{
enum
{
- VIEWPORT_POSITION = DEFAULT_OBJECT_PROPERTY_START_INDEX, ///< name "viewport-position", type Vector2
- VIEWPORT_SIZE, ///< name "viewport-size", type Vector2
- CLEAR_COLOR, ///< name "clear-color", type Vector4
+ VIEWPORT_POSITION = DEFAULT_OBJECT_PROPERTY_START_INDEX, ///< name "viewportPosition", type Vector2
+ VIEWPORT_SIZE, ///< name "viewportSize", type Vector2
+ CLEAR_COLOR, ///< name "clearColor", type Vector4
};
};
*/
unsigned int GetRefreshRate() const;
+ /*
+ * @brief Get viewport coordinates for given world position
+ *
+ * @since DALi 1.1.13
+ *
+ * @param[in] position The world position.
+ * @param[out] viewportX The viewport x position.
+ * @param[out] viewportY The viewport y position.
+ * @return true if the position has a screen coordinate
+ */
+ bool WorldToViewport(const Vector3 &position, float& viewportX, float& viewportY) const;
+
+ /*
+ * @brief Get actor local coordinates for given viewport coordinates
+ *
+ * @since DALi 1.1.13
+ *
+ * @param[in] actor The actor describing local coordinate system.
+ * @param[in] viewportX The viewport x position.
+ * @param[in] viewportY The viewport y position.
+ * @param[out] localX The local x position.
+ * @param[out] localY The local y position.
+ * @return true if the screen position has a local coordinate
+ */
+ bool ViewportToLocal(Actor actor, float viewportX, float viewportY, float &localX, float &localY) const;
+
public: // Signals
/**