X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Factors%2Factor.h;h=8d3e9b660b177c21227b9398daf8fda7af30f2d9;hb=c4750afbf79f15bf71e2aa8ef54f84750463aae2;hp=adb5a779e21b3f76c4d1c4a4e7243f59a5f9ee64;hpb=3fc7efff68de13a8d1d423422ac408b77a28f232;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/actors/actor.h b/dali/public-api/actors/actor.h index adb5a77..8d3e9b6 100644 --- a/dali/public-api/actors/actor.h +++ b/dali/public-api/actors/actor.h @@ -2,7 +2,7 @@ #define DALI_ACTOR_H /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 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. @@ -19,8 +19,8 @@ */ // EXTERNAL INCLUDES -#include #include // uint32_t +#include // INTERNAL INCLUDES #include @@ -30,6 +30,8 @@ #include #include +#undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header + namespace Dali { /** @@ -47,16 +49,14 @@ class Renderer; struct Degree; class Quaternion; class Layer; -struct KeyEvent; -class TouchData; -struct TouchEvent; -struct HoverEvent; -struct WheelEvent; +class TouchEvent; +class HoverEvent; +class WheelEvent; struct Vector2; struct Vector3; struct Vector4; -typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 +using Padding = Rect; ///< Padding definition @SINCE_1_0.0 /** * @brief Actor is the primary object with which Dali applications interact. @@ -71,8 +71,8 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 * * - An actor is only hittable if the actor's touch or hover signal has a connection. * - An actor is only hittable when it is between the camera's near and far planes. - * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive(). - * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible(). + * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE. + * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE. * - To be hittable, an actor must have a non-zero size. * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor(). * @@ -102,7 +102,7 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 * // Only hit-test the actor and its children if it is sensitive and visible * IF ( ACTOR-IS-SENSITIVE && * ACTOR-IS-VISIBLE && - * ACTOR-IS-ON-STAGE ) + * ACTOR-IS-ON-SCENE ) * { * // Depth-first traversal within current layer, visiting parent first * @@ -149,7 +149,7 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 * * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest. * @endcode - * For more information, see SetDrawMode(). + * For more information, see Property::DRAW_MODE. * * Touch or hover Event Delivery: * @@ -215,10 +215,6 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then * hover signals are also emitted from the hover-started actor with an "Interrupted" state. * - *

Key Events:

- * - * Key events are received by an actor once set to grab key events, only one actor can be set as focused. - * * @nosubgrouping * * Signals @@ -227,8 +223,8 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 * | touched | @ref TouchedSignal() | * | hovered | @ref HoveredSignal() | * | wheelEvent | @ref WheelEventSignal() | - * | onStage | @ref OnStageSignal() | - * | offStage | @ref OffStageSignal() | + * | onScene | @ref OnSceneSignal() | + * | offScene | @ref OffSceneSignal() | * | onRelayout | @ref OnRelayoutSignal() | * * Actions @@ -242,7 +238,6 @@ typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 class DALI_CORE_API Actor : public Handle { public: - /** * @brief Enumeration for the instance of properties belonging to the Actor class. * @SINCE_1_0.0 @@ -255,60 +250,386 @@ public: */ enum { - PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0 - PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0 - PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0 - PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0 - ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0 - ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0 - ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0 - ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0 - SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0 - SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0 - SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0 - SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0 - POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0 - POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0 - POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0 - POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0 - WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0 - WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0 - WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0 - WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0 - ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0 - WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0 - SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0 - SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0 - SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0 - SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0 - WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0 - VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0 - COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0 - COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0 - COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0 - COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0 - COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0 - WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0 - WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0 - NAME, ///< name "name", type std::string @SINCE_1_0.0 - SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0 - LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0 - INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0 - INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0 - COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0 - POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead - DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0 - SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0 - WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0 - HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0 - SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0 - WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0 - HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0 - PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0 - MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0 - MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0 - INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24 - CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5 + /** + * @brief The origin of an actor, within its parent's area. + * @details Name "parentOrigin", type Property::VECTOR3, constraint-input + * @SINCE_1_0.0 + */ + PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, + + /** + * @brief The x origin of an actor, within its parent's area. + * @details Name "parentOriginX", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + PARENT_ORIGIN_X, + + /** + * @brief The y origin of an actor, within its parent's area. + * @details Name "parentOriginY", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + PARENT_ORIGIN_Y, + + /** + * @brief The z origin of an actor, within its parent's area. + * @details Name "parentOriginZ", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + PARENT_ORIGIN_Z, + + /** + * @brief The anchor-point of an actor. + * @details Name "anchorPoint", type Property::VECTOR3, constraint-input + * @SINCE_1_0.0 + */ + ANCHOR_POINT, + + /** + * @brief The x anchor-point of an actor. + * @details Name "anchorPointX", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + ANCHOR_POINT_X, + + /** + * @brief The y anchor-point of an actor. + * @details Name "anchorPointY", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + ANCHOR_POINT_Y, + + /** + * @brief The z anchor-point of an actor. + * @details Name "anchorPointZ", type Property::FLOAT, constraint-input + * @SINCE_1_0.0 + */ + ANCHOR_POINT_Z, + + /** + * @brief The size of an actor. + * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input + * @note Only Property::VECTOR3 can be animated or used as constraint-input + * @SINCE_1_0.0 + */ + SIZE, + + /** + * @brief The width of an actor. + * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SIZE_WIDTH, + + /** + * @brief The height of an actor. + * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SIZE_HEIGHT, + + /** + * @brief The depth of an actor. + * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SIZE_DEPTH, + + /** + * @brief The position of an actor. + * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input + * @note Only Property::VECTOR3 can be animated or used as constraint-input + * @SINCE_1_0.0 + */ + POSITION, + + /** + * @brief The x position of an actor. + * @details Name "positionX", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + POSITION_X, + + /** + * @brief The y position of an actor. + * @details Name "positionY", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + POSITION_Y, + + /** + * @brief The z position of an actor. + * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + POSITION_Z, + + /** + * @brief The world position of an actor. + * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_POSITION, + + /** + * @brief The x world position of an actor. + * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_POSITION_X, + + /** + * @brief The y world position of an actor. + * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_POSITION_Y, + + /** + * @brief The z world position of an actor. + * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_POSITION_Z, + + /** + * @brief The orientation of an actor. + * @details Name "orientation", type Property::ROTATION, animatable / constraint-input + * @SINCE_1_0.0 + */ + ORIENTATION, + + /** + * @brief The world orientation of an actor. + * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_ORIENTATION, + + /** + * @brief The scale factor applied to an actor. + * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input + * @note Only Property::VECTOR3 can be animated or used as constraint-input + * @SINCE_1_0.0 + */ + SCALE, + + /** + * @brief The x scale factor applied to an actor. + * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SCALE_X, + + /** + * @brief The y scale factor applied to an actor. + * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SCALE_Y, + + /** + * @brief The x scale factor applied to an actor. + * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + SCALE_Z, + + /** + * @brief The world scale factor applied to an actor. + * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_SCALE, + + /** + * @brief The visibility flag of an actor. + * @details Name "visible", type Property::BOOL, animatable / constraint-input + * @SINCE_1_0.0 + */ + VISIBLE, + + /** + * @brief The color of an actor. + * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input + * @note The alpha value will be 1.0f if a Vector3 type value is set. + * @SINCE_1_0.0 + */ + COLOR, + + /** + * @brief The red component of an actor's color. + * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + COLOR_RED, + + /** + * @brief The green component of an actor's color. + * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + COLOR_GREEN, + + /** + * @brief The blue component of an actor's color. + * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + COLOR_BLUE, + + /** + * @brief The alpha component of an actor's color. + * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + */ + COLOR_ALPHA, + + /** + * @brief The world color of an actor. + * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_COLOR, + + /** + * @brief The world matrix of an actor. + * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input + * @SINCE_1_0.0 + */ + WORLD_MATRIX, + + /** + * @brief The name of an actor. + * @details Name "name", type Property::STRING + * @SINCE_1_0.0 + */ + NAME, + + /** + * @brief The flag whether an actor should emit touch or hover signals. + * @details Name "sensitive", type Property::BOOLEAN + * @SINCE_1_0.0 + */ + SENSITIVE, + + /** + * @brief The flag whether an actor should receive a notification when touch or hover motion events leave. + * @details Name "leaveRequired", type Property::BOOLEAN + * @SINCE_1_0.0 + */ + LEAVE_REQUIRED, + + /** + * @brief The flag whether a child actor inherits it's parent's orientation. + * @details Name "inheritOrientation", type Property::BOOLEAN + * @SINCE_1_0.0 + */ + INHERIT_ORIENTATION, + + /** + * @brief The flag whether a child actor inherits it's parent's scale. + * @details Name "inheritScale", type Property::BOOLEAN + * @SINCE_1_0.0 + */ + INHERIT_SCALE, + + /** + * @brief The color mode of an actor. + * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING. + * @SINCE_1_0.0 + */ + COLOR_MODE, + + /** + * @brief The draw mode of an actor. + * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_0.0 + */ + DRAW_MODE, + + /** + * @brief The size mode factor of an actor. + * @details Name "sizeModeFactor", type Property::VECTOR3. + * @SINCE_1_0.0 + * @see Actor::SetSizeModeFactor() + */ + SIZE_MODE_FACTOR, + + /** + * @brief The resize policy for the width of an actor. + * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_0.0 + * @see Actor::SetResizePolicy() + */ + WIDTH_RESIZE_POLICY, + + /** + * @brief The resize policy for the height of an actor. + * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_0.0 + * @see Actor::SetResizePolicy() + */ + HEIGHT_RESIZE_POLICY, + + /** + * @brief The size scale policy of an actor. + * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_0.0 + */ + SIZE_SCALE_POLICY, + + /** + * @brief The flag to determine the width dependent on the height. + * @details Name "widthForHeight", type Property::BOOLEAN. + * @SINCE_1_0.0 + * @see Actor::SetResizePolicy() + */ + WIDTH_FOR_HEIGHT, + + /** + * @brief The flag to determine the height dependent on the width. + * @details Name "heightForWidth", type Property::BOOLEAN. + * @SINCE_1_0.0 + * @see Actor::SetResizePolicy() + */ + HEIGHT_FOR_WIDTH, + + /** + * @brief The padding of an actor for use in layout. + * @details Name "padding", type Property::VECTOR4. + * @SINCE_1_0.0 + */ + PADDING, + + /** + * @brief The minimum size an actor can be assigned in size negotiation. + * @details Name "minimumSize", type Property::VECTOR2. + * @SINCE_1_0.0 + */ + MINIMUM_SIZE, + + /** + * @brief The maximum size an actor can be assigned in size negotiation. + * @details Name "maximumSize", type Property::VECTOR2. + * @SINCE_1_0.0 + */ + MAXIMUM_SIZE, + + /** + * @brief The flag whether a child actor inherits it's parent's position. + * @details Name "inheritPosition", type Property::BOOLEAN. + * @SINCE_1_1.24 + */ + INHERIT_POSITION, + + /** + * @brief The clipping mode of an actor. + * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_2_5 + * @see ClippingMode::Type for supported values. + */ + CLIPPING_MODE, /** * @brief The direction of the layout. @@ -324,19 +645,106 @@ public: * @SINCE_1_2.60 */ INHERIT_LAYOUT_DIRECTION, + + /** + * @brief The opacity of the actor. + * @details Name "opacity", type Property::FLOAT. + * @SINCE_1_9.17 + */ + OPACITY, + + /** + * @brief Returns the screen position of the Actor + * @details Name "screenPosition", type Property::VECTOR2. Read-only + * @note This assumes default camera and default render-task and the Z position is ZERO. + * @note The last known frame is used for the calculation. May not match a position value just set. + * @SINCE_1_9.17 + */ + SCREEN_POSITION, + + /** + * @brief Determines whether the anchor point should be used to determine the position of the actor. + * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN. + * @note This is true by default. + * @note If false, then the top-left of the actor is used for the position. + * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position. + * @SINCE_1_9.17 + */ + POSITION_USES_ANCHOR_POINT, + + /** + * @brief Returns whether the actor is culled or not. + * @details Name "culled", type Property::BOOLEAN. Read-only + * @note True means that the actor is out of the view frustum. + * @SINCE_1_9.17 + */ + CULLED, + + /** + * @brief The unique ID of the actor. + * @details Name "id", type Property::INTEGER. Read-only + * @SINCE_1_9.17 + */ + ID, + + /** + * @brief The current depth in the hierarchy of the actor. + * @details Name "hierarchyDepth", type Property::INTEGER. Read-only + * @note The value is -1 if actor is not in the hierarchy. + * @SINCE_1_9.17 + */ + HIERARCHY_DEPTH, + + /** + * @brief The flag whether an actor is the root actor, which is owned by the Scene. + * @details Name "isRoot", type Property::BOOLEAN. Read-only + * @SINCE_1_9.17 + */ + IS_ROOT, + + /** + * @brief The flag whether the actor is of class Dali::Layer. + * @details Name "isLayer", type Property::BOOLEAN. Read-only + * @SINCE_1_9.17 + */ + IS_LAYER, + + /** + * @brief The flag whether the actor is connected to the Scene. + * When an actor is connected, it will be directly or indirectly parented to the root Actor. + * @details Name "connectedToScene", type Property::BOOLEAN. Read-only + * @note The root Actor is provided automatically by the Scene, and is always considered to be connected. + * @SINCE_1_9.17 + */ + CONNECTED_TO_SCENE, + + /** + * @brief The flag whether the actor should be focusable by keyboard navigation. + * @details Name "keyboardFocusable", type Property::BOOLEAN. + * @SINCE_1_9.17 + */ + KEYBOARD_FOCUSABLE, + + /** + * @brief Sets the update area hint of the actor. + * @details Name "updateAreaHint", type Property::VECTOR4 (x, y, width, height). + * @note Overrides the area - the position and the size - used for the actor damaged area calculation. Affected by the actor model view matrix. + * The position is relative to the center of the actor and it is also the center of the damaged area. + * @SINCE_2_1.33 + */ + UPDATE_AREA_HINT }; }; // Typedefs - typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0 - typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37 - typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0 - typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0 - typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0 - typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0 - typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0 - typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60 + using TouchEventSignalType = Signal; ///< Touch signal type @SINCE_1_1.37 + using HoverSignalType = Signal; ///< Hover signal type @SINCE_1_0.0 + using WheelEventSignalType = Signal; ///< Wheel signal type @SINCE_1_0.0 + using OnSceneSignalType = Signal; ///< Scene connection signal type @SINCE_1_9.24 + using OffSceneSignalType = Signal; ///< Scene disconnection signal type @SINCE_1_9.24 + using OnRelayoutSignalType = Signal; ///< Called when the actor is relaid out @SINCE_1_0.0 + using LayoutDirectionChangedSignalType = Signal; ///< Layout direction changes signal type. @SINCE_1_2.60 // Creation @@ -366,7 +774,7 @@ public: * @param[in] handle to An object * @return handle to a Actor object or an uninitialized handle */ - static Actor DownCast( BaseHandle handle ); + static Actor DownCast(BaseHandle handle); /** * @brief Dali::Actor is intended as a base class. @@ -394,64 +802,25 @@ public: Actor& operator=(const Actor& rhs); /** - * @brief Retrieves the Actor's name. - * - * @SINCE_1_0.0 - * @return The Actor's name - * @pre The Actor has been initialized. - */ - const std::string& GetName() const; - - /** - * @brief Sets the Actor's name. + * @brief Move constructor. * - * @SINCE_1_0.0 - * @param[in] name The new name - * @pre The Actor has been initialized. + * @SINCE_1_9.22 + * @param[in] rhs A reference to the actor to move */ - void SetName(const std::string& name); + Actor(Actor&& rhs) noexcept; /** - * @brief Retrieves the unique ID of the actor. + * @brief Move assignment operator. * - * @SINCE_1_0.0 - * @return The ID - * @pre The Actor has been initialized. + * @SINCE_1_9.22 + * @param[in] rhs A reference to the actor to move + * @return A reference to this */ - uint32_t GetId() const; + Actor& operator=(Actor&& rhs) noexcept; // Containment /** - * @brief Queries whether an actor is the root actor, which is owned by the Stage. - * - * @SINCE_1_0.0 - * @return True if the actor is the root actor - * @pre The Actor has been initialized. - */ - bool IsRoot() const; - - /** - * @brief Queries whether the actor is connected to the Stage. - * - * When an actor is connected, it will be directly or indirectly parented to the root Actor. - * @SINCE_1_0.0 - * @return True if the actor is connected to the Stage - * @pre The Actor has been initialized. - * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected. - */ - bool OnStage() const; - - /** - * @brief Queries whether the actor is of class Dali::Layer. - * - * @SINCE_1_0.0 - * @return True if the actor is a layer - * @pre The Actor has been initialized. - */ - bool IsLayer() const; - - /** * @brief Gets the layer in which the actor is present. * * @SINCE_1_0.0 @@ -514,18 +883,18 @@ public: * @return The actor for the given index or empty handle if children not initialized * @pre The Actor has been initialized. */ - Actor GetChildAt( uint32_t index ) const; + Actor GetChildAt(uint32_t index) const; /** * @brief Search through this actor's hierarchy for an actor with the given name. * * The actor itself is also considered in the search. - * @SINCE_1_0.0 + * @SINCE_2_0.9 * @param[in] actorName The name of the actor to find * @return A handle to the actor if found, or an empty handle if not * @pre The Actor has been initialized. */ - Actor FindChildByName(const std::string& actorName); + Actor FindChildByName(std::string_view actorName); /** * @brief Search through this actor's hierarchy for an actor with the given unique ID. @@ -536,7 +905,7 @@ public: * @return A handle to the actor if found, or an empty handle if not * @pre The Actor has been initialized. */ - Actor FindChildById( const uint32_t id ); + Actor FindChildById(const uint32_t id); /** * @brief Retrieves the actor's parent. @@ -550,336 +919,46 @@ public: // Positioning /** - * @brief Sets the origin of an actor, within its parent's area. + * @brief Retrieves the actor's size. * - * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent, - * and (1.0, 1.0, 0.5) is the bottom-right corner. - * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5). - * An actor's position is the distance between this origin, and the actor's anchor-point. - * @image html parent-origin.png * @SINCE_1_0.0 - * @param[in] origin The new parent-origin - * @pre The Actor has been initialized. - * @see Dali::ParentOrigin for predefined parent origin values + * @return The actor's target size + * @pre The actor has been initialized. + * @note This return is the value that was set using SetSize or the target size of an animation. + * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set. */ - void SetParentOrigin(const Vector3& origin); + Vector3 GetTargetSize() const; /** - * @brief Retrieves the parent-origin of an actor. + * @brief Returns the natural size of the actor. * - * @SINCE_1_0.0 - * @return The current parent-origin - * @pre The Actor has been initialized. - */ - Vector3 GetCurrentParentOrigin() const; - - /** - * @brief Sets the anchor-point of an actor. - * - * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) - * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the - * bottom-right corner. The default anchor point is - * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5). - * An actor position is the distance between its parent-origin and this anchor-point. - * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point. - * @image html anchor-point.png - * @SINCE_1_0.0 - * @param[in] anchorPoint The new anchor-point - * @pre The Actor has been initialized. - * @see Dali::AnchorPoint for predefined anchor point values - */ - void SetAnchorPoint(const Vector3& anchorPoint); - - /** - * @brief Retrieves the anchor-point of an actor. + * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size. * * @SINCE_1_0.0 - * @return The current anchor-point - * @pre The Actor has been initialized. + * @return The actor's natural size */ - Vector3 GetCurrentAnchorPoint() const; + Vector3 GetNaturalSize() const; /** - * @brief Sets the size of an actor. + * @brief Translates an actor relative to its existing position. * - * Geometry can be scaled to fit within this area. - * This does not interfere with the actors scale factor. - * The actors default depth is the minimum of width & height. * @SINCE_1_0.0 - * @param [in] width The new width - * @param [in] height The new height + * @param[in] distance The actor will move by this distance * @pre The actor has been initialized. */ - void SetSize(float width, float height); + void TranslateBy(const Vector3& distance); /** - * @brief Sets the size of an actor. + * @brief Applies a relative rotation to an actor. * - * Geometry can be scaled to fit within this area. - * This does not interfere with the actors scale factor. * @SINCE_1_0.0 - * @param[in] width The size of the actor along the x-axis - * @param[in] height The size of the actor along the y-axis - * @param[in] depth The size of the actor along the z-axis + * @param[in] angle The angle to the rotation to combine with the existing orientation + * @param[in] axis The axis of the rotation to combine with the existing orientation * @pre The actor has been initialized. */ - void SetSize(float width, float height, float depth); - - /** - * @brief Sets the size of an actor. - * - * Geometry can be scaled to fit within this area. - * This does not interfere with the actors scale factor. - * The actors default depth is the minimum of width & height. - * @SINCE_1_0.0 - * @param[in] size The new size - * @pre The actor has been initialized. - */ - void SetSize(const Vector2& size); - - /** - * @brief Sets the size of an actor. - * - * Geometry can be scaled to fit within this area. - * This does not interfere with the actors scale factor. - * @SINCE_1_0.0 - * @param [in] size The new size - * @pre The actor has been initialized. - */ - void SetSize(const Vector3& size); - - /** - * @brief Retrieves the actor's size. - * - * @SINCE_1_0.0 - * @return The actor's target size - * @pre The actor has been initialized. - * @note This return is the value that was set using SetSize or the target size of an animation. - * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set. - */ - Vector3 GetTargetSize() const; - - /** - * @brief Retrieves the actor's size. - * - * @SINCE_1_0.0 - * @return The actor's current size - * @pre The actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetSize(). - */ - Vector3 GetCurrentSize() const; - - /** - * @brief Returns the natural size of the actor. - * - * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size. - * - * @SINCE_1_0.0 - * @return The actor's natural size - */ - Vector3 GetNaturalSize() const; - - /** - * @brief Sets the position of the Actor. - * - * By default, sets the position vector between the parent origin and anchor point (default). - * - * If Position inheritance if disabled, sets the world position. @see SetInheritPosition - * - * @image html actor-position.png - * The Actor's z position will be set to 0.0f. - * @SINCE_1_0.0 - * @param[in] x The new x position - * @param[in] y The new y position - * @pre The Actor has been initialized. - */ - void SetPosition(float x, float y); - - /** - * @brief Sets the position of the Actor. - * - * By default, sets the position vector between the parent origin and anchor point (default). - * - * If Position inheritance if disabled, sets the world position. @see SetInheritPosition - * - * @image html actor-position.png - * @SINCE_1_0.0 - * @param[in] x The new x position - * @param[in] y The new y position - * @param[in] z The new z position - * @pre The Actor has been initialized. - */ - void SetPosition(float x, float y, float z); - - /** - * @brief Sets the position of the Actor. - * - * By default, sets the position vector between the parent origin and anchor point (default). - * - * If Position inheritance if disabled, sets the world position. @see SetInheritPosition - * - * @image html actor-position.png - * @SINCE_1_0.0 - * @param[in] position The new position - * @pre The Actor has been initialized. - */ - void SetPosition(const Vector3& position); - - /** - * @brief Sets the position of an actor along the X-axis. - * - * @SINCE_1_0.0 - * @param[in] x The new x position - * @pre The Actor has been initialized. - */ - void SetX(float x); - - /** - * @brief Sets the position of an actor along the Y-axis. - * - * @SINCE_1_0.0 - * @param[in] y The new y position - * @pre The Actor has been initialized. - */ - void SetY(float y); - - /** - * @brief Sets the position of an actor along the Z-axis. - * - * @SINCE_1_0.0 - * @param[in] z The new z position - * @pre The Actor has been initialized. - */ - void SetZ(float z); - - /** - * @brief Translates an actor relative to its existing position. - * - * @SINCE_1_0.0 - * @param[in] distance The actor will move by this distance - * @pre The actor has been initialized. - */ - void TranslateBy(const Vector3& distance); - - /** - * @brief Retrieves the position of the Actor. - * - * @SINCE_1_0.0 - * @return The Actor's current position - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetPosition(). - */ - Vector3 GetCurrentPosition() const; - - /** - * @brief Retrieves the world-position of the Actor. - * - * @SINCE_1_0.0 - * @return The Actor's current position in world coordinates - * @pre The Actor has been initialized. - * @note The actor may not have a world-position unless it has been added to the stage. - */ - Vector3 GetCurrentWorldPosition() const; - - /** - * @DEPRECATED_1_1.24 Use SetInheritPosition instead - * @brief Sets the actors position inheritance mode. - * - * The default is to inherit. - * Switching this off means that using SetPosition() sets the actor's world position. - * @SINCE_1_0.0 - * @param[in] mode to use - * @pre The Actor has been initialized. - * @see PositionInheritanceMode - */ - void SetPositionInheritanceMode( PositionInheritanceMode mode ) DALI_DEPRECATED_API; - - /** - * @brief Sets whether a child actor inherits it's parent's position. - * - * Default is to inherit. - * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from - * the world origin (0,0,0) to the anchor point of the actor. - * @SINCE_1_1.24 - * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise - * @pre The Actor has been initialized. - */ - inline void SetInheritPosition( bool inherit ) - { - SetProperty(Property::INHERIT_POSITION, inherit ); - } - - /** - * @DEPRECATED_1_1.24 Use IsPositionInherited - * @brief Returns the actors position inheritance mode. - * - * @SINCE_1_0.0 - * @return Return the position inheritance mode - * @pre The Actor has been initialized. - */ - PositionInheritanceMode GetPositionInheritanceMode() const DALI_DEPRECATED_API; - - /** - * @brief Returns whether the actor inherits its parent's position. - * - * @SINCE_1_1.24 - * @return @c true if the actor inherits its parent position, @c false if it uses world position - * @pre The Actor has been initialized. - */ - inline bool IsPositionInherited() const - { - return GetProperty(Property::INHERIT_POSITION ).Get(); - } - - /** - * @brief Sets the orientation of the Actor. - * - * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point. - * @SINCE_1_0.0 - * @param[in] angle The new orientation angle in degrees - * @param[in] axis The new axis of orientation - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - */ - void SetOrientation( const Degree& angle, const Vector3& axis ) - { - SetOrientation( Radian( angle ), axis ); - } - - /** - * @brief Sets the orientation of the Actor. - * - * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point. - * @SINCE_1_0.0 - * @param[in] angle The new orientation angle in radians - * @param[in] axis The new axis of orientation - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - */ - void SetOrientation(const Radian& angle, const Vector3& axis); - - /** - * @brief Sets the orientation of the Actor. - * - * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point. - * @SINCE_1_0.0 - * @param[in] orientation The new orientation - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - */ - void SetOrientation(const Quaternion& orientation); - - /** - * @brief Applies a relative rotation to an actor. - * - * @SINCE_1_0.0 - * @param[in] angle The angle to the rotation to combine with the existing orientation - * @param[in] axis The axis of the rotation to combine with the existing orientation - * @pre The actor has been initialized. - */ - void RotateBy( const Degree& angle, const Vector3& axis ) + void RotateBy(const Degree& angle, const Vector3& axis) { - RotateBy( Radian( angle ), axis ); + RotateBy(Radian(angle), axis); } /** @@ -902,78 +981,6 @@ public: void RotateBy(const Quaternion& relativeRotation); /** - * @brief Retrieves the Actor's orientation. - * - * @SINCE_1_0.0 - * @return The current orientation - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetOrientation(). - */ - Quaternion GetCurrentOrientation() const; - - /** - * @brief Sets whether a child actor inherits it's parent's orientation. - * - * Default is to inherit. - * Switching this off means that using SetOrientation() sets the actor's world orientation. - * @SINCE_1_0.0 - * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise - * @pre The Actor has been initialized. - */ - void SetInheritOrientation(bool inherit); - - /** - * @brief Returns whether the actor inherits its parent's orientation. - * - * @SINCE_1_0.0 - * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation - * @pre The Actor has been initialized. - */ - bool IsOrientationInherited() const; - - /** - * @brief Retrieves the world-orientation of the Actor. - * - * @SINCE_1_0.0 - * @return The Actor's current orientation in the world - * @pre The Actor has been initialized. - * @note The actor will not have a world-orientation, unless it has previously been added to the stage. - */ - Quaternion GetCurrentWorldOrientation() const; - - /** - * @brief Sets the scale factor applied to an actor. - * - * @SINCE_1_0.0 - * @param[in] scale The scale factor applied on all axes - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale(). - */ - void SetScale(float scale); - - /** - * @brief Sets the scale factor applied to an actor. - * - * @SINCE_1_0.0 - * @param[in] scaleX The scale factor applied along the x-axis - * @param[in] scaleY The scale factor applied along the y-axis - * @param[in] scaleZ The scale factor applied along the z-axis - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale(). - */ - void SetScale(float scaleX, float scaleY, float scaleZ); - - /** - * @brief Sets the scale factor applied to an actor. - * - * @SINCE_1_0.0 - * @param[in] scale A vector representing the scale factor for each axis - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale(). - */ - void SetScale(const Vector3& scale); - - /** * @brief Applies a relative scale to an actor. * * @SINCE_1_0.0 @@ -982,224 +989,9 @@ public: */ void ScaleBy(const Vector3& relativeScale); - /** - * @brief Retrieves the scale factor applied to an actor. - * - * @SINCE_1_0.0 - * @return A vector representing the scale factor for each axis - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetScale(). - */ - Vector3 GetCurrentScale() const; - - /** - * @brief Retrieves the world-scale of the Actor. - * - * @SINCE_1_0.0 - * @return The Actor's current scale in the world - * @pre The Actor has been initialized. - * @note The actor will not have a world-scale, unless it has previously been added to the stage. - */ - Vector3 GetCurrentWorldScale() const; - - /** - * @brief Sets whether a child actor inherits it's parent's scale. - * - * Default is to inherit. - * Switching this off means that using SetScale() sets the actor's world scale. - * @SINCE_1_0.0 - * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise - * @pre The Actor has been initialized. - */ - void SetInheritScale( bool inherit ); - - /** - * @brief Returns whether the actor inherits its parent's scale. - * - * @SINCE_1_0.0 - * @return @c true if the actor inherits its parent scale, @c false if it uses world scale - * @pre The Actor has been initialized. - */ - bool IsScaleInherited() const; - - /** - * @brief Retrieves the world-matrix of the actor. - * - * @SINCE_1_0.0 - * @return The Actor's current world matrix - * @pre The Actor has been initialized. - * @note The actor will not have a world-matrix, unless it has previously been added to the stage. - */ - Matrix GetCurrentWorldMatrix() const; - - // Visibility & Color - - /** - * @brief Sets the visibility flag of an actor. - * - * @SINCE_1_0.0 - * @param[in] visible The new visibility flag - * @pre The actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible(). - * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered. - * This is regardless of the individual visibility values of the children i.e. an actor will only be - * rendered if all of its parents have visibility set to true. - */ - void SetVisible(bool visible); - - /** - * @brief Retrieves the visibility flag of an actor. - * - * @SINCE_1_0.0 - * @return The visibility flag - * @pre The actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetVisible(). - * @note If an actor is not visible, then the actor and its children will not be rendered. - * This is regardless of the individual visibility values of the children i.e. an actor will only be - * rendered if all of its parents have visibility set to true. - */ - bool IsVisible() const; - - /** - * @brief Sets the opacity of an actor. - * - * @SINCE_1_0.0 - * @param[in] opacity The new opacity - * @pre The actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity(). - */ - void SetOpacity(float opacity); - - /** - * @brief Retrieves the actor's opacity. - * - * @SINCE_1_0.0 - * @return The actor's opacity - * @pre The actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetOpacity(). - */ - float GetCurrentOpacity() const; - - /** - * @brief Sets the actor's color; this is an RGBA value. - * - * The final color of the actor depends on its color mode. - * @SINCE_1_0.0 - * @param[in] color The new color - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor(). - */ - void SetColor(const Vector4& color); - - /** - * @brief Retrieves the actor's color. - * - * Actor's own color is not clamped. - * @SINCE_1_0.0 - * @return The color - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetColor(). - */ - Vector4 GetCurrentColor() const; - - /** - * @brief Sets the actor's color mode. - * - * This specifies whether the Actor uses its own color, or inherits - * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA. - * @SINCE_1_0.0 - * @param[in] colorMode ColorMode to use - * @pre The Actor has been initialized. - */ - void SetColorMode( ColorMode colorMode ); - - /** - * @brief Returns the actor's color mode. - * - * @SINCE_1_0.0 - * @return Currently used colorMode - * @pre The Actor has been initialized. - */ - ColorMode GetColorMode() const; - - /** - * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range. - * - * @SINCE_1_0.0 - * @return The Actor's current color in the world - * @pre The Actor has been initialized. - * @note The actor will not have a world-color, unless it has previously been added to the stage. - */ - Vector4 GetCurrentWorldColor() const; - - /** - * @brief Sets how the actor and its children should be drawn. - * - * Not all actors are renderable, but DrawMode can be inherited from any actor. - * If an object is in a 3D layer, it will be depth-tested against - * other objects in the world i.e. it may be obscured if other objects are in front. - * - * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay. - * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer. - * For overlay actors, the drawing order is with respect to tree levels of Actors, - * and depth-testing will not be used. - - * @SINCE_1_0.0 - * @param[in] drawMode The new draw-mode to use - * @note Layers do not inherit the DrawMode from their parents. - */ - void SetDrawMode( DrawMode::Type drawMode ); - - /** - * @brief Queries how the actor and its children will be drawn. - * - * @SINCE_1_0.0 - * @return Return the draw mode type - */ - DrawMode::Type GetDrawMode() const; - // Input Handling /** - * @brief Sets whether an actor should emit touch or hover signals. - * - * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(), - * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the - * hover event signal will be emitted. - * - * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling: - * @code - * actor.SetSensitive(false); - * @endcode - * - * Then, to re-enable the touch or hover event signal emission, the application should call: - * @code - * actor.SetSensitive(true); - * @endcode - * - * @SINCE_1_0.0 - * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise - * @pre The Actor has been initialized. - * @note If an actor's sensitivity is set to false, then it's children will not be hittable either. - * This is regardless of the individual sensitivity values of the children i.e. an actor will only be - * hittable if all of its parents have sensitivity set to true. - * @see @see TouchedSignal() and HoveredSignal(). - */ - void SetSensitive(bool sensitive); - - /** - * @brief Queries whether an actor emits touch or hover event signals. - * - * @SINCE_1_0.0 - * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise - * @pre The Actor has been initialized. - * @note If an actor is not sensitive, then it's children will not be hittable either. - * This is regardless of the individual sensitivity values of the children i.e. an actor will only be - * hittable if all of its parents have sensitivity set to true. - */ - bool IsSensitive() const; - - /** * @brief Converts screen coordinates into the actor's coordinate system using the default camera. * * @SINCE_1_0.0 @@ -1214,49 +1006,6 @@ public: bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const; /** - * @brief Sets whether the actor should receive a notification when touch or hover motion events leave - * the boundary of the actor. - * - * @SINCE_1_0.0 - * @param[in] required Should be set to true if a Leave event is required - * @pre The Actor has been initialized. - * @note By default, this is set to false as most actors do not require this. - * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event. - * - */ - void SetLeaveRequired(bool required); - - /** - * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave - * the boundary of the actor. - * - * @SINCE_1_0.0 - * @return @c true if a Leave event is required, @c false otherwise - * @pre The Actor has been initialized. - */ - bool GetLeaveRequired() const; - - /** - * @brief Sets whether the actor should be focusable by keyboard navigation. - * - * The default is false. - * @SINCE_1_0.0 - * @param[in] focusable - true if the actor should be focusable by keyboard navigation, - * false otherwise - * @pre The Actor has been initialized. - */ - void SetKeyboardFocusable( bool focusable ); - - /** - * @brief Returns whether the actor is focusable by keyboard navigation. - * - * @SINCE_1_0.0 - * @return @c true if the actor is focusable by keyboard navigation, @c false if not - * @pre The Actor has been initialized. - */ - bool IsKeyboardFocusable() const; - - /** * @brief Raise actor above the next sibling actor. * * @SINCE_1_2.60 @@ -1301,7 +1050,7 @@ public: * @pre The Actor has been parented. * @pre The target actor is a sibling. */ - void RaiseAbove( Actor target ); + void RaiseAbove(Actor target); /** * @brief Lower the actor to below the target actor. @@ -1312,7 +1061,7 @@ public: * @pre The Actor has been parented. * @pre The target actor is a sibling. */ - void LowerBelow( Actor target ); + void LowerBelow(Actor target); // SIZE NEGOTIATION @@ -1323,7 +1072,7 @@ public: * @param[in] policy The resize policy to use * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions */ - void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ); + void SetResizePolicy(ResizePolicy::Type policy, Dimension::Type dimension); /** * @brief Returns the resize policy used for a single dimension. @@ -1332,46 +1081,7 @@ public: * @param[in] dimension The dimension to get policy for * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found */ - ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const; - - /** - * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET. - * - * @SINCE_1_0.0 - * @param[in] policy The policy to use for when the size is set - */ - void SetSizeScalePolicy( SizeScalePolicy::Type policy ); - - /** - * @brief Returns the size scale policy in use. - * - * @SINCE_1_0.0 - * @return Return the size scale policy - */ - SizeScalePolicy::Type GetSizeScalePolicy() const; - - /** - * @brief Sets the relative to parent size factor of the actor. - * - * This factor is only used when ResizePolicy is set to either: - * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT. - * This actor's size is set to the actor's size multiplied by or added to this factor, - * depending on ResizePolicy ( See SetResizePolicy() ). - * - * @SINCE_1_0.0 - * @param[in] factor A Vector3 representing the relative factor to be applied to each axis - * @pre The Actor has been initialized. - */ - void SetSizeModeFactor( const Vector3& factor ); - - /** - * @brief Retrieves the relative to parent size factor of the actor. - * - * @SINCE_1_0.0 - * @return The Actor's current relative size factor - * @pre The Actor has been initialized. - */ - Vector3 GetSizeModeFactor() const; + ResizePolicy::Type GetResizePolicy(Dimension::Type dimension) const; /** * @brief Calculates the height of the actor given a width. @@ -1383,7 +1093,7 @@ public: * @param[in] width Width to use * @return Return the height based on the width */ - float GetHeightForWidth( float width ); + float GetHeightForWidth(float width); /** * @brief Calculates the width of the actor given a height. @@ -1395,7 +1105,7 @@ public: * @param[in] height Height to use * @return Return the width based on the height */ - float GetWidthForHeight( float height ); + float GetWidthForHeight(float height); /** * @brief Returns the value of negotiated dimension for the given dimension. @@ -1404,66 +1114,9 @@ public: * @param[in] dimension The dimension to retrieve * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found */ - float GetRelayoutSize( Dimension::Type dimension ) const; - - /** - * @brief Sets the padding for use in layout. - * - * @SINCE_1_0.0 - * @param[in] padding Padding for the actor - */ - void SetPadding( const Padding& padding ); - - /** - * @brief Returns the value of the padding. - * - * @SINCE_1_0.0 - * @param[in] paddingOut The returned padding data - */ - void GetPadding( Padding& paddingOut ) const; - - /** - * @brief Sets the minimum size an actor can be assigned in size negotiation. - * - * @SINCE_1_0.0 - * @param[in] size The minimum size - */ - void SetMinimumSize( const Vector2& size ); - - /** - * @brief Returns the minimum relayout size. - * - * @SINCE_1_0.0 - * @return Return the minimum size - */ - Vector2 GetMinimumSize(); - - /** - * @brief Sets the maximum size an actor can be assigned in size negotiation. - * - * @SINCE_1_0.0 - * @param[in] size The maximum size - */ - void SetMaximumSize( const Vector2& size ); - - /** - * @brief Returns the maximum relayout size. - * - * @SINCE_1_0.0 - * @return Return the maximum size - */ - Vector2 GetMaximumSize(); - - /** - * @brief Gets depth in the hierarchy for the actor. - * - * @SINCE_1_0.0 - * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy - */ - int32_t GetHierarchyDepth(); + float GetRelayoutSize(Dimension::Type dimension) const; public: // Renderer - /** * @brief Adds a renderer to this actor. * @@ -1473,7 +1126,7 @@ public: // Renderer * @pre The renderer must be initialized. * */ - uint32_t AddRenderer( Renderer& renderer ); + uint32_t AddRenderer(Renderer& renderer); /** * @brief Gets the number of renderers on this actor. @@ -1492,7 +1145,7 @@ public: // Renderer * @pre The index must be between 0 and GetRendererCount()-1 * */ - Renderer GetRendererAt( uint32_t index ); + Renderer GetRendererAt(uint32_t index); /** * @brief Removes a renderer from the actor. @@ -1500,7 +1153,7 @@ public: // Renderer * @SINCE_1_0.0 * @param[in] renderer Handle to the renderer that is to be removed */ - void RemoveRenderer( Renderer& renderer ); + void RemoveRenderer(Renderer& renderer); /** * @brief Removes a renderer from the actor by index. @@ -1510,40 +1163,23 @@ public: // Renderer * @pre The index must be between 0 and GetRendererCount()-1 * */ - void RemoveRenderer( uint32_t index ); + void RemoveRenderer(uint32_t index); public: // Signals - - /** - * @DEPRECATED_1_1.37 Use TouchSignal() instead. - * @brief This signal is emitted when touch input is received. - * - * A callback of the following type may be connected: - * @code - * bool YourCallbackName(Actor actor, const TouchEvent& event); - * @endcode - * The return value of True, indicates that the touch event should be consumed. - * Otherwise the signal will be emitted on the next sensitive parent of the actor. - * @SINCE_1_0.0 - * @return The signal to connect to - * @pre The Actor has been initialized. - */ - TouchSignalType& TouchedSignal() DALI_DEPRECATED_API; - /** * @brief This signal is emitted when touch input is received. * * A callback of the following type may be connected: * @code - * bool YourCallbackName( Actor actor, TouchData& touch ); + * bool YourCallbackName( Actor actor, TouchEvent& touch ); * @endcode * The return value of True, indicates that the touch event has been consumed. * Otherwise the signal will be emitted on the next sensitive parent of the actor. - * @SINCE_1_1.37 + * @SINCE_1_9.28 * @return The signal to connect to * @pre The Actor has been initialized. */ - TouchDataSignalType& TouchSignal(); + TouchEventSignalType& TouchedSignal(); /** * @brief This signal is emitted when hover input is received. @@ -1576,12 +1212,12 @@ public: // Signals WheelEventSignalType& WheelEventSignal(); /** - * @brief This signal is emitted after the actor has been connected to the stage. + * @brief This signal is emitted after the actor has been connected to the scene. * * When an actor is connected, it will be directly or indirectly parented to the root Actor. - * @SINCE_1_0.0 + * @SINCE_1_9.24 * @return The signal to connect to - * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected. + * @note The root Actor is provided automatically by the Scene, and is always considered to be connected. * * @note When the parent of a set of actors is connected to the stage, then all of the children * will received this callback. @@ -1597,16 +1233,16 @@ public: // Signals * * @endcode */ - OnStageSignalType& OnStageSignal(); + OnSceneSignalType& OnSceneSignal(); /** - * @brief This signal is emitted after the actor has been disconnected from the stage. + * @brief This signal is emitted after the actor has been disconnected from the scene. * * If an actor is disconnected it either has no parent, or is parented to a disconnected actor. * - * @SINCE_1_0.0 + * @SINCE_1_9.24 * @return The signal to connect to - * @note When the parent of a set of actors is disconnected to the stage, then all of the children + * @note When the parent of a set of actors is disconnected to the scene, then all of the children * will received this callback, starting with the leaf actors. * For the following actor tree, the callback order will be D, E, B, F, C, and finally A. * @@ -1621,7 +1257,7 @@ public: // Signals * @endcode * */ - OffStageSignalType& OffStageSignal(); + OffSceneSignalType& OffSceneSignal(); /** * @brief This signal is emitted after the size has been set on the actor during relayout @@ -1648,7 +1284,6 @@ public: // Signals LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal(); public: // Not intended for application developers - /// @cond internal /** * @brief This constructor is used by Actor::New() methods. @@ -1668,9 +1303,9 @@ public: // Not intended for application developers * @SINCE_1_0.0 * @param[in,out] actor A handle to an actor, or an empty handle */ -inline void UnparentAndReset( Actor& actor ) +inline void UnparentAndReset(Actor& actor) { - if( actor ) + if(actor) { actor.Unparent(); actor.Reset();