1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/vector-wrapper.h>
26 #include <dali/public-api/animation/active-constraint-declarations.h>
27 #include <dali/public-api/actors/actor-enumerations.h>
28 #include <dali/public-api/actors/draw-mode.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 namespace Internal DALI_INTERNAL
51 struct MouseWheelEvent;
57 * @brief Actor container.
59 typedef std::vector<Actor> ActorContainer;
60 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
61 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
63 typedef Rect<float> Padding; ///< Padding definition
66 * @brief Actor is the primary object with which Dali applications interact.
68 * UI controls can be built by combining multiple actors.
70 * <h3>Multi-Touch Events:</h3>
72 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
74 * <i>Hit Testing Rules Summary:</i>
76 * - An actor is only hittable if the actor's touch or hover signal has a connection.
77 * - An actor is only hittable when it is between the camera's near and far planes.
78 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
79 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
80 * - To be hittable, an actor must have a non-zero size.
81 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
83 * <i>Hit Test Algorithm:</i>
86 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
89 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
90 * layers until we have a hit or there are none left.
91 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
93 * - If they are not, we skip hit testing the actors in that layer altogether.
94 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
97 * - The final part of hit testing is performed by walking through the actor tree within a layer.
98 * - The following pseudocode shows the algorithm used:
100 * HIT-TEST-WITHIN-LAYER( ACTOR )
102 * // Only hit-test the actor and its children if it is sensitive and visible
103 * IF ( ACTOR-IS-SENSITIVE &&
106 * // Depth-first traversal within current layer, visiting parent first
108 * // Check whether current actor should be hit-tested
109 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
110 * ACTOR-HAS-NON-ZERO-SIZE &&
111 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
113 * // Hit-test current actor
116 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
118 * // The current actor is the closest actor that was underneath the touch
119 * LAST-HIT-ACTOR = CURRENT-ACTOR
124 * // Keep checking children, in case we hit something closer
125 * FOR-EACH CHILD (in order)
127 * IF ( CHILD-IS-NOT-A-LAYER )
129 * // Continue traversal for this child's sub-tree
130 * HIT-TEST-WITHIN-LAYER ( CHILD )
132 * // else we skip hit-testing the child's sub-tree altogether
137 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
138 * The overlay children take priority over their parents, and overlay siblings take priority
139 * over their previous siblings (i.e. reverse of rendering order):
149 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
151 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
152 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
153 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
154 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
155 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
156 * also be considered a Stencil Actor.
157 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
159 * <i>Touch or hover Event Delivery:</i>
162 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
163 * the parent's touch or hover signal is emitted, and so on.
164 * - The following pseudocode shows the delivery mechanism:
166 * EMIT-TOUCH-SIGNAL( ACTOR )
168 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
170 * // Only do the emission if touch signal of actor has connections.
171 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
174 * IF ( NOT-CONSUMED )
176 * // If event is not consumed then deliver it to the parent unless we reach the root actor
177 * IF ( ACTOR-PARENT )
179 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
184 * EMIT-HOVER-SIGNAL( ACTOR )
186 * IF ( HOVER-SIGNAL-NOT-EMPTY )
188 * // Only do the emission if hover signal of actor has connections.
189 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
192 * IF ( NOT-CONSUMED )
194 * // If event is not consumed then deliver it to the parent unless we reach the root actor
195 * IF ( ACTOR-PARENT )
197 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
202 * - If there are several touch points, then the delivery is only to the first touch point's hit
203 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
204 * other touch points.
205 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
208 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
209 * hit actor (primary hit actor).
210 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
211 * (only if it requires leave signals); see SetLeaveRequired().
213 * - Interrupted State
214 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
215 * actor's touch or hover signals are emitted with an "Interrupted" state.
216 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
217 * touch or hover signals are also emitted with an "Interrupted" state.
218 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
219 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
220 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
221 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
222 * <h3>Key Events:</h3>
224 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
229 * | %Signal Name | Method |
230 * |-------------------|------------------------------|
231 * | touched | @ref TouchedSignal() |
232 * | hovered | @ref HoveredSignal() |
233 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
234 * | on-stage | @ref OnStageSignal() |
235 * | off-stage | @ref OffStageSignal() |
238 * | %Action Name | %Actor method called |
239 * |-------------------|------------------------------|
240 * | show | %SetVisible( true ) |
241 * | hide | %SetVisible( false ) |
243 class DALI_IMPORT_API Actor : public Handle
248 * @brief An enumeration of properties belonging to the Actor class.
254 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
255 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
256 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
257 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
258 ANCHOR_POINT, ///< name "anchor-point", type Vector3
259 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
260 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
261 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
262 SIZE, ///< name "size", type Vector3
263 SIZE_WIDTH, ///< name "size-width", type float
264 SIZE_HEIGHT, ///< name "size-height", type float
265 SIZE_DEPTH, ///< name "size-depth", type float
266 POSITION, ///< name "position", type Vector3
267 POSITION_X, ///< name "position-x", type float
268 POSITION_Y, ///< name "position-y", type float
269 POSITION_Z, ///< name "position-z", type float
270 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
271 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
272 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
273 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
274 ORIENTATION, ///< name "orientation", type Quaternion
275 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
276 SCALE, ///< name "scale", type Vector3
277 SCALE_X, ///< name "scale-x", type float
278 SCALE_Y, ///< name "scale-y", type float
279 SCALE_Z, ///< name "scale-z", type float
280 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
281 VISIBLE, ///< name "visible", type bool
282 COLOR, ///< name "color", type Vector4
283 COLOR_RED, ///< name "color-red", type float
284 COLOR_GREEN, ///< name "color-green", type float
285 COLOR_BLUE, ///< name "color-blue", type float
286 COLOR_ALPHA, ///< name "color-alpha", type float
287 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
288 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
289 NAME, ///< name "name", type std::string
290 SENSITIVE, ///< name "sensitive", type bool
291 LEAVE_REQUIRED, ///< name "leave-required", type bool
292 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
293 INHERIT_SCALE, ///< name "inherit-scale", type bool
294 COLOR_MODE, ///< name "color-mode", type std::string
295 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
296 DRAW_MODE, ///< name "draw-mode", type std::string
297 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
298 RELAYOUT_ENABLED, ///< name "relayout-enabled", type Boolean
299 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
300 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
301 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
302 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
303 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
304 PADDING, ///< name "padding", type Vector4
305 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
306 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
312 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
313 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
314 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
315 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
316 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
317 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
322 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
324 * Calling member functions with an uninitialized Dali::Object is not allowed.
329 * @brief Create an initialized Actor.
331 * @return A handle to a newly allocated Dali resource.
336 * @brief Downcast an Object handle to Actor handle.
338 * If handle points to a Actor object the downcast produces valid
339 * handle. If not the returned handle is left uninitialized.
341 * @param[in] handle to An object
342 * @return handle to a Actor object or an uninitialized handle
344 static Actor DownCast( BaseHandle handle );
347 * @brief Dali::Actor is intended as a base class
349 * This is non-virtual since derived Handle types must not contain data or virtual methods.
354 * @brief Copy constructor
356 * @param [in] copy The actor to copy.
358 Actor(const Actor& copy);
361 * @brief Assignment operator
363 * @param [in] rhs The actor to copy.
365 Actor& operator=(const Actor& rhs);
368 * @brief Retrieve the Actor's name.
370 * @pre The Actor has been initialized.
371 * @return The Actor's name.
373 const std::string& GetName() const;
376 * @brief Sets the Actor's name.
378 * @pre The Actor has been initialized.
379 * @param [in] name The new name.
381 void SetName(const std::string& name);
384 * @brief Retrieve the unique ID of the actor.
386 * @pre The Actor has been initialized.
389 unsigned int GetId() const;
394 * @brief Query whether an actor is the root actor, which is owned by the Stage.
396 * @pre The Actor has been initialized.
397 * @return True if the actor is the root actor.
402 * @brief Query whether the actor is connected to the Stage.
404 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
405 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
406 * @pre The Actor has been initialized.
407 * @return True if the actor is connected to the Stage.
409 bool OnStage() const;
412 * @brief Query whether the actor is of class Dali::Layer.
414 * @pre The Actor has been initialized.
415 * @return True if the actor is a layer.
417 bool IsLayer() const;
420 * @brief Gets the layer in which the actor is present.
422 * @pre The Actor has been initialized.
423 * @return The layer, which will be uninitialized if the actor is off-stage.
428 * @brief Adds a child Actor to this Actor.
430 * NOTE! if the child already has a parent, it will be removed from old parent
431 * and reparented to this actor. This may change childs position, color,
432 * scale etc as it now inherits them from this actor
433 * @pre This Actor (the parent) has been initialized.
434 * @pre The child actor has been initialized.
435 * @pre The child actor is not the same as the parent actor.
436 * @pre The actor is not the Root actor
437 * @param [in] child The child.
438 * @post The child will be referenced by its parent. This means that the child will be kept alive,
439 * even if the handle passed into this method is reset or destroyed.
440 * @post This may invalidate ActorContainer iterators.
442 void Add(Actor child);
445 * @brief Inserts a child Actor to this actor's list of children at the given index
447 * NOTE! if the child already has a parent, it will be removed from old parent
448 * and reparented to this actor. This may change childs position, color,
449 * scale etc as it now inherits them from this actor
450 * @pre This Actor (the parent) has been initialized.
451 * @pre The child actor has been initialized.
452 * @pre The child actor is not the same as the parent actor.
453 * @pre The actor is not the Root actor
454 * @param [in] index of actor to insert before
455 * @param [in] child The child.
456 * @post The child will be referenced by its parent. This means that the child will be kept alive,
457 * even if the handle passed into this method is reset or destroyed.
458 * @post If the index is greater than the current child count, it will be ignored and added at the end.
459 * @post This may invalidate ActorContainer iterators.
461 void Insert(unsigned int index, Actor child);
464 * @brief Removes a child Actor from this Actor.
466 * If the actor was not a child of this actor, this is a no-op.
467 * @pre This Actor (the parent) has been initialized.
468 * @pre The child actor is not the same as the parent actor.
469 * @param [in] child The child.
470 * @post This may invalidate ActorContainer iterators.
472 void Remove(Actor child);
475 * @brief Removes an actor from its parent.
477 * If the actor has no parent, this method does nothing.
478 * @pre The (child) actor has been initialized.
479 * @post This may invalidate ActorContainer iterators.
484 * @brief Retrieve the number of children held by the actor.
486 * @pre The Actor has been initialized.
487 * @return The number of children
489 unsigned int GetChildCount() const;
492 * @brief Retrieve and child actor by index.
494 * @pre The Actor has been initialized.
495 * @param[in] index The index of the child to retrieve
496 * @return The actor for the given index or empty handle if children not initialised
498 Actor GetChildAt(unsigned int index) const;
501 * @brief Search through this actor's hierarchy for an actor with the given name.
503 * The actor itself is also considered in the search
504 * @pre The Actor has been initialized.
505 * @param[in] actorName the name of the actor to find
506 * @return A handle to the actor if found, or an empty handle if not.
508 Actor FindChildByName(const std::string& actorName);
511 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
513 * The actor itself is also considered in the search
514 * @pre The Actor has been initialized.
515 * @param[in] id the ID of the actor to find
516 * @return A handle to the actor if found, or an empty handle if not.
518 Actor FindChildById(const unsigned int id);
521 * @brief Retrieve the actor's parent.
523 * @pre The actor has been initialized.
524 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
526 Actor GetParent() const;
531 * @brief Set the origin of an actor, within its parent's area.
533 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
534 * and (1.0, 1.0, 0.5) is the bottom-right corner.
535 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
536 * An actor position is the distance between this origin, and the actors anchor-point.
537 * @see Dali::ParentOrigin for predefined parent origin values
538 * @pre The Actor has been initialized.
539 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
540 * @param [in] origin The new parent-origin.
542 void SetParentOrigin(const Vector3& origin);
545 * @brief Retrieve the parent-origin of an actor.
547 * @pre The Actor has been initialized.
548 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
549 * @return The current parent-origin.
551 Vector3 GetCurrentParentOrigin() const;
554 * @brief Set the anchor-point of an actor.
556 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
557 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
558 * bottom-right corner. The default anchor point is
559 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
560 * An actor position is the distance between its parent-origin, and this anchor-point.
561 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
562 * @see Dali::AnchorPoint for predefined anchor point values
563 * @pre The Actor has been initialized.
564 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
565 * @param [in] anchorPoint The new anchor-point.
567 void SetAnchorPoint(const Vector3& anchorPoint);
570 * @brief Retrieve the anchor-point of an actor.
572 * @pre The Actor has been initialized.
573 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
574 * @return The current anchor-point.
576 Vector3 GetCurrentAnchorPoint() const;
579 * @brief Sets the size of an actor.
581 * Geometry can be scaled to fit within this area.
582 * This does not interfere with the actors scale factor.
583 * The actors default depth is the minimum of width & height.
584 * @pre The actor has been initialized.
585 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
586 * @param [in] width The new width.
587 * @param [in] height The new height.
589 void SetSize(float width, float height);
592 * @brief Sets the size of an actor.
594 * Geometry can be scaled to fit within this area.
595 * This does not interfere with the actors scale factor.
596 * @pre The actor has been initialized.
597 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
598 * @param [in] width The size of the actor along the x-axis.
599 * @param [in] height The size of the actor along the y-axis.
600 * @param [in] depth The size of the actor along the z-axis.
602 void SetSize(float width, float height, float depth);
605 * @brief Sets the size of an actor.
607 * Geometry can be scaled to fit within this area.
608 * This does not interfere with the actors scale factor.
609 * The actors default depth is the minimum of width & height.
610 * @pre The actor has been initialized.
611 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
612 * @param [in] size The new size.
614 void SetSize(const Vector2& size);
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.
621 * @pre The actor has been initialized.
622 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
623 * @param [in] size The new size.
625 void SetSize(const Vector3& size);
628 * @brief Retrieve the actor's size.
630 * @pre The actor has been initialized.
631 * @note This return is the value that was set using SetSize or the target size of an animation
632 * @return The actor's current size.
634 Vector3 GetTargetSize() const;
637 * @brief Retrieve the actor's size.
639 * @pre The actor has been initialized.
640 * @note This property can be animated; the return value may not match the value written with SetSize().
641 * @return The actor's current size.
643 Vector3 GetCurrentSize() const;
646 * Return the natural size of the actor.
648 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
650 * @return The actor's natural size
652 Vector3 GetNaturalSize() const;
655 * @brief Sets the position of the actor.
657 * The Actor's z position will be set to 0.0f.
658 * @pre The Actor has been initialized.
659 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
660 * @param [in] x The new x position
661 * @param [in] y The new y position
663 void SetPosition(float x, float y);
666 * @brief Sets the position of the Actor.
668 * @pre The Actor has been initialized.
669 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
670 * @param [in] x The new x position
671 * @param [in] y The new y position
672 * @param [in] z The new z position
674 void SetPosition(float x, float y, float z);
677 * @brief Sets the position of the Actor.
679 * @pre The Actor has been initialized.
680 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
681 * @param [in] position The new position
683 void SetPosition(const Vector3& position);
686 * @brief Set the position of an actor along the X-axis.
688 * @pre The Actor has been initialized.
689 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
690 * @param [in] x The new x position
695 * @brief Set the position of an actor along the Y-axis.
697 * @pre The Actor has been initialized.
698 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
699 * @param [in] y The new y position.
704 * @brief Set the position of an actor along the Z-axis.
706 * @pre The Actor has been initialized.
707 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
708 * @param [in] z The new z position
713 * @brief Translate an actor relative to its existing position.
715 * @pre The actor has been initialized.
716 * @param[in] distance The actor will move by this distance.
718 void TranslateBy(const Vector3& distance);
721 * @brief Retrieve the position of the Actor.
723 * @pre The Actor has been initialized.
724 * @note This property can be animated; the return value may not match the value written with SetPosition().
725 * @return the Actor's current position.
727 Vector3 GetCurrentPosition() const;
730 * @brief Retrieve the world-position of the Actor.
732 * @note The actor will not have a world-position, unless it has previously been added to the stage.
733 * @pre The Actor has been initialized.
734 * @return The Actor's current position in world coordinates.
736 Vector3 GetCurrentWorldPosition() const;
739 * @brief Set the actors position inheritance mode.
741 * The default is to inherit.
742 * Switching this off means that using SetPosition() sets the actor's world position.
743 * @see PositionInheritanceMode
744 * @pre The Actor has been initialized.
745 * @param[in] mode to use
747 void SetPositionInheritanceMode( PositionInheritanceMode mode );
750 * @brief Returns the actors position inheritance mode.
752 * @pre The Actor has been initialized.
753 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
755 PositionInheritanceMode GetPositionInheritanceMode() const;
758 * @brief Sets the orientation of the Actor.
760 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
761 * @pre The Actor has been initialized.
762 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
763 * @param [in] angle The new orientation angle in degrees.
764 * @param [in] axis The new axis of orientation.
766 void SetOrientation(const Degree& angle, const Vector3& 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);
799 * @brief Apply a relative rotation to an actor.
801 * @pre The actor has been initialized.
802 * @param[in] angle The angle to the rotation to combine with the existing orientation.
803 * @param[in] axis The axis of the rotation to combine with the existing orientation.
805 void RotateBy(const Radian& angle, const Vector3& axis);
808 * @brief Apply a relative rotation to an actor.
810 * @pre The actor has been initialized.
811 * @param[in] relativeRotation The rotation to combine with the existing orientation.
813 void RotateBy(const Quaternion& relativeRotation);
816 * @brief Retreive the Actor's orientation.
818 * @pre The Actor has been initialized.
819 * @note This property can be animated; the return value may not match the value written with SetOrientation().
820 * @return The current orientation.
822 Quaternion GetCurrentOrientation() const;
825 * @brief Set whether a child actor inherits it's parent's orientation.
827 * Default is to inherit.
828 * Switching this off means that using SetOrientation() sets the actor's world orientation.
829 * @pre The Actor has been initialized.
830 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
832 void SetInheritOrientation(bool inherit);
835 * @brief Returns whether the actor inherit's it's parent's orientation.
837 * @pre The Actor has been initialized.
838 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
840 bool IsOrientationInherited() const;
843 * @brief Retrieve the world-orientation of the Actor.
845 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
846 * @pre The Actor has been initialized.
847 * @return The Actor's current orientation in the world.
849 Quaternion GetCurrentWorldOrientation() const;
852 * @brief Set the scale factor applied to an actor.
854 * @pre The Actor has been initialized.
855 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
856 * @param [in] scale The scale factor applied on all axes.
858 void SetScale(float scale);
861 * @brief Set the scale factor applied to an actor.
863 * @pre The Actor has been initialized.
864 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
865 * @param [in] scaleX The scale factor applied along the x-axis.
866 * @param [in] scaleY The scale factor applied along the y-axis.
867 * @param [in] scaleZ The scale factor applied along the z-axis.
869 void SetScale(float scaleX, float scaleY, float scaleZ);
872 * @brief Set the scale factor applied to an actor.
874 * @pre The Actor has been initialized.
875 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
876 * @param [in] scale A vector representing the scale factor for each axis.
878 void SetScale(const Vector3& scale);
881 * @brief Apply a relative scale to an actor.
883 * @pre The actor has been initialized.
884 * @param[in] relativeScale The scale to combine with the actors existing scale.
886 void ScaleBy(const Vector3& relativeScale);
889 * @brief Retrieve the scale factor applied to an actor.
891 * @pre The Actor has been initialized.
892 * @note This property can be animated; the return value may not match the value written with SetScale().
893 * @return A vector representing the scale factor for each axis.
895 Vector3 GetCurrentScale() const;
898 * @brief Retrieve the world-scale of the Actor.
900 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
901 * @pre The Actor has been initialized.
902 * @return The Actor's current scale in the world.
904 Vector3 GetCurrentWorldScale() const;
907 * @brief Set whether a child actor inherits it's parent's scale.
909 * Default is to inherit.
910 * Switching this off means that using SetScale() sets the actor's world scale.
911 * @pre The Actor has been initialized.
912 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
914 void SetInheritScale( bool inherit );
917 * @brief Returns whether the actor inherit's it's parent's scale.
919 * @pre The Actor has been initialized.
920 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
922 bool IsScaleInherited() const;
925 * @brief Retrieves the world-matrix of the actor.
927 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
928 * @pre The Actor has been initialized.
929 * @return The Actor's current world matrix
931 Matrix GetCurrentWorldMatrix() const;
933 // Visibility & Color
936 * @brief Sets the visibility flag of an actor.
938 * @pre The actor has been initialized.
939 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
940 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
941 * This is regardless of the individual visibility values of the children i.e. an actor will only be
942 * rendered if all of its parents have visibility set to true.
943 * @param [in] visible The new visibility flag.
945 void SetVisible(bool visible);
948 * @brief Retrieve the visibility flag of an actor.
950 * @pre The actor has been initialized.
951 * @note This property can be animated; the return value may not match the value written with SetVisible().
952 * @note If an actor is not visible, then the actor and its children will not be rendered.
953 * This is regardless of the individual visibility values of the children i.e. an actor will only be
954 * rendered if all of its parents have visibility set to true.
955 * @return The visibility flag.
957 bool IsVisible() const;
960 * @brief Sets the opacity of an actor.
962 * @pre The actor has been initialized.
963 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
964 * @param [in] opacity The new opacity.
966 void SetOpacity(float opacity);
969 * @brief Retrieve the actor's opacity.
971 * @pre The actor has been initialized.
972 * @note This property can be animated; the return value may not match the value written with SetOpacity().
973 * @return The actor's opacity.
975 float GetCurrentOpacity() const;
978 * @brief Sets the actor's color; this is an RGBA value.
980 * The final color of the actor depends on its color mode.
981 * @pre The Actor has been initialized.
982 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
983 * @param [in] color The new color.
985 void SetColor(const Vector4& color);
988 * @brief Retrieve the actor's color.
990 * Actor's own color is not clamped.
991 * @pre The Actor has been initialized.
992 * @note This property can be animated; the return value may not match the value written with SetColor().
995 Vector4 GetCurrentColor() const;
998 * @brief Sets the actor's color mode.
1000 * This specifies whether the Actor uses its own color, or inherits
1001 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1002 * @pre The Actor has been initialized.
1003 * @param [in] colorMode to use.
1005 void SetColorMode( ColorMode colorMode );
1008 * @brief Returns the actor's color mode.
1010 * @pre The Actor has been initialized.
1011 * @return currently used colorMode.
1013 ColorMode GetColorMode() const;
1016 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1018 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1019 * @pre The Actor has been initialized.
1020 * @return The Actor's current color in the world.
1022 Vector4 GetCurrentWorldColor() const;
1025 * @brief Set how the actor and its children should be drawn.
1027 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1028 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1029 * other objects in the world i.e. it may be obscured if other objects are in front.
1031 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1032 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1033 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1034 * and depth-testing will not be used.
1036 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1037 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1038 * actors within the Layer.
1040 * @param[in] drawMode The new draw-mode to use.
1041 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1042 * @note Layers do not inherit the DrawMode from their parents.
1044 void SetDrawMode( DrawMode::Type drawMode );
1047 * @brief Query how the actor and its children will be drawn.
1049 * @return True if the Actor is an overlay.
1051 DrawMode::Type GetDrawMode() const;
1056 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1058 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1059 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1060 * hover event signal will be emitted.
1062 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1064 * actor.SetSensitive(false);
1067 * Then, to re-enable the touch or hover event signal emission, the application should call:
1069 * actor.SetSensitive(true);
1072 * @see @see SignalTouch() and SignalHover().
1073 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1074 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1075 * hittable if all of its parents have sensitivity set to true.
1076 * @pre The Actor has been initialized.
1077 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1079 void SetSensitive(bool sensitive);
1082 * @brief Query whether an actor emits touch or hover event signals.
1084 * @note If an actor is not sensitive, then it's children will not be hittable either.
1085 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1086 * hittable if all of its parents have sensitivity set to true.
1087 * @pre The Actor has been initialized.
1088 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1090 bool IsSensitive() const;
1093 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1095 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1096 * @pre The Actor has been initialized.
1097 * @param[out] localX On return, the X-coordinate relative to the actor.
1098 * @param[out] localY On return, the Y-coordinate relative to the actor.
1099 * @param[in] screenX The screen X-coordinate.
1100 * @param[in] screenY The screen Y-coordinate.
1101 * @return True if the conversion succeeded.
1103 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1106 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1107 * the boundary of the actor.
1109 * @note By default, this is set to false as most actors do not require this.
1110 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1112 * @pre The Actor has been initialized.
1113 * @param[in] required Should be set to true if a Leave event is required
1115 void SetLeaveRequired(bool required);
1118 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1119 * the boundary of the actor.
1121 * @pre The Actor has been initialized.
1122 * @return true if a Leave event is required, false otherwise.
1124 bool GetLeaveRequired() const;
1127 * @brief Sets whether the actor should be focusable by keyboard navigation.
1129 * The default is false.
1130 * @pre The Actor has been initialized.
1131 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1134 void SetKeyboardFocusable( bool focusable );
1137 * @brief Returns whether the actor is focusable by keyboard navigation.
1139 * @pre The Actor has been initialized.
1140 * @return true if the actor is focusable by keyboard navigation, false if not.
1142 bool IsKeyboardFocusable() const;
1147 * @brief Set if the actor should do relayout in size negotiation or not.
1149 * @param[in] enabled Flag to specify if actor should do relayout or not.
1151 void SetRelayoutEnabled( bool enabled );
1154 * @brief Is the actor included in relayout or not.
1156 * @return Return if the actor is involved in size negotiation or not.
1158 bool IsRelayoutEnabled() const;
1161 * Set the resize policy to be used for the given dimension(s)
1163 * @param[in] policy The resize policy to use
1164 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1166 void SetResizePolicy( ResizePolicy policy, Dimension dimension );
1169 * Return the resize policy used for a single dimension
1171 * @param[in] dimension The dimension to get policy for
1172 * @return Return the dimension resize policy
1174 ResizePolicy GetResizePolicy( Dimension dimension ) const;
1177 * @brief Set the policy to use when setting size with size negotiation. Defaults to USE_SIZE_SET.
1179 * @param[in] policy The policy to use for when the size is set
1181 void SetSizeScalePolicy( SizeScalePolicy policy );
1184 * @brief Return the size set policy in use
1186 * @return Return the size set policy
1188 SizeScalePolicy GetSizeScalePolicy() const;
1191 * @brief Sets the relative to parent size factor of the actor.
1193 * This factor is only used when ResizePolicy is set to either:
1194 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
1195 * This actor's size is set to the actor's size multipled by or added to this factor,
1196 * depending on ResizePolicy (See SetResizePolicy).
1198 * @pre The Actor has been initialized.
1199 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1201 void SetSizeModeFactor( const Vector3& factor );
1204 * @brief Retrieve the relative to parent size factor of the actor.
1206 * @pre The Actor has been initialized.
1207 * @return The Actor's current relative size factor.
1209 Vector3 GetSizeModeFactor() const;
1212 * @brief Calculate the height of the actor given a width
1214 * @param width Width to use
1215 * @return Return the height based on the width
1217 float GetHeightForWidth( float width );
1220 * @brief Calculate the width of the actor given a height
1222 * @param height Height to use
1223 * @return Return the width based on the height
1225 float GetWidthForHeight( float height );
1228 * Return the value of negotiated dimension for the given dimension
1230 * @param dimension The dimension to retrieve
1231 * @return Return the value of the negotiated dimension
1233 float GetRelayoutSize( Dimension dimension ) const;
1236 * @brief Request to relayout of all actors in the sub-tree below the given actor.
1238 * This flags the actor and all actors below it for relayout. The actual
1239 * relayout is performed at the end of the frame. This means that multiple calls to relayout
1240 * will not cause multiple relayouts to occur.
1242 void RelayoutRequestTree();
1245 * @brief Force propagate relayout flags through the tree. This actor and all actors
1246 * dependent on it will have their relayout flags reset.
1248 * This is useful for resetting layout flags during the layout process.
1250 void PropagateRelayoutFlags();
1253 * @brief Set the padding for use in layout
1255 * @param[in] padding Padding for the actor
1257 void SetPadding( const Padding& padding );
1260 * Return the value of the padding
1262 * @param paddingOut The returned padding data
1264 void GetPadding( Padding& paddingOut ) const;
1267 * @brief Set the minimum size an actor can be assigned in size negotiation
1269 * @param[in] size The minimum size
1271 void SetMinimumSize( const Vector2& size );
1274 * @brief Return the minimum relayout size
1276 * @return Return the mininmum size
1278 Vector2 GetMinimumSize();
1281 * @brief Set the maximum size an actor can be assigned in size negotiation
1283 * @param[in] size The maximum size
1285 void SetMaximumSize( const Vector2& size );
1288 * @brief Return the maximum relayout size
1290 * @return Return the maximum size
1292 Vector2 GetMaximumSize();
1297 * @brief This signal is emitted when touch input is received.
1299 * A callback of the following type may be connected:
1301 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1303 * The return value of True, indicates that the touch event should be consumed.
1304 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1305 * @pre The Actor has been initialized.
1306 * @return The signal to connect to.
1308 TouchSignalType& TouchedSignal();
1311 * @brief This signal is emitted when hover input is received.
1313 * A callback of the following type may be connected:
1315 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1317 * The return value of True, indicates that the hover event should be consumed.
1318 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1319 * @pre The Actor has been initialized.
1320 * @return The signal to connect to.
1322 HoverSignalType& HoveredSignal();
1325 * @brief This signal is emitted when mouse wheel event is received.
1327 * A callback of the following type may be connected:
1329 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1331 * The return value of True, indicates that the mouse wheel event should be consumed.
1332 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1333 * @pre The Actor has been initialized.
1334 * @return The signal to connect to.
1336 MouseWheelEventSignalType& MouseWheelEventSignal();
1339 * @brief This signal is emitted after the actor has been connected to the stage.
1341 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1342 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1344 * @note When the parent of a set of actors is connected to the stage, then all of the children
1345 * will received this callback.
1347 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1355 * @return The signal
1357 OnStageSignalType& OnStageSignal();
1360 * @brief This signal is emitted after the actor has been disconnected from the stage.
1362 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1364 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1365 * will received this callback, starting with the leaf actors.
1367 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1375 * @return The signal
1377 OffStageSignalType& OffStageSignal();
1380 * @brief This signal is emitted after the size has been set on the actor during relayout
1382 * @return Return the signal
1384 OnRelayoutSignalType& OnRelayoutSignal();
1386 public: // Not intended for application developers
1389 * @brief This constructor is used by Dali New() methods.
1391 * @param [in] actor A pointer to a newly allocated Dali resource
1393 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1397 * @brief Helper for discarding an actor handle.
1399 * If the handle is empty, this method does nothing. Otherwise
1400 * actor.Unparent() will be called, followed by actor.Reset().
1401 * @param[in,out] actor A handle to an actor, or an empty handle.
1403 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1407 #endif // __DALI_ACTOR_H__