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.
25 #include <dali/public-api/common/vector-wrapper.h>
26 #include <dali/public-api/animation/active-constraint-declarations.h>
27 #include <dali/public-api/actors/actor-enumerations.h>
28 #include <dali/public-api/actors/draw-mode.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 namespace Internal DALI_INTERNAL
51 struct MouseWheelEvent;
57 * @brief Actor container.
59 typedef std::vector<Actor> ActorContainer;
60 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
61 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
65 * @brief Actor is the primary object with which Dali applications interact.
67 * UI controls can be built by combining multiple actors.
69 * <h3>Multi-Touch Events:</h3>
71 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
73 * <i>Hit Testing Rules Summary:</i>
75 * - An actor is only hittable if the actor's touch or hover signal has a connection.
76 * - An actor is only hittable when it is between the camera's near and far planes.
77 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
78 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
79 * - To be hittable, an actor must have a non-zero size.
80 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
82 * <i>Hit Test Algorithm:</i>
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 &&
105 * // Depth-first traversal within current layer, visiting parent first
107 * // Check whether current actor should be hit-tested
108 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
109 * ACTOR-HAS-NON-ZERO-SIZE &&
110 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
112 * // Hit-test current actor
115 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
117 * // The current actor is the closest actor that was underneath the touch
118 * LAST-HIT-ACTOR = CURRENT-ACTOR
123 * // Keep checking children, in case we hit something closer
124 * FOR-EACH CHILD (in order)
126 * IF ( CHILD-IS-NOT-A-LAYER )
128 * // Continue traversal for this child's sub-tree
129 * HIT-TEST-WITHIN-LAYER ( CHILD )
131 * // else we skip hit-testing the child's sub-tree altogether
136 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
137 * The overlay children take priority over their parents, and overlay siblings take priority
138 * over their previous siblings (i.e. reverse of rendering order):
148 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
150 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
151 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
152 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
153 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
154 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
155 * also be considered a Stencil Actor.
156 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
158 * <i>Touch or hover Event Delivery:</i>
161 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
162 * the parent's touch or hover signal is emitted, and so on.
163 * - The following pseudocode shows the delivery mechanism:
165 * EMIT-TOUCH-SIGNAL( ACTOR )
167 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
169 * // Only do the emission if touch signal of actor has connections.
170 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
173 * IF ( NOT-CONSUMED )
175 * // If event is not consumed then deliver it to the parent unless we reach the root actor
176 * IF ( ACTOR-PARENT )
178 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
183 * EMIT-HOVER-SIGNAL( ACTOR )
185 * IF ( HOVER-SIGNAL-NOT-EMPTY )
187 * // Only do the emission if hover signal of actor has connections.
188 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
191 * IF ( NOT-CONSUMED )
193 * // If event is not consumed then deliver it to the parent unless we reach the root actor
194 * IF ( ACTOR-PARENT )
196 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
201 * - If there are several touch points, then the delivery is only to the first touch point's hit
202 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
203 * other touch points.
204 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
207 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
208 * hit actor (primary hit actor).
209 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
210 * (only if it requires leave signals); see SetLeaveRequired().
212 * - Interrupted State
213 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
214 * actor's touch or hover signals are emitted with an "Interrupted" state.
215 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
216 * touch or hover signals are also emitted with an "Interrupted" state.
217 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
218 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
219 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
220 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
221 * <h3>Key Events:</h3>
223 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
228 * | %Signal Name | Method |
229 * |-------------------|------------------------------|
230 * | touched | @ref TouchedSignal() |
231 * | hovered | @ref HoveredSignal() |
232 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
233 * | on-stage | @ref OnStageSignal() |
234 * | off-stage | @ref OffStageSignal() |
237 * | %Action Name | %Actor method called |
238 * |-------------------|------------------------------|
239 * | show | %SetVisible( true ) |
240 * | hide | %SetVisible( false ) |
242 class DALI_IMPORT_API Actor : public Handle
247 * @brief An enumeration of properties belonging to the Actor class.
253 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
254 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
255 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
256 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
257 ANCHOR_POINT, ///< name "anchor-point", type Vector3
258 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
259 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
260 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
261 SIZE, ///< name "size", type Vector3
262 SIZE_WIDTH, ///< name "size-width", type float
263 SIZE_HEIGHT, ///< name "size-height", type float
264 SIZE_DEPTH, ///< name "size-depth", type float
265 POSITION, ///< name "position", type Vector3
266 POSITION_X, ///< name "position-x", type float
267 POSITION_Y, ///< name "position-y", type float
268 POSITION_Z, ///< name "position-z", type float
269 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
270 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
271 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
272 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
273 ORIENTATION, ///< name "orientation", type Quaternion
274 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
275 SCALE, ///< name "scale", type Vector3
276 SCALE_X, ///< name "scale-x", type float
277 SCALE_Y, ///< name "scale-y", type float
278 SCALE_Z, ///< name "scale-z", type float
279 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
280 VISIBLE, ///< name "visible", type bool
281 COLOR, ///< name "color", type Vector4
282 COLOR_RED, ///< name "color-red", type float
283 COLOR_GREEN, ///< name "color-green", type float
284 COLOR_BLUE, ///< name "color-blue", type float
285 COLOR_ALPHA, ///< name "color-alpha", type float
286 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
287 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
288 NAME, ///< name "name", type std::string
289 SENSITIVE, ///< name "sensitive", type bool
290 LEAVE_REQUIRED, ///< name "leave-required", type bool
291 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
292 INHERIT_SCALE, ///< name "inherit-scale", type bool
293 COLOR_MODE, ///< name "color-mode", type std::string
294 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
295 DRAW_MODE, ///< name "draw-mode", type std::string
296 SIZE_MODE, ///< name "size-mode", type std::string
297 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
303 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
304 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
305 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
306 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
307 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
312 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
314 * Calling member functions with an uninitialized Dali::Object is not allowed.
319 * @brief Create an initialized Actor.
321 * @return A handle to a newly allocated Dali resource.
326 * @brief Downcast an Object handle to Actor handle.
328 * If handle points to a Actor object the downcast produces valid
329 * handle. If not the returned handle is left uninitialized.
331 * @param[in] handle to An object
332 * @return handle to a Actor object or an uninitialized handle
334 static Actor DownCast( BaseHandle handle );
337 * @brief Dali::Actor is intended as a base class
339 * This is non-virtual since derived Handle types must not contain data or virtual methods.
344 * @brief Copy constructor
346 * @param [in] copy The actor to copy.
348 Actor(const Actor& copy);
351 * @brief Assignment operator
353 * @param [in] rhs The actor to copy.
355 Actor& operator=(const Actor& rhs);
358 * @brief Retrieve the Actor's name.
360 * @pre The Actor has been initialized.
361 * @return The Actor's name.
363 const std::string& GetName() const;
366 * @brief Sets the Actor's name.
368 * @pre The Actor has been initialized.
369 * @param [in] name The new name.
371 void SetName(const std::string& name);
374 * @brief Retrieve the unique ID of the actor.
376 * @pre The Actor has been initialized.
379 unsigned int GetId() const;
384 * @brief Query whether an actor is the root actor, which is owned by the Stage.
386 * @pre The Actor has been initialized.
387 * @return True if the actor is the root actor.
392 * @brief Query whether the actor is connected to the Stage.
394 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
395 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
396 * @pre The Actor has been initialized.
397 * @return True if the actor is connected to the Stage.
399 bool OnStage() const;
402 * @brief Query whether the actor is of class Dali::Layer.
404 * @pre The Actor has been initialized.
405 * @return True if the actor is a layer.
407 bool IsLayer() const;
410 * @brief Gets the layer in which the actor is present.
412 * @pre The Actor has been initialized.
413 * @return The layer, which will be uninitialized if the actor is off-stage.
418 * @brief Adds a child Actor to this Actor.
420 * NOTE! if the child already has a parent, it will be removed from old parent
421 * and reparented to this actor. This may change childs position, color,
422 * scale etc as it now inherits them from this actor
423 * @pre This Actor (the parent) has been initialized.
424 * @pre The child actor has been initialized.
425 * @pre The child actor is not the same as the parent actor.
426 * @pre The actor is not the Root actor
427 * @param [in] child The child.
428 * @post The child will be referenced by its parent. This means that the child will be kept alive,
429 * even if the handle passed into this method is reset or destroyed.
430 * @post This may invalidate ActorContainer iterators.
432 void Add(Actor child);
435 * @brief Inserts a child Actor to this actor's list of children at the given index
437 * NOTE! if the child already has a parent, it will be removed from old parent
438 * and reparented to this actor. This may change childs position, color,
439 * scale etc as it now inherits them from this actor
440 * @pre This Actor (the parent) has been initialized.
441 * @pre The child actor has been initialized.
442 * @pre The child actor is not the same as the parent actor.
443 * @pre The actor is not the Root actor
444 * @param [in] index of actor to insert before
445 * @param [in] child The child.
446 * @post The child will be referenced by its parent. This means that the child will be kept alive,
447 * even if the handle passed into this method is reset or destroyed.
448 * @post If the index is greater than the current child count, it will be ignored and added at the end.
449 * @post This may invalidate ActorContainer iterators.
451 void Insert(unsigned int index, Actor child);
454 * @brief Removes a child Actor from this Actor.
456 * If the actor was not a child of this actor, this is a no-op.
457 * @pre This Actor (the parent) has been initialized.
458 * @pre The child actor is not the same as the parent actor.
459 * @param [in] child The child.
460 * @post This may invalidate ActorContainer iterators.
462 void Remove(Actor child);
465 * @brief Removes an actor from its parent.
467 * If the actor has no parent, this method does nothing.
468 * @pre The (child) actor has been initialized.
469 * @post This may invalidate ActorContainer iterators.
474 * @brief Retrieve the number of children held by the actor.
476 * @pre The Actor has been initialized.
477 * @return The number of children
479 unsigned int GetChildCount() const;
482 * @brief Retrieve and child actor by index.
484 * @pre The Actor has been initialized.
485 * @param[in] index The index of the child to retrieve
486 * @return The actor for the given index or empty handle if children not initialised
488 Actor GetChildAt(unsigned int index) const;
491 * @brief Search through this actor's hierarchy for an actor with the given name.
493 * The actor itself is also considered in the search
494 * @pre The Actor has been initialized.
495 * @param[in] actorName the name of the actor to find
496 * @return A handle to the actor if found, or an empty handle if not.
498 Actor FindChildByName(const std::string& actorName);
501 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
503 * The actor itself is also considered in the search
504 * @pre The Actor has been initialized.
505 * @param[in] id the ID of the actor to find
506 * @return A handle to the actor if found, or an empty handle if not.
508 Actor FindChildById(const unsigned int id);
511 * @brief Retrieve the actor's parent.
513 * @pre The actor has been initialized.
514 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
516 Actor GetParent() const;
521 * @brief Set the origin of an actor, within its parent's area.
523 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
524 * and (1.0, 1.0, 0.5) is the bottom-right corner.
525 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
526 * An actor position is the distance between this origin, and the actors anchor-point.
527 * @see Dali::ParentOrigin for predefined parent origin values
528 * @pre The Actor has been initialized.
529 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
530 * @param [in] origin The new parent-origin.
532 void SetParentOrigin(const Vector3& origin);
535 * @brief Retrieve the parent-origin of an actor.
537 * @pre The Actor has been initialized.
538 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
539 * @return The current parent-origin.
541 Vector3 GetCurrentParentOrigin() const;
544 * @brief Set the anchor-point of an actor.
546 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
547 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
548 * bottom-right corner. The default anchor point is
549 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
550 * An actor position is the distance between its parent-origin, and this anchor-point.
551 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
552 * @see Dali::AnchorPoint for predefined anchor point values
553 * @pre The Actor has been initialized.
554 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
555 * @param [in] anchorPoint The new anchor-point.
557 void SetAnchorPoint(const Vector3& anchorPoint);
560 * @brief Retrieve the anchor-point of an actor.
562 * @pre The Actor has been initialized.
563 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
564 * @return The current anchor-point.
566 Vector3 GetCurrentAnchorPoint() const;
569 * @brief Sets the size of an actor.
571 * Geometry can be scaled to fit within this area.
572 * This does not interfere with the actors scale factor.
573 * The actors default depth is the minimum of width & height.
574 * @pre The actor has been initialized.
575 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
576 * @param [in] width The new width.
577 * @param [in] height The new height.
579 void SetSize(float width, float height);
582 * @brief Sets the size of an actor.
584 * Geometry can be scaled to fit within this area.
585 * This does not interfere with the actors scale factor.
586 * @pre The actor has been initialized.
587 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
588 * @param [in] width The size of the actor along the x-axis.
589 * @param [in] height The size of the actor along the y-axis.
590 * @param [in] depth The size of the actor along the z-axis.
592 void SetSize(float width, float height, float depth);
595 * @brief Sets the size of an actor.
597 * Geometry can be scaled to fit within this area.
598 * This does not interfere with the actors scale factor.
599 * The actors default depth is the minimum of width & height.
600 * @pre The actor has been initialized.
601 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
602 * @param [in] size The new size.
604 void SetSize(const Vector2& size);
607 * @brief Sets the size of an actor.
609 * Geometry can be scaled to fit within this area.
610 * This does not interfere with the actors scale factor.
611 * @pre The actor has been initialized.
612 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
613 * @param [in] size The new size.
615 void SetSize(const Vector3& size);
618 * @brief Retrieve the actor's size.
620 * @pre The actor has been initialized.
621 * @note This return is the value that was set using SetSize or the target size of an animation
622 * @return The actor's current size.
624 Vector3 GetSize() const;
627 * @brief Retrieve the actor's size.
629 * @pre The actor has been initialized.
630 * @note This property can be animated; the return value may not match the value written with SetSize().
631 * @return The actor's current size.
633 Vector3 GetCurrentSize() const;
636 * Return the natural size of the actor.
638 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
640 * @return The actor's natural size
642 Vector3 GetNaturalSize() const;
645 * @brief Sets the position of the actor.
647 * The Actor's z position will be set to 0.0f.
648 * @pre The Actor has been initialized.
649 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
650 * @param [in] x The new x position
651 * @param [in] y The new y position
653 void SetPosition(float x, float y);
656 * @brief Sets the position of the Actor.
658 * @pre The Actor has been initialized.
659 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
660 * @param [in] x The new x position
661 * @param [in] y The new y position
662 * @param [in] z The new z position
664 void SetPosition(float x, float y, float z);
667 * @brief Sets the position of the Actor.
669 * @pre The Actor has been initialized.
670 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
671 * @param [in] position The new position
673 void SetPosition(const Vector3& position);
676 * @brief Set the position of an actor along the X-axis.
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] x The new x position
685 * @brief Set the position of an actor along the Y-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] y The new y position.
694 * @brief Set the position of an actor along the Z-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] z The new z position
703 * @brief Translate an actor relative to its existing position.
705 * @pre The actor has been initialized.
706 * @param[in] distance The actor will move by this distance.
708 void TranslateBy(const Vector3& distance);
711 * @brief Retrieve the position of the Actor.
713 * @pre The Actor has been initialized.
714 * @note This property can be animated; the return value may not match the value written with SetPosition().
715 * @return the Actor's current position.
717 Vector3 GetCurrentPosition() const;
720 * @brief Retrieve the world-position of the Actor.
722 * @note The actor will not have a world-position, unless it has previously been added to the stage.
723 * @pre The Actor has been initialized.
724 * @return The Actor's current position in world coordinates.
726 Vector3 GetCurrentWorldPosition() const;
729 * @brief Set the actors position inheritance mode.
731 * The default is to inherit.
732 * Switching this off means that using SetPosition() sets the actor's world position.
733 * @see PositionInheritanceMode
734 * @pre The Actor has been initialized.
735 * @param[in] mode to use
737 void SetPositionInheritanceMode( PositionInheritanceMode mode );
740 * @brief Returns the actors position inheritance mode.
742 * @pre The Actor has been initialized.
743 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
745 PositionInheritanceMode GetPositionInheritanceMode() const;
748 * @brief Sets the orientation of the Actor.
750 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
751 * @pre The Actor has been initialized.
752 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
753 * @param [in] angle The new orientation angle in degrees.
754 * @param [in] axis The new axis of orientation.
756 void SetOrientation(const Degree& angle, const Vector3& axis);
759 * @brief Sets the orientation of the Actor.
761 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
762 * @pre The Actor has been initialized.
763 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
764 * @param [in] angle The new orientation angle in radians.
765 * @param [in] axis The new axis of orientation.
767 void SetOrientation(const Radian& angle, const Vector3& axis);
770 * @brief Sets the orientation of the Actor.
772 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
773 * @pre The Actor has been initialized.
774 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
775 * @param [in] orientation The new orientation.
777 void SetOrientation(const Quaternion& orientation);
780 * @brief Apply a relative rotation to an actor.
782 * @pre The actor has been initialized.
783 * @param[in] angle The angle to the rotation to combine with the existing orientation.
784 * @param[in] axis The axis of the rotation to combine with the existing orientation.
786 void RotateBy(const Degree& angle, const Vector3& axis);
789 * @brief Apply a relative rotation to an actor.
791 * @pre The actor has been initialized.
792 * @param[in] angle The angle to the rotation to combine with the existing orientation.
793 * @param[in] axis The axis of the rotation to combine with the existing orientation.
795 void RotateBy(const Radian& angle, const Vector3& axis);
798 * @brief Apply a relative rotation to an actor.
800 * @pre The actor has been initialized.
801 * @param[in] relativeRotation The rotation to combine with the existing orientation.
803 void RotateBy(const Quaternion& relativeRotation);
806 * @brief Retreive the Actor's orientation.
808 * @pre The Actor has been initialized.
809 * @note This property can be animated; the return value may not match the value written with SetOrientation().
810 * @return The current orientation.
812 Quaternion GetCurrentOrientation() const;
815 * @brief Set whether a child actor inherits it's parent's orientation.
817 * Default is to inherit.
818 * Switching this off means that using SetOrientation() sets the actor's world orientation.
819 * @pre The Actor has been initialized.
820 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
822 void SetInheritOrientation(bool inherit);
825 * @brief Returns whether the actor inherit's it's parent's orientation.
827 * @pre The Actor has been initialized.
828 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
830 bool IsOrientationInherited() const;
833 * @brief Retrieve the world-orientation of the Actor.
835 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
836 * @pre The Actor has been initialized.
837 * @return The Actor's current orientation in the world.
839 Quaternion GetCurrentWorldOrientation() const;
842 * @brief Set the scale factor applied to an actor.
844 * @pre The Actor has been initialized.
845 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
846 * @param [in] scale The scale factor applied on all axes.
848 void SetScale(float scale);
851 * @brief Set the scale factor applied to an actor.
853 * @pre The Actor has been initialized.
854 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
855 * @param [in] scaleX The scale factor applied along the x-axis.
856 * @param [in] scaleY The scale factor applied along the y-axis.
857 * @param [in] scaleZ The scale factor applied along the z-axis.
859 void SetScale(float scaleX, float scaleY, float scaleZ);
862 * @brief Set the scale factor applied to an actor.
864 * @pre The Actor has been initialized.
865 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
866 * @param [in] scale A vector representing the scale factor for each axis.
868 void SetScale(const Vector3& scale);
871 * @brief Apply a relative scale to an actor.
873 * @pre The actor has been initialized.
874 * @param[in] relativeScale The scale to combine with the actors existing scale.
876 void ScaleBy(const Vector3& relativeScale);
879 * @brief Retrieve the scale factor applied to an actor.
881 * @pre The Actor has been initialized.
882 * @note This property can be animated; the return value may not match the value written with SetScale().
883 * @return A vector representing the scale factor for each axis.
885 Vector3 GetCurrentScale() const;
888 * @brief Retrieve the world-scale of the Actor.
890 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
891 * @pre The Actor has been initialized.
892 * @return The Actor's current scale in the world.
894 Vector3 GetCurrentWorldScale() const;
897 * @brief Set whether a child actor inherits it's parent's scale.
899 * Default is to inherit.
900 * Switching this off means that using SetScale() sets the actor's world scale.
901 * @pre The Actor has been initialized.
902 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
904 void SetInheritScale( bool inherit );
907 * @brief Returns whether the actor inherit's it's parent's scale.
909 * @pre The Actor has been initialized.
910 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
912 bool IsScaleInherited() const;
915 * @brief Defines how a child actor's size is affected by its parent's size.
917 * The default is to ignore the parent's size and use the size property of this actor.
919 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
922 * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
923 * of its parent. The actor's size property is ignored.
925 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
926 * its parent's size by multiplying the parent size by
929 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
930 * its parent's size plus SizeModeFactor.
932 * @pre The Actor has been initialized.
933 * @param[in] mode The size relative to parent mode to use.
935 void SetSizeMode(const SizeMode mode);
938 * @brief Returns the actor's mode for modifying its size relative to its parent.
940 * @pre The Actor has been initialized.
941 * @return The mode used.
943 SizeMode GetSizeMode() const;
946 * @brief Sets the relative to parent size factor of the actor.
948 * This factor is only used when SizeMode is set to either:
949 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
950 * This actor's size is set to the actor's parent size multipled by or added to this factor,
951 * depending on SideMode (See SetSizeMode).
953 * @pre The Actor has been initialized.
954 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
956 void SetSizeModeFactor(const Vector3& factor);
959 * @brief Retrieve the relative to parent size factor of the actor.
961 * @pre The Actor has been initialized.
962 * @return The Actor's current relative size factor.
964 Vector3 GetSizeModeFactor() const;
967 * @brief Retrieves the world-matrix of the actor.
969 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
970 * @pre The Actor has been initialized.
971 * @return The Actor's current world matrix
973 Matrix GetCurrentWorldMatrix() const;
975 // Visibility & Color
978 * @brief Sets the visibility flag of an actor.
980 * @pre The actor has been initialized.
981 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
982 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
983 * This is regardless of the individual visibility values of the children i.e. an actor will only be
984 * rendered if all of its parents have visibility set to true.
985 * @param [in] visible The new visibility flag.
987 void SetVisible(bool visible);
990 * @brief Retrieve the visibility flag of an actor.
992 * @pre The actor has been initialized.
993 * @note This property can be animated; the return value may not match the value written with SetVisible().
994 * @note If an actor is not visible, then the actor and its children will not be rendered.
995 * This is regardless of the individual visibility values of the children i.e. an actor will only be
996 * rendered if all of its parents have visibility set to true.
997 * @return The visibility flag.
999 bool IsVisible() const;
1002 * @brief Sets the opacity of an actor.
1004 * @pre The actor has been initialized.
1005 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1006 * @param [in] opacity The new opacity.
1008 void SetOpacity(float opacity);
1011 * @brief Retrieve the actor's opacity.
1013 * @pre The actor has been initialized.
1014 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1015 * @return The actor's opacity.
1017 float GetCurrentOpacity() const;
1020 * @brief Sets the actor's color; this is an RGBA value.
1022 * The final color of the actor depends on its color mode.
1023 * @pre The Actor has been initialized.
1024 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1025 * @param [in] color The new color.
1027 void SetColor(const Vector4& color);
1030 * @brief Retrieve the actor's color.
1032 * Actor's own color is not clamped.
1033 * @pre The Actor has been initialized.
1034 * @note This property can be animated; the return value may not match the value written with SetColor().
1035 * @return The color.
1037 Vector4 GetCurrentColor() const;
1040 * @brief Sets the actor's color mode.
1042 * This specifies whether the Actor uses its own color, or inherits
1043 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1044 * @pre The Actor has been initialized.
1045 * @param [in] colorMode to use.
1047 void SetColorMode( ColorMode colorMode );
1050 * @brief Returns the actor's color mode.
1052 * @pre The Actor has been initialized.
1053 * @return currently used colorMode.
1055 ColorMode GetColorMode() const;
1058 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1060 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1061 * @pre The Actor has been initialized.
1062 * @return The Actor's current color in the world.
1064 Vector4 GetCurrentWorldColor() const;
1067 * @brief Set how the actor and its children should be drawn.
1069 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1070 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1071 * other objects in the world i.e. it may be obscured if other objects are in front.
1073 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1074 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1075 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1076 * and depth-testing will not be used.
1078 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1079 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1080 * actors within the Layer.
1082 * @param[in] drawMode The new draw-mode to use.
1083 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1084 * @note Layers do not inherit the DrawMode from their parents.
1086 void SetDrawMode( DrawMode::Type drawMode );
1089 * @brief Query how the actor and its children will be drawn.
1091 * @return True if the Actor is an overlay.
1093 DrawMode::Type GetDrawMode() const;
1098 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1100 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1101 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1102 * hover event signal will be emitted.
1104 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1106 * actor.SetSensitive(false);
1109 * Then, to re-enable the touch or hover event signal emission, the application should call:
1111 * actor.SetSensitive(true);
1114 * @see @see SignalTouch() and SignalHover().
1115 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1116 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1117 * hittable if all of its parents have sensitivity set to true.
1118 * @pre The Actor has been initialized.
1119 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1121 void SetSensitive(bool sensitive);
1124 * @brief Query whether an actor emits touch or hover event signals.
1126 * @note If an actor is not sensitive, then it's children will not be hittable either.
1127 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1128 * hittable if all of its parents have sensitivity set to true.
1129 * @pre The Actor has been initialized.
1130 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1132 bool IsSensitive() const;
1135 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1137 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1138 * @pre The Actor has been initialized.
1139 * @param[out] localX On return, the X-coordinate relative to the actor.
1140 * @param[out] localY On return, the Y-coordinate relative to the actor.
1141 * @param[in] screenX The screen X-coordinate.
1142 * @param[in] screenY The screen Y-coordinate.
1143 * @return True if the conversion succeeded.
1145 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1148 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1149 * the boundary of the actor.
1151 * @note By default, this is set to false as most actors do not require this.
1152 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1154 * @pre The Actor has been initialized.
1155 * @param[in] required Should be set to true if a Leave event is required
1157 void SetLeaveRequired(bool required);
1160 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1161 * the boundary of the actor.
1163 * @pre The Actor has been initialized.
1164 * @return true if a Leave event is required, false otherwise.
1166 bool GetLeaveRequired() const;
1169 * @brief Sets whether the actor should be focusable by keyboard navigation.
1171 * The default is false.
1172 * @pre The Actor has been initialized.
1173 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1176 void SetKeyboardFocusable( bool focusable );
1179 * @brief Returns whether the actor is focusable by keyboard navigation.
1181 * @pre The Actor has been initialized.
1182 * @return true if the actor is focusable by keyboard navigation, false if not.
1184 bool IsKeyboardFocusable() const;
1189 * @brief This signal is emitted when touch input is received.
1191 * A callback of the following type may be connected:
1193 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1195 * The return value of True, indicates that the touch event should be consumed.
1196 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1197 * @pre The Actor has been initialized.
1198 * @return The signal to connect to.
1200 TouchSignalType& TouchedSignal();
1203 * @brief This signal is emitted when hover input is received.
1205 * A callback of the following type may be connected:
1207 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1209 * The return value of True, indicates that the hover event should be consumed.
1210 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1211 * @pre The Actor has been initialized.
1212 * @return The signal to connect to.
1214 HoverSignalType& HoveredSignal();
1217 * @brief This signal is emitted when mouse wheel event is received.
1219 * A callback of the following type may be connected:
1221 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1223 * The return value of True, indicates that the mouse wheel event should be consumed.
1224 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1225 * @pre The Actor has been initialized.
1226 * @return The signal to connect to.
1228 MouseWheelEventSignalType& MouseWheelEventSignal();
1231 * @brief This signal is emitted after the actor has been connected to the stage.
1233 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1234 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1236 * @note When the parent of a set of actors is connected to the stage, then all of the children
1237 * will received this callback.
1239 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1247 * @return The signal
1249 OnStageSignalType& OnStageSignal();
1252 * @brief This signal is emitted after the actor has been disconnected from the stage.
1254 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1256 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1257 * will received this callback, starting with the leaf actors.
1259 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1267 * @return The signal
1269 OffStageSignalType& OffStageSignal();
1271 public: // Not intended for application developers
1274 * @brief This constructor is used by Dali New() methods.
1276 * @param [in] actor A pointer to a newly allocated Dali resource
1278 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1282 * @brief Helper for discarding an actor handle.
1284 * If the handle is empty, this method does nothing. Otherwise
1285 * actor.Unparent() will be called, followed by actor.Reset().
1286 * @param[in,out] actor A handle to an actor, or an empty handle.
1288 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1292 #endif // __DALI_ACTOR_H__