#define DALI_INTERNAL_ACTOR_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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/common/stage-def.h>
#include <dali/internal/event/rendering/renderer-impl.h>
#include <dali/internal/update/nodes/node-declarations.h>
+#include <dali/internal/update/manager/update-manager.h>
namespace Dali
{
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.
*/
/**
* @copydoc Dali::Actor::GetId
*/
- unsigned int GetId() const;
+ uint32_t GetId() const;
// Containment
* Retrieve the number of children held by the actor.
* @return The number of children
*/
- unsigned int GetChildCount() const;
+ uint32_t GetChildCount() const;
/**
* @copydoc Dali::Actor::GetChildAt
*/
- ActorPtr GetChildAt( unsigned int index ) const;
+ ActorPtr GetChildAt( uint32_t index ) const;
/**
* Retrieve a reference to Actor's children.
/**
* @copydoc Dali::Actor::FindChildById
*/
- ActorPtr FindChildById( const unsigned int id );
+ ActorPtr FindChildById( const uint32_t id );
/**
* Retrieve the parent of an Actor.
/**
* @copydoc Dali::Actor::GetHierarchyDepth()
*/
- inline int GetHierarchyDepth() const
+ inline int32_t GetHierarchyDepth() const
{
if( mIsOnStage )
{
- return static_cast<int>(mDepth);
+ return mDepth;
}
return -1;
*
* @return The depth used for hit-testing and renderer sorting
*/
- unsigned int GetSortingDepth();
+ uint32_t GetSortingDepth();
public:
/**
* @copydoc Dali::Actor::AddRenderer()
*/
- unsigned int AddRenderer( Renderer& renderer );
+ uint32_t AddRenderer( Renderer& renderer );
/**
* @copydoc Dali::Actor::GetRendererCount()
*/
- unsigned int GetRendererCount() const;
+ uint32_t GetRendererCount() const;
/**
* @copydoc Dali::Actor::GetRendererAt()
*/
- RendererPtr GetRendererAt( unsigned int index );
+ RendererPtr GetRendererAt( uint32_t index );
/**
* @copydoc Dali::Actor::RemoveRenderer()
/**
* @copydoc Dali::Actor::RemoveRenderer()
*/
- void RemoveRenderer( unsigned int index );
+ void RemoveRenderer( uint32_t index );
public:
void EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type );
/**
+ * @brief Emits the layout direction change signal for this actor and all its children.
+ * @param[in] type Whether the actor's layout direction property has changed or a parent's.
+ */
+ void EmitLayoutDirectionChangedSignal( LayoutDirection::Type type );
+
+ /**
+ * @brief Emits the ChildAdded signal for this actor
+ * @param[in] child The child actor that has been added
+ */
+ void EmitChildAddedSignal( Actor& child );
+
+ /**
+ * @brief Emits the ChildRemoved signal for this actor
+ * @param[in] child The child actor that has been removed
+ */
+ void EmitChildRemovedSignal( Actor& child );
+
+ /**
* @copydoc Dali::Actor::TouchedSignal()
*/
Dali::Actor::TouchSignalType& TouchedSignal();
DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal();
/**
+ * @copydoc LayoutDirectionChangedSignal
+ */
+ Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
+
+ /**
+ * @copydoc DevelActor::ChildAddedSignal
+ */
+ DevelActor::ChildChangedSignalType& ChildAddedSignal();
+
+ /**
+ * @copydoc DevelActor::ChildRemovedSignal
+ */
+ DevelActor::ChildChangedSignalType& ChildRemovedSignal();
+
+ /**
+ * @copydoc DevelActor::ChildOrderChangedSignal
+ */
+ DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal();
+
+ /**
* Connects a callback function with the object's signals.
* @param[in] object The object providing the signal.
* @param[in] tracker Used to disconnect the signal.
* 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;
* Called on a child during Add() when the parent actor is connected to the Stage.
* @param[in] parentDepth The depth of the parent in the hierarchy.
*/
- void ConnectToStage( unsigned int parentDepth );
+ void ConnectToStage( uint32_t parentDepth );
/**
* Helper for ConnectToStage, to recursively connect a tree of actors.
* @param[in] depth The depth in the hierarchy of the actor
* @param[out] connectionList On return, the list of connected actors which require notification.
*/
- void RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth );
+ void RecursiveConnectToStage( ActorContainer& connectionList, uint32_t depth );
/**
* Connect the Node associated with this Actor to the scene-graph.
/**
* Traverse the actor tree, inserting actors into the depth tree in sibling order.
- * For all actors that share a sibling order, they also share a depth tree, for
- * optimal render performance.
- * @param[in] nodeMemoryPool The memory pool used to allocate depth nodes
- * @param[in,out] depthTreeNode The depth tree node to which to add this actor's children
- * @return The count of actors in this depth tree
+ * @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index
+ * @param[in,out] depthIndex The current depth index (traversal index)
*/
- int BuildDepthTree( DepthNodeMemoryPool& nodeMemoryPool, ActorDepthTreeNode* depthTreeNode );
+ void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex );
public:
// Default property extensions from Object
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyCount()
- */
- virtual unsigned int 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 );
/**
* @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
*/
- virtual void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, PropertyChange::Type propertyChangeType );
-
- /**
- * @copydoc Dali::Internal::Object::GetPropertyOwner()
- */
- virtual const SceneGraph::PropertyOwner* GetPropertyOwner() const;
-
- /**
- * @copydoc Dali::Internal::Object::GetSceneObject()
- */
- virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
+ virtual void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType );
/**
* @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
/**
* @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.
+ * @return The node used by this actor
+ */
+ const SceneGraph::Node& GetNode() const
+ {
+ return *static_cast<const SceneGraph::Node*>( mUpdateObject );
+ }
/**
* @copydoc Dali::DevelActor::Raise()
};
};
- // Undefined
- Actor();
-
- // Undefined
- Actor( const Actor& );
-
- // Undefined
- Actor& operator=( const Actor& rhs );
+ // Remove default constructor and copy constructor
+ 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()
* @param[in] size The size to apply the policy to
* @return Return the adjusted size
*/
- Vector2 ApplySizeSetPolicy( const Vector2 size );
+ Vector2 ApplySizeSetPolicy( const Vector2& size );
/**
* Retrieve the parent object of an Actor.
/**
* Set Sibling order
- * @param[in] order The sibling order this Actor should be
+ * @param[in] order The sibling order this Actor should be. It will place
+ * the actor at this index in it's parent's child array.
*/
- void SetSiblingOrder( unsigned int order);
+ void SetSiblingOrder( uint32_t order);
/**
- * @brief Re-orders the sibling order when any actor raised to the max level
- * @param[in] siblings the container of sibling actors
+ * Get Sibling order
+ * @return the order of this actor amongst it's siblings
*/
- void DefragmentSiblingIndexes( ActorContainer& siblings );
+ uint32_t GetSiblingOrder() const;
/**
- * @brief Shifts all siblings levels from the target level up by 1 to make space for a newly insert sibling
- * at an exclusive level.
- *
- * @note Used with Raise and Lower API
- *
- * @param[in] siblings the actor container of the siblings
- * @param[in] targetLevelToShiftFrom the sibling level to start shifting from
+ * Request that the stage rebuilds the actor depth indices.
*/
- bool ShiftSiblingsLevels( ActorContainer& siblings, int targetLevelToShiftFrom );
+ void RequestRebuildDepthTree();
/**
* @brief Get the current position of the actor in screen coordinates.
*/
void SetVisibleInternal( bool visible, SendMessage::Type sendMessage );
+ /**
+ * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
+ * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
+ */
+ void SetInheritLayoutDirection( bool inherit );
+
+ /**
+ * Returns whether the actor inherits it's parent's layout direction.
+ * @return true if the actor inherits it's parent's layout direction, false otherwise.
+ */
+ bool IsLayoutDirectionInherited() const;
+
+ /**
+ * @brief Propagates layout direction recursively.
+ * @param[in] actor The actor for seting layout direction.
+ * @param[in] direction New layout direction.
+ */
+ void InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set = false );
+
protected:
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
Dali::Actor::OffStageSignalType mOffStageSignal;
Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
+ Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
+ DevelActor::ChildChangedSignalType mChildAddedSignal;
+ DevelActor::ChildChangedSignalType mChildRemovedSignal;
+ DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal;
Quaternion mTargetOrientation; ///< Event-side storage for orientation
Vector4 mTargetColor; ///< Event-side storage for color
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
- unsigned int 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.
- uint16_t mDepth; ///< The depth in the hierarchy of the actor. Only 4096 levels of depth are supported
- uint16_t mSiblingOrder; ///< The sibling order of the actor
+ 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 mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
- DrawMode::Type mDrawMode : 2; ///< Cached: How the actor and its children should be drawn
- PositionInheritanceMode mPositionInheritanceMode : 2; ///< Cached: Determines how position is inherited
- ColorMode mColorMode : 2; ///< Cached: Determines whether mWorldColor is inherited
- ClippingMode::Type mClippingMode : 2; ///< Cached: Determines which clipping mode (if any) to use.
+ 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 unsigned int mActorCounter; ///< A counter to track the actor instance creation
-};
-
-/**
- * Helper class to create sorted depth index
- */
-class ActorDepthTreeNode
-{
-public:
- ActorDepthTreeNode()
- : mParentNode(NULL),
- mNextSiblingNode(NULL),
- mFirstChildNode(NULL),
- mSiblingOrder( 0 )
- {
- }
-
- ActorDepthTreeNode( Actor* actor, uint16_t siblingOrder )
- : mParentNode(NULL),
- mNextSiblingNode(NULL),
- mFirstChildNode(NULL),
- mSiblingOrder( siblingOrder )
- {
- mActors.push_back( actor );
- }
-
- ~ActorDepthTreeNode()
- {
- if( mFirstChildNode )
- {
- delete mFirstChildNode;
- mFirstChildNode = NULL;
- }
- if( mNextSiblingNode )
- {
- delete mNextSiblingNode;
- mNextSiblingNode = NULL;
- }
- mParentNode = NULL;
- }
- uint16_t GetSiblingOrder()
- {
- return mSiblingOrder;
- }
-
- void AddActor( Actor* actor )
- {
- mActors.push_back( actor );
- }
-
-public:
- std::vector<Actor*> mActors; // Array of actors with the same sibling order and same ancestor sibling orders
- ActorDepthTreeNode* mParentNode;
- ActorDepthTreeNode* mNextSiblingNode;
- ActorDepthTreeNode* mFirstChildNode;
- uint16_t mSiblingOrder;
-
-private:
- ActorDepthTreeNode( ActorDepthTreeNode& );
- ActorDepthTreeNode& operator=(const ActorDepthTreeNode& );
};
-
} // namespace Internal
// Helpers for public-api forwarding methods