5 Actor is the primary object with which Dali applications interact. UI controls can be built by combining multiple actors.
7 There are different types of Actors supported by Dali. They all have the same
8 base functionality of the actor class.
11 var actor = new dali.Actor();
12 var imageActor = new dali.ImageActor();
13 var textActor = new dali.TextActor("hello world");
14 var meshActor = new dali.MeshActor();
15 var camera = new dali.CameraActor();
16 var layer = new dali.Layer();
19 ### Hello world example
21 var myActor = new dali.TextActor("hello-world");
23 myActor.name = "my first actor";
24 myActor.color = [ 1, 0, 0, 1]; // Red,Green,Blue, Alpha ( 1 == max, 0 = none )
25 myActor.scale = [ 2, 2, 1]; // double the width and height
27 // by default an actor is anchored to the top-left of it's parent actor
28 // change it to the middle
30 myActor.parentOrigin = [0.5,0.5,0.5];
33 dali.stage.add( myActor );
37 ### Positioning Actors
39 An actor inherits its parent's position. The relative position between the actor & parent is determined by 3 properties:
41 1) ParentOrigin. This Vector3 property defines a point within the parent actor's area.
43 ![ ](../assets/img/parent-origin.png)
46 The default is "top-left", which can be visualized in 2D as (0, 0), but is actually Vector3(0, 0, 0.5) in the 3D DALi world. The actor's position is relative to this point.
48 // to change parent origin to the centre
49 myActor.parentOrigin = [0.5, 0.5, 0.5];
52 2) AnchorPoint. This Vector3 property defines a point within the child actor's area.
54 ![ ](../assets/img/anchor-point.png)
56 The default is "center", which can be visualized in 2D as (0.5, 0.5), but is actually Vector3(0.5, 0.5, 0.5) in the 3D DALi world. The actor's position is also relative to this point.
58 // setting anchor point to the centre
59 myActor.anchorPoint = [0.5, 0.5, 0.5];
62 3) Position. This is the position vector between the parent-origin and anchor-point.
64 ![ ](../assets/img/actor-position.png)
66 Therefore by default, an actors position is the distance between its center and the top-left corner of its parent.
68 An actor added directly to the stage with position (X = stageWidth*0.5, Y = stageHeight*0.5), would appear in the center of the screen. Likewise an actor with position (X = actorWidth*0.5, Y = actorWidth*0.5), would appear at the top-left of the screen.
70 Note that since DALi is a 3D toolkit, this behaviour is the result of a default perspective camera setup.
72 ### Actor callback events
74 The actor provides the following call back events
76 | Name | Description | Parameters passed to call back |
77 |-------------------|----------------------------------------|--------------------------|
78 |touched | touch event | (actor, touchEvent ) |
79 |hovered | mouse or pointer hovering over actor | (actor, hoverEvent) |
80 |mouse-wheel-event | mouse wheel events | (actor, wheelEvent) |
81 |on-stage | actor has been moved on stage | (actor) |
82 |off-stage | actor has been moved off stage | (actor) |
87 Used to detect multiple touch events on the actor. The state of each touch point can be:
90 + "motion" = Finger dragged or hovered
91 + "leave" = Leave the boundary of an actor
92 + "stationary" = No change from last event. Useful when a multi-point event occurs where
93 all points are sent but indicates that this particular point has not changed since the last time
94 + "interrupted" = A system event has occurred which has interrupted the touch or hover event sequence
101 pointCount: int, // number of points touched ( multi-touch )
102 time: int, // The time in milliseconds that the touch event occurred.
103 points = [ touchPoints ], // array of TouchPoints, to support
107 "deviceId" : int, // Each touch point has a unique device ID
108 "state" : string, // touch state ="down,up,motion,leave,stationary, interrupted }
109 "sourceActor" : actor, // the actor that is emitting the callback (the actor that is hit maybe a child of it)
110 "hitActor" : actor, // actor that was hit
111 "local" : {x,y}, // co-ordinates of top left of hit actor (local.x, local.y)
112 "screen" : {x,y} // co-ordinates of top left of hit actor (screen.x, screen.y)
116 function OnPressed( actor, touchEvent )
118 var firstPoint = touchEvent.points[0];
119 log("first touch point = " + firstPoint.screen.x + "," +firstPoint.screen.x + "actor= "+firstPoint.hitActor );
121 var anim = new dali.Animation( 4 );
122 var rotation = new dali.Rotation( 90, 0, 0 ); // pitch, yaw, roll
123 anim.animateBy( actor, "rotation", rotation );
128 // connect to touch events
129 myActor.connect( "touched", onPressed );
138 pointCount // number of points hovered over
139 time // The time in milliseconds that the hover event occurred.
140 points[] // array of TouchPoints
143 // See touchEvent TouchPoint object
147 // connect to touch events
148 myActor.connect( "hovered", onHover);
150 #### Mouse wheel event
155 direction, // "vertical" or "horizontal" direction the wheel is being rolled
156 shiftPressed, // boolean, shift key is held
157 ctrlPressed, // boolean, ctrl key is held
158 altPressed, // boolean, alt key is held
159 keyModifiers, // bitmask of keys pressed
160 point {x,y}, // The co-ordinates of the mouse cursor relative to the top-left of the screen when the wheel is being rolled.
161 rolled, // offset of mouse wheel rolling, positive = rolling down, negative = rolling up
162 timestamp // The time in milliseconds that the mouse event occurred
165 // connect to touch events
166 myActor.connect( "mouse-wheel-event", onMouseWheel );
170 Key events are performed using the dali.stage object and dali.keyboardFocusManager.
171 - {{#crossLink "stage"}}Stage{{/crossLink}}
174 #### Multi-touch events
177 - {{#crossLink "MultiTouch"}}Multi Touch Events.{{/crossLink}}
182 Name | Type | Writable | Animatable
183 ------------------------|------------|--------------|-----------
184 anchorPoint |VECTOR3 | ✔ | ✘
185 anchorPointX |FLOAT | ✔ | ✘
186 anchorPointY |FLOAT | ✔ | ✘
187 anchorPointZ |FLOAT | ✔ | ✘
188 size |VECTOR3 | ✔ | ✔
189 sizeWidth |FLOAT | ✔ | ✔
190 sizeHeight |FLOAT | ✔ | ✔
191 sizeDepth |FLOAT | ✔ | ✔
192 position |VECTOR3 | ✔ | ✔
193 positionX |FLOAT | ✔ | ✔
194 positionY |FLOAT | ✔ | ✔
195 positionZ |FLOAT | ✔ | ✔
196 worldPosition |VECTOR3 | ✘ | ✘
197 worldPositionX |FLOAT | ✘ | ✘
198 worldPositionY |FLOAT | ✘ | ✘
199 worldPositionZ |FLOAT | ✘ | ✘
200 rotation |ROTATION | ✔ | ✔
201 worldRotation |ROTATION | ✘ | ✘
202 scale |VECTOR3 | ✔ | ✔
203 scaleX |FLOAT | ✔ | ✔
204 scaleY |FLOAT | ✔ | ✔
205 scaleZ |FLOAT | ✔ | ✔
206 worldScale |VECTOR3 | ✘ | ✘
207 visible |BOOLEAN | ✔ | ✔
208 color |VECTOR4 | ✔ | ✔
209 colorRed |FLOAT | ✔ | ✔
210 colorGreen |FLOAT | ✔ | ✔
211 colorBlue |FLOAT | ✔ | ✔
212 colorAlpha |FLOAT | ✔ | ✔
213 worldColor |VECTOR4 | ✘ | ✘
214 worldMatrix |MATRIX | ✘ | ✘
215 name |STRING | ✔ | ✘
216 sensitive |BOOLEAN | ✔ | ✘
217 leaveRequired |BOOLEAN | ✔ | ✘
218 inheritRotation |BOOLEAN | ✔ | ✘
219 inheritScale |BOOLEAN | ✔ | ✘
220 colorMode |NUMBER | ✔ | ✘
221 positionInheritance |NUMBER | ✔ | ✘
222 drawMode |NUMBER | ✔ | ✘
223 sizeMode |NUMBER | ✔ | ✘
224 sizeModeFactor |VECTOR3 | ✔ | ✘
234 * Actors parent origin
236 * @property parentOrigin
238 * @default TOP_LEFT (0.0, 0.0, 0.5).
243 * Actors parent origin X
245 * @property parentOriginX
252 * Actors parent origin-y
253 * @property parentOriginY
260 * Actors parent origin-z
261 * @property parentOriginZ
268 * Actors anchor point
269 * @property anchorPoint
271 * @default CENTER (0.5, 0.5, 0.5)
276 * Actors anchor point x
277 * @property anchorPointX
283 * Actors anchor point y
284 * @property anchorPointY
290 * Actors anchor point z
291 * @property anchorPointZ
306 * @property sizeWidth
313 * @property sizeHeight
320 * @property sizeDepth
335 * @property positionX
342 * @property positionY
349 * @property positionZ
356 * Actors world position
358 * @type dali Vector3 ( read-only, not animatable )
363 * Actors world x position
364 * @property worldPositionX
365 * @type Number ( read-only )
370 * Actors world y position
371 * @property worldPositionY
372 * @type Number ( read-only )
377 * Actors world z position
378 * @property worldPositionZ
379 * @type Number ( read-only )
387 * @type dali Rotation object
393 * Actors world-rotation
394 * @property worldRotation
395 * @type dali Rotation object ( read only)
429 * @property worldScale
430 * @type dali Vector3 ( read only )
435 * Actors visible flag
436 * If an actor is not visible, then the actor and its children will not be rendered.
437 * This is regardless of the individual visibility values of the children i.e. an actor will only be
438 * rendered if all of its parents have visibility set to true.
447 * The final color of the actor depends on its color mode.
448 * 4 components, red, green, blue and alpha. Each range from 0..1
450 * @type dali Vector 4
457 * @type Number ( 0..1)
463 * @property colorGreen
464 * @type Number ( 0..1)
470 * @property colorBlue
471 * @type Number ( 0..1)
476 * Actors world color.
477 * 4 components, red, green, blue and alpha. Each range from 0..1
478 * @property worldColor
479 * @type dali Vector 4 ( read only)
490 * Actors sensitive flag
491 * brief Sets whether an actor should emit touch event signals; @see SignalTouched().
493 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
494 * the touch event signal will be emitted.
496 * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling
498 * actor.sensitve = false;
500 * Then, to re-enable the touch event signal emission, the application should call:
502 * actor.sensitive = true;
504 * @property sensitive
506 * @default true ( is sensistive )
511 * Controls whether the actor should receive a notification when touch motion events leave
512 * the boundary of the actor.
514 * Note: Need to connect to the SignalTouch to actually receive this event.
515 * Should be set to true if a Leave event is required
517 * @property leaveRequired
518 * @default false, this is set to false as most actors do not require this.
523 * Set whether a child actor inherits it's parent's orientation.
525 * @property inheritRotation
532 * Set whether a child actor inherits it's parent's scale.
534 * @property inheritScale
541 * Set how the actor and its children should be drawn.
543 * Not all actors are renderable, but DrawMode can be inherited from any actor.
544 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
545 * other objects in the world i.e. it may be obscured if other objects are in front.
547 * If OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
548 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
549 * For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
550 * and depth-testing will not be used.
552 * If STENCIL is used, the actor and its children will be used to stencil-test other actors
553 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
554 * actors within the Layer.
558 * var actor.drawMode = dali.DRAW_MODE_NORMAL; // binary 00. The default draw-mode
559 * var actor.drawMode = dali.DRAW_MODE_OVERLAY; // binary 01. Draw the actor and its children as an overlay
560 * var actor.drawMode = dali.DRAW_MODE_STENCIL ;// binary 11. Draw the actor and its children into the stencil buffer
565 * @default 0 (Normal )
571 * Sets the actor's color mode.
573 * This specifies whether the Actor uses its own color, or inherits
574 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
577 * actor.colorMode = dali.COLOR_MODE_USE_OWN_COLOR; // Actor will use its own color
578 * actor.colorMode = dali.COLOR_MODE_USE_PARENT_COLOR; // Actor will use its parent color
579 * actor.colorMode = dali. COLOR_MODE_USE_OWN_MULTIPLY_PARENT_COLOR; // Actor will blend its color with its parents color.
580 * actor.colorMode = dali.COLOR_MODE_USE_OWN_MULTIPLY_PARENT_ALPHA ; // Actor will blend its alpha with its parents alpha. This means when parent fades in or out child does as well. This is the default.
584 * @property colorMode
585 * @default 2 (USE_OWN_MULTIPLY_PARENT_ALPHA )
590 * Set the actors position inheritance mode.
593 * actor.positionInheritance = dali.POSITION_INHERITANCE_INHERIT_PARENT_POSITION; // Actor will inherit its parent position. This is the default
594 * actor.positionInheritance = dali.POSITION_INHERITANCE_USE_PARENT_POSITION; // Actor will copy its parent position. This is useful if many actors are stacked together in the same place. This option ignores parent origin and anchor point.
595 * actor.positionInheritance = dali.POSITION_INHERITANCE_USE_PARENT_POSITION_PLUS_LOCAL_POSITION; // Actor will copy its parent position and add local position. This is useful if many actors are stacked together in the same place with an offset. This option ignores parent origin and anchor point.
596 * actor.positionInheritance = dali.POSITION_INHERITANCE_DONT_INHERIT_POSITION; // Actor will not inherit position. Local position is treated as world position. This is useful if a constraint is used to override local position or if an actor is positioned globally. This option ignores parent origin, anchor point and local position.
598 * Switching this off means that using SetPosition() sets the actor's world position.
600 * @property positionInheritance
601 * @default 0 (INHERIT_PARENT_POSITION )
603 POSTITION_INHERITANCE
607 * Defines how a child actor's size is affected by its parent's size.
609 * The default is to ignore the parent's size and use the size property of this actor.
611 * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
614 * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
615 * of its parent. The actor's size property is ignored.
617 * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
618 * its parent's size by multiplying the parent size by
621 * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
622 * its parent's size plus SizeModeFactor.
626 * actor.sizeMode = dali.USE_OWN_SIZE;
627 * actor.sizeMode = dali.SIZE_EQUAL_TO_PARENT;
628 * actor.sizeMode = dali.SIZE_RELATIVE_TO_PARENT;
629 * actor.sizeMode = dali.SIZE_FIXED_OFFSET_FROM_PARENT
633 * @default 0 (dali.SIZE_MODE_USE_OWN_SIZE; )
639 * @brief Sets the relative to parent size factor of the actor.
641 * This factor is only used when SizeMode is set to either:
642 * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
643 * This actor's size is set to the actor's parent size multipled by or added to this factor,
644 * depending on SideMode (See SetSizeMode).
646 * @property sizeModeFactor