- Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
- Dali::Actor::TouchEventSignalType mTouchedSignal;
- Dali::Actor::HoverSignalType mHoveredSignal;
- Dali::Actor::WheelEventSignalType mWheelEventSignal;
- Dali::Actor::OnSceneSignalType mOnSceneSignal;
- Dali::Actor::OffSceneSignalType mOffSceneSignal;
- Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
- DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
- Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
- DevelActor::ChildChangedSignalType mChildAddedSignal;
- DevelActor::ChildChangedSignalType mChildRemovedSignal;
- DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal;
-
- Quaternion mTargetOrientation; ///< Event-side storage for orientation
- Vector4 mTargetColor; ///< Event-side storage for color
- Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
- Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
- Vector3 mTargetScale; ///< Event-side storage for scale
- Vector3 mAnimatedSize; ///< Event-side storage for size animation
- Vector2 mTouchArea; ///< touch area
-
- std::string mName; ///< Name of the actor
- uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
- int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
- uint16_t mUseAnimatedSize; ///< Whether the size is animated.
-
- const bool mIsRoot : 1; ///< Flag to identify the root actor
- const bool mIsLayer : 1; ///< Flag to identify that this is a layer
- bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
- bool mSensitive : 1; ///< Whether the actor emits touch event signals
- bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
- bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
- bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
- bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
- bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
- bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
- bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
- bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
- bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
- bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
- bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
- LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
- DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
- ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
- ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
- DevelBlendEquation::Type mBlendEquation : 16;///< Cached: Determines which blend equation will be used to render renderers.
- bool mIsBlendEquationSet : 1; ///< Flag to identify whether the Blend equation is set
+ Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
+ Dali::Actor::TouchEventSignalType mTouchedSignal;
+ Dali::Actor::HoverSignalType mHoveredSignal;
+ Dali::Actor::WheelEventSignalType mWheelEventSignal;
+ Dali::Actor::OnSceneSignalType mOnSceneSignal;
+ Dali::Actor::OffSceneSignalType mOffSceneSignal;
+ Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
+ DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
+ Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
+
+ Quaternion mTargetOrientation; ///< Event-side storage for orientation
+ Vector4 mTargetColor; ///< Event-side storage for color
+ Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
+ Vector3 mTargetScale; ///< Event-side storage for scale
+ Rect<int> mTouchAreaOffset; ///< touch area offset (left, right, bottom, top)
+
+ ConstString mName; ///< Name of the actor
+ uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
+ int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
+
+ const bool mIsRoot : 1; ///< Flag to identify the root actor
+ const bool mIsLayer : 1; ///< Flag to identify that this is a layer
+ bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
+ bool mSensitive : 1; ///< Whether the actor emits touch event signals
+ bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
+ bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
+ bool mKeyboardFocusableChildren : 1; ///< Whether the children of this actor can be focusable by keyboard navigation.
+ bool mTouchFocusable : 1; ///< Whether the actor should be focusable by touch
+ bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
+ bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
+ bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
+ bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
+ bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
+ bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
+ bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
+ bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
+ bool mIsBlendEquationSet : 1; ///< Flag to identify whether the Blend equation is set
+ bool mNeedGesturePropagation : 1; ///< Whether the parent listens for gesture events or not
+ LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
+ DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
+ ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
+ ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
+ DevelBlendEquation::Type mBlendEquation : 16; ///< Cached: Determines which blend equation will be used to render renderers.