/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/internal/event/events/hit-test-algorithm-impl.h>
// INTERNAL INCLUDES
-#include <dali/integration-api/system-overlay.h>
-#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
#include <dali/integration-api/debug.h>
#include <dali/internal/event/actors/actor-impl.h>
#include <dali/internal/event/actors/camera-actor-impl.h>
#include <dali/internal/event/actors/layer-impl.h>
#include <dali/internal/event/actors/layer-list.h>
-#include <dali/internal/event/common/system-overlay-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/common/projection.h>
-#include <dali/internal/event/images/frame-buffer-image-impl.h>
+#include <dali/internal/event/events/ray-test.h>
#include <dali/internal/event/render-tasks/render-task-impl.h>
#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/rendering/renderer-impl.h>
+#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/math/vector4.h>
namespace Dali
{
-
namespace Internal
{
-
namespace HitTestAlgorithm
{
-
namespace
{
-
struct HitActor
{
HitActor()
- : actor( NULL ),
- distance( std::numeric_limits<float>::max() ),
- depth( std::numeric_limits<int>::min() )
+ : actor(nullptr),
+ distance(std::numeric_limits<float>::max()),
+ depth(std::numeric_limits<int>::min())
{
}
- Actor *actor; ///< The actor hit (if actor is hit, then this is initialised).
- Vector2 hitPosition; ///< Position of hit (only valid if actor valid).
- float distance; ///< Distance from ray origin to hit actor.
- int depth; ///< Depth index of this actor.
+ Actor* actor; ///< The actor hit (if actor is hit, then this is initialised).
+ Vector2 hitPosition; ///< Position of hit (only valid if actor valid).
+ float distance; ///< Distance from ray origin to hit actor.
+ int32_t depth; ///< Depth index of this actor.
};
/**
*
* @param[in] func HitTestFunction to call with an Actor handle.
*/
- HitTestFunctionWrapper( Dali::HitTestAlgorithm::HitTestFunction func )
- : mFunc( func )
+ HitTestFunctionWrapper(Dali::HitTestAlgorithm::HitTestFunction func)
+ : mFunc(func)
{
}
- virtual bool IsActorHittable( Actor* actor )
+ bool IsActorHittable(Actor* actor) override
{
- return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
+ return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::CHECK_ACTOR);
}
- virtual bool DescendActorHierarchy( Actor* actor )
+ bool DescendActorHierarchy(Actor* actor) override
{
- return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
+ return mFunc(Dali::Actor(actor), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE);
}
- virtual bool DoesLayerConsumeHit( Layer* layer )
+ bool DoesLayerConsumeHit(Layer* layer) override
{
// Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
// where the caller may want to check for something completely different.
*/
struct ActorTouchableCheck : public HitTestInterface
{
- virtual bool IsActorHittable( Actor* actor )
+ bool IsActorHittable(Actor* actor) override
{
- return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
- actor->IsHittable(); // Is actor sensitive, visible and on the scene?
+ return (actor->GetTouchRequired() || actor->GetInterceptTouchRequired() || actor->IsTouchFocusable()) && // Does the Application or derived actor type require a touch event or a intercept touch event? or focusable by touch?
+ actor->IsHittable(); // Is actor sensitive, visible and on the scene?
}
- virtual bool DescendActorHierarchy( Actor* actor )
+ bool DescendActorHierarchy(Actor* actor) override
{
return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
}
- virtual bool DoesLayerConsumeHit( Layer* layer )
+ bool DoesLayerConsumeHit(Layer* layer) override
{
return layer->IsTouchConsumed();
}
/**
* Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
*/
-bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
- const RenderTask& renderTask,
- const Vector< RenderTaskList::Exclusive >& exclusives )
+bool IsActorExclusiveToAnotherRenderTask(const Actor& actor,
+ const RenderTask& renderTask,
+ const RenderTaskList::ExclusivesContainer& exclusives)
{
- if( exclusives.Size() )
+ if(exclusives.size())
{
- for( Vector< RenderTaskList::Exclusive >::Iterator exclusiveIt = exclusives.Begin(); exclusives.End() != exclusiveIt; ++exclusiveIt )
+ for(const auto& exclusive : exclusives)
{
- if( ( exclusiveIt->renderTaskPtr != &renderTask ) && ( exclusiveIt->actorPtr == &actor ) )
+ if((exclusive.renderTaskPtr != &renderTask) && (exclusive.actor.GetActor() == &actor))
{
return true;
}
* - When comparing against renderable parents, if Actor is the same distance
* or closer than it's renderable parent, then it takes priority.
*/
-HitActor HitTestWithinLayer( Actor& actor,
- const RenderTask& renderTask,
- const Vector< RenderTaskList::Exclusive >& exclusives,
- const Vector4& rayOrigin,
- const Vector4& rayDir,
- float& nearClippingPlane,
- float& farClippingPlane,
- HitTestInterface& hitCheck,
- bool& overlayHit,
- bool layerIs3d,
- unsigned int clippingDepth,
- unsigned int clippingBitPlaneMask )
+HitActor HitTestWithinLayer(Actor& actor,
+ const RenderTask& renderTask,
+ const RenderTaskList::ExclusivesContainer& exclusives,
+ const Vector4& rayOrigin,
+ const Vector4& rayDir,
+ float& nearClippingPlane,
+ float& farClippingPlane,
+ HitTestInterface& hitCheck,
+ bool& overlayHit,
+ bool layerIs3d,
+ uint32_t clippingDepth,
+ uint32_t clippingBitPlaneMask,
+ const RayTest& rayTest)
{
HitActor hit;
- if( IsActorExclusiveToAnotherRenderTask( actor, renderTask, exclusives ) )
+ if(IsActorExclusiveToAnotherRenderTask(actor, renderTask, exclusives))
{
return hit;
}
// we increase the clipping depth if we have hit a clipping actor.
// This is used later to ensure all nested clipped children have hit
// all clipping actors also for them to be counted as hit.
- unsigned int newClippingDepth = clippingDepth;
- bool clippingActor = actor.GetClippingMode() != ClippingMode::DISABLED;
- if( clippingActor )
+ uint32_t newClippingDepth = clippingDepth;
+ bool clippingActor = actor.GetClippingMode() != ClippingMode::DISABLED;
+ if(clippingActor)
{
++newClippingDepth;
}
// If we are a clipping actor or hittable...
- if( clippingActor || hitCheck.IsActorHittable( &actor ) )
+ if(clippingActor || hitCheck.IsActorHittable(&actor))
{
- Vector3 size( actor.GetCurrentSize() );
+ Vector3 size(actor.GetCurrentSize());
// Ensure the actor has a valid size.
// If so, perform a quick ray sphere test to see if our ray is close to the actor.
- if( size.x > 0.0f && size.y > 0.0f && actor.RaySphereTest( rayOrigin, rayDir ) )
+ if(size.x > 0.0f && size.y > 0.0f && rayTest.SphereTest(actor, rayOrigin, rayDir))
{
Vector2 hitPointLocal;
- float distance;
+ float distance;
// Finally, perform a more accurate ray test to see if our ray actually hits the actor.
- if( actor.RayActorTest( rayOrigin, rayDir, hitPointLocal, distance ) )
+ if(rayTest.ActorTest(actor, rayOrigin, rayDir, hitPointLocal, distance))
{
- if( distance >= nearClippingPlane && distance <= farClippingPlane )
+ // Calculate z coordinate value in Camera Space.
+ const Matrix& viewMatrix = renderTask.GetCameraActor()->GetViewMatrix();
+ const Vector4& hitDir = Vector4(rayDir.x * distance, rayDir.y * distance, rayDir.z * distance, 0.0f);
+ const float cameraDepthDistance = (viewMatrix * hitDir).z;
+
+ // Check if cameraDepthDistance is between clipping plane
+ if(cameraDepthDistance >= nearClippingPlane && cameraDepthDistance <= farClippingPlane)
{
// If the hit has happened on a clipping actor, then add this clipping depth to the mask of hit clipping depths.
// This mask shows all the actors that have been hit at different clipping depths.
- if( clippingActor )
+ if(clippingActor)
{
clippingBitPlaneMask |= 1u << clippingDepth;
}
- if( overlayHit && !actor.IsOverlay() )
+ if(overlayHit && !actor.IsOverlay())
{
// If we have already hit an overlay and current actor is not an overlay ignore current actor.
}
else
{
- if( actor.IsOverlay() )
+ if(actor.IsOverlay())
{
overlayHit = true;
}
// Check if we are performing clipping. IE. if any actors so far have clipping enabled - not necessarily this one.
// We can do this by checking the clipping depth has a value 1 or above.
- if( newClippingDepth >= 1u )
+ if(newClippingDepth >= 1u)
{
// Now for us to count this actor as hit, we must have also hit
// all CLIPPING actors up to this point in the hierarchy as well.
// EG. a depth of 4 (10000 binary) = a mask of 1111 binary.
// This allows us a fast way of comparing all bits are set up to this depth.
// Note: If the current Actor has clipping, that is included in the depth mask too.
- unsigned int clippingDepthMask = ( 1u << newClippingDepth ) - 1u;
+ uint32_t clippingDepthMask = (1u << newClippingDepth) - 1u;
// The two masks must be equal to be a hit, as we are already assuming a hit
// (for non-clipping mode) then they must be not-equal to disqualify the hit.
- if( clippingBitPlaneMask != clippingDepthMask )
+ if(clippingBitPlaneMask != clippingDepthMask)
{
haveHitActor = false;
}
}
- if( haveHitActor )
+ if(haveHitActor)
{
- hit.actor = &actor;
+ hit.actor = &actor;
hit.hitPosition = hitPointLocal;
- hit.distance = distance;
- hit.depth = actor.GetHierarchyDepth() * Dali::Layer::TREE_DEPTH_MULTIPLIER;
+ hit.distance = distance;
+ hit.depth = actor.GetSortingDepth();
- if( actor.GetRendererCount() > 0 )
+ if(actor.GetRendererCount() > 0)
{
//Get renderer with maximum depth
- int rendererMaxDepth(actor.GetRendererAt( 0 ).Get()->GetDepthIndex());
- for( unsigned int i(1); i < actor.GetRendererCount(); ++i )
+ int rendererMaxDepth(actor.GetRendererAt(0).Get()->GetDepthIndex());
+ for(uint32_t i(1); i < actor.GetRendererCount(); ++i)
{
- int depth = actor.GetRendererAt( i ).Get()->GetDepthIndex();
- if( depth > rendererMaxDepth )
+ int depth = actor.GetRendererAt(i).Get()->GetDepthIndex();
+ if(depth > rendererMaxDepth)
{
rendererMaxDepth = depth;
}
// Find a child hit, until we run out of actors in the current layer.
HitActor childHit;
- if( actor.GetChildCount() > 0 )
+ if(actor.GetChildCount() > 0)
{
- childHit.distance = std::numeric_limits<float>::max();
- childHit.depth = std::numeric_limits<int>::min();
+ childHit.distance = std::numeric_limits<float>::max();
+ childHit.depth = std::numeric_limits<int32_t>::min();
ActorContainer& children = actor.GetChildrenInternal();
// Hit test ALL children and calculate their distance.
bool parentIsRenderable = actor.IsRenderable();
- for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
+ for(ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter)
{
// Descend tree only if...
- if ( !( *iter )->IsLayer() && // Child is NOT a layer, hit testing current layer only
- ( hitCheck.DescendActorHierarchy( ( *iter ).Get() ) ) ) // We can descend into child hierarchy
+ if(!(*iter)->IsLayer() && // Child is NOT a layer, hit testing current layer only
+ (hitCheck.DescendActorHierarchy((*iter).Get()))) // We can descend into child hierarchy
{
- HitActor currentHit( HitTestWithinLayer( ( *iter->Get() ),
- renderTask,
- exclusives,
- rayOrigin,
- rayDir,
- nearClippingPlane,
- farClippingPlane,
- hitCheck,
- overlayHit,
- layerIs3d,
- newClippingDepth,
- clippingBitPlaneMask ) );
+ HitActor currentHit(HitTestWithinLayer((*iter->Get()),
+ renderTask,
+ exclusives,
+ rayOrigin,
+ rayDir,
+ nearClippingPlane,
+ farClippingPlane,
+ hitCheck,
+ overlayHit,
+ layerIs3d,
+ newClippingDepth,
+ clippingBitPlaneMask,
+ rayTest));
+
+ // Make sure the set hit actor is actually hittable. This is usually required when we have some
+ // clipping as we need to hit-test all actors as we descend the tree regardless of whether they
+ // are hittable or not.
+ if(currentHit.actor && !hitCheck.IsActorHittable(currentHit.actor))
+ {
+ continue;
+ }
bool updateChildHit = false;
- if( currentHit.distance >= 0.0f )
+ if(currentHit.distance >= 0.0f)
{
- if( layerIs3d )
+ if(layerIs3d)
{
- updateChildHit = ( ( currentHit.depth > childHit.depth ) ||
- ( ( currentHit.depth == childHit.depth ) && ( currentHit.distance < childHit.distance ) ) );
+ updateChildHit = ((currentHit.depth > childHit.depth) ||
+ ((currentHit.depth == childHit.depth) && (currentHit.distance < childHit.distance)));
}
else
{
}
}
- if( updateChildHit )
+ if(updateChildHit)
{
- if( !parentIsRenderable || currentHit.depth > hit.depth ||
- ( layerIs3d && ( currentHit.depth == hit.depth && currentHit.distance < hit.distance )) )
+ if(!parentIsRenderable || currentHit.depth > hit.depth ||
+ (layerIs3d && (currentHit.depth == hit.depth && currentHit.distance < hit.distance)))
{
childHit = currentHit;
}
}
}
- return ( childHit.actor ) ? childHit : hit;
+ return (childHit.actor) ? childHit : hit;
}
/**
* Return true if actor is sourceActor or a descendent of sourceActor
*/
-bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
+bool IsWithinSourceActors(const Actor& sourceActor, const Actor& actor)
{
- if ( &sourceActor == &actor )
+ if(&sourceActor == &actor)
{
return true;
}
Actor* parent = actor.GetParent();
- if ( parent )
+ if(parent)
{
- return IsWithinSourceActors( sourceActor, *parent );
+ return IsWithinSourceActors(sourceActor, *parent);
}
// Not within source actors
/**
* Returns true if the layer and all of the layer's parents are visible and sensitive.
*/
-inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck )
+inline bool IsActuallyHittable(Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck)
{
- bool hittable( true );
+ bool hittable(true);
- if( layer.IsClipping() )
+ if(layer.IsClipping())
{
ClippingBox box = layer.GetClippingBox();
- if( screenCoordinates.x < box.x ||
- screenCoordinates.x > box.x + box.width ||
- screenCoordinates.y < stageSize.y - (box.y + box.height) ||
- screenCoordinates.y > stageSize.y - box.y)
+ if(screenCoordinates.x < static_cast<float>(box.x) ||
+ screenCoordinates.x > static_cast<float>(box.x + box.width) ||
+ screenCoordinates.y < stageSize.y - static_cast<float>(box.y + box.height) ||
+ screenCoordinates.y > stageSize.y - static_cast<float>(box.y))
{
// Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
hittable = false;
}
}
- if( hittable )
+ if(hittable)
{
- Actor* actor( &layer );
+ Actor* actor(&layer);
// Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
- while( actor && hittable )
+ while(actor && hittable)
{
- if( ! hitCheck.DescendActorHierarchy( actor ) )
+ if(!hitCheck.DescendActorHierarchy(actor))
{
hittable = false;
break;
/**
* Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
*/
-void GetCameraClippingPlane( RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane )
+void GetCameraClippingPlane(RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane)
{
CameraActor* cameraActor = renderTask.GetCameraActor();
- nearClippingPlane = cameraActor->GetNearClippingPlane();
- farClippingPlane = cameraActor->GetFarClippingPlane();
+ nearClippingPlane = cameraActor->GetNearClippingPlane();
+ farClippingPlane = cameraActor->GetFarClippingPlane();
}
/**
* Hit test a RenderTask
*/
-bool HitTestRenderTask( const Vector< RenderTaskList::Exclusive >& exclusives,
- Stage& stage,
- LayerList& layers,
- RenderTask& renderTask,
- Vector2 screenCoordinates,
- Results& results,
- HitTestInterface& hitCheck )
+bool HitTestRenderTask(const RenderTaskList::ExclusivesContainer& exclusives,
+ const Vector2& sceneSize,
+ LayerList& layers,
+ RenderTask& renderTask,
+ Vector2 screenCoordinates,
+ Results& results,
+ HitTestInterface& hitCheck,
+ const RayTest& rayTest)
{
- if ( renderTask.IsHittable( screenCoordinates ) )
+ if(renderTask.IsHittable(screenCoordinates))
{
Viewport viewport;
- renderTask.GetViewport( viewport );
- if( screenCoordinates.x < viewport.x ||
- screenCoordinates.x > viewport.x + viewport.width ||
- screenCoordinates.y < viewport.y ||
- screenCoordinates.y > viewport.y + viewport.height )
+ renderTask.GetViewport(viewport);
+ if(screenCoordinates.x < static_cast<float>(viewport.x) ||
+ screenCoordinates.x > static_cast<float>(viewport.x + viewport.width) ||
+ screenCoordinates.y < static_cast<float>(viewport.y) ||
+ screenCoordinates.y > static_cast<float>(viewport.y + viewport.height))
{
// The screen coordinate is outside the viewport of render task. The viewport clips all layers.
return false;
}
float nearClippingPlane, farClippingPlane;
- GetCameraClippingPlane( renderTask, nearClippingPlane, farClippingPlane );
+ GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
// Determine the layer depth of the source actor
- Actor* sourceActor( renderTask.GetSourceActor() );
- if( sourceActor )
+ Actor* sourceActor(renderTask.GetSourceActor());
+ if(sourceActor)
{
- Dali::Layer layer( sourceActor->GetLayer() );
- if( layer )
+ Dali::Layer layer(sourceActor->GetLayer());
+ if(layer)
{
- const unsigned int sourceActorDepth( layer.GetDepth() );
-
- CameraActor* cameraActor = renderTask.GetCameraActor();
- bool pickingPossible = cameraActor->BuildPickingRay(
- screenCoordinates,
- viewport,
- results.rayOrigin,
- results.rayDirection );
- if( !pickingPossible )
+ const uint32_t sourceActorDepth(layer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
+
+ CameraActor* cameraActor = renderTask.GetCameraActor();
+ bool pickingPossible = cameraActor->BuildPickingRay(
+ screenCoordinates,
+ viewport,
+ results.rayOrigin,
+ results.rayDirection);
+ if(!pickingPossible)
{
return false;
}
// Hit test starting with the top layer, working towards the bottom layer.
HitActor hit;
- bool overlayHit = false;
- bool layerConsumesHit = false;
- const Vector2& stageSize = stage.GetSize();
+ bool overlayHit = false;
+ bool layerConsumesHit = false;
- for( int i = layers.GetLayerCount() - 1; i >= 0 && !( hit.actor ); --i )
+ for(int32_t i = layers.GetLayerCount() - 1; i >= 0 && !(hit.actor); --i)
{
- Layer* layer( layers.GetLayer( i ) );
+ Layer* layer(layers.GetLayer(i));
overlayHit = false;
// Ensure layer is touchable (also checks whether ancestors are also touchable)
- if( IsActuallyHittable( *layer, screenCoordinates, stageSize, hitCheck ) )
+ if(IsActuallyHittable(*layer, screenCoordinates, sceneSize, hitCheck))
{
// Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
- if( sourceActorDepth == static_cast<unsigned int>( i ) )
+ if(sourceActorDepth == static_cast<uint32_t>(i))
{
// Recursively hit test the source actor & children, without crossing into other layers.
- hit = HitTestWithinLayer( *sourceActor,
- renderTask,
- exclusives,
- results.rayOrigin,
- results.rayDirection,
- nearClippingPlane,
- farClippingPlane,
- hitCheck,
- overlayHit,
- layer->GetBehavior() == Dali::Layer::LAYER_3D,
- 0u,
- 0u );
+ hit = HitTestWithinLayer(*sourceActor,
+ renderTask,
+ exclusives,
+ results.rayOrigin,
+ results.rayDirection,
+ nearClippingPlane,
+ farClippingPlane,
+ hitCheck,
+ overlayHit,
+ layer->GetBehavior() == Dali::Layer::LAYER_3D,
+ 0u,
+ 0u,
+ rayTest);
}
- else if( IsWithinSourceActors( *sourceActor, *layer ) )
+ else if(IsWithinSourceActors(*sourceActor, *layer))
{
// Recursively hit test all the actors, without crossing into other layers.
- hit = HitTestWithinLayer( *layer,
- renderTask,
- exclusives,
- results.rayOrigin,
- results.rayDirection,
- nearClippingPlane,
- farClippingPlane,
- hitCheck,
- overlayHit,
- layer->GetBehavior() == Dali::Layer::LAYER_3D,
- 0u,
- 0u );
+ hit = HitTestWithinLayer(*layer,
+ renderTask,
+ exclusives,
+ results.rayOrigin,
+ results.rayDirection,
+ nearClippingPlane,
+ farClippingPlane,
+ hitCheck,
+ overlayHit,
+ layer->GetBehavior() == Dali::Layer::LAYER_3D,
+ 0u,
+ 0u,
+ rayTest);
}
// If this layer is set to consume the hit, then do not check any layers behind it
- if( hitCheck.DoesLayerConsumeHit( layer ) )
+ if(hitCheck.DoesLayerConsumeHit(layer))
{
layerConsumesHit = true;
break;
}
}
- if( hit.actor )
+ if(hit.actor)
{
- results.renderTask = Dali::RenderTask( &renderTask );
- results.actor = Dali::Actor( hit.actor );
+ results.renderTask = RenderTaskPtr(&renderTask);
+ results.actor = Dali::Actor(hit.actor);
results.actorCoordinates = hit.hitPosition;
return true; // Success
}
- if( layerConsumesHit )
+ if(layerConsumesHit)
{
return true; // Also success if layer is consuming the hit
}
/**
* Iterate through the RenderTaskList and perform hit testing.
*
- * @param[in] stage The stage the tests will be performed in
+ * @param[in] sceneSize The scene size the tests will be performed in
* @param[in] layers The list of layers to test
* @param[in] taskList The list of render tasks
* @param[out] results Ray information calculated by the camera
* @param[in] onScreen True to test on-screen, false to test off-screen
* @return True if we have a hit, false otherwise
*/
-bool HitTestRenderTaskList( Stage& stage,
- LayerList& layers,
- RenderTaskList& taskList,
- const Vector2& screenCoordinates,
- Results& results,
- HitTestInterface& hitCheck,
- bool onScreen )
+bool HitTestRenderTaskList(const Vector2& sceneSize,
+ LayerList& layers,
+ RenderTaskList& taskList,
+ const Vector2& screenCoordinates,
+ Results& results,
+ HitTestInterface& hitCheck,
+ bool onScreen)
{
- RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
- RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
- const Vector< RenderTaskList::Exclusive >& exclusives = taskList.GetExclusivesList();
+ RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
+ RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
+ const auto& exclusives = taskList.GetExclusivesList();
+ RayTest rayTest;
- for( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
+ for(RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter)
{
- RenderTask& renderTask = GetImplementation( *iter );
- bool isOffscreenRenderTask = ( iter->GetTargetFrameBuffer() || iter->GetFrameBuffer() );
- if( (onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask) )
+ RenderTask& renderTask = *iter->Get();
+ const bool isOffscreenRenderTask = renderTask.GetFrameBuffer();
+ if((onScreen && isOffscreenRenderTask) || (!onScreen && !isOffscreenRenderTask))
{
// Skip to next task
continue;
}
- if( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
+ if(HitTestRenderTask(exclusives, sceneSize, layers, renderTask, screenCoordinates, results, hitCheck, rayTest))
{
// Return true when an actor is hit (or layer in our render-task consumes the hit)
return true; // don't bother checking off screen tasks
/**
* Iterate through the RenderTaskList and perform hit testing for both on-screen and off-screen.
*
- * @param[in] stage The stage the tests will be performed in
+ * @param[in] sceneSize The scene size the tests will be performed in
* @param[in] layers The list of layers to test
* @param[in] taskList The list of render tasks
* @param[out] results Ray information calculated by the camera
* @param[in] onScreen True to test on-screen, false to test off-screen
* @return True if we have a hit, false otherwise
*/
-bool HitTestForEachRenderTask( Stage& stage,
- LayerList& layers,
- RenderTaskList& taskList,
- const Vector2& screenCoordinates,
- Results& results,
- HitTestInterface& hitCheck )
+bool HitTestForEachRenderTask(const Vector2& sceneSize,
+ LayerList& layers,
+ RenderTaskList& taskList,
+ const Vector2& screenCoordinates,
+ Results& results,
+ HitTestInterface& hitCheck)
{
bool result = false;
// Check on-screen tasks before off-screen ones.
// Hit test order should be reverse of draw order (see ProcessRenderTasks() where off-screen tasks are drawn first).
- if( HitTestRenderTaskList( stage, layers, taskList, screenCoordinates, results, hitCheck, true ) ||
- HitTestRenderTaskList( stage, layers, taskList, screenCoordinates, results, hitCheck, false ) )
+ if(HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, true) ||
+ HitTestRenderTaskList(sceneSize, layers, taskList, screenCoordinates, results, hitCheck, false))
{
// Found hit.
result = true;
} // unnamed namespace
-bool HitTest( Stage& stage, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
+HitTestInterface::~HitTestInterface() = default;
+
+bool HitTest(const Vector2& sceneSize, RenderTaskList& taskList, LayerList& layerList, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func)
{
- bool wasHit( false );
- // Hit-test the regular on-stage actors
- RenderTaskList& taskList = stage.GetRenderTaskList();
- LayerList& layerList = stage.GetLayerList();
-
- Results hitTestResults;
- HitTestFunctionWrapper hitTestFunctionWrapper( func );
- if( HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
+ bool wasHit(false);
+ // Hit-test the regular on-scene actors
+ Results hitTestResults;
+ HitTestFunctionWrapper hitTestFunctionWrapper(func);
+ if(HitTestForEachRenderTask(sceneSize, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper))
{
- results.actor = hitTestResults.actor;
+ results.actor = hitTestResults.actor;
results.actorCoordinates = hitTestResults.actorCoordinates;
- wasHit = true;
+ wasHit = true;
}
return wasHit;
}
-bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface )
+bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface)
{
- bool wasHit( false );
-
- // Hit-test the system-overlay actors first
- SystemOverlay* systemOverlay = stage.GetSystemOverlayInternal();
+ bool wasHit(false);
- if( systemOverlay )
+ // Hit-test the regular on-scene actors
+ if(!wasHit)
{
- RenderTaskList& overlayTaskList = systemOverlay->GetOverlayRenderTasks();
- LayerList& overlayLayerList = systemOverlay->GetLayerList();
-
- wasHit = HitTestForEachRenderTask( stage, overlayLayerList, overlayTaskList, screenCoordinates, results, hitTestInterface );
- }
-
- // Hit-test the regular on-stage actors
- if( !wasHit )
- {
- RenderTaskList& taskList = stage.GetRenderTaskList();
- LayerList& layerList = stage.GetLayerList();
-
- wasHit = HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, results, hitTestInterface );
+ wasHit = HitTestForEachRenderTask(sceneSize, layerList, renderTaskList, screenCoordinates, results, hitTestInterface);
}
return wasHit;
}
-bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results )
+bool HitTest(const Vector2& sceneSize, RenderTaskList& renderTaskList, LayerList& layerList, const Vector2& screenCoordinates, Results& results)
{
ActorTouchableCheck actorTouchableCheck;
- return HitTest( stage, screenCoordinates, results, actorTouchableCheck );
-}
-
-bool HitTest( Stage& stage, RenderTask& renderTask, const Vector2& screenCoordinates,
- Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
-{
- bool wasHit( false );
- Results hitTestResults;
-
- const Vector< RenderTaskList::Exclusive >& exclusives = stage.GetRenderTaskList().GetExclusivesList();
- HitTestFunctionWrapper hitTestFunctionWrapper( func );
- if( HitTestRenderTask( exclusives, stage, stage.GetLayerList(), renderTask, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
- {
- results.actor = hitTestResults.actor;
- results.actorCoordinates = hitTestResults.actorCoordinates;
- wasHit = true;
- }
- return wasHit;
+ return HitTest(sceneSize, renderTaskList, layerList, screenCoordinates, results, actorTouchableCheck);
}
-
} // namespace HitTestAlgorithm
} // namespace Internal