Move new mesh API to devel-api
[platform/core/uifw/dali-core.git] / dali / public-api / actors / actor.cpp
1 /*
2  * Copyright (c) 2015 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/public-api/actors/actor.h>
20
21 // INTERNAL INCLUDES
22 #include <dali/public-api/actors/layer.h>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/common/dali-common.h>
25 #include <dali/public-api/math/radian.h>
26 #include <dali/public-api/math/vector2.h>
27
28 #include <dali/internal/event/actors/actor-impl.h>
29 #include <dali/internal/event/actors/layer-impl.h>
30 #include <dali/internal/event/rendering/renderer-impl.h>
31 #include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
32 #include <dali/internal/event/animation/constraint-impl.h>
33 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
34
35 namespace Dali
36 {
37
38 Actor::Actor()
39 {
40 }
41
42 Actor Actor::New()
43 {
44   Internal::ActorPtr internal = Internal::Actor::New();
45
46   return Actor(internal.Get());
47 }
48
49 Actor Actor::DownCast( BaseHandle handle )
50 {
51   return Actor( dynamic_cast<Dali::Internal::Actor*>(handle.GetObjectPtr()) );
52 }
53
54 Actor::~Actor()
55 {
56 }
57
58 Actor::Actor(const Actor& copy)
59 : Handle(copy)
60 {
61 }
62
63 Actor& Actor::operator=(const Actor& rhs)
64 {
65   BaseHandle::operator=(rhs);
66   return *this;
67 }
68
69 const std::string& Actor::GetName() const
70 {
71   return GetImplementation(*this).GetName();
72 }
73
74 void Actor::SetName(const std::string& name)
75 {
76   GetImplementation(*this).SetName(name);
77 }
78
79 unsigned int Actor::GetId() const
80 {
81   return GetImplementation(*this).GetId();
82 }
83
84 bool Actor::IsRoot() const
85 {
86   return GetImplementation(*this).IsRoot();
87 }
88
89 bool Actor::OnStage() const
90 {
91   return GetImplementation(*this).OnStage();
92 }
93
94 bool Actor::IsLayer() const
95 {
96   return GetImplementation(*this).IsLayer();
97 }
98
99 Layer Actor::GetLayer()
100 {
101   return GetImplementation(*this).GetLayer();
102 }
103
104 void Actor::Add(Actor actor)
105 {
106   GetImplementation(*this).Add(GetImplementation(actor));
107 }
108
109 void Actor::Insert(unsigned int index, Actor actor)
110 {
111   GetImplementation(*this).Insert(index, GetImplementation(actor));
112 }
113
114 void Actor::Remove(Actor actor)
115 {
116   GetImplementation(*this).Remove(GetImplementation(actor));
117 }
118
119 void Actor::Unparent()
120 {
121   GetImplementation(*this).Unparent();
122 }
123
124 unsigned int Actor::GetChildCount() const
125 {
126   return GetImplementation(*this).GetChildCount();
127 }
128
129 Actor Actor::GetChildAt(unsigned int index) const
130 {
131   return GetImplementation(*this).GetChildAt(index);
132 }
133
134 Actor Actor::FindChildByName(const std::string& actorName)
135 {
136   Internal::ActorPtr child = GetImplementation(*this).FindChildByName(actorName);
137   return Actor(child.Get());
138 }
139
140 Actor Actor::FindChildById(const unsigned int id)
141 {
142   Internal::ActorPtr child = GetImplementation(*this).FindChildById(id);
143   return Actor(child.Get());
144 }
145
146 Actor Actor::GetParent() const
147 {
148   Internal::Actor* parent = GetImplementation(*this).GetParent();
149
150   return Actor(parent);
151 }
152
153 void Actor::SetParentOrigin(const Vector3& origin)
154 {
155   GetImplementation(*this).SetParentOrigin(origin);
156 }
157
158 Vector3 Actor::GetCurrentParentOrigin() const
159 {
160   return GetImplementation(*this).GetCurrentParentOrigin();
161 }
162
163 void Actor::SetAnchorPoint(const Vector3& anchorPoint)
164 {
165   GetImplementation(*this).SetAnchorPoint(anchorPoint);
166 }
167
168 Vector3 Actor::GetCurrentAnchorPoint() const
169 {
170   return GetImplementation(*this).GetCurrentAnchorPoint();
171 }
172
173 void Actor::SetSize(float width, float height)
174 {
175   GetImplementation(*this).SetSize(width, height);
176 }
177
178 void Actor::SetSize(float width, float height, float depth)
179 {
180   GetImplementation(*this).SetSize(width, height, depth);
181 }
182
183 void Actor::SetSize(const Vector2& size)
184 {
185   GetImplementation(*this).SetSize( size );
186 }
187
188 void Actor::SetSize(const Vector3& size)
189 {
190   GetImplementation(*this).SetSize( size );
191 }
192
193 Vector3 Actor::GetTargetSize() const
194 {
195   return GetImplementation(*this).GetTargetSize();
196 }
197
198 Vector3 Actor::GetCurrentSize() const
199 {
200   return GetImplementation(*this).GetCurrentSize();
201 }
202
203 Vector3 Actor::GetNaturalSize() const
204 {
205   return GetImplementation(*this).GetNaturalSize();
206 }
207
208 void Actor::SetPosition(float x, float y)
209 {
210   GetImplementation(*this).SetPosition(x, y);
211 }
212
213 void Actor::SetPosition(float x, float y, float z)
214 {
215   GetImplementation(*this).SetPosition(x, y, z);
216 }
217
218 void Actor::SetPosition(const Vector3& position)
219 {
220   GetImplementation(*this).SetPosition(position);
221 }
222
223 void Actor::SetX(float x)
224 {
225   GetImplementation(*this).SetX(x);
226 }
227
228 void Actor::SetY(float y)
229 {
230   GetImplementation(*this).SetY(y);
231 }
232
233 void Actor::SetZ(float z)
234 {
235   GetImplementation(*this).SetZ(z);
236 }
237
238 void Actor::TranslateBy(const Vector3& distance)
239 {
240   GetImplementation(*this).TranslateBy(distance);
241 }
242
243 Vector3 Actor::GetCurrentPosition() const
244 {
245   return GetImplementation(*this).GetCurrentPosition();
246 }
247
248 Vector3 Actor::GetCurrentWorldPosition() const
249 {
250   return GetImplementation(*this).GetCurrentWorldPosition();
251 }
252
253 void Actor::SetPositionInheritanceMode( PositionInheritanceMode mode )
254 {
255   GetImplementation(*this).SetPositionInheritanceMode( mode );
256 }
257
258 PositionInheritanceMode Actor::GetPositionInheritanceMode() const
259 {
260   return GetImplementation(*this).GetPositionInheritanceMode();
261 }
262
263 void Actor::SetOrientation(const Radian& angle, const Vector3& axis)
264 {
265   GetImplementation(*this).SetOrientation(angle, axis);
266 }
267
268 void Actor::SetOrientation(const Quaternion& orientation)
269 {
270   GetImplementation(*this).SetOrientation(orientation);
271 }
272
273 void Actor::RotateBy(const Radian& angle, const Vector3& axis)
274 {
275   GetImplementation(*this).RotateBy(angle, axis);
276 }
277
278 void Actor::RotateBy(const Quaternion& relativeRotation)
279 {
280   GetImplementation(*this).RotateBy(relativeRotation);
281 }
282
283 Quaternion Actor::GetCurrentOrientation() const
284 {
285   return GetImplementation(*this).GetCurrentOrientation();
286 }
287
288 void Actor::SetInheritOrientation(bool inherit)
289 {
290   GetImplementation(*this).SetInheritOrientation(inherit);
291 }
292
293 bool Actor::IsOrientationInherited() const
294 {
295   return GetImplementation(*this).IsOrientationInherited();
296 }
297
298 Quaternion Actor::GetCurrentWorldOrientation() const
299 {
300   return GetImplementation(*this).GetCurrentWorldOrientation();
301 }
302
303 void Actor::SetScale(float scale)
304 {
305   GetImplementation(*this).SetScale(scale);
306 }
307
308 void Actor::SetScale(float scaleX, float scaleY, float scaleZ)
309 {
310   GetImplementation(*this).SetScale(scaleX, scaleY, scaleZ);
311 }
312
313 void Actor::SetScale(const Vector3& scale)
314 {
315   GetImplementation(*this).SetScale(scale);
316 }
317
318 void Actor::ScaleBy(const Vector3& relativeScale)
319 {
320   GetImplementation(*this).ScaleBy(relativeScale);
321 }
322
323 Vector3 Actor::GetCurrentScale() const
324 {
325   return GetImplementation(*this).GetCurrentScale();
326 }
327
328 Vector3 Actor::GetCurrentWorldScale() const
329 {
330   return GetImplementation(*this).GetCurrentWorldScale();
331 }
332
333 void Actor::SetInheritScale( bool inherit )
334 {
335   GetImplementation(*this).SetInheritScale( inherit );
336 }
337
338 bool Actor::IsScaleInherited() const
339 {
340   return GetImplementation(*this).IsScaleInherited();
341 }
342
343 void Actor::SetSizeModeFactor(const Vector3& factor)
344 {
345   GetImplementation(*this).SetSizeModeFactor(factor);
346 }
347
348 Vector3 Actor::GetSizeModeFactor() const
349 {
350   return GetImplementation(*this).GetSizeModeFactor();
351 }
352
353 Matrix Actor::GetCurrentWorldMatrix() const
354 {
355   return GetImplementation(*this).GetCurrentWorldMatrix();
356 }
357
358 void Actor::SetVisible(bool visible)
359 {
360   GetImplementation(*this).SetVisible(visible);
361 }
362
363 bool Actor::IsVisible() const
364 {
365   return GetImplementation(*this).IsVisible();
366 }
367
368 void Actor::SetOpacity(float opacity)
369 {
370   GetImplementation(*this).SetOpacity(opacity);
371 }
372
373 float Actor::GetCurrentOpacity() const
374 {
375   return GetImplementation(*this).GetCurrentOpacity();
376 }
377
378 void Actor::SetColor(const Vector4& color)
379 {
380   GetImplementation(*this).SetColor(color);
381 }
382
383 Vector4 Actor::GetCurrentColor() const
384 {
385   return GetImplementation(*this).GetCurrentColor();
386 }
387
388 void Actor::SetColorMode( ColorMode colorMode )
389 {
390   GetImplementation(*this).SetColorMode(colorMode);
391 }
392
393 ColorMode Actor::GetColorMode() const
394 {
395   return GetImplementation(*this).GetColorMode();
396 }
397
398 Vector4 Actor::GetCurrentWorldColor() const
399 {
400   return GetImplementation(*this).GetCurrentWorldColor();
401 }
402
403 void Actor::SetDrawMode( DrawMode::Type drawMode )
404 {
405   GetImplementation(*this).SetDrawMode( drawMode );
406 }
407
408 DrawMode::Type Actor::GetDrawMode() const
409 {
410   return GetImplementation(*this).GetDrawMode();
411 }
412
413 void Actor::SetSensitive(bool sensitive)
414 {
415   GetImplementation(*this).SetSensitive(sensitive);
416 }
417
418 bool Actor::IsSensitive() const
419 {
420   return GetImplementation(*this).IsSensitive();
421 }
422
423 bool Actor::ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const
424 {
425   return GetImplementation(*this).ScreenToLocal(localX, localY, screenX, screenY);
426 }
427
428 void Actor::SetLeaveRequired(bool required)
429 {
430   GetImplementation(*this).SetLeaveRequired(required);
431 }
432
433 bool Actor::GetLeaveRequired() const
434 {
435   return GetImplementation(*this).GetLeaveRequired();
436 }
437
438 void Actor::SetKeyboardFocusable( bool focusable )
439 {
440   GetImplementation(*this).SetKeyboardFocusable(focusable);
441 }
442
443 bool Actor::IsKeyboardFocusable() const
444 {
445   return GetImplementation(*this).IsKeyboardFocusable();
446 }
447
448 void Actor::SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension )
449 {
450   GetImplementation(*this).SetResizePolicy( policy, dimension );
451 }
452
453 ResizePolicy::Type Actor::GetResizePolicy( Dimension::Type dimension ) const
454 {
455   return GetImplementation(*this).GetResizePolicy( dimension );
456 }
457
458 void Actor::SetSizeScalePolicy( SizeScalePolicy::Type policy )
459 {
460   GetImplementation(*this).SetSizeScalePolicy( policy );
461 }
462
463 SizeScalePolicy::Type Actor::GetSizeScalePolicy() const
464 {
465   return GetImplementation(*this).GetSizeScalePolicy();
466 }
467
468 float Actor::GetHeightForWidth( float width )
469 {
470   return GetImplementation(*this).GetHeightForWidth( width );
471 }
472
473 float Actor::GetWidthForHeight( float height )
474 {
475   return GetImplementation(*this).GetWidthForHeight( height );
476 }
477
478 float Actor::GetRelayoutSize( Dimension::Type dimension ) const
479 {
480   return GetImplementation(*this).GetRelayoutSize( dimension );
481 }
482
483 void Actor::SetPadding( const Padding& padding )
484 {
485   Internal::Actor& impl = GetImplementation(*this);
486
487   Vector2 widthPadding( padding.left, padding.right );
488   impl.SetPadding( widthPadding, Dimension::WIDTH );
489
490   Vector2 heightPadding( padding.bottom, padding.top );
491   impl.SetPadding( heightPadding, Dimension::HEIGHT );
492 }
493
494 void Actor::GetPadding( Padding& paddingOut ) const
495 {
496   const Internal::Actor& impl = GetImplementation(*this);
497
498   Vector2 widthPadding = impl.GetPadding( Dimension::WIDTH );
499   Vector2 heightPadding = impl.GetPadding( Dimension::HEIGHT );
500
501   paddingOut.left = widthPadding.x;
502   paddingOut.right = widthPadding.y;
503   paddingOut.bottom = heightPadding.x;
504   paddingOut.top = heightPadding.y;
505 }
506
507 void Actor::SetMinimumSize( const Vector2& size )
508 {
509   Internal::Actor& impl = GetImplementation(*this);
510
511   impl.SetMinimumSize( size.x, Dimension::WIDTH );
512   impl.SetMinimumSize( size.y, Dimension::HEIGHT );
513 }
514
515 Vector2 Actor::GetMinimumSize()
516 {
517   Internal::Actor& impl = GetImplementation(*this);
518
519   return Vector2( impl.GetMinimumSize( Dimension::WIDTH ), impl.GetMinimumSize( Dimension::HEIGHT ) );
520 }
521
522 void Actor::SetMaximumSize( const Vector2& size )
523 {
524   Internal::Actor& impl = GetImplementation(*this);
525
526   impl.SetMaximumSize( size.x, Dimension::WIDTH );
527   impl.SetMaximumSize( size.y, Dimension::HEIGHT );
528 }
529
530 Vector2 Actor::GetMaximumSize()
531 {
532   Internal::Actor& impl = GetImplementation(*this);
533
534   return Vector2( impl.GetMaximumSize( Dimension::WIDTH ), impl.GetMaximumSize( Dimension::HEIGHT ) );
535 }
536
537 Actor::TouchSignalType& Actor::TouchedSignal()
538 {
539   return GetImplementation(*this).TouchedSignal();
540 }
541
542 Actor::HoverSignalType& Actor::HoveredSignal()
543 {
544   return GetImplementation(*this).HoveredSignal();
545 }
546
547 Actor::WheelEventSignalType& Actor::WheelEventSignal()
548 {
549   return GetImplementation(*this).WheelEventSignal();
550 }
551
552 Actor::OnStageSignalType& Actor::OnStageSignal()
553 {
554   return GetImplementation(*this).OnStageSignal();
555 }
556
557 Actor::OffStageSignalType& Actor::OffStageSignal()
558 {
559   return GetImplementation(*this).OffStageSignal();
560 }
561
562 unsigned int Actor::AddRenderer( Renderer& renderer )
563 {
564   return GetImplementation(*this).AddRenderer( GetImplementation( renderer ) );
565 }
566
567 unsigned int Actor::GetRendererCount() const
568 {
569   return GetImplementation(*this).GetRendererCount();
570 }
571
572 Renderer Actor::GetRendererAt( unsigned int index )
573 {
574   return Renderer( &GetImplementation(*this).GetRendererAt( index ) );
575 }
576
577 void Actor::RemoveRenderer( Renderer& renderer )
578 {
579   GetImplementation(*this).RemoveRenderer( GetImplementation( renderer ) );
580 }
581
582 void Actor::RemoveRenderer( unsigned int index )
583 {
584   GetImplementation(*this).RemoveRenderer( index );
585 }
586
587 Actor::OnRelayoutSignalType& Actor::OnRelayoutSignal()
588 {
589   return GetImplementation(*this).OnRelayoutSignal();
590 }
591
592 Actor::Actor(Internal::Actor* internal)
593 : Handle(internal)
594 {
595 }
596
597 void UnparentAndReset( Actor& actor )
598 {
599   if( actor )
600   {
601     actor.Unparent();
602     actor.Reset();
603   }
604 }
605
606 } // namespace Dali