/**
* @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:
* 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.
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
* @param[in,out] depthIndex The current depth index (traversal index)
*/
- void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int& depthIndex );
+ 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 );
* @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);
/**
* Get Sibling order
* @return the order of this actor amongst it's siblings
*/
- unsigned int GetSiblingOrder() const;
+ uint32_t GetSiblingOrder() const;
/**
* Request that the stage rebuilds the actor depth indices.
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 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
-
+ 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 mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
- LayoutDirection::Type mLayoutDirection : 1; ///< Layout direction, Left to Right or Right to Left.
- 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.
+ 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
+ static uint32_t mActorCounter; ///< A counter to track the actor instance creation
};
} // namespace Internal