*/
// EXTERNAL INCLUDES
-#include <boost/function.hpp>
#include <string>
// INTERNAL INCLUDES
{
enum
{
- PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type VECTOR3
- PARENT_ORIGIN_X, ///< name "parent-origin-x", type FLOAT
- PARENT_ORIGIN_Y, ///< name "parent-origin-y", type FLOAT
- PARENT_ORIGIN_Z, ///< name "parent-origin-z", type FLOAT
- ANCHOR_POINT, ///< name "anchor-point", type VECTOR3
- ANCHOR_POINT_X, ///< name "anchor-point-x", type FLOAT
- ANCHOR_POINT_Y, ///< name "anchor-point-y", type FLOAT
- ANCHOR_POINT_Z, ///< name "anchor-point-z", type FLOAT
- SIZE, ///< name "size", type VECTOR3
- SIZE_WIDTH, ///< name "size-width", type FLOAT
- SIZE_HEIGHT, ///< name "size-height", type FLOAT
- SIZE_DEPTH, ///< name "size-depth", type FLOAT
- POSITION, ///< name "position", type VECTOR3
- POSITION_X, ///< name "position-x", type FLOAT
- POSITION_Y, ///< name "position-y", type FLOAT
- POSITION_Z, ///< name "position-z", type FLOAT
- WORLD_POSITION, ///< name "world-position", type VECTOR3 (read-only)
- WORLD_POSITION_X, ///< name "world-position-x", type FLOAT (read-only)
- WORLD_POSITION_Y, ///< name "world-position-y", type FLOAT (read-only)
- WORLD_POSITION_Z, ///< name "world-position-z", type FLOAT (read-only)
- ROTATION, ///< name "rotation", type ROTATION
- WORLD_ROTATION, ///< name "world-rotation", type ROTATION (read-only)
- SCALE, ///< name "scale", type VECTOR3
- SCALE_X, ///< name "scale-x", type FLOAT
- SCALE_Y, ///< name "scale-y", type FLOAT
- SCALE_Z, ///< name "scale-z", type FLOAT
- WORLD_SCALE, ///< name "world-scale", type VECTOR3 (read-only)
- VISIBLE, ///< name "visible", type BOOLEAN
- COLOR, ///< name "color", type VECTOR4
- COLOR_RED, ///< name "color-red", type FLOAT
- COLOR_GREEN, ///< name "color-green", type FLOAT
- COLOR_BLUE, ///< name "color-blue", type FLOAT
- COLOR_ALPHA, ///< name "color-alpha", type FLOAT
- WORLD_COLOR, ///< name "world-color", type VECTOR4 (read-only)
- WORLD_MATRIX, ///< name "world-matrix", type MATRIX (read-only)
- NAME, ///< name "name", type STRING
- SENSITIVE, ///< name "sensitive", type BOOLEAN
- LEAVE_REQUIRED, ///< name "leave-required", type BOOLEAN
- INHERIT_ROTATION, ///< name "inherit-rotation", type BOOLEAN
- INHERIT_SCALE, ///< name "inherit-scale", type BOOLEAN
- COLOR_MODE, ///< name "color-mode", type STRING
- POSITION_INHERITANCE, ///< name "position-inheritance", type STRING
- DRAW_MODE, ///< name "draw-mode", type STRING
- SIZE_MODE, ///< name "size-mode", type STRING
- SIZE_MODE_FACTOR, ///< name "size-mode-factor", type VECTOR3
+ PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
+ PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
+ PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
+ PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
+ ANCHOR_POINT, ///< name "anchor-point", type Vector3
+ ANCHOR_POINT_X, ///< name "anchor-point-x", type float
+ ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
+ ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
+ SIZE, ///< name "size", type Vector3
+ SIZE_WIDTH, ///< name "size-width", type float
+ SIZE_HEIGHT, ///< name "size-height", type float
+ SIZE_DEPTH, ///< name "size-depth", type float
+ POSITION, ///< name "position", type Vector3
+ POSITION_X, ///< name "position-x", type float
+ POSITION_Y, ///< name "position-y", type float
+ POSITION_Z, ///< name "position-z", type float
+ WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
+ WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
+ WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
+ WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
+ ORIENTATION, ///< name "orientation", type Quaternion
+ WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
+ SCALE, ///< name "scale", type Vector3
+ SCALE_X, ///< name "scale-x", type float
+ SCALE_Y, ///< name "scale-y", type float
+ SCALE_Z, ///< name "scale-z", type float
+ WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
+ VISIBLE, ///< name "visible", type bool
+ COLOR, ///< name "color", type Vector4
+ COLOR_RED, ///< name "color-red", type float
+ COLOR_GREEN, ///< name "color-green", type float
+ COLOR_BLUE, ///< name "color-blue", type float
+ COLOR_ALPHA, ///< name "color-alpha", type float
+ WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
+ WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
+ NAME, ///< name "name", type std::string
+ SENSITIVE, ///< name "sensitive", type bool
+ LEAVE_REQUIRED, ///< name "leave-required", type bool
+ INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
+ INHERIT_SCALE, ///< name "inherit-scale", type bool
+ COLOR_MODE, ///< name "color-mode", type std::string
+ POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
+ DRAW_MODE, ///< name "draw-mode", type std::string
+ SIZE_MODE, ///< name "size-mode", type std::string
+ SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
};
};
Actor FindChildByName(const std::string& actorName);
/**
- * @brief Search through this actor's hierarchy for an actor with the given name or alias.
- *
- * Actors can customize this function to provide actors with preferred alias'
- * For example 'previous' could return the last selected child.
- * If no aliased actor is found then FindChildByName() is called.
- * @pre The Actor has been initialized.
- * @param[in] actorAlias the name of the actor to find
- * @return A handle to the actor if found, or an empty handle if not.
- */
- Actor FindChildByAlias(const std::string& actorAlias);
-
- /**
* @brief Search through this actor's hierarchy for an actor with the given unique ID.
*
* The actor itself is also considered in the search
* 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 rotation is centered around its anchor-point.
+ * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
* @see Dali::AnchorPoint for predefined anchor point values
* @pre The Actor has been initialized.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
void SetZ(float z);
/**
- * @brief Move an actor relative to its existing position.
+ * @brief Translate an actor relative to its existing position.
*
* @pre The actor has been initialized.
* @param[in] distance The actor will move by this distance.
*/
- void MoveBy(const Vector3& distance);
+ void TranslateBy(const Vector3& distance);
/**
* @brief Retrieve the position of the Actor.
PositionInheritanceMode GetPositionInheritanceMode() const;
/**
- * @brief Sets the rotation of the Actor.
+ * @brief Sets the orientation of the Actor.
*
- * An actor's rotation is centered around its anchor point.
+ * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] angle The new rotation angle in degrees.
- * @param [in] axis The new axis of rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] angle The new orientation angle in degrees.
+ * @param [in] axis The new axis of orientation.
*/
- void SetRotation(const Degree& angle, const Vector3& axis);
+ void SetOrientation(const Degree& angle, const Vector3& axis);
/**
- * @brief Sets the rotation of the Actor.
+ * @brief Sets the orientation of the Actor.
*
- * An actor's rotation is centered around its anchor point.
+ * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] angle The new rotation angle in radians.
- * @param [in] axis The new axis of rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] angle The new orientation angle in radians.
+ * @param [in] axis The new axis of orientation.
*/
- void SetRotation(const Radian& angle, const Vector3& axis);
+ void SetOrientation(const Radian& angle, const Vector3& axis);
/**
- * @brief Sets the rotation of the Actor.
+ * @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.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] rotation The new rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] orientation The new orientation.
*/
- void SetRotation(const Quaternion& rotation);
+ void SetOrientation(const Quaternion& orientation);
/**
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] angle The angle to the rotation to combine with the existing rotation.
- * @param[in] axis The axis of the rotation to combine with the existing rotation.
+ * @param[in] angle The angle to the rotation to combine with the existing orientation.
+ * @param[in] axis The axis of the rotation to combine with the existing orientation.
*/
void RotateBy(const Degree& angle, const Vector3& axis);
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] angle The angle to the rotation to combine with the existing rotation.
- * @param[in] axis The axis of the rotation to combine with the existing rotation.
+ * @param[in] angle The angle to the rotation to combine with the existing orientation.
+ * @param[in] axis The axis of the rotation to combine with the existing orientation.
*/
void RotateBy(const Radian& angle, const Vector3& axis);
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] relativeRotation The rotation to combine with the existing rotation.
+ * @param[in] relativeRotation The rotation to combine with the existing orientation.
*/
void RotateBy(const Quaternion& relativeRotation);
/**
- * @brief Retreive the Actor's rotation.
+ * @brief Retreive the Actor's orientation.
*
* @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetRotation().
- * @return The current rotation.
+ * @note This property can be animated; the return value may not match the value written with SetOrientation().
+ * @return The current orientation.
*/
- Quaternion GetCurrentRotation() const;
+ Quaternion GetCurrentOrientation() const;
/**
* @brief Set whether a child actor inherits it's parent's orientation.
*
* Default is to inherit.
- * Switching this off means that using SetRotation() sets the actor's world orientation.
+ * Switching this off means that using SetOrientation() sets the actor's world orientation.
* @pre The Actor has been initialized.
* @param[in] inherit - true if the actor should inherit orientation, false otherwise.
*/
- void SetInheritRotation(bool inherit);
+ void SetInheritOrientation(bool inherit);
/**
* @brief Returns whether the actor inherit's it's parent's orientation.
* @pre The Actor has been initialized.
* @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
*/
- bool IsRotationInherited() const;
+ bool IsOrientationInherited() const;
/**
- * @brief Retrieve the world-rotation of the Actor.
+ * @brief Retrieve the world-orientation of the Actor.
*
- * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
+ * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
* @pre The Actor has been initialized.
- * @return The Actor's current rotation in the world.
+ * @return The Actor's current orientation in the world.
*/
- Quaternion GetCurrentWorldRotation() const;
+ Quaternion GetCurrentWorldOrientation() const;
/**
* @brief Set the scale factor applied to an actor.
void SetOpacity(float opacity);
/**
- * @brief Apply a relative opacity change to an actor.
- *
- * @pre The actor has been initialized.
- * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
- */
- void OpacityBy(float relativeOpacity);
-
- /**
* @brief Retrieve the actor's opacity.
*
* @pre The actor has been initialized.
void SetColor(const Vector4& color);
/**
- * @brief Apply a relative color change to an actor.
- *
- * @pre The actor has been initialized.
- * @param[in] relativeColor The color to combine with the actors existing color.
- */
- void ColorBy(const Vector4& relativeColor);
-
- /**
* @brief Retrieve the actor's color.
*
* Actor's own color is not clamped.
/**
* @brief Sets whether the actor should be focusable by keyboard navigation.
*
- * The default is true.
+ * The default is false.
* @pre The Actor has been initialized.
* @param[in] focusable - true if the actor should be focusable by keyboard navigation,
* false otherwise.