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/handle.h>
31 #include <dali/public-api/object/property-index-ranges.h>
32 #include <dali/public-api/signals/dali-signal.h>
37 namespace Internal DALI_INTERNAL
47 class DynamicsBodyConfig;
55 struct MouseWheelEvent;
61 * @brief Actor container.
63 typedef std::vector<Actor> ActorContainer;
64 typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
65 typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
69 * @brief Actor is the primary object with which Dali applications interact.
71 * UI controls can be built by combining multiple actors.
73 * <h3>Multi-Touch Events:</h3>
75 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
77 * <i>Hit Testing Rules Summary:</i>
79 * - An actor is only hittable if the actor's touch or hover signal has a connection.
80 * - An actor is only hittable when it is between the camera's near and far planes.
81 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
82 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
83 * - To be hittable, an actor must have a non-zero size.
84 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
86 * <i>Hit Test Algorithm:</i>
89 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
92 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
93 * layers until we have a hit or there are none left.
94 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
96 * - If they are not, we skip hit testing the actors in that layer altogether.
97 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
100 * - The final part of hit testing is performed by walking through the actor tree within a layer.
101 * - The following pseudocode shows the algorithm used:
103 * HIT-TEST-WITHIN-LAYER( ACTOR )
105 * // Only hit-test the actor and its children if it is sensitive and visible
106 * IF ( ACTOR-IS-SENSITIVE &&
109 * // Depth-first traversal within current layer, visiting parent first
111 * // Check whether current actor should be hit-tested
112 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
113 * ACTOR-HAS-NON-ZERO-SIZE &&
114 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
116 * // Hit-test current actor
119 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
121 * // The current actor is the closest actor that was underneath the touch
122 * LAST-HIT-ACTOR = CURRENT-ACTOR
127 * // Keep checking children, in case we hit something closer
128 * FOR-EACH CHILD (in order)
130 * IF ( CHILD-IS-NOT-A-LAYER )
132 * // Continue traversal for this child's sub-tree
133 * HIT-TEST-WITHIN-LAYER ( CHILD )
135 * // else we skip hit-testing the child's sub-tree altogether
140 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
141 * The overlay children take priority over their parents, and overlay siblings take priority
142 * over their previous siblings (i.e. reverse of rendering order):
152 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
154 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
155 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
156 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
157 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
158 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
159 * also be considered a Stencil Actor.
160 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
162 * <i>Touch or hover Event Delivery:</i>
165 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
166 * the parent's touch or hover signal is emitted, and so on.
167 * - The following pseudocode shows the delivery mechanism:
169 * EMIT-TOUCH-SIGNAL( ACTOR )
171 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
173 * // Only do the emission if touch signal of actor has connections.
174 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
177 * IF ( NOT-CONSUMED )
179 * // If event is not consumed then deliver it to the parent unless we reach the root actor
180 * IF ( ACTOR-PARENT )
182 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
187 * EMIT-HOVER-SIGNAL( ACTOR )
189 * IF ( HOVER-SIGNAL-NOT-EMPTY )
191 * // Only do the emission if hover signal of actor has connections.
192 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
195 * IF ( NOT-CONSUMED )
197 * // If event is not consumed then deliver it to the parent unless we reach the root actor
198 * IF ( ACTOR-PARENT )
200 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
205 * - If there are several touch points, then the delivery is only to the first touch point's hit
206 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
207 * other touch points.
208 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
211 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
212 * hit actor (primary hit actor).
213 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
214 * (only if it requires leave signals); see SetLeaveRequired().
216 * - Interrupted State
217 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
218 * actor's touch or hover signals are emitted with an "Interrupted" state.
219 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
220 * touch or hover signals are also emitted with an "Interrupted" state.
221 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
222 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
223 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
224 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
225 * <h3>Key Events:</h3>
227 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
232 * | %Signal Name | Method |
233 * |-------------------|------------------------------|
234 * | touched | @ref TouchedSignal() |
235 * | hovered | @ref HoveredSignal() |
236 * | mouse-wheel-event | @ref MouseWheelEventSignal() |
237 * | on-stage | @ref OnStageSignal() |
238 * | off-stage | @ref OffStageSignal() |
241 * | %Action Name | %Actor method called |
242 * |-------------------|------------------------------|
243 * | show | %SetVisible( true ) |
244 * | hide | %SetVisible( false ) |
246 class DALI_IMPORT_API Actor : public Handle
251 * @brief An enumeration of properties belonging to the Actor class.
257 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
258 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
259 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
260 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
261 ANCHOR_POINT, ///< name "anchor-point", type Vector3
262 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
263 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
264 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
265 SIZE, ///< name "size", type Vector3
266 SIZE_WIDTH, ///< name "size-width", type float
267 SIZE_HEIGHT, ///< name "size-height", type float
268 SIZE_DEPTH, ///< name "size-depth", type float
269 POSITION, ///< name "position", type Vector3
270 POSITION_X, ///< name "position-x", type float
271 POSITION_Y, ///< name "position-y", type float
272 POSITION_Z, ///< name "position-z", type float
273 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
274 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
275 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
276 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
277 ROTATION, ///< name "rotation", type Quaternion
278 WORLD_ROTATION, ///< name "world-rotation", type Quaternion (read-only)
279 SCALE, ///< name "scale", type Vector3
280 SCALE_X, ///< name "scale-x", type float
281 SCALE_Y, ///< name "scale-y", type float
282 SCALE_Z, ///< name "scale-z", type float
283 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
284 VISIBLE, ///< name "visible", type bool
285 COLOR, ///< name "color", type Vector4
286 COLOR_RED, ///< name "color-red", type float
287 COLOR_GREEN, ///< name "color-green", type float
288 COLOR_BLUE, ///< name "color-blue", type float
289 COLOR_ALPHA, ///< name "color-alpha", type float
290 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
291 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
292 NAME, ///< name "name", type std::string
293 SENSITIVE, ///< name "sensitive", type bool
294 LEAVE_REQUIRED, ///< name "leave-required", type bool
295 INHERIT_ROTATION, ///< name "inherit-rotation", type bool
296 INHERIT_SCALE, ///< name "inherit-scale", type bool
297 COLOR_MODE, ///< name "color-mode", type std::string
298 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
299 DRAW_MODE, ///< name "draw-mode", type std::string
300 SIZE_MODE, ///< name "size-mode", type std::string
301 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
307 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
308 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
309 typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
310 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
311 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
316 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
318 * Calling member functions with an uninitialized Dali::Object is not allowed.
323 * @brief Create an initialized Actor.
325 * @return A handle to a newly allocated Dali resource.
330 * @brief Downcast an Object handle to Actor handle.
332 * If handle points to a Actor object the downcast produces valid
333 * handle. If not the returned handle is left uninitialized.
335 * @param[in] handle to An object
336 * @return handle to a Actor object or an uninitialized handle
338 static Actor DownCast( BaseHandle handle );
341 * @brief Dali::Actor is intended as a base class
343 * This is non-virtual since derived Handle types must not contain data or virtual methods.
348 * @brief Copy constructor
350 * @param [in] copy The actor to copy.
352 Actor(const Actor& copy);
355 * @brief Assignment operator
357 * @param [in] rhs The actor to copy.
359 Actor& operator=(const Actor& rhs);
362 * @brief Retrieve the Actor's name.
364 * @pre The Actor has been initialized.
365 * @return The Actor's name.
367 const std::string& GetName() const;
370 * @brief Sets the Actor's name.
372 * @pre The Actor has been initialized.
373 * @param [in] name The new name.
375 void SetName(const std::string& name);
378 * @brief Retrieve the unique ID of the actor.
380 * @pre The Actor has been initialized.
383 unsigned int GetId() const;
388 * @brief Query whether an actor is the root actor, which is owned by the Stage.
390 * @pre The Actor has been initialized.
391 * @return True if the actor is the root actor.
396 * @brief Query whether the actor is connected to the Stage.
398 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
399 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
400 * @pre The Actor has been initialized.
401 * @return True if the actor is connected to the Stage.
403 bool OnStage() const;
406 * @brief Query whether the actor is of class Dali::Layer.
408 * @pre The Actor has been initialized.
409 * @return True if the actor is a layer.
411 bool IsLayer() const;
414 * @brief Gets the layer in which the actor is present.
416 * @pre The Actor has been initialized.
417 * @return The layer, which will be uninitialized if the actor is off-stage.
422 * @brief Adds a child Actor to this Actor.
424 * NOTE! if the child already has a parent, it will be removed from old parent
425 * and reparented to this actor. This may change childs position, color,
426 * scale etc as it now inherits them from this actor
427 * @pre This Actor (the parent) has been initialized.
428 * @pre The child actor has been initialized.
429 * @pre The child actor is not the same as the parent actor.
430 * @pre The actor is not the Root actor
431 * @param [in] child The child.
432 * @post The child will be referenced by its parent. This means that the child will be kept alive,
433 * even if the handle passed into this method is reset or destroyed.
434 * @post This may invalidate ActorContainer iterators.
436 void Add(Actor child);
439 * @brief Inserts a child Actor to this actor's list of children at the given index
441 * NOTE! if the child already has a parent, it will be removed from old parent
442 * and reparented to this actor. This may change childs position, color,
443 * scale etc as it now inherits them from this actor
444 * @pre This Actor (the parent) has been initialized.
445 * @pre The child actor has been initialized.
446 * @pre The child actor is not the same as the parent actor.
447 * @pre The actor is not the Root actor
448 * @param [in] index of actor to insert before
449 * @param [in] child The child.
450 * @post The child will be referenced by its parent. This means that the child will be kept alive,
451 * even if the handle passed into this method is reset or destroyed.
452 * @post If the index is greater than the current child count, it will be ignored and added at the end.
453 * @post This may invalidate ActorContainer iterators.
455 void Insert(unsigned int index, Actor child);
458 * @brief Removes a child Actor from this Actor.
460 * If the actor was not a child of this actor, this is a no-op.
461 * @pre This Actor (the parent) has been initialized.
462 * @pre The child actor is not the same as the parent actor.
463 * @param [in] child The child.
464 * @post This may invalidate ActorContainer iterators.
466 void Remove(Actor child);
469 * @brief Removes an actor from its parent.
471 * If the actor has no parent, this method does nothing.
472 * @pre The (child) actor has been initialized.
473 * @post This may invalidate ActorContainer iterators.
478 * @brief Retrieve the number of children held by the actor.
480 * @pre The Actor has been initialized.
481 * @return The number of children
483 unsigned int GetChildCount() const;
486 * @brief Retrieve and child actor by index.
488 * @pre The Actor has been initialized.
489 * @param[in] index The index of the child to retrieve
490 * @return The actor for the given index or empty handle if children not initialised
492 Actor GetChildAt(unsigned int index) const;
495 * @brief Search through this actor's hierarchy for an actor with the given name.
497 * The actor itself is also considered in the search
498 * @pre The Actor has been initialized.
499 * @param[in] actorName the name of the actor to find
500 * @return A handle to the actor if found, or an empty handle if not.
502 Actor FindChildByName(const std::string& actorName);
505 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
507 * The actor itself is also considered in the search
508 * @pre The Actor has been initialized.
509 * @param[in] id the ID of the actor to find
510 * @return A handle to the actor if found, or an empty handle if not.
512 Actor FindChildById(const unsigned int id);
515 * @brief Retrieve the actor's parent.
517 * @pre The actor has been initialized.
518 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
520 Actor GetParent() const;
525 * @brief Set the origin of an actor, within its parent's area.
527 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
528 * and (1.0, 1.0, 0.5) is the bottom-right corner.
529 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
530 * An actor position is the distance between this origin, and the actors anchor-point.
531 * @see Dali::ParentOrigin for predefined parent origin values
532 * @pre The Actor has been initialized.
533 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
534 * @param [in] origin The new parent-origin.
536 void SetParentOrigin(const Vector3& origin);
539 * @brief Retrieve the parent-origin of an actor.
541 * @pre The Actor has been initialized.
542 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
543 * @return The current parent-origin.
545 Vector3 GetCurrentParentOrigin() const;
548 * @brief Set the anchor-point of an actor.
550 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
551 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
552 * bottom-right corner. The default anchor point is
553 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
554 * An actor position is the distance between its parent-origin, and this anchor-point.
555 * An actor's rotation is centered around its anchor-point.
556 * @see Dali::AnchorPoint for predefined anchor point values
557 * @pre The Actor has been initialized.
558 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
559 * @param [in] anchorPoint The new anchor-point.
561 void SetAnchorPoint(const Vector3& anchorPoint);
564 * @brief Retrieve the anchor-point of an actor.
566 * @pre The Actor has been initialized.
567 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
568 * @return The current anchor-point.
570 Vector3 GetCurrentAnchorPoint() const;
573 * @brief Sets the size of an actor.
575 * Geometry can be scaled to fit within this area.
576 * This does not interfere with the actors scale factor.
577 * The actors default depth is the minimum of width & height.
578 * @pre The actor has been initialized.
579 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
580 * @param [in] width The new width.
581 * @param [in] height The new height.
583 void SetSize(float width, float height);
586 * @brief Sets the size of an actor.
588 * Geometry can be scaled to fit within this area.
589 * This does not interfere with the actors scale factor.
590 * @pre The actor has been initialized.
591 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
592 * @param [in] width The size of the actor along the x-axis.
593 * @param [in] height The size of the actor along the y-axis.
594 * @param [in] depth The size of the actor along the z-axis.
596 void SetSize(float width, float height, float depth);
599 * @brief Sets the size of an actor.
601 * Geometry can be scaled to fit within this area.
602 * This does not interfere with the actors scale factor.
603 * The actors default depth is the minimum of width & height.
604 * @pre The actor has been initialized.
605 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
606 * @param [in] size The new size.
608 void SetSize(const Vector2& size);
611 * @brief Sets the size of an actor.
613 * Geometry can be scaled to fit within this area.
614 * This does not interfere with the actors scale factor.
615 * @pre The actor has been initialized.
616 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
617 * @param [in] size The new size.
619 void SetSize(const Vector3& size);
622 * @brief Retrieve the actor's size.
624 * @pre The actor has been initialized.
625 * @note This return is the value that was set using SetSize or the target size of an animation
626 * @return The actor's current size.
628 Vector3 GetSize() const;
631 * @brief Retrieve the actor's size.
633 * @pre The actor has been initialized.
634 * @note This property can be animated; the return value may not match the value written with SetSize().
635 * @return The actor's current size.
637 Vector3 GetCurrentSize() const;
640 * Return the natural size of the actor.
642 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
644 * @return The actor's natural size
646 Vector3 GetNaturalSize() const;
649 * @brief Sets the position of the actor.
651 * The Actor's z position will be set to 0.0f.
652 * @pre The Actor has been initialized.
653 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
654 * @param [in] x The new x position
655 * @param [in] y The new y position
657 void SetPosition(float x, float y);
660 * @brief Sets the position of the Actor.
662 * @pre The Actor has been initialized.
663 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
664 * @param [in] x The new x position
665 * @param [in] y The new y position
666 * @param [in] z The new z position
668 void SetPosition(float x, float y, float z);
671 * @brief Sets the position of the Actor.
673 * @pre The Actor has been initialized.
674 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
675 * @param [in] position The new position
677 void SetPosition(const Vector3& position);
680 * @brief Set the position of an actor along the X-axis.
682 * @pre The Actor has been initialized.
683 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
684 * @param [in] x The new x position
689 * @brief Set the position of an actor along the Y-axis.
691 * @pre The Actor has been initialized.
692 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
693 * @param [in] y The new y position.
698 * @brief Set the position of an actor along the Z-axis.
700 * @pre The Actor has been initialized.
701 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
702 * @param [in] z The new z position
707 * @brief Move an actor relative to its existing position.
709 * @pre The actor has been initialized.
710 * @param[in] distance The actor will move by this distance.
712 void MoveBy(const Vector3& distance);
715 * @brief Retrieve the position of the Actor.
717 * @pre The Actor has been initialized.
718 * @note This property can be animated; the return value may not match the value written with SetPosition().
719 * @return the Actor's current position.
721 Vector3 GetCurrentPosition() const;
724 * @brief Retrieve the world-position of the Actor.
726 * @note The actor will not have a world-position, unless it has previously been added to the stage.
727 * @pre The Actor has been initialized.
728 * @return The Actor's current position in world coordinates.
730 Vector3 GetCurrentWorldPosition() const;
733 * @brief Set the actors position inheritance mode.
735 * The default is to inherit.
736 * Switching this off means that using SetPosition() sets the actor's world position.
737 * @see PositionInheritanceMode
738 * @pre The Actor has been initialized.
739 * @param[in] mode to use
741 void SetPositionInheritanceMode( PositionInheritanceMode mode );
744 * @brief Returns the actors position inheritance mode.
746 * @pre The Actor has been initialized.
747 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
749 PositionInheritanceMode GetPositionInheritanceMode() const;
752 * @brief Sets the rotation of the Actor.
754 * An actor's rotation is centered around its anchor point.
755 * @pre The Actor has been initialized.
756 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
757 * @param [in] angle The new rotation angle in degrees.
758 * @param [in] axis The new axis of rotation.
760 void SetRotation(const Degree& angle, const Vector3& axis);
763 * @brief Sets the rotation of the Actor.
765 * An actor's rotation is centered around its anchor point.
766 * @pre The Actor has been initialized.
767 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
768 * @param [in] angle The new rotation angle in radians.
769 * @param [in] axis The new axis of rotation.
771 void SetRotation(const Radian& angle, const Vector3& axis);
774 * @brief Sets the rotation of the Actor.
776 * @pre The Actor has been initialized.
777 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
778 * @param [in] rotation The new rotation.
780 void SetRotation(const Quaternion& rotation);
783 * @brief Apply a relative rotation to an actor.
785 * @pre The actor has been initialized.
786 * @param[in] angle The angle to the rotation to combine with the existing rotation.
787 * @param[in] axis The axis of the rotation to combine with the existing rotation.
789 void RotateBy(const Degree& angle, const Vector3& axis);
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 rotation.
796 * @param[in] axis The axis of the rotation to combine with the existing rotation.
798 void RotateBy(const Radian& angle, const Vector3& axis);
801 * @brief Apply a relative rotation to an actor.
803 * @pre The actor has been initialized.
804 * @param[in] relativeRotation The rotation to combine with the existing rotation.
806 void RotateBy(const Quaternion& relativeRotation);
809 * @brief Retreive the Actor's rotation.
811 * @pre The Actor has been initialized.
812 * @note This property can be animated; the return value may not match the value written with SetRotation().
813 * @return The current rotation.
815 Quaternion GetCurrentRotation() const;
818 * @brief Set whether a child actor inherits it's parent's orientation.
820 * Default is to inherit.
821 * Switching this off means that using SetRotation() sets the actor's world orientation.
822 * @pre The Actor has been initialized.
823 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
825 void SetInheritRotation(bool inherit);
828 * @brief Returns whether the actor inherit's it's parent's orientation.
830 * @pre The Actor has been initialized.
831 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
833 bool IsRotationInherited() const;
836 * @brief Retrieve the world-rotation of the Actor.
838 * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
839 * @pre The Actor has been initialized.
840 * @return The Actor's current rotation in the world.
842 Quaternion GetCurrentWorldRotation() const;
845 * @brief Set the scale factor applied to an actor.
847 * @pre The Actor has been initialized.
848 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
849 * @param [in] scale The scale factor applied on all axes.
851 void SetScale(float scale);
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] scaleX The scale factor applied along the x-axis.
859 * @param [in] scaleY The scale factor applied along the y-axis.
860 * @param [in] scaleZ The scale factor applied along the z-axis.
862 void SetScale(float scaleX, float scaleY, float scaleZ);
865 * @brief Set the scale factor applied to an actor.
867 * @pre The Actor has been initialized.
868 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
869 * @param [in] scale A vector representing the scale factor for each axis.
871 void SetScale(const Vector3& scale);
874 * @brief Apply a relative scale to an actor.
876 * @pre The actor has been initialized.
877 * @param[in] relativeScale The scale to combine with the actors existing scale.
879 void ScaleBy(const Vector3& relativeScale);
882 * @brief Retrieve the scale factor applied to an actor.
884 * @pre The Actor has been initialized.
885 * @note This property can be animated; the return value may not match the value written with SetScale().
886 * @return A vector representing the scale factor for each axis.
888 Vector3 GetCurrentScale() const;
891 * @brief Retrieve the world-scale of the Actor.
893 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
894 * @pre The Actor has been initialized.
895 * @return The Actor's current scale in the world.
897 Vector3 GetCurrentWorldScale() const;
900 * @brief Set whether a child actor inherits it's parent's scale.
902 * Default is to inherit.
903 * Switching this off means that using SetScale() sets the actor's world scale.
904 * @pre The Actor has been initialized.
905 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
907 void SetInheritScale( bool inherit );
910 * @brief Returns whether the actor inherit's it's parent's scale.
912 * @pre The Actor has been initialized.
913 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
915 bool IsScaleInherited() const;
918 * @brief Defines how a child actor's size is affected by its parent's size.
920 * The default is to ignore the parent's size and use the size property of this actor.
922 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
925 * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
926 * of its parent. The actor's size property is ignored.
928 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
929 * its parent's size by multiplying the parent size by
932 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
933 * its parent's size plus SizeModeFactor.
935 * @pre The Actor has been initialized.
936 * @param[in] mode The size relative to parent mode to use.
938 void SetSizeMode(const SizeMode mode);
941 * @brief Returns the actor's mode for modifying its size relative to its parent.
943 * @pre The Actor has been initialized.
944 * @return The mode used.
946 SizeMode GetSizeMode() const;
949 * @brief Sets the relative to parent size factor of the actor.
951 * This factor is only used when SizeMode is set to either:
952 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
953 * This actor's size is set to the actor's parent size multipled by or added to this factor,
954 * depending on SideMode (See SetSizeMode).
956 * @pre The Actor has been initialized.
957 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
959 void SetSizeModeFactor(const Vector3& factor);
962 * @brief Retrieve the relative to parent size factor of the actor.
964 * @pre The Actor has been initialized.
965 * @return The Actor's current relative size factor.
967 Vector3 GetSizeModeFactor() const;
970 * @brief Retrieves the world-matrix of the actor.
972 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
973 * @pre The Actor has been initialized.
974 * @return The Actor's current world matrix
976 Matrix GetCurrentWorldMatrix() const;
978 // Visibility & Color
981 * @brief Sets the visibility flag of an actor.
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 IsVisible().
985 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
986 * This is regardless of the individual visibility values of the children i.e. an actor will only be
987 * rendered if all of its parents have visibility set to true.
988 * @param [in] visible The new visibility flag.
990 void SetVisible(bool visible);
993 * @brief Retrieve the visibility flag of an actor.
995 * @pre The actor has been initialized.
996 * @note This property can be animated; the return value may not match the value written with SetVisible().
997 * @note If an actor is not visible, then the actor and its children will not be rendered.
998 * This is regardless of the individual visibility values of the children i.e. an actor will only be
999 * rendered if all of its parents have visibility set to true.
1000 * @return The visibility flag.
1002 bool IsVisible() const;
1005 * @brief Sets the opacity of an actor.
1007 * @pre The actor has been initialized.
1008 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1009 * @param [in] opacity The new opacity.
1011 void SetOpacity(float opacity);
1014 * @brief Apply a relative opacity change to an actor.
1016 * @pre The actor has been initialized.
1017 * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
1019 void OpacityBy(float relativeOpacity);
1022 * @brief Retrieve the actor's opacity.
1024 * @pre The actor has been initialized.
1025 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1026 * @return The actor's opacity.
1028 float GetCurrentOpacity() const;
1031 * @brief Sets the actor's color; this is an RGBA value.
1033 * The final color of the actor depends on its color mode.
1034 * @pre The Actor has been initialized.
1035 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1036 * @param [in] color The new color.
1038 void SetColor(const Vector4& color);
1041 * @brief Apply a relative color change to an actor.
1043 * @pre The actor has been initialized.
1044 * @param[in] relativeColor The color to combine with the actors existing color.
1046 void ColorBy(const Vector4& relativeColor);
1049 * @brief Retrieve the actor's color.
1051 * Actor's own color is not clamped.
1052 * @pre The Actor has been initialized.
1053 * @note This property can be animated; the return value may not match the value written with SetColor().
1054 * @return The color.
1056 Vector4 GetCurrentColor() const;
1059 * @brief Sets the actor's color mode.
1061 * This specifies whether the Actor uses its own color, or inherits
1062 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1063 * @pre The Actor has been initialized.
1064 * @param [in] colorMode to use.
1066 void SetColorMode( ColorMode colorMode );
1069 * @brief Returns the actor's color mode.
1071 * @pre The Actor has been initialized.
1072 * @return currently used colorMode.
1074 ColorMode GetColorMode() const;
1077 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1079 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1080 * @pre The Actor has been initialized.
1081 * @return The Actor's current color in the world.
1083 Vector4 GetCurrentWorldColor() const;
1086 * @brief Set how the actor and its children should be drawn.
1088 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1089 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1090 * other objects in the world i.e. it may be obscured if other objects are in front.
1092 * If DrawMode::OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
1093 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1094 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
1095 * and depth-testing will not be used.
1097 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1098 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1099 * actors within the Layer.
1101 * @param[in] drawMode The new draw-mode to use.
1102 * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
1103 * @note Layers do not inherit the DrawMode from their parents.
1105 void SetDrawMode( DrawMode::Type drawMode );
1108 * @brief Query how the actor and its children will be drawn.
1110 * @return True if the Actor is an overlay.
1112 DrawMode::Type GetDrawMode() const;
1117 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1119 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1120 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1121 * hover event signal will be emitted.
1123 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1125 * actor.SetSensitive(false);
1128 * Then, to re-enable the touch or hover event signal emission, the application should call:
1130 * actor.SetSensitive(true);
1133 * @see @see SignalTouch() and SignalHover().
1134 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1135 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1136 * hittable if all of its parents have sensitivity set to true.
1137 * @pre The Actor has been initialized.
1138 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1140 void SetSensitive(bool sensitive);
1143 * @brief Query whether an actor emits touch or hover event signals.
1145 * @note If an actor is not sensitive, then it's children will not be hittable either.
1146 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1147 * hittable if all of its parents have sensitivity set to true.
1148 * @pre The Actor has been initialized.
1149 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1151 bool IsSensitive() const;
1154 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1156 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1157 * @pre The Actor has been initialized.
1158 * @param[out] localX On return, the X-coordinate relative to the actor.
1159 * @param[out] localY On return, the Y-coordinate relative to the actor.
1160 * @param[in] screenX The screen X-coordinate.
1161 * @param[in] screenY The screen Y-coordinate.
1162 * @return True if the conversion succeeded.
1164 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1167 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1168 * the boundary of the actor.
1170 * @note By default, this is set to false as most actors do not require this.
1171 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1173 * @pre The Actor has been initialized.
1174 * @param[in] required Should be set to true if a Leave event is required
1176 void SetLeaveRequired(bool required);
1179 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1180 * the boundary of the actor.
1182 * @pre The Actor has been initialized.
1183 * @return true if a Leave event is required, false otherwise.
1185 bool GetLeaveRequired() const;
1188 * @brief Sets whether the actor should be focusable by keyboard navigation.
1190 * The default is true.
1191 * @pre The Actor has been initialized.
1192 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1195 void SetKeyboardFocusable( bool focusable );
1198 * @brief Returns whether the actor is focusable by keyboard navigation.
1200 * @pre The Actor has been initialized.
1201 * @return true if the actor is focusable by keyboard navigation, false if not.
1203 bool IsKeyboardFocusable() const;
1208 * @brief This signal is emitted when touch input is received.
1210 * A callback of the following type may be connected:
1212 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1214 * The return value of True, indicates that the touch event should be consumed.
1215 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1216 * @pre The Actor has been initialized.
1217 * @return The signal to connect to.
1219 TouchSignalType& TouchedSignal();
1222 * @brief This signal is emitted when hover input is received.
1224 * A callback of the following type may be connected:
1226 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1228 * The return value of True, indicates that the hover event should be consumed.
1229 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1230 * @pre The Actor has been initialized.
1231 * @return The signal to connect to.
1233 HoverSignalType& HoveredSignal();
1236 * @brief This signal is emitted when mouse wheel event is received.
1238 * A callback of the following type may be connected:
1240 * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
1242 * The return value of True, indicates that the mouse wheel event should be consumed.
1243 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1244 * @pre The Actor has been initialized.
1245 * @return The signal to connect to.
1247 MouseWheelEventSignalType& MouseWheelEventSignal();
1250 * @brief This signal is emitted after the actor has been connected to the stage.
1252 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1253 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1255 * @note When the parent of a set of actors is connected to the stage, then all of the children
1256 * will received this callback.
1258 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1266 * @return The signal
1268 OnStageSignalType& OnStageSignal();
1271 * @brief This signal is emitted after the actor has been disconnected from the stage.
1273 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1275 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1276 * will received this callback, starting with the leaf actors.
1278 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1286 * @return The signal
1288 OffStageSignalType& OffStageSignal();
1293 * @brief Enable dynamics for this actor.
1295 * The actor will behave as a rigid/soft body in the simulation
1296 * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
1298 * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
1299 * @return The DynamicsBody
1301 DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
1304 * @brief Add a joint constraint to this actor.
1306 * @param[in] attachedActor The other actor in the joint
1307 * @param[in] offset The offset (relative to this actor) of the origin of the joint
1308 * @return The new joint
1309 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1310 * @post If the two actors are already connected by a joint, The existing joint is returned
1311 * and offset is ignored.
1313 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
1316 * @brief Add a joint constraint to this actor.
1318 * @param[in] attachedActor The other actor in the joint
1319 * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
1320 * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
1321 * @return The new joint
1322 * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
1323 * @post If the two actors are already connected by a joint, The existing joint is returned
1324 * and offset is ignored.
1326 DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
1329 * @brief Get the number of DynamicsJoint objects added to this actor.
1331 * @return The number of DynamicsJoint objects added to this actor
1333 int GetNumberOfJoints() const;
1336 * @brief Get a joint by index.
1338 * @param[in] index The index of the joint.
1339 * Use GetNumberOfJoints to get the valid range of indices.
1340 * @return The joint.
1342 DynamicsJoint GetDynamicsJointByIndex( const int index );
1345 * @brief Get the joint between this actor and attachedActor.
1347 * @param[in] attachedActor The other actor in the joint
1348 * @return The joint.
1350 DynamicsJoint GetDynamicsJoint( Actor attachedActor );
1353 * @brief Remove a joint from this actor
1355 * @param[in] joint The joint to be removed
1357 void RemoveDynamicsJoint( DynamicsJoint joint );
1360 * @brief Disable dynamics for this actor.
1362 * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
1364 void DisableDynamics();
1367 * @brief Get the associated DynamicsBody.
1369 * @return A DynamicsBody
1371 DynamicsBody GetDynamicsBody();
1373 public: // Not intended for application developers
1376 * @brief This constructor is used by Dali New() methods.
1378 * @param [in] actor A pointer to a newly allocated Dali resource
1380 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1384 * @brief Helper for discarding an actor handle.
1386 * If the handle is empty, this method does nothing. Otherwise
1387 * actor.Unparent() will be called, followed by actor.Reset().
1388 * @param[in,out] actor A handle to an actor, or an empty handle.
1390 DALI_IMPORT_API void UnparentAndReset( Actor& actor );
1394 #endif // __DALI_ACTOR_H__