#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/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/event/actors/actor-declarations.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
-
namespace Dali
{
class ActorGestureData;
class Animation;
class RenderTask;
-struct DynamicsData;
+class Renderer;
-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;
+
/**
* Actor is the primary object which Dali applications interact with.
* UI controls can be built by combining multiple actors.
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.
/**
* @copydoc Dali::Actor::GetChildAt
*/
- Dali::Actor GetChildAt( unsigned int index ) const;
+ ActorPtr GetChildAt( unsigned int index ) const;
/**
* Retrieve a reference to Actor's children.
bool IsOverlay() const;
/**
- * Sets whether an actor transmits geometry scaling to it's children.
- * The default value is for it not to transmit scaling.
- * @param[in] transmitGeometryScaling True to transmit scaling.
- */
- void SetTransmitGeometryScaling( bool transmitGeometryScaling );
-
- /**
- * Get the TransmitGeometryScaling property for this actor.
- * @return True if geometry scaling is applied to the inherited scale.
- */
- bool GetTransmitGeometryScaling() const;
-
- /**
- * Sets the initial volume of the actor. Used for scaling the
- * actor appropriately as the actor is sized when transmitGeometryScaling
- * is set to true.
- *
- * @param[in] volume the volume of the model and it's children
- */
- void SetInitialVolume( const Vector3& volume );
-
- /**
* Sets the actor's color. The final color of actor depends on its color mode.
* This final color is applied to the drawable elements of an actor.
* @param [in] color The new color.
*/
const Vector4& GetCurrentWorldColor() const;
+ /**
+ * @copydoc Dali::Actor::GetHierarchyDepth()
+ */
+ int GetHierarchyDepth() const
+ {
+ if( mIsOnStage )
+ {
+ return static_cast<int>(mDepth);
+ }
+
+ return -1;
+ }
+
public:
// Size negotiation virtual functions
*/
float GetMaximumSize( Dimension::Type dimension ) const;
-#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 );
-
/**
- * Hold a reference to a DynamicsJoint
- * @param[in] joint The joint
+ * @copydoc Dali::Actor::AddRenderer()
*/
- void ReferenceJoint( DynamicsJointPtr joint );
+ unsigned int AddRenderer( Renderer& renderer );
/**
- * Release a reference to a DynamicsJoint
- * @param[in] joint The joint
+ * @copydoc Dali::Actor::GetRendererCount()
*/
- void ReleaseJoint( DynamicsJointPtr joint );
+ unsigned int GetRendererCount() const;
/**
- * 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::GetRendererAt()
*/
- bool IsDynamicsRoot() const;
+ RendererPtr GetRendererAt( unsigned int index );
/**
- * Add actor to the dynamics simulation
- * Invoked when the actor is staged, or it's parent becomes the simulation root
+ * @copydoc Dali::Actor::RemoveRenderer()
*/
- void ConnectDynamics();
+ void RemoveRenderer( Renderer& renderer );
/**
- * 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::RemoveRenderer()
*/
- void DisconnectDynamics();
-
- /**
- * An actor in a DynamicsJoint relationship has been staged
- * @param[in] actor The actor passed into AddDynamicsJoint()
- */
- void AttachedActorOnStage( Dali::Actor actor );
-
- /**
- * An actor in a DynamicsJoint relationship has been unstaged
- * @param[in] actor The actor passed into AddDynamicsJoint()
- */
- void AttachedActorOffStage( Dali::Actor actor );
-
-#endif // DYNAMICS_SUPPORT
+ void RemoveRenderer( unsigned int 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.
*/
static bool DoAction( BaseObject* object,
const std::string& actionName,
- const std::vector< Property::Value >& attributes );
+ const Property::Map& attributes );
public:
// For Animation
enum DerivedType
{
- BASIC, RENDERABLE, LAYER, ROOT_LAYER
+ BASIC, LAYER, ROOT_LAYER
};
/**
/**
* Called on a child during Add() when the parent actor is connected to the Stage.
- * @param[in] stage The stage.
- * @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( int index = -1 );
+ void ConnectToStage( unsigned int 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[out] connectionList On return, the list of connected actors which require notification.
*/
- void RecursiveConnectToStage( ActorContainer& connectionList, int index = -1 );
+ void RecursiveConnectToStage( ActorContainer& connectionList, unsigned int 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;
- /**
- * 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
- */
- float CalculateSizeZ( const Vector2& size ) const;
-
public:
+
// Default property extensions from Object
/**
/**
* 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 );
+ void SetParent( Actor* parent );
/**
* Helper to create a Node for this Actor.
* For use in external (CustomActor) derived classes.
* This is called after the atomic ConnectToStage() traversal has been completed.
*/
- virtual void OnStageConnectionExternal()
+ virtual void OnStageConnectionExternal( int depth )
{
}
/**
* @brief Ensure the relayout data is allocated
*/
- void EnsureRelayoutData() const;
+ void EnsureRelayoutData();
/**
* @brief Apply the size set policy to the input size
protected:
- StagePtr mStage; ///< Used to send messages to Node; valid until Core destruction
Actor* mParent; ///< Each actor (except the root) can have one parent
ActorContainer* mChildren; ///< Container of referenced actors
+ 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
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
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 short mDepth :12; ///< Cached: 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