-#ifndef __DALI_INTERNAL_ACTOR_H__
-#define __DALI_INTERNAL_ACTOR_H__
+#ifndef DALI_INTERNAL_ACTOR_H
+#define DALI_INTERNAL_ACTOR_H
/*
- * Copyright (c) 2014 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 <string>
// INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
-#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/actors/actor.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/events/gesture.h>
#include <dali/public-api/math/viewport.h>
-#include <dali/internal/event/common/object-impl.h>
+#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
-#include <dali/internal/event/common/stage-def.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/event/actors/actor-declarations.h>
-#include <dali/internal/event/actors/renderer-impl.h>
-#include <dali/internal/event/actor-attachments/actor-attachment-declarations.h>
+#include <dali/internal/event/common/object-impl.h>
+#include <dali/internal/event/common/stage-def.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
#include <dali/internal/update/nodes/node-declarations.h>
-
-#ifdef DYNAMICS_SUPPORT
-#include <dali/internal/event/dynamics/dynamics-declarations.h>
-#endif
+#include <dali/internal/update/manager/update-manager.h>
namespace Dali
{
struct KeyEvent;
-struct TouchEvent;
+class TouchData;
struct HoverEvent;
struct WheelEvent;
class Animation;
class RenderTask;
class Renderer;
-struct DynamicsData;
+class Scene;
-typedef IntrusivePtr< Actor > ActorPtr;
-typedef std::vector< Dali::Actor > ActorContainer; // Store handles to return via public-api
+typedef std::vector< ActorPtr > ActorContainer;
typedef ActorContainer::iterator ActorIter;
typedef ActorContainer::const_iterator ActorConstIter;
+typedef std::vector< RendererPtr > RendererContainer;
+typedef RendererContainer::iterator RendererIter;
+
+class ActorDepthTreeNode;
+typedef Dali::Internal::MemoryPoolObjectAllocator< ActorDepthTreeNode > DepthNodeMemoryPool;
+
/**
* Actor is the primary object which Dali applications interact with.
* UI controls can be built by combining multiple actors.
* Multi-Touch events are received through signals emitted by the actor tree.
*
* An Actor is a proxy for a Node in the scene graph.
- * When an Actor is added to the Stage, it creates a node and attaches it to the scene graph.
- * The scene-graph can be updated in a separate thread, so the attachment is done using an asynchronous message.
+ * When an Actor is added to the Stage, it creates a node and connects it to the scene graph.
+ * The scene-graph can be updated in a separate thread, so the connection is done using an asynchronous message.
* When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
*/
class Actor : public Object
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;
-
- // Attachments
-
- /**
- * Attach an object to an actor.
- * @pre The actor does not already have an attachment.
- * @param[in] attachment The object to attach.
- */
- void Attach( ActorAttachment& attachment );
-
- /**
- * Retreive the object attached to an actor.
- * @return The attachment.
- */
- ActorAttachmentPtr GetAttachment();
+ uint32_t GetId() const;
// Containment
bool OnStage() const;
/**
- * Query whether the actor is a RenderableActor derived type.
+ * Query whether the actor has any renderers.
* @return True if the actor is renderable.
*/
bool IsRenderable() const
{
// inlined as this is called a lot in hit testing
- return mIsRenderable;
+ return mRenderers && !mRenderers->empty();
}
/**
void Add( Actor& child );
/**
- * Inserts a child Actor to this Actor's child list
- * @pre The child actor is not the same as the parent actor.
- * @pre The child actor does not already have a parent.
- * @param [in] index in childlist to insert child at
- * @param [in] child The child.
- * @post The child will be referenced by its parent.
- */
- void Insert( unsigned int index, Actor& child );
-
- /**
* Removes a child Actor from this Actor.
* @param [in] child The child.
* @post The child will be unreferenced.
* 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
*/
- Dali::Actor GetChildAt( unsigned int index ) const;
+ ActorPtr GetChildAt( uint32_t index ) const;
/**
* Retrieve a reference to Actor's children.
* @note Not for public use.
* @return A reference to the container of children.
+ * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method.
*/
ActorContainer& GetChildrenInternal()
{
/**
* @copydoc Dali::Actor::FindChildById
*/
- ActorPtr FindChildById( const unsigned int id );
+ ActorPtr FindChildById( const uint32_t id );
/**
* Retrieve the parent of an Actor.
/**
* Sets the size of an actor.
- * ActorAttachments attached to the actor, can be scaled to fit within this area.
* This does not interfere with the actors scale factor.
* @param [in] width The new width.
* @param [in] height The new height.
/**
* Sets the size of an actor.
- * ActorAttachments attached to the actor, can be scaled to fit within this area.
* This does not interfere with the actors scale factor.
* @param [in] width The size of the actor along the x-axis.
* @param [in] height The size of the actor along the y-axis.
/**
* Sets the size of an actor.
- * ActorAttachments attached to the actor, can be scaled to fit within this area.
* This does not interfere with the actors scale factor.
* @param [in] size The new size.
*/
/**
* Sets the size of an actor.
- * ActorAttachments attached to the actor, can be scaled to fit within this area.
* This does not interfere with the actors scale factor.
* @param [in] size The new size.
*/
* This size will be the size set or if animating then the target size.
* @return The Actor's size.
*/
- const Vector3& GetTargetSize() const;
+ Vector3 GetTargetSize() const;
/**
* Retrieve the Actor's size from update side.
const Vector3& GetCurrentWorldPosition() const;
/**
- * @copydoc Dali::Actor::SetPositionInheritanceMode()
+ * @copydoc Dali::Actor::SetInheritPosition()
*/
- void SetPositionInheritanceMode( PositionInheritanceMode mode );
+ void SetInheritPosition( bool inherit );
/**
- * @copydoc Dali::Actor::GetPositionInheritanceMode()
+ * @copydoc Dali::Actor::IsPositionInherited()
*/
- PositionInheritanceMode GetPositionInheritanceMode() const;
+ bool IsPositionInherited() const;
/**
* Sets the orientation of the Actor.
/**
* Sets the visibility flag of an actor.
- * @param [in] visible The new visibility flag.
+ * @param[in] visible The new visibility flag.
*/
void SetVisible( bool visible );
float GetCurrentOpacity() const;
/**
+ * Retrieve the actor's clipping mode.
+ * @return The actor's clipping mode (cached)
+ */
+ ClippingMode::Type GetClippingMode() const;
+
+ /**
* Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
* An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
* the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
DrawMode::Type GetDrawMode() const;
/**
- * @copydoc Dali::Actor::SetOverlay
- */
- void SetOverlay( bool enable );
-
- /**
* @copydoc Dali::Actor::IsOverlay
*/
bool IsOverlay() const;
*/
const Vector4& GetCurrentWorldColor() const;
+ /**
+ * @copydoc Dali::Actor::GetHierarchyDepth()
+ */
+ inline int32_t GetHierarchyDepth() const
+ {
+ if( mIsOnStage )
+ {
+ return mDepth;
+ }
+
+ return -1;
+ }
+
+ /**
+ * Get the actor's sorting depth
+ *
+ * @return The depth used for hit-testing and renderer sorting
+ */
+ uint32_t GetSortingDepth();
+
public:
// Size negotiation virtual functions
void NegotiateSize( const Vector2& size, RelayoutContainer& container );
/**
+ * @brief Set whether size negotiation should use the assigned size of the actor
+ * during relayout for the given dimension(s)
+ *
+ * @param[in] use Whether the assigned size of the actor should be used
+ * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions
+ */
+ void SetUseAssignedSize( bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
+
+ /**
+ * @brief Returns whether size negotiation should use the assigned size of the actor
+ * during relayout for a single dimension
+ *
+ * @param[in] dimension The dimension to get
+ * @return Return whether the assigned size of the actor should be used. If more than one dimension is requested, just return the first one found
+ */
+ bool GetUseAssignedSize( Dimension::Type dimension ) const;
+
+ /**
* @copydoc Dali::Actor::SetResizePolicy()
*/
void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
* @copydoc Dali::Actor::GetMaximumSize
*/
float GetMaximumSize( Dimension::Type dimension ) const;
-
- /**
- * @copydoc Dali::Actor::AddRenderer()
- */
- unsigned int AddRenderer( Renderer& renderer );
-
- /**
- * @copydoc Dali::Actor::GetRendererCount()
- */
- unsigned int GetRendererCount() const;
-
- /**
- * @copydoc Dali::Actor::GetRendererAt()
- */
- Renderer& GetRendererAt( unsigned int index );
-
- /**
- * @copydoc Dali::Actor::RemoveRenderer()
- */
- void RemoveRenderer( Renderer& renderer );
/**
- * @copydoc Dali::Actor::RemoveRenderer()
+ * @brief Sets the update size hint of an actor for partial update.
+ * @param [in] updateSizeHint The new updateSizeHint.
*/
- void RemoveRenderer( unsigned int index );
-
-#ifdef DYNAMICS_SUPPORT
-
- // Dynamics
-
- /// @copydoc Dali::Actor::DisableDynamics
- void DisableDynamics();
-
- /// @copydoc Dali::Actor::EnableDynamics(Dali::DynamicsBodyConfig)
- DynamicsBodyPtr EnableDynamics(DynamicsBodyConfigPtr bodyConfig);
-
- /// @copydoc Dali::Actor::GetDynamicsBody
- DynamicsBodyPtr GetDynamicsBody() const;
-
- /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&)
- DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offset );
-
- /// @copydoc Dali::Actor::AddDynamicsJoint(Dali::Actor,const Vector3&,const Vector3&)
- DynamicsJointPtr AddDynamicsJoint( ActorPtr attachedActor, const Vector3& offsetA, const Vector3& offsetB );
-
- /// @copydoc Dali::Actor::GetNumberOfJoints
- const int GetNumberOfJoints() const;
-
- /// @copydoc Dali::Actor::GetDynamicsJointByIndex
- DynamicsJointPtr GetDynamicsJointByIndex( const int index ) const;
-
- /// @copydoc Dali::Actor::GetDynamicsJoint
- DynamicsJointPtr GetDynamicsJoint( ActorPtr attachedActor ) const;
-
- /// @copydoc Dali::Actor::RemoveDynamicsJoint
- void RemoveDynamicsJoint( DynamicsJointPtr joint );
+ void SetUpdateSizeHint( const Vector2& updateSizeHint );
/**
- * Hold a reference to a DynamicsJoint
- * @param[in] joint The joint
+ * @brief Return the update size hint of actor
+ * @return Return the update size hint
*/
- void ReferenceJoint( DynamicsJointPtr joint );
+ const Vector2 GetUpdateSizeHint() const;
/**
- * Release a reference to a DynamicsJoint
- * @param[in] joint The joint
- */
- void ReleaseJoint( DynamicsJointPtr joint );
-
- /**
- * Set this actor to be the root actor in the dynamics simulation
- * All children of the actor are added/removed from the simulation.
- * @param[in] flag When true sets this actor to be the simulation world root actor and
- * if OnStage() all dynamics enabled child actors are added to the simulation,
- * when false stops this actor being the simulation root and if OnStage() all
- * dynamics enabled child actors are removed from the simulation.
- */
- void SetDynamicsRoot(bool flag);
-
-private:
- /**
- * Check if this actor is the root actor in the dynamics simulation
- * @return true if this is the dynamics root actor.
+ * @copydoc Dali::Actor::AddRenderer()
*/
- bool IsDynamicsRoot() const;
+ uint32_t AddRenderer( Renderer& renderer );
/**
- * Add actor to the dynamics simulation
- * Invoked when the actor is staged, or it's parent becomes the simulation root
+ * @copydoc Dali::Actor::GetRendererCount()
*/
- void ConnectDynamics();
+ uint32_t GetRendererCount() const;
/**
- * Remove actor from the dynamics simulation
- * Invoked when the actor is unstaged, or it's parent stops being the the simulation root
+ * @copydoc Dali::Actor::GetRendererAt()
*/
- void DisconnectDynamics();
+ RendererPtr GetRendererAt( uint32_t index );
/**
- * An actor in a DynamicsJoint relationship has been staged
- * @param[in] actor The actor passed into AddDynamicsJoint()
+ * @copydoc Dali::Actor::RemoveRenderer()
*/
- void AttachedActorOnStage( Dali::Actor actor );
+ void RemoveRenderer( Renderer& renderer );
/**
- * An actor in a DynamicsJoint relationship has been unstaged
- * @param[in] actor The actor passed into AddDynamicsJoint()
+ * @copydoc Dali::Actor::RemoveRenderer()
*/
- void AttachedActorOffStage( Dali::Actor actor );
-
-#endif // DYNAMICS_SUPPORT
+ void RemoveRenderer( uint32_t index );
public:
+
/**
* Converts screen coordinates into the actor's coordinate system.
* @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
* @param[in] screenY The screen Y-coordinate.
* @return True if the conversion succeeded.
*/
- bool ScreenToLocal( RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const;
+ bool ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const;
/**
* Converts from the actor's coordinate system to screen coordinates.
*/
bool RayActorTest( const Vector4& rayOrigin,
const Vector4& rayDir,
- Vector4& hitPointLocal,
+ Vector2& hitPointLocal,
float& distance ) const;
/**
/**
* Used by the EventProcessor to emit touch event signals.
- * @param[in] event The touch event.
+ * @param[in] event The touch event (Old API).
+ * @param[in] touch The touch data.
* @return True if the event was consumed.
*/
- bool EmitTouchEventSignal( const TouchEvent& event );
+ bool EmitTouchEventSignal( const TouchEvent& event, const Dali::TouchData& touch );
/**
* Used by the EventProcessor to emit hover event signals.
bool EmitWheelEventSignal( const WheelEvent& event );
/**
+ * @brief Emits the visibility change signal for this actor and all its children.
+ * @param[in] visible Whether the actor has become visible or not.
+ * @param[in] type Whether the actor's visible property has changed or a parent's.
+ */
+ 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();
/**
+ * @copydoc Dali::Actor::TouchEventSignal()
+ */
+ Dali::Actor::TouchDataSignalType& TouchSignal();
+
+ /**
* @copydoc Dali::Actor::HoveredSignal()
*/
Dali::Actor::HoverSignalType& HoveredSignal();
Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal();
/**
+ * @copydoc DevelActor::VisibilityChangedSignal
+ */
+ 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.
// For Animation
/**
- * This should only be called by Animation, when the actors SIZE property is animated.
- *
- * @param[in] animation The animation that resized the actor
- * @param[in] targetSize The new target size of the actor
- */
- void NotifySizeAnimation( Animation& animation, const Vector3& targetSize );
-
- /**
- * This should only be called by Animation, when the actors SIZE_WIDTH or SIZE_HEIGHT property is animated.
- *
- * @param[in] animation The animation that resized the actor
- * @param[in] targetSize The new target size of the actor
- */
- void NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property );
-
- /**
* For use in derived classes.
* This should only be called by Animation, when the actor is resized using Animation::Resize().
*/
enum DerivedType
{
- BASIC, RENDERABLE, LAYER, ROOT_LAYER
+ BASIC, LAYER, ROOT_LAYER
};
/**
* 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] stage The stage.
- * @param[in] parentDepth The depth of the parent in the hierarchy
- * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
+ * @param[in] parentDepth The depth of the parent in the hierarchy.
*/
- void ConnectToStage( unsigned int parentDepth, int index = -1 );
+ void ConnectToStage( uint32_t parentDepth );
/**
* Helper for ConnectToStage, to recursively connect a tree of actors.
* This is atomic i.e. not interrupted by user callbacks.
- * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
- * @param[in] depth The depth in the hierarchy of the actor
+ * @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, int index = -1 );
+ void RecursiveConnectToStage( ActorContainer& connectionList, uint32_t depth );
/**
* Connect the Node associated with this Actor to the scene-graph.
- * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
*/
- void ConnectToSceneGraph( int index = -1 );
+ void ConnectToSceneGraph();
/**
* Helper for ConnectToStage, to notify a connected actor through the public API.
*/
bool IsNodeConnected() const;
+public:
/**
- * Calculate the size of the z dimension for a 2D size
- *
- * @param[in] size The 2D size (X, Y) to calculate Z from
- *
- * @return Return the Z dimension for this size
+ * Trigger a rebuild of the actor depth tree from this root
+ * If a Layer3D is encountered, then this doesn't descend any further.
+ * The mSortedDepth of each actor is set appropriately.
*/
- float CalculateSizeZ( const Vector2& size ) const;
+ void RebuildDepthTree();
+
+protected:
/**
- * Return the depth in the hierarchy of the actor.
- * The value returned is only valid if the actor is on the stage.
- *
- * @return Depth of the actor in the hierarchy
+ * 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)
*/
- unsigned int GetDepth() const
- {
- return mDepth;
- }
+ void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex );
public:
+
// Default property extensions from Object
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyCount()
+ * @copydoc Dali::Internal::Object::SetDefaultProperty()
*/
- virtual unsigned int GetDefaultPropertyCount() const;
+ virtual void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue );
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndices()
+ * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
*/
- virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
+ virtual void SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value );
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyName()
+ * @copydoc Dali::Internal::Object::GetDefaultProperty()
*/
- virtual const char* GetDefaultPropertyName( Property::Index index ) const;
+ virtual Property::Value GetDefaultProperty( Property::Index index ) const;
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndex()
+ * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
*/
- virtual Property::Index GetDefaultPropertyIndex( const std::string& name ) const;
+ virtual Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const;
/**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyWritable()
+ * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
*/
- virtual bool IsDefaultPropertyWritable( Property::Index index ) const;
+ virtual void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType );
/**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAnimatable()
+ * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
*/
- virtual bool IsDefaultPropertyAnimatable( Property::Index index ) const;
+ virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
/**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAConstraintInput()
+ * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
*/
- virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
+ virtual const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const;
/**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyType()
+ * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
*/
- virtual Property::Type GetDefaultPropertyType( Property::Index index ) const;
+ virtual int32_t GetPropertyComponentIndex( Property::Index index ) const;
/**
- * @copydoc Dali::Internal::Object::SetDefaultProperty()
+ * Retrieve the actor's node.
+ * @return The node used by this actor
*/
- virtual void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue );
+ const SceneGraph::Node& GetNode() const
+ {
+ return *static_cast<const SceneGraph::Node*>( mUpdateObject );
+ }
/**
- * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
+ * @copydoc Dali::DevelActor::Raise()
*/
- virtual void SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value );
+ void Raise();
/**
- * @copydoc Dali::Internal::Object::GetDefaultProperty()
+ * @copydoc Dali::DevelActor::Lower()
*/
- virtual Property::Value GetDefaultProperty( Property::Index index ) const;
+ void Lower();
/**
- * @copydoc Dali::Internal::Object::GetPropertyOwner()
+ * @copydoc Dali::DevelActor::RaiseToTop()
*/
- virtual const SceneGraph::PropertyOwner* GetPropertyOwner() const;
+ void RaiseToTop();
/**
- * @copydoc Dali::Internal::Object::GetSceneObject()
+ * @copydoc Dali::DevelActor::LowerToBottom()
*/
- virtual const SceneGraph::PropertyOwner* GetSceneObject() const;
+ void LowerToBottom();
/**
- * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
+ * @copydoc Dali::DevelActor::RaiseAbove()
*/
- virtual const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const;
+ void RaiseAbove( Internal::Actor& target );
/**
- * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
+ * @copydoc Dali::DevelActor::LowerBelow()
*/
- virtual const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const;
+ void LowerBelow( Internal::Actor& target );
+
+public:
/**
- * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
+ * Sets the scene which this actor is added to.
+ * @param[in] scene The scene
*/
- virtual int GetPropertyComponentIndex( Property::Index index ) const;
+ void SetScene( Scene& scene );
-private:
+ /**
+ * Gets the scene which this actor is added to.
+ * @return The scene
+ */
+ Scene& GetScene() const;
- // Undefined
- Actor();
+private:
- // Undefined
- Actor( const Actor& );
+ struct SendMessage
+ {
+ enum Type
+ {
+ FALSE = 0,
+ TRUE = 1,
+ };
+ };
- // 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.
* @param[in] parent The new parent.
- * @param[in] index If set, it is only used for positioning the actor within the parent's child list.
- */
- void SetParent( Actor* parent, int index = -1 );
-
- /**
- * Helper to create a Node for this Actor.
- * To be overriden in derived classes.
- * @return A newly allocated node.
*/
- virtual SceneGraph::Node* CreateNode() const;
+ void SetParent( Actor* parent );
/**
* For use in derived classes, called after Initialize()
* For use in external (CustomActor) derived classes.
* This is called after the atomic ConnectToStage() traversal has been completed.
*/
- virtual void OnStageConnectionExternal( unsigned int depth )
+ virtual void OnStageConnectionExternal( int depth )
{
}
}
/**
- * For use in derived classes; this is called after Remove() has removed a child.
+ * For use in derived classes; this is called after Remove() has attempted to remove a child( regardless of whether it succeeded or not ).
* @param[in] child The child that was removed.
*/
virtual void OnChildRemove( Actor& child )
}
/**
+ * @brief Retrieves the cached event side value of a default property.
+ * @param[in] index The index of the property
+ * @param[out] value Is set with the cached value of the property if found.
+ * @return True if value set, false otherwise.
+ */
+ bool GetCachedPropertyValue( Property::Index index, Property::Value& value ) const;
+
+ /**
+ * @brief Retrieves the current value of a default property from the scene-graph.
+ * @param[in] index The index of the property
+ * @param[out] value Is set with the current scene-graph value of the property
+ * @return True if value set, false otherwise.
+ */
+ bool GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const;
+
+ /**
* @brief Ensure the relayout data is allocated
*/
- void EnsureRelayoutData() const;
+ void EnsureRelayoutData();
/**
* @brief Apply the size set policy to the input size
* @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.
+ * @return The parent object, or NULL if the Actor does not have a parent.
+ */
+ virtual Object* GetParentObject() const;
+
+ /**
+ * Set Sibling order
+ * @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( uint32_t order);
+
+ /**
+ * Get Sibling order
+ * @return the order of this actor amongst it's siblings
+ */
+ uint32_t GetSiblingOrder() const;
+
+ /**
+ * Request that the stage rebuilds the actor depth indices.
+ */
+ void RequestRebuildDepthTree();
+
+ /**
+ * @brief Get the current position of the actor in screen coordinates.
+ *
+ * @return Returns the screen position of actor
+ */
+ const Vector2 GetCurrentScreenPosition() const;
+
+ /**
+ * Sets the visibility flag of an actor.
+ * @param[in] visible The new visibility flag.
+ * @param[in] sendMessage Whether to send a message to the update thread or not.
+ */
+ 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:
+ 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
- const SceneGraph::Node* mNode; ///< Not owned
+ ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized
+ RendererContainer* mRenderers; ///< Renderer container
+
Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
struct RelayoutData;
- mutable RelayoutData* mRelayoutData; ///< Struct to hold optional collection of relayout variables
-
-#ifdef DYNAMICS_SUPPORT
- DynamicsData* mDynamicsData; ///< optional physics data
-#endif
+ RelayoutData* mRelayoutData; ///< Struct to hold optional collection of relayout variables
ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
- ActorAttachmentPtr mAttachment; ///< Optional referenced attachment
-
// Signals
Dali::Actor::TouchSignalType mTouchedSignal;
+ Dali::Actor::TouchDataSignalType mTouchSignal;
Dali::Actor::HoverSignalType mHoveredSignal;
Dali::Actor::WheelEventSignalType mWheelEventSignal;
Dali::Actor::OnStageSignalType mOnStageSignal;
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 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
+ 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 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
- Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
- Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
-
- std::string mName; ///< Name of the actor
- unsigned int mId; ///< A unique ID to identify the actor starting from 1, and 0 is reserved
-
- unsigned int mDepth :12; ///< The depth in the hierarchy of the actor. Only 4096 levels of depth are supported
const bool mIsRoot : 1; ///< Flag to identify the root actor
- const bool mIsRenderable : 1; ///< Flag to identify that this is a renderable actor
const bool mIsLayer : 1; ///< Flag to identify that this is a layer
bool mIsOnStage : 1; ///< Flag to identify whether the actor is on-stage
- bool mIsDynamicsRoot : 1; ///< Flag to identify if this is the dynamics world root
bool mSensitive : 1; ///< Whether the actor emits touch event signals
bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
bool mDerivedRequiresWheelEvent : 1; ///< Whether the derived actor type requires wheel event signals
bool mOnStageSignalled : 1; ///< Set to true before OnStageConnection signal is emitted, and false before OnStageDisconnection
bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
+ bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
- 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
+ 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 : 2; ///< Layout direction, Left to Right or Right to Left.
+ DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
+ 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
};
} // namespace Dali
-#endif // __DALI_INTERNAL_ACTOR_H__
+#endif // DALI_INTERNAL_ACTOR_H