/**
* @copydoc DevelActor::SetNeedGesturePropagation.
*/
- void SetNeedGesturePropagation(bool propagation);
+ void SetNeedGesturePropagation(bool propagation)
+ {
+ mNeedGesturePropagation = propagation;
+ }
/**
* Retrieve need gesture propagation value
* @return The actor's need gesture propagation value.
*/
- bool NeedGesturePropagation();
+ bool NeedGesturePropagation() const
+ {
+ return mNeedGesturePropagation;
+ }
/**
* Sets the size of an actor.
*
* @return The depth used for hit-testing and renderer sorting
*/
- uint32_t GetSortingDepth()
+ inline uint32_t GetSortingDepth()
{
return mSortedDepth;
}
+ /**
+ * Set the actor's sorted depth. Used during recreation of depth tree
+ * @param[in] sortedDepth the new sorted depth
+ */
+ inline void SetSortingDepth(uint32_t sortedDepth)
+ {
+ mSortedDepth = sortedDepth;
+ }
+
public:
// Size negotiation virtual functions
*/
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.
- * @param[in] signalName The signal to connect to.
- * @param[in] functor A newly allocated FunctorDelegate.
- * @return True if the signal was connected.
- * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
- */
- static bool DoConnectSignal(BaseObject* object,
- ConnectionTrackerInterface* tracker,
- const std::string& signalName,
- FunctorDelegate* functor);
-
- /**
- * Performs actions as requested using the action name.
- * @param[in] object The object on which to perform the action.
- * @param[in] actionName The action to perform.
- * @param[in] attributes The attributes with which to perfrom this action.
- * @return true if the action was done.
- */
- static bool DoAction(BaseObject* object,
- const std::string& actionName,
- const Property::Map& attributes);
-
public:
// For Animation
void ConnectToScene(uint32_t parentDepth, bool notify);
/**
- * Helper for ConnectToScene, to recursively connect a tree of actors.
- * This is atomic i.e. not interrupted by user callbacks.
- * @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 RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth);
-
- /**
* Connect the Node associated with this Actor to the scene-graph.
*/
void ConnectToSceneGraph();
void DisconnectFromStage(bool notify);
/**
- * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
- * This is atomic i.e. not interrupted by user callbacks.
- * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
- */
- void RecursiveDisconnectFromStage(ActorContainer& disconnectionList);
-
- /**
* Disconnect the Node associated with this Actor from the scene-graph.
*/
void DisconnectFromSceneGraph();
*/
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, int32_t& depthIndex);
-
public:
// Default property extensions from Object
}
/**
- * @brief Propagates layout direction recursively.
- * @param[in] direction New layout direction.
- */
- void InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set = false);
-
- /**
* @brief Sets the update size hint of an actor.
* @param [in] updateSizeHint The update size hint.
*/
void SetUpdateSizeHint(const Vector2& updateSizeHint);
- /**
- * @brief Recursively emits the visibility-changed-signal on the actor tree.
- *
- * @param[in] visible The new visibility of the actor
- * @param[in] type Whether the actor's visible property has changed or a parent's
- */
- void EmitVisibilityChangedSignalRecursively(bool visible,
- DevelActor::VisibilityChange::Type type);
-
protected:
ActorParentImpl mParentImpl; ///< Implementation of ActorParent;
ActorParent* mParent; ///< Each actor (except the root) can have one parent