X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fevent%2Factors%2Factor-impl.cpp;h=22aeff5e3c4c545e2e89ade43a8776573d3daaeb;hb=f11be74b075c4985bd90c437aecdc7ca717bc4ae;hp=40c302fd857caf44334d9f70df2440b4c094a028;hpb=43ecb5dd48f7a0f1856d70cd1583119a4a19e48d;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/event/actors/actor-impl.cpp b/dali/internal/event/actors/actor-impl.cpp index 40c302f..22aeff5 100644 --- a/dali/internal/event/actors/actor-impl.cpp +++ b/dali/internal/event/actors/actor-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -24,15 +24,16 @@ #include // INTERNAL INCLUDES - +#include #include #include +#include #include #include #include #include +#include #include - #include #include #include @@ -41,7 +42,6 @@ #include #include #include -#include #include #include #include @@ -59,37 +59,6 @@ using Dali::Internal::SceneGraph::PropertyBase; namespace Dali { -namespace ResizePolicy -{ - -namespace -{ -DALI_ENUM_TO_STRING_TABLE_BEGIN( Type ) -DALI_ENUM_TO_STRING( FIXED ) -DALI_ENUM_TO_STRING( USE_NATURAL_SIZE ) -DALI_ENUM_TO_STRING( FILL_TO_PARENT ) -DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT ) -DALI_ENUM_TO_STRING( SIZE_FIXED_OFFSET_FROM_PARENT ) -DALI_ENUM_TO_STRING( FIT_TO_CHILDREN ) -DALI_ENUM_TO_STRING( DIMENSION_DEPENDENCY ) -DALI_ENUM_TO_STRING( USE_ASSIGNED_SIZE ) -DALI_ENUM_TO_STRING_TABLE_END( Type ) - -} // unnamed namespace -} // ResizePolicy - -namespace SizeScalePolicy -{ -namespace -{ -// Enumeration to / from string conversion tables -DALI_ENUM_TO_STRING_TABLE_BEGIN( Type ) -DALI_ENUM_TO_STRING( USE_SIZE_SET ) -DALI_ENUM_TO_STRING( FIT_WITH_ASPECT_RATIO ) -DALI_ENUM_TO_STRING( FILL_WITH_ASPECT_RATIO ) -DALI_ENUM_TO_STRING_TABLE_END( Type ) -} // unnamed namespace -} // SizeScalePolicy namespace Internal { @@ -118,6 +87,32 @@ inline const Vector2& GetDefaultDimensionPadding() const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET; +int GetSiblingOrder( ActorPtr actor ) +{ + Property::Value value = actor->GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); + int order; + value.Get( order ); + return order; +} + +bool ValidateActors( const Internal::Actor& actor, const Internal::Actor& target ) +{ + bool validTarget = true; + + if( &actor == &target ) + { + DALI_LOG_WARNING( "Source actor and target actor can not be the same, Sibling order not changed.\n" ); + validTarget = false; + } + else if( actor.GetParent() != target.GetParent() ) + { + DALI_LOG_WARNING( "Source actor and target actor need to have common parent, Sibling order not changed.\n" ); + validTarget = false; + } + + return validTarget; +} + } // unnamed namespace /** @@ -174,62 +169,67 @@ namespace // unnamed namespace /** * We want to discourage the use of property strings (minimize string comparisons), * particularly for the default properties. - * Name Type writable animatable constraint-input enum for index-checking + * Name Type writable animatable constraint-input enum for index-checking */ DALI_PROPERTY_TABLE_BEGIN -DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN ) -DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X ) -DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y ) -DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z ) -DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT ) -DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X ) -DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y ) -DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z ) -DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE ) -DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH ) -DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT ) -DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH ) -DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION ) -DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X ) -DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y ) -DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z ) -DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION ) -DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X ) -DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y ) -DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z ) -DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION ) -DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION ) -DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE ) -DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X ) -DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y ) -DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z ) -DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE ) -DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE ) -DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR ) -DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED ) -DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN ) -DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE ) -DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA ) -DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR ) -DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX ) -DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME ) -DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE ) -DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED ) -DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION ) -DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE ) -DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE ) -DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE ) -DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE ) -DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR ) -DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY ) -DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY ) -DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY ) -DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT ) -DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH ) -DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING ) -DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE ) -DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE ) -DALI_PROPERTY( "inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION ) +DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN ) +DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X ) +DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y ) +DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z ) +DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT ) +DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X ) +DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y ) +DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z ) +DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE ) +DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH ) +DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT ) +DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH ) +DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION ) +DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X ) +DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y ) +DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z ) +DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION ) +DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X ) +DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y ) +DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z ) +DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION ) +DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION ) +DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE ) +DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X ) +DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y ) +DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z ) +DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE ) +DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE ) +DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR ) +DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED ) +DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN ) +DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE ) +DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA ) +DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR ) +DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX ) +DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME ) +DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE ) +DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED ) +DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION ) +DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE ) +DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE ) +DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE ) +DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE ) +DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR ) +DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY ) +DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY ) +DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY ) +DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT ) +DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH ) +DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING ) +DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE ) +DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE ) +DALI_PROPERTY( "inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION ) +DALI_PROPERTY( "clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE ) +DALI_PROPERTY( "siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER ) +DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelActor::Property::OPACITY ) +DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::DevelActor::Property::SCREEN_POSITION ) +DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT ) DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX ) // Signals @@ -240,6 +240,7 @@ const char* const SIGNAL_WHEEL_EVENT = "wheelEvent"; const char* const SIGNAL_ON_STAGE = "onStage"; const char* const SIGNAL_OFF_STAGE = "offStage"; const char* const SIGNAL_ON_RELAYOUT = "onRelayout"; +const char* const SIGNAL_TOUCH = "touch"; // Actions @@ -259,10 +260,92 @@ SignalConnectorType signalConnector3( mType, SIGNAL_WHEEL_EVENT, &Actor::DoConne SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal ); SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal ); SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal ); TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction ); TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction ); +struct AnchorValue +{ + const char* name; + const Vector3& value; +}; + +DALI_ENUM_TO_STRING_TABLE_BEGIN_WITH_TYPE( AnchorValue, ANCHOR_CONSTANT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_RIGHT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_RIGHT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_RIGHT ) +DALI_ENUM_TO_STRING_TABLE_END( ANCHOR_CONSTANT ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( COLOR_MODE ) +DALI_ENUM_TO_STRING( USE_OWN_COLOR ) +DALI_ENUM_TO_STRING( USE_PARENT_COLOR ) +DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_COLOR ) +DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_ALPHA ) +DALI_ENUM_TO_STRING_TABLE_END( COLOR_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( POSITION_INHERITANCE_MODE ) +DALI_ENUM_TO_STRING( INHERIT_PARENT_POSITION ) +DALI_ENUM_TO_STRING( USE_PARENT_POSITION ) +DALI_ENUM_TO_STRING( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ) +DALI_ENUM_TO_STRING( DONT_INHERIT_POSITION ) +DALI_ENUM_TO_STRING_TABLE_END( POSITION_INHERITANCE_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( DRAW_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, NORMAL ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, OVERLAY_2D ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, STENCIL ) +DALI_ENUM_TO_STRING_TABLE_END( DRAW_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( RESIZE_POLICY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIXED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_NATURAL_SIZE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FILL_TO_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_RELATIVE_TO_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_FIXED_OFFSET_FROM_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIT_TO_CHILDREN ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, DIMENSION_DEPENDENCY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_ASSIGNED_SIZE ) +DALI_ENUM_TO_STRING_TABLE_END( RESIZE_POLICY ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( SIZE_SCALE_POLICY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, USE_SIZE_SET ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FIT_WITH_ASPECT_RATIO ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FILL_WITH_ASPECT_RATIO ) +DALI_ENUM_TO_STRING_TABLE_END( SIZE_SCALE_POLICY ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN ) +DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE ) + + +bool GetAnchorPointConstant( const std::string& value, Vector3& anchor ) +{ + for( unsigned int i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i ) + { + size_t sizeIgnored = 0; + if( CompareTokens( value.c_str(), ANCHOR_CONSTANT_TABLE[ i ].name, sizeIgnored ) ) + { + anchor = ANCHOR_CONSTANT_TABLE[ i ].value; + return true; + } + } + return false; +} + +inline bool GetParentOriginConstant( const std::string& value, Vector3& parentOrigin ) +{ + // Values are the same so just use the same table as anchor-point + return GetAnchorPointConstant( value, parentOrigin ); +} + /** * @brief Extract a given dimension from a Vector2 * @@ -302,6 +385,33 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension ) return GetDimensionValue( values.GetVectorXY(), dimension ); } +unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder ) +{ + return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER; +} + +/** + * @brief Recursively emits the visibility-changed-signal on the actor tree. + * @param[in] actor The actor to emit the signal on + * @param[in] visible The new visibility of the actor + * @param[in] type Whether the actor's visible property has changed or a parent's + */ +void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, DevelActor::VisibilityChange::Type type ) +{ + if( actor ) + { + actor->EmitVisibilityChangedSignal( visible, type ); + + if( actor->GetChildCount() > 0 ) + { + ActorContainer& children = actor->GetChildrenInternal(); + for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter ) + { + EmitVisibilityChangedSignalRecursively( *iter, visible, DevelActor::VisibilityChange::PARENT ); + } + } + } +} } // unnamed namespace @@ -336,23 +446,6 @@ unsigned int Actor::GetId() const return mId; } -void Actor::Attach( ActorAttachment& attachment ) -{ - DALI_ASSERT_DEBUG( !mAttachment && "An Actor can only have one attachment" ); - - if( OnStage() ) - { - attachment.Connect(); - } - - mAttachment = ActorAttachmentPtr( &attachment ); -} - -ActorAttachmentPtr Actor::GetAttachment() -{ - return mAttachment; -} - bool Actor::OnStage() const { return mIsOnStage; @@ -735,6 +828,24 @@ const Vector3& Actor::GetCurrentWorldPosition() const return Vector3::ZERO; } +const Vector2 Actor::GetCurrentScreenPosition() const +{ + if( OnStage() && NULL != mNode ) + { + StagePtr stage = Stage::GetCurrent(); + Vector3 worldPosition = mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); + Vector3 actorSize = GetCurrentSize() * GetCurrentScale(); + Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage + Vector3 halfActorSize( actorSize * 0.5f ); + Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT ); + + return Vector2( halfStageSize.width + worldPosition.x - anchorPointOffSet.x, + halfStageSize.height + worldPosition.y - anchorPointOffSet.y ); + } + + return Vector2::ZERO; +} + void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode ) { // this flag is not animatable so keep the value @@ -779,6 +890,8 @@ void Actor::SetOrientation( const Radian& angle, const Vector3& axis ) void Actor::SetOrientation( const Quaternion& orientation ) { + mTargetOrientation = orientation; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -788,15 +901,13 @@ void Actor::SetOrientation( const Quaternion& orientation ) void Actor::RotateBy( const Radian& angle, const Vector3& axis ) { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, Quaternion(angle, axis) ); - } + RotateBy( Quaternion(angle, axis) ); } void Actor::RotateBy( const Quaternion& relativeRotation ) { + mTargetOrientation *= Quaternion( relativeRotation ); + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -838,6 +949,8 @@ void Actor::SetScale( float x, float y, float z ) void Actor::SetScale( const Vector3& scale ) { + mTargetScale = scale; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -847,6 +960,8 @@ void Actor::SetScale( const Vector3& scale ) void Actor::SetScaleX( float x ) { + mTargetScale.x = x; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -856,6 +971,8 @@ void Actor::SetScaleX( float x ) void Actor::SetScaleY( float y ) { + mTargetScale.y = y; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -865,6 +982,8 @@ void Actor::SetScaleY( float y ) void Actor::SetScaleZ( float z ) { + mTargetScale.z = z; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -874,6 +993,8 @@ void Actor::SetScaleZ( float z ) void Actor::ScaleBy(const Vector3& relativeScale) { + mTargetScale *= relativeScale; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -932,10 +1053,18 @@ Matrix Actor::GetCurrentWorldMatrix() const void Actor::SetVisible( bool visible ) { - if( NULL != mNode ) + if( mVisible != visible ) { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty::Bake, visible ); + if( NULL != mNode ) + { + // mNode is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty::Bake, visible ); + } + + mVisible = visible; + + // Emit the signal on this actor and all its children + EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF ); } } @@ -952,6 +1081,8 @@ bool Actor::IsVisible() const void Actor::SetOpacity( float opacity ) { + mTargetColor.a = opacity; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -970,6 +1101,16 @@ float Actor::GetCurrentOpacity() const return 1.0f; } +ClippingMode::Type Actor::GetClippingMode() const +{ + return mClippingMode; +} + +unsigned int Actor::GetSortingDepth() +{ + return GetDepthIndex( mDepth, mSiblingOrder ); +} + const Vector4& Actor::GetCurrentWorldColor() const { if( NULL != mNode ) @@ -982,6 +1123,8 @@ const Vector4& Actor::GetCurrentWorldColor() const void Actor::SetColor( const Vector4& color ) { + mTargetColor = color; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -991,6 +1134,8 @@ void Actor::SetColor( const Vector4& color ) void Actor::SetColorRed( float red ) { + mTargetColor.r = red; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -1000,6 +1145,8 @@ void Actor::SetColorRed( float red ) void Actor::SetColorGreen( float green ) { + mTargetColor.g = green; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -1009,6 +1156,8 @@ void Actor::SetColorGreen( float green ) void Actor::SetColorBlue( float blue ) { + mTargetColor.b = blue; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -1187,24 +1336,44 @@ void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, void Actor::SetWidth( float width ) { - mTargetSize.width = width; - - if( NULL != mNode ) + if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout ) { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeX, width ); + SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH ); + mRelayoutData->preferredSize.width = width; } + else + { + mTargetSize.width = width; + + if( NULL != mNode ) + { + // mNode is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeX, width ); + } + } + + RelayoutRequest(); } void Actor::SetHeight( float height ) { - mTargetSize.height = height; - - if( NULL != mNode ) + if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout ) { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeY, height ); + SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT ); + mRelayoutData->preferredSize.height = height; + } + else + { + mTargetSize.height = height; + + if( NULL != mNode ) + { + // mNode is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeY, height ); + } } + + RelayoutRequest(); } void Actor::SetDepth( float depth ) @@ -1218,9 +1387,21 @@ void Actor::SetDepth( float depth ) } } -const Vector3& Actor::GetTargetSize() const +Vector3 Actor::GetTargetSize() const { - return mTargetSize; + Vector3 size = mTargetSize; + + // Should return preferred size if size is fixed as set by SetSize + if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED ) + { + size.width = GetPreferredSize().width; + } + if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED ) + { + size.height = GetPreferredSize().height; + } + + return size; } const Vector3& Actor::GetCurrentSize() const @@ -1244,6 +1425,9 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio { EnsureRelayoutData(); + ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH); + ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT); + for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) @@ -1268,6 +1452,34 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio // If calling SetResizePolicy, assume we want relayout enabled SetRelayoutEnabled( true ); + // If the resize policy is set to be FIXED, the preferred size + // should be overrided by the target size. Otherwise the target + // size should be overrided by the preferred size. + + if( dimension & Dimension::WIDTH ) + { + if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED ) + { + mRelayoutData->preferredSize.width = mTargetSize.width; + } + else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED ) + { + mTargetSize.width = mRelayoutData->preferredSize.width; + } + } + + if( dimension & Dimension::HEIGHT ) + { + if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED ) + { + mRelayoutData->preferredSize.height = mTargetSize.height; + } + else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED ) + { + mTargetSize.height = mRelayoutData->preferredSize.height; + } + } + OnSetResizePolicy( policy, dimension ); // Trigger relayout on this control @@ -1346,6 +1558,8 @@ void Actor::SetRelayoutEnabled( bool relayoutEnabled ) { EnsureRelayoutData(); + DALI_ASSERT_DEBUG( mRelayoutData && "mRelayoutData not created" ); + mRelayoutData->relayoutEnabled = relayoutEnabled; } } @@ -1407,12 +1621,6 @@ unsigned int Actor::AddRenderer( Renderer& renderer ) RendererPtr rendererPtr = RendererPtr( &renderer ); mRenderers->push_back( rendererPtr ); AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() ); - - if( mIsOnStage) - { - rendererPtr->Connect(); - } - return index; } @@ -1465,15 +1673,6 @@ void Actor::RemoveRenderer( unsigned int index ) } } -void Actor::SetOverlay( bool enable ) -{ - // Setting STENCIL will override OVERLAY_2D - if( DrawMode::STENCIL != mDrawMode ) - { - SetDrawMode( enable ? DrawMode::OVERLAY_2D : DrawMode::NORMAL ); - } -} - bool Actor::IsOverlay() const { return ( DrawMode::OVERLAY_2D == mDrawMode ); @@ -1483,7 +1682,7 @@ void Actor::SetDrawMode( DrawMode::Type drawMode ) { // this flag is not animatable so keep the value mDrawMode = drawMode; - if( NULL != mNode ) + if( ( NULL != mNode ) && ( drawMode != DrawMode::STENCIL ) ) { // mNode is being used in a separate thread; queue a message to set the value SetDrawModeMessage( GetEventThreadServices(), *mNode, drawMode ); @@ -1686,12 +1885,11 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con return ( b2 * b2 - a * c ) >= 0.f; } -bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const +bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector2& hitPointLocal, float& distance ) const { bool hit = false; - if( OnStage() && - NULL != mNode ) + if( OnStage() && NULL != mNode ) { // Transforms the ray to the local reference system. // Calculate the inverse of Model matrix @@ -1749,7 +1947,7 @@ bool Actor::IsKeyboardFocusable() const bool Actor::GetTouchRequired() const { - return !mTouchedSignal.Empty() || mDerivedRequiresTouch; + return !mTouchedSignal.Empty() || !mTouchSignal.Empty() || mDerivedRequiresTouch; } bool Actor::GetHoverRequired() const @@ -1783,20 +1981,26 @@ bool Actor::IsGestureRequred( Gesture::Type type ) const return mGestureData && mGestureData->IsGestureRequred( type ); } -bool Actor::EmitTouchEventSignal( const TouchEvent& event ) +bool Actor::EmitTouchEventSignal( const TouchEvent& event, const Dali::TouchData& touch ) { bool consumed = false; + if( !mTouchSignal.Empty() ) + { + Dali::Actor handle( this ); + consumed = mTouchSignal.Emit( handle, touch ); + } + if( !mTouchedSignal.Empty() ) { Dali::Actor handle( this ); - consumed = mTouchedSignal.Emit( handle, event ); + consumed |= mTouchedSignal.Emit( handle, event ); } if( !consumed ) { // Notification for derived classes - consumed = OnTouchEvent( event ); + consumed = OnTouchEvent( event ); // TODO } return consumed; @@ -1840,11 +2044,25 @@ bool Actor::EmitWheelEventSignal( const WheelEvent& event ) return consumed; } +void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type ) +{ + if( ! mVisibilityChangedSignal.Empty() ) + { + Dali::Actor handle( this ); + mVisibilityChangedSignal.Emit( handle, visible, type ); + } +} + Dali::Actor::TouchSignalType& Actor::TouchedSignal() { return mTouchedSignal; } +Dali::Actor::TouchDataSignalType& Actor::TouchSignal() +{ + return mTouchSignal; +} + Dali::Actor::HoverSignalType& Actor::HoveredSignal() { return mHoveredSignal; @@ -1870,10 +2088,15 @@ Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal() return mOnRelayoutSignal; } +DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal() +{ + return mVisibilityChangedSignal; +} + bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { bool connected( true ); - Actor* actor = dynamic_cast< Actor* >( object ); + Actor* actor = static_cast< Actor* >( object ); // TypeRegistry guarantees that this is the correct type. if( 0 == signalName.compare( SIGNAL_TOUCHED ) ) { @@ -1899,6 +2122,10 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra { actor->OnRelayoutSignal().Connect( tracker, functor ); } + else if( 0 == signalName.compare( SIGNAL_TOUCH ) ) + { + actor->TouchSignal().Connect( tracker, functor ); + } else { // signalName does not match any signal @@ -1917,11 +2144,15 @@ Actor::Actor( DerivedType derivedType ) mAnchorPoint( NULL ), mRelayoutData( NULL ), mGestureData( NULL ), - mAttachment(), - mTargetSize( 0.0f, 0.0f, 0.0f ), + mTargetOrientation( Quaternion::IDENTITY ), + mTargetColor( Color::WHITE ), + mTargetSize( Vector3::ZERO ), + mTargetPosition( Vector3::ZERO ), + mTargetScale( Vector3::ONE ), mName(), mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved mDepth( 0u ), + mSiblingOrder(0u), mIsRoot( ROOT_LAYER == derivedType ), mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ), mIsOnStage( false ), @@ -1936,9 +2167,12 @@ Actor::Actor( DerivedType derivedType ) mInheritPosition( true ), mInheritOrientation( true ), mInheritScale( true ), + mPositionUsesAnchorPoint( true ), + mVisible( true ), mDrawMode( DrawMode::NORMAL ), mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ), - mColorMode( Node::DEFAULT_COLOR_MODE ) + mColorMode( Node::DEFAULT_COLOR_MODE ), + mClippingMode( ClippingMode::DISABLED ) { } @@ -2021,6 +2255,7 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in mIsOnStage = true; mDepth = depth; + SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) ); ConnectToSceneGraph(); @@ -2057,18 +2292,6 @@ void Actor::ConnectToSceneGraph() ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode ); } - // Notify attachment - if( mAttachment ) - { - mAttachment->Connect(); - } - - unsigned int rendererCount( GetRendererCount() ); - for( unsigned int i(0); iConnect(); - } - // Request relayout on all actors that are added to the scenegraph RelayoutRequest(); @@ -2149,18 +2372,6 @@ void Actor::DisconnectFromSceneGraph() { // Notification for Object::Observers OnSceneObjectRemove(); - - // Notify attachment - if( mAttachment ) - { - mAttachment->Disconnect(); - } - - unsigned int rendererCount( GetRendererCount() ); - for( unsigned int i(0); iDisconnect(); - } } void Actor::NotifyStageDisconnection() @@ -2292,7 +2503,21 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr { case Dali::Actor::Property::PARENT_ORIGIN: { - SetParentOrigin( property.Get< Vector3 >() ); + Property::Type type = property.GetType(); + if( type == Property::VECTOR3 ) + { + SetParentOrigin( property.Get< Vector3 >() ); + } + else if ( type == Property::STRING ) + { + std::string parentOriginString; + property.Get( parentOriginString ); + Vector3 parentOrigin; + if( GetParentOriginConstant( parentOriginString, parentOrigin ) ) + { + SetParentOrigin( parentOrigin ); + } + } break; } @@ -2316,7 +2541,21 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::ANCHOR_POINT: { - SetAnchorPoint( property.Get< Vector3 >() ); + Property::Type type = property.GetType(); + if( type == Property::VECTOR3 ) + { + SetAnchorPoint( property.Get< Vector3 >() ); + } + else if ( type == Property::STRING ) + { + std::string anchorPointString; + property.Get( anchorPointString ); + Vector3 anchor; + if( GetAnchorPointConstant( anchorPointString, anchor ) ) + { + SetAnchorPoint( anchor ); + } + } break; } @@ -2447,8 +2686,13 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr } case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: { - SetOpacity( property.Get< float >() ); + float value; + if( property.Get( value ) ) + { + SetOpacity( value ); + } break; } @@ -2490,19 +2734,31 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::COLOR_MODE: { - SetColorMode( Scripting::GetColorMode( property.Get< std::string >() ) ); + ColorMode mode = mColorMode; + if ( Scripting::GetEnumerationProperty< ColorMode >( property, COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT, mode ) ) + { + SetColorMode( mode ); + } break; } case Dali::Actor::Property::POSITION_INHERITANCE: { - SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get< std::string >() ) ); + PositionInheritanceMode mode = mPositionInheritanceMode; + if( Scripting::GetEnumerationProperty< PositionInheritanceMode >( property, POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT, mode ) ) + { + SetPositionInheritanceMode( mode ); + } break; } case Dali::Actor::Property::DRAW_MODE: { - SetDrawMode( Scripting::GetDrawMode( property.Get< std::string >() ) ); + DrawMode::Type mode = mDrawMode; + if( Scripting::GetEnumerationProperty< DrawMode::Type >( property, DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT, mode ) ) + { + SetDrawMode( mode ); + } break; } @@ -2514,8 +2770,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::WIDTH_RESIZE_POLICY: { - ResizePolicy::Type type; - if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) ) + ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::WIDTH ); } @@ -2524,8 +2780,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: { - ResizePolicy::Type type; - if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) ) + ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::HEIGHT ); } @@ -2535,7 +2791,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::SIZE_SCALE_POLICY: { SizeScalePolicy::Type type; - if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount, type ) ) + if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT, type ) ) { SetSizeScalePolicy( type ); } @@ -2584,6 +2840,48 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr break; } + case Dali::DevelActor::Property::SIBLING_ORDER: + { + int value; + + if( property.Get( value ) ) + { + if( static_cast(value) != mSiblingOrder ) + { + SetSiblingOrder( value ); + } + } + break; + } + + case Dali::Actor::Property::CLIPPING_MODE: + { + ClippingMode::Type convertedValue = mClippingMode; + if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) ) + { + mClippingMode = convertedValue; + if( NULL != mNode ) + { + SetClippingModeMessage( GetEventThreadServices(), *mNode, mClippingMode ); + } + } + break; + } + + case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT: + { + bool value = false; + if( property.Get( value ) && value != mPositionUsesAnchorPoint ) + { + mPositionUsesAnchorPoint = value; + if( NULL != mNode ) + { + SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, mPositionUsesAnchorPoint ); + } + } + break; + } + default: { // this can happen in the case of a non-animatable default property so just do nothing @@ -2743,8 +3041,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata default: { - DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here - break; + // nothing to do for other types } } // entry.GetType } @@ -2753,354 +3050,158 @@ Property::Value Actor::GetDefaultProperty( Property::Index index ) const { Property::Value value; - switch( index ) + if( ! GetCachedPropertyValue( index, value ) ) { - case Dali::Actor::Property::PARENT_ORIGIN: - { - value = GetCurrentParentOrigin(); - break; - } + // If property value is not stored in the event-side, then it must be a scene-graph only property + GetCurrentPropertyValue( index, value ); + } - case Dali::Actor::Property::PARENT_ORIGIN_X: - { - value = GetCurrentParentOrigin().x; - break; - } + return value; +} - case Dali::Actor::Property::PARENT_ORIGIN_Y: - { - value = GetCurrentParentOrigin().y; - break; - } - - case Dali::Actor::Property::PARENT_ORIGIN_Z: - { - value = GetCurrentParentOrigin().z; - break; - } - - case Dali::Actor::Property::ANCHOR_POINT: - { - value = GetCurrentAnchorPoint(); - break; - } - - case Dali::Actor::Property::ANCHOR_POINT_X: - { - value = GetCurrentAnchorPoint().x; - break; - } - - case Dali::Actor::Property::ANCHOR_POINT_Y: - { - value = GetCurrentAnchorPoint().y; - break; - } - - case Dali::Actor::Property::ANCHOR_POINT_Z: - { - value = GetCurrentAnchorPoint().z; - break; - } - - case Dali::Actor::Property::SIZE: - { - value = GetTargetSize(); - break; - } - - case Dali::Actor::Property::SIZE_WIDTH: - { - value = GetTargetSize().width; - break; - } - - case Dali::Actor::Property::SIZE_HEIGHT: - { - value = GetTargetSize().height; - break; - } - - case Dali::Actor::Property::SIZE_DEPTH: - { - value = GetTargetSize().depth; - break; - } - - case Dali::Actor::Property::POSITION: - { - value = GetTargetPosition(); - break; - } - - case Dali::Actor::Property::POSITION_X: - { - value = GetTargetPosition().x; - break; - } - - case Dali::Actor::Property::POSITION_Y: - { - value = GetTargetPosition().y; - break; - } - - case Dali::Actor::Property::POSITION_Z: - { - value = GetTargetPosition().z; - break; - } - - case Dali::Actor::Property::WORLD_POSITION: - { - value = GetCurrentWorldPosition(); - break; - } - - case Dali::Actor::Property::WORLD_POSITION_X: - { - value = GetCurrentWorldPosition().x; - break; - } - - case Dali::Actor::Property::WORLD_POSITION_Y: - { - value = GetCurrentWorldPosition().y; - break; - } - - case Dali::Actor::Property::WORLD_POSITION_Z: - { - value = GetCurrentWorldPosition().z; - break; - } - - case Dali::Actor::Property::ORIENTATION: - { - value = GetCurrentOrientation(); - break; - } - - case Dali::Actor::Property::WORLD_ORIENTATION: - { - value = GetCurrentWorldOrientation(); - break; - } - - case Dali::Actor::Property::SCALE: - { - value = GetCurrentScale(); - break; - } - - case Dali::Actor::Property::SCALE_X: - { - value = GetCurrentScale().x; - break; - } - - case Dali::Actor::Property::SCALE_Y: - { - value = GetCurrentScale().y; - break; - } +Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const +{ + Property::Value value; - case Dali::Actor::Property::SCALE_Z: - { - value = GetCurrentScale().z; - break; - } + if( ! GetCurrentPropertyValue( index, value ) ) + { + // If unable to retrieve scene-graph property value, then it must be an event-side only property + GetCachedPropertyValue( index, value ); + } - case Dali::Actor::Property::WORLD_SCALE: - { - value = GetCurrentWorldScale(); - break; - } + return value; +} - case Dali::Actor::Property::VISIBLE: - { - value = IsVisible(); - break; - } +const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const +{ + return mNode; +} - case Dali::Actor::Property::COLOR: - { - value = GetCurrentColor(); - break; - } +const SceneGraph::PropertyOwner* Actor::GetSceneObject() const +{ + // This method should only return an object connected to the scene-graph + return OnStage() ? mNode : NULL; +} - case Dali::Actor::Property::COLOR_RED: - { - value = GetCurrentColor().r; - break; - } +const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const +{ + DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" ); - case Dali::Actor::Property::COLOR_GREEN: - { - value = GetCurrentColor().g; - break; - } + const PropertyBase* property( NULL ); - case Dali::Actor::Property::COLOR_BLUE: - { - value = GetCurrentColor().b; - break; - } + // This method should only return a property of an object connected to the scene-graph + if( !OnStage() ) + { + return property; + } - case Dali::Actor::Property::COLOR_ALPHA: - { - value = GetCurrentColor().a; - break; - } + if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) + { + AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index ); + DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" ); - case Dali::Actor::Property::WORLD_COLOR: - { - value = GetCurrentWorldColor(); - break; - } + property = animatable->GetSceneGraphProperty(); + } + else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties + ( index <= PROPERTY_CUSTOM_MAX_INDEX ) ) + { + CustomPropertyMetadata* custom = FindCustomProperty( index ); + DALI_ASSERT_ALWAYS( custom && "Property index is invalid" ); - case Dali::Actor::Property::WORLD_MATRIX: + property = custom->GetSceneGraphProperty(); + } + else if( NULL != mNode ) + { + switch( index ) { - value = GetCurrentWorldMatrix(); - break; - } + case Dali::Actor::Property::SIZE: + property = &mNode->mSize; + break; - case Dali::Actor::Property::NAME: - { - value = GetName(); - break; - } + case Dali::Actor::Property::SIZE_WIDTH: + property = &mNode->mSize; + break; - case Dali::Actor::Property::SENSITIVE: - { - value = IsSensitive(); - break; - } + case Dali::Actor::Property::SIZE_HEIGHT: + property = &mNode->mSize; + break; - case Dali::Actor::Property::LEAVE_REQUIRED: - { - value = GetLeaveRequired(); - break; - } + case Dali::Actor::Property::SIZE_DEPTH: + property = &mNode->mSize; + break; - case Dali::Actor::Property::INHERIT_POSITION: - { - value = IsPositionInherited(); - break; - } + case Dali::Actor::Property::POSITION: + property = &mNode->mPosition; + break; - case Dali::Actor::Property::INHERIT_ORIENTATION: - { - value = IsOrientationInherited(); - break; - } + case Dali::Actor::Property::POSITION_X: + property = &mNode->mPosition; + break; - case Dali::Actor::Property::INHERIT_SCALE: - { - value = IsScaleInherited(); - break; - } + case Dali::Actor::Property::POSITION_Y: + property = &mNode->mPosition; + break; - case Dali::Actor::Property::COLOR_MODE: - { - value = Scripting::GetColorMode( GetColorMode() ); - break; - } + case Dali::Actor::Property::POSITION_Z: + property = &mNode->mPosition; + break; - case Dali::Actor::Property::POSITION_INHERITANCE: - { - value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() ); - break; - } + case Dali::Actor::Property::ORIENTATION: + property = &mNode->mOrientation; + break; - case Dali::Actor::Property::DRAW_MODE: - { - value = Scripting::GetDrawMode( GetDrawMode() ); - break; - } + case Dali::Actor::Property::SCALE: + property = &mNode->mScale; + break; - case Dali::Actor::Property::SIZE_MODE_FACTOR: - { - value = GetSizeModeFactor(); - break; - } + case Dali::Actor::Property::SCALE_X: + property = &mNode->mScale; + break; - case Dali::Actor::Property::WIDTH_RESIZE_POLICY: - { - value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ); - break; - } + case Dali::Actor::Property::SCALE_Y: + property = &mNode->mScale; + break; - case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: - { - value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ); - break; - } + case Dali::Actor::Property::SCALE_Z: + property = &mNode->mScale; + break; - case Dali::Actor::Property::SIZE_SCALE_POLICY: - { - value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount ); - break; - } + case Dali::Actor::Property::VISIBLE: + property = &mNode->mVisible; + break; - case Dali::Actor::Property::WIDTH_FOR_HEIGHT: - { - value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT ); - break; - } + case Dali::Actor::Property::COLOR: + property = &mNode->mColor; + break; - case Dali::Actor::Property::HEIGHT_FOR_WIDTH: - { - value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH ); - break; - } + case Dali::Actor::Property::COLOR_RED: + property = &mNode->mColor; + break; - case Dali::Actor::Property::PADDING: - { - Vector2 widthPadding = GetPadding( Dimension::WIDTH ); - Vector2 heightPadding = GetPadding( Dimension::HEIGHT ); - value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y ); - break; - } + case Dali::Actor::Property::COLOR_GREEN: + property = &mNode->mColor; + break; - case Dali::Actor::Property::MINIMUM_SIZE: - { - value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) ); - break; - } + case Dali::Actor::Property::COLOR_BLUE: + property = &mNode->mColor; + break; - case Dali::Actor::Property::MAXIMUM_SIZE: - { - value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) ); - break; - } + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + property = &mNode->mColor; + break; - default: - { - DALI_ASSERT_ALWAYS( false && "Actor Property index invalid" ); // should not come here - break; + default: + break; } } - return value; -} - -const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const -{ - return mNode; -} - -const SceneGraph::PropertyOwner* Actor::GetSceneObject() const -{ - // This method should only return an object connected to the scene-graph - return OnStage() ? mNode : NULL; + return property; } -const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const +const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const { - DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" ); - - const PropertyBase* property( NULL ); + const PropertyInputImpl* property( NULL ); // This method should only return a property of an object connected to the scene-graph if( !OnStage() ) @@ -3115,17 +3216,49 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind property = animatable->GetSceneGraphProperty(); } - else if ( index >= DEFAULT_PROPERTY_MAX_COUNT ) + else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties + ( index <= PROPERTY_CUSTOM_MAX_INDEX ) ) { CustomPropertyMetadata* custom = FindCustomProperty( index ); DALI_ASSERT_ALWAYS( custom && "Property index is invalid" ); - property = custom->GetSceneGraphProperty(); } else if( NULL != mNode ) { switch( index ) { + case Dali::Actor::Property::PARENT_ORIGIN: + property = &mNode->mParentOrigin; + break; + + case Dali::Actor::Property::PARENT_ORIGIN_X: + property = &mNode->mParentOrigin; + break; + + case Dali::Actor::Property::PARENT_ORIGIN_Y: + property = &mNode->mParentOrigin; + break; + + case Dali::Actor::Property::PARENT_ORIGIN_Z: + property = &mNode->mParentOrigin; + break; + + case Dali::Actor::Property::ANCHOR_POINT: + property = &mNode->mAnchorPoint; + break; + + case Dali::Actor::Property::ANCHOR_POINT_X: + property = &mNode->mAnchorPoint; + break; + + case Dali::Actor::Property::ANCHOR_POINT_Y: + property = &mNode->mAnchorPoint; + break; + + case Dali::Actor::Property::ANCHOR_POINT_Z: + property = &mNode->mAnchorPoint; + break; + case Dali::Actor::Property::SIZE: property = &mNode->mSize; break; @@ -3158,10 +3291,30 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind property = &mNode->mPosition; break; + case Dali::Actor::Property::WORLD_POSITION: + property = &mNode->mWorldPosition; + break; + + case Dali::Actor::Property::WORLD_POSITION_X: + property = &mNode->mWorldPosition; + break; + + case Dali::Actor::Property::WORLD_POSITION_Y: + property = &mNode->mWorldPosition; + break; + + case Dali::Actor::Property::WORLD_POSITION_Z: + property = &mNode->mWorldPosition; + break; + case Dali::Actor::Property::ORIENTATION: property = &mNode->mOrientation; break; + case Dali::Actor::Property::WORLD_ORIENTATION: + property = &mNode->mWorldOrientation; + break; + case Dali::Actor::Property::SCALE: property = &mNode->mScale; break; @@ -3178,6 +3331,10 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind property = &mNode->mScale; break; + case Dali::Actor::Property::WORLD_SCALE: + property = &mNode->mWorldScale; + break; + case Dali::Actor::Property::VISIBLE: property = &mNode->mVisible; break; @@ -3186,338 +3343,666 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind property = &mNode->mColor; break; - case Dali::Actor::Property::COLOR_RED: - property = &mNode->mColor; - break; + case Dali::Actor::Property::COLOR_RED: + property = &mNode->mColor; + break; + + case Dali::Actor::Property::COLOR_GREEN: + property = &mNode->mColor; + break; + + case Dali::Actor::Property::COLOR_BLUE: + property = &mNode->mColor; + break; + + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + property = &mNode->mColor; + break; + } + + case Dali::Actor::Property::WORLD_COLOR: + property = &mNode->mWorldColor; + break; + + case Dali::Actor::Property::WORLD_MATRIX: + property = &mNode->mWorldMatrix; + break; + + default: + break; + } + } + + return property; +} + +int Actor::GetPropertyComponentIndex( Property::Index index ) const +{ + int componentIndex( Property::INVALID_COMPONENT_INDEX ); + + if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) ) + { + // check whether the animatable property is registered already, if not then register one. + AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index); + if( animatableProperty ) + { + componentIndex = animatableProperty->componentIndex; + } + } + else + { + switch( index ) + { + case Dali::Actor::Property::PARENT_ORIGIN_X: + case Dali::Actor::Property::ANCHOR_POINT_X: + case Dali::Actor::Property::SIZE_WIDTH: + case Dali::Actor::Property::POSITION_X: + case Dali::Actor::Property::WORLD_POSITION_X: + case Dali::Actor::Property::SCALE_X: + case Dali::Actor::Property::COLOR_RED: + { + componentIndex = 0; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Y: + case Dali::Actor::Property::ANCHOR_POINT_Y: + case Dali::Actor::Property::SIZE_HEIGHT: + case Dali::Actor::Property::POSITION_Y: + case Dali::Actor::Property::WORLD_POSITION_Y: + case Dali::Actor::Property::SCALE_Y: + case Dali::Actor::Property::COLOR_GREEN: + { + componentIndex = 1; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Z: + case Dali::Actor::Property::ANCHOR_POINT_Z: + case Dali::Actor::Property::SIZE_DEPTH: + case Dali::Actor::Property::POSITION_Z: + case Dali::Actor::Property::WORLD_POSITION_Z: + case Dali::Actor::Property::SCALE_Z: + case Dali::Actor::Property::COLOR_BLUE: + { + componentIndex = 2; + break; + } + + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + componentIndex = 3; + break; + } + + default: + { + // Do nothing + break; + } + } + } + + return componentIndex; +} + +void Actor::SetParent( Actor* parent ) +{ + if( parent ) + { + DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" ); + + mParent = parent; + + if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction + parent->OnStage() ) + { + // Instruct each actor to create a corresponding node in the scene graph + ConnectToStage( parent->GetHierarchyDepth() ); + } + + // Resolve the name and index for the child properties if any + ResolveChildProperties(); + } + else // parent being set to NULL + { + DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" ); + + mParent = NULL; + + if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction + OnStage() ) + { + DALI_ASSERT_ALWAYS( mNode != NULL ); + + if( NULL != mNode ) + { + // Disconnect the Node & its children from the scene-graph. + DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode ); + } + + // Instruct each actor to discard pointers to the scene-graph + DisconnectFromStage(); + } + } +} + +SceneGraph::Node* Actor::CreateNode() const +{ + return Node::New(); +} + +bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ ) +{ + bool done = false; + Actor* actor = dynamic_cast< Actor* >( object ); + + if( actor ) + { + if( 0 == actionName.compare( ACTION_SHOW ) ) + { + actor->SetVisible( true ); + done = true; + } + else if( 0 == actionName.compare( ACTION_HIDE ) ) + { + actor->SetVisible( false ); + done = true; + } + } + + return done; +} + +bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const +{ + bool valueSet = true; + + switch( index ) + { + case Dali::Actor::Property::PARENT_ORIGIN: + { + value = GetCurrentParentOrigin(); + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_X: + { + value = GetCurrentParentOrigin().x; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Y: + { + value = GetCurrentParentOrigin().y; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Z: + { + value = GetCurrentParentOrigin().z; + break; + } + + case Dali::Actor::Property::ANCHOR_POINT: + { + value = GetCurrentAnchorPoint(); + break; + } + + case Dali::Actor::Property::ANCHOR_POINT_X: + { + value = GetCurrentAnchorPoint().x; + break; + } - case Dali::Actor::Property::COLOR_GREEN: - property = &mNode->mColor; - break; + case Dali::Actor::Property::ANCHOR_POINT_Y: + { + value = GetCurrentAnchorPoint().y; + break; + } - case Dali::Actor::Property::COLOR_BLUE: - property = &mNode->mColor; - break; + case Dali::Actor::Property::ANCHOR_POINT_Z: + { + value = GetCurrentAnchorPoint().z; + break; + } - case Dali::Actor::Property::COLOR_ALPHA: - property = &mNode->mColor; - break; + case Dali::Actor::Property::SIZE: + { + value = GetTargetSize(); + break; + } - default: - break; + case Dali::Actor::Property::SIZE_WIDTH: + { + value = GetTargetSize().width; + break; } - } - return property; -} + case Dali::Actor::Property::SIZE_HEIGHT: + { + value = GetTargetSize().height; + break; + } -const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index index ) const -{ - const PropertyInputImpl* property( NULL ); + case Dali::Actor::Property::SIZE_DEPTH: + { + value = GetTargetSize().depth; + break; + } - // This method should only return a property of an object connected to the scene-graph - if( !OnStage() ) - { - return property; - } + case Dali::Actor::Property::POSITION: + { + value = GetTargetPosition(); + break; + } - if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) - { - AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index ); - DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" ); + case Dali::Actor::Property::POSITION_X: + { + value = GetTargetPosition().x; + break; + } - property = animatable->GetSceneGraphProperty(); - } - else if ( index >= DEFAULT_PROPERTY_MAX_COUNT ) - { - CustomPropertyMetadata* custom = FindCustomProperty( index ); - DALI_ASSERT_ALWAYS( custom && "Property index is invalid" ); - property = custom->GetSceneGraphProperty(); - } - else if( NULL != mNode ) - { - switch( index ) + case Dali::Actor::Property::POSITION_Y: { - case Dali::Actor::Property::PARENT_ORIGIN: - property = &mNode->mParentOrigin; - break; + value = GetTargetPosition().y; + break; + } - case Dali::Actor::Property::PARENT_ORIGIN_X: - property = &mNode->mParentOrigin; - break; + case Dali::Actor::Property::POSITION_Z: + { + value = GetTargetPosition().z; + break; + } - case Dali::Actor::Property::PARENT_ORIGIN_Y: - property = &mNode->mParentOrigin; - break; + case Dali::Actor::Property::ORIENTATION: + { + value = mTargetOrientation; + break; + } - case Dali::Actor::Property::PARENT_ORIGIN_Z: - property = &mNode->mParentOrigin; - break; + case Dali::Actor::Property::SCALE: + { + value = mTargetScale; + break; + } - case Dali::Actor::Property::ANCHOR_POINT: - property = &mNode->mAnchorPoint; - break; + case Dali::Actor::Property::SCALE_X: + { + value = mTargetScale.x; + break; + } - case Dali::Actor::Property::ANCHOR_POINT_X: - property = &mNode->mAnchorPoint; - break; + case Dali::Actor::Property::SCALE_Y: + { + value = mTargetScale.y; + break; + } - case Dali::Actor::Property::ANCHOR_POINT_Y: - property = &mNode->mAnchorPoint; - break; + case Dali::Actor::Property::SCALE_Z: + { + value = mTargetScale.z; + break; + } - case Dali::Actor::Property::ANCHOR_POINT_Z: - property = &mNode->mAnchorPoint; - break; + case Dali::Actor::Property::VISIBLE: + { + value = mVisible; + break; + } - case Dali::Actor::Property::SIZE: - property = &mNode->mSize; - break; + case Dali::Actor::Property::COLOR: + { + value = mTargetColor; + break; + } - case Dali::Actor::Property::SIZE_WIDTH: - property = &mNode->mSize; - break; + case Dali::Actor::Property::COLOR_RED: + { + value = mTargetColor.r; + break; + } - case Dali::Actor::Property::SIZE_HEIGHT: - property = &mNode->mSize; - break; + case Dali::Actor::Property::COLOR_GREEN: + { + value = mTargetColor.g; + break; + } - case Dali::Actor::Property::SIZE_DEPTH: - property = &mNode->mSize; - break; + case Dali::Actor::Property::COLOR_BLUE: + { + value = mTargetColor.b; + break; + } - case Dali::Actor::Property::POSITION: - property = &mNode->mPosition; - break; + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + value = mTargetColor.a; + break; + } - case Dali::Actor::Property::POSITION_X: - property = &mNode->mPosition; - break; + case Dali::Actor::Property::NAME: + { + value = GetName(); + break; + } - case Dali::Actor::Property::POSITION_Y: - property = &mNode->mPosition; - break; + case Dali::Actor::Property::SENSITIVE: + { + value = IsSensitive(); + break; + } - case Dali::Actor::Property::POSITION_Z: - property = &mNode->mPosition; - break; + case Dali::Actor::Property::LEAVE_REQUIRED: + { + value = GetLeaveRequired(); + break; + } - case Dali::Actor::Property::WORLD_POSITION: - property = &mNode->mWorldPosition; - break; + case Dali::Actor::Property::INHERIT_POSITION: + { + value = IsPositionInherited(); + break; + } - case Dali::Actor::Property::WORLD_POSITION_X: - property = &mNode->mWorldPosition; - break; + case Dali::Actor::Property::INHERIT_ORIENTATION: + { + value = IsOrientationInherited(); + break; + } - case Dali::Actor::Property::WORLD_POSITION_Y: - property = &mNode->mWorldPosition; - break; + case Dali::Actor::Property::INHERIT_SCALE: + { + value = IsScaleInherited(); + break; + } - case Dali::Actor::Property::WORLD_POSITION_Z: - property = &mNode->mWorldPosition; - break; + case Dali::Actor::Property::COLOR_MODE: + { + value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::ORIENTATION: - property = &mNode->mOrientation; - break; + case Dali::Actor::Property::POSITION_INHERITANCE: + { + value = Scripting::GetLinearEnumerationName< PositionInheritanceMode >( GetPositionInheritanceMode(), POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::WORLD_ORIENTATION: - property = &mNode->mWorldOrientation; - break; + case Dali::Actor::Property::DRAW_MODE: + { + value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::SCALE: - property = &mNode->mScale; - break; + case Dali::Actor::Property::SIZE_MODE_FACTOR: + { + value = GetSizeModeFactor(); + break; + } - case Dali::Actor::Property::SCALE_X: - property = &mNode->mScale; - break; + case Dali::Actor::Property::WIDTH_RESIZE_POLICY: + { + value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::SCALE_Y: - property = &mNode->mScale; - break; + case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: + { + value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::SCALE_Z: - property = &mNode->mScale; - break; + case Dali::Actor::Property::SIZE_SCALE_POLICY: + { + value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT ); + break; + } - case Dali::Actor::Property::WORLD_SCALE: - property = &mNode->mWorldScale; - break; + case Dali::Actor::Property::WIDTH_FOR_HEIGHT: + { + value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT ); + break; + } - case Dali::Actor::Property::VISIBLE: - property = &mNode->mVisible; - break; + case Dali::Actor::Property::HEIGHT_FOR_WIDTH: + { + value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH ); + break; + } - case Dali::Actor::Property::COLOR: - property = &mNode->mColor; - break; + case Dali::Actor::Property::PADDING: + { + Vector2 widthPadding = GetPadding( Dimension::WIDTH ); + Vector2 heightPadding = GetPadding( Dimension::HEIGHT ); + value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y ); + break; + } - case Dali::Actor::Property::COLOR_RED: - property = &mNode->mColor; - break; + case Dali::Actor::Property::MINIMUM_SIZE: + { + value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) ); + break; + } - case Dali::Actor::Property::COLOR_GREEN: - property = &mNode->mColor; - break; + case Dali::Actor::Property::MAXIMUM_SIZE: + { + value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) ); + break; + } - case Dali::Actor::Property::COLOR_BLUE: - property = &mNode->mColor; - break; + case Dali::Actor::Property::CLIPPING_MODE: + { + value = mClippingMode; + break; + } - case Dali::Actor::Property::COLOR_ALPHA: - property = &mNode->mColor; - break; + case Dali::DevelActor::Property::SIBLING_ORDER: + { + value = static_cast(mSiblingOrder); + break; + } - case Dali::Actor::Property::WORLD_COLOR: - property = &mNode->mWorldColor; - break; + case Dali::DevelActor::Property::SCREEN_POSITION: + { + value = GetCurrentScreenPosition(); + break; + } - case Dali::Actor::Property::WORLD_MATRIX: - property = &mNode->mWorldMatrix; - break; + case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT: + { + value = mPositionUsesAnchorPoint; + break; + } - default: - break; + default: + { + // Must be a scene-graph only property + valueSet = false; + break; } } - return property; + return valueSet; } -int Actor::GetPropertyComponentIndex( Property::Index index ) const +bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const { - int componentIndex( Property::INVALID_COMPONENT_INDEX ); + bool valueSet = true; - if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) ) + switch( index ) { - // check whether the animatable property is registered already, if not then register one. - AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty(index); - if( animatableProperty ) + case Dali::Actor::Property::SIZE: { - componentIndex = animatableProperty->componentIndex; + value = GetCurrentSize(); + break; } - } - else - { - switch( index ) + + case Dali::Actor::Property::SIZE_WIDTH: { - case Dali::Actor::Property::PARENT_ORIGIN_X: - case Dali::Actor::Property::ANCHOR_POINT_X: - case Dali::Actor::Property::SIZE_WIDTH: - case Dali::Actor::Property::POSITION_X: - case Dali::Actor::Property::WORLD_POSITION_X: - case Dali::Actor::Property::SCALE_X: - case Dali::Actor::Property::COLOR_RED: - { - componentIndex = 0; - break; - } + value = GetCurrentSize().width; + break; + } - case Dali::Actor::Property::PARENT_ORIGIN_Y: - case Dali::Actor::Property::ANCHOR_POINT_Y: - case Dali::Actor::Property::SIZE_HEIGHT: - case Dali::Actor::Property::POSITION_Y: - case Dali::Actor::Property::WORLD_POSITION_Y: - case Dali::Actor::Property::SCALE_Y: - case Dali::Actor::Property::COLOR_GREEN: - { - componentIndex = 1; - break; - } + case Dali::Actor::Property::SIZE_HEIGHT: + { + value = GetCurrentSize().height; + break; + } - case Dali::Actor::Property::PARENT_ORIGIN_Z: - case Dali::Actor::Property::ANCHOR_POINT_Z: - case Dali::Actor::Property::SIZE_DEPTH: - case Dali::Actor::Property::POSITION_Z: - case Dali::Actor::Property::WORLD_POSITION_Z: - case Dali::Actor::Property::SCALE_Z: - case Dali::Actor::Property::COLOR_BLUE: - { - componentIndex = 2; - break; - } + case Dali::Actor::Property::SIZE_DEPTH: + { + value = GetCurrentSize().depth; + break; + } - case Dali::Actor::Property::COLOR_ALPHA: - { - componentIndex = 3; - break; - } + case Dali::Actor::Property::POSITION: + { + value = GetCurrentPosition(); + break; + } - default: - { - // Do nothing - break; - } + case Dali::Actor::Property::POSITION_X: + { + value = GetCurrentPosition().x; + break; } - } - return componentIndex; -} + case Dali::Actor::Property::POSITION_Y: + { + value = GetCurrentPosition().y; + break; + } -void Actor::SetParent( Actor* parent ) -{ - if( parent ) - { - DALI_ASSERT_ALWAYS( !mParent && "Actor cannot have 2 parents" ); + case Dali::Actor::Property::POSITION_Z: + { + value = GetCurrentPosition().z; + break; + } - mParent = parent; + case Dali::Actor::Property::WORLD_POSITION: + { + value = GetCurrentWorldPosition(); + break; + } - if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction - parent->OnStage() ) + case Dali::Actor::Property::WORLD_POSITION_X: { - // Instruct each actor to create a corresponding node in the scene graph - ConnectToStage( parent->GetHierarchyDepth() ); + value = GetCurrentWorldPosition().x; + break; + } + + case Dali::Actor::Property::WORLD_POSITION_Y: + { + value = GetCurrentWorldPosition().y; + break; + } + + case Dali::Actor::Property::WORLD_POSITION_Z: + { + value = GetCurrentWorldPosition().z; + break; + } + + case Dali::Actor::Property::ORIENTATION: + { + value = GetCurrentOrientation(); + break; + } + + case Dali::Actor::Property::WORLD_ORIENTATION: + { + value = GetCurrentWorldOrientation(); + break; + } + + case Dali::Actor::Property::SCALE: + { + value = GetCurrentScale(); + break; + } + + case Dali::Actor::Property::SCALE_X: + { + value = GetCurrentScale().x; + break; + } + + case Dali::Actor::Property::SCALE_Y: + { + value = GetCurrentScale().y; + break; + } + + case Dali::Actor::Property::SCALE_Z: + { + value = GetCurrentScale().z; + break; + } + + case Dali::Actor::Property::WORLD_SCALE: + { + value = GetCurrentWorldScale(); + break; } - } - else // parent being set to NULL - { - DALI_ASSERT_ALWAYS( mParent != NULL && "Actor should have a parent" ); - mParent = NULL; + case Dali::Actor::Property::COLOR: + { + value = GetCurrentColor(); + break; + } - if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction - OnStage() ) + case Dali::Actor::Property::COLOR_RED: { - DALI_ASSERT_ALWAYS( mNode != NULL ); + value = GetCurrentColor().r; + break; + } - if( NULL != mNode ) - { - // Disconnect the Node & its children from the scene-graph. - DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode ); - } + case Dali::Actor::Property::COLOR_GREEN: + { + value = GetCurrentColor().g; + break; + } - // Instruct each actor to discard pointers to the scene-graph - DisconnectFromStage(); + case Dali::Actor::Property::COLOR_BLUE: + { + value = GetCurrentColor().b; + break; } - } -} -SceneGraph::Node* Actor::CreateNode() const -{ - return Node::New(); -} + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + value = GetCurrentColor().a; + break; + } -bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ ) -{ - bool done = false; - Actor* actor = dynamic_cast< Actor* >( object ); + case Dali::Actor::Property::WORLD_COLOR: + { + value = GetCurrentWorldColor(); + break; + } - if( actor ) - { - if( 0 == actionName.compare( ACTION_SHOW ) ) + case Dali::Actor::Property::WORLD_MATRIX: { - actor->SetVisible( true ); - done = true; + value = GetCurrentWorldMatrix(); + break; } - else if( 0 == actionName.compare( ACTION_HIDE ) ) + + default: { - actor->SetVisible( false ); - done = true; + // Must be an event-side only property + valueSet = false; + break; } } - return done; + return valueSet; } void Actor::EnsureRelayoutData() @@ -3803,7 +4288,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension ) float Actor::GetSize( Dimension::Type dimension ) const { - return GetDimensionValue( GetTargetSize(), dimension ); + return GetDimensionValue( mTargetSize, dimension ); } float Actor::GetNaturalSize( Dimension::Type dimension ) const @@ -4089,7 +4574,7 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont SetNegotiatedSize( container ); // Negotiate down to children - const Vector2 newBounds = GetTargetSize().GetVectorXY(); + const Vector2 newBounds = mTargetSize.GetVectorXY(); for( unsigned int i = 0, count = GetChildCount(); i < count; ++i ) { @@ -4225,6 +4710,488 @@ float Actor::GetMaximumSize( Dimension::Type dimension ) const return FLT_MAX; // Default } +Object* Actor::GetParentObject() const +{ + return mParent; +} + +void Actor::SetSiblingOrder( unsigned int order ) +{ + mSiblingOrder = std::min( order, static_cast( DevelLayer::SIBLING_ORDER_MULTIPLIER ) ); + if( mIsOnStage ) + { + SetDepthIndexMessage( GetEventThreadServices(), *mNode, GetDepthIndex( mDepth, mSiblingOrder ) ); + } +} + +void Actor::DefragmentSiblingIndexes( ActorContainer& siblings ) +{ + // Sibling index may not be in consecutive order as the sibling range is limited ( DevelLayer::SIBLING_ORDER_MULTIPLIER ) + // we need to remove the gaps and ensure the number start from 0 and consecutive hence have a full range. + + // Start at index 0, while index <= highest order + // Find next index higher than 0 + // if nextHigher > index+1 + // set all nextHigher orders to index+1 + + // Limitation: May reach the ceiling of DevelLayer::SIBLING_ORDER_MULTIPLIER with highest sibling. + + ActorIter end = siblings.end(); + int highestOrder = 0; + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + highestOrder = std::max( highestOrder, siblingOrder ); + } + + for ( int index = 0; index <= highestOrder; index++ ) + { + int nextHighest = -1; + + // Find Next highest + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + + if ( siblingOrder > index ) + { + if ( nextHighest == -1 ) + { + nextHighest = siblingOrder; + } + nextHighest = std::min( nextHighest, siblingOrder ); + } + } + + // Check if a gap exists between indexes, if so set next index to consecutive number + if ( ( nextHighest - index ) > 1 ) + { + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + if ( siblingOrder == nextHighest ) + { + sibling->mSiblingOrder = index + 1; + if ( sibling->mSiblingOrder >= Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + DALI_LOG_WARNING( "Reached max sibling order level for raising / lowering actors\n" ); + sibling->mSiblingOrder = Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + } + } +} + +bool Actor::ShiftSiblingsLevels( ActorContainer& siblings, int targetLevelToShiftFrom ) +{ + // Allows exclusive levels for an actor by shifting all sibling levels at the target and above by 1 + bool defragmentationRequired( false ); + ActorIter end = siblings.end(); + for( ActorIter iter = siblings.begin(); ( iter != end ) ; ++iter ) + { + // Move actors at nearest order and above up by 1 + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + // Iterate through container of actors, any actor with a sibling order of the target or greater should + // be incremented by 1. + if ( sibling->mSiblingOrder >= targetLevelToShiftFrom ) + { + sibling->mSiblingOrder++; + if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + // If a sibling order raises so that it is only 1 from the maximum allowed then set flag so + // can re-order all sibling orders. + defragmentationRequired = true; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + } + return defragmentationRequired; +} + +void Actor::Raise() +{ + /* + 1) Check if already at top and nothing to be done. + This Actor can have highest sibling order but if not exclusive then another actor at same sibling + order can be positioned above it due to insertion order of actors. + 2) Find nearest sibling level above, these are the siblings this actor needs to be above + 3) a) There may be other levels above this target level + b) Increment all sibling levels at the level above nearest(target) + c) Now have a vacant sibling level + 4) Set this actor's sibling level to nearest +1 as now vacated. + + Note May not just be sibling level + 1 as could be empty levels in-between + + Example: + + 1 ) Initial order + ActorC ( sibling level 4 ) + ActorB ( sibling level 3 ) + ActorA ( sibling level 1 ) + + 2 ) ACTION: Raise A above B + a) Find nearest level above A = Level 3 + b) Increment levels above Level 3 + + ActorC ( sibling level 5 ) + ActorB ( sibling level 3 ) NEAREST + ActorA ( sibling level 1 ) + + 3 ) Set Actor A sibling level to nearest +1 as vacant + + ActorC ( sibling level 5 ) + ActorA ( sibling level 4 ) + ActorB ( sibling level 3 ) + + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + if ( mParent ) + { + int nearestLevel = mSiblingOrder; + int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER; + bool defragmentationRequired( false ); + + ActorContainer* siblings = mParent->mChildren; + + // Find Nearest sibling level above this actor + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int order = GetSiblingOrder( sibling ); + + if ( ( order >= mSiblingOrder ) ) + { + int distanceToNextLevel = order - mSiblingOrder; + if ( distanceToNextLevel < shortestDistanceToNextLevel ) + { + nearestLevel = order; + shortestDistanceToNextLevel = distanceToNextLevel; + } + } + } + } + + if ( nearestLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at top + { + mSiblingOrder = nearestLevel + 1; // Set sibling level to that above the nearest level + defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + // Move current actor to newly vacated order level + SetSiblingOrder( mSiblingOrder ); + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + SetSiblingOrder( mSiblingOrder ); + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::Lower() +{ + /** + 1) Check if actor already at bottom and if nothing needs to be done + This Actor can have lowest sibling order but if not exclusive then another actor at same sibling + order can be positioned above it due to insertion order of actors so need to move this actor below it. + 2) Find nearest sibling level below, this Actor needs to be below it + 3) a) Need to vacate a sibling level below nearest for this actor to occupy + b) Shift up all sibling order values of actor at the nearest level and levels above it to vacate a level. + c) Set this actor's sibling level to this newly vacated level. + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + // 1) Find nearest level below + int nearestLevel = mSiblingOrder; + int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER; + + ActorContainer* siblings = mParent->mChildren; + + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int order = GetSiblingOrder( sibling ); + + if ( order <= mSiblingOrder ) + { + int distanceToNextLevel = mSiblingOrder - order; + if ( distanceToNextLevel < shortestDistanceToNextLevel ) + { + nearestLevel = order; + shortestDistanceToNextLevel = distanceToNextLevel; + } + } + } + } + + bool defragmentationRequired ( false ); + + // 2) If actor already not at bottom, raise all actors at required level and above + if ( shortestDistanceToNextLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at bottom + { + mSiblingOrder = nearestLevel; + defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + // Move current actor to newly vacated order + SetSiblingOrder( mSiblingOrder ); + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::RaiseToTop() +{ + /** + 1 ) Find highest sibling order actor + 2 ) If highest sibling level not itself then set sibling order to that + 1 + 3 ) highest sibling order can be same as itself so need to increment over that + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + int maxOrder = 0; + + ActorContainer* siblings = mParent->mChildren; + + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + maxOrder = std::max( GetSiblingOrder( sibling ), maxOrder ); + } + } + + bool defragmentationRequired( false ); + + if ( maxOrder >= mSiblingOrder ) + { + mSiblingOrder = maxOrder + 1; + if ( mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + defragmentationRequired = true; + } + } + + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::LowerToBottom() +{ + /** + See Actor::LowerToBottom() + + 1 ) Check if this actor already at exclusively at the bottom, if so then no more to be done. + 2 ) a ) Check if the bottom position 0 is vacant. + b ) If 0 position is not vacant then shift up all sibling order values from 0 and above + c ) 0 sibling position is vacant. + 3 ) Set this actor to vacant sibling order 0; + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + bool defragmentationRequired( false ); + bool orderZeroFree ( true ); + + ActorContainer* siblings = mParent->mChildren; + + bool actorAtLowestOrder = true; + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int siblingOrder = GetSiblingOrder( sibling ); + if ( siblingOrder <= mSiblingOrder ) + { + actorAtLowestOrder = false; + } + + if ( siblingOrder == 0 ) + { + orderZeroFree = false; + } + } + } + + if ( ! actorAtLowestOrder ) + { + if ( ! orderZeroFree ) + { + defragmentationRequired = ShiftSiblingsLevels( *siblings, 0 ); + } + mSiblingOrder = 0; + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::RaiseAbove( Internal::Actor& target ) +{ + /** + 1 ) a) Find target actor's sibling order + b) If sibling order of target is the same as this actor then need to this Actor's sibling order + needs to be above it or the insertion order will determine which is drawn on top. + 2 ) Shift up by 1 all sibling order greater than target sibling order + 3 ) Set this actor to the sibling order to target +1 as will be a newly vacated gap above + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + if ( ValidateActors( *this, target ) ) + { + // Find target's sibling order + // Set actor sibling order to this number +1 + int targetSiblingOrder = GetSiblingOrder( &target ); + ActorContainer* siblings = mParent->mChildren; + mSiblingOrder = targetSiblingOrder + 1; + bool defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *(mParent->mChildren) ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::LowerBelow( Internal::Actor& target ) +{ + /** + 1 ) a) Find target actor's sibling order + b) If sibling order of target is the same as this actor then need to this Actor's sibling order + needs to be below it or the insertion order will determine which is drawn on top. + 2 ) Shift the target sibling order and all sibling orders at that level or above by 1 + 3 ) Set this actor to the sibling order of the target before it changed. + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + if ( ValidateActors( *this, target ) ) + { + bool defragmentationRequired ( false ); + // Find target's sibling order + // Set actor sibling order to target sibling order - 1 + int targetSiblingOrder = GetSiblingOrder( &target); + ActorContainer* siblings = mParent->mChildren; + if ( targetSiblingOrder == 0 ) + { + //lower to botton + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + sibling->mSiblingOrder++; + if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + defragmentationRequired = true; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + mSiblingOrder = 0; + } + else + { + defragmentationRequired = ShiftSiblingsLevels( *siblings, targetSiblingOrder ); + + mSiblingOrder = targetSiblingOrder; + } + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *(mParent->mChildren) ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + } // namespace Internal } // namespace Dali