X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fevent%2Factors%2Factor-impl.cpp;h=8df598ebb2e686d062ff492c46edd385d058656b;hb=462cbee2270984cdca45488f3733d664dcf49187;hp=557e6d4af939598313328aa670ec4718b101ba22;hpb=162d93a14a389b20cb2cbb0719e80dcd0b15c132;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/event/actors/actor-impl.cpp b/dali/internal/event/actors/actor-impl.cpp index 557e6d4..8df598e 100644 --- a/dali/internal/event/actors/actor-impl.cpp +++ b/dali/internal/event/actors/actor-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -24,15 +24,17 @@ #include // INTERNAL INCLUDES - +#include #include #include +#include #include #include #include #include +#include +#include #include - #include #include #include @@ -41,7 +43,6 @@ #include #include #include -#include #include #include #include @@ -57,39 +58,13 @@ using Dali::Internal::SceneGraph::Node; using Dali::Internal::SceneGraph::AnimatableProperty; using Dali::Internal::SceneGraph::PropertyBase; -namespace Dali -{ -namespace ResizePolicy -{ - -namespace -{ -DALI_ENUM_TO_STRING_TABLE_BEGIN( Type ) -DALI_ENUM_TO_STRING( FIXED ) -DALI_ENUM_TO_STRING( USE_NATURAL_SIZE ) -DALI_ENUM_TO_STRING( FILL_TO_PARENT ) -DALI_ENUM_TO_STRING( SIZE_RELATIVE_TO_PARENT ) -DALI_ENUM_TO_STRING( SIZE_FIXED_OFFSET_FROM_PARENT ) -DALI_ENUM_TO_STRING( FIT_TO_CHILDREN ) -DALI_ENUM_TO_STRING( DIMENSION_DEPENDENCY ) -DALI_ENUM_TO_STRING( USE_ASSIGNED_SIZE ) -DALI_ENUM_TO_STRING_TABLE_END( Type ) - -} // unnamed namespace -} // ResizePolicy +#if defined(DEBUG_ENABLED) +Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER" ); +Debug::Filter* gLogRelayoutFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RELAYOUT_TIMER" ); +#endif -namespace SizeScalePolicy -{ -namespace +namespace Dali { -// Enumeration to / from string conversion tables -DALI_ENUM_TO_STRING_TABLE_BEGIN( Type ) -DALI_ENUM_TO_STRING( USE_SIZE_SET ) -DALI_ENUM_TO_STRING( FIT_WITH_ASPECT_RATIO ) -DALI_ENUM_TO_STRING( FILL_WITH_ASPECT_RATIO ) -DALI_ENUM_TO_STRING_TABLE_END( Type ) -} // unnamed namespace -} // SizeScalePolicy namespace Internal { @@ -118,6 +93,32 @@ inline const Vector2& GetDefaultDimensionPadding() const SizeScalePolicy::Type DEFAULT_SIZE_SCALE_POLICY = SizeScalePolicy::USE_SIZE_SET; +int GetSiblingOrder( ActorPtr actor ) +{ + Property::Value value = actor->GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); + int order; + value.Get( order ); + return order; +} + +bool ValidateActors( const Internal::Actor& actor, const Internal::Actor& target ) +{ + bool validTarget = true; + + if( &actor == &target ) + { + DALI_LOG_WARNING( "Source actor and target actor can not be the same, Sibling order not changed.\n" ); + validTarget = false; + } + else if( actor.GetParent() != target.GetParent() ) + { + DALI_LOG_WARNING( "Source actor and target actor need to have common parent, Sibling order not changed.\n" ); + validTarget = false; + } + + return validTarget; +} + } // unnamed namespace /** @@ -132,6 +133,7 @@ struct Actor::RelayoutData for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { resizePolicies[ i ] = ResizePolicy::DEFAULT; + useAssignedSize[ i ] = false; negotiatedDimensions[ i ] = 0.0f; dimensionNegotiated[ i ] = false; dimensionDirty[ i ] = false; @@ -143,6 +145,7 @@ struct Actor::RelayoutData } ResizePolicy::Type resizePolicies[ Dimension::DIMENSION_COUNT ]; ///< Resize policies + bool useAssignedSize[ Dimension::DIMENSION_COUNT ]; ///< The flag to specify whether the size should be assigned to the actor Dimension::Type dimensionDependencies[ Dimension::DIMENSION_COUNT ]; ///< A list of dimension dependencies @@ -174,70 +177,78 @@ namespace // unnamed namespace /** * We want to discourage the use of property strings (minimize string comparisons), * particularly for the default properties. - * Name Type writable animatable constraint-input enum for index-checking + * Name Type writable animatable constraint-input enum for index-checking */ DALI_PROPERTY_TABLE_BEGIN -DALI_PROPERTY( "parent-origin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN ) -DALI_PROPERTY( "parent-origin-x", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X ) -DALI_PROPERTY( "parent-origin-y", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y ) -DALI_PROPERTY( "parent-origin-z", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z ) -DALI_PROPERTY( "anchor-point", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT ) -DALI_PROPERTY( "anchor-point-x", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X ) -DALI_PROPERTY( "anchor-point-y", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y ) -DALI_PROPERTY( "anchor-point-z", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z ) -DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE ) -DALI_PROPERTY( "size-width", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH ) -DALI_PROPERTY( "size-height", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT ) -DALI_PROPERTY( "size-depth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH ) -DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION ) -DALI_PROPERTY( "position-x", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X ) -DALI_PROPERTY( "position-y", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y ) -DALI_PROPERTY( "position-z", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z ) -DALI_PROPERTY( "world-position", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION ) -DALI_PROPERTY( "world-position-x", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X ) -DALI_PROPERTY( "world-position-y", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y ) -DALI_PROPERTY( "world-position-z", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z ) -DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION ) -DALI_PROPERTY( "world-orientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION ) -DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE ) -DALI_PROPERTY( "scale-x", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X ) -DALI_PROPERTY( "scale-y", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y ) -DALI_PROPERTY( "scale-z", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z ) -DALI_PROPERTY( "world-scale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE ) -DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE ) -DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR ) -DALI_PROPERTY( "color-red", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED ) -DALI_PROPERTY( "color-green", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN ) -DALI_PROPERTY( "color-blue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE ) -DALI_PROPERTY( "color-alpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA ) -DALI_PROPERTY( "world-color", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR ) -DALI_PROPERTY( "world-matrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX ) -DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME ) -DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE ) -DALI_PROPERTY( "leave-required", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED ) -DALI_PROPERTY( "inherit-orientation",BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION ) -DALI_PROPERTY( "inherit-scale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE ) -DALI_PROPERTY( "color-mode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE ) -DALI_PROPERTY( "position-inheritance",STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE ) -DALI_PROPERTY( "draw-mode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE ) -DALI_PROPERTY( "size-mode-factor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR ) -DALI_PROPERTY( "width-resize-policy",STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY ) -DALI_PROPERTY( "height-resize-policy",STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY ) -DALI_PROPERTY( "size-scale-policy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY ) -DALI_PROPERTY( "width-for-height", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT ) -DALI_PROPERTY( "height-for-width", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH ) -DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING ) -DALI_PROPERTY( "minimum-size", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE ) -DALI_PROPERTY( "maximum-size", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE ) +DALI_PROPERTY( "parentOrigin", VECTOR3, true, false, true, Dali::Actor::Property::PARENT_ORIGIN ) +DALI_PROPERTY( "parentOriginX", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_X ) +DALI_PROPERTY( "parentOriginY", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Y ) +DALI_PROPERTY( "parentOriginZ", FLOAT, true, false, true, Dali::Actor::Property::PARENT_ORIGIN_Z ) +DALI_PROPERTY( "anchorPoint", VECTOR3, true, false, true, Dali::Actor::Property::ANCHOR_POINT ) +DALI_PROPERTY( "anchorPointX", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_X ) +DALI_PROPERTY( "anchorPointY", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Y ) +DALI_PROPERTY( "anchorPointZ", FLOAT, true, false, true, Dali::Actor::Property::ANCHOR_POINT_Z ) +DALI_PROPERTY( "size", VECTOR3, true, true, true, Dali::Actor::Property::SIZE ) +DALI_PROPERTY( "sizeWidth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_WIDTH ) +DALI_PROPERTY( "sizeHeight", FLOAT, true, true, true, Dali::Actor::Property::SIZE_HEIGHT ) +DALI_PROPERTY( "sizeDepth", FLOAT, true, true, true, Dali::Actor::Property::SIZE_DEPTH ) +DALI_PROPERTY( "position", VECTOR3, true, true, true, Dali::Actor::Property::POSITION ) +DALI_PROPERTY( "positionX", FLOAT, true, true, true, Dali::Actor::Property::POSITION_X ) +DALI_PROPERTY( "positionY", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Y ) +DALI_PROPERTY( "positionZ", FLOAT, true, true, true, Dali::Actor::Property::POSITION_Z ) +DALI_PROPERTY( "worldPosition", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_POSITION ) +DALI_PROPERTY( "worldPositionX", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_X ) +DALI_PROPERTY( "worldPositionY", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Y ) +DALI_PROPERTY( "worldPositionZ", FLOAT, false, false, true, Dali::Actor::Property::WORLD_POSITION_Z ) +DALI_PROPERTY( "orientation", ROTATION, true, true, true, Dali::Actor::Property::ORIENTATION ) +DALI_PROPERTY( "worldOrientation", ROTATION, false, false, true, Dali::Actor::Property::WORLD_ORIENTATION ) +DALI_PROPERTY( "scale", VECTOR3, true, true, true, Dali::Actor::Property::SCALE ) +DALI_PROPERTY( "scaleX", FLOAT, true, true, true, Dali::Actor::Property::SCALE_X ) +DALI_PROPERTY( "scaleY", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Y ) +DALI_PROPERTY( "scaleZ", FLOAT, true, true, true, Dali::Actor::Property::SCALE_Z ) +DALI_PROPERTY( "worldScale", VECTOR3, false, false, true, Dali::Actor::Property::WORLD_SCALE ) +DALI_PROPERTY( "visible", BOOLEAN, true, true, true, Dali::Actor::Property::VISIBLE ) +DALI_PROPERTY( "color", VECTOR4, true, true, true, Dali::Actor::Property::COLOR ) +DALI_PROPERTY( "colorRed", FLOAT, true, true, true, Dali::Actor::Property::COLOR_RED ) +DALI_PROPERTY( "colorGreen", FLOAT, true, true, true, Dali::Actor::Property::COLOR_GREEN ) +DALI_PROPERTY( "colorBlue", FLOAT, true, true, true, Dali::Actor::Property::COLOR_BLUE ) +DALI_PROPERTY( "colorAlpha", FLOAT, true, true, true, Dali::Actor::Property::COLOR_ALPHA ) +DALI_PROPERTY( "worldColor", VECTOR4, false, false, true, Dali::Actor::Property::WORLD_COLOR ) +DALI_PROPERTY( "worldMatrix", MATRIX, false, false, true, Dali::Actor::Property::WORLD_MATRIX ) +DALI_PROPERTY( "name", STRING, true, false, false, Dali::Actor::Property::NAME ) +DALI_PROPERTY( "sensitive", BOOLEAN, true, false, false, Dali::Actor::Property::SENSITIVE ) +DALI_PROPERTY( "leaveRequired", BOOLEAN, true, false, false, Dali::Actor::Property::LEAVE_REQUIRED ) +DALI_PROPERTY( "inheritOrientation", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_ORIENTATION ) +DALI_PROPERTY( "inheritScale", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_SCALE ) +DALI_PROPERTY( "colorMode", STRING, true, false, false, Dali::Actor::Property::COLOR_MODE ) +DALI_PROPERTY( "positionInheritance", STRING, true, false, false, Dali::Actor::Property::POSITION_INHERITANCE ) +DALI_PROPERTY( "drawMode", STRING, true, false, false, Dali::Actor::Property::DRAW_MODE ) +DALI_PROPERTY( "sizeModeFactor", VECTOR3, true, false, false, Dali::Actor::Property::SIZE_MODE_FACTOR ) +DALI_PROPERTY( "widthResizePolicy", STRING, true, false, false, Dali::Actor::Property::WIDTH_RESIZE_POLICY ) +DALI_PROPERTY( "heightResizePolicy", STRING, true, false, false, Dali::Actor::Property::HEIGHT_RESIZE_POLICY ) +DALI_PROPERTY( "sizeScalePolicy", STRING, true, false, false, Dali::Actor::Property::SIZE_SCALE_POLICY ) +DALI_PROPERTY( "widthForHeight", BOOLEAN, true, false, false, Dali::Actor::Property::WIDTH_FOR_HEIGHT ) +DALI_PROPERTY( "heightForWidth", BOOLEAN, true, false, false, Dali::Actor::Property::HEIGHT_FOR_WIDTH ) +DALI_PROPERTY( "padding", VECTOR4, true, false, false, Dali::Actor::Property::PADDING ) +DALI_PROPERTY( "minimumSize", VECTOR2, true, false, false, Dali::Actor::Property::MINIMUM_SIZE ) +DALI_PROPERTY( "maximumSize", VECTOR2, true, false, false, Dali::Actor::Property::MAXIMUM_SIZE ) +DALI_PROPERTY( "inheritPosition", BOOLEAN, true, false, false, Dali::Actor::Property::INHERIT_POSITION ) +DALI_PROPERTY( "clippingMode", STRING, true, false, false, Dali::Actor::Property::CLIPPING_MODE ) +DALI_PROPERTY( "siblingOrder", INTEGER, true, false, false, Dali::DevelActor::Property::SIBLING_ORDER ) +DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelActor::Property::OPACITY ) +DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::DevelActor::Property::SCREEN_POSITION ) +DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT ) DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX ) // Signals const char* const SIGNAL_TOUCHED = "touched"; const char* const SIGNAL_HOVERED = "hovered"; -const char* const SIGNAL_WHEEL_EVENT = "wheel-event"; -const char* const SIGNAL_ON_STAGE = "on-stage"; -const char* const SIGNAL_OFF_STAGE = "off-stage"; +const char* const SIGNAL_WHEEL_EVENT = "wheelEvent"; +const char* const SIGNAL_ON_STAGE = "onStage"; +const char* const SIGNAL_OFF_STAGE = "offStage"; +const char* const SIGNAL_ON_RELAYOUT = "onRelayout"; +const char* const SIGNAL_TOUCH = "touch"; // Actions @@ -253,12 +264,96 @@ TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor ) SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal ); SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal ); -SignalConnectorType signalConnector3( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal ); -SignalConnectorType signalConnector4( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector3( mType, SIGNAL_WHEEL_EVENT, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector4( mType, SIGNAL_ON_STAGE, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector5( mType, SIGNAL_OFF_STAGE, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal ); +SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal ); TypeAction a1( mType, ACTION_SHOW, &Actor::DoAction ); TypeAction a2( mType, ACTION_HIDE, &Actor::DoAction ); +struct AnchorValue +{ + const char* name; + const Vector3& value; +}; + +DALI_ENUM_TO_STRING_TABLE_BEGIN_WITH_TYPE( AnchorValue, ANCHOR_CONSTANT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, TOP_RIGHT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, CENTER_RIGHT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_LEFT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_CENTER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( AnchorPoint, BOTTOM_RIGHT ) +DALI_ENUM_TO_STRING_TABLE_END( ANCHOR_CONSTANT ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( COLOR_MODE ) +DALI_ENUM_TO_STRING( USE_OWN_COLOR ) +DALI_ENUM_TO_STRING( USE_PARENT_COLOR ) +DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_COLOR ) +DALI_ENUM_TO_STRING( USE_OWN_MULTIPLY_PARENT_ALPHA ) +DALI_ENUM_TO_STRING_TABLE_END( COLOR_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( POSITION_INHERITANCE_MODE ) +DALI_ENUM_TO_STRING( INHERIT_PARENT_POSITION ) +DALI_ENUM_TO_STRING( USE_PARENT_POSITION ) +DALI_ENUM_TO_STRING( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ) +DALI_ENUM_TO_STRING( DONT_INHERIT_POSITION ) +DALI_ENUM_TO_STRING_TABLE_END( POSITION_INHERITANCE_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( DRAW_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, NORMAL ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, OVERLAY_2D ) +DALI_ENUM_TO_STRING_WITH_SCOPE( DrawMode, STENCIL ) +DALI_ENUM_TO_STRING_TABLE_END( DRAW_MODE ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( RESIZE_POLICY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIXED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_NATURAL_SIZE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FILL_TO_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_RELATIVE_TO_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, SIZE_FIXED_OFFSET_FROM_PARENT ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, FIT_TO_CHILDREN ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, DIMENSION_DEPENDENCY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ResizePolicy, USE_ASSIGNED_SIZE ) +DALI_ENUM_TO_STRING_TABLE_END( RESIZE_POLICY ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( SIZE_SCALE_POLICY ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, USE_SIZE_SET ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FIT_WITH_ASPECT_RATIO ) +DALI_ENUM_TO_STRING_WITH_SCOPE( SizeScalePolicy, FILL_WITH_ASPECT_RATIO ) +DALI_ENUM_TO_STRING_TABLE_END( SIZE_SCALE_POLICY ) + +DALI_ENUM_TO_STRING_TABLE_BEGIN( CLIPPING_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, DISABLED ) +DALI_ENUM_TO_STRING_WITH_SCOPE( ClippingMode, CLIP_CHILDREN ) +DALI_ENUM_TO_STRING_TABLE_END( CLIPPING_MODE ) + + +bool GetAnchorPointConstant( const std::string& value, Vector3& anchor ) +{ + for( unsigned int i = 0; i < ANCHOR_CONSTANT_TABLE_COUNT; ++i ) + { + size_t sizeIgnored = 0; + if( CompareTokens( value.c_str(), ANCHOR_CONSTANT_TABLE[ i ].name, sizeIgnored ) ) + { + anchor = ANCHOR_CONSTANT_TABLE[ i ].value; + return true; + } + } + return false; +} + +inline bool GetParentOriginConstant( const std::string& value, Vector3& parentOrigin ) +{ + // Values are the same so just use the same table as anchor-point + return GetAnchorPointConstant( value, parentOrigin ); +} + /** * @brief Extract a given dimension from a Vector2 * @@ -298,6 +393,28 @@ float GetDimensionValue( const Vector3& values, Dimension::Type dimension ) return GetDimensionValue( values.GetVectorXY(), dimension ); } +/** + * @brief Recursively emits the visibility-changed-signal on the actor tree. + * @param[in] actor The actor to emit the signal on + * @param[in] visible The new visibility of the actor + * @param[in] type Whether the actor's visible property has changed or a parent's + */ +void EmitVisibilityChangedSignalRecursively( ActorPtr actor, bool visible, DevelActor::VisibilityChange::Type type ) +{ + if( actor ) + { + actor->EmitVisibilityChangedSignal( visible, type ); + + if( actor->GetChildCount() > 0 ) + { + ActorContainer& children = actor->GetChildrenInternal(); + for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter ) + { + EmitVisibilityChangedSignalRecursively( *iter, visible, DevelActor::VisibilityChange::PARENT ); + } + } + } +} } // unnamed namespace @@ -332,23 +449,6 @@ unsigned int Actor::GetId() const return mId; } -void Actor::Attach( ActorAttachment& attachment ) -{ - DALI_ASSERT_DEBUG( !mAttachment && "An Actor can only have one attachment" ); - - if( OnStage() ) - { - attachment.Connect(); - } - - mAttachment = ActorAttachmentPtr( &attachment ); -} - -ActorAttachmentPtr Actor::GetAttachment() -{ - return mAttachment; -} - bool Actor::OnStage() const { return mIsOnStage; @@ -457,15 +557,15 @@ void Actor::Remove( Actor& child ) if( removed ) { - // Notification for derived classes - OnChildRemove( *(removed.Get()) ); - // Only put in a relayout request if there is a suitable dependency if( RelayoutDependentOnChildren() ) { RelayoutRequest(); } } + + // Notification for derived classes + OnChildRemove( child ); } void Actor::Unparent() @@ -656,7 +756,7 @@ void Actor::SetPosition( const Vector3& position ) 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->mPosition, &AnimatableProperty::Bake, position ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler::Bake, position ); } } @@ -667,7 +767,7 @@ void Actor::SetX( float x ) 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->mPosition, &AnimatableProperty::BakeX, x ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeX, x ); } } @@ -678,7 +778,7 @@ void Actor::SetY( float y ) 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->mPosition, &AnimatableProperty::BakeY, y ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeY, y ); } } @@ -689,7 +789,7 @@ void Actor::SetZ( float z ) 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->mPosition, &AnimatableProperty::BakeZ, z ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeZ, z ); } } @@ -700,7 +800,7 @@ void Actor::TranslateBy( const Vector3& distance ) 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->mPosition, &AnimatableProperty::BakeRelative, distance ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mPosition, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, distance ); } } @@ -731,6 +831,24 @@ const Vector3& Actor::GetCurrentWorldPosition() const return Vector3::ZERO; } +const Vector2 Actor::GetCurrentScreenPosition() const +{ + if( OnStage() && NULL != mNode ) + { + StagePtr stage = Stage::GetCurrent(); + Vector3 worldPosition = mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() ); + Vector3 actorSize = GetCurrentSize() * GetCurrentScale(); + Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage + Vector3 halfActorSize( actorSize * 0.5f ); + Vector3 anchorPointOffSet = halfActorSize - actorSize * ( mPositionUsesAnchorPoint ? GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT ); + + return Vector2( halfStageSize.width + worldPosition.x - anchorPointOffSet.x, + halfStageSize.height + worldPosition.y - anchorPointOffSet.y ); + } + + return Vector2::ZERO; +} + void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode ) { // this flag is not animatable so keep the value @@ -738,7 +856,7 @@ void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode ) if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value - SetPositionInheritanceModeMessage( GetEventThreadServices(), *mNode, mode ); + SetInheritPositionMessage( GetEventThreadServices(), *mNode, mode == INHERIT_PARENT_POSITION ); } } @@ -748,6 +866,21 @@ PositionInheritanceMode Actor::GetPositionInheritanceMode() const return mPositionInheritanceMode; } +void Actor::SetInheritPosition( bool inherit ) +{ + if( mInheritPosition != inherit && NULL != mNode ) + { + // non animateable so keep local copy + mInheritPosition = inherit; + SetInheritPositionMessage( GetEventThreadServices(), *mNode, inherit ); + } +} + +bool Actor::IsPositionInherited() const +{ + return mInheritPosition; +} + void Actor::SetOrientation( const Radian& angle, const Vector3& axis ) { Vector3 normalizedAxis( axis.x, axis.y, axis.z ); @@ -760,28 +893,28 @@ void Actor::SetOrientation( const Radian& angle, const Vector3& axis ) void Actor::SetOrientation( const Quaternion& orientation ) { + mTargetOrientation = orientation; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty::Bake, orientation ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler::Bake, orientation ); } } void Actor::RotateBy( const Radian& angle, const Vector3& axis ) { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty::BakeRelative, Quaternion(angle, axis) ); - } + RotateBy( Quaternion(angle, axis) ); } void Actor::RotateBy( const Quaternion& relativeRotation ) { + mTargetOrientation *= Quaternion( relativeRotation ); + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &AnimatableProperty::BakeRelative, relativeRotation ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mOrientation, &SceneGraph::TransformManagerPropertyHandler::BakeRelative, relativeRotation ); } } @@ -819,46 +952,56 @@ void Actor::SetScale( float x, float y, float z ) void Actor::SetScale( const Vector3& scale ) { + mTargetScale = scale; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty::Bake, scale ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->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::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty::BakeX, x ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->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::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty::BakeY, y ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->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::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty::BakeZ, z ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->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::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &AnimatableProperty::BakeRelativeMultiply, relativeScale ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mScale, &SceneGraph::TransformManagerPropertyHandler::BakeRelativeMultiply, relativeScale ); } } @@ -886,10 +1029,11 @@ const Vector3& Actor::GetCurrentWorldScale() const void Actor::SetInheritScale( bool inherit ) { - // non animateable so keep local copy - mInheritScale = inherit; - if( NULL != mNode ) + + if( mInheritScale != inherit && NULL != mNode ) { + // non animateable 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 ); } @@ -904,14 +1048,7 @@ Matrix Actor::GetCurrentWorldMatrix() const { if( NULL != mNode ) { - // World matrix is no longer updated unless there is something observing the node. - // Need to calculate it from node's world position, orientation and scale: - BufferIndex updateBufferIndex = GetEventThreadServices().GetEventBufferIndex(); - Matrix worldMatrix(false); - worldMatrix.SetTransformComponents( mNode->GetWorldScale( updateBufferIndex ), - mNode->GetWorldOrientation( updateBufferIndex ), - mNode->GetWorldPosition( updateBufferIndex ) ); - return worldMatrix; + return mNode->GetWorldMatrix(0); } return Matrix::IDENTITY; @@ -919,11 +1056,7 @@ Matrix Actor::GetCurrentWorldMatrix() const void Actor::SetVisible( bool visible ) { - if( NULL != mNode ) - { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty::Bake, visible ); - } + SetVisibleInternal( visible, SendMessage::TRUE ); } bool Actor::IsVisible() const @@ -939,6 +1072,8 @@ bool Actor::IsVisible() const void Actor::SetOpacity( float opacity ) { + mTargetColor.a = opacity; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -957,6 +1092,16 @@ float Actor::GetCurrentOpacity() const return 1.0f; } +ClippingMode::Type Actor::GetClippingMode() const +{ + return mClippingMode; +} + +unsigned int Actor::GetSortingDepth() +{ + return mSortedDepth; +} + const Vector4& Actor::GetCurrentWorldColor() const { if( NULL != mNode ) @@ -969,6 +1114,8 @@ const Vector4& Actor::GetCurrentWorldColor() const void Actor::SetColor( const Vector4& color ) { + mTargetColor = color; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -978,6 +1125,8 @@ void Actor::SetColor( const Vector4& color ) void Actor::SetColorRed( float red ) { + mTargetColor.r = red; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -987,6 +1136,8 @@ void Actor::SetColorRed( float red ) void Actor::SetColorGreen( float green ) { + mTargetColor.g = green; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -996,6 +1147,8 @@ void Actor::SetColorGreen( float green ) void Actor::SetColorBlue( float blue ) { + mTargetColor.b = blue; + if( NULL != mNode ) { // mNode is being used in a separate thread; queue a message to set the value & base value @@ -1016,10 +1169,10 @@ const Vector4& Actor::GetCurrentColor() const void Actor::SetInheritOrientation( bool inherit ) { - // non animateable so keep local copy - mInheritOrientation = inherit; - if( NULL != mNode ) + if( mInheritOrientation != inherit && NULL != mNode) { + // non animateable 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 ); } @@ -1110,7 +1263,7 @@ void Actor::SetSizeInternal( const Vector3& size ) mTargetSize = size; // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty::Bake, mTargetSize ); + SceneGraph::NodeTransformPropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::Bake, mTargetSize ); // Notification for derived classes mInsideOnSizeSet = true; @@ -1125,58 +1278,74 @@ void Actor::SetSizeInternal( const Vector3& size ) } } -void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize ) +void Actor::SetWidth( float width ) { - mTargetSize = targetSize; + if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout ) + { + SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH ); + mRelayoutData->preferredSize.width = width; + } + else + { + mTargetSize.width = width; + + if( NULL != mNode ) + { + // mNode is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeX, width ); + } + } - // Notify deriving classes - OnSizeAnimation( animation, mTargetSize ); + RelayoutRequest(); } -void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property ) +void Actor::SetHeight( float height ) { - if ( Dali::Actor::Property::SIZE_WIDTH == property ) + if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout ) { - mTargetSize.width = targetSize; + SetResizePolicy( ResizePolicy::FIXED, Dimension::HEIGHT ); + mRelayoutData->preferredSize.height = height; } - else if ( Dali::Actor::Property::SIZE_HEIGHT == property ) + else { - mTargetSize.height = targetSize; + 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 ); + } } - // Notify deriving classes - OnSizeAnimation( animation, mTargetSize ); + + RelayoutRequest(); } -void Actor::SetWidth( float width ) +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::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty::BakeX, width ); + SceneGraph::NodeTransformComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &SceneGraph::TransformManagerPropertyHandler::BakeZ, depth ); } } -void Actor::SetHeight( float height ) +Vector3 Actor::GetTargetSize() const { - if( NULL != mNode ) + Vector3 size = mTargetSize; + + // Should return preferred size if size is fixed as set by SetSize + if( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::FIXED ) { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty::BakeY, height ); + size.width = GetPreferredSize().width; } -} - -void Actor::SetDepth( float depth ) -{ - if( NULL != mNode ) + if( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::FIXED ) { - // mNode is being used in a separate thread; queue a message to set the value & base value - SceneGraph::NodePropertyComponentMessage::Send( GetEventThreadServices(), mNode, &mNode->mSize, &AnimatableProperty::BakeZ, depth ); + size.height = GetPreferredSize().height; } -} -const Vector3& Actor::GetTargetSize() const -{ - return mTargetSize; + return size; } const Vector3& Actor::GetCurrentSize() const @@ -1200,11 +1369,22 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio { EnsureRelayoutData(); + ResizePolicy::Type originalWidthPolicy = GetResizePolicy(Dimension::WIDTH); + ResizePolicy::Type originalHeightPolicy = GetResizePolicy(Dimension::HEIGHT); + for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) { if( dimension & ( 1 << i ) ) { - mRelayoutData->resizePolicies[ i ] = policy; + if ( policy == ResizePolicy::USE_ASSIGNED_SIZE ) + { + mRelayoutData->useAssignedSize[ i ] = true; + } + else + { + mRelayoutData->resizePolicies[ i ] = policy; + mRelayoutData->useAssignedSize[ i ] = false; + } } } @@ -1224,6 +1404,34 @@ void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimensio // If calling SetResizePolicy, assume we want relayout enabled SetRelayoutEnabled( true ); + // If the resize policy is set to be FIXED, the preferred size + // should be overrided by the target size. Otherwise the target + // size should be overrided by the preferred size. + + if( dimension & Dimension::WIDTH ) + { + if( originalWidthPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED ) + { + mRelayoutData->preferredSize.width = mTargetSize.width; + } + else if( originalWidthPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED ) + { + mTargetSize.width = mRelayoutData->preferredSize.width; + } + } + + if( dimension & Dimension::HEIGHT ) + { + if( originalHeightPolicy != ResizePolicy::FIXED && policy == ResizePolicy::FIXED ) + { + mRelayoutData->preferredSize.height = mTargetSize.height; + } + else if( originalHeightPolicy == ResizePolicy::FIXED && policy != ResizePolicy::FIXED ) + { + mTargetSize.height = mRelayoutData->preferredSize.height; + } + } + OnSetResizePolicy( policy, dimension ); // Trigger relayout on this control @@ -1239,7 +1447,14 @@ ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const { if( ( dimension & ( 1 << i ) ) ) { - return mRelayoutData->resizePolicies[ i ]; + if( mRelayoutData->useAssignedSize[ i ] ) + { + return ResizePolicy::USE_ASSIGNED_SIZE; + } + else + { + return mRelayoutData->resizePolicies[ i ]; + } } } } @@ -1302,6 +1517,8 @@ void Actor::SetRelayoutEnabled( bool relayoutEnabled ) { EnsureRelayoutData(); + DALI_ASSERT_DEBUG( mRelayoutData && "mRelayoutData not created" ); + mRelayoutData->relayoutEnabled = relayoutEnabled; } } @@ -1363,12 +1580,6 @@ unsigned int Actor::AddRenderer( Renderer& renderer ) RendererPtr rendererPtr = RendererPtr( &renderer ); mRenderers->push_back( rendererPtr ); AddRendererMessage( GetEventThreadServices(), *mNode, renderer.GetRendererSceneObject() ); - - if( mIsOnStage) - { - rendererPtr->Connect(); - } - return index; } @@ -1421,15 +1632,6 @@ void Actor::RemoveRenderer( unsigned int index ) } } -void Actor::SetOverlay( bool enable ) -{ - // Setting STENCIL will override OVERLAY_2D - if( DrawMode::STENCIL != mDrawMode ) - { - SetDrawMode( enable ? DrawMode::OVERLAY_2D : DrawMode::NORMAL ); - } -} - bool Actor::IsOverlay() const { return ( DrawMode::OVERLAY_2D == mDrawMode ); @@ -1439,7 +1641,7 @@ void Actor::SetDrawMode( DrawMode::Type drawMode ) { // this flag is not animatable so keep the value mDrawMode = drawMode; - if( NULL != mNode ) + if( ( NULL != mNode ) && ( drawMode != DrawMode::STENCIL ) ) { // mNode is being used in a separate thread; queue a message to set the value SetDrawModeMessage( GetEventThreadServices(), *mNode, drawMode ); @@ -1476,7 +1678,7 @@ bool Actor::ScreenToLocal( float& localX, float& localY, float screenX, float sc return false; } -bool Actor::ScreenToLocal( RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const +bool Actor::ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const { bool retval = false; // only valid when on-stage @@ -1507,13 +1709,9 @@ bool Actor::ScreenToLocal( const Matrix& viewMatrix, const Matrix& projectionMat return false; } - BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() ); - - // Calculate the ModelView matrix - Matrix modelView( false/*don't init*/); - // need to use the components as world matrix is only updated for actors that need it - modelView.SetTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) ); - Matrix::Multiply( modelView, modelView, viewMatrix ); + // Get the ModelView matrix + Matrix modelView; + Matrix::Multiply( modelView, mNode->GetWorldMatrix(0), viewMatrix ); // Calculate the inverted ModelViewProjection matrix; this will be used for 2 unprojects Matrix invertedMvp( false/*don't init*/); @@ -1646,20 +1844,19 @@ bool Actor::RaySphereTest( const Vector4& rayOrigin, const Vector4& rayDir ) con return ( b2 * b2 - a * c ) >= 0.f; } -bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const +bool Actor::RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector2& hitPointLocal, float& distance ) const { bool hit = false; - if( OnStage() && - NULL != mNode ) + if( OnStage() && NULL != mNode ) { // Transforms the ray to the local reference system. // Calculate the inverse of Model matrix Matrix invModelMatrix( false/*don't init*/); BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() ); - // need to use the components as world matrix is only updated for actors that need it - invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) ); + invModelMatrix = mNode->GetWorldMatrix(0); + invModelMatrix.Invert(); Vector4 rayOriginLocal( invModelMatrix * rayOrigin ); Vector4 rayDirLocal( invModelMatrix * rayDir - invModelMatrix.GetTranslation() ); @@ -1709,7 +1906,7 @@ bool Actor::IsKeyboardFocusable() const bool Actor::GetTouchRequired() const { - return !mTouchedSignal.Empty() || mDerivedRequiresTouch; + return !mTouchedSignal.Empty() || !mTouchSignal.Empty() || mDerivedRequiresTouch; } bool Actor::GetHoverRequired() const @@ -1743,20 +1940,26 @@ bool Actor::IsGestureRequred( Gesture::Type type ) const return mGestureData && mGestureData->IsGestureRequred( type ); } -bool Actor::EmitTouchEventSignal( const TouchEvent& event ) +bool Actor::EmitTouchEventSignal( const TouchEvent& event, const Dali::TouchData& touch ) { bool consumed = false; + if( !mTouchSignal.Empty() ) + { + Dali::Actor handle( this ); + consumed = mTouchSignal.Emit( handle, touch ); + } + if( !mTouchedSignal.Empty() ) { Dali::Actor handle( this ); - consumed = mTouchedSignal.Emit( handle, event ); + consumed |= mTouchedSignal.Emit( handle, event ); } if( !consumed ) { // Notification for derived classes - consumed = OnTouchEvent( event ); + consumed = OnTouchEvent( event ); // TODO } return consumed; @@ -1800,11 +2003,25 @@ bool Actor::EmitWheelEventSignal( const WheelEvent& event ) return consumed; } +void Actor::EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type ) +{ + if( ! mVisibilityChangedSignal.Empty() ) + { + Dali::Actor handle( this ); + mVisibilityChangedSignal.Emit( handle, visible, type ); + } +} + Dali::Actor::TouchSignalType& Actor::TouchedSignal() { return mTouchedSignal; } +Dali::Actor::TouchDataSignalType& Actor::TouchSignal() +{ + return mTouchSignal; +} + Dali::Actor::HoverSignalType& Actor::HoveredSignal() { return mHoveredSignal; @@ -1830,10 +2047,15 @@ Dali::Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal() return mOnRelayoutSignal; } +DevelActor::VisibilityChangedSignalType& Actor::VisibilityChangedSignal() +{ + return mVisibilityChangedSignal; +} + bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor ) { bool connected( true ); - Actor* actor = dynamic_cast< Actor* >( object ); + Actor* actor = static_cast< Actor* >( object ); // TypeRegistry guarantees that this is the correct type. if( 0 == signalName.compare( SIGNAL_TOUCHED ) ) { @@ -1855,6 +2077,14 @@ bool Actor::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tra { actor->OffStageSignal().Connect( tracker, functor ); } + else if( 0 == signalName.compare( SIGNAL_ON_RELAYOUT ) ) + { + actor->OnRelayoutSignal().Connect( tracker, functor ); + } + else if( 0 == signalName.compare( SIGNAL_TOUCH ) ) + { + actor->TouchSignal().Connect( tracker, functor ); + } else { // signalName does not match any signal @@ -1873,13 +2103,17 @@ Actor::Actor( DerivedType derivedType ) mAnchorPoint( NULL ), mRelayoutData( NULL ), mGestureData( NULL ), - mAttachment(), - mTargetSize( 0.0f, 0.0f, 0.0f ), + mTargetOrientation( Quaternion::IDENTITY ), + mTargetColor( Color::WHITE ), + mTargetSize( Vector3::ZERO ), + mTargetPosition( Vector3::ZERO ), + mTargetScale( Vector3::ONE ), mName(), mId( ++mActorCounter ), // actor ID is initialised to start from 1, and 0 is reserved + mSortedDepth( 0u ), mDepth( 0u ), + mSiblingOrder(0u), mIsRoot( ROOT_LAYER == derivedType ), - mIsRenderable( RENDERABLE == derivedType ), mIsLayer( LAYER == derivedType || ROOT_LAYER == derivedType ), mIsOnStage( false ), mSensitive( true ), @@ -1890,11 +2124,15 @@ Actor::Actor( DerivedType derivedType ) mDerivedRequiresWheelEvent( false ), mOnStageSignalled( false ), mInsideOnSizeSet( false ), + mInheritPosition( true ), mInheritOrientation( true ), mInheritScale( true ), + mPositionUsesAnchorPoint( true ), + mVisible( true ), mDrawMode( DrawMode::NORMAL ), mPositionInheritanceMode( Node::DEFAULT_POSITION_INHERITANCE_MODE ), - mColorMode( Node::DEFAULT_COLOR_MODE ) + mColorMode( Node::DEFAULT_COLOR_MODE ), + mClippingMode( ClippingMode::DISABLED ) { } @@ -1958,6 +2196,12 @@ void Actor::ConnectToStage( unsigned int parentDepth ) // It protects us when the Actor hierarchy is modified during OnStageConnectionExternal callbacks. ActorContainer connectionList; + StagePtr stage = Stage::GetCurrent(); + if( stage ) + { + stage->RequestRebuildDepthTree(); + } + // This stage is atomic i.e. not interrupted by user callbacks. RecursiveConnectToStage( connectionList, parentDepth + 1 ); @@ -2013,18 +2257,6 @@ void Actor::ConnectToSceneGraph() ConnectNodeMessage( GetEventThreadServices().GetUpdateManager(), *(mParent->mNode), *mNode ); } - // Notify attachment - if( mAttachment ) - { - mAttachment->Connect(); - } - - unsigned int rendererCount( GetRendererCount() ); - for( unsigned int i(0); iConnect(); - } - // Request relayout on all actors that are added to the scenegraph RelayoutRequest(); @@ -2061,6 +2293,12 @@ void Actor::DisconnectFromStage() // It protects us when the Actor hierachy is modified during OnStageDisconnectionExternal callbacks. ActorContainer disconnectionList; + StagePtr stage = Stage::GetCurrent(); + if( stage ) + { + stage->RequestRebuildDepthTree(); + } + // This stage is atomic i.e. not interrupted by user callbacks RecursiveDisconnectFromStage( disconnectionList ); @@ -2105,18 +2343,6 @@ void Actor::DisconnectFromSceneGraph() { // Notification for Object::Observers OnSceneObjectRemove(); - - // Notify attachment - if( mAttachment ) - { - mAttachment->Disconnect(); - } - - unsigned int rendererCount( GetRendererCount() ); - for( unsigned int i(0); iDisconnect(); - } } void Actor::NotifyStageDisconnection() @@ -2158,37 +2384,236 @@ bool Actor::IsNodeConnected() const return connected; } -unsigned int Actor::GetDefaultPropertyCount() const +// This method generates the depth tree using the recursive function below, +// then walks the tree and sets a depth index based on traversal order. It +// sends a single message to update manager to update all the actor's nodes in this +// tree with the depth index. The sceneGraphNodeDepths vector's elements are ordered +// by depth, and could be used to reduce sorting in the update thread. +void Actor::RebuildDepthTree() { - return DEFAULT_PROPERTY_COUNT; -} + DALI_LOG_TIMER_START(depthTimer); -void Actor::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const -{ - indices.Reserve( DEFAULT_PROPERTY_COUNT ); + DepthNodeMemoryPool nodeMemoryPool; + ActorDepthTreeNode* rootNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( this, mSiblingOrder ); - for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i ) - { - indices.PushBack( i ); - } -} + int actorCount = BuildDepthTree( nodeMemoryPool, rootNode ); -const char* Actor::GetDefaultPropertyName( Property::Index index ) const -{ - if( index < DEFAULT_PROPERTY_COUNT ) - { - return DEFAULT_PROPERTY_DETAILS[ index ].name; - } + // Vector of scene-graph nodes and their depths to send to UpdateManager + // in a single message + SceneGraph::NodeDepths* sceneGraphNodeDepths = new SceneGraph::NodeDepths(actorCount); - return NULL; -} + // Traverse depth tree and set mSortedDepth on each actor and scenegraph node + uint32_t sortOrder = 1u; // Don't start at zero, as visual depth can be negative + ActorDepthTreeNode* currentNode = rootNode; + bool firstVisit = true; + while( currentNode != rootNode || firstVisit) + { + firstVisit = false; -Property::Index Actor::GetDefaultPropertyIndex( const std::string& name ) const -{ - Property::Index index = Property::INVALID_INDEX; + // Visit node, performing action + for( std::vector::iterator iter = currentNode->mActors.begin(); iter != currentNode->mActors.end(); ++iter ) + { + (*iter)->mSortedDepth = sortOrder * DevelLayer::SIBLING_ORDER_MULTIPLIER; + sceneGraphNodeDepths->Add( const_cast((*iter)->mNode), (*iter)->mSortedDepth ); + } + ++sortOrder; - // Look for name in default properties - for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i ) + // Descend tree + if( currentNode->mFirstChildNode ) + { + currentNode = currentNode->mFirstChildNode; + } + else // leaf node, goto next sibling, or return up tree. + { + bool breakout=false; + while( ! currentNode->mNextSiblingNode ) + { + if( currentNode == rootNode ) // If we get to root of tree, stop + { + breakout = true; + break; + } + currentNode = currentNode->mParentNode; + } + + if( breakout ) + { + break; + } + currentNode = currentNode->mNextSiblingNode; + } + } + + SetDepthIndicesMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphNodeDepths ); + DALI_LOG_TIMER_END(depthTimer, gLogFilter, Debug::Concise, "Depth tree create time: "); +} + +/** + * Structure to store the actor's associated node in the depth tree for child + * traversal + */ +struct ActorNodePair +{ + Actor* actor; + ActorDepthTreeNode* node; + ActorNodePair( Actor* actor, ActorDepthTreeNode* node ) + : actor(actor), + node(node) + { + } +}; + +/* + * Descend actor tree, building a depth tree based on actor's sibling order. + * Actors with the same sibling order share the same depth tree. Siblings + * in the depth tree are ordered by actor's sibling order. + * + * An actor tree like this: + * + * Root (SO:0) + * _/ | \_ + * _/ | \_ + * _/ | \_ + * / | \ + * A(SO:1) B(SO:2) C(SO:1) + * _/\_ | _/ \_ + * / \ | / \ + * D(SO:0) E(SO:0) F(SO:0) G(SO:1) H(SO:0) + * + * will end up as a depth tree like this: + * + * RootNode [ Root ] -> NULL + * |(mFC) + * V (mNS) + * Node [ A, C ] ------------------------> Node [ B ] -> NULL + * | | + * V V + * Node [ D, E, H ] -> Node [ G ] -> NULL Node [ F ] -> NULL + * | | | + * V V V + * NULL NULL NULL + * + * (All nodes also point to their parents to enable storage free traversal) + */ +int Actor::BuildDepthTree( DepthNodeMemoryPool& nodeMemoryPool, ActorDepthTreeNode* node ) +{ + int treeCount=1; // Count self and children + + // Create/add to children of this node + if( mChildren ) + { + std::vector storedChildren; + storedChildren.reserve( mChildren->size() ); + + for( ActorContainer::iterator it = mChildren->begin(); it != mChildren->end(); ++it ) + { + Actor* childActor = (*it).Get(); + if( childActor->IsLayer() ) + { + Layer* layer = static_cast(childActor); + if( layer->GetBehavior() == Dali::Layer::LAYER_3D ) + { + // Ignore this actor and children. + continue; + } + } + + // If no existing depth node children + if( node->mFirstChildNode == NULL ) + { + node->mFirstChildNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder ); + node->mFirstChildNode->mParentNode = node; + storedChildren.push_back(ActorNodePair( childActor, node->mFirstChildNode )); + } + else // find child node with matching sibling order (insertion sort) + { + bool addedChildActor = false; + + // depth tree child nodes ordered by sibling order + ActorDepthTreeNode* lastNode = NULL; + for( ActorDepthTreeNode* childNode = node->mFirstChildNode; childNode != NULL; childNode = childNode->mNextSiblingNode ) + { + uint16_t actorSiblingOrder = childActor->mSiblingOrder; + uint16_t currentSiblingOrder = childNode->GetSiblingOrder(); + + if( actorSiblingOrder == currentSiblingOrder ) + { + // Don't need a new depth node, add to existing node + childNode->AddActor( childActor ); + storedChildren.push_back(ActorNodePair( childActor, childNode )); + addedChildActor = true; + break; + } + else if( actorSiblingOrder < currentSiblingOrder ) + { + break; + } + lastNode = childNode; + } + + // No matching sibling order - create new node and insert into sibling list + if( !addedChildActor ) + { + ActorDepthTreeNode* newNode = new (nodeMemoryPool.AllocateRaw()) ActorDepthTreeNode( childActor, childActor->mSiblingOrder ); + + newNode->mParentNode = node; + storedChildren.push_back(ActorNodePair( childActor, newNode )); + + if( lastNode == NULL ) // Insert at start of siblings + { + ActorDepthTreeNode* nextNode = node->mFirstChildNode; + node->mFirstChildNode = newNode; + newNode->mNextSiblingNode = nextNode; + } + else // insert into siblings after last node + { + newNode->mNextSiblingNode = lastNode->mNextSiblingNode; + lastNode->mNextSiblingNode = newNode; + } + } + } + } + + // Order of descent doesn't matter; we're using insertion to sort. + for( std::vector::iterator iter = storedChildren.begin(); iter != storedChildren.end(); ++iter ) + { + treeCount += iter->actor->BuildDepthTree( nodeMemoryPool, iter->node ); + } + } + return treeCount; +} + +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 ) ) @@ -2248,7 +2673,21 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr { case Dali::Actor::Property::PARENT_ORIGIN: { - SetParentOrigin( property.Get< Vector3 >() ); + Property::Type type = property.GetType(); + if( type == Property::VECTOR3 ) + { + SetParentOrigin( property.Get< Vector3 >() ); + } + else if ( type == Property::STRING ) + { + std::string parentOriginString; + property.Get( parentOriginString ); + Vector3 parentOrigin; + if( GetParentOriginConstant( parentOriginString, parentOrigin ) ) + { + SetParentOrigin( parentOrigin ); + } + } break; } @@ -2272,7 +2711,21 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::ANCHOR_POINT: { - SetAnchorPoint( property.Get< Vector3 >() ); + Property::Type type = property.GetType(); + if( type == Property::VECTOR3 ) + { + SetAnchorPoint( property.Get< Vector3 >() ); + } + else if ( type == Property::STRING ) + { + std::string anchorPointString; + property.Get( anchorPointString ); + Vector3 anchor; + if( GetAnchorPointConstant( anchorPointString, anchor ) ) + { + SetAnchorPoint( anchor ); + } + } break; } @@ -2403,8 +2856,13 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr } case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: { - SetOpacity( property.Get< float >() ); + float value; + if( property.Get( value ) ) + { + SetOpacity( value ); + } break; } @@ -2426,6 +2884,12 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr break; } + case Dali::Actor::Property::INHERIT_POSITION: + { + SetInheritPosition( property.Get< bool >() ); + break; + } + case Dali::Actor::Property::INHERIT_ORIENTATION: { SetInheritOrientation( property.Get< bool >() ); @@ -2440,19 +2904,31 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::COLOR_MODE: { - SetColorMode( Scripting::GetColorMode( property.Get< std::string >() ) ); + ColorMode mode = mColorMode; + if ( Scripting::GetEnumerationProperty< ColorMode >( property, COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT, mode ) ) + { + SetColorMode( mode ); + } break; } case Dali::Actor::Property::POSITION_INHERITANCE: { - SetPositionInheritanceMode( Scripting::GetPositionInheritanceMode( property.Get< std::string >() ) ); + PositionInheritanceMode mode = mPositionInheritanceMode; + if( Scripting::GetEnumerationProperty< PositionInheritanceMode >( property, POSITION_INHERITANCE_MODE_TABLE, POSITION_INHERITANCE_MODE_TABLE_COUNT, mode ) ) + { + SetPositionInheritanceMode( mode ); + } break; } case Dali::Actor::Property::DRAW_MODE: { - SetDrawMode( Scripting::GetDrawMode( property.Get< std::string >() ) ); + DrawMode::Type mode = mDrawMode; + if( Scripting::GetEnumerationProperty< DrawMode::Type >( property, DRAW_MODE_TABLE, DRAW_MODE_TABLE_COUNT, mode ) ) + { + SetDrawMode( mode ); + } break; } @@ -2464,8 +2940,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::WIDTH_RESIZE_POLICY: { - ResizePolicy::Type type; - if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) ) + ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::WIDTH ); } @@ -2474,8 +2950,8 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: { - ResizePolicy::Type type; - if( Scripting::GetEnumeration< ResizePolicy::Type >( property.Get< std::string >().c_str(), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount, type ) ) + ResizePolicy::Type type = static_cast< ResizePolicy::Type >( -1 ); // Set to invalid number so it definitely gets set. + if( Scripting::GetEnumerationProperty< ResizePolicy::Type >( property, RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT, type ) ) { SetResizePolicy( type, Dimension::HEIGHT ); } @@ -2485,7 +2961,7 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr case Dali::Actor::Property::SIZE_SCALE_POLICY: { SizeScalePolicy::Type type; - if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount, type ) ) + if( Scripting::GetEnumeration< SizeScalePolicy::Type >( property.Get< std::string >().c_str(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT, type ) ) { SetSizeScalePolicy( type ); } @@ -2534,6 +3010,48 @@ void Actor::SetDefaultProperty( Property::Index index, const Property::Value& pr break; } + case Dali::DevelActor::Property::SIBLING_ORDER: + { + int value; + + if( property.Get( value ) ) + { + if( static_cast(value) != mSiblingOrder ) + { + SetSiblingOrder( value ); + } + } + break; + } + + case Dali::Actor::Property::CLIPPING_MODE: + { + ClippingMode::Type convertedValue = mClippingMode; + if( Scripting::GetEnumerationProperty< ClippingMode::Type >( property, CLIPPING_MODE_TABLE, CLIPPING_MODE_TABLE_COUNT, convertedValue ) ) + { + mClippingMode = convertedValue; + if( NULL != mNode ) + { + SetClippingModeMessage( GetEventThreadServices(), *mNode, mClippingMode ); + } + } + break; + } + + case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT: + { + bool value = false; + if( property.Get( value ) && value != mPositionUsesAnchorPoint ) + { + mPositionUsesAnchorPoint = value; + if( NULL != mNode ) + { + SetPositionUsesAnchorPointMessage( GetEventThreadServices(), *mNode, mPositionUsesAnchorPoint ); + } + } + break; + } + default: { // this can happen in the case of a non-animatable default property so just do nothing @@ -2693,340 +3211,178 @@ void Actor::SetSceneGraphProperty( Property::Index index, const PropertyMetadata default: { - DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here - break; + // nothing to do for other types } - } + } // entry.GetType } Property::Value Actor::GetDefaultProperty( Property::Index index ) const { Property::Value value; - switch( index ) + if( ! GetCachedPropertyValue( index, value ) ) { - case Dali::Actor::Property::PARENT_ORIGIN: - { - value = GetCurrentParentOrigin(); - break; - } - - case Dali::Actor::Property::PARENT_ORIGIN_X: - { - value = GetCurrentParentOrigin().x; - break; - } - - case Dali::Actor::Property::PARENT_ORIGIN_Y: - { - value = GetCurrentParentOrigin().y; - break; - } - - case Dali::Actor::Property::PARENT_ORIGIN_Z: - { - value = GetCurrentParentOrigin().z; - break; - } + // If property value is not stored in the event-side, then it must be a scene-graph only property + GetCurrentPropertyValue( index, value ); + } - case Dali::Actor::Property::ANCHOR_POINT: - { - value = GetCurrentAnchorPoint(); - break; - } + return value; +} - case Dali::Actor::Property::ANCHOR_POINT_X: - { - value = GetCurrentAnchorPoint().x; - break; - } +Property::Value Actor::GetDefaultPropertyCurrentValue( Property::Index index ) const +{ + Property::Value value; - case Dali::Actor::Property::ANCHOR_POINT_Y: - { - value = GetCurrentAnchorPoint().y; - break; - } + if( ! GetCurrentPropertyValue( index, value ) ) + { + // If unable to retrieve scene-graph property value, then it must be an event-side only property + GetCachedPropertyValue( index, value ); + } - case Dali::Actor::Property::ANCHOR_POINT_Z: - { - value = GetCurrentAnchorPoint().z; - break; - } + return value; +} +void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value ) +{ + switch( index ) + { case Dali::Actor::Property::SIZE: { - value = GetCurrentSize(); + if( value.Get( mTargetSize ) ) + { + // Notify deriving classes + OnSizeAnimation( animation, mTargetSize ); + } break; } case Dali::Actor::Property::SIZE_WIDTH: { - value = GetCurrentSize().width; + if( value.Get( mTargetSize.width ) ) + { + // Notify deriving classes + OnSizeAnimation( animation, mTargetSize ); + } break; } case Dali::Actor::Property::SIZE_HEIGHT: { - value = GetCurrentSize().height; + if( value.Get( mTargetSize.height ) ) + { + // Notify deriving classes + OnSizeAnimation( animation, mTargetSize ); + } break; } case Dali::Actor::Property::SIZE_DEPTH: { - value = GetCurrentSize().depth; + if( value.Get( mTargetSize.depth ) ) + { + // Notify deriving classes + OnSizeAnimation( animation, mTargetSize ); + } break; } case Dali::Actor::Property::POSITION: { - value = GetCurrentPosition(); + value.Get( mTargetPosition ); break; } case Dali::Actor::Property::POSITION_X: { - value = GetCurrentPosition().x; + value.Get( mTargetPosition.x ); break; } case Dali::Actor::Property::POSITION_Y: { - value = GetCurrentPosition().y; + value.Get( mTargetPosition.y ); break; } case Dali::Actor::Property::POSITION_Z: { - value = GetCurrentPosition().z; + value.Get( mTargetPosition.z ); break; } - case Dali::Actor::Property::WORLD_POSITION: + case Dali::Actor::Property::ORIENTATION: { - value = GetCurrentWorldPosition(); + value.Get( mTargetOrientation ); break; } - case Dali::Actor::Property::WORLD_POSITION_X: + case Dali::Actor::Property::SCALE: { - value = GetCurrentWorldPosition().x; + value.Get( mTargetScale ); break; } - case Dali::Actor::Property::WORLD_POSITION_Y: + case Dali::Actor::Property::SCALE_X: { - value = GetCurrentWorldPosition().y; + value.Get( mTargetScale.x ); break; } - case Dali::Actor::Property::WORLD_POSITION_Z: + case Dali::Actor::Property::SCALE_Y: { - value = GetCurrentWorldPosition().z; + value.Get( mTargetScale.y ); break; } - case Dali::Actor::Property::ORIENTATION: + case Dali::Actor::Property::SCALE_Z: { - value = GetCurrentOrientation(); + value.Get( mTargetScale.z ); break; } - case Dali::Actor::Property::WORLD_ORIENTATION: + case Dali::Actor::Property::VISIBLE: { - value = GetCurrentWorldOrientation(); + SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE ); break; } - case Dali::Actor::Property::SCALE: + case Dali::Actor::Property::COLOR: { - value = GetCurrentScale(); + value.Get( mTargetColor ); break; } - case Dali::Actor::Property::SCALE_X: + case Dali::Actor::Property::COLOR_RED: { - value = GetCurrentScale().x; + value.Get( mTargetColor.r ); break; } - case Dali::Actor::Property::SCALE_Y: + case Dali::Actor::Property::COLOR_GREEN: { - value = GetCurrentScale().y; + value.Get( mTargetColor.g ); break; } - case Dali::Actor::Property::SCALE_Z: + case Dali::Actor::Property::COLOR_BLUE: { - value = GetCurrentScale().z; + value.Get( mTargetColor.b ); break; } - case Dali::Actor::Property::WORLD_SCALE: + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: { - value = GetCurrentWorldScale(); - break; - } - - case Dali::Actor::Property::VISIBLE: - { - value = IsVisible(); - break; - } - - case Dali::Actor::Property::COLOR: - { - value = GetCurrentColor(); - break; - } - - case Dali::Actor::Property::COLOR_RED: - { - value = GetCurrentColor().r; - break; - } - - case Dali::Actor::Property::COLOR_GREEN: - { - value = GetCurrentColor().g; - break; - } - - case Dali::Actor::Property::COLOR_BLUE: - { - value = GetCurrentColor().b; - break; - } - - case Dali::Actor::Property::COLOR_ALPHA: - { - value = GetCurrentColor().a; - break; - } - - case Dali::Actor::Property::WORLD_COLOR: - { - value = GetCurrentWorldColor(); - break; - } - - case Dali::Actor::Property::WORLD_MATRIX: - { - value = GetCurrentWorldMatrix(); - break; - } - - case Dali::Actor::Property::NAME: - { - value = GetName(); - break; - } - - case Dali::Actor::Property::SENSITIVE: - { - value = IsSensitive(); - break; - } - - case Dali::Actor::Property::LEAVE_REQUIRED: - { - value = GetLeaveRequired(); - break; - } - - case Dali::Actor::Property::INHERIT_ORIENTATION: - { - value = IsOrientationInherited(); - break; - } - - case Dali::Actor::Property::INHERIT_SCALE: - { - value = IsScaleInherited(); - break; - } - - case Dali::Actor::Property::COLOR_MODE: - { - value = Scripting::GetColorMode( GetColorMode() ); - break; - } - - case Dali::Actor::Property::POSITION_INHERITANCE: - { - value = Scripting::GetPositionInheritanceMode( GetPositionInheritanceMode() ); - break; - } - - case Dali::Actor::Property::DRAW_MODE: - { - value = Scripting::GetDrawMode( GetDrawMode() ); - break; - } - - case Dali::Actor::Property::SIZE_MODE_FACTOR: - { - value = GetSizeModeFactor(); - break; - } - - case Dali::Actor::Property::WIDTH_RESIZE_POLICY: - { - value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ); - break; - } - - case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: - { - value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), ResizePolicy::TypeTable, ResizePolicy::TypeTableCount ); - break; - } - - case Dali::Actor::Property::SIZE_SCALE_POLICY: - { - value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SizeScalePolicy::TypeTable, SizeScalePolicy::TypeTableCount ); - break; - } - - case Dali::Actor::Property::WIDTH_FOR_HEIGHT: - { - value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT ); - break; - } - - case Dali::Actor::Property::HEIGHT_FOR_WIDTH: - { - value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH ); - break; - } - - case Dali::Actor::Property::PADDING: - { - Vector2 widthPadding = GetPadding( Dimension::WIDTH ); - Vector2 heightPadding = GetPadding( Dimension::HEIGHT ); - value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y ); - break; - } - - case Dali::Actor::Property::MINIMUM_SIZE: - { - value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) ); - break; - } - - case Dali::Actor::Property::MAXIMUM_SIZE: - { - value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) ); + value.Get( mTargetColor.a ); break; } default: { - DALI_ASSERT_ALWAYS( false && "Actor Property index invalid" ); // should not come here + // Not an animatable property. Do nothing. break; } } - - return value; } const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const @@ -3059,7 +3415,8 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind property = animatable->GetSceneGraphProperty(); } - else if ( index >= DEFAULT_PROPERTY_MAX_COUNT ) + else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties + ( index <= PROPERTY_CUSTOM_MAX_INDEX ) ) { CustomPropertyMetadata* custom = FindCustomProperty( index ); DALI_ASSERT_ALWAYS( custom && "Property index is invalid" ); @@ -3143,6 +3500,7 @@ const PropertyBase* Actor::GetSceneObjectAnimatableProperty( Property::Index ind break; case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: property = &mNode->mColor; break; @@ -3171,7 +3529,8 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind property = animatable->GetSceneGraphProperty(); } - else if ( index >= DEFAULT_PROPERTY_MAX_COUNT ) + else if ( ( index >= CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties + ( index <= PROPERTY_CUSTOM_MAX_INDEX ) ) { CustomPropertyMetadata* custom = FindCustomProperty( index ); DALI_ASSERT_ALWAYS( custom && "Property index is invalid" ); @@ -3310,8 +3669,11 @@ const PropertyInputImpl* Actor::GetSceneObjectInputProperty( Property::Index ind 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; @@ -3383,6 +3745,7 @@ int Actor::GetPropertyComponentIndex( Property::Index index ) const } case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: { componentIndex = 3; break; @@ -3413,6 +3776,9 @@ void Actor::SetParent( Actor* parent ) // Instruct each actor to create a corresponding node in the scene graph ConnectToStage( parent->GetHierarchyDepth() ); } + + // Resolve the name and index for the child properties if any + ResolveChildProperties(); } else // parent being set to NULL { @@ -3451,17 +3817,511 @@ bool Actor::DoAction( BaseObject* object, const std::string& actionName, const P { if( 0 == actionName.compare( ACTION_SHOW ) ) { - actor->SetVisible( true ); - done = true; + actor->SetVisible( true ); + done = true; + } + else if( 0 == actionName.compare( ACTION_HIDE ) ) + { + actor->SetVisible( false ); + done = true; + } + } + + return done; +} + +bool Actor::GetCachedPropertyValue( Property::Index index, Property::Value& value ) const +{ + bool valueSet = true; + + switch( index ) + { + case Dali::Actor::Property::PARENT_ORIGIN: + { + value = GetCurrentParentOrigin(); + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_X: + { + value = GetCurrentParentOrigin().x; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Y: + { + value = GetCurrentParentOrigin().y; + break; + } + + case Dali::Actor::Property::PARENT_ORIGIN_Z: + { + value = GetCurrentParentOrigin().z; + break; + } + + case Dali::Actor::Property::ANCHOR_POINT: + { + value = GetCurrentAnchorPoint(); + break; + } + + case Dali::Actor::Property::ANCHOR_POINT_X: + { + value = GetCurrentAnchorPoint().x; + break; + } + + case Dali::Actor::Property::ANCHOR_POINT_Y: + { + value = GetCurrentAnchorPoint().y; + break; + } + + case Dali::Actor::Property::ANCHOR_POINT_Z: + { + value = GetCurrentAnchorPoint().z; + break; + } + + case Dali::Actor::Property::SIZE: + { + value = GetTargetSize(); + break; + } + + case Dali::Actor::Property::SIZE_WIDTH: + { + value = GetTargetSize().width; + break; + } + + case Dali::Actor::Property::SIZE_HEIGHT: + { + value = GetTargetSize().height; + break; + } + + case Dali::Actor::Property::SIZE_DEPTH: + { + value = GetTargetSize().depth; + break; + } + + case Dali::Actor::Property::POSITION: + { + value = GetTargetPosition(); + break; + } + + case Dali::Actor::Property::POSITION_X: + { + value = GetTargetPosition().x; + break; + } + + case Dali::Actor::Property::POSITION_Y: + { + value = GetTargetPosition().y; + break; + } + + case Dali::Actor::Property::POSITION_Z: + { + value = GetTargetPosition().z; + break; + } + + case Dali::Actor::Property::ORIENTATION: + { + value = mTargetOrientation; + break; + } + + case Dali::Actor::Property::SCALE: + { + value = mTargetScale; + break; + } + + case Dali::Actor::Property::SCALE_X: + { + value = mTargetScale.x; + break; + } + + case Dali::Actor::Property::SCALE_Y: + { + value = mTargetScale.y; + break; + } + + case Dali::Actor::Property::SCALE_Z: + { + value = mTargetScale.z; + break; + } + + case Dali::Actor::Property::VISIBLE: + { + value = mVisible; + break; + } + + case Dali::Actor::Property::COLOR: + { + value = mTargetColor; + break; + } + + case Dali::Actor::Property::COLOR_RED: + { + value = mTargetColor.r; + break; + } + + case Dali::Actor::Property::COLOR_GREEN: + { + value = mTargetColor.g; + break; + } + + case Dali::Actor::Property::COLOR_BLUE: + { + value = mTargetColor.b; + break; + } + + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + value = mTargetColor.a; + break; + } + + case Dali::Actor::Property::NAME: + { + value = GetName(); + break; + } + + case Dali::Actor::Property::SENSITIVE: + { + value = IsSensitive(); + break; + } + + case Dali::Actor::Property::LEAVE_REQUIRED: + { + value = GetLeaveRequired(); + break; + } + + case Dali::Actor::Property::INHERIT_POSITION: + { + value = IsPositionInherited(); + break; + } + + case Dali::Actor::Property::INHERIT_ORIENTATION: + { + value = IsOrientationInherited(); + break; + } + + case Dali::Actor::Property::INHERIT_SCALE: + { + value = IsScaleInherited(); + break; + } + + case Dali::Actor::Property::COLOR_MODE: + { + value = Scripting::GetLinearEnumerationName< ColorMode >( GetColorMode(), COLOR_MODE_TABLE, COLOR_MODE_TABLE_COUNT ); + 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 ); + break; + } + + case Dali::Actor::Property::SIZE_MODE_FACTOR: + { + value = GetSizeModeFactor(); + break; + } + + case Dali::Actor::Property::WIDTH_RESIZE_POLICY: + { + value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::WIDTH ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT ); + break; + } + + case Dali::Actor::Property::HEIGHT_RESIZE_POLICY: + { + value = Scripting::GetLinearEnumerationName< ResizePolicy::Type >( GetResizePolicy( Dimension::HEIGHT ), RESIZE_POLICY_TABLE, RESIZE_POLICY_TABLE_COUNT ); + break; + } + + case Dali::Actor::Property::SIZE_SCALE_POLICY: + { + value = Scripting::GetLinearEnumerationName< SizeScalePolicy::Type >( GetSizeScalePolicy(), SIZE_SCALE_POLICY_TABLE, SIZE_SCALE_POLICY_TABLE_COUNT ); + break; + } + + case Dali::Actor::Property::WIDTH_FOR_HEIGHT: + { + value = ( GetResizePolicy( Dimension::WIDTH ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::WIDTH ) == Dimension::HEIGHT ); + break; + } + + case Dali::Actor::Property::HEIGHT_FOR_WIDTH: + { + value = ( GetResizePolicy( Dimension::HEIGHT ) == ResizePolicy::DIMENSION_DEPENDENCY ) && ( GetDimensionDependency( Dimension::HEIGHT ) == Dimension::WIDTH ); + break; + } + + case Dali::Actor::Property::PADDING: + { + Vector2 widthPadding = GetPadding( Dimension::WIDTH ); + Vector2 heightPadding = GetPadding( Dimension::HEIGHT ); + value = Vector4( widthPadding.x, widthPadding.y, heightPadding.x, heightPadding.y ); + break; + } + + case Dali::Actor::Property::MINIMUM_SIZE: + { + value = Vector2( GetMinimumSize( Dimension::WIDTH ), GetMinimumSize( Dimension::HEIGHT ) ); + break; + } + + case Dali::Actor::Property::MAXIMUM_SIZE: + { + value = Vector2( GetMaximumSize( Dimension::WIDTH ), GetMaximumSize( Dimension::HEIGHT ) ); + break; + } + + case Dali::Actor::Property::CLIPPING_MODE: + { + value = mClippingMode; + break; + } + + case Dali::DevelActor::Property::SIBLING_ORDER: + { + value = static_cast(mSiblingOrder); + break; + } + + case Dali::DevelActor::Property::SCREEN_POSITION: + { + value = GetCurrentScreenPosition(); + break; + } + + case Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT: + { + value = mPositionUsesAnchorPoint; + break; + } + + default: + { + // Must be a scene-graph only property + valueSet = false; + break; + } + } + + return valueSet; +} + +bool Actor::GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const +{ + bool valueSet = true; + + switch( index ) + { + case Dali::Actor::Property::SIZE: + { + value = GetCurrentSize(); + break; + } + + case Dali::Actor::Property::SIZE_WIDTH: + { + value = GetCurrentSize().width; + break; + } + + case Dali::Actor::Property::SIZE_HEIGHT: + { + value = GetCurrentSize().height; + break; + } + + case Dali::Actor::Property::SIZE_DEPTH: + { + value = GetCurrentSize().depth; + break; + } + + case Dali::Actor::Property::POSITION: + { + value = GetCurrentPosition(); + break; + } + + case Dali::Actor::Property::POSITION_X: + { + value = GetCurrentPosition().x; + break; + } + + case Dali::Actor::Property::POSITION_Y: + { + value = GetCurrentPosition().y; + break; + } + + case Dali::Actor::Property::POSITION_Z: + { + value = GetCurrentPosition().z; + break; + } + + case Dali::Actor::Property::WORLD_POSITION: + { + value = GetCurrentWorldPosition(); + break; + } + + case Dali::Actor::Property::WORLD_POSITION_X: + { + value = GetCurrentWorldPosition().x; + break; + } + + case Dali::Actor::Property::WORLD_POSITION_Y: + { + value = GetCurrentWorldPosition().y; + break; + } + + case Dali::Actor::Property::WORLD_POSITION_Z: + { + value = GetCurrentWorldPosition().z; + break; + } + + case Dali::Actor::Property::ORIENTATION: + { + value = GetCurrentOrientation(); + break; + } + + case Dali::Actor::Property::WORLD_ORIENTATION: + { + value = GetCurrentWorldOrientation(); + break; + } + + case Dali::Actor::Property::SCALE: + { + value = GetCurrentScale(); + break; + } + + case Dali::Actor::Property::SCALE_X: + { + value = GetCurrentScale().x; + break; + } + + case Dali::Actor::Property::SCALE_Y: + { + value = GetCurrentScale().y; + break; + } + + case Dali::Actor::Property::SCALE_Z: + { + value = GetCurrentScale().z; + break; + } + + case Dali::Actor::Property::WORLD_SCALE: + { + value = GetCurrentWorldScale(); + break; + } + + case Dali::Actor::Property::COLOR: + { + value = GetCurrentColor(); + break; + } + + case Dali::Actor::Property::COLOR_RED: + { + value = GetCurrentColor().r; + break; + } + + case Dali::Actor::Property::COLOR_GREEN: + { + value = GetCurrentColor().g; + break; + } + + case Dali::Actor::Property::COLOR_BLUE: + { + value = GetCurrentColor().b; + break; + } + + case Dali::Actor::Property::COLOR_ALPHA: + case Dali::DevelActor::Property::OPACITY: + { + value = GetCurrentColor().a; + break; + } + + case Dali::Actor::Property::WORLD_COLOR: + { + value = GetCurrentWorldColor(); + break; + } + + case Dali::Actor::Property::WORLD_MATRIX: + { + value = GetCurrentWorldMatrix(); + break; + } + + case Dali::Actor::Property::VISIBLE: + { + value = IsVisible(); + break; } - else if( 0 == actionName.compare( ACTION_HIDE ) ) + + default: { - actor->SetVisible( false ); - done = true; + // Must be an event-side only property + valueSet = false; + break; } } - return done; + return valueSet; } void Actor::EnsureRelayoutData() @@ -3747,7 +4607,7 @@ float Actor::NegotiateFromChildren( Dimension::Type dimension ) float Actor::GetSize( Dimension::Type dimension ) const { - return GetDimensionValue( GetTargetSize(), dimension ); + return GetDimensionValue( mTargetSize, dimension ); } float Actor::GetNaturalSize( Dimension::Type dimension ) const @@ -3970,6 +4830,7 @@ Vector2 Actor::ApplySizeSetPolicy( const Vector2 size ) return size; } } + break; } default: @@ -4009,6 +4870,24 @@ void Actor::SetNegotiatedSize( RelayoutContainer& container ) void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& container ) { + // Force a size negotiation for actors that has assigned size during relayout + // This is required as otherwise the flags that force a relayout will not + // necessarilly be set. This will occur if the actor has already been laid out. + // The dirty flags are then cleared. Then if the actor is added back into the + // relayout container afterwards, the dirty flags would still be clear... + // causing a relayout to be skipped. Here we force any actors added to the + // container to be relayed out. + DALI_LOG_TIMER_START( NegSizeTimer1 ); + + if( GetUseAssignedSize(Dimension::WIDTH ) ) + { + SetLayoutNegotiated( false, Dimension::WIDTH ); + } + if( GetUseAssignedSize( Dimension::HEIGHT ) ) + { + SetLayoutNegotiated( false, Dimension::HEIGHT ); + } + // Do the negotiation NegotiateDimensions( allocatedSize ); @@ -4016,18 +4895,64 @@ void Actor::NegotiateSize( const Vector2& allocatedSize, RelayoutContainer& cont SetNegotiatedSize( container ); // Negotiate down to children - const Vector2 newBounds = GetTargetSize().GetVectorXY(); + const Vector2 newBounds = mTargetSize.GetVectorXY(); for( unsigned int i = 0, count = GetChildCount(); i < count; ++i ) { ActorPtr child = GetChildAt( i ); + // Forces children that have already been laid out to be relayed out + // if they have assigned size during relayout. + if( child->GetUseAssignedSize(Dimension::WIDTH) ) + { + child->SetLayoutNegotiated(false, Dimension::WIDTH); + child->SetLayoutDirty(true, Dimension::WIDTH); + } + + if( child->GetUseAssignedSize(Dimension::HEIGHT) ) + { + child->SetLayoutNegotiated(false, Dimension::HEIGHT); + child->SetLayoutDirty(true, Dimension::HEIGHT); + } + // Only relayout if required if( child->RelayoutRequired() ) { container.Add( Dali::Actor( child.Get() ), newBounds ); } } + DALI_LOG_TIMER_END( NegSizeTimer1, gLogRelayoutFilter, Debug::Concise, "NegotiateSize() took: "); +} + +void Actor::SetUseAssignedSize( bool use, Dimension::Type dimension ) +{ + if( mRelayoutData ) + { + for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i ) + { + if( dimension & ( 1 << i ) ) + { + mRelayoutData->useAssignedSize[ i ] = use; + } + } + } +} + +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 ) + { + if( dimension & ( 1 << i ) ) + { + return mRelayoutData->useAssignedSize[ i ]; + } + } + } + + return false; } void Actor::RelayoutRequest( Dimension::Type dimension ) @@ -4139,6 +5064,510 @@ float Actor::GetMaximumSize( Dimension::Type dimension ) const return FLT_MAX; // Default } +Object* Actor::GetParentObject() const +{ + return mParent; +} + +void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage ) +{ + if( mVisible != visible ) + { + if( sendMessage == SendMessage::TRUE && NULL != mNode ) + { + // mNode is being used in a separate thread; queue a message to set the value & base value + SceneGraph::NodePropertyMessage::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty::Bake, visible ); + } + + mVisible = visible; + + // Emit the signal on this actor and all its children + EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF ); + } +} + +void Actor::SetSiblingOrder( unsigned int order ) +{ + mSiblingOrder = std::min( order, static_cast( DevelLayer::SIBLING_ORDER_MULTIPLIER ) ); + + if( mIsOnStage ) + { + StagePtr stage = Stage::GetCurrent(); + if( stage ) + { + stage->RequestRebuildDepthTree(); + } + } +} + +void Actor::DefragmentSiblingIndexes( ActorContainer& siblings ) +{ + // Sibling index may not be in consecutive order as the sibling range is limited ( DevelLayer::SIBLING_ORDER_MULTIPLIER ) + // we need to remove the gaps and ensure the number start from 0 and consecutive hence have a full range. + + // Start at index 0, while index <= highest order + // Find next index higher than 0 + // if nextHigher > index+1 + // set all nextHigher orders to index+1 + + // Limitation: May reach the ceiling of DevelLayer::SIBLING_ORDER_MULTIPLIER with highest sibling. + + ActorIter end = siblings.end(); + int highestOrder = 0; + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + highestOrder = std::max( highestOrder, siblingOrder ); + } + + for ( int index = 0; index <= highestOrder; index++ ) + { + int nextHighest = -1; + + // Find Next highest + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + + if ( siblingOrder > index ) + { + if ( nextHighest == -1 ) + { + nextHighest = siblingOrder; + } + nextHighest = std::min( nextHighest, siblingOrder ); + } + } + + // Check if a gap exists between indexes, if so set next index to consecutive number + if ( ( nextHighest - index ) > 1 ) + { + for( ActorIter iter = siblings.begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + int siblingOrder = sibling->mSiblingOrder; + if ( siblingOrder == nextHighest ) + { + sibling->mSiblingOrder = index + 1; + if ( sibling->mSiblingOrder >= Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + DALI_LOG_WARNING( "Reached max sibling order level for raising / lowering actors\n" ); + sibling->mSiblingOrder = Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + } + } +} + +bool Actor::ShiftSiblingsLevels( ActorContainer& siblings, int targetLevelToShiftFrom ) +{ + // Allows exclusive levels for an actor by shifting all sibling levels at the target and above by 1 + bool defragmentationRequired( false ); + ActorIter end = siblings.end(); + for( ActorIter iter = siblings.begin(); ( iter != end ) ; ++iter ) + { + // Move actors at nearest order and above up by 1 + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + // Iterate through container of actors, any actor with a sibling order of the target or greater should + // be incremented by 1. + if ( sibling->mSiblingOrder >= targetLevelToShiftFrom ) + { + sibling->mSiblingOrder++; + if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + // If a sibling order raises so that it is only 1 from the maximum allowed then set flag so + // can re-order all sibling orders. + defragmentationRequired = true; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + } + return defragmentationRequired; +} + +void Actor::Raise() +{ + /* + 1) Check if already at top and nothing to be done. + This Actor can have highest sibling order but if not exclusive then another actor at same sibling + order can be positioned above it due to insertion order of actors. + 2) Find nearest sibling level above, these are the siblings this actor needs to be above + 3) a) There may be other levels above this target level + b) Increment all sibling levels at the level above nearest(target) + c) Now have a vacant sibling level + 4) Set this actor's sibling level to nearest +1 as now vacated. + + Note May not just be sibling level + 1 as could be empty levels in-between + + Example: + + 1 ) Initial order + ActorC ( sibling level 4 ) + ActorB ( sibling level 3 ) + ActorA ( sibling level 1 ) + + 2 ) ACTION: Raise A above B + a) Find nearest level above A = Level 3 + b) Increment levels above Level 3 + + ActorC ( sibling level 5 ) + ActorB ( sibling level 3 ) NEAREST + ActorA ( sibling level 1 ) + + 3 ) Set Actor A sibling level to nearest +1 as vacant + + ActorC ( sibling level 5 ) + ActorA ( sibling level 4 ) + ActorB ( sibling level 3 ) + + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + if ( mParent ) + { + int nearestLevel = mSiblingOrder; + int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER; + bool defragmentationRequired( false ); + + ActorContainer* siblings = mParent->mChildren; + + // Find Nearest sibling level above this actor + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int order = GetSiblingOrder( sibling ); + + if ( ( order >= mSiblingOrder ) ) + { + int distanceToNextLevel = order - mSiblingOrder; + if ( distanceToNextLevel < shortestDistanceToNextLevel ) + { + nearestLevel = order; + shortestDistanceToNextLevel = distanceToNextLevel; + } + } + } + } + + if ( nearestLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at top + { + mSiblingOrder = nearestLevel + 1; // Set sibling level to that above the nearest level + defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + // Move current actor to newly vacated order level + SetSiblingOrder( mSiblingOrder ); + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + SetSiblingOrder( mSiblingOrder ); + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::Lower() +{ + /** + 1) Check if actor already at bottom and if nothing needs to be done + This Actor can have lowest sibling order but if not exclusive then another actor at same sibling + order can be positioned above it due to insertion order of actors so need to move this actor below it. + 2) Find nearest sibling level below, this Actor needs to be below it + 3) a) Need to vacate a sibling level below nearest for this actor to occupy + b) Shift up all sibling order values of actor at the nearest level and levels above it to vacate a level. + c) Set this actor's sibling level to this newly vacated level. + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + // 1) Find nearest level below + int nearestLevel = mSiblingOrder; + int shortestDistanceToNextLevel = DevelLayer::SIBLING_ORDER_MULTIPLIER; + + ActorContainer* siblings = mParent->mChildren; + + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int order = GetSiblingOrder( sibling ); + + if ( order <= mSiblingOrder ) + { + int distanceToNextLevel = mSiblingOrder - order; + if ( distanceToNextLevel < shortestDistanceToNextLevel ) + { + nearestLevel = order; + shortestDistanceToNextLevel = distanceToNextLevel; + } + } + } + } + + bool defragmentationRequired ( false ); + + // 2) If actor already not at bottom, raise all actors at required level and above + if ( shortestDistanceToNextLevel < DevelLayer::SIBLING_ORDER_MULTIPLIER ) // Actor is not already exclusively at bottom + { + mSiblingOrder = nearestLevel; + defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + // Move current actor to newly vacated order + SetSiblingOrder( mSiblingOrder ); + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::RaiseToTop() +{ + /** + 1 ) Find highest sibling order actor + 2 ) If highest sibling level not itself then set sibling order to that + 1 + 3 ) highest sibling order can be same as itself so need to increment over that + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + int maxOrder = 0; + + ActorContainer* siblings = mParent->mChildren; + + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); iter != end; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + maxOrder = std::max( GetSiblingOrder( sibling ), maxOrder ); + } + } + + bool defragmentationRequired( false ); + + if ( maxOrder >= mSiblingOrder ) + { + mSiblingOrder = maxOrder + 1; + if ( mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + defragmentationRequired = true; + } + } + + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::LowerToBottom() +{ + /** + See Actor::LowerToBottom() + + 1 ) Check if this actor already at exclusively at the bottom, if so then no more to be done. + 2 ) a ) Check if the bottom position 0 is vacant. + b ) If 0 position is not vacant then shift up all sibling order values from 0 and above + c ) 0 sibling position is vacant. + 3 ) Set this actor to vacant sibling order 0; + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + bool defragmentationRequired( false ); + bool orderZeroFree ( true ); + + ActorContainer* siblings = mParent->mChildren; + + bool actorAtLowestOrder = true; + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + int siblingOrder = GetSiblingOrder( sibling ); + if ( siblingOrder <= mSiblingOrder ) + { + actorAtLowestOrder = false; + } + + if ( siblingOrder == 0 ) + { + orderZeroFree = false; + } + } + } + + if ( ! actorAtLowestOrder ) + { + if ( ! orderZeroFree ) + { + defragmentationRequired = ShiftSiblingsLevels( *siblings, 0 ); + } + mSiblingOrder = 0; + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *siblings ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::RaiseAbove( Internal::Actor& target ) +{ + /** + 1 ) a) Find target actor's sibling order + b) If sibling order of target is the same as this actor then need to this Actor's sibling order + needs to be above it or the insertion order will determine which is drawn on top. + 2 ) Shift up by 1 all sibling order greater than target sibling order + 3 ) Set this actor to the sibling order to target +1 as will be a newly vacated gap above + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + if ( ValidateActors( *this, target ) ) + { + // Find target's sibling order + // Set actor sibling order to this number +1 + int targetSiblingOrder = GetSiblingOrder( &target ); + ActorContainer* siblings = mParent->mChildren; + mSiblingOrder = targetSiblingOrder + 1; + bool defragmentationRequired = ShiftSiblingsLevels( *siblings, mSiblingOrder ); + + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *(mParent->mChildren) ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + +void Actor::LowerBelow( Internal::Actor& target ) +{ + /** + 1 ) a) Find target actor's sibling order + b) If sibling order of target is the same as this actor then need to this Actor's sibling order + needs to be below it or the insertion order will determine which is drawn on top. + 2 ) Shift the target sibling order and all sibling orders at that level or above by 1 + 3 ) Set this actor to the sibling order of the target before it changed. + 4 ) Sibling order levels have a maximum defined in DevelLayer::SIBLING_ORDER_MULTIPLIER + If shifting causes this ceiling to be reached. then a defragmentation can be performed to + remove any empty sibling order gaps and start from sibling level 0 again. + If the number of actors reaches this maximum and all using exclusive sibling order values then + defragmention will stop and new sibling orders will be set to same max value. + */ + + if ( mParent ) + { + if ( ValidateActors( *this, target ) ) + { + bool defragmentationRequired ( false ); + // Find target's sibling order + // Set actor sibling order to target sibling order - 1 + int targetSiblingOrder = GetSiblingOrder( &target); + ActorContainer* siblings = mParent->mChildren; + if ( targetSiblingOrder == 0 ) + { + //lower to botton + ActorIter end = siblings->end(); + for( ActorIter iter = siblings->begin(); ( iter != end ) ; ++iter ) + { + ActorPtr sibling = (*iter); + if ( sibling != this ) + { + sibling->mSiblingOrder++; + if ( sibling->mSiblingOrder + 1 >= DevelLayer::SIBLING_ORDER_MULTIPLIER ) + { + defragmentationRequired = true; + } + sibling->SetSiblingOrder( sibling->mSiblingOrder ); + } + } + mSiblingOrder = 0; + } + else + { + defragmentationRequired = ShiftSiblingsLevels( *siblings, targetSiblingOrder ); + + mSiblingOrder = targetSiblingOrder; + } + SetSiblingOrder( mSiblingOrder ); + + if ( defragmentationRequired ) + { + DefragmentSiblingIndexes( *(mParent->mChildren) ); + } + } + } + else + { + DALI_LOG_WARNING( "Actor must have a parent, Sibling order not changed.\n" ); + } +} + } // namespace Internal } // namespace Dali