#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 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;
/**
* @copydoc Dali::Actor::GetChildAt
*/
- Dali::Actor GetChildAt( unsigned int index ) const;
+ ActorPtr GetChildAt( unsigned int index ) const;
/**
* Retrieve a reference to Actor's children.
*/
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
*/
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)
*/
float CalculateSizeZ( const Vector2& size ) const;
- /**
- * 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
- */
- unsigned int GetDepth() const
- {
- return mDepth;
- }
-
public:
// Default property extensions from Object
* 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 )
{
}
/**
* @brief Ensure the relayout data is allocated
*/
- void EnsureRelayoutData() const;
+ void EnsureRelayoutData();
/**
* @brief Apply the size set policy to the input size
Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
struct RelayoutData;
- mutable RelayoutData* mRelayoutData; ///< Struct to hold optional collection of relayout variables
-
-#ifdef DALI_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 int mDepth :12; ///< The depth in the hierarchy of the actor. Only 4096 levels of depth are supported
+ unsigned short 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