X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fevent%2Factors%2Factor-impl.h;h=69c14bcd9a54264c711d778844fdd229228df731;hb=0643c768fd100bd7ffb522e3358b88d075bc1d2e;hp=1d37366cea379deb9ecfba1621226118c5f8d04d;hpb=8580a4d8cac9e232d55d8d332af0822c3449727f;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/event/actors/actor-impl.h b/dali/internal/event/actors/actor-impl.h index 1d37366..69c14bc 100644 --- a/dali/internal/event/actors/actor-impl.h +++ b/dali/internal/event/actors/actor-impl.h @@ -2,7 +2,7 @@ #define DALI_INTERNAL_ACTOR_H /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -23,17 +23,20 @@ // INTERNAL INCLUDES #include +#include #include #include #include #include #include #include +#include #include #include #include #include #include +#include namespace Dali { @@ -59,6 +62,9 @@ typedef ActorContainer::const_iterator ActorConstIter; typedef std::vector< RendererPtr > RendererContainer; typedef RendererContainer::iterator RendererIter; +class ActorDepthTreeNode; +typedef Dali::Internal::MemoryPoolObjectAllocator< ActorDepthTreeNode > DepthNodeMemoryPool; + /** * Actor is the primary object which Dali applications interact with. * UI controls can be built by combining multiple actors. @@ -210,6 +216,7 @@ public: * Retrieve a reference to Actor's children. * @note Not for public use. * @return A reference to the container of children. + * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method. */ ActorContainer& GetChildrenInternal() { @@ -303,7 +310,7 @@ public: * This size will be the size set or if animating then the target size. * @return The Actor's size. */ - const Vector3& GetTargetSize() const; + Vector3 GetTargetSize() const; /** * Retrieve the Actor's size from update side. @@ -613,7 +620,7 @@ public: /** * Sets the visibility flag of an actor. - * @param [in] visible The new visibility flag. + * @param[in] visible The new visibility flag. */ void SetVisible( bool visible ); @@ -743,7 +750,7 @@ public: /** * @copydoc Dali::Actor::GetHierarchyDepth() */ - int GetHierarchyDepth() const + inline int GetHierarchyDepth() const { if( mIsOnStage ) { @@ -753,6 +760,13 @@ public: return -1; } + /** + * Get the actor's sorting depth + * + * @return The depth used for hit-testing and renderer sorting + */ + unsigned int GetSortingDepth(); + public: // Size negotiation virtual functions @@ -868,6 +882,24 @@ public: void NegotiateSize( const Vector2& size, RelayoutContainer& container ); /** + * @brief Set whether size negotiation should use the assigned size of the actor + * during relayout for the given dimension(s) + * + * @param[in] use Whether the assigned size of the actor should be used + * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions + */ + void SetUseAssignedSize( bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS ); + + /** + * @brief Returns whether size negotiation should use the assigned size of the actor + * during relayout for a single dimension + * + * @param[in] dimension The dimension to get + * @return Return whether the assigned size of the actor should be used. If more than one dimension is requested, just return the first one found + */ + bool GetUseAssignedSize( Dimension::Type dimension ) const; + + /** * @copydoc Dali::Actor::SetResizePolicy() */ void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS ); @@ -1380,6 +1412,31 @@ public: bool EmitWheelEventSignal( const WheelEvent& event ); /** + * @brief Emits the visibility change signal for this actor and all its children. + * @param[in] visible Whether the actor has become visible or not. + * @param[in] type Whether the actor's visible property has changed or a parent's. + */ + void EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type ); + + /** + * @brief Emits the layout direction change signal for this actor and all its children. + * @param[in] type Whether the actor's layout direction property has changed or a parent's. + */ + void EmitLayoutDirectionChangedSignal( LayoutDirection::Type type ); + + /** + * @brief Emits the ChildAdded signal for this actor + * @param[in] child The child actor that has been added + */ + void EmitChildAddedSignal( Actor& child ); + + /** + * @brief Emits the ChildRemoved signal for this actor + * @param[in] child The child actor that has been removed + */ + void EmitChildRemovedSignal( Actor& child ); + + /** * @copydoc Dali::Actor::TouchedSignal() */ Dali::Actor::TouchSignalType& TouchedSignal(); @@ -1415,6 +1472,31 @@ public: Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal(); /** + * @copydoc DevelActor::VisibilityChangedSignal + */ + DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal(); + + /** + * @copydoc LayoutDirectionChangedSignal + */ + Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal(); + + /** + * @copydoc DevelActor::ChildAddedSignal + */ + DevelActor::ChildChangedSignalType& ChildAddedSignal(); + + /** + * @copydoc DevelActor::ChildRemovedSignal + */ + DevelActor::ChildChangedSignalType& ChildRemovedSignal(); + + /** + * @copydoc DevelActor::ChildOrderChangedSignal + */ + DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal(); + + /** * Connects a callback function with the object's signals. * @param[in] object The object providing the signal. * @param[in] tracker Used to disconnect the signal. @@ -1443,23 +1525,6 @@ public: // For Animation /** - * This should only be called by Animation, when the actors SIZE property is animated. - * - * @param[in] animation The animation that resized the actor - * @param[in] targetSize The new target size of the actor - */ - void NotifySizeAnimation( Animation& animation, const Vector3& targetSize ); - - /** - * This should only be called by Animation, when the actors SIZE_WIDTH or SIZE_HEIGHT or SIZE_DEPTH property is animated. - * - * @param[in] animation The animation that resized the actor - * @param[in] targetSize The new target size of the actor - * @param[in] property The index of the property being animated - */ - void NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property ); - - /** * For use in derived classes. * This should only be called by Animation, when the actor is resized using Animation::Resize(). */ @@ -1467,23 +1532,6 @@ public: { } - /** - * This should only be called by Animation, when the actors POSITION property is animated. - * - * @param[in] animation The animation that repositioned the actor - * @param[in] targetPosition The new target position of the actor - */ - void NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition ); - - /** - * This should only be called by Animation, when the actors POSITION_X or POSITION_Y or POSITION_Z property is animated. - * - * @param[in] animation The animation that repositioned the actor - * @param[in] targetPosition The new target position of the actor - * @param[in] property The index of the property being animated - */ - void NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property ); - protected: enum DerivedType @@ -1561,6 +1609,22 @@ protected: bool IsNodeConnected() const; public: + /** + * Trigger a rebuild of the actor depth tree from this root + * If a Layer3D is encountered, then this doesn't descend any further. + * The mSortedDepth of each actor is set appropriately. + */ + void RebuildDepthTree(); + +protected: + /** + * Traverse the actor tree, inserting actors into the depth tree in sibling order. + * @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index + * @param[in,out] depthIndex The current depth index (traversal index) + */ + void DepthTraverseActorTree( OwnerPointer& sceneGraphNodeDepths, int& depthIndex ); + +public: // Default property extensions from Object @@ -1620,6 +1684,16 @@ public: virtual Property::Value GetDefaultProperty( Property::Index index ) const; /** + * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue() + */ + virtual Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const; + + /** + * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation() + */ + virtual void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType ); + + /** * @copydoc Dali::Internal::Object::GetPropertyOwner() */ virtual const SceneGraph::PropertyOwner* GetPropertyOwner() const; @@ -1644,13 +1718,50 @@ public: */ virtual int GetPropertyComponentIndex( Property::Index index ) const; + /** + * @copydoc Dali::DevelActor::Raise() + */ + void Raise(); + + /** + * @copydoc Dali::DevelActor::Lower() + */ + void Lower(); + + /** + * @copydoc Dali::DevelActor::RaiseToTop() + */ + void RaiseToTop(); + + /** + * @copydoc Dali::DevelActor::LowerToBottom() + */ + void LowerToBottom(); + + /** + * @copydoc Dali::DevelActor::RaiseAbove() + */ + void RaiseAbove( Internal::Actor& target ); + + /** + * @copydoc Dali::DevelActor::LowerBelow() + */ + void LowerBelow( Internal::Actor& target ); + private: - // Undefined - Actor(); + struct SendMessage + { + enum Type + { + FALSE = 0, + TRUE = 1, + }; + }; - // Undefined - Actor( const Actor& ); + // Remove default constructor and copy constructor + Actor()=delete; + Actor( const Actor& )=delete; // Undefined Actor& operator=( const Actor& rhs ); @@ -1767,6 +1878,22 @@ private: } /** + * @brief Retrieves the cached event side value of a default property. + * @param[in] index The index of the property + * @param[out] value Is set with the cached value of the property if found. + * @return True if value set, false otherwise. + */ + bool GetCachedPropertyValue( Property::Index index, Property::Value& value ) const; + + /** + * @brief Retrieves the current value of a default property from the scene-graph. + * @param[in] index The index of the property + * @param[out] value Is set with the current scene-graph value of the property + * @return True if value set, false otherwise. + */ + bool GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const; + + /** * @brief Ensure the relayout data is allocated */ void EnsureRelayoutData(); @@ -1777,7 +1904,7 @@ private: * @param[in] size The size to apply the policy to * @return Return the adjusted size */ - Vector2 ApplySizeSetPolicy( const Vector2 size ); + Vector2 ApplySizeSetPolicy( const Vector2& size ); /** * Retrieve the parent object of an Actor. @@ -1785,10 +1912,61 @@ private: */ virtual Object* GetParentObject() const; + /** + * Set Sibling order + * @param[in] order The sibling order this Actor should be. It will place + * the actor at this index in it's parent's child array. + */ + void SetSiblingOrder( unsigned int order); + + /** + * Get Sibling order + * @return the order of this actor amongst it's siblings + */ + unsigned int GetSiblingOrder() const; + + /** + * Request that the stage rebuilds the actor depth indices. + */ + void RequestRebuildDepthTree(); + + /** + * @brief Get the current position of the actor in screen coordinates. + * + * @return Returns the screen position of actor + */ + const Vector2 GetCurrentScreenPosition() const; + + /** + * Sets the visibility flag of an actor. + * @param[in] visible The new visibility flag. + * @param[in] sendMessage Whether to send a message to the update thread or not. + */ + void SetVisibleInternal( bool visible, SendMessage::Type sendMessage ); + + /** + * Set whether a child actor inherits it's parent's layout direction. Default is to inherit. + * @param[in] inherit - true if the actor should inherit layout direction, false otherwise. + */ + void SetInheritLayoutDirection( bool inherit ); + + /** + * Returns whether the actor inherits it's parent's layout direction. + * @return true if the actor inherits it's parent's layout direction, false otherwise. + */ + bool IsLayoutDirectionInherited() const; + + /** + * @brief Propagates layout direction recursively. + * @param[in] actor The actor for seting layout direction. + * @param[in] direction New layout direction. + */ + void InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set = false ); + protected: Actor* mParent; ///< Each actor (except the root) can have one parent - ActorContainer* mChildren; ///< Container of referenced actors + ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized RendererContainer* mRenderers; ///< Renderer container const SceneGraph::Node* mNode; ///< Not owned @@ -1808,15 +1986,24 @@ protected: Dali::Actor::OnStageSignalType mOnStageSignal; Dali::Actor::OffStageSignalType mOffStageSignal; Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal; - - Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size) - Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position) + DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal; + Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal; + DevelActor::ChildChangedSignalType mChildAddedSignal; + DevelActor::ChildChangedSignalType mChildRemovedSignal; + DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal; + + Quaternion mTargetOrientation; ///< Event-side storage for orientation + Vector4 mTargetColor; ///< Event-side storage for color + Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size) + Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position) + Vector3 mTargetScale; ///< Event-side storage for scale std::string mName; ///< Name of the actor unsigned int mId; ///< A unique ID to identify the actor starting from 1, and 0 is reserved + uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order. uint16_t mDepth; ///< The depth in the hierarchy of the actor. Only 4096 levels of depth are supported - uint16_t mSiblingOrder; ///< The sibling order of the actor + const bool mIsRoot : 1; ///< Flag to identify the root actor const bool mIsLayer : 1; ///< Flag to identify that this is a layer @@ -1832,6 +2019,10 @@ protected: bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited. bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited. bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited. + bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not. + bool mVisible : 1; ///< Cached: Whether the actor is visible or not. + bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent. + LayoutDirection::Type mLayoutDirection : 1; ///< Layout direction, Left to Right or Right to Left. DrawMode::Type mDrawMode : 2; ///< Cached: How the actor and its children should be drawn PositionInheritanceMode mPositionInheritanceMode : 2; ///< Cached: Determines how position is inherited ColorMode mColorMode : 2; ///< Cached: Determines whether mWorldColor is inherited @@ -1841,9 +2032,6 @@ private: static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const) static unsigned int mActorCounter; ///< A counter to track the actor instance creation - - bool mIsBatchParent : 1; ///< Flag indicating that the actor is a batch parent - }; } // namespace Internal