#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/common/event-thread-services.h>
-#include <dali/internal/event/common/projection.h>
#include <dali/internal/event/common/property-helper.h>
#include <dali/internal/event/common/scene-impl.h>
#include <dali/internal/event/common/stage-impl.h>
}
}
-bool ScreenToLocalInternal(
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& worldMatrix,
- const Viewport& viewport,
- const Vector3& currentSize,
- float& localX,
- float& localY,
- float screenX,
- float screenY)
-{
- // Get the ModelView matrix
- Matrix modelView;
- Matrix::Multiply(modelView, worldMatrix, 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 = currentSize;
- localX = local.x + size.x * 0.5f;
- localY = local.y + size.y * 0.5f;
- }
- else
- {
- success = false;
- }
- }
-
- return success;
-}
-
} // unnamed namespace
ActorPtr Actor::New()
bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
{
- // only valid when on-stage
- if(mScene && OnScene())
- {
- 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;
- }
- }
- }
- return false;
+ return mScene && OnScene() && ConvertScreenToLocalRenderTaskList(mScene->GetRenderTaskList(), GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
}
bool Actor::ScreenToLocal(const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY) const
{
- bool retval = false;
- // only valid when on-stage
- if(OnScene())
- {
- CameraActor* camera = renderTask.GetCameraActor();
- if(camera)
- {
- Viewport viewport;
- renderTask.GetViewport(viewport);
-
- // need to translate coordinates to render tasks coordinate space
- Vector2 converted(screenX, screenY);
- if(renderTask.TranslateCoordinates(converted))
- {
- retval = ScreenToLocal(camera->GetViewMatrix(), camera->GetProjectionMatrix(), viewport, localX, localY, converted.x, converted.y);
- }
- }
- }
- return retval;
+ return OnScene() && ConvertScreenToLocalRenderTask(renderTask, GetNode().GetWorldMatrix(0), GetCurrentSize(), localX, localY, screenX, screenY);
}
bool Actor::ScreenToLocal(const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY) const
{
- return OnScene() && ScreenToLocalInternal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), viewport, GetCurrentSize(), localX, localY, screenX, screenY);
+ return OnScene() && ConvertScreenToLocal(viewMatrix, projectionMatrix, GetNode().GetWorldMatrix(0), GetCurrentSize(), viewport, localX, localY, screenX, screenY);
}
ActorGestureData& Actor::GetGestureData()