5 * Copyright (c) 2018 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.
23 #include <cstdint> // uint32_t
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>
33 #undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header
38 * @addtogroup dali_core_actors
42 namespace Internal DALI_INTERNAL
61 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
64 * @brief Actor is the primary object with which Dali applications interact.
66 * UI controls can be built by combining multiple actors.
68 * <h3>Multi-Touch Events:</h3>
70 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
72 * <i>Hit Testing Rules Summary:</i>
74 * - An actor is only hittable if the actor's touch or hover signal has a connection.
75 * - An actor is only hittable when it is between the camera's near and far planes.
76 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
77 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
78 * - To be hittable, an actor must have a non-zero size.
79 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
81 * <i>Hit Test Algorithm:</i>
84 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
85 * - Stage's root layer can be used to catch unconsumed touch events.
88 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
91 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
92 * layers until we have a hit or there are none left.
93 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
95 * - If they are not, we skip hit testing the actors in that layer altogether.
96 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
99 * - The final part of hit testing is performed by walking through the actor tree within a layer.
100 * - The following pseudocode shows the algorithm used:
102 * HIT-TEST-WITHIN-LAYER( ACTOR )
104 * // Only hit-test the actor and its children if it is sensitive and visible
105 * IF ( ACTOR-IS-SENSITIVE &&
106 * ACTOR-IS-VISIBLE &&
107 * ACTOR-IS-ON-STAGE )
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 || HOVER-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 * For more information, see SetDrawMode().
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.
220 * <h3>Key Events:</h3>
222 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
227 * | %Signal Name | Method |
228 * |-------------------|------------------------------|
229 * | touched | @ref TouchedSignal() |
230 * | hovered | @ref HoveredSignal() |
231 * | wheelEvent | @ref WheelEventSignal() |
232 * | onStage | @ref OnStageSignal() |
233 * | offStage | @ref OffStageSignal() |
234 * | onRelayout | @ref OnRelayoutSignal() |
237 * | %Action Name | %Actor method called |
238 * |-------------------|------------------------------|
239 * | show | %SetVisible( true ) |
240 * | hide | %SetVisible( false ) |
244 class DALI_CORE_API Actor : public Handle
249 * @brief Enumeration for the instance of properties belonging to the Actor class.
255 * @brief Enumeration for instance of properties belonging to the Actor class.
260 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
261 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
262 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
263 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
265 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
266 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
267 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
268 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
269 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
270 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
271 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
273 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
274 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
275 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
277 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
278 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
279 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
280 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
281 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
282 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
283 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
284 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
285 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
286 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
287 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
288 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
290 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
291 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
292 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
293 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
294 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
295 NAME, ///< name "name", type std::string @SINCE_1_0.0
296 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
297 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
298 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
299 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
300 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
301 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
302 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
303 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
304 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
305 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
306 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
307 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
308 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
309 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
310 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
311 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
312 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
315 * @brief The direction of the layout.
316 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
318 * @see LayoutDirection::Type for supported values.
323 * @brief Determines whether child actors inherit the layout direction from a parent.
324 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
327 INHERIT_LAYOUT_DIRECTION,
333 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
334 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
335 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
336 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
337 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
338 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
339 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
340 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
345 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
347 * Calling member functions with an uninitialized Actor handle is not allowed.
353 * @brief Creates an initialized Actor.
356 * @return A handle to a newly allocated Dali resource
361 * @brief Downcasts a handle to Actor handle.
363 * If handle points to an Actor object, the downcast produces valid handle.
364 * If not, the returned handle is left uninitialized.
367 * @param[in] handle to An object
368 * @return handle to a Actor object or an uninitialized handle
370 static Actor DownCast( BaseHandle handle );
373 * @brief Dali::Actor is intended as a base class.
375 * This is non-virtual since derived Handle types must not contain data or virtual methods.
381 * @brief Copy constructor.
384 * @param[in] copy The actor to copy
386 Actor(const Actor& copy);
389 * @brief Assignment operator
392 * @param[in] rhs The actor to copy
393 * @return A reference to this
395 Actor& operator=(const Actor& rhs);
398 * @brief Retrieves the Actor's name.
401 * @return The Actor's name
402 * @pre The Actor has been initialized.
404 const std::string& GetName() const;
407 * @brief Sets the Actor's name.
410 * @param[in] name The new name
411 * @pre The Actor has been initialized.
413 void SetName(const std::string& name);
416 * @brief Retrieves the unique ID of the actor.
420 * @pre The Actor has been initialized.
422 uint32_t GetId() const;
427 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
430 * @return True if the actor is the root actor
431 * @pre The Actor has been initialized.
436 * @brief Queries whether the actor is connected to the Stage.
438 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
440 * @return True if the actor is connected to the Stage
441 * @pre The Actor has been initialized.
442 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
444 bool OnStage() const;
447 * @brief Queries whether the actor is of class Dali::Layer.
450 * @return True if the actor is a layer
451 * @pre The Actor has been initialized.
453 bool IsLayer() const;
456 * @brief Gets the layer in which the actor is present.
459 * @return The layer, which will be uninitialized if the actor is off-stage
460 * @pre The Actor has been initialized.
465 * @brief Adds a child Actor to this Actor.
468 * @param[in] child The child
469 * @pre This Actor (the parent) has been initialized.
470 * @pre The child actor has been initialized.
471 * @pre The child actor is not the same as the parent actor.
472 * @pre The actor is not the Root actor.
473 * @post The child will be referenced by its parent. This means that the child will be kept alive,
474 * even if the handle passed into this method is reset or destroyed.
475 * @note If the child already has a parent, it will be removed from old parent
476 * and reparented to this actor. This may change child's position, color,
477 * scale etc as it now inherits them from this actor.
479 void Add(Actor child);
482 * @brief Removes a child Actor from this Actor.
484 * If the actor was not a child of this actor, this is a no-op.
486 * @param[in] child The child
487 * @pre This Actor (the parent) has been initialized.
488 * @pre The child actor is not the same as the parent actor.
490 void Remove(Actor child);
493 * @brief Removes an actor from its parent.
495 * If the actor has no parent, this method does nothing.
497 * @pre The (child) actor has been initialized.
502 * @brief Retrieves the number of children held by the actor.
505 * @return The number of children
506 * @pre The Actor has been initialized.
508 uint32_t GetChildCount() const;
511 * @brief Retrieve and child actor by index.
514 * @param[in] index The index of the child to retrieve
515 * @return The actor for the given index or empty handle if children not initialized
516 * @pre The Actor has been initialized.
518 Actor GetChildAt( uint32_t index ) const;
521 * @brief Search through this actor's hierarchy for an actor with the given name.
523 * The actor itself is also considered in the search.
525 * @param[in] actorName The name of the actor to find
526 * @return A handle to the actor if found, or an empty handle if not
527 * @pre The Actor has been initialized.
529 Actor FindChildByName(const std::string& actorName);
532 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
534 * The actor itself is also considered in the search.
536 * @param[in] id The ID of the actor to find
537 * @return A handle to the actor if found, or an empty handle if not
538 * @pre The Actor has been initialized.
540 Actor FindChildById( const uint32_t id );
543 * @brief Retrieves the actor's parent.
546 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
547 * @pre The actor has been initialized.
549 Actor GetParent() const;
554 * @brief Sets the origin of an actor, within its parent's area.
556 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
557 * and (1.0, 1.0, 0.5) is the bottom-right corner.
558 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
559 * An actor's position is the distance between this origin, and the actor's anchor-point.
560 * @image html parent-origin.png
562 * @param[in] origin The new parent-origin
563 * @pre The Actor has been initialized.
564 * @see Dali::ParentOrigin for predefined parent origin values
566 void SetParentOrigin(const Vector3& origin);
569 * @brief Retrieves the parent-origin of an actor.
572 * @return The current parent-origin
573 * @pre The Actor has been initialized.
575 Vector3 GetCurrentParentOrigin() const;
578 * @brief Sets the anchor-point of an actor.
580 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
581 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
582 * bottom-right corner. The default anchor point is
583 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
584 * An actor position is the distance between its parent-origin and this anchor-point.
585 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
586 * @image html anchor-point.png
588 * @param[in] anchorPoint The new anchor-point
589 * @pre The Actor has been initialized.
590 * @see Dali::AnchorPoint for predefined anchor point values
592 void SetAnchorPoint(const Vector3& anchorPoint);
595 * @brief Retrieves the anchor-point of an actor.
598 * @return The current anchor-point
599 * @pre The Actor has been initialized.
601 Vector3 GetCurrentAnchorPoint() const;
604 * @brief Sets the size of an actor.
606 * Geometry can be scaled to fit within this area.
607 * This does not interfere with the actors scale factor.
608 * The actors default depth is the minimum of width & height.
610 * @param [in] width The new width
611 * @param [in] height The new height
612 * @pre The actor has been initialized.
614 void SetSize(float width, float height);
617 * @brief Sets the size of an actor.
619 * Geometry can be scaled to fit within this area.
620 * This does not interfere with the actors scale factor.
622 * @param[in] width The size of the actor along the x-axis
623 * @param[in] height The size of the actor along the y-axis
624 * @param[in] depth The size of the actor along the z-axis
625 * @pre The actor has been initialized.
627 void SetSize(float width, float height, float depth);
630 * @brief Sets the size of an actor.
632 * Geometry can be scaled to fit within this area.
633 * This does not interfere with the actors scale factor.
634 * The actors default depth is the minimum of width & height.
636 * @param[in] size The new size
637 * @pre The actor has been initialized.
639 void SetSize(const Vector2& size);
642 * @brief Sets the size of an actor.
644 * Geometry can be scaled to fit within this area.
645 * This does not interfere with the actors scale factor.
647 * @param [in] size The new size
648 * @pre The actor has been initialized.
650 void SetSize(const Vector3& size);
653 * @brief Retrieves the actor's size.
656 * @return The actor's target size
657 * @pre The actor has been initialized.
658 * @note This return is the value that was set using SetSize or the target size of an animation.
659 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
661 Vector3 GetTargetSize() const;
664 * @brief Retrieves the actor's size.
667 * @return The actor's current size
668 * @pre The actor has been initialized.
669 * @note This property can be animated; the return value may not match the value written with SetSize().
671 Vector3 GetCurrentSize() const;
674 * @brief Returns the natural size of the actor.
676 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
679 * @return The actor's natural size
681 Vector3 GetNaturalSize() const;
684 * @brief Sets the position of the Actor.
686 * By default, sets the position vector between the parent origin and anchor point (default).
688 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
690 * @image html actor-position.png
691 * The Actor's z position will be set to 0.0f.
693 * @param[in] x The new x position
694 * @param[in] y The new y position
695 * @pre The Actor has been initialized.
697 void SetPosition(float x, float y);
700 * @brief Sets the position of the Actor.
702 * By default, sets the position vector between the parent origin and anchor point (default).
704 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
706 * @image html actor-position.png
708 * @param[in] x The new x position
709 * @param[in] y The new y position
710 * @param[in] z The new z position
711 * @pre The Actor has been initialized.
713 void SetPosition(float x, float y, float z);
716 * @brief Sets the position of the Actor.
718 * By default, sets the position vector between the parent origin and anchor point (default).
720 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
722 * @image html actor-position.png
724 * @param[in] position The new position
725 * @pre The Actor has been initialized.
727 void SetPosition(const Vector3& position);
730 * @brief Sets the position of an actor along the X-axis.
733 * @param[in] x The new x position
734 * @pre The Actor has been initialized.
739 * @brief Sets the position of an actor along the Y-axis.
742 * @param[in] y The new y position
743 * @pre The Actor has been initialized.
748 * @brief Sets the position of an actor along the Z-axis.
751 * @param[in] z The new z position
752 * @pre The Actor has been initialized.
757 * @brief Translates an actor relative to its existing position.
760 * @param[in] distance The actor will move by this distance
761 * @pre The actor has been initialized.
763 void TranslateBy(const Vector3& distance);
766 * @brief Retrieves the position of the Actor.
769 * @return The Actor's current position
770 * @pre The Actor has been initialized.
771 * @note This property can be animated; the return value may not match the value written with SetPosition().
773 Vector3 GetCurrentPosition() const;
776 * @brief Retrieves the world-position of the Actor.
779 * @return The Actor's current position in world coordinates
780 * @pre The Actor has been initialized.
781 * @note The actor may not have a world-position unless it has been added to the stage.
783 Vector3 GetCurrentWorldPosition() const;
786 * @brief Sets whether a child actor inherits it's parent's position.
788 * Default is to inherit.
789 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
790 * the world origin (0,0,0) to the anchor point of the actor.
792 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
793 * @pre The Actor has been initialized.
795 inline void SetInheritPosition( bool inherit )
797 SetProperty(Property::INHERIT_POSITION, inherit );
801 * @brief Returns whether the actor inherits its parent's position.
804 * @return @c true if the actor inherits its parent position, @c false if it uses world position
805 * @pre The Actor has been initialized.
807 inline bool IsPositionInherited() const
809 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
813 * @brief Sets the orientation of the Actor.
815 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
817 * @param[in] angle The new orientation angle in degrees
818 * @param[in] axis The new axis of orientation
819 * @pre The Actor has been initialized.
820 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
822 void SetOrientation( const Degree& angle, const Vector3& axis )
824 SetOrientation( Radian( angle ), axis );
828 * @brief Sets the orientation of the Actor.
830 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
832 * @param[in] angle The new orientation angle in radians
833 * @param[in] axis The new axis of orientation
834 * @pre The Actor has been initialized.
835 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
837 void SetOrientation(const Radian& angle, const Vector3& axis);
840 * @brief Sets the orientation of the Actor.
842 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
844 * @param[in] orientation The new orientation
845 * @pre The Actor has been initialized.
846 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
848 void SetOrientation(const Quaternion& orientation);
851 * @brief Applies a relative rotation to an actor.
854 * @param[in] angle The angle to the rotation to combine with the existing orientation
855 * @param[in] axis The axis of the rotation to combine with the existing orientation
856 * @pre The actor has been initialized.
858 void RotateBy( const Degree& angle, const Vector3& axis )
860 RotateBy( Radian( angle ), axis );
864 * @brief Applies a relative rotation to an actor.
867 * @param[in] angle The angle to the rotation to combine with the existing orientation
868 * @param[in] axis The axis of the rotation to combine with the existing orientation
869 * @pre The actor has been initialized.
871 void RotateBy(const Radian& angle, const Vector3& axis);
874 * @brief Applies a relative rotation to an actor.
877 * @param[in] relativeRotation The rotation to combine with the existing orientation
878 * @pre The actor has been initialized.
880 void RotateBy(const Quaternion& relativeRotation);
883 * @brief Retrieves the Actor's orientation.
886 * @return The current orientation
887 * @pre The Actor has been initialized.
888 * @note This property can be animated; the return value may not match the value written with SetOrientation().
890 Quaternion GetCurrentOrientation() const;
893 * @brief Sets whether a child actor inherits it's parent's orientation.
895 * Default is to inherit.
896 * Switching this off means that using SetOrientation() sets the actor's world orientation.
898 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
899 * @pre The Actor has been initialized.
901 void SetInheritOrientation(bool inherit);
904 * @brief Returns whether the actor inherits its parent's orientation.
907 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
908 * @pre The Actor has been initialized.
910 bool IsOrientationInherited() const;
913 * @brief Retrieves the world-orientation of the Actor.
916 * @return The Actor's current orientation in the world
917 * @pre The Actor has been initialized.
918 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
920 Quaternion GetCurrentWorldOrientation() const;
923 * @brief Sets the scale factor applied to an actor.
926 * @param[in] scale The scale factor applied on all axes
927 * @pre The Actor has been initialized.
928 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
930 void SetScale(float scale);
933 * @brief Sets the scale factor applied to an actor.
936 * @param[in] scaleX The scale factor applied along the x-axis
937 * @param[in] scaleY The scale factor applied along the y-axis
938 * @param[in] scaleZ The scale factor applied along the z-axis
939 * @pre The Actor has been initialized.
940 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
942 void SetScale(float scaleX, float scaleY, float scaleZ);
945 * @brief Sets the scale factor applied to an actor.
948 * @param[in] scale A vector representing the scale factor for each axis
949 * @pre The Actor has been initialized.
950 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
952 void SetScale(const Vector3& scale);
955 * @brief Applies a relative scale to an actor.
958 * @param[in] relativeScale The scale to combine with the actor's existing scale
959 * @pre The actor has been initialized.
961 void ScaleBy(const Vector3& relativeScale);
964 * @brief Retrieves the scale factor applied to an actor.
967 * @return A vector representing the scale factor for each axis
968 * @pre The Actor has been initialized.
969 * @note This property can be animated; the return value may not match the value written with SetScale().
971 Vector3 GetCurrentScale() const;
974 * @brief Retrieves the world-scale of the Actor.
977 * @return The Actor's current scale in the world
978 * @pre The Actor has been initialized.
979 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
981 Vector3 GetCurrentWorldScale() const;
984 * @brief Sets whether a child actor inherits it's parent's scale.
986 * Default is to inherit.
987 * Switching this off means that using SetScale() sets the actor's world scale.
989 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
990 * @pre The Actor has been initialized.
992 void SetInheritScale( bool inherit );
995 * @brief Returns whether the actor inherits its parent's scale.
998 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
999 * @pre The Actor has been initialized.
1001 bool IsScaleInherited() const;
1004 * @brief Retrieves the world-matrix of the actor.
1007 * @return The Actor's current world matrix
1008 * @pre The Actor has been initialized.
1009 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1011 Matrix GetCurrentWorldMatrix() const;
1013 // Visibility & Color
1016 * @brief Sets the visibility flag of an actor.
1019 * @param[in] visible The new visibility flag
1020 * @pre The actor has been initialized.
1021 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1022 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1023 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1024 * rendered if all of its parents have visibility set to true.
1026 void SetVisible(bool visible);
1029 * @brief Retrieves the visibility flag of an actor.
1032 * @return The visibility flag
1033 * @pre The actor has been initialized.
1034 * @note This property can be animated; the return value may not match the value written with SetVisible().
1035 * @note If an actor is not visible, then the actor and its children will not be rendered.
1036 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1037 * rendered if all of its parents have visibility set to true.
1039 bool IsVisible() const;
1042 * @brief Sets the opacity of an actor.
1045 * @param[in] opacity The new opacity
1046 * @pre The actor has been initialized.
1047 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1049 void SetOpacity(float opacity);
1052 * @brief Retrieves the actor's opacity.
1055 * @return The actor's opacity
1056 * @pre The actor has been initialized.
1057 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1059 float GetCurrentOpacity() const;
1062 * @brief Sets the actor's color; this is an RGBA value.
1064 * The final color of the actor depends on its color mode.
1066 * @param[in] color The new color
1067 * @pre The Actor has been initialized.
1068 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1070 void SetColor(const Vector4& color);
1073 * @brief Retrieves the actor's color.
1075 * Actor's own color is not clamped.
1078 * @pre The Actor has been initialized.
1079 * @note This property can be animated; the return value may not match the value written with SetColor().
1081 Vector4 GetCurrentColor() const;
1084 * @brief Sets the actor's color mode.
1086 * This specifies whether the Actor uses its own color, or inherits
1087 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1089 * @param[in] colorMode ColorMode to use
1090 * @pre The Actor has been initialized.
1092 void SetColorMode( ColorMode colorMode );
1095 * @brief Returns the actor's color mode.
1098 * @return Currently used colorMode
1099 * @pre The Actor has been initialized.
1101 ColorMode GetColorMode() const;
1104 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1107 * @return The Actor's current color in the world
1108 * @pre The Actor has been initialized.
1109 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1111 Vector4 GetCurrentWorldColor() const;
1114 * @brief Sets how the actor and its children should be drawn.
1116 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1117 * If an object is in a 3D layer, it will be depth-tested against
1118 * other objects in the world i.e. it may be obscured if other objects are in front.
1120 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1121 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1122 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1123 * and depth-testing will not be used.
1126 * @param[in] drawMode The new draw-mode to use
1127 * @note Layers do not inherit the DrawMode from their parents.
1129 void SetDrawMode( DrawMode::Type drawMode );
1132 * @brief Queries how the actor and its children will be drawn.
1135 * @return Return the draw mode type
1137 DrawMode::Type GetDrawMode() const;
1142 * @brief Sets whether an actor should emit touch or hover signals.
1144 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1145 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1146 * hover event signal will be emitted.
1148 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1150 * actor.SetSensitive(false);
1153 * Then, to re-enable the touch or hover event signal emission, the application should call:
1155 * actor.SetSensitive(true);
1159 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1160 * @pre The Actor has been initialized.
1161 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1162 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1163 * hittable if all of its parents have sensitivity set to true.
1164 * @see @see TouchedSignal() and HoveredSignal().
1166 void SetSensitive(bool sensitive);
1169 * @brief Queries whether an actor emits touch or hover event signals.
1172 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1173 * @pre The Actor has been initialized.
1174 * @note If an actor is not sensitive, then it's children will not be hittable either.
1175 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1176 * hittable if all of its parents have sensitivity set to true.
1178 bool IsSensitive() const;
1181 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1184 * @param[out] localX On return, the X-coordinate relative to the actor
1185 * @param[out] localY On return, the Y-coordinate relative to the actor
1186 * @param[in] screenX The screen X-coordinate
1187 * @param[in] screenY The screen Y-coordinate
1188 * @return True if the conversion succeeded
1189 * @pre The Actor has been initialized.
1190 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1192 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1195 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1196 * the boundary of the actor.
1199 * @param[in] required Should be set to true if a Leave event is required
1200 * @pre The Actor has been initialized.
1201 * @note By default, this is set to false as most actors do not require this.
1202 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1205 void SetLeaveRequired(bool required);
1208 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1209 * the boundary of the actor.
1212 * @return @c true if a Leave event is required, @c false otherwise
1213 * @pre The Actor has been initialized.
1215 bool GetLeaveRequired() const;
1218 * @brief Sets whether the actor should be focusable by keyboard navigation.
1220 * The default is false.
1222 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1224 * @pre The Actor has been initialized.
1226 void SetKeyboardFocusable( bool focusable );
1229 * @brief Returns whether the actor is focusable by keyboard navigation.
1232 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1233 * @pre The Actor has been initialized.
1235 bool IsKeyboardFocusable() const;
1238 * @brief Raise actor above the next sibling actor.
1241 * @pre The Actor has been initialized.
1242 * @pre The Actor has been parented.
1247 * @brief Lower the actor below the previous sibling actor.
1250 * @pre The Actor has been initialized.
1251 * @pre The Actor has been parented.
1256 * @brief Raise actor above all other sibling actors.
1259 * @pre The Actor has been initialized.
1260 * @pre The Actor has been parented.
1265 * @brief Lower actor to the bottom of all other sibling actors.
1268 * @pre The Actor has been initialized.
1269 * @pre The Actor has been parented.
1271 void LowerToBottom();
1274 * @brief Raises the actor above the target actor.
1277 * @param[in] target The target actor
1278 * @pre The Actor has been initialized.
1279 * @pre The Actor has been parented.
1280 * @pre The target actor is a sibling.
1282 void RaiseAbove( Actor target );
1285 * @brief Lower the actor to below the target actor.
1288 * @param[in] target The target actor
1289 * @pre The Actor has been initialized.
1290 * @pre The Actor has been parented.
1291 * @pre The target actor is a sibling.
1293 void LowerBelow( Actor target );
1298 * @brief Sets the resize policy to be used for the given dimension(s).
1301 * @param[in] policy The resize policy to use
1302 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1304 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1307 * @brief Returns the resize policy used for a single dimension.
1310 * @param[in] dimension The dimension to get policy for
1311 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1313 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1316 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1319 * @param[in] policy The policy to use for when the size is set
1321 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1324 * @brief Returns the size scale policy in use.
1327 * @return Return the size scale policy
1329 SizeScalePolicy::Type GetSizeScalePolicy() const;
1332 * @brief Sets the relative to parent size factor of the actor.
1334 * This factor is only used when ResizePolicy is set to either:
1335 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1336 * This actor's size is set to the actor's size multiplied by or added to this factor,
1337 * depending on ResizePolicy ( See SetResizePolicy() ).
1340 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1341 * @pre The Actor has been initialized.
1343 void SetSizeModeFactor( const Vector3& factor );
1346 * @brief Retrieves the relative to parent size factor of the actor.
1349 * @return The Actor's current relative size factor
1350 * @pre The Actor has been initialized.
1352 Vector3 GetSizeModeFactor() const;
1355 * @brief Calculates the height of the actor given a width.
1357 * The natural size is used for default calculation.
1358 * size 0 is treated as aspect ratio 1:1.
1361 * @param[in] width Width to use
1362 * @return Return the height based on the width
1364 float GetHeightForWidth( float width );
1367 * @brief Calculates the width of the actor given a height.
1369 * The natural size is used for default calculation.
1370 * size 0 is treated as aspect ratio 1:1.
1373 * @param[in] height Height to use
1374 * @return Return the width based on the height
1376 float GetWidthForHeight( float height );
1379 * @brief Returns the value of negotiated dimension for the given dimension.
1382 * @param[in] dimension The dimension to retrieve
1383 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1385 float GetRelayoutSize( Dimension::Type dimension ) const;
1388 * @brief Sets the padding for use in layout.
1391 * @param[in] padding Padding for the actor
1393 void SetPadding( const Padding& padding );
1396 * @brief Returns the value of the padding.
1399 * @param[in] paddingOut The returned padding data
1401 void GetPadding( Padding& paddingOut ) const;
1404 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1407 * @param[in] size The minimum size
1409 void SetMinimumSize( const Vector2& size );
1412 * @brief Returns the minimum relayout size.
1415 * @return Return the minimum size
1417 Vector2 GetMinimumSize();
1420 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1423 * @param[in] size The maximum size
1425 void SetMaximumSize( const Vector2& size );
1428 * @brief Returns the maximum relayout size.
1431 * @return Return the maximum size
1433 Vector2 GetMaximumSize();
1436 * @brief Gets depth in the hierarchy for the actor.
1439 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1441 int32_t GetHierarchyDepth();
1446 * @brief Adds a renderer to this actor.
1449 * @param[in] renderer Renderer to add to the actor
1450 * @return The index of the Renderer that was added
1451 * @pre The renderer must be initialized.
1454 uint32_t AddRenderer( Renderer& renderer );
1457 * @brief Gets the number of renderers on this actor.
1460 * @return The number of renderers on this actor
1462 uint32_t GetRendererCount() const;
1465 * @brief Gets a Renderer by index.
1468 * @param[in] index The index of the renderer to fetch
1469 * @return The renderer at the specified index
1470 * @pre The index must be between 0 and GetRendererCount()-1
1473 Renderer GetRendererAt( uint32_t index );
1476 * @brief Removes a renderer from the actor.
1479 * @param[in] renderer Handle to the renderer that is to be removed
1481 void RemoveRenderer( Renderer& renderer );
1484 * @brief Removes a renderer from the actor by index.
1487 * @param[in] index Index of the renderer that is to be removed
1488 * @pre The index must be between 0 and GetRendererCount()-1
1491 void RemoveRenderer( uint32_t index );
1496 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1497 * @brief This signal is emitted when touch input is received.
1499 * A callback of the following type may be connected:
1501 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1503 * The return value of True, indicates that the touch event should be consumed.
1504 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1506 * @return The signal to connect to
1507 * @pre The Actor has been initialized.
1509 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1512 * @brief This signal is emitted when touch input is received.
1514 * A callback of the following type may be connected:
1516 * bool YourCallbackName( Actor actor, TouchData& touch );
1518 * The return value of True, indicates that the touch event has been consumed.
1519 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1521 * @return The signal to connect to
1522 * @pre The Actor has been initialized.
1524 TouchDataSignalType& TouchSignal();
1527 * @brief This signal is emitted when hover input is received.
1529 * A callback of the following type may be connected:
1531 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1533 * The return value of True, indicates that the hover event should be consumed.
1534 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1536 * @return The signal to connect to
1537 * @pre The Actor has been initialized.
1539 HoverSignalType& HoveredSignal();
1542 * @brief This signal is emitted when wheel event is received.
1544 * A callback of the following type may be connected:
1546 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1548 * The return value of True, indicates that the wheel event should be consumed.
1549 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1551 * @return The signal to connect to
1552 * @pre The Actor has been initialized.
1554 WheelEventSignalType& WheelEventSignal();
1557 * @brief This signal is emitted after the actor has been connected to the stage.
1559 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1561 * @return The signal to connect to
1562 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1564 * @note When the parent of a set of actors is connected to the stage, then all of the children
1565 * will received this callback.
1566 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1578 OnStageSignalType& OnStageSignal();
1581 * @brief This signal is emitted after the actor has been disconnected from the stage.
1583 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1586 * @return The signal to connect to
1587 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1588 * will received this callback, starting with the leaf actors.
1589 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1602 OffStageSignalType& OffStageSignal();
1605 * @brief This signal is emitted after the size has been set on the actor during relayout
1608 * @return The signal
1610 OnRelayoutSignalType& OnRelayoutSignal();
1613 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1615 * A callback of the following type may be connected:
1617 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1619 * actor: The actor, or child of actor, whose layout direction has changed
1620 * type: Whether the actor's layout direction property has changed or a parent's.
1623 * @return The signal to connect to
1624 * @pre The Actor has been initialized.
1626 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1628 public: // Not intended for application developers
1632 * @brief This constructor is used by Actor::New() methods.
1635 * @param [in] actor A pointer to a newly allocated Dali resource
1637 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1642 * @brief Helper for discarding an actor handle.
1644 * If the handle is empty, this method does nothing. Otherwise
1645 * Actor::Unparent() will be called, followed by Actor::Reset().
1647 * @param[in,out] actor A handle to an actor, or an empty handle
1649 inline void UnparentAndReset( Actor& actor )
1663 #endif // DALI_ACTOR_H