1 #ifndef DALI_INTERNAL_ACTOR_H
2 #define DALI_INTERNAL_ACTOR_H
5 * Copyright (c) 2020 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.
25 #include <dali/public-api/actors/actor.h>
26 #include <dali/devel-api/actors/actor-devel.h>
27 #include <dali/public-api/common/vector-wrapper.h>
28 #include <dali/public-api/common/dali-common.h>
29 #include <dali/public-api/events/gesture.h>
30 #include <dali/public-api/math/viewport.h>
31 #include <dali/public-api/object/ref-object.h>
32 #include <dali/public-api/size-negotiation/relayout-container.h>
33 #include <dali/internal/common/internal-constants.h>
34 #include <dali/internal/common/memory-pool-object-allocator.h>
35 #include <dali/internal/event/actors/actor-declarations.h>
36 #include <dali/internal/event/common/object-impl.h>
37 #include <dali/internal/event/common/stage-def.h>
38 #include <dali/internal/event/rendering/renderer-impl.h>
39 #include <dali/internal/update/nodes/node-declarations.h>
40 #include <dali/internal/update/manager/update-manager.h>
54 class ActorGestureData;
60 using ActorContainer = std::vector<ActorPtr>;
61 using ActorIter = ActorContainer::iterator;
62 using ActorConstIter = ActorContainer::const_iterator;
64 using RendererContainer = std::vector<RendererPtr>;
65 using RendererIter = RendererContainer::iterator;
67 class ActorDepthTreeNode;
68 using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
71 * Actor is the primary object which Dali applications interact with.
72 * UI controls can be built by combining multiple actors.
73 * Multi-Touch events are received through signals emitted by the actor tree.
75 * An Actor is a proxy for a Node in the scene graph.
76 * When an Actor is added to the Stage, it creates a node and connects it to the scene graph.
77 * The scene-graph can be updated in a separate thread, so the connection is done using an asynchronous message.
78 * When a tree of Actors is detached from the Stage, a message is sent to destroy the associated nodes.
80 class Actor : public Object
85 * @brief Struct to hold an actor and a dimension
87 struct ActorDimensionPair
92 * @param[in] newActor The actor to assign
93 * @param[in] newDimension The dimension to assign
95 ActorDimensionPair( Actor* newActor, Dimension::Type newDimension )
97 dimension( newDimension )
102 * @brief Equality operator
104 * @param[in] lhs The left hand side argument
105 * @param[in] rhs The right hand side argument
107 bool operator== ( const ActorDimensionPair& rhs )
109 return ( actor == rhs.actor ) && ( dimension == rhs.dimension );
112 Actor* actor; ///< The actor to hold
113 Dimension::Type dimension; ///< The dimension to hold
116 using ActorDimensionStack = std::vector<ActorDimensionPair>;
121 * Create a new actor.
122 * @return A smart-pointer to the newly allocated Actor.
124 static ActorPtr New();
127 * Helper to create node for derived classes who don't have their own node type
128 * @return pointer to newly created unique node
130 static const SceneGraph::Node* CreateNode();
133 * Retrieve the name of the actor.
136 const std::string& GetName() const
142 * Set the name of the actor.
143 * @param[in] name The new name.
145 void SetName( const std::string& name );
148 * @copydoc Dali::Actor::GetId
150 uint32_t GetId() const;
155 * Query whether an actor is the root actor, which is owned by the Stage.
156 * @return True if the actor is a root actor.
164 * Query whether the actor is connected to the Scene.
172 * Query whether the actor has any renderers.
173 * @return True if the actor is renderable.
175 bool IsRenderable() const
177 // inlined as this is called a lot in hit testing
178 return mRenderers && !mRenderers->empty();
182 * Query whether the actor is of class Dali::Layer
183 * @return True if the actor is a layer.
187 // inlined as this is called a lot in hit testing
192 * Gets the layer in which the actor is present
193 * @return The layer, which will be uninitialized if the actor is off-stage.
195 Dali::Layer GetLayer();
198 * Adds a child Actor to this Actor.
199 * @pre The child actor is not the same as the parent actor.
200 * @pre The child actor does not already have a parent.
201 * @param [in] child The child.
202 * @post The child will be referenced by its parent.
204 void Add( Actor& child );
207 * Removes a child Actor from this Actor.
208 * @param [in] child The child.
209 * @post The child will be unreferenced.
211 void Remove( Actor& child );
214 * @copydoc Dali::Actor::Unparent
219 * Retrieve the number of children held by the actor.
220 * @return The number of children
222 uint32_t GetChildCount() const;
225 * @copydoc Dali::Actor::GetChildAt
227 ActorPtr GetChildAt( uint32_t index ) const;
230 * Retrieve a reference to Actor's children.
231 * @note Not for public use.
232 * @return A reference to the container of children.
233 * @note The internal container is lazily initialized so ensure you check the child count before using the value returned by this method.
235 ActorContainer& GetChildrenInternal()
241 * @copydoc Dali::Actor::FindChildByName
243 ActorPtr FindChildByName( const std::string& actorName );
246 * @copydoc Dali::Actor::FindChildById
248 ActorPtr FindChildById( const uint32_t id );
251 * Retrieve the parent of an Actor.
252 * @return The parent actor, or NULL if the Actor does not have a parent.
254 Actor* GetParent() const
260 * Calculates screen position and size.
262 * @return pair of two values, position of top-left corner on screen and size respectively.
264 Rect<> CalculateScreenExtents( ) const;
267 * Sets the size of an actor.
268 * This does not interfere with the actors scale factor.
269 * @param [in] width The new width.
270 * @param [in] height The new height.
272 void SetSize( float width, float height );
275 * Sets the size of an actor.
276 * This does not interfere with the actors scale factor.
277 * @param [in] width The size of the actor along the x-axis.
278 * @param [in] height The size of the actor along the y-axis.
279 * @param [in] depth The size of the actor along the z-axis.
281 void SetSize( float width, float height, float depth );
284 * Sets the size of an actor.
285 * This does not interfere with the actors scale factor.
286 * @param [in] size The new size.
288 void SetSize( const Vector2& size );
291 * Sets the update size for an actor.
293 * @param[in] size The size to set.
295 void SetSizeInternal( const Vector2& size );
298 * Sets the size of an actor.
299 * This does not interfere with the actors scale factor.
300 * @param [in] size The new size.
302 void SetSize( const Vector3& size );
305 * Sets the update size for an actor.
307 * @param[in] size The size to set.
309 void SetSizeInternal( const Vector3& size );
312 * Set the width component of the Actor's size.
313 * @param [in] width The new width component.
315 void SetWidth( float width );
318 * Set the height component of the Actor's size.
319 * @param [in] height The new height component.
321 void SetHeight( float height );
324 * Set the depth component of the Actor's size.
325 * @param [in] depth The new depth component.
327 void SetDepth( float depth );
330 * Retrieve the Actor's size from event side.
331 * This size will be the size set or if animating then the target size.
332 * @return The Actor's size.
334 Vector3 GetTargetSize() const;
337 * Retrieve the Actor's size from update side.
338 * This size will be the size set or animating but will be a frame behind.
339 * @return The Actor's size.
341 const Vector3& GetCurrentSize() const;
344 * Return the natural size of the actor
346 * @return The actor's natural size
348 virtual Vector3 GetNaturalSize() const;
351 * Set the origin of an actor, within its parent's area.
352 * This is expressed in 2D unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
353 * and (1.0, 1.0, 0.5) is the bottom-right corner.
354 * The default parent-origin is top-left (0.0, 0.0, 0.5).
355 * An actor position is the distance between this origin, and the actors anchor-point.
356 * @param [in] origin The new parent-origin.
358 void SetParentOrigin( const Vector3& origin );
361 * Retrieve the parent-origin of an actor.
362 * @return The parent-origin.
364 const Vector3& GetCurrentParentOrigin() const;
367 * Set the anchor-point of an actor. This is expressed in 2D unit coordinates, such that
368 * (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.
369 * The default anchor point is top-left (0.0, 0.0, 0.5).
370 * An actor position is the distance between its parent-origin, and this anchor-point.
371 * An actor's rotation is centered around its anchor-point.
372 * @param [in] anchorPoint The new anchor-point.
374 void SetAnchorPoint( const Vector3& anchorPoint );
377 * Retrieve the anchor-point of an actor.
378 * @return The anchor-point.
380 const Vector3& GetCurrentAnchorPoint() const;
383 * Sets the position of the Actor.
384 * The coordinates are relative to the Actor's parent.
385 * The Actor's z position will be set to 0.0f.
386 * @param [in] x The new x position
387 * @param [in] y The new y position
389 void SetPosition( float x, float y );
392 * Sets the position of the Actor.
393 * The coordinates are relative to the Actor's parent.
394 * @param [in] x The new x position
395 * @param [in] y The new y position
396 * @param [in] z The new z position
398 void SetPosition( float x, float y, float z );
401 * Sets the position of the Actor.
402 * The coordinates are relative to the Actor's parent.
403 * @param [in] position The new position.
405 void SetPosition( const Vector3& position );
408 * Set the position of an actor along the X-axis.
409 * @param [in] x The new x position
411 void SetX( float x );
414 * Set the position of an actor along the Y-axis.
415 * @param [in] y The new y position.
417 void SetY( float y );
420 * Set the position of an actor along the Z-axis.
421 * @param [in] z The new z position
423 void SetZ( float z );
426 * Translate an actor relative to its existing position.
427 * @param[in] distance The actor will move by this distance.
429 void TranslateBy( const Vector3& distance );
432 * Retrieve the position of the Actor.
433 * The coordinates are relative to the Actor's parent.
434 * @return the Actor's position.
436 const Vector3& GetCurrentPosition() const;
439 * Retrieve the target position of the Actor.
440 * The coordinates are relative to the Actor's parent.
441 * @return the Actor's position.
443 const Vector3& GetTargetPosition() const
445 return mTargetPosition;
449 * @copydoc Dali::Actor::GetCurrentWorldPosition()
451 const Vector3& GetCurrentWorldPosition() const;
454 * @copydoc Dali::Actor::SetInheritPosition()
456 void SetInheritPosition( bool inherit );
459 * @copydoc Dali::Actor::IsPositionInherited()
461 bool IsPositionInherited() const
463 return mInheritPosition;
467 * Sets the orientation of the Actor.
468 * @param [in] angleRadians The new orientation angle in radians.
469 * @param [in] axis The new axis of orientation.
471 void SetOrientation( const Radian& angleRadians, const Vector3& axis );
474 * Sets the orientation of the Actor.
475 * @param [in] orientation The new orientation.
477 void SetOrientation( const Quaternion& orientation );
480 * Rotate an actor around its existing rotation axis.
481 * @param[in] angleRadians The angle to the rotation to combine with the existing rotation.
482 * @param[in] axis The axis of the rotation to combine with the existing rotation.
484 void RotateBy( const Radian& angleRadians, const Vector3& axis );
487 * Apply a relative rotation to an actor.
488 * @param[in] relativeRotation The rotation to combine with the actors existing rotation.
490 void RotateBy( const Quaternion& relativeRotation );
493 * Retreive the Actor's orientation.
494 * @return the orientation.
496 const Quaternion& GetCurrentOrientation() const;
499 * Set whether a child actor inherits it's parent's orientation. Default is to inherit.
500 * Switching this off means that using SetOrientation() sets the actor's world orientation.
501 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
503 void SetInheritOrientation( bool inherit );
506 * Returns whether the actor inherit's it's parent's orientation.
507 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
509 bool IsOrientationInherited() const
511 return mInheritOrientation;
515 * Sets the factor of the parents size used for the child actor.
516 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
517 * @param[in] factor The vector to multiply the parents size by to get the childs size.
519 void SetSizeModeFactor( const Vector3& factor );
522 * Gets the factor of the parents size used for the child actor.
523 * Note: Only used if ResizePolicy is ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
524 * @return The vector being used to multiply the parents size by to get the childs size.
526 const Vector3& GetSizeModeFactor() const;
529 * @copydoc Dali::Actor::GetCurrentWorldOrientation()
531 const Quaternion& GetCurrentWorldOrientation() const;
534 * Sets a scale factor applied to an actor.
535 * @param [in] scale The scale factor applied on all axes.
537 void SetScale( float scale );
540 * Sets a scale factor applied to an actor.
541 * @param [in] scaleX The scale factor applied along the x-axis.
542 * @param [in] scaleY The scale factor applied along the y-axis.
543 * @param [in] scaleZ The scale factor applied along the z-axis.
545 void SetScale( float scaleX, float scaleY, float scaleZ );
548 * Sets a scale factor applied to an actor.
549 * @param [in] scale A vector representing the scale factor for each axis.
551 void SetScale( const Vector3& scale );
554 * Set the x component of the scale factor.
555 * @param [in] x The new x value.
557 void SetScaleX( float x );
560 * Set the y component of the scale factor.
561 * @param [in] y The new y value.
563 void SetScaleY( float y );
566 * Set the z component of the scale factor.
567 * @param [in] z The new z value.
569 void SetScaleZ( float z );
572 * Apply a relative scale to an actor.
573 * @param[in] relativeScale The scale to combine with the actors existing scale.
575 void ScaleBy( const Vector3& relativeScale );
578 * Retrieve the scale factor applied to an actor.
579 * @return A vector representing the scale factor for each axis.
581 const Vector3& GetCurrentScale() const;
584 * @copydoc Dali::Actor::GetCurrentWorldScale()
586 const Vector3& GetCurrentWorldScale() const;
589 * @copydoc Dali::Actor::SetInheritScale()
591 void SetInheritScale( bool inherit );
594 * @copydoc Dali::Actor::IsScaleInherited()
596 bool IsScaleInherited() const
598 return mInheritScale;
602 * @copydoc Dali::Actor::GetCurrentWorldMatrix()
604 Matrix GetCurrentWorldMatrix() const;
609 * Sets the visibility flag of an actor.
610 * @param[in] visible The new visibility flag.
612 void SetVisible( bool visible );
615 * Retrieve the visibility flag of an actor.
616 * @return The visibility flag.
618 bool IsVisible() const;
621 * Sets the opacity of an actor.
622 * @param [in] opacity The new opacity.
624 void SetOpacity( float opacity );
627 * Retrieve the actor's opacity.
628 * @return The actor's opacity.
630 float GetCurrentOpacity() const;
633 * Retrieve the actor's clipping mode.
634 * @return The actor's clipping mode (cached)
636 ClippingMode::Type GetClippingMode() const
638 return mClippingMode;
642 * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
643 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
644 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
645 * hover event signal will be emitted.
647 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
649 * actor.SetSensitive(false);
652 * Then, to re-enable the touch or hover event signal emission, the application should call:
654 * actor.SetSensitive(true);
657 * @see SignalTouch() and SignalHover().
658 * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
659 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
661 void SetSensitive( bool sensitive )
663 mSensitive = sensitive;
667 * Query whether an actor emits touch or hover event signals.
668 * @see SetSensitive(bool)
669 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
671 bool IsSensitive() const
677 * @copydoc Dali::Actor::SetDrawMode
679 void SetDrawMode( DrawMode::Type drawMode );
682 * @copydoc Dali::Actor::GetDrawMode
684 DrawMode::Type GetDrawMode() const
690 * @copydoc Dali::Actor::IsOverlay
692 bool IsOverlay() const
694 return ( DrawMode::OVERLAY_2D == mDrawMode );
698 * Sets the actor's color. The final color of actor depends on its color mode.
699 * This final color is applied to the drawable elements of an actor.
700 * @param [in] color The new color.
702 void SetColor( const Vector4& color );
705 * Set the red component of the color.
706 * @param [in] red The new red component.
708 void SetColorRed( float red );
711 * Set the green component of the color.
712 * @param [in] green The new green component.
714 void SetColorGreen( float green );
717 * Set the blue component of the scale factor.
718 * @param [in] blue The new blue value.
720 void SetColorBlue( float blue );
723 * Retrieve the actor's color.
726 const Vector4& GetCurrentColor() const;
729 * Sets the actor's color mode.
730 * Color mode specifies whether Actor uses its own color or inherits its parent color
731 * @param [in] colorMode to use.
733 void SetColorMode( ColorMode colorMode );
736 * Returns the actor's color mode.
737 * @return currently used colorMode.
739 ColorMode GetColorMode() const
745 * @copydoc Dali::Actor::GetCurrentWorldColor()
747 const Vector4& GetCurrentWorldColor() const;
750 * @copydoc Dali::Actor::GetHierarchyDepth()
752 inline int32_t GetHierarchyDepth() const
763 * Get the actor's sorting depth
765 * @return The depth used for hit-testing and renderer sorting
767 uint32_t GetSortingDepth()
774 // Size negotiation virtual functions
777 * @brief Called after the size negotiation has been finished for this control.
779 * The control is expected to assign this given size to itself/its children.
781 * Should be overridden by derived classes if they need to layout
782 * actors differently after certain operations like add or remove
783 * actors, resize or after changing specific properties.
785 * Note! As this function is called from inside the size negotiation algorithm, you cannot
786 * call RequestRelayout (the call would just be ignored)
788 * @param[in] size The allocated size.
789 * @param[in,out] container The control should add actors to this container that it is not able
790 * to allocate a size for.
792 virtual void OnRelayout( const Vector2& size, RelayoutContainer& container )
797 * @brief Notification for deriving classes when the resize policy is set
799 * @param[in] policy The policy being set
800 * @param[in] dimension The dimension the policy is being set for
802 virtual void OnSetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension ) {}
805 * @brief Virtual method to notify deriving classes that relayout dependencies have been
806 * met and the size for this object is about to be calculated for the given dimension
808 * @param dimension The dimension that is about to be calculated
810 virtual void OnCalculateRelayoutSize( Dimension::Type dimension ) {}
813 * @brief Virtual method to notify deriving classes that the size for a dimension
814 * has just been negotiated
816 * @param[in] size The new size for the given dimension
817 * @param[in] dimension The dimension that was just negotiated
819 virtual void OnLayoutNegotiated( float size, Dimension::Type dimension ) {}
822 * @brief Determine if this actor is dependent on it's children for relayout
824 * @param dimension The dimension(s) to check for
825 * @return Return if the actor is dependent on it's children
827 virtual bool RelayoutDependentOnChildren( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
830 * @brief Determine if this actor is dependent on it's children for relayout.
832 * Called from deriving classes
834 * @param dimension The dimension(s) to check for
835 * @return Return if the actor is dependent on it's children
837 virtual bool RelayoutDependentOnChildrenBase( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
840 * @brief Calculate the size for a child
842 * @param[in] child The child actor to calculate the size for
843 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
844 * @return Return the calculated size for the given dimension
846 virtual float CalculateChildSize( const Dali::Actor& child, Dimension::Type dimension );
849 * @brief This method is called during size negotiation when a height is required for a given width.
851 * Derived classes should override this if they wish to customize the height returned.
853 * @param width to use.
854 * @return the height based on the width.
856 virtual float GetHeightForWidth( float width );
859 * @brief This method is called during size negotiation when a width is required for a given height.
861 * Derived classes should override this if they wish to customize the width returned.
863 * @param height to use.
864 * @return the width based on the width.
866 virtual float GetWidthForHeight( float height );
873 * @brief Called by the RelayoutController to negotiate the size of an actor.
875 * The size allocated by the the algorithm is passed in which the
876 * actor must adhere to. A container is passed in as well which
877 * the actor should populate with actors it has not / or does not
878 * need to handle in its size negotiation.
880 * @param[in] size The allocated size.
881 * @param[in,out] container The container that holds actors that are fed back into the
882 * RelayoutController algorithm.
884 void NegotiateSize( const Vector2& size, RelayoutContainer& container );
887 * @brief Set whether size negotiation should use the assigned size of the actor
888 * during relayout for the given dimension(s)
890 * @param[in] use Whether the assigned size of the actor should be used
891 * @param[in] dimension The dimension(s) to set. Can be a bitfield of multiple dimensions
893 void SetUseAssignedSize( bool use, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
896 * @brief Returns whether size negotiation should use the assigned size of the actor
897 * during relayout for a single dimension
899 * @param[in] dimension The dimension to get
900 * @return Return whether the assigned size of the actor should be used. If more than one dimension is requested, just return the first one found
902 bool GetUseAssignedSize( Dimension::Type dimension ) const;
905 * @copydoc Dali::Actor::SetResizePolicy()
907 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
910 * @copydoc Dali::Actor::GetResizePolicy()
912 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
915 * @copydoc Dali::Actor::SetSizeScalePolicy()
917 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
920 * @copydoc Dali::Actor::GetSizeScalePolicy()
922 SizeScalePolicy::Type GetSizeScalePolicy() const;
925 * @copydoc Dali::Actor::SetDimensionDependency()
927 void SetDimensionDependency( Dimension::Type dimension, Dimension::Type dependency );
930 * @copydoc Dali::Actor::GetDimensionDependency()
932 Dimension::Type GetDimensionDependency( Dimension::Type dimension ) const;
935 * @brief Set the size negotiation relayout enabled on this actor
937 * @param[in] relayoutEnabled Boolean to enable or disable relayout
939 void SetRelayoutEnabled( bool relayoutEnabled );
942 * @brief Return if relayout is enabled
944 * @return Return if relayout is enabled or not for this actor
946 bool IsRelayoutEnabled() const;
949 * @brief Mark an actor as having it's layout dirty
951 * @param dirty Whether to mark actor as dirty or not
952 * @param dimension The dimension(s) to mark as dirty
954 void SetLayoutDirty( bool dirty, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
957 * @brief Return if any of an actor's dimensions are marked as dirty
959 * @param dimension The dimension(s) to check
960 * @return Return if any of the requested dimensions are dirty
962 bool IsLayoutDirty( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
965 * @brief Returns if relayout is enabled and the actor is not dirty
967 * @return Return if it is possible to relayout the actor
969 bool RelayoutPossible( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
972 * @brief Returns if relayout is enabled and the actor is dirty
974 * @return Return if it is required to relayout the actor
976 bool RelayoutRequired( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
979 * @brief Request a relayout, which means performing a size negotiation on this actor, its parent and children (and potentially whole scene)
981 * This method is automatically called from OnSceneConnection(), OnChildAdd(),
982 * OnChildRemove(), SetSizePolicy(), SetMinimumSize() and SetMaximumSize().
984 * This method can also be called from a derived class every time it needs a different size.
985 * At the end of event processing, the relayout process starts and
986 * all controls which requested Relayout will have their sizes (re)negotiated.
988 * @note RelayoutRequest() can be called multiple times; the size negotiation is still
989 * only performed once, i.e. there is no need to keep track of this in the calling side.
991 void RelayoutRequest( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
994 * @brief Determine if this actor is dependent on it's parent for relayout
996 * @param dimension The dimension(s) to check for
997 * @return Return if the actor is dependent on it's parent
999 bool RelayoutDependentOnParent( Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1002 * @brief Determine if this actor has another dimension depedent on the specified one
1004 * @param dimension The dimension to check for
1005 * @param dependentDimension The dimension to check for dependency with
1006 * @return Return if the actor is dependent on this dimension
1008 bool RelayoutDependentOnDimension( Dimension::Type dimension, Dimension::Type dependentDimension );
1011 * Negotiate sizes for a control in all dimensions
1013 * @param[in] allocatedSize The size constraint that the control must respect
1015 void NegotiateDimensions( const Vector2& allocatedSize );
1018 * Negotiate size for a specific dimension
1020 * The algorithm adopts a recursive dependency checking approach. Meaning, that wherever dependencies
1021 * are found, e.g. an actor dependent on its parent, the dependency will be calculated first with NegotiatedDimension and
1022 * LayoutDimensionNegotiated flags being filled in on the actor.
1024 * @post All actors that exist in the dependency chain connected to the given actor will have had their NegotiatedDimensions
1025 * calculated and set as well as the LayoutDimensionNegotiated flags.
1027 * @param[in] dimension The dimension to negotiate on
1028 * @param[in] allocatedSize The size constraint that the actor must respect
1030 void NegotiateDimension( Dimension::Type dimension, const Vector2& allocatedSize, ActorDimensionStack& recursionStack );
1033 * @brief Calculate the size of a dimension
1035 * @param[in] dimension The dimension to calculate the size for
1036 * @param[in] maximumSize The upper bounds on the size
1037 * @return Return the calculated size for the dimension
1039 float CalculateSize( Dimension::Type dimension, const Vector2& maximumSize );
1042 * Negotiate a dimension based on the size of the parent
1044 * @param[in] dimension The dimension to negotiate on
1045 * @return Return the negotiated size
1047 float NegotiateFromParent( Dimension::Type dimension );
1050 * Negotiate a dimension based on the size of the parent. Fitting inside.
1052 * @param[in] dimension The dimension to negotiate on
1053 * @return Return the negotiated size
1055 float NegotiateFromParentFit( Dimension::Type dimension );
1058 * Negotiate a dimension based on the size of the parent. Flooding the whole space.
1060 * @param[in] dimension The dimension to negotiate on
1061 * @return Return the negotiated size
1063 float NegotiateFromParentFlood( Dimension::Type dimension );
1066 * @brief Negotiate a dimension based on the size of the children
1068 * @param[in] dimension The dimension to negotiate on
1069 * @return Return the negotiated size
1071 float NegotiateFromChildren( Dimension::Type dimension );
1074 * Set the negotiated dimension value for the given dimension(s)
1076 * @param negotiatedDimension The value to set
1077 * @param dimension The dimension(s) to set the value for
1079 void SetNegotiatedDimension( float negotiatedDimension, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1082 * Return the value of negotiated dimension for the given dimension
1084 * @param dimension The dimension to retrieve
1085 * @return Return the value of the negotiated dimension
1087 float GetNegotiatedDimension( Dimension::Type dimension ) const;
1090 * @brief Set the padding for a dimension
1092 * @param[in] padding Padding for the dimension. X = start (e.g. left, bottom), y = end (e.g. right, top)
1093 * @param[in] dimension The dimension to set
1095 void SetPadding( const Vector2& padding, Dimension::Type dimension );
1098 * Return the value of padding for the given dimension
1100 * @param dimension The dimension to retrieve
1101 * @return Return the value of padding for the dimension
1103 Vector2 GetPadding( Dimension::Type dimension ) const;
1106 * Return the actor size for a given dimension
1108 * @param[in] dimension The dimension to retrieve the size for
1109 * @return Return the size for the given dimension
1111 float GetSize( Dimension::Type dimension ) const;
1114 * Return the natural size of the actor for a given dimension
1116 * @param[in] dimension The dimension to retrieve the size for
1117 * @return Return the natural size for the given dimension
1119 float GetNaturalSize( Dimension::Type dimension ) const;
1122 * @brief Return the amount of size allocated for relayout
1124 * May include padding
1126 * @param[in] dimension The dimension to retrieve
1127 * @return Return the size
1129 float GetRelayoutSize( Dimension::Type dimension ) const;
1132 * @brief If the size has been negotiated return that else return normal size
1134 * @param[in] dimension The dimension to retrieve
1135 * @return Return the size
1137 float GetLatestSize( Dimension::Type dimension ) const;
1140 * Apply the negotiated size to the actor
1142 * @param[in] container The container to fill with actors that require further relayout
1144 void SetNegotiatedSize( RelayoutContainer& container );
1147 * @brief Flag the actor as having it's layout dimension negotiated.
1149 * @param[in] negotiated The status of the flag to set.
1150 * @param[in] dimension The dimension to set the flag for
1152 void SetLayoutNegotiated( bool negotiated, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1155 * @brief Test whether the layout dimension for this actor has been negotiated or not.
1157 * @param[in] dimension The dimension to determine the value of the flag for
1158 * @return Return if the layout dimension is negotiated or not.
1160 bool IsLayoutNegotiated( Dimension::Type dimension = Dimension::ALL_DIMENSIONS ) const;
1163 * @brief provides the Actor implementation of GetHeightForWidth
1164 * @param width to use.
1165 * @return the height based on the width.
1167 float GetHeightForWidthBase( float width );
1170 * @brief provides the Actor implementation of GetWidthForHeight
1171 * @param height to use.
1172 * @return the width based on the height.
1174 float GetWidthForHeightBase( float height );
1177 * @brief Calculate the size for a child
1179 * @param[in] child The child actor to calculate the size for
1180 * @param[in] dimension The dimension to calculate the size for. E.g. width or height.
1181 * @return Return the calculated size for the given dimension
1183 float CalculateChildSizeBase( const Dali::Actor& child, Dimension::Type dimension );
1186 * @brief Set the preferred size for size negotiation
1188 * @param[in] size The preferred size to set
1190 void SetPreferredSize( const Vector2& size );
1193 * @brief Return the preferred size used for size negotiation
1195 * @return Return the preferred size
1197 Vector2 GetPreferredSize() const;
1200 * @copydoc Dali::Actor::SetMinimumSize
1202 void SetMinimumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1205 * @copydoc Dali::Actor::GetMinimumSize
1207 float GetMinimumSize( Dimension::Type dimension ) const;
1210 * @copydoc Dali::Actor::SetMaximumSize
1212 void SetMaximumSize( float size, Dimension::Type dimension = Dimension::ALL_DIMENSIONS );
1215 * @copydoc Dali::Actor::GetMaximumSize
1217 float GetMaximumSize( Dimension::Type dimension ) const;
1220 * @copydoc Dali::Actor::AddRenderer()
1222 uint32_t AddRenderer( Renderer& renderer );
1225 * @copydoc Dali::Actor::GetRendererCount()
1227 uint32_t GetRendererCount() const;
1230 * @copydoc Dali::Actor::GetRendererAt()
1232 RendererPtr GetRendererAt( uint32_t index );
1235 * @copydoc Dali::Actor::RemoveRenderer()
1237 void RemoveRenderer( Renderer& renderer );
1240 * @copydoc Dali::Actor::RemoveRenderer()
1242 void RemoveRenderer( uint32_t index );
1247 * Converts screen coordinates into the actor's coordinate system.
1248 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1249 * @param[out] localX On return, the X-coordinate relative to the actor.
1250 * @param[out] localY On return, the Y-coordinate relative to the actor.
1251 * @param[in] screenX The screen X-coordinate.
1252 * @param[in] screenY The screen Y-coordinate.
1253 * @return True if the conversion succeeded.
1255 bool ScreenToLocal( float& localX, float& localY, float screenX, float screenY ) const;
1258 * Converts screen coordinates into the actor's coordinate system.
1259 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1260 * @param[in] renderTask The render-task used to display the actor.
1261 * @param[out] localX On return, the X-coordinate relative to the actor.
1262 * @param[out] localY On return, the Y-coordinate relative to the actor.
1263 * @param[in] screenX The screen X-coordinate.
1264 * @param[in] screenY The screen Y-coordinate.
1265 * @return True if the conversion succeeded.
1267 bool ScreenToLocal( const RenderTask& renderTask, float& localX, float& localY, float screenX, float screenY ) const;
1270 * Converts from the actor's coordinate system to screen coordinates.
1271 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1272 * @param[in] viewMatrix The view-matrix
1273 * @param[in] projectionMatrix The projection-matrix
1274 * @param[in] viewport The view-port
1275 * @param[out] localX On return, the X-coordinate relative to the actor.
1276 * @param[out] localY On return, the Y-coordinate relative to the actor.
1277 * @param[in] screenX The screen X-coordinate.
1278 * @param[in] screenY The screen Y-coordinate.
1279 * @return True if the conversion succeeded.
1281 bool ScreenToLocal( const Matrix& viewMatrix,
1282 const Matrix& projectionMatrix,
1283 const Viewport& viewport,
1287 float screenY ) const;
1290 * Sets whether the actor should receive a notification when touch or hover motion events leave
1291 * the boundary of the actor.
1293 * @note By default, this is set to false as most actors do not require this.
1294 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1296 * @param[in] required Should be set to true if a Leave event is required
1298 void SetLeaveRequired( bool required )
1300 mLeaveRequired = required;
1304 * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1305 * the boundary of the actor.
1306 * @return true if a Leave event is required, false otherwise.
1308 bool GetLeaveRequired() const
1310 return mLeaveRequired;
1314 * @copydoc Dali::Actor::SetKeyboardFocusable()
1316 void SetKeyboardFocusable( bool focusable )
1318 mKeyboardFocusable = focusable;
1322 * @copydoc Dali::Actor::IsKeyboardFocusable()
1324 bool IsKeyboardFocusable() const
1326 return mKeyboardFocusable;
1331 * Query whether the application or derived actor type requires intercept touch events.
1332 * @return True if intercept touch events are required.
1334 bool GetInterceptTouchRequired() const
1336 return !mInterceptTouchedSignal.Empty();
1340 * Query whether the application or derived actor type requires touch events.
1341 * @return True if touch events are required.
1343 bool GetTouchRequired() const
1345 return !mTouchedSignal.Empty();
1349 * Query whether the application or derived actor type requires hover events.
1350 * @return True if hover events are required.
1352 bool GetHoverRequired() const
1354 return !mHoveredSignal.Empty();
1358 * Query whether the application or derived actor type requires wheel events.
1359 * @return True if wheel events are required.
1361 bool GetWheelEventRequired() const
1363 return !mWheelEventSignal.Empty();
1367 * Query whether the actor is actually hittable. This method checks whether the actor is
1368 * sensitive, has the visibility flag set to true and is not fully transparent.
1369 * @return true, if it can be hit, false otherwise.
1371 bool IsHittable() const
1373 return IsSensitive() && IsVisible() && ( GetCurrentWorldColor().a > FULLY_TRANSPARENT ) && IsNodeConnected();
1377 * Query whether the actor captures all touch after it starts even if touch leaves its boundary.
1378 * @return true, if it captures all touch after start
1380 bool CapturesAllTouchAfterStart() const
1382 return mCaptureAllTouchAfterStart;
1386 * Sets the touch area of an actor.
1387 * @param [in] area The new area.
1389 void SetTouchArea(Vector2 area)
1395 * Retrieve the Actor's touch area.
1396 * @return The Actor's touch area.
1398 const Vector2& GetTouchArea() const
1407 * Retrieve the gesture data associated with this actor. The first call to this method will
1408 * allocate space for the ActorGestureData so this should only be called if an actor really does
1410 * @return Reference to the ActorGestureData for this actor.
1411 * @note Once the gesture-data is created for an actor it is likely that gestures are required
1412 * throughout the actor's lifetime so it will only be deleted when the actor is destroyed.
1414 ActorGestureData& GetGestureData();
1417 * Queries whether the actor requires the gesture type.
1418 * @param[in] type The gesture type.
1419 * @return True if the gesture is required, false otherwise.
1421 bool IsGestureRequired( GestureType::Value type ) const;
1426 * Used by the EventProcessor to emit intercept touch event signals.
1427 * @param[in] touch The touch data.
1428 * @return True if the event was intercepted.
1430 bool EmitInterceptTouchEventSignal( const Dali::TouchEvent& touch );
1433 * Used by the EventProcessor to emit touch event signals.
1434 * @param[in] touch The touch data.
1435 * @return True if the event was consumed.
1437 bool EmitTouchEventSignal( const Dali::TouchEvent& touch );
1440 * Used by the EventProcessor to emit hover event signals.
1441 * @param[in] event The hover event.
1442 * @return True if the event was consumed.
1444 bool EmitHoverEventSignal( const Dali::HoverEvent& event );
1447 * Used by the EventProcessor to emit wheel event signals.
1448 * @param[in] event The wheel event.
1449 * @return True if the event was consumed.
1451 bool EmitWheelEventSignal( const Dali::WheelEvent& event );
1454 * @brief Emits the visibility change signal for this actor and all its children.
1455 * @param[in] visible Whether the actor has become visible or not.
1456 * @param[in] type Whether the actor's visible property has changed or a parent's.
1458 void EmitVisibilityChangedSignal( bool visible, DevelActor::VisibilityChange::Type type );
1461 * @brief Emits the layout direction change signal for this actor and all its children.
1462 * @param[in] type Whether the actor's layout direction property has changed or a parent's.
1464 void EmitLayoutDirectionChangedSignal( LayoutDirection::Type type );
1467 * @brief Emits the ChildAdded signal for this actor
1468 * @param[in] child The child actor that has been added
1470 void EmitChildAddedSignal( Actor& child );
1473 * @brief Emits the ChildRemoved signal for this actor
1474 * @param[in] child The child actor that has been removed
1476 void EmitChildRemovedSignal( Actor& child );
1479 * @copydoc DevelActor::InterceptTouchedSignal()
1481 Dali::Actor::TouchEventSignalType& InterceptTouchedSignal()
1483 return mInterceptTouchedSignal;
1487 * @copydoc Dali::Actor::TouchedSignal()
1489 Dali::Actor::TouchEventSignalType& TouchedSignal()
1491 return mTouchedSignal;
1495 * @copydoc Dali::Actor::HoveredSignal()
1497 Dali::Actor::HoverSignalType& HoveredSignal()
1499 return mHoveredSignal;
1503 * @copydoc Dali::Actor::WheelEventSignal()
1505 Dali::Actor::WheelEventSignalType& WheelEventSignal()
1507 return mWheelEventSignal;
1511 * @copydoc Dali::Actor::OnSceneSignal()
1513 Dali::Actor::OnSceneSignalType& OnSceneSignal()
1515 return mOnSceneSignal;
1519 * @copydoc Dali::Actor::OffSceneSignal()
1521 Dali::Actor::OffSceneSignalType& OffSceneSignal()
1523 return mOffSceneSignal;
1527 * @copydoc Dali::Actor::OnRelayoutSignal()
1529 Dali::Actor::OnRelayoutSignalType& OnRelayoutSignal()
1531 return mOnRelayoutSignal;
1535 * @copydoc DevelActor::VisibilityChangedSignal
1537 DevelActor::VisibilityChangedSignalType& VisibilityChangedSignal()
1539 return mVisibilityChangedSignal;
1543 * @copydoc LayoutDirectionChangedSignal
1545 Dali::Actor::LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal()
1547 return mLayoutDirectionChangedSignal;
1551 * @copydoc DevelActor::ChildAddedSignal
1553 DevelActor::ChildChangedSignalType& ChildAddedSignal()
1555 return mChildAddedSignal;
1559 * @copydoc DevelActor::ChildRemovedSignal
1561 DevelActor::ChildChangedSignalType& ChildRemovedSignal()
1563 return mChildRemovedSignal;
1567 * @copydoc DevelActor::ChildOrderChangedSignal
1569 DevelActor::ChildOrderChangedSignalType& ChildOrderChangedSignal()
1571 return mChildOrderChangedSignal;
1575 * Connects a callback function with the object's signals.
1576 * @param[in] object The object providing the signal.
1577 * @param[in] tracker Used to disconnect the signal.
1578 * @param[in] signalName The signal to connect to.
1579 * @param[in] functor A newly allocated FunctorDelegate.
1580 * @return True if the signal was connected.
1581 * @post If a signal was connected, ownership of functor was passed to CallbackBase. Otherwise the caller is responsible for deleting the unused functor.
1583 static bool DoConnectSignal( BaseObject* object,
1584 ConnectionTrackerInterface* tracker,
1585 const std::string& signalName,
1586 FunctorDelegate* functor );
1589 * Performs actions as requested using the action name.
1590 * @param[in] object The object on which to perform the action.
1591 * @param[in] actionName The action to perform.
1592 * @param[in] attributes The attributes with which to perfrom this action.
1593 * @return true if the action was done.
1595 static bool DoAction( BaseObject* object,
1596 const std::string& actionName,
1597 const Property::Map& attributes );
1603 * For use in derived classes.
1604 * This should only be called by Animation, when the actor is resized using Animation::Resize().
1606 virtual void OnSizeAnimation( Animation& animation, const Vector3& targetSize )
1614 BASIC, LAYER, ROOT_LAYER
1618 * Protected Constructor. See Actor::New().
1619 * The second-phase construction Initialize() member should be called immediately after this.
1620 * @param[in] derivedType The derived type of actor (if any).
1621 * @param[in] reference to the node
1623 Actor( DerivedType derivedType, const SceneGraph::Node& node );
1626 * Second-phase constructor. Must be called immediately after creating a new Actor;
1628 void Initialize( void );
1631 * A reference counted object may only be deleted by calling Unreference()
1636 * Called on a child during Add() when the parent actor is connected to the Scene.
1637 * @param[in] parentDepth The depth of the parent in the hierarchy.
1639 void ConnectToScene( uint32_t parentDepth );
1642 * Helper for ConnectToScene, to recursively connect a tree of actors.
1643 * This is atomic i.e. not interrupted by user callbacks.
1644 * @param[in] depth The depth in the hierarchy of the actor
1645 * @param[out] connectionList On return, the list of connected actors which require notification.
1647 void RecursiveConnectToScene( ActorContainer& connectionList, uint32_t depth );
1650 * Connect the Node associated with this Actor to the scene-graph.
1652 void ConnectToSceneGraph();
1655 * Helper for ConnectToScene, to notify a connected actor through the public API.
1657 void NotifyStageConnection();
1660 * Called on a child during Remove() when the actor was previously on the Stage.
1662 void DisconnectFromStage();
1665 * Helper for DisconnectFromStage, to recursively disconnect a tree of actors.
1666 * This is atomic i.e. not interrupted by user callbacks.
1667 * @param[out] disconnectionList On return, the list of disconnected actors which require notification.
1669 void RecursiveDisconnectFromStage( ActorContainer& disconnectionList );
1672 * Disconnect the Node associated with this Actor from the scene-graph.
1674 void DisconnectFromSceneGraph();
1677 * Helper for DisconnectFromStage, to notify a disconnected actor through the public API.
1679 void NotifyStageDisconnection();
1682 * When the Actor is OnScene, checks whether the corresponding Node is connected to the scene graph.
1683 * @return True if the Actor is OnScene & has a Node connected to the scene graph.
1685 bool IsNodeConnected() const;
1689 * Trigger a rebuild of the actor depth tree from this root
1690 * If a Layer3D is encountered, then this doesn't descend any further.
1691 * The mSortedDepth of each actor is set appropriately.
1693 void RebuildDepthTree();
1698 * Traverse the actor tree, inserting actors into the depth tree in sibling order.
1699 * @param[in] sceneGraphNodeDepths A vector capturing the nodes and their depth index
1700 * @param[in,out] depthIndex The current depth index (traversal index)
1702 void DepthTraverseActorTree( OwnerPointer<SceneGraph::NodeDepths>& sceneGraphNodeDepths, int32_t& depthIndex );
1706 // Default property extensions from Object
1709 * @copydoc Dali::Internal::Object::SetDefaultProperty()
1711 void SetDefaultProperty( Property::Index index, const Property::Value& propertyValue ) override;
1714 * @copydoc Dali::Internal::Object::SetSceneGraphProperty()
1716 void SetSceneGraphProperty( Property::Index index, const PropertyMetadata& entry, const Property::Value& value ) override;
1719 * @copydoc Dali::Internal::Object::GetDefaultProperty()
1721 Property::Value GetDefaultProperty( Property::Index index ) const override;
1724 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
1726 Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const override;
1729 * @copydoc Dali::Internal::Object::OnNotifyDefaultPropertyAnimation()
1731 void OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value, Animation::Type animationType ) override;
1734 * @copydoc Dali::Internal::Object::GetSceneObjectAnimatableProperty()
1736 const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const override;
1739 * @copydoc Dali::Internal::Object::GetSceneObjectInputProperty()
1741 const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const override;
1744 * @copydoc Dali::Internal::Object::GetPropertyComponentIndex()
1746 int32_t GetPropertyComponentIndex( Property::Index index ) const override;
1749 * @copydoc Dali::Internal::Object::IsAnimationPossible()
1751 bool IsAnimationPossible() const override
1757 * Retrieve the actor's node.
1758 * @return The node used by this actor
1760 const SceneGraph::Node& GetNode() const
1762 return *static_cast<const SceneGraph::Node*>( mUpdateObject );
1766 * @copydoc Dali::DevelActor::Raise()
1771 * @copydoc Dali::DevelActor::Lower()
1776 * @copydoc Dali::DevelActor::RaiseToTop()
1781 * @copydoc Dali::DevelActor::LowerToBottom()
1783 void LowerToBottom();
1786 * @copydoc Dali::DevelActor::RaiseAbove()
1788 void RaiseAbove( Internal::Actor& target );
1791 * @copydoc Dali::DevelActor::LowerBelow()
1793 void LowerBelow( Internal::Actor& target );
1798 * Sets the scene which this actor is added to.
1799 * @param[in] scene The scene
1801 void SetScene( Scene& scene )
1807 * Gets the scene which this actor is added to.
1810 Scene& GetScene() const
1826 struct AnimatedSizeFlag
1839 // Remove default constructor and copy constructor
1841 Actor( const Actor& ) = delete;
1842 Actor& operator=( const Actor& rhs ) = delete;
1845 * Set the actors parent.
1846 * @param[in] parent The new parent.
1848 void SetParent( Actor* parent );
1851 * For use in derived classes, called after Initialize()
1853 virtual void OnInitialize()
1858 * For use in internal derived classes.
1859 * This is called during ConnectToScene(), after the actor has finished adding its node to the scene-graph.
1860 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1862 virtual void OnSceneConnectionInternal()
1867 * For use in internal derived classes.
1868 * This is called during DisconnectFromStage(), before the actor removes its node from the scene-graph.
1869 * The derived class must not modify the actor hierachy (Add/Remove children) during this callback.
1871 virtual void OnSceneDisconnectionInternal()
1876 * For use in external (CustomActor) derived classes.
1877 * This is called after the atomic ConnectToScene() traversal has been completed.
1879 virtual void OnSceneConnectionExternal( int depth )
1884 * For use in external (CustomActor) derived classes.
1885 * This is called after the atomic DisconnectFromStage() traversal has been completed.
1887 virtual void OnSceneDisconnectionExternal()
1892 * For use in derived classes; this is called after Add() has added a child.
1893 * @param[in] child The child that was added.
1895 virtual void OnChildAdd( Actor& child )
1900 * For use in derived classes; this is called after Remove() has attempted to remove a child( regardless of whether it succeeded or not ).
1901 * @param[in] child The child that was removed.
1903 virtual void OnChildRemove( Actor& child )
1908 * For use in derived classes.
1909 * This is called after SizeSet() has been called.
1911 virtual void OnSizeSet( const Vector3& targetSize )
1916 * @brief Retrieves the cached event side value of a default property.
1917 * @param[in] index The index of the property
1918 * @param[out] value Is set with the cached value of the property if found.
1919 * @return True if value set, false otherwise.
1921 bool GetCachedPropertyValue( Property::Index index, Property::Value& value ) const;
1924 * @brief Retrieves the current value of a default property from the scene-graph.
1925 * @param[in] index The index of the property
1926 * @param[out] value Is set with the current scene-graph value of the property
1927 * @return True if value set, false otherwise.
1929 bool GetCurrentPropertyValue( Property::Index index, Property::Value& value ) const;
1932 * @brief Ensure the relayouter is allocated
1934 Relayouter& EnsureRelayouter();
1937 * @brief Apply the size set policy to the input size
1939 * @param[in] size The size to apply the policy to
1940 * @return Return the adjusted size
1942 Vector2 ApplySizeSetPolicy( const Vector2& size );
1945 * Retrieve the parent object of an Actor.
1946 * @return The parent object, or NULL if the Actor does not have a parent.
1948 Object* GetParentObject() const override
1955 * @param[in] order The sibling order this Actor should be. It will place
1956 * the actor at this index in it's parent's child array.
1958 void SetSiblingOrder( uint32_t order);
1962 * @return the order of this actor amongst it's siblings
1964 uint32_t GetSiblingOrder() const;
1967 * Request that the stage rebuilds the actor depth indices.
1969 void RequestRebuildDepthTree();
1972 * @brief Get the current position of the actor in screen coordinates.
1974 * @return Returns the screen position of actor
1976 const Vector2 GetCurrentScreenPosition() const;
1979 * Sets the visibility flag of an actor.
1980 * @param[in] visible The new visibility flag.
1981 * @param[in] sendMessage Whether to send a message to the update thread or not.
1983 void SetVisibleInternal( bool visible, SendMessage::Type sendMessage );
1986 * Set whether a child actor inherits it's parent's layout direction. Default is to inherit.
1987 * @param[in] inherit - true if the actor should inherit layout direction, false otherwise.
1989 void SetInheritLayoutDirection( bool inherit );
1992 * Returns whether the actor inherits it's parent's layout direction.
1993 * @return true if the actor inherits it's parent's layout direction, false otherwise.
1995 bool IsLayoutDirectionInherited() const
1997 return mInheritLayoutDirection;
2001 * @brief Propagates layout direction recursively.
2002 * @param[in] actor The actor for seting layout direction.
2003 * @param[in] direction New layout direction.
2005 void InheritLayoutDirectionRecursively( ActorPtr actor, Dali::LayoutDirection::Type direction, bool set = false );
2008 * @brief Sets the update size hint of an actor.
2009 * @param [in] updateSizeHint The update size hint.
2011 void SetUpdateSizeHint( const Vector2& updateSizeHint );
2015 Scene* mScene; ///< The scene the actor is added to
2017 Actor* mParent; ///< Each actor (except the root) can have one parent
2018 ActorContainer* mChildren; ///< Container of referenced actors, lazily initialized
2019 RendererContainer* mRenderers; ///< Renderer container
2021 Vector3* mParentOrigin; ///< NULL means ParentOrigin::DEFAULT. ParentOrigin is non-animatable
2022 Vector3* mAnchorPoint; ///< NULL means AnchorPoint::DEFAULT. AnchorPoint is non-animatable
2024 Relayouter* mRelayoutData; ///< Struct to hold optional collection of relayout variables
2026 ActorGestureData* mGestureData; ///< Optional Gesture data. Only created when actor requires gestures
2029 Dali::Actor::TouchEventSignalType mInterceptTouchedSignal;
2030 Dali::Actor::TouchEventSignalType mTouchedSignal;
2031 Dali::Actor::HoverSignalType mHoveredSignal;
2032 Dali::Actor::WheelEventSignalType mWheelEventSignal;
2033 Dali::Actor::OnSceneSignalType mOnSceneSignal;
2034 Dali::Actor::OffSceneSignalType mOffSceneSignal;
2035 Dali::Actor::OnRelayoutSignalType mOnRelayoutSignal;
2036 DevelActor::VisibilityChangedSignalType mVisibilityChangedSignal;
2037 Dali::Actor::LayoutDirectionChangedSignalType mLayoutDirectionChangedSignal;
2038 DevelActor::ChildChangedSignalType mChildAddedSignal;
2039 DevelActor::ChildChangedSignalType mChildRemovedSignal;
2040 DevelActor::ChildOrderChangedSignalType mChildOrderChangedSignal;
2042 Quaternion mTargetOrientation; ///< Event-side storage for orientation
2043 Vector4 mTargetColor; ///< Event-side storage for color
2044 Vector3 mTargetSize; ///< Event-side storage for size (not a pointer as most actors will have a size)
2045 Vector3 mTargetPosition; ///< Event-side storage for position (not a pointer as most actors will have a position)
2046 Vector3 mTargetScale; ///< Event-side storage for scale
2047 Vector3 mAnimatedSize; ///< Event-side storage for size animation
2048 Vector2 mTouchArea; ///< touch area
2050 std::string mName; ///< Name of the actor
2051 uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
2052 int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
2053 uint16_t mUseAnimatedSize; ///< Whether the size is animated.
2055 const bool mIsRoot : 1; ///< Flag to identify the root actor
2056 const bool mIsLayer : 1; ///< Flag to identify that this is a layer
2057 bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
2058 bool mSensitive : 1; ///< Whether the actor emits touch event signals
2059 bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
2060 bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
2061 bool mOnSceneSignalled : 1; ///< Set to true before OnSceneConnection signal is emitted, and false before OnSceneDisconnection
2062 bool mInsideOnSizeSet : 1; ///< Whether we are inside OnSizeSet
2063 bool mInheritPosition : 1; ///< Cached: Whether the parent's position should be inherited.
2064 bool mInheritOrientation : 1; ///< Cached: Whether the parent's orientation should be inherited.
2065 bool mInheritScale : 1; ///< Cached: Whether the parent's scale should be inherited.
2066 bool mPositionUsesAnchorPoint : 1; ///< Cached: Whether the position uses the anchor point or not.
2067 bool mVisible : 1; ///< Cached: Whether the actor is visible or not.
2068 bool mInheritLayoutDirection : 1; ///< Whether the actor inherits the layout direction from parent.
2069 bool mCaptureAllTouchAfterStart : 1; ///< Whether the actor should capture all touch after touch starts even if the motion moves outside of the actor area.
2070 LayoutDirection::Type mLayoutDirection : 2; ///< Layout direction, Left to Right or Right to Left.
2071 DrawMode::Type mDrawMode : 3; ///< Cached: How the actor and its children should be drawn
2072 ColorMode mColorMode : 3; ///< Cached: Determines whether mWorldColor is inherited
2073 ClippingMode::Type mClippingMode : 3; ///< Cached: Determines which clipping mode (if any) to use.
2077 static ActorContainer mNullChildren; ///< Empty container (shared by all actors, returned by GetChildren() const)
2079 struct PropertyHandler;
2082 } // namespace Internal
2084 // Helpers for public-api forwarding methods
2086 inline Internal::Actor& GetImplementation( Dali::Actor& actor )
2088 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2090 BaseObject& handle = actor.GetBaseObject();
2092 return static_cast< Internal::Actor& >( handle );
2095 inline const Internal::Actor& GetImplementation( const Dali::Actor& actor )
2097 DALI_ASSERT_ALWAYS( actor && "Actor handle is empty" );
2099 const BaseObject& handle = actor.GetBaseObject();
2101 return static_cast< const Internal::Actor& >( handle );
2106 #endif // DALI_INTERNAL_ACTOR_H