5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
35 * @addtogroup dali_core_actors
39 namespace Internal DALI_INTERNAL
58 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
61 * @brief Actor is the primary object with which Dali applications interact.
63 * UI controls can be built by combining multiple actors.
65 * <h3>Multi-Touch Events:</h3>
67 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
69 * <i>Hit Testing Rules Summary:</i>
71 * - An actor is only hittable if the actor's touch or hover signal has a connection.
72 * - An actor is only hittable when it is between the camera's near and far planes.
73 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
74 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
75 * - To be hittable, an actor must have a non-zero size.
76 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
78 * <i>Hit Test Algorithm:</i>
81 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
82 * - Stage's root layer can be used to catch unconsumed touch events.
85 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
88 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
89 * layers until we have a hit or there are none left.
90 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
92 * - If they are not, we skip hit testing the actors in that layer altogether.
93 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
96 * - The final part of hit testing is performed by walking through the actor tree within a layer.
97 * - The following pseudocode shows the algorithm used:
99 * HIT-TEST-WITHIN-LAYER( ACTOR )
101 * // Only hit-test the actor and its children if it is sensitive and visible
102 * IF ( ACTOR-IS-SENSITIVE &&
103 * ACTOR-IS-VISIBLE &&
104 * ACTOR-IS-ON-STAGE )
106 * // Depth-first traversal within current layer, visiting parent first
108 * // Check whether current actor should be hit-tested.
109 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
110 * ACTOR-HAS-NON-ZERO-SIZE &&
111 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
113 * // Hit-test current actor
116 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
118 * // The current actor is the closest actor that was underneath the touch.
119 * LAST-HIT-ACTOR = CURRENT-ACTOR
124 * // Keep checking children, in case we hit something closer.
125 * FOR-EACH CHILD (in order)
127 * IF ( CHILD-IS-NOT-A-LAYER )
129 * // Continue traversal for this child's sub-tree
130 * HIT-TEST-WITHIN-LAYER ( CHILD )
132 * // else we skip hit-testing the child's sub-tree altogether.
137 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
138 * The overlay children take priority over their parents, and overlay siblings take priority
139 * over their previous siblings (i.e. reverse of rendering order):
149 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
151 * For more information, see SetDrawMode().
153 * <i>Touch or hover Event Delivery:</i>
156 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
157 * the parent's touch or hover signal is emitted, and so on.
158 * - The following pseudocode shows the delivery mechanism:
160 * EMIT-TOUCH-SIGNAL( ACTOR )
162 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
164 * // Only do the emission if touch signal of actor has connections.
165 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
168 * IF ( NOT-CONSUMED )
170 * // If event is not consumed then deliver it to the parent unless we reach the root actor
171 * IF ( ACTOR-PARENT )
173 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
178 * EMIT-HOVER-SIGNAL( ACTOR )
180 * IF ( HOVER-SIGNAL-NOT-EMPTY )
182 * // Only do the emission if hover signal of actor has connections.
183 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
186 * IF ( NOT-CONSUMED )
188 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
189 * IF ( ACTOR-PARENT )
191 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
196 * - If there are several touch points, then the delivery is only to the first touch point's hit
197 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
198 * other touch points.
199 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
202 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
203 * hit actor (primary hit actor).
204 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
205 * (only if it requires leave signals); see SetLeaveRequired().
207 * - Interrupted State
208 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
209 * actor's touch or hover signals are emitted with an "Interrupted" state.
210 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
211 * touch or hover signals are also emitted with an "Interrupted" state.
212 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
213 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
214 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
215 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
217 * <h3>Key Events:</h3>
219 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
224 * | %Signal Name | Method |
225 * |-------------------|------------------------------|
226 * | touched | @ref TouchedSignal() |
227 * | hovered | @ref HoveredSignal() |
228 * | wheelEvent | @ref WheelEventSignal() |
229 * | onStage | @ref OnStageSignal() |
230 * | offStage | @ref OffStageSignal() |
231 * | onRelayout | @ref OnRelayoutSignal() |
234 * | %Action Name | %Actor method called |
235 * |-------------------|------------------------------|
236 * | show | %SetVisible( true ) |
237 * | hide | %SetVisible( false ) |
241 class DALI_IMPORT_API Actor : public Handle
246 * @brief An enumeration of properties belonging to the Actor class.
252 * @brief An enumeration of properties belonging to the Actor class.
257 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
258 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
259 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
260 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
261 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
262 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
263 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
265 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
266 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
267 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
268 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
269 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
270 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
271 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
273 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
274 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
275 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
277 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
278 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
279 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
280 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
281 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
282 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
283 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
284 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
285 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
286 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
287 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
288 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
290 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
291 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
292 NAME, ///< name "name", type std::string @SINCE_1_0.0
293 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
294 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
295 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
296 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
297 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
298 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
299 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
300 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
301 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
302 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
303 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
304 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
305 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
306 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
307 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
308 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
309 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
310 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
316 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
317 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
318 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
319 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
320 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
321 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
322 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
327 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
329 * Calling member functions with an uninitialized Actor handle is not allowed.
335 * @brief Create an initialized Actor.
338 * @return A handle to a newly allocated Dali resource.
343 * @brief Downcast a handle to Actor handle.
345 * If handle points to a Actor object the downcast produces valid
346 * handle. If not the returned handle is left uninitialized.
349 * @param[in] handle to An object
350 * @return handle to a Actor object or an uninitialized handle
352 static Actor DownCast( BaseHandle handle );
355 * @brief Dali::Actor is intended as a base class
357 * This is non-virtual since derived Handle types must not contain data or virtual methods.
363 * @brief Copy constructor
366 * @param [in] copy The actor to copy.
368 Actor(const Actor& copy);
371 * @brief Assignment operator
374 * @param [in] rhs The actor to copy.
375 * @return A reference to this
377 Actor& operator=(const Actor& rhs);
380 * @brief Retrieve the Actor's name.
383 * @return The Actor's name.
384 * @pre The Actor has been initialized.
386 const std::string& GetName() const;
389 * @brief Sets the Actor's name.
392 * @param [in] name The new name.
393 * @pre The Actor has been initialized.
395 void SetName(const std::string& name);
398 * @brief Retrieve the unique ID of the actor.
402 * @pre The Actor has been initialized.
404 unsigned int GetId() const;
409 * @brief Query whether an actor is the root actor, which is owned by the Stage.
412 * @return True if the actor is the root actor.
413 * @pre The Actor has been initialized.
418 * @brief Query whether the actor is connected to the Stage.
420 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
422 * @return True if the actor is connected to the Stage.
423 * @pre The Actor has been initialized.
424 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
426 bool OnStage() const;
429 * @brief Query whether the actor is of class Dali::Layer.
432 * @return True if the actor is a layer.
433 * @pre The Actor has been initialized.
435 bool IsLayer() const;
438 * @brief Gets the layer in which the actor is present.
441 * @return The layer, which will be uninitialized if the actor is off-stage.
442 * @pre The Actor has been initialized.
447 * @brief Adds a child Actor to this Actor.
450 * @param [in] child The child.
451 * @pre This Actor (the parent) has been initialized.
452 * @pre The child actor has been initialized.
453 * @pre The child actor is not the same as the parent actor.
454 * @pre The actor is not the Root actor.
455 * @post The child will be referenced by its parent. This means that the child will be kept alive,
456 * even if the handle passed into this method is reset or destroyed.
457 * @note if the child already has a parent, it will be removed from old parent
458 * and reparented to this actor. This may change childs position, color,
459 * scale etc as it now inherits them from this actor.
461 void Add(Actor child);
464 * @brief Removes a child Actor from this Actor.
466 * If the actor was not a child of this actor, this is a no-op.
468 * @param [in] child The child.
469 * @pre This Actor (the parent) has been initialized.
470 * @pre The child actor is not the same as the parent actor.
472 void Remove(Actor child);
475 * @brief Removes an actor from its parent.
477 * If the actor has no parent, this method does nothing.
479 * @pre The (child) actor has been initialized.
484 * @brief Retrieve the number of children held by the actor.
487 * @return The number of children
488 * @pre The Actor has been initialized.
490 unsigned int GetChildCount() const;
493 * @brief Retrieve and child actor by index.
496 * @param[in] index The index of the child to retrieve
497 * @return The actor for the given index or empty handle if children not initialised
498 * @pre The Actor has been initialized.
500 Actor GetChildAt(unsigned int index) const;
503 * @brief Search through this actor's hierarchy for an actor with the given name.
505 * The actor itself is also considered in the search.
507 * @param[in] actorName the name of the actor to find
508 * @return A handle to the actor if found, or an empty handle if not.
509 * @pre The Actor has been initialized.
511 Actor FindChildByName(const std::string& actorName);
514 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
516 * The actor itself is also considered in the search.
518 * @param[in] id the ID of the actor to find
519 * @return A handle to the actor if found, or an empty handle if not.
520 * @pre The Actor has been initialized.
522 Actor FindChildById(const unsigned int id);
525 * @brief Retrieve the actor's parent.
528 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
529 * @pre The actor has been initialized.
531 Actor GetParent() const;
536 * @brief Set the origin of an actor, within its parent's area.
538 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
539 * and (1.0, 1.0, 0.5) is the bottom-right corner.
540 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
541 * An actor position is the distance between this origin, and the actors anchor-point.
542 * @image html parent-origin.png
544 * @param [in] origin The new parent-origin.
545 * @pre The Actor has been initialized.
546 * @see Dali::ParentOrigin for predefined parent origin values
548 void SetParentOrigin(const Vector3& origin);
551 * @brief Retrieve the parent-origin of an actor.
554 * @return The current parent-origin.
555 * @pre The Actor has been initialized.
557 Vector3 GetCurrentParentOrigin() const;
560 * @brief Set the anchor-point of an actor.
562 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
563 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
564 * bottom-right corner. The default anchor point is
565 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
566 * An actor position is the distance between its parent-origin and this anchor-point.
567 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
568 * @image html anchor-point.png
570 * @param [in] anchorPoint The new anchor-point.
571 * @pre The Actor has been initialized.
572 * @see Dali::AnchorPoint for predefined anchor point values
574 void SetAnchorPoint(const Vector3& anchorPoint);
577 * @brief Retrieve the anchor-point of an actor.
580 * @return The current anchor-point.
581 * @pre The Actor has been initialized.
583 Vector3 GetCurrentAnchorPoint() const;
586 * @brief Sets the size of an actor.
588 * Geometry can be scaled to fit within this area.
589 * This does not interfere with the actors scale factor.
590 * The actors default depth is the minimum of width & height.
592 * @param [in] width The new width.
593 * @param [in] height The new height.
594 * @pre The actor has been initialized.
596 void SetSize(float width, float height);
599 * @brief Sets the size of an actor.
601 * Geometry can be scaled to fit within this area.
602 * This does not interfere with the actors scale factor.
604 * @param [in] width The size of the actor along the x-axis.
605 * @param [in] height The size of the actor along the y-axis.
606 * @param [in] depth The size of the actor along the z-axis.
607 * @pre The actor has been initialized.
609 void SetSize(float width, float height, float depth);
612 * @brief Sets the size of an actor.
614 * Geometry can be scaled to fit within this area.
615 * This does not interfere with the actors scale factor.
616 * The actors default depth is the minimum of width & height.
618 * @param [in] size The new size.
619 * @pre The actor has been initialized.
621 void SetSize(const Vector2& size);
624 * @brief Sets the size of an actor.
626 * Geometry can be scaled to fit within this area.
627 * This does not interfere with the actors scale factor.
629 * @param [in] size The new size.
630 * @pre The actor has been initialized.
632 void SetSize(const Vector3& size);
635 * @brief Retrieve the actor's size.
638 * @return The actor's target size.
639 * @pre The actor has been initialized.
640 * @note This return is the value that was set using SetSize or the target size of an animation.
642 Vector3 GetTargetSize() const;
645 * @brief Retrieve the actor's size.
648 * @return The actor's current size.
649 * @pre The actor has been initialized.
650 * @note This property can be animated; the return value may not match the value written with SetSize().
652 Vector3 GetCurrentSize() const;
655 * @brief Return the natural size of the actor.
657 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
660 * @return The actor's natural size
662 Vector3 GetNaturalSize() const;
665 * @brief Sets the position of the Actor.
667 * By default, sets the position vector between the parent origin and anchor point (default).
669 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
671 * @image html actor-position.png
672 * The Actor's z position will be set to 0.0f.
674 * @param [in] x The new x position
675 * @param [in] y The new y position
676 * @pre The Actor has been initialized.
678 void SetPosition(float x, float y);
681 * @brief Sets the position of the Actor.
683 * By default, sets the position vector between the parent origin and anchor point (default).
685 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
687 * @image html actor-position.png
689 * @param [in] x The new x position
690 * @param [in] y The new y position
691 * @param [in] z The new z position
692 * @pre The Actor has been initialized.
694 void SetPosition(float x, float y, float z);
697 * @brief Sets the position of the Actor.
699 * By default, sets the position vector between the parent origin and anchor point (default).
701 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
703 * @image html actor-position.png
705 * @param [in] position The new position
706 * @pre The Actor has been initialized.
708 void SetPosition(const Vector3& position);
711 * @brief Set the position of an actor along the X-axis.
714 * @param [in] x The new x position
715 * @pre The Actor has been initialized.
720 * @brief Set the position of an actor along the Y-axis.
723 * @param [in] y The new y position.
724 * @pre The Actor has been initialized.
729 * @brief Set the position of an actor along the Z-axis.
732 * @param [in] z The new z position
733 * @pre The Actor has been initialized.
738 * @brief Translate an actor relative to its existing position.
741 * @param[in] distance The actor will move by this distance.
742 * @pre The actor has been initialized.
744 void TranslateBy(const Vector3& distance);
747 * @brief Retrieve the position of the Actor.
750 * @return the Actor's current position.
751 * @pre The Actor has been initialized.
752 * @note This property can be animated; the return value may not match the value written with SetPosition().
754 Vector3 GetCurrentPosition() const;
757 * @brief Retrieve the world-position of the Actor.
760 * @return The Actor's current position in world coordinates.
761 * @pre The Actor has been initialized.
762 * @note The actor may not have a world-position unless it has been added to the stage.
764 Vector3 GetCurrentWorldPosition() const;
767 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
768 * @brief Set the actors position inheritance mode.
770 * The default is to inherit.
771 * Switching this off means that using SetPosition() sets the actor's world position.
773 * @param[in] mode to use
774 * @pre The Actor has been initialized.
775 * @see PositionInheritanceMode
777 void SetPositionInheritanceMode( PositionInheritanceMode mode ) DALI_DEPRECATED_API;
780 * @brief Set whether a child actor inherits it's parent's position.
782 * Default is to inherit.
783 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
784 * the world origin (0,0,0) to the anchor point of the actor.
786 * @param[in] inherit - true if the actor should inherit position, false otherwise.
787 * @pre The Actor has been initialized.
789 inline void SetInheritPosition( bool inherit )
791 SetProperty(Property::INHERIT_POSITION, inherit );
795 * @DEPRECATED_1_1.24 Use IsPositionInherited
796 * @brief Returns the actors position inheritance mode.
799 * @return Return the position inheritance mode.
800 * @pre The Actor has been initialized.
802 PositionInheritanceMode GetPositionInheritanceMode() const DALI_DEPRECATED_API;
805 * @brief Returns whether the actor inherits its parent's position.
808 * @return True if the actor inherits its parent position, false if it uses world position.
809 * @pre The Actor has been initialized.
811 inline bool IsPositionInherited() const
813 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
817 * @brief Sets the orientation of the Actor.
819 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
821 * @param [in] angle The new orientation angle in degrees.
822 * @param [in] axis The new axis of orientation.
823 * @pre The Actor has been initialized.
824 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
826 void SetOrientation( const Degree& angle, const Vector3& axis )
828 SetOrientation( Radian( angle ), axis );
832 * @brief Sets the orientation of the Actor.
834 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
836 * @param [in] angle The new orientation angle in radians.
837 * @param [in] axis The new axis of orientation.
838 * @pre The Actor has been initialized.
839 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
841 void SetOrientation(const Radian& angle, const Vector3& axis);
844 * @brief Sets the orientation of the Actor.
846 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
848 * @param [in] orientation The new orientation.
849 * @pre The Actor has been initialized.
850 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
852 void SetOrientation(const Quaternion& orientation);
855 * @brief Apply a relative rotation to an actor.
858 * @param[in] angle The angle to the rotation to combine with the existing orientation.
859 * @param[in] axis The axis of the rotation to combine with the existing orientation.
860 * @pre The actor has been initialized.
862 void RotateBy( const Degree& angle, const Vector3& axis )
864 RotateBy( Radian( angle ), axis );
868 * @brief Apply a relative rotation to an actor.
871 * @param[in] angle The angle to the rotation to combine with the existing orientation.
872 * @param[in] axis The axis of the rotation to combine with the existing orientation.
873 * @pre The actor has been initialized.
875 void RotateBy(const Radian& angle, const Vector3& axis);
878 * @brief Apply a relative rotation to an actor.
881 * @param[in] relativeRotation The rotation to combine with the existing orientation.
882 * @pre The actor has been initialized.
884 void RotateBy(const Quaternion& relativeRotation);
887 * @brief Retreive the Actor's orientation.
890 * @return The current orientation.
891 * @pre The Actor has been initialized.
892 * @note This property can be animated; the return value may not match the value written with SetOrientation().
894 Quaternion GetCurrentOrientation() const;
897 * @brief Set whether a child actor inherits it's parent's orientation.
899 * Default is to inherit.
900 * Switching this off means that using SetOrientation() sets the actor's world orientation.
902 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
903 * @pre The Actor has been initialized.
905 void SetInheritOrientation(bool inherit);
908 * @brief Returns whether the actor inherits its parent's orientation.
911 * @return True if the actor inherits its parent orientation, false if it uses world orientation.
912 * @pre The Actor has been initialized.
914 bool IsOrientationInherited() const;
917 * @brief Retrieve the world-orientation of the Actor.
920 * @return The Actor's current orientation in the world.
921 * @pre The Actor has been initialized.
922 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
924 Quaternion GetCurrentWorldOrientation() const;
927 * @brief Set the scale factor applied to an actor.
930 * @param [in] scale The scale factor applied on all axes.
931 * @pre The Actor has been initialized.
932 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
934 void SetScale(float scale);
937 * @brief Set the scale factor applied to an actor.
940 * @param [in] scaleX The scale factor applied along the x-axis.
941 * @param [in] scaleY The scale factor applied along the y-axis.
942 * @param [in] scaleZ The scale factor applied along the z-axis.
943 * @pre The Actor has been initialized.
944 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
946 void SetScale(float scaleX, float scaleY, float scaleZ);
949 * @brief Set the scale factor applied to an actor.
952 * @param [in] scale A vector representing the scale factor for each axis.
953 * @pre The Actor has been initialized.
954 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
956 void SetScale(const Vector3& scale);
959 * @brief Apply a relative scale to an actor.
962 * @param[in] relativeScale The scale to combine with the actor's existing scale.
963 * @pre The actor has been initialized.
965 void ScaleBy(const Vector3& relativeScale);
968 * @brief Retrieve the scale factor applied to an actor.
971 * @return A vector representing the scale factor for each axis.
972 * @pre The Actor has been initialized.
973 * @note This property can be animated; the return value may not match the value written with SetScale().
975 Vector3 GetCurrentScale() const;
978 * @brief Retrieve the world-scale of the Actor.
981 * @return The Actor's current scale in the world.
982 * @pre The Actor has been initialized.
983 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
985 Vector3 GetCurrentWorldScale() const;
988 * @brief Set whether a child actor inherits it's parent's scale.
990 * Default is to inherit.
991 * Switching this off means that using SetScale() sets the actor's world scale.
993 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
994 * @pre The Actor has been initialized.
996 void SetInheritScale( bool inherit );
999 * @brief Returns whether the actor inherits its parent's scale.
1002 * @return True if the actor inherits its parent scale, false if it uses world scale.
1003 * @pre The Actor has been initialized.
1005 bool IsScaleInherited() const;
1008 * @brief Retrieves the world-matrix of the actor.
1011 * @return The Actor's current world matrix
1012 * @pre The Actor has been initialized.
1013 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1015 Matrix GetCurrentWorldMatrix() const;
1017 // Visibility & Color
1020 * @brief Sets the visibility flag of an actor.
1023 * @param [in] visible The new visibility flag.
1024 * @pre The actor has been initialized.
1025 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1026 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1027 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1028 * rendered if all of its parents have visibility set to true.
1030 void SetVisible(bool visible);
1033 * @brief Retrieve the visibility flag of an actor.
1036 * @return The visibility flag.
1037 * @pre The actor has been initialized.
1038 * @note This property can be animated; the return value may not match the value written with SetVisible().
1039 * @note If an actor is not visible, then the actor and its children will not be rendered.
1040 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1041 * rendered if all of its parents have visibility set to true.
1043 bool IsVisible() const;
1046 * @brief Sets the opacity of an actor.
1049 * @param [in] opacity The new opacity.
1050 * @pre The actor has been initialized.
1051 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1053 void SetOpacity(float opacity);
1056 * @brief Retrieve the actor's opacity.
1059 * @return The actor's opacity.
1060 * @pre The actor has been initialized.
1061 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1063 float GetCurrentOpacity() const;
1066 * @brief Sets the actor's color; this is an RGBA value.
1068 * The final color of the actor depends on its color mode.
1070 * @param [in] color The new color.
1071 * @pre The Actor has been initialized.
1072 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1074 void SetColor(const Vector4& color);
1077 * @brief Retrieve the actor's color.
1079 * Actor's own color is not clamped.
1081 * @return The color.
1082 * @pre The Actor has been initialized.
1083 * @note This property can be animated; the return value may not match the value written with SetColor().
1085 Vector4 GetCurrentColor() const;
1088 * @brief Sets the actor's color mode.
1090 * This specifies whether the Actor uses its own color, or inherits
1091 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1093 * @param [in] colorMode to use.
1094 * @pre The Actor has been initialized.
1096 void SetColorMode( ColorMode colorMode );
1099 * @brief Returns the actor's color mode.
1102 * @return currently used colorMode.
1103 * @pre The Actor has been initialized.
1105 ColorMode GetColorMode() const;
1108 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1111 * @return The Actor's current color in the world.
1112 * @pre The Actor has been initialized.
1113 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1115 Vector4 GetCurrentWorldColor() const;
1118 * @brief Set how the actor and its children should be drawn.
1120 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1121 * If an object is in a 3D layer, it will be depth-tested against
1122 * other objects in the world i.e. it may be obscured if other objects are in front.
1124 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1125 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1126 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1127 * and depth-testing will not be used.
1130 * @param[in] drawMode The new draw-mode to use.
1131 * @note Layers do not inherit the DrawMode from their parents.
1133 void SetDrawMode( DrawMode::Type drawMode );
1136 * @brief Query how the actor and its children will be drawn.
1139 * @return Return the draw mode type.
1141 DrawMode::Type GetDrawMode() const;
1146 * @brief Sets whether an actor should emit touch or hover signals.
1148 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1149 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1150 * hover event signal will be emitted.
1152 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1154 * actor.SetSensitive(false);
1157 * Then, to re-enable the touch or hover event signal emission, the application should call:
1159 * actor.SetSensitive(true);
1163 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1164 * @pre The Actor has been initialized.
1165 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1166 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1167 * hittable if all of its parents have sensitivity set to true.
1168 * @see @see TouchedSignal() and HoveredSignal().
1170 void SetSensitive(bool sensitive);
1173 * @brief Query whether an actor emits touch or hover event signals.
1176 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1177 * @pre The Actor has been initialized.
1178 * @note If an actor is not sensitive, then it's children will not be hittable either.
1179 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1180 * hittable if all of its parents have sensitivity set to true.
1182 bool IsSensitive() const;
1185 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1188 * @param[out] localX On return, the X-coordinate relative to the actor.
1189 * @param[out] localY On return, the Y-coordinate relative to the actor.
1190 * @param[in] screenX The screen X-coordinate.
1191 * @param[in] screenY The screen Y-coordinate.
1192 * @return True if the conversion succeeded.
1193 * @pre The Actor has been initialized.
1194 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1196 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1199 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1200 * the boundary of the actor.
1203 * @param[in] required Should be set to true if a Leave event is required
1204 * @pre The Actor has been initialized.
1205 * @note By default, this is set to false as most actors do not require this.
1206 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1209 void SetLeaveRequired(bool required);
1212 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1213 * the boundary of the actor.
1216 * @return True if a Leave event is required, false otherwise.
1217 * @pre The Actor has been initialized.
1219 bool GetLeaveRequired() const;
1222 * @brief Sets whether the actor should be focusable by keyboard navigation.
1224 * The default is false.
1226 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1228 * @pre The Actor has been initialized.
1230 void SetKeyboardFocusable( bool focusable );
1233 * @brief Returns whether the actor is focusable by keyboard navigation.
1236 * @return True if the actor is focusable by keyboard navigation, false if not.
1237 * @pre The Actor has been initialized.
1239 bool IsKeyboardFocusable() const;
1244 * @brief Set the resize policy to be used for the given dimension(s).
1247 * @param[in] policy The resize policy to use
1248 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1250 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1253 * @brief Return the resize policy used for a single dimension.
1256 * @param[in] dimension The dimension to get policy for
1257 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
1259 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1262 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1265 * @param[in] policy The policy to use for when the size is set
1267 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1270 * @brief Return the size scale policy in use.
1273 * @return Return the size scale policy.
1275 SizeScalePolicy::Type GetSizeScalePolicy() const;
1278 * @brief Sets the relative to parent size factor of the actor.
1280 * This factor is only used when ResizePolicy is set to either:
1281 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1282 * This actor's size is set to the actor's size multipled by or added to this factor,
1283 * depending on ResizePolicy ( See SetResizePolicy() ).
1286 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1287 * @pre The Actor has been initialized.
1289 void SetSizeModeFactor( const Vector3& factor );
1292 * @brief Retrieve the relative to parent size factor of the actor.
1295 * @return The Actor's current relative size factor.
1296 * @pre The Actor has been initialized.
1298 Vector3 GetSizeModeFactor() const;
1301 * @brief Calculate the height of the actor given a width.
1303 * The natural size is used for default calculation.
1304 * size 0 is treated as aspect ratio 1:1.
1307 * @param[in] width Width to use
1308 * @return Return the height based on the width.
1310 float GetHeightForWidth( float width );
1313 * @brief Calculate the width of the actor given a height.
1315 * The natural size is used for default calculation.
1316 * size 0 is treated as aspect ratio 1:1.
1319 * @param[in] height Height to use
1320 * @return Return the width based on the height.
1322 float GetWidthForHeight( float height );
1325 * @brief Return the value of negotiated dimension for the given dimension.
1328 * @param[in] dimension The dimension to retrieve
1329 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
1331 float GetRelayoutSize( Dimension::Type dimension ) const;
1334 * @brief Set the padding for use in layout.
1337 * @param[in] padding Padding for the actor
1339 void SetPadding( const Padding& padding );
1342 * @brief Return the value of the padding.
1345 * @param[in] paddingOut The returned padding data
1347 void GetPadding( Padding& paddingOut ) const;
1350 * @brief Set the minimum size an actor can be assigned in size negotiation.
1353 * @param[in] size The minimum size
1355 void SetMinimumSize( const Vector2& size );
1358 * @brief Return the minimum relayout size.
1361 * @return Return the mininmum size.
1363 Vector2 GetMinimumSize();
1366 * @brief Set the maximum size an actor can be assigned in size negotiation.
1369 * @param[in] size The maximum size
1371 void SetMaximumSize( const Vector2& size );
1374 * @brief Return the maximum relayout size.
1377 * @return Return the maximum size.
1379 Vector2 GetMaximumSize();
1382 * @brief Get depth in the hierarchy for the actor.
1385 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1387 int GetHierarchyDepth();
1392 * @brief Add a renderer to this actor.
1395 * @param[in] renderer Renderer to add to the actor
1396 * @return The index of the Renderer that was added
1397 * @pre The renderer must be initialized.
1400 unsigned int AddRenderer( Renderer& renderer );
1403 * @brief Get the number of renderers on this actor.
1406 * @return the number of renderers on this actor
1408 unsigned int GetRendererCount() const;
1411 * @brief Get a Renderer by index.
1414 * @param[in] index The index of the renderer to fetch
1415 * @return The renderer at the specified index
1416 * @pre The index must be between 0 and GetRendererCount()-1
1419 Renderer GetRendererAt( unsigned int index );
1422 * @brief Remove an renderer from the actor.
1425 * @param[in] renderer Handle to the renderer that is to be removed
1427 void RemoveRenderer( Renderer& renderer );
1430 * @brief Remove an renderer from the actor by index.
1433 * @param[in] index Index of the renderer that is to be removed
1434 * @pre The index must be between 0 and GetRendererCount()-1
1437 void RemoveRenderer( unsigned int index );
1442 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1443 * @brief This signal is emitted when touch input is received.
1445 * A callback of the following type may be connected:
1447 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1449 * The return value of True, indicates that the touch event should be consumed.
1450 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1452 * @return The signal to connect to.
1453 * @pre The Actor has been initialized.
1455 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1458 * @brief This signal is emitted when touch input is received.
1460 * A callback of the following type may be connected:
1462 * bool YourCallbackName( Actor actor, TouchData& touch );
1464 * The return value of True, indicates that the touch event has been consumed.
1465 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1467 * @return The signal to connect to.
1468 * @pre The Actor has been initialized.
1470 TouchDataSignalType& TouchSignal();
1473 * @brief This signal is emitted when hover input is received.
1475 * A callback of the following type may be connected:
1477 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1479 * The return value of True, indicates that the hover event should be consumed.
1480 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1482 * @return The signal to connect to.
1483 * @pre The Actor has been initialized.
1485 HoverSignalType& HoveredSignal();
1488 * @brief This signal is emitted when wheel event is received.
1490 * A callback of the following type may be connected:
1492 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1494 * The return value of True, indicates that the wheel event should be consumed.
1495 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1497 * @return The signal to connect to.
1498 * @pre The Actor has been initialized.
1500 WheelEventSignalType& WheelEventSignal();
1503 * @brief This signal is emitted after the actor has been connected to the stage.
1505 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1507 * @return The signal to connect to.
1508 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1510 * @note When the parent of a set of actors is connected to the stage, then all of the children
1511 * will received this callback.
1512 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1524 OnStageSignalType& OnStageSignal();
1527 * @brief This signal is emitted after the actor has been disconnected from the stage.
1529 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1532 * @return The signal to connect to.
1533 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1534 * will received this callback, starting with the leaf actors.
1535 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1548 OffStageSignalType& OffStageSignal();
1551 * @brief This signal is emitted after the size has been set on the actor during relayout
1554 * @return The signal
1556 OnRelayoutSignalType& OnRelayoutSignal();
1558 public: // Not intended for application developers
1562 * @brief This constructor is used by Actor::New() methods.
1565 * @param [in] actor A pointer to a newly allocated Dali resource
1567 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1572 * @brief Helper for discarding an actor handle.
1574 * If the handle is empty, this method does nothing. Otherwise
1575 * Actor::Unparent() will be called, followed by Actor::Reset().
1577 * @param[in,out] actor A handle to an actor, or an empty handle.
1579 inline void UnparentAndReset( Actor& actor )
1593 #endif // DALI_ACTOR_H