X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fevent%2Factors%2Factor-impl.cpp;h=50c744e2da1e5677fceff157ee57a39ee1ee481e;hb=55827866fcb8c7ee47581ac4335a3390472090e8;hp=ff1164292b1e128e20f374b56315db7ce782b9c6;hpb=d413b2f6e70764c7f4620cf9bdb26419ff44d6ee;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 old mode 100644 new mode 100755 index ff11642..50c744e --- a/dali/internal/event/actors/actor-impl.cpp +++ b/dali/internal/event/actors/actor-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -33,7 +33,6 @@ #include #include #include -#include #include #include #include @@ -43,6 +42,8 @@ #include #include #include +#include +#include #include #include #include @@ -69,8 +70,6 @@ namespace Dali namespace Internal { -unsigned int Actor::mActorCounter = 0; - namespace { /// Using a function because of library initialisation order. Vector3::ONE may not have been initialised yet. @@ -104,7 +103,7 @@ struct Actor::RelayoutData : sizeModeFactor( GetDefaultSizeModeFactor() ), preferredSize( GetDefaultPreferredSize() ), sizeSetPolicy( DEFAULT_SIZE_SCALE_POLICY ), relayoutEnabled( false ), insideRelayout( false ) { // Set size negotiation defaults - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { resizePolicies[ i ] = ResizePolicy::DEFAULT; useAssignedSize[ i ] = false; @@ -195,7 +194,7 @@ DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali: 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( "reservedProperty01", STRING, true, false, false, Dali::Actor::Property::RESERVED_PROPERTY_01 ) // This property was removed, but to keep binary compatibility and TypeRegister test app, remain it here. 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 ) @@ -208,13 +207,15 @@ DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali: 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( "layoutDirection", STRING, true, false, false, Dali::Actor::Property::LAYOUT_DIRECTION ) +DALI_PROPERTY( "inheritLayoutDirection", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION ) 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( "layoutDirection", STRING, true, false, false, Dali::DevelActor::Property::LAYOUT_DIRECTION ) -DALI_PROPERTY( "layoutDirectionInheritance", BOOLEAN, true, false, false, Dali::DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE ) -DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX ) +DALI_PROPERTY( "culled", BOOLEAN, false, false, true, Dali::DevelActor::Property::CULLED ) +DALI_PROPERTY( "updateSizeHint", VECTOR2, true, true, true, Dali::DevelActor::Property::UPDATE_SIZE_HINT ) +DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX, ActorDefaultProperties ) // Signals @@ -225,6 +226,10 @@ 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"; +const char* const SIGNAL_VISIBILITY_CHANGED = "visibilityChanged"; +const char* const SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged"; +const char* const SIGNAL_CHILD_ADDED = "childAdded"; +const char* const SIGNAL_CHILD_REMOVED = "childRemoved"; // Actions @@ -236,7 +241,7 @@ BaseHandle CreateActor() return Dali::Actor::New(); } -TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor ); +TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties ); SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal ); SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal ); @@ -245,6 +250,10 @@ SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE, &Actor::DoConnectS SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal ); SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal ); SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector8( mType, SIGNAL_VISIBILITY_CHANGED, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector9( mType, SIGNAL_LAYOUT_DIRECTION_CHANGED, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector10( mType, SIGNAL_CHILD_ADDED, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector11( mType, SIGNAL_CHILD_REMOVED, &Actor::DoConnectSignal ); TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction ); TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction ); @@ -274,17 +283,9 @@ 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 ) @@ -310,15 +311,15 @@ DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN ) DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE ) DALI_ENUM_TO_STRING_TABLE_BEGIN( LAYOUT_DIRECTION ) -DALI_ENUM_TO_STRING_WITH_SCOPE( DevelActor::LayoutDirection, LTR ) -DALI_ENUM_TO_STRING_WITH_SCOPE( DevelActor::LayoutDirection, RTL ) +DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, LEFT_TO_RIGHT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( LayoutDirection, RIGHT_TO_LEFT ) DALI_ENUM_TO_STRING_TABLE_END( LAYOUT_DIRECTION ) bool GetAnchorPointConstant( const std::string& value, Vector3& anchor ) { - for( unsigned int i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i ) + for( uint32_t i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i ) { - size_t sizeIgnored = 0; + uint32_t sizeIgnored = 0; if( CompareTokens( value.c_str(), ANCHOR_CONSTANT_TABLE[ i ].name, sizeIgnored ) ) { anchor = ANCHOR_CONSTANT_TABLE[ i ].value; @@ -400,7 +401,8 @@ void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, Devel ActorPtr Actor::New() { - ActorPtr actor( new Actor( BASIC ) ); + // pass a reference to actor, actor does not own its node + ActorPtr actor( new Actor( BASIC, *CreateNode() ) ); // Second-phase construction actor->Initialize(); @@ -408,6 +410,17 @@ ActorPtr Actor::New() return actor; } +const SceneGraph::Node* Actor::CreateNode() +{ + // create node. Nodes are owned by the update manager + SceneGraph::Node* node = SceneGraph::Node::New(); + OwnerPointer< SceneGraph::Node > transferOwnership( node ); + Internal::ThreadLocalStorage* tls = Internal::ThreadLocalStorage::GetInternal(); + AddNodeMessage( tls->GetUpdateManager(), transferOwnership ); + + return node; +} + const std::string& Actor::GetName() const { return mName; @@ -417,16 +430,13 @@ void Actor::SetName( const std::string& name ) { mName = name; - if( NULL != mNode ) - { - // ATTENTION: string for debug purposes is not thread safe. - DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( mNode ), name ); - } + // ATTENTION: string for debug purposes is not thread safe. + DALI_LOG_SET_OBJECT_STRING( const_cast< SceneGraph::Node* >( &GetNode() ), name ); } -unsigned int Actor::GetId() const +uint32_t Actor::GetId() const { - return mId; + return GetNode().GetId(); } bool Actor::OnStage() const @@ -474,7 +484,7 @@ void Actor::Add( Actor& child ) // if we already have parent, unparent us first if( oldParent ) { - oldParent->Remove( child ); // This causes OnChildRemove callback + oldParent->Remove( child ); // This causes OnChildRemove callback & ChildRemoved signal // Old parent may need to readjust to missing child if( oldParent->RelayoutDependentOnChildren() ) @@ -494,6 +504,7 @@ void Actor::Add( Actor& child ) // Notification for derived classes OnChildAdd( child ); + EmitChildAddedSignal( child ); InheritLayoutDirectionRecursively( ActorPtr( &child ), mLayoutDirection ); @@ -548,6 +559,7 @@ void Actor::Remove( Actor& child ) // Notification for derived classes OnChildRemove( child ); + EmitChildRemovedSignal( child ); } void Actor::Unparent() @@ -561,12 +573,12 @@ void Actor::Unparent() } } -unsigned int Actor::GetChildCount() const +uint32_t Actor::GetChildCount() const { - return ( NULL != mChildren ) ? mChildren->size() : 0; + return ( NULL != mChildren ) ? static_cast( mChildren->size() ) : 0; // only 4,294,967,295 children per actor } -ActorPtr Actor::GetChildAt( unsigned int index ) const +ActorPtr Actor::GetChildAt( uint32_t index ) const { DALI_ASSERT_ALWAYS( index < GetChildCount() ); @@ -596,10 +608,10 @@ ActorPtr Actor::FindChildByName( const std::string& actorName ) return child; } -ActorPtr Actor::FindChildById( const unsigned int id ) +ActorPtr Actor::FindChildById( const uint32_t id ) { ActorPtr child = 0; - if( id == mId ) + if( id == GetId() ) { child = this; } @@ -621,11 +633,8 @@ ActorPtr Actor::FindChildById( const unsigned int id ) void Actor::SetParentOrigin( const Vector3& origin ) { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value & base value - SetParentOriginMessage( GetEventThreadServices(), *mNode, origin ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SetParentOriginMessage( GetEventThreadServices(), GetNode(), origin ); // Cache for event-thread access if( !mParentOrigin ) @@ -672,11 +681,8 @@ const Vector3& Actor::GetCurrentParentOrigin() const void Actor::SetAnchorPoint( const Vector3& anchor ) { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value & base value - SetAnchorPointMessage( GetEventThreadServices(), *mNode, anchor ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SetAnchorPointMessage( GetEventThreadServices(), GetNode(), anchor ); // Cache for event-thread access if( !mAnchorPoint ) @@ -735,66 +741,46 @@ void Actor::SetPosition( const Vector3& position ) { mTargetPosition = position; - 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->mPosition, &SceneGraph::TransformManagerPropertyHandler::Bake, position ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler::Bake, position ); } void Actor::SetX( float x ) { mTargetPosition.x = x; - 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->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeX, x ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeX, x ); } void Actor::SetY( float y ) { mTargetPosition.y = y; - 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->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeY, y ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeY, y ); } void Actor::SetZ( float z ) { mTargetPosition.z = z; - 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->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeZ, z ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeZ, z ); } void Actor::TranslateBy( const Vector3& distance ) { mTargetPosition += distance; - 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->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, distance ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, distance ); } const Vector3& Actor::GetCurrentPosition() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetPosition(GetEventThreadServices().GetEventBufferIndex()); - } - - return Vector3::ZERO; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetPosition(GetEventThreadServices().GetEventBufferIndex()); } const Vector3& Actor::GetTargetPosition() const @@ -804,57 +790,37 @@ const Vector3& Actor::GetTargetPosition() const const Vector3& Actor::GetCurrentWorldPosition() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); - } - - return Vector3::ZERO; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); } const Vector2 Actor::GetCurrentScreenPosition() const { - if( OnStage() && NULL != mNode ) + if( mScene && OnStage() ) { - 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 worldPosition = GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); + Vector3 cameraPosition = mScene->GetDefaultCameraActor().GetNode().GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); + worldPosition -= cameraPosition; + + Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale(); + Vector2 halfSceneSize( mScene->GetSize() * 0.5f ); // World position origin is center of scene 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( halfSceneSize.width + worldPosition.x - anchorPointOffSet.x, + halfSceneSize.height + worldPosition.y - anchorPointOffSet.y ); } return Vector2::ZERO; } -void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode ) -{ - // this flag is not animatable so keep the value - mPositionInheritanceMode = mode; - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value - SetInheritPositionMessage( GetEventThreadServices(), *mNode, mode == INHERIT_PARENT_POSITION ); - } -} - -PositionInheritanceMode Actor::GetPositionInheritanceMode() const -{ - // Cached for event-thread access - return mPositionInheritanceMode; -} - void Actor::SetInheritPosition( bool inherit ) { - if( mInheritPosition != inherit && NULL != mNode ) + if( mInheritPosition != inherit ) { - // non animateable so keep local copy + // non animatable so keep local copy mInheritPosition = inherit; - SetInheritPositionMessage( GetEventThreadServices(), *mNode, inherit ); + SetInheritPositionMessage( GetEventThreadServices(), GetNode(), inherit ); } } @@ -877,11 +843,8 @@ 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 - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler::Bake, orientation ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler::Bake, orientation ); } void Actor::RotateBy( const Radian& angle, const Vector3& axis ) @@ -893,33 +856,20 @@ 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 - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, relativeRotation ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mOrientation, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, relativeRotation ); } const Quaternion& Actor::GetCurrentOrientation() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetOrientation(GetEventThreadServices().GetEventBufferIndex()); - } - - return Quaternion::IDENTITY; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetOrientation(GetEventThreadServices().GetEventBufferIndex()); } const Quaternion& Actor::GetCurrentWorldOrientation() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() ); - } - - return Quaternion::IDENTITY; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetWorldOrientation( GetEventThreadServices().GetEventBufferIndex() ); } void Actor::SetScale( float scale ) @@ -936,88 +886,62 @@ 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 - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::Bake, scale ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler::Bake, 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 - SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::BakeX, x ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler::BakeX, 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 - SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::BakeY, y ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler::BakeY, 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 - SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::BakeZ, z ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler::BakeZ, 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 - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::BakeRelativeMultiply, relativeScale ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mScale, &SceneGraph::TransformManagerPropertyHandler::BakeRelativeMultiply, relativeScale ); } const Vector3& Actor::GetCurrentScale() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetScale(GetEventThreadServices().GetEventBufferIndex()); - } - - return Vector3::ONE; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetScale(GetEventThreadServices().GetEventBufferIndex()); } const Vector3& Actor::GetCurrentWorldScale() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetWorldScale( GetEventThreadServices().GetEventBufferIndex() ); - } - - return Vector3::ONE; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetWorldScale( GetEventThreadServices().GetEventBufferIndex() ); } void Actor::SetInheritScale( bool inherit ) { - - if( mInheritScale != inherit && NULL != mNode ) + if( mInheritScale != inherit ) { - // non animateable so keep local copy + // non animatable so keep local copy mInheritScale = inherit; - // mNode is being used in a separate thread; queue a message to set the value - SetInheritScaleMessage( GetEventThreadServices(), *mNode, inherit ); + // node is being used in a separate thread; queue a message to set the value + SetInheritScaleMessage( GetEventThreadServices(), GetNode(), inherit ); } } @@ -1028,12 +952,7 @@ bool Actor::IsScaleInherited() const Matrix Actor::GetCurrentWorldMatrix() const { - if( NULL != mNode ) - { - return mNode->GetWorldMatrix(0); - } - - return Matrix::IDENTITY; + return GetNode().GetWorldMatrix(0); } void Actor::SetVisible( bool visible ) @@ -1043,35 +962,22 @@ void Actor::SetVisible( bool visible ) bool Actor::IsVisible() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->IsVisible( GetEventThreadServices().GetEventBufferIndex() ); - } - - return true; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().IsVisible( GetEventThreadServices().GetEventBufferIndex() ); } 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 - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty::BakeW, opacity ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty::BakeW, opacity ); } float Actor::GetCurrentOpacity() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetOpacity(GetEventThreadServices().GetEventBufferIndex()); - } - - return 1.0f; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetOpacity(GetEventThreadServices().GetEventBufferIndex()); } ClippingMode::Type Actor::GetClippingMode() const @@ -1079,84 +985,62 @@ ClippingMode::Type Actor::GetClippingMode() const return mClippingMode; } -unsigned int Actor::GetSortingDepth() +uint32_t Actor::GetSortingDepth() { return mSortedDepth; } const Vector4& Actor::GetCurrentWorldColor() const { - if( NULL != mNode ) - { - return mNode->GetWorldColor( GetEventThreadServices().GetEventBufferIndex() ); - } - - return Color::WHITE; + return GetNode().GetWorldColor( GetEventThreadServices().GetEventBufferIndex() ); } 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 - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty::Bake, color ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty::Bake, 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 - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty::BakeX, red ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty::BakeX, 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 - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty::BakeY, green ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty::BakeY, 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 - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mColor, &AnimatableProperty::BakeZ, blue ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mColor, &AnimatableProperty::BakeZ, blue ); } const Vector4& Actor::GetCurrentColor() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetColor(GetEventThreadServices().GetEventBufferIndex()); - } - - return Color::WHITE; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetColor(GetEventThreadServices().GetEventBufferIndex()); } void Actor::SetInheritOrientation( bool inherit ) { - if( mInheritOrientation != inherit && NULL != mNode) + if( mInheritOrientation != inherit ) { - // non animateable so keep local copy + // non animatable so keep local copy mInheritOrientation = inherit; - // mNode is being used in a separate thread; queue a message to set the value - SetInheritOrientationMessage( GetEventThreadServices(), *mNode, inherit ); + // node is being used in a separate thread; queue a message to set the value + SetInheritOrientationMessage( GetEventThreadServices(), GetNode(), inherit ); } } @@ -1184,13 +1068,10 @@ const Vector3& Actor::GetSizeModeFactor() const void Actor::SetColorMode( ColorMode colorMode ) { - // non animateable so keep local copy + // non animatable so keep local copy mColorMode = colorMode; - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value - SetColorModeMessage( GetEventThreadServices(), *mNode, colorMode ); - } + // node is being used in a separate thread; queue a message to set the value + SetColorModeMessage( GetEventThreadServices(), GetNode(), colorMode ); } ColorMode Actor::GetColorMode() const @@ -1237,15 +1118,14 @@ void Actor::SetSizeInternal( const Vector3& size ) // dont allow recursive loop DALI_ASSERT_ALWAYS( !mInsideOnSizeSet && "Cannot call SetSize from OnSizeSet" ); // check that we have a node AND the new size width, height or depth is at least a little bit different from the old one - if( ( NULL != mNode )&& - ( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )|| - ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )|| - ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 ) ) ) + if( ( fabsf( mTargetSize.width - size.width ) > Math::MACHINE_EPSILON_1 )|| + ( fabsf( mTargetSize.height- size.height ) > Math::MACHINE_EPSILON_1 )|| + ( fabsf( mTargetSize.depth - size.depth ) > Math::MACHINE_EPSILON_1 ) ) { mTargetSize = size; - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::Bake, mTargetSize ); + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler::Bake, mTargetSize ); // Notification for derived classes mInsideOnSizeSet = true; @@ -1271,11 +1151,8 @@ void Actor::SetWidth( float width ) { 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 ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler::BakeX, width ); } RelayoutRequest(); @@ -1292,11 +1169,8 @@ void Actor::SetHeight( float height ) { 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 ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler::BakeY, height ); } RelayoutRequest(); @@ -1306,11 +1180,8 @@ void Actor::SetDepth( float depth ) { mTargetSize.depth = depth; - 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::BakeZ, depth ); - } + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mSize, &SceneGraph::TransformManagerPropertyHandler::BakeZ, depth ); } Vector3 Actor::GetTargetSize() const @@ -1332,13 +1203,8 @@ Vector3 Actor::GetTargetSize() const const Vector3& Actor::GetCurrentSize() const { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; copy the value from the previous update - return mNode->GetSize( GetEventThreadServices().GetEventBufferIndex() ); - } - - return Vector3::ZERO; + // node is being used in a separate thread; copy the value from the previous update + return GetNode().GetSize( GetEventThreadServices().GetEventBufferIndex() ); } Vector3 Actor::GetNaturalSize() const @@ -1354,7 +1220,7 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH); ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -1425,7 +1291,7 @@ ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const if ( mRelayoutData ) { // If more than one dimension is requested, just return the first one found - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -1449,6 +1315,9 @@ void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy ) EnsureRelayoutData(); mRelayoutData->sizeSetPolicy = policy; + + // Trigger relayout on this control + RelayoutRequest(); } SizeScalePolicy::Type Actor::GetSizeScalePolicy() const @@ -1465,7 +1334,7 @@ void Actor::SetDimensionDependency( Dimension::Type dimension, Dimension::Type d { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -1479,7 +1348,7 @@ Dimension::Type Actor::GetDimensionDependency( Dimension::Type dimension ) const if ( mRelayoutData ) { // If more than one dimension is requested, just return the first one found - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -1516,7 +1385,7 @@ void Actor::SetLayoutDirty( bool dirty, Dimension::Type dimension ) { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -1529,7 +1398,7 @@ bool Actor::IsLayoutDirty( Dimension::Type dimension ) const { if ( mRelayoutData ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionDirty[ i ] ) { @@ -1551,32 +1420,32 @@ bool Actor::RelayoutRequired( Dimension::Type dimension ) const return mRelayoutData && mRelayoutData->relayoutEnabled && IsLayoutDirty( dimension ); } -unsigned int Actor::AddRenderer( Renderer& renderer ) +uint32_t Actor::AddRenderer( Renderer& renderer ) { if( !mRenderers ) { mRenderers = new RendererContainer; } - unsigned int index = mRenderers->size(); + uint32_t index = static_cast( mRenderers->size() ); // 4,294,967,295 renderers per actor RendererPtr rendererPtr = RendererPtr( &renderer ); mRenderers->push_back( rendererPtr ); - AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() ); + AttachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() ); return index; } -unsigned int Actor::GetRendererCount() const +uint32_t Actor::GetRendererCount() const { - unsigned int rendererCount(0); + uint32_t rendererCount(0); if( mRenderers ) { - rendererCount = mRenderers->size(); + rendererCount = static_cast( mRenderers->size() ); // 4,294,967,295 renderers per actor } return rendererCount; } -RendererPtr Actor::GetRendererAt( unsigned int index ) +RendererPtr Actor::GetRendererAt( uint32_t index ) { RendererPtr renderer; if( index < GetRendererCount() ) @@ -1597,19 +1466,19 @@ void Actor::RemoveRenderer( Renderer& renderer ) if( (*iter).Get() == &renderer ) { mRenderers->erase( iter ); - RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() ); + DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.GetRendererSceneObject() ); break; } } } } -void Actor::RemoveRenderer( unsigned int index ) +void Actor::RemoveRenderer( uint32_t index ) { if( index < GetRendererCount() ) { RendererPtr renderer = ( *mRenderers )[ index ]; - RemoveRendererMessage( GetEventThreadServices(), *mNode, renderer.Get()->GetRendererSceneObject() ); + DetachRendererMessage( GetEventThreadServices(), GetNode(), renderer.Get()->GetRendererSceneObject() ); mRenderers->erase( mRenderers->begin()+index ); } } @@ -1623,11 +1492,9 @@ void Actor::SetDrawMode( DrawMode::Type drawMode ) { // this flag is not animatable so keep the value mDrawMode = drawMode; - 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 ); - } + + // node is being used in a separate thread; queue a message to set the value + SetDrawModeMessage( GetEventThreadServices(), GetNode(), drawMode ); } DrawMode::Type Actor::GetDrawMode() const @@ -1638,19 +1505,18 @@ DrawMode::Type Actor::GetDrawMode() const bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const { // only valid when on-stage - StagePtr stage = Stage::GetCurrent(); - if( stage && OnStage() ) + if( mScene && OnStage() ) { - const RenderTaskList& taskList = stage->GetRenderTaskList(); + const RenderTaskList& taskList = mScene->GetRenderTaskList(); Vector2 converted( screenX, screenY ); // do a reverse traversal of all lists (as the default onscreen one is typically the last one) - const int taskCount = taskList.GetTaskCount(); - for( int i = taskCount - 1; i >= 0; --i ) + uint32_t taskCount = taskList.GetTaskCount(); + for( uint32_t i = taskCount; i > 0; --i ) { - Dali::RenderTask task = taskList.GetTask( i ); - if( ScreenToLocal( Dali::GetImplementation( task ), localX, localY, screenX, screenY ) ) + RenderTaskPtr task = taskList.GetTask( i - 1 ); + if( ScreenToLocal( *task, localX, localY, screenX, screenY ) ) { // found a task where this conversion was ok so return return true; @@ -1685,7 +1551,7 @@ bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& l bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMatrix, const Viewport& viewport, float& localX, float& localY, float screenX, float screenY ) const { - // Early-out if mNode is NULL + // Early-out if not on stage if( !OnStage() ) { return false; @@ -1693,7 +1559,7 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMat // Get the ModelView matrix Matrix modelView; - Matrix::Multiply( modelView, mNode->GetWorldMatrix(0), viewMatrix ); + Matrix::Multiply( modelView, GetNode().GetWorldMatrix(0), viewMatrix ); // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects Matrix invertedMvp( false/*don't init*/); @@ -1701,19 +1567,19 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMat bool success = invertedMvp.Invert(); // Convert to GL coordinates - Vector4 screenPos( screenX - viewport.x, viewport.height - ( screenY - viewport.y ), 0.f, 1.f ); + Vector4 screenPos( screenX - static_cast( viewport.x ), static_cast( viewport.height ) - screenY - static_cast( viewport.y ), 0.f, 1.f ); Vector4 nearPos; if( success ) { - success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, nearPos ); + success = Unproject( screenPos, invertedMvp, static_cast( viewport.width ), static_cast( viewport.height ), nearPos ); } Vector4 farPos; if( success ) { screenPos.z = 1.0f; - success = Unproject( screenPos, invertedMvp, viewport.width, viewport.height, farPos ); + success = Unproject( screenPos, invertedMvp, static_cast( viewport.width ), static_cast( viewport.height ), farPos ); } if( success ) @@ -1796,8 +1662,8 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con C = o dot o - r^2 */ - // Early out if mNode is NULL - if( !mNode ) + // Early-out if not on stage + if( !OnStage() ) { return false; } @@ -1805,14 +1671,14 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() ); // Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed. - const Vector3& translation( mNode->GetWorldPosition( bufferIndex ) ); + const Vector3& translation( GetNode().GetWorldPosition( bufferIndex ) ); Vector3 rayOriginLocal( rayOrigin.x - translation.x, rayOrigin.y - translation.y, rayOrigin.z - translation.z ); // Compute the radius is not needed, square radius it's enough. - const Vector3& size( mNode->GetSize( bufferIndex ) ); + const Vector3& size( GetNode().GetSize( bufferIndex ) ); // Scale the sphere. - const Vector3& scale( mNode->GetWorldScale( bufferIndex ) ); + const Vector3& scale( GetNode().GetWorldScale( bufferIndex ) ); const float width = size.width * scale.width; const float height = size.height * scale.height; @@ -1830,14 +1696,14 @@ bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vecto { bool hit = false; - if( OnStage() && NULL != mNode ) + if( OnStage() ) { // Transforms the ray to the local reference system. // Calculate the inverse of Model matrix Matrix invModelMatrix( false/*don't init*/); BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() ); - invModelMatrix = mNode->GetWorldMatrix(0); + invModelMatrix = GetNode().GetWorldMatrix(0); invModelMatrix.Invert(); Vector4 rayOriginLocal( invModelMatrix * rayOrigin ); @@ -1853,7 +1719,7 @@ bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vecto // Ray travels distance * rayDirLocal to intersect with plane. distance = a / b; - const Vector3& size = mNode->GetSize( bufferIndex ); + const Vector3& size = GetNode().GetSize( bufferIndex ); hitPointLocal.x = rayOriginLocal.x + rayDirLocal.x * distance + size.x * 0.5f; hitPointLocal.y = rayOriginLocal.y + rayDirLocal.y * distance + size.y * 0.5f; @@ -1994,6 +1860,33 @@ void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityCha } } +void Actor::EmitLayoutDirectionChangedSignal( LayoutDirection::Type type ) +{ + if( ! mLayoutDirectionChangedSignal.Empty() ) + { + Dali::Actor handle( this ); + mLayoutDirectionChangedSignal.Emit( handle, type ); + } +} + +void Actor::EmitChildAddedSignal( Actor& child ) +{ + if( ! mChildAddedSignal.Empty() ) + { + Dali::Actor handle( &child ); + mChildAddedSignal.Emit( handle ); + } +} + +void Actor::EmitChildRemovedSignal( Actor& child ) +{ + if( ! mChildRemovedSignal.Empty() ) + { + Dali::Actor handle( &child ); + mChildRemovedSignal.Emit( handle ); + } +} + Dali::Actor::TouchSignalType& Actor::TouchedSignal() { return mTouchedSignal; @@ -2034,6 +1927,26 @@ DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal() return mVisibilityChangedSignal; } +Dali::Actor::LayoutDirectionChangedSignalType& Actor::LayoutDirectionChangedSignal() +{ + return mLayoutDirectionChangedSignal; +} + +DevelActor::ChildChangedSignalType& Actor::ChildAddedSignal() +{ + return mChildAddedSignal; +} + +DevelActor::ChildChangedSignalType& Actor::ChildRemovedSignal() +{ + return mChildRemovedSignal; +} + +DevelActor::ChildOrderChangedSignalType& Actor::ChildOrderChangedSignal() +{ + return mChildOrderChangedSignal; +} + bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { bool connected( true ); @@ -2067,6 +1980,22 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra { actor->TouchSignal().Connect( tracker, functor ); } + else if( 0 == signalName.compare( SIGNAL_VISIBILITY_CHANGED ) ) + { + actor->VisibilityChangedSignal().Connect( tracker, functor ); + } + else if( 0 == signalName.compare( SIGNAL_LAYOUT_DIRECTION_CHANGED ) ) + { + actor->LayoutDirectionChangedSignal().Connect( tracker, functor ); + } + else if( 0 == signalName.compare( SIGNAL_CHILD_ADDED ) ) + { + actor->ChildAddedSignal().Connect( tracker, functor ); + } + else if( 0 == signalName.compare( SIGNAL_CHILD_REMOVED ) ) + { + actor->ChildRemovedSignal().Connect( tracker, functor ); + } else { // signalName does not match any signal @@ -2076,22 +2005,34 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra return connected; } -Actor::Actor( DerivedType derivedType ) -: mParent( NULL ), +Actor::Actor( DerivedType derivedType, const SceneGraph::Node& node ) +: Object( &node ), + mScene( nullptr ), + mParent( NULL ), mChildren( NULL ), mRenderers( NULL ), - mNode( NULL ), mParentOrigin( NULL ), mAnchorPoint( NULL ), mRelayoutData( NULL ), mGestureData( NULL ), + mTouchedSignal(), + mTouchSignal(), + mHoveredSignal(), + mWheelEventSignal(), + mOnStageSignal(), + mOffStageSignal(), + mOnRelayoutSignal(), + mVisibilityChangedSignal(), + mLayoutDirectionChangedSignal(), + mChildAddedSignal(), + mChildRemovedSignal(), + mChildOrderChangedSignal(), 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 mSortedDepth( 0u ), mDepth( 0u ), mIsRoot( ROOT_LAYER == derivedType ), @@ -2110,10 +2051,9 @@ Actor::Actor( DerivedType derivedType ) mInheritScale( true ), mPositionUsesAnchorPoint( true ), mVisible( true ), - mLayoutDirectionInheritance( true ), - mLayoutDirection( DevelActor::LayoutDirection::LTR ), + mInheritLayoutDirection( true ), + mLayoutDirection( LayoutDirection::LEFT_TO_RIGHT ), mDrawMode( DrawMode::NORMAL ), - mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ), mColorMode( Node::DEFAULT_COLOR_MODE ), mClippingMode( ClippingMode::DISABLED ) { @@ -2121,11 +2061,6 @@ Actor::Actor( DerivedType derivedType ) void Actor::Initialize() { - // Node creation, keep raw-pointer to Node for messaging - mNode = CreateNode(); - OwnerPointer< SceneGraph::Node > transferOwnership( const_cast< SceneGraph::Node* >( mNode ) ); - AddNodeMessage( GetEventThreadServices().GetUpdateManager(), transferOwnership ); - OnInitialize(); GetEventThreadServices().RegisterObject( this ); @@ -2149,13 +2084,13 @@ Actor::~Actor() // Guard to allow handle destruction after Core has been destroyed if( EventThreadServices::IsCoreRunning() ) { - if( NULL != mNode ) + // Root layer will destroy its node in its own destructor + if ( !mIsRoot ) { - DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), *mNode ); - mNode = NULL; // Node is about to be destroyed - } + DestroyNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() ); - GetEventThreadServices().UnregisterObject( this ); + GetEventThreadServices().UnregisterObject( this ); + } } // Cleanup optional gesture data @@ -2166,22 +2101,18 @@ Actor::~Actor() delete mAnchorPoint; // Delete optional relayout data - if( mRelayoutData ) - { - delete mRelayoutData; - } + delete mRelayoutData; } -void Actor::ConnectToStage( unsigned int parentDepth ) +void Actor::ConnectToStage( uint32_t parentDepth ) { // This container is used instead of walking the Actor hierarchy. // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks. ActorContainer connectionList; - StagePtr stage = Stage::GetCurrent(); - if( stage ) + if( mScene ) { - stage->RequestRebuildDepthTree(); + mScene->RequestRebuildDepthTree(); } // This stage is atomic i.e. not interrupted by user callbacks. @@ -2197,12 +2128,12 @@ void Actor::ConnectToStage( unsigned int parentDepth ) RelayoutRequest(); } -void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned int depth ) +void Actor::RecursiveConnectToStage( ActorContainer& connectionList, uint32_t depth ) { DALI_ASSERT_ALWAYS( !OnStage() ); mIsOnStage = true; - mDepth = depth; + mDepth = static_cast< uint16_t >( depth ); // overflow ignored, not expected in practice ConnectToSceneGraph(); @@ -2218,7 +2149,8 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in ActorConstIter endIter = mChildren->end(); for( ActorIter iter = mChildren->begin(); iter != endIter; ++iter ) { - (*iter)->RecursiveConnectToStage( connectionList, depth+1 ); + (*iter)->SetScene( *mScene ); + (*iter)->RecursiveConnectToStage( connectionList, depth + 1 ); } } } @@ -2231,13 +2163,10 @@ void Actor::RecursiveConnectToStage( ActorContainer& connectionList, unsigned in */ void Actor::ConnectToSceneGraph() { - DALI_ASSERT_DEBUG( mNode != NULL); DALI_ASSERT_DEBUG( mParent != NULL); DALI_ASSERT_DEBUG( mParent->mNode != NULL ); + DALI_ASSERT_DEBUG( mParent != NULL); - if( NULL != mNode ) - { - // Reparent Node in next Update - ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode ); - } + // Reparent Node in next Update + ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), mParent->GetNode(), GetNode() ); // Request relayout on all actors that are added to the scenegraph RelayoutRequest(); @@ -2275,10 +2204,9 @@ void Actor::DisconnectFromStage() // It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks. ActorContainer disconnectionList; - StagePtr stage = Stage::GetCurrent(); - if( stage ) + if( mScene ) { - stage->RequestRebuildDepthTree(); + mScene->RequestRebuildDepthTree(); } // This stage is atomic i.e. not interrupted by user callbacks @@ -2294,7 +2222,8 @@ void Actor::DisconnectFromStage() void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList ) { - DALI_ASSERT_ALWAYS( OnStage() ); + // need to change state first so that internals relying on IsOnStage() inside OnStageDisconnectionInternal() get the correct value + mIsOnStage = false; // Recursively disconnect children if( mChildren ) @@ -2313,8 +2242,6 @@ void Actor::RecursiveDisconnectFromStage( ActorContainer& disconnectionList ) OnStageDisconnectionInternal(); DisconnectFromSceneGraph(); - - mIsOnStage = false; } /** @@ -2355,9 +2282,9 @@ bool Actor::IsNodeConnected() const { bool connected( false ); - if( OnStage() && ( NULL != mNode ) ) + if( OnStage() ) { - if( IsRoot() || mNode->GetParent() ) + if( IsRoot() || GetNode().GetParent() ) { connected = true; } @@ -2380,17 +2307,17 @@ void Actor::RebuildDepthTree() // in a single message OwnerPointer sceneGraphNodeDepths( new SceneGraph::NodeDepths() ); - int depthIndex = 1; + int32_t depthIndex = 1; DepthTraverseActorTree( sceneGraphNodeDepths, depthIndex ); SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths ); DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree traversal time: "); } -void Actor::DepthTraverseActorTree( OwnerPointer& sceneGraphNodeDepths, int& depthIndex ) +void Actor::DepthTraverseActorTree( OwnerPointer& sceneGraphNodeDepths, int32_t& depthIndex ) { mSortedDepth = depthIndex * DevelLayer::SIBLING_ORDER_MULTIPLIER; - sceneGraphNodeDepths->Add( const_cast( mNode ), mSortedDepth ); + sceneGraphNodeDepths->Add( const_cast( &GetNode() ), mSortedDepth ); // Create/add to children of this node if( mChildren ) @@ -2404,90 +2331,6 @@ void Actor::DepthTraverseActorTree( OwnerPointer& sceneG } } -unsigned int Actor::GetDefaultPropertyCount() const -{ - return DEFAULT_PROPERTY_COUNT; -} - -void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const -{ - indices.Reserve( DEFAULT_PROPERTY_COUNT ); - - for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i ) - { - indices.PushBack( i ); - } -} - -const char* Actor::GetDefaultPropertyName( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].name; - } - - return NULL; -} - -Property::Index Actor::GetDefaultPropertyIndex( const std::string& name ) const -{ - Property::Index index = Property::INVALID_INDEX; - - // Look for name in default properties - for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i ) - { - const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ]; - if( 0 == name.compare( property->name ) ) - { - index = i; - break; - } - } - - return index; -} - -bool Actor::IsDefaultPropertyWritable( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].writable; - } - - return false; -} - -bool Actor::IsDefaultPropertyAnimatable( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].animatable; - } - - return false; -} - -bool Actor::IsDefaultPropertyAConstraintInput( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].constraintInput; - } - - return false; -} - -Property::Type Actor::GetDefaultPropertyType( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].type; - } - - // index out of range...return Property::NONE - return Property::NONE; -} - void Actor::SetDefaultProperty( Property::Index index, const Property::Value& property ) { switch( index ) @@ -2733,16 +2576,6 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr break; } - case Dali::Actor::Property::POSITION_INHERITANCE: - { - 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: { DrawMode::Type mode = mDrawMode; @@ -2761,7 +2594,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::WIDTH_RESIZE_POLICY: { - ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + ResizePolicy::Type type = GetResizePolicy( Dimension::WIDTH ); if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::WIDTH ); @@ -2771,7 +2604,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: { - ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + ResizePolicy::Type type = GetResizePolicy( Dimension::HEIGHT ); if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::HEIGHT ); @@ -2781,7 +2614,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::SIZE_SCALE_POLICY: { - SizeScalePolicy::Type type; + SizeScalePolicy::Type type = GetSizeScalePolicy(); if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT, type ) ) { SetSizeScalePolicy( type ); @@ -2848,10 +2681,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) ) { mClippingMode = convertedValue; - if( NULL != mNode ) - { - SetClippingModeMessage( GetEventThreadServices(), *mNode, mClippingMode ); - } + SetClippingModeMessage( GetEventThreadServices(), GetNode(), mClippingMode ); } break; } @@ -2862,39 +2692,39 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr if( property.Get( value ) && value != mPositionUsesAnchorPoint ) { mPositionUsesAnchorPoint = value; - if( NULL != mNode ) - { - SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, mPositionUsesAnchorPoint ); - } + SetPositionUsesAnchorPointMessage( GetEventThreadServices(), GetNode(), mPositionUsesAnchorPoint ); } break; } - case Dali::DevelActor::Property::LAYOUT_DIRECTION: + case Dali::Actor::Property::LAYOUT_DIRECTION: { - Dali::DevelActor::LayoutDirection::Type direction = mLayoutDirection; - bool flag = false; + Dali::LayoutDirection::Type direction = mLayoutDirection; + mInheritLayoutDirection = false; - if( Scripting::GetEnumerationProperty< DevelActor::LayoutDirection::Type >( property, LAYOUT_DIRECTION_TABLE, LAYOUT_DIRECTION_TABLE_COUNT, direction ) ) + if( Scripting::GetEnumerationProperty< LayoutDirection::Type >( property, LAYOUT_DIRECTION_TABLE, LAYOUT_DIRECTION_TABLE_COUNT, direction ) ) { - flag = mLayoutDirectionInheritance; - mLayoutDirectionInheritance = true; - InheritLayoutDirectionRecursively( this, direction ); - mLayoutDirectionInheritance = flag; + InheritLayoutDirectionRecursively( this, direction, true ); } break; } - case Dali::DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE: + case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION: { bool value = false; - if( property.Get( value ) && value != mLayoutDirectionInheritance ) + if( property.Get( value ) ) { - mLayoutDirectionInheritance = value; + SetInheritLayoutDirection( value ); } break; } + case Dali::DevelActor::Property::UPDATE_SIZE_HINT: + { + SetUpdateSizeHint( property.Get< Vector2 >() ); + break; + } + default: { // this can happen in the case of a non-animatable default property so just do nothing @@ -2914,7 +2744,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); break; } @@ -2925,7 +2755,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); break; } @@ -2936,7 +2766,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); break; } @@ -2949,15 +2779,15 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata // property is being used in a separate thread; queue a message to set the property if(entry.componentIndex == 0) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeX, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeX, value.Get() ); } else if(entry.componentIndex == 1) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeY, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeY, value.Get() ); } else { - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); } break; @@ -2971,19 +2801,19 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata // property is being used in a separate thread; queue a message to set the property if(entry.componentIndex == 0) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeX, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeX, value.Get() ); } else if(entry.componentIndex == 1) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeY, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeY, value.Get() ); } else if(entry.componentIndex == 2) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeZ, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeZ, value.Get() ); } else { - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); } break; @@ -2997,23 +2827,23 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata // property is being used in a separate thread; queue a message to set the property if(entry.componentIndex == 0) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeX, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeX, value.Get() ); } else if(entry.componentIndex == 1) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeY, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeY, value.Get() ); } else if(entry.componentIndex == 2) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeZ, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeZ, value.Get() ); } else if(entry.componentIndex == 3) { - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::BakeW, value.Get() ); + SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::BakeW, value.Get() ); } else { - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property, &AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property, &AnimatableProperty::Bake, value.Get() ); } break; @@ -3025,7 +2855,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty::Bake, value.Get() ); break; } @@ -3036,7 +2866,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty::Bake, value.Get() ); break; } @@ -3047,7 +2877,7 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata DALI_ASSERT_DEBUG( NULL != property ); // property is being used in a separate thread; queue a message to set the property - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, property,&AnimatableProperty::Bake, value.Get() ); + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), property,&AnimatableProperty::Bake, value.Get() ); break; } @@ -3389,129 +3219,66 @@ void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::In } } -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; -} - const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index index ) const { - DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" ); - const PropertyBase* property( NULL ); - // This method should only return a property of an object connected to the scene-graph - if( !OnStage() ) - { - return property; - } - - 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" ); - - 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" ); - - property = custom->GetSceneGraphProperty(); - } - else if( NULL != mNode ) + switch( index ) { - switch( index ) + case Dali::Actor::Property::SIZE: // FALLTHROUGH + case Dali::Actor::Property::SIZE_WIDTH: // FALLTHROUGH + case Dali::Actor::Property::SIZE_HEIGHT: // FALLTHROUGH + case Dali::Actor::Property::SIZE_DEPTH: { - case Dali::Actor::Property::SIZE: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::SIZE_WIDTH: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::SIZE_HEIGHT: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::SIZE_DEPTH: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::POSITION: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_X: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_Y: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_Z: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::ORIENTATION: - property = &mNode->mOrientation; - break; - - case Dali::Actor::Property::SCALE: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::SCALE_X: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::SCALE_Y: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::SCALE_Z: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::VISIBLE: - property = &mNode->mVisible; - break; - - case Dali::Actor::Property::COLOR: - 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; - - default: - break; + property = &GetNode().mSize; + break; + } + case Dali::Actor::Property::POSITION: // FALLTHROUGH + case Dali::Actor::Property::POSITION_X: // FALLTHROUGH + case Dali::Actor::Property::POSITION_Y: // FALLTHROUGH + case Dali::Actor::Property::POSITION_Z: + { + property = &GetNode().mPosition; + break; + } + case Dali::Actor::Property::ORIENTATION: + { + property = &GetNode().mOrientation; + break; + } + case Dali::Actor::Property::SCALE: // FALLTHROUGH + case Dali::Actor::Property::SCALE_X: // FALLTHROUGH + case Dali::Actor::Property::SCALE_Y: // FALLTHROUGH + case Dali::Actor::Property::SCALE_Z: + { + property = &GetNode().mScale; + break; + } + case Dali::Actor::Property::VISIBLE: + { + property = &GetNode().mVisible; + break; + } + case Dali::Actor::Property::COLOR: // FALLTHROUGH + case Dali::Actor::Property::COLOR_RED: // FALLTHROUGH + case Dali::Actor::Property::COLOR_GREEN: // FALLTHROUGH + case Dali::Actor::Property::COLOR_BLUE: // FALLTHROUGH + case Dali::Actor::Property::COLOR_ALPHA: // FALLTHROUGH + case Dali::DevelActor::Property::OPACITY: + { + property = &GetNode().mColor; + break; + } + default: + { + break; } } + if( !property ) + { + // not our property, ask base + property = Object::GetSceneObjectAnimatableProperty( index ); + } return property; } @@ -3520,248 +3287,132 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind { const PropertyInputImpl* property( NULL ); - // This method should only return a property of an object connected to the scene-graph - if( !OnStage() ) - { - return property; - } - - 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" ); - - 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" ); - property = custom->GetSceneGraphProperty(); - } - else if( NULL != mNode ) + switch( index ) { - switch( index ) + case Dali::Actor::Property::PARENT_ORIGIN: // FALLTHROUGH + case Dali::Actor::Property::PARENT_ORIGIN_X: // FALLTHROUGH + case Dali::Actor::Property::PARENT_ORIGIN_Y: // FALLTHROUGH + case Dali::Actor::Property::PARENT_ORIGIN_Z: { - 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; - - case Dali::Actor::Property::SIZE_WIDTH: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::SIZE_HEIGHT: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::SIZE_DEPTH: - property = &mNode->mSize; - break; - - case Dali::Actor::Property::POSITION: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_X: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_Y: - property = &mNode->mPosition; - break; - - case Dali::Actor::Property::POSITION_Z: - 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; - - case Dali::Actor::Property::SCALE_X: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::SCALE_Y: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::SCALE_Z: - property = &mNode->mScale; - break; - - case Dali::Actor::Property::WORLD_SCALE: - property = &mNode->mWorldScale; - break; - - case Dali::Actor::Property::VISIBLE: - property = &mNode->mVisible; - break; - - case Dali::Actor::Property::COLOR: - 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; + property = &GetNode().mParentOrigin; + break; } + case Dali::Actor::Property::ANCHOR_POINT: // FALLTHROUGH + case Dali::Actor::Property::ANCHOR_POINT_X: // FALLTHROUGH + case Dali::Actor::Property::ANCHOR_POINT_Y: // FALLTHROUGH + case Dali::Actor::Property::ANCHOR_POINT_Z: + { + property = &GetNode().mAnchorPoint; + break; + } + case Dali::Actor::Property::WORLD_POSITION: // FALLTHROUGH + case Dali::Actor::Property::WORLD_POSITION_X: // FALLTHROUGH + case Dali::Actor::Property::WORLD_POSITION_Y: // FALLTHROUGH + case Dali::Actor::Property::WORLD_POSITION_Z: + { + property = &GetNode().mWorldPosition; + break; + } + case Dali::Actor::Property::WORLD_ORIENTATION: + { + property = &GetNode().mWorldOrientation; + break; + } + case Dali::Actor::Property::WORLD_SCALE: + { + property = &GetNode().mWorldScale; + break; + } + case Dali::Actor::Property::WORLD_COLOR: + { + property = &GetNode().mWorldColor; + break; + } + case Dali::Actor::Property::WORLD_MATRIX: + { + property = &GetNode().mWorldMatrix; + break; + } + case Dali::DevelActor::Property::CULLED: + { + property = &GetNode().mCulled; + break; + } + default: + { + break; + } + } + if( !property ) + { + // reuse animatable property getter as animatable properties are inputs as well + // animatable property chains back to Object::GetSceneObjectInputProperty() so all properties get covered + property = GetSceneObjectAnimatableProperty( index ); } return property; } -int Actor::GetPropertyComponentIndex( Property::Index index ) const +int32_t Actor::GetPropertyComponentIndex( Property::Index index ) const { - int componentIndex( Property::INVALID_COMPONENT_INDEX ); + int32_t componentIndex = Property::INVALID_COMPONENT_INDEX; - 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::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 = animatableProperty->componentIndex; + componentIndex = 0; + break; } - } - 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_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::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; - } + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + componentIndex = 3; + break; + } - default: - { - // Do nothing - break; - } + default: + { + // Do nothing + break; } } + if( Property::INVALID_COMPONENT_INDEX == componentIndex ) + { + // ask base + componentIndex = Object::GetPropertyComponentIndex( index ); + } return componentIndex; } @@ -3774,6 +3425,8 @@ void Actor::SetParent( Actor* parent ) mParent = parent; + mScene = parent->mScene; + if ( EventThreadServices::IsCoreRunning() && // Don't emit signals or send messages during Core destruction parent->OnStage() ) { @@ -3793,23 +3446,15 @@ void Actor::SetParent( Actor* parent ) 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 ); - } + // Disconnect the Node & its children from the scene-graph. + DisconnectNodeMessage( GetEventThreadServices().GetUpdateManager(), GetNode() ); // Instruct each actor to discard pointers to the scene-graph DisconnectFromStage(); } - } -} -SceneGraph::Node* Actor::CreateNode() const -{ - return Node::New(); + mScene = nullptr; + } } bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ ) @@ -4045,12 +3690,6 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu 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::DRAW_MODE: { value = Scripting::GetEnumerationName< DrawMode::Type >( GetDrawMode(), DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT ); @@ -4137,15 +3776,15 @@ bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& valu break; } - case Dali::DevelActor::Property::LAYOUT_DIRECTION: + case Dali::Actor::Property::LAYOUT_DIRECTION: { - value = Scripting::GetLinearEnumerationName< DevelActor::LayoutDirection::Type >( mLayoutDirection, LAYOUT_DIRECTION_TABLE, LAYOUT_DIRECTION_TABLE_COUNT ); + value = mLayoutDirection; break; } - case Dali::DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE: + case Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION: { - value = mLayoutDirectionInheritance; + value = IsLayoutDirectionInherited(); break; } @@ -4329,6 +3968,18 @@ bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& val break; } + case DevelActor::Property::CULLED: + { + value = GetNode().IsCulled( GetEventThreadServices().GetEventBufferIndex() ); + break; + } + + case Dali::DevelActor::Property::UPDATE_SIZE_HINT: + { + value = GetUpdateSizeHint(); + break; + } + default: { // Must be an event-side only property @@ -4352,7 +4003,7 @@ void Actor::EnsureRelayoutData() bool Actor::RelayoutDependentOnParent( Dimension::Type dimension ) { // Check if actor is dependent on parent - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -4370,7 +4021,7 @@ bool Actor::RelayoutDependentOnParent( Dimension::Type dimension ) bool Actor::RelayoutDependentOnChildren( Dimension::Type dimension ) { // Check if actor is dependent on children - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -4402,7 +4053,7 @@ bool Actor::RelayoutDependentOnChildrenBase( Dimension::Type dimension ) bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension ) { // Check each possible dimension and see if it is dependent on the input one - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -4415,7 +4066,7 @@ bool Actor::RelayoutDependentOnDimension( Dimension::Type dimension, Dimension:: void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -4427,7 +4078,7 @@ void Actor::SetNegotiatedDimension( float negotiatedDimension, Dimension::Type d float Actor::GetNegotiatedDimension( Dimension::Type dimension ) const { // If more than one dimension is requested, just return the first one found - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -4442,7 +4093,7 @@ void Actor::SetPadding( const Vector2& padding, Dimension::Type dimension ) { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -4456,7 +4107,7 @@ Vector2 Actor::GetPadding( Dimension::Type dimension ) const if ( mRelayoutData ) { // If more than one dimension is requested, just return the first one found - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) ) { @@ -4472,7 +4123,7 @@ void Actor::SetLayoutNegotiated( bool negotiated, Dimension::Type dimension ) { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -4485,7 +4136,7 @@ bool Actor::IsLayoutNegotiated( Dimension::Type dimension ) const { if ( mRelayoutData ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( ( dimension & ( 1 << i ) ) && mRelayoutData->dimensionNegotiated[ i ] ) { @@ -4605,7 +4256,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension ) { float maxDimensionPoint = 0.0f; - for( unsigned int i = 0, count = GetChildCount(); i < count; ++i ) + for( uint32_t i = 0, count = GetChildCount(); i < count; ++i ) { ActorPtr child = GetChildAt( i ); @@ -4720,7 +4371,7 @@ void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& alloca recursionStack.push_back( ActorDimensionPair( this, dimension ) ); // Dimension dependency check - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { Dimension::Type dimensionToCheck = static_cast< Dimension::Type >( 1 << i ); @@ -4740,7 +4391,7 @@ void Actor::NegotiateDimension( Dimension::Type dimension, const Vector2& alloca // Children dependency check if( RelayoutDependentOnChildren( dimension ) ) { - for( unsigned int i = 0, count = GetChildCount(); i < count; ++i ) + for( uint32_t i = 0, count = GetChildCount(); i < count; ++i ) { ActorPtr child = GetChildAt( i ); @@ -4780,7 +4431,7 @@ void Actor::NegotiateDimensions( const Vector2& allocatedSize ) // Negotiate all dimensions that require it ActorDimensionStack recursionStack; - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { const Dimension::Type dimension = static_cast< Dimension::Type >( 1 << i ); @@ -4911,7 +4562,7 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont SetNegotiatedSize( container ); // Negotiate down to children - for( unsigned int i = 0, count = GetChildCount(); i < count; ++i ) + for( uint32_t i = 0, count = GetChildCount(); i < count; ++i ) { ActorPtr child = GetChildAt( i ); @@ -4942,7 +4593,7 @@ void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension ) { if( mRelayoutData ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -4957,7 +4608,7 @@ bool Actor::GetUseAssignedSize( Dimension::Type dimension ) const if ( mRelayoutData ) { // If more than one dimension is requested, just return the first one found - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -5020,7 +4671,7 @@ void Actor::SetMinimumSize( float size, Dimension::Type dimension ) { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -5035,7 +4686,7 @@ float Actor::GetMinimumSize( Dimension::Type dimension ) const { if ( mRelayoutData ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -5051,7 +4702,7 @@ void Actor::SetMaximumSize( float size, Dimension::Type dimension ) { EnsureRelayoutData(); - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -5066,7 +4717,7 @@ float Actor::GetMaximumSize( Dimension::Type dimension ) const { if ( mRelayoutData ) { - for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + for( uint32_t i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { @@ -5078,6 +4729,19 @@ float Actor::GetMaximumSize( Dimension::Type dimension ) const return FLT_MAX; // Default } +void Actor::SetUpdateSizeHint( const Vector2& updateSizeHint ) +{ + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mUpdateSizeHint, &SceneGraph::TransformManagerPropertyHandler::Bake, Vector3(updateSizeHint.width, updateSizeHint.height, 0.f ) ); +} + +const Vector2 Actor::GetUpdateSizeHint() const +{ + // node is being used in a separate thread; copy the value from the previous update + Vector3 updateSizeHint = GetNode().GetUpdateSizeHint( GetEventThreadServices().GetEventBufferIndex() ); + return Vector2( updateSizeHint.width, updateSizeHint.height ); +} + Object* Actor::GetParentObject() const { return mParent; @@ -5087,10 +4751,10 @@ void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage ) { if( mVisible != visible ) { - if( sendMessage == SendMessage::TRUE && NULL != mNode ) + if( sendMessage == SendMessage::TRUE ) { - // 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 ); + // node is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), &GetNode(), &GetNode().mVisible, &AnimatableProperty::Bake, visible ); } mVisible = visible; @@ -5100,12 +4764,12 @@ void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage ) } } -void Actor::SetSiblingOrder( unsigned int order ) +void Actor::SetSiblingOrder( uint32_t order ) { if ( mParent ) { ActorContainer& siblings = *(mParent->mChildren); - unsigned int currentOrder = GetSiblingOrder(); + uint32_t currentOrder = GetSiblingOrder(); if( order != currentOrder ) { @@ -5132,18 +4796,18 @@ void Actor::SetSiblingOrder( unsigned int order ) } } -unsigned int Actor::GetSiblingOrder() const +uint32_t Actor::GetSiblingOrder() const { - unsigned int order = 0; + uint32_t order = 0; if ( mParent ) { ActorContainer& siblings = *(mParent->mChildren); - for( size_t i=0; i( i ); break; } } @@ -5156,10 +4820,9 @@ void Actor::RequestRebuildDepthTree() { if( mIsOnStage ) { - StagePtr stage = Stage::GetCurrent(); - if( stage ) + if( mScene ) { - stage->RequestRebuildDepthTree(); + mScene->RequestRebuildDepthTree(); } } } @@ -5171,7 +4834,7 @@ void Actor::Raise() ActorContainer& siblings = *(mParent->mChildren); if( siblings.back() != this ) // If not already at end { - for( size_t i=0; imChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } else @@ -5198,7 +4865,7 @@ void Actor::Lower() ActorContainer& siblings = *(mParent->mChildren); if( siblings.front() != this ) // If not already at beginning { - for( size_t i=0; imChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } else @@ -5232,6 +4903,10 @@ void Actor::RaiseToTop() siblings.push_back(ActorPtr(this)); } } + + Dali::Actor handle( this ); + mParent->mChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } else @@ -5256,6 +4931,10 @@ void Actor::LowerToBottom() siblings.insert(siblings.begin(), thisPtr); } } + + Dali::Actor handle( this ); + mParent->mChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } else @@ -5284,6 +4963,10 @@ void Actor::RaiseAbove( Internal::Actor& target ) ++targetIter; siblings.insert(targetIter, thisPtr); } + + Dali::Actor handle( this ); + mParent->mChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } } @@ -5310,6 +4993,10 @@ void Actor::LowerBelow( Internal::Actor& target ) siblings.erase(thisIter); // this only invalidates iterators at or after this point. siblings.insert(targetIter, thisPtr); } + + Dali::Actor handle( this ); + mParent->mChildOrderChangedSignal.Emit( handle ); + RequestRebuildDepthTree(); } } @@ -5319,13 +5006,42 @@ void Actor::LowerBelow( Internal::Actor& target ) } } -void Actor::InheritLayoutDirectionRecursively( ActorPtr actor, Dali::DevelActor::LayoutDirection::Type direction ) +void Actor::SetScene( Scene& scene ) { - if( actor && actor->mLayoutDirectionInheritance ) + mScene = &scene; +} + +Scene& Actor::GetScene() const +{ + return *mScene; +} + +void Actor::SetInheritLayoutDirection( bool inherit ) +{ + if( mInheritLayoutDirection != inherit ) + { + mInheritLayoutDirection = inherit; + + if( inherit && mParent ) + { + InheritLayoutDirectionRecursively( this, mParent->mLayoutDirection ); + } + } +} + +bool Actor::IsLayoutDirectionInherited() const +{ + return mInheritLayoutDirection; +} + +void Actor::InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set ) +{ + if( actor && ( actor->mInheritLayoutDirection || set ) ) { - if( actor->mLayoutDirection != direction) + if( actor->mLayoutDirection != direction ) { actor->mLayoutDirection = direction; + actor->EmitLayoutDirectionChangedSignal( direction ); actor->RelayoutRequest(); } @@ -5338,7 +5054,6 @@ void Actor::InheritLayoutDirectionRecursively( ActorPtr actor, Dali::DevelActor: } } } - } } // namespace Internal