1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 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-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
34 * @addtogroup dali_core_actors
38 namespace Internal DALI_INTERNAL
57 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
60 * @brief Actor is the primary object with which Dali applications interact.
62 * UI controls can be built by combining multiple actors.
64 * <h3>Multi-Touch Events:</h3>
66 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
68 * <i>Hit Testing Rules Summary:</i>
70 * - An actor is only hittable if the actor's touch or hover signal has a connection.
71 * - An actor is only hittable when it is between the camera's near and far planes.
72 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
73 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
74 * - To be hittable, an actor must have a non-zero size.
75 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
77 * <i>Hit Test Algorithm:</i>
80 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
81 * - Stage's root layer can be used to catch unconsumed touch events.
84 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
87 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
88 * layers until we have a hit or there are none left.
89 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
91 * - If they are not, we skip hit testing the actors in that layer altogether.
92 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
95 * - The final part of hit testing is performed by walking through the actor tree within a layer.
96 * - The following pseudocode shows the algorithm used:
98 * HIT-TEST-WITHIN-LAYER( ACTOR )
100 * // Only hit-test the actor and its children if it is sensitive and visible
101 * IF ( ACTOR-IS-SENSITIVE &&
102 * ACTOR-IS-VISIBLE &&
103 * ACTOR-IS-ON-STAGE )
105 * // Depth-first traversal within current layer, visiting parent first
107 * // Check whether current actor should be hit-tested.
108 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
109 * ACTOR-HAS-NON-ZERO-SIZE &&
110 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
112 * // Hit-test current actor
115 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
117 * // The current actor is the closest actor that was underneath the touch.
118 * LAST-HIT-ACTOR = CURRENT-ACTOR
123 * // Keep checking children, in case we hit something closer.
124 * FOR-EACH CHILD (in order)
126 * IF ( CHILD-IS-NOT-A-LAYER )
128 * // Continue traversal for this child's sub-tree
129 * HIT-TEST-WITHIN-LAYER ( CHILD )
131 * // else we skip hit-testing the child's sub-tree altogether.
136 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
137 * The overlay children take priority over their parents, and overlay siblings take priority
138 * over their previous siblings (i.e. reverse of rendering order):
148 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
150 * For more information, see SetDrawMode().
152 * <i>Touch or hover Event Delivery:</i>
155 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
156 * the parent's touch or hover signal is emitted, and so on.
157 * - The following pseudocode shows the delivery mechanism:
159 * EMIT-TOUCH-SIGNAL( ACTOR )
161 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
163 * // Only do the emission if touch signal of actor has connections.
164 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
167 * IF ( NOT-CONSUMED )
169 * // If event is not consumed then deliver it to the parent unless we reach the root actor
170 * IF ( ACTOR-PARENT )
172 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
177 * EMIT-HOVER-SIGNAL( ACTOR )
179 * IF ( HOVER-SIGNAL-NOT-EMPTY )
181 * // Only do the emission if hover signal of actor has connections.
182 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
185 * IF ( NOT-CONSUMED )
187 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
188 * IF ( ACTOR-PARENT )
190 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
195 * - If there are several touch points, then the delivery is only to the first touch point's hit
196 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
197 * other touch points.
198 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
201 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
202 * hit actor (primary hit actor).
203 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
204 * (only if it requires leave signals); see SetLeaveRequired().
206 * - Interrupted State
207 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
208 * actor's touch or hover signals are emitted with an "Interrupted" state.
209 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
210 * touch or hover signals are also emitted with an "Interrupted" state.
211 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
212 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
213 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
214 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
216 * <h3>Key Events:</h3>
218 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
223 * | %Signal Name | Method |
224 * |-------------------|------------------------------|
225 * | touched | @ref TouchedSignal() |
226 * | hovered | @ref HoveredSignal() |
227 * | wheelEvent | @ref WheelEventSignal() |
228 * | onStage | @ref OnStageSignal() |
229 * | offStage | @ref OffStageSignal() |
230 * | onRelayout | @ref OnRelayoutSignal() |
233 * | %Action Name | %Actor method called |
234 * |-------------------|------------------------------|
235 * | show | %SetVisible( true ) |
236 * | hide | %SetVisible( false ) |
240 class DALI_IMPORT_API Actor : public Handle
245 * @brief An enumeration of properties belonging to the Actor class.
252 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
253 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
254 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
255 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
256 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
257 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
258 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
259 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
260 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
261 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
262 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
263 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
264 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
265 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
266 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
267 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
268 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
269 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
270 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
271 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
272 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
273 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
274 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
275 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
276 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
277 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
278 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
279 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
280 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
281 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
282 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
283 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
284 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
285 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
286 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
287 NAME, ///< name "name", type std::string @SINCE_1_0.0
288 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
289 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
290 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
291 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
292 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
293 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
294 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
295 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
296 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
297 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
298 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
299 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type Boolean @SINCE_1_0.0
300 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type Boolean @SINCE_1_0.0
301 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
302 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
303 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
304 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
310 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
311 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
312 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
313 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
314 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
315 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
316 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
321 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
323 * Calling member functions with an uninitialized Actor handle is not allowed.
329 * @brief Create an initialized Actor.
332 * @return A handle to a newly allocated Dali resource.
337 * @brief Downcast a handle to Actor handle.
339 * If handle points to a Actor object the downcast produces valid
340 * handle. If not the returned handle is left uninitialized.
343 * @param[in] handle to An object
344 * @return handle to a Actor object or an uninitialized handle
346 static Actor DownCast( BaseHandle handle );
349 * @brief Dali::Actor is intended as a base class
351 * This is non-virtual since derived Handle types must not contain data or virtual methods.
357 * @brief Copy constructor
360 * @param [in] copy The actor to copy.
362 Actor(const Actor& copy);
365 * @brief Assignment operator
368 * @param [in] rhs The actor to copy.
369 * @return A reference to this
371 Actor& operator=(const Actor& rhs);
374 * @brief Retrieve the Actor's name.
377 * @return The Actor's name.
378 * @pre The Actor has been initialized.
380 const std::string& GetName() const;
383 * @brief Sets the Actor's name.
386 * @param [in] name The new name.
387 * @pre The Actor has been initialized.
389 void SetName(const std::string& name);
392 * @brief Retrieve the unique ID of the actor.
396 * @pre The Actor has been initialized.
398 unsigned int GetId() const;
403 * @brief Query whether an actor is the root actor, which is owned by the Stage.
406 * @return True if the actor is the root actor.
407 * @pre The Actor has been initialized.
412 * @brief Query whether the actor is connected to the Stage.
414 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
416 * @return True if the actor is connected to the Stage.
417 * @pre The Actor has been initialized.
418 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
420 bool OnStage() const;
423 * @brief Query whether the actor is of class Dali::Layer.
426 * @return True if the actor is a layer.
427 * @pre The Actor has been initialized.
429 bool IsLayer() const;
432 * @brief Gets the layer in which the actor is present.
435 * @return The layer, which will be uninitialized if the actor is off-stage.
436 * @pre The Actor has been initialized.
441 * @brief Adds a child Actor to this Actor.
444 * @param [in] child The child.
445 * @pre This Actor (the parent) has been initialized.
446 * @pre The child actor has been initialized.
447 * @pre The child actor is not the same as the parent actor.
448 * @pre The actor is not the Root actor.
449 * @post The child will be referenced by its parent. This means that the child will be kept alive,
450 * even if the handle passed into this method is reset or destroyed.
451 * @note if the child already has a parent, it will be removed from old parent
452 * and reparented to this actor. This may change childs position, color,
453 * scale etc as it now inherits them from this actor.
455 void Add(Actor child);
458 * @brief Removes a child Actor from this Actor.
460 * If the actor was not a child of this actor, this is a no-op.
462 * @param [in] child The child.
463 * @pre This Actor (the parent) has been initialized.
464 * @pre The child actor is not the same as the parent actor.
466 void Remove(Actor child);
469 * @brief Removes an actor from its parent.
471 * If the actor has no parent, this method does nothing.
473 * @pre The (child) actor has been initialized.
478 * @brief Retrieve the number of children held by the actor.
481 * @return The number of children
482 * @pre The Actor has been initialized.
484 unsigned int GetChildCount() const;
487 * @brief Retrieve and child actor by index.
490 * @param[in] index The index of the child to retrieve
491 * @return The actor for the given index or empty handle if children not initialised
492 * @pre The Actor has been initialized.
494 Actor GetChildAt(unsigned int index) const;
497 * @brief Search through this actor's hierarchy for an actor with the given name.
499 * The actor itself is also considered in the search.
501 * @param[in] actorName the name of the actor to find
502 * @return A handle to the actor if found, or an empty handle if not.
503 * @pre The Actor has been initialized.
505 Actor FindChildByName(const std::string& actorName);
508 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
510 * The actor itself is also considered in the search.
512 * @param[in] id the ID of the actor to find
513 * @return A handle to the actor if found, or an empty handle if not.
514 * @pre The Actor has been initialized.
516 Actor FindChildById(const unsigned int id);
519 * @brief Retrieve the actor's parent.
522 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
523 * @pre The actor has been initialized.
525 Actor GetParent() const;
530 * @brief Set the origin of an actor, within its parent's area.
532 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
533 * and (1.0, 1.0, 0.5) is the bottom-right corner.
534 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
535 * An actor position is the distance between this origin, and the actors anchor-point.
537 * @param [in] origin The new parent-origin.
538 * @pre The Actor has been initialized.
539 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
540 * @see Dali::ParentOrigin for predefined parent origin values
542 void SetParentOrigin(const Vector3& origin);
545 * @brief Retrieve the parent-origin of an actor.
548 * @return The current parent-origin.
549 * @pre The Actor has been initialized.
550 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
552 Vector3 GetCurrentParentOrigin() const;
555 * @brief Set the anchor-point of an actor.
557 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
558 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
559 * bottom-right corner. The default anchor point is
560 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
561 * An actor position is the distance between its parent-origin, and this anchor-point.
562 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
564 * @param [in] anchorPoint The new anchor-point.
565 * @pre The Actor has been initialized.
566 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
567 * @see Dali::AnchorPoint for predefined anchor point values
569 void SetAnchorPoint(const Vector3& anchorPoint);
572 * @brief Retrieve the anchor-point of an actor.
575 * @return The current anchor-point.
576 * @pre The Actor has been initialized.
577 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
579 Vector3 GetCurrentAnchorPoint() const;
582 * @brief Sets the size of an actor.
584 * Geometry can be scaled to fit within this area.
585 * This does not interfere with the actors scale factor.
586 * The actors default depth is the minimum of width & height.
588 * @param [in] width The new width.
589 * @param [in] height The new height.
590 * @pre The actor has been initialized.
591 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
593 void SetSize(float width, float height);
596 * @brief Sets the size of an actor.
598 * Geometry can be scaled to fit within this area.
599 * This does not interfere with the actors scale factor.
601 * @param [in] width The size of the actor along the x-axis.
602 * @param [in] height The size of the actor along the y-axis.
603 * @param [in] depth The size of the actor along the z-axis.
604 * @pre The actor has been initialized.
605 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
607 void SetSize(float width, float height, float depth);
610 * @brief Sets the size of an actor.
612 * Geometry can be scaled to fit within this area.
613 * This does not interfere with the actors scale factor.
614 * The actors default depth is the minimum of width & height.
616 * @param [in] size The new size.
617 * @pre The actor has been initialized.
618 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
620 void SetSize(const Vector2& size);
623 * @brief Sets the size of an actor.
625 * Geometry can be scaled to fit within this area.
626 * This does not interfere with the actors scale factor.
628 * @param [in] size The new size.
629 * @pre The actor has been initialized.
630 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
632 void SetSize(const Vector3& size);
635 * @brief Retrieve the actor's size.
638 * @return The actor's target size.
639 * @pre The actor has been initialized.
640 * @note This return is the value that was set using SetSize or the target size of an animation.
642 Vector3 GetTargetSize() const;
645 * @brief Retrieve the actor's size.
648 * @return The actor's current size.
649 * @pre The actor has been initialized.
650 * @note This property can be animated; the return value may not match the value written with SetSize().
652 Vector3 GetCurrentSize() const;
655 * @brief Return the natural size of the actor.
657 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
660 * @return The actor's natural size
662 Vector3 GetNaturalSize() const;
665 * @brief Sets the position of the actor.
667 * The Actor's z position will be set to 0.0f.
669 * @param [in] x The new x position
670 * @param [in] y The new y position
671 * @pre The Actor has been initialized.
672 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
674 void SetPosition(float x, float y);
677 * @brief Sets the position of the Actor.
680 * @param [in] x The new x position
681 * @param [in] y The new y position
682 * @param [in] z The new z position
683 * @pre The Actor has been initialized.
684 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
686 void SetPosition(float x, float y, float z);
689 * @brief Sets the position of the Actor.
692 * @param [in] position The new position
693 * @pre The Actor has been initialized.
694 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
696 void SetPosition(const Vector3& position);
699 * @brief Set the position of an actor along the X-axis.
702 * @param [in] x The new x position
703 * @pre The Actor has been initialized.
704 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
709 * @brief Set the position of an actor along the Y-axis.
712 * @param [in] y The new y position.
713 * @pre The Actor has been initialized.
714 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
719 * @brief Set the position of an actor along the Z-axis.
722 * @param [in] z The new z position
723 * @pre The Actor has been initialized.
724 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
729 * @brief Translate an actor relative to its existing position.
732 * @param[in] distance The actor will move by this distance.
733 * @pre The actor has been initialized.
735 void TranslateBy(const Vector3& distance);
738 * @brief Retrieve the position of the Actor.
741 * @return the Actor's current position.
742 * @pre The Actor has been initialized.
743 * @note This property can be animated; the return value may not match the value written with SetPosition().
745 Vector3 GetCurrentPosition() const;
748 * @brief Retrieve the world-position of the Actor.
751 * @return The Actor's current position in world coordinates.
752 * @pre The Actor has been initialized.
753 * @note The actor will not have a world-position, unless it has previously been added to the stage.
755 Vector3 GetCurrentWorldPosition() const;
758 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
759 * @brief Set the actors position inheritance mode.
761 * The default is to inherit.
762 * Switching this off means that using SetPosition() sets the actor's world position.
764 * @param[in] mode to use
765 * @pre The Actor has been initialized.
766 * @see PositionInheritanceMode
768 void SetPositionInheritanceMode( PositionInheritanceMode mode );
771 * @brief Set whether a child actor inherits it's parent's position.
773 * Default is to inherit.
774 * Switching this off means that using SetPosition() sets the actor's world position3
776 * @param[in] inherit - true if the actor should inherit position, false otherwise.
777 * @pre The Actor has been initialized.
779 inline void SetInheritPosition( bool inherit )
781 SetProperty(Property::INHERIT_POSITION, inherit );
785 * @DEPRECATED_1_1.24 Use IsPositionInherited
786 * @brief Returns the actors position inheritance mode.
789 * @return Return the position inheritance mode.
790 * @pre The Actor has been initialized.
792 PositionInheritanceMode GetPositionInheritanceMode() const;
795 * @brief Returns whether the actor inherits its parent's position.
798 * @return True if the actor inherits its parent position, false if it uses world position.
799 * @pre The Actor has been initialized.
801 inline bool IsPositionInherited() const
803 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
807 * @brief Sets the orientation of the Actor.
809 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
811 * @param [in] angle The new orientation angle in degrees.
812 * @param [in] axis The new axis of orientation.
813 * @pre The Actor has been initialized.
814 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
816 void SetOrientation( const Degree& angle, const Vector3& axis )
818 SetOrientation( Radian( angle ), axis );
822 * @brief Sets the orientation of the Actor.
824 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
826 * @param [in] angle The new orientation angle in radians.
827 * @param [in] axis The new axis of orientation.
828 * @pre The Actor has been initialized.
829 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
831 void SetOrientation(const Radian& angle, const Vector3& axis);
834 * @brief Sets the orientation of the Actor.
836 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
838 * @param [in] orientation The new orientation.
839 * @pre The Actor has been initialized.
840 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
842 void SetOrientation(const Quaternion& orientation);
845 * @brief Apply a relative rotation to an actor.
848 * @param[in] angle The angle to the rotation to combine with the existing orientation.
849 * @param[in] axis The axis of the rotation to combine with the existing orientation.
850 * @pre The actor has been initialized.
852 void RotateBy( const Degree& angle, const Vector3& axis )
854 RotateBy( Radian( angle ), axis );
858 * @brief Apply a relative rotation to an actor.
861 * @param[in] angle The angle to the rotation to combine with the existing orientation.
862 * @param[in] axis The axis of the rotation to combine with the existing orientation.
863 * @pre The actor has been initialized.
865 void RotateBy(const Radian& angle, const Vector3& axis);
868 * @brief Apply a relative rotation to an actor.
871 * @param[in] relativeRotation The rotation to combine with the existing orientation.
872 * @pre The actor has been initialized.
874 void RotateBy(const Quaternion& relativeRotation);
877 * @brief Retreive the Actor's orientation.
880 * @return The current orientation.
881 * @pre The Actor has been initialized.
882 * @note This property can be animated; the return value may not match the value written with SetOrientation().
884 Quaternion GetCurrentOrientation() const;
887 * @brief Set whether a child actor inherits it's parent's orientation.
889 * Default is to inherit.
890 * Switching this off means that using SetOrientation() sets the actor's world orientation.
892 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
893 * @pre The Actor has been initialized.
895 void SetInheritOrientation(bool inherit);
898 * @brief Returns whether the actor inherits its parent's orientation.
901 * @return True if the actor inherits its parent orientation, false if it uses world orientation.
902 * @pre The Actor has been initialized.
904 bool IsOrientationInherited() const;
907 * @brief Retrieve the world-orientation of the Actor.
910 * @return The Actor's current orientation in the world.
911 * @pre The Actor has been initialized.
912 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
914 Quaternion GetCurrentWorldOrientation() const;
917 * @brief Set the scale factor applied to an actor.
920 * @param [in] scale The scale factor applied on all axes.
921 * @pre The Actor has been initialized.
922 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
924 void SetScale(float scale);
927 * @brief Set the scale factor applied to an actor.
930 * @param [in] scaleX The scale factor applied along the x-axis.
931 * @param [in] scaleY The scale factor applied along the y-axis.
932 * @param [in] scaleZ The scale factor applied along the z-axis.
933 * @pre The Actor has been initialized.
934 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
936 void SetScale(float scaleX, float scaleY, float scaleZ);
939 * @brief Set the scale factor applied to an actor.
942 * @param [in] scale A vector representing the scale factor for each axis.
943 * @pre The Actor has been initialized.
944 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
946 void SetScale(const Vector3& scale);
949 * @brief Apply a relative scale to an actor.
952 * @param[in] relativeScale The scale to combine with the actor's existing scale.
953 * @pre The actor has been initialized.
955 void ScaleBy(const Vector3& relativeScale);
958 * @brief Retrieve the scale factor applied to an actor.
961 * @return A vector representing the scale factor for each axis.
962 * @pre The Actor has been initialized.
963 * @note This property can be animated; the return value may not match the value written with SetScale().
965 Vector3 GetCurrentScale() const;
968 * @brief Retrieve the world-scale of the Actor.
971 * @return The Actor's current scale in the world.
972 * @pre The Actor has been initialized.
973 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
975 Vector3 GetCurrentWorldScale() const;
978 * @brief Set whether a child actor inherits it's parent's scale.
980 * Default is to inherit.
981 * Switching this off means that using SetScale() sets the actor's world scale.
983 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
984 * @pre The Actor has been initialized.
986 void SetInheritScale( bool inherit );
989 * @brief Returns whether the actor inherits its parent's scale.
992 * @return True if the actor inherits its parent scale, false if it uses world scale.
993 * @pre The Actor has been initialized.
995 bool IsScaleInherited() const;
998 * @brief Retrieves the world-matrix of the actor.
1001 * @return The Actor's current world matrix
1002 * @pre The Actor has been initialized.
1003 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1005 Matrix GetCurrentWorldMatrix() const;
1007 // Visibility & Color
1010 * @brief Sets the visibility flag of an actor.
1013 * @param [in] visible The new visibility flag.
1014 * @pre The actor has been initialized.
1015 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1016 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1017 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1018 * rendered if all of its parents have visibility set to true.
1020 void SetVisible(bool visible);
1023 * @brief Retrieve the visibility flag of an actor.
1026 * @return The visibility flag.
1027 * @pre The actor has been initialized.
1028 * @note This property can be animated; the return value may not match the value written with SetVisible().
1029 * @note If an actor is not visible, then the actor and its children will not be rendered.
1030 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1031 * rendered if all of its parents have visibility set to true.
1033 bool IsVisible() const;
1036 * @brief Sets the opacity of an actor.
1039 * @param [in] opacity The new opacity.
1040 * @pre The actor has been initialized.
1041 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1043 void SetOpacity(float opacity);
1046 * @brief Retrieve the actor's opacity.
1049 * @return The actor's opacity.
1050 * @pre The actor has been initialized.
1051 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1053 float GetCurrentOpacity() const;
1056 * @brief Sets the actor's color; this is an RGBA value.
1058 * The final color of the actor depends on its color mode.
1060 * @param [in] color The new color.
1061 * @pre The Actor has been initialized.
1062 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1064 void SetColor(const Vector4& color);
1067 * @brief Retrieve the actor's color.
1069 * Actor's own color is not clamped.
1071 * @return The color.
1072 * @pre The Actor has been initialized.
1073 * @note This property can be animated; the return value may not match the value written with SetColor().
1075 Vector4 GetCurrentColor() const;
1078 * @brief Sets the actor's color mode.
1080 * This specifies whether the Actor uses its own color, or inherits
1081 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1083 * @param [in] colorMode to use.
1084 * @pre The Actor has been initialized.
1086 void SetColorMode( ColorMode colorMode );
1089 * @brief Returns the actor's color mode.
1092 * @return currently used colorMode.
1093 * @pre The Actor has been initialized.
1095 ColorMode GetColorMode() const;
1098 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1101 * @return The Actor's current color in the world.
1102 * @pre The Actor has been initialized.
1103 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1105 Vector4 GetCurrentWorldColor() const;
1108 * @brief Set how the actor and its children should be drawn.
1110 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1111 * If an object is in a 3D layer, it will be depth-tested against
1112 * other objects in the world i.e. it may be obscured if other objects are in front.
1114 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1115 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1116 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1117 * and depth-testing will not be used.
1119 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1120 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1121 * actors within the Layer.
1124 * @param[in] drawMode The new draw-mode to use.
1125 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1126 * @note Layers do not inherit the DrawMode from their parents.
1128 void SetDrawMode( DrawMode::Type drawMode );
1131 * @brief Query how the actor and its children will be drawn.
1134 * @return Return the draw mode type.
1136 DrawMode::Type GetDrawMode() const;
1141 * @brief Sets whether an actor should emit touch or hover signals.
1143 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1144 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1145 * hover event signal will be emitted.
1147 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1149 * actor.SetSensitive(false);
1152 * Then, to re-enable the touch or hover event signal emission, the application should call:
1154 * actor.SetSensitive(true);
1158 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1159 * @pre The Actor has been initialized.
1160 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1161 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1162 * hittable if all of its parents have sensitivity set to true.
1163 * @see @see TouchedSignal() and HoveredSignal().
1165 void SetSensitive(bool sensitive);
1168 * @brief Query whether an actor emits touch or hover event signals.
1171 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1172 * @pre The Actor has been initialized.
1173 * @note If an actor is not sensitive, then it's children will not be hittable either.
1174 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1175 * hittable if all of its parents have sensitivity set to true.
1177 bool IsSensitive() const;
1180 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1183 * @param[out] localX On return, the X-coordinate relative to the actor.
1184 * @param[out] localY On return, the Y-coordinate relative to the actor.
1185 * @param[in] screenX The screen X-coordinate.
1186 * @param[in] screenY The screen Y-coordinate.
1187 * @return True if the conversion succeeded.
1188 * @pre The Actor has been initialized.
1189 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1191 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1194 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1195 * the boundary of the actor.
1198 * @param[in] required Should be set to true if a Leave event is required
1199 * @pre The Actor has been initialized.
1200 * @note By default, this is set to false as most actors do not require this.
1201 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1204 void SetLeaveRequired(bool required);
1207 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1208 * the boundary of the actor.
1211 * @return True if a Leave event is required, false otherwise.
1212 * @pre The Actor has been initialized.
1214 bool GetLeaveRequired() const;
1217 * @brief Sets whether the actor should be focusable by keyboard navigation.
1219 * The default is false.
1221 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1223 * @pre The Actor has been initialized.
1225 void SetKeyboardFocusable( bool focusable );
1228 * @brief Returns whether the actor is focusable by keyboard navigation.
1231 * @return True if the actor is focusable by keyboard navigation, false if not.
1232 * @pre The Actor has been initialized.
1234 bool IsKeyboardFocusable() const;
1239 * @brief Set the resize policy to be used for the given dimension(s).
1242 * @param[in] policy The resize policy to use
1243 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1245 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1248 * @brief Return the resize policy used for a single dimension.
1251 * @param[in] dimension The dimension to get policy for
1252 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
1254 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1257 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1260 * @param[in] policy The policy to use for when the size is set
1262 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1265 * @brief Return the size scale policy in use.
1268 * @return Return the size scale policy.
1270 SizeScalePolicy::Type GetSizeScalePolicy() const;
1273 * @brief Sets the relative to parent size factor of the actor.
1275 * This factor is only used when ResizePolicy is set to either:
1276 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1277 * This actor's size is set to the actor's size multipled by or added to this factor,
1278 * depending on ResizePolicy ( See SetResizePolicy() ).
1281 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1282 * @pre The Actor has been initialized.
1284 void SetSizeModeFactor( const Vector3& factor );
1287 * @brief Retrieve the relative to parent size factor of the actor.
1290 * @return The Actor's current relative size factor.
1291 * @pre The Actor has been initialized.
1293 Vector3 GetSizeModeFactor() const;
1296 * @brief Calculate the height of the actor given a width.
1298 * The natural size is used for default calculation.
1299 * size 0 is treated as aspect ratio 1:1.
1302 * @param width Width to use
1303 * @return Return the height based on the width.
1305 float GetHeightForWidth( float width );
1308 * @brief Calculate the width of the actor given a height.
1310 * The natural size is used for default calculation.
1311 * size 0 is treated as aspect ratio 1:1.
1314 * @param height Height to use
1315 * @return Return the width based on the height.
1317 float GetWidthForHeight( float height );
1320 * @brief Return the value of negotiated dimension for the given dimension.
1323 * @param dimension The dimension to retrieve
1324 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
1326 float GetRelayoutSize( Dimension::Type dimension ) const;
1329 * @brief Set the padding for use in layout.
1332 * @param[in] padding Padding for the actor
1334 void SetPadding( const Padding& padding );
1337 * @brief Return the value of the padding.
1340 * @param paddingOut The returned padding data
1342 void GetPadding( Padding& paddingOut ) const;
1345 * @brief Set the minimum size an actor can be assigned in size negotiation.
1348 * @param[in] size The minimum size
1350 void SetMinimumSize( const Vector2& size );
1353 * @brief Return the minimum relayout size.
1356 * @return Return the mininmum size.
1358 Vector2 GetMinimumSize();
1361 * @brief Set the maximum size an actor can be assigned in size negotiation.
1364 * @param[in] size The maximum size
1366 void SetMaximumSize( const Vector2& size );
1369 * @brief Return the maximum relayout size.
1372 * @return Return the maximum size.
1374 Vector2 GetMaximumSize();
1377 * @brief Get depth in the hierarchy for the actor.
1380 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1382 int GetHierarchyDepth();
1387 * @brief Add a renderer to this actor.
1390 * @param[in] renderer Renderer to add to the actor
1391 * @return The index of the Renderer that was added
1392 * @pre The renderer must be initialized.
1395 unsigned int AddRenderer( Renderer& renderer );
1398 * @brief Get the number of renderers on this actor.
1401 * @return the number of renderers on this actor
1403 unsigned int GetRendererCount() const;
1406 * @brief Get a Renderer by index.
1409 * @param[in] index The index of the renderer to fetch
1410 * @return The renderer at the specified index
1411 * @pre The index must be between 0 and GetRendererCount()-1
1414 Renderer GetRendererAt( unsigned int index );
1417 * @brief Remove an renderer from the actor.
1420 * @param[in] renderer Handle to the renderer that is to be removed
1422 void RemoveRenderer( Renderer& renderer );
1425 * @brief Remove an renderer from the actor by index.
1428 * @param[in] index Index of the renderer that is to be removed
1429 * @pre The index must be between 0 and GetRendererCount()-1
1432 void RemoveRenderer( unsigned int index );
1437 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1438 * @brief This signal is emitted when touch input is received.
1440 * A callback of the following type may be connected:
1442 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1444 * The return value of True, indicates that the touch event should be consumed.
1445 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1447 * @return The signal to connect to.
1448 * @pre The Actor has been initialized.
1450 TouchSignalType& TouchedSignal();
1453 * @brief This signal is emitted when touch input is received.
1455 * A callback of the following type may be connected:
1457 * bool YourCallbackName( Actor actor, TouchData& touch );
1459 * The return value of True, indicates that the touch event has been consumed.
1460 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1462 * @return The signal to connect to.
1463 * @pre The Actor has been initialized.
1465 TouchDataSignalType& TouchSignal();
1468 * @brief This signal is emitted when hover input is received.
1470 * A callback of the following type may be connected:
1472 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1474 * The return value of True, indicates that the hover event should be consumed.
1475 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1477 * @return The signal to connect to.
1478 * @pre The Actor has been initialized.
1480 HoverSignalType& HoveredSignal();
1483 * @brief This signal is emitted when wheel event is received.
1485 * A callback of the following type may be connected:
1487 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1489 * The return value of True, indicates that the wheel event should be consumed.
1490 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1492 * @return The signal to connect to.
1493 * @pre The Actor has been initialized.
1495 WheelEventSignalType& WheelEventSignal();
1498 * @brief This signal is emitted after the actor has been connected to the stage.
1500 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1502 * @return The signal to connect to.
1503 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1505 * @note When the parent of a set of actors is connected to the stage, then all of the children
1506 * will received this callback.
1507 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1519 OnStageSignalType& OnStageSignal();
1522 * @brief This signal is emitted after the actor has been disconnected from the stage.
1524 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1527 * @return The signal to connect to.
1528 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1529 * will received this callback, starting with the leaf actors.
1530 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1543 OffStageSignalType& OffStageSignal();
1546 * @brief This signal is emitted after the size has been set on the actor during relayout
1549 * @return The signal
1551 OnRelayoutSignalType& OnRelayoutSignal();
1553 public: // Not intended for application developers
1557 * @brief This constructor is used by Actor::New() methods.
1560 * @param [in] actor A pointer to a newly allocated Dali resource
1562 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1567 * @brief Helper for discarding an actor handle.
1569 * If the handle is empty, this method does nothing. Otherwise
1570 * Actor::Unparent() will be called, followed by Actor::Reset().
1572 * @param[in,out] actor A handle to an actor, or an empty handle.
1574 inline void UnparentAndReset( Actor& actor )
1588 #endif // __DALI_ACTOR_H__