#define __DALI_STAGE_H__
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
class Actor;
class Layer;
class ObjectRegistry;
+class TouchData;
class RenderTaskList;
struct Vector2;
struct Vector3;
/**
* @brief The Stage is a top-level object used for displaying a tree of Actors.
*
+ * Stage is a top-level object that represents the entire screen.
+ * It is used for displaying a hierarchy of actors managed by the scene graph structure,
+ * which means an actor inherits a position relative to its parent,
+ * and can be moved in relation to this point.
+ *
+ * The stage instance is a singleton object (the only instance of its class during the
+ * lifetime of the program). You can get it using a static function.
+ *
+ * To display the contents of an actor, it must be added to a stage.
+ * The following example shows how to connect a new actor to the stage:
+ * @code
+ * Actor actor = Actor::New();
+ * Stage::GetCurrent().Add( actor );
+ * @endcode
+ *
+ * The stage has a 2D size that matches the size of the application window.
+ * The default unit 1 is 1 pixel with the default camera.
+ *
* Multiple stage/window support is not currently provided.
*
* Signals
* | sceneCreated | @ref SceneCreatedSignal() |
* @SINCE_1_0.0
*/
-class DALI_IMPORT_API Stage : public BaseHandle
+class DALI_CORE_API Stage : public BaseHandle
{
public:
- typedef Signal< void (const KeyEvent&)> KeyEventSignalType; ///< Key event signal type @SINCE_1_0.0
- typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type @SINCE_1_0.0
- typedef Signal< void (const TouchEvent&)> TouchedSignalType; ///< Touched signal type @SINCE_1_0.0
- typedef Signal< void (const WheelEvent&)> WheelEventSignalType; ///< Touched signal type @SINCE_1_0.0
- typedef Signal< void () > ContextStatusSignal; ///< Context status signal type @SINCE_1_0.0
- typedef Signal< void () > SceneCreatedSignalType; ///< Scene created signal type @SINCE_1_0.0
+ typedef Signal< void (const KeyEvent&) > KeyEventSignalType; ///< Key event signal type @SINCE_1_0.0
+ typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type @SINCE_1_0.0
+ typedef Signal< void (const TouchEvent&) > TouchedSignalType; ///< @DEPRECATED_1_1.37 @brief Touched signal type @SINCE_1_0.0
+ typedef Signal< void (const TouchData&) > TouchSignalType; ///< Touch signal type @SINCE_1_1.37
+ typedef Signal< void (const WheelEvent&) > WheelEventSignalType; ///< Touched signal type @SINCE_1_0.0
+ typedef Signal< void () > ContextStatusSignal; ///< Context status signal type @SINCE_1_0.0
+ typedef Signal< void () > SceneCreatedSignalType; ///< Scene created signal type @SINCE_1_0.0
static const Vector4 DEFAULT_BACKGROUND_COLOR; ///< Default black background.
static const Vector4 DEBUG_BACKGROUND_COLOR; ///< Green background, useful when debugging.
Stage();
/**
- * @brief Get the current Stage.
+ * @brief Gets the current Stage.
*
* @SINCE_1_0.0
- * @return The current stage or an empty handle if the internal core has not been created or has been already destroyed.
+ * @return The current stage or an empty handle if the internal core has not been created or has been already destroyed
*/
static Stage GetCurrent();
/**
- * @brief Query whether the Stage exists; this should only return false during or after destruction of Dali core.
+ * @brief Queries whether the Stage exists; this should only return false during or after destruction of Dali core.
*
* @SINCE_1_0.0
- * @return True when it's safe to call Stage::GetCurrent().
+ * @return True when it's safe to call Stage::GetCurrent()
*/
static bool IsInstalled();
/**
- * @brief Destructor
+ * @brief Destructor.
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
* @SINCE_1_0.0
* @brief This copy constructor is required for (smart) pointer semantics.
*
* @SINCE_1_0.0
- * @param [in] handle A reference to the copied handle
+ * @param[in] handle A reference to the copied handle
*/
Stage(const Stage& handle);
* @brief This assignment operator is required for (smart) pointer semantics.
*
* @SINCE_1_0.0
- * @param [in] rhs A reference to the copied handle
+ * @param[in] rhs A reference to the copied handle
* @return A reference to this
*/
Stage& operator=(const Stage& rhs);
*
* The child will be referenced.
* @SINCE_1_0.0
- * @param [in] actor The child.
+ * @param[in] actor The child
* @pre The actor has been initialized.
* @pre The actor does not have a parent.
*/
*
* The child will be unreferenced.
* @SINCE_1_0.0
- * @param [in] actor The child.
+ * @param[in] actor The child
* @pre The actor has been added to the stage.
*/
void Remove(Actor& actor);
/**
* @brief Returns the size of the Stage in pixels as a Vector.
*
- * The x component will be the width of the Stage in pixels
- * The y component will be the height of the Stage in pixels
- * The z component will be the distance between far and near planes
+ * The x component will be the width of the Stage in pixels.
+ * The y component will be the height of the Stage in pixels.
+ * The z component will be the distance between far and near planes.
* @SINCE_1_0.0
- * @return The size of the Stage as a Vector.
+ * @return The size of the Stage as a Vector
*/
Vector2 GetSize() const;
// Render Tasks
/**
- * @brief Retrieve the list of render-tasks.
+ * @brief Retrieves the list of render-tasks.
*
* @SINCE_1_0.0
- * @return A valid handle to a RenderTaskList.
+ * @return A valid handle to a RenderTaskList
*/
RenderTaskList GetRenderTaskList() const;
// Layers
/**
- * @brief Query the number of on-stage layers.
+ * @brief Queries the number of on-stage layers.
*
* Note that a default layer is always provided (count >= 1).
* @SINCE_1_0.0
- * @return The number of layers.
+ * @return The number of layers
*/
unsigned int GetLayerCount() const;
/**
- * @brief Retrieve the layer at a specified depth.
+ * @brief Retrieves the layer at a specified depth.
*
* @SINCE_1_0.0
- * @param[in] depth The depth.
- * @return The layer found at the given depth.
+ * @param[in] depth The depth
+ * @return The layer found at the given depth
* @pre Depth is less than layer count; see GetLayerCount().
*/
Layer GetLayer(unsigned int depth) const;
* @brief Returns the Stage's Root Layer.
*
* @SINCE_1_0.0
- * @return The root layer.
+ * @return The root layer
*/
Layer GetRootLayer() const;
// Background color
/**
- * @brief Set the background color of the stage.
+ * @brief Sets the background color of the stage.
*
* @SINCE_1_0.0
- * @param[in] color The new background color.
+ * @param[in] color The new background color
*/
void SetBackgroundColor(Vector4 color);
/**
- * @brief Retrieve the background color of the stage.
+ * @brief Retrieves the background color of the stage.
*
* @SINCE_1_0.0
- * @return The background color.
+ * @return The background color
*/
Vector4 GetBackgroundColor() const;
/**
- * @brief Retrieve the DPI of the display device to which the stage is connected.
+ * @brief Retrieves the DPI of the display device to which the stage is connected.
*
* @SINCE_1_0.0
* @return The horizontal and vertical DPI
Vector2 GetDpi() const;
/**
- * @brief Get the Object registry.
+ * @brief Gets the Object registry.
*
* @SINCE_1_0.0
- * @return The object registry.
+ * @return The object registry
*/
ObjectRegistry GetObjectRegistry() const;
/**
* @brief Keep rendering for at least the given amount of time.
*
- * By default Dali will stop rendering when no Actor positions are being set, and when no animations are running etc.
+ * By default, Dali will stop rendering when no Actor positions are being set, and when no animations are running etc.
* This method is useful to force screen refreshes e.g. when updating a NativeImage.
* @SINCE_1_0.0
* @param[in] durationSeconds Time to keep rendering, 0 means render at least one more frame
* void YourCallbackName(const KeyEvent& event);
* @endcode
* @SINCE_1_0.0
- * @return The signal to connect to.
+ * @return The signal to connect to
*/
KeyEventSignalType& KeyEventSignal();
* @brief This signal is emitted just after the event processing is finished.
*
* @SINCE_1_0.0
- * @return The signal to connect to.
+ * @return The signal to connect to
*/
EventProcessingFinishedSignalType& EventProcessingFinishedSignal();
/**
+ * @DEPRECATED_1_1.37 Use TouchSignal() instead.
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*
* If there are multiple touch points, then this will be emitted when the first touch occurs and
* then when the last finger is lifted.
- * An interrupted event will also be emitted.
+ * An interrupted event will also be emitted (if it occurs).
* A callback of the following type may be connected:
* @code
* void YourCallbackName(const TouchEvent& event);
* @endcode
*
* @SINCE_1_0.0
- * @return The touch signal to connect to.
+ * @return The touch signal to connect to
+ * @note Motion events are not emitted.
+ */
+ TouchedSignalType& TouchedSignal() DALI_DEPRECATED_API;
+
+ /**
+ * @brief This signal is emitted when the screen is touched and when the touch ends
+ * (i.e. the down & up touch events only).
+ *
+ * If there are multiple touch points, then this will be emitted when the first touch occurs and
+ * then when the last finger is lifted.
+ * An interrupted event will also be emitted (if it occurs).
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( TouchData event );
+ * @endcode
+ *
+ * @SINCE_1_1.37
+ * @return The touch signal to connect to
* @note Motion events are not emitted.
*/
- TouchedSignalType& TouchedSignal();
+ TouchSignalType& TouchSignal();
/**
* @brief This signal is emitted when wheel event is received.
* void YourCallbackName(const WheelEvent& event);
* @endcode
* @SINCE_1_0.0
- * @return The signal to connect to.
+ * @return The signal to connect to
*/
WheelEventSignalType& WheelEventSignal();
* @brief This signal is emitted when the GL context is lost (Platform specific behaviour).
*
* If the application is responsible for handling context loss, it should listen to
- * this signal and tear down UI components when recieved.
+ * this signal and tear down UI components when received.
* @SINCE_1_0.0
- * @return The context lost signal to connect to.
+ * @return The context lost signal to connect to
*/
ContextStatusSignal& ContextLostSignal();
/**
* @brief This signal is emitted when the GL context is regained (Platform specific
- * behaviour).
+ * behavior).
*
* If the application is responsible for handling context loss, it should listen to
* this signal and rebuild UI components on receipt.
* @SINCE_1_0.0
- * @return The context regained signal to connect to.
+ * @return The context regained signal to connect to
*/
ContextStatusSignal& ContextRegainedSignal();
* void YourCallbackName();
* @endcode
* @SINCE_1_0.0
- * @return The signal to connect to.
+ * @return The signal to connect to
*/
SceneCreatedSignalType& SceneCreatedSignal();
public: // Not intended for application developers
+ /// @cond internal
/**
* @brief This constructor is used by Stage::GetCurrent() methods.
*
* @SINCE_1_0.0
- * @param [in] stage A pointer to a Dali resource
+ * @param[in] stage A pointer to a Dali resource
*/
explicit DALI_INTERNAL Stage(Internal::Stage* stage);
+ /// @endcond
};
/**