#define DALI_ACTOR_H
/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
*/
// EXTERNAL INCLUDES
-#include <string>
#include <cstdint> // uint32_t
+#include <string>
// INTERNAL INCLUDES
#include <dali/public-api/actors/actor-enumerations.h>
struct Degree;
class Quaternion;
class Layer;
-struct KeyEvent;
-class TouchData;
-struct TouchEvent;
-struct HoverEvent;
-struct WheelEvent;
+class TouchEvent;
+class HoverEvent;
+class WheelEvent;
struct Vector2;
struct Vector3;
struct Vector4;
-typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
+using Padding = Rect<float>; ///< Padding definition @SINCE_1_0.0
/**
* @brief Actor is the primary object with which Dali applications interact.
*
* - An actor is only hittable if the actor's touch or hover signal has a connection.
* - An actor is only hittable when it is between the camera's near and far planes.
- * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive().
- * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
+ * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
+ * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
* - To be hittable, an actor must have a non-zero size.
* - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
*
* // Only hit-test the actor and its children if it is sensitive and visible
* IF ( ACTOR-IS-SENSITIVE &&
* ACTOR-IS-VISIBLE &&
- * ACTOR-IS-ON-STAGE )
+ * ACTOR-IS-ON-SCENE )
* {
* // Depth-first traversal within current layer, visiting parent first
*
*
* Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
* @endcode
- * For more information, see SetDrawMode().
+ * For more information, see Property::DRAW_MODE.
*
* <i>Touch or hover Event Delivery:</i>
*
* - 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.
- *
* @nosubgrouping
*
* Signals
* | touched | @ref TouchedSignal() |
* | hovered | @ref HoveredSignal() |
* | wheelEvent | @ref WheelEventSignal() |
- * | onStage | @ref OnStageSignal() |
- * | offStage | @ref OffStageSignal() |
+ * | onScene | @ref OnSceneSignal() |
+ * | offScene | @ref OffSceneSignal() |
* | onRelayout | @ref OnRelayoutSignal() |
*
* Actions
class DALI_CORE_API Actor : public Handle
{
public:
-
/**
* @brief Enumeration for the instance of properties belonging to the Actor class.
* @SINCE_1_0.0
* @brief The origin of an actor, within its parent's area.
* @details Name "parentOrigin", type Property::VECTOR3, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetParentOrigin()
*/
PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
* @brief The x origin of an actor, within its parent's area.
* @details Name "parentOriginX", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetParentOrigin()
*/
PARENT_ORIGIN_X,
* @brief The y origin of an actor, within its parent's area.
* @details Name "parentOriginY", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetParentOrigin()
*/
PARENT_ORIGIN_Y,
* @brief The z origin of an actor, within its parent's area.
* @details Name "parentOriginZ", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetParentOrigin()
*/
PARENT_ORIGIN_Z,
* @brief The anchor-point of an actor.
* @details Name "anchorPoint", type Property::VECTOR3, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetAnchorPoint()
*/
ANCHOR_POINT,
* @brief The x anchor-point of an actor.
* @details Name "anchorPointX", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetAnchorPoint()
*/
ANCHOR_POINT_X,
* @brief The y anchor-point of an actor.
* @details Name "anchorPointY", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetAnchorPoint()
*/
ANCHOR_POINT_Y,
* @brief The z anchor-point of an actor.
* @details Name "anchorPointZ", type Property::FLOAT, constraint-input
* @SINCE_1_0.0
- * @see Actor::SetAnchorPoint()
*/
ANCHOR_POINT_Z,
/**
* @brief The size of an actor.
- * @details Name "size", type Property::VECTOR3, animatable / constraint-input
+ * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
+ * @note Only Property::VECTOR3 can be animated or used as constraint-input
* @SINCE_1_0.0
- * @see Actor::SetSize()
*/
SIZE,
* @brief The width of an actor.
* @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetSize()
*/
SIZE_WIDTH,
* @brief The height of an actor.
* @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetSize()
*/
SIZE_HEIGHT,
* @brief The depth of an actor.
* @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetSize()
*/
SIZE_DEPTH,
/**
* @brief The position of an actor.
- * @details Name "position", type Property::VECTOR3, animatable / constraint-input
+ * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
+ * @note Only Property::VECTOR3 can be animated or used as constraint-input
* @SINCE_1_0.0
- * @see Actor::SetPosition()
*/
POSITION,
* @brief The x position of an actor.
* @details Name "positionX", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetX()
*/
POSITION_X,
* @brief The y position of an actor.
* @details Name "positionY", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetY()
*/
POSITION_Y,
* @brief The z position of an actor.
* @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetZ()
*/
POSITION_Z,
* @brief The world position of an actor.
* @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldPosition()
*/
WORLD_POSITION,
* @brief The x world position of an actor.
* @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldPosition()
*/
WORLD_POSITION_X,
* @brief The y world position of an actor.
* @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldPosition()
*/
WORLD_POSITION_Y,
* @brief The z world position of an actor.
* @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldPosition()
*/
WORLD_POSITION_Z,
* @brief The orientation of an actor.
* @details Name "orientation", type Property::ROTATION, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetOrientation()
*/
ORIENTATION,
* @brief The world orientation of an actor.
* @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldOrientation()
*/
WORLD_ORIENTATION,
/**
* @brief The scale factor applied to an actor.
- * @details Name "scale", type Property::VECTOR3, animatable / constraint-input
+ * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input
+ * @note Only Property::VECTOR3 can be animated or used as constraint-input
* @SINCE_1_0.0
- * @see Actor::SetScale()
*/
SCALE,
* @brief The x scale factor applied to an actor.
* @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetScale()
*/
SCALE_X,
* @brief The y scale factor applied to an actor.
* @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetScale()
*/
SCALE_Y,
* @brief The x scale factor applied to an actor.
* @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetScale()
*/
SCALE_Z,
* @brief The world scale factor applied to an actor.
* @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldScale()
*/
WORLD_SCALE,
* @brief The visibility flag of an actor.
* @details Name "visible", type Property::BOOL, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetVisible()
*/
VISIBLE,
* @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
* @note The alpha value will be 1.0f if a Vector3 type value is set.
* @SINCE_1_0.0
- * @see Actor::SetColor()
*/
COLOR,
* @brief The red component of an actor's color.
* @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetColor()
*/
COLOR_RED,
* @brief The green component of an actor's color.
* @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetColor()
*/
COLOR_GREEN,
* @brief The blue component of an actor's color.
* @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetColor()
*/
COLOR_BLUE,
* @brief The alpha component of an actor's color.
* @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
* @SINCE_1_0.0
- * @see Actor::SetColor()
*/
COLOR_ALPHA,
* @brief The world color of an actor.
* @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldColor()
*/
WORLD_COLOR,
* @brief The world matrix of an actor.
* @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
* @SINCE_1_0.0
- * @see Actor::GetCurrentWorldMatrix()
*/
WORLD_MATRIX,
* @brief The name of an actor.
* @details Name "name", type Property::STRING
* @SINCE_1_0.0
- * @see Actor::GetName()
*/
NAME,
* @brief The flag whether an actor should emit touch or hover signals.
* @details Name "sensitive", type Property::BOOLEAN
* @SINCE_1_0.0
- * @see Actor::SetSensitive()
*/
SENSITIVE,
* @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
* @details Name "leaveRequired", type Property::BOOLEAN
* @SINCE_1_0.0
- * @see Actor::SetLeaveRequired()
*/
LEAVE_REQUIRED,
* @brief The flag whether a child actor inherits it's parent's orientation.
* @details Name "inheritOrientation", type Property::BOOLEAN
* @SINCE_1_0.0
- * @see Actor::SetInheritOrientation()
*/
INHERIT_ORIENTATION,
* @brief The flag whether a child actor inherits it's parent's scale.
* @details Name "inheritScale", type Property::BOOLEAN
* @SINCE_1_0.0
- * @see Actor::SetInheritScale()
*/
INHERIT_SCALE,
* @brief The color mode of an actor.
* @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
* @SINCE_1_0.0
- * @see Actor::SetColorMode()
*/
COLOR_MODE,
/**
- * @brief This property is removed because it's deprecated.
- */
- RESERVED_PROPERTY_01,
-
- /**
* @brief The draw mode of an actor.
* @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
* @SINCE_1_0.0
- * @see Actor::SetDrawMode()
*/
DRAW_MODE,
/**
* @brief The size scale policy of an actor.
- * @details Name "sizeScalePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
+ * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING.
* @SINCE_1_0.0
- * @see Actor::SetSizeScalePolicy()
*/
SIZE_SCALE_POLICY,
* @brief The padding of an actor for use in layout.
* @details Name "padding", type Property::VECTOR4.
* @SINCE_1_0.0
- * @see Actor::SetPadding()
*/
PADDING,
* @brief The minimum size an actor can be assigned in size negotiation.
* @details Name "minimumSize", type Property::VECTOR2.
* @SINCE_1_0.0
- * @see Actor::SetMinimumSize()
*/
MINIMUM_SIZE,
* @brief The maximum size an actor can be assigned in size negotiation.
* @details Name "maximumSize", type Property::VECTOR2.
* @SINCE_1_0.0
- * @see Actor::SetMaximumSize()
*/
MAXIMUM_SIZE,
* @brief The flag whether a child actor inherits it's parent's position.
* @details Name "inheritPosition", type Property::BOOLEAN.
* @SINCE_1_1.24
- * @see Actor::SetInheritPosition()
*/
INHERIT_POSITION,
* @SINCE_1_2.60
*/
INHERIT_LAYOUT_DIRECTION,
+
+ /**
+ * @brief The opacity of the actor.
+ * @details Name "opacity", type Property::FLOAT.
+ * @SINCE_1_9.17
+ */
+ OPACITY,
+
+ /**
+ * @brief Returns the screen position of the Actor
+ * @details Name "screenPosition", type Property::VECTOR2. Read-only
+ * @note This assumes default camera and default render-task and the Z position is ZERO.
+ * @note The last known frame is used for the calculation. May not match a position value just set.
+ * @SINCE_1_9.17
+ */
+ SCREEN_POSITION,
+
+ /**
+ * @brief Determines whether the anchor point should be used to determine the position of the actor.
+ * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
+ * @note This is true by default.
+ * @note If false, then the top-left of the actor is used for the position.
+ * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
+ * @SINCE_1_9.17
+ */
+ POSITION_USES_ANCHOR_POINT,
+
+ /**
+ * @brief Returns whether the actor is culled or not.
+ * @details Name "culled", type Property::BOOLEAN. Read-only
+ * @note True means that the actor is out of the view frustum.
+ * @SINCE_1_9.17
+ */
+ CULLED,
+
+ /**
+ * @brief The unique ID of the actor.
+ * @details Name "id", type Property::INTEGER. Read-only
+ * @SINCE_1_9.17
+ */
+ ID,
+
+ /**
+ * @brief The current depth in the hierarchy of the actor.
+ * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
+ * @note The value is -1 if actor is not in the hierarchy.
+ * @SINCE_1_9.17
+ */
+ HIERARCHY_DEPTH,
+
+ /**
+ * @brief The flag whether an actor is the root actor, which is owned by the Scene.
+ * @details Name "isRoot", type Property::BOOLEAN. Read-only
+ * @SINCE_1_9.17
+ */
+ IS_ROOT,
+
+ /**
+ * @brief The flag whether the actor is of class Dali::Layer.
+ * @details Name "isLayer", type Property::BOOLEAN. Read-only
+ * @SINCE_1_9.17
+ */
+ IS_LAYER,
+
+ /**
+ * @brief The flag whether the actor is connected to the Scene.
+ * When an actor is connected, it will be directly or indirectly parented to the root Actor.
+ * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
+ * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
+ * @SINCE_1_9.17
+ */
+ CONNECTED_TO_SCENE,
+
+ /**
+ * @brief The flag whether the actor should be focusable by keyboard navigation.
+ * @details Name "keyboardFocusable", type Property::BOOLEAN.
+ * @SINCE_1_9.17
+ */
+ KEYBOARD_FOCUSABLE,
+
+ /**
+ * @brief Sets the update area hint of the actor.
+ * @details Name "updateAreaHint", type Property::VECTOR4 (x, y, width, height).
+ * @note Overrides the area - the position and the size - used for the actor damaged area calculation. Affected by the actor model view matrix.
+ * The position is relative to the center of the actor and it is also the center of the damaged area.
+ * @SINCE_2_1.33
+ */
+ UPDATE_AREA_HINT
};
};
// Typedefs
- 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
- typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
+ using TouchEventSignalType = Signal<bool(Actor, const TouchEvent&)>; ///< Touch signal type @SINCE_1_1.37
+ using HoverSignalType = Signal<bool(Actor, const HoverEvent&)>; ///< Hover signal type @SINCE_1_0.0
+ using WheelEventSignalType = Signal<bool(Actor, const WheelEvent&)>; ///< Wheel signal type @SINCE_1_0.0
+ using OnSceneSignalType = Signal<void(Actor)>; ///< Scene connection signal type @SINCE_1_9.24
+ using OffSceneSignalType = Signal<void(Actor)>; ///< Scene disconnection signal type @SINCE_1_9.24
+ using OnRelayoutSignalType = Signal<void(Actor)>; ///< Called when the actor is relaid out @SINCE_1_0.0
+ using LayoutDirectionChangedSignalType = Signal<void(Actor, LayoutDirection::Type)>; ///< Layout direction changes signal type. @SINCE_1_2.60
// Creation
* @param[in] handle to An object
* @return handle to a Actor object or an uninitialized handle
*/
- static Actor DownCast( BaseHandle handle );
+ static Actor DownCast(BaseHandle handle);
/**
* @brief Dali::Actor is intended as a base class.
Actor& operator=(const Actor& rhs);
/**
- * @brief Retrieves the Actor's name.
+ * @brief Move constructor.
*
- * @SINCE_1_0.0
- * @return The Actor's name
- * @pre The Actor has been initialized.
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the actor to move
*/
- const std::string& GetName() const;
+ Actor(Actor&& rhs) noexcept;
/**
- * @brief Sets the Actor's name.
+ * @brief Move assignment operator.
*
- * @SINCE_1_0.0
- * @param[in] name The new name
- * @pre The Actor has been initialized.
- */
- void SetName(const std::string& name);
-
- /**
- * @brief Retrieves the unique ID of the actor.
- *
- * @SINCE_1_0.0
- * @return The ID
- * @pre The Actor has been initialized.
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the actor to move
+ * @return A reference to this
*/
- uint32_t GetId() const;
+ Actor& operator=(Actor&& rhs) noexcept;
// Containment
/**
- * @brief Queries whether an actor is the root actor, which is owned by the Stage.
- *
- * @SINCE_1_0.0
- * @return True if the actor is the root actor
- * @pre The Actor has been initialized.
- */
- bool IsRoot() const;
-
- /**
- * @brief Queries whether the actor is connected to the Stage.
- *
- * When an actor is connected, it will be directly or indirectly parented to the root Actor.
- * @SINCE_1_0.0
- * @return True if the actor is connected to the Stage
- * @pre The Actor has been initialized.
- * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
- */
- bool OnStage() const;
-
- /**
- * @brief Queries whether the actor is of class Dali::Layer.
- *
- * @SINCE_1_0.0
- * @return True if the actor is a layer
- * @pre The Actor has been initialized.
- */
- bool IsLayer() const;
-
- /**
* @brief Gets the layer in which the actor is present.
*
* @SINCE_1_0.0
* @return The actor for the given index or empty handle if children not initialized
* @pre The Actor has been initialized.
*/
- Actor GetChildAt( uint32_t index ) const;
+ Actor GetChildAt(uint32_t index) const;
/**
* @brief Search through this actor's hierarchy for an actor with the given name.
*
* The actor itself is also considered in the search.
- * @SINCE_1_0.0
+ * @SINCE_2_0.9
* @param[in] actorName The name of the actor to find
* @return A handle to the actor if found, or an empty handle if not
* @pre The Actor has been initialized.
*/
- Actor FindChildByName(const std::string& actorName);
+ Actor FindChildByName(std::string_view actorName);
/**
* @brief Search through this actor's hierarchy for an actor with the given unique ID.
* @return A handle to the actor if found, or an empty handle if not
* @pre The Actor has been initialized.
*/
- Actor FindChildById( const uint32_t id );
+ Actor FindChildById(const uint32_t id);
/**
* @brief Retrieves the actor's parent.
// Positioning
/**
- * @brief Sets the origin of an actor, within its parent's area.
- *
- * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
- * and (1.0, 1.0, 0.5) is the bottom-right corner.
- * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
- * An actor's position is the distance between this origin, and the actor's anchor-point.
- * @image html parent-origin.png
- * @SINCE_1_0.0
- * @param[in] origin The new parent-origin
- * @pre The Actor has been initialized.
- * @see Dali::ParentOrigin for predefined parent origin values
- */
- void SetParentOrigin(const Vector3& origin);
-
- /**
- * @brief Retrieves the parent-origin of an actor.
- *
- * @SINCE_1_0.0
- * @return The current parent-origin
- * @pre The Actor has been initialized.
- */
- Vector3 GetCurrentParentOrigin() const;
-
- /**
- * @brief Sets the anchor-point of an actor.
- *
- * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
- * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
- * bottom-right corner. The default anchor point is
- * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
- * An actor position is the distance between its parent-origin and this anchor-point.
- * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
- * @image html anchor-point.png
- * @SINCE_1_0.0
- * @param[in] anchorPoint The new anchor-point
- * @pre The Actor has been initialized.
- * @see Dali::AnchorPoint for predefined anchor point values
- */
- void SetAnchorPoint(const Vector3& anchorPoint);
-
- /**
- * @brief Retrieves the anchor-point of an actor.
- *
- * @SINCE_1_0.0
- * @return The current anchor-point
- * @pre The Actor has been initialized.
- */
- Vector3 GetCurrentAnchorPoint() const;
-
- /**
- * @brief Sets the size of an actor.
- *
- * Geometry can be scaled to fit within this area.
- * This does not interfere with the actors scale factor.
- * The actors default depth is the minimum of width & height.
- * @SINCE_1_0.0
- * @param [in] width The new width
- * @param [in] height The new height
- * @pre The actor has been initialized.
- */
- void SetSize(float width, float height);
-
- /**
- * @brief Sets the size of an actor.
- *
- * Geometry can be scaled to fit within this area.
- * This does not interfere with the actors scale factor.
- * @SINCE_1_0.0
- * @param[in] width The size of the actor along the x-axis
- * @param[in] height The size of the actor along the y-axis
- * @param[in] depth The size of the actor along the z-axis
- * @pre The actor has been initialized.
- */
- void SetSize(float width, float height, float depth);
-
- /**
- * @brief Sets the size of an actor.
- *
- * Geometry can be scaled to fit within this area.
- * This does not interfere with the actors scale factor.
- * The actors default depth is the minimum of width & height.
- * @SINCE_1_0.0
- * @param[in] size The new size
- * @pre The actor has been initialized.
- */
- void SetSize(const Vector2& size);
-
- /**
- * @brief Sets the size of an actor.
- *
- * Geometry can be scaled to fit within this area.
- * This does not interfere with the actors scale factor.
- * @SINCE_1_0.0
- * @param [in] size The new size
- * @pre The actor has been initialized.
- */
- void SetSize(const Vector3& size);
-
- /**
* @brief Retrieves the actor's size.
*
* @SINCE_1_0.0
Vector3 GetTargetSize() const;
/**
- * @brief Retrieves the actor's size.
- *
- * @SINCE_1_0.0
- * @return The actor's current size
- * @pre The actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetSize().
- */
- Vector3 GetCurrentSize() const;
-
- /**
* @brief Returns the natural size of the actor.
*
* Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
Vector3 GetNaturalSize() const;
/**
- * @brief Sets the position of the Actor.
- *
- * By default, sets the position vector between the parent origin and anchor point (default).
- *
- * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
- *
- * @image html actor-position.png
- * The Actor's z position will be set to 0.0f.
- * @SINCE_1_0.0
- * @param[in] x The new x position
- * @param[in] y The new y position
- * @pre The Actor has been initialized.
- */
- void SetPosition(float x, float y);
-
- /**
- * @brief Sets the position of the Actor.
- *
- * By default, sets the position vector between the parent origin and anchor point (default).
- *
- * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
- *
- * @image html actor-position.png
- * @SINCE_1_0.0
- * @param[in] x The new x position
- * @param[in] y The new y position
- * @param[in] z The new z position
- * @pre The Actor has been initialized.
- */
- void SetPosition(float x, float y, float z);
-
- /**
- * @brief Sets the position of the Actor.
- *
- * By default, sets the position vector between the parent origin and anchor point (default).
- *
- * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
- *
- * @image html actor-position.png
- * @SINCE_1_0.0
- * @param[in] position The new position
- * @pre The Actor has been initialized.
- */
- void SetPosition(const Vector3& position);
-
- /**
- * @brief Sets the position of an actor along the X-axis.
- *
- * @SINCE_1_0.0
- * @param[in] x The new x position
- * @pre The Actor has been initialized.
- */
- void SetX(float x);
-
- /**
- * @brief Sets the position of an actor along the Y-axis.
- *
- * @SINCE_1_0.0
- * @param[in] y The new y position
- * @pre The Actor has been initialized.
- */
- void SetY(float y);
-
- /**
- * @brief Sets the position of an actor along the Z-axis.
- *
- * @SINCE_1_0.0
- * @param[in] z The new z position
- * @pre The Actor has been initialized.
- */
- void SetZ(float z);
-
- /**
* @brief Translates an actor relative to its existing position.
*
* @SINCE_1_0.0
void TranslateBy(const Vector3& distance);
/**
- * @brief Retrieves the position of the Actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current position
- * @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetPosition().
- */
- Vector3 GetCurrentPosition() const;
-
- /**
- * @brief Retrieves the world-position of the Actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current position in world coordinates
- * @pre The Actor has been initialized.
- * @note The actor may not have a world-position unless it has been added to the stage.
- */
- Vector3 GetCurrentWorldPosition() const;
-
- /**
- * @brief Sets 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 position, i.e. translates from
- * the world origin (0,0,0) to the anchor point of the actor.
- * @SINCE_1_1.24
- * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
- * @pre The Actor has been initialized.
- */
- inline void SetInheritPosition( bool inherit )
- {
- SetProperty(Property::INHERIT_POSITION, inherit );
- }
-
- /**
- * @brief Returns whether the actor inherits its parent's position.
- *
- * @SINCE_1_1.24
- * @return @c true if the actor inherits its parent position, @c 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.
- * @SINCE_1_0.0
- * @param[in] angle The new orientation angle in degrees
- * @param[in] axis The new axis of orientation
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
- */
- void SetOrientation( const Degree& angle, const Vector3& axis )
- {
- SetOrientation( Radian( angle ), axis );
- }
-
- /**
- * @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.
- * @SINCE_1_0.0
- * @param[in] angle The new orientation angle in radians
- * @param[in] axis The new axis of orientation
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
- */
- void SetOrientation(const Radian& angle, const Vector3& axis);
-
- /**
- * @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.
- * @SINCE_1_0.0
- * @param[in] orientation The new orientation
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
- */
- void SetOrientation(const Quaternion& orientation);
-
- /**
* @brief Applies a relative rotation to an actor.
*
* @SINCE_1_0.0
* @param[in] axis The axis of the rotation to combine with the existing orientation
* @pre The actor has been initialized.
*/
- void RotateBy( const Degree& angle, const Vector3& axis )
+ void RotateBy(const Degree& angle, const Vector3& axis)
{
- RotateBy( Radian( angle ), axis );
+ RotateBy(Radian(angle), axis);
}
/**
void RotateBy(const Quaternion& relativeRotation);
/**
- * @brief Retrieves the Actor's orientation.
- *
- * @SINCE_1_0.0
- * @return The current orientation
- * @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetOrientation().
- */
- Quaternion GetCurrentOrientation() const;
-
- /**
- * @brief Sets whether a child actor inherits it's parent's orientation.
- *
- * Default is to inherit.
- * Switching this off means that using SetOrientation() sets the actor's world orientation.
- * @SINCE_1_0.0
- * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
- * @pre The Actor has been initialized.
- */
- void SetInheritOrientation(bool inherit);
-
- /**
- * @brief Returns whether the actor inherits its parent's orientation.
- *
- * @SINCE_1_0.0
- * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
- * @pre The Actor has been initialized.
- */
- bool IsOrientationInherited() const;
-
- /**
- * @brief Retrieves the world-orientation of the Actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current orientation in the world
- * @pre The Actor has been initialized.
- * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
- */
- Quaternion GetCurrentWorldOrientation() const;
-
- /**
- * @brief Sets the scale factor applied to an actor.
- *
- * @SINCE_1_0.0
- * @param[in] scale The scale factor applied on all axes
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
- */
- void SetScale(float scale);
-
- /**
- * @brief Sets the scale factor applied to an actor.
- *
- * @SINCE_1_0.0
- * @param[in] scaleX The scale factor applied along the x-axis
- * @param[in] scaleY The scale factor applied along the y-axis
- * @param[in] scaleZ The scale factor applied along the z-axis
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
- */
- void SetScale(float scaleX, float scaleY, float scaleZ);
-
- /**
- * @brief Sets the scale factor applied to an actor.
- *
- * @SINCE_1_0.0
- * @param[in] scale A vector representing the scale factor for each axis
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
- */
- void SetScale(const Vector3& scale);
-
- /**
* @brief Applies a relative scale to an actor.
*
* @SINCE_1_0.0
*/
void ScaleBy(const Vector3& relativeScale);
- /**
- * @brief Retrieves the scale factor applied to an actor.
- *
- * @SINCE_1_0.0
- * @return A vector representing the scale factor for each axis
- * @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetScale().
- */
- Vector3 GetCurrentScale() const;
-
- /**
- * @brief Retrieves the world-scale of the Actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current scale in the world
- * @pre The Actor has been initialized.
- * @note The actor will not have a world-scale, unless it has previously been added to the stage.
- */
- Vector3 GetCurrentWorldScale() const;
-
- /**
- * @brief Sets whether a child actor inherits it's parent's scale.
- *
- * Default is to inherit.
- * Switching this off means that using SetScale() sets the actor's world scale.
- * @SINCE_1_0.0
- * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
- * @pre The Actor has been initialized.
- */
- void SetInheritScale( bool inherit );
-
- /**
- * @brief Returns whether the actor inherits its parent's scale.
- *
- * @SINCE_1_0.0
- * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
- * @pre The Actor has been initialized.
- */
- bool IsScaleInherited() const;
-
- /**
- * @brief Retrieves the world-matrix of the actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current world matrix
- * @pre The Actor has been initialized.
- * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
- */
- Matrix GetCurrentWorldMatrix() const;
-
- // Visibility & Color
-
- /**
- * @brief Sets the visibility flag of an actor.
- *
- * @SINCE_1_0.0
- * @param[in] visible The new visibility flag
- * @pre The actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
- * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
- * This is regardless of the individual visibility values of the children i.e. an actor will only be
- * rendered if all of its parents have visibility set to true.
- */
- void SetVisible(bool visible);
-
- /**
- * @brief Retrieves the visibility flag of an actor.
- *
- * @SINCE_1_0.0
- * @return The visibility flag
- * @pre The actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetVisible().
- * @note If an actor is not visible, then the actor and its children will not be rendered.
- * This is regardless of the individual visibility values of the children i.e. an actor will only be
- * rendered if all of its parents have visibility set to true.
- */
- bool IsVisible() const;
-
- /**
- * @brief Sets the opacity of an actor.
- *
- * @SINCE_1_0.0
- * @param[in] opacity The new opacity
- * @pre The actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
- */
- void SetOpacity(float opacity);
-
- /**
- * @brief Retrieves the actor's opacity.
- *
- * @SINCE_1_0.0
- * @return The actor's opacity
- * @pre The actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetOpacity().
- */
- float GetCurrentOpacity() const;
-
- /**
- * @brief Sets the actor's color; this is an RGBA value.
- *
- * The final color of the actor depends on its color mode.
- * @SINCE_1_0.0
- * @param[in] color The new color
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
- */
- void SetColor(const Vector4& color);
-
- /**
- * @brief Retrieves the actor's color.
- *
- * Actor's own color is not clamped.
- * @SINCE_1_0.0
- * @return The color
- * @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetColor().
- */
- Vector4 GetCurrentColor() const;
-
- /**
- * @brief Sets the actor's color mode.
- *
- * This specifies whether the Actor uses its own color, or inherits
- * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
- * @SINCE_1_0.0
- * @param[in] colorMode ColorMode to use
- * @pre The Actor has been initialized.
- */
- void SetColorMode( ColorMode colorMode );
-
- /**
- * @brief Returns the actor's color mode.
- *
- * @SINCE_1_0.0
- * @return Currently used colorMode
- * @pre The Actor has been initialized.
- */
- ColorMode GetColorMode() const;
-
- /**
- * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
- *
- * @SINCE_1_0.0
- * @return The Actor's current color in the world
- * @pre The Actor has been initialized.
- * @note The actor will not have a world-color, unless it has previously been added to the stage.
- */
- Vector4 GetCurrentWorldColor() const;
-
- /**
- * @brief Sets how the actor and its children should be drawn.
- *
- * Not all actors are renderable, but DrawMode can be inherited from any actor.
- * 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 tree levels of Actors,
- * and depth-testing will not be used.
-
- * @SINCE_1_0.0
- * @param[in] drawMode The new draw-mode to use
- * @note Layers do not inherit the DrawMode from their parents.
- */
- void SetDrawMode( DrawMode::Type drawMode );
-
- /**
- * @brief Queries how the actor and its children will be drawn.
- *
- * @SINCE_1_0.0
- * @return Return the draw mode type
- */
- DrawMode::Type GetDrawMode() const;
-
// Input Handling
/**
- * @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
- * hover event signal will be emitted.
- *
- * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
- * @code
- * actor.SetSensitive(false);
- * @endcode
- *
- * Then, to re-enable the touch or hover event signal emission, the application should call:
- * @code
- * actor.SetSensitive(true);
- * @endcode
- *
- * @SINCE_1_0.0
- * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
- * @pre The Actor has been initialized.
- * @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 TouchedSignal() and HoveredSignal().
- */
- void SetSensitive(bool sensitive);
-
- /**
- * @brief Queries whether an actor emits touch or hover event signals.
- *
- * @SINCE_1_0.0
- * @return @c true, if emission of touch or hover event signals is enabled, @c 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
- * hittable if all of its parents have sensitivity set to true.
- */
- bool IsSensitive() const;
-
- /**
* @brief Converts screen coordinates into the actor's coordinate system using the default camera.
*
* @SINCE_1_0.0
bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
/**
- * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
- * the boundary of the actor.
- *
- * @SINCE_1_0.0
- * @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 TouchedSignal() or HoveredSignal() to actually receive this event.
- *
- */
- void SetLeaveRequired(bool required);
-
- /**
- * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
- * the boundary of the actor.
- *
- * @SINCE_1_0.0
- * @return @c true if a Leave event is required, @c false otherwise
- * @pre The Actor has been initialized.
- */
- bool GetLeaveRequired() const;
-
- /**
- * @brief Sets whether the actor should be focusable by keyboard navigation.
- *
- * The default is false.
- * @SINCE_1_0.0
- * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
- * false otherwise
- * @pre The Actor has been initialized.
- */
- void SetKeyboardFocusable( bool focusable );
-
- /**
- * @brief Returns whether the actor is focusable by keyboard navigation.
- *
- * @SINCE_1_0.0
- * @return @c true if the actor is focusable by keyboard navigation, @c false if not
- * @pre The Actor has been initialized.
- */
- bool IsKeyboardFocusable() const;
-
- /**
* @brief Raise actor above the next sibling actor.
*
* @SINCE_1_2.60
* @pre The Actor has been parented.
* @pre The target actor is a sibling.
*/
- void RaiseAbove( Actor target );
+ void RaiseAbove(Actor target);
/**
* @brief Lower the actor to below the target actor.
* @pre The Actor has been parented.
* @pre The target actor is a sibling.
*/
- void LowerBelow( Actor target );
+ void LowerBelow(Actor target);
// SIZE NEGOTIATION
* @param[in] policy The resize policy to use
* @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
*/
- void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
+ void SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension);
/**
* @brief Returns the resize policy used for a single dimension.
* @param[in] dimension The dimension to get policy for
* @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;
-
- /**
- * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
- *
- * @SINCE_1_0.0
- * @param[in] policy The policy to use for when the size is set
- */
- void SetSizeScalePolicy( SizeScalePolicy::Type policy );
-
- /**
- * @brief Returns the size scale policy in use.
- *
- * @SINCE_1_0.0
- * @return Return the size scale policy
- */
- SizeScalePolicy::Type GetSizeScalePolicy() const;
-
- /**
- * @brief Sets the relative to parent size factor of the actor.
- *
- * 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 multiplied by or added to this factor,
- * depending on ResizePolicy ( See SetResizePolicy() ).
- *
- * @SINCE_1_0.0
- * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
- * @pre The Actor has been initialized.
- */
- void SetSizeModeFactor( const Vector3& factor );
-
- /**
- * @brief Retrieves the relative to parent size factor of the actor.
- *
- * @SINCE_1_0.0
- * @return The Actor's current relative size factor
- * @pre The Actor has been initialized.
- */
- Vector3 GetSizeModeFactor() const;
+ ResizePolicy::Type GetResizePolicy(Dimension::Type dimension) const;
/**
* @brief Calculates the height of the actor given a width.
* @param[in] width Width to use
* @return Return the height based on the width
*/
- float GetHeightForWidth( float width );
+ float GetHeightForWidth(float width);
/**
* @brief Calculates the width of the actor given a height.
* @param[in] height Height to use
* @return Return the width based on the height
*/
- float GetWidthForHeight( float height );
+ float GetWidthForHeight(float height);
/**
* @brief Returns the value of negotiated dimension for the given dimension.
* @param[in] dimension The dimension to retrieve
* @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 Sets the padding for use in layout.
- *
- * @SINCE_1_0.0
- * @param[in] padding Padding for the actor
- */
- void SetPadding( const Padding& padding );
-
- /**
- * @brief Returns the value of the padding.
- *
- * @SINCE_1_0.0
- * @param[in] paddingOut The returned padding data
- */
- void GetPadding( Padding& paddingOut ) const;
-
- /**
- * @brief Sets 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 Returns the minimum relayout size.
- *
- * @SINCE_1_0.0
- * @return Return the minimum size
- */
- Vector2 GetMinimumSize();
-
- /**
- * @brief Sets 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 Returns the maximum relayout size.
- *
- * @SINCE_1_0.0
- * @return Return the maximum size
- */
- Vector2 GetMaximumSize();
-
- /**
- * @brief Gets depth in the hierarchy for the actor.
- *
- * @SINCE_1_0.0
- * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
- */
- int32_t GetHierarchyDepth();
+ float GetRelayoutSize(Dimension::Type dimension) const;
public: // Renderer
-
/**
* @brief Adds a renderer to this actor.
*
* @pre The renderer must be initialized.
*
*/
- uint32_t AddRenderer( Renderer& renderer );
+ uint32_t AddRenderer(Renderer& renderer);
/**
* @brief Gets the number of renderers on this actor.
* @pre The index must be between 0 and GetRendererCount()-1
*
*/
- Renderer GetRendererAt( uint32_t index );
+ Renderer GetRendererAt(uint32_t index);
/**
* @brief Removes a renderer from the actor.
* @SINCE_1_0.0
* @param[in] renderer Handle to the renderer that is to be removed
*/
- void RemoveRenderer( Renderer& renderer );
+ void RemoveRenderer(Renderer& renderer);
/**
* @brief Removes a renderer from the actor by index.
* @pre The index must be between 0 and GetRendererCount()-1
*
*/
- void RemoveRenderer( uint32_t index );
+ void RemoveRenderer(uint32_t index);
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:
* @code
- * bool YourCallbackName(Actor actor, const TouchEvent& event);
- * @endcode
- * The return value of True, indicates that the touch event should be consumed.
- * Otherwise the signal will be emitted on the next sensitive parent of the actor.
- * @SINCE_1_0.0
- * @return The signal to connect to
- * @pre The Actor has been initialized.
- */
- TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
-
- /**
- * @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 );
+ * bool YourCallbackName( Actor actor, TouchEvent& 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
+ * @SINCE_1_9.28
* @return The signal to connect to
* @pre The Actor has been initialized.
*/
- TouchDataSignalType& TouchSignal();
+ TouchEventSignalType& TouchedSignal();
/**
* @brief This signal is emitted when hover input is received.
WheelEventSignalType& WheelEventSignal();
/**
- * @brief This signal is emitted after the actor has been connected to the stage.
+ * @brief This signal is emitted after the actor has been connected to the scene.
*
* When an actor is connected, it will be directly or indirectly parented to the root Actor.
- * @SINCE_1_0.0
+ * @SINCE_1_9.24
* @return The signal to connect to
- * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
+ * @note The root Actor is provided automatically by the Scene, 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.
*
* @endcode
*/
- OnStageSignalType& OnStageSignal();
+ OnSceneSignalType& OnSceneSignal();
/**
- * @brief This signal is emitted after the actor has been disconnected from the stage.
+ * @brief This signal is emitted after the actor has been disconnected from the scene.
*
* If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
*
- * @SINCE_1_0.0
+ * @SINCE_1_9.24
* @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
+ * @note When the parent of a set of actors is disconnected to the scene, 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.
*
* @endcode
*
*/
- OffStageSignalType& OffStageSignal();
+ OffSceneSignalType& OffSceneSignal();
/**
* @brief This signal is emitted after the size has been set on the actor during relayout
LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
public: // Not intended for application developers
-
/// @cond internal
/**
* @brief This constructor is used by Actor::New() methods.
* @SINCE_1_0.0
* @param[in,out] actor A handle to an actor, or an empty handle
*/
-inline void UnparentAndReset( Actor& actor )
+inline void UnparentAndReset(Actor& actor)
{
- if( actor )
+ if(actor)
{
actor.Unparent();
actor.Reset();