X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Factors%2Factor.h;h=9be506df5750cc85e19ecb0a59975afcdbc6c3ce;hb=e97ce3673ceda34d252bb13a320a7947a552c1ac;hp=a5c60523216c7a72270eb6872864c2f7c873c011;hpb=4c7778a7923dd5a76d664bd6f4d474a991727628;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/actors/actor.h b/dali/public-api/actors/actor.h index a5c6052..9be506d 100644 --- a/dali/public-api/actors/actor.h +++ b/dali/public-api/actors/actor.h @@ -1,8 +1,8 @@ -#ifndef __DALI_ACTOR_H__ -#define __DALI_ACTOR_H__ +#ifndef DALI_ACTOR_H +#define DALI_ACTOR_H /* - * Copyright (c) 2015 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -20,6 +20,7 @@ // EXTERNAL INCLUDES #include +#include // uint32_t // INTERNAL INCLUDES #include @@ -28,6 +29,9 @@ #include #include #include + +#undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header + namespace Dali { /** @@ -46,6 +50,7 @@ struct Degree; class Quaternion; class Layer; struct KeyEvent; +class TouchData; struct TouchEvent; struct HoverEvent; struct WheelEvent; @@ -53,7 +58,7 @@ struct Vector2; struct Vector3; struct Vector4; -typedef Rect Padding; ///< Padding definition +typedef Rect Padding; ///< Padding definition @SINCE_1_0.0 /** * @brief Actor is the primary object with which Dali applications interact. @@ -68,10 +73,10 @@ typedef Rect Padding; ///< Padding definition * * - 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() + * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor(). * * Hit Test Algorithm: * @@ -98,11 +103,12 @@ typedef Rect Padding; ///< Padding definition * { * // Only hit-test the actor and its children if it is sensitive and visible * IF ( ACTOR-IS-SENSITIVE && - * ACTOR-IS-VISIBLE ) + * ACTOR-IS-VISIBLE && + * ACTOR-IS-ON-STAGE ) * { * // Depth-first traversal within current layer, visiting parent first * - * // Check whether current actor should be hit-tested + * // Check whether current actor should be hit-tested. * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) && * ACTOR-HAS-NON-ZERO-SIZE && * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT ) @@ -112,13 +118,13 @@ typedef Rect Padding; ///< Padding definition * { * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) ) * { - * // The current actor is the closest actor that was underneath the touch + * // The current actor is the closest actor that was underneath the touch. * LAST-HIT-ACTOR = CURRENT-ACTOR * } * } * } * - * // Keep checking children, in case we hit something closer + * // Keep checking children, in case we hit something closer. * FOR-EACH CHILD (in order) * { * IF ( CHILD-IS-NOT-A-LAYER ) @@ -126,7 +132,7 @@ typedef Rect Padding; ///< Padding definition * // Continue traversal for this child's sub-tree * HIT-TEST-WITHIN-LAYER ( CHILD ) * } - * // else we skip hit-testing the child's sub-tree altogether + * // else we skip hit-testing the child's sub-tree altogether. * } * } * } @@ -145,13 +151,7 @@ typedef Rect Padding; ///< Padding definition * * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest. * @endcode - * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer. - * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful - * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible. - * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them. - * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will - * also be considered a Stencil Actor. - * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not. + * For more information, see Property::DRAW_MODE. * * Touch or hover Event Delivery: * @@ -188,7 +188,7 @@ typedef Rect Padding; ///< Padding definition * * IF ( NOT-CONSUMED ) * { - * // If event is not consumed then deliver it to the parent unless we reach the root actor + * // If event is not consumed then deliver it to the parent unless we reach the root actor. * IF ( ACTOR-PARENT ) * { * EMIT-HOVER-SIGNAL( ACTOR-PARENT ) @@ -197,7 +197,7 @@ typedef Rect Padding; ///< Padding definition * } * @endcode * - If there are several touch points, then the delivery is only to the first touch point's hit - * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the + * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the * other touch points. * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor. * @@ -216,6 +216,7 @@ typedef Rect Padding; ///< Padding definition * touch signals are also emitted from the touch-down actor with an "Interrupted" state. * - 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. @@ -237,204 +238,566 @@ typedef Rect Padding; ///< Padding definition * |-------------------|------------------------------| * | show | %SetVisible( true ) | * | hide | %SetVisible( false ) | + * @SINCE_1_0.0 */ -class DALI_IMPORT_API Actor : public Handle +class DALI_CORE_API Actor : public Handle { public: /** - * @brief An enumeration of properties belonging to the Actor class. + * @brief Enumeration for the instance of properties belonging to the Actor class. + * @SINCE_1_0.0 */ struct Property { + /** + * @brief Enumeration for instance of properties belonging to the Actor class. + * @SINCE_1_0.0 + */ enum { - PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 - PARENT_ORIGIN_X, ///< name "parentOriginX", type float - PARENT_ORIGIN_Y, ///< name "parentOriginY", type float - PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float - ANCHOR_POINT, ///< name "anchorPoint", type Vector3 - ANCHOR_POINT_X, ///< name "anchorPointX", type float - ANCHOR_POINT_Y, ///< name "anchorPointY", type float - ANCHOR_POINT_Z, ///< name "anchorPointZ", type float - SIZE, ///< name "size", type Vector3 - SIZE_WIDTH, ///< name "sizeWidth", type float - SIZE_HEIGHT, ///< name "sizeHeight", type float - SIZE_DEPTH, ///< name "sizeDepth", type float - POSITION, ///< name "position", type Vector3 - POSITION_X, ///< name "positionX", type float - POSITION_Y, ///< name "positionY", type float - POSITION_Z, ///< name "positionZ", type float - WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only) - WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only) - WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only) - WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only) - ORIENTATION, ///< name "orientation", type Quaternion - WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only) - SCALE, ///< name "scale", type Vector3 - SCALE_X, ///< name "scaleX", type float - SCALE_Y, ///< name "scaleY", type float - SCALE_Z, ///< name "scaleZ", type float - WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only) - VISIBLE, ///< name "visible", type bool - COLOR, ///< name "color", type Vector4 - COLOR_RED, ///< name "colorRed", type float - COLOR_GREEN, ///< name "colorGreen", type float - COLOR_BLUE, ///< name "colorBlue", type float - COLOR_ALPHA, ///< name "colorAlpha", type float - WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only) - WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only) - NAME, ///< name "name", type std::string - SENSITIVE, ///< name "sensitive", type bool - LEAVE_REQUIRED, ///< name "leaveRequired", type bool - INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool - INHERIT_SCALE, ///< name "inheritScale", type bool - COLOR_MODE, ///< name "colorMode", type std::string - POSITION_INHERITANCE, ///< name "positionInheritance", type std::string - DRAW_MODE, ///< name "drawMode", type std::string - SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 - WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String - HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String - SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String - WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type Boolean - HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type Boolean - PADDING, ///< name "padding", type Vector4 - MINIMUM_SIZE, ///< name "minimumSize", type Vector2 - MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 + /** + * @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, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetSize() + */ + SIZE, + + /** + * @brief The width of an actor. + * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetSize() + */ + SIZE_WIDTH, + + /** + * @brief The height of an actor. + * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetSize() + */ + SIZE_HEIGHT, + + /** + * @brief The depth of an actor. + * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetSize() + */ + SIZE_DEPTH, + + /** + * @brief The position of an actor. + * @details Name "position", type Property::VECTOR3, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetPosition() + */ + POSITION, + + /** + * @brief The x position of an actor. + * @details Name "positionX", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetX() + */ + POSITION_X, + + /** + * @brief The y position of an actor. + * @details Name "positionY", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetY() + */ + POSITION_Y, + + /** + * @brief The z position of an actor. + * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetZ() + */ + 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, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetScale() + */ + SCALE, + + /** + * @brief The x scale factor applied to an actor. + * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetScale() + */ + SCALE_X, + + /** + * @brief The y scale factor applied to an actor. + * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetScale() + */ + SCALE_Y, + + /** + * @brief The x scale factor applied to an actor. + * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input + * @SINCE_1_0.0 + * @see Actor::SetScale() + */ + 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 This property is removed because it's deprecated. + */ + RESERVED_PROPERTY_01, + + /** + * @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. + * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING. + * @SINCE_1_2.60 + * @see LayoutDirection::Type for supported values. + */ + LAYOUT_DIRECTION, + + /** + * @brief Determines whether child actors inherit the layout direction from a parent. + * @details Name "layoutDirectionInheritance", type Property::BOOLEAN. + * @SINCE_1_2.60 + */ + INHERIT_LAYOUT_DIRECTION, }; }; // Typedefs - typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type - typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type - typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type - typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type - typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type - typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out + 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 // Creation /** - * @brief Create an uninitialized Actor; this can be initialized with Actor::New(). + * @brief Creates an uninitialized Actor; this can be initialized with Actor::New(). * - * Calling member functions with an uninitialized Dali::Object is not allowed. + * Calling member functions with an uninitialized Actor handle is not allowed. + * @SINCE_1_0.0 */ Actor(); /** - * @brief Create an initialized Actor. + * @brief Creates an initialized Actor. * - * @return A handle to a newly allocated Dali resource. + * @SINCE_1_0.0 + * @return A handle to a newly allocated Dali resource */ static Actor New(); /** - * @brief Downcast an Object handle to Actor handle. + * @brief Downcasts a handle to Actor handle. * - * If handle points to a Actor object the downcast produces valid - * handle. If not the returned handle is left uninitialized. + * If handle points to an Actor object, the downcast produces valid handle. + * If not, the returned handle is left uninitialized. * + * @SINCE_1_0.0 * @param[in] handle to An object * @return handle to a Actor object or an uninitialized handle */ static Actor DownCast( BaseHandle handle ); /** - * @brief Dali::Actor is intended as a base class + * @brief Dali::Actor is intended as a base class. * * This is non-virtual since derived Handle types must not contain data or virtual methods. + * @SINCE_1_0.0 */ ~Actor(); /** - * @brief Copy constructor + * @brief Copy constructor. * - * @param [in] copy The actor to copy. + * @SINCE_1_0.0 + * @param[in] copy The actor to copy */ Actor(const Actor& copy); /** * @brief Assignment operator * - * @param [in] rhs The actor to copy. + * @SINCE_1_0.0 + * @param[in] rhs The actor to copy + * @return A reference to this */ Actor& operator=(const Actor& rhs); /** - * @brief Retrieve the Actor's name. - * - * @pre The Actor has been initialized. - * @return The Actor's name. - */ - const std::string& GetName() const; - - /** - * @brief Sets the Actor's name. + * @brief Retrieves the unique ID of the actor. * + * @SINCE_1_0.0 + * @return The ID * @pre The Actor has been initialized. - * @param [in] name The new name. */ - void SetName(const std::string& name); - - /** - * @brief Retrieve the unique ID of the actor. - * - * @pre The Actor has been initialized. - * @return The ID. - */ - unsigned int GetId() const; + uint32_t GetId() const; // Containment /** - * @brief Query whether an actor is the root actor, which is owned by the Stage. + * @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. - * @return True if the actor is the root actor. */ bool IsRoot() const; /** - * @brief Query whether the actor is connected to the Stage. + * @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. - * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected. + * @SINCE_1_0.0 + * @return True if the actor is connected to the Stage * @pre The Actor has been initialized. - * @return True if the actor is connected to the Stage. + * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected. */ bool OnStage() const; /** - * @brief Query whether the actor is of class Dali::Layer. + * @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. - * @return True if the actor is a layer. */ bool IsLayer() const; /** * @brief Gets the layer in which the actor is present. * + * @SINCE_1_0.0 + * @return The layer, which will be uninitialized if the actor is off-stage * @pre The Actor has been initialized. - * @return The layer, which will be uninitialized if the actor is off-stage. */ Layer GetLayer(); /** * @brief Adds a child Actor to this Actor. * - * NOTE! if the child already has a parent, it will be removed from old parent - * and reparented to this actor. This may change childs position, color, - * scale etc as it now inherits them from this actor + * @SINCE_1_0.0 + * @param[in] child The child * @pre This Actor (the parent) has been initialized. * @pre The child actor has been initialized. * @pre The child actor is not the same as the parent actor. - * @pre The actor is not the Root actor - * @param [in] child The child. + * @pre The actor is not the Root actor. * @post The child will be referenced by its parent. This means that the child will be kept alive, * even if the handle passed into this method is reset or destroyed. + * @note If the child already has a parent, it will be removed from old parent + * and reparented to this actor. This may change child's position, color, + * scale etc as it now inherits them from this actor. */ void Add(Actor child); @@ -442,9 +805,10 @@ public: * @brief Removes a child Actor from this Actor. * * If the actor was not a child of this actor, this is a no-op. + * @SINCE_1_0.0 + * @param[in] child The child * @pre This Actor (the parent) has been initialized. * @pre The child actor is not the same as the parent actor. - * @param [in] child The child. */ void Remove(Actor child); @@ -452,115 +816,73 @@ public: * @brief Removes an actor from its parent. * * If the actor has no parent, this method does nothing. + * @SINCE_1_0.0 * @pre The (child) actor has been initialized. */ void Unparent(); /** - * @brief Retrieve the number of children held by the actor. + * @brief Retrieves the number of children held by the actor. * - * @pre The Actor has been initialized. + * @SINCE_1_0.0 * @return The number of children + * @pre The Actor has been initialized. */ - unsigned int GetChildCount() const; + uint32_t GetChildCount() const; /** * @brief Retrieve and child actor by index. * - * @pre The Actor has been initialized. + * @SINCE_1_0.0 * @param[in] index The index of the child to retrieve - * @return The actor for the given index or empty handle if children not initialised + * @return The actor for the given index or empty handle if children not initialized + * @pre The Actor has been initialized. */ - Actor GetChildAt(unsigned int 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 + * The actor itself is also considered in the search. + * @SINCE_1_0.0 + * @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. - * @param[in] actorName the name of the actor to find - * @return A handle to the actor if found, or an empty handle if not. */ Actor FindChildByName(const std::string& actorName); /** * @brief Search through this actor's hierarchy for an actor with the given unique ID. * - * The actor itself is also considered in the search + * The actor itself is also considered in the search. + * @SINCE_1_0.0 + * @param[in] id The ID 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. - * @param[in] id the ID of the actor to find - * @return A handle to the actor if found, or an empty handle if not. */ - Actor FindChildById(const unsigned int id); + Actor FindChildById( const uint32_t id ); /** - * @brief Retrieve the actor's parent. + * @brief Retrieves the actor's parent. * + * @SINCE_1_0.0 + * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid * @pre The actor has been initialized. - * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid. */ Actor GetParent() const; // Positioning /** - * @brief Set the origin of an actor, within its parent's area. - * - * 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 position is the distance between this origin, and the actors anchor-point. - * @see Dali::ParentOrigin for predefined parent origin values - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin(). - * @param [in] origin The new parent-origin. - */ - void SetParentOrigin(const Vector3& origin); - - /** - * @brief Retrieve the parent-origin of an actor. - * - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetParentOrigin(). - * @return The current parent-origin. - */ - Vector3 GetCurrentParentOrigin() const; - - /** - * @brief Set 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. - * @see Dali::AnchorPoint for predefined anchor point values - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint(). - * @param [in] anchorPoint The new anchor-point. - */ - void SetAnchorPoint(const Vector3& anchorPoint); - - /** - * @brief Retrieve the anchor-point of an actor. - * - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetAnchorPoint(). - * @return The current anchor-point. - */ - Vector3 GetCurrentAnchorPoint() const; - - /** * @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] width The new width + * @param [in] height The new height * @pre The actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize(). - * @param [in] width The new width. - * @param [in] height The new height. */ void SetSize(float width, float height); @@ -569,11 +891,11 @@ public: * * 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 * @pre The actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize(). - * @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. */ void SetSize(float width, float height, float depth); @@ -583,9 +905,9 @@ public: * 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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize(). - * @param [in] size The new size. */ void SetSize(const Vector2& size); @@ -594,183 +916,122 @@ public: * * 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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize(). - * @param [in] size The new size. */ void SetSize(const Vector3& size); /** - * @brief Retrieve the actor's 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 - * @return The actor's current size. + * @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 Retrieve the actor's size. - * - * @pre The actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetSize(). - * @return The actor's current size. - */ - Vector3 GetCurrentSize() const; - - /** - * Return the natural size of the actor. + * @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. + * @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 Actor::Property::INHERIT_POSITION + * + * @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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] x The new x position - * @param [in] y The new y position */ 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 Actor::Property::INHERIT_POSITION + * + * @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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] x The new x position - * @param [in] y The new y position - * @param [in] z The new z position */ 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 Actor::Property::INHERIT_POSITION + * + * @image html actor-position.png + * @SINCE_1_0.0 + * @param[in] position The new position * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] position The new position */ void SetPosition(const Vector3& position); /** - * @brief Set the position of an actor along the X-axis. + * @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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] x The new x position */ void SetX(float x); /** - * @brief Set the position of an actor along the Y-axis. + * @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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] y The new y position. */ void SetY(float y); /** - * @brief Set the position of an actor along the Z-axis. + * @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. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition(). - * @param [in] z The new z position */ void SetZ(float z); /** - * @brief Translate an actor relative to its existing position. + * @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. - * @param[in] distance The actor will move by this distance. */ void TranslateBy(const Vector3& distance); /** - * @brief Retrieve the position of the Actor. - * - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetPosition(). - * @return the Actor's current position. - */ - Vector3 GetCurrentPosition() const; - - /** - * @brief Retrieve the world-position of the Actor. - * - * @note The actor will not have a world-position, unless it has previously been added to the stage. - * @pre The Actor has been initialized. - * @return The Actor's current position in world coordinates. - */ - Vector3 GetCurrentWorldPosition() const; - - /** - * @brief Set the actors position inheritance mode. - * - * The default is to inherit. - * Switching this off means that using SetPosition() sets the actor's world position. - * @see PositionInheritanceMode - * @pre The Actor has been initialized. - * @param[in] mode to use - */ - void SetPositionInheritanceMode( PositionInheritanceMode mode ); - - /** - * @brief Returns the actors position inheritance mode. - * - * @pre The Actor has been initialized. - * @return true if the actor inherit's it's parent orientation, false if it uses world orientation. - */ - PositionInheritanceMode GetPositionInheritanceMode() const; - - /** - * @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. - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - * @param [in] angle The new orientation angle in degrees. - * @param [in] axis The new axis of orientation. - */ - 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. - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - * @param [in] angle The new orientation angle in radians. - * @param [in] axis The new axis of orientation. - */ - 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. - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation(). - * @param [in] orientation The new orientation. - */ - void SetOrientation(const Quaternion& orientation); - - /** - * @brief Apply a relative rotation to an actor. + * @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. - * @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. */ void RotateBy( const Degree& angle, const Vector3& axis ) { @@ -778,531 +1039,274 @@ public: } /** - * @brief Apply a relative rotation to an actor. + * @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. - * @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. */ void RotateBy(const Radian& angle, const Vector3& axis); /** - * @brief Apply a relative rotation to an actor. + * @brief Applies a relative rotation to an actor. * + * @SINCE_1_0.0 + * @param[in] relativeRotation The rotation to combine with the existing orientation * @pre The actor has been initialized. - * @param[in] relativeRotation The rotation to combine with the existing orientation. */ void RotateBy(const Quaternion& relativeRotation); /** - * @brief Retreive the Actor's orientation. - * - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetOrientation(). - * @return The current orientation. - */ - Quaternion GetCurrentOrientation() const; - - /** - * @brief Set 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. - * @pre The Actor has been initialized. - * @param[in] inherit - true if the actor should inherit orientation, false otherwise. - */ - void SetInheritOrientation(bool inherit); - - /** - * @brief Returns whether the actor inherit's it's parent's orientation. - * - * @pre The Actor has been initialized. - * @return true if the actor inherit's it's parent orientation, false if it uses world orientation. - */ - bool IsOrientationInherited() const; - - /** - * @brief Retrieve the world-orientation of the Actor. - * - * @note The actor will not have a world-orientation, unless it has previously been added to the stage. - * @pre The Actor has been initialized. - * @return The Actor's current orientation in the world. - */ - Quaternion GetCurrentWorldOrientation() const; - - /** - * @brief Set the scale factor applied to an actor. + * @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(). - * @param [in] scale The scale factor applied on all axes. */ void SetScale(float scale); /** - * @brief Set the scale factor applied to an actor. + * @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(). - * @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. */ void SetScale(float scaleX, float scaleY, float scaleZ); /** - * @brief Set the scale factor applied to an actor. + * @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(). - * @param [in] scale A vector representing the scale factor for each axis. */ void SetScale(const Vector3& scale); /** - * @brief Apply a relative scale to an actor. + * @brief Applies a relative scale to an actor. * + * @SINCE_1_0.0 + * @param[in] relativeScale The scale to combine with the actor's existing scale * @pre The actor has been initialized. - * @param[in] relativeScale The scale to combine with the actors existing scale. */ void ScaleBy(const Vector3& relativeScale); - /** - * @brief Retrieve the scale factor applied to an actor. - * - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetScale(). - * @return A vector representing the scale factor for each axis. - */ - Vector3 GetCurrentScale() const; - - /** - * @brief Retrieve the world-scale of the Actor. - * - * @note The actor will not have a world-scale, unless it has previously been added to the stage. - * @pre The Actor has been initialized. - * @return The Actor's current scale in the world. - */ - Vector3 GetCurrentWorldScale() const; - - /** - * @brief Set 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. - * @pre The Actor has been initialized. - * @param[in] inherit - true if the actor should inherit scale, false otherwise. - */ - void SetInheritScale( bool inherit ); - - /** - * @brief Returns whether the actor inherit's it's parent's scale. - * - * @pre The Actor has been initialized. - * @return true if the actor inherit's it's parent scale, false if it uses world scale. - */ - bool IsScaleInherited() const; - - /** - * @brief Retrieves the world-matrix of the actor. - * - * @note The actor will not have a world-matrix, unless it has previously been added to the stage. - * @pre The Actor has been initialized. - * @return The Actor's current world matrix - */ - Matrix GetCurrentWorldMatrix() const; - - // Visibility & Color - - /** - * @brief Sets the visibility flag of an actor. - * - * @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. - * @param [in] visible The new visibility flag. - */ - void SetVisible(bool visible); - - /** - * @brief Retrieve the visibility flag of an actor. - * - * @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. - * @return The visibility flag. - */ - bool IsVisible() const; - - /** - * @brief Sets the opacity of an actor. - * - * @pre The actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity(). - * @param [in] opacity The new opacity. - */ - void SetOpacity(float opacity); - - /** - * @brief Retrieve 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(). - * @return The actor's opacity. - */ - 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. - * @pre The Actor has been initialized. - * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor(). - * @param [in] color The new color. - */ - void SetColor(const Vector4& color); - - /** - * @brief Retrieve the actor's color. - * - * Actor's own color is not clamped. - * @pre The Actor has been initialized. - * @note This property can be animated; the return value may not match the value written with SetColor(). - * @return The color. - */ - 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. - * @pre The Actor has been initialized. - * @param [in] colorMode to use. - */ - void SetColorMode( ColorMode colorMode ); + // Input Handling /** - * @brief Returns the actor's color mode. + * @brief Converts screen coordinates into the actor's coordinate system using the default camera. * + * @SINCE_1_0.0 + * @param[out] localX On return, the X-coordinate relative to the actor + * @param[out] localY On return, the Y-coordinate relative to the actor + * @param[in] screenX The screen X-coordinate + * @param[in] screenY The screen Y-coordinate + * @return True if the conversion succeeded * @pre The Actor has been initialized. - * @return currently used colorMode. + * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5) */ - ColorMode GetColorMode() const; + bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const; /** - * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range. + * @brief Sets whether the actor should be focusable by keyboard navigation. * - * @note The actor will not have a world-color, unless it has previously been added to the stage. + * 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. - * @return The Actor's current color in the world. - */ - Vector4 GetCurrentWorldColor() const; - - /** - * @brief Set how the actor and its children should be drawn. - * - * Not all actors are renderable, but DrawMode can be inherited from any actor. - * By default a renderable actor will be drawn as a 3D object. 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 depthIndex property of Renderers, - * and depth-testing will not be used. - * - * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors - * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other - * actors within the Layer. - * - * @param[in] drawMode The new draw-mode to use. - * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited. - * @note Layers do not inherit the DrawMode from their parents. */ - void SetDrawMode( DrawMode::Type drawMode ); - - /** - * @brief Query how the actor and its children will be drawn. - * - * @return True if the Actor is an overlay. - */ - DrawMode::Type GetDrawMode() const; - - // Input Handling + void SetKeyboardFocusable( bool focusable ); /** - * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover(). - * - * 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 + * @brief Returns whether the actor is focusable by keyboard navigation. * - * @see @see SignalTouch() and SignalHover(). - * @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. + * @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. - * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise. */ - void SetSensitive(bool sensitive); + bool IsKeyboardFocusable() const; /** - * @brief Query whether an actor emits touch or hover event signals. + * @brief Raise actor above the next sibling actor. * - * @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. + * @SINCE_1_2.60 * @pre The Actor has been initialized. - * @return true, if emission of touch or hover event signals is enabled, false otherwise. + * @pre The Actor has been parented. */ - bool IsSensitive() const; + void Raise(); /** - * @brief Converts screen coordinates into the actor's coordinate system using the default camera. + * @brief Lower the actor below the previous sibling actor. * - * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5) + * @SINCE_1_2.60 * @pre The Actor has been initialized. - * @param[out] localX On return, the X-coordinate relative to the actor. - * @param[out] localY On return, the Y-coordinate relative to the actor. - * @param[in] screenX The screen X-coordinate. - * @param[in] screenY The screen Y-coordinate. - * @return True if the conversion succeeded. + * @pre The Actor has been parented. */ - bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const; + void Lower(); /** - * @brief Sets whether the actor should receive a notification when touch or hover motion events leave - * the boundary of the actor. - * - * @note By default, this is set to false as most actors do not require this. - * @note Need to connect to the SignalTouch or SignalHover to actually receive this event. + * @brief Raise actor above all other sibling actors. * + * @SINCE_1_2.60 * @pre The Actor has been initialized. - * @param[in] required Should be set to true if a Leave event is required + * @pre The Actor has been parented. */ - void SetLeaveRequired(bool required); + void RaiseToTop(); /** - * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave - * the boundary of the actor. + * @brief Lower actor to the bottom of all other sibling actors. * + * @SINCE_1_2.60 * @pre The Actor has been initialized. - * @return true if a Leave event is required, false otherwise. + * @pre The Actor has been parented. */ - bool GetLeaveRequired() const; + void LowerToBottom(); /** - * @brief Sets whether the actor should be focusable by keyboard navigation. + * @brief Raises the actor above the target actor. * - * The default is false. + * @SINCE_1_2.60 + * @param[in] target The target actor * @pre The Actor has been initialized. - * @param[in] focusable - true if the actor should be focusable by keyboard navigation, - * false otherwise. + * @pre The Actor has been parented. + * @pre The target actor is a sibling. */ - void SetKeyboardFocusable( bool focusable ); + void RaiseAbove( Actor target ); /** - * @brief Returns whether the actor is focusable by keyboard navigation. + * @brief Lower the actor to below the target actor. * + * @SINCE_1_2.60 + * @param[in] target The target actor * @pre The Actor has been initialized. - * @return true if the actor is focusable by keyboard navigation, false if not. + * @pre The Actor has been parented. + * @pre The target actor is a sibling. */ - bool IsKeyboardFocusable() const; + void LowerBelow( Actor target ); // SIZE NEGOTIATION /** - * Set the resize policy to be used for the given dimension(s) + * @brief Sets the resize policy to be used for the given dimension(s). * + * @SINCE_1_0.0 * @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. + * @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 ); /** - * Return the resize policy used for a single dimension + * @brief Returns the resize policy used for a single dimension. * + * @SINCE_1_0.0 * @param[in] dimension The dimension to get policy for - * @return Return the dimension resize policy + * @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 Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET. - * - * @param[in] policy The policy to use for when the size is set - */ - void SetSizeScalePolicy( SizeScalePolicy::Type policy ); - - /** - * @brief Return the size set policy in use - * - * @return Return the size set 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 multipled by or added to this factor, - * depending on ResizePolicy (See SetResizePolicy). - * - * @pre The Actor has been initialized. - * @param [in] factor A Vector3 representing the relative factor to be applied to each axis. - */ - void SetSizeModeFactor( const Vector3& factor ); - - /** - * @brief Retrieve the relative to parent size factor of the actor. - * - * @pre The Actor has been initialized. - * @return The Actor's current relative size factor. - */ - Vector3 GetSizeModeFactor() const; - - /** - * @brief Calculate the height of the actor given a width + * @brief Calculates the height of the actor given a width. * * The natural size is used for default calculation. * size 0 is treated as aspect ratio 1:1. * - * @param width Width to use + * @SINCE_1_0.0 + * @param[in] width Width to use * @return Return the height based on the width */ float GetHeightForWidth( float width ); /** - * @brief Calculate the width of the actor given a height + * @brief Calculates the width of the actor given a height. * * The natural size is used for default calculation. * size 0 is treated as aspect ratio 1:1. * - * @param height Height to use + * @SINCE_1_0.0 + * @param[in] height Height to use * @return Return the width based on the height */ float GetWidthForHeight( float height ); /** - * Return the value of negotiated dimension for the given dimension + * @brief Returns the value of negotiated dimension for the given dimension. * - * @param dimension The dimension to retrieve - * @return Return the value of the negotiated dimension + * @SINCE_1_0.0 + * @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 Set the padding for use in layout + * @brief Gets depth in the hierarchy for the actor. * - * @param[in] padding Padding 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 */ - void SetPadding( const Padding& padding ); - - /** - * Return the value of the padding - * - * @param paddingOut The returned padding data - */ - void GetPadding( Padding& paddingOut ) const; - - /** - * @brief Set the minimum size an actor can be assigned in size negotiation - * - * @param[in] size The minimum size - */ - void SetMinimumSize( const Vector2& size ); - - /** - * @brief Return the minimum relayout size - * - * @return Return the mininmum size - */ - Vector2 GetMinimumSize(); - - /** - * @brief Set the maximum size an actor can be assigned in size negotiation - * - * @param[in] size The maximum size - */ - void SetMaximumSize( const Vector2& size ); - - /** - * @brief Return the maximum relayout size - * - * @return Return the maximum size - */ - Vector2 GetMaximumSize(); - - /** - * @brief Get depth in the hierarchy for the actor - * - * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy - */ - int GetHierarchyDepth(); + int32_t GetHierarchyDepth(); public: // Renderer /** - * @brief Add a renderer to this actor. - * - * @pre The renderer must be initialized. + * @brief Adds a renderer to this actor. * + * @SINCE_1_0.0 * @param[in] renderer Renderer to add to the actor * @return The index of the Renderer that was added + * @pre The renderer must be initialized. + * */ - unsigned int AddRenderer( Renderer& renderer ); + uint32_t AddRenderer( Renderer& renderer ); /** - * @brief Get the number of renderers on this actor. + * @brief Gets the number of renderers on this actor. * - * @return the number of renderers on this actor + * @SINCE_1_0.0 + * @return The number of renderers on this actor */ - unsigned int GetRendererCount() const; + uint32_t GetRendererCount() const; /** - * @brief Get a Renderer by index. - * - * @pre The index must be between 0 and GetRendererCount()-1 + * @brief Gets a Renderer by index. * + * @SINCE_1_0.0 * @param[in] index The index of the renderer to fetch * @return The renderer at the specified index + * @pre The index must be between 0 and GetRendererCount()-1 + * */ - Renderer GetRendererAt( unsigned int index ); + Renderer GetRendererAt( uint32_t index ); /** - * @brief Remove an renderer from the actor. + * @brief Removes a renderer from the actor. * + * @SINCE_1_0.0 * @param[in] renderer Handle to the renderer that is to be removed */ void RemoveRenderer( Renderer& renderer ); /** - * @brief Remove an renderer from the actor by index. + * @brief Removes a renderer from the actor by index. * + * @SINCE_1_0.0 + * @param[in] index Index of the renderer that is to be removed * @pre The index must be between 0 and GetRendererCount()-1 * - * @param[in] index Index of the renderer that is to be removed */ - void RemoveRenderer( unsigned int 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: @@ -1311,10 +1315,26 @@ public: // Signals * @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 ); + * @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 + * @return The signal to connect to * @pre The Actor has been initialized. - * @return The signal to connect to. */ - TouchSignalType& TouchedSignal(); + TouchDataSignalType& TouchSignal(); /** * @brief This signal is emitted when hover input is received. @@ -1325,8 +1345,9 @@ public: // Signals * @endcode * The return value of True, indicates that the hover 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. - * @return The signal to connect to. */ HoverSignalType& HoveredSignal(); @@ -1339,8 +1360,9 @@ public: // Signals * @endcode * The return value of True, indicates that the wheel 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. - * @return The signal to connect to. */ WheelEventSignalType& WheelEventSignal(); @@ -1348,20 +1370,23 @@ public: // Signals * @brief This signal is emitted after the actor has been 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 The signal to connect to * @note The root Actor is provided automatically by Dali::Stage, 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. - * * For the following actor tree, the callback order will be A, B, D, E, C, and finally F. * + * @code + * * A (parent) * / \ * B C * / \ \ * D E F * - * @return The signal + * @endcode */ OnStageSignalType& OnStageSignal(); @@ -1370,44 +1395,69 @@ public: // Signals * * If an actor is disconnected it either has no parent, or is parented to a disconnected actor. * + * @SINCE_1_0.0 + * @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 * 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. * + * @code + * * A (parent) * / \ * B C * / \ \ * D E F * - * @return The signal + * @endcode + * */ OffStageSignalType& OffStageSignal(); /** * @brief This signal is emitted after the size has been set on the actor during relayout * + * @SINCE_1_0.0 * @return The signal */ OnRelayoutSignalType& OnRelayoutSignal(); + /** + * @brief This signal is emitted when the layout direction property of this or a parent actor is changed. + * + * A callback of the following type may be connected: + * @code + * void YourCallbackName( Actor actor, LayoutDirection::Type type ); + * @endcode + * actor: The actor, or child of actor, whose layout direction has changed + * type: Whether the actor's layout direction property has changed or a parent's. + * + * @SINCE_1_2.60 + * @return The signal to connect to + * @pre The Actor has been initialized. + */ + LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal(); + public: // Not intended for application developers + /// @cond internal /** - * @brief This constructor is used by Dali New() methods. + * @brief This constructor is used by Actor::New() methods. * + * @SINCE_1_0.0 * @param [in] actor A pointer to a newly allocated Dali resource */ explicit DALI_INTERNAL Actor(Internal::Actor* actor); + /// @endcond }; /** * @brief Helper for discarding an actor handle. * * If the handle is empty, this method does nothing. Otherwise - * actor.Unparent() will be called, followed by actor.Reset(). - * @param[in,out] actor A handle to an actor, or an empty handle. + * Actor::Unparent() will be called, followed by Actor::Reset(). + * @SINCE_1_0.0 + * @param[in,out] actor A handle to an actor, or an empty handle */ inline void UnparentAndReset( Actor& actor ) { @@ -1423,4 +1473,4 @@ inline void UnparentAndReset( Actor& actor ) */ } // namespace Dali -#endif // __DALI_ACTOR_H__ +#endif // DALI_ACTOR_H