1 #ifndef DALI_ACTOR_DEVEL_H
2 #define DALI_ACTOR_DEVEL_H
5 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/actors/actor.h>
23 #include <dali/public-api/math/rect.h>
33 PARENT_ORIGIN = Dali::Actor::Property::PARENT_ORIGIN,
34 PARENT_ORIGIN_X = Dali::Actor::Property::PARENT_ORIGIN_X,
35 PARENT_ORIGIN_Y = Dali::Actor::Property::PARENT_ORIGIN_Y,
36 PARENT_ORIGIN_Z = Dali::Actor::Property::PARENT_ORIGIN_Z,
37 ANCHOR_POINT = Dali::Actor::Property::ANCHOR_POINT,
38 ANCHOR_POINT_X = Dali::Actor::Property::ANCHOR_POINT_X,
39 ANCHOR_POINT_Y = Dali::Actor::Property::ANCHOR_POINT_Y,
40 ANCHOR_POINT_Z = Dali::Actor::Property::ANCHOR_POINT_Z,
41 SIZE = Dali::Actor::Property::SIZE,
42 SIZE_WIDTH = Dali::Actor::Property::SIZE_WIDTH,
43 SIZE_HEIGHT = Dali::Actor::Property::SIZE_HEIGHT,
44 SIZE_DEPTH = Dali::Actor::Property::SIZE_DEPTH,
45 POSITION = Dali::Actor::Property::POSITION,
46 POSITION_X = Dali::Actor::Property::POSITION_X,
47 POSITION_Y = Dali::Actor::Property::POSITION_Y,
48 POSITION_Z = Dali::Actor::Property::POSITION_Z,
49 WORLD_POSITION = Dali::Actor::Property::WORLD_POSITION,
50 WORLD_POSITION_X = Dali::Actor::Property::WORLD_POSITION_X,
51 WORLD_POSITION_Y = Dali::Actor::Property::WORLD_POSITION_Y,
52 WORLD_POSITION_Z = Dali::Actor::Property::WORLD_POSITION_Z,
53 ORIENTATION = Dali::Actor::Property::ORIENTATION,
54 WORLD_ORIENTATION = Dali::Actor::Property::WORLD_ORIENTATION,
55 SCALE = Dali::Actor::Property::SCALE,
56 SCALE_X = Dali::Actor::Property::SCALE_X,
57 SCALE_Y = Dali::Actor::Property::SCALE_Y,
58 SCALE_Z = Dali::Actor::Property::SCALE_Z,
59 WORLD_SCALE = Dali::Actor::Property::WORLD_SCALE,
60 VISIBLE = Dali::Actor::Property::VISIBLE,
61 COLOR = Dali::Actor::Property::COLOR,
62 COLOR_RED = Dali::Actor::Property::COLOR_RED,
63 COLOR_GREEN = Dali::Actor::Property::COLOR_GREEN,
64 COLOR_BLUE = Dali::Actor::Property::COLOR_BLUE,
65 COLOR_ALPHA = Dali::Actor::Property::COLOR_ALPHA,
66 WORLD_COLOR = Dali::Actor::Property::WORLD_COLOR,
67 WORLD_MATRIX = Dali::Actor::Property::WORLD_MATRIX,
68 NAME = Dali::Actor::Property::NAME,
69 SENSITIVE = Dali::Actor::Property::SENSITIVE,
70 LEAVE_REQUIRED = Dali::Actor::Property::LEAVE_REQUIRED,
71 INHERIT_ORIENTATION = Dali::Actor::Property::INHERIT_ORIENTATION,
72 INHERIT_SCALE = Dali::Actor::Property::INHERIT_SCALE,
73 COLOR_MODE = Dali::Actor::Property::COLOR_MODE,
74 DRAW_MODE = Dali::Actor::Property::DRAW_MODE,
75 SIZE_MODE_FACTOR = Dali::Actor::Property::SIZE_MODE_FACTOR,
76 WIDTH_RESIZE_POLICY = Dali::Actor::Property::WIDTH_RESIZE_POLICY,
77 HEIGHT_RESIZE_POLICY = Dali::Actor::Property::HEIGHT_RESIZE_POLICY,
78 SIZE_SCALE_POLICY = Dali::Actor::Property::SIZE_SCALE_POLICY,
79 WIDTH_FOR_HEIGHT = Dali::Actor::Property::WIDTH_FOR_HEIGHT,
80 HEIGHT_FOR_WIDTH = Dali::Actor::Property::HEIGHT_FOR_WIDTH,
81 PADDING = Dali::Actor::Property::PADDING,
82 MINIMUM_SIZE = Dali::Actor::Property::MINIMUM_SIZE,
83 MAXIMUM_SIZE = Dali::Actor::Property::MAXIMUM_SIZE,
84 INHERIT_POSITION = Dali::Actor::Property::INHERIT_POSITION,
85 CLIPPING_MODE = Dali::Actor::Property::CLIPPING_MODE,
86 LAYOUT_DIRECTION = Dali::Actor::Property::LAYOUT_DIRECTION,
87 INHERIT_LAYOUT_DIRECTION = Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION,
88 OPACITY = Dali::Actor::Property::OPACITY,
89 SCREEN_POSITION = Dali::Actor::Property::SCREEN_POSITION,
90 POSITION_USES_ANCHOR_POINT = Dali::Actor::Property::POSITION_USES_ANCHOR_POINT,
91 CULLED = Dali::Actor::Property::CULLED,
92 ID = Dali::Actor::Property::ID,
93 HIERARCHY_DEPTH = Dali::Actor::Property::HIERARCHY_DEPTH,
94 IS_ROOT = Dali::Actor::Property::IS_ROOT,
95 IS_LAYER = Dali::Actor::Property::IS_LAYER,
96 CONNECTED_TO_SCENE = Dali::Actor::Property::CONNECTED_TO_SCENE,
97 KEYBOARD_FOCUSABLE = Dali::Actor::Property::KEYBOARD_FOCUSABLE,
98 UPDATE_AREA_HINT = Dali::Actor::Property::UPDATE_AREA_HINT,
101 * @brief Sets the sibling order of the actor so depth position can be defined within the same parent.
102 * @details Name "siblingOrder", type Property::INTEGER.
103 * @note The initial value is 0.
104 * @note Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the
105 * sibling order. The values set by this Property will likely change.
110 * @brief If this actor receives a touch-start event, then all following touch events are sent to this actor until a touch-end.
111 * @details Name "captureAllTouchAfterStart", type Property::BOOLEAN
112 * @note Default is false, i.e. actor under touch event will receive the touch even if touch started on this actor
114 CAPTURE_ALL_TOUCH_AFTER_START,
117 * @brief If you set the TOUCH_AREA_OFFSET on an actor, when you touch the actor, the touch area is expand from the size of actor.
118 * @details Name "touchAreaOffset", type Property::Rect<int> (left, right, bottom, top).
121 * Actor actor = Actor::New();
122 * actor.SetProperty(Actor::Property::SIZE, Vector2(20.0f, 20.0f));
123 * actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-10, 20, 30, -40));
124 * actor.TouchedSignal().Connect(OnTouchCallback);
126 * +---------------------+
143 * +---------------------+
145 * The actual touched size is actor.width + touchAreaOffset.right - touchAreaOffset.left and actor.height + touchAreaOffset.bottom - touchAreaOffset.top
150 * @brief Determines which blend equation will be used to render renderers of this actor.
151 * @pre To use Advanced Blend Equation(DevelBlendEquation::MULTIPLY ~ DevelBlendEquation::LUMINOSITY), the color to be rendered should be pre-multipled alpha.
152 * @details Name "blendEquation", type Property::INTEGER.
153 * @note Color of each renderer will be blended with rendering framebuffer.
154 * @note To check the blend equation is supported in the system, use Dali::Capabilities::IsBlendEquationSupported
159 * @brief Sets whether this view can focus by touch. If user sets this to true, the actor will be focused when user touch it.
161 * Actor actor = Actor::New();
162 * actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true); // whether the view can have focus or not with keyboard navigation.
163 * actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true); // Whether the user can focus by touch, user can set focus by touching the actor.
165 * @details Name "touchFocusable", type Property::BOOLEAN.
170 * @brief Whether the children of this actor can be focusable by keyboard navigation. If user sets this to false, the children of this actor will not be focused.
171 * @details Name "keyboardFocusableChildren", type Property::BOOLEAN.
172 * @note Default value is true.
174 KEYBOARD_FOCUSABLE_CHILDREN,
177 * @brief The flag whether the actor should be enabled all user interaction including touch, focus and activation. this value have higher priority over the sensitve and focusable in negative action.
178 * @details Name "userInteractionEnabled", type Property::BOOLEAN.
179 * @note Default value is true.
181 USER_INTERACTION_ENABLED,
184 * @brief It only receive for touch events that started from itself.
185 * @details Name "allowOnlyOwnTouch", type Property::BOOLEAN
186 * @note Default is false.
188 ALLOW_ONLY_OWN_TOUCH,
191 } // namespace Property
193 namespace VisibilityChange
197 SELF, ///< The visibility of the actor itself has changed.
198 PARENT ///< The visibility of a parent has changed.
201 } // namespace VisibilityChange
203 using VisibilityChangedSignalType = Signal<void(Actor, bool, VisibilityChange::Type)>; ///< Signal type of VisibilityChangedSignalType
206 * @brief This signal is emitted when the visible property of this or a parent actor is changed.
208 * A callback of the following type may be connected:
210 * void YourCallbackName( Actor actor, bool visible, VisibilityChange::Type& type );
212 * actor: The actor, or child of actor, whose visibility has changed
213 * visible: Whether the actor is now visible or not
214 * type: Whether the actor's visible property has changed or a parent's.
215 * @return The signal to connect to
216 * @pre The Actor has been initialized.
217 * @note This signal is NOT emitted if the actor becomes transparent (or the reverse), it's only linked with Actor::Property::VISIBLE.
219 DALI_CORE_API VisibilityChangedSignalType& VisibilityChangedSignal(Actor actor);
222 * Calculates screen position and size.
224 * @return pair of two values, position of top-left corner on screen and size respectively.
226 DALI_CORE_API Rect<> CalculateScreenExtents(Actor actor);
228 using ChildChangedSignalType = Signal<void(Actor)>; ///< Called when the actor has a child added or removed
231 * @brief This signal is emitted when a child is added to this actor.
233 * A callback of the following type may be connected:
235 * void MyCallbackName( Actor child );
237 * child: The child that has been added.
239 * @note Use this signal with caution. Changing the parent of the actor
240 * within this callback is possible, but DALi will prevent further signals
243 * @return The signal to connect to
244 * @pre The Actor has been initialized
246 DALI_CORE_API ChildChangedSignalType& ChildAddedSignal(Actor actor);
249 * @brief This signal is emitted when a child is removed from this actor.
251 * A callback of the following type may be connected:
253 * void MyCallbackName( Actor child );
255 * child: The child that has been removed.
257 * @note Use this signal with caution. Changing the parent of the actor
258 * within this callback is possible, but DALi will prevent further signals
261 * @note If the child actor is moved from one actor to another, then
262 * this signal will be emitted followed immediately by an
263 * ChildAddedSignal() on the new parent.
265 * @return The signal to connect to
266 * @pre The Actor has been initialized
268 DALI_CORE_API ChildChangedSignalType& ChildRemovedSignal(Actor actor);
270 using ChildOrderChangedSignalType = Signal<void(Actor)>; ///< Used when the actor's children have changed order
273 * @brief This signal is emitted when an actor's children change their sibling order
275 * A callback of the following type may be connected:
277 * void MyCallbackName( Actor parent );
279 * parent The parent actor of the moved children
281 * @return The signal to connect to
282 * @pre The Actor has been initialized
284 DALI_CORE_API ChildOrderChangedSignalType& ChildOrderChangedSignal(Actor actor);
287 * @brief This signal is emitted when intercepting the actor's touch event.
289 * A callback of the following type may be connected:
291 * void MyCallbackName( Actor actor );
293 * actor The actor to intercept
295 * @note TouchEvent callbacks are called from the last child in the order of the parent's actor.
296 * The InterceptTouchEvent callback is to intercept the touch event in the parent.
297 * So, if the parent interepts the touch event, the child cannot receive the touch event.
300 * Actor parent = Actor::New();
301 * Actor child = Actor::New();
303 * child.TouchedSignal().Connect(&application, childFunctor);
304 * parent.TouchedSignal().Connect(&application, parentFunctor);
305 * The touch event callbacks are called in the order childFunctor -> parentFunctor.
307 * If you connect interceptTouchSignal to parentActor.
308 * Dali::DevelActor::InterceptTouchedSignal(parent).Connect(&application, interceptFunctor);
310 * When interceptFunctor returns false, the touch event callbacks are called in the same order childFunctor -> parentFunctor.
311 * If interceptFunctor returns true, it means that the TouchEvent was intercepted.
312 * So the child actor will not be able to receive touch events.
313 * Only the parentFunctor is called.
315 * @return The signal to connect to
316 * @pre The Actor has been initialized
318 DALI_CORE_API Actor::TouchEventSignalType& InterceptTouchedSignal(Actor actor);
321 * @brief This is used when the parent actor wants to listen to gesture events.
323 * @note example The child is overlapped on the parent.
324 * Currently, if you tap a child, the parent cannot listen to the tap event.
325 * Now, If set to SetNeedGesturePropagation(true), the parent can receive gesture events.
326 * Please call this setting inside a gesture callback, it will be reset after the gesture callback is called.
329 * Actor parent = Actor::New();
330 * Actor child = Actor::New();
332 * parentTapDetector = TapGestureDetector::New();
333 * childTapDetector = TapGestureDetector::New();
334 * parentTapDetector.Attach(parent);
335 * childTapDetector.Attach(child);
336 * parentTapDetector.DetectedSignal().Connect(this, &OnParentTap);
337 * childTapDetector.DetectedSignal().Connect(this, &OnChildTap);
339 * void OnChildTap(Dali::Actor actor, const Dali::TapGesture& tap)
341 * // If you set SetNeedGesturePropagation to true here, the parent actor can also listen to events
342 * Dali::DevelActor::SetNeedGesturePropagation(Self(), true);
347 DALI_CORE_API void SetNeedGesturePropagation(Actor actor, bool propagation);
350 * Switch parent in the same tree.
351 * This method changes the actor's parent with keeping on scene state.
352 * Both of current parent Actor and new parent Actor must already be added on Scene.
353 * This method don't emit notification about add/remove and on/off scene.
354 * @param [in] actor This actor
355 * @param [in] newParent An actor to be a new parent of this actor.
357 DALI_CORE_API void SwitchParent(Actor actor, Actor newParent);
360 * @brief This signal is emitted when an actor is hit through hit-test.
362 * A callback of the following type may be connected:
364 * void MyCallbackName( Actor actor );
366 * actor The actor to intercept
368 * @note This callback is called when the actor is hit.
369 * If true is returned, TouchEvent is called from the this actor.
370 * If false is returned, the hit test starts again from the next lower actor.
373 * Actor topActor = Actor::New();
374 * Actor bottomActor = Actor::New();
375 * topActor.TouchedSignal().Connect(&application, topActorFunctor);
376 * bottomActor.TouchedSignal().Connect(&application, bottomActorFunctor);
377 * The two actors have no relationship.
378 * So when the topActor is touched, the event cannot be propagated to the bottomActor.
380 * If you connect HitTestResultSignal to topActor.
381 * Dali::DevelActor::HitTestResultSignal(topActor).Connect(&application, hitTestResultFunctor);
383 * If the hitTestResult Functor returns false, it passes the hit-test and starts the hit-test again from the next lower actor.
384 * So the bottomActor can be hit and receive touch events.
385 * If hitTestResult returns true, it means that it has been hit. So it receives a TouchEvent from itself.
387 * @return The signal to connect to
388 * @pre The Actor has been initialized
390 DALI_CORE_API Actor::TouchEventSignalType& HitTestResultSignal(Actor actor);
393 * Get the world transform of the actor.
395 * This calculates the world transform from scratch using only event
396 * side properties - it does not rely on the update thread to have
397 * already calculated the transform.
399 * @param[in] actor The actor for which to calculate the world transform
400 * @return The world transform matrix
402 DALI_CORE_API Matrix GetWorldTransform(Actor actor);
405 * Get the world color of the actor.
407 * This calcualtes the world color of the actor from scratch using
408 * only event side properties. It does not rely on the update thread
409 * to have already calculated the color.
411 * @param[in] actor The actor to calculate the world color for
412 * @return the world color
414 DALI_CORE_API Vector4 GetWorldColor(Actor actor);
416 } // namespace DevelActor
420 #endif // DALI_ACTOR_DEVEL_H