/*
- * Copyright (c) 2021 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.
worldPosition -= cameraPosition;
Vector3 actorSize = node.GetSize(bufferIndex) * node.GetWorldScale(bufferIndex);
- auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
+ auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
Vector2 halfSceneSize(sceneSize.width * 0.5f, sceneSize.height * 0.5f); // World position origin is center of scene
Vector3 halfActorSize(actorSize * 0.5f);
Vector3 anchorPointOffSet = halfActorSize - actorSize * actor.GetAnchorPointForPosition();
return {position.x, position.y, size.x, size.y};
}
+bool ConvertLocalToScreen(
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Matrix& worldMatrix,
+ const Rect<>& viewportExtent,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY)
+{
+ bool success = false;
+
+ // Convert local to projection coordinates
+ // note, P*(V*(M*pos))) is faster than (P*V*M)*pos
+ Vector4 mvpPos(localPosition.x, localPosition.y, localPosition.z, 1.0f);
+
+ mvpPos = worldMatrix * mvpPos;
+ mvpPos = viewMatrix * mvpPos;
+ mvpPos = projectionMatrix * mvpPos;
+
+ if(DALI_LIKELY(!EqualsZero(mvpPos.w)))
+ {
+ success = true;
+ screenX = viewportExtent.x + (mvpPos.x + mvpPos.w) * viewportExtent.width * 0.5f / mvpPos.w;
+ screenY = viewportExtent.y + (-mvpPos.y + mvpPos.w) * viewportExtent.height * 0.5f / mvpPos.w;
+ }
+ return success;
+}
+
+bool ConvertLocalToScreenRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY)
+{
+ bool success = false;
+ const Actor* sourceActor = renderTask.GetSourceActor();
+ if(sourceActor == nullptr)
+ {
+ return success;
+ }
+
+ // Check whether current actor is in this rendertask.
+ bool actorInRendertask = false;
+ const Actor* targetActor = &actor;
+ while(targetActor)
+ {
+ if(sourceActor == targetActor)
+ {
+ actorInRendertask = true;
+ break;
+ }
+ targetActor = targetActor->GetParent();
+ }
+ if(!actorInRendertask)
+ {
+ return success;
+ }
+
+ CameraActor* camera = renderTask.GetCameraActor();
+ if(camera)
+ {
+ Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
+ if(renderTask.GetFrameBuffer())
+ {
+ Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
+ if(mappingActor)
+ {
+ // NOTE : We will assume that mapping actor always use default camera.
+ Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
+ Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
+ Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
+ Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
+ viewportExtent.x = position.x;
+ viewportExtent.y = position.y;
+ viewportExtent.width = size.x;
+ viewportExtent.height = size.y;
+ }
+ else
+ {
+ return success;
+ }
+ }
+ else
+ {
+ Viewport viewport;
+ renderTask.GetViewport(viewport);
+ viewportExtent.x = viewport.x;
+ viewportExtent.y = viewport.y;
+ viewportExtent.width = viewport.width;
+ viewportExtent.height = viewport.height;
+ }
+
+ if(ConvertLocalToScreen(camera->GetViewMatrix(), camera->GetProjectionMatrix(), worldMatrix, viewportExtent, localPosition, screenX, screenY))
+ {
+ success = true;
+ }
+ }
+ return success;
+}
+
+bool ConvertLocalToScreenRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY)
+{
+ // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
+ uint32_t taskCount = renderTaskList.GetTaskCount();
+ for(uint32_t i = taskCount; i > 0; --i)
+ {
+ RenderTaskPtr task = renderTaskList.GetTask(i - 1);
+ if(ConvertLocalToScreenRenderTask(*task, actor, worldMatrix, localPosition, screenX, screenY))
+ {
+ // found a task where this conversion was ok so return
+ return true;
+ }
+ }
+ return false;
+}
+
+const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
+{
+ if(actor.OnScene())
+ {
+ const auto& node = actor.GetNode();
+ Scene& scene = actor.GetScene();
+
+ Vector2 result;
+
+ auto worldMatrix = node.GetWorldMatrix(bufferIndex);
+ const auto& renderTaskList = scene.GetRenderTaskList();
+ ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
+
+ return result;
+ }
+ return Vector2::ZERO;
+}
+
+bool ConvertLocalToScreenExtentRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent)
+{
+ bool success = false;
+ const Actor* sourceActor = renderTask.GetSourceActor();
+ if(sourceActor == nullptr)
+ {
+ return success;
+ }
+
+ // Check whether current actor is in this rendertask.
+ bool actorInRendertask = false;
+ const Actor* targetActor = &actor;
+ while(targetActor)
+ {
+ if(sourceActor == targetActor)
+ {
+ actorInRendertask = true;
+ break;
+ }
+ targetActor = targetActor->GetParent();
+ }
+ if(!actorInRendertask)
+ {
+ return success;
+ }
+
+ CameraActor* camera = renderTask.GetCameraActor();
+ if(camera)
+ {
+ Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
+ if(renderTask.GetFrameBuffer())
+ {
+ Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
+ if(mappingActor)
+ {
+ // NOTE : We will assume that mapping actor always use default camera.
+ Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
+ Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
+ Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
+ Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
+ viewportExtent.x = position.x;
+ viewportExtent.y = position.y;
+ viewportExtent.width = size.x;
+ viewportExtent.height = size.y;
+ }
+ else
+ {
+ return success;
+ }
+ }
+ else
+ {
+ Viewport viewport;
+ renderTask.GetViewport(viewport);
+ viewportExtent.x = viewport.x;
+ viewportExtent.y = viewport.y;
+ viewportExtent.width = viewport.width;
+ viewportExtent.height = viewport.height;
+ }
+
+ constexpr uint32_t BOX_POINT_COUNT = 8;
+ const Vector3 BBOffset[BOX_POINT_COUNT] = {
+ Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
+ Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
+ Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
+ Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
+ Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
+ Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
+ Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
+ Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
+ };
+
+ float minScreenX;
+ float minScreenY;
+ float maxScreenX;
+ float maxScreenY;
+
+ const auto& viewMatrix = camera->GetViewMatrix();
+ const auto& projectionMatrix = camera->GetProjectionMatrix();
+
+ success = ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, BBOffset[0], minScreenX, minScreenY);
+ if(success)
+ {
+ maxScreenX = minScreenX;
+ maxScreenY = minScreenY;
+ for(uint32_t i = 1; i < BOX_POINT_COUNT; ++i)
+ {
+ float screenX;
+ float screenY;
+ Vector3 localPosition = BBOffset[i];
+ if(DALI_UNLIKELY(!ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, localPosition, screenX, screenY)))
+ {
+ success = false;
+ break;
+ }
+ minScreenX = std::min(minScreenX, screenX);
+ maxScreenX = std::max(maxScreenX, screenX);
+ minScreenY = std::min(minScreenY, screenY);
+ maxScreenY = std::max(maxScreenY, screenY);
+ }
+ if(success)
+ {
+ screenExtent.x = minScreenX;
+ screenExtent.y = minScreenY;
+ screenExtent.width = maxScreenX - minScreenX;
+ screenExtent.height = maxScreenY - minScreenY;
+ }
+ }
+ }
+ return success;
+}
+
+bool ConvertLocalToScreenExtentRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent)
+{
+ // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
+ uint32_t taskCount = renderTaskList.GetTaskCount();
+ for(uint32_t i = taskCount; i > 0; --i)
+ {
+ RenderTaskPtr task = renderTaskList.GetTask(i - 1);
+ if(ConvertLocalToScreenExtentRenderTask(*task, actor, worldMatrix, currentSize, screenExtent))
+ {
+ // found a task where this conversion was ok so return
+ return true;
+ }
+ }
+ return false;
+}
+
+Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
+{
+ Rect<> result = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ if(actor.OnScene())
+ {
+ const auto& node = actor.GetNode();
+ Scene& scene = actor.GetScene();
+
+ auto worldMatrix = node.GetWorldMatrix(bufferIndex);
+ const auto& renderTaskList = scene.GetRenderTaskList();
+ ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result);
+ }
+ return result;
+}
+
} // namespace Dali::Internal
#define DALI_INTERNAL_EVENT_ACTORS_ACTOR_COORDS_H
/*
- * Copyright (c) 2021 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.
* @param[in] viewMatrix The view matrix used to display this entity
* @param[in] projectionMatrix The projection matrix used to display this entity
* @param[in] worldMatrix The world matrix of this entity
- * @param[in] viewport The viewport used for drawing
* @param[in] currentSize The 2d bounding box for this entity
+ * @param[in] viewport The viewport used for drawing
* @param[out] localX The local X coordinate
* @param[out] localY The local Y coordinate
* @param[in] screenX The screen X coordinate
*/
Rect<> CalculateActorScreenExtents(const Actor& actor, const Vector2& screenPosition, BufferIndex bufferIndex);
+/**
+ * Convert local coordinates to screen coordinates
+ *
+ * @param[in] viewMatrix The view matrix used to display this entity
+ * @param[in] projectionMatrix The projection matrix used to display this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] viewport The viewport used for drawing
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreen(const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Matrix& worldMatrix,
+ const Viewport& viewport,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Convert local coordinates to screen coordinates
+ *
+ * @param[in] renderTask The render task used to display this entity
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Convert local coordinates to screen coordinates
+ * Search through the given renderTaskList to check if this entity can be converted
+ *
+ * @param[in] renderTaskList The render task list to search
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenX The screen X coordinate
+ * @param[out] screenY The screen Y coordinate
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& localPosition,
+ float& screenX,
+ float& screenY);
+
+/**
+ * Calculate the screen position of the actor from it's node transform and anchor point.
+ * It will consider rendertasklist.
+ *
+ * @param[in] actor The actor
+ * @param[in] bufferIndex The current event buffer index
+ * @return the screen extents of the actor consider camera.
+ */
+const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
+
+/**
+ * Convert local coordinates to screen coordinates extent
+ *
+ * @param[in] renderTask The render task used to display this entity
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenExtent The screen Extent
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenExtentRenderTask(
+ const RenderTask& renderTask,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent);
+
+/**
+ * Convert local coordinates to screen coordinates extent
+ * Search through the given renderTaskList to check if this entity can be converted
+ *
+ * @param[in] renderTaskList The render task list to search
+ * @param[in] actor The actor of this entity
+ * @param[in] worldMatrix The world matrix of this entity
+ * @param[in] localPosition The local position
+ * @param[out] screenExtent The screen Extent
+ * @return true if the conversion was successful
+ */
+bool ConvertLocalToScreenExtentRenderTaskList(
+ const RenderTaskList& renderTaskList,
+ const Actor& actor,
+ const Matrix& worldMatrix,
+ const Vector3& currentSize,
+ Rect<>& screenExtent);
+/**
+ * Calculate the screen extents of the actor from its node transform, anchor point and size.
+ * It will consider rendertasklist.
+ *
+ * @param[in] actor The actor
+ * @param[in] bufferIndex The current event buffer index
+ * @return the screen extents of the actor consider camera.
+ */
+Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
+
} // namespace Dali::Internal
#endif // DALI_INTERNAL_EVENT_ACTORS_ACTOR_COORDS_H
if(mScene)
{
BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenPosition(*this, bufferIndex);
+ if(mLayer3DParentsCount == 0)
+ {
+ // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
+ return CalculateActorScreenPosition(*this, bufferIndex);
+ }
+ else
+ {
+ return CalculateActorScreenPositionRenderTaskList(*this, bufferIndex);
+ }
}
return Vector2::ZERO;
}
mName(),
mSortedDepth(0u),
mDepth(0u),
+ mLayer3DParentsCount(0),
mIsRoot(ROOT_LAYER == derivedType),
mIsLayer(LAYER == derivedType || ROOT_LAYER == derivedType),
mIsOnScene(false),
mParentImpl.UnparentChildren();
}
-void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
+void Actor::ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify)
{
// This container is used instead of walking the Actor hierarchy.
// It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
}
// This stage is not interrupted by user callbacks.
- mParentImpl.RecursiveConnectToScene(connectionList, parentDepth + 1);
+ mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, parentDepth + 1);
// Notify applications about the newly connected actors.
for(const auto& actor : connectionList)
parentActor->OnScene())
{
// Instruct each actor to create a corresponding node in the scene graph
- ConnectToScene(parentActor->GetHierarchyDepth(), notify);
+ ConnectToScene(parentActor->GetHierarchyDepth(), parentActor->GetLayer3DParentCount(), notify);
}
// Resolve the name and index for the child properties if any
Rect<> Actor::CalculateScreenExtents() const
{
- auto screenPosition = GetCurrentScreenPosition();
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
+ if(mLayer3DParentsCount == 0)
+ {
+ // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
+ auto screenPosition = GetCurrentScreenPosition();
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
+ return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
+ }
+ else
+ {
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
+ return CalculateActorScreenExtentsRenderTaskList(*this, bufferIndex);
+ }
}
Vector3 Actor::GetAnchorPointForPosition() const
return -1;
}
+ /**
+ * @brief Get the number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
+ *
+ * @return currently the number of layer with 3D behaviour in ancestors.
+ */
+ inline int32_t GetLayer3DParentCount() const
+ {
+ if(mIsOnScene)
+ {
+ return mLayer3DParentsCount;
+ }
+
+ return 0;
+ }
+
/**
* Get the actor's sorting depth
*
/**
* Called on a child during Add() when the parent actor is connected to the Scene.
* @param[in] parentDepth The depth of the parent in the hierarchy.
+ * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[in] notify Emits notification if set to true.
*/
- void ConnectToScene(uint32_t parentDepth, bool notify);
+ void ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify);
/**
* Connect the Node associated with this Actor to the scene-graph.
uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
+ int16_t mLayer3DParentsCount; ///< The number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
+
const bool mIsRoot : 1; ///< Flag to identify the root actor
const bool mIsLayer : 1; ///< Flag to identify that this is a layer
bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
}
}
-void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
+void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth)
{
DALI_ASSERT_ALWAYS(!mOwner.OnScene());
- mOwner.mIsOnScene = true;
- mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
+ if(mOwner.mIsLayer)
+ {
+ if(static_cast<Dali::Internal::Layer*>(&mOwner)->GetBehavior() == Dali::Layer::Behavior::LAYER_3D)
+ {
+ // This is 3d layer. Propagate it to all children.
+ ++layer3DParentsCount;
+ }
+ }
+
+ mOwner.mIsOnScene = true;
+ mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
+ mOwner.mLayer3DParentsCount = static_cast<uint16_t>(layer3DParentsCount); // overflow ignored, not expected in practice
mOwner.ConnectToSceneGraph();
// Notification for internal derived classes
for(const auto& actor : *mChildren)
{
actor->SetScene(*mOwner.mScene);
- actor->mParentImpl.RecursiveConnectToScene(connectionList, depth + 1);
+ actor->mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, depth + 1);
}
}
}
void ActorParentImpl::RecursiveDisconnectFromScene(ActorContainer& disconnectionList)
{
// need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
- mOwner.mIsOnScene = false;
- mOwner.mScene = nullptr;
+ mOwner.mIsOnScene = false;
+ mOwner.mScene = nullptr;
+ mOwner.mLayer3DParentsCount = 0;
// Recursively disconnect children
if(mChildren)
mOwner.DisconnectFromSceneGraph();
}
+void ActorParentImpl::RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff)
+{
+ mOwner.mLayer3DParentsCount += layer3DParentsCountDiff; // overflow ignored, not expected in practice
+
+ // Recursively change the value
+ if(mChildren)
+ {
+ for(const auto& actor : *mChildren)
+ {
+ actor->mParentImpl.RecursiveChangeLayer3dCount(layer3DParentsCountDiff);
+ }
+ }
+}
+
void ActorParentImpl::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
{
if(mOwner.mInheritLayoutDirection || set)
#ifndef DALI_INTERNAL_ACTOR_PARENT_IMPL_H
#define DALI_INTERNAL_ACTOR_PARENT_IMPL_H
/*
- * Copyright (c) 2021 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 actor file except in compliance with the License.
* Helper to recursively connect a tree of actors.
* This is not interrupted by user callbacks
* @param[in] depth The depth in the hierarchy of the actor
+ * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[out] connectionList On return, the list of connected actors which require notification.
*/
- void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth);
+ void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth);
/**
* Helper to recursively disconnect a tree of actors.
*/
void RecursiveDisconnectFromScene(ActorContainer& disconnectionList);
+ /**
+ * Helper to recursively change the number of 3d layers in a tree of actors.
+ * This is not interrupted by user callbacks.
+ * @param[in] layer3DParentsCountDiff Difference valaue of 3d layers count.
+ */
+ void RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff);
+
/**
* @brief Propagates layout direction recursively.
* @param[in] direction New layout direction.
/*
- * Copyright (c) 2021 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.
void Layer::SetBehavior(Dali::Layer::Behavior behavior)
{
- mBehavior = behavior;
+ if(mBehavior != behavior)
+ {
+ mBehavior = behavior;
- // Notify update side object.
- SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
- // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
- SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
+ if(mIsOnScene)
+ {
+ // If current layer is on scene, and it's behavior changed,
+ // Change the mLayer3DParentsCount value recursively.
+ mParentImpl.RecursiveChangeLayer3dCount(mBehavior == Dali::Layer::LAYER_3D ? 1 : -1);
+ }
+
+ // Notify update side object.
+ SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
+ // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
+ SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
+ }
}
void Layer::SetClipping(bool enabled)