1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <boost/function.hpp>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/animation/active-constraint-declarations.h>
28 #include <dali/public-api/actors/actor-enumerations.h>
29 #include <dali/public-api/actors/draw-mode.h>
30 #include <dali/public-api/object/constrainable.h>
31 #include <dali/public-api/signals/dali-signal-v2.h>
36 namespace Internal DALI_INTERNAL
46 class DynamicsBodyConfig;
54 struct MouseWheelEvent;
60 * @brief Actor container.
62 typedef std::vector<Actor> ActorContainer;
63 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
64 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
69 * @brief Actor is the primary object with which Dali applications interact.
71 * UI controls can be built by combining multiple actors.
73 * <h3>Multi-Touch Events:</h3>
75 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
77 * <i>Hit Testing Rules Summary:</i>
79 * - An actor is only hittable if the actor's touch or hover signal has a connection.
80 * - An actor is only hittable when it is between the camera's near and far planes.
81 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
82 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
83 * - To be hittable, an actor must have a non-zero size.
84 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
86 * <i>Hit Test Algorithm:</i>
89 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
92 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
93 * layers until we have a hit or there are none left.
94 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
96 * - If they are not, we skip hit testing the actors in that layer altogether.
97 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
100 * - The final part of hit testing is performed by walking through the actor tree within a layer.
101 * - The following pseudocode shows the algorithm used:
103 * HIT-TEST-WITHIN-LAYER( ACTOR )
105 * // Only hit-test the actor and its children if it is sensitive and visible
106 * IF ( ACTOR-IS-SENSITIVE &&
109 * // Depth-first traversal within current layer, visiting parent first
111 * // Check whether current actor should be hit-tested
112 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || 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 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
155 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
156 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
157 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
158 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
159 * also be considered a Stencil Actor.
160 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
162 * <i>Touch or hover Event Delivery:</i>
165 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
166 * the parent's touch or hover signal is emitted, and so on.
167 * - The following pseudocode shows the delivery mechanism:
169 * EMIT-TOUCH-SIGNAL( ACTOR )
171 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
173 * // Only do the emission if touch signal of actor has connections.
174 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
177 * IF ( NOT-CONSUMED )
179 * // If event is not consumed then deliver it to the parent unless we reach the root actor
180 * IF ( ACTOR-PARENT )
182 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
187 * EMIT-HOVER-SIGNAL( ACTOR )
189 * IF ( HOVER-SIGNAL-NOT-EMPTY )
191 * // Only do the emission if hover signal of actor has connections.
192 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
195 * IF ( NOT-CONSUMED )
197 * // If event is not consumed then deliver it to the parent unless we reach the root actor
198 * IF ( ACTOR-PARENT )
200 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
205 * - If there are several touch points, then the delivery is only to the first touch point's hit
206 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
207 * other touch points.
208 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
211 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
212 * hit actor (primary hit actor).
213 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
214 * (only if it requires leave signals); see SetLeaveRequired().
216 * - Interrupted State
217 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
218 * actor's touch or hover signals are emitted with an "Interrupted" state.
219 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
220 * touch or hover signals are also emitted with an "Interrupted" state.
221 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
222 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
223 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
224 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
225 * <h3>Key Events:</h3>
227 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
231 class DALI_IMPORT_API Actor : public Constrainable
237 typedef SignalV2< bool (Actor, const TouchEvent&)> TouchSignalV2; ///< Touch signal type
238 typedef SignalV2< bool (Actor, const HoverEvent&)> HoverSignalV2; ///< Hover signal type
239 typedef SignalV2< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalV2;///< Mousewheel signal type
240 typedef SignalV2< void (Actor, const Vector3&) > SetSizeSignalV2; ///< SetSize signal type
241 typedef SignalV2< void (Actor) > OnStageSignalV2; ///< Stage connection signal type
242 typedef SignalV2< void (Actor) > OffStageSignalV2; ///< Stage disconnection signal type
246 static const Property::Index PARENT_ORIGIN; ///< name "parent-origin", type VECTOR3
247 static const Property::Index PARENT_ORIGIN_X; ///< name "parent-origin-x", type FLOAT
248 static const Property::Index PARENT_ORIGIN_Y; ///< name "parent-origin-y", type FLOAT
249 static const Property::Index PARENT_ORIGIN_Z; ///< name "parent-origin-z", type FLOAT
250 static const Property::Index ANCHOR_POINT; ///< name "anchor-point", type VECTOR3
251 static const Property::Index ANCHOR_POINT_X; ///< name "anchor-point-x", type FLOAT
252 static const Property::Index ANCHOR_POINT_Y; ///< name "anchor-point-y", type FLOAT
253 static const Property::Index ANCHOR_POINT_Z; ///< name "anchor-point-z", type FLOAT
254 static const Property::Index SIZE; ///< name "size", type VECTOR3
255 static const Property::Index SIZE_WIDTH; ///< name "size-width", type FLOAT
256 static const Property::Index SIZE_HEIGHT; ///< name "size-height", type FLOAT
257 static const Property::Index SIZE_DEPTH; ///< name "size-depth", type FLOAT
258 static const Property::Index POSITION; ///< name "position", type VECTOR3
259 static const Property::Index POSITION_X; ///< name "position-x", type FLOAT
260 static const Property::Index POSITION_Y; ///< name "position-y", type FLOAT
261 static const Property::Index POSITION_Z; ///< name "position-z", type FLOAT
262 static const Property::Index WORLD_POSITION; ///< name "world-position", type VECTOR3 (read-only)
263 static const Property::Index WORLD_POSITION_X; ///< name "world-position-x", type FLOAT (read-only)
264 static const Property::Index WORLD_POSITION_Y; ///< name "world-position-y", type FLOAT (read-only)
265 static const Property::Index WORLD_POSITION_Z; ///< name "world-position-z", type FLOAT (read-only)
266 static const Property::Index ROTATION; ///< name "rotation", type ROTATION
267 static const Property::Index WORLD_ROTATION; ///< name "world-rotation", type ROTATION (read-only)
268 static const Property::Index SCALE; ///< name "scale", type VECTOR3
269 static const Property::Index SCALE_X; ///< name "scale-x", type FLOAT
270 static const Property::Index SCALE_Y; ///< name "scale-y", type FLOAT
271 static const Property::Index SCALE_Z; ///< name "scale-z", type FLOAT
272 static const Property::Index WORLD_SCALE; ///< name "world-scale", type VECTOR3 (read-only)
273 static const Property::Index VISIBLE; ///< name "visible", type BOOLEAN
274 static const Property::Index COLOR; ///< name "color", type VECTOR4
275 static const Property::Index COLOR_RED; ///< name "color-red", type FLOAT
276 static const Property::Index COLOR_GREEN; ///< name "color-green", type FLOAT
277 static const Property::Index COLOR_BLUE; ///< name "color-blue", type FLOAT
278 static const Property::Index COLOR_ALPHA; ///< name "color-alpha", type FLOAT
279 static const Property::Index WORLD_COLOR; ///< name "world-color", type VECTOR4 (read-only)
280 static const Property::Index WORLD_MATRIX; ///< name "world-matrix", type MATRIX (read-only)
281 static const Property::Index NAME; ///< name "name", type STRING
282 static const Property::Index SENSITIVE; ///< name "sensitive", type BOOLEAN
283 static const Property::Index LEAVE_REQUIRED; ///< name "leave-required", type BOOLEAN
284 static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
285 static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
286 static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
287 static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
288 static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
293 static const char* const SIGNAL_TOUCHED; ///< name "touched", @see TouchedSignal()
294 static const char* const SIGNAL_HOVERED; ///< name "hovered", @see HoveredSignal()
295 static const char* const SIGNAL_MOUSE_WHEEL_EVENT; ///< name "mouse-wheel-event", @see MouseWheelEventSignal()
296 static const char* const SIGNAL_SET_SIZE; ///< name "set-size", @see SetSizeSignal()
297 static const char* const SIGNAL_ON_STAGE; ///< name "on-stage", @see OnStageSignal()
298 static const char* const SIGNAL_OFF_STAGE; ///< name "off-stage", @see OffStageSignal()
303 static const char* const ACTION_SHOW; ///< name "show", @see SetVisible()
304 static const char* const ACTION_HIDE; ///< name "hide", @see SetVisible()
310 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
312 * Calling member functions with an uninitialized Dali::Object is not allowed.
317 * @brief Create an initialized Actor.
319 * @return A handle to a newly allocated Dali resource.
324 * @brief Downcast an Object handle to Actor handle.
326 * If handle points to a Actor object the downcast produces valid
327 * handle. If not the returned handle is left uninitialized.
329 * @param[in] handle to An object
330 * @return handle to a Actor object or an uninitialized handle
332 static Actor DownCast( BaseHandle handle );
335 * @brief Dali::Actor is intended as a base class
337 * This is non-virtual since derived Handle types must not contain data or virtual methods.
342 * @brief Copy constructor
344 * @param [in] copy The actor to copy.
346 Actor(const Actor& copy);
349 * @brief Assignment operator
351 * @param [in] rhs The actor to copy.
353 Actor& operator=(const Actor& rhs);
356 * @brief This method is defined to allow assignment of the NULL value,
357 * and will throw an exception if passed any other value.
359 * Assigning to NULL is an alias for Reset().
360 * @param [in] rhs A NULL pointer
361 * @return A reference to this handle
363 Actor& operator=(BaseHandle::NullType* rhs);
366 * @brief Retrieve the Actor's name.
368 * @pre The Actor has been initialized.
369 * @return The Actor's name.
371 const std::string& GetName() const;
374 * @brief Sets the Actor's name.
376 * @pre The Actor has been initialized.
377 * @param [in] name The new name.
379 void SetName(const std::string& name);
382 * @brief Retrieve the unique ID of the actor.
384 * @pre The Actor has been initialized.
387 unsigned int GetId() const;
392 * @brief Query whether an actor is the root actor, which is owned by the Stage.
394 * @pre The Actor has been initialized.
395 * @return True if the actor is the root actor.
400 * @brief Query whether the actor is connected to the Stage.
402 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
403 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
404 * @pre The Actor has been initialized.
405 * @return True if the actor is connected to the Stage.
407 bool OnStage() const;
410 * @brief Query whether the actor is of class Dali::Layer.
412 * @pre The Actor has been initialized.
413 * @return True if the actor is a layer.
415 bool IsLayer() const;
418 * @brief Gets the layer in which the actor is present.
420 * @pre The Actor has been initialized.
421 * @return The layer, which will be uninitialized if the actor is off-stage.
426 * @brief Adds a child Actor to this Actor.
428 * NOTE! if the child already has a parent, it will be removed from old parent
429 * and reparented to this actor. This may change childs position, color,
430 * scale etc as it now inherits them from this actor
431 * @pre This Actor (the parent) has been initialized.
432 * @pre The child actor has been initialized.
433 * @pre The child actor is not the same as the parent actor.
434 * @pre The actor is not the Root actor
435 * @param [in] child The child.
436 * @post The child will be referenced by its parent. This means that the child will be kept alive,
437 * even if the handle passed into this method is reset or destroyed.
438 * @post This may invalidate ActorContainer iterators.
440 void Add(Actor child);
443 * @brief Inserts a child Actor to this actor's list of children at the given index
445 * NOTE! if the child already has a parent, it will be removed from old parent
446 * and reparented to this actor. This may change childs position, color,
447 * scale etc as it now inherits them from this actor
448 * @pre This Actor (the parent) has been initialized.
449 * @pre The child actor has been initialized.
450 * @pre The child actor is not the same as the parent actor.
451 * @pre The actor is not the Root actor
452 * @param [in] index of actor to insert before
453 * @param [in] child The child.
454 * @post The child will be referenced by its parent. This means that the child will be kept alive,
455 * even if the handle passed into this method is reset or destroyed.
456 * @post If the index is greater than the current child count, it will be ignored and added at the end.
457 * @post This may invalidate ActorContainer iterators.
459 void Insert(unsigned int index, Actor child);
462 * @brief Removes a child Actor from this Actor.
464 * If the actor was not a child of this actor, this is a no-op.
465 * @pre This Actor (the parent) has been initialized.
466 * @pre The child actor is not the same as the parent actor.
467 * @param [in] child The child.
468 * @post This may invalidate ActorContainer iterators.
470 void Remove(Actor child);
473 * @brief Removes an actor from its parent.
475 * If the actor has no parent, this method does nothing.
476 * @pre The (child) actor has been initialized.
477 * @post This may invalidate ActorContainer iterators.
482 * @brief Retrieve the number of children held by the actor.
484 * @pre The Actor has been initialized.
485 * @return The number of children
487 unsigned int GetChildCount() const;
490 * @brief Retrieve and child actor by index.
492 * @pre The Actor has been initialized.
493 * @param[in] index The index of the child to retrieve
494 * @return The actor for the given index or empty handle if children not initialised
496 Actor GetChildAt(unsigned int index) const;
499 * @brief Search through this actor's hierarchy for an actor with the given name.
501 * The actor itself is also considered in the search
502 * @pre The Actor has been initialized.
503 * @param[in] actorName the name of the actor to find
504 * @return A handle to the actor if found, or an empty handle if not.
506 Actor FindChildByName(const std::string& actorName);
509 * @brief Search through this actor's hierarchy for an actor with the given name or alias.
511 * Actors can customize this function to provide actors with preferred alias'
512 * For example 'previous' could return the last selected child.
513 * If no aliased actor is found then FindChildByName() is called.
514 * @pre The Actor has been initialized.
515 * @param[in] actorAlias the name of the actor to find
516 * @return A handle to the actor if found, or an empty handle if not.
518 Actor FindChildByAlias(const std::string& actorAlias);
521 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
523 * The actor itself is also considered in the search
524 * @pre The Actor has been initialized.
525 * @param[in] id the ID of the actor to find
526 * @return A handle to the actor if found, or an empty handle if not.
528 Actor FindChildById(const unsigned int id);
531 * @brief Retrieve the actor's parent.
533 * @pre The actor has been initialized.
534 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
536 Actor GetParent() const;
541 * @brief Set the origin of an actor, within its parent's area.
543 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
544 * and (1.0, 1.0, 0.5) is the bottom-right corner.
545 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
546 * An actor position is the distance between this origin, and the actors anchor-point.
547 * @see Dali::ParentOrigin for predefined parent origin values
548 * @pre The Actor has been initialized.
549 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
550 * @param [in] origin The new parent-origin.
552 void SetParentOrigin(const Vector3& origin);
555 * @brief Retrieve the parent-origin of an actor.
557 * @pre The Actor has been initialized.
558 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
559 * @return The current parent-origin.
561 Vector3 GetCurrentParentOrigin() const;
564 * @brief Set the anchor-point of an actor.
566 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
567 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
568 * bottom-right corner. The default anchor point is
569 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
570 * An actor position is the distance between its parent-origin, and this anchor-point.
571 * An actor's rotation is centered around its anchor-point.
572 * @see Dali::AnchorPoint for predefined anchor point values
573 * @pre The Actor has been initialized.
574 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
575 * @param [in] anchorPoint The new anchor-point.
577 void SetAnchorPoint(const Vector3& anchorPoint);
580 * @brief Retrieve the anchor-point of an actor.
582 * @pre The Actor has been initialized.
583 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
584 * @return The current anchor-point.
586 Vector3 GetCurrentAnchorPoint() const;
589 * @brief Sets the size of an actor.
591 * Geometry can be scaled to fit within this area.
592 * This does not interfere with the actors scale factor.
593 * The actors default depth is the minimum of width & height.
594 * @pre The actor has been initialized.
595 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
596 * @param [in] width The new width.
597 * @param [in] height The new height.
599 void SetSize(float width, float height);
602 * @brief Sets the size of an actor.
604 * Geometry can be scaled to fit within this area.
605 * This does not interfere with the actors scale factor.
606 * @pre The actor has been initialized.
607 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
608 * @param [in] width The size of the actor along the x-axis.
609 * @param [in] height The size of the actor along the y-axis.
610 * @param [in] depth The size of the actor along the z-axis.
612 void SetSize(float width, float height, float depth);
615 * @brief Sets the size of an actor.
617 * Geometry can be scaled to fit within this area.
618 * This does not interfere with the actors scale factor.
619 * The actors default depth is the minimum of width & height.
620 * @pre The actor has been initialized.
621 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
622 * @param [in] size The new size.
624 void SetSize(const Vector2& size);
627 * @brief Sets the size of an actor.
629 * Geometry can be scaled to fit within this area.
630 * This does not interfere with the actors scale factor.
631 * @pre The actor has been initialized.
632 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
633 * @param [in] size The new size.
635 void SetSize(const Vector3& size);
638 * @brief Retrieve the actor's size.
640 * @pre The actor has been initialized.
641 * @note This return is the value that was set using SetSize or the target size of an animation
642 * @return The actor's current size.
644 Vector3 GetSize() const;
647 * @brief Retrieve the actor's size.
649 * @pre The actor has been initialized.
650 * @note This property can be animated; the return value may not match the value written with SetSize().
651 * @return The actor's current size.
653 Vector3 GetCurrentSize() const;
656 * Return the natural size of the actor.
658 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
660 * @return The actor's natural size
662 Vector3 GetNaturalSize() const;
665 * @brief Sets the position of the actor.
667 * The Actor's z position will be set to 0.0f.
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
673 void SetPosition(float x, float y);
676 * @brief Sets the position of the Actor.
678 * @pre The Actor has been initialized.
679 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
680 * @param [in] x The new x position
681 * @param [in] y The new y position
682 * @param [in] z The new z position
684 void SetPosition(float x, float y, float z);
687 * @brief Sets the position of the Actor.
689 * @pre The Actor has been initialized.
690 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
691 * @param [in] position The new position
693 void SetPosition(const Vector3& position);
696 * @brief Set the position of an actor along the X-axis.
698 * @pre The Actor has been initialized.
699 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
700 * @param [in] x The new x position
705 * @brief Set the position of an actor along the Y-axis.
707 * @pre The Actor has been initialized.
708 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
709 * @param [in] y The new y position.
714 * @brief Set the position of an actor along the Z-axis.
716 * @pre The Actor has been initialized.
717 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
718 * @param [in] z The new z position
723 * @brief Move an actor relative to its existing position.
725 * @pre The actor has been initialized.
726 * @param[in] distance The actor will move by this distance.
728 void MoveBy(const Vector3& distance);
731 * @brief Retrieve the position of the Actor.
733 * @pre The Actor has been initialized.
734 * @note This property can be animated; the return value may not match the value written with SetPosition().
735 * @return the Actor's current position.
737 Vector3 GetCurrentPosition() const;
740 * @brief Retrieve the world-position of the Actor.
742 * @note The actor will not have a world-position, unless it has previously been added to the stage.
743 * @pre The Actor has been initialized.
744 * @return The Actor's current position in world coordinates.
746 Vector3 GetCurrentWorldPosition() const;
749 * @brief Set the actors position inheritance mode.
751 * The default is to inherit.
752 * Switching this off means that using SetPosition() sets the actor's world position.
753 * @see PositionInheritanceMode
754 * @pre The Actor has been initialized.
755 * @param[in] mode to use
757 void SetPositionInheritanceMode( PositionInheritanceMode mode );
760 * @brief Returns the actors position inheritance mode.
762 * @pre The Actor has been initialized.
763 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
765 PositionInheritanceMode GetPositionInheritanceMode() const;
768 * @brief Sets the rotation of the Actor.
770 * An actor's rotation is centered around its anchor point.
771 * @pre The Actor has been initialized.
772 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
773 * @param [in] angle The new rotation angle in degrees.
774 * @param [in] axis The new axis of rotation.
776 void SetRotation(const Degree& angle, const Vector3& axis);
779 * @brief Sets the rotation of the Actor.
781 * An actor's rotation is centered around its anchor point.
782 * @pre The Actor has been initialized.
783 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
784 * @param [in] angle The new rotation angle in radians.
785 * @param [in] axis The new axis of rotation.
787 void SetRotation(const Radian& angle, const Vector3& axis);
790 * @brief Sets the rotation of the Actor.
792 * @pre The Actor has been initialized.
793 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
794 * @param [in] rotation The new rotation.
796 void SetRotation(const Quaternion& rotation);
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 rotation.
803 * @param[in] axis The axis of the rotation to combine with the existing rotation.
805 void RotateBy(const Degree& angle, const Vector3& axis);
808 * @brief Apply a relative rotation to an actor.
810 * @pre The actor has been initialized.
811 * @param[in] angle The angle to the rotation to combine with the existing rotation.
812 * @param[in] axis The axis of the rotation to combine with the existing rotation.
814 void RotateBy(const Radian& angle, const Vector3& axis);
817 * @brief Apply a relative rotation to an actor.
819 * @pre The actor has been initialized.
820 * @param[in] relativeRotation The rotation to combine with the existing rotation.
822 void RotateBy(const Quaternion& relativeRotation);
825 * @brief Retreive the Actor's rotation.
827 * @pre The Actor has been initialized.
828 * @note This property can be animated; the return value may not match the value written with SetRotation().
829 * @return The current rotation.
831 Quaternion GetCurrentRotation() const;
834 * @brief Set whether a child actor inherits it's parent's orientation.
836 * Default is to inherit.
837 * Switching this off means that using SetRotation() sets the actor's world orientation.
838 * @pre The Actor has been initialized.
839 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
841 void SetInheritRotation(bool inherit);
844 * @brief Returns whether the actor inherit's it's parent's orientation.
846 * @pre The Actor has been initialized.
847 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
849 bool IsRotationInherited() const;
852 * @brief Retrieve the world-rotation of the Actor.
854 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
855 * @pre The Actor has been initialized.
856 * @return The Actor's current rotation in the world.
858 Quaternion GetCurrentWorldRotation() const;
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] scale The scale factor applied on all axes.
867 void SetScale(float scale);
870 * @brief Set the scale factor applied to an actor.
872 * @pre The Actor has been initialized.
873 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
874 * @param [in] scaleX The scale factor applied along the x-axis.
875 * @param [in] scaleY The scale factor applied along the y-axis.
876 * @param [in] scaleZ The scale factor applied along the z-axis.
878 void SetScale(float scaleX, float scaleY, float scaleZ);
881 * @brief Set the scale factor applied to an actor.
883 * @pre The Actor has been initialized.
884 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
885 * @param [in] scale A vector representing the scale factor for each axis.
887 void SetScale(const Vector3& scale);
890 * @brief Apply a relative scale to an actor.
892 * @pre The actor has been initialized.
893 * @param[in] relativeScale The scale to combine with the actors existing scale.
895 void ScaleBy(const Vector3& relativeScale);
898 * @brief Retrieve the scale factor applied to an actor.
900 * @pre The Actor has been initialized.
901 * @note This property can be animated; the return value may not match the value written with SetScale().
902 * @return A vector representing the scale factor for each axis.
904 Vector3 GetCurrentScale() const;
907 * @brief Retrieve the world-scale of the Actor.
909 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
910 * @pre The Actor has been initialized.
911 * @return The Actor's current scale in the world.
913 Vector3 GetCurrentWorldScale() const;
916 * @brief Set whether a child actor inherits it's parent's scale.
918 * Default is to inherit.
919 * Switching this off means that using SetScale() sets the actor's world scale.
920 * @pre The Actor has been initialized.
921 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
923 void SetInheritScale( bool inherit );
926 * @brief Returns whether the actor inherit's it's parent's scale.
928 * @pre The Actor has been initialized.
929 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
931 bool IsScaleInherited() const;
934 * @brief Retrieves the world-matrix of the actor.
936 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
937 * @pre The Actor has been initialized.
938 * @return The Actor's current world matrix
940 Matrix GetCurrentWorldMatrix() const;
942 // Visibility & Color
945 * @brief Sets the visibility flag of an actor.
947 * @pre The actor has been initialized.
948 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
949 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
950 * This is regardless of the individual visibility values of the children i.e. an actor will only be
951 * rendered if all of its parents have visibility set to true.
952 * @param [in] visible The new visibility flag.
954 void SetVisible(bool visible);
957 * @brief Retrieve the visibility flag of an actor.
959 * @pre The actor has been initialized.
960 * @note This property can be animated; the return value may not match the value written with SetVisible().
961 * @note If an actor is not visible, then the actor and its children will not be rendered.
962 * This is regardless of the individual visibility values of the children i.e. an actor will only be
963 * rendered if all of its parents have visibility set to true.
964 * @return The visibility flag.
966 bool IsVisible() const;
969 * @brief Sets the opacity of an actor.
971 * @pre The actor has been initialized.
972 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
973 * @param [in] opacity The new opacity.
975 void SetOpacity(float opacity);
978 * @brief Apply a relative opacity change to an actor.
980 * @pre The actor has been initialized.
981 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
983 void OpacityBy(float relativeOpacity);
986 * @brief Retrieve the actor's opacity.
988 * @pre The actor has been initialized.
989 * @note This property can be animated; the return value may not match the value written with SetOpacity().
990 * @return The actor's opacity.
992 float GetCurrentOpacity() const;
995 * @brief Sets the actor's color; this is an RGBA value.
997 * The final color of the actor depends on its color mode.
998 * @pre The Actor has been initialized.
999 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1000 * @param [in] color The new color.
1002 void SetColor(const Vector4& color);
1005 * @brief Apply a relative color change to an actor.
1007 * @pre The actor has been initialized.
1008 * @param[in] relativeColor The color to combine with the actors existing color.
1010 void ColorBy(const Vector4& relativeColor);
1013 * @brief Retrieve the actor's color.
1015 * Actor's own color is not clamped.
1016 * @pre The Actor has been initialized.
1017 * @note This property can be animated; the return value may not match the value written with SetColor().
1018 * @return The color.
1020 Vector4 GetCurrentColor() const;
1023 * @brief Sets the actor's color mode.
1025 * This specifies whether the Actor uses its own color, or inherits
1026 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1027 * @pre The Actor has been initialized.
1028 * @param [in] colorMode to use.
1030 void SetColorMode( ColorMode colorMode );
1033 * @brief Returns the actor's color mode.
1035 * @pre The Actor has been initialized.
1036 * @return currently used colorMode.
1038 ColorMode GetColorMode() const;
1041 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1043 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1044 * @pre The Actor has been initialized.
1045 * @return The Actor's current color in the world.
1047 Vector4 GetCurrentWorldColor() const;
1050 * @brief Set how the actor and its children should be drawn.
1052 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1053 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1054 * other objects in the world i.e. it may be obscured if other objects are in front.
1056 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1057 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1058 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1059 * and depth-testing will not be used.
1061 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1062 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1063 * actors within the Layer.
1065 * @param[in] drawMode The new draw-mode to use.
1066 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1067 * @note Layers do not inherit the DrawMode from their parents.
1069 void SetDrawMode( DrawMode::Type drawMode );
1072 * @brief Query how the actor and its children will be drawn.
1074 * @return True if the Actor is an overlay.
1076 DrawMode::Type GetDrawMode() const;
1081 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1083 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1084 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1085 * hover event signal will be emitted.
1087 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1089 * actor.SetSensitive(false);
1092 * Then, to re-enable the touch or hover event signal emission, the application should call:
1094 * actor.SetSensitive(true);
1097 * @see @see SignalTouch() and SignalHover().
1098 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1099 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1100 * hittable if all of its parents have sensitivity set to true.
1101 * @pre The Actor has been initialized.
1102 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1104 void SetSensitive(bool sensitive);
1107 * @brief Query whether an actor emits touch or hover event signals.
1109 * @note If an actor is not sensitive, then it's children will not be hittable either.
1110 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1111 * hittable if all of its parents have sensitivity set to true.
1112 * @pre The Actor has been initialized.
1113 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1115 bool IsSensitive() const;
1118 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1120 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1121 * @pre The Actor has been initialized.
1122 * @param[out] localX On return, the X-coordinate relative to the actor.
1123 * @param[out] localY On return, the Y-coordinate relative to the actor.
1124 * @param[in] screenX The screen X-coordinate.
1125 * @param[in] screenY The screen Y-coordinate.
1126 * @return True if the conversion succeeded.
1128 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1131 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1132 * the boundary of the actor.
1134 * @note By default, this is set to false as most actors do not require this.
1135 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1137 * @pre The Actor has been initialized.
1138 * @param[in] required Should be set to true if a Leave event is required
1140 void SetLeaveRequired(bool required);
1143 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1144 * the boundary of the actor.
1146 * @pre The Actor has been initialized.
1147 * @return true if a Leave event is required, false otherwise.
1149 bool GetLeaveRequired() const;
1152 * @brief Sets whether the actor should be focusable by keyboard navigation.
1154 * The default is true.
1155 * @pre The Actor has been initialized.
1156 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1159 void SetKeyboardFocusable( bool focusable );
1162 * @brief Returns whether the actor is focusable by keyboard navigation.
1164 * @pre The Actor has been initialized.
1165 * @return true if the actor is focusable by keyboard navigation, false if not.
1167 bool IsKeyboardFocusable() const;
1172 * @brief This signal is emitted when touch input is received.
1174 * A callback of the following type may be connected:
1176 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1178 * The return value of True, indicates that the touch event should be consumed.
1179 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1180 * @pre The Actor has been initialized.
1181 * @return The signal to connect to.
1183 TouchSignalV2& TouchedSignal();
1186 * @brief This signal is emitted when hover input is received.
1188 * A callback of the following type may be connected:
1190 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1192 * The return value of True, indicates that the hover event should be consumed.
1193 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1194 * @pre The Actor has been initialized.
1195 * @return The signal to connect to.
1197 HoverSignalV2& HoveredSignal();
1200 * @brief This signal is emitted when mouse wheel event is received.
1202 * A callback of the following type may be connected:
1204 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1206 * The return value of True, indicates that the mouse wheel event should be consumed.
1207 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1208 * @pre The Actor has been initialized.
1209 * @return The signal to connect to.
1211 MouseWheelEventSignalV2& MouseWheelEventSignal();
1214 * @brief Signal to indicate when the actor's size is set by application code.
1216 * This signal is emitted when actors size is being <b>set</b> by application code.
1217 * This signal is <b>not</b> emitted when size is animated
1218 * Note! GetCurrentSize might not return this same size as the set size message may still be queued
1219 * A callback of the following type may be connected:
1221 * void YourCallback(Actor actor, const Vector3& newSize);
1223 * @pre The Actor has been initialized.
1224 * @return The signal to connect to.
1226 SetSizeSignalV2& SetSizeSignal();
1229 * @brief This signal is emitted after the actor has been connected to the stage.
1231 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1232 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1234 * @note When the parent of a set of actors is connected to the stage, then all of the children
1235 * will received this callback.
1237 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1245 * @return The signal
1247 OnStageSignalV2& OnStageSignal();
1250 * @brief This signal is emitted after the actor has been disconnected from the stage.
1252 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1254 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1255 * will received this callback, starting with the leaf actors.
1257 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1265 * @return The signal
1267 OffStageSignalV2& OffStageSignal();
1272 * @brief Enable dynamics for this actor.
1274 * The actor will behave as a rigid/soft body in the simulation
1275 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1277 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1278 * @return The DynamicsBody
1280 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1283 * @brief Add a joint constraint to this actor.
1285 * @param[in] attachedActor The other actor in the joint
1286 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1287 * @return The new joint
1288 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1289 * @post If the two actors are already connected by a joint, The existing joint is returned
1290 * and offset is ignored.
1292 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1295 * @brief Add a joint constraint to this actor.
1297 * @param[in] attachedActor The other actor in the joint
1298 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1299 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1300 * @return The new joint
1301 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1302 * @post If the two actors are already connected by a joint, The existing joint is returned
1303 * and offset is ignored.
1305 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1308 * @brief Get the number of DynamicsJoint objects added to this actor.
1310 * @return The number of DynamicsJoint objects added to this actor
1312 const int GetNumberOfJoints() const;
1315 * @brief Get a joint by index.
1317 * @param[in] index The index of the joint.
1318 * Use GetNumberOfJoints to get the valid range of indices.
1319 * @return The joint.
1321 DynamicsJoint GetDynamicsJointByIndex( const int index );
1324 * @brief Get the joint between this actor and attachedActor.
1326 * @param[in] attachedActor The other actor in the joint
1327 * @return The joint.
1329 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1332 * @brief Remove a joint from this actor
1334 * @param[in] joint The joint to be removed
1336 void RemoveDynamicsJoint( DynamicsJoint joint );
1339 * @brief Disable dynamics for this actor.
1341 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1343 void DisableDynamics();
1346 * @brief Get the associated DynamicsBody.
1348 * @return A DynamicsBody
1350 DynamicsBody GetDynamicsBody();
1352 public: // Not intended for application developers
1355 * @brief This constructor is used by Dali New() methods.
1357 * @param [in] actor A pointer to a newly allocated Dali resource
1359 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1363 * @brief Helper for discarding an actor handle.
1365 * If the handle is empty, this method does nothing. Otherwise
1366 * actor.Unparent() will be called, followed by actor.Reset().
1367 * @param[in,out] actor A handle to an actor, or an empty handle.
1369 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1373 #endif // __DALI_ACTOR_H__