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
61 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
64 * @brief Actor is the primary object with which Dali applications interact.
66 * UI controls can be built by combining multiple actors.
68 * <h3>Multi-Touch Events:</h3>
70 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
72 * <i>Hit Testing Rules Summary:</i>
74 * - An actor is only hittable if the actor's touch or hover signal has a connection.
75 * - An actor is only hittable when it is between the camera's near and far planes.
76 * - If an actor is made insensitive, then the actor and its children are not hittable; see Actor::Property::SENSITIVE.
77 * - If an actor's visibility flag is unset, then none of its children are hittable either; see Actor::Property::VISIBLE.
78 * - To be hittable, an actor must have a non-zero size.
79 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor().
81 * <i>Hit Test Algorithm:</i>
84 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
85 * - Stage's root layer can be used to catch unconsumed touch events.
88 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
91 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
92 * layers until we have a hit or there are none left.
93 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
95 * - If they are not, we skip hit testing the actors in that layer altogether.
96 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
99 * - The final part of hit testing is performed by walking through the actor tree within a layer.
100 * - The following pseudocode shows the algorithm used:
102 * HIT-TEST-WITHIN-LAYER( ACTOR )
104 * // Only hit-test the actor and its children if it is sensitive and visible
105 * IF ( ACTOR-IS-SENSITIVE &&
106 * ACTOR-IS-VISIBLE &&
107 * ACTOR-IS-ON-STAGE )
109 * // Depth-first traversal within current layer, visiting parent first
111 * // Check whether current actor should be hit-tested.
112 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
113 * ACTOR-HAS-NON-ZERO-SIZE &&
114 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
116 * // Hit-test current actor
119 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
121 * // The current actor is the closest actor that was underneath the touch.
122 * LAST-HIT-ACTOR = CURRENT-ACTOR
127 * // Keep checking children, in case we hit something closer.
128 * FOR-EACH CHILD (in order)
130 * IF ( CHILD-IS-NOT-A-LAYER )
132 * // Continue traversal for this child's sub-tree
133 * HIT-TEST-WITHIN-LAYER ( CHILD )
135 * // else we skip hit-testing the child's sub-tree altogether.
140 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
141 * The overlay children take priority over their parents, and overlay siblings take priority
142 * over their previous siblings (i.e. reverse of rendering order):
152 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
154 * For more information, see SetDrawMode().
156 * <i>Touch or hover Event Delivery:</i>
159 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
160 * the parent's touch or hover signal is emitted, and so on.
161 * - The following pseudocode shows the delivery mechanism:
163 * EMIT-TOUCH-SIGNAL( ACTOR )
165 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
167 * // Only do the emission if touch signal of actor has connections.
168 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
171 * IF ( NOT-CONSUMED )
173 * // If event is not consumed then deliver it to the parent unless we reach the root actor
174 * IF ( ACTOR-PARENT )
176 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
181 * EMIT-HOVER-SIGNAL( ACTOR )
183 * IF ( HOVER-SIGNAL-NOT-EMPTY )
185 * // Only do the emission if hover signal of actor has connections.
186 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
189 * IF ( NOT-CONSUMED )
191 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
192 * IF ( ACTOR-PARENT )
194 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
199 * - If there are several touch points, then the delivery is only to the first touch point's hit
200 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
201 * other touch points.
202 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
205 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
206 * hit actor (primary hit actor).
207 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
208 * (only if it requires leave signals); see SetLeaveRequired().
210 * - Interrupted State
211 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
212 * actor's touch or hover signals are emitted with an "Interrupted" state.
213 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
214 * touch or hover signals are also emitted with an "Interrupted" state.
215 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
216 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
217 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
218 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
220 * <h3>Key Events:</h3>
222 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
227 * | %Signal Name | Method |
228 * |-------------------|------------------------------|
229 * | touched | @ref TouchedSignal() |
230 * | hovered | @ref HoveredSignal() |
231 * | wheelEvent | @ref WheelEventSignal() |
232 * | onStage | @ref OnStageSignal() |
233 * | offStage | @ref OffStageSignal() |
234 * | onRelayout | @ref OnRelayoutSignal() |
237 * | %Action Name | %Actor method called |
238 * |-------------------|------------------------------|
239 * | show | %SetVisible( true ) |
240 * | hide | %SetVisible( false ) |
244 class DALI_CORE_API Actor : public Handle
249 * @brief Enumeration for the instance of properties belonging to the Actor class.
255 * @brief Enumeration for instance of properties belonging to the Actor class.
261 * @brief The origin of an actor, within its parent's area.
262 * @details Name "parentOrigin", type Property::VECTOR3, constraint-input
265 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
268 * @brief The x origin of an actor, within its parent's area.
269 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
275 * @brief The y origin of an actor, within its parent's area.
276 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
282 * @brief The z origin of an actor, within its parent's area.
283 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
289 * @brief The anchor-point of an actor.
290 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
296 * @brief The x anchor-point of an actor.
297 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
303 * @brief The y anchor-point of an actor.
304 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
310 * @brief The z anchor-point of an actor.
311 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
317 * @brief The size of an actor.
318 * @details Name "size", type Property::VECTOR3, animatable / constraint-input
320 * @see Actor::SetSize()
325 * @brief The width of an actor.
326 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
328 * @see Actor::SetSize()
333 * @brief The height of an actor.
334 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
336 * @see Actor::SetSize()
341 * @brief The depth of an actor.
342 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
344 * @see Actor::SetSize()
349 * @brief The position of an actor.
350 * @details Name "position", type Property::VECTOR3, animatable / constraint-input
352 * @see Actor::SetPosition()
357 * @brief The x position of an actor.
358 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
365 * @brief The y position of an actor.
366 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
373 * @brief The z position of an actor.
374 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
381 * @brief The world position of an actor.
382 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
388 * @brief The x world position of an actor.
389 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
395 * @brief The y world position of an actor.
396 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
402 * @brief The z world position of an actor.
403 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
409 * @brief The orientation of an actor.
410 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
412 * @see Actor::SetOrientation()
417 * @brief The world orientation of an actor.
418 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
424 * @brief The scale factor applied to an actor.
425 * @details Name "scale", type Property::VECTOR3, animatable / constraint-input
427 * @see Actor::SetScale()
432 * @brief The x scale factor applied to an actor.
433 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
435 * @see Actor::SetScale()
440 * @brief The y scale factor applied to an actor.
441 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
443 * @see Actor::SetScale()
448 * @brief The x scale factor applied to an actor.
449 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
451 * @see Actor::SetScale()
456 * @brief The world scale factor applied to an actor.
457 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
463 * @brief The visibility flag of an actor.
464 * @details Name "visible", type Property::BOOL, animatable / constraint-input
470 * @brief The color of an actor.
471 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
472 * @note The alpha value will be 1.0f if a Vector3 type value is set.
478 * @brief The red component of an actor's color.
479 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
485 * @brief The green component of an actor's color.
486 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
492 * @brief The blue component of an actor's color.
493 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
499 * @brief The alpha component of an actor's color.
500 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
506 * @brief The world color of an actor.
507 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
513 * @brief The world matrix of an actor.
514 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
520 * @brief The name of an actor.
521 * @details Name "name", type Property::STRING
527 * @brief The flag whether an actor should emit touch or hover signals.
528 * @details Name "sensitive", type Property::BOOLEAN
534 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
535 * @details Name "leaveRequired", type Property::BOOLEAN
541 * @brief The flag whether a child actor inherits it's parent's orientation.
542 * @details Name "inheritOrientation", type Property::BOOLEAN
548 * @brief The flag whether a child actor inherits it's parent's scale.
549 * @details Name "inheritScale", type Property::BOOLEAN
555 * @brief The color mode of an actor.
556 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
558 * @see Actor::SetColorMode()
563 * @brief This property is removed because it's deprecated.
565 RESERVED_PROPERTY_01,
568 * @brief The draw mode of an actor.
569 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
571 * @see Actor::SetDrawMode()
576 * @brief The size mode factor of an actor.
577 * @details Name "sizeModeFactor", type Property::VECTOR3.
579 * @see Actor::SetSizeModeFactor()
584 * @brief The resize policy for the width of an actor.
585 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
587 * @see Actor::SetResizePolicy()
592 * @brief The resize policy for the height of an actor.
593 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
595 * @see Actor::SetResizePolicy()
597 HEIGHT_RESIZE_POLICY,
600 * @brief The size scale policy of an actor.
601 * @details Name "sizeScalePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
603 * @see Actor::SetSizeScalePolicy()
608 * @brief The flag to determine the width dependent on the height.
609 * @details Name "widthForHeight", type Property::BOOLEAN.
611 * @see Actor::SetResizePolicy()
616 * @brief The flag to determine the height dependent on the width.
617 * @details Name "heightForWidth", type Property::BOOLEAN.
619 * @see Actor::SetResizePolicy()
624 * @brief The padding of an actor for use in layout.
625 * @details Name "padding", type Property::VECTOR4.
627 * @see Actor::SetPadding()
632 * @brief The minimum size an actor can be assigned in size negotiation.
633 * @details Name "minimumSize", type Property::VECTOR2.
639 * @brief The maximum size an actor can be assigned in size negotiation.
640 * @details Name "maximumSize", type Property::VECTOR2.
646 * @brief The flag whether a child actor inherits it's parent's position.
647 * @details Name "inheritPosition", type Property::BOOLEAN.
653 * @brief The clipping mode of an actor.
654 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
656 * @see ClippingMode::Type for supported values.
661 * @brief The direction of the layout.
662 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
664 * @see LayoutDirection::Type for supported values.
669 * @brief Determines whether child actors inherit the layout direction from a parent.
670 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
673 INHERIT_LAYOUT_DIRECTION,
679 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
680 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
681 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
682 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
683 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
684 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
685 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
686 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
691 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
693 * Calling member functions with an uninitialized Actor handle is not allowed.
699 * @brief Creates an initialized Actor.
702 * @return A handle to a newly allocated Dali resource
707 * @brief Downcasts a handle to Actor handle.
709 * If handle points to an Actor object, the downcast produces valid handle.
710 * If not, the returned handle is left uninitialized.
713 * @param[in] handle to An object
714 * @return handle to a Actor object or an uninitialized handle
716 static Actor DownCast( BaseHandle handle );
719 * @brief Dali::Actor is intended as a base class.
721 * This is non-virtual since derived Handle types must not contain data or virtual methods.
727 * @brief Copy constructor.
730 * @param[in] copy The actor to copy
732 Actor(const Actor& copy);
735 * @brief Assignment operator
738 * @param[in] rhs The actor to copy
739 * @return A reference to this
741 Actor& operator=(const Actor& rhs);
744 * @brief Retrieves the unique ID of the actor.
748 * @pre The Actor has been initialized.
750 uint32_t GetId() const;
755 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
758 * @return True if the actor is the root actor
759 * @pre The Actor has been initialized.
764 * @brief Queries whether the actor is connected to the Stage.
766 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
768 * @return True if the actor is connected to the Stage
769 * @pre The Actor has been initialized.
770 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
772 bool OnStage() const;
775 * @brief Queries whether the actor is of class Dali::Layer.
778 * @return True if the actor is a layer
779 * @pre The Actor has been initialized.
781 bool IsLayer() const;
784 * @brief Gets the layer in which the actor is present.
787 * @return The layer, which will be uninitialized if the actor is off-stage
788 * @pre The Actor has been initialized.
793 * @brief Adds a child Actor to this Actor.
796 * @param[in] child The child
797 * @pre This Actor (the parent) has been initialized.
798 * @pre The child actor has been initialized.
799 * @pre The child actor is not the same as the parent actor.
800 * @pre The actor is not the Root actor.
801 * @post The child will be referenced by its parent. This means that the child will be kept alive,
802 * even if the handle passed into this method is reset or destroyed.
803 * @note If the child already has a parent, it will be removed from old parent
804 * and reparented to this actor. This may change child's position, color,
805 * scale etc as it now inherits them from this actor.
807 void Add(Actor child);
810 * @brief Removes a child Actor from this Actor.
812 * If the actor was not a child of this actor, this is a no-op.
814 * @param[in] child The child
815 * @pre This Actor (the parent) has been initialized.
816 * @pre The child actor is not the same as the parent actor.
818 void Remove(Actor child);
821 * @brief Removes an actor from its parent.
823 * If the actor has no parent, this method does nothing.
825 * @pre The (child) actor has been initialized.
830 * @brief Retrieves the number of children held by the actor.
833 * @return The number of children
834 * @pre The Actor has been initialized.
836 uint32_t GetChildCount() const;
839 * @brief Retrieve and child actor by index.
842 * @param[in] index The index of the child to retrieve
843 * @return The actor for the given index or empty handle if children not initialized
844 * @pre The Actor has been initialized.
846 Actor GetChildAt( uint32_t index ) const;
849 * @brief Search through this actor's hierarchy for an actor with the given name.
851 * The actor itself is also considered in the search.
853 * @param[in] actorName The name of the actor to find
854 * @return A handle to the actor if found, or an empty handle if not
855 * @pre The Actor has been initialized.
857 Actor FindChildByName(const std::string& actorName);
860 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
862 * The actor itself is also considered in the search.
864 * @param[in] id The ID of the actor to find
865 * @return A handle to the actor if found, or an empty handle if not
866 * @pre The Actor has been initialized.
868 Actor FindChildById( const uint32_t id );
871 * @brief Retrieves the actor's parent.
874 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
875 * @pre The actor has been initialized.
877 Actor GetParent() const;
882 * @brief Sets the size of an actor.
884 * Geometry can be scaled to fit within this area.
885 * This does not interfere with the actors scale factor.
886 * The actors default depth is the minimum of width & height.
888 * @param [in] width The new width
889 * @param [in] height The new height
890 * @pre The actor has been initialized.
892 void SetSize(float width, float height);
895 * @brief Sets the size of an actor.
897 * Geometry can be scaled to fit within this area.
898 * This does not interfere with the actors scale factor.
900 * @param[in] width The size of the actor along the x-axis
901 * @param[in] height The size of the actor along the y-axis
902 * @param[in] depth The size of the actor along the z-axis
903 * @pre The actor has been initialized.
905 void SetSize(float width, float height, float depth);
908 * @brief Sets the size of an actor.
910 * Geometry can be scaled to fit within this area.
911 * This does not interfere with the actors scale factor.
912 * The actors default depth is the minimum of width & height.
914 * @param[in] size The new size
915 * @pre The actor has been initialized.
917 void SetSize(const Vector2& size);
920 * @brief Sets the size of an actor.
922 * Geometry can be scaled to fit within this area.
923 * This does not interfere with the actors scale factor.
925 * @param [in] size The new size
926 * @pre The actor has been initialized.
928 void SetSize(const Vector3& size);
931 * @brief Retrieves the actor's size.
934 * @return The actor's target size
935 * @pre The actor has been initialized.
936 * @note This return is the value that was set using SetSize or the target size of an animation.
937 * 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.
939 Vector3 GetTargetSize() const;
942 * @brief Returns the natural size of the actor.
944 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
947 * @return The actor's natural size
949 Vector3 GetNaturalSize() const;
952 * @brief Sets the position of the Actor.
954 * By default, sets the position vector between the parent origin and anchor point (default).
956 * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
958 * @image html actor-position.png
959 * The Actor's z position will be set to 0.0f.
961 * @param[in] x The new x position
962 * @param[in] y The new y position
963 * @pre The Actor has been initialized.
965 void SetPosition(float x, float y);
968 * @brief Sets the position of the Actor.
970 * By default, sets the position vector between the parent origin and anchor point (default).
972 * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
974 * @image html actor-position.png
976 * @param[in] x The new x position
977 * @param[in] y The new y position
978 * @param[in] z The new z position
979 * @pre The Actor has been initialized.
981 void SetPosition(float x, float y, float z);
984 * @brief Sets the position of the Actor.
986 * By default, sets the position vector between the parent origin and anchor point (default).
988 * If Position inheritance if disabled, sets the world position. @see Actor::Property::INHERIT_POSITION
990 * @image html actor-position.png
992 * @param[in] position The new position
993 * @pre The Actor has been initialized.
995 void SetPosition(const Vector3& position);
998 * @brief Sets the position of an actor along the X-axis.
1001 * @param[in] x The new x position
1002 * @pre The Actor has been initialized.
1007 * @brief Sets the position of an actor along the Y-axis.
1010 * @param[in] y The new y position
1011 * @pre The Actor has been initialized.
1016 * @brief Sets the position of an actor along the Z-axis.
1019 * @param[in] z The new z position
1020 * @pre The Actor has been initialized.
1025 * @brief Translates an actor relative to its existing position.
1028 * @param[in] distance The actor will move by this distance
1029 * @pre The actor has been initialized.
1031 void TranslateBy(const Vector3& distance);
1034 * @brief Sets the orientation of the Actor.
1036 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1038 * @param[in] angle The new orientation angle in degrees
1039 * @param[in] axis The new axis of orientation
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 GetCurrentOrientation().
1043 void SetOrientation( const Degree& angle, const Vector3& axis )
1045 SetOrientation( Radian( angle ), axis );
1049 * @brief Sets the orientation of the Actor.
1051 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1053 * @param[in] angle The new orientation angle in radians
1054 * @param[in] axis The new axis of orientation
1055 * @pre The Actor has been initialized.
1056 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1058 void SetOrientation(const Radian& angle, const Vector3& axis);
1061 * @brief Sets the orientation of the Actor.
1063 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1065 * @param[in] orientation The new orientation
1066 * @pre The Actor has been initialized.
1067 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1069 void SetOrientation(const Quaternion& orientation);
1072 * @brief Applies a relative rotation to an actor.
1075 * @param[in] angle The angle to the rotation to combine with the existing orientation
1076 * @param[in] axis The axis of the rotation to combine with the existing orientation
1077 * @pre The actor has been initialized.
1079 void RotateBy( const Degree& angle, const Vector3& axis )
1081 RotateBy( Radian( angle ), axis );
1085 * @brief Applies a relative rotation to an actor.
1088 * @param[in] angle The angle to the rotation to combine with the existing orientation
1089 * @param[in] axis The axis of the rotation to combine with the existing orientation
1090 * @pre The actor has been initialized.
1092 void RotateBy(const Radian& angle, const Vector3& axis);
1095 * @brief Applies a relative rotation to an actor.
1098 * @param[in] relativeRotation The rotation to combine with the existing orientation
1099 * @pre The actor has been initialized.
1101 void RotateBy(const Quaternion& relativeRotation);
1104 * @brief Sets the scale factor applied to an actor.
1107 * @param[in] scale The scale factor applied on all axes
1108 * @pre The Actor has been initialized.
1109 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1111 void SetScale(float scale);
1114 * @brief Sets the scale factor applied to an actor.
1117 * @param[in] scaleX The scale factor applied along the x-axis
1118 * @param[in] scaleY The scale factor applied along the y-axis
1119 * @param[in] scaleZ The scale factor applied along the z-axis
1120 * @pre The Actor has been initialized.
1121 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1123 void SetScale(float scaleX, float scaleY, float scaleZ);
1126 * @brief Sets the scale factor applied to an actor.
1129 * @param[in] scale A vector representing the scale factor for each axis
1130 * @pre The Actor has been initialized.
1131 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1133 void SetScale(const Vector3& scale);
1136 * @brief Applies a relative scale to an actor.
1139 * @param[in] relativeScale The scale to combine with the actor's existing scale
1140 * @pre The actor has been initialized.
1142 void ScaleBy(const Vector3& relativeScale);
1144 // Visibility & Color
1147 * @brief Sets the actor's color mode.
1149 * This specifies whether the Actor uses its own color, or inherits
1150 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1152 * @param[in] colorMode ColorMode to use
1153 * @pre The Actor has been initialized.
1155 void SetColorMode( ColorMode colorMode );
1158 * @brief Returns the actor's color mode.
1161 * @return Currently used colorMode
1162 * @pre The Actor has been initialized.
1164 ColorMode GetColorMode() const;
1167 * @brief Sets how the actor and its children should be drawn.
1169 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1170 * If an object is in a 3D layer, it will be depth-tested against
1171 * other objects in the world i.e. it may be obscured if other objects are in front.
1173 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1174 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1175 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1176 * and depth-testing will not be used.
1179 * @param[in] drawMode The new draw-mode to use
1180 * @note Layers do not inherit the DrawMode from their parents.
1182 void SetDrawMode( DrawMode::Type drawMode );
1185 * @brief Queries how the actor and its children will be drawn.
1188 * @return Return the draw mode type
1190 DrawMode::Type GetDrawMode() const;
1195 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1198 * @param[out] localX On return, the X-coordinate relative to the actor
1199 * @param[out] localY On return, the Y-coordinate relative to the actor
1200 * @param[in] screenX The screen X-coordinate
1201 * @param[in] screenY The screen Y-coordinate
1202 * @return True if the conversion succeeded
1203 * @pre The Actor has been initialized.
1204 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1206 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1209 * @brief Sets whether the actor should be focusable by keyboard navigation.
1211 * The default is false.
1213 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1215 * @pre The Actor has been initialized.
1217 void SetKeyboardFocusable( bool focusable );
1220 * @brief Returns whether the actor is focusable by keyboard navigation.
1223 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1224 * @pre The Actor has been initialized.
1226 bool IsKeyboardFocusable() const;
1229 * @brief Raise actor above the next sibling actor.
1232 * @pre The Actor has been initialized.
1233 * @pre The Actor has been parented.
1238 * @brief Lower the actor below the previous sibling actor.
1241 * @pre The Actor has been initialized.
1242 * @pre The Actor has been parented.
1247 * @brief Raise actor above all other sibling actors.
1250 * @pre The Actor has been initialized.
1251 * @pre The Actor has been parented.
1256 * @brief Lower actor to the bottom of all other sibling actors.
1259 * @pre The Actor has been initialized.
1260 * @pre The Actor has been parented.
1262 void LowerToBottom();
1265 * @brief Raises the actor above the target actor.
1268 * @param[in] target The target actor
1269 * @pre The Actor has been initialized.
1270 * @pre The Actor has been parented.
1271 * @pre The target actor is a sibling.
1273 void RaiseAbove( Actor target );
1276 * @brief Lower the actor to below the target actor.
1279 * @param[in] target The target actor
1280 * @pre The Actor has been initialized.
1281 * @pre The Actor has been parented.
1282 * @pre The target actor is a sibling.
1284 void LowerBelow( Actor target );
1289 * @brief Sets the resize policy to be used for the given dimension(s).
1292 * @param[in] policy The resize policy to use
1293 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1295 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1298 * @brief Returns the resize policy used for a single dimension.
1301 * @param[in] dimension The dimension to get policy for
1302 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1304 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1307 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1310 * @param[in] policy The policy to use for when the size is set
1312 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1315 * @brief Returns the size scale policy in use.
1318 * @return Return the size scale policy
1320 SizeScalePolicy::Type GetSizeScalePolicy() const;
1323 * @brief Sets the relative to parent size factor of the actor.
1325 * This factor is only used when ResizePolicy is set to either:
1326 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1327 * This actor's size is set to the actor's size multiplied by or added to this factor,
1328 * depending on ResizePolicy ( See SetResizePolicy() ).
1331 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1332 * @pre The Actor has been initialized.
1334 void SetSizeModeFactor( const Vector3& factor );
1337 * @brief Retrieves the relative to parent size factor of the actor.
1340 * @return The Actor's current relative size factor
1341 * @pre The Actor has been initialized.
1343 Vector3 GetSizeModeFactor() const;
1346 * @brief Calculates the height of the actor given a width.
1348 * The natural size is used for default calculation.
1349 * size 0 is treated as aspect ratio 1:1.
1352 * @param[in] width Width to use
1353 * @return Return the height based on the width
1355 float GetHeightForWidth( float width );
1358 * @brief Calculates the width of the actor given a height.
1360 * The natural size is used for default calculation.
1361 * size 0 is treated as aspect ratio 1:1.
1364 * @param[in] height Height to use
1365 * @return Return the width based on the height
1367 float GetWidthForHeight( float height );
1370 * @brief Returns the value of negotiated dimension for the given dimension.
1373 * @param[in] dimension The dimension to retrieve
1374 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1376 float GetRelayoutSize( Dimension::Type dimension ) const;
1379 * @brief Sets the padding for use in layout.
1382 * @param[in] padding Padding for the actor
1384 void SetPadding( const Padding& padding );
1387 * @brief Returns the value of the padding.
1390 * @param[in] paddingOut The returned padding data
1392 void GetPadding( Padding& paddingOut ) const;
1395 * @brief Gets depth in the hierarchy for the actor.
1398 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1400 int32_t GetHierarchyDepth();
1405 * @brief Adds a renderer to this actor.
1408 * @param[in] renderer Renderer to add to the actor
1409 * @return The index of the Renderer that was added
1410 * @pre The renderer must be initialized.
1413 uint32_t AddRenderer( Renderer& renderer );
1416 * @brief Gets the number of renderers on this actor.
1419 * @return The number of renderers on this actor
1421 uint32_t GetRendererCount() const;
1424 * @brief Gets a Renderer by index.
1427 * @param[in] index The index of the renderer to fetch
1428 * @return The renderer at the specified index
1429 * @pre The index must be between 0 and GetRendererCount()-1
1432 Renderer GetRendererAt( uint32_t index );
1435 * @brief Removes a renderer from the actor.
1438 * @param[in] renderer Handle to the renderer that is to be removed
1440 void RemoveRenderer( Renderer& renderer );
1443 * @brief Removes a renderer from the actor by index.
1446 * @param[in] index Index of the renderer that is to be removed
1447 * @pre The index must be between 0 and GetRendererCount()-1
1450 void RemoveRenderer( uint32_t index );
1455 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1456 * @brief This signal is emitted when touch input is received.
1458 * A callback of the following type may be connected:
1460 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1462 * The return value of True, indicates that the touch event should be consumed.
1463 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1465 * @return The signal to connect to
1466 * @pre The Actor has been initialized.
1468 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1471 * @brief This signal is emitted when touch input is received.
1473 * A callback of the following type may be connected:
1475 * bool YourCallbackName( Actor actor, TouchData& touch );
1477 * The return value of True, indicates that the touch event has been consumed.
1478 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1480 * @return The signal to connect to
1481 * @pre The Actor has been initialized.
1483 TouchDataSignalType& TouchSignal();
1486 * @brief This signal is emitted when hover input is received.
1488 * A callback of the following type may be connected:
1490 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1492 * The return value of True, indicates that the hover event should be consumed.
1493 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1495 * @return The signal to connect to
1496 * @pre The Actor has been initialized.
1498 HoverSignalType& HoveredSignal();
1501 * @brief This signal is emitted when wheel event is received.
1503 * A callback of the following type may be connected:
1505 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1507 * The return value of True, indicates that the wheel event should be consumed.
1508 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1510 * @return The signal to connect to
1511 * @pre The Actor has been initialized.
1513 WheelEventSignalType& WheelEventSignal();
1516 * @brief This signal is emitted after the actor has been connected to the stage.
1518 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1520 * @return The signal to connect to
1521 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1523 * @note When the parent of a set of actors is connected to the stage, then all of the children
1524 * will received this callback.
1525 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1537 OnStageSignalType& OnStageSignal();
1540 * @brief This signal is emitted after the actor has been disconnected from the stage.
1542 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1545 * @return The signal to connect to
1546 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1547 * will received this callback, starting with the leaf actors.
1548 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1561 OffStageSignalType& OffStageSignal();
1564 * @brief This signal is emitted after the size has been set on the actor during relayout
1567 * @return The signal
1569 OnRelayoutSignalType& OnRelayoutSignal();
1572 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1574 * A callback of the following type may be connected:
1576 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1578 * actor: The actor, or child of actor, whose layout direction has changed
1579 * type: Whether the actor's layout direction property has changed or a parent's.
1582 * @return The signal to connect to
1583 * @pre The Actor has been initialized.
1585 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1587 public: // Not intended for application developers
1591 * @brief This constructor is used by Actor::New() methods.
1594 * @param [in] actor A pointer to a newly allocated Dali resource
1596 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1601 * @brief Helper for discarding an actor handle.
1603 * If the handle is empty, this method does nothing. Otherwise
1604 * Actor::Unparent() will be called, followed by Actor::Reset().
1606 * @param[in,out] actor A handle to an actor, or an empty handle
1608 inline void UnparentAndReset( Actor& actor )
1622 #endif // DALI_ACTOR_H