2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
22 #include <dali/integration-api/system-overlay.h>
23 #include <dali/public-api/actors/layer.h>
24 #include <dali/public-api/math/vector2.h>
25 #include <dali/public-api/math/vector4.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/internal/event/actors/actor-impl.h>
28 #include <dali/internal/event/actors/camera-actor-impl.h>
29 #include <dali/internal/event/actors/image-actor-impl.h>
30 #include <dali/internal/event/actors/layer-impl.h>
31 #include <dali/internal/event/actors/layer-list.h>
32 #include <dali/internal/event/common/system-overlay-impl.h>
33 #include <dali/internal/event/common/stage-impl.h>
34 #include <dali/internal/event/common/projection.h>
35 #include <dali/internal/event/images/frame-buffer-image-impl.h>
36 #include <dali/internal/event/render-tasks/render-task-impl.h>
37 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
45 namespace HitTestAlgorithm
57 distance( std::numeric_limits<float>::max() ),
58 depth( std::numeric_limits<int>::min() )
62 Actor *actor; ///< the actor hit. (if actor hit, then initialised)
63 float x; ///< x position of hit (only valid if actor valid)
64 float y; ///< y position of hit (only valid if actor valid)
65 float distance; ///< distance from ray origin to hit actor
66 int depth; ///< depth index of this actor
71 * Creates an Actor handle so that a HitTestFunction provided via the public API can be called.
73 struct HitTestFunctionWrapper : public HitTestInterface
78 * @param[in] func HitTestFunction to call with an Actor handle.
80 HitTestFunctionWrapper( Dali::HitTestAlgorithm::HitTestFunction func )
85 virtual bool IsActorHittable( Actor* actor )
87 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
90 virtual bool DescendActorHierarchy( Actor* actor )
92 return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
95 virtual bool DoesLayerConsumeHit( Layer* layer )
97 // Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
98 // where the caller may want to check for something completely different.
99 // TODO: Should provide a means to let caller decide. For now do not allow layers to consume
103 Dali::HitTestAlgorithm::HitTestFunction mFunc;
107 * Used in the hit-test algorithm to check whether the actor is touchable.
108 * It is used by the touch event processor.
110 struct ActorTouchableCheck : public HitTestInterface
112 virtual bool IsActorHittable( Actor* actor )
114 return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
115 actor->IsHittable(); // Is actor sensitive, visible and on the scene?
118 virtual bool DescendActorHierarchy( Actor* actor )
120 return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
121 actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
124 virtual bool DoesLayerConsumeHit( Layer* layer )
126 return layer->IsTouchConsumed();
131 * Check to see if the actor we're about to hit test is exclusively owned by another rendertask?
133 bool IsActorExclusiveToAnotherRenderTask( const Actor& actor,
134 const RenderTask& renderTask,
135 const Vector< RenderTaskList::Exclusive >& exclusives )
138 if ( exclusives.Size() )
140 for ( Vector< RenderTaskList::Exclusive >::Iterator exclusiveIt = exclusives.Begin(); exclusives.End() != exclusiveIt; ++exclusiveIt )
142 if ( exclusiveIt->renderTaskPtr != &renderTask )
144 if ( exclusiveIt->actorPtr == &actor )
155 * Recursively hit test all the actors, without crossing into other layers.
156 * This algorithm performs a Depth-First-Search (DFS) on all Actors within Layer.
157 * Hit-Testing each Actor, noting the distance from the Ray-Origin (3D origin
158 * of touch vector). The closest Hit-Tested Actor is that which is returned.
159 * Exceptions to this rule are:
160 * - When comparing against renderable parents, if Actor is the same distance
161 * or closer than it's renderable parent, then it takes priority.
163 HitActor HitTestWithinLayer( Actor& actor,
164 const RenderTask& renderTask,
165 const Vector< RenderTaskList::Exclusive >& exclusives,
166 const Vector4& rayOrigin,
167 const Vector4& rayDir,
168 float& nearClippingPlane,
169 float& farClippingPlane,
170 HitTestInterface& hitCheck,
171 bool& stencilOnLayer,
173 bool parentIsStencil,
178 if ( IsActorExclusiveToAnotherRenderTask( actor, renderTask, exclusives ) )
183 // Children should inherit the stencil draw mode
184 bool isStencil = parentIsStencil;
186 if ( actor.GetDrawMode() == DrawMode::STENCIL && actor.IsVisible() )
189 stencilOnLayer = true;
192 // If we are a stencil or hittable...
193 if ( isStencil || hitCheck.IsActorHittable( &actor ) )
195 Vector3 size( actor.GetCurrentSize() );
197 if ( size.x > 0.0f && size.y > 0.0f && // Ensure the actor has a valid size.
198 actor.RaySphereTest( rayOrigin, rayDir ) ) // Perform quicker ray sphere test to see if our ray is close to the actor.
200 Vector4 hitPointLocal;
203 // Finally, perform a more accurate ray test to see if our ray actually hits the actor.
204 if( actor.RayActorTest( rayOrigin, rayDir, hitPointLocal, distance ) )
206 if( distance >= nearClippingPlane && distance <= farClippingPlane )
208 // If the hit has happened on a stencil then register, but don't record as hit result
216 hit.x = hitPointLocal.x;
217 hit.y = hitPointLocal.y;
218 hit.distance = distance;
219 hit.depth = actor.GetHierarchyDepth() * Dali::Layer::TREE_DEPTH_MULTIPLIER;
221 // Is this actor an Image Actor or contains a renderer?
222 if ( ImageActor* imageActor = dynamic_cast< ImageActor* >( &actor ) )
224 hit.depth += imageActor->GetDepthIndex();
226 else if ( actor.GetRendererCount() )
228 hit.depth += actor.GetRendererAt( 0 ).GetDepthIndex();
236 // If we are a stencil (or a child of a stencil) and we have already ascertained that the stencil has been hit then there is no need to hit-test the children of this stencil-actor
237 if ( isStencil && stencilHit )
242 // Find a child hit, until we run out of actors in the current layer.
244 if( actor.GetChildCount() > 0 )
246 childHit.distance = std::numeric_limits<float>::max();
247 childHit.depth = std::numeric_limits<int>::min();
248 ActorContainer& children = actor.GetChildrenInternal();
250 // Hit test ALL children and calculate their distance.
251 bool parentIsRenderable = actor.IsRenderable();
253 for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
255 // Descend tree only if...
256 if ( !(*iter)->IsLayer() && // Child is NOT a layer, hit testing current layer only or Child is not a layer and we've inherited the stencil draw mode
257 ( isStencil || hitCheck.DescendActorHierarchy( ( *iter ).Get() ) ) ) // We are a stencil OR we can descend into child hierarchy
259 HitActor currentHit( HitTestWithinLayer( (*iter->Get()),
272 bool updateChildHit = false;
273 if ( currentHit.distance >= 0.0f )
277 updateChildHit = ( ( currentHit.depth > childHit.depth ) ||
278 ( ( currentHit.depth == childHit.depth ) && ( currentHit.distance < childHit.distance ) ) );
282 updateChildHit = currentHit.depth >= childHit.depth;
286 if ( updateChildHit )
288 if( !parentIsRenderable || currentHit.depth > hit.depth ||
289 ( layerIs3d && ( currentHit.depth == hit.depth && currentHit.distance < hit.distance )) )
291 childHit = currentHit;
297 return ( childHit.actor ) ? childHit : hit;
301 * Return true if actor is sourceActor or a descendent of sourceActor
303 bool IsWithinSourceActors( const Actor& sourceActor, const Actor& actor )
305 if ( &sourceActor == &actor )
311 Actor* parent = actor.GetParent();
314 return IsWithinSourceActors( sourceActor, *parent );
318 // Not within source actors
323 * Returns true if the layer and all of the layer's parents are visible and sensitive.
325 inline bool IsActuallyHittable( Layer& layer, const Vector2& screenCoordinates, const Vector2& stageSize, HitTestInterface& hitCheck )
327 bool hittable( true );
329 if(layer.IsClipping())
331 ClippingBox box = layer.GetClippingBox();
333 if( screenCoordinates.x < box.x ||
334 screenCoordinates.x > box.x + box.width ||
335 screenCoordinates.y < stageSize.y - (box.y + box.height) ||
336 screenCoordinates.y > stageSize.y - box.y)
338 // Not touchable if clipping is enabled in the layer and the screen coordinate is outside the clip region.
345 Actor* actor( &layer );
347 // Ensure that we can descend into the layer's (or any of its parent's) hierarchy.
348 while ( actor && hittable )
350 if ( ! hitCheck.DescendActorHierarchy( actor ) )
355 actor = actor->GetParent();
363 * Gets the near and far clipping planes of the camera from which the scene is viewed in the render task.
365 void GetCameraClippingPlane( RenderTask& renderTask, float& nearClippingPlane, float& farClippingPlane )
367 CameraActor* cameraActor = renderTask.GetCameraActor();
368 nearClippingPlane = cameraActor->GetNearClippingPlane();
369 farClippingPlane = cameraActor->GetFarClippingPlane();
373 * Hit test a RenderTask
375 bool HitTestRenderTask( const Vector< RenderTaskList::Exclusive >& exclusives,
378 RenderTask& renderTask,
379 Vector2 screenCoordinates,
381 HitTestInterface& hitCheck )
383 if ( renderTask.IsHittable( screenCoordinates ) )
386 renderTask.GetViewport( viewport );
387 if( screenCoordinates.x < viewport.x ||
388 screenCoordinates.x > viewport.x + viewport.width ||
389 screenCoordinates.y < viewport.y ||
390 screenCoordinates.y > viewport.y + viewport.height )
392 // The screen coordinate is outside the viewport of render task. The viewport clips all layers.
396 float nearClippingPlane, farClippingPlane;
397 GetCameraClippingPlane(renderTask, nearClippingPlane, farClippingPlane);
399 // Determine the layer depth of the source actor
400 Actor* sourceActor( renderTask.GetSourceActor() );
403 Dali::Layer layer( sourceActor->GetLayer() );
406 const unsigned int sourceActorDepth( layer.GetDepth() );
408 CameraActor* cameraActor = renderTask.GetCameraActor();
409 bool pickingPossible = cameraActor->BuildPickingRay(
413 results.rayDirection );
414 if( !pickingPossible )
419 // Hit test starting with the top layer, working towards the bottom layer.
421 bool stencilOnLayer = false;
422 bool stencilHit = false;
423 bool layerConsumesHit = false;
425 const Vector2& stageSize = stage.GetSize();
427 for (int i=layers.GetLayerCount()-1; i>=0 && !(hit.actor); --i)
429 Layer* layer( layers.GetLayer(i) );
430 HitActor previousHit = hit;
431 stencilOnLayer = false;
434 // Ensure layer is touchable (also checks whether ancestors are also touchable)
435 if ( IsActuallyHittable ( *layer, screenCoordinates, stageSize, hitCheck ) )
437 // Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
438 if ( sourceActorDepth == static_cast<unsigned int>(i) )
440 // Recursively hit test the source actor & children, without crossing into other layers.
441 hit = HitTestWithinLayer( *sourceActor,
445 results.rayDirection,
452 layer->GetBehavior() == Dali::Layer::LAYER_3D);
454 else if ( IsWithinSourceActors( *sourceActor, *layer ) )
456 // Recursively hit test all the actors, without crossing into other layers.
457 hit = HitTestWithinLayer( *layer,
461 results.rayDirection,
468 layer->GetBehavior() == Dali::Layer::LAYER_3D);
471 // If a stencil on this layer hasn't been hit, then discard hit results for this layer if our current hit actor is renderable
472 if ( stencilOnLayer && !stencilHit &&
473 hit.actor && hit.actor->IsRenderable() )
478 // If this layer is set to consume the hit, then do not check any layers behind it
479 if ( hitCheck.DoesLayerConsumeHit( layer ) )
481 layerConsumesHit = true;
488 results.renderTask = Dali::RenderTask(&renderTask);
489 results.actor = Dali::Actor(hit.actor);
490 results.actorCoordinates.x = hit.x;
491 results.actorCoordinates.y = hit.y;
492 return true; // Success
494 else if ( layerConsumesHit )
496 return true; // Also success if layer is consuming the hit
505 * Iterate through RenderTaskList and perform hit test.
507 * @return true if we have a hit, false otherwise
509 bool HitTestForEachRenderTask( Stage& stage,
511 RenderTaskList& taskList,
512 const Vector2& screenCoordinates,
514 HitTestInterface& hitCheck )
516 RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
517 RenderTaskList::RenderTaskContainer::reverse_iterator endIter = tasks.rend();
519 const Vector< RenderTaskList::Exclusive >& exclusives = taskList.GetExclusivesList();
521 // Check onscreen tasks before offscreen ones, hit test order should be reverse of draw order (see ProcessRenderTasks() where offscreen tasks are drawn first).
524 for ( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
526 RenderTask& renderTask = GetImplementation( *iter );
527 Dali::FrameBufferImage frameBufferImage = renderTask.GetTargetFrameBuffer();
529 // Note that if frameBufferImage is NULL we are using the default (on screen) render target
532 ResourceId id = GetImplementation(frameBufferImage).GetResourceId();
542 if ( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
544 // Return true when an actor is hit (or layer in our render-task consumes the hit)
545 return true; // don't bother checking off screen tasks
550 for ( RenderTaskList::RenderTaskContainer::reverse_iterator iter = tasks.rbegin(); endIter != iter; ++iter )
552 RenderTask& renderTask = GetImplementation( *iter );
553 Dali::FrameBufferImage frameBufferImage = renderTask.GetTargetFrameBuffer();
555 // Note that if frameBufferImage is NULL we are using the default (on screen) render target
558 ResourceId id = GetImplementation(frameBufferImage).GetResourceId();
567 if ( HitTestRenderTask( exclusives, stage, layers, renderTask, screenCoordinates, results, hitCheck ) )
569 // Return true when an actor is hit (or a layer in our render-task consumes the hit)
577 } // unnamed namespace
579 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
581 bool wasHit( false );
582 // Hit-test the regular on-stage actors
583 RenderTaskList& taskList = stage.GetRenderTaskList();
584 LayerList& layerList = stage.GetLayerList();
586 Results hitTestResults;
587 HitTestFunctionWrapper hitTestFunctionWrapper( func );
588 if ( HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
590 results.actor = hitTestResults.actor;
591 results.actorCoordinates = hitTestResults.actorCoordinates;
597 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results, HitTestInterface& hitTestInterface )
599 bool wasHit( false );
601 // Hit-test the system-overlay actors first
602 SystemOverlay* systemOverlay = stage.GetSystemOverlayInternal();
606 RenderTaskList& overlayTaskList = systemOverlay->GetOverlayRenderTasks();
607 LayerList& overlayLayerList = systemOverlay->GetLayerList();
609 wasHit = HitTestForEachRenderTask( stage, overlayLayerList, overlayTaskList, screenCoordinates, results, hitTestInterface );
612 // Hit-test the regular on-stage actors
615 RenderTaskList& taskList = stage.GetRenderTaskList();
616 LayerList& layerList = stage.GetLayerList();
618 wasHit = HitTestForEachRenderTask( stage, layerList, taskList, screenCoordinates, results, hitTestInterface );
623 bool HitTest( Stage& stage, const Vector2& screenCoordinates, Results& results )
625 ActorTouchableCheck actorTouchableCheck;
626 return HitTest( stage, screenCoordinates, results, actorTouchableCheck );
629 bool HitTest( Stage& stage, RenderTask& renderTask, const Vector2& screenCoordinates,
630 Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
632 bool wasHit( false );
633 Results hitTestResults;
635 const Vector< RenderTaskList::Exclusive >& exclusives = stage.GetRenderTaskList().GetExclusivesList();
636 HitTestFunctionWrapper hitTestFunctionWrapper( func );
637 if ( HitTestRenderTask( exclusives, stage, stage.GetLayerList(), renderTask, screenCoordinates, hitTestResults, hitTestFunctionWrapper ) )
639 results.actor = hitTestResults.actor;
640 results.actorCoordinates = hitTestResults.actorCoordinates;
646 } // namespace HitTestAlgorithm
648 } // namespace Internal