#include <dali/internal/event/rendering/renderer-impl.h>
#include <dali/internal/update/nodes/node-declarations.h>
-#ifdef DALI_DYNAMICS_SUPPORT
-#include <dali/internal/event/dynamics/dynamics-declarations.h>
-#endif
-
namespace Dali
{
class Animation;
class RenderTask;
class Renderer;
-struct DynamicsData;
typedef std::vector< ActorPtr > ActorContainer;
typedef ActorContainer::iterator ActorIter;
*/
void RemoveRenderer( unsigned int index );
-#ifdef DALI_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
- */
- void ReferenceJoint( DynamicsJointPtr joint );
-
- /**
- * 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.
- */
- bool IsDynamicsRoot() const;
-
- /**
- * Add actor to the dynamics simulation
- * Invoked when the actor is staged, or it's parent becomes the simulation root
- */
- void ConnectDynamics();
-
- /**
- * Remove actor from the dynamics simulation
- * Invoked when the actor is unstaged, or it's parent stops being the the simulation root
- */
- 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 // DALI_DYNAMICS_SUPPORT
-
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)
struct RelayoutData;
RelayoutData* mRelayoutData; ///< Struct to hold optional collection of relayout variables
-#ifdef DALI_DYNAMICS_SUPPORT
- DynamicsData* mDynamicsData; ///< optional physics data
-#endif
-
ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
ActorAttachmentPtr mAttachment; ///< Optional referenced attachment
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