i>Hit Testing Rules Summary:</i>
79 * - An actor is only hittable if the actor's touch or hover signal has a connection.
80 * - An actor is only hittable when it is between the camera's near and far planes.
81 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
82 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
83 * - To be hittable, an actor must have a non-zero size.
84 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
86 * <i>Hit Test Algorithm:</i>
89 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
92 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
93 * layers until we have a hit or there are none left.
94 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
96 * - If they are not, we skip hit testing the actors in that layer altogether.
97 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
100 * - The final part of hit testing is performed by walking through the actor tree within a layer.
101 * - The following pseudocode shows the algorithm used:
103 * HIT-TEST-WITHIN-LAYER( ACTOR )
105 * // Only hit-test the actor and its children if it is sensitive and visible
106 * IF ( ACTOR-IS-SENSITIVE &&
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 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
155 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
156 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
157 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
158 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
159 * also be considered a Stencil Actor.
160 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
162 * <i>Touch or hover Event Delivery:</i>
165 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
166 * the parent's touch or hover signal is emitted, and so on.
167 * - The following pseudocode shows the delivery mechanism:
169 * EMIT-TOUCH-SIGNAL( ACTOR )
171 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
173 * // Only do the emission if touch signal of actor has connections.
174 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
177 * IF ( NOT-CONSUMED )
179 * // If event is not consumed then deliver it to the parent unless we reach the root actor
180 * IF ( ACTOR-PARENT )
182 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
187 * EMIT-HOVER-SIGNAL( ACTOR )
189 * IF ( HOVER-SIGNAL-NOT-EMPTY )
191 * // Only do the emission if hover signal of actor has connections.
192 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
195 * IF ( NOT-CONSUMED )
197 * // If event is not consumed then deliver it to the parent unless we reach the root actor
198 * IF ( ACTOR-PARENT )
200 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
205 * - If there are several touch points, then the delivery is only to the first touch point's hit
206 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
207 * other touch points.
208 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
211 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
212 * hit actor (primary hit actor).
213 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
214 * (only if it requires leave signals); see SetLeaveRequired().
216 * - Interrupted State
217 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
218 * actor's touch or hover signals are emitted with an "Interrupted" state.
219 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
220 * touch or hover signals are also emitted with an "Interrupted" state.
221 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
222 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
223 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
224 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
225 * <h3>Key Events:</h3>
227 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
232 * | %Signal Name | Method |
233 * |-------------------|------------------------------|
234 * | touched | @ref TouchedSignal() |
235 * | hovered | @ref HoveredSignal() |
236 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
237 * | on-stage | @ref OnStageSignal() |
238 * | off-stage | @ref OffStageSignal() |
241 * | %Action Name | %Actor method called |
242 * |-------------------|------------------------------|
243 * | show | %SetVisible( true ) |
244 * | hide | %SetVisible( false ) |
246 class DALI_IMPORT_API Actor : public Constrainable
251 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
252 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
253 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType;///< Mousewheel signal type
254 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
255 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
259 static const Property::Index PARENT_ORIGIN; ///< name "parent-origin", type VECTOR3
260 static const Property::Index PARENT_ORIGIN_X; ///< name "parent-origin-x", type FLOAT
261 static const Property::Index PARENT_ORIGIN_Y; ///< name "parent-origin-y", type FLOAT
262 static const Property::Index PARENT_ORIGIN_Z; ///< name "parent-origin-z", type FLOAT
263 static const Property::Index ANCHOR_POINT; ///< name "anchor-point", type VECTOR3
264 static const Property::Index ANCHOR_POINT_X; ///< name "anchor-point-x", type FLOAT
265 static const Property::Index ANCHOR_POINT_Y; ///< name "anchor-point-y", type FLOAT
266 static const Property::Index ANCHOR_POINT_Z; ///< name "anchor-point-z", type FLOAT
267 static const Property::Index SIZE; ///< name "size", type VECTOR3
268 static const Property::Index SIZE_WIDTH; ///< name "size-width", type FLOAT
269 static const Property::Index SIZE_HEIGHT; ///< name "size-height", type FLOAT
270 static const Property::Index SIZE_DEPTH; ///< name "size-depth", type FLOAT
271 static const Property::Index POSITION; ///< name "position", type VECTOR3
272 static const Property::Index POSITION_X; ///< name "position-x", type FLOAT
273 static const Property::Index POSITION_Y; ///< name "position-y", type FLOAT
274 static const Property::Index POSITION_Z; ///< name "position-z", type FLOAT
275 static const Property::Index WORLD_POSITION; ///< name "world-position", type VECTOR3 (read-only)
276 static const Property::Index WORLD_POSITION_X; ///< name "world-position-x", type FLOAT (read-only)
277 static const Property::Index WORLD_POSITION_Y; ///< name "world-position-y", type FLOAT (read-only)
278 static const Property::Index WORLD_POSITION_Z; ///< name "world-position-z", type FLOAT (read-only)
279 static const Property::Index ROTATION; ///< name "rotation", type ROTATION
280 static const Property::Index WORLD_ROTATION; ///< name "world-rotation", type ROTATION (read-only)
281 static const Property::Index SCALE; ///< name "scale", type VECTOR3
282 static const Property::Index SCALE_X; ///< name "scale-x", type FLOAT
283 static const Property::Index SCALE_Y; ///< name "scale-y", type FLOAT
284 static const Property::Index SCALE_Z; ///< name "scale-z", type FLOAT
285 static const Property::Index WORLD_SCALE; ///< name "world-scale", type VECTOR3 (read-only)
286 static const Property::Index VISIBLE; ///< name "visible", type BOOLEAN
287 static const Property::Index COLOR; ///< name "color", type VECTOR4
288 static const Property::Index COLOR_RED; ///< name "color-red", type FLOAT
289 static const Property::Index COLOR_GREEN; ///< name "color-green", type FLOAT
290 static const Property::Index COLOR_BLUE; ///< name "color-blue", type FLOAT
291 static const Property::Index COLOR_ALPHA; ///< name "color-alpha", type FLOAT
292 static const Property::Index WORLD_COLOR; ///< name "world-color", type VECTOR4 (read-only)
293 static const Property::Index WORLD_MATRIX; ///< name "world-matrix", type MATRIX (read-only)
294 static const Property::Index NAME; ///< name "name", type STRING
295 static const Property::Index SENSITIVE; ///< name "sensitive", type BOOLEAN
296 static const Property::Index LEAVE_REQUIRED; ///< name "leave-required", type BOOLEAN
297 static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
298 static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
299 static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
300 static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
301 static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
302 static const Property::Index SIZE_MODE; ///< name "size-mode", type STRING
303 static const Property::Index SIZE_MODE_FACTOR; ///< name "size-mode-factor", type VECTOR3
309 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
311 * Calling member functions with an uninitialized Dali::Object is not allowed.
316 * @brief Create an initialized Actor.
318 * @return A handle to a newly allocated Dali resource.
323 * @brief Downcast an Object handle to Actor handle.
325 * If handle points to a Actor object the downcast produces valid
326 * handle. If not the returned handle is left uninitialized.
328 * @param[in] handle to An object
329 * @return handle to a Actor object or an uninitialized handle
331 static Actor DownCast( BaseHandle handle );
334 * @brief Dali::Actor is intended as a base class
336 * This is non-virtual since derived Handle types must not contain data or virtual methods.
341 * @brief Copy constructor
343 * @param [in] copy The actor to copy.
345 Actor(const Actor& copy);
348 * @brief Assignment operator
350 * @param [in] rhs The actor to copy.
352 Actor& operator=(const Actor& rhs);
355 * @brief Retrieve the Actor's name.
357 * @pre The Actor has been initialized.
358 * @return The Actor's name.
360 const std::string& GetName() const;
363 * @brief Sets the Actor's name.
365 * @pre The Actor has been initialized.
366 * @param [in] name The new name.
368 void SetName(const std::string& name);
371 * @brief Retrieve the unique ID of the actor.
373 * @pre The Actor has been initialized.
376 unsigned int GetId() const;
381 * @brief Query whether an actor is the root actor, which is owned by the Stage.
383 * @pre The Actor has been initialized.
384 * @return True if the actor is the root actor.
389 * @brief Query whether the actor is connected to the Stage.
391 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
392 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
393 * @pre The Actor has been initialized.
394 * @return True if the actor is connected to the Stage.
396 bool OnStage() const;
399 * @brief Query whether the actor is of class Dali::Layer.
401 * @pre The Actor has been initialized.
402 * @return True if the actor is a layer.
404 bool IsLayer() const;
407 * @brief Gets the layer in which the actor is present.
409 * @pre The Actor has been initialized.
410 * @return The layer, which will be uninitialized if the actor is off-stage.
415 * @brief Adds a child Actor to this Actor.
417 * NOTE! if the child already has a parent, it will be removed from old parent
418 * and reparented to this actor. This may change childs position, color,
419 * scale etc as it now inherits them from this actor
420 * @pre This Actor (the parent) has been initialized.
421 * @pre The child actor has been initialized.
422 * @pre The child actor is not the same as the parent actor.
423 * @pre The actor is not the Root actor
424 * @param [in] child The child.
425 * @post The child will be referenced by its parent. This means that the child will be kept alive,
426 * even if the handle passed into this method is reset or destroyed.
427 * @post This may invalidate ActorContainer iterators.
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.
446 * @post This may invalidate ActorContainer iterators.
448 void Insert(unsigned int index, Actor child);
451 * @brief Removes a child Actor from this Actor.
453 * If the actor was not a child of this actor, this is a no-op.
454 * @pre This Actor (the parent) has been initialized.
455 * @pre The child actor is not the same as the parent actor.
456 * @param [in] child The child.
457 * @post This may invalidate ActorContainer iterators.
459 void Remove(Actor child);
462 * @brief Removes an actor from its parent.
464 * If the actor has no parent, this method does nothing.
465 * @pre The (child) actor has been initialized.
466 * @post This may invalidate ActorContainer iterators.
471 * @brief Retrieve the number of children held by the actor.
473 * @pre The Actor has been initialized.
474 * @return The number of children
476 unsigned int GetChildCount() const;
479 * @brief Retrieve and child actor by index.
481 * @pre The Actor has been initialized.
482 * @param[in] index The index of the child to retrieve
483 * @return The actor for the given index or empty handle if children not initialised
485 Actor GetChildAt(unsigned int index) const;
488 * @brief Search through this actor's hierarchy for an actor with the given name.
490 * The actor itself is also considered in the search
491 * @pre The Actor has been initialized.
492 * @param[in] actorName the name of the actor to find
493 * @return A handle to the actor if found, or an empty handle if not.
495 Actor FindChildByName(const std::string& actorName);
498 * @brief Search through this actor's hierarchy for an actor with the given name or alias.
500 * Actors can customize this function to provide actors with preferred alias'
501 * For example 'previous' could return the last selected child.
502 * If no aliased actor is found then FindChildByName() is called.
503 * @pre The Actor has been initialized.
504 * @param[in] actorAlias the name of the actor to find
505 * @return A handle to the actor if found, or an empty handle if not.
507 Actor FindChildByAlias(const std::string& actorAlias);
510 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
512 * The actor itself is also considered in the search
513 * @pre The Actor has been initialized.
514 * @param[in] id the ID of the actor to find
515 * @return A handle to the actor if found, or an empty handle if not.
517 Actor FindChildById(const unsigned int id);
520 * @brief Retrieve the actor's parent.
522 * @pre The actor has been initialized.
523 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
525 Actor GetParent() const;
530 * @brief Set the origin of an actor, within its parent's area.
532 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
533 * and (1.0, 1.0, 0.5) is the bottom-right corner.
534 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
535 * An actor position is the distance between this origin, and the actors anchor-point.
536 * @see Dali::ParentOrigin for predefined parent origin values
537 * @pre The Actor has been initialized.
538 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
539 * @param [in] origin The new parent-origin.
541 void SetParentOrigin(const Vector3& origin);
544 * @brief Retrieve the parent-origin of an actor.
546 * @pre The Actor has been initialized.
547 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
548 * @return The current parent-origin.
550 Vector3 GetCurrentParentOrigin() const;
553 * @brief Set the anchor-point of an actor.
555 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
556 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
557 * bottom-right corner. The default anchor point is
558 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
559 * An actor position is the distance between its parent-origin, and this anchor-point.
560 * An actor's rotation is centered around its anchor-point.
561 * @see Dali::AnchorPoint for predefined anchor point values
562 * @pre The Actor has been initialized.
563 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
564 * @param [in] anchorPoint The new anchor-point.
566 void SetAnchorPoint(const Vector3& anchorPoint);
569 * @brief Retrieve the anchor-point of an actor.
571 * @pre The Actor has been initialized.
572 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
573 * @return The current anchor-point.
575 Vector3 GetCurrentAnchorPoint() const;
578 * @brief Sets the size of an actor.
580 * Geometry can be scaled to fit within this area.
581 * This does not interfere with the actors scale factor.
582 * The actors default depth is the minimum of width & height.
583 * @pre The actor has been initialized.
584 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
585 * @param [in] width The new width.
586 * @param [in] height The new height.
588 void SetSize(float width, float height);
591 * @brief Sets the size of an actor.
593 * Geometry can be scaled to fit within this area.
594 * This does not interfere with the actors scale factor.
595 * @pre The actor has been initialized.
596 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
597 * @param [in] width The size of the actor along the x-axis.
598 * @param [in] height The size of the actor along the y-axis.
599 * @param [in] depth The size of the actor along the z-axis.
601 void SetSize(float width, float height, float depth);
604 * @brief Sets the size of an actor.
606 * Geometry can be scaled to fit within this area.
607 * This does not interfere with the actors scale factor.
608 * The actors default depth is the minimum of width & height.
609 * @pre The actor has been initialized.
610 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
611 * @param [in] size The new size.
613 void SetSize(const Vector2& size);
616 * @brief Sets the size of an actor.
618 * Geometry can be scaled to fit within this area.
619 * This does not interfere with the actors scale factor.
620 * @pre The actor has been initialized.
621 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
622 * @param [in] size The new size.
624 void SetSize(const Vector3& size);
627 * @brief Retrieve the actor's size.
629 * @pre The actor has been initialized.
630 * @note This return is the value that was set using SetSize or the target size of an animation
631 * @return The actor's current size.
633 Vector3 GetSize() const;
636 * @brief Retrieve the actor's size.
638 * @pre The actor has been initialized.
639 * @note This property can be animated; the return value may not match the value written with SetSize().
640 * @return The actor's current size.
642 Vector3 GetCurrentSize() const;
645 * Return the natural size of the actor.
647 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
649 * @return The actor's natural size
651 Vector3 GetNaturalSize() const;
654 * @brief Sets the position of the actor.
656 * The Actor's z position will be set to 0.0f.
657 * @pre The Actor has been initialized.
658 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
659 * @param [in] x The new x position
660 * @param [in] y The new y position
662 void SetPosition(float x, float y);
665 * @brief Sets the position of the Actor.
667 * @pre The Actor has been initialized.
668 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
669 * @param [in] x The new x position
670 * @param [in] y The new y position
671 * @param [in] z The new z position
673 void SetPosition(float x, float y, float z);
676 * @brief Sets the position of the Actor.
678 * @pre The Actor has been initialized.
679 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
680 * @param [in] position The new position
682 void SetPosition(const Vector3& position);
685 * @brief Set the position of an actor along the X-axis.
687 * @pre The Actor has been initialized.
688 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
689 * @param [in] x The new x position
694 * @brief Set the position of an actor along the Y-axis.
696 * @pre The Actor has been initialized.
697 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
698 * @param [in] y The new y position.
703 * @brief Set the position of an actor along the Z-axis.
705 * @pre The Actor has been initialized.
706 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
707 * @param [in] z The new z position
712 * @brief Move an actor relative to its existing position.
714 * @pre The actor has been initialized.
715 * @param[in] distance The actor will move by this distance.
717 void MoveBy(const Vector3& distance);
720 * @brief Retrieve the position of the Actor.
722 * @pre The Actor has been initialized.
723 * @note This property can be animated; the return value may not match the value written with SetPosition().
724 * @return the Actor's current position.
726 Vector3 GetCurrentPosition() const;
729 * @brief Retrieve the world-position of the Actor.
731 * @note The actor will not have a world-position, unless it has previously been added to the stage.
732 * @pre The Actor has been initialized.
733 * @return The Actor's current position in world coordinates.
735 Vector3 GetCurrentWorldPosition() const;
738 * @brief Set the actors position inheritance mode.
740 * The default is to inherit.
741 * Switching this off means that using SetPosition() sets the actor's world position.
742 * @see PositionInheritanceMode
743 * @pre The Actor has been initialized.
744 * @param[in] mode to use
746 void SetPositionInheritanceMode( PositionInheritanceMode mode );
749 * @brief Returns the actors position inheritance mode.
751 * @pre The Actor has been initialized.
752 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
754 PositionInheritanceMode GetPositionInheritanceMode() const;
757 * @brief Sets the rotation of the Actor.
759 * An actor's rotation is centered around its anchor point.
760 * @pre The Actor has been initialized.
761 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
762 * @param [in] angle The new rotation angle in degrees.
763 * @param [in] axis The new axis of rotation.
765 void SetRotation(const Degree& angle, const Vector3& axis);
768 * @brief Sets the rotation of the Actor.
770 * An actor's rotation is centered around its anchor point.
771 * @pre The Actor has been initialized.
772 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
773 * @param [in] angle The new rotation angle in radians.
774 * @param [in] axis The new axis of rotation.
776 void SetRotation(const Radian& angle, const Vector3& axis);
779 * @brief Sets the rotation of the Actor.
781 * @pre The Actor has been initialized.
782 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
783 * @param [in] rotation The new rotation.
785 void SetRotation(const Quaternion& rotation);
788 * @brief Apply a relative rotation to an actor.
790 * @pre The actor has been initialized.
791 * @param[in] angle The angle to the rotation to combine with the existing rotation.
792 * @param[in] axis The axis of the rotation to combine with the existing rotation.
794 void RotateBy(const Degree& angle, const Vector3& axis);
797 * @brief Apply a relative rotation to an actor.
799 * @pre The actor has been initialized.
800 * @param[in] angle The angle to the rotation to combine with the existing rotation.
801 * @param[in] axis The axis of the rotation to combine with the existing rotation.
803 void RotateBy(const Radian& angle, const Vector3& axis);
806 * @brief Apply a relative rotation to an actor.
808 * @pre The actor has been initialized.
809 * @param[in] relativeRotation The rotation to combine with the existing rotation.
811 void RotateBy(const Quaternion& relativeRotation);
814 * @brief Retreive the Actor's rotation.
816 * @pre The Actor has been initialized.
817 * @note This property can be animated; the return value may not match the value written with SetRotation().
818 * @return The current rotation.
820 Quaternion GetCurrentRotation() const;
823 * @brief Set whether a child actor inherits it's parent's orientation.
825 * Default is to inherit.
826 * Switching this off means that using SetRotation() sets the actor's world orientation.
827 * @pre The Actor has been initialized.
828 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
830 void SetInheritRotation(bool inherit);
833 * @brief Returns whether the actor inherit's it's parent's orientation.
835 * @pre The Actor has been initialized.
836 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
838 bool IsRotationInherited() const;
841 * @brief Retrieve the world-rotation of the Actor.
843 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
844 * @pre The Actor has been initialized.
845 * @return The Actor's current rotation in the world.
847 Quaternion GetCurrentWorldRotation() const;
850 * @brief Set the scale factor applied to an actor.
852 * @pre The Actor has been initialized.
853 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
854 * @param [in] scale The scale factor applied on all axes.
856 void SetScale(float scale);
859 * @brief Set the scale factor applied to an actor.
861 * @pre The Actor has been initialized.
862 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
863 * @param [in] scaleX The scale factor applied along the x-axis.
864 * @param [in] scaleY The scale factor applied along the y-axis.
865 * @param [in] scaleZ The scale factor applied along the z-axis.
867 void SetScale(float scaleX, float scaleY, float scaleZ);
870 * @brief Set the scale factor applied to an actor.
872 * @pre The Actor has been initialized.
873 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
874 * @param [in] scale A vector representing the scale factor for each axis.
876 void SetScale(const Vector3& scale);
879 * @brief Apply a relative scale to an actor.
881 * @pre The actor has been initialized.
882 * @param[in] relativeScale The scale to combine with the actors existing scale.
884 void ScaleBy(const Vector3& relativeScale);
887 * @brief Retrieve the scale factor applied to an actor.
889 * @pre The Actor has been initialized.
890 * @note This property can be animated; the return value may not match the value written with SetScale().
891 * @return A vector representing the scale factor for each axis.
893 Vector3 GetCurrentScale() const;
896 * @brief Retrieve the world-scale of the Actor.
898 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
899 * @pre The Actor has been initialized.
900 * @return The Actor's current scale in the world.
902 Vector3 GetCurrentWorldScale() const;
905 * @brief Set whether a child actor inherits it's parent's scale.
907 * Default is to inherit.
908 * Switching this off means that using SetScale() sets the actor's world scale.
909 * @pre The Actor has been initialized.
910 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
912 void SetInheritScale( bool inherit );
915 * @brief Returns whether the actor inherit's it's parent's scale.
917 * @pre The Actor has been initialized.
918 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
920 bool IsScaleInherited() const;
923 * @brief Defines how a child actor's size is affected by its parent's size.
925 * The default is to ignore the parent's size and use the size property of this actor.
927 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
930 * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
931 * of its parent. The actor's size property is ignored.
933 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
934 * its parent's size by multiplying the parent size by
937 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
938 * its parent's size plus SizeModeFactor.
940 * @pre The Actor has been initialized.
941 * @param[in] mode The size relative to parent mode to use.
943 void SetSizeMode(const SizeMode mode);
946 * @brief Returns the actor's mode for modifying its size relative to its parent.
948 * @pre The Actor has been initialized.
949 * @return The mode used.
951 SizeMode GetSizeMode() const;
954 * @brief Sets the relative to parent size factor of the actor.
956 * This factor is only used when SizeMode is set to either:
957 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
958 * This actor's size is set to the actor's parent size multipled by or added to this factor,
959 * depending on SideMode (See SetSizeMode).
961 * @pre The Actor has been initialized.
962 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
964 void SetSizeModeFactor(const Vector3& factor);
967 * @brief Retrieve the relative to parent size factor of the actor.
969 * @pre The Actor has been initialized.
970 * @return The Actor's current relative size factor.
972 Vector3 GetSizeModeFactor() const;
975 * @brief Retrieves the world-matrix of the actor.
977 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
978 * @pre The Actor has been initialized.
979 * @return The Actor's current world matrix
981 Matrix GetCurrentWorldMatrix() const;
983 // Visibility & Color
986 * @brief Sets the visibility flag of an actor.
988 * @pre The actor has been initialized.
989 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
990 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
991 * This is regardless of the individual visibility values of the children i.e. an actor will only be
992 * rendered if all of its parents have visibility set to true.
993 * @param [in] visible The new visibility flag.
995 void SetVisible(bool visible);
998 * @brief Retrieve the visibility flag of an actor.
1000 * @pre The actor has been initialized.
1001 * @note This property can be animated; the return value may not match the value written with SetVisible().
1002 * @note If an actor is not visible, then the actor and its children will not be rendered.
1003 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1004 * rendered if all of its parents have visibility set to true.
1005 * @return The visibility flag.
1007 bool IsVisible() const;
1010 * @brief Sets the opacity of an actor.
1012 * @pre The actor has been initialized.
1013 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1014 * @param [in] opacity The new opacity.
1016 void SetOpacity(float opacity);
1019 * @brief Apply a relative opacity change to an actor.
1021 * @pre The actor has been initialized.
1022 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
1024 void OpacityBy(float relativeOpacity);
1027 * @brief Retrieve the actor's opacity.
1029 * @pre The actor has been initialized.
1030 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1031 * @return The actor's opacity.
1033 float GetCurrentOpacity() const;
1036 * @brief Sets the actor's color; this is an RGBA value.
1038 * The final color of the actor depends on its color mode.
1039 * @pre The Actor has been initialized.
1040 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1041 * @param [in] color The new color.
1043 void SetColor(const Vector4& color);
1046 * @brief Apply a relative color change to an actor.
1048 * @pre The actor has been initialized.
1049 * @param[in] relativeColor The color to combine with the actors existing color.
1051 void ColorBy(const Vector4& relativeColor);
1054 * @brief Retrieve the actor's color.
1056 * Actor's own color is not clamped.
1057 * @pre The Actor has been initialized.
1058 * @note This property can be animated; the return value may not match the value written with SetColor().
1059 * @return The color.
1061 Vector4 GetCurrentColor() const;
1064 * @brief Sets the actor's color mode.
1066 * This specifies whether the Actor uses its own color, or inherits
1067 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1068 * @pre The Actor has been initialized.
1069 * @param [in] colorMode to use.
1071 void SetColorMode( ColorMode colorMode );
1074 * @brief Returns the actor's color mode.
1076 * @pre The Actor has been initialized.
1077 * @return currently used colorMode.
1079 ColorMode GetColorMode() const;
1082 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1084 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1085 * @pre The Actor has been initialized.
1086 * @return The Actor's current color in the world.
1088 Vector4 GetCurrentWorldColor() const;
1091 * @brief Set how the actor and its children should be drawn.
1093 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1094 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1095 * other objects in the world i.e. it may be obscured if other objects are in front.
1097 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1098 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1099 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1100 * and depth-testing will not be used.
1102 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1103 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1104 * actors within the Layer.
1106 * @param[in] drawMode The new draw-mode to use.
1107 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1108 * @note Layers do not inherit the DrawMode from their parents.
1110 void SetDrawMode( DrawMode::Type drawMode );
1113 * @brief Query how the actor and its children will be drawn.
1115 * @return True if the Actor is an overlay.
1117 DrawMode::Type GetDrawMode() const;
1122 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1124 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1125 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1126 * hover event signal will be emitted.
1128 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1130 * actor.SetSensitive(false);
1133 * Then, to re-enable the touch or hover event signal emission, the application should call:
1135 * actor.SetSensitive(true);
1138 * @see @see SignalTouch() and SignalHover().
1139 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1140 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1141 * hittable if all of its parents have sensitivity set to true.
1142 * @pre The Actor has been initialized.
1143 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1145 void SetSensitive(bool sensitive);
1148 * @brief Query whether an actor emits touch or hover event signals.
1150 * @note If an actor is not sensitive, then it's children will not be hittable either.
1151 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1152 * hittable if all of its parents have sensitivity set to true.
1153 * @pre The Actor has been initialized.
1154 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1156 bool IsSensitive() const;
1159 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1161 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1162 * @pre The Actor has been initialized.
1163 * @param[out] localX On return, the X-coordinate relative to the actor.
1164 * @param[out] localY On return, the Y-coordinate relative to the actor.
1165 * @param[in] screenX The screen X-coordinate.
1166 * @param[in] screenY The screen Y-coordinate.
1167 * @return True if the conversion succeeded.
1169 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1172 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1173 * the boundary of the actor.
1175 * @note By default, this is set to false as most actors do not require this.
1176 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1178 * @pre The Actor has been initialized.
1179 * @param[in] required Should be set to true if a Leave event is required
1181 void SetLeaveRequired(bool required);
1184 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1185 * the boundary of the actor.
1187 * @pre The Actor has been initialized.
1188 * @return true if a Leave event is required, false otherwise.
1190 bool GetLeaveRequired() const;
1193 * @brief Sets whether the actor should be focusable by keyboard navigation.
1195 * The default is true.
1196 * @pre The Actor has been initialized.
1197 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1200 void SetKeyboardFocusable( bool focusable );
1203 * @brief Returns whether the actor is focusable by keyboard navigation.
1205 * @pre The Actor has been initialized.
1206 * @return true if the actor is focusable by keyboard navigation, false if not.
1208 bool IsKeyboardFocusable() const;
1213 * @brief This signal is emitted when touch input is received.
1215 * A callback of the following type may be connected:
1217 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1219 * The return value of True, indicates that the touch event should be consumed.
1220 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1221 * @pre The Actor has been initialized.
1222 * @return The signal to connect to.
1224 TouchSignalType& TouchedSignal();
1227 * @brief This signal is emitted when hover input is received.
1229 * A callback of the following type may be connected:
1231 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1233 * The return value of True, indicates that the hover event should be consumed.
1234 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1235 * @pre The Actor has been initialized.
1236 * @return The signal to connect to.
1238 HoverSignalType& HoveredSignal();
1241 * @brief This signal is emitted when mouse wheel event is received.
1243 * A callback of the following type may be connected:
1245 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1247 * The return value of True, indicates that the mouse wheel event should be consumed.
1248 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1249 * @pre The Actor has been initialized.
1250 * @return The signal to connect to.
1252 MouseWheelEventSignalType& MouseWheelEventSignal();
1255 * @brief This signal is emitted after the actor has been connected to the stage.
1257 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1258 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1260 * @note When the parent of a set of actors is connected to the stage, then all of the children
1261 * will received this callback.
1263 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1271 * @return The signal
1273 OnStageSignalType& OnStageSignal();
1276 * @brief This signal is emitted after the actor has been disconnected from the stage.
1278 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1280 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1281 * will received this callback, starting with the leaf actors.
1283 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1291 * @return The signal
1293 OffStageSignalType& OffStageSignal();
1298 * @brief Enable dynamics for this actor.
1300 * The actor will behave as a rigid/soft body in the simulation
1301 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1303 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1304 * @return The DynamicsBody
1306 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1309 * @brief Add a joint constraint to this actor.
1311 * @param[in] attachedActor The other actor in the joint
1312 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1313 * @return The new joint
1314 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1315 * @post If the two actors are already connected by a joint, The existing joint is returned
1316 * and offset is ignored.
1318 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1321 * @brief Add a joint constraint to this actor.
1323 * @param[in] attachedActor The other actor in the joint
1324 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1325 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1326 * @return The new joint
1327 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1328 * @post If the two actors are already connected by a joint, The existing joint is returned
1329 * and offset is ignored.
1331 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1334 * @brief Get the number of DynamicsJoint objects added to this actor.
1336 * @return The number of DynamicsJoint objects added to this actor
1338 int GetNumberOfJoints() const;
1341 * @brief Get a joint by index.
1343 * @param[in] index The index of the joint.
1344 * Use GetNumberOfJoints to get the valid range of indices.
1345 * @return The joint.
1347 DynamicsJoint GetDynamicsJointByIndex( const int index );
1350 * @brief Get the joint between this actor and attachedActor.
1352 * @param[in] attachedActor The other actor in the joint
1353 * @return The joint.
1355 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1358 * @brief Remove a joint from this actor
1360 * @param[in] joint The joint to be removed
1362 void RemoveDynamicsJoint( DynamicsJoint joint );
1365 * @brief Disable dynamics for this actor.
1367 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1369 void DisableDynamics();
1372 * @brief Get the associated DynamicsBody.
1374 * @return A DynamicsBody
1376 DynamicsBody GetDynamicsBody();
1378 public: // Not intended for application developers
1381 * @brief This constructor is used by Dali New() methods.
1383 * @param [in] actor A pointer to a newly allocated Dali resource
1385 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1389 * @brief Helper for discarding an actor handle.
1391 * If the handle is empty, this method does nothing. Otherwise
1392 * actor.Unparent() will be called, followed by actor.Reset().
1393 * @param[in,out] actor A handle to an actor, or an empty handle.
1395 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1399 #endif // __DALI_ACTOR_H__