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_SHADER_EFFECT; ///< name "inherit-shader-effect", type BOOLEAN
264 static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
265 static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
266 static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
267 static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
268 static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
273 static const char* const SIGNAL_TOUCHED; ///< name "touched", @see TouchedSignal()
274 static const char* const SIGNAL_MOUSE_WHEEL_EVENT; ///< name "mouse-wheel-event", @see MouseWheelEventSignal()
275 static const char* const SIGNAL_SET_SIZE; ///< name "set-size", @see SetSizeSignal()
276 static const char* const SIGNAL_ON_STAGE; ///< name "on-stage", @see OnStageSignal()
277 static const char* const SIGNAL_OFF_STAGE; ///< name "off-stage", @see OffStageSignal()
282 static const char* const ACTION_SHOW; ///< name "show", @see SetVisible()
283 static const char* const ACTION_HIDE; ///< name "hide", @see SetVisible()
289 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
291 * Calling member functions with an uninitialized Dali::Object is not allowed.
296 * @brief Create an initialized Actor.
298 * @return A handle to a newly allocated Dali resource.
303 * @brief Downcast an Object handle to Actor handle.
305 * If handle points to a Actor object the downcast produces valid
306 * handle. If not the returned handle is left uninitialized.
308 * @param[in] handle to An object
309 * @return handle to a Actor object or an uninitialized handle
311 static Actor DownCast( BaseHandle handle );
314 * @brief Dali::Actor is intended as a base class
316 * This is non-virtual since derived Handle types must not contain data or virtual methods.
321 * @brief Copy constructor
323 * @param [in] copy The actor to copy.
325 Actor(const Actor& copy);
328 * @brief Assignment operator
330 * @param [in] rhs The actor to copy.
332 Actor& operator=(const Actor& rhs);
335 * @brief This method is defined to allow assignment of the NULL value,
336 * and will throw an exception if passed any other value.
338 * Assigning to NULL is an alias for Reset().
339 * @param [in] rhs A NULL pointer
340 * @return A reference to this handle
342 Actor& operator=(BaseHandle::NullType* rhs);
345 * @brief Retrieve the Actor's name.
347 * @pre The Actor has been initialized.
348 * @return The Actor's name.
350 const std::string& GetName() const;
353 * @brief Sets the Actor's name.
355 * @pre The Actor has been initialized.
356 * @param [in] name The new name.
358 void SetName(const std::string& name);
361 * @brief Retrieve the unique ID of the actor.
363 * @pre The Actor has been initialized.
366 unsigned int GetId() const;
371 * @brief Query whether an actor is the root actor, which is owned by the Stage.
373 * @pre The Actor has been initialized.
374 * @return True if the actor is the root actor.
379 * @brief Query whether the actor is connected to the Stage.
381 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
382 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
383 * @pre The Actor has been initialized.
384 * @return True if the actor is connected to the Stage.
386 bool OnStage() const;
389 * @brief Query whether the actor is of class Dali::Layer.
391 * @pre The Actor has been initialized.
392 * @return True if the actor is a layer.
394 bool IsLayer() const;
397 * @brief Gets the layer in which the actor is present.
399 * @pre The Actor has been initialized.
400 * @return The layer, which will be uninitialized if the actor is off-stage.
405 * @brief Adds a child Actor to this Actor.
407 * NOTE! if the child already has a parent, it will be removed from old parent
408 * and reparented to this actor. This may change childs position, color, shader effect,
409 * scale etc as it now inherits them from this actor
410 * @pre This Actor (the parent) has been initialized.
411 * @pre The child actor has been initialized.
412 * @pre The child actor is not the same as the parent actor.
413 * @pre The actor is not the Root actor
414 * @param [in] child The child.
415 * @post The child will be referenced by its parent. This means that the child will be kept alive,
416 * even if the handle passed into this method is reset or destroyed.
417 * @post This may invalidate ActorContainer iterators.
419 void Add(Actor child);
422 * @brief Removes a child Actor from this Actor.
424 * If the actor was not a child of this actor, this is a no-op.
425 * @pre This Actor (the parent) has been initialized.
426 * @pre The child actor is not the same as the parent actor.
427 * @param [in] child The child.
428 * @post This may invalidate ActorContainer iterators.
430 void Remove(Actor child);
433 * @brief Removes an actor from its parent.
435 * If the actor has no parent, this method does nothing.
436 * @pre The (child) actor has been initialized.
437 * @post This may invalidate ActorContainer iterators.
442 * @brief Retrieve the number of children held by the actor.
444 * @pre The Actor has been initialized.
445 * @return The number of children
447 unsigned int GetChildCount() const;
450 * @brief Retrieve and child actor by index.
452 * @pre The Actor has been initialized.
453 * @param[in] index The index of the child to retrieve
454 * @return The actor for the given index or empty handle if children not initialised
456 Actor GetChildAt(unsigned int index) const;
459 * @brief Search through this actor's hierarchy for an actor with the given name.
461 * The actor itself is also considered in the search
462 * @pre The Actor has been initialized.
463 * @param[in] actorName the name of the actor to find
464 * @return A handle to the actor if found, or an empty handle if not.
466 Actor FindChildByName(const std::string& actorName);
469 * @brief Search through this actor's hierarchy for an actor with the given name or alias.
471 * Actors can customize this function to provide actors with preferred alias'
472 * For example 'previous' could return the last selected child.
473 * If no aliased actor is found then FindChildByName() is called.
474 * @pre The Actor has been initialized.
475 * @param[in] actorAlias the name of the actor to find
476 * @return A handle to the actor if found, or an empty handle if not.
478 Actor FindChildByAlias(const std::string& actorAlias);
481 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
483 * The actor itself is also considered in the search
484 * @pre The Actor has been initialized.
485 * @param[in] id the ID of the actor to find
486 * @return A handle to the actor if found, or an empty handle if not.
488 Actor FindChildById(const unsigned int id);
491 * @brief Retrieve the actor's parent.
493 * @pre The actor has been initialized.
494 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
496 Actor GetParent() const;
501 * @brief Set the origin of an actor, within its parent's area.
503 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
504 * and (1.0, 1.0, 0.5) is the bottom-right corner.
505 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
506 * An actor position is the distance between this origin, and the actors anchor-point.
507 * @see Dali::ParentOrigin for predefined parent origin values
508 * @pre The Actor has been initialized.
509 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
510 * @param [in] origin The new parent-origin.
512 void SetParentOrigin(const Vector3& origin);
515 * @brief Retrieve the parent-origin of an actor.
517 * @pre The Actor has been initialized.
518 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
519 * @return The current parent-origin.
521 Vector3 GetCurrentParentOrigin() const;
524 * @brief Set the anchor-point of an actor.
526 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
527 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
528 * bottom-right corner. The default anchor point is
529 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
530 * An actor position is the distance between its parent-origin, and this anchor-point.
531 * An actor's rotation is centered around its anchor-point.
532 * @see Dali::AnchorPoint for predefined anchor point values
533 * @pre The Actor has been initialized.
534 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
535 * @param [in] anchorPoint The new anchor-point.
537 void SetAnchorPoint(const Vector3& anchorPoint);
540 * @brief Retrieve the anchor-point of an actor.
542 * @pre The Actor has been initialized.
543 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
544 * @return The current anchor-point.
546 Vector3 GetCurrentAnchorPoint() const;
549 * @brief Sets the size of an actor.
551 * Geometry can be scaled to fit within this area.
552 * This does not interfere with the actors scale factor.
553 * The actors default depth is the minimum of width & height.
554 * @pre The actor has been initialized.
555 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
556 * @param [in] width The new width.
557 * @param [in] height The new height.
559 void SetSize(float width, float height);
562 * @brief Sets the size of an actor.
564 * Geometry can be scaled to fit within this area.
565 * This does not interfere with the actors scale factor.
566 * @pre The actor has been initialized.
567 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
568 * @param [in] width The size of the actor along the x-axis.
569 * @param [in] height The size of the actor along the y-axis.
570 * @param [in] depth The size of the actor along the z-axis.
572 void SetSize(float width, float height, float depth);
575 * @brief Sets the size of an actor.
577 * Geometry can be scaled to fit within this area.
578 * This does not interfere with the actors scale factor.
579 * The actors default depth is the minimum of width & height.
580 * @pre The actor has been initialized.
581 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
582 * @param [in] size The new size.
584 void SetSize(const Vector2& size);
587 * @brief Sets the size of an actor.
589 * Geometry can be scaled to fit within this area.
590 * This does not interfere with the actors scale factor.
591 * @pre The actor has been initialized.
592 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
593 * @param [in] size The new size.
595 void SetSize(const Vector3& size);
598 * @brief Retrieve the actor's size.
600 * @pre The actor has been initialized.
601 * @note This property can be animated; the return value may not match the value written with SetSize().
602 * @return The actor's current size.
604 Vector3 GetCurrentSize() const;
607 * @brief Sets the position of the actor.
609 * The Actor's z position will be set to 0.0f.
610 * @pre The Actor has been initialized.
611 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
612 * @param [in] x The new x position
613 * @param [in] y The new y position
615 void SetPosition(float x, float y);
618 * @brief Sets the position of the Actor.
620 * @pre The Actor has been initialized.
621 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
622 * @param [in] x The new x position
623 * @param [in] y The new y position
624 * @param [in] z The new z position
626 void SetPosition(float x, float y, float z);
629 * @brief Sets the position of the Actor.
631 * @pre The Actor has been initialized.
632 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
633 * @param [in] position The new position
635 void SetPosition(const Vector3& position);
638 * @brief Set the position of an actor along the X-axis.
640 * @pre The Actor has been initialized.
641 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
642 * @param [in] x The new x position
647 * @brief Set the position of an actor along the Y-axis.
649 * @pre The Actor has been initialized.
650 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
651 * @param [in] y The new y position.
656 * @brief Set the position of an actor along the Z-axis.
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] z The new z position
665 * @brief Move an actor relative to its existing position.
667 * @pre The actor has been initialized.
668 * @param[in] distance The actor will move by this distance.
670 void MoveBy(const Vector3& distance);
673 * @brief Retrieve the position of the Actor.
675 * @pre The Actor has been initialized.
676 * @note This property can be animated; the return value may not match the value written with SetPosition().
677 * @return the Actor's current position.
679 Vector3 GetCurrentPosition() const;
682 * @brief Retrieve the world-position of the Actor.
684 * @note The actor will not have a world-position, unless it has previously been added to the stage.
685 * @pre The Actor has been initialized.
686 * @return The Actor's current position in world coordinates.
688 Vector3 GetCurrentWorldPosition() const;
691 * @brief Set the actors position inheritance mode.
693 * The default is to inherit.
694 * Switching this off means that using SetPosition() sets the actor's world position.
695 * @see PositionInheritanceMode
696 * @pre The Actor has been initialized.
697 * @param[in] mode to use
699 void SetPositionInheritanceMode( PositionInheritanceMode mode );
702 * @brief Returns the actors position inheritance mode.
704 * @pre The Actor has been initialized.
705 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
707 PositionInheritanceMode GetPositionInheritanceMode() const;
710 * @brief Sets the rotation of the Actor.
712 * An actor's rotation is centered around its anchor point.
713 * @pre The Actor has been initialized.
714 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
715 * @param [in] angle The new rotation angle in degrees.
716 * @param [in] axis The new axis of rotation.
718 void SetRotation(const Degree& angle, const Vector3& axis);
721 * @brief Sets the rotation of the Actor.
723 * An actor's rotation is centered around its anchor point.
724 * @pre The Actor has been initialized.
725 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
726 * @param [in] angle The new rotation angle in radians.
727 * @param [in] axis The new axis of rotation.
729 void SetRotation(const Radian& angle, const Vector3& axis);
732 * @brief Sets the rotation of the Actor.
734 * @pre The Actor has been initialized.
735 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
736 * @param [in] rotation The new rotation.
738 void SetRotation(const Quaternion& rotation);
741 * @brief Apply a relative rotation to an actor.
743 * @pre The actor has been initialized.
744 * @param[in] angle The angle to the rotation to combine with the existing rotation.
745 * @param[in] axis The axis of the rotation to combine with the existing rotation.
747 void RotateBy(const Degree& angle, const Vector3& axis);
750 * @brief Apply a relative rotation to an actor.
752 * @pre The actor has been initialized.
753 * @param[in] angle The angle to the rotation to combine with the existing rotation.
754 * @param[in] axis The axis of the rotation to combine with the existing rotation.
756 void RotateBy(const Radian& angle, const Vector3& axis);
759 * @brief Apply a relative rotation to an actor.
761 * @pre The actor has been initialized.
762 * @param[in] relativeRotation The rotation to combine with the existing rotation.
764 void RotateBy(const Quaternion& relativeRotation);
767 * @brief Retreive the Actor's rotation.
769 * @pre The Actor has been initialized.
770 * @note This property can be animated; the return value may not match the value written with SetRotation().
771 * @return The current rotation.
773 Quaternion GetCurrentRotation() const;
776 * @brief Set whether a child actor inherits it's parent's orientation.
778 * Default is to inherit.
779 * Switching this off means that using SetRotation() sets the actor's world orientation.
780 * @pre The Actor has been initialized.
781 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
783 void SetInheritRotation(bool inherit);
786 * @brief Returns whether the actor inherit's it's parent's orientation.
788 * @pre The Actor has been initialized.
789 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
791 bool IsRotationInherited() const;
794 * @brief Retrieve the world-rotation of the Actor.
796 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
797 * @pre The Actor has been initialized.
798 * @return The Actor's current rotation in the world.
800 Quaternion GetCurrentWorldRotation() const;
803 * @brief Set the scale factor applied to an actor.
805 * @pre The Actor has been initialized.
806 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
807 * @param [in] scale The scale factor applied on all axes.
809 void SetScale(float scale);
812 * @brief Set the scale factor applied to an actor.
814 * @pre The Actor has been initialized.
815 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
816 * @param [in] scaleX The scale factor applied along the x-axis.
817 * @param [in] scaleY The scale factor applied along the y-axis.
818 * @param [in] scaleZ The scale factor applied along the z-axis.
820 void SetScale(float scaleX, float scaleY, float scaleZ);
823 * @brief Set the scale factor applied to an actor.
825 * @pre The Actor has been initialized.
826 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
827 * @param [in] scale A vector representing the scale factor for each axis.
829 void SetScale(const Vector3& scale);
832 * @brief Apply a relative scale to an actor.
834 * @pre The actor has been initialized.
835 * @param[in] relativeScale The scale to combine with the actors existing scale.
837 void ScaleBy(const Vector3& relativeScale);
840 * @brief Retrieve the scale factor applied to an actor.
842 * @pre The Actor has been initialized.
843 * @note This property can be animated; the return value may not match the value written with SetScale().
844 * @return A vector representing the scale factor for each axis.
846 Vector3 GetCurrentScale() const;
849 * @brief Retrieve the world-scale of the Actor.
851 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
852 * @pre The Actor has been initialized.
853 * @return The Actor's current scale in the world.
855 Vector3 GetCurrentWorldScale() const;
858 * @brief Set whether a child actor inherits it's parent's scale.
860 * Default is to inherit.
861 * Switching this off means that using SetScale() sets the actor's world scale.
862 * @pre The Actor has been initialized.
863 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
865 void SetInheritScale( bool inherit );
868 * @brief Returns whether the actor inherit's it's parent's scale.
870 * @pre The Actor has been initialized.
871 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
873 bool IsScaleInherited() const;
876 * @brief Retrieves the world-matrix of the actor.
878 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
879 * @pre The Actor has been initialized.
880 * @return The Actor's current world matrix
882 Matrix GetCurrentWorldMatrix() const;
884 // Visibility & Color
887 * @brief Sets the visibility flag of an actor.
889 * @pre The actor has been initialized.
890 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
891 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
892 * This is regardless of the individual visibility values of the children i.e. an actor will only be
893 * rendered if all of its parents have visibility set to true.
894 * @param [in] visible The new visibility flag.
896 void SetVisible(bool visible);
899 * @brief Retrieve the visibility flag of an actor.
901 * @pre The actor has been initialized.
902 * @note This property can be animated; the return value may not match the value written with SetVisible().
903 * @note If an actor is not visible, then the actor and its children will not be rendered.
904 * This is regardless of the individual visibility values of the children i.e. an actor will only be
905 * rendered if all of its parents have visibility set to true.
906 * @return The visibility flag.
908 bool IsVisible() const;
911 * @brief Sets the opacity of an actor.
913 * @pre The actor has been initialized.
914 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
915 * @param [in] opacity The new opacity.
917 void SetOpacity(float opacity);
920 * @brief Apply a relative opacity change to an actor.
922 * @pre The actor has been initialized.
923 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
925 void OpacityBy(float relativeOpacity);
928 * @brief Retrieve the actor's opacity.
930 * @pre The actor has been initialized.
931 * @note This property can be animated; the return value may not match the value written with SetOpacity().
932 * @return The actor's opacity.
934 float GetCurrentOpacity() const;
937 * @brief Sets the actor's color; this is an RGBA value.
939 * The final color of the actor depends on its color mode.
940 * @pre The Actor has been initialized.
941 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
942 * @param [in] color The new color.
944 void SetColor(const Vector4& color);
947 * @brief Apply a relative color change to an actor.
949 * @pre The actor has been initialized.
950 * @param[in] relativeColor The color to combine with the actors existing color.
952 void ColorBy(const Vector4& relativeColor);
955 * @brief Retrieve the actor's color.
957 * Actor's own color is not clamped.
958 * @pre The Actor has been initialized.
959 * @note This property can be animated; the return value may not match the value written with SetColor().
962 Vector4 GetCurrentColor() const;
965 * @brief Sets the actor's color mode.
967 * This specifies whether the Actor uses its own color, or inherits
968 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
969 * @pre The Actor has been initialized.
970 * @param [in] colorMode to use.
972 void SetColorMode( ColorMode colorMode );
975 * @brief Returns the actor's color mode.
977 * @pre The Actor has been initialized.
978 * @return currently used colorMode.
980 ColorMode GetColorMode() const;
983 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
985 * @note The actor will not have a world-color, unless it has previously been added to the stage.
986 * @pre The Actor has been initialized.
987 * @return The Actor's current color in the world.
989 Vector4 GetCurrentWorldColor() const;
994 * @brief Set whether the actor inherits a shader effect from its parent; it does inherit by default.
996 * The inherited effect can still be overriden using SetShaderEffect().
997 * @pre The Actor has been initialized.
998 * @param [in] inherit True if the parent effect is inherited.
1000 void SetInheritShaderEffect(bool inherit);
1003 * @brief Query whether the actor inherits a shader effect from its parent.
1005 * @pre The Actor has been initialized.
1006 * @return True if the parent effect is inherited.
1008 bool GetInheritShaderEffect() const;
1011 * @brief Sets the shader effect for the Actor.
1013 * Shader effects provide special effects like rippling and bending.
1014 * Setting a shader effect removes any shader effect previously set by SetShaderEffect.
1015 * @pre The actor has been initialized.
1016 * @pre effect has been initialized.
1017 * @param [in] effect The shader effect.
1019 void SetShaderEffect(ShaderEffect effect);
1022 * @brief Retrieve the shader effect for the Actor.
1024 * @pre The Actor has been initialized.
1025 * @return The shader effect
1027 ShaderEffect GetShaderEffect() const;
1030 * @brief Removes the current shader effect.
1032 * @pre The Actor has been initialized.
1034 void RemoveShaderEffect();
1037 * @brief Set how the actor and its children should be drawn.
1039 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1040 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1041 * other objects in the world i.e. it may be obscured if other objects are in front.
1043 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1044 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1045 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1046 * and depth-testing will not be used.
1048 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1049 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1050 * actors within the Layer.
1052 * @param[in] drawMode The new draw-mode to use.
1053 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1054 * @note Layers do not inherit the DrawMode from their parents.
1056 void SetDrawMode( DrawMode::Type drawMode );
1059 * @brief Query how the actor and its children will be drawn.
1061 * @return True if the Actor is an overlay.
1063 DrawMode::Type GetDrawMode() const;
1068 * @brief Sets whether an actor should emit touch event signals; @see SignalTouched().
1070 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
1071 * the touch event signal will be emitted.
1073 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
1075 * actor.SetSensitive(false);
1078 * Then, to re-enable the touch event signal emission, the application should call:
1080 * actor.SetSensitive(true);
1083 * @see SignalTouched().
1084 * @note If an actor's sensitivity is set to false, 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 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
1090 void SetSensitive(bool sensitive);
1093 * @brief Query whether an actor emits touch event signals.
1095 * @note If an actor is not sensitive, then it's children will not be hittable either.
1096 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1097 * hittable if all of its parents have sensitivity set to true.
1098 * @pre The Actor has been initialized.
1099 * @return true, if emission of touch event signals is enabled, false otherwise.
1101 bool IsSensitive() const;
1104 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1106 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1107 * @pre The Actor has been initialized.
1108 * @param[out] localX On return, the X-coordinate relative to the actor.
1109 * @param[out] localY On return, the Y-coordinate relative to the actor.
1110 * @param[in] screenX The screen X-coordinate.
1111 * @param[in] screenY The screen Y-coordinate.
1112 * @return True if the conversion succeeded.
1114 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1117 * @brief Sets whether the actor should receive a notification when touch motion events leave
1118 * the boundary of the actor.
1120 * @note By default, this is set to false as most actors do not require this.
1121 * @note Need to connect to the SignalTouch to actually receive this event.
1123 * @pre The Actor has been initialized.
1124 * @param[in] required Should be set to true if a Leave event is required
1126 void SetLeaveRequired(bool required);
1129 * @brief This returns whether the actor requires touch events whenever touch motion events leave
1130 * the boundary of the actor.
1132 * @pre The Actor has been initialized.
1133 * @return true if a Leave event is required, false otherwise.
1135 bool GetLeaveRequired() const;
1138 * @brief Sets whether the actor should be focusable by keyboard navigation.
1140 * The default is true.
1141 * @pre The Actor has been initialized.
1142 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1145 void SetKeyboardFocusable( bool focusable );
1148 * @brief Returns whether the actor is focusable by keyboard navigation.
1150 * @pre The Actor has been initialized.
1151 * @return true if the actor is focusable by keyboard navigation, false if not.
1153 bool IsKeyboardFocusable() const;
1158 * @brief This signal is emitted when touch input is received.
1160 * A callback of the following type may be connected:
1162 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1164 * The return value of True, indicates that the touch event should be consumed.
1165 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1166 * @pre The Actor has been initialized.
1167 * @return The signal to connect to.
1169 TouchSignalV2& TouchedSignal();
1172 * @brief This signal is emitted when mouse wheel event is received.
1174 * A callback of the following type may be connected:
1176 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1178 * The return value of True, indicates that the mouse wheel event should be consumed.
1179 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1180 * @pre The Actor has been initialized.
1181 * @return The signal to connect to.
1183 MouseWheelEventSignalV2& MouseWheelEventSignal();
1186 * @brief Signal to indicate when the actor's size is set by application code.
1188 * This signal is emitted when actors size is being <b>set</b> by application code.
1189 * This signal is <b>not</b> emitted when size is animated
1190 * Note! GetCurrentSize might not return this same size as the set size message may still be queued
1191 * A callback of the following type may be connected:
1193 * void YourCallback(Actor actor, const Vector3& newSize);
1195 * @pre The Actor has been initialized.
1196 * @return The signal to connect to.
1198 SetSizeSignalV2& SetSizeSignal();
1201 * @brief This signal is emitted after the actor has been connected to the stage.
1203 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1204 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1206 * @note When the parent of a set of actors is connected to the stage, then all of the children
1207 * will received this callback.
1209 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1217 * @return The signal
1219 OnStageSignalV2& OnStageSignal();
1222 * @brief This signal is emitted after the actor has been disconnected from the stage.
1224 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1226 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1227 * will received this callback, starting with the leaf actors.
1229 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1237 * @return The signal
1239 OffStageSignalV2& OffStageSignal();
1244 * @brief Enable dynamics for this actor.
1246 * The actor will behave as a rigid/soft body in the simulation
1247 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1249 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1250 * @return The DynamicsBody
1252 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1255 * @brief Add a joint constraint to this actor.
1257 * @param[in] attachedActor The other actor in the joint
1258 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1259 * @return The new joint
1260 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1261 * @post If the two actors are already connected by a joint, The existing joint is returned
1262 * and offset is ignored.
1264 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1267 * @brief Add a joint constraint to this actor.
1269 * @param[in] attachedActor The other actor in the joint
1270 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1271 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1272 * @return The new joint
1273 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1274 * @post If the two actors are already connected by a joint, The existing joint is returned
1275 * and offset is ignored.
1277 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1280 * @brief Get the number of DynamicsJoint objects added to this actor.
1282 * @return The number of DynamicsJoint objects added to this actor
1284 const int GetNumberOfJoints() const;
1287 * @brief Get a joint by index.
1289 * @param[in] index The index of the joint.
1290 * Use GetNumberOfJoints to get the valid range of indices.
1291 * @return The joint.
1293 DynamicsJoint GetDynamicsJointByIndex( const int index );
1296 * @brief Get the joint between this actor and attachedActor.
1298 * @param[in] attachedActor The other actor in the joint
1299 * @return The joint.
1301 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1304 * @brief Remove a joint from this actor
1306 * @param[in] joint The joint to be removed
1308 void RemoveDynamicsJoint( DynamicsJoint joint );
1311 * @brief Disable dynamics for this actor.
1313 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1315 void DisableDynamics();
1318 * @brief Get the associated DynamicsBody.
1320 * @return A DynamicsBody
1322 DynamicsBody GetDynamicsBody();
1324 public: // Not intended for application developers
1327 * @brief This constructor is used by Dali New() methods.
1329 * @param [in] actor A pointer to a newly allocated Dali resource
1331 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1335 * @brief Helper for discarding an actor handle.
1337 * If the handle is empty, this method does nothing. Otherwise
1338 * actor.Unparent() will be called, followed by actor.Reset().
1339 * @param[in,out] actor A handle to an actor, or an empty handle.
1341 void UnparentAndReset( Actor& actor );
1345 #endif // __DALI_ACTOR_H__