1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <boost/function.hpp>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/animation/active-constraint-declarations.h>
28 #include <dali/public-api/actors/actor-enumerations.h>
29 #include <dali/public-api/actors/draw-mode.h>
30 #include <dali/public-api/object/constrainable.h>
31 #include <dali/public-api/signals/dali-signal-v2.h>
33 namespace Dali DALI_IMPORT_API
36 namespace Internal DALI_INTERNAL
46 class DynamicsBodyConfig;
53 struct MouseWheelEvent;
59 * @brief Actor container.
61 typedef std::vector<Actor> ActorContainer;
62 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
63 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
68 * @brief Actor is the primary object with which Dali applications interact.
70 * UI controls can be built by combining multiple actors.
72 * <h3>Multi-Touch Events:</h3>
74 * Touch events are received via signals; see Actor::TouchedSignal() for more details.
76 * <i>Hit Testing Rules Summary:</i>
78 * - An actor is only hittable if the actor's touch signal has a connection.
79 * - An actor is only hittable when it is between the camera's near and far planes.
80 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
81 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
82 * - To be hittable, an actor must have a non-zero size.
83 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
85 * <i>Hit Test Algorithm:</i>
88 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
91 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
92 * layers until we have a hit or there are none left.
93 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
95 * - If they are not, we skip hit testing the actors in that layer altogether.
96 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
99 * - The final part of hit testing is performed by walking through the actor tree within a layer.
100 * - The following pseudocode shows the algorithm used:
102 * HIT-TEST-WITHIN-LAYER( ACTOR )
104 * // Only hit-test the actor and its children if it is sensitive and visible
105 * IF ( ACTOR-IS-SENSITIVE &&
108 * // Depth-first traversal within current layer, visiting parent first
110 * // Check whether current actor should be hit-tested
111 * IF ( TOUCH-SIGNAL-NOT-EMPTY &&
112 * ACTOR-HAS-NON-ZERO-SIZE &&
113 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
115 * // Hit-test current actor
118 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
120 * // The current actor is the closest actor that was underneath the touch
121 * LAST-HIT-ACTOR = CURRENT-ACTOR
126 * // Keep checking children, in case we hit something closer
127 * FOR-EACH CHILD (in order)
129 * IF ( CHILD-IS-NOT-A-LAYER )
131 * // Continue traversal for this child's sub-tree
132 * HIT-TEST-WITHIN-LAYER ( CHILD )
134 * // else we skip hit-testing the child's sub-tree altogether
139 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
140 * The overlay children take priority over their parents, and overlay siblings take priority
141 * over their previous siblings (i.e. reverse of rendering order):
151 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
153 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
154 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
155 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
156 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
157 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
158 * also be considered a Stencil Actor.
159 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
161 * <i>Touch Event Delivery:</i>
164 * - The hit actor's touch signal is emitted first; if it is not consumed by any of the listeners,
165 * the parent's touch signal is emitted, and so on.
166 * - The following pseudocode shows the delivery mechanism:
168 * EMIT-TOUCH-SIGNAL( ACTOR )
170 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
172 * // Only do the emission if touch signal of actor has connections.
173 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
176 * IF ( NOT-CONSUMED )
178 * // If event is not consumed then deliver it to the parent unless we reach the root actor
179 * IF ( ACTOR-PARENT )
181 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
186 * - If there are several touch points, then the delivery is only to the first touch point's hit
187 * actor (and its parents). There will be NO touch signal delivery for the hit actors of the
188 * other touch points.
189 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
192 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
193 * hit actor (primary hit actor).
194 * - When this happens, the last primary hit actor's touch signal is emitted with a "Leave" state
195 * (only if it requires leave signals); see SetLeaveRequired().
197 * - Interrupted State
198 * - If a system event occurs which interrupts the touch processing, then the last primary hit
199 * actor's touch signals are emitted with an "Interrupted" state.
200 * - If the last primary hit actor, or one of its parents, is no longer touchable, then its
201 * touch signals are also emitted with an "Interrupted" state.
202 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
203 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
204 * <h3>Key Events:</h3>
206 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
210 class DALI_IMPORT_API Actor : public Constrainable
216 typedef SignalV2< bool (Actor, const TouchEvent&)> TouchSignalV2; ///< Touch signal type
217 typedef SignalV2< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalV2;///< Mousewheel signal type
218 typedef SignalV2< void (Actor, const Vector3&) > SetSizeSignalV2; ///< SetSize signal type
219 typedef SignalV2< void (Actor) > OnStageSignalV2; ///< Stage connection signal type
220 typedef SignalV2< void (Actor) > OffStageSignalV2; ///< Stage disconnection signal type
224 static const Property::Index PARENT_ORIGIN; ///< name "parent-origin", type VECTOR3
225 static const Property::Index PARENT_ORIGIN_X; ///< name "parent-origin-x", type FLOAT
226 static const Property::Index PARENT_ORIGIN_Y; ///< name "parent-origin-y", type FLOAT
227 static const Property::Index PARENT_ORIGIN_Z; ///< name "parent-origin-z", type FLOAT
228 static const Property::Index ANCHOR_POINT; ///< name "anchor-point", type VECTOR3
229 static const Property::Index ANCHOR_POINT_X; ///< name "anchor-point-x", type FLOAT
230 static const Property::Index ANCHOR_POINT_Y; ///< name "anchor-point-y", type FLOAT
231 static const Property::Index ANCHOR_POINT_Z; ///< name "anchor-point-z", type FLOAT
232 static const Property::Index SIZE; ///< name "size", type VECTOR3
233 static const Property::Index SIZE_WIDTH; ///< name "size-width", type FLOAT
234 static const Property::Index SIZE_HEIGHT; ///< name "size-height", type FLOAT
235 static const Property::Index SIZE_DEPTH; ///< name "size-depth", type FLOAT
236 static const Property::Index POSITION; ///< name "position", type VECTOR3
237 static const Property::Index POSITION_X; ///< name "position-x", type FLOAT
238 static const Property::Index POSITION_Y; ///< name "position-y", type FLOAT
239 static const Property::Index POSITION_Z; ///< name "position-z", type FLOAT
240 static const Property::Index WORLD_POSITION; ///< name "world-position", type VECTOR3 (read-only)
241 static const Property::Index WORLD_POSITION_X; ///< name "world-position-x", type FLOAT (read-only)
242 static const Property::Index WORLD_POSITION_Y; ///< name "world-position-y", type FLOAT (read-only)
243 static const Property::Index WORLD_POSITION_Z; ///< name "world-position-z", type FLOAT (read-only)
244 static const Property::Index ROTATION; ///< name "rotation", type ROTATION
245 static const Property::Index WORLD_ROTATION; ///< name "world-rotation", type ROTATION (read-only)
246 static const Property::Index SCALE; ///< name "scale", type VECTOR3
247 static const Property::Index SCALE_X; ///< name "scale-x", type FLOAT
248 static const Property::Index SCALE_Y; ///< name "scale-y", type FLOAT
249 static const Property::Index SCALE_Z; ///< name "scale-z", type FLOAT
250 static const Property::Index WORLD_SCALE; ///< name "world-scale", type VECTOR3 (read-only)
251 static const Property::Index VISIBLE; ///< name "visible", type BOOLEAN
252 static const Property::Index COLOR; ///< name "color", type VECTOR4
253 static const Property::Index COLOR_RED; ///< name "color-red", type FLOAT
254 static const Property::Index COLOR_GREEN; ///< name "color-green", type FLOAT
255 static const Property::Index COLOR_BLUE; ///< name "color-blue", type FLOAT
256 static const Property::Index COLOR_ALPHA; ///< name "color-alpha", type FLOAT
257 static const Property::Index WORLD_COLOR; ///< name "world-color", type VECTOR4 (read-only)
258 static const Property::Index WORLD_MATRIX; ///< name "world-matrix", type MATRIX (read-only)
259 static const Property::Index NAME; ///< name "name", type STRING
260 static const Property::Index SENSITIVE; ///< name "sensitive", type BOOLEAN
261 static const Property::Index LEAVE_REQUIRED; ///< name "leave-required", type BOOLEAN
262 static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
263 static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
264 static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
265 static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
266 static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
271 static const char* const SIGNAL_TOUCHED; ///< name "touched", @see TouchedSignal()
272 static const char* const SIGNAL_MOUSE_WHEEL_EVENT; ///< name "mouse-wheel-event", @see MouseWheelEventSignal()
273 static const char* const SIGNAL_SET_SIZE; ///< name "set-size", @see SetSizeSignal()
274 static const char* const SIGNAL_ON_STAGE; ///< name "on-stage", @see OnStageSignal()
275 static const char* const SIGNAL_OFF_STAGE; ///< name "off-stage", @see OffStageSignal()
280 static const char* const ACTION_SHOW; ///< name "show", @see SetVisible()
281 static const char* const ACTION_HIDE; ///< name "hide", @see SetVisible()
287 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
289 * Calling member functions with an uninitialized Dali::Object is not allowed.
294 * @brief Create an initialized Actor.
296 * @return A handle to a newly allocated Dali resource.
301 * @brief Downcast an Object handle to Actor handle.
303 * If handle points to a Actor object the downcast produces valid
304 * handle. If not the returned handle is left uninitialized.
306 * @param[in] handle to An object
307 * @return handle to a Actor object or an uninitialized handle
309 static Actor DownCast( BaseHandle handle );
312 * @brief Dali::Actor is intended as a base class
314 * This is non-virtual since derived Handle types must not contain data or virtual methods.
319 * @brief Copy constructor
321 * @param [in] copy The actor to copy.
323 Actor(const Actor& copy);
326 * @brief Assignment operator
328 * @param [in] rhs The actor to copy.
330 Actor& operator=(const Actor& rhs);
333 * @brief This method is defined to allow assignment of the NULL value,
334 * and will throw an exception if passed any other value.
336 * Assigning to NULL is an alias for Reset().
337 * @param [in] rhs A NULL pointer
338 * @return A reference to this handle
340 Actor& operator=(BaseHandle::NullType* rhs);
343 * @brief Retrieve the Actor's name.
345 * @pre The Actor has been initialized.
346 * @return The Actor's name.
348 const std::string& GetName() const;
351 * @brief Sets the Actor's name.
353 * @pre The Actor has been initialized.
354 * @param [in] name The new name.
356 void SetName(const std::string& name);
359 * @brief Retrieve the unique ID of the actor.
361 * @pre The Actor has been initialized.
364 unsigned int GetId() const;
369 * @brief Query whether an actor is the root actor, which is owned by the Stage.
371 * @pre The Actor has been initialized.
372 * @return True if the actor is the root actor.
377 * @brief Query whether the actor is connected to the Stage.
379 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
380 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
381 * @pre The Actor has been initialized.
382 * @return True if the actor is connected to the Stage.
384 bool OnStage() const;
387 * @brief Query whether the actor is of class Dali::Layer.
389 * @pre The Actor has been initialized.
390 * @return True if the actor is a layer.
392 bool IsLayer() const;
395 * @brief Gets the layer in which the actor is present.
397 * @pre The Actor has been initialized.
398 * @return The layer, which will be uninitialized if the actor is off-stage.
403 * @brief Adds a child Actor to this Actor.
405 * NOTE! if the child already has a parent, it will be removed from old parent
406 * and reparented to this actor. This may change childs position, color,
407 * scale etc as it now inherits them from this actor
408 * @pre This Actor (the parent) has been initialized.
409 * @pre The child actor has been initialized.
410 * @pre The child actor is not the same as the parent actor.
411 * @pre The actor is not the Root actor
412 * @param [in] child The child.
413 * @post The child will be referenced by its parent. This means that the child will be kept alive,
414 * even if the handle passed into this method is reset or destroyed.
415 * @post This may invalidate ActorContainer iterators.
417 void Add(Actor child);
420 * @brief Inserts a child Actor to this actor's list of children at the given index
422 * NOTE! if the child already has a parent, it will be removed from old parent
423 * and reparented to this actor. This may change childs position, color,
424 * scale etc as it now inherits them from this actor
425 * @pre This Actor (the parent) has been initialized.
426 * @pre The child actor has been initialized.
427 * @pre The child actor is not the same as the parent actor.
428 * @pre The actor is not the Root actor
429 * @param [in] index of actor to insert before
430 * @param [in] child The child.
431 * @post The child will be referenced by its parent. This means that the child will be kept alive,
432 * even if the handle passed into this method is reset or destroyed.
433 * @post If the index is greater than the current child count, it will be ignored and added at the end.
434 * @post This may invalidate ActorContainer iterators.
436 void Insert(unsigned int index, Actor child);
439 * @brief Removes a child Actor from this Actor.
441 * If the actor was not a child of this actor, this is a no-op.
442 * @pre This Actor (the parent) has been initialized.
443 * @pre The child actor is not the same as the parent actor.
444 * @param [in] child The child.
445 * @post This may invalidate ActorContainer iterators.
447 void Remove(Actor child);
450 * @brief Removes an actor from its parent.
452 * If the actor has no parent, this method does nothing.
453 * @pre The (child) actor has been initialized.
454 * @post This may invalidate ActorContainer iterators.
459 * @brief Retrieve the number of children held by the actor.
461 * @pre The Actor has been initialized.
462 * @return The number of children
464 unsigned int GetChildCount() const;
467 * @brief Retrieve and child actor by index.
469 * @pre The Actor has been initialized.
470 * @param[in] index The index of the child to retrieve
471 * @return The actor for the given index or empty handle if children not initialised
473 Actor GetChildAt(unsigned int index) const;
476 * @brief Search through this actor's hierarchy for an actor with the given name.
478 * The actor itself is also considered in the search
479 * @pre The Actor has been initialized.
480 * @param[in] actorName the name of the actor to find
481 * @return A handle to the actor if found, or an empty handle if not.
483 Actor FindChildByName(const std::string& actorName);
486 * @brief Search through this actor's hierarchy for an actor with the given name or alias.
488 * Actors can customize this function to provide actors with preferred alias'
489 * For example 'previous' could return the last selected child.
490 * If no aliased actor is found then FindChildByName() is called.
491 * @pre The Actor has been initialized.
492 * @param[in] actorAlias the name of the actor to find
493 * @return A handle to the actor if found, or an empty handle if not.
495 Actor FindChildByAlias(const std::string& actorAlias);
498 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
500 * The actor itself is also considered in the search
501 * @pre The Actor has been initialized.
502 * @param[in] id the ID of the actor to find
503 * @return A handle to the actor if found, or an empty handle if not.
505 Actor FindChildById(const unsigned int id);
508 * @brief Retrieve the actor's parent.
510 * @pre The actor has been initialized.
511 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
513 Actor GetParent() const;
518 * @brief Set the origin of an actor, within its parent's area.
520 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
521 * and (1.0, 1.0, 0.5) is the bottom-right corner.
522 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
523 * An actor position is the distance between this origin, and the actors anchor-point.
524 * @see Dali::ParentOrigin for predefined parent origin values
525 * @pre The Actor has been initialized.
526 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
527 * @param [in] origin The new parent-origin.
529 void SetParentOrigin(const Vector3& origin);
532 * @brief Retrieve the parent-origin of an actor.
534 * @pre The Actor has been initialized.
535 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
536 * @return The current parent-origin.
538 Vector3 GetCurrentParentOrigin() const;
541 * @brief Set the anchor-point of an actor.
543 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
544 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
545 * bottom-right corner. The default anchor point is
546 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
547 * An actor position is the distance between its parent-origin, and this anchor-point.
548 * An actor's rotation is centered around its anchor-point.
549 * @see Dali::AnchorPoint for predefined anchor point values
550 * @pre The Actor has been initialized.
551 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
552 * @param [in] anchorPoint The new anchor-point.
554 void SetAnchorPoint(const Vector3& anchorPoint);
557 * @brief Retrieve the anchor-point of an actor.
559 * @pre The Actor has been initialized.
560 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
561 * @return The current anchor-point.
563 Vector3 GetCurrentAnchorPoint() const;
566 * @brief Sets the size of an actor.
568 * Geometry can be scaled to fit within this area.
569 * This does not interfere with the actors scale factor.
570 * The actors default depth is the minimum of width & height.
571 * @pre The actor has been initialized.
572 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
573 * @param [in] width The new width.
574 * @param [in] height The new height.
576 void SetSize(float width, float height);
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 * @pre The actor has been initialized.
584 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
585 * @param [in] width The size of the actor along the x-axis.
586 * @param [in] height The size of the actor along the y-axis.
587 * @param [in] depth The size of the actor along the z-axis.
589 void SetSize(float width, float height, float depth);
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 * The actors default depth is the minimum of width & height.
597 * @pre The actor has been initialized.
598 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
599 * @param [in] size The new size.
601 void SetSize(const Vector2& size);
604 * @brief Sets the size of an actor.
606 * Geometry can be scaled to fit within this area.
607 * This does not interfere with the actors scale factor.
608 * @pre The actor has been initialized.
609 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
610 * @param [in] size The new size.
612 void SetSize(const Vector3& size);
615 * @brief Retrieve the actor's size.
617 * @pre The actor has been initialized.
618 * @note This return is the value that was set using SetSize or the target size of an animation
619 * @return The actor's current size.
621 Vector3 GetSize() const;
624 * @brief Retrieve the actor's size.
626 * @pre The actor has been initialized.
627 * @note This property can be animated; the return value may not match the value written with SetSize().
628 * @return The actor's current size.
630 Vector3 GetCurrentSize() const;
633 * Return the natural size of the actor.
635 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
637 * @return The actor's natural size
639 Vector3 GetNaturalSize() const;
642 * @brief Sets the position of the actor.
644 * The Actor's z position will be set to 0.0f.
645 * @pre The Actor has been initialized.
646 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
647 * @param [in] x The new x position
648 * @param [in] y The new y position
650 void SetPosition(float x, float y);
653 * @brief Sets the position of the Actor.
655 * @pre The Actor has been initialized.
656 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
657 * @param [in] x The new x position
658 * @param [in] y The new y position
659 * @param [in] z The new z position
661 void SetPosition(float x, float y, float z);
664 * @brief Sets the position of the Actor.
666 * @pre The Actor has been initialized.
667 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
668 * @param [in] position The new position
670 void SetPosition(const Vector3& position);
673 * @brief Set the position of an actor along the X-axis.
675 * @pre The Actor has been initialized.
676 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
677 * @param [in] x The new x position
682 * @brief Set the position of an actor along the Y-axis.
684 * @pre The Actor has been initialized.
685 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
686 * @param [in] y The new y position.
691 * @brief Set the position of an actor along the Z-axis.
693 * @pre The Actor has been initialized.
694 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
695 * @param [in] z The new z position
700 * @brief Move an actor relative to its existing position.
702 * @pre The actor has been initialized.
703 * @param[in] distance The actor will move by this distance.
705 void MoveBy(const Vector3& distance);
708 * @brief Retrieve the position of the Actor.
710 * @pre The Actor has been initialized.
711 * @note This property can be animated; the return value may not match the value written with SetPosition().
712 * @return the Actor's current position.
714 Vector3 GetCurrentPosition() const;
717 * @brief Retrieve the world-position of the Actor.
719 * @note The actor will not have a world-position, unless it has previously been added to the stage.
720 * @pre The Actor has been initialized.
721 * @return The Actor's current position in world coordinates.
723 Vector3 GetCurrentWorldPosition() const;
726 * @brief Set the actors position inheritance mode.
728 * The default is to inherit.
729 * Switching this off means that using SetPosition() sets the actor's world position.
730 * @see PositionInheritanceMode
731 * @pre The Actor has been initialized.
732 * @param[in] mode to use
734 void SetPositionInheritanceMode( PositionInheritanceMode mode );
737 * @brief Returns the actors position inheritance mode.
739 * @pre The Actor has been initialized.
740 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
742 PositionInheritanceMode GetPositionInheritanceMode() const;
745 * @brief Sets the rotation of the Actor.
747 * An actor's rotation is centered around its anchor point.
748 * @pre The Actor has been initialized.
749 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
750 * @param [in] angle The new rotation angle in degrees.
751 * @param [in] axis The new axis of rotation.
753 void SetRotation(const Degree& angle, const Vector3& axis);
756 * @brief Sets the rotation of the Actor.
758 * An actor's rotation is centered around its anchor point.
759 * @pre The Actor has been initialized.
760 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
761 * @param [in] angle The new rotation angle in radians.
762 * @param [in] axis The new axis of rotation.
764 void SetRotation(const Radian& angle, const Vector3& axis);
767 * @brief Sets the rotation of the Actor.
769 * @pre The Actor has been initialized.
770 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
771 * @param [in] rotation The new rotation.
773 void SetRotation(const Quaternion& rotation);
776 * @brief Apply a relative rotation to an actor.
778 * @pre The actor has been initialized.
779 * @param[in] angle The angle to the rotation to combine with the existing rotation.
780 * @param[in] axis The axis of the rotation to combine with the existing rotation.
782 void RotateBy(const Degree& angle, const Vector3& axis);
785 * @brief Apply a relative rotation to an actor.
787 * @pre The actor has been initialized.
788 * @param[in] angle The angle to the rotation to combine with the existing rotation.
789 * @param[in] axis The axis of the rotation to combine with the existing rotation.
791 void RotateBy(const Radian& angle, const Vector3& axis);
794 * @brief Apply a relative rotation to an actor.
796 * @pre The actor has been initialized.
797 * @param[in] relativeRotation The rotation to combine with the existing rotation.
799 void RotateBy(const Quaternion& relativeRotation);
802 * @brief Retreive the Actor's rotation.
804 * @pre The Actor has been initialized.
805 * @note This property can be animated; the return value may not match the value written with SetRotation().
806 * @return The current rotation.
808 Quaternion GetCurrentRotation() const;
811 * @brief Set whether a child actor inherits it's parent's orientation.
813 * Default is to inherit.
814 * Switching this off means that using SetRotation() sets the actor's world orientation.
815 * @pre The Actor has been initialized.
816 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
818 void SetInheritRotation(bool inherit);
821 * @brief Returns whether the actor inherit's it's parent's orientation.
823 * @pre The Actor has been initialized.
824 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
826 bool IsRotationInherited() const;
829 * @brief Retrieve the world-rotation of the Actor.
831 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
832 * @pre The Actor has been initialized.
833 * @return The Actor's current rotation in the world.
835 Quaternion GetCurrentWorldRotation() const;
838 * @brief Set the scale factor applied to an actor.
840 * @pre The Actor has been initialized.
841 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
842 * @param [in] scale The scale factor applied on all axes.
844 void SetScale(float scale);
847 * @brief Set the scale factor applied to an actor.
849 * @pre The Actor has been initialized.
850 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
851 * @param [in] scaleX The scale factor applied along the x-axis.
852 * @param [in] scaleY The scale factor applied along the y-axis.
853 * @param [in] scaleZ The scale factor applied along the z-axis.
855 void SetScale(float scaleX, float scaleY, float scaleZ);
858 * @brief Set the scale factor applied to an actor.
860 * @pre The Actor has been initialized.
861 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
862 * @param [in] scale A vector representing the scale factor for each axis.
864 void SetScale(const Vector3& scale);
867 * @brief Apply a relative scale to an actor.
869 * @pre The actor has been initialized.
870 * @param[in] relativeScale The scale to combine with the actors existing scale.
872 void ScaleBy(const Vector3& relativeScale);
875 * @brief Retrieve the scale factor applied to an actor.
877 * @pre The Actor has been initialized.
878 * @note This property can be animated; the return value may not match the value written with SetScale().
879 * @return A vector representing the scale factor for each axis.
881 Vector3 GetCurrentScale() const;
884 * @brief Retrieve the world-scale of the Actor.
886 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
887 * @pre The Actor has been initialized.
888 * @return The Actor's current scale in the world.
890 Vector3 GetCurrentWorldScale() const;
893 * @brief Set whether a child actor inherits it's parent's scale.
895 * Default is to inherit.
896 * Switching this off means that using SetScale() sets the actor's world scale.
897 * @pre The Actor has been initialized.
898 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
900 void SetInheritScale( bool inherit );
903 * @brief Returns whether the actor inherit's it's parent's scale.
905 * @pre The Actor has been initialized.
906 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
908 bool IsScaleInherited() const;
911 * @brief Retrieves the world-matrix of the actor.
913 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
914 * @pre The Actor has been initialized.
915 * @return The Actor's current world matrix
917 Matrix GetCurrentWorldMatrix() const;
919 // Visibility & Color
922 * @brief Sets the visibility flag of an actor.
924 * @pre The actor has been initialized.
925 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
926 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
927 * This is regardless of the individual visibility values of the children i.e. an actor will only be
928 * rendered if all of its parents have visibility set to true.
929 * @param [in] visible The new visibility flag.
931 void SetVisible(bool visible);
934 * @brief Retrieve the visibility flag of an actor.
936 * @pre The actor has been initialized.
937 * @note This property can be animated; the return value may not match the value written with SetVisible().
938 * @note If an actor is not visible, then the actor and its children will not be rendered.
939 * This is regardless of the individual visibility values of the children i.e. an actor will only be
940 * rendered if all of its parents have visibility set to true.
941 * @return The visibility flag.
943 bool IsVisible() const;
946 * @brief Sets the opacity of an actor.
948 * @pre The actor has been initialized.
949 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
950 * @param [in] opacity The new opacity.
952 void SetOpacity(float opacity);
955 * @brief Apply a relative opacity change to an actor.
957 * @pre The actor has been initialized.
958 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
960 void OpacityBy(float relativeOpacity);
963 * @brief Retrieve the actor's opacity.
965 * @pre The actor has been initialized.
966 * @note This property can be animated; the return value may not match the value written with SetOpacity().
967 * @return The actor's opacity.
969 float GetCurrentOpacity() const;
972 * @brief Sets the actor's color; this is an RGBA value.
974 * The final color of the actor depends on its color mode.
975 * @pre The Actor has been initialized.
976 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
977 * @param [in] color The new color.
979 void SetColor(const Vector4& color);
982 * @brief Apply a relative color change to an actor.
984 * @pre The actor has been initialized.
985 * @param[in] relativeColor The color to combine with the actors existing color.
987 void ColorBy(const Vector4& relativeColor);
990 * @brief Retrieve the actor's color.
992 * Actor's own color is not clamped.
993 * @pre The Actor has been initialized.
994 * @note This property can be animated; the return value may not match the value written with SetColor().
997 Vector4 GetCurrentColor() const;
1000 * @brief Sets the actor's color mode.
1002 * This specifies whether the Actor uses its own color, or inherits
1003 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1004 * @pre The Actor has been initialized.
1005 * @param [in] colorMode to use.
1007 void SetColorMode( ColorMode colorMode );
1010 * @brief Returns the actor's color mode.
1012 * @pre The Actor has been initialized.
1013 * @return currently used colorMode.
1015 ColorMode GetColorMode() const;
1018 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1020 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1021 * @pre The Actor has been initialized.
1022 * @return The Actor's current color in the world.
1024 Vector4 GetCurrentWorldColor() const;
1027 * @brief Set how the actor and its children should be drawn.
1029 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1030 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1031 * other objects in the world i.e. it may be obscured if other objects are in front.
1033 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1034 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1035 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1036 * and depth-testing will not be used.
1038 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1039 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1040 * actors within the Layer.
1042 * @param[in] drawMode The new draw-mode to use.
1043 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1044 * @note Layers do not inherit the DrawMode from their parents.
1046 void SetDrawMode( DrawMode::Type drawMode );
1049 * @brief Query how the actor and its children will be drawn.
1051 * @return True if the Actor is an overlay.
1053 DrawMode::Type GetDrawMode() const;
1058 * @brief Sets whether an actor should emit touch event signals; @see SignalTouched().
1060 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
1061 * the touch event signal will be emitted.
1063 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
1065 * actor.SetSensitive(false);
1068 * Then, to re-enable the touch event signal emission, the application should call:
1070 * actor.SetSensitive(true);
1073 * @see SignalTouched().
1074 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1075 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1076 * hittable if all of its parents have sensitivity set to true.
1077 * @pre The Actor has been initialized.
1078 * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
1080 void SetSensitive(bool sensitive);
1083 * @brief Query whether an actor emits touch event signals.
1085 * @note If an actor is not sensitive, then it's children will not be hittable either.
1086 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1087 * hittable if all of its parents have sensitivity set to true.
1088 * @pre The Actor has been initialized.
1089 * @return true, if emission of touch event signals is enabled, false otherwise.
1091 bool IsSensitive() const;
1094 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1096 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1097 * @pre The Actor has been initialized.
1098 * @param[out] localX On return, the X-coordinate relative to the actor.
1099 * @param[out] localY On return, the Y-coordinate relative to the actor.
1100 * @param[in] screenX The screen X-coordinate.
1101 * @param[in] screenY The screen Y-coordinate.
1102 * @return True if the conversion succeeded.
1104 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1107 * @brief Sets whether the actor should receive a notification when touch motion events leave
1108 * the boundary of the actor.
1110 * @note By default, this is set to false as most actors do not require this.
1111 * @note Need to connect to the SignalTouch to actually receive this event.
1113 * @pre The Actor has been initialized.
1114 * @param[in] required Should be set to true if a Leave event is required
1116 void SetLeaveRequired(bool required);
1119 * @brief This returns whether the actor requires touch events whenever touch motion events leave
1120 * the boundary of the actor.
1122 * @pre The Actor has been initialized.
1123 * @return true if a Leave event is required, false otherwise.
1125 bool GetLeaveRequired() const;
1128 * @brief Sets whether the actor should be focusable by keyboard navigation.
1130 * The default is true.
1131 * @pre The Actor has been initialized.
1132 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1135 void SetKeyboardFocusable( bool focusable );
1138 * @brief Returns whether the actor is focusable by keyboard navigation.
1140 * @pre The Actor has been initialized.
1141 * @return true if the actor is focusable by keyboard navigation, false if not.
1143 bool IsKeyboardFocusable() const;
1148 * @brief This signal is emitted when touch input is received.
1150 * A callback of the following type may be connected:
1152 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1154 * The return value of True, indicates that the touch event should be consumed.
1155 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1156 * @pre The Actor has been initialized.
1157 * @return The signal to connect to.
1159 TouchSignalV2& TouchedSignal();
1162 * @brief This signal is emitted when mouse wheel event is received.
1164 * A callback of the following type may be connected:
1166 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1168 * The return value of True, indicates that the mouse wheel event should be consumed.
1169 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1170 * @pre The Actor has been initialized.
1171 * @return The signal to connect to.
1173 MouseWheelEventSignalV2& MouseWheelEventSignal();
1176 * @brief Signal to indicate when the actor's size is set by application code.
1178 * This signal is emitted when actors size is being <b>set</b> by application code.
1179 * This signal is <b>not</b> emitted when size is animated
1180 * Note! GetCurrentSize might not return this same size as the set size message may still be queued
1181 * A callback of the following type may be connected:
1183 * void YourCallback(Actor actor, const Vector3& newSize);
1185 * @pre The Actor has been initialized.
1186 * @return The signal to connect to.
1188 SetSizeSignalV2& SetSizeSignal();
1191 * @brief This signal is emitted after the actor has been connected to the stage.
1193 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1194 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1196 * @note When the parent of a set of actors is connected to the stage, then all of the children
1197 * will received this callback.
1199 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1207 * @return The signal
1209 OnStageSignalV2& OnStageSignal();
1212 * @brief This signal is emitted after the actor has been disconnected from the stage.
1214 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1216 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1217 * will received this callback, starting with the leaf actors.
1219 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1227 * @return The signal
1229 OffStageSignalV2& OffStageSignal();
1234 * @brief Enable dynamics for this actor.
1236 * The actor will behave as a rigid/soft body in the simulation
1237 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1239 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1240 * @return The DynamicsBody
1242 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1245 * @brief Add a joint constraint to this actor.
1247 * @param[in] attachedActor The other actor in the joint
1248 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1249 * @return The new joint
1250 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1251 * @post If the two actors are already connected by a joint, The existing joint is returned
1252 * and offset is ignored.
1254 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1257 * @brief Add a joint constraint to this actor.
1259 * @param[in] attachedActor The other actor in the joint
1260 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1261 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1262 * @return The new joint
1263 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1264 * @post If the two actors are already connected by a joint, The existing joint is returned
1265 * and offset is ignored.
1267 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1270 * @brief Get the number of DynamicsJoint objects added to this actor.
1272 * @return The number of DynamicsJoint objects added to this actor
1274 const int GetNumberOfJoints() const;
1277 * @brief Get a joint by index.
1279 * @param[in] index The index of the joint.
1280 * Use GetNumberOfJoints to get the valid range of indices.
1281 * @return The joint.
1283 DynamicsJoint GetDynamicsJointByIndex( const int index );
1286 * @brief Get the joint between this actor and attachedActor.
1288 * @param[in] attachedActor The other actor in the joint
1289 * @return The joint.
1291 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1294 * @brief Remove a joint from this actor
1296 * @param[in] joint The joint to be removed
1298 void RemoveDynamicsJoint( DynamicsJoint joint );
1301 * @brief Disable dynamics for this actor.
1303 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1305 void DisableDynamics();
1308 * @brief Get the associated DynamicsBody.
1310 * @return A DynamicsBody
1312 DynamicsBody GetDynamicsBody();
1314 public: // Not intended for application developers
1317 * @brief This constructor is used by Dali New() methods.
1319 * @param [in] actor A pointer to a newly allocated Dali resource
1321 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1325 * @brief Helper for discarding an actor handle.
1327 * If the handle is empty, this method does nothing. Otherwise
1328 * actor.Unparent() will be called, followed by actor.Reset().
1329 * @param[in,out] actor A handle to an actor, or an empty handle.
1331 void UnparentAndReset( Actor& actor );
1335 #endif // __DALI_ACTOR_H__