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::GetMaximumSize
*/
float GetMaximumSize( Dimension::Type dimension ) const;
-
+
/**
* @copydoc Dali::Actor::AddRenderer()
*/
/**
* @copydoc Dali::Actor::GetRendererAt()
*/
- Renderer& GetRendererAt( unsigned int index );
+ RendererPtr GetRendererAt( unsigned int index );
/**
* @copydoc Dali::Actor::RemoveRenderer()
* @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.
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] 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( 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[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, 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.
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
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 mSensitive : 1; ///< Whether the actor emits touch event signals