// Copyright (c) 2017 Samsung Electronics Co., Ltd.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//
// This File has been auto-generated by SWIG and then modified using DALi Ruby Scripts
// Some have been manually changed
namespace Tizen.NUI
{
using System;
using System.Runtime.InteropServices;
///
/// Actor is the primary object with which Dali applications interact.
/// UI controls can be built by combining multiple actors.
///
public class Actor : Handle
{
private global::System.Runtime.InteropServices.HandleRef swigCPtr;
internal Actor(global::System.IntPtr cPtr, bool cMemoryOwn) : base(NDalicPINVOKE.Actor_SWIGUpcast(cPtr), cMemoryOwn)
{
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(this, cPtr);
}
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(Actor obj)
{
return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
}
~Actor()
{
DisposeQueue.Instance.Add(this);
}
///
/// To make Actor instance be disposed.
///
public override void Dispose()
{
if (!Stage.IsInstalled())
{
DisposeQueue.Instance.Add(this);
return;
}
lock (this)
{
if (swigCPtr.Handle != global::System.IntPtr.Zero)
{
if (swigCMemOwn)
{
swigCMemOwn = false;
NDalicPINVOKE.delete_Actor(swigCPtr);
}
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero);
}
global::System.GC.SuppressFinalize(this);
base.Dispose();
}
}
internal static Actor GetActorFromPtr(global::System.IntPtr cPtr)
{
Actor ret = new Actor(cPtr, false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal IntPtr GetPtrfromActor()
{
return (IntPtr)swigCPtr;
}
///
/// Retrieve the position of the Actor.
/// The coordinates are relative to the Actor's parent.
///
public Position CurrentPosition
{
get
{
return GetCurrentPosition();
}
}
///
/// Retrieve the size of the Actor.
/// The coordinates are relative to the Actor's parent.
///
public Size CurrentSize
{
get
{
return GetCurrentSize();
}
}
///
/// Retrieves the actor's parent.
///
public Actor Parent
{
get
{
return GetParent();
}
}
///
/// Retrieves and sets the actor's opacity.
///
public float Opacity
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.COLOR_ALPHA).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR_ALPHA, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Retrieves screen postion of actor's
///
public Vector2 ScreenPosition
{
get
{
Vector2 temp = new Vector2(0.0f, 0.0f);
GetProperty(Actor.Property.SCREEN_POSITION).Get(temp);
return temp;
}
}
///
/// Determines whether the anchor point should be used to determine the position of the actor.
/// This is true by default.
/// Note: If false, then the top-left of the actor is used for the position.
/// Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
///
public bool PositionUsesAnchorPoint
{
get
{
bool temp = false;
GetProperty(Actor.Property.POSITION_USES_ANCHOR_POINT).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.POSITION_USES_ANCHOR_POINT, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Queries whether the actor is connected to the Stage.
/// When an actor is connected, it will be directly or indirectly parented to the root Actor.
///
public bool IsOnStage
{
get
{
return OnStage();
}
}
///
/// Gets depth in the hierarchy for the actor.
///
public int HierarchyDepth
{
get
{
return GetHierarchyDepth();
}
}
///
/// Sets the sibling order of the actor so depth position can be defined within the same parent.
/// Note The initial value is 0.
/// Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the sibling order.
/// The values set by this Property will likely change.
///
public int SiblingOrder
{
get
{
int temp = 0;
GetProperty(Actor.Property.SIBLING_ORDER).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIBLING_ORDER, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Sets the size of an actor for Width and Height.
/// Geometry can be scaled to fit within this area.
/// This does not interfere with the actors scale factor.
/// The actors default depth is the minimum of Width & Height.
///
public Size2D Size2D
{
get
{
Size temp = new Size(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.SIZE).Get(temp);
return new Size2D(temp);
}
set
{
SetProperty(Actor.Property.SIZE, new PropertyValue(new Size(value)));
}
}
///
/// Sets the position of the Actor for X and Y.
/// By default, sets the position vector between the parent origin and anchor point(default).
/// If Position inheritance if disabled, sets the world position.
///
public Position2D Position2D
{
get
{
Position temp = new Position(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.POSITION).Get(temp);
return new Position2D(temp);
}
set
{
SetProperty(Actor.Property.POSITION, new PropertyValue(new Position(value)));
}
}
///
/// Sets the visibility flag of an actor as true to be shown.
/// Note This is an asynchronous method; the value written may not match a value subsequently read with Visible.
/// If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
/// This is regardless of the individual visibility values of the children i.e.an actor will only be rendered if all of its parents have visibility set to true.
///
public void Show()
{
SetVisible(true);
}
///
/// Sets the visibility flag of an actor as false to be hidden.
///
public void Hide()
{
SetVisible(false);
}
///
/// Raise actor above the next highest level of actor(s).
/// Note Sibling order of actors within the parent will be updated automatically.
/// Initially actors added to a parent will have the same sibling order and shown in relation to insertion order.
/// Raising this actor above actors with the same sibling order as each other will raise this actor above them.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
public void Raise()
{
NDalicPINVOKE.Raise(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Lower the actor to underneath the level below actor(s).
/// Note Sibling order of actors within the parent will be updated automatically.
/// Lowering this actor below actors with the same sibling order as each other will lower this actor above them.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
public void Lower()
{
NDalicPINVOKE.Lower(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Raise actor above all other actors.
/// Note Sibling order of actors within the parent will be updated automatically.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
public void RaiseToTop()
{
NDalicPINVOKE.RaiseToTop(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Lower actor to the bottom of all actors.
/// Note Sibling order of actors within the parent will be updated automatically.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
public void LowerToBottom()
{
NDalicPINVOKE.LowerToBottom(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Raise the actor to above the target actor.
/// Note Sibling order of actors within the parent will be updated automatically.
/// Actors on the level above the target actor will still be shown above this actor.
/// Raising this actor above actors with the same sibling order as each other will raise this actor above them.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
/// Will be raised above this actor
public void RaiseAbove(Actor target)
{
NDalicPINVOKE.RaiseAbove(swigCPtr, Actor.getCPtr(target));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Lower the actor to below the target actor.
/// Note Sibling order of actors within the parent will be updated automatically.
/// Lowering this actor below actors with the same sibling order as each other will lower this actor above them.
/// Once a raise or lower API is used that actor will then have an exclusive sibling order independent of insertion.
///
/// Will be lowered below this actor
public void LowerBelow(Actor target)
{
NDalicPINVOKE.RaiseAbove(swigCPtr, Actor.getCPtr(target));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal class Property : global::System.IDisposable
{
private global::System.Runtime.InteropServices.HandleRef swigCPtr;
protected bool swigCMemOwn;
internal Property(global::System.IntPtr cPtr, bool cMemoryOwn)
{
swigCMemOwn = cMemoryOwn;
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(this, cPtr);
}
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(Property obj)
{
return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
}
~Property()
{
Dispose();
}
public virtual void Dispose()
{
lock (this)
{
if (swigCPtr.Handle != global::System.IntPtr.Zero)
{
if (swigCMemOwn)
{
swigCMemOwn = false;
NDalicPINVOKE.delete_Actor_Property(swigCPtr);
}
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero);
}
global::System.GC.SuppressFinalize(this);
}
}
internal static readonly int SIBLING_ORDER = NDalicManualPINVOKE.Actor_Property_SIBLING_ORDER_get();
internal static readonly int OPACITY = NDalicManualPINVOKE.Actor_Property_OPACITY_get();
internal static readonly int SCREEN_POSITION = NDalicManualPINVOKE.Actor_Property_SCREEN_POSITION_get();
internal static readonly int POSITION_USES_ANCHOR_POINT = NDalicManualPINVOKE.Actor_Property_POSITION_USES_ANCHOR_POINT_get();
internal Property() : this(NDalicPINVOKE.new_Actor_Property(), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal static readonly int PARENT_ORIGIN = NDalicPINVOKE.Actor_Property_PARENT_ORIGIN_get();
internal static readonly int PARENT_ORIGIN_X = NDalicPINVOKE.Actor_Property_PARENT_ORIGIN_X_get();
internal static readonly int PARENT_ORIGIN_Y = NDalicPINVOKE.Actor_Property_PARENT_ORIGIN_Y_get();
internal static readonly int PARENT_ORIGIN_Z = NDalicPINVOKE.Actor_Property_PARENT_ORIGIN_Z_get();
internal static readonly int ANCHOR_POINT = NDalicPINVOKE.Actor_Property_ANCHOR_POINT_get();
internal static readonly int ANCHOR_POINT_X = NDalicPINVOKE.Actor_Property_ANCHOR_POINT_X_get();
internal static readonly int ANCHOR_POINT_Y = NDalicPINVOKE.Actor_Property_ANCHOR_POINT_Y_get();
internal static readonly int ANCHOR_POINT_Z = NDalicPINVOKE.Actor_Property_ANCHOR_POINT_Z_get();
internal static readonly int SIZE = NDalicPINVOKE.Actor_Property_SIZE_get();
internal static readonly int SIZE_WIDTH = NDalicPINVOKE.Actor_Property_SIZE_WIDTH_get();
internal static readonly int SIZE_HEIGHT = NDalicPINVOKE.Actor_Property_SIZE_HEIGHT_get();
internal static readonly int SIZE_DEPTH = NDalicPINVOKE.Actor_Property_SIZE_DEPTH_get();
internal static readonly int POSITION = NDalicPINVOKE.Actor_Property_POSITION_get();
internal static readonly int POSITION_X = NDalicPINVOKE.Actor_Property_POSITION_X_get();
internal static readonly int POSITION_Y = NDalicPINVOKE.Actor_Property_POSITION_Y_get();
internal static readonly int POSITION_Z = NDalicPINVOKE.Actor_Property_POSITION_Z_get();
internal static readonly int WORLD_POSITION = NDalicPINVOKE.Actor_Property_WORLD_POSITION_get();
internal static readonly int WORLD_POSITION_X = NDalicPINVOKE.Actor_Property_WORLD_POSITION_X_get();
internal static readonly int WORLD_POSITION_Y = NDalicPINVOKE.Actor_Property_WORLD_POSITION_Y_get();
internal static readonly int WORLD_POSITION_Z = NDalicPINVOKE.Actor_Property_WORLD_POSITION_Z_get();
internal static readonly int ORIENTATION = NDalicPINVOKE.Actor_Property_ORIENTATION_get();
internal static readonly int WORLD_ORIENTATION = NDalicPINVOKE.Actor_Property_WORLD_ORIENTATION_get();
internal static readonly int SCALE = NDalicPINVOKE.Actor_Property_SCALE_get();
internal static readonly int SCALE_X = NDalicPINVOKE.Actor_Property_SCALE_X_get();
internal static readonly int SCALE_Y = NDalicPINVOKE.Actor_Property_SCALE_Y_get();
internal static readonly int SCALE_Z = NDalicPINVOKE.Actor_Property_SCALE_Z_get();
internal static readonly int WORLD_SCALE = NDalicPINVOKE.Actor_Property_WORLD_SCALE_get();
internal static readonly int VISIBLE = NDalicPINVOKE.Actor_Property_VISIBLE_get();
internal static readonly int COLOR = NDalicPINVOKE.Actor_Property_COLOR_get();
internal static readonly int COLOR_RED = NDalicPINVOKE.Actor_Property_COLOR_RED_get();
internal static readonly int COLOR_GREEN = NDalicPINVOKE.Actor_Property_COLOR_GREEN_get();
internal static readonly int COLOR_BLUE = NDalicPINVOKE.Actor_Property_COLOR_BLUE_get();
internal static readonly int COLOR_ALPHA = NDalicPINVOKE.Actor_Property_COLOR_ALPHA_get();
internal static readonly int WORLD_COLOR = NDalicPINVOKE.Actor_Property_WORLD_COLOR_get();
internal static readonly int WORLD_MATRIX = NDalicPINVOKE.Actor_Property_WORLD_MATRIX_get();
internal static readonly int NAME = NDalicPINVOKE.Actor_Property_NAME_get();
internal static readonly int SENSITIVE = NDalicPINVOKE.Actor_Property_SENSITIVE_get();
internal static readonly int LEAVE_REQUIRED = NDalicPINVOKE.Actor_Property_LEAVE_REQUIRED_get();
internal static readonly int INHERIT_ORIENTATION = NDalicPINVOKE.Actor_Property_INHERIT_ORIENTATION_get();
internal static readonly int INHERIT_SCALE = NDalicPINVOKE.Actor_Property_INHERIT_SCALE_get();
internal static readonly int COLOR_MODE = NDalicPINVOKE.Actor_Property_COLOR_MODE_get();
internal static readonly int POSITION_INHERITANCE = NDalicPINVOKE.Actor_Property_POSITION_INHERITANCE_get();
internal static readonly int DRAW_MODE = NDalicPINVOKE.Actor_Property_DRAW_MODE_get();
internal static readonly int SIZE_MODE_FACTOR = NDalicPINVOKE.Actor_Property_SIZE_MODE_FACTOR_get();
internal static readonly int WIDTH_RESIZE_POLICY = NDalicPINVOKE.Actor_Property_WIDTH_RESIZE_POLICY_get();
internal static readonly int HEIGHT_RESIZE_POLICY = NDalicPINVOKE.Actor_Property_HEIGHT_RESIZE_POLICY_get();
internal static readonly int SIZE_SCALE_POLICY = NDalicPINVOKE.Actor_Property_SIZE_SCALE_POLICY_get();
internal static readonly int WIDTH_FOR_HEIGHT = NDalicPINVOKE.Actor_Property_WIDTH_FOR_HEIGHT_get();
internal static readonly int HEIGHT_FOR_WIDTH = NDalicPINVOKE.Actor_Property_HEIGHT_FOR_WIDTH_get();
internal static readonly int PADDING = NDalicPINVOKE.Actor_Property_PADDING_get();
internal static readonly int MINIMUM_SIZE = NDalicPINVOKE.Actor_Property_MINIMUM_SIZE_get();
internal static readonly int MAXIMUM_SIZE = NDalicPINVOKE.Actor_Property_MAXIMUM_SIZE_get();
internal static readonly int INHERIT_POSITION = NDalicPINVOKE.Actor_Property_INHERIT_POSITION_get();
internal static readonly int CLIPPING_MODE = NDalicPINVOKE.Actor_Property_CLIPPING_MODE_get();
}
///
/// Creates an initialized Actor.
///
public Actor() : this(NDalicPINVOKE.Actor_New(), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Downcasts a handle to Actor handle.
/// If handle points to an Actor object, the downcast produces valid handle.
/// If not, the returned handle is left uninitialized. *
///
/// handle to An object
/// handle to a Actor object or an uninitialized handle
public new static Actor DownCast(BaseHandle handle)
{
Actor ret = new Actor(NDalicPINVOKE.Actor_DownCast(BaseHandle.getCPtr(handle)), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Actor(Actor copy) : this(NDalicPINVOKE.new_Actor__SWIG_1(Actor.getCPtr(copy)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Actor Assign(Actor rhs)
{
Actor ret = new Actor(NDalicPINVOKE.Actor_Assign(swigCPtr, Actor.getCPtr(rhs)), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal string GetName()
{
string ret = NDalicPINVOKE.Actor_GetName(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetName(string name)
{
NDalicPINVOKE.Actor_SetName(swigCPtr, name);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal uint GetId()
{
uint ret = NDalicPINVOKE.Actor_GetId(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal bool IsRoot()
{
bool ret = NDalicPINVOKE.Actor_IsRoot(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal bool OnStage()
{
bool ret = NDalicPINVOKE.Actor_OnStage(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal bool IsLayer()
{
bool ret = NDalicPINVOKE.Actor_IsLayer(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Layer GetLayer()
{
Layer ret = new Layer(NDalicPINVOKE.Actor_GetLayer(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Adds a child Actor to this Actor.
/// Precondition : This Actor(the parent) has been initialized. The child actor has been initialized. The child actor is not the same as the parent actor.
/// PostCondition : The child will be referenced by its parent. This means that the child will be kept alive, even if the handle passed into this method is reset or destroyed.
/// Note : If the child already has a parent, it will be removed from old parent and reparented to this actor. This may change child's position, color, scale etc as it now inherits them from this actor.
///
/// The child
public void Add(Actor child)
{
NDalicPINVOKE.Actor_Add(swigCPtr, Actor.getCPtr(child));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Removes a child Actor from this Actor. If the actor was not a child of this actor, this is a no-op.
/// Precondition : This Actor(the parent) has been initialized. The child actor is not the same as the parent actor.
///
/// The child
public void Remove(Actor child)
{
NDalicPINVOKE.Actor_Remove(swigCPtr, Actor.getCPtr(child));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Unparent()
{
NDalicPINVOKE.Actor_Unparent(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Retrieves the number of children held by the actor.
/// Precondition : The Actor has been initialized.
///
/// The number of children
public uint GetChildCount()
{
uint ret = NDalicPINVOKE.Actor_GetChildCount(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Retrieve and child actor by index.
/// Precondition : The Actor has been initialized.
///
/// The index of the child to retrieve
/// The actor for the given index or empty handle if children not initialized
public Actor GetChildAt(uint index)
{
Actor ret = new Actor(NDalicPINVOKE.Actor_GetChildAt(swigCPtr, index), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Search through this actor's hierarchy for an actor with the given name.
/// The actor itself is also considered in the search.
///Precondition : The Actor has been initialized.
///
/// The name of the actor to find
/// A handle to the actor if found, or an empty handle if not
public Actor FindChildByName(string actorName)
{
Actor ret = new Actor(NDalicPINVOKE.Actor_FindChildByName(swigCPtr, actorName), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Actor FindChildById(uint id)
{
Actor ret = new Actor(NDalicPINVOKE.Actor_FindChildById(swigCPtr, id), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Actor GetParent()
{
Actor ret = new Actor(NDalicPINVOKE.Actor_GetParent(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetParentOrigin(Vector3 origin)
{
NDalicPINVOKE.Actor_SetParentOrigin(swigCPtr, Vector3.getCPtr(origin));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector3 GetCurrentParentOrigin()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetCurrentParentOrigin(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetAnchorPoint(Vector3 anchorPoint)
{
NDalicPINVOKE.Actor_SetAnchorPoint(swigCPtr, Vector3.getCPtr(anchorPoint));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector3 GetCurrentAnchorPoint()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetCurrentAnchorPoint(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetSize(float width, float height)
{
NDalicPINVOKE.Actor_SetSize__SWIG_0(swigCPtr, width, height);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetSize(float width, float height, float depth)
{
NDalicPINVOKE.Actor_SetSize__SWIG_1(swigCPtr, width, height, depth);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetSize(Vector2 size)
{
NDalicPINVOKE.Actor_SetSize__SWIG_2(swigCPtr, Vector2.getCPtr(size));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetSize(Vector3 size)
{
NDalicPINVOKE.Actor_SetSize__SWIG_3(swigCPtr, Vector3.getCPtr(size));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector3 GetTargetSize()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetTargetSize(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Size GetCurrentSize()
{
Size ret = new Size(NDalicPINVOKE.Actor_GetCurrentSize(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Returns the natural size of the actor.
/// Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
///
/// The actor's natural size
public Vector3 GetNaturalSize()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetNaturalSize(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetPosition(float x, float y)
{
NDalicPINVOKE.Actor_SetPosition__SWIG_0(swigCPtr, x, y);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetPosition(float x, float y, float z)
{
NDalicPINVOKE.Actor_SetPosition__SWIG_1(swigCPtr, x, y, z);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetPosition(Vector3 position)
{
NDalicPINVOKE.Actor_SetPosition__SWIG_2(swigCPtr, Vector3.getCPtr(position));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetX(float x)
{
NDalicPINVOKE.Actor_SetX(swigCPtr, x);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetY(float y)
{
NDalicPINVOKE.Actor_SetY(swigCPtr, y);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetZ(float z)
{
NDalicPINVOKE.Actor_SetZ(swigCPtr, z);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void TranslateBy(Vector3 distance)
{
NDalicPINVOKE.Actor_TranslateBy(swigCPtr, Vector3.getCPtr(distance));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Position GetCurrentPosition()
{
Position ret = new Position(NDalicPINVOKE.Actor_GetCurrentPosition(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Vector3 GetCurrentWorldPosition()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetCurrentWorldPosition(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetInheritPosition(bool inherit)
{
NDalicPINVOKE.Actor_SetInheritPosition(swigCPtr, inherit);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal PositionInheritanceMode GetPositionInheritanceMode()
{
PositionInheritanceMode ret = (PositionInheritanceMode)NDalicPINVOKE.Actor_GetPositionInheritanceMode(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal bool IsPositionInherited()
{
bool ret = NDalicPINVOKE.Actor_IsPositionInherited(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetOrientation(Degree angle, Vector3 axis)
{
NDalicPINVOKE.Actor_SetOrientation__SWIG_0(swigCPtr, Degree.getCPtr(angle), Vector3.getCPtr(axis));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetOrientation(Radian angle, Vector3 axis)
{
NDalicPINVOKE.Actor_SetOrientation__SWIG_1(swigCPtr, Radian.getCPtr(angle), Vector3.getCPtr(axis));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetOrientation(Rotation orientation)
{
NDalicPINVOKE.Actor_SetOrientation__SWIG_2(swigCPtr, Rotation.getCPtr(orientation));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void RotateBy(Degree angle, Vector3 axis)
{
NDalicPINVOKE.Actor_RotateBy__SWIG_0(swigCPtr, Degree.getCPtr(angle), Vector3.getCPtr(axis));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void RotateBy(Radian angle, Vector3 axis)
{
NDalicPINVOKE.Actor_RotateBy__SWIG_1(swigCPtr, Radian.getCPtr(angle), Vector3.getCPtr(axis));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void RotateBy(Rotation relativeRotation)
{
NDalicPINVOKE.Actor_RotateBy__SWIG_2(swigCPtr, Rotation.getCPtr(relativeRotation));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Rotation GetCurrentOrientation()
{
Rotation ret = new Rotation(NDalicPINVOKE.Actor_GetCurrentOrientation(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetInheritOrientation(bool inherit)
{
NDalicPINVOKE.Actor_SetInheritOrientation(swigCPtr, inherit);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool IsOrientationInherited()
{
bool ret = NDalicPINVOKE.Actor_IsOrientationInherited(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Rotation GetCurrentWorldOrientation()
{
Rotation ret = new Rotation(NDalicPINVOKE.Actor_GetCurrentWorldOrientation(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetScale(float scale)
{
NDalicPINVOKE.Actor_SetScale__SWIG_0(swigCPtr, scale);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetScale(float scaleX, float scaleY, float scaleZ)
{
NDalicPINVOKE.Actor_SetScale__SWIG_1(swigCPtr, scaleX, scaleY, scaleZ);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetScale(Vector3 scale)
{
NDalicPINVOKE.Actor_SetScale__SWIG_2(swigCPtr, Vector3.getCPtr(scale));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void ScaleBy(Vector3 relativeScale)
{
NDalicPINVOKE.Actor_ScaleBy(swigCPtr, Vector3.getCPtr(relativeScale));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector3 GetCurrentScale()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetCurrentScale(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Vector3 GetCurrentWorldScale()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetCurrentWorldScale(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetInheritScale(bool inherit)
{
NDalicPINVOKE.Actor_SetInheritScale(swigCPtr, inherit);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool IsScaleInherited()
{
bool ret = NDalicPINVOKE.Actor_IsScaleInherited(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Matrix GetCurrentWorldMatrix()
{
Matrix ret = new Matrix(NDalicPINVOKE.Actor_GetCurrentWorldMatrix(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetVisible(bool visible)
{
NDalicPINVOKE.Actor_SetVisible(swigCPtr, visible);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool IsVisible()
{
bool ret = NDalicPINVOKE.Actor_IsVisible(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetOpacity(float opacity)
{
NDalicPINVOKE.Actor_SetOpacity(swigCPtr, opacity);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal float GetCurrentOpacity()
{
float ret = NDalicPINVOKE.Actor_GetCurrentOpacity(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetColor(Vector4 color)
{
NDalicPINVOKE.Actor_SetColor(swigCPtr, Vector4.getCPtr(color));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector4 GetCurrentColor()
{
Vector4 ret = new Vector4(NDalicPINVOKE.Actor_GetCurrentColor(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetColorMode(ColorMode colorMode)
{
NDalicPINVOKE.Actor_SetColorMode(swigCPtr, (int)colorMode);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal ColorMode GetColorMode()
{
ColorMode ret = (ColorMode)NDalicPINVOKE.Actor_GetColorMode(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Vector4 GetCurrentWorldColor()
{
Vector4 ret = new Vector4(NDalicPINVOKE.Actor_GetCurrentWorldColor(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetDrawMode(DrawModeType drawMode)
{
NDalicPINVOKE.Actor_SetDrawMode(swigCPtr, (int)drawMode);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal DrawModeType GetDrawMode()
{
DrawModeType ret = (DrawModeType)NDalicPINVOKE.Actor_GetDrawMode(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetSensitive(bool sensitive)
{
NDalicPINVOKE.Actor_SetSensitive(swigCPtr, sensitive);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool IsSensitive()
{
bool ret = NDalicPINVOKE.Actor_IsSensitive(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Converts screen coordinates into the actor's coordinate system using the default camera.
/// Precondition : The Actor has been initialized.
/// Note : The actor coordinates are relative to the top-left(0.0, 0.0, 0.5)
///
/// On return, the X-coordinate relative to the actor
/// On return, the Y-coordinate relative to the actor
/// The screen X-coordinate
/// The screen Y-coordinate
/// True if the conversion succeeded
public bool ScreenToLocal(out float localX, out float localY, float screenX, float screenY)
{
bool ret = NDalicPINVOKE.Actor_ScreenToLocal(swigCPtr, out localX, out localY, screenX, screenY);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetLeaveRequired(bool required)
{
NDalicPINVOKE.Actor_SetLeaveRequired(swigCPtr, required);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool GetLeaveRequired()
{
bool ret = NDalicPINVOKE.Actor_GetLeaveRequired(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetKeyboardFocusable(bool focusable)
{
NDalicPINVOKE.Actor_SetKeyboardFocusable(swigCPtr, focusable);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal bool IsKeyboardFocusable()
{
bool ret = NDalicPINVOKE.Actor_IsKeyboardFocusable(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetResizePolicy(ResizePolicyType policy, DimensionType dimension)
{
NDalicPINVOKE.Actor_SetResizePolicy(swigCPtr, (int)policy, (int)dimension);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal ResizePolicyType GetResizePolicy(DimensionType dimension)
{
ResizePolicyType ret = (ResizePolicyType)NDalicPINVOKE.Actor_GetResizePolicy(swigCPtr, (int)dimension);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetSizeScalePolicy(SizeScalePolicyType policy)
{
NDalicPINVOKE.Actor_SetSizeScalePolicy(swigCPtr, (int)policy);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal SizeScalePolicyType GetSizeScalePolicy()
{
SizeScalePolicyType ret = (SizeScalePolicyType)NDalicPINVOKE.Actor_GetSizeScalePolicy(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Sets the relative to parent size factor of the actor.
/// This factor is only used when ResizePolicy is set to either
/// This actor's size is set to the actor's size multiplied by or added to this factor, depending on ResizePolicy
/// Precondition : The Actor has been initialized.
///
/// A Vector3 representing the relative factor to be applied to each axis
public void SetSizeModeFactor(Vector3 factor)
{
NDalicPINVOKE.Actor_SetSizeModeFactor(swigCPtr, Vector3.getCPtr(factor));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector3 GetSizeModeFactor()
{
Vector3 ret = new Vector3(NDalicPINVOKE.Actor_GetSizeModeFactor(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Calculates the height of the actor given a width.
/// The natural size is used for default calculation.
/// size 0 is treated as aspect ratio 1:1.
///
/// Width to use
/// the height based on the width
public float GetHeightForWidth(float width)
{
float ret = NDalicPINVOKE.Actor_GetHeightForWidth(swigCPtr, width);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Calculates the width of the actor given a height.
/// The natural size is used for default calculation.
/// size 0 is treated as aspect ratio 1:1.
///
/// Height to use
/// the width based on the height
public float GetWidthForHeight(float height)
{
float ret = NDalicPINVOKE.Actor_GetWidthForHeight(swigCPtr, height);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
public float GetRelayoutSize(DimensionType dimension)
{
float ret = NDalicPINVOKE.Actor_GetRelayoutSize(swigCPtr, (int)dimension);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Sets the padding for use in layout.
///
/// padding Padding for the actor
public void SetPadding(PaddingType padding)
{
NDalicPINVOKE.Actor_SetPadding(swigCPtr, PaddingType.getCPtr(padding));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Returns the value of the padding.
///
/// The returned padding data
public void GetPadding(PaddingType paddingOut)
{
NDalicPINVOKE.Actor_GetPadding(swigCPtr, PaddingType.getCPtr(paddingOut));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetMinimumSize(Vector2 size)
{
NDalicPINVOKE.Actor_SetMinimumSize(swigCPtr, Vector2.getCPtr(size));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector2 GetMinimumSize()
{
Vector2 ret = new Vector2(NDalicPINVOKE.Actor_GetMinimumSize(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetMaximumSize(Vector2 size)
{
NDalicPINVOKE.Actor_SetMaximumSize(swigCPtr, Vector2.getCPtr(size));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector2 GetMaximumSize()
{
Vector2 ret = new Vector2(NDalicPINVOKE.Actor_GetMaximumSize(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal int GetHierarchyDepth()
{
int ret = NDalicPINVOKE.Actor_GetHierarchyDepth(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal uint AddRenderer(Renderer renderer)
{
uint ret = NDalicPINVOKE.Actor_AddRenderer(swigCPtr, Renderer.getCPtr(renderer));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal uint GetRendererCount()
{
uint ret = NDalicPINVOKE.Actor_GetRendererCount(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Renderer GetRendererAt(uint index)
{
Renderer ret = new Renderer(NDalicPINVOKE.Actor_GetRendererAt(swigCPtr, index), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void RemoveRenderer(Renderer renderer)
{
NDalicPINVOKE.Actor_RemoveRenderer__SWIG_0(swigCPtr, Renderer.getCPtr(renderer));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void RemoveRenderer(uint index)
{
NDalicPINVOKE.Actor_RemoveRenderer__SWIG_1(swigCPtr, index);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal SWIGTYPE_p_Dali__SignalT_bool_fDali__Actor_Dali__TouchEvent_const_RF_t TouchedSignal()
{
SWIGTYPE_p_Dali__SignalT_bool_fDali__Actor_Dali__TouchEvent_const_RF_t ret = new SWIGTYPE_p_Dali__SignalT_bool_fDali__Actor_Dali__TouchEvent_const_RF_t(NDalicPINVOKE.Actor_TouchedSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorTouchDataSignal TouchSignal()
{
ActorTouchDataSignal ret = new ActorTouchDataSignal(NDalicPINVOKE.Actor_TouchSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorHoverSignal HoveredSignal()
{
ActorHoverSignal ret = new ActorHoverSignal(NDalicPINVOKE.Actor_HoveredSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorWheelSignal WheelEventSignal()
{
ActorWheelSignal ret = new ActorWheelSignal(NDalicPINVOKE.Actor_WheelEventSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorSignal OnStageSignal()
{
ActorSignal ret = new ActorSignal(NDalicPINVOKE.Actor_OnStageSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorSignal OffStageSignal()
{
ActorSignal ret = new ActorSignal(NDalicPINVOKE.Actor_OffStageSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal ActorSignal OnRelayoutSignal()
{
ActorSignal ret = new ActorSignal(NDalicPINVOKE.Actor_OnRelayoutSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Gets/Sets the origin of an actor, within its parent's area.
/// This is expressed in unit coordinates, such that(0.0, 0.0, 0.5) is the top-left corner of the parent, and(1.0, 1.0, 0.5) is the bottom-right corner.
/// The default parent-origin is ParentOrigin.TopLeft (0.0, 0.0, 0.5).
/// An actor's position is the distance between this origin, and the actor's anchor-point.
/// Precondition : The Actor has been initialized.
///
public Position ParentOrigin
{
get
{
Position temp = new Position(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.PARENT_ORIGIN).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.PARENT_ORIGIN, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the anchor-point of an actor.
/// This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the actor, and(1.0, 1.0, 0.5) is the bottom-right corner.
/// The default anchor point is AnchorPoint.Center (0.5, 0.5, 0.5).
/// An actor position is the distance between its parent-origin and this anchor-point.
/// An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
/// Precondition : The Actor has been initialized.
///
public Position AnchorPoint
{
get
{
Position temp = new Position(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.ANCHOR_POINT).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.ANCHOR_POINT, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the size of an actor.
/// Geometry can be scaled to fit within this area.
/// This does not interfere with the actors scale factor.
///
public Size Size
{
get
{
Size temp = new Size(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.SIZE).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIZE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the size width of an actor.
///
public float SizeWidth
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SIZE_WIDTH).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIZE_WIDTH, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the size height of an actor.
///
public float SizeHeight
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SIZE_HEIGHT).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIZE_HEIGHT, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the size depth of an actor.
///
public float SizeDepth
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SIZE_DEPTH).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIZE_DEPTH, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the position of the Actor.
/// By default, sets the position vector between the parent origin and anchor point(default).
/// If Position inheritance if disabled, sets the world position.
///
public Position Position
{
get
{
Position temp = new Position(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.POSITION).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.POSITION, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the position x of the Actor.
///
public float PositionX
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.POSITION_X).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.POSITION_X, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the position y of the Actor.
///
public float PositionY
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.POSITION_Y).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.POSITION_Y, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the position z of the Actor.
///
public float PositionZ
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.POSITION_Z).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.POSITION_Z, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the world position of the Actor.
///
public Vector3 WorldPosition
{
get
{
Vector3 temp = new Vector3(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.WORLD_POSITION).Get(temp);
return temp;
}
}
///
/// Gets/Sets the orientation of the Actor.
/// An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
/// Note: This is an asynchronous method.
///
public Rotation Orientation
{
get
{
Rotation temp = new Rotation();
GetProperty(Actor.Property.ORIENTATION).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.ORIENTATION, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the world orientation of the Actor.
///
public Rotation WorldOrientation
{
get
{
Rotation temp = new Rotation();
GetProperty(Actor.Property.WORLD_ORIENTATION).Get(temp);
return temp;
}
}
///
/// Gets/Sets the scale factor applied to an actor.
/// Note : This is an asynchronous method.
///
public Vector3 Scale
{
get
{
Vector3 temp = new Vector3(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.SCALE).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.SCALE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the scale x factor applied to an actor.
///
public float ScaleX
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SCALE_X).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SCALE_X, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the scale y factor applied to an actor.
///
public float ScaleY
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SCALE_Y).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SCALE_Y, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the scale z factor applied to an actor.
///
public float ScaleZ
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.SCALE_Z).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SCALE_Z, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets the world scale of Actor.
///
public Vector3 WorldScale
{
get
{
Vector3 temp = new Vector3(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.WORLD_SCALE).Get(temp);
return temp;
}
}
///
/// Retrieves the visibility flag of an actor.
/// Note : If an actor is not visible, then the actor and its children will not be rendered.
/// This is regardless of the individual visibility values of the children i.e.an actor will only be rendered if all of its parents have visibility set to true.
///
public bool Visible
{
get
{
bool temp = false;
GetProperty(Actor.Property.VISIBLE).Get(ref temp);
return temp;
}
/* only get is required : removed
set
{
SetProperty(Actor.Property.VISIBLE, new Tizen.NUI.PropertyValue(value));
}
*/
}
///
/// Gets/Sets the actor's mix color; this is an RGBA value.
/// The final color of the actor depends on its color mode.
/// Note : This is an asynchronous method.
///
public Color MixColor
{
get
{
Color temp = new Color(0.0f, 0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.COLOR).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the actor's mix color red.
///
public float ColorRed
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.COLOR_RED).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR_RED, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the actor's mix color green.
///
public float ColorGreen
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.COLOR_GREEN).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR_GREEN, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the actor's mix color blue
///
public float ColorBlue
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.COLOR_BLUE).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR_BLUE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the actor's mix color alpha.
///
public float ColorAlpha
{
get
{
float temp = 0.0f;
GetProperty(Actor.Property.COLOR_ALPHA).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.COLOR_ALPHA, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets the actor's world color.
///
public Color WorldColor
{
get
{
Color temp = new Color(0.0f, 0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.WORLD_COLOR).Get(temp);
return temp;
}
}
///
/// Gets/Sets the Actor's name.
///
public string Name
{
get
{
string temp;
GetProperty(Actor.Property.NAME).Get(out temp);
return temp;
}
set
{
SetProperty(Actor.Property.NAME, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the status of whether an actor should emit touch or hover signals.
///
public bool Sensitive
{
get
{
bool temp = false;
GetProperty(Actor.Property.SENSITIVE).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.SENSITIVE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the status of whether the actor should receive a notification when touch or hover motion events leave the boundary of the actor.
///
public bool LeaveRequired
{
get
{
bool temp = false;
GetProperty(Actor.Property.LEAVE_REQUIRED).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.LEAVE_REQUIRED, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the status of whether a child actor inherits it's parent's orientation.
///
public bool InheritOrientation
{
get
{
bool temp = false;
GetProperty(Actor.Property.INHERIT_ORIENTATION).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.INHERIT_ORIENTATION, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the status of whether a child actor inherits it's parent's scale.
///
public bool InheritScale
{
get
{
bool temp = false;
GetProperty(Actor.Property.INHERIT_SCALE).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.INHERIT_SCALE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the actor's color mode.
/// This specifies whether the Actor uses its own color, or inherits its parent color.
/// The default is UseOwnMultiplyParentAlpha.
///
public ColorMode ColorMode
{
get
{
string temp;
if (GetProperty(Actor.Property.COLOR_MODE).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "ColorMode get error!");
}
switch (temp)
{
case "USE_OWN_COLOR":
return ColorMode.UseOwnColor;
case "USE_PARENT_COLOR":
return ColorMode.UseParentColor;
case "USE_OWN_MULTIPLY_PARENT_COLOR":
return ColorMode.UseOwnMultiplyParentColor;
case "USE_OWN_MULTIPLY_PARENT_ALPHA":
return ColorMode.UseOwnMultiplyParentAlpha;
default:
return ColorMode.UseOwnMultiplyParentAlpha;
}
}
set
{
SetProperty(Actor.Property.COLOR_MODE, new Tizen.NUI.PropertyValue((int)value));
}
}
///
/// Gets/Sets the status of how the actor and its children should be drawn.
/// Not all actors are renderable, but DrawMode can be inherited from any actor.
/// If an object is in a 3D layer, it will be depth-tested against other objects in the world i.e. it may be obscured if other objects are in front.
/// If DrawMode.Overlay2D is used, the actor and its children will be drawn as a 2D overlay.
/// Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
/// For overlay actors, the drawing order is with respect to tree levels of Actors, and depth-testing will not be used.
///
public DrawModeType DrawMode
{
get
{
string temp;
if (GetProperty(Actor.Property.DRAW_MODE).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "DrawMode get error!");
}
switch (temp)
{
case "NORMAL":
return DrawModeType.Normal;
case "OVERLAY_2D":
return DrawModeType.Overlay2D;
case "STENCIL":
return DrawModeType.Stencil;
default:
return DrawModeType.Normal;
}
}
set
{
SetProperty(Actor.Property.DRAW_MODE, new Tizen.NUI.PropertyValue((int)value));
}
}
///
/// Gets/Sets the relative to parent size factor of the actor.
/// This factor is only used when ResizePolicyType is set to either: ResizePolicyType.SizeRelativeToParent or ResizePolicyType.SizeFixedOffsetFromParent.
/// This actor's size is set to the actor's size multiplied by or added to this factor, depending on ResizePolicyType.
///
public Vector3 SizeModeFactor
{
get
{
Vector3 temp = new Vector3(0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.SIZE_MODE_FACTOR).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.SIZE_MODE_FACTOR, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the width resize policy to be used for the given dimension(s).
///
public ResizePolicyType WidthResizePolicy
{
get
{
string temp;
if (GetProperty(Actor.Property.WIDTH_RESIZE_POLICY).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "WidthResizePolicy get error!");
}
switch (temp)
{
case "FIXED":
return ResizePolicyType.Fixed;
case "USE_NATURAL_SIZE":
return ResizePolicyType.UseNaturalSize;
case "FILL_TO_PARENT":
return ResizePolicyType.FillToParent;
case "SIZE_RELATIVE_TO_PARENT":
return ResizePolicyType.SizeRelativeToParent;
case "SIZE_FIXED_OFFSET_FROM_PARENT":
return ResizePolicyType.SizeFixedOffsetFromParent;
case "FIT_TO_CHILDREN":
return ResizePolicyType.FitToChildren;
case "DIMENSION_DEPENDENCY":
return ResizePolicyType.DimensionDependency;
case "USE_ASSIGNED_SIZE":
return ResizePolicyType.UseAssignedSize;
default:
return ResizePolicyType.Fixed;
}
}
set
{
SetProperty(Actor.Property.WIDTH_RESIZE_POLICY, new Tizen.NUI.PropertyValue((int)value));
}
}
///
/// Gets/Sets the height resize policy to be used for the given dimension(s).
///
public ResizePolicyType HeightResizePolicy
{
get
{
string temp;
if (GetProperty(Actor.Property.HEIGHT_RESIZE_POLICY).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "HeightResizePolicy get error!");
}
switch (temp)
{
case "FIXED":
return ResizePolicyType.Fixed;
case "USE_NATURAL_SIZE":
return ResizePolicyType.UseNaturalSize;
case "FILL_TO_PARENT":
return ResizePolicyType.FillToParent;
case "SIZE_RELATIVE_TO_PARENT":
return ResizePolicyType.SizeRelativeToParent;
case "SIZE_FIXED_OFFSET_FROM_PARENT":
return ResizePolicyType.SizeFixedOffsetFromParent;
case "FIT_TO_CHILDREN":
return ResizePolicyType.FitToChildren;
case "DIMENSION_DEPENDENCY":
return ResizePolicyType.DimensionDependency;
case "USE_ASSIGNED_SIZE":
return ResizePolicyType.UseAssignedSize;
default:
return ResizePolicyType.Fixed;
}
}
set
{
SetProperty(Actor.Property.HEIGHT_RESIZE_POLICY, new Tizen.NUI.PropertyValue((int)value));
}
}
///
/// Gets/Sets the policy to use when setting size with size negotiation.
/// Defaults to SizeScalePolicyType.UseSizeSet.
///
public SizeScalePolicyType SizeScalePolicy
{
get
{
string temp;
if (GetProperty(Actor.Property.SIZE_SCALE_POLICY).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "SizeScalePolicy get error!");
}
switch (temp)
{
case "USE_SIZE_SET":
return SizeScalePolicyType.UseSizeSet;
case "FIT_WITH_ASPECT_RATIO":
return SizeScalePolicyType.FitWithAspectRatio;
case "FILL_WITH_ASPECT_RATIO":
return SizeScalePolicyType.FillWithAspectRatio;
default:
return SizeScalePolicyType.UseSizeSet;
}
}
set
{
string valueToString = "";
switch (value)
{
case SizeScalePolicyType.UseSizeSet:
{
valueToString = "USE_SIZE_SET";
break;
}
case SizeScalePolicyType.FitWithAspectRatio:
{
valueToString = "FIT_WITH_ASPECT_RATIO";
break;
}
case SizeScalePolicyType.FillWithAspectRatio:
{
valueToString = "FILL_WITH_ASPECT_RATIO";
break;
}
default:
{
valueToString = "USE_SIZE_SET";
break;
}
}
SetProperty(Actor.Property.SIZE_SCALE_POLICY, new Tizen.NUI.PropertyValue(valueToString));
}
}
///
/// Gets/Sets the status of whether the width size is dependent on height size.
///
public bool WidthDependentOnHeight
{
get
{
bool temp = false;
GetProperty(Actor.Property.WIDTH_FOR_HEIGHT).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.WIDTH_FOR_HEIGHT, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the status of whether the height size is dependent on width size.
///
public bool HeightDependentOnWidth
{
get
{
bool temp = false;
GetProperty(Actor.Property.HEIGHT_FOR_WIDTH).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.HEIGHT_FOR_WIDTH, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the padding for use in layout.
///
public Vector4 Padding
{
get
{
Vector4 temp = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
GetProperty(Actor.Property.PADDING).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.PADDING, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the minimum size an actor can be assigned in size negotiation.
///
public Size2D MinimumSize
{
get
{
Size2D temp = new Size2D(0, 0);
GetProperty(Actor.Property.MINIMUM_SIZE).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.MINIMUM_SIZE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets the maximum size an actor can be assigned in size negotiation.
///
public Size2D MaximumSize
{
get
{
Size2D temp = new Size2D(0, 0);
GetProperty(Actor.Property.MAXIMUM_SIZE).Get(temp);
return temp;
}
set
{
SetProperty(Actor.Property.MAXIMUM_SIZE, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets whether a child actor inherits it's parent's position.
/// Default is to inherit.
/// Switching this off means that using Position sets the actor's world position, i.e. translates from the world origin(0,0,0) to the anchor point of the actor.
///
public bool InheritPosition
{
get
{
bool temp = false;
GetProperty(Actor.Property.INHERIT_POSITION).Get(ref temp);
return temp;
}
set
{
SetProperty(Actor.Property.INHERIT_POSITION, new Tizen.NUI.PropertyValue(value));
}
}
///
/// Gets/Sets clipping behavior(mode) of it's children
///
public ClippingModeType ClippingMode
{
get
{
string temp;
if (GetProperty(Actor.Property.CLIPPING_MODE).Get(out temp) == false)
{
//Tizen.Log.Error("NUI", "ClippingMode get error!");
}
switch (temp)
{
case "DISABLED":
return ClippingModeType.Disabled;
case "CLIP_CHILDREN":
return ClippingModeType.ClipChildren;
default:
return ClippingModeType.Disabled;
}
}
set
{
SetProperty(Actor.Property.CLIPPING_MODE, new Tizen.NUI.PropertyValue((int)value));
}
}
}
///
/// This specifies whether the Actor uses its own color, or inherits
/// ColorMode.UseOwnColor : Actor will use its own color
/// ColorMode.UseParentColor : Actor will use its parent color
/// ColorMode.UseOwnMultiplyParentColor : Actor will blend its color with its parents color.
/// ColorMode.UseOwnMultiplyParentAlpha : 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.
///
public enum ColorMode
{
UseOwnColor,
UseParentColor,
UseOwnMultiplyParentColor,
UseOwnMultiplyParentAlpha
}
///
/// This specifies the dimesion of width or heigh for size negotiation.
///
public enum DimensionType
{
Width = 0x1,
Height = 0x2,
AllDimensions = 0x3
}
///
/// This specifies draw mode types
///
public enum DrawModeType
{
Normal = 0,
Overlay2D = 1,
Stencil = 3
}
///
/// This specifies resize policy types
///
public enum ResizePolicyType
{
Fixed,
UseNaturalSize,
FillToParent,
SizeRelativeToParent,
SizeFixedOffsetFromParent,
FitToChildren,
DimensionDependency,
UseAssignedSize
}
///
/// This specifies size scale policy types
///
public enum SizeScalePolicyType
{
UseSizeSet,
FitWithAspectRatio,
FillWithAspectRatio
}
///
/// This specifies clipping mode types
///
public enum ClippingModeType
{
Disabled,
ClipChildren
}
}