CLIPPING_MODE = Dali::Actor::Property::CLIPPING_MODE,
/**
- * @brief name "siblingOrder", type INTEGER
- *
- * @details Sets the sibling order of the actor so depth position can be defined within the same parent.
- *
+ * @brief Sets the sibling order of the actor so depth position can be defined within the same parent.
+ * @details Name "siblingOrder", type Property::INTEGER.
+ * @note The initial value is 0.
* @note Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the
- * sibling order. The values set by this Property will likey change.
+ * sibling order. The values set by this Property will likely change.
*/
- SIBLING_ORDER = CLIPPING_MODE + 1,
+ SIBLING_ORDER = CLIPPING_MODE + 1,
/**
* @brief The opacity of the actor.
* @details Name "opacity", type Property::FLOAT.
- * @SINCE_1_2.28
*/
- OPACITY = CLIPPING_MODE + 2,
+ OPACITY = CLIPPING_MODE + 2,
+
+ /**
+ * @brief Returns the screen position of the Actor
+ * @details Name "screenPosition", type Property::VECTOR2. Read-only
+ * @note This assumes default camera and default render-task and the Z position is ZERO.
+ */
+ SCREEN_POSITION = CLIPPING_MODE + 3,
+
+ /**
+ * @brief Determines whether the anchor point should be used to determine the position of the actor.
+ * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
+ * @note This is true by default.
+ * @note If false, then the top-left of the actor is used for the position.
+ * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
+ */
+ POSITION_USES_ANCHOR_POINT = CLIPPING_MODE + 4,
+
+ /**
+ * @brief The direction of layout.
+ * @details Name "layoutDirection", type Property::STRING.
+ */
+ LAYOUT_DIRECTION = CLIPPING_MODE + 5,
+
+ /**
+ * @brief Determines whether child actors inherit the layout direction from a parent.
+ * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
+ */
+ LAYOUT_DIRECTION_INHERITANCE = CLIPPING_MODE + 6
};
} // namespace Property
+namespace VisibilityChange
+{
+
+enum Type
+{
+ SELF, ///< The visibility of the actor itself has changed.
+ PARENT ///< The visibility of a parent has changed.
+};
+
+} // namespace VisibilityChange
+
+namespace LayoutDirection
+{
+
+enum Type
+{
+ LTR, ///< Left to Right direction (Default).
+ RTL ///< Right to Left direction.
+};
+
+} // namespace
+
+typedef Signal< void ( Actor, bool, VisibilityChange::Type ) > VisibilityChangedSignalType; ///< Signal type of VisibilityChangedSignalType
+
+typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Signal type of LayoutDirectionChangedSignal
+
/**
* @brief Raise actor above the next highest level of actor(s).
*
*/
DALI_IMPORT_API void LowerBelow( Actor actor, Dali::Actor target );
+/**
+ * @brief This signal is emitted when the visible property of this or a parent actor is changed.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( Actor actor, bool visible, VisibilityChange::Type& type );
+ * @endcode
+ * actor: The actor, or child of actor, whose visibility has changed
+ * visible: Whether the actor is now visible or not
+ * type: Whether the actor's visible property has changed or a parent's.
+ * @return The signal to connect to
+ * @pre The Actor has been initialized.
+ * @note This signal is NOT emitted if the actor becomes transparent (or the reverse), it's only linked with Actor::Property::VISIBLE.
+ */
+DALI_IMPORT_API VisibilityChangedSignalType& VisibilityChangedSignal( Actor actor );
+
+/**
+ * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( Actor actor, LayoutDirection::Type type );
+ * @endcode
+ * actor: The actor, or child of actor, whose laytou direction has changed
+ * type: Whether the actor's layout direction property has changed or a parent's.
+ * @return The signal to connect to
+ * @pre The Actor has been initialized.
+ */
+DALI_IMPORT_API LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal( Actor actor );
+
} // namespace DevelActor
} // namespace Dali