class Animation;
class RenderTask;
class Renderer;
+class Scene;
typedef std::vector< ActorPtr > ActorContainer;
typedef ActorContainer::iterator ActorIter;
static ActorPtr New();
/**
+ * Helper to create node for derived classes who don't have their own node type
+ * @return pointer to newly created unique node
+ */
+ static const SceneGraph::Node* CreateNode();
+
+ /**
* Retrieve the name of the actor.
* @return The name.
*/
}
/**
+ * Calculates screen position and size.
+ *
+ * @return pair of two values, position of top-left corner on screen and size respectively.
+ */
+ Rect<> CalculateScreenExtents( ) const;
+
+ /**
* Sets the size of an actor.
* This does not interfere with the actors scale factor.
* @param [in] width The new width.
const Vector3& GetCurrentWorldPosition() const;
/**
- * @copydoc Dali::Actor::SetPositionInheritanceMode()
- */
- void SetPositionInheritanceMode( PositionInheritanceMode mode );
-
- /**
- * @copydoc Dali::Actor::GetPositionInheritanceMode()
- */
- PositionInheritanceMode GetPositionInheritanceMode() const;
-
- /**
* @copydoc Dali::Actor::SetInheritPosition()
*/
void SetInheritPosition( bool inherit );
float GetMaximumSize( Dimension::Type dimension ) const;
/**
+ * @brief Sets the update size hint of an actor for partial update.
+ * @param [in] updateSizeHint The new updateSizeHint.
+ */
+ void SetUpdateSizeHint( const Vector2& updateSizeHint );
+
+ /**
+ * @brief Return the update size hint of actor
+ * @return Return the update size hint
+ */
+ Vector2 GetUpdateSizeHint() const;
+
+ /**
* @copydoc Dali::Actor::AddRenderer()
*/
uint32_t AddRenderer( Renderer& renderer );
* Protected Constructor. See Actor::New().
* The second-phase construction Initialize() member should be called immediately after this.
* @param[in] derivedType The derived type of actor (if any).
+ * @param[in] reference to the node
*/
- Actor( DerivedType derivedType );
+ Actor( DerivedType derivedType, const SceneGraph::Node& node );
/**
* Second-phase constructor. Must be called immediately after creating a new Actor;
void RebuildDepthTree();
protected:
+
/**
* Traverse the actor tree, inserting actors into the depth tree in sibling order.
* @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index
// Default property extensions from Object
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyCount()
- */
- virtual uint32_t GetDefaultPropertyCount() const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndices()
- */
- virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyName()
- */
- virtual const char* GetDefaultPropertyName( Property::Index index ) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndex()
- */
- virtual Property::Index GetDefaultPropertyIndex( const std::string& name ) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyWritable()
- */
- virtual bool IsDefaultPropertyWritable( Property::Index index ) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAnimatable()
- */
- virtual bool IsDefaultPropertyAnimatable( Property::Index index ) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAConstraintInput()
- */
- virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyType()
- */
- virtual Property::Type GetDefaultPropertyType( Property::Index index ) const;
-
- /**
* @copydoc Dali::Internal::Object::SetDefaultProperty()
*/
virtual void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue );
virtual void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType );
/**
- * @copydoc Dali::Internal::Object::GetPropertyOwner()
- */
- virtual const SceneGraph::PropertyOwner* GetPropertyOwner() const;
-
- /**
- * @copydoc Dali::Internal::Object::GetSceneObject()
- */
- virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
-
- /**
* @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
*/
virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
/**
* @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
*/
- virtual int GetPropertyComponentIndex( Property::Index index ) const;
+ virtual int32_t GetPropertyComponentIndex( Property::Index index ) const;
/**
* Retrieve the actor's node.
*/
const SceneGraph::Node& GetNode() const
{
- return *mNode;
+ return *static_cast<const SceneGraph::Node*>( mUpdateObject );
}
/**
*/
void LowerBelow( Internal::Actor& target );
+public:
+
+ /**
+ * Sets the scene which this actor is added to.
+ * @param[in] scene The scene
+ */
+ void SetScene( Scene& scene );
+
+ /**
+ * Gets the scene which this actor is added to.
+ * @return The scene
+ */
+ Scene& GetScene() const;
+
private:
struct SendMessage
};
// Remove default constructor and copy constructor
- Actor()=delete;
- Actor( const Actor& )=delete;
-
- // Undefined
- Actor& operator=( const Actor& rhs );
+ Actor() = delete;
+ Actor( const Actor& ) = delete;
+ Actor& operator=( const Actor& rhs ) = delete;
/**
* Set the actors parent.
void SetParent( Actor* parent );
/**
- * Helper to create a Node for this Actor.
- * To be overriden in derived classes.
- * @return A newly allocated node.
- */
- virtual SceneGraph::Node* CreateNode() const;
-
- /**
* For use in derived classes, called after Initialize()
*/
virtual void OnInitialize()
protected:
+ Scene* mScene; ///< The scene the actor is added to
+
Actor* mParent; ///< Each actor (except the root) can have one parent
ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized
RendererContainer* mRenderers; ///< Renderer container
- const SceneGraph::Node* mNode; ///< Not owned
Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
Vector3 mTargetScale; ///< Event-side storage for scale
- std::string mName; ///< Name of the actor
- uint32_t mId; ///< A unique ID to identify the actor starting from 1, and 0 is reserved
- uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
- int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
+ std::string mName; ///< Name of the actor
+ uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
+ int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
const bool mIsRoot : 1; ///< Flag to identify the root actor
const bool mIsLayer : 1; ///< Flag to identify that this is a layer
bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
- PositionInheritanceMode mPositionInheritanceMode : 3; ///< Cached: Determines how position is inherited
ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
private:
static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
- static uint32_t mActorCounter; ///< A counter to track the actor instance creation
+
};
} // namespace Internal