// 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 } }