/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <dali/internal/event/actors/actor-impl.h>
// EXTERNAL INCLUDES
-#include <cmath>
#include <algorithm>
#include <cfloat>
+#include <cmath>
// INTERNAL INCLUDES
-#include <dali/devel-api/actors/layer-devel.h>
-#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/constants.h>
-#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/math/radian.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector3.h>
-#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/scripting/scripting.h>
-#include <dali/internal/common/internal-constants.h>
-#include <dali/internal/event/common/event-thread-services.h>
-#include <dali/internal/event/render-tasks/render-task-impl.h>
+#include <dali/devel-api/actors/layer-devel.h>
+#include <dali/devel-api/common/capabilities.h>
+
+#include <dali/integration-api/debug.h>
+
+#include <dali/internal/event/actors/actor-coords.h>
+#include <dali/internal/event/actors/actor-parent.h>
+#include <dali/internal/event/actors/actor-property-handler.h>
+#include <dali/internal/event/actors/actor-relayouter.h>
#include <dali/internal/event/actors/camera-actor-impl.h>
-#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/event/common/property-helper.h>
-#include <dali/internal/event/common/stage-impl.h>
-#include <dali/internal/event/common/type-info-impl.h>
#include <dali/internal/event/common/scene-impl.h>
+#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/common/thread-local-storage.h>
-#include <dali/internal/event/animation/constraint-impl.h>
-#include <dali/internal/event/common/projection.h>
+#include <dali/internal/event/common/type-info-impl.h>
+#include <dali/internal/event/events/actor-gesture-data.h>
+#include <dali/internal/event/render-tasks/render-task-impl.h>
+#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
-#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/manager/update-manager.h>
#include <dali/internal/update/nodes/node-messages.h>
-#include <dali/internal/update/nodes/node-declarations.h>
-#include <dali/internal/update/animation/scene-graph-constraint.h>
-#include <dali/internal/event/events/actor-gesture-data.h>
-#include <dali/internal/common/message.h>
-#include <dali/integration-api/debug.h>
-using Dali::Internal::SceneGraph::Node;
using Dali::Internal::SceneGraph::AnimatableProperty;
+using Dali::Internal::SceneGraph::Node;
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" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER");
#endif
namespace Dali
{
-
namespace Internal
{
-
-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( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false )
- {
- // Set size negotiation defaults
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- resizePolicies[ i ] = ResizePolicy::DEFAULT;
- useAssignedSize[ i ] = false;
- negotiatedDimensions[ i ] = 0.0f;
- dimensionNegotiated[ i ] = false;
- dimensionDirty[ i ] = false;
- dimensionDependencies[ i ] = Dimension::ALL_DIMENSIONS;
- dimensionPadding[ i ] = GetDefaultDimensionPadding();
- minimumSize[ i ] = 0.0f;
- maximumSize[ i ] = FLT_MAX;
- }
- }
-
- 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
-
- Vector2 dimensionPadding[ Dimension::DIMENSION_COUNT ]; ///< Padding for each dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
-
- float negotiatedDimensions[ Dimension::DIMENSION_COUNT ]; ///< Storage for when a dimension is negotiated but before set on actor
-
- float minimumSize[ Dimension::DIMENSION_COUNT ]; ///< The minimum size an actor can be
- float maximumSize[ Dimension::DIMENSION_COUNT ]; ///< The maximum size an actor can be
-
- bool dimensionNegotiated[ Dimension::DIMENSION_COUNT ]; ///< Has the dimension been negotiated
- bool dimensionDirty[ Dimension::DIMENSION_COUNT ]; ///< Flags indicating whether the layout dimension is dirty or not
-
- Vector3 sizeModeFactor; ///< Factor of size used for certain SizeModes
-
- Vector2 preferredSize; ///< The preferred size of the actor
-
- SizeScalePolicy::Type sizeSetPolicy :3; ///< Policy to apply when setting size. Enough room for the enum
-
- bool relayoutEnabled :1; ///< Flag to specify if this actor should be included in size negotiation or not (defaults to true)
- bool insideRelayout :1; ///< Locking flag to prevent recursive relayouts on size set
-};
-
namespace // unnamed namespace
{
-
// Properties
/**
* 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", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE )
-DALI_PROPERTY( "drawMode", INTEGER, 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", INTEGER, 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( "layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION )
-DALI_PROPERTY( "inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION )
-DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY )
-DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION )
-DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT )
-DALI_PROPERTY( "culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED )
-DALI_PROPERTY( "id", INTEGER, false, false, false, Dali::Actor::Property::ID )
-DALI_PROPERTY( "hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH )
-DALI_PROPERTY( "isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT )
-DALI_PROPERTY( "isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER )
-DALI_PROPERTY( "connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE )
-DALI_PROPERTY( "keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE )
-DALI_PROPERTY( "siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER )
-DALI_PROPERTY( "updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT )
-DALI_PROPERTY( "captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START )
-DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties )
+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", INTEGER, true, false, false, Dali::Actor::Property::COLOR_MODE)
+DALI_PROPERTY("drawMode", INTEGER, 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", INTEGER, 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("layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION)
+DALI_PROPERTY("inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION)
+DALI_PROPERTY("opacity", FLOAT, true, true, true, Dali::Actor::Property::OPACITY)
+DALI_PROPERTY("screenPosition", VECTOR2, false, false, false, Dali::Actor::Property::SCREEN_POSITION)
+DALI_PROPERTY("positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::Actor::Property::POSITION_USES_ANCHOR_POINT)
+DALI_PROPERTY("culled", BOOLEAN, false, false, true, Dali::Actor::Property::CULLED)
+DALI_PROPERTY("id", INTEGER, false, false, false, Dali::Actor::Property::ID)
+DALI_PROPERTY("hierarchyDepth", INTEGER, false, false, false, Dali::Actor::Property::HIERARCHY_DEPTH)
+DALI_PROPERTY("isRoot", BOOLEAN, false, false, false, Dali::Actor::Property::IS_ROOT)
+DALI_PROPERTY("isLayer", BOOLEAN, false, false, false, Dali::Actor::Property::IS_LAYER)
+DALI_PROPERTY("connectedToScene", BOOLEAN, false, false, false, Dali::Actor::Property::CONNECTED_TO_SCENE)
+DALI_PROPERTY("keyboardFocusable", BOOLEAN, true, false, false, Dali::Actor::Property::KEYBOARD_FOCUSABLE)
+DALI_PROPERTY("siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER)
+DALI_PROPERTY("updateSizeHint", VECTOR2, true, false, false, Dali::DevelActor::Property::UPDATE_SIZE_HINT)
+DALI_PROPERTY("captureAllTouchAfterStart", BOOLEAN, true, false, false, Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START)
+DALI_PROPERTY("touchAreaOffset", RECTANGLE, true, false, false, Dali::DevelActor::Property::TOUCH_AREA_OFFSET)
+DALI_PROPERTY("blendEquation", INTEGER, true, false, false, Dali::DevelActor::Property::BLEND_EQUATION)
+DALI_PROPERTY("touchFocusable", BOOLEAN, true, false, false, Dali::DevelActor::Property::TOUCH_FOCUSABLE)
+DALI_PROPERTY("keyboardFocusableChildren", BOOLEAN, true, false, false, Dali::DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN)
+DALI_PROPERTY_TABLE_END(DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties)
// Signals
-const char* const SIGNAL_HOVERED = "hovered";
-const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
-const char* const SIGNAL_ON_SCENE = "onScene";
-const char* const SIGNAL_OFF_SCENE = "offScene";
-const char* const SIGNAL_ON_RELAYOUT = "onRelayout";
-const char* const SIGNAL_TOUCH = "touch";
-const char* const SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
-const char* const SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
-const char* const SIGNAL_CHILD_ADDED = "childAdded";
-const char* const SIGNAL_CHILD_REMOVED = "childRemoved";
+static constexpr std::string_view SIGNAL_HOVERED = "hovered";
+static constexpr std::string_view SIGNAL_WHEEL_EVENT = "wheelEvent";
+static constexpr std::string_view SIGNAL_ON_SCENE = "onScene";
+static constexpr std::string_view SIGNAL_OFF_SCENE = "offScene";
+static constexpr std::string_view SIGNAL_ON_RELAYOUT = "onRelayout";
+static constexpr std::string_view SIGNAL_TOUCHED = "touched";
+static constexpr std::string_view SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
+static constexpr std::string_view SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
+static constexpr std::string_view SIGNAL_CHILD_ADDED = "childAdded";
+static constexpr std::string_view SIGNAL_CHILD_REMOVED = "childRemoved";
// Actions
-const char* const ACTION_SHOW = "show";
-const char* const ACTION_HIDE = "hide";
+static constexpr std::string_view ACTION_SHOW = "show";
+static constexpr std::string_view ACTION_HIDE = "hide";
BaseHandle CreateActor()
{
return Dali::Actor::New();
}
-TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties );
-
-SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector3( mType, SIGNAL_WHEEL_EVENT, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector4( mType, SIGNAL_ON_SCENE, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector5( mType, SIGNAL_OFF_SCENE, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector8( mType, SIGNAL_VISIBILITY_CHANGED, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector9( mType, SIGNAL_LAYOUT_DIRECTION_CHANGED, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector10( mType, SIGNAL_CHILD_ADDED, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector11( mType, SIGNAL_CHILD_REMOVED, &Actor::DoConnectSignal );
-
-TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction );
-TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction );
-
-struct AnchorValue
-{
- const char* name;
- const Vector3& value;
-};
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN_WITH_TYPE( AnchorValue, ANCHOR_CONSTANT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_LEFT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_CENTER )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_RIGHT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_LEFT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_RIGHT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_LEFT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_CENTER )
-DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_RIGHT )
-DALI_ENUM_TO_STRING_TABLE_END( ANCHOR_CONSTANT )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( COLOR_MODE )
-DALI_ENUM_TO_STRING( USE_OWN_COLOR )
-DALI_ENUM_TO_STRING( USE_PARENT_COLOR )
-DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_COLOR )
-DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_ALPHA )
-DALI_ENUM_TO_STRING_TABLE_END( COLOR_MODE )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( DRAW_MODE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, NORMAL )
-DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, OVERLAY_2D )
-DALI_ENUM_TO_STRING_TABLE_END( DRAW_MODE )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( RESIZE_POLICY )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIXED )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_NATURAL_SIZE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FILL_TO_PARENT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_RELATIVE_TO_PARENT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_FIXED_OFFSET_FROM_PARENT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIT_TO_CHILDREN )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, DIMENSION_DEPENDENCY )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_ASSIGNED_SIZE )
-DALI_ENUM_TO_STRING_TABLE_END( RESIZE_POLICY )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( SIZE_SCALE_POLICY )
-DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, USE_SIZE_SET )
-DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FIT_WITH_ASPECT_RATIO )
-DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FILL_WITH_ASPECT_RATIO )
-DALI_ENUM_TO_STRING_TABLE_END( SIZE_SCALE_POLICY )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED )
-DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN )
-DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE )
-
-DALI_ENUM_TO_STRING_TABLE_BEGIN( LAYOUT_DIRECTION )
-DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, LEFT_TO_RIGHT )
-DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, RIGHT_TO_LEFT )
-DALI_ENUM_TO_STRING_TABLE_END( LAYOUT_DIRECTION )
-
-bool GetAnchorPointConstant( const std::string& value, Vector3& anchor )
-{
- for( uint32_t i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i )
- {
- uint32_t sizeIgnored = 0;
- if( CompareTokens( value.c_str(), ANCHOR_CONSTANT_TABLE[ i ].name, sizeIgnored ) )
- {
- anchor = ANCHOR_CONSTANT_TABLE[ i ].value;
- return true;
- }
- }
- return false;
-}
+TypeRegistration mType(typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties);
-inline bool GetParentOriginConstant( const std::string& value, Vector3& parentOrigin )
-{
- // Values are the same so just use the same table as anchor-point
- return GetAnchorPointConstant( value, parentOrigin );
-}
+SignalConnectorType signalConnector2(mType, std::string(SIGNAL_HOVERED), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector3(mType, std::string(SIGNAL_WHEEL_EVENT), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector4(mType, std::string(SIGNAL_ON_SCENE), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector5(mType, std::string(SIGNAL_OFF_SCENE), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector6(mType, std::string(SIGNAL_ON_RELAYOUT), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector7(mType, std::string(SIGNAL_TOUCHED), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector8(mType, std::string(SIGNAL_VISIBILITY_CHANGED), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector9(mType, std::string(SIGNAL_LAYOUT_DIRECTION_CHANGED), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector10(mType, std::string(SIGNAL_CHILD_ADDED), &Actor::DoConnectSignal);
+SignalConnectorType signalConnector11(mType, std::string(SIGNAL_CHILD_REMOVED), &Actor::DoConnectSignal);
+
+TypeAction a1(mType, std::string(ACTION_SHOW), &Actor::DoAction);
+TypeAction a2(mType, std::string(ACTION_HIDE), &Actor::DoAction);
/**
* @brief Extract a given dimension from a Vector2
* @param[in] dimension The dimension to extract
* @return Return the value for the dimension
*/
-float GetDimensionValue( const Vector2& values, Dimension::Type dimension )
+constexpr float GetDimensionValue(const Vector2& values, Dimension::Type dimension)
{
- switch( dimension )
+ switch(dimension)
{
case Dimension::WIDTH:
{
* @param[in] dimension The dimension to extract
* @return Return the value for the dimension
*/
-float GetDimensionValue( const Vector3& values, Dimension::Type dimension )
+float GetDimensionValue(const Vector3& values, Dimension::Type dimension)
{
- return GetDimensionValue( values.GetVectorXY(), dimension );
+ return GetDimensionValue(values.GetVectorXY(), dimension);
}
-/**
- * @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 )
+/// Helper for emitting a signal
+template<typename Signal, typename Event>
+bool EmitConsumingSignal(Actor& actor, Signal& signal, const Event& event)
{
- if( actor )
+ bool consumed = false;
+
+ if(!signal.Empty())
{
- actor->EmitVisibilityChangedSignal( visible, type );
+ Dali::Actor handle(&actor);
+ consumed = signal.Emit(handle, event);
+ }
- 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 );
- }
- }
+ return consumed;
+}
+
+/// Helper for emitting signals with multiple parameters
+template<typename Signal, typename... Param>
+void EmitSignal(Actor& actor, Signal& signal, Param... params)
+{
+ if(!signal.Empty())
+ {
+ Dali::Actor handle(&actor);
+ signal.Emit(handle, params...);
}
}
ActorPtr Actor::New()
{
// pass a reference to actor, actor does not own its node
- ActorPtr actor( new Actor( BASIC, *CreateNode() ) );
+ ActorPtr actor(new Actor(BASIC, *CreateNode()));
// Second-phase construction
actor->Initialize();
const SceneGraph::Node* Actor::CreateNode()
{
// create node. Nodes are owned by the update manager
- SceneGraph::Node* node = SceneGraph::Node::New();
- OwnerPointer< SceneGraph::Node > transferOwnership( node );
- Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
+ SceneGraph::Node* node = SceneGraph::Node::New();
+ OwnerPointer<SceneGraph::Node> transferOwnership(node);
+ Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal();
- DALI_ASSERT_ALWAYS( tls && "ThreadLocalStorage is null" );
+ DALI_ASSERT_ALWAYS(tls && "ThreadLocalStorage is null");
- AddNodeMessage( tls->GetUpdateManager(), transferOwnership );
+ AddNodeMessage(tls->GetUpdateManager(), transferOwnership);
return node;
}
-const std::string& Actor::GetName() const
-{
- return mName;
-}
-
-void Actor::SetName( const std::string& name )
+void Actor::SetName(std::string_view name)
{
- mName = name;
+ mName = ConstString(name);
// ATTENTION: string for debug purposes is not thread safe.
- DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( &GetNode() ), name );
+ DALI_LOG_SET_OBJECT_STRING(const_cast<SceneGraph::Node*>(&GetNode()), mName.GetCString());
}
uint32_t Actor::GetId() const
return GetNode().GetId();
}
-bool Actor::OnScene() const
-{
- return mIsOnScene;
-}
-
Dali::Layer Actor::GetLayer()
{
Dali::Layer layer;
// Short-circuit for Layer derived actors
- if( mIsLayer )
+ if(mIsLayer)
{
- layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( this ) ); // static cast as we trust the flag
+ layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(this)); // static cast as we trust the flag
}
// Find the immediate Layer parent
- for( Actor* parent = mParent; !layer && parent != NULL; parent = parent->GetParent() )
+ for(Actor* parent = GetParent(); !layer && parent != nullptr; parent = parent->GetParent())
{
- if( parent->IsLayer() )
+ if(parent->IsLayer())
{
- layer = Dali::Layer( static_cast< Dali::Internal::Layer* >( parent ) ); // static cast as we trust the flag
+ layer = Dali::Layer(static_cast<Dali::Internal::Layer*>(parent)); // static cast as we trust the flag
}
}
return layer;
}
-void Actor::Add( 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 );
-
- // child might already be ours
- if( this != oldParent )
- {
- // if we already have parent, unparent us first
- if( oldParent )
- {
- oldParent->Remove( child ); // This causes OnChildRemove callback & ChildRemoved signal
-
- // 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
- mChildren->push_back( ActorPtr( &child ) );
-
- // SetParent asserts that child can be added
- child.SetParent( this );
-
- // Notification for derived classes
- OnChildAdd( child );
- EmitChildAddedSignal( child );
-
- InheritLayoutDirectionRecursively( ActorPtr( &child ), mLayoutDirection );
-
- // Only put in a relayout request if there is a suitable dependency
- if( RelayoutDependentOnChildren() )
- {
- RelayoutRequest();
- }
- }
- }
-}
-
-void Actor::Remove( Actor& child )
-{
- if( (this == &child) || (!mChildren) )
- {
- // 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 )
- {
- ActorPtr actor = (*iter);
-
- if( actor.Get() == &child )
- {
- // Keep handle for OnChildRemove notification
- 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 );
-
- break;
- }
- }
-
- if( removed )
- {
- // Only put in a relayout request if there is a suitable dependency
- if( RelayoutDependentOnChildren() )
- {
- RelayoutRequest();
- }
- }
-
- // Notification for derived classes
- OnChildRemove( child );
- EmitChildRemovedSignal( child );
-}
-
void Actor::Unparent()
{
- if( mParent )
+ if(mParent)
{
// Remove this actor from the parent. The remove will put a relayout request in for
// the parent if required
- mParent->Remove( *this );
+ mParent->Remove(*this);
// mParent is now NULL!
}
}
-uint32_t Actor::GetChildCount() const
-{
- return ( NULL != mChildren ) ? static_cast<uint32_t>( mChildren->size() ) : 0; // only 4,294,967,295 children per actor
-}
-
-ActorPtr Actor::GetChildAt( uint32_t index ) const
-{
- DALI_ASSERT_ALWAYS( index < GetChildCount() );
-
- return ( ( mChildren ) ? ( *mChildren )[ index ] : ActorPtr() );
-}
-
-ActorPtr Actor::FindChildByName( const std::string& actorName )
-{
- ActorPtr child = 0;
- if( actorName == mName )
- {
- child = this;
- }
- else if( mChildren )
- {
- ActorIter end = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
- {
- child = (*iter)->FindChildByName( actorName );
-
- if( child )
- {
- break;
- }
- }
- }
- return child;
-}
-
-ActorPtr Actor::FindChildById( const uint32_t id )
-{
- ActorPtr child = 0;
- if( id == GetId() )
- {
- child = this;
- }
- else if( mChildren )
- {
- ActorIter end = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != end; ++iter )
- {
- child = (*iter)->FindChildById( id );
-
- if( child )
- {
- break;
- }
- }
- }
- return child;
-}
-
-void Actor::SetParentOrigin( const Vector3& origin )
+void Actor::SetParentOrigin(const Vector3& origin)
{
// node is being used in a separate thread; queue a message to set the value & base value
- SetParentOriginMessage( GetEventThreadServices(), GetNode(), origin );
+ SetParentOriginMessage(GetEventThreadServices(), GetNode(), origin);
// Cache for event-thread access
- if( !mParentOrigin )
+ if(!mParentOrigin)
{
// not allocated, check if different from default
- if( ParentOrigin::DEFAULT != origin )
+ if(ParentOrigin::DEFAULT != origin)
{
- mParentOrigin = new Vector3( origin );
+ mParentOrigin = new Vector3(origin);
}
}
else
}
}
-void Actor::SetParentOriginX( float x )
-{
- const Vector3& current = GetCurrentParentOrigin();
-
- SetParentOrigin( Vector3( x, current.y, current.z ) );
-}
-
-void Actor::SetParentOriginY( float y )
-{
- const Vector3& current = GetCurrentParentOrigin();
-
- SetParentOrigin( Vector3( current.x, y, current.z ) );
-}
-
-void Actor::SetParentOriginZ( float z )
-{
- const Vector3& current = GetCurrentParentOrigin();
-
- SetParentOrigin( Vector3( current.x, current.y, z ) );
-}
-
const Vector3& Actor::GetCurrentParentOrigin() const
{
// Cached for event-thread access
- return ( mParentOrigin ) ? *mParentOrigin : ParentOrigin::DEFAULT;
+ return (mParentOrigin) ? *mParentOrigin : ParentOrigin::DEFAULT;
}
-void Actor::SetAnchorPoint( const Vector3& anchor )
+void Actor::SetAnchorPoint(const Vector3& anchor)
{
// node is being used in a separate thread; queue a message to set the value & base value
- SetAnchorPointMessage( GetEventThreadServices(), GetNode(), anchor );
+ SetAnchorPointMessage(GetEventThreadServices(), GetNode(), anchor);
// Cache for event-thread access
- if( !mAnchorPoint )
+ if(!mAnchorPoint)
{
// not allocated, check if different from default
- if( AnchorPoint::DEFAULT != anchor )
+ if(AnchorPoint::DEFAULT != anchor)
{
- mAnchorPoint = new Vector3( anchor );
+ mAnchorPoint = new Vector3(anchor);
}
}
else
}
}
-void Actor::SetAnchorPointX( float x )
-{
- const Vector3& current = GetCurrentAnchorPoint();
-
- SetAnchorPoint( Vector3( x, current.y, current.z ) );
-}
-
-void Actor::SetAnchorPointY( float y )
-{
- const Vector3& current = GetCurrentAnchorPoint();
-
- SetAnchorPoint( Vector3( current.x, y, current.z ) );
-}
-
-void Actor::SetAnchorPointZ( float z )
-{
- const Vector3& current = GetCurrentAnchorPoint();
-
- SetAnchorPoint( Vector3( current.x, current.y, z ) );
-}
-
const Vector3& Actor::GetCurrentAnchorPoint() const
{
// Cached for event-thread access
- return ( mAnchorPoint ) ? *mAnchorPoint : AnchorPoint::DEFAULT;
+ return (mAnchorPoint) ? *mAnchorPoint : AnchorPoint::DEFAULT;
}
-void Actor::SetPosition( float x, float y )
+void Actor::SetPosition(float x, float y)
{
- SetPosition( Vector3( x, y, 0.0f ) );
+ SetPosition(Vector3(x, y, 0.0f));
}
-void Actor::SetPosition( float x, float y, float z )
+void Actor::SetPosition(float x, float y, float z)
{
- SetPosition( Vector3( x, y, z ) );
+ SetPosition(Vector3(x, y, z));
}
-void Actor::SetPosition( const Vector3& position )
+void Actor::SetPosition(const Vector3& position)
{
mTargetPosition = position;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position );
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, position);
}
-void Actor::SetX( float x )
+void Actor::SetX(float x)
{
mTargetPosition.x = x;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
}
-void Actor::SetY( float y )
+void Actor::SetY(float y)
{
mTargetPosition.y = y;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
}
-void Actor::SetZ( float z )
+void Actor::SetZ(float z)
{
mTargetPosition.z = z;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
}
-void Actor::TranslateBy( const Vector3& distance )
+void Actor::TranslateBy(const Vector3& distance)
{
mTargetPosition += distance;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance );
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelative, distance);
}
const Vector3& Actor::GetCurrentPosition() const
return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex());
}
-const Vector3& Actor::GetTargetPosition() const
-{
- return mTargetPosition;
-}
-
const Vector3& Actor::GetCurrentWorldPosition() const
{
// node is being used in a separate thread; copy the value from the previous update
- return GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
}
const Vector2 Actor::GetCurrentScreenPosition() const
{
- if( mScene && OnScene() )
+ if(mScene && OnScene())
{
- Vector3 worldPosition = GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
- Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+ Vector3 worldPosition = GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
+ Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition(GetEventThreadServices().GetEventBufferIndex());
worldPosition -= cameraPosition;
Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
- Vector2 halfSceneSize( mScene->GetSize() * 0.5f ); // World position origin is center of scene
- Vector3 halfActorSize( actorSize * 0.5f );
- Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+ Vector2 halfSceneSize(mScene->GetSize() * 0.5f); // World position origin is center of scene
+ Vector3 halfActorSize(actorSize * 0.5f);
+ Vector3 anchorPointOffSet = halfActorSize - actorSize * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
- return Vector2( halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
- halfSceneSize.height + worldPosition.y - anchorPointOffSet.y );
+ return Vector2(halfSceneSize.width + worldPosition.x - anchorPointOffSet.x,
+ halfSceneSize.height + worldPosition.y - anchorPointOffSet.y);
}
return Vector2::ZERO;
}
-void Actor::SetInheritPosition( bool inherit )
+void Actor::SetInheritPosition(bool inherit)
{
- if( mInheritPosition != inherit )
+ if(mInheritPosition != inherit)
{
// non animatable so keep local copy
mInheritPosition = inherit;
- SetInheritPositionMessage( GetEventThreadServices(), GetNode(), inherit );
+ SetInheritPositionMessage(GetEventThreadServices(), GetNode(), inherit);
}
}
-bool Actor::IsPositionInherited() const
-{
- return mInheritPosition;
-}
-
-void Actor::SetOrientation( const Radian& angle, const Vector3& axis )
+void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
{
- Vector3 normalizedAxis( axis.x, axis.y, axis.z );
+ Vector3 normalizedAxis(axis.x, axis.y, axis.z);
normalizedAxis.Normalize();
- Quaternion orientation( angle, normalizedAxis );
+ Quaternion orientation(angle, normalizedAxis);
- SetOrientation( orientation );
+ SetOrientation(orientation);
}
-void Actor::SetOrientation( const Quaternion& orientation )
+void Actor::SetOrientation(const Quaternion& orientation)
{
mTargetOrientation = orientation;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation );
+ SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::Bake, orientation);
}
-void Actor::RotateBy( const Radian& angle, const Vector3& axis )
+void Actor::RotateBy(const Radian& angle, const Vector3& axis)
{
- RotateBy( Quaternion(angle, axis) );
+ RotateBy(Quaternion(angle, axis));
}
-void Actor::RotateBy( const Quaternion& relativeRotation )
+void Actor::RotateBy(const Quaternion& relativeRotation)
{
- mTargetOrientation *= Quaternion( relativeRotation );
+ mTargetOrientation *= Quaternion(relativeRotation);
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation );
+ SceneGraph::NodeTransformPropertyMessage<Quaternion>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler<Quaternion>::BakeRelative, relativeRotation);
}
const Quaternion& Actor::GetCurrentOrientation() const
const Quaternion& Actor::GetCurrentWorldOrientation() const
{
// node is being used in a separate thread; copy the value from the previous update
- return GetNode().GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().GetWorldOrientation(GetEventThreadServices().GetEventBufferIndex());
}
-void Actor::SetScale( float scale )
+void Actor::SetScale(float scale)
{
- SetScale( Vector3( scale, scale, scale ) );
+ SetScale(Vector3(scale, scale, scale));
}
-void Actor::SetScale( float x, float y, float z )
+void Actor::SetScale(float x, float y, float z)
{
- SetScale( Vector3( x, y, z ) );
+ SetScale(Vector3(x, y, z));
}
-void Actor::SetScale( const Vector3& scale )
+void Actor::SetScale(const Vector3& scale)
{
mTargetScale = scale;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale );
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, scale);
}
-void Actor::SetScaleX( float x )
+void Actor::SetScaleX(float x)
{
mTargetScale.x = x;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, x);
}
-void Actor::SetScaleY( float y )
+void Actor::SetScaleY(float y)
{
mTargetScale.y = y;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, y);
}
-void Actor::SetScaleZ( float z )
+void Actor::SetScaleZ(float z)
{
mTargetScale.z = z;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, z);
}
void Actor::ScaleBy(const Vector3& relativeScale)
mTargetScale *= relativeScale;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale );
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeRelativeMultiply, relativeScale);
}
const Vector3& Actor::GetCurrentScale() const
const Vector3& Actor::GetCurrentWorldScale() const
{
// node is being used in a separate thread; copy the value from the previous update
- return GetNode().GetWorldScale( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().GetWorldScale(GetEventThreadServices().GetEventBufferIndex());
}
-void Actor::SetInheritScale( bool inherit )
+void Actor::SetInheritScale(bool inherit)
{
- if( mInheritScale != inherit )
+ if(mInheritScale != inherit)
{
// non animatable so keep local copy
mInheritScale = inherit;
// node is being used in a separate thread; queue a message to set the value
- SetInheritScaleMessage( GetEventThreadServices(), GetNode(), inherit );
+ SetInheritScaleMessage(GetEventThreadServices(), GetNode(), inherit);
}
}
-bool Actor::IsScaleInherited() const
-{
- return mInheritScale;
-}
-
Matrix Actor::GetCurrentWorldMatrix() const
{
return GetNode().GetWorldMatrix(0);
}
-void Actor::SetVisible( bool visible )
+void Actor::SetVisible(bool visible)
{
- SetVisibleInternal( visible, SendMessage::TRUE );
+ SetVisibleInternal(visible, SendMessage::TRUE);
}
bool Actor::IsVisible() const
{
// node is being used in a separate thread; copy the value from the previous update
- return GetNode().IsVisible( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().IsVisible(GetEventThreadServices().GetEventBufferIndex());
}
-void Actor::SetOpacity( float opacity )
+void Actor::SetOpacity(float opacity)
{
mTargetColor.a = opacity;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity );
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeW, opacity);
+
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
}
float Actor::GetCurrentOpacity() const
return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex());
}
-ClippingMode::Type Actor::GetClippingMode() const
-{
- return mClippingMode;
-}
-
-uint32_t Actor::GetSortingDepth()
-{
- return mSortedDepth;
-}
-
const Vector4& Actor::GetCurrentWorldColor() const
{
- return GetNode().GetWorldColor( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().GetWorldColor(GetEventThreadServices().GetEventBufferIndex());
}
-void Actor::SetColor( const Vector4& color )
+void Actor::SetColor(const Vector4& color)
{
mTargetColor = color;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color );
+ SceneGraph::NodePropertyMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::Bake, color);
+
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
}
-void Actor::SetColorRed( float red )
+void Actor::SetColorRed(float red)
{
mTargetColor.r = red;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red );
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeX, red);
+
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
}
-void Actor::SetColorGreen( float green )
+void Actor::SetColorGreen(float green)
{
mTargetColor.g = green;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green );
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeY, green);
+
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
}
-void Actor::SetColorBlue( float blue )
+void Actor::SetColorBlue(float blue)
{
mTargetColor.b = blue;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue );
+ SceneGraph::NodePropertyComponentMessage<Vector4>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty<Vector4>::BakeZ, blue);
+
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
}
const Vector4& Actor::GetCurrentColor() const
return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex());
}
-void Actor::SetInheritOrientation( bool inherit )
+void Actor::SetInheritOrientation(bool inherit)
{
- if( mInheritOrientation != inherit )
+ if(mInheritOrientation != inherit)
{
// non animatable so keep local copy
mInheritOrientation = inherit;
// node is being used in a separate thread; queue a message to set the value
- SetInheritOrientationMessage( GetEventThreadServices(), GetNode(), inherit );
+ SetInheritOrientationMessage(GetEventThreadServices(), GetNode(), inherit);
}
}
-bool Actor::IsOrientationInherited() const
+void Actor::SetSizeModeFactor(const Vector3& factor)
{
- return mInheritOrientation;
-}
-
-void Actor::SetSizeModeFactor( const Vector3& factor )
-{
- EnsureRelayoutData();
+ EnsureRelayouter();
mRelayoutData->sizeModeFactor = factor;
}
const Vector3& Actor::GetSizeModeFactor() const
{
- if ( mRelayoutData )
+ if(mRelayoutData)
{
return mRelayoutData->sizeModeFactor;
}
- return GetDefaultSizeModeFactor();
+ return Relayouter::DEFAULT_SIZE_MODE_FACTOR;
}
-void Actor::SetColorMode( ColorMode colorMode )
+void Actor::SetColorMode(ColorMode colorMode)
{
// non animatable so keep local copy
mColorMode = colorMode;
// node is being used in a separate thread; queue a message to set the value
- SetColorModeMessage( GetEventThreadServices(), GetNode(), colorMode );
-}
-
-ColorMode Actor::GetColorMode() const
-{
- // we have cached copy
- return mColorMode;
+ SetColorModeMessage(GetEventThreadServices(), GetNode(), colorMode);
}
-void Actor::SetSize( float width, float height )
+void Actor::SetSize(float width, float height)
{
- SetSize( Vector2( width, height ) );
+ SetSize(Vector2(width, height));
}
-void Actor::SetSize( float width, float height, float depth )
+void Actor::SetSize(float width, float height, float depth)
{
- SetSize( Vector3( width, height, depth ) );
+ SetSize(Vector3(width, height, depth));
}
-void Actor::SetSize( const Vector2& size )
+void Actor::SetSize(const Vector2& size)
{
- SetSize( Vector3( size.width, size.height, 0.f ) );
+ SetSize(Vector3(size.width, size.height, 0.f));
}
-void Actor::SetSizeInternal( const Vector2& size )
+void Actor::SetSizeInternal(const Vector2& size)
{
- SetSizeInternal( Vector3( size.width, size.height, 0.f ) );
+ SetSizeInternal(Vector3(size.width, size.height, 0.f));
}
-void Actor::SetSize( const Vector3& size )
+void Actor::SetSize(const Vector3& size)
{
- if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
+ if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
{
// TODO we cannot just ignore the given Z but that means rewrite the size negotiation!!
- SetPreferredSize( size.GetVectorXY() );
+ SetPreferredSize(size.GetVectorXY());
}
else
{
- SetSizeInternal( size );
+ SetSizeInternal(size);
}
}
-void Actor::SetSizeInternal( const Vector3& size )
+void Actor::SetSizeInternal(const Vector3& size)
{
// dont allow recursive loop
- DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" );
+ 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( ( 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 ) )
+ Vector3 currentSize = GetCurrentSize();
+
+ if((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) ||
+ (fabsf(mTargetSize.width - currentSize.width) > Math::MACHINE_EPSILON_1) ||
+ (fabsf(mTargetSize.height - currentSize.height) > Math::MACHINE_EPSILON_1) ||
+ (fabsf(mTargetSize.depth - currentSize.depth) > Math::MACHINE_EPSILON_1))
{
mTargetSize = size;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformPropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize );
+ SceneGraph::NodeTransformPropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::Bake, mTargetSize);
// Notification for derived classes
mInsideOnSizeSet = true;
- OnSizeSet( mTargetSize );
+ OnSizeSet(mTargetSize);
mInsideOnSizeSet = false;
// Raise a relayout request if the flag is not locked
- if( mRelayoutData && !mRelayoutData->insideRelayout )
+ if(mRelayoutData && !mRelayoutData->insideRelayout)
{
RelayoutRequest();
}
}
}
-void Actor::SetWidth( float width )
+void Actor::SetWidth(float width)
{
- if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
+ if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
{
- SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
mRelayoutData->preferredSize.width = width;
}
else
mTargetSize.width = width;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeX, width);
}
mUseAnimatedSize &= ~AnimatedSizeFlag::WIDTH;
RelayoutRequest();
}
-void Actor::SetHeight( float height )
+void Actor::SetHeight(float height)
{
- if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
+ if(IsRelayoutEnabled() && !mRelayoutData->insideRelayout)
{
- SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ SetResizePolicy(ResizePolicy::FIXED, Dimension::HEIGHT);
mRelayoutData->preferredSize.height = height;
}
else
mTargetSize.height = height;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeY, height);
}
mUseAnimatedSize &= ~AnimatedSizeFlag::HEIGHT;
RelayoutRequest();
}
-void Actor::SetDepth( float depth )
+void Actor::SetDepth(float depth)
{
mTargetSize.depth = depth;
mUseAnimatedSize &= ~AnimatedSizeFlag::DEPTH;
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodeTransformComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth );
+ SceneGraph::NodeTransformComponentMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler<Vector3>::BakeZ, depth);
}
Vector3 Actor::GetTargetSize() const
{
Vector3 size = mTargetSize;
- if( mUseAnimatedSize & AnimatedSizeFlag::WIDTH )
+ if(mUseAnimatedSize & AnimatedSizeFlag::WIDTH)
{
// Should return animated size if size is animated
size.width = mAnimatedSize.width;
else
{
// Should return preferred size if size is fixed as set by SetSize
- if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED )
+ if(GetResizePolicy(Dimension::WIDTH) == ResizePolicy::FIXED)
{
size.width = GetPreferredSize().width;
}
}
- if( mUseAnimatedSize & AnimatedSizeFlag::HEIGHT )
+ if(mUseAnimatedSize & AnimatedSizeFlag::HEIGHT)
{
size.height = mAnimatedSize.height;
}
else
{
- if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED )
+ if(GetResizePolicy(Dimension::HEIGHT) == ResizePolicy::FIXED)
{
size.height = GetPreferredSize().height;
}
}
- if( mUseAnimatedSize & AnimatedSizeFlag::DEPTH )
+ if(mUseAnimatedSize & AnimatedSizeFlag::DEPTH)
{
size.depth = mAnimatedSize.depth;
}
const Vector3& Actor::GetCurrentSize() const
{
// node is being used in a separate thread; copy the value from the previous update
- return GetNode().GetSize( GetEventThreadServices().GetEventBufferIndex() );
+ return GetNode().GetSize(GetEventThreadServices().GetEventBufferIndex());
}
Vector3 Actor::GetNaturalSize() const
{
// It is up to deriving classes to return the appropriate natural size
- return Vector3( 0.0f, 0.0f, 0.0f );
+ return Vector3(0.0f, 0.0f, 0.0f);
}
-void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
+void Actor::SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension)
{
- EnsureRelayoutData();
+ EnsureRelayouter().SetResizePolicy(policy, dimension, mTargetSize);
+
+ OnSetResizePolicy(policy, dimension);
- ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH);
- ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT);
+ // Trigger relayout on this control
+ RelayoutRequest();
+}
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ResizePolicy::Type Actor::GetResizePolicy(Dimension::Type dimension) const
+{
+ if(mRelayoutData)
{
- if( dimension & ( 1 << i ) )
- {
- if ( policy == ResizePolicy::USE_ASSIGNED_SIZE )
- {
- mRelayoutData->useAssignedSize[ i ] = true;
- }
- else
- {
- mRelayoutData->resizePolicies[ i ] = policy;
- mRelayoutData->useAssignedSize[ i ] = false;
- }
- }
+ return mRelayoutData->GetResizePolicy(dimension);
}
- if( policy == ResizePolicy::DIMENSION_DEPENDENCY )
- {
- if( dimension & Dimension::WIDTH )
- {
- SetDimensionDependency( Dimension::WIDTH, Dimension::HEIGHT );
- }
+ return ResizePolicy::DEFAULT;
+}
- if( dimension & Dimension::HEIGHT )
- {
- SetDimensionDependency( Dimension::HEIGHT, Dimension::WIDTH );
- }
- }
+void Actor::SetSizeScalePolicy(SizeScalePolicy::Type policy)
+{
+ EnsureRelayouter();
- // If calling SetResizePolicy, assume we want relayout enabled
- SetRelayoutEnabled( true );
+ mRelayoutData->sizeSetPolicy = policy;
- // If the resize policy is set to be FIXED, the preferred size
- // should be overrided by the target size. Otherwise the target
- // size should be overrided by the preferred size.
+ // Trigger relayout on this control
+ RelayoutRequest();
+}
- if( dimension & Dimension::WIDTH )
+SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
+{
+ if(mRelayoutData)
{
- if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
- {
- mRelayoutData->preferredSize.width = mTargetSize.width;
- }
- else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
- {
- mTargetSize.width = mRelayoutData->preferredSize.width;
- }
+ return mRelayoutData->sizeSetPolicy;
}
- if( dimension & Dimension::HEIGHT )
- {
- if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED )
- {
- mRelayoutData->preferredSize.height = mTargetSize.height;
- }
- else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED )
- {
- mTargetSize.height = mRelayoutData->preferredSize.height;
- }
- }
-
- OnSetResizePolicy( policy, dimension );
-
- // Trigger relayout on this control
- RelayoutRequest();
-}
-
-ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
-{
- if ( mRelayoutData )
- {
- // If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- if( mRelayoutData->useAssignedSize[ i ] )
- {
- return ResizePolicy::USE_ASSIGNED_SIZE;
- }
- else
- {
- return mRelayoutData->resizePolicies[ i ];
- }
- }
- }
- }
-
- return ResizePolicy::DEFAULT;
-}
-
-void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy )
-{
- EnsureRelayoutData();
-
- mRelayoutData->sizeSetPolicy = policy;
-
- // Trigger relayout on this control
- RelayoutRequest();
+ return Relayouter::DEFAULT_SIZE_SCALE_POLICY;
}
-SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
-{
- if ( mRelayoutData )
- {
- return mRelayoutData->sizeSetPolicy;
- }
-
- return DEFAULT_SIZE_SCALE_POLICY;
-}
-
-void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency )
+void Actor::SetDimensionDependency(Dimension::Type dimension, Dimension::Type dependency)
{
- EnsureRelayoutData();
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->dimensionDependencies[ i ] = dependency;
- }
- }
+ EnsureRelayouter().SetDimensionDependency(dimension, dependency);
}
-Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const
+Dimension::Type Actor::GetDimensionDependency(Dimension::Type dimension) const
{
- if ( mRelayoutData )
+ if(mRelayoutData)
{
- // If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- return mRelayoutData->dimensionDependencies[ i ];
- }
- }
+ return mRelayoutData->GetDimensionDependency(dimension);
}
- return Dimension::ALL_DIMENSIONS; // Default
+ return Dimension::ALL_DIMENSIONS; // Default
}
-void Actor::SetRelayoutEnabled( bool relayoutEnabled )
+void Actor::SetRelayoutEnabled(bool relayoutEnabled)
{
// If relayout data has not been allocated yet and the client is requesting
// to disable it, do nothing
- if( mRelayoutData || relayoutEnabled )
+ if(mRelayoutData || relayoutEnabled)
{
- EnsureRelayoutData();
+ EnsureRelayouter();
- DALI_ASSERT_DEBUG( mRelayoutData && "mRelayoutData not created" );
+ DALI_ASSERT_DEBUG(mRelayoutData && "mRelayoutData not created");
mRelayoutData->relayoutEnabled = relayoutEnabled;
}
return mRelayoutData && mRelayoutData->relayoutEnabled;
}
-void Actor::SetLayoutDirty( bool dirty, Dimension::Type dimension )
+void Actor::SetLayoutDirty(bool dirty, Dimension::Type dimension)
{
- EnsureRelayoutData();
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->dimensionDirty[ i ] = dirty;
- }
- }
+ EnsureRelayouter().SetLayoutDirty(dirty, dimension);
}
-bool Actor::IsLayoutDirty( Dimension::Type dimension ) const
+bool Actor::IsLayoutDirty(Dimension::Type dimension) const
{
- if ( mRelayoutData )
- {
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] )
- {
- return true;
- }
- }
- }
-
- return false;
+ return mRelayoutData && mRelayoutData->IsLayoutDirty(dimension);
}
-bool Actor::RelayoutPossible( Dimension::Type dimension ) const
+bool Actor::RelayoutPossible(Dimension::Type dimension) const
{
- return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty( dimension );
+ return mRelayoutData && mRelayoutData->relayoutEnabled && !IsLayoutDirty(dimension);
}
-bool Actor::RelayoutRequired( Dimension::Type dimension ) const
+bool Actor::RelayoutRequired(Dimension::Type dimension) const
{
- return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension );
+ return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty(dimension);
}
-uint32_t Actor::AddRenderer( Renderer& renderer )
+uint32_t Actor::AddRenderer(Renderer& renderer)
{
- if( !mRenderers )
+ if(!mRenderers)
{
- mRenderers = new RendererContainer;
+ mRenderers = new RendererContainer(GetEventThreadServices());
}
-
- uint32_t index = static_cast<uint32_t>( mRenderers->size() ); // 4,294,967,295 renderers per actor
- RendererPtr rendererPtr = RendererPtr( &renderer );
- mRenderers->push_back( rendererPtr );
- AttachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() );
- return index;
+ return mRenderers->Add(GetNode(), renderer, mIsBlendEquationSet, mBlendEquation);
}
uint32_t Actor::GetRendererCount() const
{
- uint32_t rendererCount(0);
- if( mRenderers )
- {
- rendererCount = static_cast<uint32_t>( mRenderers->size() ); // 4,294,967,295 renderers per actor
- }
-
- return rendererCount;
-}
-
-RendererPtr Actor::GetRendererAt( uint32_t index )
-{
- RendererPtr renderer;
- if( index < GetRendererCount() )
- {
- renderer = ( *mRenderers )[ index ];
- }
-
- return renderer;
+ return mRenderers ? mRenderers->GetCount() : 0u;
}
-void Actor::RemoveRenderer( Renderer& renderer )
+RendererPtr Actor::GetRendererAt(uint32_t index)
{
- if( mRenderers )
- {
- RendererIter end = mRenderers->end();
- for( RendererIter iter = mRenderers->begin(); iter != end; ++iter )
- {
- if( (*iter).Get() == &renderer )
- {
- mRenderers->erase( iter );
- DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() );
- break;
- }
- }
- }
+ return mRenderers ? mRenderers->GetRendererAt(index) : nullptr;
}
-void Actor::RemoveRenderer( uint32_t index )
+void Actor::RemoveRenderer(Renderer& renderer)
{
- if( index < GetRendererCount() )
+ if(mRenderers)
{
- RendererPtr renderer = ( *mRenderers )[ index ];
- DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject() );
- mRenderers->erase( mRenderers->begin()+index );
+ mRenderers->Remove(GetNode(), renderer);
}
}
-bool Actor::IsOverlay() const
+void Actor::RemoveRenderer(uint32_t index)
{
- return ( DrawMode::OVERLAY_2D == mDrawMode );
-}
-
-void Actor::SetDrawMode( DrawMode::Type drawMode )
-{
- // this flag is not animatable so keep the value
- mDrawMode = drawMode;
-
- // node is being used in a separate thread; queue a message to set the value
- SetDrawModeMessage( GetEventThreadServices(), GetNode(), drawMode );
-}
-
-DrawMode::Type Actor::GetDrawMode() const
-{
- return mDrawMode;
-}
-
-bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const
-{
- // only valid when on-stage
- if( mScene && OnScene() )
+ if(mRenderers)
{
- const RenderTaskList& taskList = mScene->GetRenderTaskList();
-
- Vector2 converted( screenX, screenY );
-
- // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
- uint32_t taskCount = taskList.GetTaskCount();
- for( uint32_t i = taskCount; i > 0; --i )
- {
- RenderTaskPtr task = taskList.GetTask( i - 1 );
- if( ScreenToLocal( *task, localX, localY, screenX, screenY ) )
- {
- // found a task where this conversion was ok so return
- return true;
- }
- }
+ mRenderers->Remove(GetNode(), index);
}
- return false;
}
-bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const
+void Actor::SetBlendEquation(DevelBlendEquation::Type blendEquation)
{
- bool retval = false;
- // only valid when on-stage
- if( OnScene() )
+ if(Dali::Capabilities::IsBlendEquationSupported(blendEquation))
{
- CameraActor* camera = renderTask.GetCameraActor();
- if( camera )
+ if(mBlendEquation != blendEquation)
{
- Viewport viewport;
- renderTask.GetViewport( viewport );
-
- // need to translate coordinates to render tasks coordinate space
- Vector2 converted( screenX, screenY );
- if( renderTask.TranslateCoordinates( converted ) )
+ mBlendEquation = blendEquation;
+ if(mRenderers)
{
- retval = ScreenToLocal( camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y );
+ mRenderers->SetBlending(blendEquation);
}
}
+ mIsBlendEquationSet = true;
}
- return retval;
-}
-
-bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY ) const
-{
- // Early-out if not on stage
- if( !OnScene() )
- {
- return false;
- }
-
- // Get the ModelView matrix
- Matrix modelView;
- Matrix::Multiply( modelView, GetNode().GetWorldMatrix(0), viewMatrix );
-
- // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects
- Matrix invertedMvp( false/*don't init*/);
- Matrix::Multiply( invertedMvp, modelView, projectionMatrix );
- bool success = invertedMvp.Invert();
-
- // Convert to GL coordinates
- Vector4 screenPos( screenX - static_cast<float>( viewport.x ), static_cast<float>( viewport.height ) - screenY - static_cast<float>( viewport.y ), 0.f, 1.f );
-
- Vector4 nearPos;
- if( success )
- {
- success = Unproject( screenPos, invertedMvp, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), nearPos );
- }
-
- Vector4 farPos;
- if( success )
- {
- screenPos.z = 1.0f;
- success = Unproject( screenPos, invertedMvp, static_cast<float>( viewport.width ), static_cast<float>( viewport.height ), farPos );
- }
-
- if( success )
- {
- Vector4 local;
- if( XyPlaneIntersect( nearPos, farPos, local ) )
- {
- Vector3 size = GetCurrentSize();
- localX = local.x + size.x * 0.5f;
- localY = local.y + size.y * 0.5f;
- }
- else
- {
- success = false;
- }
- }
-
- return success;
-}
-
-bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) const
-{
- /*
- http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
-
- Mathematical Formulation
-
- Given the above mentioned sphere, a point 'p' lies on the surface of the sphere if
-
- ( p - c ) dot ( p - c ) = r^2
-
- Given a ray with a point of origin 'o', and a direction vector 'd':
-
- ray(t) = o + td, t >= 0
-
- we can find the t at which the ray intersects the sphere by setting ray(t) equal to 'p'
-
- (o + td - c ) dot ( o + td - c ) = r^2
-
- To solve for t we first expand the above into a more recognisable quadratic equation form
-
- ( d dot d )t^2 + 2( o - c ) dot dt + ( o - c ) dot ( o - c ) - r^2 = 0
-
- or
-
- At2 + Bt + C = 0
-
- where
-
- A = d dot d
- B = 2( o - c ) dot d
- C = ( o - c ) dot ( o - c ) - r^2
-
- which can be solved using a standard quadratic formula.
-
- Note that in the absence of positive, real, roots, the ray does not intersect the sphere.
-
- Practical Simplification
-
- In a renderer, we often differentiate between world space and object space. In the object space
- of a sphere it is centred at origin, meaning that if we first transform the ray from world space
- into object space, the mathematical solution presented above can be simplified significantly.
-
- If a sphere is centred at origin, a point 'p' lies on a sphere of radius r2 if
-
- p dot p = r^2
-
- and we can find the t at which the (transformed) ray intersects the sphere by
-
- ( o + td ) dot ( o + td ) = r^2
-
- According to the reasoning above, we expand the above quadratic equation into the general form
-
- At2 + Bt + C = 0
-
- which now has coefficients:
-
- A = d dot d
- B = 2( d dot o )
- C = o dot o - r^2
- */
-
- // Early-out if not on stage
- if( !OnScene() )
- {
- return false;
- }
-
- BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
-
- // Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.
- const Vector3& translation( GetNode().GetWorldPosition( bufferIndex ) );
- Vector3 rayOriginLocal( rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z );
-
- // Compute the radius is not needed, square radius it's enough.
- const Vector3& size( GetNode().GetSize( bufferIndex ) );
-
- // Scale the sphere.
- const Vector3& scale( GetNode().GetWorldScale( bufferIndex ) );
-
- const float width = size.width * scale.width;
- const float height = size.height * scale.height;
-
- float squareSphereRadius = 0.5f * ( width * width + height * height );
-
- float a = rayDir.Dot( rayDir ); // a
- float b2 = rayDir.Dot( rayOriginLocal ); // b/2
- float c = rayOriginLocal.Dot( rayOriginLocal ) - squareSphereRadius; // c
-
- return ( b2 * b2 - a * c ) >= 0.f;
-}
-
-bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector2& hitPointLocal, float& distance ) const
-{
- bool hit = false;
-
- if( OnScene() )
+ else
{
- // Transforms the ray to the local reference system.
- // Calculate the inverse of Model matrix
- Matrix invModelMatrix( false/*don't init*/);
-
- BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
- invModelMatrix = GetNode().GetWorldMatrix(0);
- invModelMatrix.Invert();
-
- Vector4 rayOriginLocal( invModelMatrix * rayOrigin );
- Vector4 rayDirLocal( invModelMatrix * rayDir - invModelMatrix.GetTranslation() );
-
- // Test with the actor's XY plane (Normal = 0 0 1 1).
-
- float a = -rayOriginLocal.z;
- float b = rayDirLocal.z;
-
- if( fabsf( b ) > Math::MACHINE_EPSILON_1 )
- {
- // Ray travels distance * rayDirLocal to intersect with plane.
- distance = a / b;
-
- const Vector3& size = GetNode().GetSize( bufferIndex );
-
- hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f;
- hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f;
-
- // Test with the actor's geometry.
- hit = ( hitPointLocal.x >= 0.f ) && ( hitPointLocal.x <= size.x ) && ( hitPointLocal.y >= 0.f ) && ( hitPointLocal.y <= size.y );
- }
+ DALI_LOG_ERROR("Invalid blend equation is entered.\n");
}
-
- return hit;
}
-void Actor::SetLeaveRequired( bool required )
+DevelBlendEquation::Type Actor::GetBlendEquation() const
{
- mLeaveRequired = required;
+ return mBlendEquation;
}
-bool Actor::GetLeaveRequired() const
+void Actor::SetTransparent(bool transparent)
{
- return mLeaveRequired;
+ SetTransparentMessage(GetEventThreadServices(), GetNode(), transparent);
}
-void Actor::SetKeyboardFocusable( bool focusable )
+bool Actor::IsTransparent() const
{
- mKeyboardFocusable = focusable;
+ return GetNode().IsTransparent();
}
-bool Actor::IsKeyboardFocusable() const
+void Actor::SetDrawMode(DrawMode::Type drawMode)
{
- return mKeyboardFocusable;
-}
+ // this flag is not animatable so keep the value
+ mDrawMode = drawMode;
-bool Actor::GetTouchRequired() const
-{
- return !mTouchSignal.Empty() || mDerivedRequiresTouch;
+ // node is being used in a separate thread; queue a message to set the value
+ SetDrawModeMessage(GetEventThreadServices(), GetNode(), drawMode);
}
-bool Actor::GetHoverRequired() const
+bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
{
- return !mHoveredSignal.Empty() || mDerivedRequiresHover;
+ return mScene && OnScene() && ConvertScreenToLocalRenderTaskList(mScene->GetRenderTaskList(), GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
}
-bool Actor::GetWheelEventRequired() const
+bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
{
- return !mWheelEventSignal.Empty() || mDerivedRequiresWheelEvent;
+ return OnScene() && ConvertScreenToLocalRenderTask(renderTask, GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
}
-bool Actor::IsHittable() const
+bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
{
- return IsSensitive() && IsVisible() && ( GetCurrentWorldColor().a > FULLY_TRANSPARENT ) && IsNodeConnected();
+ return OnScene() && ConvertScreenToLocal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), GetCurrentSize(), viewport, localX, localY, screenX, screenY);
}
ActorGestureData& Actor::GetGestureData()
{
// Likely scenario is that once gesture-data is created for this actor, the actor will require
// that gesture for its entire life-time so no need to destroy it until the actor is destroyed
- if( NULL == mGestureData )
+ if(nullptr == mGestureData)
{
mGestureData = new ActorGestureData;
}
return *mGestureData;
}
-bool Actor::IsGestureRequred( DevelGesture::Type type ) const
-{
- return mGestureData && mGestureData->IsGestureRequred( type );
-}
-
-bool Actor::EmitTouchEventSignal( const Dali::TouchEvent& touch )
-{
- bool consumed = false;
-
- if( !mTouchSignal.Empty() )
- {
- Dali::Actor handle( this );
- consumed = mTouchSignal.Emit( handle, touch );
- }
-
- return consumed;
-}
-
-bool Actor::EmitHoverEventSignal( const Dali::HoverEvent& event )
-{
- bool consumed = false;
-
- if( !mHoveredSignal.Empty() )
- {
- Dali::Actor handle( this );
- consumed = mHoveredSignal.Emit( handle, event );
- }
-
- if( !consumed )
- {
- // Notification for derived classes
- consumed = OnHoverEvent( event );
- }
-
- return consumed;
-}
-
-bool Actor::EmitWheelEventSignal( const Dali::WheelEvent& event )
-{
- bool consumed = false;
-
- if( !mWheelEventSignal.Empty() )
- {
- Dali::Actor handle( this );
- consumed = mWheelEventSignal.Emit( handle, event );
- }
-
- if( !consumed )
- {
- // Notification for derived classes
- consumed = OnWheelEvent( event );
- }
-
- return consumed;
-}
-
-void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type )
-{
- if( ! mVisibilityChangedSignal.Empty() )
- {
- Dali::Actor handle( this );
- mVisibilityChangedSignal.Emit( handle, visible, type );
- }
-}
-
-void Actor::EmitLayoutDirectionChangedSignal( LayoutDirection::Type type )
-{
- if( ! mLayoutDirectionChangedSignal.Empty() )
- {
- Dali::Actor handle( this );
- mLayoutDirectionChangedSignal.Emit( handle, type );
- }
-}
-
-void Actor::EmitChildAddedSignal( Actor& child )
-{
- if( ! mChildAddedSignal.Empty() )
- {
- Dali::Actor handle( &child );
- mChildAddedSignal.Emit( handle );
- }
-}
-
-void Actor::EmitChildRemovedSignal( Actor& child )
-{
- if( ! mChildRemovedSignal.Empty() )
- {
- Dali::Actor handle( &child );
- mChildRemovedSignal.Emit( handle );
- }
-}
-
-Dali::Actor::TouchEventSignalType& Actor::TouchSignal()
-{
- return mTouchSignal;
-}
-
-Dali::Actor::HoverSignalType& Actor::HoveredSignal()
+bool Actor::IsGestureRequired(GestureType::Value type) const
{
- return mHoveredSignal;
+ return mGestureData && mGestureData->IsGestureRequired(type);
}
-Dali::Actor::WheelEventSignalType& Actor::WheelEventSignal()
+bool Actor::EmitInterceptTouchEventSignal(const Dali::TouchEvent& touch)
{
- return mWheelEventSignal;
+ return EmitConsumingSignal(*this, mInterceptTouchedSignal, touch);
}
-Dali::Actor::OnSceneSignalType& Actor::OnSceneSignal()
+bool Actor::EmitTouchEventSignal(const Dali::TouchEvent& touch)
{
- return mOnSceneSignal;
+ return EmitConsumingSignal(*this, mTouchedSignal, touch);
}
-Dali::Actor::OffSceneSignalType& Actor::OffSceneSignal()
+bool Actor::EmitHoverEventSignal(const Dali::HoverEvent& event)
{
- return mOffSceneSignal;
+ return EmitConsumingSignal(*this, mHoveredSignal, event);
}
-Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
+bool Actor::EmitWheelEventSignal(const Dali::WheelEvent& event)
{
- return mOnRelayoutSignal;
+ return EmitConsumingSignal(*this, mWheelEventSignal, event);
}
-DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal()
+void Actor::EmitVisibilityChangedSignal(bool visible, DevelActor::VisibilityChange::Type type)
{
- return mVisibilityChangedSignal;
+ EmitSignal(*this, mVisibilityChangedSignal, visible, type);
}
-Dali::Actor::LayoutDirectionChangedSignalType& Actor::LayoutDirectionChangedSignal()
+void Actor::EmitLayoutDirectionChangedSignal(LayoutDirection::Type type)
{
- return mLayoutDirectionChangedSignal;
+ EmitSignal(*this, mLayoutDirectionChangedSignal, type);
}
DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal()
{
- return mChildAddedSignal;
+ return mParentImpl.ChildAddedSignal();
}
DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal()
{
- return mChildRemovedSignal;
+ return mParentImpl.ChildRemovedSignal();
}
DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal()
{
- return mChildOrderChangedSignal;
+ return mParentImpl.ChildOrderChangedSignal();
}
-bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool Actor::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
{
- bool connected( true );
- Actor* actor = static_cast< Actor* >( object ); // TypeRegistry guarantees that this is the correct type.
+ bool connected(true);
+ Actor* actor = static_cast<Actor*>(object); // TypeRegistry guarantees that this is the correct type.
+
+ std::string_view name(signalName);
- if( 0 == signalName.compare( SIGNAL_HOVERED ) )
+ if(name == SIGNAL_HOVERED)
{
- actor->HoveredSignal().Connect( tracker, functor );
+ actor->HoveredSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_WHEEL_EVENT ) )
+ else if(signalName == SIGNAL_WHEEL_EVENT)
{
- actor->WheelEventSignal().Connect( tracker, functor );
+ actor->WheelEventSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_ON_SCENE ) )
+ else if(name == SIGNAL_ON_SCENE)
{
- actor->OnSceneSignal().Connect( tracker, functor );
+ actor->OnSceneSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_OFF_SCENE ) )
+ else if(name == SIGNAL_OFF_SCENE)
{
- actor->OffSceneSignal().Connect( tracker, functor );
+ actor->OffSceneSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_ON_RELAYOUT ) )
+ else if(name == SIGNAL_ON_RELAYOUT)
{
- actor->OnRelayoutSignal().Connect( tracker, functor );
+ actor->OnRelayoutSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_TOUCH ) )
+ else if(name == SIGNAL_TOUCHED)
{
- actor->TouchSignal().Connect( tracker, functor );
+ actor->TouchedSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_VISIBILITY_CHANGED ) )
+ else if(name == SIGNAL_VISIBILITY_CHANGED)
{
- actor->VisibilityChangedSignal().Connect( tracker, functor );
+ actor->VisibilityChangedSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_LAYOUT_DIRECTION_CHANGED ) )
+ else if(name == SIGNAL_LAYOUT_DIRECTION_CHANGED)
{
- actor->LayoutDirectionChangedSignal().Connect( tracker, functor );
+ actor->LayoutDirectionChangedSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_CHILD_ADDED ) )
+ else if(name == SIGNAL_CHILD_ADDED)
{
- actor->ChildAddedSignal().Connect( tracker, functor );
+ actor->ChildAddedSignal().Connect(tracker, functor);
}
- else if( 0 == signalName.compare( SIGNAL_CHILD_REMOVED ) )
+ else if(name == SIGNAL_CHILD_REMOVED)
{
- actor->ChildRemovedSignal().Connect( tracker, functor );
+ actor->ChildRemovedSignal().Connect(tracker, functor);
}
else
{
return connected;
}
-Actor::Actor( DerivedType derivedType, const SceneGraph::Node& node )
-: Object( &node ),
- mScene( nullptr ),
- mParent( NULL ),
- mChildren( NULL ),
- mRenderers( NULL ),
- mParentOrigin( NULL ),
- mAnchorPoint( NULL ),
- mRelayoutData( NULL ),
- mGestureData( NULL ),
- mTouchSignal(),
+Actor::Actor(DerivedType derivedType, const SceneGraph::Node& node)
+: Object(&node),
+ mParentImpl(*this),
+ mParent(nullptr),
+ mScene(nullptr),
+ mRenderers(nullptr),
+ mParentOrigin(nullptr),
+ mAnchorPoint(nullptr),
+ mRelayoutData(nullptr),
+ mGestureData(nullptr),
+ mInterceptTouchedSignal(),
+ mTouchedSignal(),
mHoveredSignal(),
mWheelEventSignal(),
mOnSceneSignal(),
mOnRelayoutSignal(),
mVisibilityChangedSignal(),
mLayoutDirectionChangedSignal(),
- mChildAddedSignal(),
- mChildRemovedSignal(),
- mChildOrderChangedSignal(),
- mTargetOrientation( Quaternion::IDENTITY ),
- mTargetColor( Color::WHITE ),
- mTargetSize( Vector3::ZERO ),
- mTargetPosition( Vector3::ZERO ),
- mTargetScale( Vector3::ONE ),
- mAnimatedSize( Vector3::ZERO ),
+ mTargetOrientation(Quaternion::IDENTITY),
+ mTargetColor(Color::WHITE),
+ mTargetSize(Vector3::ZERO),
+ mTargetPosition(Vector3::ZERO),
+ mTargetScale(Vector3::ONE),
+ mAnimatedSize(Vector3::ZERO),
+ mTouchAreaOffset(0, 0, 0, 0),
mName(),
- mSortedDepth( 0u ),
- mDepth( 0u ),
- mUseAnimatedSize( AnimatedSizeFlag::CLEAR ),
- mIsRoot( ROOT_LAYER == derivedType ),
- mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ),
- mIsOnScene( false ),
- mSensitive( true ),
- mLeaveRequired( false ),
- mKeyboardFocusable( false ),
- mDerivedRequiresTouch( false ),
- mDerivedRequiresHover( false ),
- mDerivedRequiresWheelEvent( false ),
- mOnSceneSignalled( false ),
- mInsideOnSizeSet( false ),
- mInheritPosition( true ),
- mInheritOrientation( true ),
- mInheritScale( true ),
- mPositionUsesAnchorPoint( true ),
- mVisible( true ),
- mInheritLayoutDirection( true ),
- mCaptureAllTouchAfterStart( false ),
- mLayoutDirection( LayoutDirection::LEFT_TO_RIGHT ),
- mDrawMode( DrawMode::NORMAL ),
- mColorMode( Node::DEFAULT_COLOR_MODE ),
- mClippingMode( ClippingMode::DISABLED )
+ mSortedDepth(0u),
+ mDepth(0u),
+ mUseAnimatedSize(AnimatedSizeFlag::CLEAR),
+ mIsRoot(ROOT_LAYER == derivedType),
+ mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
+ mIsOnScene(false),
+ mSensitive(true),
+ mLeaveRequired(false),
+ mKeyboardFocusable(false),
+ mKeyboardFocusableChildren(true),
+ mTouchFocusable(false),
+ mOnSceneSignalled(false),
+ mInsideOnSizeSet(false),
+ mInheritPosition(true),
+ mInheritOrientation(true),
+ mInheritScale(true),
+ mPositionUsesAnchorPoint(true),
+ mVisible(true),
+ mInheritLayoutDirection(true),
+ mCaptureAllTouchAfterStart(false),
+ mIsBlendEquationSet(false),
+ mNeedGesturePropagation(false),
+ mLayoutDirection(LayoutDirection::LEFT_TO_RIGHT),
+ mDrawMode(DrawMode::NORMAL),
+ mColorMode(Node::DEFAULT_COLOR_MODE),
+ mClippingMode(ClippingMode::DISABLED),
+ mBlendEquation(DevelBlendEquation::ADD)
{
}
{
OnInitialize();
- GetEventThreadServices().RegisterObject( this );
+ GetEventThreadServices().RegisterObject(this);
}
Actor::~Actor()
{
// Remove mParent pointers from children even if we're destroying core,
// to guard against GetParent() & Unparent() calls from CustomActor destructors.
- if( mChildren )
- {
- ActorConstIter endIter = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
- {
- (*iter)->SetParent( NULL );
- }
- }
- delete mChildren;
+ UnparentChildren();
delete mRenderers;
// Guard to allow handle destruction after Core has been destroyed
- if( EventThreadServices::IsCoreRunning() )
+ if(EventThreadServices::IsCoreRunning())
{
// Root layer will destroy its node in its own destructor
- if ( !mIsRoot )
+ if(!mIsRoot)
{
- DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() );
+ DestroyNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
- GetEventThreadServices().UnregisterObject( this );
+ GetEventThreadServices().UnregisterObject(this);
}
}
delete mRelayoutData;
}
-void Actor::ConnectToScene( uint32_t parentDepth )
+void Actor::Add(Actor& child, bool notify)
{
- // This container is used instead of walking the Actor hierarchy.
- // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
- ActorContainer connectionList;
+ mParentImpl.Add(child, notify);
+}
- if( mScene )
- {
- mScene->RequestRebuildDepthTree();
+void Actor::Remove(Actor& child, bool notify)
+{
+ mParentImpl.Remove(child, notify);
+}
+
+void Actor::SwitchParent(Actor& newParent)
+{
+ if(this == &newParent)
+ {
+ DALI_LOG_ERROR("Cannot add actor to itself");
+ return;
+ }
+
+ if(!this->OnScene() || !newParent.OnScene())
+ {
+ DALI_LOG_ERROR("Both of current parent and new parent must be on Scene");
+ return;
+ }
+
+ newParent.Add(*this, false);
+}
+
+uint32_t Actor::GetChildCount() const
+{
+ return mParentImpl.GetChildCount();
+}
+
+ActorPtr Actor::GetChildAt(uint32_t index) const
+{
+ return mParentImpl.GetChildAt(index);
+}
+
+ActorContainer& Actor::GetChildrenInternal()
+{
+ return mParentImpl.GetChildrenInternal();
+}
+
+ActorPtr Actor::FindChildByName(ConstString actorName)
+{
+ return mParentImpl.FindChildByName(actorName);
+}
+
+ActorPtr Actor::FindChildById(const uint32_t id)
+{
+ return mParentImpl.FindChildById(id);
+}
+
+void Actor::UnparentChildren()
+{
+ mParentImpl.UnparentChildren();
+}
+
+void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
+{
+ // This container is used instead of walking the Actor hierarchy.
+ // It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
+ ActorContainer connectionList;
+
+ if(mScene)
+ {
+ mScene->RequestRebuildDepthTree();
}
// This stage is atomic i.e. not interrupted by user callbacks.
- RecursiveConnectToScene( connectionList, parentDepth + 1 );
+ RecursiveConnectToScene(connectionList, parentDepth + 1);
// Notify applications about the newly connected actors.
- const ActorIter endIter = connectionList.end();
- for( ActorIter iter = connectionList.begin(); iter != endIter; ++iter )
+ for(const auto& actor : connectionList)
{
- (*iter)->NotifyStageConnection();
+ actor->NotifyStageConnection(notify);
}
RelayoutRequest();
}
-void Actor::RecursiveConnectToScene( ActorContainer& connectionList, uint32_t depth )
+void Actor::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
{
- DALI_ASSERT_ALWAYS( !OnScene() );
+ DALI_ASSERT_ALWAYS(!OnScene());
mIsOnScene = true;
- mDepth = static_cast< uint16_t >( depth ); // overflow ignored, not expected in practice
+ mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
ConnectToSceneGraph();
OnSceneConnectionInternal();
// This stage is atomic; avoid emitting callbacks until all Actors are connected
- connectionList.push_back( ActorPtr( this ) );
+ connectionList.push_back(ActorPtr(this));
// Recursively connect children
- if( mChildren )
+ if(GetChildCount() > 0)
{
- ActorConstIter endIter = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
+ for(const auto& child : mParentImpl.GetChildrenInternal())
{
- (*iter)->SetScene( *mScene );
- (*iter)->RecursiveConnectToScene( connectionList, depth + 1 );
+ child->SetScene(*mScene);
+ child->RecursiveConnectToScene(connectionList, depth + 1);
}
}
}
*/
void Actor::ConnectToSceneGraph()
{
- DALI_ASSERT_DEBUG( mParent != NULL);
+ DALI_ASSERT_DEBUG(mParent != NULL);
// Reparent Node in next Update
- ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), mParent->GetNode(), GetNode() );
+ ConnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetParent()->GetNode(), GetNode());
// Request relayout on all actors that are added to the scenegraph
RelayoutRequest();
OnSceneObjectAdd();
}
-void Actor::NotifyStageConnection()
+void Actor::NotifyStageConnection(bool notify)
{
// Actors can be removed (in a callback), before the on-stage stage is reported.
// The actor may also have been reparented, in which case mOnSceneSignalled will be true.
- if( OnScene() && !mOnSceneSignalled )
+ if(OnScene() && !mOnSceneSignalled)
{
- // Notification for external (CustomActor) derived classes
- OnSceneConnectionExternal( mDepth );
-
- if( !mOnSceneSignal.Empty() )
+ if(notify)
{
- Dali::Actor handle( this );
- mOnSceneSignal.Emit( handle );
+ // Notification for external (CustomActor) derived classes
+ OnSceneConnectionExternal(mDepth);
+
+ if(!mOnSceneSignal.Empty())
+ {
+ Dali::Actor handle(this);
+ mOnSceneSignal.Emit(handle);
+ }
}
// Guard against Remove during callbacks
- if( OnScene() )
+ if(OnScene())
{
mOnSceneSignalled = true; // signal required next time Actor is removed
}
}
}
-void Actor::DisconnectFromStage()
+void Actor::DisconnectFromStage(bool notify)
{
// This container is used instead of walking the Actor hierachy.
// It protects us when the Actor hierachy is modified during OnSceneDisconnectionExternal callbacks.
ActorContainer disconnectionList;
- if( mScene )
+ if(mScene)
{
mScene->RequestRebuildDepthTree();
}
// This stage is atomic i.e. not interrupted by user callbacks
- RecursiveDisconnectFromStage( disconnectionList );
+ RecursiveDisconnectFromStage(disconnectionList);
// Notify applications about the newly disconnected actors.
- const ActorIter endIter = disconnectionList.end();
- for( ActorIter iter = disconnectionList.begin(); iter != endIter; ++iter )
+ for(const auto& actor : disconnectionList)
{
- (*iter)->NotifyStageDisconnection();
+ actor->NotifyStageDisconnection(notify);
}
}
-void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList )
+void Actor::RecursiveDisconnectFromStage(ActorContainer& disconnectionList)
{
// need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
mIsOnScene = false;
// Recursively disconnect children
- if( mChildren )
+ if(GetChildCount() > 0)
{
- ActorConstIter endIter = mChildren->end();
- for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter )
+ for(const auto& child : mParentImpl.GetChildrenInternal())
{
- (*iter)->RecursiveDisconnectFromStage( disconnectionList );
+ child->RecursiveDisconnectFromStage(disconnectionList);
}
}
// This stage is atomic; avoid emitting callbacks until all Actors are disconnected
- disconnectionList.push_back( ActorPtr( this ) );
+ disconnectionList.push_back(ActorPtr(this));
// Notification for internal derived classes
OnSceneDisconnectionInternal();
OnSceneObjectRemove();
}
-void Actor::NotifyStageDisconnection()
+void Actor::NotifyStageDisconnection(bool notify)
{
// Actors can be added (in a callback), before the off-stage state is reported.
// Also if the actor was added & removed before mOnSceneSignalled was set, then we don't notify here.
// only do this step if there is a stage, i.e. Core is not being shut down
- if ( EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled )
+ if(EventThreadServices::IsCoreRunning() && !OnScene() && mOnSceneSignalled)
{
- // Notification for external (CustomeActor) derived classes
- OnSceneDisconnectionExternal();
-
- if( !mOffSceneSignal.Empty() )
+ if(notify)
{
- Dali::Actor handle( this );
- mOffSceneSignal.Emit( handle );
+ // Notification for external (CustomeActor) derived classes
+ OnSceneDisconnectionExternal();
+
+ if(!mOffSceneSignal.Empty())
+ {
+ Dali::Actor handle(this);
+ mOffSceneSignal.Emit(handle);
+ }
}
// Guard against Add during callbacks
- if( !OnScene() )
+ if(!OnScene())
{
mOnSceneSignalled = false; // signal required next time Actor is added
}
bool Actor::IsNodeConnected() const
{
- bool connected( false );
+ bool connected(false);
- if( OnScene() )
+ if(OnScene())
{
- if( IsRoot() || GetNode().GetParent() )
+ if(IsRoot() || GetNode().GetParent())
{
connected = true;
}
// Vector of scene-graph nodes and their depths to send to UpdateManager
// in a single message
- OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths( new SceneGraph::NodeDepths() );
+ OwnerPointer<SceneGraph::NodeDepths> sceneGraphNodeDepths(new SceneGraph::NodeDepths());
int32_t depthIndex = 1;
- DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
+ DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
- SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths );
+ SetDepthIndicesMessage(GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths);
DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: ");
}
-void Actor::DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex )
+void Actor::DepthTraverseActorTree(OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex)
{
mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER;
- sceneGraphNodeDepths->Add( const_cast<SceneGraph::Node*>( &GetNode() ), mSortedDepth );
+ sceneGraphNodeDepths->Add(const_cast<SceneGraph::Node*>(&GetNode()), mSortedDepth);
// Create/add to children of this node
- if( mChildren )
+ if(GetChildCount() > 0)
{
- for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it )
+ for(const auto& child : mParentImpl.GetChildrenInternal())
{
- Actor* childActor = (*it).Get();
+ Actor* childActor = child.Get();
++depthIndex;
- childActor->DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex );
+ childActor->DepthTraverseActorTree(sceneGraphNodeDepths, depthIndex);
}
}
}
-void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property )
+void Actor::SetDefaultProperty(Property::Index index, const Property::Value& property)
{
- switch( index )
+ PropertyHandler::SetDefaultProperty(*this, index, property);
+}
+
+// TODO: This method needs to be removed
+void Actor::SetSceneGraphProperty(Property::Index index, const PropertyMetadata& entry, const Property::Value& value)
+{
+ PropertyHandler::SetSceneGraphProperty(index, entry, value, GetEventThreadServices(), GetNode());
+}
+
+Property::Value Actor::GetDefaultProperty(Property::Index index) const
+{
+ Property::Value value;
+
+ if(!GetCachedPropertyValue(index, value))
{
- case Dali::Actor::Property::PARENT_ORIGIN:
- {
- Property::Type type = property.GetType();
- if( type == Property::VECTOR3 )
- {
- SetParentOrigin( property.Get< Vector3 >() );
- }
- else if ( type == Property::STRING )
- {
- std::string parentOriginString;
- property.Get( parentOriginString );
- Vector3 parentOrigin;
- if( GetParentOriginConstant( parentOriginString, parentOrigin ) )
- {
- SetParentOrigin( parentOrigin );
- }
- }
- break;
- }
+ // If property value is not stored in the event-side, then it must be a scene-graph only property
+ GetCurrentPropertyValue(index, value);
+ }
- case Dali::Actor::Property::PARENT_ORIGIN_X:
- {
- SetParentOriginX( property.Get< float >() );
- break;
- }
+ return value;
+}
- case Dali::Actor::Property::PARENT_ORIGIN_Y:
- {
- SetParentOriginY( property.Get< float >() );
- break;
- }
+Property::Value Actor::GetDefaultPropertyCurrentValue(Property::Index index) const
+{
+ Property::Value value;
- case Dali::Actor::Property::PARENT_ORIGIN_Z:
- {
- SetParentOriginZ( property.Get< float >() );
- break;
- }
+ if(!GetCurrentPropertyValue(index, value))
+ {
+ // If unable to retrieve scene-graph property value, then it must be an event-side only property
+ GetCachedPropertyValue(index, value);
+ }
- case Dali::Actor::Property::ANCHOR_POINT:
- {
- Property::Type type = property.GetType();
- if( type == Property::VECTOR3 )
- {
- SetAnchorPoint( property.Get< Vector3 >() );
- }
- else if ( type == Property::STRING )
- {
- std::string anchorPointString;
- property.Get( anchorPointString );
- Vector3 anchor;
- if( GetAnchorPointConstant( anchorPointString, anchor ) )
- {
- SetAnchorPoint( anchor );
- }
- }
- break;
- }
+ return value;
+}
- case Dali::Actor::Property::ANCHOR_POINT_X:
- {
- SetAnchorPointX( property.Get< float >() );
- break;
- }
+void Actor::OnNotifyDefaultPropertyAnimation(Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType)
+{
+ PropertyHandler::OnNotifyDefaultPropertyAnimation(*this, animation, index, value, animationType);
+}
- case Dali::Actor::Property::ANCHOR_POINT_Y:
- {
- SetAnchorPointY( property.Get< float >() );
- break;
- }
+const PropertyBase* Actor::GetSceneObjectAnimatableProperty(Property::Index index) const
+{
+ const PropertyBase* property = PropertyHandler::GetSceneObjectAnimatableProperty(index, GetNode());
+ if(!property)
+ {
+ // not our property, ask base
+ property = Object::GetSceneObjectAnimatableProperty(index);
+ }
- case Dali::Actor::Property::ANCHOR_POINT_Z:
- {
- SetAnchorPointZ( property.Get< float >() );
- break;
- }
+ return property;
+}
- case Dali::Actor::Property::SIZE:
- {
- Property::Type type = property.GetType();
- if( type == Property::VECTOR2 )
- {
- SetSize( property.Get< Vector2 >() );
- }
- else if ( type == Property::VECTOR3 )
- {
- SetSize( property.Get< Vector3 >() );
- }
- break;
- }
+const PropertyInputImpl* Actor::GetSceneObjectInputProperty(Property::Index index) const
+{
+ const PropertyInputImpl* property = PropertyHandler::GetSceneObjectInputProperty(index, GetNode());
+ if(!property)
+ {
+ // reuse animatable property getter as animatable properties are inputs as well
+ // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
+ property = GetSceneObjectAnimatableProperty(index);
+ }
- case Dali::Actor::Property::SIZE_WIDTH:
- {
- SetWidth( property.Get< float >() );
- break;
- }
+ return property;
+}
- case Dali::Actor::Property::SIZE_HEIGHT:
- {
- SetHeight( property.Get< float >() );
- break;
- }
+int32_t Actor::GetPropertyComponentIndex(Property::Index index) const
+{
+ int32_t componentIndex = PropertyHandler::GetPropertyComponentIndex(index);
+ if(Property::INVALID_COMPONENT_INDEX == componentIndex)
+ {
+ // ask base
+ componentIndex = Object::GetPropertyComponentIndex(index);
+ }
- case Dali::Actor::Property::SIZE_DEPTH:
- {
- SetDepth( property.Get< float >() );
- break;
- }
+ return componentIndex;
+}
- case Dali::Actor::Property::POSITION:
- {
- Property::Type type = property.GetType();
- if( type == Property::VECTOR2 )
- {
- Vector2 position = property.Get< Vector2 >();
- SetPosition( Vector3( position.x, position.y, 0.0f ) );
- }
- else if ( type == Property::VECTOR3 )
- {
- SetPosition( property.Get< Vector3 >() );
- }
- break;
- }
+const SceneGraph::Node& Actor::GetNode() const
+{
+ return *static_cast<const SceneGraph::Node*>(mUpdateObject);
+}
- case Dali::Actor::Property::POSITION_X:
- {
- SetX( property.Get< float >() );
- break;
- }
+void Actor::Raise()
+{
+ if(mParent)
+ {
+ mParent->RaiseChild(*this);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::POSITION_Y:
- {
- SetY( property.Get< float >() );
- break;
- }
+void Actor::Lower()
+{
+ if(mParent)
+ {
+ mParent->LowerChild(*this);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::POSITION_Z:
- {
- SetZ( property.Get< float >() );
- break;
- }
+void Actor::RaiseToTop()
+{
+ if(mParent)
+ {
+ mParent->RaiseChildToTop(*this);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::ORIENTATION:
- {
- SetOrientation( property.Get< Quaternion >() );
- break;
- }
+void Actor::LowerToBottom()
+{
+ if(mParent)
+ {
+ mParent->LowerChildToBottom(*this);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::SCALE:
- {
- Property::Type type = property.GetType();
- if( type == Property::FLOAT )
- {
- float scale = property.Get< float >();
- SetScale( scale, scale, scale );
- }
- else if ( type == Property::VECTOR3 )
- {
- SetScale( property.Get< Vector3 >() );
- }
- break;
- }
+void Actor::RaiseAbove(Internal::Actor& target)
+{
+ if(mParent)
+ {
+ mParent->RaiseChildAbove(*this, target);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::SCALE_X:
- {
- SetScaleX( property.Get< float >() );
- break;
- }
+void Actor::LowerBelow(Internal::Actor& target)
+{
+ if(mParent)
+ {
+ mParent->LowerChildBelow(*this, target);
+ }
+ else
+ {
+ DALI_LOG_WARNING("Actor must have a parent, Sibling order not changed.\n");
+ }
+}
- case Dali::Actor::Property::SCALE_Y:
- {
- SetScaleY( property.Get< float >() );
- break;
- }
+void Actor::SetParent(ActorParent* parent, bool notify)
+{
+ if(parent)
+ {
+ DALI_ASSERT_ALWAYS(!mParent && "Actor cannot have 2 parents");
- case Dali::Actor::Property::SCALE_Z:
- {
- SetScaleZ( property.Get< float >() );
- break;
- }
+ mParent = parent;
+ Actor* parentActor = static_cast<Actor*>(parent);
+ mScene = parentActor->mScene;
- case Dali::Actor::Property::VISIBLE:
+ if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+ parentActor->OnScene())
{
- SetVisible( property.Get< bool >() );
- break;
+ // Instruct each actor to create a corresponding node in the scene graph
+ ConnectToScene(parentActor->GetHierarchyDepth(), notify);
}
- case Dali::Actor::Property::COLOR:
+ // Resolve the name and index for the child properties if any
+ ResolveChildProperties();
+ }
+ else // parent being set to NULL
+ {
+ DALI_ASSERT_ALWAYS(mParent != nullptr && "Actor should have a parent");
+
+ mParent = nullptr;
+
+ if(EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
+ OnScene())
{
- Property::Type type = property.GetType();
- if( type == Property::VECTOR3 )
- {
- Vector3 color = property.Get< Vector3 >();
- SetColor( Vector4( color.r, color.g, color.b, 1.0f ) );
- }
- else if( type == Property::VECTOR4 )
- {
- SetColor( property.Get< Vector4 >() );
- }
- break;
+ // Disconnect the Node & its children from the scene-graph.
+ DisconnectNodeMessage(GetEventThreadServices().GetUpdateManager(), GetNode());
+
+ // Instruct each actor to discard pointers to the scene-graph
+ DisconnectFromStage(notify);
}
- case Dali::Actor::Property::COLOR_RED:
+ mScene = nullptr;
+ }
+}
+
+bool Actor::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */)
+{
+ bool done = false;
+ Actor* actor = dynamic_cast<Actor*>(object);
+
+ if(actor)
+ {
+ std::string_view name(actionName);
+ if(name == ACTION_SHOW)
{
- SetColorRed( property.Get< float >() );
- break;
+ actor->SetVisible(true);
+ done = true;
}
-
- case Dali::Actor::Property::COLOR_GREEN:
+ else if(name == ACTION_HIDE)
{
- SetColorGreen( property.Get< float >() );
- break;
+ actor->SetVisible(false);
+ done = true;
}
+ }
- case Dali::Actor::Property::COLOR_BLUE:
- {
- SetColorBlue( property.Get< float >() );
- break;
- }
-
- case Dali::Actor::Property::COLOR_ALPHA:
- case Dali::Actor::Property::OPACITY:
- {
- float value;
- if( property.Get( value ) )
- {
- SetOpacity( value );
- }
- break;
- }
-
- case Dali::Actor::Property::NAME:
- {
- SetName( property.Get< std::string >() );
- break;
- }
-
- case Dali::Actor::Property::SENSITIVE:
- {
- SetSensitive( property.Get< bool >() );
- break;
- }
-
- case Dali::Actor::Property::LEAVE_REQUIRED:
- {
- SetLeaveRequired( property.Get< bool >() );
- break;
- }
-
- case Dali::Actor::Property::INHERIT_POSITION:
- {
- SetInheritPosition( property.Get< bool >() );
- break;
- }
-
- case Dali::Actor::Property::INHERIT_ORIENTATION:
- {
- SetInheritOrientation( property.Get< bool >() );
- break;
- }
-
- case Dali::Actor::Property::INHERIT_SCALE:
- {
- SetInheritScale( property.Get< bool >() );
- break;
- }
-
- case Dali::Actor::Property::COLOR_MODE:
- {
- ColorMode mode = mColorMode;
- if ( Scripting::GetEnumerationProperty< ColorMode >( property, COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT, mode ) )
- {
- SetColorMode( mode );
- }
- break;
- }
-
- case Dali::Actor::Property::DRAW_MODE:
- {
- DrawMode::Type mode = mDrawMode;
- if( Scripting::GetEnumerationProperty< DrawMode::Type >( property, DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT, mode ) )
- {
- SetDrawMode( mode );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_MODE_FACTOR:
- {
- SetSizeModeFactor( property.Get< Vector3 >() );
- break;
- }
-
- case Dali::Actor::Property::WIDTH_RESIZE_POLICY:
- {
- ResizePolicy::Type type = GetResizePolicy( Dimension::WIDTH );
- if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
- {
- SetResizePolicy( type, Dimension::WIDTH );
- }
- break;
- }
-
- case Dali::Actor::Property::HEIGHT_RESIZE_POLICY:
- {
- ResizePolicy::Type type = GetResizePolicy( Dimension::HEIGHT );
- if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) )
- {
- SetResizePolicy( type, Dimension::HEIGHT );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_SCALE_POLICY:
- {
- SizeScalePolicy::Type type = GetSizeScalePolicy();
- if( Scripting::GetEnumerationProperty< SizeScalePolicy::Type >( property, SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT, type ) )
- {
- SetSizeScalePolicy( type );
- }
- break;
- }
-
- case Dali::Actor::Property::WIDTH_FOR_HEIGHT:
- {
- if( property.Get< bool >() )
- {
- SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::WIDTH );
- }
- break;
- }
-
- case Dali::Actor::Property::HEIGHT_FOR_WIDTH:
- {
- if( property.Get< bool >() )
- {
- SetResizePolicy( ResizePolicy::DIMENSION_DEPENDENCY, Dimension::HEIGHT );
- }
- break;
- }
-
- case Dali::Actor::Property::PADDING:
- {
- Vector4 padding = property.Get< Vector4 >();
- SetPadding( Vector2( padding.x, padding.y ), Dimension::WIDTH );
- SetPadding( Vector2( padding.z, padding.w ), Dimension::HEIGHT );
- break;
- }
-
- case Dali::Actor::Property::MINIMUM_SIZE:
- {
- Vector2 size = property.Get< Vector2 >();
- SetMinimumSize( size.x, Dimension::WIDTH );
- SetMinimumSize( size.y, Dimension::HEIGHT );
- break;
- }
-
- case Dali::Actor::Property::MAXIMUM_SIZE:
- {
- Vector2 size = property.Get< Vector2 >();
- SetMaximumSize( size.x, Dimension::WIDTH );
- SetMaximumSize( size.y, Dimension::HEIGHT );
- break;
- }
-
- case Dali::DevelActor::Property::SIBLING_ORDER:
- {
- int value;
-
- if( property.Get( value ) )
- {
- SetSiblingOrder( value );
- }
- break;
- }
-
- case Dali::Actor::Property::CLIPPING_MODE:
- {
- ClippingMode::Type convertedValue = mClippingMode;
- if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) )
- {
- mClippingMode = convertedValue;
- SetClippingModeMessage( GetEventThreadServices(), GetNode(), mClippingMode );
- }
- break;
- }
-
- case Dali::Actor::Property::POSITION_USES_ANCHOR_POINT:
- {
- bool value = false;
- if( property.Get( value ) && value != mPositionUsesAnchorPoint )
- {
- mPositionUsesAnchorPoint = value;
- SetPositionUsesAnchorPointMessage( GetEventThreadServices(), GetNode(), mPositionUsesAnchorPoint );
- }
- break;
- }
-
- case Dali::Actor::Property::LAYOUT_DIRECTION:
- {
- Dali::LayoutDirection::Type direction = mLayoutDirection;
- mInheritLayoutDirection = false;
-
- if( Scripting::GetEnumerationProperty< LayoutDirection::Type >( property, LAYOUT_DIRECTION_TABLE, LAYOUT_DIRECTION_TABLE_COUNT, direction ) )
- {
- InheritLayoutDirectionRecursively( this, direction, true );
- }
- break;
- }
-
- case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION:
- {
- bool value = false;
- if( property.Get( value ) )
- {
- SetInheritLayoutDirection( value );
- }
- break;
- }
-
- case Dali::Actor::Property::KEYBOARD_FOCUSABLE:
- {
- bool value = false;
- if( property.Get( value ) )
- {
- SetKeyboardFocusable( value );
- }
- break;
- }
-
- case Dali::DevelActor::Property::UPDATE_SIZE_HINT:
- {
- SetUpdateSizeHint( property.Get< Vector2 >() );
- break;
- }
-
- case Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START:
- {
- bool boolValue = false;
- if ( property.Get( boolValue ) )
- {
- mCaptureAllTouchAfterStart = boolValue;
- }
- break;
- }
-
- default:
- {
- // this can happen in the case of a non-animatable default property so just do nothing
- break;
- }
- }
-}
-
-// TODO: This method needs to be removed
-void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value )
-{
- switch( entry.GetType() )
- {
- case Property::BOOLEAN:
- {
- const AnimatableProperty< bool >* property = dynamic_cast< const AnimatableProperty< bool >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<bool>::Bake, value.Get<bool>() );
-
- break;
- }
-
- case Property::INTEGER:
- {
- const AnimatableProperty< int >* property = dynamic_cast< const AnimatableProperty< 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<int>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<int>::Bake, value.Get<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<float>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<float>::Bake, value.Get<float>() );
-
- break;
- }
-
- case Property::VECTOR2:
- {
- const AnimatableProperty< Vector2 >* property = dynamic_cast< const AnimatableProperty< Vector2 >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- if(entry.componentIndex == 0)
- {
- SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::BakeX, value.Get<float>() );
- }
- else if(entry.componentIndex == 1)
- {
- SceneGraph::NodePropertyComponentMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::BakeY, value.Get<float>() );
- }
- else
- {
- SceneGraph::NodePropertyMessage<Vector2>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
- }
-
- break;
- }
-
- case Property::VECTOR3:
- {
- const AnimatableProperty< Vector3 >* property = dynamic_cast< const AnimatableProperty< Vector3 >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- if(entry.componentIndex == 0)
- {
- SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeX, value.Get<float>() );
- }
- else if(entry.componentIndex == 1)
- {
- SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeY, value.Get<float>() );
- }
- else if(entry.componentIndex == 2)
- {
- SceneGraph::NodePropertyComponentMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::BakeZ, value.Get<float>() );
- }
- else
- {
- SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
- }
-
- break;
- }
-
- case Property::VECTOR4:
- {
- const AnimatableProperty< Vector4 >* property = dynamic_cast< const AnimatableProperty< Vector4 >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- if(entry.componentIndex == 0)
- {
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeX, value.Get<float>() );
- }
- else if(entry.componentIndex == 1)
- {
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeY, value.Get<float>() );
- }
- else if(entry.componentIndex == 2)
- {
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeZ, value.Get<float>() );
- }
- else if(entry.componentIndex == 3)
- {
- SceneGraph::NodePropertyComponentMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::BakeW, value.Get<float>() );
- }
- else
- {
- SceneGraph::NodePropertyMessage<Vector4>::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
- }
-
- break;
- }
-
- case Property::ROTATION:
- {
- const AnimatableProperty< Quaternion >* property = dynamic_cast< const AnimatableProperty< Quaternion >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Quaternion>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Quaternion>::Bake, value.Get<Quaternion>() );
-
- break;
- }
-
- case Property::MATRIX:
- {
- const AnimatableProperty< Matrix >* property = dynamic_cast< const AnimatableProperty< Matrix >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Matrix>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Matrix>::Bake, value.Get<Matrix>() );
-
- break;
- }
-
- case Property::MATRIX3:
- {
- const AnimatableProperty< Matrix3 >* property = dynamic_cast< const AnimatableProperty< Matrix3 >* >( entry.GetSceneGraphProperty() );
- DALI_ASSERT_DEBUG( NULL != property );
-
- // property is being used in a separate thread; queue a message to set the property
- SceneGraph::NodePropertyMessage<Matrix3>::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty<Matrix3>::Bake, value.Get<Matrix3>() );
-
- break;
- }
-
- default:
- {
- // nothing to do for other types
- }
- } // entry.GetType
-}
-
-Property::Value Actor::GetDefaultProperty( Property::Index index ) const
-{
- Property::Value value;
-
- 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 ) )
- {
- // 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, Animation::Type animationType )
-{
- switch( animationType )
- {
- case Animation::TO:
- case Animation::BETWEEN:
- {
- switch( index )
- {
- case Dali::Actor::Property::SIZE:
- {
- if( value.Get( mTargetSize ) )
- {
- mAnimatedSize = mTargetSize;
- mUseAnimatedSize = AnimatedSizeFlag::WIDTH | AnimatedSizeFlag::HEIGHT | AnimatedSizeFlag::DEPTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_WIDTH:
- {
- if( value.Get( mTargetSize.width ) )
- {
- mAnimatedSize.width = mTargetSize.width;
- mUseAnimatedSize |= AnimatedSizeFlag::WIDTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_HEIGHT:
- {
- if( value.Get( mTargetSize.height ) )
- {
- mAnimatedSize.height = mTargetSize.height;
- mUseAnimatedSize |= AnimatedSizeFlag::HEIGHT;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_DEPTH:
- {
- if( value.Get( mTargetSize.depth ) )
- {
- mAnimatedSize.depth = mTargetSize.depth;
- mUseAnimatedSize |= AnimatedSizeFlag::DEPTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::POSITION:
- {
- value.Get( mTargetPosition );
- break;
- }
-
- case Dali::Actor::Property::POSITION_X:
- {
- value.Get( mTargetPosition.x );
- break;
- }
-
- case Dali::Actor::Property::POSITION_Y:
- {
- value.Get( mTargetPosition.y );
- break;
- }
-
- case Dali::Actor::Property::POSITION_Z:
- {
- value.Get( mTargetPosition.z );
- break;
- }
-
- case Dali::Actor::Property::ORIENTATION:
- {
- value.Get( mTargetOrientation );
- break;
- }
-
- case Dali::Actor::Property::SCALE:
- {
- value.Get( mTargetScale );
- break;
- }
-
- case Dali::Actor::Property::SCALE_X:
- {
- value.Get( mTargetScale.x );
- break;
- }
-
- case Dali::Actor::Property::SCALE_Y:
- {
- value.Get( mTargetScale.y );
- break;
- }
-
- case Dali::Actor::Property::SCALE_Z:
- {
- value.Get( mTargetScale.z );
- break;
- }
-
- case Dali::Actor::Property::VISIBLE:
- {
- SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE );
- break;
- }
-
- case Dali::Actor::Property::COLOR:
- {
- value.Get( mTargetColor );
- break;
- }
-
- case Dali::Actor::Property::COLOR_RED:
- {
- value.Get( mTargetColor.r );
- break;
- }
-
- case Dali::Actor::Property::COLOR_GREEN:
- {
- value.Get( mTargetColor.g );
- break;
- }
-
- case Dali::Actor::Property::COLOR_BLUE:
- {
- value.Get( mTargetColor.b );
- break;
- }
-
- case Dali::Actor::Property::COLOR_ALPHA:
- case Dali::Actor::Property::OPACITY:
- {
- value.Get( mTargetColor.a );
- break;
- }
-
- default:
- {
- // Not an animatable property. Do nothing.
- break;
- }
- }
- break;
- }
-
- case Animation::BY:
- {
- switch( index )
- {
- case Dali::Actor::Property::SIZE:
- {
- if( AdjustValue< Vector3 >( mTargetSize, value ) )
- {
- mAnimatedSize = mTargetSize;
- mUseAnimatedSize = AnimatedSizeFlag::WIDTH | AnimatedSizeFlag::HEIGHT | AnimatedSizeFlag::DEPTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_WIDTH:
- {
- if( AdjustValue< float >( mTargetSize.width, value ) )
- {
- mAnimatedSize.width = mTargetSize.width;
- mUseAnimatedSize |= AnimatedSizeFlag::WIDTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_HEIGHT:
- {
- if( AdjustValue< float >( mTargetSize.height, value ) )
- {
- mAnimatedSize.height = mTargetSize.height;
- mUseAnimatedSize |= AnimatedSizeFlag::HEIGHT;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::SIZE_DEPTH:
- {
- if( AdjustValue< float >( mTargetSize.depth, value ) )
- {
- mAnimatedSize.depth = mTargetSize.depth;
- mUseAnimatedSize |= AnimatedSizeFlag::DEPTH;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
- }
- break;
- }
-
- case Dali::Actor::Property::POSITION:
- {
- AdjustValue< Vector3 >( mTargetPosition, value );
- break;
- }
-
- case Dali::Actor::Property::POSITION_X:
- {
- AdjustValue< float >( mTargetPosition.x, value );
- break;
- }
-
- case Dali::Actor::Property::POSITION_Y:
- {
- AdjustValue< float >( mTargetPosition.y, value );
- break;
- }
-
- case Dali::Actor::Property::POSITION_Z:
- {
- AdjustValue< float >( mTargetPosition.z, value );
- break;
- }
-
- case Dali::Actor::Property::ORIENTATION:
- {
- Quaternion relativeValue;
- if( value.Get( relativeValue ) )
- {
- mTargetOrientation *= relativeValue;
- }
- break;
- }
-
- case Dali::Actor::Property::SCALE:
- {
- AdjustValue< Vector3 >( mTargetScale, value );
- break;
- }
-
- case Dali::Actor::Property::SCALE_X:
- {
- AdjustValue< float >( mTargetScale.x, value );
- break;
- }
-
- case Dali::Actor::Property::SCALE_Y:
- {
- AdjustValue< float >( mTargetScale.y, value );
- break;
- }
-
- case Dali::Actor::Property::SCALE_Z:
- {
- AdjustValue< float >( mTargetScale.z, value );
- break;
- }
-
- case Dali::Actor::Property::VISIBLE:
- {
- bool relativeValue = false;
- if( value.Get( relativeValue ) )
- {
- bool visible = mVisible || relativeValue;
- SetVisibleInternal( visible, SendMessage::FALSE );
- }
- break;
- }
-
- case Dali::Actor::Property::COLOR:
- {
- AdjustValue< Vector4 >( mTargetColor, value );
- break;
- }
-
- case Dali::Actor::Property::COLOR_RED:
- {
- AdjustValue< float >( mTargetColor.r, value );
- break;
- }
-
- case Dali::Actor::Property::COLOR_GREEN:
- {
- AdjustValue< float >( mTargetColor.g, value );
- break;
- }
-
- case Dali::Actor::Property::COLOR_BLUE:
- {
- AdjustValue< float >( mTargetColor.b, value );
- break;
- }
-
- case Dali::Actor::Property::COLOR_ALPHA:
- case Dali::Actor::Property::OPACITY:
- {
- AdjustValue< float >( mTargetColor.a, value );
- break;
- }
-
- default:
- {
- // Not an animatable property. Do nothing.
- break;
- }
- }
- break;
- }
- }
-}
-
-const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const
-{
- const PropertyBase* property( NULL );
-
- switch( index )
- {
- case Dali::Actor::Property::SIZE: // FALLTHROUGH
- case Dali::Actor::Property::SIZE_WIDTH: // FALLTHROUGH
- case Dali::Actor::Property::SIZE_HEIGHT: // FALLTHROUGH
- case Dali::Actor::Property::SIZE_DEPTH:
- {
- property = &GetNode().mSize;
- break;
- }
- case Dali::Actor::Property::POSITION: // FALLTHROUGH
- case Dali::Actor::Property::POSITION_X: // FALLTHROUGH
- case Dali::Actor::Property::POSITION_Y: // FALLTHROUGH
- case Dali::Actor::Property::POSITION_Z:
- {
- property = &GetNode().mPosition;
- break;
- }
- case Dali::Actor::Property::ORIENTATION:
- {
- property = &GetNode().mOrientation;
- break;
- }
- case Dali::Actor::Property::SCALE: // FALLTHROUGH
- case Dali::Actor::Property::SCALE_X: // FALLTHROUGH
- case Dali::Actor::Property::SCALE_Y: // FALLTHROUGH
- case Dali::Actor::Property::SCALE_Z:
- {
- property = &GetNode().mScale;
- break;
- }
- case Dali::Actor::Property::VISIBLE:
- {
- property = &GetNode().mVisible;
- break;
- }
- case Dali::Actor::Property::COLOR: // FALLTHROUGH
- case Dali::Actor::Property::COLOR_RED: // FALLTHROUGH
- case Dali::Actor::Property::COLOR_GREEN: // FALLTHROUGH
- case Dali::Actor::Property::COLOR_BLUE: // FALLTHROUGH
- case Dali::Actor::Property::COLOR_ALPHA: // FALLTHROUGH
- case Dali::Actor::Property::OPACITY:
- {
- property = &GetNode().mColor;
- break;
- }
- default:
- {
- break;
- }
- }
- if( !property )
- {
- // not our property, ask base
- property = Object::GetSceneObjectAnimatableProperty( index );
- }
-
- return property;
-}
-
-const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const
-{
- const PropertyInputImpl* property( NULL );
-
- switch( index )
- {
- case Dali::Actor::Property::PARENT_ORIGIN: // FALLTHROUGH
- case Dali::Actor::Property::PARENT_ORIGIN_X: // FALLTHROUGH
- case Dali::Actor::Property::PARENT_ORIGIN_Y: // FALLTHROUGH
- case Dali::Actor::Property::PARENT_ORIGIN_Z:
- {
- property = &GetNode().mParentOrigin;
- break;
- }
- case Dali::Actor::Property::ANCHOR_POINT: // FALLTHROUGH
- case Dali::Actor::Property::ANCHOR_POINT_X: // FALLTHROUGH
- case Dali::Actor::Property::ANCHOR_POINT_Y: // FALLTHROUGH
- case Dali::Actor::Property::ANCHOR_POINT_Z:
- {
- property = &GetNode().mAnchorPoint;
- break;
- }
- case Dali::Actor::Property::WORLD_POSITION: // FALLTHROUGH
- case Dali::Actor::Property::WORLD_POSITION_X: // FALLTHROUGH
- case Dali::Actor::Property::WORLD_POSITION_Y: // FALLTHROUGH
- case Dali::Actor::Property::WORLD_POSITION_Z:
- {
- property = &GetNode().mWorldPosition;
- break;
- }
- case Dali::Actor::Property::WORLD_ORIENTATION:
- {
- property = &GetNode().mWorldOrientation;
- break;
- }
- case Dali::Actor::Property::WORLD_SCALE:
- {
- property = &GetNode().mWorldScale;
- break;
- }
- case Dali::Actor::Property::WORLD_COLOR:
- {
- property = &GetNode().mWorldColor;
- break;
- }
- case Dali::Actor::Property::WORLD_MATRIX:
- {
- property = &GetNode().mWorldMatrix;
- break;
- }
- case Dali::Actor::Property::CULLED:
- {
- property = &GetNode().mCulled;
- break;
- }
- default:
- {
- break;
- }
- }
- if( !property )
- {
- // reuse animatable property getter as animatable properties are inputs as well
- // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered
- property = GetSceneObjectAnimatableProperty( index );
- }
-
- return property;
-}
-
-int32_t Actor::GetPropertyComponentIndex( Property::Index index ) const
-{
- int32_t componentIndex = Property::INVALID_COMPONENT_INDEX;
-
- switch( 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:
- {
- componentIndex = 0;
- 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::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::COLOR_ALPHA:
- case Dali::Actor::Property::OPACITY:
- {
- componentIndex = 3;
- break;
- }
-
- default:
- {
- // Do nothing
- break;
- }
- }
- if( Property::INVALID_COMPONENT_INDEX == componentIndex )
- {
- // ask base
- componentIndex = Object::GetPropertyComponentIndex( index );
- }
-
- return componentIndex;
-}
-
-void Actor::SetParent( Actor* parent )
-{
- if( parent )
- {
- DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" );
-
- mParent = parent;
-
- mScene = parent->mScene;
-
- if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
- parent->OnScene() )
- {
- // Instruct each actor to create a corresponding node in the scene graph
- ConnectToScene( parent->GetHierarchyDepth() );
- }
-
- // Resolve the name and index for the child properties if any
- ResolveChildProperties();
- }
- else // parent being set to NULL
- {
- DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" );
-
- mParent = NULL;
-
- if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction
- OnScene() )
- {
- // Disconnect the Node & its children from the scene-graph.
- DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() );
-
- // Instruct each actor to discard pointers to the scene-graph
- DisconnectFromStage();
- }
-
- mScene = nullptr;
- }
-}
-
-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;
-}
-
-Rect<> Actor::CalculateScreenExtents( ) const
-{
- auto screenPosition = GetCurrentScreenPosition();
- Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
- Vector3 anchorPointOffSet = size * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
- Vector2 position = Vector2( screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y );
- return { position.x, position.y, size.x, size.y };
-}
-
-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::Actor::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 = GetColorMode();
- break;
- }
-
- case Dali::Actor::Property::DRAW_MODE:
- {
- value = GetDrawMode();
- 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 = GetSizeScalePolicy();
- 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>( GetSiblingOrder() );
- break;
- }
-
- case Dali::Actor::Property::SCREEN_POSITION:
- {
- value = GetCurrentScreenPosition();
- break;
- }
-
- case Dali::Actor::Property::POSITION_USES_ANCHOR_POINT:
- {
- value = mPositionUsesAnchorPoint;
- break;
- }
-
- case Dali::Actor::Property::LAYOUT_DIRECTION:
- {
- value = mLayoutDirection;
- break;
- }
-
- case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION:
- {
- value = IsLayoutDirectionInherited();
- break;
- }
-
- case Dali::Actor::Property::ID:
- {
- value = static_cast<int>( GetId() );
- break;
- }
-
- case Dali::Actor::Property::HIERARCHY_DEPTH:
- {
- value = GetHierarchyDepth();
- break;
- }
-
- case Dali::Actor::Property::IS_ROOT:
- {
- value = IsRoot();
- break;
- }
-
- case Dali::Actor::Property::IS_LAYER:
- {
- value = IsLayer();
- break;
- }
-
- case Dali::Actor::Property::CONNECTED_TO_SCENE:
- {
- value = OnScene();
- break;
- }
-
- case Dali::Actor::Property::KEYBOARD_FOCUSABLE:
- {
- value = IsKeyboardFocusable();
- break;
- }
-
- case Dali::DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START:
- {
- value = mCaptureAllTouchAfterStart;
- 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::Actor::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::VISIBLE:
- {
- value = IsVisible();
- break;
- }
-
- case Dali::Actor::Property::CULLED:
- {
- value = GetNode().IsCulled( GetEventThreadServices().GetEventBufferIndex() );
- break;
- }
-
- case Dali::DevelActor::Property::UPDATE_SIZE_HINT:
- {
- value = GetUpdateSizeHint();
- break;
- }
-
- default:
- {
- // Must be an event-side only property
- valueSet = false;
- break;
- }
- }
-
- return valueSet;
-}
-
-void Actor::EnsureRelayoutData()
-{
- // Assign relayout data.
- if( !mRelayoutData )
- {
- mRelayoutData = new RelayoutData();
- }
-}
-
-bool Actor::RelayoutDependentOnParent( Dimension::Type dimension )
-{
- // Check if actor is dependent on parent
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
- if( resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT )
- {
- return true;
- }
- }
- }
-
- return false;
-}
-
-bool Actor::RelayoutDependentOnChildren( Dimension::Type dimension )
-{
- // Check if actor is dependent on children
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- const ResizePolicy::Type resizePolicy = GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) );
- switch( resizePolicy )
- {
- case ResizePolicy::FIT_TO_CHILDREN:
- case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
- {
- return true;
- }
-
- default:
- {
- break;
- }
- }
- }
- }
-
- return false;
-}
-
-bool Actor::RelayoutDependentOnChildrenBase( Dimension::Type dimension )
-{
- return Actor::RelayoutDependentOnChildren( dimension );
-}
-
-bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension )
-{
- // Check each possible dimension and see if it is dependent on the input one
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- return mRelayoutData->resizePolicies[ i ] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[ i ] == dependentDimension;
- }
- }
-
- return false;
-}
-
-void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension )
-{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->negotiatedDimensions[ i ] = negotiatedDimension;
- }
- }
-}
-
-float Actor::GetNegotiatedDimension( Dimension::Type dimension ) const
-{
- // If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- return mRelayoutData->negotiatedDimensions[ i ];
- }
- }
-
- return 0.0f; // Default
-}
-
-void Actor::SetPadding( const Vector2& padding, Dimension::Type dimension )
-{
- EnsureRelayoutData();
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->dimensionPadding[ i ] = padding;
- }
- }
-}
-
-Vector2 Actor::GetPadding( Dimension::Type dimension ) const
-{
- if ( mRelayoutData )
- {
- // If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) )
- {
- return mRelayoutData->dimensionPadding[ i ];
- }
- }
- }
-
- return GetDefaultDimensionPadding();
-}
-
-void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension )
-{
- EnsureRelayoutData();
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->dimensionNegotiated[ i ] = negotiated;
- }
- }
-}
-
-bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const
-{
- if ( mRelayoutData )
- {
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] )
- {
- return true;
- }
- }
- }
-
- return false;
-}
-
-float Actor::GetHeightForWidthBase( float width )
-{
- 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 )
-{
- // Fill to parent, taking size mode factor into account
- switch( child.GetResizePolicy( dimension ) )
- {
- case ResizePolicy::FILL_TO_PARENT:
- {
- return GetLatestSize( dimension );
- }
-
- case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
- {
- return GetLatestSize( dimension ) * GetDimensionValue( child.GetProperty< Vector3 >( Dali::Actor::Property::SIZE_MODE_FACTOR ), dimension );
- }
-
- case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
- {
- return GetLatestSize( dimension ) + GetDimensionValue( child.GetProperty< Vector3 >( Dali::Actor::Property::SIZE_MODE_FACTOR ), dimension );
- }
-
- default:
- {
- return GetLatestSize( dimension );
- }
- }
-}
-
-float Actor::CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension )
-{
- // Can be overridden in derived class
- return CalculateChildSizeBase( child, dimension );
-}
-
-float Actor::GetHeightForWidth( float width )
-{
- // Can be overridden in derived class
- return GetHeightForWidthBase( width );
-}
-
-float Actor::GetWidthForHeight( float height )
-{
- // Can be overridden in derived class
- return GetWidthForHeightBase( height );
-}
-
-float Actor::GetLatestSize( Dimension::Type dimension ) const
-{
- return IsLayoutNegotiated( dimension ) ? GetNegotiatedDimension( dimension ) : GetSize( dimension );
+ return done;
}
-float Actor::GetRelayoutSize( Dimension::Type dimension ) const
+Rect<> Actor::CalculateScreenExtents() const
{
- Vector2 padding = GetPadding( dimension );
-
- return GetLatestSize( dimension ) + padding.x + padding.y;
+ auto screenPosition = GetCurrentScreenPosition();
+ Vector3 size = GetCurrentSize() * GetCurrentWorldScale();
+ Vector3 anchorPointOffSet = size * (mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT);
+ Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
+ return {position.x, position.y, size.x, size.y};
}
-float Actor::NegotiateFromParent( Dimension::Type dimension )
+void Actor::SetNeedGesturePropagation(bool propagation)
{
- Actor* parent = GetParent();
- if( parent )
- {
- Vector2 padding( GetPadding( dimension ) );
- Vector2 parentPadding( parent->GetPadding( dimension ) );
- return parent->CalculateChildSize( Dali::Actor( this ), dimension ) - parentPadding.x - parentPadding.y - padding.x - padding.y;
- }
-
- return 0.0f;
+ mNeedGesturePropagation = propagation;
}
-float Actor::NegotiateFromChildren( Dimension::Type dimension )
+bool Actor::NeedGesturePropagation()
{
- float maxDimensionPoint = 0.0f;
-
- for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
- {
- ActorPtr child = GetChildAt( i );
-
- if( !child->RelayoutDependentOnParent( dimension ) )
- {
- // Calculate the min and max points that the children range across
- float childPosition = GetDimensionValue( child->GetTargetPosition(), dimension );
- float dimensionSize = child->GetRelayoutSize( dimension );
- maxDimensionPoint = std::max( maxDimensionPoint, childPosition + dimensionSize );
- }
- }
-
- return maxDimensionPoint;
+ return mNeedGesturePropagation;
}
-float Actor::GetSize( Dimension::Type dimension ) const
+bool Actor::GetCachedPropertyValue(Property::Index index, Property::Value& value) const
{
- return GetDimensionValue( mTargetSize, dimension );
+ return PropertyHandler::GetCachedPropertyValue(*this, index, value);
}
-float Actor::GetNaturalSize( Dimension::Type dimension ) const
+bool Actor::GetCurrentPropertyValue(Property::Index index, Property::Value& value) const
{
- return GetDimensionValue( GetNaturalSize(), dimension );
+ return PropertyHandler::GetCurrentPropertyValue(*this, index, value);
}
-float Actor::CalculateSize( Dimension::Type dimension, const Vector2& maximumSize )
+Actor::Relayouter& Actor::EnsureRelayouter()
{
- switch( GetResizePolicy( dimension ) )
+ // Assign relayouter
+ if(!mRelayoutData)
{
- case ResizePolicy::USE_NATURAL_SIZE:
- {
- return GetNaturalSize( dimension );
- }
-
- case ResizePolicy::FIXED:
- {
- return GetDimensionValue( GetPreferredSize(), dimension );
- }
-
- case ResizePolicy::USE_ASSIGNED_SIZE:
- {
- return GetDimensionValue( maximumSize, dimension );
- }
-
- case ResizePolicy::FILL_TO_PARENT:
- case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
- case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
- {
- return NegotiateFromParent( dimension );
- }
-
- case ResizePolicy::FIT_TO_CHILDREN:
- {
- return NegotiateFromChildren( dimension );
- }
-
- case ResizePolicy::DIMENSION_DEPENDENCY:
- {
- const Dimension::Type dimensionDependency = GetDimensionDependency( dimension );
-
- // Custom rules
- if( dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT )
- {
- return GetWidthForHeight( GetNegotiatedDimension( Dimension::HEIGHT ) );
- }
-
- if( dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH )
- {
- return GetHeightForWidth( GetNegotiatedDimension( Dimension::WIDTH ) );
- }
-
- break;
- }
-
- default:
- {
- break;
- }
+ mRelayoutData = new Relayouter();
}
- return 0.0f; // Default
+ return *mRelayoutData;
}
-float Actor::ClampDimension( float size, Dimension::Type dimension )
+bool Actor::RelayoutDependentOnParent(Dimension::Type dimension)
{
- const float minSize = GetMinimumSize( dimension );
- const float maxSize = GetMaximumSize( dimension );
-
- return std::max( minSize, std::min( size, maxSize ) );
-}
-
-void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& allocatedSize, ActorDimensionStack& recursionStack )
-{
- // Check if it needs to be negotiated
- if( IsLayoutDirty( dimension ) && !IsLayoutNegotiated( dimension ) )
+ // Check if actor is dependent on parent
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- // Check that we havn't gotten into an infinite loop
- ActorDimensionPair searchActor = ActorDimensionPair( this, dimension );
- bool recursionFound = false;
- for( ActorDimensionStack::iterator it = recursionStack.begin(), itEnd = recursionStack.end(); it != itEnd; ++it )
- {
- if( *it == searchActor )
- {
- recursionFound = true;
- break;
- }
- }
-
- if( !recursionFound )
+ if((dimension & (1 << i)))
{
- // Record the path that we have taken
- recursionStack.push_back( ActorDimensionPair( this, dimension ) );
-
- // Dimension dependency check
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i );
-
- if( RelayoutDependentOnDimension( dimension, dimensionToCheck ) )
- {
- NegotiateDimension( dimensionToCheck, allocatedSize, recursionStack );
- }
- }
-
- // Parent dependency check
- Actor* parent = GetParent();
- if( parent && RelayoutDependentOnParent( dimension ) )
- {
- parent->NegotiateDimension( dimension, allocatedSize, recursionStack );
- }
-
- // Children dependency check
- if( RelayoutDependentOnChildren( dimension ) )
+ const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
+ if(resizePolicy == ResizePolicy::FILL_TO_PARENT || resizePolicy == ResizePolicy::SIZE_RELATIVE_TO_PARENT || resizePolicy == ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT)
{
- for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
- {
- ActorPtr child = GetChildAt( i );
-
- // Only relayout child first if it is not dependent on this actor
- if( !child->RelayoutDependentOnParent( dimension ) )
- {
- child->NegotiateDimension( dimension, allocatedSize, recursionStack );
- }
- }
+ return true;
}
-
- // For deriving classes
- OnCalculateRelayoutSize( dimension );
-
- // All dependencies checked, calculate the size and set negotiated flag
- const float newSize = ClampDimension( CalculateSize( dimension, allocatedSize ), dimension );
-
- SetNegotiatedDimension( newSize, dimension );
- SetLayoutNegotiated( true, dimension );
-
- // For deriving classes
- OnLayoutNegotiated( newSize, dimension );
-
- // This actor has been successfully processed, pop it off the recursion stack
- recursionStack.pop_back();
- }
- else
- {
- // TODO: Break infinite loop
- SetLayoutNegotiated( true, dimension );
}
}
-}
-void Actor::NegotiateDimensions( const Vector2& allocatedSize )
-{
- // Negotiate all dimensions that require it
- ActorDimensionStack recursionStack;
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
- {
- const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i );
-
- // Negotiate
- NegotiateDimension( dimension, allocatedSize, recursionStack );
- }
+ return false;
}
-Vector2 Actor::ApplySizeSetPolicy( const Vector2& size )
+bool Actor::RelayoutDependentOnChildren(Dimension::Type dimension)
{
- switch( mRelayoutData->sizeSetPolicy )
+ // Check if actor is dependent on children
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- case SizeScalePolicy::USE_SIZE_SET:
- {
- return size;
- }
-
- case SizeScalePolicy::FIT_WITH_ASPECT_RATIO:
+ if((dimension & (1 << i)))
{
- // Scale size to fit within the original size bounds, keeping the natural size aspect ratio
- const Vector3 naturalSize = GetNaturalSize();
- if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
+ const ResizePolicy::Type resizePolicy = GetResizePolicy(static_cast<Dimension::Type>(1 << i));
+ switch(resizePolicy)
{
- const float sizeRatio = size.width / size.height;
- const float naturalSizeRatio = naturalSize.width / naturalSize.height;
-
- if( naturalSizeRatio < sizeRatio )
- {
- return Vector2( naturalSizeRatio * size.height, size.height );
- }
- else if( naturalSizeRatio > sizeRatio )
- {
- return Vector2( size.width, size.width / naturalSizeRatio );
- }
- else
+ case ResizePolicy::FIT_TO_CHILDREN:
+ case ResizePolicy::USE_NATURAL_SIZE: // i.e. For things that calculate their size based on children
{
- return size;
+ return true;
}
- }
-
- break;
- }
-
- case SizeScalePolicy::FILL_WITH_ASPECT_RATIO:
- {
- // Scale size to fill the original size bounds, keeping the natural size aspect ratio. Potentially exceeding the original bounds.
- const Vector3 naturalSize = GetNaturalSize();
- if( naturalSize.width > 0.0f && naturalSize.height > 0.0f && size.width > 0.0f && size.height > 0.0f )
- {
- const float sizeRatio = size.width / size.height;
- const float naturalSizeRatio = naturalSize.width / naturalSize.height;
- if( naturalSizeRatio < sizeRatio )
- {
- return Vector2( size.width, size.width / naturalSizeRatio );
- }
- else if( naturalSizeRatio > sizeRatio )
- {
- return Vector2( naturalSizeRatio * size.height, size.height );
- }
- else
+ default:
{
- return size;
+ break;
}
}
- break;
- }
-
- default:
- {
- break;
}
}
- return size;
-}
-
-void Actor::SetNegotiatedSize( RelayoutContainer& container )
-{
- // Do the set actor size
- Vector2 negotiatedSize( GetLatestSize( Dimension::WIDTH ), GetLatestSize( Dimension::HEIGHT ) );
-
- // Adjust for size set policy
- negotiatedSize = ApplySizeSetPolicy( negotiatedSize );
-
- // Lock the flag to stop recursive relayouts on set size
- mRelayoutData->insideRelayout = true;
- SetSize( negotiatedSize );
- mRelayoutData->insideRelayout = false;
-
- // Clear flags for all dimensions
- SetLayoutDirty( false );
-
- // Give deriving classes a chance to respond
- OnRelayout( negotiatedSize, container );
-
- if( !mOnRelayoutSignal.Empty() )
- {
- Dali::Actor handle( this );
- mOnRelayoutSignal.Emit( handle );
- }
-}
-
-void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& container )
-{
- // Force a size negotiation for actors that has assigned size during relayout
- // This is required as otherwise the flags that force a relayout will not
- // necessarilly be set. This will occur if the actor has already been laid out.
- // The dirty flags are then cleared. Then if the actor is added back into the
- // 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.
- DALI_LOG_TIMER_START( NegSizeTimer1 );
-
- if( GetUseAssignedSize(Dimension::WIDTH ) )
- {
- SetLayoutNegotiated( false, Dimension::WIDTH );
- }
- if( GetUseAssignedSize( Dimension::HEIGHT ) )
- {
- SetLayoutNegotiated( false, Dimension::HEIGHT );
- }
-
- // Do the negotiation
- NegotiateDimensions( allocatedSize );
+ return false;
+}
- // Set the actor size
- SetNegotiatedSize( container );
+bool Actor::RelayoutDependentOnChildrenBase(Dimension::Type dimension)
+{
+ return Actor::RelayoutDependentOnChildren(dimension);
+}
- // Negotiate down to children
- for( uint32_t i = 0, count = GetChildCount(); i < count; ++i )
+bool Actor::RelayoutDependentOnDimension(Dimension::Type dimension, Dimension::Type dependentDimension)
+{
+ // Check each possible dimension and see if it is dependent on the input one
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- ActorPtr child = GetChildAt( i );
-
- // Forces children that have already been laid out to be relayed out
- // if they have assigned size during relayout.
- if( child->GetUseAssignedSize(Dimension::WIDTH) )
+ if(dimension & (1 << i))
{
- child->SetLayoutNegotiated(false, Dimension::WIDTH);
- child->SetLayoutDirty(true, Dimension::WIDTH);
+ return mRelayoutData->resizePolicies[i] == ResizePolicy::DIMENSION_DEPENDENCY && mRelayoutData->dimensionDependencies[i] == dependentDimension;
}
+ }
- if( child->GetUseAssignedSize(Dimension::HEIGHT) )
- {
- child->SetLayoutNegotiated(false, Dimension::HEIGHT);
- child->SetLayoutDirty(true, Dimension::HEIGHT);
- }
+ return false;
+}
- // Only relayout if required
- if( child->RelayoutRequired() )
+void Actor::SetNegotiatedDimension(float negotiatedDimension, Dimension::Type dimension)
+{
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
+ {
+ if(dimension & (1 << i))
{
- container.Add( Dali::Actor( child.Get() ), mTargetSize.GetVectorXY() );
+ mRelayoutData->negotiatedDimensions[i] = negotiatedDimension;
}
}
- DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: ");
}
-void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension )
+float Actor::GetNegotiatedDimension(Dimension::Type dimension) const
{
- if( mRelayoutData )
+ // If more than one dimension is requested, just return the first one found
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ if((dimension & (1 << i)))
{
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->useAssignedSize[ i ] = use;
- }
+ return mRelayoutData->negotiatedDimensions[i];
}
}
+
+ return 0.0f; // Default
+}
+
+void Actor::SetPadding(const Vector2& padding, Dimension::Type dimension)
+{
+ EnsureRelayouter().SetPadding(padding, dimension);
}
-bool Actor::GetUseAssignedSize( Dimension::Type dimension ) const
+Vector2 Actor::GetPadding(Dimension::Type dimension) const
{
- if ( mRelayoutData )
+ if(mRelayoutData)
{
// If more than one dimension is requested, just return the first one found
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ for(uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- if( dimension & ( 1 << i ) )
+ if((dimension & (1 << i)))
{
- return mRelayoutData->useAssignedSize[ i ];
+ return mRelayoutData->dimensionPadding[i];
}
}
}
- return false;
-}
-
-void Actor::RelayoutRequest( Dimension::Type dimension )
-{
- Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
- if( relayoutController )
- {
- Dali::Actor self( this );
- relayoutController->RequestRelayout( self, dimension );
- }
+ return Relayouter::DEFAULT_DIMENSION_PADDING;
}
-void Actor::OnCalculateRelayoutSize( Dimension::Type dimension )
+void Actor::SetLayoutNegotiated(bool negotiated, Dimension::Type dimension)
{
+ EnsureRelayouter().SetLayoutNegotiated(negotiated, dimension);
}
-void Actor::OnLayoutNegotiated( float size, Dimension::Type dimension )
+bool Actor::IsLayoutNegotiated(Dimension::Type dimension) const
{
+ return mRelayoutData && mRelayoutData->IsLayoutNegotiated(dimension);
}
-void Actor::SetPreferredSize( const Vector2& size )
+float Actor::GetHeightForWidthBase(float width)
{
- EnsureRelayoutData();
-
- // If valid width or height, then set the resize policy to FIXED
- // A 0 width or height may also be required so if the resize policy has not been changed, i.e. is still set to DEFAULT,
- // then change to FIXED as well
+ float height = 0.0f;
- if( size.width > 0.0f || GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DEFAULT )
+ const Vector3 naturalSize = GetNaturalSize();
+ if(naturalSize.width > 0.0f)
{
- SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ height = naturalSize.height * width / naturalSize.width;
}
-
- if( size.height > 0.0f || GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DEFAULT )
+ else // we treat 0 as 1:1 aspect ratio
{
- SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT );
+ height = width;
}
- mRelayoutData->preferredSize = size;
-
- mUseAnimatedSize = AnimatedSizeFlag::CLEAR;
-
- RelayoutRequest();
+ return height;
}
-Vector2 Actor::GetPreferredSize() const
+float Actor::GetWidthForHeightBase(float height)
{
- if ( mRelayoutData )
+ 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
{
- return Vector2( mRelayoutData->preferredSize );
+ width = height;
}
- return GetDefaultPreferredSize();
+ return width;
}
-void Actor::SetMinimumSize( float size, Dimension::Type dimension )
+float Actor::CalculateChildSizeBase(const Dali::Actor& child, Dimension::Type dimension)
{
- EnsureRelayoutData();
-
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ // Fill to parent, taking size mode factor into account
+ switch(child.GetResizePolicy(dimension))
{
- if( dimension & ( 1 << i ) )
+ case ResizePolicy::FILL_TO_PARENT:
{
- mRelayoutData->minimumSize[ i ] = size;
+ return GetLatestSize(dimension);
}
- }
- RelayoutRequest();
-}
+ case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
+ {
+ return GetLatestSize(dimension) * GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
+ }
-float Actor::GetMinimumSize( Dimension::Type dimension ) const
-{
- if ( mRelayoutData )
- {
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
{
- if( dimension & ( 1 << i ) )
- {
- return mRelayoutData->minimumSize[ i ];
- }
+ return GetLatestSize(dimension) + GetDimensionValue(child.GetProperty<Vector3>(Dali::Actor::Property::SIZE_MODE_FACTOR), dimension);
+ }
+
+ default:
+ {
+ return GetLatestSize(dimension);
}
}
+}
+
+float Actor::CalculateChildSize(const Dali::Actor& child, Dimension::Type dimension)
+{
+ // Can be overridden in derived class
+ return CalculateChildSizeBase(child, dimension);
+}
+
+float Actor::GetHeightForWidth(float width)
+{
+ // Can be overridden in derived class
+ return GetHeightForWidthBase(width);
+}
+
+float Actor::GetWidthForHeight(float height)
+{
+ // Can be overridden in derived class
+ return GetWidthForHeightBase(height);
+}
- return 0.0f; // Default
+float Actor::GetLatestSize(Dimension::Type dimension) const
+{
+ return IsLayoutNegotiated(dimension) ? GetNegotiatedDimension(dimension) : GetSize(dimension);
}
-void Actor::SetMaximumSize( float size, Dimension::Type dimension )
+float Actor::GetRelayoutSize(Dimension::Type dimension) const
{
- EnsureRelayoutData();
+ Vector2 padding = GetPadding(dimension);
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ return GetLatestSize(dimension) + padding.x + padding.y;
+}
+
+float Actor::NegotiateFromParent(Dimension::Type dimension)
+{
+ Actor* parent = GetParent();
+ if(parent)
{
- if( dimension & ( 1 << i ) )
- {
- mRelayoutData->maximumSize[ i ] = size;
- }
+ Vector2 padding(GetPadding(dimension));
+ Vector2 parentPadding(parent->GetPadding(dimension));
+ return parent->CalculateChildSize(Dali::Actor(this), dimension) - parentPadding.x - parentPadding.y - padding.x - padding.y;
}
- RelayoutRequest();
+ return 0.0f;
}
-float Actor::GetMaximumSize( Dimension::Type dimension ) const
+float Actor::NegotiateFromChildren(Dimension::Type dimension)
{
- if ( mRelayoutData )
+ float maxDimensionPoint = 0.0f;
+
+ for(uint32_t i = 0, count = GetChildCount(); i < count; ++i)
{
- for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i )
+ ActorPtr child = GetChildAt(i);
+
+ if(!child->RelayoutDependentOnParent(dimension))
{
- if( dimension & ( 1 << i ) )
- {
- return mRelayoutData->maximumSize[ i ];
- }
+ // Calculate the min and max points that the children range across
+ float childPosition = GetDimensionValue(child->GetTargetPosition(), dimension);
+ float dimensionSize = child->GetRelayoutSize(dimension);
+ maxDimensionPoint = std::max(maxDimensionPoint, childPosition + dimensionSize);
}
}
- return FLT_MAX; // Default
+ return maxDimensionPoint;
+}
+
+float Actor::GetSize(Dimension::Type dimension) const
+{
+ return GetDimensionValue(mTargetSize, dimension);
}
-Object* Actor::GetParentObject() const
+float Actor::GetNaturalSize(Dimension::Type dimension) const
{
- return mParent;
+ return GetDimensionValue(GetNaturalSize(), dimension);
}
-void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
+float Actor::CalculateSize(Dimension::Type dimension, const Vector2& maximumSize)
{
- if( mVisible != visible )
+ switch(GetResizePolicy(dimension))
{
- if( sendMessage == SendMessage::TRUE )
+ case ResizePolicy::USE_NATURAL_SIZE:
{
- // node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible );
+ return GetNaturalSize(dimension);
}
- mVisible = visible;
+ case ResizePolicy::FIXED:
+ {
+ return GetDimensionValue(GetPreferredSize(), dimension);
+ }
- // Emit the signal on this actor and all its children
- EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
- }
-}
+ case ResizePolicy::USE_ASSIGNED_SIZE:
+ {
+ return GetDimensionValue(maximumSize, dimension);
+ }
-void Actor::SetSiblingOrder( uint32_t order )
-{
- if ( mParent )
- {
- ActorContainer& siblings = *(mParent->mChildren);
- uint32_t currentOrder = GetSiblingOrder();
+ case ResizePolicy::FILL_TO_PARENT:
+ case ResizePolicy::SIZE_RELATIVE_TO_PARENT:
+ case ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT:
+ {
+ return NegotiateFromParent(dimension);
+ }
- if( order != currentOrder )
+ case ResizePolicy::FIT_TO_CHILDREN:
{
- if( order == 0 )
- {
- LowerToBottom();
- }
- else if( order < siblings.size() -1 )
+ return NegotiateFromChildren(dimension);
+ }
+
+ case ResizePolicy::DIMENSION_DEPENDENCY:
+ {
+ const Dimension::Type dimensionDependency = GetDimensionDependency(dimension);
+
+ // Custom rules
+ if(dimension == Dimension::WIDTH && dimensionDependency == Dimension::HEIGHT)
{
- if( order > currentOrder )
- {
- RaiseAbove( *siblings[order] );
- }
- else
- {
- LowerBelow( *siblings[order] );
- }
+ return GetWidthForHeight(GetNegotiatedDimension(Dimension::HEIGHT));
}
- else
+
+ if(dimension == Dimension::HEIGHT && dimensionDependency == Dimension::WIDTH)
{
- RaiseToTop();
+ return GetHeightForWidth(GetNegotiatedDimension(Dimension::WIDTH));
}
- }
- }
-}
-uint32_t Actor::GetSiblingOrder() const
-{
- uint32_t order = 0;
+ break;
+ }
- if ( mParent )
- {
- ActorContainer& siblings = *(mParent->mChildren);
- for( std::size_t i = 0; i < siblings.size(); ++i )
+ default:
{
- if( siblings[i] == this )
- {
- order = static_cast<uint32_t>( i );
- break;
- }
+ break;
}
}
- return order;
+ return 0.0f; // Default
}
-void Actor::RequestRebuildDepthTree()
+Vector2 Actor::ApplySizeSetPolicy(const Vector2& size)
{
- if( mIsOnScene )
- {
- if( mScene )
- {
- mScene->RequestRebuildDepthTree();
- }
- }
+ return mRelayoutData->ApplySizeSetPolicy(*this, size);
}
-void Actor::Raise()
+void Actor::SetNegotiatedSize(RelayoutContainer& container)
{
- if ( mParent )
- {
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.back() != this ) // If not already at end
- {
- for( std::size_t i=0; i<siblings.size(); ++i )
- {
- if( siblings[i] == this )
- {
- // Swap with next
- ActorPtr next = siblings[i+1];
- siblings[i+1] = this;
- siblings[i] = next;
- break;
- }
- }
- }
+ // Do the set actor size
+ Vector2 negotiatedSize(GetLatestSize(Dimension::WIDTH), GetLatestSize(Dimension::HEIGHT));
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+ // Adjust for size set policy
+ negotiatedSize = ApplySizeSetPolicy(negotiatedSize);
- RequestRebuildDepthTree();
- }
- else
+ // Lock the flag to stop recursive relayouts on set size
+ mRelayoutData->insideRelayout = true;
+ SetSize(negotiatedSize);
+ mRelayoutData->insideRelayout = false;
+
+ // Clear flags for all dimensions
+ SetLayoutDirty(false);
+
+ // Give deriving classes a chance to respond
+ OnRelayout(negotiatedSize, container);
+
+ if(!mOnRelayoutSignal.Empty())
{
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ Dali::Actor handle(this);
+ mOnRelayoutSignal.Emit(handle);
}
}
-void Actor::Lower()
+void Actor::NegotiateSize(const Vector2& allocatedSize, RelayoutContainer& container)
{
- if ( mParent )
- {
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.front() != this ) // If not already at beginning
- {
- for( std::size_t i=1; i<siblings.size(); ++i )
- {
- if( siblings[i] == this )
- {
- // Swap with previous
- ActorPtr previous = siblings[i-1];
- siblings[i-1] = this;
- siblings[i] = previous;
- break;
- }
- }
- }
-
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+ Relayouter::NegotiateSize(*this, allocatedSize, container);
+}
- RequestRebuildDepthTree();
- }
- else
+void Actor::SetUseAssignedSize(bool use, Dimension::Type dimension)
+{
+ if(mRelayoutData)
{
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ mRelayoutData->SetUseAssignedSize(use, dimension);
}
}
-void Actor::RaiseToTop()
+bool Actor::GetUseAssignedSize(Dimension::Type dimension) const
+{
+ return mRelayoutData && mRelayoutData->GetUseAssignedSize(dimension);
+}
+
+void Actor::RelayoutRequest(Dimension::Type dimension)
{
- if ( mParent )
+ Internal::RelayoutController* relayoutController = Internal::RelayoutController::Get();
+ if(relayoutController)
{
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.back() != this ) // If not already at end
- {
- ActorContainer::iterator iter = std::find( siblings.begin(), siblings.end(), this );
- if( iter != siblings.end() )
- {
- siblings.erase(iter);
- siblings.push_back(ActorPtr(this));
- }
- }
+ Dali::Actor self(this);
+ relayoutController->RequestRelayout(self, dimension);
+ }
+}
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+void Actor::SetPreferredSize(const Vector2& size)
+{
+ EnsureRelayouter().SetPreferredSize(*this, size);
+}
- RequestRebuildDepthTree();
- }
- else
+Vector2 Actor::GetPreferredSize() const
+{
+ if(mRelayoutData)
{
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ return Vector2(mRelayoutData->preferredSize);
}
+
+ return Relayouter::DEFAULT_PREFERRED_SIZE;
}
-void Actor::LowerToBottom()
+void Actor::SetMinimumSize(float size, Dimension::Type dimension)
{
- if ( mParent )
+ EnsureRelayouter().SetMinimumSize(size, dimension);
+ RelayoutRequest();
+}
+
+float Actor::GetMinimumSize(Dimension::Type dimension) const
+{
+ if(mRelayoutData)
{
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.front() != this ) // If not already at bottom,
- {
- ActorPtr thisPtr(this); // ensure this actor remains referenced.
+ return mRelayoutData->GetMinimumSize(dimension);
+ }
- ActorContainer::iterator iter = std::find( siblings.begin(), siblings.end(), this );
- if( iter != siblings.end() )
- {
- siblings.erase(iter);
- siblings.insert(siblings.begin(), thisPtr);
- }
- }
+ return 0.0f; // Default
+}
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+void Actor::SetMaximumSize(float size, Dimension::Type dimension)
+{
+ EnsureRelayouter().SetMaximumSize(size, dimension);
+ RelayoutRequest();
+}
- RequestRebuildDepthTree();
- }
- else
+float Actor::GetMaximumSize(Dimension::Type dimension) const
+{
+ if(mRelayoutData)
{
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ return mRelayoutData->GetMaximumSize(dimension);
}
+
+ return FLT_MAX; // Default
}
-void Actor::RaiseAbove( Internal::Actor& target )
+void Actor::SetVisibleInternal(bool visible, SendMessage::Type sendMessage)
{
- if ( mParent )
+ if(mVisible != visible)
{
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.back() != this && target.mParent == mParent ) // If not already at top
+ if(sendMessage == SendMessage::TRUE)
{
- ActorPtr thisPtr(this); // ensure this actor remains referenced.
+ // node is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodePropertyMessage<bool>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty<bool>::Bake, visible);
- ActorContainer::iterator targetIter = std::find( siblings.begin(), siblings.end(), &target );
- ActorContainer::iterator thisIter = std::find( siblings.begin(), siblings.end(), this );
- if( thisIter < targetIter )
- {
- siblings.erase(thisIter);
- // Erasing early invalidates the targetIter. (Conversely, inserting first may also
- // invalidate thisIter)
- targetIter = std::find( siblings.begin(), siblings.end(), &target );
- ++targetIter;
- siblings.insert(targetIter, thisPtr);
- }
+ RequestRenderingMessage(GetEventThreadServices().GetUpdateManager());
+ }
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+ mVisible = visible;
- RequestRebuildDepthTree();
- }
- }
- else
- {
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
+ // Emit the signal on this actor and all its children
+ EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::SELF);
}
}
-void Actor::LowerBelow( Internal::Actor& target )
+void Actor::SetSiblingOrderOfChild(Actor& child, uint32_t order)
{
- if ( mParent )
- {
- ActorContainer& siblings = *(mParent->mChildren);
- if( siblings.front() != this && target.mParent == mParent ) // If not already at bottom
- {
- ActorPtr thisPtr(this); // ensure this actor remains referenced.
+ mParentImpl.SetSiblingOrderOfChild(child, order);
+}
- ActorContainer::iterator targetIter = std::find( siblings.begin(), siblings.end(), &target );
- ActorContainer::iterator thisIter = std::find( siblings.begin(), siblings.end(), this );
+uint32_t Actor::GetSiblingOrderOfChild(const Actor& child) const
+{
+ return mParentImpl.GetSiblingOrderOfChild(child);
+}
- if( thisIter > targetIter )
- {
- siblings.erase(thisIter); // this only invalidates iterators at or after this point.
- siblings.insert(targetIter, thisPtr);
- }
+void Actor::RaiseChild(Actor& child)
+{
+ mParentImpl.RaiseChild(child);
+}
- Dali::Actor handle( this );
- mParent->mChildOrderChangedSignal.Emit( handle );
+void Actor::LowerChild(Actor& child)
+{
+ mParentImpl.LowerChild(child);
+}
- RequestRebuildDepthTree();
- }
- }
- else
- {
- DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" );
- }
+void Actor::RaiseChildToTop(Actor& child)
+{
+ mParentImpl.RaiseChildToTop(child);
}
-void Actor::SetScene( Scene& scene )
+void Actor::LowerChildToBottom(Actor& child)
{
- mScene = &scene;
+ mParentImpl.LowerChildToBottom(child);
}
-Scene& Actor::GetScene() const
+void Actor::RaiseChildAbove(Actor& child, Actor& target)
{
- return *mScene;
+ mParentImpl.RaiseChildAbove(child, target);
}
-void Actor::SetInheritLayoutDirection( bool inherit )
+void Actor::LowerChildBelow(Actor& child, Actor& target)
{
- if( mInheritLayoutDirection != inherit )
+ mParentImpl.LowerChildBelow(child, target);
+}
+
+void Actor::SetInheritLayoutDirection(bool inherit)
+{
+ if(mInheritLayoutDirection != inherit)
{
mInheritLayoutDirection = inherit;
- if( inherit && mParent )
+ if(inherit && mParent)
{
- InheritLayoutDirectionRecursively( this, mParent->mLayoutDirection );
+ InheritLayoutDirectionRecursively(GetParent()->mLayoutDirection);
}
}
}
-bool Actor::IsLayoutDirectionInherited() const
-{
- return mInheritLayoutDirection;
-}
-
-void Actor::InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set )
+void Actor::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
{
- if( actor && ( actor->mInheritLayoutDirection || set ) )
+ if(mInheritLayoutDirection || set)
{
- if( actor->mLayoutDirection != direction )
+ if(mLayoutDirection != direction)
{
- actor->mLayoutDirection = direction;
- actor->EmitLayoutDirectionChangedSignal( direction );
- actor->RelayoutRequest();
+ mLayoutDirection = direction;
+ EmitLayoutDirectionChangedSignal(direction);
+ RelayoutRequest();
}
- if( actor->GetChildCount() > 0 )
+ if(GetChildCount() > 0)
{
- ActorContainer& children = actor->GetChildrenInternal();
- for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+ for(const auto& child : mParentImpl.GetChildrenInternal())
{
- InheritLayoutDirectionRecursively( *iter, direction );
+ child->InheritLayoutDirectionRecursively(direction);
}
}
}
}
-void Actor::SetUpdateSizeHint( const Vector2& updateSizeHint )
+void Actor::SetUpdateSizeHint(const Vector2& updateSizeHint)
{
// node is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyMessage<Vector3>::Send( GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f ) );
+ SceneGraph::NodePropertyMessage<Vector3>::Send(GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &AnimatableProperty<Vector3>::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f));
}
-Vector2 Actor::GetUpdateSizeHint() const
+void Actor::EmitVisibilityChangedSignalRecursively(bool visible,
+ DevelActor::VisibilityChange::Type type)
{
- // node is being used in a separate thread, the value from the previous update is the same, set by user
- Vector3 updateSizeHint = GetNode().GetUpdateSizeHint();
- return Vector2( updateSizeHint.width, updateSizeHint.height );
+ EmitVisibilityChangedSignal(visible, type);
+
+ if(GetChildCount() > 0)
+ {
+ for(auto& child : mParentImpl.GetChildrenInternal())
+ {
+ child->EmitVisibilityChangedSignalRecursively(visible, DevelActor::VisibilityChange::PARENT);
+ }
+ }
}
} // namespace Internal