1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/vector-wrapper.h>
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 namespace Internal DALI_INTERNAL
48 struct MouseWheelEvent;
54 * @brief Actor container.
56 typedef std::vector<Actor> ActorContainer;
57 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
58 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
60 typedef Rect<float> Padding; ///< Padding definition
63 * @brief Actor is the primary object with which Dali applications interact.
65 * UI controls can be built by combining multiple actors.
67 * <h3>Multi-Touch Events:</h3>
69 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
71 * <i>Hit Testing Rules Summary:</i>
73 * - An actor is only hittable if the actor's touch or hover signal has a connection.
74 * - An actor is only hittable when it is between the camera's near and far planes.
75 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
76 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
77 * - To be hittable, an actor must have a non-zero size.
78 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
80 * <i>Hit Test Algorithm:</i>
83 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
86 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
87 * layers until we have a hit or there are none left.
88 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
90 * - If they are not, we skip hit testing the actors in that layer altogether.
91 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
94 * - The final part of hit testing is performed by walking through the actor tree within a layer.
95 * - The following pseudocode shows the algorithm used:
97 * HIT-TEST-WITHIN-LAYER( ACTOR )
99 * // Only hit-test the actor and its children if it is sensitive and visible
100 * IF ( ACTOR-IS-SENSITIVE &&
103 * // Depth-first traversal within current layer, visiting parent first
105 * // Check whether current actor should be hit-tested
106 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
107 * ACTOR-HAS-NON-ZERO-SIZE &&
108 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
110 * // Hit-test current actor
113 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
115 * // The current actor is the closest actor that was underneath the touch
116 * LAST-HIT-ACTOR = CURRENT-ACTOR
121 * // Keep checking children, in case we hit something closer
122 * FOR-EACH CHILD (in order)
124 * IF ( CHILD-IS-NOT-A-LAYER )
126 * // Continue traversal for this child's sub-tree
127 * HIT-TEST-WITHIN-LAYER ( CHILD )
129 * // else we skip hit-testing the child's sub-tree altogether
134 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
135 * The overlay children take priority over their parents, and overlay siblings take priority
136 * over their previous siblings (i.e. reverse of rendering order):
146 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
148 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
149 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
150 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
151 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
152 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
153 * also be considered a Stencil Actor.
154 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
156 * <i>Touch or hover Event Delivery:</i>
159 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
160 * the parent's touch or hover signal is emitted, and so on.
161 * - The following pseudocode shows the delivery mechanism:
163 * EMIT-TOUCH-SIGNAL( ACTOR )
165 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
167 * // Only do the emission if touch signal of actor has connections.
168 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
171 * IF ( NOT-CONSUMED )
173 * // If event is not consumed then deliver it to the parent unless we reach the root actor
174 * IF ( ACTOR-PARENT )
176 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
181 * EMIT-HOVER-SIGNAL( ACTOR )
183 * IF ( HOVER-SIGNAL-NOT-EMPTY )
185 * // Only do the emission if hover signal of actor has connections.
186 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
189 * IF ( NOT-CONSUMED )
191 * // If event is not consumed then deliver it to the parent unless we reach the root actor
192 * IF ( ACTOR-PARENT )
194 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
199 * - If there are several touch points, then the delivery is only to the first touch point's hit
200 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
201 * other touch points.
202 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
205 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
206 * hit actor (primary hit actor).
207 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
208 * (only if it requires leave signals); see SetLeaveRequired().
210 * - Interrupted State
211 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
212 * actor's touch or hover signals are emitted with an "Interrupted" state.
213 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
214 * touch or hover signals are also emitted with an "Interrupted" state.
215 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
216 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
217 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
218 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
219 * <h3>Key Events:</h3>
221 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
226 * | %Signal Name | Method |
227 * |-------------------|------------------------------|
228 * | touched | @ref TouchedSignal() |
229 * | hovered | @ref HoveredSignal() |
230 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
231 * | on-stage | @ref OnStageSignal() |
232 * | off-stage | @ref OffStageSignal() |
235 * | %Action Name | %Actor method called |
236 * |-------------------|------------------------------|
237 * | show | %SetVisible( true ) |
238 * | hide | %SetVisible( false ) |
240 class DALI_IMPORT_API Actor : public Handle
245 * @brief An enumeration of properties belonging to the Actor class.
251 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
252 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
253 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
254 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
255 ANCHOR_POINT, ///< name "anchor-point", type Vector3
256 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
257 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
258 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
259 SIZE, ///< name "size", type Vector3
260 SIZE_WIDTH, ///< name "size-width", type float
261 SIZE_HEIGHT, ///< name "size-height", type float
262 SIZE_DEPTH, ///< name "size-depth", type float
263 POSITION, ///< name "position", type Vector3
264 POSITION_X, ///< name "position-x", type float
265 POSITION_Y, ///< name "position-y", type float
266 POSITION_Z, ///< name "position-z", type float
267 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
268 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
269 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
270 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
271 ORIENTATION, ///< name "orientation", type Quaternion
272 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
273 SCALE, ///< name "scale", type Vector3
274 SCALE_X, ///< name "scale-x", type float
275 SCALE_Y, ///< name "scale-y", type float
276 SCALE_Z, ///< name "scale-z", type float
277 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
278 VISIBLE, ///< name "visible", type bool
279 COLOR, ///< name "color", type Vector4
280 COLOR_RED, ///< name "color-red", type float
281 COLOR_GREEN, ///< name "color-green", type float
282 COLOR_BLUE, ///< name "color-blue", type float
283 COLOR_ALPHA, ///< name "color-alpha", type float
284 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
285 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
286 NAME, ///< name "name", type std::string
287 SENSITIVE, ///< name "sensitive", type bool
288 LEAVE_REQUIRED, ///< name "leave-required", type bool
289 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
290 INHERIT_SCALE, ///< name "inherit-scale", type bool
291 COLOR_MODE, ///< name "color-mode", type std::string
292 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
293 DRAW_MODE, ///< name "draw-mode", type std::string
294 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
295 RELAYOUT_ENABLED, ///< name "relayout-enabled", type Boolean
296 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
297 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
298 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
299 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
300 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
301 PADDING, ///< name "padding", type Vector4
302 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
303 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
309 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
310 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
311 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
312 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
313 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
314 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
319 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
321 * Calling member functions with an uninitialized Dali::Object is not allowed.
326 * @brief Create an initialized Actor.
328 * @return A handle to a newly allocated Dali resource.
333 * @brief Downcast an Object handle to Actor handle.
335 * If handle points to a Actor object the downcast produces valid
336 * handle. If not the returned handle is left uninitialized.
338 * @param[in] handle to An object
339 * @return handle to a Actor object or an uninitialized handle
341 static Actor DownCast( BaseHandle handle );
344 * @brief Dali::Actor is intended as a base class
346 * This is non-virtual since derived Handle types must not contain data or virtual methods.
351 * @brief Copy constructor
353 * @param [in] copy The actor to copy.
355 Actor(const Actor& copy);
358 * @brief Assignment operator
360 * @param [in] rhs The actor to copy.
362 Actor& operator=(const Actor& rhs);
365 * @brief Retrieve the Actor's name.
367 * @pre The Actor has been initialized.
368 * @return The Actor's name.
370 const std::string& GetName() const;
373 * @brief Sets the Actor's name.
375 * @pre The Actor has been initialized.
376 * @param [in] name The new name.
378 void SetName(const std::string& name);
381 * @brief Retrieve the unique ID of the actor.
383 * @pre The Actor has been initialized.
386 unsigned int GetId() const;
391 * @brief Query whether an actor is the root actor, which is owned by the Stage.
393 * @pre The Actor has been initialized.
394 * @return True if the actor is the root actor.
399 * @brief Query whether the actor is connected to the Stage.
401 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
402 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
403 * @pre The Actor has been initialized.
404 * @return True if the actor is connected to the Stage.
406 bool OnStage() const;
409 * @brief Query whether the actor is of class Dali::Layer.
411 * @pre The Actor has been initialized.
412 * @return True if the actor is a layer.
414 bool IsLayer() const;
417 * @brief Gets the layer in which the actor is present.
419 * @pre The Actor has been initialized.
420 * @return The layer, which will be uninitialized if the actor is off-stage.
425 * @brief Adds a child Actor to this Actor.
427 * NOTE! if the child already has a parent, it will be removed from old parent
428 * and reparented to this actor. This may change childs position, color,
429 * scale etc as it now inherits them from this actor
430 * @pre This Actor (the parent) has been initialized.
431 * @pre The child actor has been initialized.
432 * @pre The child actor is not the same as the parent actor.
433 * @pre The actor is not the Root actor
434 * @param [in] child The child.
435 * @post The child will be referenced by its parent. This means that the child will be kept alive,
436 * even if the handle passed into this method is reset or destroyed.
437 * @post This may invalidate ActorContainer iterators.
439 void Add(Actor child);
442 * @brief Inserts a child Actor to this actor's list of children at the given index
444 * NOTE! if the child already has a parent, it will be removed from old parent
445 * and reparented to this actor. This may change childs position, color,
446 * scale etc as it now inherits them from this actor
447 * @pre This Actor (the parent) has been initialized.
448 * @pre The child actor has been initialized.
449 * @pre The child actor is not the same as the parent actor.
450 * @pre The actor is not the Root actor
451 * @param [in] index of actor to insert before
452 * @param [in] child The child.
453 * @post The child will be referenced by its parent. This means that the child will be kept alive,
454 * even if the handle passed into this method is reset or destroyed.
455 * @post If the index is greater than the current child count, it will be ignored and added at the end.
456 * @post This may invalidate ActorContainer iterators.
458 void Insert(unsigned int index, Actor child);
461 * @brief Removes a child Actor from this Actor.
463 * If the actor was not a child of this actor, this is a no-op.
464 * @pre This Actor (the parent) has been initialized.
465 * @pre The child actor is not the same as the parent actor.
466 * @param [in] child The child.
467 * @post This may invalidate ActorContainer iterators.
469 void Remove(Actor child);
472 * @brief Removes an actor from its parent.
474 * If the actor has no parent, this method does nothing.
475 * @pre The (child) actor has been initialized.
476 * @post This may invalidate ActorContainer iterators.
481 * @brief Retrieve the number of children held by the actor.
483 * @pre The Actor has been initialized.
484 * @return The number of children
486 unsigned int GetChildCount() const;
489 * @brief Retrieve and child actor by index.
491 * @pre The Actor has been initialized.
492 * @param[in] index The index of the child to retrieve
493 * @return The actor for the given index or empty handle if children not initialised
495 Actor GetChildAt(unsigned int index) const;
498 * @brief Search through this actor's hierarchy for an actor with the given name.
500 * The actor itself is also considered in the search
501 * @pre The Actor has been initialized.
502 * @param[in] actorName the name of the actor to find
503 * @return A handle to the actor if found, or an empty handle if not.
505 Actor FindChildByName(const std::string& actorName);
508 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
510 * The actor itself is also considered in the search
511 * @pre The Actor has been initialized.
512 * @param[in] id the ID of the actor to find
513 * @return A handle to the actor if found, or an empty handle if not.
515 Actor FindChildById(const unsigned int id);
518 * @brief Retrieve the actor's parent.
520 * @pre The actor has been initialized.
521 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
523 Actor GetParent() const;
528 * @brief Set the origin of an actor, within its parent's area.
530 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
531 * and (1.0, 1.0, 0.5) is the bottom-right corner.
532 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
533 * An actor position is the distance between this origin, and the actors anchor-point.
534 * @see Dali::ParentOrigin for predefined parent origin values
535 * @pre The Actor has been initialized.
536 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
537 * @param [in] origin The new parent-origin.
539 void SetParentOrigin(const Vector3& origin);
542 * @brief Retrieve the parent-origin of an actor.
544 * @pre The Actor has been initialized.
545 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
546 * @return The current parent-origin.
548 Vector3 GetCurrentParentOrigin() const;
551 * @brief Set the anchor-point of an actor.
553 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
554 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
555 * bottom-right corner. The default anchor point is
556 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
557 * An actor position is the distance between its parent-origin, and this anchor-point.
558 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
559 * @see Dali::AnchorPoint for predefined anchor point values
560 * @pre The Actor has been initialized.
561 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
562 * @param [in] anchorPoint The new anchor-point.
564 void SetAnchorPoint(const Vector3& anchorPoint);
567 * @brief Retrieve the anchor-point of an actor.
569 * @pre The Actor has been initialized.
570 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
571 * @return The current anchor-point.
573 Vector3 GetCurrentAnchorPoint() const;
576 * @brief Sets the size of an actor.
578 * Geometry can be scaled to fit within this area.
579 * This does not interfere with the actors scale factor.
580 * The actors default depth is the minimum of width & height.
581 * @pre The actor has been initialized.
582 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
583 * @param [in] width The new width.
584 * @param [in] height The new height.
586 void SetSize(float width, float height);
589 * @brief Sets the size of an actor.
591 * Geometry can be scaled to fit within this area.
592 * This does not interfere with the actors scale factor.
593 * @pre The actor has been initialized.
594 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
595 * @param [in] width The size of the actor along the x-axis.
596 * @param [in] height The size of the actor along the y-axis.
597 * @param [in] depth The size of the actor along the z-axis.
599 void SetSize(float width, float height, float depth);
602 * @brief Sets the size of an actor.
604 * Geometry can be scaled to fit within this area.
605 * This does not interfere with the actors scale factor.
606 * The actors default depth is the minimum of width & height.
607 * @pre The actor has been initialized.
608 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
609 * @param [in] size The new size.
611 void SetSize(const Vector2& size);
614 * @brief Sets the size of an actor.
616 * Geometry can be scaled to fit within this area.
617 * This does not interfere with the actors scale factor.
618 * @pre The actor has been initialized.
619 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
620 * @param [in] size The new size.
622 void SetSize(const Vector3& size);
625 * @brief Retrieve the actor's size.
627 * @pre The actor has been initialized.
628 * @note This return is the value that was set using SetSize or the target size of an animation
629 * @return The actor's current size.
631 Vector3 GetTargetSize() const;
634 * @brief Retrieve the actor's size.
636 * @pre The actor has been initialized.
637 * @note This property can be animated; the return value may not match the value written with SetSize().
638 * @return The actor's current size.
640 Vector3 GetCurrentSize() const;
643 * Return the natural size of the actor.
645 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
647 * @return The actor's natural size
649 Vector3 GetNaturalSize() const;
652 * @brief Sets the position of the actor.
654 * The Actor's z position will be set to 0.0f.
655 * @pre The Actor has been initialized.
656 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
657 * @param [in] x The new x position
658 * @param [in] y The new y position
660 void SetPosition(float x, float y);
663 * @brief Sets the position of the Actor.
665 * @pre The Actor has been initialized.
666 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
667 * @param [in] x The new x position
668 * @param [in] y The new y position
669 * @param [in] z The new z position
671 void SetPosition(float x, float y, float z);
674 * @brief Sets the position of the Actor.
676 * @pre The Actor has been initialized.
677 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
678 * @param [in] position The new position
680 void SetPosition(const Vector3& position);
683 * @brief Set the position of an actor along the X-axis.
685 * @pre The Actor has been initialized.
686 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
687 * @param [in] x The new x position
692 * @brief Set the position of an actor along the Y-axis.
694 * @pre The Actor has been initialized.
695 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
696 * @param [in] y The new y position.
701 * @brief Set the position of an actor along the Z-axis.
703 * @pre The Actor has been initialized.
704 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
705 * @param [in] z The new z position
710 * @brief Translate an actor relative to its existing position.
712 * @pre The actor has been initialized.
713 * @param[in] distance The actor will move by this distance.
715 void TranslateBy(const Vector3& distance);
718 * @brief Retrieve the position of the Actor.
720 * @pre The Actor has been initialized.
721 * @note This property can be animated; the return value may not match the value written with SetPosition().
722 * @return the Actor's current position.
724 Vector3 GetCurrentPosition() const;
727 * @brief Retrieve the world-position of the Actor.
729 * @note The actor will not have a world-position, unless it has previously been added to the stage.
730 * @pre The Actor has been initialized.
731 * @return The Actor's current position in world coordinates.
733 Vector3 GetCurrentWorldPosition() const;
736 * @brief Set the actors position inheritance mode.
738 * The default is to inherit.
739 * Switching this off means that using SetPosition() sets the actor's world position.
740 * @see PositionInheritanceMode
741 * @pre The Actor has been initialized.
742 * @param[in] mode to use
744 void SetPositionInheritanceMode( PositionInheritanceMode mode );
747 * @brief Returns the actors position inheritance mode.
749 * @pre The Actor has been initialized.
750 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
752 PositionInheritanceMode GetPositionInheritanceMode() const;
755 * @brief Sets the orientation of the Actor.
757 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
758 * @pre The Actor has been initialized.
759 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
760 * @param [in] angle The new orientation angle in degrees.
761 * @param [in] axis The new axis of orientation.
763 void SetOrientation( const Degree& angle, const Vector3& axis )
765 SetOrientation( Radian( angle ), axis );
769 * @brief Sets the orientation of the Actor.
771 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
772 * @pre The Actor has been initialized.
773 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
774 * @param [in] angle The new orientation angle in radians.
775 * @param [in] axis The new axis of orientation.
777 void SetOrientation(const Radian& angle, const Vector3& axis);
780 * @brief Sets the orientation of the Actor.
782 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
783 * @pre The Actor has been initialized.
784 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
785 * @param [in] orientation The new orientation.
787 void SetOrientation(const Quaternion& orientation);
790 * @brief Apply a relative rotation to an actor.
792 * @pre The actor has been initialized.
793 * @param[in] angle The angle to the rotation to combine with the existing orientation.
794 * @param[in] axis The axis of the rotation to combine with the existing orientation.
796 void RotateBy( const Degree& angle, const Vector3& axis )
798 RotateBy( Radian( angle ), axis );
802 * @brief Apply a relative rotation to an actor.
804 * @pre The actor has been initialized.
805 * @param[in] angle The angle to the rotation to combine with the existing orientation.
806 * @param[in] axis The axis of the rotation to combine with the existing orientation.
808 void RotateBy(const Radian& angle, const Vector3& axis);
811 * @brief Apply a relative rotation to an actor.
813 * @pre The actor has been initialized.
814 * @param[in] relativeRotation The rotation to combine with the existing orientation.
816 void RotateBy(const Quaternion& relativeRotation);
819 * @brief Retreive the Actor's orientation.
821 * @pre The Actor has been initialized.
822 * @note This property can be animated; the return value may not match the value written with SetOrientation().
823 * @return The current orientation.
825 Quaternion GetCurrentOrientation() const;
828 * @brief Set whether a child actor inherits it's parent's orientation.
830 * Default is to inherit.
831 * Switching this off means that using SetOrientation() sets the actor's world orientation.
832 * @pre The Actor has been initialized.
833 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
835 void SetInheritOrientation(bool inherit);
838 * @brief Returns whether the actor inherit's it's parent's orientation.
840 * @pre The Actor has been initialized.
841 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
843 bool IsOrientationInherited() const;
846 * @brief Retrieve the world-orientation of the Actor.
848 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
849 * @pre The Actor has been initialized.
850 * @return The Actor's current orientation in the world.
852 Quaternion GetCurrentWorldOrientation() const;
855 * @brief Set the scale factor applied to an actor.
857 * @pre The Actor has been initialized.
858 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
859 * @param [in] scale The scale factor applied on all axes.
861 void SetScale(float scale);
864 * @brief Set the scale factor applied to an actor.
866 * @pre The Actor has been initialized.
867 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
868 * @param [in] scaleX The scale factor applied along the x-axis.
869 * @param [in] scaleY The scale factor applied along the y-axis.
870 * @param [in] scaleZ The scale factor applied along the z-axis.
872 void SetScale(float scaleX, float scaleY, float scaleZ);
875 * @brief Set the scale factor applied to an actor.
877 * @pre The Actor has been initialized.
878 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
879 * @param [in] scale A vector representing the scale factor for each axis.
881 void SetScale(const Vector3& scale);
884 * @brief Apply a relative scale to an actor.
886 * @pre The actor has been initialized.
887 * @param[in] relativeScale The scale to combine with the actors existing scale.
889 void ScaleBy(const Vector3& relativeScale);
892 * @brief Retrieve the scale factor applied to an actor.
894 * @pre The Actor has been initialized.
895 * @note This property can be animated; the return value may not match the value written with SetScale().
896 * @return A vector representing the scale factor for each axis.
898 Vector3 GetCurrentScale() const;
901 * @brief Retrieve the world-scale of the Actor.
903 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
904 * @pre The Actor has been initialized.
905 * @return The Actor's current scale in the world.
907 Vector3 GetCurrentWorldScale() const;
910 * @brief Set whether a child actor inherits it's parent's scale.
912 * Default is to inherit.
913 * Switching this off means that using SetScale() sets the actor's world scale.
914 * @pre The Actor has been initialized.
915 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
917 void SetInheritScale( bool inherit );
920 * @brief Returns whether the actor inherit's it's parent's scale.
922 * @pre The Actor has been initialized.
923 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
925 bool IsScaleInherited() const;
928 * @brief Retrieves the world-matrix of the actor.
930 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
931 * @pre The Actor has been initialized.
932 * @return The Actor's current world matrix
934 Matrix GetCurrentWorldMatrix() const;
936 // Visibility & Color
939 * @brief Sets the visibility flag of an actor.
941 * @pre The actor has been initialized.
942 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
943 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
944 * This is regardless of the individual visibility values of the children i.e. an actor will only be
945 * rendered if all of its parents have visibility set to true.
946 * @param [in] visible The new visibility flag.
948 void SetVisible(bool visible);
951 * @brief Retrieve the visibility flag of an actor.
953 * @pre The actor has been initialized.
954 * @note This property can be animated; the return value may not match the value written with SetVisible().
955 * @note If an actor is not visible, then the actor and its children will not be rendered.
956 * This is regardless of the individual visibility values of the children i.e. an actor will only be
957 * rendered if all of its parents have visibility set to true.
958 * @return The visibility flag.
960 bool IsVisible() const;
963 * @brief Sets the opacity of an actor.
965 * @pre The actor has been initialized.
966 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
967 * @param [in] opacity The new opacity.
969 void SetOpacity(float opacity);
972 * @brief Retrieve the actor's opacity.
974 * @pre The actor has been initialized.
975 * @note This property can be animated; the return value may not match the value written with SetOpacity().
976 * @return The actor's opacity.
978 float GetCurrentOpacity() const;
981 * @brief Sets the actor's color; this is an RGBA value.
983 * The final color of the actor depends on its color mode.
984 * @pre The Actor has been initialized.
985 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
986 * @param [in] color The new color.
988 void SetColor(const Vector4& color);
991 * @brief Retrieve the actor's color.
993 * Actor's own color is not clamped.
994 * @pre The Actor has been initialized.
995 * @note This property can be animated; the return value may not match the value written with SetColor().
998 Vector4 GetCurrentColor() const;
1001 * @brief Sets the actor's color mode.
1003 * This specifies whether the Actor uses its own color, or inherits
1004 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1005 * @pre The Actor has been initialized.
1006 * @param [in] colorMode to use.
1008 void SetColorMode( ColorMode colorMode );
1011 * @brief Returns the actor's color mode.
1013 * @pre The Actor has been initialized.
1014 * @return currently used colorMode.
1016 ColorMode GetColorMode() const;
1019 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1021 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1022 * @pre The Actor has been initialized.
1023 * @return The Actor's current color in the world.
1025 Vector4 GetCurrentWorldColor() const;
1028 * @brief Set how the actor and its children should be drawn.
1030 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1031 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1032 * other objects in the world i.e. it may be obscured if other objects are in front.
1034 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1035 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1036 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1037 * and depth-testing will not be used.
1039 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1040 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1041 * actors within the Layer.
1043 * @param[in] drawMode The new draw-mode to use.
1044 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1045 * @note Layers do not inherit the DrawMode from their parents.
1047 void SetDrawMode( DrawMode::Type drawMode );
1050 * @brief Query how the actor and its children will be drawn.
1052 * @return True if the Actor is an overlay.
1054 DrawMode::Type GetDrawMode() const;
1059 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1061 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1062 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1063 * hover event signal will be emitted.
1065 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1067 * actor.SetSensitive(false);
1070 * Then, to re-enable the touch or hover event signal emission, the application should call:
1072 * actor.SetSensitive(true);
1075 * @see @see SignalTouch() and SignalHover().
1076 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1077 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1078 * hittable if all of its parents have sensitivity set to true.
1079 * @pre The Actor has been initialized.
1080 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1082 void SetSensitive(bool sensitive);
1085 * @brief Query whether an actor emits touch or hover event signals.
1087 * @note If an actor is not sensitive, then it's children will not be hittable either.
1088 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1089 * hittable if all of its parents have sensitivity set to true.
1090 * @pre The Actor has been initialized.
1091 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1093 bool IsSensitive() const;
1096 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1098 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1099 * @pre The Actor has been initialized.
1100 * @param[out] localX On return, the X-coordinate relative to the actor.
1101 * @param[out] localY On return, the Y-coordinate relative to the actor.
1102 * @param[in] screenX The screen X-coordinate.
1103 * @param[in] screenY The screen Y-coordinate.
1104 * @return True if the conversion succeeded.
1106 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1109 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1110 * the boundary of the actor.
1112 * @note By default, this is set to false as most actors do not require this.
1113 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1115 * @pre The Actor has been initialized.
1116 * @param[in] required Should be set to true if a Leave event is required
1118 void SetLeaveRequired(bool required);
1121 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1122 * the boundary of the actor.
1124 * @pre The Actor has been initialized.
1125 * @return true if a Leave event is required, false otherwise.
1127 bool GetLeaveRequired() const;
1130 * @brief Sets whether the actor should be focusable by keyboard navigation.
1132 * The default is false.
1133 * @pre The Actor has been initialized.
1134 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1137 void SetKeyboardFocusable( bool focusable );
1140 * @brief Returns whether the actor is focusable by keyboard navigation.
1142 * @pre The Actor has been initialized.
1143 * @return true if the actor is focusable by keyboard navigation, false if not.
1145 bool IsKeyboardFocusable() const;
1150 * @brief Set if the actor should do relayout in size negotiation or not.
1152 * @param[in] enabled Flag to specify if actor should do relayout or not.
1154 void SetRelayoutEnabled( bool enabled );
1157 * @brief Is the actor included in relayout or not.
1159 * @return Return if the actor is involved in size negotiation or not.
1161 bool IsRelayoutEnabled() const;
1164 * Set the resize policy to be used for the given dimension(s)
1166 * @param[in] policy The resize policy to use
1167 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1169 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1172 * Return the resize policy used for a single dimension
1174 * @param[in] dimension The dimension to get policy for
1175 * @return Return the dimension resize policy
1177 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1180 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1182 * @param[in] policy The policy to use for when the size is set
1184 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1187 * @brief Return the size set policy in use
1189 * @return Return the size set policy
1191 SizeScalePolicy::Type GetSizeScalePolicy() const;
1194 * @brief Sets the relative to parent size factor of the actor.
1196 * This factor is only used when ResizePolicy is set to either:
1197 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1198 * This actor's size is set to the actor's size multipled by or added to this factor,
1199 * depending on ResizePolicy (See SetResizePolicy).
1201 * @pre The Actor has been initialized.
1202 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1204 void SetSizeModeFactor( const Vector3& factor );
1207 * @brief Retrieve the relative to parent size factor of the actor.
1209 * @pre The Actor has been initialized.
1210 * @return The Actor's current relative size factor.
1212 Vector3 GetSizeModeFactor() const;
1215 * @brief Calculate the height of the actor given a width
1217 * @param width Width to use
1218 * @return Return the height based on the width
1220 float GetHeightForWidth( float width );
1223 * @brief Calculate the width of the actor given a height
1225 * @param height Height to use
1226 * @return Return the width based on the height
1228 float GetWidthForHeight( float height );
1231 * Return the value of negotiated dimension for the given dimension
1233 * @param dimension The dimension to retrieve
1234 * @return Return the value of the negotiated dimension
1236 float GetRelayoutSize( Dimension::Type dimension ) const;
1239 * @brief Request to relayout of all actors in the sub-tree below the given actor.
1241 * This flags the actor and all actors below it for relayout. The actual
1242 * relayout is performed at the end of the frame. This means that multiple calls to relayout
1243 * will not cause multiple relayouts to occur.
1245 void RelayoutRequestTree();
1248 * @brief Force propagate relayout flags through the tree. This actor and all actors
1249 * dependent on it will have their relayout flags reset.
1251 * This is useful for resetting layout flags during the layout process.
1253 void PropagateRelayoutFlags();
1256 * @brief Set the padding for use in layout
1258 * @param[in] padding Padding for the actor
1260 void SetPadding( const Padding& padding );
1263 * Return the value of the padding
1265 * @param paddingOut The returned padding data
1267 void GetPadding( Padding& paddingOut ) const;
1270 * @brief Set the minimum size an actor can be assigned in size negotiation
1272 * @param[in] size The minimum size
1274 void SetMinimumSize( const Vector2& size );
1277 * @brief Return the minimum relayout size
1279 * @return Return the mininmum size
1281 Vector2 GetMinimumSize();
1284 * @brief Set the maximum size an actor can be assigned in size negotiation
1286 * @param[in] size The maximum size
1288 void SetMaximumSize( const Vector2& size );
1291 * @brief Return the maximum relayout size
1293 * @return Return the maximum size
1295 Vector2 GetMaximumSize();
1300 * @brief This signal is emitted when touch input is received.
1302 * A callback of the following type may be connected:
1304 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1306 * The return value of True, indicates that the touch event should be consumed.
1307 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1308 * @pre The Actor has been initialized.
1309 * @return The signal to connect to.
1311 TouchSignalType& TouchedSignal();
1314 * @brief This signal is emitted when hover input is received.
1316 * A callback of the following type may be connected:
1318 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1320 * The return value of True, indicates that the hover event should be consumed.
1321 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1322 * @pre The Actor has been initialized.
1323 * @return The signal to connect to.
1325 HoverSignalType& HoveredSignal();
1328 * @brief This signal is emitted when mouse wheel event is received.
1330 * A callback of the following type may be connected:
1332 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1334 * The return value of True, indicates that the mouse wheel event should be consumed.
1335 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1336 * @pre The Actor has been initialized.
1337 * @return The signal to connect to.
1339 MouseWheelEventSignalType& MouseWheelEventSignal();
1342 * @brief This signal is emitted after the actor has been connected to the stage.
1344 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1345 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1347 * @note When the parent of a set of actors is connected to the stage, then all of the children
1348 * will received this callback.
1350 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1358 * @return The signal
1360 OnStageSignalType& OnStageSignal();
1363 * @brief This signal is emitted after the actor has been disconnected from the stage.
1365 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1367 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1368 * will received this callback, starting with the leaf actors.
1370 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1378 * @return The signal
1380 OffStageSignalType& OffStageSignal();
1383 * @brief This signal is emitted after the size has been set on the actor during relayout
1385 * @return Return the signal
1387 OnRelayoutSignalType& OnRelayoutSignal();
1389 public: // Not intended for application developers
1392 * @brief This constructor is used by Dali New() methods.
1394 * @param [in] actor A pointer to a newly allocated Dali resource
1396 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1400 * @brief Helper for discarding an actor handle.
1402 * If the handle is empty, this method does nothing. Otherwise
1403 * actor.Unparent() will be called, followed by actor.Reset().
1404 * @param[in,out] actor A handle to an actor, or an empty handle.
1406 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1410 #endif // __DALI_ACTOR_H__