1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/vector-wrapper.h>
26 #include <dali/public-api/animation/active-constraint-declarations.h>
27 #include <dali/public-api/actors/actor-enumerations.h>
28 #include <dali/public-api/actors/draw-mode.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
36 namespace Internal DALI_INTERNAL
51 struct MouseWheelEvent;
57 * @brief Actor container.
59 typedef std::vector<Actor> ActorContainer;
60 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
61 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
63 typedef Rect<float> Padding; ///< Padding definition
66 * @brief Actor is the primary object with which Dali applications interact.
68 * UI controls can be built by combining multiple actors.
70 * <h3>Multi-Touch Events:</h3>
72 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
74 * <i>Hit Testing Rules Summary:</i>
76 * - An actor is only hittable if the actor's touch or hover signal has a connection.
77 * - An actor is only hittable when it is between the camera's near and far planes.
78 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
79 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
80 * - To be hittable, an actor must have a non-zero size.
81 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
83 * <i>Hit Test Algorithm:</i>
86 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
89 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
90 * layers until we have a hit or there are none left.
91 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
93 * - If they are not, we skip hit testing the actors in that layer altogether.
94 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
97 * - The final part of hit testing is performed by walking through the actor tree within a layer.
98 * - The following pseudocode shows the algorithm used:
100 * HIT-TEST-WITHIN-LAYER( ACTOR )
102 * // Only hit-test the actor and its children if it is sensitive and visible
103 * IF ( ACTOR-IS-SENSITIVE &&
106 * // Depth-first traversal within current layer, visiting parent first
108 * // Check whether current actor should be hit-tested
109 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
110 * ACTOR-HAS-NON-ZERO-SIZE &&
111 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
113 * // Hit-test current actor
116 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
118 * // The current actor is the closest actor that was underneath the touch
119 * LAST-HIT-ACTOR = CURRENT-ACTOR
124 * // Keep checking children, in case we hit something closer
125 * FOR-EACH CHILD (in order)
127 * IF ( CHILD-IS-NOT-A-LAYER )
129 * // Continue traversal for this child's sub-tree
130 * HIT-TEST-WITHIN-LAYER ( CHILD )
132 * // else we skip hit-testing the child's sub-tree altogether
137 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
138 * The overlay children take priority over their parents, and overlay siblings take priority
139 * over their previous siblings (i.e. reverse of rendering order):
149 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
151 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
152 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
153 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
154 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
155 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
156 * also be considered a Stencil Actor.
157 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
159 * <i>Touch or hover Event Delivery:</i>
162 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
163 * the parent's touch or hover signal is emitted, and so on.
164 * - The following pseudocode shows the delivery mechanism:
166 * EMIT-TOUCH-SIGNAL( ACTOR )
168 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
170 * // Only do the emission if touch signal of actor has connections.
171 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
174 * IF ( NOT-CONSUMED )
176 * // If event is not consumed then deliver it to the parent unless we reach the root actor
177 * IF ( ACTOR-PARENT )
179 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
184 * EMIT-HOVER-SIGNAL( ACTOR )
186 * IF ( HOVER-SIGNAL-NOT-EMPTY )
188 * // Only do the emission if hover signal of actor has connections.
189 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
192 * IF ( NOT-CONSUMED )
194 * // If event is not consumed then deliver it to the parent unless we reach the root actor
195 * IF ( ACTOR-PARENT )
197 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
202 * - If there are several touch points, then the delivery is only to the first touch point's hit
203 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
204 * other touch points.
205 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
208 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
209 * hit actor (primary hit actor).
210 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
211 * (only if it requires leave signals); see SetLeaveRequired().
213 * - Interrupted State
214 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
215 * actor's touch or hover signals are emitted with an "Interrupted" state.
216 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
217 * touch or hover signals are also emitted with an "Interrupted" state.
218 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
219 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
220 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
221 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
222 * <h3>Key Events:</h3>
224 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
229 * | %Signal Name | Method |
230 * |-------------------|------------------------------|
231 * | touched | @ref TouchedSignal() |
232 * | hovered | @ref HoveredSignal() |
233 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
234 * | on-stage | @ref OnStageSignal() |
235 * | off-stage | @ref OffStageSignal() |
238 * | %Action Name | %Actor method called |
239 * |-------------------|------------------------------|
240 * | show | %SetVisible( true ) |
241 * | hide | %SetVisible( false ) |
243 class DALI_IMPORT_API Actor : public Handle
248 * @brief An enumeration of properties belonging to the Actor class.
254 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
255 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
256 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
257 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
258 ANCHOR_POINT, ///< name "anchor-point", type Vector3
259 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
260 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
261 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
262 SIZE, ///< name "size", type Vector3
263 SIZE_WIDTH, ///< name "size-width", type float
264 SIZE_HEIGHT, ///< name "size-height", type float
265 SIZE_DEPTH, ///< name "size-depth", type float
266 POSITION, ///< name "position", type Vector3
267 POSITION_X, ///< name "position-x", type float
268 POSITION_Y, ///< name "position-y", type float
269 POSITION_Z, ///< name "position-z", type float
270 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
271 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
272 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
273 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
274 ORIENTATION, ///< name "orientation", type Quaternion
275 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
276 SCALE, ///< name "scale", type Vector3
277 SCALE_X, ///< name "scale-x", type float
278 SCALE_Y, ///< name "scale-y", type float
279 SCALE_Z, ///< name "scale-z", type float
280 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
281 VISIBLE, ///< name "visible", type bool
282 COLOR, ///< name "color", type Vector4
283 COLOR_RED, ///< name "color-red", type float
284 COLOR_GREEN, ///< name "color-green", type float
285 COLOR_BLUE, ///< name "color-blue", type float
286 COLOR_ALPHA, ///< name "color-alpha", type float
287 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
288 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
289 NAME, ///< name "name", type std::string
290 SENSITIVE, ///< name "sensitive", type bool
291 LEAVE_REQUIRED, ///< name "leave-required", type bool
292 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
293 INHERIT_SCALE, ///< name "inherit-scale", type bool
294 COLOR_MODE, ///< name "color-mode", type std::string
295 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
296 DRAW_MODE, ///< name "draw-mode", type std::string
297 SIZE_MODE, ///< name "size-mode", type std::string
298 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
299 RELAYOUT_ENABLED, ///< name "relayout-enabled", type Boolean
300 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
301 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
302 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
303 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
304 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
305 PADDING, ///< name "padding", type Vector4
306 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
307 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
308 PREFERRED_SIZE ///< name "preferred-size", type Vector2
314 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
315 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
316 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
317 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
318 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
319 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
324 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
326 * Calling member functions with an uninitialized Dali::Object is not allowed.
331 * @brief Create an initialized Actor.
333 * @return A handle to a newly allocated Dali resource.
338 * @brief Downcast an Object handle to Actor handle.
340 * If handle points to a Actor object the downcast produces valid
341 * handle. If not the returned handle is left uninitialized.
343 * @param[in] handle to An object
344 * @return handle to a Actor object or an uninitialized handle
346 static Actor DownCast( BaseHandle handle );
349 * @brief Dali::Actor is intended as a base class
351 * This is non-virtual since derived Handle types must not contain data or virtual methods.
356 * @brief Copy constructor
358 * @param [in] copy The actor to copy.
360 Actor(const Actor& copy);
363 * @brief Assignment operator
365 * @param [in] rhs The actor to copy.
367 Actor& operator=(const Actor& rhs);
370 * @brief Retrieve the Actor's name.
372 * @pre The Actor has been initialized.
373 * @return The Actor's name.
375 const std::string& GetName() const;
378 * @brief Sets the Actor's name.
380 * @pre The Actor has been initialized.
381 * @param [in] name The new name.
383 void SetName(const std::string& name);
386 * @brief Retrieve the unique ID of the actor.
388 * @pre The Actor has been initialized.
391 unsigned int GetId() const;
396 * @brief Query whether an actor is the root actor, which is owned by the Stage.
398 * @pre The Actor has been initialized.
399 * @return True if the actor is the root actor.
404 * @brief Query whether the actor is connected to the Stage.
406 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
407 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
408 * @pre The Actor has been initialized.
409 * @return True if the actor is connected to the Stage.
411 bool OnStage() const;
414 * @brief Query whether the actor is of class Dali::Layer.
416 * @pre The Actor has been initialized.
417 * @return True if the actor is a layer.
419 bool IsLayer() const;
422 * @brief Gets the layer in which the actor is present.
424 * @pre The Actor has been initialized.
425 * @return The layer, which will be uninitialized if the actor is off-stage.
430 * @brief Adds a child Actor to this Actor.
432 * NOTE! if the child already has a parent, it will be removed from old parent
433 * and reparented to this actor. This may change childs position, color,
434 * scale etc as it now inherits them from this actor
435 * @pre This Actor (the parent) has been initialized.
436 * @pre The child actor has been initialized.
437 * @pre The child actor is not the same as the parent actor.
438 * @pre The actor is not the Root actor
439 * @param [in] child The child.
440 * @post The child will be referenced by its parent. This means that the child will be kept alive,
441 * even if the handle passed into this method is reset or destroyed.
442 * @post This may invalidate ActorContainer iterators.
444 void Add(Actor child);
447 * @brief Inserts a child Actor to this actor's list of children at the given index
449 * NOTE! if the child already has a parent, it will be removed from old parent
450 * and reparented to this actor. This may change childs position, color,
451 * scale etc as it now inherits them from this actor
452 * @pre This Actor (the parent) has been initialized.
453 * @pre The child actor has been initialized.
454 * @pre The child actor is not the same as the parent actor.
455 * @pre The actor is not the Root actor
456 * @param [in] index of actor to insert before
457 * @param [in] child The child.
458 * @post The child will be referenced by its parent. This means that the child will be kept alive,
459 * even if the handle passed into this method is reset or destroyed.
460 * @post If the index is greater than the current child count, it will be ignored and added at the end.
461 * @post This may invalidate ActorContainer iterators.
463 void Insert(unsigned int index, Actor child);
466 * @brief Removes a child Actor from this Actor.
468 * If the actor was not a child of this actor, this is a no-op.
469 * @pre This Actor (the parent) has been initialized.
470 * @pre The child actor is not the same as the parent actor.
471 * @param [in] child The child.
472 * @post This may invalidate ActorContainer iterators.
474 void Remove(Actor child);
477 * @brief Removes an actor from its parent.
479 * If the actor has no parent, this method does nothing.
480 * @pre The (child) actor has been initialized.
481 * @post This may invalidate ActorContainer iterators.
486 * @brief Retrieve the number of children held by the actor.
488 * @pre The Actor has been initialized.
489 * @return The number of children
491 unsigned int GetChildCount() const;
494 * @brief Retrieve and child actor by index.
496 * @pre The Actor has been initialized.
497 * @param[in] index The index of the child to retrieve
498 * @return The actor for the given index or empty handle if children not initialised
500 Actor GetChildAt(unsigned int index) const;
503 * @brief Search through this actor's hierarchy for an actor with the given name.
505 * The actor itself is also considered in the search
506 * @pre The Actor has been initialized.
507 * @param[in] actorName the name of the actor to find
508 * @return A handle to the actor if found, or an empty handle if not.
510 Actor FindChildByName(const std::string& actorName);
513 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
515 * The actor itself is also considered in the search
516 * @pre The Actor has been initialized.
517 * @param[in] id the ID of the actor to find
518 * @return A handle to the actor if found, or an empty handle if not.
520 Actor FindChildById(const unsigned int id);
523 * @brief Retrieve the actor's parent.
525 * @pre The actor has been initialized.
526 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
528 Actor GetParent() const;
533 * @brief Set the origin of an actor, within its parent's area.
535 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
536 * and (1.0, 1.0, 0.5) is the bottom-right corner.
537 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
538 * An actor position is the distance between this origin, and the actors anchor-point.
539 * @see Dali::ParentOrigin for predefined parent origin values
540 * @pre The Actor has been initialized.
541 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
542 * @param [in] origin The new parent-origin.
544 void SetParentOrigin(const Vector3& origin);
547 * @brief Retrieve the parent-origin of an actor.
549 * @pre The Actor has been initialized.
550 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
551 * @return The current parent-origin.
553 Vector3 GetCurrentParentOrigin() const;
556 * @brief Set the anchor-point of an actor.
558 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
559 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
560 * bottom-right corner. The default anchor point is
561 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
562 * An actor position is the distance between its parent-origin, and this anchor-point.
563 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
564 * @see Dali::AnchorPoint for predefined anchor point values
565 * @pre The Actor has been initialized.
566 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
567 * @param [in] anchorPoint The new anchor-point.
569 void SetAnchorPoint(const Vector3& anchorPoint);
572 * @brief Retrieve the anchor-point of an actor.
574 * @pre The Actor has been initialized.
575 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
576 * @return The current anchor-point.
578 Vector3 GetCurrentAnchorPoint() const;
581 * @brief Sets the size of an actor.
583 * Geometry can be scaled to fit within this area.
584 * This does not interfere with the actors scale factor.
585 * The actors default depth is the minimum of width & height.
586 * @pre The actor has been initialized.
587 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
588 * @param [in] width The new width.
589 * @param [in] height The new height.
591 void SetSize(float width, float height);
594 * @brief Sets the size of an actor.
596 * Geometry can be scaled to fit within this area.
597 * This does not interfere with the actors scale factor.
598 * @pre The actor has been initialized.
599 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
600 * @param [in] width The size of the actor along the x-axis.
601 * @param [in] height The size of the actor along the y-axis.
602 * @param [in] depth The size of the actor along the z-axis.
604 void SetSize(float width, float height, float depth);
607 * @brief Sets the size of an actor.
609 * Geometry can be scaled to fit within this area.
610 * This does not interfere with the actors scale factor.
611 * The actors default depth is the minimum of width & height.
612 * @pre The actor has been initialized.
613 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
614 * @param [in] size The new size.
616 void SetSize(const Vector2& size);
619 * @brief Sets the size of an actor.
621 * Geometry can be scaled to fit within this area.
622 * This does not interfere with the actors scale factor.
623 * @pre The actor has been initialized.
624 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
625 * @param [in] size The new size.
627 void SetSize(const Vector3& size);
630 * @brief Retrieve the actor's size.
632 * @pre The actor has been initialized.
633 * @note This return is the value that was set using SetSize or the target size of an animation
634 * @return The actor's current size.
636 Vector3 GetTargetSize() const;
639 * @brief Retrieve the actor's size.
641 * @pre The actor has been initialized.
642 * @note This property can be animated; the return value may not match the value written with SetSize().
643 * @return The actor's current size.
645 Vector3 GetCurrentSize() const;
648 * Return the natural size of the actor.
650 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
652 * @return The actor's natural size
654 Vector3 GetNaturalSize() const;
657 * @brief Sets the position of the actor.
659 * The Actor's z position will be set to 0.0f.
660 * @pre The Actor has been initialized.
661 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
662 * @param [in] x The new x position
663 * @param [in] y The new y position
665 void SetPosition(float x, float y);
668 * @brief Sets the position of the Actor.
670 * @pre The Actor has been initialized.
671 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
672 * @param [in] x The new x position
673 * @param [in] y The new y position
674 * @param [in] z The new z position
676 void SetPosition(float x, float y, float z);
679 * @brief Sets the position of the Actor.
681 * @pre The Actor has been initialized.
682 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
683 * @param [in] position The new position
685 void SetPosition(const Vector3& position);
688 * @brief Set the position of an actor along the X-axis.
690 * @pre The Actor has been initialized.
691 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
692 * @param [in] x The new x position
697 * @brief Set the position of an actor along the Y-axis.
699 * @pre The Actor has been initialized.
700 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
701 * @param [in] y The new y position.
706 * @brief Set the position of an actor along the Z-axis.
708 * @pre The Actor has been initialized.
709 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
710 * @param [in] z The new z position
715 * @brief Translate an actor relative to its existing position.
717 * @pre The actor has been initialized.
718 * @param[in] distance The actor will move by this distance.
720 void TranslateBy(const Vector3& distance);
723 * @brief Retrieve the position of the Actor.
725 * @pre The Actor has been initialized.
726 * @note This property can be animated; the return value may not match the value written with SetPosition().
727 * @return the Actor's current position.
729 Vector3 GetCurrentPosition() const;
732 * @brief Retrieve the world-position of the Actor.
734 * @note The actor will not have a world-position, unless it has previously been added to the stage.
735 * @pre The Actor has been initialized.
736 * @return The Actor's current position in world coordinates.
738 Vector3 GetCurrentWorldPosition() const;
741 * @brief Set the actors position inheritance mode.
743 * The default is to inherit.
744 * Switching this off means that using SetPosition() sets the actor's world position.
745 * @see PositionInheritanceMode
746 * @pre The Actor has been initialized.
747 * @param[in] mode to use
749 void SetPositionInheritanceMode( PositionInheritanceMode mode );
752 * @brief Returns the actors position inheritance mode.
754 * @pre The Actor has been initialized.
755 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
757 PositionInheritanceMode GetPositionInheritanceMode() const;
760 * @brief Sets the orientation of the Actor.
762 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
763 * @pre The Actor has been initialized.
764 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
765 * @param [in] angle The new orientation angle in degrees.
766 * @param [in] axis The new axis of orientation.
768 void SetOrientation(const Degree& angle, const Vector3& axis);
771 * @brief Sets the orientation of the Actor.
773 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
774 * @pre The Actor has been initialized.
775 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
776 * @param [in] angle The new orientation angle in radians.
777 * @param [in] axis The new axis of orientation.
779 void SetOrientation(const Radian& angle, const Vector3& axis);
782 * @brief Sets the orientation of the Actor.
784 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
785 * @pre The Actor has been initialized.
786 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
787 * @param [in] orientation The new orientation.
789 void SetOrientation(const Quaternion& orientation);
792 * @brief Apply a relative rotation to an actor.
794 * @pre The actor has been initialized.
795 * @param[in] angle The angle to the rotation to combine with the existing orientation.
796 * @param[in] axis The axis of the rotation to combine with the existing orientation.
798 void RotateBy(const Degree& angle, const Vector3& axis);
801 * @brief Apply a relative rotation to an actor.
803 * @pre The actor has been initialized.
804 * @param[in] angle The angle to the rotation to combine with the existing orientation.
805 * @param[in] axis The axis of the rotation to combine with the existing orientation.
807 void RotateBy(const Radian& angle, const Vector3& axis);
810 * @brief Apply a relative rotation to an actor.
812 * @pre The actor has been initialized.
813 * @param[in] relativeRotation The rotation to combine with the existing orientation.
815 void RotateBy(const Quaternion& relativeRotation);
818 * @brief Retreive the Actor's orientation.
820 * @pre The Actor has been initialized.
821 * @note This property can be animated; the return value may not match the value written with SetOrientation().
822 * @return The current orientation.
824 Quaternion GetCurrentOrientation() const;
827 * @brief Set whether a child actor inherits it's parent's orientation.
829 * Default is to inherit.
830 * Switching this off means that using SetOrientation() sets the actor's world orientation.
831 * @pre The Actor has been initialized.
832 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
834 void SetInheritOrientation(bool inherit);
837 * @brief Returns whether the actor inherit's it's parent's orientation.
839 * @pre The Actor has been initialized.
840 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
842 bool IsOrientationInherited() const;
845 * @brief Retrieve the world-orientation of the Actor.
847 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
848 * @pre The Actor has been initialized.
849 * @return The Actor's current orientation in the world.
851 Quaternion GetCurrentWorldOrientation() const;
854 * @brief Set the scale factor applied to an actor.
856 * @pre The Actor has been initialized.
857 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
858 * @param [in] scale The scale factor applied on all axes.
860 void SetScale(float scale);
863 * @brief Set the scale factor applied to an actor.
865 * @pre The Actor has been initialized.
866 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
867 * @param [in] scaleX The scale factor applied along the x-axis.
868 * @param [in] scaleY The scale factor applied along the y-axis.
869 * @param [in] scaleZ The scale factor applied along the z-axis.
871 void SetScale(float scaleX, float scaleY, float scaleZ);
874 * @brief Set the scale factor applied to an actor.
876 * @pre The Actor has been initialized.
877 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
878 * @param [in] scale A vector representing the scale factor for each axis.
880 void SetScale(const Vector3& scale);
883 * @brief Apply a relative scale to an actor.
885 * @pre The actor has been initialized.
886 * @param[in] relativeScale The scale to combine with the actors existing scale.
888 void ScaleBy(const Vector3& relativeScale);
891 * @brief Retrieve the scale factor applied to an actor.
893 * @pre The Actor has been initialized.
894 * @note This property can be animated; the return value may not match the value written with SetScale().
895 * @return A vector representing the scale factor for each axis.
897 Vector3 GetCurrentScale() const;
900 * @brief Retrieve the world-scale of the Actor.
902 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
903 * @pre The Actor has been initialized.
904 * @return The Actor's current scale in the world.
906 Vector3 GetCurrentWorldScale() const;
909 * @brief Set whether a child actor inherits it's parent's scale.
911 * Default is to inherit.
912 * Switching this off means that using SetScale() sets the actor's world scale.
913 * @pre The Actor has been initialized.
914 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
916 void SetInheritScale( bool inherit );
919 * @brief Returns whether the actor inherit's it's parent's scale.
921 * @pre The Actor has been initialized.
922 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
924 bool IsScaleInherited() const;
927 * @brief Retrieves the world-matrix of the actor.
929 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
930 * @pre The Actor has been initialized.
931 * @return The Actor's current world matrix
933 Matrix GetCurrentWorldMatrix() const;
935 // Visibility & Color
938 * @brief Sets the visibility flag of an actor.
940 * @pre The actor has been initialized.
941 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
942 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
943 * This is regardless of the individual visibility values of the children i.e. an actor will only be
944 * rendered if all of its parents have visibility set to true.
945 * @param [in] visible The new visibility flag.
947 void SetVisible(bool visible);
950 * @brief Retrieve the visibility flag of an actor.
952 * @pre The actor has been initialized.
953 * @note This property can be animated; the return value may not match the value written with SetVisible().
954 * @note If an actor is not visible, then the actor and its children will not be rendered.
955 * This is regardless of the individual visibility values of the children i.e. an actor will only be
956 * rendered if all of its parents have visibility set to true.
957 * @return The visibility flag.
959 bool IsVisible() const;
962 * @brief Sets the opacity of an actor.
964 * @pre The actor has been initialized.
965 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
966 * @param [in] opacity The new opacity.
968 void SetOpacity(float opacity);
971 * @brief Retrieve the actor's opacity.
973 * @pre The actor has been initialized.
974 * @note This property can be animated; the return value may not match the value written with SetOpacity().
975 * @return The actor's opacity.
977 float GetCurrentOpacity() const;
980 * @brief Sets the actor's color; this is an RGBA value.
982 * The final color of the actor depends on its color mode.
983 * @pre The Actor has been initialized.
984 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
985 * @param [in] color The new color.
987 void SetColor(const Vector4& color);
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 or hover signals; see SignalTouch() and SignalHover().
1060 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1061 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1062 * hover event signal will be emitted.
1064 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1066 * actor.SetSensitive(false);
1069 * Then, to re-enable the touch or hover event signal emission, the application should call:
1071 * actor.SetSensitive(true);
1074 * @see @see SignalTouch() and SignalHover().
1075 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1076 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1077 * hittable if all of its parents have sensitivity set to true.
1078 * @pre The Actor has been initialized.
1079 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1081 void SetSensitive(bool sensitive);
1084 * @brief Query whether an actor emits touch or hover event signals.
1086 * @note If an actor is not sensitive, then it's children will not be hittable either.
1087 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1088 * hittable if all of its parents have sensitivity set to true.
1089 * @pre The Actor has been initialized.
1090 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1092 bool IsSensitive() const;
1095 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1097 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1098 * @pre The Actor has been initialized.
1099 * @param[out] localX On return, the X-coordinate relative to the actor.
1100 * @param[out] localY On return, the Y-coordinate relative to the actor.
1101 * @param[in] screenX The screen X-coordinate.
1102 * @param[in] screenY The screen Y-coordinate.
1103 * @return True if the conversion succeeded.
1105 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1108 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1109 * the boundary of the actor.
1111 * @note By default, this is set to false as most actors do not require this.
1112 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1114 * @pre The Actor has been initialized.
1115 * @param[in] required Should be set to true if a Leave event is required
1117 void SetLeaveRequired(bool required);
1120 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1121 * the boundary of the actor.
1123 * @pre The Actor has been initialized.
1124 * @return true if a Leave event is required, false otherwise.
1126 bool GetLeaveRequired() const;
1129 * @brief Sets whether the actor should be focusable by keyboard navigation.
1131 * The default is false.
1132 * @pre The Actor has been initialized.
1133 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1136 void SetKeyboardFocusable( bool focusable );
1139 * @brief Returns whether the actor is focusable by keyboard navigation.
1141 * @pre The Actor has been initialized.
1142 * @return true if the actor is focusable by keyboard navigation, false if not.
1144 bool IsKeyboardFocusable() const;
1149 * @brief Set if the actor should do relayout in size negotiation or not.
1151 * @param[in] enabled Flag to specify if actor should do relayout or not.
1153 void SetRelayoutEnabled( bool enabled );
1156 * @brief Is the actor included in relayout or not.
1158 * @return Return if the actor is involved in size negotiation or not.
1160 bool IsRelayoutEnabled() const;
1163 * Set the resize policy to be used for the given dimension(s)
1165 * @param[in] policy The resize policy to use
1166 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1168 void SetResizePolicy( ResizePolicy policy, Dimension dimension );
1171 * Return the resize policy used for a single dimension
1173 * @param[in] dimension The dimension to get policy for
1174 * @return Return the dimension resize policy
1176 ResizePolicy GetResizePolicy( Dimension dimension ) const;
1179 * @brief Set the policy to use when setting size with size negotiation. Defaults to USE_SIZE_SET.
1181 * @param[in] policy The policy to use for when the size is set
1183 void SetSizeScalePolicy( SizeScalePolicy policy );
1186 * @brief Return the size set policy in use
1188 * @return Return the size set policy
1190 SizeScalePolicy GetSizeScalePolicy() const;
1193 * @brief Defines how a child actor's size is affected by its parent's size.
1195 * The default is to ignore the parent's size and use the size property of this actor.
1197 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
1200 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
1201 * its parent's size by multiplying the parent size by
1204 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
1205 * its parent's size plus SizeModeFactor.
1207 * @pre The Actor has been initialized.
1208 * @param[in] mode The size relative to parent mode to use.
1210 void SetSizeMode( const SizeMode mode );
1213 * @brief Returns the actor's mode for modifying its size relative to its parent.
1215 * @pre The Actor has been initialized.
1216 * @return The mode used.
1218 SizeMode GetSizeMode() const;
1221 * @brief Sets the relative to parent size factor of the actor.
1223 * This factor is only used when SizeMode is set to either:
1224 * SIZE_RELATIVE or SIZE_FIXED_OFFSET.
1225 * This actor's size is set to the actor's size multipled by or added to this factor,
1226 * depending on SideMode (See SetSizeMode).
1228 * @pre The Actor has been initialized.
1229 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1231 void SetSizeModeFactor( const Vector3& factor );
1234 * @brief Retrieve the relative to parent size factor of the actor.
1236 * @pre The Actor has been initialized.
1237 * @return The Actor's current relative size factor.
1239 Vector3 GetSizeModeFactor() const;
1242 * @brief This method specifies a dependency between dimensions. Will set resize policy on the actor for
1243 * the given dimension to be DIMENSION_DEPENDENCY.
1245 * @param[in] dimension The dimension to set the dependency on
1246 * @param[in] dependency The dependency to set on the dimension
1248 void SetDimensionDependency( Dimension dimension, Dimension dependency );
1251 * @brief Return the dependecy for a dimension
1253 * @param[in] dimension The dimension to return the dependency for
1254 * @return Return the dependency
1256 Dimension GetDimensionDependency( Dimension dimension );
1259 * @brief Calculate the height of the actor given a width
1261 * @param width Width to use
1262 * @return Return the height based on the width
1264 float GetHeightForWidth( float width );
1267 * @brief Calculate the width of the actor given a height
1269 * @param height Height to use
1270 * @return Return the width based on the height
1272 float GetWidthForHeight( float height );
1275 * Return the value of negotiated dimension for the given dimension
1277 * @param dimension The dimension to retrieve
1278 * @return Return the value of the negotiated dimension
1280 float GetRelayoutSize( Dimension dimension ) const;
1283 * @brief Request to relayout of all actors in the sub-tree below the given actor.
1285 * This flags the actor and all actors below it for relayout. The actual
1286 * relayout is performed at the end of the frame. This means that multiple calls to relayout
1287 * will not cause multiple relayouts to occur.
1289 void RelayoutRequestTree();
1292 * @brief Force propagate relayout flags through the tree. This actor and all actors
1293 * dependent on it will have their relayout flags reset.
1295 * This is useful for resetting layout flags during the layout process.
1297 void PropagateRelayoutFlags();
1300 * @brief Set the padding for use in layout
1302 * @param[in] padding Padding for the actor
1304 void SetPadding( const Padding& padding );
1307 * Return the value of the padding
1309 * @param paddingOut The returned padding data
1311 void GetPadding( Padding& paddingOut ) const;
1314 * @brief Set the preferred size for size negotiation
1316 * @param[in] size The preferred size to set
1318 void SetPreferredSize( const Vector2& size );
1321 * @brief Return the preferred size used for size negotiation
1323 * @return Return the preferred size
1325 Vector2 GetPreferredSize() const;
1328 * @brief Set the minimum size an actor can be assigned in size negotiation
1330 * @param[in] size The minimum size
1332 void SetMinimumSize( const Vector2& size );
1335 * @brief Return the minimum relayout size
1337 * @return Return the mininmum size
1339 Vector2 GetMinimumSize();
1342 * @brief Set the maximum size an actor can be assigned in size negotiation
1344 * @param[in] size The maximum size
1346 void SetMaximumSize( const Vector2& size );
1349 * @brief Return the maximum relayout size
1351 * @return Return the maximum size
1353 Vector2 GetMaximumSize();
1358 * @brief This signal is emitted when touch input is received.
1360 * A callback of the following type may be connected:
1362 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1364 * The return value of True, indicates that the touch event should be consumed.
1365 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1366 * @pre The Actor has been initialized.
1367 * @return The signal to connect to.
1369 TouchSignalType& TouchedSignal();
1372 * @brief This signal is emitted when hover input is received.
1374 * A callback of the following type may be connected:
1376 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1378 * The return value of True, indicates that the hover event should be consumed.
1379 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1380 * @pre The Actor has been initialized.
1381 * @return The signal to connect to.
1383 HoverSignalType& HoveredSignal();
1386 * @brief This signal is emitted when mouse wheel event is received.
1388 * A callback of the following type may be connected:
1390 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1392 * The return value of True, indicates that the mouse wheel event should be consumed.
1393 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1394 * @pre The Actor has been initialized.
1395 * @return The signal to connect to.
1397 MouseWheelEventSignalType& MouseWheelEventSignal();
1400 * @brief This signal is emitted after the actor has been connected to the stage.
1402 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1403 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1405 * @note When the parent of a set of actors is connected to the stage, then all of the children
1406 * will received this callback.
1408 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1416 * @return The signal
1418 OnStageSignalType& OnStageSignal();
1421 * @brief This signal is emitted after the actor has been disconnected from the stage.
1423 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1425 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1426 * will received this callback, starting with the leaf actors.
1428 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1436 * @return The signal
1438 OffStageSignalType& OffStageSignal();
1441 * @brief This signal is emitted after the size has been set on the actor during relayout
1443 * @return Return the signal
1445 OnRelayoutSignalType& OnRelayoutSignal();
1447 public: // Not intended for application developers
1450 * @brief This constructor is used by Dali New() methods.
1452 * @param [in] actor A pointer to a newly allocated Dali resource
1454 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1458 * @brief Helper for discarding an actor handle.
1460 * If the handle is empty, this method does nothing. Otherwise
1461 * actor.Unparent() will be called, followed by actor.Reset().
1462 * @param[in,out] actor A handle to an actor, or an empty handle.
1464 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1468 #endif // __DALI_ACTOR_H__