class Quaternion;
class Layer;
struct KeyEvent;
+class TouchData;
struct TouchEvent;
struct HoverEvent;
struct WheelEvent;
* {
* // Only hit-test the actor and its children if it is sensitive and visible
* IF ( ACTOR-IS-SENSITIVE &&
- * ACTOR-IS-VISIBLE )
+ * ACTOR-IS-VISIBLE &&
+ * ACTOR-IS-ON-STAGE )
* {
* // Depth-first traversal within current layer, visiting parent first
*
- * // Check whether current actor should be hit-tested
+ * // Check whether current actor should be hit-tested.
* IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
* ACTOR-HAS-NON-ZERO-SIZE &&
* ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
* {
* IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
* {
- * // The current actor is the closest actor that was underneath the touch
+ * // The current actor is the closest actor that was underneath the touch.
* LAST-HIT-ACTOR = CURRENT-ACTOR
* }
* }
* }
*
- * // Keep checking children, in case we hit something closer
+ * // Keep checking children, in case we hit something closer.
* FOR-EACH CHILD (in order)
* {
* IF ( CHILD-IS-NOT-A-LAYER )
* // Continue traversal for this child's sub-tree
* HIT-TEST-WITHIN-LAYER ( CHILD )
* }
- * // else we skip hit-testing the child's sub-tree altogether
+ * // else we skip hit-testing the child's sub-tree altogether.
* }
* }
* }
*
* IF ( NOT-CONSUMED )
* {
- * // If event is not consumed then deliver it to the parent unless we reach the root actor
+ * // If event is not consumed then deliver it to the parent unless we reach the root actor.
* IF ( ACTOR-PARENT )
* {
* EMIT-HOVER-SIGNAL( ACTOR-PARENT )
* touch signals are also emitted from the touch-down actor with an "Interrupted" state.
* - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
* hover signals are also emitted from the hover-started actor with an "Interrupted" state.
+ *
* <h3>Key Events:</h3>
*
* Key events are received by an actor once set to grab key events, only one actor can be set as focused.
{
enum
{
- PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 @SINCE_1_0.0
- PARENT_ORIGIN_X, ///< name "parentOriginX", type float @SINCE_1_0.0
- PARENT_ORIGIN_Y, ///< name "parentOriginY", type float @SINCE_1_0.0
- PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float @SINCE_1_0.0
- ANCHOR_POINT, ///< name "anchorPoint", type Vector3 @SINCE_1_0.0
- ANCHOR_POINT_X, ///< name "anchorPointX", type float @SINCE_1_0.0
- ANCHOR_POINT_Y, ///< name "anchorPointY", type float @SINCE_1_0.0
- ANCHOR_POINT_Z, ///< name "anchorPointZ", type float @SINCE_1_0.0
- SIZE, ///< name "size", type Vector3 @SINCE_1_0.0
- SIZE_WIDTH, ///< name "sizeWidth", type float @SINCE_1_0.0
- SIZE_HEIGHT, ///< name "sizeHeight", type float @SINCE_1_0.0
- SIZE_DEPTH, ///< name "sizeDepth", type float @SINCE_1_0.0
- POSITION, ///< name "position", type Vector3 @SINCE_1_0.0
- POSITION_X, ///< name "positionX", type float @SINCE_1_0.0
- POSITION_Y, ///< name "positionY", type float @SINCE_1_0.0
- POSITION_Z, ///< name "positionZ", type float @SINCE_1_0.0
- WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only) @SINCE_1_0.0
- WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only) @SINCE_1_0.0
- WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only) @SINCE_1_0.0
- WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only) @SINCE_1_0.0
- ORIENTATION, ///< name "orientation", type Quaternion @SINCE_1_0.0
- WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only) @SINCE_1_0.0
- SCALE, ///< name "scale", type Vector3 @SINCE_1_0.0
- SCALE_X, ///< name "scaleX", type float @SINCE_1_0.0
- SCALE_Y, ///< name "scaleY", type float @SINCE_1_0.0
- SCALE_Z, ///< name "scaleZ", type float @SINCE_1_0.0
- WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only) @SINCE_1_0.0
- VISIBLE, ///< name "visible", type bool @SINCE_1_0.0
- COLOR, ///< name "color", type Vector4 @SINCE_1_0.0
- COLOR_RED, ///< name "colorRed", type float @SINCE_1_0.0
- COLOR_GREEN, ///< name "colorGreen", type float @SINCE_1_0.0
- COLOR_BLUE, ///< name "colorBlue", type float @SINCE_1_0.0
- COLOR_ALPHA, ///< name "colorAlpha", type float @SINCE_1_0.0
- WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only) @SINCE_1_0.0
- WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only) @SINCE_1_0.0
+ PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
+ PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
+ PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
+ PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
+ ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
+ ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
+ ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
+ ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
+ SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
+ SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
+ SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
+ SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
+ POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
+ POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
+ POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
+ POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
+ WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
+ WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
+ WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
+ WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
+ ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
+ WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
+ SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
+ SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
+ SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
+ SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
+ WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
+ VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
+ COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
+ COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
+ COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
+ COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
+ COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
+ WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
+ WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
NAME, ///< name "name", type std::string @SINCE_1_0.0
SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
- POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @SINCE_1_0.0
+ POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
+ INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
+ BATCH_PARENT, ///< name "batchParent", type bool @SINCE_1_1.46
};
};
// Typedefs
- typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @SINCE_1_0.0
- typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @SINCE_1_0.0
- typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
+ typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
+ typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
+ typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
+ typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
// Creation
/**
* @brief Create an uninitialized Actor; this can be initialized with Actor::New().
*
- * Calling member functions with an uninitialized Dali::Object is not allowed.
+ * Calling member functions with an uninitialized Actor handle is not allowed.
* @SINCE_1_0.0
*/
Actor();
static Actor New();
/**
- * @brief Downcast an Object handle to Actor handle.
+ * @brief Downcast a handle to Actor handle.
*
* If handle points to a Actor object the downcast produces valid
* handle. If not the returned handle is left uninitialized.
*
* @SINCE_1_0.0
* @param [in] rhs The actor to copy.
+ * @return A reference to this
*/
Actor& operator=(const Actor& rhs);
/**
* @brief Adds a child Actor to this Actor.
*
- * NOTE! if the child already has a parent, it will be removed from old parent
- * and reparented to this actor. This may change childs position, color,
- * scale etc as it now inherits them from this actor
* @SINCE_1_0.0
* @param [in] child The child.
* @pre This Actor (the parent) has been initialized.
* @pre The child actor has been initialized.
* @pre The child actor is not the same as the parent actor.
- * @pre The actor is not the Root actor
+ * @pre The actor is not the Root actor.
* @post The child will be referenced by its parent. This means that the child will be kept alive,
* even if the handle passed into this method is reset or destroyed.
+ * @note if the child already has a parent, it will be removed from old parent
+ * and reparented to this actor. This may change childs position, color,
+ * scale etc as it now inherits them from this actor.
*/
void Add(Actor child);
/**
* @brief Search through this actor's hierarchy for an actor with the given name.
*
- * The actor itself is also considered in the search
+ * The actor itself is also considered in the search.
* @SINCE_1_0.0
* @param[in] actorName the name of the actor to find
* @return A handle to the actor if found, or an empty handle if not.
/**
* @brief Search through this actor's hierarchy for an actor with the given unique ID.
*
- * The actor itself is also considered in the search
+ * The actor itself is also considered in the search.
* @SINCE_1_0.0
* @param[in] id the ID of the actor to find
* @return A handle to the actor if found, or an empty handle if not.
* @brief Retrieve the actor's size.
*
* @SINCE_1_0.0
- * @return The actor's current size.
+ * @return The actor's target size.
* @pre The actor has been initialized.
- * @note This return is the value that was set using SetSize or the target size of an animation
+ * @note This return is the value that was set using SetSize or the target size of an animation.
*/
Vector3 GetTargetSize() const;
Vector3 GetCurrentWorldPosition() const;
/**
+ * @DEPRECATED_1_1.24 Use SetInheritPosition instead
* @brief Set the actors position inheritance mode.
*
* The default is to inherit.
void SetPositionInheritanceMode( PositionInheritanceMode mode );
/**
+ * @brief Set whether a child actor inherits it's parent's position.
+ *
+ * Default is to inherit.
+ * Switching this off means that using SetPosition() sets the actor's world position3
+ * @SINCE_1_1.24
+ * @param[in] inherit - true if the actor should inherit position, false otherwise.
+ * @pre The Actor has been initialized.
+ */
+ inline void SetInheritPosition( bool inherit )
+ {
+ SetProperty(Property::INHERIT_POSITION, inherit );
+ }
+
+ /**
+ * @DEPRECATED_1_1.24 Use IsPositionInherited
* @brief Returns the actors position inheritance mode.
*
* @SINCE_1_0.0
- * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
+ * @return Return the position inheritance mode.
* @pre The Actor has been initialized.
*/
PositionInheritanceMode GetPositionInheritanceMode() const;
/**
+ * @brief Returns whether the actor inherits its parent's position.
+ *
+ * @SINCE_1_1.24
+ * @return True if the actor inherits its parent position, false if it uses world position.
+ * @pre The Actor has been initialized.
+ */
+ inline bool IsPositionInherited() const
+ {
+ return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
+ }
+
+ /**
* @brief Sets the orientation of the Actor.
*
* An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
void SetInheritOrientation(bool inherit);
/**
- * @brief Returns whether the actor inherit's it's parent's orientation.
+ * @brief Returns whether the actor inherits its parent's orientation.
*
* @SINCE_1_0.0
- * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
+ * @return True if the actor inherits its parent orientation, false if it uses world orientation.
* @pre The Actor has been initialized.
*/
bool IsOrientationInherited() const;
* @brief Apply a relative scale to an actor.
*
* @SINCE_1_0.0
- * @param[in] relativeScale The scale to combine with the actors existing scale.
+ * @param[in] relativeScale The scale to combine with the actor's existing scale.
* @pre The actor has been initialized.
*/
void ScaleBy(const Vector3& relativeScale);
void SetInheritScale( bool inherit );
/**
- * @brief Returns whether the actor inherit's it's parent's scale.
+ * @brief Returns whether the actor inherits its parent's scale.
*
* @SINCE_1_0.0
- * @return true if the actor inherit's it's parent scale, false if it uses world scale.
+ * @return True if the actor inherits its parent scale, false if it uses world scale.
* @pre The Actor has been initialized.
*/
bool IsScaleInherited() const;
* @brief Set how the actor and its children should be drawn.
*
* Not all actors are renderable, but DrawMode can be inherited from any actor.
- * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
+ * If an object is in a 3D layer, it will be depth-tested against
* other objects in the world i.e. it may be obscured if other objects are in front.
*
* If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
* Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
- * For overlay actors, the drawing order is with respect to depthIndex property of Renderers,
+ * For overlay actors, the drawing order is with respect to tree levels of Actors,
* and depth-testing will not be used.
*
* If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
* @brief Query how the actor and its children will be drawn.
*
* @SINCE_1_0.0
- * @return True if the Actor is an overlay.
+ * @return Return the draw mode type.
*/
DrawMode::Type GetDrawMode() const;
// Input Handling
/**
- * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
+ * @brief Sets whether an actor should emit touch or hover signals.
*
* An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
* the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
* @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
* This is regardless of the individual sensitivity values of the children i.e. an actor will only be
* hittable if all of its parents have sensitivity set to true.
- * @see @see SignalTouch() and SignalHover().
+ * @see @see TouchedSignal() and HoveredSignal().
*/
void SetSensitive(bool sensitive);
* @brief Query whether an actor emits touch or hover event signals.
*
* @SINCE_1_0.0
- * @return true, if emission of touch or hover event signals is enabled, false otherwise.
+ * @return True, if emission of touch or hover event signals is enabled, false otherwise.
* @pre The Actor has been initialized.
* @note If an actor is not sensitive, then it's children will not be hittable either.
* This is regardless of the individual sensitivity values of the children i.e. an actor will only be
* @param[in] required Should be set to true if a Leave event is required
* @pre The Actor has been initialized.
* @note By default, this is set to false as most actors do not require this.
- * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
+ * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
*
*/
void SetLeaveRequired(bool required);
* the boundary of the actor.
*
* @SINCE_1_0.0
- * @return true if a Leave event is required, false otherwise.
+ * @return True if a Leave event is required, false otherwise.
* @pre The Actor has been initialized.
*/
bool GetLeaveRequired() const;
* @brief Returns whether the actor is focusable by keyboard navigation.
*
* @SINCE_1_0.0
- * @return true if the actor is focusable by keyboard navigation, false if not.
+ * @return True if the actor is focusable by keyboard navigation, false if not.
* @pre The Actor has been initialized.
*/
bool IsKeyboardFocusable() const;
// SIZE NEGOTIATION
/**
- * @brief Set the resize policy to be used for the given dimension(s)
+ * @brief Set the resize policy to be used for the given dimension(s).
*
* @SINCE_1_0.0
* @param[in] policy The resize policy to use
void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
/**
- * @brief Return the resize policy used for a single dimension
+ * @brief Return the resize policy used for a single dimension.
*
* @SINCE_1_0.0
* @param[in] dimension The dimension to get policy for
- * @return Return the dimension resize policy
+ * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
*/
ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
void SetSizeScalePolicy( SizeScalePolicy::Type policy );
/**
- * @brief Return the size set policy in use
+ * @brief Return the size scale policy in use.
*
* @SINCE_1_0.0
- * @return Return the size set policy
+ * @return Return the size scale policy.
*/
SizeScalePolicy::Type GetSizeScalePolicy() const;
* This factor is only used when ResizePolicy is set to either:
* ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
* This actor's size is set to the actor's size multipled by or added to this factor,
- * depending on ResizePolicy (See SetResizePolicy).
+ * depending on ResizePolicy ( See SetResizePolicy() ).
*
* @SINCE_1_0.0
* @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
Vector3 GetSizeModeFactor() const;
/**
- * @brief Calculate the height of the actor given a width
+ * @brief Calculate the height of the actor given a width.
*
* The natural size is used for default calculation.
* size 0 is treated as aspect ratio 1:1.
*
* @SINCE_1_0.0
* @param width Width to use
- * @return Return the height based on the width
+ * @return Return the height based on the width.
*/
float GetHeightForWidth( float width );
/**
- * @brief Calculate the width of the actor given a height
+ * @brief Calculate the width of the actor given a height.
*
* The natural size is used for default calculation.
* size 0 is treated as aspect ratio 1:1.
*
* @SINCE_1_0.0
* @param height Height to use
- * @return Return the width based on the height
+ * @return Return the width based on the height.
*/
float GetWidthForHeight( float height );
/**
- * @brief Return the value of negotiated dimension for the given dimension
+ * @brief Return the value of negotiated dimension for the given dimension.
*
* @SINCE_1_0.0
* @param dimension The dimension to retrieve
- * @return Return the value of the negotiated dimension
+ * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
*/
float GetRelayoutSize( Dimension::Type dimension ) const;
/**
- * @brief Set the padding for use in layout
+ * @brief Set the padding for use in layout.
*
* @SINCE_1_0.0
* @param[in] padding Padding for the actor
void SetPadding( const Padding& padding );
/**
- * @brief Return the value of the padding
+ * @brief Return the value of the padding.
*
* @SINCE_1_0.0
* @param paddingOut The returned padding data
void GetPadding( Padding& paddingOut ) const;
/**
- * @brief Set the minimum size an actor can be assigned in size negotiation
+ * @brief Set the minimum size an actor can be assigned in size negotiation.
*
* @SINCE_1_0.0
* @param[in] size The minimum size
void SetMinimumSize( const Vector2& size );
/**
- * @brief Return the minimum relayout size
+ * @brief Return the minimum relayout size.
*
* @SINCE_1_0.0
- * @return Return the mininmum size
+ * @return Return the mininmum size.
*/
Vector2 GetMinimumSize();
/**
- * @brief Set the maximum size an actor can be assigned in size negotiation
+ * @brief Set the maximum size an actor can be assigned in size negotiation.
*
* @SINCE_1_0.0
* @param[in] size The maximum size
void SetMaximumSize( const Vector2& size );
/**
- * @brief Return the maximum relayout size
+ * @brief Return the maximum relayout size.
*
* @SINCE_1_0.0
- * @return Return the maximum size
+ * @return Return the maximum size.
*/
Vector2 GetMaximumSize();
/**
- * @brief Get depth in the hierarchy for the actor
+ * @brief Get depth in the hierarchy for the actor.
*
* @SINCE_1_0.0
* @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
public: // Signals
/**
+ * @DEPRECATED_1_1.37 Use TouchSignal() instead.
* @brief This signal is emitted when touch input is received.
*
* A callback of the following type may be connected:
TouchSignalType& TouchedSignal();
/**
+ * @brief This signal is emitted when touch input is received.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName( Actor actor, TouchData& touch );
+ * @endcode
+ * The return value of True, indicates that the touch event has been consumed.
+ * Otherwise the signal will be emitted on the next sensitive parent of the actor.
+ * @SINCE_1_1.37
+ * @return The signal to connect to.
+ * @pre The Actor has been initialized.
+ */
+ TouchDataSignalType& TouchSignal();
+
+ /**
* @brief This signal is emitted when hover input is received.
*
* A callback of the following type may be connected:
*
* When an actor is connected, it will be directly or indirectly parented to the root Actor.
* @SINCE_1_0.0
- * @return The signal
+ * @return The signal to connect to.
* @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
*
* @note When the parent of a set of actors is connected to the stage, then all of the children
* will received this callback.
- *
* For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
*
+ * @code
+ *
* A (parent)
* / \
* B C
* / \ \
* D E F
*
+ * @endcode
*/
OnStageSignalType& OnStageSignal();
* If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
*
* @SINCE_1_0.0
- * @return The signal
+ * @return The signal to connect to.
* @note When the parent of a set of actors is disconnected to the stage, then all of the children
* will received this callback, starting with the leaf actors.
- *
* For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
*
+ * @code
+ *
* A (parent)
* / \
* B C
* / \ \
* D E F
*
+ * @endcode
+ *
*/
OffStageSignalType& OffStageSignal();
public: // Not intended for application developers
/**
- * @brief This constructor is used by Dali New() methods.
+ * @brief This constructor is used by Actor::New() methods.
*
* @SINCE_1_0.0
* @param [in] actor A pointer to a newly allocated Dali resource
* @brief Helper for discarding an actor handle.
*
* If the handle is empty, this method does nothing. Otherwise
- * actor.Unparent() will be called, followed by actor.Reset().
+ * Actor::Unparent() will be called, followed by Actor::Reset().
* @SINCE_1_0.0
* @param[in,out] actor A handle to an actor, or an empty handle.
*/