X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Fevent%2Factors%2Factor-impl.h;h=b2b38b85424e28f59b75eaecbcf0fd69a68ebd41;hb=bcadf88f5f48027eaf9f66b0632d445dff02af2f;hp=11bbfa7b3b5b64f003eb35a5a88636951d31e7b4;hpb=b8f4761a82c15c4c0e025d363517ab99cbb66540;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 11bbfa7..b2b38b8 100644 --- a/dali/internal/event/actors/actor-impl.h +++ b/dali/internal/event/actors/actor-impl.h @@ -30,6 +30,7 @@ #include #include #include +#include #include #include #include @@ -57,10 +58,6 @@ class RenderTask; class Renderer; class Scene; -using RendererPtr = IntrusivePtr; -using RendererContainer = std::vector; -using RendererIter = RendererContainer::iterator; - class ActorDepthTreeNode; using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator; @@ -170,7 +167,7 @@ public: bool IsRenderable() const { // inlined as this is called a lot in hit testing - return mRenderers && !mRenderers->empty(); + return mRenderers && !mRenderers->IsEmpty(); } /** @@ -261,13 +258,19 @@ public: /** * @copydoc DevelActor::SetNeedGesturePropagation. */ - void SetNeedGesturePropagation(bool propagation); + void SetNeedGesturePropagation(bool propagation) + { + mNeedGesturePropagation = propagation; + } /** * Retrieve need gesture propagation value * @return The actor's need gesture propagation value. */ - bool NeedGesturePropagation(); + bool NeedGesturePropagation() const + { + return mNeedGesturePropagation; + } /** * Sets the size of an actor. @@ -770,11 +773,20 @@ public: * * @return The depth used for hit-testing and renderer sorting */ - uint32_t GetSortingDepth() + inline uint32_t GetSortingDepth() { return mSortedDepth; } + /** + * Set the actor's sorted depth. Used during recreation of depth tree + * @param[in] sortedDepth the new sorted depth + */ + inline void SetSortingDepth(uint32_t sortedDepth) + { + mSortedDepth = sortedDepth; + } + public: // Size negotiation virtual functions @@ -1589,31 +1601,6 @@ public: */ 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. - * @param[in] signalName The signal to connect to. - * @param[in] functor A newly allocated FunctorDelegate. - * @return True if the signal was connected. - * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor. - */ - static bool DoConnectSignal(BaseObject* object, - ConnectionTrackerInterface* tracker, - const std::string& signalName, - FunctorDelegate* functor); - - /** - * Performs actions as requested using the action name. - * @param[in] object The object on which to perform the action. - * @param[in] actionName The action to perform. - * @param[in] attributes The attributes with which to perfrom this action. - * @return true if the action was done. - */ - static bool DoAction(BaseObject* object, - const std::string& actionName, - const Property::Map& attributes); - public: // For Animation @@ -1659,14 +1646,6 @@ protected: void ConnectToScene(uint32_t parentDepth, bool notify); /** - * Helper for ConnectToScene, to recursively connect a tree of actors. - * This is atomic i.e. not interrupted by user callbacks. - * @param[in] depth The depth in the hierarchy of the actor - * @param[out] connectionList On return, the list of connected actors which require notification. - */ - void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth); - - /** * Connect the Node associated with this Actor to the scene-graph. */ void ConnectToSceneGraph(); @@ -1684,13 +1663,6 @@ protected: void DisconnectFromStage(bool notify); /** - * Helper for DisconnectFromStage, to recursively disconnect a tree of actors. - * This is atomic i.e. not interrupted by user callbacks. - * @param[out] disconnectionList On return, the list of disconnected actors which require notification. - */ - void RecursiveDisconnectFromStage(ActorContainer& disconnectionList); - - /** * Disconnect the Node associated with this Actor from the scene-graph. */ void DisconnectFromSceneGraph(); @@ -1715,14 +1687,6 @@ public: */ 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, int32_t& depthIndex); - public: // Default property extensions from Object @@ -2042,26 +2006,11 @@ private: } /** - * @brief Propagates layout direction recursively. - * @param[in] direction New layout direction. - */ - void InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set = false); - - /** * @brief Sets the update size hint of an actor. * @param [in] updateSizeHint The update size hint. */ void SetUpdateSizeHint(const Vector2& updateSizeHint); - /** - * @brief Recursively emits the visibility-changed-signal on the actor tree. - * - * @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(bool visible, - DevelActor::VisibilityChange::Type type); - protected: ActorParentImpl mParentImpl; ///< Implementation of ActorParent; ActorParent* mParent; ///< Each actor (except the root) can have one parent