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.
23 #include <cstdint> // uint32_t
26 #include <dali/public-api/actors/actor-enumerations.h>
27 #include <dali/public-api/actors/draw-mode.h>
28 #include <dali/public-api/math/radian.h>
29 #include <dali/public-api/object/handle.h>
30 #include <dali/public-api/object/property-index-ranges.h>
31 #include <dali/public-api/signals/dali-signal.h>
33 #undef SIZE_WIDTH // Defined in later versions of cstdint but is used in this header
38 * @addtogroup dali_core_actors
42 namespace Internal DALI_INTERNAL
59 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
62 * @brief Actor is the primary object with which Dali applications interact.
64 * UI controls can be built by combining multiple actors.
66 * <h3>Multi-Touch Events:</h3>
68 * Touch or hover events are received via signals; see Actor::TouchSignal() and Actor::HoveredSignal() for more details.
70 * <i>Hit Testing Rules Summary:</i>
72 * - An actor is only hittable if the actor's touch or hover signal has a connection.
73 * - An actor is only hittable when it is between the camera's near and far planes.
74 * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
75 * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
76 * - To be hittable, an actor must have a non-zero size.
77 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
79 * <i>Hit Test Algorithm:</i>
82 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
83 * - Stage's root layer can be used to catch unconsumed touch events.
86 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
89 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
90 * layers until we have a hit or there are none left.
91 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
93 * - If they are not, we skip hit testing the actors in that layer altogether.
94 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
97 * - The final part of hit testing is performed by walking through the actor tree within a layer.
98 * - The following pseudocode shows the algorithm used:
100 * HIT-TEST-WITHIN-LAYER( ACTOR )
102 * // Only hit-test the actor and its children if it is sensitive and visible
103 * IF ( ACTOR-IS-SENSITIVE &&
104 * ACTOR-IS-VISIBLE &&
105 * ACTOR-IS-ON-SCENE )
107 * // Depth-first traversal within current layer, visiting parent first
109 * // Check whether current actor should be hit-tested.
110 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
111 * ACTOR-HAS-NON-ZERO-SIZE &&
112 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
114 * // Hit-test current actor
117 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
119 * // The current actor is the closest actor that was underneath the touch.
120 * LAST-HIT-ACTOR = CURRENT-ACTOR
125 * // Keep checking children, in case we hit something closer.
126 * FOR-EACH CHILD (in order)
128 * IF ( CHILD-IS-NOT-A-LAYER )
130 * // Continue traversal for this child's sub-tree
131 * HIT-TEST-WITHIN-LAYER ( CHILD )
133 * // else we skip hit-testing the child's sub-tree altogether.
138 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
139 * The overlay children take priority over their parents, and overlay siblings take priority
140 * over their previous siblings (i.e. reverse of rendering order):
150 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
152 * For more information, see Property::DRAW_MODE.
154 * <i>Touch or hover Event Delivery:</i>
157 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
158 * the parent's touch or hover signal is emitted, and so on.
159 * - The following pseudocode shows the delivery mechanism:
161 * EMIT-TOUCH-SIGNAL( ACTOR )
163 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
165 * // Only do the emission if touch signal of actor has connections.
166 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
169 * IF ( NOT-CONSUMED )
171 * // If event is not consumed then deliver it to the parent unless we reach the root actor
172 * IF ( ACTOR-PARENT )
174 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
179 * EMIT-HOVER-SIGNAL( ACTOR )
181 * IF ( HOVER-SIGNAL-NOT-EMPTY )
183 * // Only do the emission if hover signal of actor has connections.
184 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
187 * IF ( NOT-CONSUMED )
189 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
190 * IF ( ACTOR-PARENT )
192 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
197 * - If there are several touch points, then the delivery is only to the first touch point's hit
198 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
199 * other touch points.
200 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
203 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
204 * hit actor (primary hit actor).
205 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
206 * (only if it requires leave signals); see SetLeaveRequired().
208 * - Interrupted State
209 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
210 * actor's touch or hover signals are emitted with an "Interrupted" state.
211 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
212 * touch or hover signals are also emitted with an "Interrupted" state.
213 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
214 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
215 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
216 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
218 * <h3>Key Events:</h3>
220 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
225 * | %Signal Name | Method |
226 * |-------------------|------------------------------|
227 * | touch | @ref TouchSignal() |
228 * | hovered | @ref HoveredSignal() |
229 * | wheelEvent | @ref WheelEventSignal() |
230 * | onScene | @ref OnSceneSignal() |
231 * | offScene | @ref OffSceneSignal() |
232 * | onRelayout | @ref OnRelayoutSignal() |
235 * | %Action Name | %Actor method called |
236 * |-------------------|------------------------------|
237 * | show | %SetVisible( true ) |
238 * | hide | %SetVisible( false ) |
242 class DALI_CORE_API Actor : public Handle
247 * @brief Enumeration for the instance of properties belonging to the Actor class.
253 * @brief Enumeration for instance of properties belonging to the Actor class.
259 * @brief The origin of an actor, within its parent's area.
260 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
263 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
266 * @brief The x origin of an actor, within its parent's area.
267 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
273 * @brief The y origin of an actor, within its parent's area.
274 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
280 * @brief The z origin of an actor, within its parent's area.
281 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
287 * @brief The anchor-point of an actor.
288 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
294 * @brief The x anchor-point of an actor.
295 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
301 * @brief The y anchor-point of an actor.
302 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
308 * @brief The z anchor-point of an actor.
309 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
315 * @brief The size of an actor.
316 * @details Name "size", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
317 * @note Only Property::VECTOR3 can be animated or used as constraint-input
323 * @brief The width of an actor.
324 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
330 * @brief The height of an actor.
331 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
337 * @brief The depth of an actor.
338 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
344 * @brief The position of an actor.
345 * @details Name "position", type Property::VECTOR3 or Property::VECTOR2, animatable / constraint-input
346 * @note Only Property::VECTOR3 can be animated or used as constraint-input
352 * @brief The x position of an actor.
353 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
359 * @brief The y position of an actor.
360 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
366 * @brief The z position of an actor.
367 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
373 * @brief The world position of an actor.
374 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
380 * @brief The x world position of an actor.
381 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
387 * @brief The y world position of an actor.
388 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
394 * @brief The z world position of an actor.
395 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
401 * @brief The orientation of an actor.
402 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
408 * @brief The world orientation of an actor.
409 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
415 * @brief The scale factor applied to an actor.
416 * @details Name "scale", type Property::VECTOR3 or Property::FLOAT, animatable / constraint-input
417 * @note Only Property::VECTOR3 can be animated or used as constraint-input
423 * @brief The x scale factor applied to an actor.
424 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
430 * @brief The y scale factor applied to an actor.
431 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
437 * @brief The x scale factor applied to an actor.
438 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
444 * @brief The world scale factor applied to an actor.
445 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
451 * @brief The visibility flag of an actor.
452 * @details Name "visible", type Property::BOOL, animatable / constraint-input
458 * @brief The color of an actor.
459 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
460 * @note The alpha value will be 1.0f if a Vector3 type value is set.
466 * @brief The red component of an actor's color.
467 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
473 * @brief The green component of an actor's color.
474 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
480 * @brief The blue component of an actor's color.
481 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
487 * @brief The alpha component of an actor's color.
488 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
494 * @brief The world color of an actor.
495 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
501 * @brief The world matrix of an actor.
502 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
508 * @brief The name of an actor.
509 * @details Name "name", type Property::STRING
515 * @brief The flag whether an actor should emit touch or hover signals.
516 * @details Name "sensitive", type Property::BOOLEAN
522 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
523 * @details Name "leaveRequired", type Property::BOOLEAN
529 * @brief The flag whether a child actor inherits it's parent's orientation.
530 * @details Name "inheritOrientation", type Property::BOOLEAN
536 * @brief The flag whether a child actor inherits it's parent's scale.
537 * @details Name "inheritScale", type Property::BOOLEAN
543 * @brief The color mode of an actor.
544 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
550 * @brief The draw mode of an actor.
551 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
557 * @brief The size mode factor of an actor.
558 * @details Name "sizeModeFactor", type Property::VECTOR3.
560 * @see Actor::SetSizeModeFactor()
565 * @brief The resize policy for the width of an actor.
566 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
568 * @see Actor::SetResizePolicy()
573 * @brief The resize policy for the height of an actor.
574 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
576 * @see Actor::SetResizePolicy()
578 HEIGHT_RESIZE_POLICY,
581 * @brief The size scale policy of an actor.
582 * @details Name "sizeScalePolicy", type SizeScalePolicy::Type (Property::INTEGER) or Property::STRING.
588 * @brief The flag to determine the width dependent on the height.
589 * @details Name "widthForHeight", type Property::BOOLEAN.
591 * @see Actor::SetResizePolicy()
596 * @brief The flag to determine the height dependent on the width.
597 * @details Name "heightForWidth", type Property::BOOLEAN.
599 * @see Actor::SetResizePolicy()
604 * @brief The padding of an actor for use in layout.
605 * @details Name "padding", type Property::VECTOR4.
611 * @brief The minimum size an actor can be assigned in size negotiation.
612 * @details Name "minimumSize", type Property::VECTOR2.
618 * @brief The maximum size an actor can be assigned in size negotiation.
619 * @details Name "maximumSize", type Property::VECTOR2.
625 * @brief The flag whether a child actor inherits it's parent's position.
626 * @details Name "inheritPosition", type Property::BOOLEAN.
632 * @brief The clipping mode of an actor.
633 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
635 * @see ClippingMode::Type for supported values.
640 * @brief The direction of the layout.
641 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
643 * @see LayoutDirection::Type for supported values.
648 * @brief Determines whether child actors inherit the layout direction from a parent.
649 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
652 INHERIT_LAYOUT_DIRECTION,
655 * @brief The opacity of the actor.
656 * @details Name "opacity", type Property::FLOAT.
662 * @brief Returns the screen position of the Actor
663 * @details Name "screenPosition", type Property::VECTOR2. Read-only
664 * @note This assumes default camera and default render-task and the Z position is ZERO.
665 * @note The last known frame is used for the calculation. May not match a position value just set.
671 * @brief Determines whether the anchor point should be used to determine the position of the actor.
672 * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
673 * @note This is true by default.
674 * @note If false, then the top-left of the actor is used for the position.
675 * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
678 POSITION_USES_ANCHOR_POINT,
681 * @brief Returns whether the actor is culled or not.
682 * @details Name "culled", type Property::BOOLEAN. Read-only
683 * @note True means that the actor is out of the view frustum.
689 * @brief The unique ID of the actor.
690 * @details Name "id", type Property::INTEGER. Read-only
696 * @brief The current depth in the hierarchy of the actor.
697 * @details Name "hierarchyDepth", type Property::INTEGER. Read-only
698 * @note The value is -1 if actor is not in the hierarchy.
704 * @brief The flag whether an actor is the root actor, which is owned by the Scene.
705 * @details Name "isRoot", type Property::BOOLEAN. Read-only
711 * @brief The flag whether the actor is of class Dali::Layer.
712 * @details Name "isLayer", type Property::BOOLEAN. Read-only
718 * @brief The flag whether the actor is connected to the Scene.
719 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
720 * @details Name "connectedToScene", type Property::BOOLEAN. Read-only
721 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
727 * @brief The flag whether the actor should be focusable by keyboard navigation.
728 * @details Name "keyboardFocusable", type Property::BOOLEAN.
737 typedef Signal< bool (Actor, const TouchEvent&) > TouchEventSignalType; ///< Touch signal type @SINCE_1_1.37
738 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
739 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
740 typedef Signal< void (Actor) > OnSceneSignalType; ///< Scene connection signal type @SINCE_1_9.24
741 typedef Signal< void (Actor) > OffSceneSignalType; ///< Scene disconnection signal type @SINCE_1_9.24
742 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
743 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
748 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
750 * Calling member functions with an uninitialized Actor handle is not allowed.
756 * @brief Creates an initialized Actor.
759 * @return A handle to a newly allocated Dali resource
764 * @brief Downcasts a handle to Actor handle.
766 * If handle points to an Actor object, the downcast produces valid handle.
767 * If not, the returned handle is left uninitialized.
770 * @param[in] handle to An object
771 * @return handle to a Actor object or an uninitialized handle
773 static Actor DownCast( BaseHandle handle );
776 * @brief Dali::Actor is intended as a base class.
778 * This is non-virtual since derived Handle types must not contain data or virtual methods.
784 * @brief Copy constructor.
787 * @param[in] copy The actor to copy
789 Actor(const Actor& copy);
792 * @brief Assignment operator
795 * @param[in] rhs The actor to copy
796 * @return A reference to this
798 Actor& operator=(const Actor& rhs);
801 * @brief Move constructor.
804 * @param[in] rhs A reference to the actor to move
806 Actor( Actor&& rhs );
809 * @brief Move assignment operator.
812 * @param[in] rhs A reference to the actor to move
813 * @return A reference to this
815 Actor& operator=( Actor&& rhs );
820 * @brief Gets the layer in which the actor is present.
823 * @return The layer, which will be uninitialized if the actor is off-stage
824 * @pre The Actor has been initialized.
829 * @brief Adds a child Actor to this Actor.
832 * @param[in] child The child
833 * @pre This Actor (the parent) has been initialized.
834 * @pre The child actor has been initialized.
835 * @pre The child actor is not the same as the parent actor.
836 * @pre The actor is not the Root actor.
837 * @post The child will be referenced by its parent. This means that the child will be kept alive,
838 * even if the handle passed into this method is reset or destroyed.
839 * @note If the child already has a parent, it will be removed from old parent
840 * and reparented to this actor. This may change child's position, color,
841 * scale etc as it now inherits them from this actor.
843 void Add(Actor child);
846 * @brief Removes a child Actor from this Actor.
848 * If the actor was not a child of this actor, this is a no-op.
850 * @param[in] child The child
851 * @pre This Actor (the parent) has been initialized.
852 * @pre The child actor is not the same as the parent actor.
854 void Remove(Actor child);
857 * @brief Removes an actor from its parent.
859 * If the actor has no parent, this method does nothing.
861 * @pre The (child) actor has been initialized.
866 * @brief Retrieves the number of children held by the actor.
869 * @return The number of children
870 * @pre The Actor has been initialized.
872 uint32_t GetChildCount() const;
875 * @brief Retrieve and child actor by index.
878 * @param[in] index The index of the child to retrieve
879 * @return The actor for the given index or empty handle if children not initialized
880 * @pre The Actor has been initialized.
882 Actor GetChildAt( uint32_t index ) const;
885 * @brief Search through this actor's hierarchy for an actor with the given name.
887 * The actor itself is also considered in the search.
889 * @param[in] actorName The name of the actor to find
890 * @return A handle to the actor if found, or an empty handle if not
891 * @pre The Actor has been initialized.
893 Actor FindChildByName(const std::string& actorName);
896 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
898 * The actor itself is also considered in the search.
900 * @param[in] id The ID of the actor to find
901 * @return A handle to the actor if found, or an empty handle if not
902 * @pre The Actor has been initialized.
904 Actor FindChildById( const uint32_t id );
907 * @brief Retrieves the actor's parent.
910 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
911 * @pre The actor has been initialized.
913 Actor GetParent() const;
918 * @brief Retrieves the actor's size.
921 * @return The actor's target size
922 * @pre The actor has been initialized.
923 * @note This return is the value that was set using SetSize or the target size of an animation.
924 * It may not match the current value in some cases, i.e. when the animation is progressing or the maximum or minimum size is set.
926 Vector3 GetTargetSize() const;
929 * @brief Returns the natural size of the actor.
931 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
934 * @return The actor's natural size
936 Vector3 GetNaturalSize() const;
939 * @brief Translates an actor relative to its existing position.
942 * @param[in] distance The actor will move by this distance
943 * @pre The actor has been initialized.
945 void TranslateBy(const Vector3& distance);
948 * @brief Applies a relative rotation to an actor.
951 * @param[in] angle The angle to the rotation to combine with the existing orientation
952 * @param[in] axis The axis of the rotation to combine with the existing orientation
953 * @pre The actor has been initialized.
955 void RotateBy( const Degree& angle, const Vector3& axis )
957 RotateBy( Radian( angle ), axis );
961 * @brief Applies a relative rotation to an actor.
964 * @param[in] angle The angle to the rotation to combine with the existing orientation
965 * @param[in] axis The axis of the rotation to combine with the existing orientation
966 * @pre The actor has been initialized.
968 void RotateBy(const Radian& angle, const Vector3& axis);
971 * @brief Applies a relative rotation to an actor.
974 * @param[in] relativeRotation The rotation to combine with the existing orientation
975 * @pre The actor has been initialized.
977 void RotateBy(const Quaternion& relativeRotation);
980 * @brief Applies a relative scale to an actor.
983 * @param[in] relativeScale The scale to combine with the actor's existing scale
984 * @pre The actor has been initialized.
986 void ScaleBy(const Vector3& relativeScale);
991 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
994 * @param[out] localX On return, the X-coordinate relative to the actor
995 * @param[out] localY On return, the Y-coordinate relative to the actor
996 * @param[in] screenX The screen X-coordinate
997 * @param[in] screenY The screen Y-coordinate
998 * @return True if the conversion succeeded
999 * @pre The Actor has been initialized.
1000 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1002 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1005 * @brief Raise actor above the next sibling actor.
1008 * @pre The Actor has been initialized.
1009 * @pre The Actor has been parented.
1014 * @brief Lower the actor below the previous sibling actor.
1017 * @pre The Actor has been initialized.
1018 * @pre The Actor has been parented.
1023 * @brief Raise actor above all other sibling actors.
1026 * @pre The Actor has been initialized.
1027 * @pre The Actor has been parented.
1032 * @brief Lower actor to the bottom of all other sibling actors.
1035 * @pre The Actor has been initialized.
1036 * @pre The Actor has been parented.
1038 void LowerToBottom();
1041 * @brief Raises the actor above the target actor.
1044 * @param[in] target The target actor
1045 * @pre The Actor has been initialized.
1046 * @pre The Actor has been parented.
1047 * @pre The target actor is a sibling.
1049 void RaiseAbove( Actor target );
1052 * @brief Lower the actor to below the target actor.
1055 * @param[in] target The target actor
1056 * @pre The Actor has been initialized.
1057 * @pre The Actor has been parented.
1058 * @pre The target actor is a sibling.
1060 void LowerBelow( Actor target );
1065 * @brief Sets the resize policy to be used for the given dimension(s).
1068 * @param[in] policy The resize policy to use
1069 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1071 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1074 * @brief Returns the resize policy used for a single dimension.
1077 * @param[in] dimension The dimension to get policy for
1078 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1080 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1083 * @brief Calculates the height of the actor given a width.
1085 * The natural size is used for default calculation.
1086 * size 0 is treated as aspect ratio 1:1.
1089 * @param[in] width Width to use
1090 * @return Return the height based on the width
1092 float GetHeightForWidth( float width );
1095 * @brief Calculates the width of the actor given a height.
1097 * The natural size is used for default calculation.
1098 * size 0 is treated as aspect ratio 1:1.
1101 * @param[in] height Height to use
1102 * @return Return the width based on the height
1104 float GetWidthForHeight( float height );
1107 * @brief Returns the value of negotiated dimension for the given dimension.
1110 * @param[in] dimension The dimension to retrieve
1111 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1113 float GetRelayoutSize( Dimension::Type dimension ) const;
1118 * @brief Adds a renderer to this actor.
1121 * @param[in] renderer Renderer to add to the actor
1122 * @return The index of the Renderer that was added
1123 * @pre The renderer must be initialized.
1126 uint32_t AddRenderer( Renderer& renderer );
1129 * @brief Gets the number of renderers on this actor.
1132 * @return The number of renderers on this actor
1134 uint32_t GetRendererCount() const;
1137 * @brief Gets a Renderer by index.
1140 * @param[in] index The index of the renderer to fetch
1141 * @return The renderer at the specified index
1142 * @pre The index must be between 0 and GetRendererCount()-1
1145 Renderer GetRendererAt( uint32_t index );
1148 * @brief Removes a renderer from the actor.
1151 * @param[in] renderer Handle to the renderer that is to be removed
1153 void RemoveRenderer( Renderer& renderer );
1156 * @brief Removes a renderer from the actor by index.
1159 * @param[in] index Index of the renderer that is to be removed
1160 * @pre The index must be between 0 and GetRendererCount()-1
1163 void RemoveRenderer( uint32_t index );
1168 * @brief This signal is emitted when touch input is received.
1170 * A callback of the following type may be connected:
1172 * bool YourCallbackName( Actor actor, TouchEvent& touch );
1174 * The return value of True, indicates that the touch event has been consumed.
1175 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1177 * @return The signal to connect to
1178 * @pre The Actor has been initialized.
1180 TouchEventSignalType& TouchSignal();
1183 * @brief This signal is emitted when hover input is received.
1185 * A callback of the following type may be connected:
1187 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1189 * The return value of True, indicates that the hover event should be consumed.
1190 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1192 * @return The signal to connect to
1193 * @pre The Actor has been initialized.
1195 HoverSignalType& HoveredSignal();
1198 * @brief This signal is emitted when wheel event is received.
1200 * A callback of the following type may be connected:
1202 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1204 * The return value of True, indicates that the wheel event should be consumed.
1205 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1207 * @return The signal to connect to
1208 * @pre The Actor has been initialized.
1210 WheelEventSignalType& WheelEventSignal();
1213 * @brief This signal is emitted after the actor has been connected to the scene.
1215 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1217 * @return The signal to connect to
1218 * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
1220 * @note When the parent of a set of actors is connected to the stage, then all of the children
1221 * will received this callback.
1222 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1234 OnSceneSignalType& OnSceneSignal();
1237 * @brief This signal is emitted after the actor has been disconnected from the scene.
1239 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1242 * @return The signal to connect to
1243 * @note When the parent of a set of actors is disconnected to the scene, then all of the children
1244 * will received this callback, starting with the leaf actors.
1245 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1258 OffSceneSignalType& OffSceneSignal();
1261 * @brief This signal is emitted after the size has been set on the actor during relayout
1264 * @return The signal
1266 OnRelayoutSignalType& OnRelayoutSignal();
1269 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1271 * A callback of the following type may be connected:
1273 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1275 * actor: The actor, or child of actor, whose layout direction has changed
1276 * type: Whether the actor's layout direction property has changed or a parent's.
1279 * @return The signal to connect to
1280 * @pre The Actor has been initialized.
1282 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1284 public: // Not intended for application developers
1288 * @brief This constructor is used by Actor::New() methods.
1291 * @param [in] actor A pointer to a newly allocated Dali resource
1293 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1298 * @brief Helper for discarding an actor handle.
1300 * If the handle is empty, this method does nothing. Otherwise
1301 * Actor::Unparent() will be called, followed by Actor::Reset().
1303 * @param[in,out] actor A handle to an actor, or an empty handle
1305 inline void UnparentAndReset( Actor& actor )
1319 #endif // DALI_ACTOR_H