1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <boost/function.hpp>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/animation/active-constraint-declarations.h>
28 #include <dali/public-api/actors/actor-enumerations.h>
29 #include <dali/public-api/actors/draw-mode.h>
30 #include <dali/public-api/object/constrainable.h>
31 #include <dali/public-api/signals/dali-signal-v2.h>
33 namespace Dali DALI_IMPORT_API
36 namespace Internal DALI_INTERNAL
46 class DynamicsBodyConfig;
54 struct MouseWheelEvent;
60 * @brief Actor container.
62 typedef std::vector<Actor> ActorContainer;
63 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
64 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
69 * @brief Actor is the primary object with which Dali applications interact.
71 * UI controls can be built by combining multiple actors.
73 * <h3>Multi-Touch Events:</h3>
75 * Touch events are received via signals; see Actor::TouchedSignal() for more details.
77 * <i>Hit Testing Rules Summary:</i>
79 * - An actor is only hittable if the actor's touch signal has a connection.
80 * - An actor is only hittable when it is between the camera's near and far planes.
81 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
82 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
83 * - To be hittable, an actor must have a non-zero size.
84 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
86 * <i>Hit Test Algorithm:</i>
89 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
92 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
93 * layers until we have a hit or there are none left.
94 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
96 * - If they are not, we skip hit testing the actors in that layer altogether.
97 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
100 * - The final part of hit testing is performed by walking through the actor tree within a layer.
101 * - The following pseudocode shows the algorithm used:
103 * HIT-TEST-WITHIN-LAYER( ACTOR )
105 * // Only hit-test the actor and its children if it is sensitive and visible
106 * IF ( ACTOR-IS-SENSITIVE &&
109 * // Depth-first traversal within current layer, visiting parent first
111 * // Check whether current actor should be hit-tested
112 * IF ( TOUCH-SIGNAL-NOT-EMPTY &&
113 * ACTOR-HAS-NON-ZERO-SIZE &&
114 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
116 * // Hit-test current actor
119 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
121 * // The current actor is the closest actor that was underneath the touch
122 * LAST-HIT-ACTOR = CURRENT-ACTOR
127 * // Keep checking children, in case we hit something closer
128 * FOR-EACH CHILD (in order)
130 * IF ( CHILD-IS-NOT-A-LAYER )
132 * // Continue traversal for this child's sub-tree
133 * HIT-TEST-WITHIN-LAYER ( CHILD )
135 * // else we skip hit-testing the child's sub-tree altogether
140 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
141 * The overlay children take priority over their parents, and overlay siblings take priority
142 * over their previous siblings (i.e. reverse of rendering order):
152 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
154 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
155 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
156 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
157 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
158 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
159 * also be considered a Stencil Actor.
160 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
162 * <i>Touch Event Delivery:</i>
165 * - The hit actor's touch signal is emitted first; if it is not consumed by any of the listeners,
166 * the parent's touch signal is emitted, and so on.
167 * - The following pseudocode shows the delivery mechanism:
169 * EMIT-TOUCH-SIGNAL( ACTOR )
171 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
173 * // Only do the emission if touch signal of actor has connections.
174 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
177 * IF ( NOT-CONSUMED )
179 * // If event is not consumed then deliver it to the parent unless we reach the root actor
180 * IF ( ACTOR-PARENT )
182 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
187 * - If there are several touch points, then the delivery is only to the first touch point's hit
188 * actor (and its parents). There will be NO touch signal delivery for the hit actors of the
189 * other touch points.
190 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
193 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
194 * hit actor (primary hit actor).
195 * - When this happens, the last primary hit actor's touch signal is emitted with a "Leave" state
196 * (only if it requires leave signals); see SetLeaveRequired().
198 * - Interrupted State
199 * - If a system event occurs which interrupts the touch processing, then the last primary hit
200 * actor's touch signals are emitted with an "Interrupted" state.
201 * - If the last primary hit actor, or one of its parents, is no longer touchable, then its
202 * touch signals are also emitted with an "Interrupted" state.
203 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
204 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
205 * <h3>Key Events:</h3>
207 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
211 class DALI_IMPORT_API Actor : public Constrainable
217 typedef SignalV2< bool (Actor, const TouchEvent&)> TouchSignalV2; ///< Touch signal type
218 typedef SignalV2< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalV2;///< Mousewheel signal type
219 typedef SignalV2< void (Actor, const Vector3&) > SetSizeSignalV2; ///< SetSize signal type
220 typedef SignalV2< void (Actor) > OnStageSignalV2; ///< Stage connection signal type
221 typedef SignalV2< void (Actor) > OffStageSignalV2; ///< Stage disconnection signal type
225 static const Property::Index PARENT_ORIGIN; ///< name "parent-origin", type VECTOR3
226 static const Property::Index PARENT_ORIGIN_X; ///< name "parent-origin-x", type FLOAT
227 static const Property::Index PARENT_ORIGIN_Y; ///< name "parent-origin-y", type FLOAT
228 static const Property::Index PARENT_ORIGIN_Z; ///< name "parent-origin-z", type FLOAT
229 static const Property::Index ANCHOR_POINT; ///< name "anchor-point", type VECTOR3
230 static const Property::Index ANCHOR_POINT_X; ///< name "anchor-point-x", type FLOAT
231 static const Property::Index ANCHOR_POINT_Y; ///< name "anchor-point-y", type FLOAT
232 static const Property::Index ANCHOR_POINT_Z; ///< name "anchor-point-z", type FLOAT
233 static const Property::Index SIZE; ///< name "size", type VECTOR3
234 static const Property::Index SIZE_WIDTH; ///< name "size-width", type FLOAT
235 static const Property::Index SIZE_HEIGHT; ///< name "size-height", type FLOAT
236 static const Property::Index SIZE_DEPTH; ///< name "size-depth", type FLOAT
237 static const Property::Index POSITION; ///< name "position", type VECTOR3
238 static const Property::Index POSITION_X; ///< name "position-x", type FLOAT
239 static const Property::Index POSITION_Y; ///< name "position-y", type FLOAT
240 static const Property::Index POSITION_Z; ///< name "position-z", type FLOAT
241 static const Property::Index WORLD_POSITION; ///< name "world-position", type VECTOR3 (read-only)
242 static const Property::Index WORLD_POSITION_X; ///< name "world-position-x", type FLOAT (read-only)
243 static const Property::Index WORLD_POSITION_Y; ///< name "world-position-y", type FLOAT (read-only)
244 static const Property::Index WORLD_POSITION_Z; ///< name "world-position-z", type FLOAT (read-only)
245 static const Property::Index ROTATION; ///< name "rotation", type ROTATION
246 static const Property::Index WORLD_ROTATION; ///< name "world-rotation", type ROTATION (read-only)
247 static const Property::Index SCALE; ///< name "scale", type VECTOR3
248 static const Property::Index SCALE_X; ///< name "scale-x", type FLOAT
249 static const Property::Index SCALE_Y; ///< name "scale-y", type FLOAT
250 static const Property::Index SCALE_Z; ///< name "scale-z", type FLOAT
251 static const Property::Index WORLD_SCALE; ///< name "world-scale", type VECTOR3 (read-only)
252 static const Property::Index VISIBLE; ///< name "visible", type BOOLEAN
253 static const Property::Index COLOR; ///< name "color", type VECTOR4
254 static const Property::Index COLOR_RED; ///< name "color-red", type FLOAT
255 static const Property::Index COLOR_GREEN; ///< name "color-green", type FLOAT
256 static const Property::Index COLOR_BLUE; ///< name "color-blue", type FLOAT
257 static const Property::Index COLOR_ALPHA; ///< name "color-alpha", type FLOAT
258 static const Property::Index WORLD_COLOR; ///< name "world-color", type VECTOR4 (read-only)
259 static const Property::Index WORLD_MATRIX; ///< name "world-matrix", type MATRIX (read-only)
260 static const Property::Index NAME; ///< name "name", type STRING
261 static const Property::Index SENSITIVE; ///< name "sensitive", type BOOLEAN
262 static const Property::Index LEAVE_REQUIRED; ///< name "leave-required", type BOOLEAN
263 static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
264 static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
265 static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
266 static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
267 static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
272 static const char* const SIGNAL_TOUCHED; ///< name "touched", @see TouchedSignal()
273 static const char* const SIGNAL_MOUSE_WHEEL_EVENT; ///< name "mouse-wheel-event", @see MouseWheelEventSignal()
274 static const char* const SIGNAL_SET_SIZE; ///< name "set-size", @see SetSizeSignal()
275 static const char* const SIGNAL_ON_STAGE; ///< name "on-stage", @see OnStageSignal()
276 static const char* const SIGNAL_OFF_STAGE; ///< name "off-stage", @see OffStageSignal()
281 static const char* const ACTION_SHOW; ///< name "show", @see SetVisible()
282 static const char* const ACTION_HIDE; ///< name "hide", @see SetVisible()
288 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
290 * Calling member functions with an uninitialized Dali::Object is not allowed.
295 * @brief Create an initialized Actor.
297 * @return A handle to a newly allocated Dali resource.
302 * @brief Downcast an Object handle to Actor handle.
304 * If handle points to a Actor object the downcast produces valid
305 * handle. If not the returned handle is left uninitialized.
307 * @param[in] handle to An object
308 * @return handle to a Actor object or an uninitialized handle
310 static Actor DownCast( BaseHandle handle );
313 * @brief Dali::Actor is intended as a base class
315 * This is non-virtual since derived Handle types must not contain data or virtual methods.
320 * @brief Copy constructor
322 * @param [in] copy The actor to copy.
324 Actor(const Actor& copy);
327 * @brief Assignment operator
329 * @param [in] rhs The actor to copy.
331 Actor& operator=(const Actor& rhs);
334 * @brief This method is defined to allow assignment of the NULL value,
335 * and will throw an exception if passed any other value.
337 * Assigning to NULL is an alias for Reset().
338 * @param [in] rhs A NULL pointer
339 * @return A reference to this handle
341 Actor& operator=(BaseHandle::NullType* rhs);
344 * @brief Retrieve the Actor's name.
346 * @pre The Actor has been initialized.
347 * @return The Actor's name.
349 const std::string& GetName() const;
352 * @brief Sets the Actor's name.
354 * @pre The Actor has been initialized.
355 * @param [in] name The new name.
357 void SetName(const std::string& name);
360 * @brief Retrieve the unique ID of the actor.
362 * @pre The Actor has been initialized.
365 unsigned int GetId() const;
370 * @brief Query whether an actor is the root actor, which is owned by the Stage.
372 * @pre The Actor has been initialized.
373 * @return True if the actor is the root actor.
378 * @brief Query whether the actor is connected to the Stage.
380 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
381 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
382 * @pre The Actor has been initialized.
383 * @return True if the actor is connected to the Stage.
385 bool OnStage() const;
388 * @brief Query whether the actor is of class Dali::Layer.
390 * @pre The Actor has been initialized.
391 * @return True if the actor is a layer.
393 bool IsLayer() const;
396 * @brief Gets the layer in which the actor is present.
398 * @pre The Actor has been initialized.
399 * @return The layer, which will be uninitialized if the actor is off-stage.
404 * @brief Adds a child Actor to this Actor.
406 * NOTE! if the child already has a parent, it will be removed from old parent
407 * and reparented to this actor. This may change childs position, color,
408 * scale etc as it now inherits them from this actor
409 * @pre This Actor (the parent) has been initialized.
410 * @pre The child actor has been initialized.
411 * @pre The child actor is not the same as the parent actor.
412 * @pre The actor is not the Root actor
413 * @param [in] child The child.
414 * @post The child will be referenced by its parent. This means that the child will be kept alive,
415 * even if the handle passed into this method is reset or destroyed.
416 * @post This may invalidate ActorContainer iterators.
418 void Add(Actor child);
421 * @brief Removes a child Actor from this Actor.
423 * If the actor was not a child of this actor, this is a no-op.
424 * @pre This Actor (the parent) has been initialized.
425 * @pre The child actor is not the same as the parent actor.
426 * @param [in] child The child.
427 * @post This may invalidate ActorContainer iterators.
429 void Remove(Actor child);
432 * @brief Removes an actor from its parent.
434 * If the actor has no parent, this method does nothing.
435 * @pre The (child) actor has been initialized.
436 * @post This may invalidate ActorContainer iterators.
441 * @brief Retrieve the number of children held by the actor.
443 * @pre The Actor has been initialized.
444 * @return The number of children
446 unsigned int GetChildCount() const;
449 * @brief Retrieve and child actor by index.
451 * @pre The Actor has been initialized.
452 * @param[in] index The index of the child to retrieve
453 * @return The actor for the given index or empty handle if children not initialised
455 Actor GetChildAt(unsigned int index) const;
458 * @brief Search through this actor's hierarchy for an actor with the given name.
460 * The actor itself is also considered in the search
461 * @pre The Actor has been initialized.
462 * @param[in] actorName the name of the actor to find
463 * @return A handle to the actor if found, or an empty handle if not.
465 Actor FindChildByName(const std::string& actorName);
468 * @brief Search through this actor's hierarchy for an actor with the given name or alias.
470 * Actors can customize this function to provide actors with preferred alias'
471 * For example 'previous' could return the last selected child.
472 * If no aliased actor is found then FindChildByName() is called.
473 * @pre The Actor has been initialized.
474 * @param[in] actorAlias the name of the actor to find
475 * @return A handle to the actor if found, or an empty handle if not.
477 Actor FindChildByAlias(const std::string& actorAlias);
480 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
482 * The actor itself is also considered in the search
483 * @pre The Actor has been initialized.
484 * @param[in] id the ID of the actor to find
485 * @return A handle to the actor if found, or an empty handle if not.
487 Actor FindChildById(const unsigned int id);
490 * @brief Retrieve the actor's parent.
492 * @pre The actor has been initialized.
493 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
495 Actor GetParent() const;
500 * @brief Set the origin of an actor, within its parent's area.
502 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
503 * and (1.0, 1.0, 0.5) is the bottom-right corner.
504 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
505 * An actor position is the distance between this origin, and the actors anchor-point.
506 * @see Dali::ParentOrigin for predefined parent origin values
507 * @pre The Actor has been initialized.
508 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
509 * @param [in] origin The new parent-origin.
511 void SetParentOrigin(const Vector3& origin);
514 * @brief Retrieve the parent-origin of an actor.
516 * @pre The Actor has been initialized.
517 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
518 * @return The current parent-origin.
520 Vector3 GetCurrentParentOrigin() const;
523 * @brief Set the anchor-point of an actor.
525 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
526 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
527 * bottom-right corner. The default anchor point is
528 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
529 * An actor position is the distance between its parent-origin, and this anchor-point.
530 * An actor's rotation is centered around its anchor-point.
531 * @see Dali::AnchorPoint for predefined anchor point values
532 * @pre The Actor has been initialized.
533 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
534 * @param [in] anchorPoint The new anchor-point.
536 void SetAnchorPoint(const Vector3& anchorPoint);
539 * @brief Retrieve the anchor-point of an actor.
541 * @pre The Actor has been initialized.
542 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
543 * @return The current anchor-point.
545 Vector3 GetCurrentAnchorPoint() const;
548 * @brief Sets the size of an actor.
550 * Geometry can be scaled to fit within this area.
551 * This does not interfere with the actors scale factor.
552 * The actors default depth is the minimum of width & height.
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 GetCurrentSize().
555 * @param [in] width The new width.
556 * @param [in] height The new height.
558 void SetSize(float width, float height);
561 * @brief Sets the size of an actor.
563 * Geometry can be scaled to fit within this area.
564 * This does not interfere with the actors scale factor.
565 * @pre The actor has been initialized.
566 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
567 * @param [in] width The size of the actor along the x-axis.
568 * @param [in] height The size of the actor along the y-axis.
569 * @param [in] depth The size of the actor along the z-axis.
571 void SetSize(float width, float height, float depth);
574 * @brief Sets the size of an actor.
576 * Geometry can be scaled to fit within this area.
577 * This does not interfere with the actors scale factor.
578 * The actors default depth is the minimum of width & height.
579 * @pre The actor has been initialized.
580 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
581 * @param [in] size The new size.
583 void SetSize(const Vector2& size);
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 * @pre The actor has been initialized.
591 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
592 * @param [in] size The new size.
594 void SetSize(const Vector3& size);
597 * @brief Retrieve the actor's size.
599 * @pre The actor has been initialized.
600 * @note This property can be animated; the return value may not match the value written with SetSize().
601 * @return The actor's current size.
603 Vector3 GetCurrentSize() const;
606 * @brief Sets the position of the actor.
608 * The Actor's z position will be set to 0.0f.
609 * @pre The Actor has been initialized.
610 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
611 * @param [in] x The new x position
612 * @param [in] y The new y position
614 void SetPosition(float x, float y);
617 * @brief Sets the position of the Actor.
619 * @pre The Actor has been initialized.
620 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
621 * @param [in] x The new x position
622 * @param [in] y The new y position
623 * @param [in] z The new z position
625 void SetPosition(float x, float y, float z);
628 * @brief Sets the position of the Actor.
630 * @pre The Actor has been initialized.
631 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
632 * @param [in] position The new position
634 void SetPosition(const Vector3& position);
637 * @brief Set the position of an actor along the X-axis.
639 * @pre The Actor has been initialized.
640 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
641 * @param [in] x The new x position
646 * @brief Set the position of an actor along the Y-axis.
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] y The new y position.
655 * @brief Set the position of an actor along the Z-axis.
657 * @pre The Actor has been initialized.
658 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
659 * @param [in] z The new z position
664 * @brief Move an actor relative to its existing position.
666 * @pre The actor has been initialized.
667 * @param[in] distance The actor will move by this distance.
669 void MoveBy(const Vector3& distance);
672 * @brief Retrieve the position of the Actor.
674 * @pre The Actor has been initialized.
675 * @note This property can be animated; the return value may not match the value written with SetPosition().
676 * @return the Actor's current position.
678 Vector3 GetCurrentPosition() const;
681 * @brief Retrieve the world-position of the Actor.
683 * @note The actor will not have a world-position, unless it has previously been added to the stage.
684 * @pre The Actor has been initialized.
685 * @return The Actor's current position in world coordinates.
687 Vector3 GetCurrentWorldPosition() const;
690 * @brief Set the actors position inheritance mode.
692 * The default is to inherit.
693 * Switching this off means that using SetPosition() sets the actor's world position.
694 * @see PositionInheritanceMode
695 * @pre The Actor has been initialized.
696 * @param[in] mode to use
698 void SetPositionInheritanceMode( PositionInheritanceMode mode );
701 * @brief Returns the actors position inheritance mode.
703 * @pre The Actor has been initialized.
704 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
706 PositionInheritanceMode GetPositionInheritanceMode() const;
709 * @brief Sets the rotation of the Actor.
711 * An actor's rotation is centered around its anchor point.
712 * @pre The Actor has been initialized.
713 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
714 * @param [in] angle The new rotation angle in degrees.
715 * @param [in] axis The new axis of rotation.
717 void SetRotation(const Degree& angle, const Vector3& axis);
720 * @brief Sets the rotation of the Actor.
722 * An actor's rotation is centered around its anchor point.
723 * @pre The Actor has been initialized.
724 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
725 * @param [in] angle The new rotation angle in radians.
726 * @param [in] axis The new axis of rotation.
728 void SetRotation(const Radian& angle, const Vector3& axis);
731 * @brief Sets the rotation of the Actor.
733 * @pre The Actor has been initialized.
734 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
735 * @param [in] rotation The new rotation.
737 void SetRotation(const Quaternion& rotation);
740 * @brief Apply a relative rotation to an actor.
742 * @pre The actor has been initialized.
743 * @param[in] angle The angle to the rotation to combine with the existing rotation.
744 * @param[in] axis The axis of the rotation to combine with the existing rotation.
746 void RotateBy(const Degree& angle, const Vector3& axis);
749 * @brief Apply a relative rotation to an actor.
751 * @pre The actor has been initialized.
752 * @param[in] angle The angle to the rotation to combine with the existing rotation.
753 * @param[in] axis The axis of the rotation to combine with the existing rotation.
755 void RotateBy(const Radian& angle, const Vector3& axis);
758 * @brief Apply a relative rotation to an actor.
760 * @pre The actor has been initialized.
761 * @param[in] relativeRotation The rotation to combine with the existing rotation.
763 void RotateBy(const Quaternion& relativeRotation);
766 * @brief Retreive the Actor's rotation.
768 * @pre The Actor has been initialized.
769 * @note This property can be animated; the return value may not match the value written with SetRotation().
770 * @return The current rotation.
772 Quaternion GetCurrentRotation() const;
775 * @brief Set whether a child actor inherits it's parent's orientation.
777 * Default is to inherit.
778 * Switching this off means that using SetRotation() sets the actor's world orientation.
779 * @pre The Actor has been initialized.
780 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
782 void SetInheritRotation(bool inherit);
785 * @brief Returns whether the actor inherit's it's parent's orientation.
787 * @pre The Actor has been initialized.
788 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
790 bool IsRotationInherited() const;
793 * @brief Retrieve the world-rotation of the Actor.
795 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
796 * @pre The Actor has been initialized.
797 * @return The Actor's current rotation in the world.
799 Quaternion GetCurrentWorldRotation() const;
802 * @brief Set the scale factor applied to an actor.
804 * @pre The Actor has been initialized.
805 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
806 * @param [in] scale The scale factor applied on all axes.
808 void SetScale(float scale);
811 * @brief Set the scale factor applied to an actor.
813 * @pre The Actor has been initialized.
814 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
815 * @param [in] scaleX The scale factor applied along the x-axis.
816 * @param [in] scaleY The scale factor applied along the y-axis.
817 * @param [in] scaleZ The scale factor applied along the z-axis.
819 void SetScale(float scaleX, float scaleY, float scaleZ);
822 * @brief Set the scale factor applied to an actor.
824 * @pre The Actor has been initialized.
825 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
826 * @param [in] scale A vector representing the scale factor for each axis.
828 void SetScale(const Vector3& scale);
831 * @brief Apply a relative scale to an actor.
833 * @pre The actor has been initialized.
834 * @param[in] relativeScale The scale to combine with the actors existing scale.
836 void ScaleBy(const Vector3& relativeScale);
839 * @brief Retrieve the scale factor applied to an actor.
841 * @pre The Actor has been initialized.
842 * @note This property can be animated; the return value may not match the value written with SetScale().
843 * @return A vector representing the scale factor for each axis.
845 Vector3 GetCurrentScale() const;
848 * @brief Retrieve the world-scale of the Actor.
850 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
851 * @pre The Actor has been initialized.
852 * @return The Actor's current scale in the world.
854 Vector3 GetCurrentWorldScale() const;
857 * @brief Set whether a child actor inherits it's parent's scale.
859 * Default is to inherit.
860 * Switching this off means that using SetScale() sets the actor's world scale.
861 * @pre The Actor has been initialized.
862 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
864 void SetInheritScale( bool inherit );
867 * @brief Returns whether the actor inherit's it's parent's scale.
869 * @pre The Actor has been initialized.
870 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
872 bool IsScaleInherited() const;
875 * @brief Retrieves the world-matrix of the actor.
877 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
878 * @pre The Actor has been initialized.
879 * @return The Actor's current world matrix
881 Matrix GetCurrentWorldMatrix() const;
883 // Visibility & Color
886 * @brief Sets the visibility flag of an actor.
888 * @pre The actor has been initialized.
889 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
890 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
891 * This is regardless of the individual visibility values of the children i.e. an actor will only be
892 * rendered if all of its parents have visibility set to true.
893 * @param [in] visible The new visibility flag.
895 void SetVisible(bool visible);
898 * @brief Retrieve the visibility flag of an actor.
900 * @pre The actor has been initialized.
901 * @note This property can be animated; the return value may not match the value written with SetVisible().
902 * @note If an actor is not visible, then the actor and its children will not be rendered.
903 * This is regardless of the individual visibility values of the children i.e. an actor will only be
904 * rendered if all of its parents have visibility set to true.
905 * @return The visibility flag.
907 bool IsVisible() const;
910 * @brief Sets the opacity of an actor.
912 * @pre The actor has been initialized.
913 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
914 * @param [in] opacity The new opacity.
916 void SetOpacity(float opacity);
919 * @brief Apply a relative opacity change to an actor.
921 * @pre The actor has been initialized.
922 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
924 void OpacityBy(float relativeOpacity);
927 * @brief Retrieve the actor's opacity.
929 * @pre The actor has been initialized.
930 * @note This property can be animated; the return value may not match the value written with SetOpacity().
931 * @return The actor's opacity.
933 float GetCurrentOpacity() const;
936 * @brief Sets the actor's color; this is an RGBA value.
938 * The final color of the actor depends on its color mode.
939 * @pre The Actor has been initialized.
940 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
941 * @param [in] color The new color.
943 void SetColor(const Vector4& color);
946 * @brief Apply a relative color change to an actor.
948 * @pre The actor has been initialized.
949 * @param[in] relativeColor The color to combine with the actors existing color.
951 void ColorBy(const Vector4& relativeColor);
954 * @brief Retrieve the actor's color.
956 * Actor's own color is not clamped.
957 * @pre The Actor has been initialized.
958 * @note This property can be animated; the return value may not match the value written with SetColor().
961 Vector4 GetCurrentColor() const;
964 * @brief Sets the actor's color mode.
966 * This specifies whether the Actor uses its own color, or inherits
967 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
968 * @pre The Actor has been initialized.
969 * @param [in] colorMode to use.
971 void SetColorMode( ColorMode colorMode );
974 * @brief Returns the actor's color mode.
976 * @pre The Actor has been initialized.
977 * @return currently used colorMode.
979 ColorMode GetColorMode() const;
982 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
984 * @note The actor will not have a world-color, unless it has previously been added to the stage.
985 * @pre The Actor has been initialized.
986 * @return The Actor's current color in the world.
988 Vector4 GetCurrentWorldColor() const;
993 * @deprecated call Set/RemoveShaderEffectRecursively if you want to apply the same shader for a tree of actors
995 * @param [in] ignored
997 void SetInheritShaderEffect(bool ignored);
1000 * @deprecated functionality no longer supported
1004 bool GetInheritShaderEffect() const;
1007 * @deprecated you need to call RenderableActor::SetShaderEffect
1009 * @param [in] effect The shader effect.
1011 void SetShaderEffect(ShaderEffect effect);
1014 * @deprecated you need to call RenderableActor::GetShaderEffect
1016 * @return The shader effect
1018 ShaderEffect GetShaderEffect() const;
1021 * @deprecated you need to call RenderableActor::GetShaderEffect
1023 void RemoveShaderEffect();
1026 * @brief Set how the actor and its children should be drawn.
1028 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1029 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1030 * other objects in the world i.e. it may be obscured if other objects are in front.
1032 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1033 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1034 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1035 * and depth-testing will not be used.
1037 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1038 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1039 * actors within the Layer.
1041 * @param[in] drawMode The new draw-mode to use.
1042 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1043 * @note Layers do not inherit the DrawMode from their parents.
1045 void SetDrawMode( DrawMode::Type drawMode );
1048 * @brief Query how the actor and its children will be drawn.
1050 * @return True if the Actor is an overlay.
1052 DrawMode::Type GetDrawMode() const;
1057 * @brief Sets whether an actor should emit touch event signals; @see SignalTouched().
1059 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
1060 * the touch event signal will be emitted.
1062 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
1064 * actor.SetSensitive(false);
1067 * Then, to re-enable the touch event signal emission, the application should call:
1069 * actor.SetSensitive(true);
1072 * @see SignalTouched().
1073 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1074 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1075 * hittable if all of its parents have sensitivity set to true.
1076 * @pre The Actor has been initialized.
1077 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
1079 void SetSensitive(bool sensitive);
1082 * @brief Query whether an actor emits touch event signals.
1084 * @note If an actor is not sensitive, then it's children will not be hittable either.
1085 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1086 * hittable if all of its parents have sensitivity set to true.
1087 * @pre The Actor has been initialized.
1088 * @return true, if emission of touch event signals is enabled, false otherwise.
1090 bool IsSensitive() const;
1093 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1095 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1096 * @pre The Actor has been initialized.
1097 * @param[out] localX On return, the X-coordinate relative to the actor.
1098 * @param[out] localY On return, the Y-coordinate relative to the actor.
1099 * @param[in] screenX The screen X-coordinate.
1100 * @param[in] screenY The screen Y-coordinate.
1101 * @return True if the conversion succeeded.
1103 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1106 * @brief Sets whether the actor should receive a notification when touch motion events leave
1107 * the boundary of the actor.
1109 * @note By default, this is set to false as most actors do not require this.
1110 * @note Need to connect to the SignalTouch to actually receive this event.
1112 * @pre The Actor has been initialized.
1113 * @param[in] required Should be set to true if a Leave event is required
1115 void SetLeaveRequired(bool required);
1118 * @brief This returns whether the actor requires touch events whenever touch motion events leave
1119 * the boundary of the actor.
1121 * @pre The Actor has been initialized.
1122 * @return true if a Leave event is required, false otherwise.
1124 bool GetLeaveRequired() const;
1127 * @brief Sets whether the actor should be focusable by keyboard navigation.
1129 * The default is true.
1130 * @pre The Actor has been initialized.
1131 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1134 void SetKeyboardFocusable( bool focusable );
1137 * @brief Returns whether the actor is focusable by keyboard navigation.
1139 * @pre The Actor has been initialized.
1140 * @return true if the actor is focusable by keyboard navigation, false if not.
1142 bool IsKeyboardFocusable() const;
1147 * @brief This signal is emitted when touch input is received.
1149 * A callback of the following type may be connected:
1151 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1153 * The return value of True, indicates that the touch event should be consumed.
1154 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1155 * @pre The Actor has been initialized.
1156 * @return The signal to connect to.
1158 TouchSignalV2& TouchedSignal();
1161 * @brief This signal is emitted when mouse wheel event is received.
1163 * A callback of the following type may be connected:
1165 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1167 * The return value of True, indicates that the mouse wheel event should be consumed.
1168 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1169 * @pre The Actor has been initialized.
1170 * @return The signal to connect to.
1172 MouseWheelEventSignalV2& MouseWheelEventSignal();
1175 * @brief Signal to indicate when the actor's size is set by application code.
1177 * This signal is emitted when actors size is being <b>set</b> by application code.
1178 * This signal is <b>not</b> emitted when size is animated
1179 * Note! GetCurrentSize might not return this same size as the set size message may still be queued
1180 * A callback of the following type may be connected:
1182 * void YourCallback(Actor actor, const Vector3& newSize);
1184 * @pre The Actor has been initialized.
1185 * @return The signal to connect to.
1187 SetSizeSignalV2& SetSizeSignal();
1190 * @brief This signal is emitted after the actor has been connected to the stage.
1192 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1193 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1195 * @note When the parent of a set of actors is connected to the stage, then all of the children
1196 * will received this callback.
1198 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1206 * @return The signal
1208 OnStageSignalV2& OnStageSignal();
1211 * @brief This signal is emitted after the actor has been disconnected from the stage.
1213 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1215 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1216 * will received this callback, starting with the leaf actors.
1218 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1226 * @return The signal
1228 OffStageSignalV2& OffStageSignal();
1233 * @brief Enable dynamics for this actor.
1235 * The actor will behave as a rigid/soft body in the simulation
1236 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1238 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1239 * @return The DynamicsBody
1241 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1244 * @brief Add a joint constraint to this actor.
1246 * @param[in] attachedActor The other actor in the joint
1247 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1248 * @return The new joint
1249 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1250 * @post If the two actors are already connected by a joint, The existing joint is returned
1251 * and offset is ignored.
1253 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1256 * @brief Add a joint constraint to this actor.
1258 * @param[in] attachedActor The other actor in the joint
1259 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1260 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1261 * @return The new joint
1262 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1263 * @post If the two actors are already connected by a joint, The existing joint is returned
1264 * and offset is ignored.
1266 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1269 * @brief Get the number of DynamicsJoint objects added to this actor.
1271 * @return The number of DynamicsJoint objects added to this actor
1273 const int GetNumberOfJoints() const;
1276 * @brief Get a joint by index.
1278 * @param[in] index The index of the joint.
1279 * Use GetNumberOfJoints to get the valid range of indices.
1280 * @return The joint.
1282 DynamicsJoint GetDynamicsJointByIndex( const int index );
1285 * @brief Get the joint between this actor and attachedActor.
1287 * @param[in] attachedActor The other actor in the joint
1288 * @return The joint.
1290 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1293 * @brief Remove a joint from this actor
1295 * @param[in] joint The joint to be removed
1297 void RemoveDynamicsJoint( DynamicsJoint joint );
1300 * @brief Disable dynamics for this actor.
1302 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1304 void DisableDynamics();
1307 * @brief Get the associated DynamicsBody.
1309 * @return A DynamicsBody
1311 DynamicsBody GetDynamicsBody();
1313 public: // Not intended for application developers
1316 * @brief This constructor is used by Dali New() methods.
1318 * @param [in] actor A pointer to a newly allocated Dali resource
1320 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1324 * @brief Helper for discarding an actor handle.
1326 * If the handle is empty, this method does nothing. Otherwise
1327 * actor.Unparent() will be called, followed by actor.Reset().
1328 * @param[in,out] actor A handle to an actor, or an empty handle.
1330 void UnparentAndReset( Actor& actor );
1334 #endif // __DALI_ACTOR_H__