5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
23 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
33 #undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header
38 * @addtogroup dali_core_actors
42 namespace Internal DALI_INTERNAL
60 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
63 * @brief Actor is the primary object with which Dali applications interact.
65 * UI controls can be built by combining multiple actors.
67 * <h3>Multi-Touch Events:</h3>
69 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
71 * <i>Hit Testing Rules Summary:</i>
73 * - An actor is only hittable if the actor's touch or hover signal has a connection.
74 * - An actor is only hittable when it is between the camera's near and far planes.
75 * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
76 * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
77 * - To be hittable, an actor must have a non-zero size.
78 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
80 * <i>Hit Test Algorithm:</i>
83 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
84 * - Stage's root layer can be used to catch unconsumed touch events.
87 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
90 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
91 * layers until we have a hit or there are none left.
92 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
94 * - If they are not, we skip hit testing the actors in that layer altogether.
95 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
98 * - The final part of hit testing is performed by walking through the actor tree within a layer.
99 * - The following pseudocode shows the algorithm used:
101 * HIT-TEST-WITHIN-LAYER( ACTOR )
103 * // Only hit-test the actor and its children if it is sensitive and visible
104 * IF ( ACTOR-IS-SENSITIVE &&
105 * ACTOR-IS-VISIBLE &&
106 * ACTOR-IS-ON-SCENE )
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 || HOVER-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 * For more information, see Property::DRAW_MODE.
155 * <i>Touch or hover Event Delivery:</i>
158 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
159 * the parent's touch or hover signal is emitted, and so on.
160 * - The following pseudocode shows the delivery mechanism:
162 * EMIT-TOUCH-SIGNAL( ACTOR )
164 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
166 * // Only do the emission if touch signal of actor has connections.
167 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
170 * IF ( NOT-CONSUMED )
172 * // If event is not consumed then deliver it to the parent unless we reach the root actor
173 * IF ( ACTOR-PARENT )
175 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
180 * EMIT-HOVER-SIGNAL( ACTOR )
182 * IF ( HOVER-SIGNAL-NOT-EMPTY )
184 * // Only do the emission if hover signal of actor has connections.
185 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
188 * IF ( NOT-CONSUMED )
190 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
191 * IF ( ACTOR-PARENT )
193 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
198 * - If there are several touch points, then the delivery is only to the first touch point's hit
199 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
200 * other touch points.
201 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
204 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
205 * hit actor (primary hit actor).
206 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
207 * (only if it requires leave signals); see SetLeaveRequired().
209 * - Interrupted State
210 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
211 * actor's touch or hover signals are emitted with an "Interrupted" state.
212 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
213 * touch or hover signals are also emitted with an "Interrupted" state.
214 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
215 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
216 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
217 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
222 * | %Signal Name | Method |
223 * |-------------------|------------------------------|
224 * | touched | @ref TouchedSignal() |
225 * | hovered | @ref HoveredSignal() |
226 * | wheelEvent | @ref WheelEventSignal() |
227 * | onScene | @ref OnSceneSignal() |
228 * | offScene | @ref OffSceneSignal() |
229 * | onRelayout | @ref OnRelayoutSignal() |
232 * | %Action Name | %Actor method called |
233 * |-------------------|------------------------------|
234 * | show | %SetVisible( true ) |
235 * | hide | %SetVisible( false ) |
239 class DALI_CORE_API Actor : public Handle
244 * @brief Enumeration for the instance of properties belonging to the Actor class.
250 * @brief Enumeration for instance of properties belonging to the Actor class.
256 * @brief The origin of an actor, within its parent's area.
257 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
260 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
263 * @brief The x origin of an actor, within its parent's area.
264 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
270 * @brief The y origin of an actor, within its parent's area.
271 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
277 * @brief The z origin of an actor, within its parent's area.
278 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
284 * @brief The anchor-point of an actor.
285 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
291 * @brief The x anchor-point of an actor.
292 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
298 * @brief The y anchor-point of an actor.
299 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
305 * @brief The z anchor-point of an actor.
306 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
312 * @brief The size of an actor.
313 * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
314 * @note Only Property::VECTOR3 can be animated or used as constraint-input
320 * @brief The width of an actor.
321 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
327 * @brief The height of an actor.
328 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
334 * @brief The depth of an actor.
335 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
341 * @brief The position of an actor.
342 * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
343 * @note Only Property::VECTOR3 can be animated or used as constraint-input
349 * @brief The x position of an actor.
350 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
356 * @brief The y position of an actor.
357 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
363 * @brief The z position of an actor.
364 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
370 * @brief The world position of an actor.
371 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
377 * @brief The x world position of an actor.
378 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
384 * @brief The y world position of an actor.
385 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
391 * @brief The z world position of an actor.
392 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
398 * @brief The orientation of an actor.
399 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
405 * @brief The world orientation of an actor.
406 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
412 * @brief The scale factor applied to an actor.
413 * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input
414 * @note Only Property::VECTOR3 can be animated or used as constraint-input
420 * @brief The x scale factor applied to an actor.
421 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
427 * @brief The y scale factor applied to an actor.
428 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
434 * @brief The x scale factor applied to an actor.
435 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
441 * @brief The world scale factor applied to an actor.
442 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
448 * @brief The visibility flag of an actor.
449 * @details Name "visible", type Property::BOOL, animatable / constraint-input
455 * @brief The color of an actor.
456 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
457 * @note The alpha value will be 1.0f if a Vector3 type value is set.
463 * @brief The red component of an actor's color.
464 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
470 * @brief The green component of an actor's color.
471 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
477 * @brief The blue component of an actor's color.
478 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
484 * @brief The alpha component of an actor's color.
485 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
491 * @brief The world color of an actor.
492 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
498 * @brief The world matrix of an actor.
499 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
505 * @brief The name of an actor.
506 * @details Name "name", type Property::STRING
512 * @brief The flag whether an actor should emit touch or hover signals.
513 * @details Name "sensitive", type Property::BOOLEAN
519 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
520 * @details Name "leaveRequired", type Property::BOOLEAN
526 * @brief The flag whether a child actor inherits it's parent's orientation.
527 * @details Name "inheritOrientation", type Property::BOOLEAN
533 * @brief The flag whether a child actor inherits it's parent's scale.
534 * @details Name "inheritScale", type Property::BOOLEAN
540 * @brief The color mode of an actor.
541 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
547 * @brief The draw mode of an actor.
548 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
554 * @brief The size mode factor of an actor.
555 * @details Name "sizeModeFactor", type Property::VECTOR3.
557 * @see Actor::SetSizeModeFactor()
562 * @brief The resize policy for the width of an actor.
563 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
565 * @see Actor::SetResizePolicy()
570 * @brief The resize policy for the height of an actor.
571 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
573 * @see Actor::SetResizePolicy()
575 HEIGHT_RESIZE_POLICY,
578 * @brief The size scale policy of an actor.
579 * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING.
585 * @brief The flag to determine the width dependent on the height.
586 * @details Name "widthForHeight", type Property::BOOLEAN.
588 * @see Actor::SetResizePolicy()
593 * @brief The flag to determine the height dependent on the width.
594 * @details Name "heightForWidth", type Property::BOOLEAN.
596 * @see Actor::SetResizePolicy()
601 * @brief The padding of an actor for use in layout.
602 * @details Name "padding", type Property::VECTOR4.
608 * @brief The minimum size an actor can be assigned in size negotiation.
609 * @details Name "minimumSize", type Property::VECTOR2.
615 * @brief The maximum size an actor can be assigned in size negotiation.
616 * @details Name "maximumSize", type Property::VECTOR2.
622 * @brief The flag whether a child actor inherits it's parent's position.
623 * @details Name "inheritPosition", type Property::BOOLEAN.
629 * @brief The clipping mode of an actor.
630 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
632 * @see ClippingMode::Type for supported values.
637 * @brief The direction of the layout.
638 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
640 * @see LayoutDirection::Type for supported values.
645 * @brief Determines whether child actors inherit the layout direction from a parent.
646 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
649 INHERIT_LAYOUT_DIRECTION,
652 * @brief The opacity of the actor.
653 * @details Name "opacity", type Property::FLOAT.
659 * @brief Returns the screen position of the Actor
660 * @details Name "screenPosition", type Property::VECTOR2. Read-only
661 * @note This assumes default camera and default render-task and the Z position is ZERO.
662 * @note The last known frame is used for the calculation. May not match a position value just set.
668 * @brief Determines whether the anchor point should be used to determine the position of the actor.
669 * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
670 * @note This is true by default.
671 * @note If false, then the top-left of the actor is used for the position.
672 * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
675 POSITION_USES_ANCHOR_POINT,
678 * @brief Returns whether the actor is culled or not.
679 * @details Name "culled", type Property::BOOLEAN. Read-only
680 * @note True means that the actor is out of the view frustum.
686 * @brief The unique ID of the actor.
687 * @details Name "id", type Property::INTEGER. Read-only
693 * @brief The current depth in the hierarchy of the actor.
694 * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
695 * @note The value is -1 if actor is not in the hierarchy.
701 * @brief The flag whether an actor is the root actor, which is owned by the Scene.
702 * @details Name "isRoot", type Property::BOOLEAN. Read-only
708 * @brief The flag whether the actor is of class Dali::Layer.
709 * @details Name "isLayer", type Property::BOOLEAN. Read-only
715 * @brief The flag whether the actor is connected to the Scene.
716 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
717 * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
718 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
724 * @brief The flag whether the actor should be focusable by keyboard navigation.
725 * @details Name "keyboardFocusable", type Property::BOOLEAN.
734 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
735 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
736 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
737 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
738 typedef Signal< void (Actor) > OnSceneSignalType; ///< Scene connection signal type @SINCE_1_9.24
739 typedef Signal< void (Actor) > OffSceneSignalType; ///< Scene disconnection signal type @SINCE_1_9.24
740 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
741 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
746 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
748 * Calling member functions with an uninitialized Actor handle is not allowed.
754 * @brief Creates an initialized Actor.
757 * @return A handle to a newly allocated Dali resource
762 * @brief Downcasts a handle to Actor handle.
764 * If handle points to an Actor object, the downcast produces valid handle.
765 * If not, the returned handle is left uninitialized.
768 * @param[in] handle to An object
769 * @return handle to a Actor object or an uninitialized handle
771 static Actor DownCast( BaseHandle handle );
774 * @brief Dali::Actor is intended as a base class.
776 * This is non-virtual since derived Handle types must not contain data or virtual methods.
782 * @brief Copy constructor.
785 * @param[in] copy The actor to copy
787 Actor(const Actor& copy);
790 * @brief Assignment operator
793 * @param[in] rhs The actor to copy
794 * @return A reference to this
796 Actor& operator=(const Actor& rhs);
799 * @brief Move constructor.
802 * @param[in] rhs A reference to the actor to move
804 Actor( Actor&& rhs );
807 * @brief Move assignment operator.
810 * @param[in] rhs A reference to the actor to move
811 * @return A reference to this
813 Actor& operator=( Actor&& rhs );
818 * @brief Gets the layer in which the actor is present.
821 * @return The layer, which will be uninitialized if the actor is off-stage
822 * @pre The Actor has been initialized.
827 * @brief Adds a child Actor to this Actor.
830 * @param[in] child The child
831 * @pre This Actor (the parent) has been initialized.
832 * @pre The child actor has been initialized.
833 * @pre The child actor is not the same as the parent actor.
834 * @pre The actor is not the Root actor.
835 * @post The child will be referenced by its parent. This means that the child will be kept alive,
836 * even if the handle passed into this method is reset or destroyed.
837 * @note If the child already has a parent, it will be removed from old parent
838 * and reparented to this actor. This may change child's position, color,
839 * scale etc as it now inherits them from this actor.
841 void Add(Actor child);
844 * @brief Removes a child Actor from this Actor.
846 * If the actor was not a child of this actor, this is a no-op.
848 * @param[in] child The child
849 * @pre This Actor (the parent) has been initialized.
850 * @pre The child actor is not the same as the parent actor.
852 void Remove(Actor child);
855 * @brief Removes an actor from its parent.
857 * If the actor has no parent, this method does nothing.
859 * @pre The (child) actor has been initialized.
864 * @brief Retrieves the number of children held by the actor.
867 * @return The number of children
868 * @pre The Actor has been initialized.
870 uint32_t GetChildCount() const;
873 * @brief Retrieve and child actor by index.
876 * @param[in] index The index of the child to retrieve
877 * @return The actor for the given index or empty handle if children not initialized
878 * @pre The Actor has been initialized.
880 Actor GetChildAt( uint32_t index ) const;
883 * @brief Search through this actor's hierarchy for an actor with the given name.
885 * The actor itself is also considered in the search.
887 * @param[in] actorName The name of the actor to find
888 * @return A handle to the actor if found, or an empty handle if not
889 * @pre The Actor has been initialized.
891 Actor FindChildByName(const std::string& actorName);
894 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
896 * The actor itself is also considered in the search.
898 * @param[in] id The ID of the actor to find
899 * @return A handle to the actor if found, or an empty handle if not
900 * @pre The Actor has been initialized.
902 Actor FindChildById( const uint32_t id );
905 * @brief Retrieves the actor's parent.
908 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
909 * @pre The actor has been initialized.
911 Actor GetParent() const;
916 * @brief Retrieves the actor's size.
919 * @return The actor's target size
920 * @pre The actor has been initialized.
921 * @note This return is the value that was set using SetSize or the target size of an animation.
922 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
924 Vector3 GetTargetSize() const;
927 * @brief Returns the natural size of the actor.
929 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
932 * @return The actor's natural size
934 Vector3 GetNaturalSize() const;
937 * @brief Translates an actor relative to its existing position.
940 * @param[in] distance The actor will move by this distance
941 * @pre The actor has been initialized.
943 void TranslateBy(const Vector3& distance);
946 * @brief Applies a relative rotation to an actor.
949 * @param[in] angle The angle to the rotation to combine with the existing orientation
950 * @param[in] axis The axis of the rotation to combine with the existing orientation
951 * @pre The actor has been initialized.
953 void RotateBy( const Degree& angle, const Vector3& axis )
955 RotateBy( Radian( angle ), axis );
959 * @brief Applies a relative rotation to an actor.
962 * @param[in] angle The angle to the rotation to combine with the existing orientation
963 * @param[in] axis The axis of the rotation to combine with the existing orientation
964 * @pre The actor has been initialized.
966 void RotateBy(const Radian& angle, const Vector3& axis);
969 * @brief Applies a relative rotation to an actor.
972 * @param[in] relativeRotation The rotation to combine with the existing orientation
973 * @pre The actor has been initialized.
975 void RotateBy(const Quaternion& relativeRotation);
978 * @brief Applies a relative scale to an actor.
981 * @param[in] relativeScale The scale to combine with the actor's existing scale
982 * @pre The actor has been initialized.
984 void ScaleBy(const Vector3& relativeScale);
989 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
992 * @param[out] localX On return, the X-coordinate relative to the actor
993 * @param[out] localY On return, the Y-coordinate relative to the actor
994 * @param[in] screenX The screen X-coordinate
995 * @param[in] screenY The screen Y-coordinate
996 * @return True if the conversion succeeded
997 * @pre The Actor has been initialized.
998 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1000 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1003 * @brief Raise actor above the next sibling actor.
1006 * @pre The Actor has been initialized.
1007 * @pre The Actor has been parented.
1012 * @brief Lower the actor below the previous sibling actor.
1015 * @pre The Actor has been initialized.
1016 * @pre The Actor has been parented.
1021 * @brief Raise actor above all other sibling actors.
1024 * @pre The Actor has been initialized.
1025 * @pre The Actor has been parented.
1030 * @brief Lower actor to the bottom of all other sibling actors.
1033 * @pre The Actor has been initialized.
1034 * @pre The Actor has been parented.
1036 void LowerToBottom();
1039 * @brief Raises the actor above the target actor.
1042 * @param[in] target The target actor
1043 * @pre The Actor has been initialized.
1044 * @pre The Actor has been parented.
1045 * @pre The target actor is a sibling.
1047 void RaiseAbove( Actor target );
1050 * @brief Lower the actor to below the target actor.
1053 * @param[in] target The target actor
1054 * @pre The Actor has been initialized.
1055 * @pre The Actor has been parented.
1056 * @pre The target actor is a sibling.
1058 void LowerBelow( Actor target );
1063 * @brief Sets the resize policy to be used for the given dimension(s).
1066 * @param[in] policy The resize policy to use
1067 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1069 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1072 * @brief Returns the resize policy used for a single dimension.
1075 * @param[in] dimension The dimension to get policy for
1076 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1078 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1081 * @brief Calculates the height of the actor given a width.
1083 * The natural size is used for default calculation.
1084 * size 0 is treated as aspect ratio 1:1.
1087 * @param[in] width Width to use
1088 * @return Return the height based on the width
1090 float GetHeightForWidth( float width );
1093 * @brief Calculates the width of the actor given a height.
1095 * The natural size is used for default calculation.
1096 * size 0 is treated as aspect ratio 1:1.
1099 * @param[in] height Height to use
1100 * @return Return the width based on the height
1102 float GetWidthForHeight( float height );
1105 * @brief Returns the value of negotiated dimension for the given dimension.
1108 * @param[in] dimension The dimension to retrieve
1109 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1111 float GetRelayoutSize( Dimension::Type dimension ) const;
1116 * @brief Adds a renderer to this actor.
1119 * @param[in] renderer Renderer to add to the actor
1120 * @return The index of the Renderer that was added
1121 * @pre The renderer must be initialized.
1124 uint32_t AddRenderer( Renderer& renderer );
1127 * @brief Gets the number of renderers on this actor.
1130 * @return The number of renderers on this actor
1132 uint32_t GetRendererCount() const;
1135 * @brief Gets a Renderer by index.
1138 * @param[in] index The index of the renderer to fetch
1139 * @return The renderer at the specified index
1140 * @pre The index must be between 0 and GetRendererCount()-1
1143 Renderer GetRendererAt( uint32_t index );
1146 * @brief Removes a renderer from the actor.
1149 * @param[in] renderer Handle to the renderer that is to be removed
1151 void RemoveRenderer( Renderer& renderer );
1154 * @brief Removes a renderer from the actor by index.
1157 * @param[in] index Index of the renderer that is to be removed
1158 * @pre The index must be between 0 and GetRendererCount()-1
1161 void RemoveRenderer( uint32_t index );
1166 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1167 * @brief This signal is emitted when touch input is received.
1169 * A callback of the following type may be connected:
1171 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1173 * The return value of True, indicates that the touch event should be consumed.
1174 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1176 * @return The signal to connect to
1177 * @pre The Actor has been initialized.
1179 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1182 * @brief This signal is emitted when touch input is received.
1184 * A callback of the following type may be connected:
1186 * bool YourCallbackName( Actor actor, TouchData& touch );
1188 * The return value of True, indicates that the touch event has been consumed.
1189 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1190 * A true return will also cancel any ongoing gestures.
1192 * @return The signal to connect to
1193 * @pre The Actor has been initialized.
1195 TouchDataSignalType& TouchSignal();
1198 * @brief This signal is emitted when hover input is received.
1200 * A callback of the following type may be connected:
1202 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1204 * The return value of True, indicates that the hover event should be consumed.
1205 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1207 * @return The signal to connect to
1208 * @pre The Actor has been initialized.
1210 HoverSignalType& HoveredSignal();
1213 * @brief This signal is emitted when wheel event is received.
1215 * A callback of the following type may be connected:
1217 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1219 * The return value of True, indicates that the wheel event should be consumed.
1220 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1222 * @return The signal to connect to
1223 * @pre The Actor has been initialized.
1225 WheelEventSignalType& WheelEventSignal();
1228 * @brief This signal is emitted after the actor has been connected to the scene.
1230 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1232 * @return The signal to connect to
1233 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
1235 * @note When the parent of a set of actors is connected to the stage, then all of the children
1236 * will received this callback.
1237 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1249 OnSceneSignalType& OnSceneSignal();
1252 * @brief This signal is emitted after the actor has been disconnected from the scene.
1254 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1257 * @return The signal to connect to
1258 * @note When the parent of a set of actors is disconnected to the scene, then all of the children
1259 * will received this callback, starting with the leaf actors.
1260 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1273 OffSceneSignalType& OffSceneSignal();
1276 * @brief This signal is emitted after the size has been set on the actor during relayout
1279 * @return The signal
1281 OnRelayoutSignalType& OnRelayoutSignal();
1284 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1286 * A callback of the following type may be connected:
1288 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1290 * actor: The actor, or child of actor, whose layout direction has changed
1291 * type: Whether the actor's layout direction property has changed or a parent's.
1294 * @return The signal to connect to
1295 * @pre The Actor has been initialized.
1297 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1299 public: // Not intended for application developers
1303 * @brief This constructor is used by Actor::New() methods.
1306 * @param [in] actor A pointer to a newly allocated Dali resource
1308 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1313 * @brief Helper for discarding an actor handle.
1315 * If the handle is empty, this method does nothing. Otherwise
1316 * Actor::Unparent() will be called, followed by Actor::Reset().
1318 * @param[in,out] actor A handle to an actor, or an empty handle
1320 inline void UnparentAndReset( Actor& actor )
1334 #endif // DALI_ACTOR_H