/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
#include <cmath>
#include <algorithm>
#include <cfloat>
-#include <cstring> // for strcmp
// INTERNAL INCLUDES
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/math/radian.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/scripting/scripting.h>
+#include <dali/devel-api/scripting/scripting.h>
#include <dali/internal/common/internal-constants.h>
#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/common/message.h>
#include <dali/integration-api/debug.h>
-#ifdef DYNAMICS_SUPPORT
-#include <dali/internal/event/dynamics/dynamics-body-config-impl.h>
-#include <dali/internal/event/dynamics/dynamics-body-impl.h>
-#include <dali/internal/event/dynamics/dynamics-joint-impl.h>
-#include <dali/internal/event/dynamics/dynamics-world-impl.h>
-#endif
-
using Dali::Internal::SceneGraph::Node;
using Dali::Internal::SceneGraph::AnimatableProperty;
using Dali::Internal::SceneGraph::PropertyBase;
namespace
{
-DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )DALI_ENUM_TO_STRING( FIXED )
+DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
+DALI_ENUM_TO_STRING( FIXED )
DALI_ENUM_TO_STRING( USE_NATURAL_SIZE )
DALI_ENUM_TO_STRING( FILL_TO_PARENT )
DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT )
namespace
{
// Enumeration to / from string conversion tables
-DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )DALI_ENUM_TO_STRING( USE_SIZE_SET )
+DALI_ENUM_TO_STRING_TABLE_BEGIN( Type )
+DALI_ENUM_TO_STRING( USE_SIZE_SET )
DALI_ENUM_TO_STRING( FIT_WITH_ASPECT_RATIO )
DALI_ENUM_TO_STRING( FILL_WITH_ASPECT_RATIO )
DALI_ENUM_TO_STRING_TABLE_END( Type )
{
unsigned int Actor::mActorCounter = 0;
-ActorContainer Actor::mNullChildren;
+
+namespace
+{
+/// Using a function because of library initialisation order. Vector3::ONE may not have been initialised yet.
+inline const Vector3& GetDefaultSizeModeFactor()
+{
+ return Vector3::ONE;
+}
+
+/// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
+inline const Vector2& GetDefaultPreferredSize()
+{
+ return Vector2::ZERO;
+}
+
+/// Using a function because of library initialisation order. Vector2::ZERO may not have been initialised yet.
+inline const Vector2& GetDefaultDimensionPadding()
+{
+ return Vector2::ZERO;
+}
+
+const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET;
+
+} // unnamed namespace
/**
* Struct to collect relayout variables
struct Actor::RelayoutData
{
RelayoutData()
- : sizeModeFactor( Vector3::ONE ), preferredSize( Vector2::ZERO ), sizeSetPolicy( SizeScalePolicy::USE_SIZE_SET ), relayoutEnabled( false ), insideRelayout( false )
+ : sizeModeFactor( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false )
{
// Set size negotiation defaults
for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- resizePolicies[ i ] = ResizePolicy::FIXED;
+ resizePolicies[ i ] = ResizePolicy::DEFAULT;
negotiatedDimensions[ i ] = 0.0f;
dimensionNegotiated[ i ] = false;
dimensionDirty[ i ] = false;
dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
- dimensionPadding[ i ] = Vector2( 0.0f, 0.0f );
+ dimensionPadding[ i ] = GetDefaultDimensionPadding();
minimumSize[ i ] = 0.0f;
maximumSize[ i ] = FLT_MAX;
}
bool insideRelayout :1; ///< Locking flag to prevent recursive relayouts on size set
};
-#ifdef DYNAMICS_SUPPORT
-
-// Encapsulate actor related dynamics data
-struct DynamicsData
-{
- DynamicsData( Actor* slotOwner )
- : slotDelegate( slotOwner )
- {
- }
-
- typedef std::map<Actor*, DynamicsJointPtr> JointContainer;
- typedef std::vector<DynamicsJointPtr> ReferencedJointContainer;
-
- DynamicsBodyPtr body;
- JointContainer joints;
- ReferencedJointContainer referencedJoints;
-
- SlotDelegate< Actor > slotDelegate;
-};
-
-#endif // DYNAMICS_SUPPORT
-
namespace // unnamed namespace
{
/**
* We want to discourage the use of property strings (minimize string comparisons),
* particularly for the default properties.
- * Name Type writable animatable constraint-input enum for index-checking
+ * 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( "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( "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( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION )
-DALI_PROPERTY( "world-orientation", 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( "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( "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( "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( "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( "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( "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( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION )
+DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::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( "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( "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( "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_MOUSE_WHEEL_EVENT = "mouse-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
{
return values.width;
}
-
case Dimension::HEIGHT:
{
return values.height;
}
-
default:
{
break;
}
}
-
return 0.0f;
}
return GetDimensionValue( values.GetVectorXY(), dimension );
}
+
} // unnamed namespace
ActorPtr Actor::New()
if( !child.mParent )
{
// Do this first, since user callbacks from within SetParent() may need to remove child
- mChildren->push_back( Dali::Actor( &child ) );
+ mChildren->push_back( ActorPtr( &child ) );
// SetParent asserts that child can be added
child.SetParent( this );
}
}
-void Actor::Insert( unsigned int index, Actor& child )
-{
- DALI_ASSERT_ALWAYS( this != &child && "Cannot add actor to itself" );
- DALI_ASSERT_ALWAYS( !child.IsRoot() && "Cannot add root actor" );
-
- if( !mChildren )
- {
- mChildren = new ActorContainer;
- }
-
- Actor* const oldParent( child.mParent );
-
- // since an explicit position has been given, always insert, even if already a child
- if( oldParent )
- {
- oldParent->Remove( child ); // This causes OnChildRemove callback
-
- // Old parent may need to readjust to missing child
- if( oldParent->RelayoutDependentOnChildren() )
- {
- oldParent->RelayoutRequest();
- }
- }
-
- // Guard against Add() during previous OnChildRemove callback
- if( !child.mParent )
- {
- // Do this first, since user callbacks from within SetParent() may need to remove child
- if( index < GetChildCount() )
- {
- ActorIter it = mChildren->begin();
- std::advance( it, index );
- mChildren->insert( it, Dali::Actor( &child ) );
- }
- else
- {
- mChildren->push_back( Dali::Actor( &child ) );
- }
- // SetParent asserts that child can be added
- child.SetParent( this, index );
-
- // Notification for derived classes
- OnChildAdd( child );
-
- // Only put in a relayout request if there is a suitable dependency
- if( RelayoutDependentOnChildren() )
- {
- RelayoutRequest();
- }
-
- if( child.RelayoutDependentOnParent() )
- {
- child.RelayoutRequest();
- }
- }
-}
-
void Actor::Remove( Actor& child )
{
- DALI_ASSERT_ALWAYS( this != &child && "Cannot remove actor from itself" );
-
- Dali::Actor removed;
-
- if( !mChildren )
+ if( (this == &child) || (!mChildren) )
{
- // no children
+ // no children or removing itself
return;
}
+ ActorPtr removed;
+
// Find the child in mChildren, and unparent it
ActorIter end = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
{
- Actor& actor = GetImplementation( *iter );
+ ActorPtr actor = (*iter);
- if( &actor == &child )
+ if( actor.Get() == &child )
{
// Keep handle for OnChildRemove notification
- removed = Dali::Actor( &actor );
+ removed = actor;
// Do this first, since user callbacks from within SetParent() may need to add the child
mChildren->erase( iter );
- DALI_ASSERT_DEBUG( actor.GetParent() == this );
- actor.SetParent( NULL );
+ DALI_ASSERT_DEBUG( actor->GetParent() == this );
+ actor->SetParent( NULL );
break;
}
if( removed )
{
// Notification for derived classes
- OnChildRemove( GetImplementation( removed ) );
+ OnChildRemove( *(removed.Get()) );
// Only put in a relayout request if there is a suitable dependency
if( RelayoutDependentOnChildren() )
return ( NULL != mChildren ) ? mChildren->size() : 0;
}
-Dali::Actor Actor::GetChildAt( unsigned int index ) const
+ActorPtr Actor::GetChildAt( unsigned int index ) const
{
DALI_ASSERT_ALWAYS( index < GetChildCount() );
- return ( ( mChildren ) ? ( *mChildren )[ index ] : Dali::Actor() );
+ return ( ( mChildren ) ? ( *mChildren )[ index ] : ActorPtr() );
}
ActorPtr Actor::FindChildByName( const std::string& actorName )
ActorIter end = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
{
- child = GetImplementation( *iter ).FindChildByName( actorName );
+ child = (*iter)->FindChildByName( actorName );
if( child )
{
ActorIter end = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
{
- child = GetImplementation( *iter ).FindChildById( id );
+ child = (*iter)->FindChildById( id );
if( child )
{
}
}
-void Actor::SetInitialVolume( const Vector3& volume )
-{
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; queue a message to set the value
- SetInitialVolumeMessage( GetEventThreadServices(), *mNode, volume );
- }
-}
-
-void Actor::SetTransmitGeometryScaling( bool transmitGeometryScaling )
-{
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; queue a message to set the value
- SetTransmitGeometryScalingMessage( GetEventThreadServices(), *mNode, transmitGeometryScaling );
- }
-}
-
-bool Actor::GetTransmitGeometryScaling() const
-{
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; copy the value from the previous update
- return mNode->GetTransmitGeometryScaling();
- }
-
- return false;
-}
-
-void Actor::ScaleBy( const Vector3& relativeScale )
+void Actor::ScaleBy(const Vector3& relativeScale)
{
if( NULL != mNode )
{
const Vector3& Actor::GetSizeModeFactor() const
{
- EnsureRelayoutData();
+ if ( mRelayoutData )
+ {
+ return mRelayoutData->sizeModeFactor;
+ }
- return mRelayoutData->sizeModeFactor;
+ return GetDefaultSizeModeFactor();
}
void Actor::SetColorMode( ColorMode colorMode )
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
void Actor::SetSizeInternal( const Vector3& size )
{
- if( NULL != mNode )
+ // dont allow recursive loop
+ DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" );
+ // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one
+ if( ( NULL != mNode )&&
+ ( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )||
+ ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )||
+ ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 ) ) )
{
mTargetSize = size;
SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty<Vector3>::Bake, mTargetSize );
// Notification for derived classes
+ mInsideOnSizeSet = true;
OnSizeSet( mTargetSize );
+ mInsideOnSizeSet = false;
// Raise a relayout request if the flag is not locked
if( mRelayoutData && !mRelayoutData->insideRelayout )
mTargetSize = targetSize;
// Notify deriving classes
- OnSizeAnimation( animation, targetSize );
+ OnSizeAnimation( animation, mTargetSize );
+}
+
+void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
+{
+ if ( Dali::Actor::Property::SIZE_WIDTH == property )
+ {
+ mTargetSize.width = targetSize;
+ }
+ else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
+ {
+ mTargetSize.height = targetSize;
+ }
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
}
void Actor::SetWidth( float width )
ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- // If more than one dimension is requested, just return the first one found
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( ( dimension & ( 1 << i ) ) )
+ // If more than one dimension is requested, just return the first one found
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return mRelayoutData->resizePolicies[ i ];
+ if( ( dimension & ( 1 << i ) ) )
+ {
+ return mRelayoutData->resizePolicies[ i ];
+ }
}
}
- return ResizePolicy::FIXED; // Default
+ return ResizePolicy::DEFAULT;
}
void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy )
SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
{
- EnsureRelayoutData();
+ if ( mRelayoutData )
+ {
+ return mRelayoutData->sizeSetPolicy;
+ }
- return mRelayoutData->sizeSetPolicy;
+ return DEFAULT_SIZE_SCALE_POLICY;
}
void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- // If more than one dimension is requested, just return the first one found
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( ( dimension & ( 1 << i ) ) )
+ // If more than one dimension is requested, just return the first one found
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return mRelayoutData->dimensionDependencies[ i ];
+ if( ( dimension & ( 1 << i ) ) )
+ {
+ return mRelayoutData->dimensionDependencies[ i ];
+ }
}
}
bool Actor::IsLayoutDirty( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return true;
+ if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
+ {
+ return true;
+ }
}
}
bool Actor::RelayoutPossible( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- return mRelayoutData->relayoutEnabled && !IsLayoutDirty( dimension );
+ return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty( dimension );
}
bool Actor::RelayoutRequired( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- return mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
-}
-
-#ifdef DYNAMICS_SUPPORT
-
-//--------------- Dynamics ---------------
-
-void Actor::DisableDynamics()
-{
- if( NULL != mDynamicsData )
- {
- DALI_LOG_INFO(Debug::Filter::gDynamics, Debug::Verbose, "%s- (\"%s\")\n", __PRETTY_FUNCTION__, mName.c_str());
-
- // ensure dynamics object are disconnected from scene
- DisconnectDynamics();
-
- // delete joint owned by this actor
- while( !mDynamicsData->joints.empty() )
- {
- RemoveDynamicsJoint( mDynamicsData->joints.begin()->second );
- }
-
- // delete other joints referencing this actor
- while( !mDynamicsData->referencedJoints.empty() )
- {
- DynamicsJointPtr joint( *(mDynamicsData->referencedJoints.begin()) );
- ActorPtr jointOwner( joint->GetActor( true ) );
- if( jointOwner )
- {
- jointOwner->RemoveDynamicsJoint( joint );
- }
- else
- {
- mDynamicsData->referencedJoints.erase( mDynamicsData->referencedJoints.begin() );
- }
- }
- // delete the DynamicsBody object
- mDynamicsData->body.Reset();
-
- // Discard Dynamics data structure
- delete mDynamicsData;
- mDynamicsData = NULL;
- }
-}
-
-DynamicsBodyPtr Actor::GetDynamicsBody() const
-{
- DynamicsBodyPtr body;
-
- if( NULL != mDynamicsData )
- {
- body = mDynamicsData->body;
- }
-
- return body;
-}
-
-DynamicsBodyPtr Actor::EnableDynamics(DynamicsBodyConfigPtr bodyConfig)
-{
- DALI_LOG_INFO(Debug::Filter::gDynamics, Debug::Verbose, "%s- (\"%s\")\n", __PRETTY_FUNCTION__, mName.c_str());
-
- if( NULL == mDynamicsData )
- {
- mDynamicsData = new DynamicsData( this );
- }
-
- if( !mDynamicsData->body )
- {
- mDynamicsData->body = new DynamicsBody(mName, bodyConfig, *this, *(const_cast<SceneGraph::Node*>(mNode)) );
-
- if( OnStage() )
- {
- DynamicsWorldPtr world( DynamicsWorld::Get() );
- if( world )
- {
- if( mParent == world->GetRootActor().Get() )
- {
- mDynamicsData->body->Connect( GetEventThreadServices() );
- }
- }
- }
- }
-
- return mDynamicsData->body;
-}
-
-DynamicsJointPtr Actor::AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offset )
-{
- DALI_ASSERT_ALWAYS( attachedActor && "'attachedActor' must be initialized!" );
- return AddDynamicsJoint( attachedActor, offset, ( GetCurrentPosition() + offset ) - attachedActor->GetCurrentPosition() );
-}
-
-DynamicsJointPtr Actor::AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offsetA, const Vector3& offsetB )
-{
- DALI_ASSERT_ALWAYS( attachedActor && "'attachedActor' must be initialized!" );
- DALI_ASSERT_ALWAYS( this != attachedActor.Get() && "Cannot create a joint to oneself!" );
-
- DynamicsJointPtr joint;
-
- DynamicsWorldPtr world( DynamicsWorld::Get() );
-
- if( world )
- {
- if( NULL != mDynamicsData )
- {
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.find( attachedActor.Get() ) );
-
- if( mDynamicsData->joints.end() != it )
- {
- // use existing joint
- joint = it->second;
- }
-
- if( !joint )
- {
- DynamicsBodyPtr bodyA( GetDynamicsBody() );
- DynamicsBodyPtr bodyB( attachedActor->GetDynamicsBody() );
-
- if( !bodyA )
- {
- bodyA = EnableDynamics( new DynamicsBodyConfig );
- }
-
- if( !bodyB )
- {
- bodyB = attachedActor->EnableDynamics( new DynamicsBodyConfig );
- }
-
- joint = new DynamicsJoint(world, bodyA, bodyB, offsetA, offsetB);
- mDynamicsData->joints[ attachedActor.Get() ] = joint;
-
- if( OnStage() && attachedActor->OnStage() )
- {
- joint->Connect( GetEventThreadServices() );
- }
-
- attachedActor->ReferenceJoint( joint );
-
- attachedActor->OnStageSignal().Connect( mDynamicsData->slotDelegate, &Actor::AttachedActorOnStage );
- attachedActor->OffStageSignal().Connect( mDynamicsData->slotDelegate, &Actor::AttachedActorOffStage );
- }
- }
- }
- return joint;
-}
-
-const int Actor::GetNumberOfJoints() const
-{
- return static_cast<int>( NULL != mDynamicsData ? mDynamicsData->joints.size() : 0 );
-}
-
-DynamicsJointPtr Actor::GetDynamicsJointByIndex( const int index ) const
-{
- DynamicsJointPtr joint;
-
- if( NULL != mDynamicsData )
- {
- if( index >= 0 && index < static_cast<int>(mDynamicsData->joints.size()) )
- {
- DynamicsData::JointContainer::const_iterator it( mDynamicsData->joints.begin() );
-
- for( int i = 0; i < index; ++i )
- {
- ++it;
- }
-
- joint = it->second;
- }
- }
-
- return joint;
-}
-
-DynamicsJointPtr Actor::GetDynamicsJoint( ActorPtr attachedActor ) const
-{
- DynamicsJointPtr joint;
-
- if( NULL != mDynamicsData )
- {
- DynamicsData::JointContainer::const_iterator it( mDynamicsData->joints.find( attachedActor.Get() ) );
-
- if( mDynamicsData->joints.end() != it )
- {
- // use existing joint
- joint = it->second;
- }
- }
-
- return joint;
+ return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
}
-void Actor::RemoveDynamicsJoint( DynamicsJointPtr joint )
+unsigned int Actor::AddRenderer( Renderer& renderer )
{
- if( NULL != mDynamicsData )
+ if( !mRenderers )
{
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.begin() );
- DynamicsData::JointContainer::iterator endIt( mDynamicsData->joints.end() );
-
- for(; it != endIt; ++it )
- {
- if( it->second == joint.Get() )
- {
- ActorPtr attachedActor( it->first );
-
- if( OnStage() && attachedActor && attachedActor->OnStage() )
- {
- joint->Disconnect( GetEventThreadServices() );
- }
-
- if( attachedActor )
- {
- attachedActor->ReleaseJoint( joint );
- attachedActor->OnStageSignal().Disconnect( mDynamicsData->slotDelegate, &Actor::AttachedActorOnStage );
- attachedActor->OffStageSignal().Disconnect( mDynamicsData->slotDelegate, &Actor::AttachedActorOffStage );
- }
-
- mDynamicsData->joints.erase(it);
- break;
- }
- }
+ mRenderers = new RendererContainer;
}
-}
-void Actor::ReferenceJoint( DynamicsJointPtr joint )
-{
- DALI_ASSERT_DEBUG( NULL != mDynamicsData && "Dynamics not enabled on this actor!" );
+ unsigned int index = mRenderers->size();
+ RendererPtr rendererPtr = RendererPtr( &renderer );
+ mRenderers->push_back( rendererPtr );
+ AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
- if( NULL != mDynamicsData )
+ if( mIsOnStage)
{
- mDynamicsData->referencedJoints.push_back(joint);
+ rendererPtr->Connect();
}
-}
-
-void Actor::ReleaseJoint( DynamicsJointPtr joint )
-{
- DALI_ASSERT_DEBUG( NULL != mDynamicsData && "Dynamics not enabled on this actor!" );
- if( NULL != mDynamicsData )
- {
- DynamicsData::ReferencedJointContainer::iterator it( std::find( mDynamicsData->referencedJoints.begin(), mDynamicsData->referencedJoints.end(), joint ) );
-
- if( it != mDynamicsData->referencedJoints.end() )
- {
- mDynamicsData->referencedJoints.erase( it );
- }
- }
+ return index;
}
-void Actor::SetDynamicsRoot(bool flag)
+unsigned int Actor::GetRendererCount() const
{
- if( mIsDynamicsRoot != flag )
+ unsigned int rendererCount(0);
+ if( mRenderers )
{
- mIsDynamicsRoot = flag;
-
- if( OnStage() && mChildren )
- {
- // walk the children connecting or disconnecting any dynamics enabled child from the dynamics simulation
- ActorIter end = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
- {
- Actor& child = GetImplementation(*iter);
-
- if( child.GetDynamicsBody() )
- {
- if( mIsDynamicsRoot )
- {
- child.ConnectDynamics();
- }
- else
- {
- child.DisconnectDynamics();
- }
- }
- }
- }
+ rendererCount = mRenderers->size();
}
-}
-bool Actor::IsDynamicsRoot() const
-{
- return mIsDynamicsRoot;
+ return rendererCount;
}
-void Actor::AttachedActorOnStage( Dali::Actor actor )
-{
- DALI_LOG_INFO(Debug::Filter::gDynamics, Debug::Verbose, "%s\n", __PRETTY_FUNCTION__);
-
- if( OnStage() )
- {
- ActorPtr attachedActor( &GetImplementation(actor) );
-
- DALI_ASSERT_DEBUG( NULL != mDynamicsData && "Dynamics not enabled on this actor!" );
- if( NULL != mDynamicsData )
- {
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.find( attachedActor.Get() ) );
- if( mDynamicsData->joints.end() != it )
- {
- DynamicsJointPtr joint( it->second );
- joint->Connect( GetEventThreadServices() );
- }
- }
- }
-}
-
-void Actor::AttachedActorOffStage( Dali::Actor actor )
-{
- DALI_LOG_INFO(Debug::Filter::gDynamics, Debug::Verbose, "%s\n", __PRETTY_FUNCTION__);
-
- if( OnStage() )
- {
- ActorPtr attachedActor( &GetImplementation(actor) );
-
- DALI_ASSERT_DEBUG( NULL != mDynamicsData && "Dynamics not enabled on this actor!" );
- if( NULL != mDynamicsData )
- {
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.find( attachedActor.Get() ) );
- if( mDynamicsData->joints.end() != it )
- {
- DynamicsJointPtr joint( it->second );
- joint->Disconnect( GetEventThreadServices() );
- }
- }
+RendererPtr Actor::GetRendererAt( unsigned int index )
+{
+ RendererPtr renderer;
+ if( index < GetRendererCount() )
+ {
+ renderer = ( *mRenderers )[ index ];
}
+
+ return renderer;
}
-void Actor::ConnectDynamics()
+void Actor::RemoveRenderer( Renderer& renderer )
{
- if( NULL != mDynamicsData && mDynamicsData->body )
+ if( mRenderers )
{
- if( OnStage() && mParent && mParent->IsDynamicsRoot() )
+ RendererIter end = mRenderers->end();
+ for( RendererIter iter = mRenderers->begin(); iter != end; ++iter )
{
- mDynamicsData->body->Connect( GetEventThreadServices() );
-
- // Connect all joints where attachedActor is also on stage
- if( !mDynamicsData->joints.empty() )
+ if( (*iter).Get() == &renderer )
{
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.begin() );
- DynamicsData::JointContainer::iterator endIt( mDynamicsData->joints.end() );
-
- for(; it != endIt; ++it )
- {
- Actor* attachedActor( it->first );
- if( NULL != attachedActor && attachedActor->OnStage() )
- {
- DynamicsJointPtr joint( it->second );
-
- joint->Connect( GetEventThreadServices() );
- }
- }
+ mRenderers->erase( iter );
+ RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() );
+ break;
}
}
}
}
-void Actor::DisconnectDynamics()
+void Actor::RemoveRenderer( unsigned int index )
{
- if( NULL != mDynamicsData && mDynamicsData->body )
+ if( index < GetRendererCount() )
{
- if( OnStage() )
- {
- mDynamicsData->body->Disconnect( GetEventThreadServices() );
-
- // Disconnect all joints
- if( !mDynamicsData->joints.empty() )
- {
- DynamicsData::JointContainer::iterator it( mDynamicsData->joints.begin() );
- DynamicsData::JointContainer::iterator endIt( mDynamicsData->joints.end() );
-
- for(; it != endIt; ++it )
- {
- DynamicsJointPtr joint( it->second );
-
- joint->Disconnect( GetEventThreadServices() );
- }
- }
- }
+ RendererPtr renderer = ( *mRenderers )[ index ];
+ RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() );
+ mRenderers->erase( mRenderers->begin()+index );
}
}
-#endif // DYNAMICS_SUPPORT
-
void Actor::SetOverlay( bool enable )
{
- // Setting STENCIL will override OVERLAY
+ // Setting STENCIL will override OVERLAY_2D
if( DrawMode::STENCIL != mDrawMode )
{
- SetDrawMode( enable ? DrawMode::OVERLAY : DrawMode::NORMAL );
+ SetDrawMode( enable ? DrawMode::OVERLAY_2D : DrawMode::NORMAL );
}
}
bool Actor::IsOverlay() const
{
- return ( DrawMode::OVERLAY == mDrawMode );
+ return ( DrawMode::OVERLAY_2D == mDrawMode );
}
void Actor::SetDrawMode( DrawMode::Type drawMode )
bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const
{
// only valid when on-stage
- if( OnStage() )
+ StagePtr stage = Stage::GetCurrent();
+ if( stage && OnStage() )
{
- const RenderTaskList& taskList = Stage::GetCurrent()->GetRenderTaskList();
+ const RenderTaskList& taskList = stage->GetRenderTaskList();
Vector2 converted( screenX, screenY );
return false;
}
-bool Actor::ScreenToLocal( RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const
+bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const
{
bool retval = false;
// only valid when on-stage
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 ) );
return !mHoveredSignal.Empty() || mDerivedRequiresHover;
}
-bool Actor::GetMouseWheelEventRequired() const
+bool Actor::GetWheelEventRequired() const
{
- return !mMouseWheelEventSignal.Empty() || mDerivedRequiresMouseWheelEvent;
+ return !mWheelEventSignal.Empty() || mDerivedRequiresWheelEvent;
}
bool Actor::IsHittable() const
return consumed;
}
-bool Actor::EmitMouseWheelEventSignal( const MouseWheelEvent& event )
+bool Actor::EmitWheelEventSignal( const WheelEvent& event )
{
bool consumed = false;
- if( !mMouseWheelEventSignal.Empty() )
+ if( !mWheelEventSignal.Empty() )
{
Dali::Actor handle( this );
- consumed = mMouseWheelEventSignal.Emit( handle, event );
+ consumed = mWheelEventSignal.Emit( handle, event );
}
if( !consumed )
{
// Notification for derived classes
- consumed = OnMouseWheelEvent( event );
+ consumed = OnWheelEvent( event );
}
return consumed;
return mHoveredSignal;
}
-Dali::Actor::MouseWheelEventSignalType& Actor::MouseWheelEventSignal()
+Dali::Actor::WheelEventSignalType& Actor::WheelEventSignal()
{
- return mMouseWheelEventSignal;
+ return mWheelEventSignal;
}
Dali::Actor::OnStageSignalType& Actor::OnStageSignal()
bool connected( true );
Actor* actor = dynamic_cast< Actor* >( object );
- if( 0 == strcmp( signalName.c_str(), SIGNAL_TOUCHED ) ) // don't want to convert char* to string
+ if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
{
actor->TouchedSignal().Connect( tracker, functor );
}
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_HOVERED ) )
+ else if( 0 == signalName.compare( SIGNAL_HOVERED ) )
{
actor->HoveredSignal().Connect( tracker, functor );
}
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_MOUSE_WHEEL_EVENT ) )
+ else if( 0 == signalName.compare( SIGNAL_WHEEL_EVENT ) )
{
- actor->MouseWheelEventSignal().Connect( tracker, functor );
+ actor->WheelEventSignal().Connect( tracker, functor );
}
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_ON_STAGE ) )
+ else if( 0 == signalName.compare( SIGNAL_ON_STAGE ) )
{
actor->OnStageSignal().Connect( tracker, functor );
}
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_OFF_STAGE ) )
+ else if( 0 == signalName.compare( SIGNAL_OFF_STAGE ) )
{
actor->OffStageSignal().Connect( tracker, functor );
}
Actor::Actor( DerivedType derivedType )
: mParent( NULL ),
mChildren( NULL ),
+ mRenderers( NULL ),
mNode( NULL ),
mParentOrigin( NULL ),
mAnchorPoint( NULL ),
mRelayoutData( NULL ),
-#ifdef DYNAMICS_SUPPORT
- mDynamicsData( NULL ),
-#endif
- mGestureData( NULL ), mAttachment(), mTargetSize( 0.0f, 0.0f, 0.0f ), mName(), mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
- mIsRoot( ROOT_LAYER == derivedType ), mIsRenderable( RENDERABLE == derivedType ), mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ), mIsOnStage( false ), mIsDynamicsRoot( false ), mSensitive( true ), mLeaveRequired( false ), mKeyboardFocusable( false ), mDerivedRequiresTouch( false ), mDerivedRequiresHover( false ), mDerivedRequiresMouseWheelEvent( false ), mOnStageSignalled( false ), mInheritOrientation( true ), mInheritScale( true ), mDrawMode( DrawMode::NORMAL ), mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ), mColorMode( Node::DEFAULT_COLOR_MODE )
+ mGestureData( NULL ),
+ mAttachment(),
+ mTargetSize( 0.0f, 0.0f, 0.0f ),
+ mName(),
+ mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
+ mDepth( 0u ),
+ mIsRoot( ROOT_LAYER == derivedType ),
+ mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
+ mIsOnStage( false ),
+ mSensitive( true ),
+ mLeaveRequired( false ),
+ mKeyboardFocusable( false ),
+ mDerivedRequiresTouch( false ),
+ mDerivedRequiresHover( false ),
+ mDerivedRequiresWheelEvent( false ),
+ mOnStageSignalled( false ),
+ mInsideOnSizeSet( false ),
+ mInheritOrientation( true ),
+ mInheritScale( true ),
+ mDrawMode( DrawMode::NORMAL ),
+ mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
+ mColorMode( Node::DEFAULT_COLOR_MODE )
{
}
ActorConstIter endIter = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
{
- Actor& actor = GetImplementation( *iter );
- actor.SetParent( NULL );
+ (*iter)->SetParent( NULL );
}
}
delete mChildren;
+ delete mRenderers;
// Guard to allow handle destruction after Core has been destroyed
if( EventThreadServices::IsCoreRunning() )
GetEventThreadServices().UnregisterObject( this );
}
-#ifdef DYNAMICS_SUPPORT
- // Cleanup dynamics
- delete mDynamicsData;
-#endif
-
// Cleanup optional gesture data
delete mGestureData;
}
}
-void Actor::ConnectToStage( 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, 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();
for( ActorIter iter = connectionList.begin(); iter != endIter; ++iter )
{
- Actor& actor = GetImplementation( *iter );
- actor.NotifyStageConnection();
+ (*iter)->NotifyStageConnection();
}
RelayoutRequest();
}
-void Actor::RecursiveConnectToStage( ActorContainer& connectionList, 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 stage is atomic; avoid emitting callbacks until all Actors are connected
- connectionList.push_back( Dali::Actor( this ) );
+ connectionList.push_back( ActorPtr( this ) );
// Recursively connect children
if( mChildren )
ActorConstIter endIter = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
{
- Actor& actor = GetImplementation( *iter );
- actor.RecursiveConnectToStage( connectionList );
+ (*iter)->RecursiveConnectToStage( connectionList, depth+1 );
}
}
}
* 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();
}
-#ifdef DYNAMICS_SUPPORT
- // Notify dynamics
- if( NULL != mDynamicsData )
+ unsigned int rendererCount( GetRendererCount() );
+ for( unsigned int i(0); i<rendererCount; ++i )
{
- ConnectDynamics();
+ GetRendererAt(i)->Connect();
}
-#endif
// Request relayout on all actors that are added to the scenegraph
RelayoutRequest();
if( OnStage() && !mOnStageSignalled )
{
// Notification for external (CustomActor) derived classes
- OnStageConnectionExternal();
+ OnStageConnectionExternal( mDepth );
if( !mOnStageSignal.Empty() )
{
const ActorIter endIter = disconnectionList.end();
for( ActorIter iter = disconnectionList.begin(); iter != endIter; ++iter )
{
- Actor& actor = GetImplementation( *iter );
- actor.NotifyStageDisconnection();
+ (*iter)->NotifyStageDisconnection();
}
}
ActorConstIter endIter = mChildren->end();
for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
{
- Actor& actor = GetImplementation( *iter );
- actor.RecursiveDisconnectFromStage( disconnectionList );
+ (*iter)->RecursiveDisconnectFromStage( disconnectionList );
}
}
// This stage is atomic; avoid emitting callbacks until all Actors are disconnected
- disconnectionList.push_back( Dali::Actor( this ) );
+ disconnectionList.push_back( ActorPtr( this ) );
// Notification for internal derived classes
OnStageDisconnectionInternal();
mAttachment->Disconnect();
}
-#ifdef DYNAMICS_SUPPORT
- // Notify dynamics
- if( NULL != mDynamicsData )
+ unsigned int rendererCount( GetRendererCount() );
+ for( unsigned int i(0); i<rendererCount; ++i )
{
- DisconnectDynamics();
+ GetRendererAt(i)->Disconnect();
}
-#endif
}
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;
}
void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
{
- indices.reserve( DEFAULT_PROPERTY_COUNT );
+ indices.Reserve( DEFAULT_PROPERTY_COUNT );
for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
- indices.push_back( i );
+ indices.PushBack( i );
}
}
for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
- if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
+ if( 0 == name.compare( property->name ) )
{
index = i;
break;
case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
{
- SetResizePolicy( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ), Dimension::WIDTH );
+ ResizePolicy::Type type;
+ if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
+ {
+ SetResizePolicy( type, Dimension::WIDTH );
+ }
break;
}
case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
{
- SetResizePolicy( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ), Dimension::HEIGHT );
+ ResizePolicy::Type type;
+ if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) )
+ {
+ SetResizePolicy( type, Dimension::HEIGHT );
+ }
break;
}
case Dali::Actor::Property::SIZE_SCALE_POLICY:
{
- SetSizeScalePolicy( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount ) );
+ SizeScalePolicy::Type type;
+ if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount, type ) )
+ {
+ SetSizeScalePolicy( type );
+ }
break;
}
// 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:
{
break;
}
- case Property::UNSIGNED_INTEGER:
- {
- const AnimatableProperty< unsigned int >* property = dynamic_cast< const AnimatableProperty< unsigned int >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<unsigned int>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<unsigned int>::Bake, value.Get<unsigned int>() );
-
- break;
- }
-
case Property::FLOAT:
{
const AnimatableProperty< float >* property = dynamic_cast< const AnimatableProperty< float >* >( entry.GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
+ if(entry.componentIndex == 0)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
+ }
+ else
+ {
+ SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
+ }
break;
}
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
+ if(entry.componentIndex == 0)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 2)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
+ }
+ else
+ {
+ SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
+ }
break;
}
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
+ if(entry.componentIndex == 0)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 2)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 3)
+ {
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
+ }
+ else
+ {
+ SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
+ }
break;
}
if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
{
- AnimatablePropertyMetadata* animatable = FindAnimatableProperty( index );
- if( !animatable )
- {
- const TypeInfo* typeInfo( GetTypeInfo() );
- if ( typeInfo )
- {
- if( Property::INVALID_INDEX != RegisterSceneGraphProperty( typeInfo->GetPropertyName( index ), index, Property::Value( typeInfo->GetPropertyType( index ) ) ) )
- {
- animatable = FindAnimatableProperty( index );
- }
- }
- }
+ AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
property = animatable->GetSceneGraphProperty();
if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
{
- AnimatablePropertyMetadata* animatable = FindAnimatableProperty( index );
- if( !animatable )
- {
- const TypeInfo* typeInfo( GetTypeInfo() );
- if ( typeInfo )
- {
- if( Property::INVALID_INDEX != RegisterSceneGraphProperty( typeInfo->GetPropertyName( index ), index, Property::Value( typeInfo->GetPropertyType( index ) ) ) )
- {
- animatable = FindAnimatableProperty( index );
- }
- }
- }
+ AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
property = animatable->GetSceneGraphProperty();
{
int componentIndex( Property::INVALID_COMPONENT_INDEX );
- switch( index )
+ if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
- case Dali::Actor::Property::PARENT_ORIGIN_X:
- case Dali::Actor::Property::ANCHOR_POINT_X:
- case Dali::Actor::Property::SIZE_WIDTH:
- case Dali::Actor::Property::POSITION_X:
- case Dali::Actor::Property::WORLD_POSITION_X:
- case Dali::Actor::Property::SCALE_X:
- case Dali::Actor::Property::COLOR_RED:
+ // check whether the animatable property is registered already, if not then register one.
+ AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index);
+ if( animatableProperty )
{
- componentIndex = 0;
- break;
+ componentIndex = animatableProperty->componentIndex;
}
-
- case Dali::Actor::Property::PARENT_ORIGIN_Y:
- case Dali::Actor::Property::ANCHOR_POINT_Y:
- case Dali::Actor::Property::SIZE_HEIGHT:
- case Dali::Actor::Property::POSITION_Y:
- case Dali::Actor::Property::WORLD_POSITION_Y:
- case Dali::Actor::Property::SCALE_Y:
- case Dali::Actor::Property::COLOR_GREEN:
+ }
+ else
+ {
+ switch( index )
{
- componentIndex = 1;
- break;
- }
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
+ case Dali::Actor::Property::ANCHOR_POINT_X:
+ case Dali::Actor::Property::SIZE_WIDTH:
+ case Dali::Actor::Property::POSITION_X:
+ case Dali::Actor::Property::WORLD_POSITION_X:
+ case Dali::Actor::Property::SCALE_X:
+ case Dali::Actor::Property::COLOR_RED:
+ {
+ componentIndex = 0;
+ break;
+ }
- case Dali::Actor::Property::PARENT_ORIGIN_Z:
- case Dali::Actor::Property::ANCHOR_POINT_Z:
- case Dali::Actor::Property::SIZE_DEPTH:
- case Dali::Actor::Property::POSITION_Z:
- case Dali::Actor::Property::WORLD_POSITION_Z:
- case Dali::Actor::Property::SCALE_Z:
- case Dali::Actor::Property::COLOR_BLUE:
- {
- componentIndex = 2;
- break;
- }
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
+ case Dali::Actor::Property::SIZE_HEIGHT:
+ case Dali::Actor::Property::POSITION_Y:
+ case Dali::Actor::Property::WORLD_POSITION_Y:
+ case Dali::Actor::Property::SCALE_Y:
+ case Dali::Actor::Property::COLOR_GREEN:
+ {
+ componentIndex = 1;
+ break;
+ }
- case Dali::Actor::Property::COLOR_ALPHA:
- {
- componentIndex = 3;
- break;
- }
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
+ case Dali::Actor::Property::SIZE_DEPTH:
+ case Dali::Actor::Property::POSITION_Z:
+ case Dali::Actor::Property::WORLD_POSITION_Z:
+ case Dali::Actor::Property::SCALE_Z:
+ case Dali::Actor::Property::COLOR_BLUE:
+ {
+ componentIndex = 2;
+ break;
+ }
- default:
- {
- // Do nothing
- break;
+ case Dali::Actor::Property::COLOR_ALPHA:
+ {
+ componentIndex = 3;
+ break;
+ }
+
+ default:
+ {
+ // Do nothing
+ break;
+ }
}
}
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( index );
+ ConnectToStage( parent->GetHierarchyDepth() );
}
}
else // parent being set to NULL
return Node::New();
}
-bool Actor::DoAction( BaseObject* object, const std::string& actionName, const std::vector< Property::Value >& attributes )
+bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
{
bool done = false;
Actor* actor = dynamic_cast< Actor* >( object );
if( actor )
{
- if( 0 == strcmp( actionName.c_str(), ACTION_SHOW ) ) // dont want to convert char* to string
+ if( 0 == actionName.compare( ACTION_SHOW ) )
{
actor->SetVisible( true );
done = true;
}
- else if( 0 == strcmp( actionName.c_str(), ACTION_HIDE ) )
+ else if( 0 == actionName.compare( ACTION_HIDE ) )
{
actor->SetVisible( false );
done = true;
return done;
}
-void Actor::EnsureRelayoutData() const
+void Actor::EnsureRelayoutData()
{
// Assign relayout data.
if( !mRelayoutData )
Vector2 Actor::GetPadding( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- // If more than one dimension is requested, just return the first one found
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( ( dimension & ( 1 << i ) ) )
+ // If more than one dimension is requested, just return the first one found
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return mRelayoutData->dimensionPadding[ i ];
+ if( ( dimension & ( 1 << i ) ) )
+ {
+ return mRelayoutData->dimensionPadding[ i ];
+ }
}
}
- return Vector2( 0.0f, 0.0f ); // Default
+ return GetDefaultDimensionPadding();
}
void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
{
+ EnsureRelayoutData();
+
for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
if( dimension & ( 1 << i ) )
bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const
{
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return true;
+ if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
+ {
+ return true;
+ }
}
}
return false;
}
-float Actor::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
+float Actor::GetHeightForWidthBase( float width )
{
- // Could be overridden in derived classes.
- return CalculateChildSizeBase( child, dimension );
+ float height = 0.0f;
+
+ const Vector3 naturalSize = GetNaturalSize();
+ if( naturalSize.width > 0.0f )
+ {
+ height = naturalSize.height * width / naturalSize.width;
+ }
+ else // we treat 0 as 1:1 aspect ratio
+ {
+ height = width;
+ }
+
+ return height;
+}
+
+float Actor::GetWidthForHeightBase( float height )
+{
+ float width = 0.0f;
+
+ const Vector3 naturalSize = GetNaturalSize();
+ if( naturalSize.height > 0.0f )
+ {
+ width = naturalSize.width * height / naturalSize.height;
+ }
+ else // we treat 0 as 1:1 aspect ratio
+ {
+ width = height;
+ }
+
+ return width;
}
float Actor::CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension )
}
}
-float Actor::GetHeightForWidth( float width )
+float Actor::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
{
- // Could be overridden in derived classes.
- float height = 0.0f;
-
- const Vector3 naturalSize = GetNaturalSize();
- if( naturalSize.width > 0.0f )
- {
- height = naturalSize.height * width / naturalSize.width;
- }
+ // Can be overridden in derived class
+ return CalculateChildSizeBase( child, dimension );
+}
- return height;
+float Actor::GetHeightForWidth( float width )
+{
+ // Can be overridden in derived class
+ return GetHeightForWidthBase( width );
}
float Actor::GetWidthForHeight( float height )
{
- // Could be overridden in derived classes.
- float width = 0.0f;
-
- const Vector3 naturalSize = GetNaturalSize();
- if( naturalSize.height > 0.0f )
- {
- width = naturalSize.width * height / naturalSize.height;
- }
-
- return width;
+ // Can be overridden in derived class
+ return GetWidthForHeightBase( height );
}
float Actor::GetLatestSize( Dimension::Type dimension ) const
for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
{
- Dali::Actor child = GetChildAt( i );
- Actor& childImpl = GetImplementation( child );
+ ActorPtr child = GetChildAt( i );
- if( !childImpl.RelayoutDependentOnParent( dimension ) )
+ if( !child->RelayoutDependentOnParent( dimension ) )
{
// Calculate the min and max points that the children range across
- float childPosition = GetDimensionValue( childImpl.GetTargetPosition(), dimension );
- float dimensionSize = childImpl.GetRelayoutSize( dimension );
+ float childPosition = GetDimensionValue( child->GetTargetPosition(), dimension );
+ float dimensionSize = child->GetRelayoutSize( dimension );
maxDimensionPoint = std::max( maxDimensionPoint, childPosition + dimensionSize );
}
}
{
for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
{
- Dali::Actor child = GetChildAt( i );
- Actor& childImpl = GetImplementation( child );
+ ActorPtr child = GetChildAt( i );
// Only relayout child first if it is not dependent on this actor
- if( !childImpl.RelayoutDependentOnParent( dimension ) )
+ if( !child->RelayoutDependentOnParent( dimension ) )
{
- childImpl.NegotiateDimension( dimension, allocatedSize, recursionStack );
+ child->NegotiateDimension( dimension, allocatedSize, recursionStack );
}
}
}
for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
{
- Dali::Actor child = GetChildAt( i );
+ ActorPtr child = GetChildAt( i );
// Only relayout if required
- if( GetImplementation( child ).RelayoutRequired() )
+ if( child->RelayoutRequired() )
{
- container.Add( child, newBounds );
+ container.Add( Dali::Actor( child.Get() ), newBounds );
}
}
}
}
}
-void Actor::PropagateRelayoutFlags()
-{
- Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
- if( relayoutController )
- {
- Dali::Actor self( this );
- relayoutController->PropagateFlags( self );
- }
-}
-
void Actor::OnCalculateRelayoutSize( Dimension::Type dimension )
{
}
Vector2 Actor::GetPreferredSize() const
{
- EnsureRelayoutData();
+ if ( mRelayoutData )
+ {
+ return Vector2( mRelayoutData->preferredSize );
+ }
- return mRelayoutData->preferredSize;
+ return GetDefaultPreferredSize();
}
void Actor::SetMinimumSize( float size, Dimension::Type dimension )
float Actor::GetMinimumSize( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( dimension & ( 1 << i ) )
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return mRelayoutData->minimumSize[ i ];
+ if( dimension & ( 1 << i ) )
+ {
+ return mRelayoutData->minimumSize[ i ];
+ }
}
}
float Actor::GetMaximumSize( Dimension::Type dimension ) const
{
- EnsureRelayoutData();
-
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if ( mRelayoutData )
{
- if( dimension & ( 1 << i ) )
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
- return mRelayoutData->maximumSize[ i ];
+ if( dimension & ( 1 << i ) )
+ {
+ return mRelayoutData->maximumSize[ i ];
+ }
}
}
- return 0.0f; // Default
+ return FLT_MAX; // Default
}
} // namespace Internal