#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/common/type-info-impl.h>
#include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
-#include <dali/internal/event/actor-attachments/renderer-attachment-impl.h>
#include <dali/internal/event/animation/constraint-impl.h>
#include <dali/internal/event/common/projection.h>
#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
* Name Type writable animatable constraint-input enum for index-checking
*/
DALI_PROPERTY_TABLE_BEGIN
-DALI_PROPERTY( "parent-origin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN )
-DALI_PROPERTY( "parent-origin-x", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X )
-DALI_PROPERTY( "parent-origin-y", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y )
-DALI_PROPERTY( "parent-origin-z", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z )
-DALI_PROPERTY( "anchor-point", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT )
-DALI_PROPERTY( "anchor-point-x", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X )
-DALI_PROPERTY( "anchor-point-y", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y )
-DALI_PROPERTY( "anchor-point-z", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z )
+DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN )
+DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X )
+DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y )
+DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z )
+DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT )
+DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X )
+DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y )
+DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z )
DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE )
-DALI_PROPERTY( "size-width", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH )
-DALI_PROPERTY( "size-height", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT )
-DALI_PROPERTY( "size-depth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH )
+DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH )
+DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT )
+DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH )
DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION )
-DALI_PROPERTY( "position-x", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X )
-DALI_PROPERTY( "position-y", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y )
-DALI_PROPERTY( "position-z", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z )
-DALI_PROPERTY( "world-position", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION )
-DALI_PROPERTY( "world-position-x", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X )
-DALI_PROPERTY( "world-position-y", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y )
-DALI_PROPERTY( "world-position-z", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z )
+DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X )
+DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y )
+DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z )
+DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION )
+DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X )
+DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y )
+DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z )
DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION )
-DALI_PROPERTY( "world-orientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION )
+DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION )
DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE )
-DALI_PROPERTY( "scale-x", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X )
-DALI_PROPERTY( "scale-y", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y )
-DALI_PROPERTY( "scale-z", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z )
-DALI_PROPERTY( "world-scale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE )
+DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X )
+DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y )
+DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z )
+DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE )
DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE )
DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR )
-DALI_PROPERTY( "color-red", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED )
-DALI_PROPERTY( "color-green", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN )
-DALI_PROPERTY( "color-blue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE )
-DALI_PROPERTY( "color-alpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA )
-DALI_PROPERTY( "world-color", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR )
-DALI_PROPERTY( "world-matrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX )
+DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED )
+DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN )
+DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE )
+DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA )
+DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR )
+DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX )
DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME )
DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE )
-DALI_PROPERTY( "leave-required", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED )
-DALI_PROPERTY( "inherit-orientation",BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
-DALI_PROPERTY( "inherit-scale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE )
-DALI_PROPERTY( "color-mode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE )
-DALI_PROPERTY( "position-inheritance",STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE )
-DALI_PROPERTY( "draw-mode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE )
-DALI_PROPERTY( "size-mode-factor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
-DALI_PROPERTY( "width-resize-policy",STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
-DALI_PROPERTY( "height-resize-policy",STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
-DALI_PROPERTY( "size-scale-policy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
-DALI_PROPERTY( "width-for-height", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
-DALI_PROPERTY( "height-for-width", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
+DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED )
+DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION )
+DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE )
+DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE )
+DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE )
+DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE )
+DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR )
+DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY )
+DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY )
+DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY )
+DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT )
+DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH )
DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING )
-DALI_PROPERTY( "minimum-size", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE )
-DALI_PROPERTY( "maximum-size", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE )
+DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE )
+DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
// Signals
const char* const SIGNAL_TOUCHED = "touched";
const char* const SIGNAL_HOVERED = "hovered";
-const char* const SIGNAL_WHEEL_EVENT = "wheel-event";
-const char* const SIGNAL_ON_STAGE = "on-stage";
-const char* const SIGNAL_OFF_STAGE = "off-stage";
+const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
+const char* const SIGNAL_ON_STAGE = "onStage";
+const char* const SIGNAL_OFF_STAGE = "offStage";
// Actions
void Actor::SetSize( const Vector2& size )
{
- SetSize( Vector3( size.width, size.height, CalculateSizeZ( size ) ) );
+ SetSize( Vector3( size.width, size.height, 0.f ) );
}
void Actor::SetSizeInternal( const Vector2& size )
{
- SetSizeInternal( Vector3( size.width, size.height, CalculateSizeZ( size ) ) );
-}
-
-float Actor::CalculateSizeZ( const Vector2& size ) const
-{
- return std::min( size.width, size.height );
+ SetSizeInternal( Vector3( size.width, size.height, 0.f ) );
}
void Actor::SetSize( const Vector3& size )
{
if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
{
+ // TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
SetPreferredSize( size.GetVectorXY() );
}
else
unsigned int Actor::AddRenderer( Renderer& renderer )
{
- //TODO: MESH_REWORK : Add support for multiple renderers
- if ( ! mAttachment )
+ if( !mRenderers )
+ {
+ mRenderers = new RendererContainer;
+ }
+
+ unsigned int index = mRenderers->size();
+ RendererPtr rendererPtr = RendererPtr( &renderer );
+ mRenderers->push_back( rendererPtr );
+ AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
+
+ if( mIsOnStage)
{
- mAttachment = RendererAttachment::New( GetEventThreadServices(), *mNode, renderer );
+ rendererPtr->Connect();
}
- return 0;
+ return index;
}
unsigned int Actor::GetRendererCount() const
{
- //TODO: MESH_REWORK : Add support for multiple renderers
- RendererAttachment* attachment = dynamic_cast<RendererAttachment*>(mAttachment.Get());
- return attachment ? 1u : 0u;
+ unsigned int rendererCount(0);
+ if( mRenderers )
+ {
+ rendererCount = mRenderers->size();
+ }
+
+ return rendererCount;
}
-Renderer& Actor::GetRendererAt( unsigned int index )
+RendererPtr Actor::GetRendererAt( unsigned int index )
{
- //TODO: MESH_REWORK : Add support for multiple renderers
- DALI_ASSERT_DEBUG( index == 0 && "Only one renderer is supported." );
-
- //TODO: MESH_REWORK : Temporary code
- RendererAttachment* attachment = dynamic_cast<RendererAttachment*>(mAttachment.Get());
- DALI_ASSERT_ALWAYS( attachment && "Actor doesn't have a renderer" );
+ RendererPtr renderer;
+ if( index < GetRendererCount() )
+ {
+ renderer = ( *mRenderers )[ index ];
+ }
- return attachment->GetRenderer();
+ return renderer;
}
void Actor::RemoveRenderer( Renderer& renderer )
{
- //TODO: MESH_REWORK : Add support for multiple renderers
- mAttachment = NULL;
+ if( mRenderers )
+ {
+ RendererIter end = mRenderers->end();
+ for( RendererIter iter = mRenderers->begin(); iter != end; ++iter )
+ {
+ if( (*iter).Get() == &renderer )
+ {
+ mRenderers->erase( iter );
+ RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
+ break;
+ }
+ }
+ }
}
void Actor::RemoveRenderer( unsigned int index )
{
- //TODO: MESH_REWORK : Add support for multiple renderers
- mAttachment = NULL;
+ if( index < GetRendererCount() )
+ {
+ RendererPtr renderer = ( *mRenderers )[ index ];
+ RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() );
+ mRenderers->erase( mRenderers->begin()+index );
+ }
}
void Actor::SetOverlay( bool enable )
if( OnStage() &&
NULL != mNode )
{
- BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
-
// Transforms the ray to the local reference system.
-
// Calculate the inverse of Model matrix
Matrix invModelMatrix( false/*don't init*/);
+
+ BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
// need to use the components as world matrix is only updated for actors that need it
invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
Actor::Actor( DerivedType derivedType )
: mParent( NULL ),
mChildren( NULL ),
+ mRenderers( NULL ),
mNode( NULL ),
mParentOrigin( NULL ),
mAnchorPoint( NULL ),
}
}
delete mChildren;
+ delete mRenderers;
// Guard to allow handle destruction after Core has been destroyed
if( EventThreadServices::IsCoreRunning() )
}
}
-void Actor::ConnectToStage( unsigned int parentDepth, int index )
+void Actor::ConnectToStage( unsigned int parentDepth )
{
- // This container is used instead of walking the Actor hierachy.
- // It protects us when the Actor hierachy is modified during OnStageConnectionExternal callbacks.
+ // This container is used instead of walking the Actor hierarchy.
+ // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks.
ActorContainer connectionList;
-
- // This stage is atomic i.e. not interrupted by user callbacks
- RecursiveConnectToStage( connectionList, parentDepth+1, index );
+ // This stage is atomic i.e. not interrupted by user callbacks.
+ RecursiveConnectToStage( connectionList, parentDepth + 1 );
// Notify applications about the newly connected actors.
const ActorIter endIter = connectionList.end();
RelayoutRequest();
}
-void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth, int index )
+void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth )
{
DALI_ASSERT_ALWAYS( !OnStage() );
mIsOnStage = true;
mDepth = depth;
- ConnectToSceneGraph( index );
+ ConnectToSceneGraph();
// Notification for internal derived classes
OnStageConnectionInternal();
* This method is called when the Actor is connected to the Stage.
* The parent must have added its Node to the scene-graph.
* The child must connect its Node to the parent's Node.
- * This is resursive; the child calls ConnectToStage() for its children.
+ * This is recursive; the child calls ConnectToStage() for its children.
*/
-void Actor::ConnectToSceneGraph( int index )
+void Actor::ConnectToSceneGraph()
{
DALI_ASSERT_DEBUG( mNode != NULL); DALI_ASSERT_DEBUG( mParent != NULL); DALI_ASSERT_DEBUG( mParent->mNode != NULL );
if( NULL != mNode )
{
// Reparent Node in next Update
- ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode, index );
+ ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode );
}
// Notify attachment
mAttachment->Connect();
}
+ unsigned int rendererCount( GetRendererCount() );
+ for( unsigned int i(0); i<rendererCount; ++i )
+ {
+ GetRendererAt(i)->Connect();
+ }
+
// Request relayout on all actors that are added to the scenegraph
RelayoutRequest();
{
mAttachment->Disconnect();
}
+
+ unsigned int rendererCount( GetRendererCount() );
+ for( unsigned int i(0); i<rendererCount; ++i )
+ {
+ GetRendererAt(i)->Disconnect();
+ }
}
void Actor::NotifyStageDisconnection()
{
bool connected( false );
- if( OnStage() &&
- NULL != mNode )
+ if( OnStage() && ( NULL != mNode ) )
{
- if( mNode->IsRoot() || mNode->GetParent() )
+ if( IsRoot() || mNode->GetParent() )
{
connected = true;
}
// TODO: This method needs to be removed
void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value )
{
- switch( entry.type )
+ switch( entry.GetType() )
{
case Property::BOOLEAN:
{
return componentIndex;
}
-void Actor::SetParent( Actor* parent, int index )
+void Actor::SetParent( Actor* parent )
{
if( parent )
{
parent->OnStage() )
{
// Instruct each actor to create a corresponding node in the scene graph
- ConnectToStage( parent->GetHierarchyDepth(), index );
+ ConnectToStage( parent->GetHierarchyDepth() );
}
}
else // parent being set to NULL
{
if ( mRelayoutData )
{
- return mRelayoutData->preferredSize;
+ return Vector2( mRelayoutData->preferredSize );
}
return GetDefaultPreferredSize();