#include <dali/public-api/math/radian.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/weak-handle.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/internal/common/internal-constants.h>
#include <dali/internal/event/common/event-thread-services.h>
using Dali::Internal::SceneGraph::AnimatableProperty;
using Dali::Internal::SceneGraph::PropertyBase;
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER" );
+Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" );
+#endif
+
namespace Dali
{
const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET;
+int GetSiblingOrder( ActorPtr actor )
+{
+ Property::Value value = actor->GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ int order;
+ value.Get( order );
+ return order;
+}
+
+bool ValidateActors( const Internal::Actor& actor, const Internal::Actor& target )
+{
+ bool validTarget = true;
+
+ if( &actor == &target )
+ {
+ DALI_LOG_WARNING( "Source actor and target actor can not be the same, Sibling order not changed.\n" );
+ validTarget = false;
+ }
+ else if( actor.GetParent() != target.GetParent() )
+ {
+ DALI_LOG_WARNING( "Source actor and target actor need to have common parent, Sibling order not changed.\n" );
+ validTarget = false;
+ }
+
+ return validTarget;
+}
+
} // unnamed namespace
/**
for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
{
resizePolicies[ i ] = ResizePolicy::DEFAULT;
+ useAssignedSize[ i ] = false;
negotiatedDimensions[ i ] = 0.0f;
dimensionNegotiated[ i ] = false;
dimensionDirty[ i ] = false;
}
ResizePolicy::Type resizePolicies[ Dimension::DIMENSION_COUNT ]; ///< Resize policies
+ bool useAssignedSize[ Dimension::DIMENSION_COUNT ]; ///< The flag to specify whether the size should be assigned to the actor
Dimension::Type dimensionDependencies[ Dimension::DIMENSION_COUNT ]; ///< A list of dimension dependencies
* Name Type writable animatable constraint-input enum for index-checking
*/
DALI_PROPERTY_TABLE_BEGIN
-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( "inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION )
-DALI_PROPERTY( "clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE )
-DALI_PROPERTY( "siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER )
+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( "inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION )
+DALI_PROPERTY( "clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE )
+DALI_PROPERTY( "siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER )
+DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelActor::Property::OPACITY )
+DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
+DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
// Signals
return GetDimensionValue( values.GetVectorXY(), dimension );
}
-unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder )
+/**
+ * @brief Recursively emits the visibility-changed-signal on the actor tree.
+ * @param[in] actor The actor to emit the signal on
+ * @param[in] visible The new visibility of the actor
+ * @param[in] type Whether the actor's visible property has changed or a parent's
+ */
+void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, DevelActor::VisibilityChange::Type type )
{
- return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+ if( actor )
+ {
+ actor->EmitVisibilityChangedSignal( visible, type );
+
+ if( actor->GetChildCount() > 0 )
+ {
+ ActorContainer& children = actor->GetChildrenInternal();
+ for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+ {
+ EmitVisibilityChangedSignalRecursively( *iter, visible, DevelActor::VisibilityChange::PARENT );
+ }
+ }
+ }
}
} // unnamed namespace
return Vector3::ZERO;
}
+const Vector2 Actor::GetCurrentScreenPosition() const
+{
+ if( OnStage() && NULL != mNode )
+ {
+ StagePtr stage = Stage::GetCurrent();
+ Vector3 worldPosition = mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+ Vector3 actorSize = GetCurrentSize() * GetCurrentScale();
+ Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage
+ Vector3 halfActorSize( actorSize * 0.5f );
+ Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+
+ return Vector2( halfStageSize.width + worldPosition.x - anchorPointOffSet.x,
+ halfStageSize.height + worldPosition.y - anchorPointOffSet.y );
+ }
+
+ return Vector2::ZERO;
+}
+
void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
{
// this flag is not animatable so keep the value
void Actor::SetOrientation( const Quaternion& orientation )
{
+ mTargetOrientation = orientation;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::RotateBy( const Radian& angle, const Vector3& axis )
{
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, Quaternion(angle, axis) );
- }
+ RotateBy( Quaternion(angle, axis) );
}
void Actor::RotateBy( const Quaternion& relativeRotation )
{
+ mTargetOrientation *= Quaternion( relativeRotation );
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetScale( const Vector3& scale )
{
+ mTargetScale = scale;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetScaleX( float x )
{
+ mTargetScale.x = x;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetScaleY( float y )
{
+ mTargetScale.y = y;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetScaleZ( float z )
{
+ mTargetScale.z = z;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::ScaleBy(const Vector3& relativeScale)
{
+ mTargetScale *= relativeScale;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetVisible( bool visible )
{
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
- }
+ SetVisibleInternal( visible, SendMessage::TRUE );
}
bool Actor::IsVisible() const
void Actor::SetOpacity( float opacity )
{
+ mTargetColor.a = opacity;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
unsigned int Actor::GetSortingDepth()
{
- return GetDepthIndex( mDepth, mSiblingOrder );
+ return mSortedDepth;
}
const Vector4& Actor::GetCurrentWorldColor() const
void Actor::SetColor( const Vector4& color )
{
+ mTargetColor = color;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetColorRed( float red )
{
+ mTargetColor.r = red;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetColorGreen( float green )
{
+ mTargetColor.g = green;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
void Actor::SetColorBlue( float blue )
{
+ mTargetColor.b = blue;
+
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
}
}
-void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize )
-{
- mTargetSize = targetSize;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
-}
-
-void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
+void Actor::SetWidth( float width )
{
- if ( Dali::Actor::Property::SIZE_WIDTH == property )
- {
- mTargetSize.width = targetSize;
- }
- else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
+ if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
{
- mTargetSize.height = targetSize;
+ SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ mRelayoutData->preferredSize.width = width;
}
- else if ( Dali::Actor::Property::SIZE_DEPTH == property )
+ else
{
- mTargetSize.depth = targetSize;
+ mTargetSize.width = width;
+
+ if( NULL != mNode )
+ {
+ // mNode is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
+ }
}
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
-}
-void Actor::NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition )
-{
- mTargetPosition = targetPosition;
+ RelayoutRequest();
}
-void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property )
+void Actor::SetHeight( float height )
{
- if ( Dali::Actor::Property::POSITION_X == property )
- {
- mTargetPosition.x = targetPosition;
- }
- else if ( Dali::Actor::Property::POSITION_Y == property )
+ if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
{
- mTargetPosition.y = targetPosition;
+ SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ mRelayoutData->preferredSize.height = height;
}
- else if ( Dali::Actor::Property::POSITION_Z == property )
+ else
{
- mTargetPosition.z = targetPosition;
+ mTargetSize.height = height;
+
+ if( NULL != mNode )
+ {
+ // mNode is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+ }
}
+
+ RelayoutRequest();
}
-void Actor::SetWidth( float width )
+void Actor::SetDepth( float depth )
{
- mTargetSize.width = width;
+ mTargetSize.depth = depth;
if( NULL != mNode )
{
// mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth );
}
}
-void Actor::SetHeight( float height )
+Vector3 Actor::GetTargetSize() const
{
- mTargetSize.height = height;
+ Vector3 size = mTargetSize;
- if( NULL != mNode )
+ // Should return preferred size if size is fixed as set by SetSize
+ if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
{
- // mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+ size.width = GetPreferredSize().width;
}
-}
-
-void Actor::SetDepth( float depth )
-{
- mTargetSize.depth = depth;
-
- if( NULL != mNode )
+ if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
{
- // mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth );
+ size.height = GetPreferredSize().height;
}
-}
-const Vector3& Actor::GetTargetSize() const
-{
- return mTargetSize;
+ return size;
}
const Vector3& Actor::GetCurrentSize() const
{
if( dimension & ( 1 << i ) )
{
- mRelayoutData->resizePolicies[ i ] = policy;
+ if ( policy == ResizePolicy::USE_ASSIGNED_SIZE )
+ {
+ mRelayoutData->useAssignedSize[ i ] = true;
+ }
+ else
+ {
+ mRelayoutData->resizePolicies[ i ] = policy;
+ mRelayoutData->useAssignedSize[ i ] = false;
+ }
}
}
{
if( ( dimension & ( 1 << i ) ) )
{
- return mRelayoutData->resizePolicies[ i ];
+ if( mRelayoutData->useAssignedSize[ i ] )
+ {
+ return ResizePolicy::USE_ASSIGNED_SIZE;
+ }
+ else
+ {
+ return mRelayoutData->resizePolicies[ i ];
+ }
}
}
}
return consumed;
}
+void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type )
+{
+ if( ! mVisibilityChangedSignal.Empty() )
+ {
+ Dali::Actor handle( this );
+ mVisibilityChangedSignal.Emit( handle, visible, type );
+ }
+}
+
Dali::Actor::TouchSignalType& Actor::TouchedSignal()
{
return mTouchedSignal;
return mOnRelayoutSignal;
}
+DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal()
+{
+ return mVisibilityChangedSignal;
+}
+
bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
bool connected( true );
mAnchorPoint( NULL ),
mRelayoutData( NULL ),
mGestureData( NULL ),
- mTargetSize( 0.0f, 0.0f, 0.0f ),
+ mTargetOrientation( Quaternion::IDENTITY ),
+ mTargetColor( Color::WHITE ),
+ mTargetSize( Vector3::ZERO ),
+ mTargetPosition( Vector3::ZERO ),
+ mTargetScale( Vector3::ONE ),
mName(),
mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved
+ mSortedDepth( 0u ),
mDepth( 0u ),
mSiblingOrder(0u),
mIsRoot( ROOT_LAYER == derivedType ),
mInheritPosition( true ),
mInheritOrientation( true ),
mInheritScale( true ),
+ mPositionUsesAnchorPoint( true ),
+ mVisible( true ),
mDrawMode( DrawMode::NORMAL ),
mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ),
mColorMode( Node::DEFAULT_COLOR_MODE ),
// It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks.
ActorContainer connectionList;
+ StagePtr stage = Stage::GetCurrent();
+ if( stage )
+ {
+ stage->RequestRebuildDepthTree();
+ }
+
// This stage is atomic i.e. not interrupted by user callbacks.
RecursiveConnectToStage( connectionList, parentDepth + 1 );
mIsOnStage = true;
mDepth = depth;
- SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
ConnectToSceneGraph();
// It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks.
ActorContainer disconnectionList;
+ StagePtr stage = Stage::GetCurrent();
+ if( stage )
+ {
+ stage->RequestRebuildDepthTree();
+ }
+
// This stage is atomic i.e. not interrupted by user callbacks
RecursiveDisconnectFromStage( disconnectionList );
return connected;
}
+// This method generates the depth tree using the recursive function below,
+// then walks the tree and sets a depth index based on traversal order. It
+// sends a single message to update manager to update all the actor's nodes in this
+// tree with the depth index. The sceneGraphNodeDepths vector's elements are ordered
+// by depth, and could be used to reduce sorting in the update thread.
+void Actor::RebuildDepthTree()
+{
+ DALI_LOG_TIMER_START(depthTimer);
+
+ DepthNodeMemoryPool nodeMemoryPool;
+ ActorDepthTreeNode* rootNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( this, mSiblingOrder );
+
+ int actorCount = BuildDepthTree( nodeMemoryPool, rootNode );
+
+ // Vector of scene-graph nodes and their depths to send to UpdateManager
+ // in a single message
+ SceneGraph::NodeDepths* sceneGraphNodeDepths = new SceneGraph::NodeDepths(actorCount);
+
+ // Traverse depth tree and set mSortedDepth on each actor and scenegraph node
+ uint32_t sortOrder = 1u; // Don't start at zero, as visual depth can be negative
+ ActorDepthTreeNode* currentNode = rootNode;
+ bool firstVisit = true;
+ while( currentNode != rootNode || firstVisit)
+ {
+ firstVisit = false;
+
+ // Visit node, performing action
+ for( std::vector<Actor*>::iterator iter = currentNode->mActors.begin(); iter != currentNode->mActors.end(); ++iter )
+ {
+ (*iter)->mSortedDepth = sortOrder * DevelLayer::SIBLING_ORDER_MULTIPLIER;
+ sceneGraphNodeDepths->Add( const_cast<SceneGraph::Node*>((*iter)->mNode), (*iter)->mSortedDepth );
+ }
+ ++sortOrder;
+
+ // Descend tree
+ if( currentNode->mFirstChildNode )
+ {
+ currentNode = currentNode->mFirstChildNode;
+ }
+ else // leaf node, goto next sibling, or return up tree.
+ {
+ bool breakout=false;
+ while( ! currentNode->mNextSiblingNode )
+ {
+ if( currentNode == rootNode ) // If we get to root of tree, stop
+ {
+ breakout = true;
+ break;
+ }
+ currentNode = currentNode->mParentNode;
+ }
+
+ if( breakout )
+ {
+ break;
+ }
+ currentNode = currentNode->mNextSiblingNode;
+ }
+ }
+
+ SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths );
+ DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree create time: ");
+}
+
+/**
+ * Structure to store the actor's associated node in the depth tree for child
+ * traversal
+ */
+struct ActorNodePair
+{
+ Actor* actor;
+ ActorDepthTreeNode* node;
+ ActorNodePair( Actor* actor, ActorDepthTreeNode* node )
+ : actor(actor),
+ node(node)
+ {
+ }
+};
+
+/*
+ * Descend actor tree, building a depth tree based on actor's sibling order.
+ * Actors with the same sibling order share the same depth tree. Siblings
+ * in the depth tree are ordered by actor's sibling order.
+ *
+ * An actor tree like this:
+ *
+ * Root (SO:0)
+ * _/ | \_
+ * _/ | \_
+ * _/ | \_
+ * / | \
+ * A(SO:1) B(SO:2) C(SO:1)
+ * _/\_ | _/ \_
+ * / \ | / \
+ * D(SO:0) E(SO:0) F(SO:0) G(SO:1) H(SO:0)
+ *
+ * will end up as a depth tree like this:
+ *
+ * RootNode [ Root ] -> NULL
+ * |(mFC)
+ * V (mNS)
+ * Node [ A, C ] ------------------------> Node [ B ] -> NULL
+ * | |
+ * V V
+ * Node [ D, E, H ] -> Node [ G ] -> NULL Node [ F ] -> NULL
+ * | | |
+ * V V V
+ * NULL NULL NULL
+ *
+ * (All nodes also point to their parents to enable storage free traversal)
+ */
+int Actor::BuildDepthTree( DepthNodeMemoryPool& nodeMemoryPool, ActorDepthTreeNode* node )
+{
+ int treeCount=1; // Count self and children
+
+ // Create/add to children of this node
+ if( mChildren )
+ {
+ std::vector<ActorNodePair> storedChildren;
+ storedChildren.reserve( mChildren->size() );
+
+ for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it )
+ {
+ Actor* childActor = (*it).Get();
+ if( childActor->IsLayer() )
+ {
+ Layer* layer = static_cast<Layer*>(childActor);
+ if( layer->GetBehavior() == Dali::Layer::LAYER_3D )
+ {
+ // Ignore this actor and children.
+ continue;
+ }
+ }
+
+ // If no existing depth node children
+ if( node->mFirstChildNode == NULL )
+ {
+ node->mFirstChildNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder );
+ node->mFirstChildNode->mParentNode = node;
+ storedChildren.push_back(ActorNodePair( childActor, node->mFirstChildNode ));
+ }
+ else // find child node with matching sibling order (insertion sort)
+ {
+ bool addedChildActor = false;
+
+ // depth tree child nodes ordered by sibling order
+ ActorDepthTreeNode* lastNode = NULL;
+ for( ActorDepthTreeNode* childNode = node->mFirstChildNode; childNode != NULL; childNode = childNode->mNextSiblingNode )
+ {
+ uint16_t actorSiblingOrder = childActor->mSiblingOrder;
+ uint16_t currentSiblingOrder = childNode->GetSiblingOrder();
+
+ if( actorSiblingOrder == currentSiblingOrder )
+ {
+ // Don't need a new depth node, add to existing node
+ childNode->AddActor( childActor );
+ storedChildren.push_back(ActorNodePair( childActor, childNode ));
+ addedChildActor = true;
+ break;
+ }
+ else if( actorSiblingOrder < currentSiblingOrder )
+ {
+ break;
+ }
+ lastNode = childNode;
+ }
+
+ // No matching sibling order - create new node and insert into sibling list
+ if( !addedChildActor )
+ {
+ ActorDepthTreeNode* newNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder );
+
+ newNode->mParentNode = node;
+ storedChildren.push_back(ActorNodePair( childActor, newNode ));
+
+ if( lastNode == NULL ) // Insert at start of siblings
+ {
+ ActorDepthTreeNode* nextNode = node->mFirstChildNode;
+ node->mFirstChildNode = newNode;
+ newNode->mNextSiblingNode = nextNode;
+ }
+ else // insert into siblings after last node
+ {
+ newNode->mNextSiblingNode = lastNode->mNextSiblingNode;
+ lastNode->mNextSiblingNode = newNode;
+ }
+ }
+ }
+ }
+
+ // Order of descent doesn't matter; we're using insertion to sort.
+ for( std::vector<ActorNodePair>::iterator iter = storedChildren.begin(); iter != storedChildren.end(); ++iter )
+ {
+ treeCount += iter->actor->BuildDepthTree( nodeMemoryPool, iter->node );
+ }
+ }
+ return treeCount;
+}
+
unsigned int Actor::GetDefaultPropertyCount() const
{
return DEFAULT_PROPERTY_COUNT;
}
case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
{
- SetOpacity( property.Get< float >() );
+ float value;
+ if( property.Get( value ) )
+ {
+ SetOpacity( value );
+ }
break;
}
{
if( static_cast<unsigned int>(value) != mSiblingOrder )
{
- mSiblingOrder = value;
- if( mIsOnStage )
- {
- SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) );
- }
+ SetSiblingOrder( value );
}
}
break;
break;
}
+ case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+ {
+ bool value = false;
+ if( property.Get( value ) && value != mPositionUsesAnchorPoint )
+ {
+ mPositionUsesAnchorPoint = value;
+ if( NULL != mNode )
+ {
+ SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, mPositionUsesAnchorPoint );
+ }
+ }
+ break;
+ }
+
default:
{
// this can happen in the case of a non-animatable default property so just do nothing
{
Property::Value value;
- if( index >= DEFAULT_PROPERTY_COUNT )
+ if( ! GetCachedPropertyValue( index, value ) )
+ {
+ // If property value is not stored in the event-side, then it must be a scene-graph only property
+ GetCurrentPropertyValue( index, value );
+ }
+
+ return value;
+}
+
+Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const
+{
+ Property::Value value;
+
+ if( ! GetCurrentPropertyValue( index, value ) )
{
- return value;
+ // If unable to retrieve scene-graph property value, then it must be an event-side only property
+ GetCachedPropertyValue( index, value );
}
+ return value;
+}
+
+void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value )
+{
switch( index )
{
- case Dali::Actor::Property::PARENT_ORIGIN:
+ case Dali::Actor::Property::SIZE:
{
- value = GetCurrentParentOrigin();
+ if( value.Get( mTargetSize ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
break;
}
- case Dali::Actor::Property::PARENT_ORIGIN_X:
+ case Dali::Actor::Property::SIZE_WIDTH:
{
- value = GetCurrentParentOrigin().x;
+ if( value.Get( mTargetSize.width ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
break;
}
- case Dali::Actor::Property::PARENT_ORIGIN_Y:
+ case Dali::Actor::Property::SIZE_HEIGHT:
{
- value = GetCurrentParentOrigin().y;
+ if( value.Get( mTargetSize.height ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
break;
}
- case Dali::Actor::Property::PARENT_ORIGIN_Z:
+ case Dali::Actor::Property::SIZE_DEPTH:
{
- value = GetCurrentParentOrigin().z;
+ if( value.Get( mTargetSize.depth ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
break;
}
- case Dali::Actor::Property::ANCHOR_POINT:
+ case Dali::Actor::Property::POSITION:
{
- value = GetCurrentAnchorPoint();
- break;
- }
-
- case Dali::Actor::Property::ANCHOR_POINT_X:
- {
- value = GetCurrentAnchorPoint().x;
- break;
- }
-
- case Dali::Actor::Property::ANCHOR_POINT_Y:
- {
- value = GetCurrentAnchorPoint().y;
- break;
- }
-
- case Dali::Actor::Property::ANCHOR_POINT_Z:
- {
- value = GetCurrentAnchorPoint().z;
- break;
- }
-
- case Dali::Actor::Property::SIZE:
- {
- Vector3 size = GetTargetSize();
-
- // Should return preferred size if size is fixed as set by SetSize
- if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
- {
- size.width = GetPreferredSize().width;
- }
- if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
- {
- size.height = GetPreferredSize().height;
- }
-
- value = size;
-
- break;
- }
-
- case Dali::Actor::Property::SIZE_WIDTH:
- {
- if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
- {
- // Should return preferred size if size is fixed as set by SetSize
- value = GetPreferredSize().width;
- }
- else
- {
- value = GetTargetSize().width;
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_HEIGHT:
- {
- if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
- {
- // Should return preferred size if size is fixed as set by SetSize
- value = GetPreferredSize().height;
- }
- else
- {
- value = GetTargetSize().height;
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_DEPTH:
- {
- value = GetTargetSize().depth;
- break;
- }
-
- case Dali::Actor::Property::POSITION:
- {
- value = GetTargetPosition();
+ value.Get( mTargetPosition );
break;
}
case Dali::Actor::Property::POSITION_X:
{
- value = GetTargetPosition().x;
+ value.Get( mTargetPosition.x );
break;
}
case Dali::Actor::Property::POSITION_Y:
{
- value = GetTargetPosition().y;
+ value.Get( mTargetPosition.y );
break;
}
case Dali::Actor::Property::POSITION_Z:
{
- value = GetTargetPosition().z;
- break;
- }
-
- case Dali::Actor::Property::WORLD_POSITION:
- {
- value = GetCurrentWorldPosition();
- break;
- }
-
- case Dali::Actor::Property::WORLD_POSITION_X:
- {
- value = GetCurrentWorldPosition().x;
- break;
- }
-
- case Dali::Actor::Property::WORLD_POSITION_Y:
- {
- value = GetCurrentWorldPosition().y;
- break;
- }
-
- case Dali::Actor::Property::WORLD_POSITION_Z:
- {
- value = GetCurrentWorldPosition().z;
+ value.Get( mTargetPosition.z );
break;
}
case Dali::Actor::Property::ORIENTATION:
{
- value = GetCurrentOrientation();
- break;
- }
-
- case Dali::Actor::Property::WORLD_ORIENTATION:
- {
- value = GetCurrentWorldOrientation();
+ value.Get( mTargetOrientation );
break;
}
case Dali::Actor::Property::SCALE:
{
- value = GetCurrentScale();
+ value.Get( mTargetScale );
break;
}
case Dali::Actor::Property::SCALE_X:
{
- value = GetCurrentScale().x;
+ value.Get( mTargetScale.x );
break;
}
case Dali::Actor::Property::SCALE_Y:
{
- value = GetCurrentScale().y;
+ value.Get( mTargetScale.y );
break;
}
case Dali::Actor::Property::SCALE_Z:
{
- value = GetCurrentScale().z;
- break;
- }
-
- case Dali::Actor::Property::WORLD_SCALE:
- {
- value = GetCurrentWorldScale();
+ value.Get( mTargetScale.z );
break;
}
case Dali::Actor::Property::VISIBLE:
{
- value = IsVisible();
+ SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE );
break;
}
case Dali::Actor::Property::COLOR:
{
- value = GetCurrentColor();
+ value.Get( mTargetColor );
break;
}
case Dali::Actor::Property::COLOR_RED:
{
- value = GetCurrentColor().r;
+ value.Get( mTargetColor.r );
break;
}
case Dali::Actor::Property::COLOR_GREEN:
{
- value = GetCurrentColor().g;
+ value.Get( mTargetColor.g );
break;
}
case Dali::Actor::Property::COLOR_BLUE:
{
- value = GetCurrentColor().b;
+ value.Get( mTargetColor.b );
break;
}
case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
{
- value = GetCurrentColor().a;
- break;
- }
-
- case Dali::Actor::Property::WORLD_COLOR:
- {
- value = GetCurrentWorldColor();
- break;
- }
-
- case Dali::Actor::Property::WORLD_MATRIX:
- {
- value = GetCurrentWorldMatrix();
- break;
- }
-
- case Dali::Actor::Property::NAME:
- {
- value = GetName();
- break;
- }
-
- case Dali::Actor::Property::SENSITIVE:
- {
- value = IsSensitive();
- break;
- }
-
- case Dali::Actor::Property::LEAVE_REQUIRED:
- {
- value = GetLeaveRequired();
- break;
- }
-
- case Dali::Actor::Property::INHERIT_POSITION:
- {
- value = IsPositionInherited();
- break;
- }
-
- case Dali::Actor::Property::INHERIT_ORIENTATION:
- {
- value = IsOrientationInherited();
- break;
- }
-
- case Dali::Actor::Property::INHERIT_SCALE:
- {
- value = IsScaleInherited();
- break;
- }
-
- case Dali::Actor::Property::COLOR_MODE:
- {
- value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::POSITION_INHERITANCE:
- {
- value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::DRAW_MODE:
- {
- value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::SIZE_MODE_FACTOR:
- {
- value = GetSizeModeFactor();
- break;
- }
-
- case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
- {
- value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
- {
- value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::SIZE_SCALE_POLICY:
- {
- value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
- break;
- }
-
- case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
- {
- value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
- break;
- }
-
- case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
- {
- value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
- break;
- }
-
- case Dali::Actor::Property::PADDING:
- {
- Vector2 widthPadding = GetPadding( Dimension::WIDTH );
- Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
- value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
- break;
- }
-
- case Dali::Actor::Property::MINIMUM_SIZE:
- {
- value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
- break;
- }
-
- case Dali::Actor::Property::MAXIMUM_SIZE:
- {
- value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
- break;
- }
-
- case Dali::DevelActor::Property::SIBLING_ORDER:
- {
- value = static_cast<int>(mSiblingOrder);
+ value.Get( mTargetColor.a );
break;
}
- case Dali::Actor::Property::CLIPPING_MODE:
+ default:
{
- value = mClippingMode;
+ // Not an animatable property. Do nothing.
break;
}
}
-
- return value;
}
const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
break;
case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
property = &mNode->mColor;
break;
break;
case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
+ {
property = &mNode->mColor;
break;
+ }
case Dali::Actor::Property::WORLD_COLOR:
property = &mNode->mWorldColor;
}
case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
{
componentIndex = 3;
break;
return Node::New();
}
-bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
-{
- bool done = false;
- Actor* actor = dynamic_cast< Actor* >( object );
+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 == actionName.compare( ACTION_SHOW ) )
+ {
+ actor->SetVisible( true );
+ done = true;
+ }
+ else if( 0 == actionName.compare( ACTION_HIDE ) )
+ {
+ actor->SetVisible( false );
+ done = true;
+ }
+ }
+
+ return done;
+}
+
+bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const
+{
+ bool valueSet = true;
+
+ switch( index )
+ {
+ case Dali::Actor::Property::PARENT_ORIGIN:
+ {
+ value = GetCurrentParentOrigin();
+ break;
+ }
+
+ case Dali::Actor::Property::PARENT_ORIGIN_X:
+ {
+ value = GetCurrentParentOrigin().x;
+ break;
+ }
+
+ case Dali::Actor::Property::PARENT_ORIGIN_Y:
+ {
+ value = GetCurrentParentOrigin().y;
+ break;
+ }
+
+ case Dali::Actor::Property::PARENT_ORIGIN_Z:
+ {
+ value = GetCurrentParentOrigin().z;
+ break;
+ }
+
+ case Dali::Actor::Property::ANCHOR_POINT:
+ {
+ value = GetCurrentAnchorPoint();
+ break;
+ }
+
+ case Dali::Actor::Property::ANCHOR_POINT_X:
+ {
+ value = GetCurrentAnchorPoint().x;
+ break;
+ }
+
+ case Dali::Actor::Property::ANCHOR_POINT_Y:
+ {
+ value = GetCurrentAnchorPoint().y;
+ break;
+ }
+
+ case Dali::Actor::Property::ANCHOR_POINT_Z:
+ {
+ value = GetCurrentAnchorPoint().z;
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE:
+ {
+ value = GetTargetSize();
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_WIDTH:
+ {
+ value = GetTargetSize().width;
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_HEIGHT:
+ {
+ value = GetTargetSize().height;
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_DEPTH:
+ {
+ value = GetTargetSize().depth;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION:
+ {
+ value = GetTargetPosition();
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_X:
+ {
+ value = GetTargetPosition().x;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Y:
+ {
+ value = GetTargetPosition().y;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Z:
+ {
+ value = GetTargetPosition().z;
+ break;
+ }
+
+ case Dali::Actor::Property::ORIENTATION:
+ {
+ value = mTargetOrientation;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE:
+ {
+ value = mTargetScale;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_X:
+ {
+ value = mTargetScale.x;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Y:
+ {
+ value = mTargetScale.y;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Z:
+ {
+ value = mTargetScale.z;
+ break;
+ }
+
+ case Dali::Actor::Property::VISIBLE:
+ {
+ value = mVisible;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR:
+ {
+ value = mTargetColor;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_RED:
+ {
+ value = mTargetColor.r;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_GREEN:
+ {
+ value = mTargetColor.g;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_BLUE:
+ {
+ value = mTargetColor.b;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
+ {
+ value = mTargetColor.a;
+ break;
+ }
+
+ case Dali::Actor::Property::NAME:
+ {
+ value = GetName();
+ break;
+ }
+
+ case Dali::Actor::Property::SENSITIVE:
+ {
+ value = IsSensitive();
+ break;
+ }
+
+ case Dali::Actor::Property::LEAVE_REQUIRED:
+ {
+ value = GetLeaveRequired();
+ break;
+ }
+
+ case Dali::Actor::Property::INHERIT_POSITION:
+ {
+ value = IsPositionInherited();
+ break;
+ }
+
+ case Dali::Actor::Property::INHERIT_ORIENTATION:
+ {
+ value = IsOrientationInherited();
+ break;
+ }
+
+ case Dali::Actor::Property::INHERIT_SCALE:
+ {
+ value = IsScaleInherited();
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_MODE:
+ {
+ value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_INHERITANCE:
+ {
+ value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::DRAW_MODE:
+ {
+ value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_MODE_FACTOR:
+ {
+ value = GetSizeModeFactor();
+ break;
+ }
+
+ case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
+ {
+ value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
+ {
+ value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_SCALE_POLICY:
+ {
+ value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT );
+ break;
+ }
+
+ case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
+ {
+ value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT );
+ break;
+ }
+
+ case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
+ {
+ value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH );
+ break;
+ }
+
+ case Dali::Actor::Property::PADDING:
+ {
+ Vector2 widthPadding = GetPadding( Dimension::WIDTH );
+ Vector2 heightPadding = GetPadding( Dimension::HEIGHT );
+ value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y );
+ break;
+ }
+
+ case Dali::Actor::Property::MINIMUM_SIZE:
+ {
+ value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) );
+ break;
+ }
+
+ case Dali::Actor::Property::MAXIMUM_SIZE:
+ {
+ value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) );
+ break;
+ }
+
+ case Dali::Actor::Property::CLIPPING_MODE:
+ {
+ value = mClippingMode;
+ break;
+ }
+
+ case Dali::DevelActor::Property::SIBLING_ORDER:
+ {
+ value = static_cast<int>(mSiblingOrder);
+ break;
+ }
+
+ case Dali::DevelActor::Property::SCREEN_POSITION:
+ {
+ value = GetCurrentScreenPosition();
+ break;
+ }
+
+ case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT:
+ {
+ value = mPositionUsesAnchorPoint;
+ break;
+ }
+
+ default:
+ {
+ // Must be a scene-graph only property
+ valueSet = false;
+ break;
+ }
+ }
+
+ return valueSet;
+}
+
+bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const
+{
+ bool valueSet = true;
+
+ switch( index )
+ {
+ case Dali::Actor::Property::SIZE:
+ {
+ value = GetCurrentSize();
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_WIDTH:
+ {
+ value = GetCurrentSize().width;
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_HEIGHT:
+ {
+ value = GetCurrentSize().height;
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_DEPTH:
+ {
+ value = GetCurrentSize().depth;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION:
+ {
+ value = GetCurrentPosition();
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_X:
+ {
+ value = GetCurrentPosition().x;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Y:
+ {
+ value = GetCurrentPosition().y;
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Z:
+ {
+ value = GetCurrentPosition().z;
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_POSITION:
+ {
+ value = GetCurrentWorldPosition();
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_POSITION_X:
+ {
+ value = GetCurrentWorldPosition().x;
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_POSITION_Y:
+ {
+ value = GetCurrentWorldPosition().y;
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_POSITION_Z:
+ {
+ value = GetCurrentWorldPosition().z;
+ break;
+ }
+
+ case Dali::Actor::Property::ORIENTATION:
+ {
+ value = GetCurrentOrientation();
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_ORIENTATION:
+ {
+ value = GetCurrentWorldOrientation();
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE:
+ {
+ value = GetCurrentScale();
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_X:
+ {
+ value = GetCurrentScale().x;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Y:
+ {
+ value = GetCurrentScale().y;
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Z:
+ {
+ value = GetCurrentScale().z;
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_SCALE:
+ {
+ value = GetCurrentWorldScale();
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR:
+ {
+ value = GetCurrentColor();
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_RED:
+ {
+ value = GetCurrentColor().r;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_GREEN:
+ {
+ value = GetCurrentColor().g;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_BLUE:
+ {
+ value = GetCurrentColor().b;
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
+ {
+ value = GetCurrentColor().a;
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_COLOR:
+ {
+ value = GetCurrentWorldColor();
+ break;
+ }
+
+ case Dali::Actor::Property::WORLD_MATRIX:
+ {
+ value = GetCurrentWorldMatrix();
+ break;
+ }
- if( actor )
- {
- if( 0 == actionName.compare( ACTION_SHOW ) )
+ case Dali::Actor::Property::VISIBLE:
{
- actor->SetVisible( true );
- done = true;
+ value = IsVisible();
+ break;
}
- else if( 0 == actionName.compare( ACTION_HIDE ) )
+
+ default:
{
- actor->SetVisible( false );
- done = true;
+ // Must be an event-side only property
+ valueSet = false;
+ break;
}
}
- return done;
+ return valueSet;
}
void Actor::EnsureRelayoutData()
float Actor::GetSize( Dimension::Type dimension ) const
{
- return GetDimensionValue( GetTargetSize(), dimension );
+ return GetDimensionValue( mTargetSize, dimension );
}
float Actor::GetNaturalSize( Dimension::Type dimension ) const
// relayout container afterwards, the dirty flags would still be clear...
// causing a relayout to be skipped. Here we force any actors added to the
// container to be relayed out.
- if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::USE_ASSIGNED_SIZE)
+ DALI_LOG_TIMER_START( NegSizeTimer1 );
+
+ if( GetUseAssignedSize(Dimension::WIDTH ) )
{
- SetLayoutNegotiated(false, Dimension::WIDTH);
+ SetLayoutNegotiated( false, Dimension::WIDTH );
}
- if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::USE_ASSIGNED_SIZE)
+ if( GetUseAssignedSize( Dimension::HEIGHT ) )
{
- SetLayoutNegotiated(false, Dimension::HEIGHT);
+ SetLayoutNegotiated( false, Dimension::HEIGHT );
}
// Do the negotiation
SetNegotiatedSize( container );
// Negotiate down to children
- const Vector2 newBounds = GetTargetSize().GetVectorXY();
+ const Vector2 newBounds = mTargetSize.GetVectorXY();
for( unsigned int i = 0, count = GetChildCount(); i < count; ++i )
{
// Forces children that have already been laid out to be relayed out
// if they have assigned size during relayout.
- if(child->GetResizePolicy(Dimension::WIDTH) == ResizePolicy::USE_ASSIGNED_SIZE)
+ if( child->GetUseAssignedSize(Dimension::WIDTH) )
{
child->SetLayoutNegotiated(false, Dimension::WIDTH);
child->SetLayoutDirty(true, Dimension::WIDTH);
}
- if(child->GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::USE_ASSIGNED_SIZE)
+
+ if( child->GetUseAssignedSize(Dimension::HEIGHT) )
{
child->SetLayoutNegotiated(false, Dimension::HEIGHT);
child->SetLayoutDirty(true, Dimension::HEIGHT);
container.Add( Dali::Actor( child.Get() ), newBounds );
}
}
+ DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
+}
+
+void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension )
+{
+ if( mRelayoutData )
+ {
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ {
+ if( dimension & ( 1 << i ) )
+ {
+ mRelayoutData->useAssignedSize[ i ] = use;
+ }
+ }
+ }
+}
+
+bool Actor::GetUseAssignedSize( Dimension::Type dimension ) const
+{
+ if ( mRelayoutData )
+ {
+ // If more than one dimension is requested, just return the first one found
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ {
+ if( dimension & ( 1 << i ) )
+ {
+ return mRelayoutData->useAssignedSize[ i ];
+ }
+ }
+ }
+
+ return false;
}
void Actor::RelayoutRequest( Dimension::Type dimension )
return mParent;
}
+void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
+{
+ if( mVisible != visible )
+ {
+ if( sendMessage == SendMessage::TRUE && NULL != mNode )
+ {
+ // mNode is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
+ }
+
+ mVisible = visible;
+
+ // Emit the signal on this actor and all its children
+ EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
+ }
+}
+
+void Actor::SetSiblingOrder( unsigned int order )
+{
+ mSiblingOrder = std::min( order, static_cast<unsigned int>( DevelLayer::SIBLING_ORDER_MULTIPLIER ) );
+
+ if( mIsOnStage )
+ {
+ StagePtr stage = Stage::GetCurrent();
+ if( stage )
+ {
+ stage->RequestRebuildDepthTree();
+ }
+ }
+}
+
+void Actor::DefragmentSiblingIndexes( ActorContainer& siblings )
+{
+ // Sibling index may not be in consecutive order as the sibling range is limited ( DevelLayer::SIBLING_ORDER_MULTIPLIER )
+ // we need to remove the gaps and ensure the number start from 0 and consecutive hence have a full range.
+
+ // Start at index 0, while index <= highest order
+ // Find next index higher than 0
+ // if nextHigher > index+1
+ // set all nextHigher orders to index+1
+
+ // Limitation: May reach the ceiling of DevelLayer::SIBLING_ORDER_MULTIPLIER with highest sibling.
+
+ ActorIter end = siblings.end();
+ int highestOrder = 0;
+ for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ int siblingOrder = sibling->mSiblingOrder;
+ highestOrder = std::max( highestOrder, siblingOrder );
+ }
+
+ for ( int index = 0; index <= highestOrder; index++ )
+ {
+ int nextHighest = -1;
+
+ // Find Next highest
+ for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ int siblingOrder = sibling->mSiblingOrder;
+
+ if ( siblingOrder > index )
+ {
+ if ( nextHighest == -1 )
+ {
+ nextHighest = siblingOrder;
+ }
+ nextHighest = std::min( nextHighest, siblingOrder );
+ }
+ }
+
+ // Check if a gap exists between indexes, if so set next index to consecutive number
+ if ( ( nextHighest - index ) > 1 )
+ {
+ for( ActorIter iter = siblings.begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ int siblingOrder = sibling->mSiblingOrder;
+ if ( siblingOrder == nextHighest )
+ {
+ sibling->mSiblingOrder = index + 1;
+ if ( sibling->mSiblingOrder >= Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER )
+ {
+ DALI_LOG_WARNING( "Reached max sibling order level for raising / lowering actors\n" );
+ sibling->mSiblingOrder = Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+ }
+ sibling->SetSiblingOrder( sibling->mSiblingOrder );
+ }
+ }
+ }
+ }
+}
+
+bool Actor::ShiftSiblingsLevels( ActorContainer& siblings, int targetLevelToShiftFrom )
+{
+ // Allows exclusive levels for an actor by shifting all sibling levels at the target and above by 1
+ bool defragmentationRequired( false );
+ ActorIter end = siblings.end();
+ for( ActorIter iter = siblings.begin(); ( iter != end ) ; ++iter )
+ {
+ // Move actors at nearest order and above up by 1
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ // Iterate through container of actors, any actor with a sibling order of the target or greater should
+ // be incremented by 1.
+ if ( sibling->mSiblingOrder >= targetLevelToShiftFrom )
+ {
+ sibling->mSiblingOrder++;
+ if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+ {
+ // If a sibling order raises so that it is only 1 from the maximum allowed then set flag so
+ // can re-order all sibling orders.
+ defragmentationRequired = true;
+ }
+ sibling->SetSiblingOrder( sibling->mSiblingOrder );
+ }
+ }
+ }
+ return defragmentationRequired;
+}
+
+void Actor::Raise()
+{
+ /*
+ 1) Check if already at top and nothing to be done.
+ This Actor can have highest sibling order but if not exclusive then another actor at same sibling
+ order can be positioned above it due to insertion order of actors.
+ 2) Find nearest sibling level above, these are the siblings this actor needs to be above
+ 3) a) There may be other levels above this target level
+ b) Increment all sibling levels at the level above nearest(target)
+ c) Now have a vacant sibling level
+ 4) Set this actor's sibling level to nearest +1 as now vacated.
+
+ Note May not just be sibling level + 1 as could be empty levels in-between
+
+ Example:
+
+ 1 ) Initial order
+ ActorC ( sibling level 4 )
+ ActorB ( sibling level 3 )
+ ActorA ( sibling level 1 )
+
+ 2 ) ACTION: Raise A above B
+ a) Find nearest level above A = Level 3
+ b) Increment levels above Level 3
+
+ ActorC ( sibling level 5 )
+ ActorB ( sibling level 3 ) NEAREST
+ ActorA ( sibling level 1 )
+
+ 3 ) Set Actor A sibling level to nearest +1 as vacant
+
+ ActorC ( sibling level 5 )
+ ActorA ( sibling level 4 )
+ ActorB ( sibling level 3 )
+
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+ if ( mParent )
+ {
+ int nearestLevel = mSiblingOrder;
+ int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER;
+ bool defragmentationRequired( false );
+
+ ActorContainer* siblings = mParent->mChildren;
+
+ // Find Nearest sibling level above this actor
+ ActorIter end = siblings->end();
+ for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ int order = GetSiblingOrder( sibling );
+
+ if ( ( order >= mSiblingOrder ) )
+ {
+ int distanceToNextLevel = order - mSiblingOrder;
+ if ( distanceToNextLevel < shortestDistanceToNextLevel )
+ {
+ nearestLevel = order;
+ shortestDistanceToNextLevel = distanceToNextLevel;
+ }
+ }
+ }
+ }
+
+ if ( nearestLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at top
+ {
+ mSiblingOrder = nearestLevel + 1; // Set sibling level to that above the nearest level
+ defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+ // Move current actor to newly vacated order level
+ SetSiblingOrder( mSiblingOrder );
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *siblings );
+ }
+ }
+ SetSiblingOrder( mSiblingOrder );
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
+void Actor::Lower()
+{
+ /**
+ 1) Check if actor already at bottom and if nothing needs to be done
+ This Actor can have lowest sibling order but if not exclusive then another actor at same sibling
+ order can be positioned above it due to insertion order of actors so need to move this actor below it.
+ 2) Find nearest sibling level below, this Actor needs to be below it
+ 3) a) Need to vacate a sibling level below nearest for this actor to occupy
+ b) Shift up all sibling order values of actor at the nearest level and levels above it to vacate a level.
+ c) Set this actor's sibling level to this newly vacated level.
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+
+ if ( mParent )
+ {
+ // 1) Find nearest level below
+ int nearestLevel = mSiblingOrder;
+ int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER;
+
+ ActorContainer* siblings = mParent->mChildren;
+
+ ActorIter end = siblings->end();
+ for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ int order = GetSiblingOrder( sibling );
+
+ if ( order <= mSiblingOrder )
+ {
+ int distanceToNextLevel = mSiblingOrder - order;
+ if ( distanceToNextLevel < shortestDistanceToNextLevel )
+ {
+ nearestLevel = order;
+ shortestDistanceToNextLevel = distanceToNextLevel;
+ }
+ }
+ }
+ }
+
+ bool defragmentationRequired ( false );
+
+ // 2) If actor already not at bottom, raise all actors at required level and above
+ if ( shortestDistanceToNextLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at bottom
+ {
+ mSiblingOrder = nearestLevel;
+ defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+ // Move current actor to newly vacated order
+ SetSiblingOrder( mSiblingOrder );
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *siblings );
+ }
+ }
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
+void Actor::RaiseToTop()
+{
+ /**
+ 1 ) Find highest sibling order actor
+ 2 ) If highest sibling level not itself then set sibling order to that + 1
+ 3 ) highest sibling order can be same as itself so need to increment over that
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+
+ if ( mParent )
+ {
+ int maxOrder = 0;
+
+ ActorContainer* siblings = mParent->mChildren;
+
+ ActorIter end = siblings->end();
+ for( ActorIter iter = siblings->begin(); iter != end; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ maxOrder = std::max( GetSiblingOrder( sibling ), maxOrder );
+ }
+ }
+
+ bool defragmentationRequired( false );
+
+ if ( maxOrder >= mSiblingOrder )
+ {
+ mSiblingOrder = maxOrder + 1;
+ if ( mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+ {
+ defragmentationRequired = true;
+ }
+ }
+
+ SetSiblingOrder( mSiblingOrder );
+
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *siblings );
+ }
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
+void Actor::LowerToBottom()
+{
+ /**
+ See Actor::LowerToBottom()
+
+ 1 ) Check if this actor already at exclusively at the bottom, if so then no more to be done.
+ 2 ) a ) Check if the bottom position 0 is vacant.
+ b ) If 0 position is not vacant then shift up all sibling order values from 0 and above
+ c ) 0 sibling position is vacant.
+ 3 ) Set this actor to vacant sibling order 0;
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+
+ if ( mParent )
+ {
+ bool defragmentationRequired( false );
+ bool orderZeroFree ( true );
+
+ ActorContainer* siblings = mParent->mChildren;
+
+ bool actorAtLowestOrder = true;
+ ActorIter end = siblings->end();
+ for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ int siblingOrder = GetSiblingOrder( sibling );
+ if ( siblingOrder <= mSiblingOrder )
+ {
+ actorAtLowestOrder = false;
+ }
+
+ if ( siblingOrder == 0 )
+ {
+ orderZeroFree = false;
+ }
+ }
+ }
+
+ if ( ! actorAtLowestOrder )
+ {
+ if ( ! orderZeroFree )
+ {
+ defragmentationRequired = ShiftSiblingsLevels( *siblings, 0 );
+ }
+ mSiblingOrder = 0;
+ SetSiblingOrder( mSiblingOrder );
+
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *siblings );
+ }
+ }
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
+void Actor::RaiseAbove( Internal::Actor& target )
+{
+ /**
+ 1 ) a) Find target actor's sibling order
+ b) If sibling order of target is the same as this actor then need to this Actor's sibling order
+ needs to be above it or the insertion order will determine which is drawn on top.
+ 2 ) Shift up by 1 all sibling order greater than target sibling order
+ 3 ) Set this actor to the sibling order to target +1 as will be a newly vacated gap above
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+
+ if ( mParent )
+ {
+ if ( ValidateActors( *this, target ) )
+ {
+ // Find target's sibling order
+ // Set actor sibling order to this number +1
+ int targetSiblingOrder = GetSiblingOrder( &target );
+ ActorContainer* siblings = mParent->mChildren;
+ mSiblingOrder = targetSiblingOrder + 1;
+ bool defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder );
+
+ SetSiblingOrder( mSiblingOrder );
+
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *(mParent->mChildren) );
+ }
+ }
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
+void Actor::LowerBelow( Internal::Actor& target )
+{
+ /**
+ 1 ) a) Find target actor's sibling order
+ b) If sibling order of target is the same as this actor then need to this Actor's sibling order
+ needs to be below it or the insertion order will determine which is drawn on top.
+ 2 ) Shift the target sibling order and all sibling orders at that level or above by 1
+ 3 ) Set this actor to the sibling order of the target before it changed.
+ 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER
+ If shifting causes this ceiling to be reached. then a defragmentation can be performed to
+ remove any empty sibling order gaps and start from sibling level 0 again.
+ If the number of actors reaches this maximum and all using exclusive sibling order values then
+ defragmention will stop and new sibling orders will be set to same max value.
+ */
+
+ if ( mParent )
+ {
+ if ( ValidateActors( *this, target ) )
+ {
+ bool defragmentationRequired ( false );
+ // Find target's sibling order
+ // Set actor sibling order to target sibling order - 1
+ int targetSiblingOrder = GetSiblingOrder( &target);
+ ActorContainer* siblings = mParent->mChildren;
+ if ( targetSiblingOrder == 0 )
+ {
+ //lower to botton
+ ActorIter end = siblings->end();
+ for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter )
+ {
+ ActorPtr sibling = (*iter);
+ if ( sibling != this )
+ {
+ sibling->mSiblingOrder++;
+ if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER )
+ {
+ defragmentationRequired = true;
+ }
+ sibling->SetSiblingOrder( sibling->mSiblingOrder );
+ }
+ }
+ mSiblingOrder = 0;
+ }
+ else
+ {
+ defragmentationRequired = ShiftSiblingsLevels( *siblings, targetSiblingOrder );
+
+ mSiblingOrder = targetSiblingOrder;
+ }
+ SetSiblingOrder( mSiblingOrder );
+
+ if ( defragmentationRequired )
+ {
+ DefragmentSiblingIndexes( *(mParent->mChildren) );
+ }
+ }
+ }
+ else
+ {
+ DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ }
+}
+
} // namespace Internal
} // namespace Dali