// Set the StyleName the name of the View
// We have to do this because the StyleManager on Native side can't workout it out
- // This will also ensure that the style of actors/visuals initialized above are applied by the style manager.
+ // This will also ensure that the style of views/visuals initialized above are applied by the style manager.
SetStyleName(this.GetType().Name);
}
/// <summary>
/// Sets whether this control supports two dimensional keyboard navigation
- /// (i.e. whether it knows how to handle the keyboard focus movement between its child actors).<br>
+ /// (i.e. whether it knows how to handle the keyboard focus movement between its child views).<br>
/// The control doesn't support it by default.<br>
/// </summary>
/// <param name="isSupported">Whether this control supports two dimensional keyboard navigation.</param>
/// <summary>
/// Sets whether this control is a focus group for keyboard navigation.
- /// (i.e. the scope of keyboard focus movement can be limitied to its child actors). The control is not a focus group by default.
+ /// (i.e. the scope of keyboard focus movement can be limitied to its child views). The control is not a focus group by default.
/// </summary>
/// <param name="isFocusGroup">Whether this control is set as a focus group for keyboard navigation</param>
internal void SetAsKeyboardFocusGroup(bool isFocusGroup)
}
/// <summary>
- /// Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene).<br>
+ /// Request a relayout, which means performing a size negotiation on this view, its parent and children (and potentially whole scene).<br>
/// This method can also be called from a derived class every time it needs a different size.<br>
/// At the end of event processing, the relayout process starts and all controls which requested Relayout will have their sizes (re)negotiated.<br>
/// It can be called multiple times; the size negotiation is still only performed once, i.e. there is no need to keep track of this in the calling side.<br>
}
/// <summary>
- /// Provides the Actor implementation of GetHeightForWidth.
+ /// Provides the View implementation of GetHeightForWidth.
/// <summary>
/// <param name="width">Width to use</param>
/// <returns>The height based on the width</returns>
}
/// <summary>
- /// Provides the Actor implementation of GetWidthForHeight.
+ /// Provides the View implementation of GetWidthForHeight.
/// </summary>
/// <param name="height">Height to use</param>
/// <returns>The width based on the height</returns>
}
/// <summary>
- /// Calculate the size for a child using the base actor object.
+ /// Calculate the size for a child using the base view object.
/// </summary>
- /// <param name="child">The child actor to calculate the size for</param>
+ /// <param name="child">The child view to calculate the size for</param>
/// <param name="dimension">The dimension to calculate the size for. E.g. width or height</param>
/// <returns>Return the calculated size for the given dimension. If more than one dimension is requested, just return the first one found</returns>
- protected float CalculateChildSizeBase(Actor child, DimensionType dimension)
+ protected float CalculateChildSizeBase(View child, DimensionType dimension)
{
return viewWrapperImpl.CalculateChildSizeBase(child, dimension);
}
/// <summary>
- /// Determine if this actor is dependent on it's children for relayout from the base class.
+ /// Determine if this view is dependent on it's children for relayout from the base class.
/// </summary>
/// <param name="dimension">The dimension(s) to check for</param>
- /// <returns>Return if the actor is dependent on it's children</returns>
+ /// <returns>Return if the view is dependent on it's children</returns>
protected bool RelayoutDependentOnChildrenBase(DimensionType dimension)
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase(dimension);
}
/// <summary>
- /// Determine if this actor is dependent on it's children for relayout from the base class.
+ /// Determine if this view is dependent on it's children for relayout from the base class.
/// </summary>
- /// <returns>Return if the actor is dependent on it's children</returns>
+ /// <returns>Return if the view is dependent on it's children</returns>
protected bool RelayoutDependentOnChildrenBase()
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase();
}
/// <summary>
- /// Register a visual by Property Index, linking an Actor to visual when required.<br>
- /// In the case of the visual being an actor or control deeming visual not required then visual should be an empty handle.<br>
+ /// Register a visual by Property Index, linking an View to visual when required.<br>
+ /// In the case of the visual being an view or control deeming visual not required then visual should be an empty handle.<br>
/// No parenting is done during registration, this should be done by derived class.<br>
/// </summary>
/// <param name="index">The Property index of the visual, used to reference visual</param>
}
/// <summary>
- /// Register a visual by Property Index, linking an Actor to visual when required.<br>
- /// In the case of the visual being an actor or control deeming visual not required then visual should be an empty handle.<br>
+ /// Register a visual by Property Index, linking an View to visual when required.<br>
+ /// In the case of the visual being an view or control deeming visual not required then visual should be an empty handle.<br>
/// If enabled is false then the visual is not set on stage until enabled by the derived class.<br>
/// </summary>
/// <param name="index">The Property index of the visual, used to reference visual</param>
}
/// <summary>
- /// Called after the actor has been connected to the stage.<br>
- /// When an actor is connected, it will be directly or indirectly parented to the root Actor.<br>
- /// The root Actor is provided automatically by Tizen.NUI.Stage, and is always considered to be connected.<br>
- /// When the parent of a set of actors is connected to the stage, then all of the children will received this callback.<br>
+ /// Called after the view has been connected to the stage.<br>
+ /// When an view is connected, it will be directly or indirectly parented to the root View.<br>
+ /// The root View is provided automatically by Tizen.NUI.Stage, and is always considered to be connected.<br>
+ /// When the parent of a set of views is connected to the stage, then all of the children will received this callback.<br>
/// </summary>
- /// <param name="depth">The depth in the hierarchy for the actor</param>
+ /// <param name="depth">The depth in the hierarchy for the view</param>
public virtual void OnStageConnection(int depth)
{
}
/// <summary>
- /// Called after the actor has been disconnected from Stage.<br>
- /// If an actor is disconnected it either has no parent, or is parented to a disconnected actor.<br>
- /// 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.<br>
+ /// Called after the view has been disconnected from Stage.<br>
+ /// If an view is disconnected it either has no parent, or is parented to a disconnected view.<br>
+ /// When the parent of a set of views is disconnected to the stage, then all of the children will received this callback, starting with the leaf views.<br>
/// </summary>
public virtual void OnStageDisconnection()
{
}
/// <summary>
- /// Called after a child has been added to the owning actor.
+ /// Called after a child has been added to the owning view.
/// </summary>
- /// <param name="actor">The child which has been added</param>
- public virtual void OnChildAdd(Actor actor)
+ /// <param name="view">The child which has been added</param>
+ public virtual void OnChildAdd(View view)
{
}
/// <summary>
- /// Called after the owning actor has attempted to remove a child( regardless of whether it succeeded or not ).
+ /// Called after the owning view has attempted to remove a child( regardless of whether it succeeded or not ).
/// </summary>
- /// <param name="actor">The child being removed</param>
- public virtual void OnChildRemove(Actor actor)
+ /// <param name="view">The child being removed</param>
+ public virtual void OnChildRemove(View view)
{
}
/// <summary>
- /// Called when the owning actor property is set.
+ /// Called when the owning view property is set.
/// </summary>
/// <param name="index">The Property index that was set</param>
/// <param name="propertyValue">The value to set</param>
}
/// <summary>
- /// Called when the owning actor's size is set e.g. using Actor.SetSize().
+ /// Called when the owning view's size is set e.g. using View.SetSize().
/// </summary>
- /// <param name="targetSize">The target size. Note that this target size may not match the size returned via Actor.GetTargetSize</param>
+ /// <param name="targetSize">The target size</param>
public virtual void OnSizeSet(Vector3 targetSize)
{
}
/// <summary>
- /// Called when the owning actor's size is animated e.g. using Animation::AnimateTo( Property( actor, Actor::Property::SIZE ), ... ).
+ /// Called when the owning view's size is animated e.g. using Animation::AnimateTo( Property( view, View::Property::SIZE ), ... ).
/// </summary>
- /// <param name="animation">The object which is animating the owning actor</param>
- /// <param name="targetSize">The target size. Note that this target size may not match the size returned via @ref Actor.GetTargetSize</param>
+ /// <param name="animation">The object which is animating the owning view</param>
+ /// <param name="targetSize">The target size</param>
public virtual void OnSizeAnimation(Animation animation, Vector3 targetSize)
{
}
/// <summary>
- /// Called after a touch-event is received by the owning actor.<br>
+ /// Called after a touch-event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_TOUCH_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
/// <param name="touch">The touch event</param>
}
/// <summary>
- /// Called after a hover-event is received by the owning actor.<br>
+ /// Called after a hover-event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_HOVER_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
/// <param name="hover">The hover event</param>
}
/// <summary>
- /// Called after a key-event is received by the actor that has had its focus set.
+ /// Called after a key-event is received by the view that has had its focus set.
/// </summary>
/// <param name="key">The key event</param>
/// <returns>True if the key event should be consumed</returns>
}
/// <summary>
- /// Called after a wheel-event is received by the owning actor.<br>
+ /// Called after a wheel-event is received by the owning view.<br>
/// CustomViewBehaviour.REQUIRES_WHEEL_EVENTS must be enabled during construction. See CustomView(ViewWrapperImpl.CustomViewBehaviour behaviour).<br>
/// </summary>
/// <param name="wheel">The wheel event</param>
/// <summary>
/// Called after the size negotiation has been finished for this control.<br>
/// The control is expected to assign this given size to itself/its children.<br>
- /// Should be overridden by derived classes if they need to layout actors differently after certain operations like add or remove actors, resize or after changing specific properties.<br>
+ /// Should be overridden by derived classes if they need to layout views differently after certain operations like add or remove views, resize or after changing specific properties.<br>
/// As this function is called from inside the size negotiation algorithm, you cannot call RequestRelayout (the call would just be ignored).<br>
/// </summary>
/// <param name="size">The allocated size</param>
- /// <param name="container">The control should add actors to this container that it is not able to allocate a size for</param>
+ /// <param name="container">The control should add views to this container that it is not able to allocate a size for</param>
public virtual void OnRelayout(Vector2 size, RelayoutContainer container)
{
}
}
/// <summary>
- /// Return the natural size of the actor.
+ /// Return the natural size of the view.
/// </summary>
- /// <returns>The actor's natural size</returns>
+ /// <returns>The view's natural size</returns>
public virtual Size GetNaturalSize()
{
return new Size(0.0f, 0.0f, 0.0f);
/// <summary>
/// Calculate the size for a child.
/// </summary>
- /// <param name="child">The child actor to calculate the size for</param>
+ /// <param name="child">The child view to calculate the size for</param>
/// <param name="dimension">The dimension to calculate the size for. E.g. width or height</param>
/// <returns>Return the calculated size for the given dimension. If more than one dimension is requested, just return the first one found.</returns>
- public virtual float CalculateChildSize(Actor child, DimensionType dimension)
+ public virtual float CalculateChildSize(View child, DimensionType dimension)
{
return viewWrapperImpl.CalculateChildSizeBase(child, dimension);
}
}
/// <summary>
- /// Determine if this actor is dependent on it's children for relayout.
+ /// Determine if this view is dependent on it's children for relayout.
/// </summary>
/// <param name="dimension">The dimension(s) to check for</param>
- /// <returns>Return if the actor is dependent on it's children</returns>
+ /// <returns>Return if the view is dependent on it's children</returns>
public virtual bool RelayoutDependentOnChildren(DimensionType dimension)
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase(dimension);
}
/// <summary>
- /// Determine if this actor is dependent on it's children for relayout from the base class.
+ /// Determine if this view is dependent on it's children for relayout from the base class.
/// </summary>
- /// <returns>Return true if the actor is dependent on it's children</returns>
+ /// <returns>Return true if the view is dependent on it's children</returns>
public virtual bool RelayoutDependentOnChildren()
{
return viewWrapperImpl.RelayoutDependentOnChildrenBase();
}
/// <summary>
- /// Gets the next keyboard focusable actor in this control towards the given direction.<br>
+ /// Gets the next keyboard focusable view in this control towards the given direction.<br>
/// A control needs to override this function in order to support two dimensional keyboard navigation.<br>
/// </summary>
- /// <param name="currentFocusedView">The current focused actor</param>
+ /// <param name="currentFocusedView">The current focused view</param>
/// <param name="direction">The direction to move the focus towards</param>
/// <param name="loopEnabled">Whether the focus movement should be looped within the control</param>
- /// <returns>the next keyboard focusable actor in this control or an empty handle if no actor can be focused</returns>
+ /// <returns>the next keyboard focusable view in this control or an empty handle if no view can be focused</returns>
public virtual View GetNextFocusableView(View currentFocusedView, View.FocusDirection direction, bool loopEnabled)
{
return new View();
}
/// <summary>
- /// Informs this control that its chosen focusable actor will be focused.<br>
- /// This allows the application to preform any actions if wishes before the focus is actually moved to the chosen actor.<br>
+ /// Informs this control that its chosen focusable view will be focused.<br>
+ /// This allows the application to preform any actions if wishes before the focus is actually moved to the chosen view.<br>
/// </summary>
- /// <param name="commitedFocusableView">The commited focused actor</param>
+ /// <param name="commitedFocusableView">The commited focused view</param>
public virtual void OnFocusChangeCommitted(View commitedFocusableView)
{
}
{
}
- private void OnControlChildAdd(Actor child)
+ private void OnControlChildAdd(View child)
{
}
- private void OnControlChildRemove(Actor child)
+ private void OnControlChildRemove(View child)
{
}
}