#define __DALI_ACTOR_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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 <boost/function.hpp>
#include <string>
// INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
-#include <dali/public-api/animation/active-constraint-declarations.h>
#include <dali/public-api/actors/actor-enumerations.h>
#include <dali/public-api/actors/draw-mode.h>
+#include <dali/public-api/math/radian.h>
#include <dali/public-api/object/handle.h>
#include <dali/public-api/object/property-index-ranges.h>
#include <dali/public-api/signals/dali-signal.h>
-
namespace Dali
{
+/**
+ * @addtogroup dali_core_actors
+ * @{
+ */
namespace Internal DALI_INTERNAL
{
}
class Actor;
-class Animation;
-class Constraint;
+class Renderer;
struct Degree;
-class DynamicsBody;
-class DynamicsBodyConfig;
-class DynamicsJoint;
class Quaternion;
class Layer;
-struct Radian;
struct KeyEvent;
struct TouchEvent;
struct HoverEvent;
-struct MouseWheelEvent;
+struct WheelEvent;
struct Vector2;
struct Vector3;
struct Vector4;
-/**
- * @brief Actor container.
- */
-typedef std::vector<Actor> ActorContainer;
-typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
-typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
-
+typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
/**
* @brief Actor is the primary object with which Dali applications interact.
*
* <i>Hit Test Algorithm:</i>
*
+ * - Stage
+ * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
+ * - Stage's root layer can be used to catch unconsumed touch events.
+ *
* - RenderTasks
* - Hit testing is dependent on the camera used, which is specific to each RenderTask.
*
* {
* // 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.
* |-------------------|------------------------------|
* | touched | @ref TouchedSignal() |
* | hovered | @ref HoveredSignal() |
- * | mouse-wheel-event | @ref MouseWheelEventSignal() |
- * | on-stage | @ref OnStageSignal() |
- * | off-stage | @ref OffStageSignal() |
+ * | wheelEvent | @ref WheelEventSignal() |
+ * | onStage | @ref OnStageSignal() |
+ * | offStage | @ref OffStageSignal() |
+ * | onRelayout | @ref OnRelayoutSignal() |
*
* Actions
* | %Action Name | %Actor method called |
* |-------------------|------------------------------|
* | show | %SetVisible( true ) |
* | hide | %SetVisible( false ) |
+ * @SINCE_1_0.0
*/
+
class DALI_IMPORT_API Actor : public Handle
{
public:
/**
* @brief An enumeration of properties belonging to the Actor class.
+ * @SINCE_1_0.0
*/
struct Property
{
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 Quaternion
- WORLD_ROTATION, ///< name "world-rotation", 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_ROTATION, ///< name "inherit-rotation", 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
+ 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
+ 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
+ HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
+ SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
+ WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type Boolean @SINCE_1_0.0
+ HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type Boolean @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
};
};
// Typedefs
- typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
- typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
- typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
- typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
- typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
+ 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
// 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();
/**
* @brief Create an initialized Actor.
*
+ * @SINCE_1_0.0
* @return A handle to a newly allocated Dali resource.
*/
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] handle to An object
* @return handle to a Actor object or an uninitialized handle
*/
* @brief Dali::Actor is intended as a base class
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~Actor();
/**
* @brief Copy constructor
*
+ * @SINCE_1_0.0
* @param [in] copy The actor to copy.
*/
Actor(const Actor& copy);
/**
* @brief Assignment operator
*
+ * @SINCE_1_0.0
* @param [in] rhs The actor to copy.
+ * @return A reference to this
*/
Actor& operator=(const Actor& rhs);
/**
* @brief Retrieve the Actor's name.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The Actor's name.
+ * @pre The Actor has been initialized.
*/
const std::string& GetName() const;
/**
* @brief Sets the Actor's name.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param [in] name The new name.
+ * @pre The Actor has been initialized.
*/
void SetName(const std::string& name);
/**
* @brief Retrieve the unique ID of the actor.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The ID.
+ * @pre The Actor has been initialized.
*/
unsigned int GetId() const;
/**
* @brief Query whether an actor is the root actor, which is owned by the Stage.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return True if the actor is the root actor.
+ * @pre The Actor has been initialized.
*/
bool IsRoot() const;
* @brief Query whether the actor is connected to the Stage.
*
* When an actor is connected, it will be directly or indirectly parented to the root Actor.
- * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
- * @pre The Actor has been initialized.
+ * @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 Query whether the actor is of class Dali::Layer.
*
- * @pre The Actor has been initialized.
+ * @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.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The layer, which will be uninitialized if the actor is off-stage.
+ * @pre The Actor has been initialized.
*/
Layer GetLayer();
/**
* @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
- * @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
+ * @SINCE_1_0.0
* @param [in] child The child.
- * @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.
- * @post This may invalidate ActorContainer iterators.
- */
- void Add(Actor child);
-
- /**
- * @brief Inserts a child Actor to this actor's list of children at the given index
- *
- * 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
* @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
- * @param [in] index of actor to insert before
- * @param [in] child The child.
+ * @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.
- * @post If the index is greater than the current child count, it will be ignored and added at the end.
- * @post This may invalidate ActorContainer iterators.
+ * @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 Insert(unsigned int index, Actor child);
+ void Add(Actor child);
/**
* @brief Removes a child Actor from this Actor.
*
* If the actor was not a child of this actor, this is a no-op.
+ * @SINCE_1_0.0
+ * @param [in] child The child.
* @pre This Actor (the parent) has been initialized.
* @pre The child actor is not the same as the parent actor.
- * @param [in] child The child.
- * @post This may invalidate ActorContainer iterators.
*/
void Remove(Actor child);
* @brief Removes an actor from its parent.
*
* If the actor has no parent, this method does nothing.
+ * @SINCE_1_0.0
* @pre The (child) actor has been initialized.
- * @post This may invalidate ActorContainer iterators.
*/
void Unparent();
/**
* @brief Retrieve the number of children held by the actor.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The number of children
+ * @pre The Actor has been initialized.
*/
unsigned int GetChildCount() const;
/**
* @brief Retrieve and child actor by index.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param[in] index The index of the child to retrieve
* @return The actor for the given index or empty handle if children not initialised
+ * @pre The Actor has been initialized.
*/
Actor GetChildAt(unsigned int 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
- * @pre The Actor has been initialized.
+ * 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.
- */
- 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);
+ Actor FindChildByName(const std::string& actorName);
/**
* @brief Search through this actor's hierarchy for an actor with the given unique ID.
*
- * The actor itself is also considered in the search
- * @pre The Actor has been initialized.
+ * 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.
+ * @pre The Actor has been initialized.
*/
Actor FindChildById(const unsigned int id);
/**
* @brief Retrieve the actor's parent.
*
- * @pre The actor has been initialized.
+ * @SINCE_1_0.0
* @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
+ * @pre The actor has been initialized.
*/
Actor GetParent() const;
* 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 position is the distance between this origin, and the actors anchor-point.
- * @see Dali::ParentOrigin for predefined parent origin values
+ * @SINCE_1_0.0
+ * @param [in] origin The new parent-origin.
* @pre The Actor has been initialized.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
- * @param [in] origin The new parent-origin.
+ * @see Dali::ParentOrigin for predefined parent origin values
*/
void SetParentOrigin(const Vector3& origin);
/**
* @brief Retrieve the parent-origin of an actor.
*
+ * @SINCE_1_0.0
+ * @return The current parent-origin.
* @pre The Actor has been initialized.
* @note This property can be animated; the return value may not match the value written with SetParentOrigin().
- * @return The current parent-origin.
*/
Vector3 GetCurrentParentOrigin() const;
* 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.
- * @see Dali::AnchorPoint for predefined anchor point values
+ * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
+ * @SINCE_1_0.0
+ * @param [in] anchorPoint The new 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 GetCurrentAnchorPoint().
- * @param [in] anchorPoint The new anchor-point.
+ * @see Dali::AnchorPoint for predefined anchor point values
*/
void SetAnchorPoint(const Vector3& anchorPoint);
/**
* @brief Retrieve the anchor-point of an actor.
*
+ * @SINCE_1_0.0
+ * @return The current anchor-point.
* @pre The Actor has been initialized.
* @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
- * @return The current anchor-point.
*/
Vector3 GetCurrentAnchorPoint() const;
* 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.
- * @pre The actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
+ * @SINCE_1_0.0
* @param [in] width The new width.
* @param [in] height The new height.
+ * @pre The actor has been initialized.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
*/
void SetSize(float width, float height);
*
* Geometry can be scaled to fit within this area.
* This does not interfere with the actors scale factor.
- * @pre The actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
+ * @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.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
*/
void SetSize(float width, float height, float depth);
* 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.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
- * @param [in] size The new size.
*/
void SetSize(const Vector2& size);
*
* 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.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
- * @param [in] size The new size.
*/
void SetSize(const Vector3& size);
/**
* @brief Retrieve the actor's size.
*
+ * @SINCE_1_0.0
+ * @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
- * @return The actor's current size.
+ * @note This return is the value that was set using SetSize or the target size of an animation.
*/
- Vector3 GetSize() const;
+ Vector3 GetTargetSize() const;
/**
* @brief Retrieve 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().
- * @return The actor's current size.
*/
Vector3 GetCurrentSize() const;
/**
- * Return the natural size of the actor.
+ * @brief Return the natural size of the actor.
*
* Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
*
+ * @SINCE_1_0.0
* @return The actor's natural size
*/
Vector3 GetNaturalSize() const;
* @brief Sets the position of the actor.
*
* The Actor's z position will be set to 0.0f.
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
+ * @SINCE_1_0.0
* @param [in] x The new x position
* @param [in] y The new y position
+ * @pre The Actor has been initialized.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
*/
void SetPosition(float x, float y);
/**
* @brief Sets the position of the Actor.
*
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
+ * @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.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
*/
void SetPosition(float x, float y, float z);
/**
* @brief Sets the position of the Actor.
*
+ * @SINCE_1_0.0
+ * @param [in] position The new position
* @pre The Actor has been initialized.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
- * @param [in] position The new position
*/
void SetPosition(const Vector3& position);
/**
* @brief Set 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.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
- * @param [in] x The new x position
*/
void SetX(float x);
/**
* @brief Set 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.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
- * @param [in] y The new y position.
*/
void SetY(float y);
/**
* @brief Set 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.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
- * @param [in] z The new z position
*/
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.
+ * @SINCE_1_0.0
* @param[in] distance The actor will move by this distance.
+ * @pre The actor has been initialized.
*/
- void MoveBy(const Vector3& distance);
+ void TranslateBy(const Vector3& distance);
/**
* @brief Retrieve 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().
- * @return the Actor's current position.
*/
Vector3 GetCurrentPosition() const;
/**
* @brief Retrieve the world-position of the Actor.
*
- * @note The actor will not have a world-position, unless it has previously been added to the stage.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The Actor's current position in world coordinates.
+ * @pre The Actor has been initialized.
+ * @note The actor will not have a world-position, unless it has previously been added to the stage.
*/
Vector3 GetCurrentWorldPosition() const;
*
* The default is to inherit.
* Switching this off means that using SetPosition() sets the actor's world position.
- * @see PositionInheritanceMode
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param[in] mode to use
+ * @pre The Actor has been initialized.
+ * @see PositionInheritanceMode
*/
void SetPositionInheritanceMode( PositionInheritanceMode mode );
/**
* @brief Returns the actors position inheritance mode.
*
+ * @SINCE_1_0.0
+ * @return Return the position inheritance mode.
* @pre The Actor has been initialized.
- * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
*/
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.
+ * @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 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().
*/
- void SetRotation(const Degree& angle, const Vector3& axis);
+ void SetOrientation( const Degree& angle, const Vector3& axis )
+ {
+ SetOrientation( Radian( angle ), 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.
+ * @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 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().
*/
- 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.
+ * @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 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().
*/
- void SetRotation(const Quaternion& rotation);
+ void SetOrientation(const Quaternion& orientation);
/**
* @brief Apply a relative rotation to an actor.
*
+ * @SINCE_1_0.0
+ * @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.
* @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.
*/
- void RotateBy(const Degree& angle, const Vector3& axis);
+ void RotateBy( const Degree& angle, const Vector3& axis )
+ {
+ RotateBy( Radian( angle ), axis );
+ }
/**
* @brief Apply a relative rotation to an actor.
*
+ * @SINCE_1_0.0
+ * @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.
* @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.
*/
void RotateBy(const Radian& angle, const Vector3& axis);
/**
* @brief Apply a relative rotation to an actor.
*
+ * @SINCE_1_0.0
+ * @param[in] relativeRotation The rotation to combine with the existing orientation.
* @pre The actor has been initialized.
- * @param[in] relativeRotation The rotation to combine with the existing rotation.
*/
void RotateBy(const Quaternion& relativeRotation);
/**
- * @brief Retreive the Actor's rotation.
+ * @brief Retreive 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 SetRotation().
- * @return The current rotation.
+ * @note This property can be animated; the return value may not match the value written with SetOrientation().
*/
- 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.
- * @pre The Actor has been initialized.
+ * Switching this off means that using SetOrientation() sets the actor's world orientation.
+ * @SINCE_1_0.0
* @param[in] inherit - true if the actor should inherit orientation, false otherwise.
+ * @pre The Actor has been initialized.
*/
- void SetInheritRotation(bool inherit);
+ 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 inherits its parent orientation, false if it uses world 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.
+ * @SINCE_1_0.0
+ * @return The Actor's current orientation in the world.
* @pre The Actor has been initialized.
- * @return The Actor's current rotation in the world.
+ * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
*/
- Quaternion GetCurrentWorldRotation() const;
+ Quaternion GetCurrentWorldOrientation() const;
/**
* @brief Set 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().
- * @param [in] scale The scale factor applied on all axes.
*/
void SetScale(float scale);
/**
* @brief Set the scale factor applied to an actor.
*
- * @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
+ * @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 Set 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().
- * @param [in] scale A vector representing the scale factor for each axis.
*/
void SetScale(const Vector3& scale);
/**
* @brief Apply a relative scale to an actor.
*
+ * @SINCE_1_0.0
+ * @param[in] relativeScale The scale to combine with the actor's existing scale.
* @pre The actor has been initialized.
- * @param[in] relativeScale The scale to combine with the actors existing scale.
*/
void ScaleBy(const Vector3& relativeScale);
/**
* @brief Retrieve 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().
- * @return A vector representing the scale factor for each axis.
*/
Vector3 GetCurrentScale() const;
/**
* @brief Retrieve the world-scale of the Actor.
*
- * @note The actor will not have a world-scale, unless it has previously been added to the stage.
- * @pre The Actor has been initialized.
+ * @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;
*
* Default is to inherit.
* Switching this off means that using SetScale() sets the actor's world scale.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param[in] inherit - true if the actor should inherit scale, false otherwise.
+ * @pre The Actor has been initialized.
*/
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 inherits its parent scale, false if it uses world scale.
* @pre The Actor has been initialized.
- * @return true if the actor inherit's it's parent scale, false if it uses world scale.
*/
bool IsScaleInherited() const;
/**
- * @brief Defines how a child actor's size is affected by its parent's size.
- *
- * The default is to ignore the parent's size and use the size property of this actor.
- *
- * If USE_OWN_SIZE is used, this option is bypassed and the actor's size
- * property is used.
- *
- * If SIZE_EQUAL_TO_PARENT is used, this actor's size will be equal to that
- * of its parent. The actor's size property is ignored.
- *
- * If SIZE_RELATIVE_TO_PARENT is used, this actor's size will be based on
- * its parent's size by multiplying the parent size by
- * SizeModeFactor.
- *
- * If SIZE_FIXED_OFFSET_FROM_PARENT is used, this actor's size will be based on
- * its parent's size plus SizeModeFactor.
- *
- * @pre The Actor has been initialized.
- * @param[in] mode The size relative to parent mode to use.
- */
- void SetSizeMode(const SizeMode mode);
-
- /**
- * @brief Returns the actor's mode for modifying its size relative to its parent.
- *
- * @pre The Actor has been initialized.
- * @return The mode used.
- */
- SizeMode GetSizeMode() const;
-
- /**
- * @brief Sets the relative to parent size factor of the actor.
- *
- * This factor is only used when SizeMode is set to either:
- * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
- * This actor's size is set to the actor's parent size multipled by or added to this factor,
- * depending on SideMode (See SetSizeMode).
- *
- * @pre The Actor has been initialized.
- * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
- */
- void SetSizeModeFactor(const Vector3& factor);
-
- /**
- * @brief Retrieve the relative to parent size factor of the actor.
- *
- * @pre The Actor has been initialized.
- * @return The Actor's current relative size factor.
- */
- Vector3 GetSizeModeFactor() const;
-
- /**
* @brief Retrieves the world-matrix of the actor.
*
- * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
- * @pre The Actor has been initialized.
+ * @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;
/**
* @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.
- * @param [in] visible The new visibility flag.
*/
void SetVisible(bool visible);
/**
* @brief Retrieve 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.
- * @return The visibility flag.
*/
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().
- * @param [in] opacity The new opacity.
*/
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.
*
+ * @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().
- * @return The actor's opacity.
*/
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().
- * @param [in] color The new color.
*/
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.
+ * @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().
- * @return The color.
*/
Vector4 GetCurrentColor() const;
*
* This specifies whether the Actor uses its own color, or inherits
* its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param [in] colorMode to use.
+ * @pre The Actor has been initialized.
*/
void SetColorMode( ColorMode colorMode );
/**
* @brief Returns the actor's color mode.
*
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return currently used colorMode.
+ * @pre The Actor has been initialized.
*/
ColorMode GetColorMode() const;
/**
* @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
*
- * @note The actor will not have a world-color, unless it has previously been added to the stage.
- * @pre The Actor has been initialized.
+ * @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 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 is used, the actor and its children will be drawn as a 2D overlay.
+ * 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 determined by the hierachy (depth-first search order),
+ * 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
* within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
* actors within the Layer.
*
+ * @SINCE_1_0.0
* @param[in] drawMode The new draw-mode to use.
- * @note Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
+ * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
* @note Layers do not inherit the DrawMode from their parents.
*/
void SetDrawMode( DrawMode::Type drawMode );
/**
* @brief Query how the actor and its children will be drawn.
*
- * @return True if the Actor is an overlay.
+ * @SINCE_1_0.0
+ * @return Return the draw mode type.
*/
DrawMode::Type GetDrawMode() const;
* actor.SetSensitive(true);
* @endcode
*
- * @see @see SignalTouch() and SignalHover().
+ * @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.
- * @pre The Actor has been initialized.
- * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
+ * @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.
+ * @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.
- * @pre The Actor has been initialized.
- * @return true, if emission of touch or hover event signals is enabled, false otherwise.
*/
bool IsSensitive() const;
/**
* @brief Converts screen coordinates into the actor's coordinate system using the default camera.
*
- * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param[out] localX On return, the X-coordinate relative to the actor.
* @param[out] localY On return, the Y-coordinate relative to the actor.
* @param[in] screenX The screen X-coordinate.
* @param[in] screenY The screen Y-coordinate.
* @return True if the conversion succeeded.
+ * @pre The Actor has been initialized.
+ * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
*/
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 SignalTouch or SignalHover to actually receive this event.
+ * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
*
- * @pre The Actor has been initialized.
- * @param[in] required Should be set to true if a Leave event is required
*/
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 True if a Leave event is required, false otherwise.
* @pre The Actor has been initialized.
- * @return true if a Leave event is required, false otherwise.
*/
bool GetLeaveRequired() const;
/**
* @brief Sets whether the actor should be focusable by keyboard navigation.
*
- * The default is true.
- * @pre The Actor has been initialized.
+ * 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 True if the actor is focusable by keyboard navigation, false if not.
* @pre The Actor has been initialized.
- * @return true if the actor is focusable by keyboard navigation, false if not.
*/
bool IsKeyboardFocusable() const;
+ // SIZE NEGOTIATION
+
+ /**
+ * @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
+ * @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 );
+
+ /**
+ * @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. If more than one dimension is requested, just return the first one found.
+ */
+ ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
+
+ /**
+ * @brief Set 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 Return 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 multipled 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 Retrieve 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;
+
+ /**
+ * @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.
+ */
+ float GetHeightForWidth( float width );
+
+ /**
+ * @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.
+ */
+ float GetWidthForHeight( float height );
+
+ /**
+ * @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. 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.
+ *
+ * @SINCE_1_0.0
+ * @param[in] padding Padding for the actor
+ */
+ void SetPadding( const Padding& 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.
+ *
+ * @SINCE_1_0.0
+ * @param[in] size The minimum size
+ */
+ void SetMinimumSize( const Vector2& size );
+
+ /**
+ * @brief Return the minimum relayout size.
+ *
+ * @SINCE_1_0.0
+ * @return Return the mininmum size.
+ */
+ Vector2 GetMinimumSize();
+
+ /**
+ * @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.
+ *
+ * @SINCE_1_0.0
+ * @return Return the maximum size.
+ */
+ Vector2 GetMaximumSize();
+
+ /**
+ * @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
+ */
+ int GetHierarchyDepth();
+
+public: // Renderer
+
+ /**
+ * @brief Add a renderer to this actor.
+ *
+ * @SINCE_1_0.0
+ * @param[in] renderer Renderer to add to the actor
+ * @return The index of the Renderer that was added
+ * @pre The renderer must be initialized.
+ *
+ */
+ unsigned int AddRenderer( Renderer& renderer );
+
+ /**
+ * @brief Get the number of renderers on this actor.
+ *
+ * @SINCE_1_0.0
+ * @return the number of renderers on this actor
+ */
+ unsigned int GetRendererCount() const;
+
+ /**
+ * @brief Get a Renderer by index.
+ *
+ * @SINCE_1_0.0
+ * @param[in] index The index of the renderer to fetch
+ * @return The renderer at the specified index
+ * @pre The index must be between 0 and GetRendererCount()-1
+ *
+ */
+ Renderer GetRendererAt( unsigned int index );
+
+ /**
+ * @brief Remove an renderer from the actor.
+ *
+ * @SINCE_1_0.0
+ * @param[in] renderer Handle to the renderer that is to be removed
+ */
+ void RemoveRenderer( Renderer& renderer );
+
+ /**
+ * @brief Remove an renderer from the actor by index.
+ *
+ * @SINCE_1_0.0
+ * @param[in] index Index of the renderer that is to be removed
+ * @pre The index must be between 0 and GetRendererCount()-1
+ *
+ */
+ void RemoveRenderer( unsigned int index );
+
public: // Signals
/**
* @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.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Actor has been initialized.
*/
TouchSignalType& TouchedSignal();
* @endcode
* The return value of True, indicates that the hover event should be consumed.
* Otherwise the signal will be emitted on the next sensitive parent of the actor.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Actor has been initialized.
*/
HoverSignalType& HoveredSignal();
/**
- * @brief This signal is emitted when mouse wheel event is received.
+ * @brief This signal is emitted when wheel event is received.
*
* A callback of the following type may be connected:
* @code
- * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
+ * bool YourCallbackName(Actor actor, const WheelEvent& event);
* @endcode
- * The return value of True, indicates that the mouse wheel event should be consumed.
+ * The return value of True, indicates that the wheel event should be consumed.
* Otherwise the signal will be emitted on the next sensitive parent of the actor.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @return The signal to connect to.
+ * @pre The Actor has been initialized.
*/
- MouseWheelEventSignalType& MouseWheelEventSignal();
+ WheelEventSignalType& WheelEventSignal();
/**
* @brief This signal is emitted after the actor has been 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 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
*
- * @return The signal
+ * @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 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
*
- * @return The signal
- */
- OffStageSignalType& OffStageSignal();
-
-public: // Dynamics
-
- /**
- * @brief Enable dynamics for this actor.
- *
- * The actor will behave as a rigid/soft body in the simulation
- * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
- *
- * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
- * @return The DynamicsBody
- */
- DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
-
- /**
- * @brief Add a joint constraint to this actor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @param[in] offset The offset (relative to this actor) of the origin of the joint
- * @return The new joint
- * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
- * @post If the two actors are already connected by a joint, The existing joint is returned
- * and offset is ignored.
- */
- DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
-
- /**
- * @brief Add a joint constraint to this actor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
- * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
- * @return The new joint
- * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
- * @post If the two actors are already connected by a joint, The existing joint is returned
- * and offset is ignored.
- */
- DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
-
- /**
- * @brief Get the number of DynamicsJoint objects added to this actor.
- *
- * @return The number of DynamicsJoint objects added to this actor
- */
- int GetNumberOfJoints() const;
-
- /**
- * @brief Get a joint by index.
- *
- * @param[in] index The index of the joint.
- * Use GetNumberOfJoints to get the valid range of indices.
- * @return The joint.
- */
- DynamicsJoint GetDynamicsJointByIndex( const int index );
-
- /**
- * @brief Get the joint between this actor and attachedActor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @return The joint.
- */
- DynamicsJoint GetDynamicsJoint( Actor attachedActor );
-
- /**
- * @brief Remove a joint from this actor
- *
- * @param[in] joint The joint to be removed
- */
- void RemoveDynamicsJoint( DynamicsJoint joint );
-
- /**
- * @brief Disable dynamics for this actor.
+ * @endcode
*
- * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
*/
- void DisableDynamics();
+ OffStageSignalType& OffStageSignal();
/**
- * @brief Get the associated DynamicsBody.
+ * @brief This signal is emitted after the size has been set on the actor during relayout
*
- * @return A DynamicsBody
+ * @SINCE_1_0.0
+ * @return The signal
*/
- DynamicsBody GetDynamicsBody();
+ OnRelayoutSignalType& OnRelayoutSignal();
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
*/
explicit DALI_INTERNAL Actor(Internal::Actor* actor);
* @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.
*/
- DALI_IMPORT_API void UnparentAndReset( Actor& actor );
+inline void UnparentAndReset( Actor& actor )
+{
+ if( actor )
+ {
+ actor.Unparent();
+ actor.Reset();
+ }
+}
+/**
+ * @}
+ */
} // namespace Dali
#endif // __DALI_ACTOR_H__