5 * Copyright (c) 2018 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/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
35 * @addtogroup dali_core_actors
39 namespace Internal DALI_INTERNAL
58 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
61 * @brief Actor is the primary object with which Dali applications interact.
63 * UI controls can be built by combining multiple actors.
65 * <h3>Multi-Touch Events:</h3>
67 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
69 * <i>Hit Testing Rules Summary:</i>
71 * - An actor is only hittable if the actor's touch or hover signal has a connection.
72 * - An actor is only hittable when it is between the camera's near and far planes.
73 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
74 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
75 * - To be hittable, an actor must have a non-zero size.
76 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
78 * <i>Hit Test Algorithm:</i>
81 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
82 * - Stage's root layer can be used to catch unconsumed touch events.
85 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
88 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
89 * layers until we have a hit or there are none left.
90 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
92 * - If they are not, we skip hit testing the actors in that layer altogether.
93 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
96 * - The final part of hit testing is performed by walking through the actor tree within a layer.
97 * - The following pseudocode shows the algorithm used:
99 * HIT-TEST-WITHIN-LAYER( ACTOR )
101 * // Only hit-test the actor and its children if it is sensitive and visible
102 * IF ( ACTOR-IS-SENSITIVE &&
103 * ACTOR-IS-VISIBLE &&
104 * ACTOR-IS-ON-STAGE )
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 * For more information, see SetDrawMode().
153 * <i>Touch or hover Event Delivery:</i>
156 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
157 * the parent's touch or hover signal is emitted, and so on.
158 * - The following pseudocode shows the delivery mechanism:
160 * EMIT-TOUCH-SIGNAL( ACTOR )
162 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
164 * // Only do the emission if touch signal of actor has connections.
165 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
168 * IF ( NOT-CONSUMED )
170 * // If event is not consumed then deliver it to the parent unless we reach the root actor
171 * IF ( ACTOR-PARENT )
173 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
178 * EMIT-HOVER-SIGNAL( ACTOR )
180 * IF ( HOVER-SIGNAL-NOT-EMPTY )
182 * // Only do the emission if hover signal of actor has connections.
183 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
186 * IF ( NOT-CONSUMED )
188 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
189 * IF ( ACTOR-PARENT )
191 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
196 * - If there are several touch points, then the delivery is only to the first touch point's hit
197 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
198 * other touch points.
199 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
202 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
203 * hit actor (primary hit actor).
204 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
205 * (only if it requires leave signals); see SetLeaveRequired().
207 * - Interrupted State
208 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
209 * actor's touch or hover signals are emitted with an "Interrupted" state.
210 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
211 * touch or hover signals are also emitted with an "Interrupted" state.
212 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
213 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
214 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
215 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
217 * <h3>Key Events:</h3>
219 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
224 * | %Signal Name | Method |
225 * |-------------------|------------------------------|
226 * | touched | @ref TouchedSignal() |
227 * | hovered | @ref HoveredSignal() |
228 * | wheelEvent | @ref WheelEventSignal() |
229 * | onStage | @ref OnStageSignal() |
230 * | offStage | @ref OffStageSignal() |
231 * | onRelayout | @ref OnRelayoutSignal() |
234 * | %Action Name | %Actor method called |
235 * |-------------------|------------------------------|
236 * | show | %SetVisible( true ) |
237 * | hide | %SetVisible( false ) |
241 class DALI_CORE_API Actor : public Handle
246 * @brief Enumeration for the instance of properties belonging to the Actor class.
252 * @brief Enumeration for instance of properties belonging to the Actor class.
257 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
258 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
259 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
260 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
261 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
262 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
263 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
265 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
266 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
267 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
268 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
269 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
270 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
271 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
273 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
274 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
275 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
277 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
278 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
279 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
280 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
281 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
282 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
283 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
284 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
285 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
286 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
287 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
288 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
290 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
291 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
292 NAME, ///< name "name", type std::string @SINCE_1_0.0
293 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
294 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
295 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
296 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
297 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
298 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
299 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
300 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
301 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
302 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
303 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
304 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
305 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
306 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
307 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
308 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
309 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
310 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
313 * @brief The direction of the layout.
314 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
316 * @see LayoutDirection::Type for supported values.
321 * @brief Determines whether child actors inherit the layout direction from a parent.
322 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
325 INHERIT_LAYOUT_DIRECTION,
331 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
332 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
333 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
334 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
335 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
336 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
337 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
338 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
343 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
345 * Calling member functions with an uninitialized Actor handle is not allowed.
351 * @brief Creates an initialized Actor.
354 * @return A handle to a newly allocated Dali resource
359 * @brief Downcasts a handle to Actor handle.
361 * If handle points to an Actor object, the downcast produces valid handle.
362 * If not, the returned handle is left uninitialized.
365 * @param[in] handle to An object
366 * @return handle to a Actor object or an uninitialized handle
368 static Actor DownCast( BaseHandle handle );
371 * @brief Dali::Actor is intended as a base class.
373 * This is non-virtual since derived Handle types must not contain data or virtual methods.
379 * @brief Copy constructor.
382 * @param[in] copy The actor to copy
384 Actor(const Actor& copy);
387 * @brief Assignment operator
390 * @param[in] rhs The actor to copy
391 * @return A reference to this
393 Actor& operator=(const Actor& rhs);
396 * @brief Retrieves the Actor's name.
399 * @return The Actor's name
400 * @pre The Actor has been initialized.
402 const std::string& GetName() const;
405 * @brief Sets the Actor's name.
408 * @param[in] name The new name
409 * @pre The Actor has been initialized.
411 void SetName(const std::string& name);
414 * @brief Retrieves the unique ID of the actor.
418 * @pre The Actor has been initialized.
420 unsigned int GetId() const;
425 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
428 * @return True if the actor is the root actor
429 * @pre The Actor has been initialized.
434 * @brief Queries whether the actor is connected to the Stage.
436 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
438 * @return True if the actor is connected to the Stage
439 * @pre The Actor has been initialized.
440 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
442 bool OnStage() const;
445 * @brief Queries whether the actor is of class Dali::Layer.
448 * @return True if the actor is a layer
449 * @pre The Actor has been initialized.
451 bool IsLayer() const;
454 * @brief Gets the layer in which the actor is present.
457 * @return The layer, which will be uninitialized if the actor is off-stage
458 * @pre The Actor has been initialized.
463 * @brief Adds a child Actor to this Actor.
466 * @param[in] child The child
467 * @pre This Actor (the parent) has been initialized.
468 * @pre The child actor has been initialized.
469 * @pre The child actor is not the same as the parent actor.
470 * @pre The actor is not the Root actor.
471 * @post The child will be referenced by its parent. This means that the child will be kept alive,
472 * even if the handle passed into this method is reset or destroyed.
473 * @note If the child already has a parent, it will be removed from old parent
474 * and reparented to this actor. This may change child's position, color,
475 * scale etc as it now inherits them from this actor.
477 void Add(Actor child);
480 * @brief Removes a child Actor from this Actor.
482 * If the actor was not a child of this actor, this is a no-op.
484 * @param[in] child The child
485 * @pre This Actor (the parent) has been initialized.
486 * @pre The child actor is not the same as the parent actor.
488 void Remove(Actor child);
491 * @brief Removes an actor from its parent.
493 * If the actor has no parent, this method does nothing.
495 * @pre The (child) actor has been initialized.
500 * @brief Retrieves the number of children held by the actor.
503 * @return The number of children
504 * @pre The Actor has been initialized.
506 unsigned int GetChildCount() const;
509 * @brief Retrieve and child actor by index.
512 * @param[in] index The index of the child to retrieve
513 * @return The actor for the given index or empty handle if children not initialized
514 * @pre The Actor has been initialized.
516 Actor GetChildAt(unsigned int index) const;
519 * @brief Search through this actor's hierarchy for an actor with the given name.
521 * The actor itself is also considered in the search.
523 * @param[in] actorName The name of the actor to find
524 * @return A handle to the actor if found, or an empty handle if not
525 * @pre The Actor has been initialized.
527 Actor FindChildByName(const std::string& actorName);
530 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
532 * The actor itself is also considered in the search.
534 * @param[in] id The ID of the actor to find
535 * @return A handle to the actor if found, or an empty handle if not
536 * @pre The Actor has been initialized.
538 Actor FindChildById(const unsigned int id);
541 * @brief Retrieves the actor's parent.
544 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
545 * @pre The actor has been initialized.
547 Actor GetParent() const;
552 * @brief Sets the origin of an actor, within its parent's area.
554 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
555 * and (1.0, 1.0, 0.5) is the bottom-right corner.
556 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
557 * An actor's position is the distance between this origin, and the actor's anchor-point.
558 * @image html parent-origin.png
560 * @param[in] origin The new parent-origin
561 * @pre The Actor has been initialized.
562 * @see Dali::ParentOrigin for predefined parent origin values
564 void SetParentOrigin(const Vector3& origin);
567 * @brief Retrieves the parent-origin of an actor.
570 * @return The current parent-origin
571 * @pre The Actor has been initialized.
573 Vector3 GetCurrentParentOrigin() const;
576 * @brief Sets the anchor-point of an actor.
578 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
579 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
580 * bottom-right corner. The default anchor point is
581 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
582 * An actor position is the distance between its parent-origin and this anchor-point.
583 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
584 * @image html anchor-point.png
586 * @param[in] anchorPoint The new anchor-point
587 * @pre The Actor has been initialized.
588 * @see Dali::AnchorPoint for predefined anchor point values
590 void SetAnchorPoint(const Vector3& anchorPoint);
593 * @brief Retrieves the anchor-point of an actor.
596 * @return The current anchor-point
597 * @pre The Actor has been initialized.
599 Vector3 GetCurrentAnchorPoint() const;
602 * @brief Sets the size of an actor.
604 * Geometry can be scaled to fit within this area.
605 * This does not interfere with the actors scale factor.
606 * The actors default depth is the minimum of width & height.
608 * @param [in] width The new width
609 * @param [in] height The new height
610 * @pre The actor has been initialized.
612 void SetSize(float width, float height);
615 * @brief Sets the size of an actor.
617 * Geometry can be scaled to fit within this area.
618 * This does not interfere with the actors scale factor.
620 * @param[in] width The size of the actor along the x-axis
621 * @param[in] height The size of the actor along the y-axis
622 * @param[in] depth The size of the actor along the z-axis
623 * @pre The actor has been initialized.
625 void SetSize(float width, float height, float depth);
628 * @brief Sets the size of an actor.
630 * Geometry can be scaled to fit within this area.
631 * This does not interfere with the actors scale factor.
632 * The actors default depth is the minimum of width & height.
634 * @param[in] size The new size
635 * @pre The actor has been initialized.
637 void SetSize(const Vector2& size);
640 * @brief Sets the size of an actor.
642 * Geometry can be scaled to fit within this area.
643 * This does not interfere with the actors scale factor.
645 * @param [in] size The new size
646 * @pre The actor has been initialized.
648 void SetSize(const Vector3& size);
651 * @brief Retrieves the actor's size.
654 * @return The actor's target size
655 * @pre The actor has been initialized.
656 * @note This return is the value that was set using SetSize or the target size of an animation.
658 Vector3 GetTargetSize() const;
661 * @brief Retrieves the actor's size.
664 * @return The actor's current size
665 * @pre The actor has been initialized.
666 * @note This property can be animated; the return value may not match the value written with SetSize().
668 Vector3 GetCurrentSize() const;
671 * @brief Returns the natural size of the actor.
673 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
676 * @return The actor's natural size
678 Vector3 GetNaturalSize() const;
681 * @brief Sets the position of the Actor.
683 * By default, sets the position vector between the parent origin and anchor point (default).
685 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
687 * @image html actor-position.png
688 * The Actor's z position will be set to 0.0f.
690 * @param[in] x The new x position
691 * @param[in] y The new y position
692 * @pre The Actor has been initialized.
694 void SetPosition(float x, float y);
697 * @brief Sets the position of the Actor.
699 * By default, sets the position vector between the parent origin and anchor point (default).
701 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
703 * @image html actor-position.png
705 * @param[in] x The new x position
706 * @param[in] y The new y position
707 * @param[in] z The new z position
708 * @pre The Actor has been initialized.
710 void SetPosition(float x, float y, float z);
713 * @brief Sets the position of the Actor.
715 * By default, sets the position vector between the parent origin and anchor point (default).
717 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
719 * @image html actor-position.png
721 * @param[in] position The new position
722 * @pre The Actor has been initialized.
724 void SetPosition(const Vector3& position);
727 * @brief Sets the position of an actor along the X-axis.
730 * @param[in] x The new x position
731 * @pre The Actor has been initialized.
736 * @brief Sets the position of an actor along the Y-axis.
739 * @param[in] y The new y position
740 * @pre The Actor has been initialized.
745 * @brief Sets the position of an actor along the Z-axis.
748 * @param[in] z The new z position
749 * @pre The Actor has been initialized.
754 * @brief Translates an actor relative to its existing position.
757 * @param[in] distance The actor will move by this distance
758 * @pre The actor has been initialized.
760 void TranslateBy(const Vector3& distance);
763 * @brief Retrieves the position of the Actor.
766 * @return The Actor's current position
767 * @pre The Actor has been initialized.
768 * @note This property can be animated; the return value may not match the value written with SetPosition().
770 Vector3 GetCurrentPosition() const;
773 * @brief Retrieves the world-position of the Actor.
776 * @return The Actor's current position in world coordinates
777 * @pre The Actor has been initialized.
778 * @note The actor may not have a world-position unless it has been added to the stage.
780 Vector3 GetCurrentWorldPosition() const;
783 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
784 * @brief Sets the actors position inheritance mode.
786 * The default is to inherit.
787 * Switching this off means that using SetPosition() sets the actor's world position.
789 * @param[in] mode to use
790 * @pre The Actor has been initialized.
791 * @see PositionInheritanceMode
793 void SetPositionInheritanceMode( PositionInheritanceMode mode ) DALI_DEPRECATED_API;
796 * @brief Sets whether a child actor inherits it's parent's position.
798 * Default is to inherit.
799 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
800 * the world origin (0,0,0) to the anchor point of the actor.
802 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
803 * @pre The Actor has been initialized.
805 inline void SetInheritPosition( bool inherit )
807 SetProperty(Property::INHERIT_POSITION, inherit );
811 * @DEPRECATED_1_1.24 Use IsPositionInherited
812 * @brief Returns the actors position inheritance mode.
815 * @return Return the position inheritance mode
816 * @pre The Actor has been initialized.
818 PositionInheritanceMode GetPositionInheritanceMode() const DALI_DEPRECATED_API;
821 * @brief Returns whether the actor inherits its parent's position.
824 * @return @c true if the actor inherits its parent position, @c false if it uses world position
825 * @pre The Actor has been initialized.
827 inline bool IsPositionInherited() const
829 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
833 * @brief Sets the orientation of the Actor.
835 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
837 * @param[in] angle The new orientation angle in degrees
838 * @param[in] axis The new axis of orientation
839 * @pre The Actor has been initialized.
840 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
842 void SetOrientation( const Degree& angle, const Vector3& axis )
844 SetOrientation( Radian( angle ), axis );
848 * @brief Sets the orientation of the Actor.
850 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
852 * @param[in] angle The new orientation angle in radians
853 * @param[in] axis The new axis of orientation
854 * @pre The Actor has been initialized.
855 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
857 void SetOrientation(const Radian& angle, const Vector3& axis);
860 * @brief Sets the orientation of the Actor.
862 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
864 * @param[in] orientation The new orientation
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 GetCurrentOrientation().
868 void SetOrientation(const Quaternion& orientation);
871 * @brief Applies a relative rotation to an actor.
874 * @param[in] angle The angle to the rotation to combine with the existing orientation
875 * @param[in] axis The axis of the rotation to combine with the existing orientation
876 * @pre The actor has been initialized.
878 void RotateBy( const Degree& angle, const Vector3& axis )
880 RotateBy( Radian( angle ), axis );
884 * @brief Applies a relative rotation to an actor.
887 * @param[in] angle The angle to the rotation to combine with the existing orientation
888 * @param[in] axis The axis of the rotation to combine with the existing orientation
889 * @pre The actor has been initialized.
891 void RotateBy(const Radian& angle, const Vector3& axis);
894 * @brief Applies a relative rotation to an actor.
897 * @param[in] relativeRotation The rotation to combine with the existing orientation
898 * @pre The actor has been initialized.
900 void RotateBy(const Quaternion& relativeRotation);
903 * @brief Retrieves the Actor's orientation.
906 * @return The current orientation
907 * @pre The Actor has been initialized.
908 * @note This property can be animated; the return value may not match the value written with SetOrientation().
910 Quaternion GetCurrentOrientation() const;
913 * @brief Sets whether a child actor inherits it's parent's orientation.
915 * Default is to inherit.
916 * Switching this off means that using SetOrientation() sets the actor's world orientation.
918 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
919 * @pre The Actor has been initialized.
921 void SetInheritOrientation(bool inherit);
924 * @brief Returns whether the actor inherits its parent's orientation.
927 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
928 * @pre The Actor has been initialized.
930 bool IsOrientationInherited() const;
933 * @brief Retrieves the world-orientation of the Actor.
936 * @return The Actor's current orientation in the world
937 * @pre The Actor has been initialized.
938 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
940 Quaternion GetCurrentWorldOrientation() const;
943 * @brief Sets the scale factor applied to an actor.
946 * @param[in] scale The scale factor applied on all axes
947 * @pre The Actor has been initialized.
948 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
950 void SetScale(float scale);
953 * @brief Sets the scale factor applied to an actor.
956 * @param[in] scaleX The scale factor applied along the x-axis
957 * @param[in] scaleY The scale factor applied along the y-axis
958 * @param[in] scaleZ The scale factor applied along the z-axis
959 * @pre The Actor has been initialized.
960 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
962 void SetScale(float scaleX, float scaleY, float scaleZ);
965 * @brief Sets the scale factor applied to an actor.
968 * @param[in] scale A vector representing the scale factor for each axis
969 * @pre The Actor has been initialized.
970 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
972 void SetScale(const Vector3& scale);
975 * @brief Applies a relative scale to an actor.
978 * @param[in] relativeScale The scale to combine with the actor's existing scale
979 * @pre The actor has been initialized.
981 void ScaleBy(const Vector3& relativeScale);
984 * @brief Retrieves the scale factor applied to an actor.
987 * @return A vector representing the scale factor for each axis
988 * @pre The Actor has been initialized.
989 * @note This property can be animated; the return value may not match the value written with SetScale().
991 Vector3 GetCurrentScale() const;
994 * @brief Retrieves the world-scale of the Actor.
997 * @return The Actor's current scale in the world
998 * @pre The Actor has been initialized.
999 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
1001 Vector3 GetCurrentWorldScale() const;
1004 * @brief Sets whether a child actor inherits it's parent's scale.
1006 * Default is to inherit.
1007 * Switching this off means that using SetScale() sets the actor's world scale.
1009 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
1010 * @pre The Actor has been initialized.
1012 void SetInheritScale( bool inherit );
1015 * @brief Returns whether the actor inherits its parent's scale.
1018 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
1019 * @pre The Actor has been initialized.
1021 bool IsScaleInherited() const;
1024 * @brief Retrieves the world-matrix of the actor.
1027 * @return The Actor's current world matrix
1028 * @pre The Actor has been initialized.
1029 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1031 Matrix GetCurrentWorldMatrix() const;
1033 // Visibility & Color
1036 * @brief Sets the visibility flag of an actor.
1039 * @param[in] visible The new visibility flag
1040 * @pre The actor has been initialized.
1041 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1042 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1043 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1044 * rendered if all of its parents have visibility set to true.
1046 void SetVisible(bool visible);
1049 * @brief Retrieves the visibility flag of an actor.
1052 * @return The visibility flag
1053 * @pre The actor has been initialized.
1054 * @note This property can be animated; the return value may not match the value written with SetVisible().
1055 * @note If an actor is not visible, then the actor and its children will not be rendered.
1056 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1057 * rendered if all of its parents have visibility set to true.
1059 bool IsVisible() const;
1062 * @brief Sets the opacity of an actor.
1065 * @param[in] opacity The new opacity
1066 * @pre The actor has been initialized.
1067 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1069 void SetOpacity(float opacity);
1072 * @brief Retrieves the actor's opacity.
1075 * @return The actor's opacity
1076 * @pre The actor has been initialized.
1077 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1079 float GetCurrentOpacity() const;
1082 * @brief Sets the actor's color; this is an RGBA value.
1084 * The final color of the actor depends on its color mode.
1086 * @param[in] color The new color
1087 * @pre The Actor has been initialized.
1088 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1090 void SetColor(const Vector4& color);
1093 * @brief Retrieves the actor's color.
1095 * Actor's own color is not clamped.
1098 * @pre The Actor has been initialized.
1099 * @note This property can be animated; the return value may not match the value written with SetColor().
1101 Vector4 GetCurrentColor() const;
1104 * @brief Sets the actor's color mode.
1106 * This specifies whether the Actor uses its own color, or inherits
1107 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1109 * @param[in] colorMode ColorMode to use
1110 * @pre The Actor has been initialized.
1112 void SetColorMode( ColorMode colorMode );
1115 * @brief Returns the actor's color mode.
1118 * @return Currently used colorMode
1119 * @pre The Actor has been initialized.
1121 ColorMode GetColorMode() const;
1124 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1127 * @return The Actor's current color in the world
1128 * @pre The Actor has been initialized.
1129 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1131 Vector4 GetCurrentWorldColor() const;
1134 * @brief Sets how the actor and its children should be drawn.
1136 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1137 * If an object is in a 3D layer, it will be depth-tested against
1138 * other objects in the world i.e. it may be obscured if other objects are in front.
1140 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1141 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1142 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1143 * and depth-testing will not be used.
1146 * @param[in] drawMode The new draw-mode to use
1147 * @note Layers do not inherit the DrawMode from their parents.
1149 void SetDrawMode( DrawMode::Type drawMode );
1152 * @brief Queries how the actor and its children will be drawn.
1155 * @return Return the draw mode type
1157 DrawMode::Type GetDrawMode() const;
1162 * @brief Sets whether an actor should emit touch or hover signals.
1164 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1165 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1166 * hover event signal will be emitted.
1168 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1170 * actor.SetSensitive(false);
1173 * Then, to re-enable the touch or hover event signal emission, the application should call:
1175 * actor.SetSensitive(true);
1179 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1180 * @pre The Actor has been initialized.
1181 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1182 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1183 * hittable if all of its parents have sensitivity set to true.
1184 * @see @see TouchedSignal() and HoveredSignal().
1186 void SetSensitive(bool sensitive);
1189 * @brief Queries whether an actor emits touch or hover event signals.
1192 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1193 * @pre The Actor has been initialized.
1194 * @note If an actor is not sensitive, then it's children will not be hittable either.
1195 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1196 * hittable if all of its parents have sensitivity set to true.
1198 bool IsSensitive() const;
1201 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1204 * @param[out] localX On return, the X-coordinate relative to the actor
1205 * @param[out] localY On return, the Y-coordinate relative to the actor
1206 * @param[in] screenX The screen X-coordinate
1207 * @param[in] screenY The screen Y-coordinate
1208 * @return True if the conversion succeeded
1209 * @pre The Actor has been initialized.
1210 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1212 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1215 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1216 * the boundary of the actor.
1219 * @param[in] required Should be set to true if a Leave event is required
1220 * @pre The Actor has been initialized.
1221 * @note By default, this is set to false as most actors do not require this.
1222 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1225 void SetLeaveRequired(bool required);
1228 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1229 * the boundary of the actor.
1232 * @return @c true if a Leave event is required, @c false otherwise
1233 * @pre The Actor has been initialized.
1235 bool GetLeaveRequired() const;
1238 * @brief Sets whether the actor should be focusable by keyboard navigation.
1240 * The default is false.
1242 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1244 * @pre The Actor has been initialized.
1246 void SetKeyboardFocusable( bool focusable );
1249 * @brief Returns whether the actor is focusable by keyboard navigation.
1252 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1253 * @pre The Actor has been initialized.
1255 bool IsKeyboardFocusable() const;
1258 * @brief Raise actor above the next sibling actor.
1261 * @pre The Actor has been initialized.
1262 * @pre The Actor has been parented.
1267 * @brief Lower the actor below the previous sibling actor.
1270 * @pre The Actor has been initialized.
1271 * @pre The Actor has been parented.
1276 * @brief Raise actor above all other sibling actors.
1279 * @pre The Actor has been initialized.
1280 * @pre The Actor has been parented.
1285 * @brief Lower actor to the bottom of all other sibling actors.
1288 * @pre The Actor has been initialized.
1289 * @pre The Actor has been parented.
1291 void LowerToBottom();
1294 * @brief Raises the actor above the target actor.
1297 * @param[in] target The target actor
1298 * @pre The Actor has been initialized.
1299 * @pre The Actor has been parented.
1300 * @pre The target actor is a sibling.
1302 void RaiseAbove( Actor target );
1305 * @brief Lower the actor to below the target actor.
1308 * @param[in] target The target actor
1309 * @pre The Actor has been initialized.
1310 * @pre The Actor has been parented.
1311 * @pre The target actor is a sibling.
1313 void LowerBelow( Actor target );
1318 * @brief Sets the resize policy to be used for the given dimension(s).
1321 * @param[in] policy The resize policy to use
1322 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1324 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1327 * @brief Returns the resize policy used for a single dimension.
1330 * @param[in] dimension The dimension to get policy for
1331 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1333 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1336 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1339 * @param[in] policy The policy to use for when the size is set
1341 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1344 * @brief Returns the size scale policy in use.
1347 * @return Return the size scale policy
1349 SizeScalePolicy::Type GetSizeScalePolicy() const;
1352 * @brief Sets the relative to parent size factor of the actor.
1354 * This factor is only used when ResizePolicy is set to either:
1355 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1356 * This actor's size is set to the actor's size multiplied by or added to this factor,
1357 * depending on ResizePolicy ( See SetResizePolicy() ).
1360 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1361 * @pre The Actor has been initialized.
1363 void SetSizeModeFactor( const Vector3& factor );
1366 * @brief Retrieves the relative to parent size factor of the actor.
1369 * @return The Actor's current relative size factor
1370 * @pre The Actor has been initialized.
1372 Vector3 GetSizeModeFactor() const;
1375 * @brief Calculates the height of the actor given a width.
1377 * The natural size is used for default calculation.
1378 * size 0 is treated as aspect ratio 1:1.
1381 * @param[in] width Width to use
1382 * @return Return the height based on the width
1384 float GetHeightForWidth( float width );
1387 * @brief Calculates the width of the actor given a height.
1389 * The natural size is used for default calculation.
1390 * size 0 is treated as aspect ratio 1:1.
1393 * @param[in] height Height to use
1394 * @return Return the width based on the height
1396 float GetWidthForHeight( float height );
1399 * @brief Returns the value of negotiated dimension for the given dimension.
1402 * @param[in] dimension The dimension to retrieve
1403 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1405 float GetRelayoutSize( Dimension::Type dimension ) const;
1408 * @brief Sets the padding for use in layout.
1411 * @param[in] padding Padding for the actor
1413 void SetPadding( const Padding& padding );
1416 * @brief Returns the value of the padding.
1419 * @param[in] paddingOut The returned padding data
1421 void GetPadding( Padding& paddingOut ) const;
1424 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1427 * @param[in] size The minimum size
1429 void SetMinimumSize( const Vector2& size );
1432 * @brief Returns the minimum relayout size.
1435 * @return Return the minimum size
1437 Vector2 GetMinimumSize();
1440 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1443 * @param[in] size The maximum size
1445 void SetMaximumSize( const Vector2& size );
1448 * @brief Returns the maximum relayout size.
1451 * @return Return the maximum size
1453 Vector2 GetMaximumSize();
1456 * @brief Gets depth in the hierarchy for the actor.
1459 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1461 int GetHierarchyDepth();
1466 * @brief Adds a renderer to this actor.
1469 * @param[in] renderer Renderer to add to the actor
1470 * @return The index of the Renderer that was added
1471 * @pre The renderer must be initialized.
1474 unsigned int AddRenderer( Renderer& renderer );
1477 * @brief Gets the number of renderers on this actor.
1480 * @return The number of renderers on this actor
1482 unsigned int GetRendererCount() const;
1485 * @brief Gets a Renderer by index.
1488 * @param[in] index The index of the renderer to fetch
1489 * @return The renderer at the specified index
1490 * @pre The index must be between 0 and GetRendererCount()-1
1493 Renderer GetRendererAt( unsigned int index );
1496 * @brief Removes a renderer from the actor.
1499 * @param[in] renderer Handle to the renderer that is to be removed
1501 void RemoveRenderer( Renderer& renderer );
1504 * @brief Removes a renderer from the actor by index.
1507 * @param[in] index Index of the renderer that is to be removed
1508 * @pre The index must be between 0 and GetRendererCount()-1
1511 void RemoveRenderer( unsigned int index );
1516 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1517 * @brief This signal is emitted when touch input is received.
1519 * A callback of the following type may be connected:
1521 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1523 * The return value of True, indicates that the touch event should be consumed.
1524 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1526 * @return The signal to connect to
1527 * @pre The Actor has been initialized.
1529 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1532 * @brief This signal is emitted when touch input is received.
1534 * A callback of the following type may be connected:
1536 * bool YourCallbackName( Actor actor, TouchData& touch );
1538 * The return value of True, indicates that the touch event has been consumed.
1539 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1541 * @return The signal to connect to
1542 * @pre The Actor has been initialized.
1544 TouchDataSignalType& TouchSignal();
1547 * @brief This signal is emitted when hover input is received.
1549 * A callback of the following type may be connected:
1551 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1553 * The return value of True, indicates that the hover event should be consumed.
1554 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1556 * @return The signal to connect to
1557 * @pre The Actor has been initialized.
1559 HoverSignalType& HoveredSignal();
1562 * @brief This signal is emitted when wheel event is received.
1564 * A callback of the following type may be connected:
1566 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1568 * The return value of True, indicates that the wheel event should be consumed.
1569 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1571 * @return The signal to connect to
1572 * @pre The Actor has been initialized.
1574 WheelEventSignalType& WheelEventSignal();
1577 * @brief This signal is emitted after the actor has been connected to the stage.
1579 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1581 * @return The signal to connect to
1582 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1584 * @note When the parent of a set of actors is connected to the stage, then all of the children
1585 * will received this callback.
1586 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1598 OnStageSignalType& OnStageSignal();
1601 * @brief This signal is emitted after the actor has been disconnected from the stage.
1603 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1606 * @return The signal to connect to
1607 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1608 * will received this callback, starting with the leaf actors.
1609 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1622 OffStageSignalType& OffStageSignal();
1625 * @brief This signal is emitted after the size has been set on the actor during relayout
1628 * @return The signal
1630 OnRelayoutSignalType& OnRelayoutSignal();
1633 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1635 * A callback of the following type may be connected:
1637 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1639 * actor: The actor, or child of actor, whose layout direction has changed
1640 * type: Whether the actor's layout direction property has changed or a parent's.
1643 * @return The signal to connect to
1644 * @pre The Actor has been initialized.
1646 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1648 public: // Not intended for application developers
1652 * @brief This constructor is used by Actor::New() methods.
1655 * @param [in] actor A pointer to a newly allocated Dali resource
1657 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1662 * @brief Helper for discarding an actor handle.
1664 * If the handle is empty, this method does nothing. Otherwise
1665 * Actor::Unparent() will be called, followed by Actor::Reset().
1667 * @param[in,out] actor A handle to an actor, or an empty handle
1669 inline void UnparentAndReset( Actor& actor )
1683 #endif // DALI_ACTOR_H