5 * Copyright (c) 2018 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 IsSensitive().
77 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible().
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
264 * @see Actor::SetParentOrigin()
266 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX,
269 * @brief The x origin of an actor, within its parent's area.
270 * @details Name "parentOriginX", type Property::FLOAT, constraint-input
272 * @see Actor::SetParentOrigin()
277 * @brief The y origin of an actor, within its parent's area.
278 * @details Name "parentOriginY", type Property::FLOAT, constraint-input
280 * @see Actor::SetParentOrigin()
285 * @brief The z origin of an actor, within its parent's area.
286 * @details Name "parentOriginZ", type Property::FLOAT, constraint-input
288 * @see Actor::SetParentOrigin()
293 * @brief The anchor-point of an actor.
294 * @details Name "anchorPoint", type Property::VECTOR3, constraint-input
296 * @see Actor::SetAnchorPoint()
301 * @brief The x anchor-point of an actor.
302 * @details Name "anchorPointX", type Property::FLOAT, constraint-input
304 * @see Actor::SetAnchorPoint()
309 * @brief The y anchor-point of an actor.
310 * @details Name "anchorPointY", type Property::FLOAT, constraint-input
312 * @see Actor::SetAnchorPoint()
317 * @brief The z anchor-point of an actor.
318 * @details Name "anchorPointZ", type Property::FLOAT, constraint-input
320 * @see Actor::SetAnchorPoint()
325 * @brief The size of an actor.
326 * @details Name "size", type Property::VECTOR3, animatable / constraint-input
328 * @see Actor::SetSize()
333 * @brief The width of an actor.
334 * @details Name "sizeWidth", type Property::FLOAT, animatable / constraint-input
336 * @see Actor::SetSize()
341 * @brief The height of an actor.
342 * @details Name "sizeHeight", type Property::FLOAT, animatable / constraint-input
344 * @see Actor::SetSize()
349 * @brief The depth of an actor.
350 * @details Name "sizeDepth", type Property::FLOAT, animatable / constraint-input
352 * @see Actor::SetSize()
357 * @brief The position of an actor.
358 * @details Name "position", type Property::VECTOR3, animatable / constraint-input
360 * @see Actor::SetPosition()
365 * @brief The x position of an actor.
366 * @details Name "positionX", type Property::FLOAT, animatable / constraint-input
373 * @brief The y position of an actor.
374 * @details Name "positionY", type Property::FLOAT, animatable / constraint-input
381 * @brief The z position of an actor.
382 * @details Name "positionZ", type Property::FLOAT, animatable / constraint-input
389 * @brief The world position of an actor.
390 * @details Name "worldPosition", type Property::VECTOR3, read-only / constraint-input
392 * @see Actor::GetCurrentWorldPosition()
397 * @brief The x world position of an actor.
398 * @details Name "worldPositionX", type Property::FLOAT, read-only / constraint-input
400 * @see Actor::GetCurrentWorldPosition()
405 * @brief The y world position of an actor.
406 * @details Name "worldPositionY", type Property::FLOAT, read-only / constraint-input
408 * @see Actor::GetCurrentWorldPosition()
413 * @brief The z world position of an actor.
414 * @details Name "worldPositionZ", type Property::FLOAT, read-only / constraint-input
416 * @see Actor::GetCurrentWorldPosition()
421 * @brief The orientation of an actor.
422 * @details Name "orientation", type Property::ROTATION, animatable / constraint-input
424 * @see Actor::SetOrientation()
429 * @brief The world orientation of an actor.
430 * @details Name "worldOrientation", type Property::ROTATION, read-only / constraint-input
432 * @see Actor::GetCurrentWorldOrientation()
437 * @brief The scale factor applied to an actor.
438 * @details Name "scale", type Property::VECTOR3, animatable / constraint-input
440 * @see Actor::SetScale()
445 * @brief The x scale factor applied to an actor.
446 * @details Name "scaleX", type Property::FLOAT, animatable / constraint-input
448 * @see Actor::SetScale()
453 * @brief The y scale factor applied to an actor.
454 * @details Name "scaleY", type Property::FLOAT, animatable / constraint-input
456 * @see Actor::SetScale()
461 * @brief The x scale factor applied to an actor.
462 * @details Name "scaleZ", type Property::FLOAT, animatable / constraint-input
464 * @see Actor::SetScale()
469 * @brief The world scale factor applied to an actor.
470 * @details Name "worldScale", type Property::VECTOR3, read-only / constraint-input
472 * @see Actor::GetCurrentWorldScale()
477 * @brief The visibility flag of an actor.
478 * @details Name "visible", type Property::BOOL, animatable / constraint-input
480 * @see Actor::SetVisible()
485 * @brief The color of an actor.
486 * @details Name "color", type Property::VECTOR4 or Property::VECTOR3, animatable / constraint-input
487 * @note The alpha value will be 1.0f if a Vector3 type value is set.
489 * @see Actor::SetColor()
494 * @brief The red component of an actor's color.
495 * @details Name "colorRed", type Property::FLOAT, animatable / constraint-input
497 * @see Actor::SetColor()
502 * @brief The green component of an actor's color.
503 * @details Name "colorGreen", type Property::FLOAT, animatable / constraint-input
505 * @see Actor::SetColor()
510 * @brief The blue component of an actor's color.
511 * @details Name "colorBlue", type Property::FLOAT, animatable / constraint-input
513 * @see Actor::SetColor()
518 * @brief The alpha component of an actor's color.
519 * @details Name "colorAlpha", type Property::FLOAT, animatable / constraint-input
521 * @see Actor::SetColor()
526 * @brief The world color of an actor.
527 * @details Name "worldColor", type Property::VECTOR4, read-only / constraint-input
529 * @see Actor::GetCurrentWorldColor()
534 * @brief The world matrix of an actor.
535 * @details Name "worldMatrix", type Property::MATRIX, read-only / constraint-input
537 * @see Actor::GetCurrentWorldMatrix()
542 * @brief The name of an actor.
543 * @details Name "name", type Property::STRING
545 * @see Actor::GetName()
550 * @brief The flag whether an actor should emit touch or hover signals.
551 * @details Name "sensitive", type Property::BOOLEAN
553 * @see Actor::SetSensitive()
558 * @brief The flag whether an actor should receive a notification when touch or hover motion events leave.
559 * @details Name "leaveRequired", type Property::BOOLEAN
561 * @see Actor::SetLeaveRequired()
566 * @brief The flag whether a child actor inherits it's parent's orientation.
567 * @details Name "inheritOrientation", type Property::BOOLEAN
569 * @see Actor::SetInheritOrientation()
574 * @brief The flag whether a child actor inherits it's parent's scale.
575 * @details Name "inheritScale", type Property::BOOLEAN
577 * @see Actor::SetInheritScale()
582 * @brief The color mode of an actor.
583 * @details Name "colorMode", type ColorMode (Property::INTEGER) or Property::STRING.
585 * @see Actor::SetColorMode()
590 * @brief This property is removed because it's deprecated.
592 RESERVED_PROPERTY_01,
595 * @brief The draw mode of an actor.
596 * @details Name "drawMode", type DrawMode::Type (Property::INTEGER) or Property::STRING.
598 * @see Actor::SetDrawMode()
603 * @brief The size mode factor of an actor.
604 * @details Name "sizeModeFactor", type Property::VECTOR3.
606 * @see Actor::SetSizeModeFactor()
611 * @brief The resize policy for the width of an actor.
612 * @details Name "widthResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
614 * @see Actor::SetResizePolicy()
619 * @brief The resize policy for the height of an actor.
620 * @details Name "heightResizePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
622 * @see Actor::SetResizePolicy()
624 HEIGHT_RESIZE_POLICY,
627 * @brief The size scale policy of an actor.
628 * @details Name "sizeScalePolicy", type ResizePolicy::Type (Property::INTEGER) or Property::STRING.
630 * @see Actor::SetSizeScalePolicy()
635 * @brief The flag to determine the width dependent on the height.
636 * @details Name "widthForHeight", type Property::BOOLEAN.
638 * @see Actor::SetResizePolicy()
643 * @brief The flag to determine the height dependent on the width.
644 * @details Name "heightForWidth", type Property::BOOLEAN.
646 * @see Actor::SetResizePolicy()
651 * @brief The padding of an actor for use in layout.
652 * @details Name "padding", type Property::VECTOR4.
654 * @see Actor::SetPadding()
659 * @brief The minimum size an actor can be assigned in size negotiation.
660 * @details Name "minimumSize", type Property::VECTOR2.
662 * @see Actor::SetMinimumSize()
667 * @brief The maximum size an actor can be assigned in size negotiation.
668 * @details Name "maximumSize", type Property::VECTOR2.
670 * @see Actor::SetMaximumSize()
675 * @brief The flag whether a child actor inherits it's parent's position.
676 * @details Name "inheritPosition", type Property::BOOLEAN.
678 * @see Actor::SetInheritPosition()
683 * @brief The clipping mode of an actor.
684 * @details Name "clippingMode", type ClippingMode::Type (Property::INTEGER) or Property::STRING.
686 * @see ClippingMode::Type for supported values.
691 * @brief The direction of the layout.
692 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
694 * @see LayoutDirection::Type for supported values.
699 * @brief Determines whether child actors inherit the layout direction from a parent.
700 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
703 INHERIT_LAYOUT_DIRECTION,
709 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
710 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
711 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
712 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
713 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
714 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
715 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
716 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
721 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
723 * Calling member functions with an uninitialized Actor handle is not allowed.
729 * @brief Creates an initialized Actor.
732 * @return A handle to a newly allocated Dali resource
737 * @brief Downcasts a handle to Actor handle.
739 * If handle points to an Actor object, the downcast produces valid handle.
740 * If not, the returned handle is left uninitialized.
743 * @param[in] handle to An object
744 * @return handle to a Actor object or an uninitialized handle
746 static Actor DownCast( BaseHandle handle );
749 * @brief Dali::Actor is intended as a base class.
751 * This is non-virtual since derived Handle types must not contain data or virtual methods.
757 * @brief Copy constructor.
760 * @param[in] copy The actor to copy
762 Actor(const Actor& copy);
765 * @brief Assignment operator
768 * @param[in] rhs The actor to copy
769 * @return A reference to this
771 Actor& operator=(const Actor& rhs);
774 * @brief Retrieves the Actor's name.
777 * @return The Actor's name
778 * @pre The Actor has been initialized.
780 const std::string& GetName() const;
783 * @brief Sets the Actor's name.
786 * @param[in] name The new name
787 * @pre The Actor has been initialized.
789 void SetName(const std::string& name);
792 * @brief Retrieves the unique ID of the actor.
796 * @pre The Actor has been initialized.
798 uint32_t GetId() const;
803 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
806 * @return True if the actor is the root actor
807 * @pre The Actor has been initialized.
812 * @brief Queries whether the actor is connected to the Stage.
814 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
816 * @return True if the actor is connected to the Stage
817 * @pre The Actor has been initialized.
818 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
820 bool OnStage() const;
823 * @brief Queries whether the actor is of class Dali::Layer.
826 * @return True if the actor is a layer
827 * @pre The Actor has been initialized.
829 bool IsLayer() const;
832 * @brief Gets the layer in which the actor is present.
835 * @return The layer, which will be uninitialized if the actor is off-stage
836 * @pre The Actor has been initialized.
841 * @brief Adds a child Actor to this Actor.
844 * @param[in] child The child
845 * @pre This Actor (the parent) has been initialized.
846 * @pre The child actor has been initialized.
847 * @pre The child actor is not the same as the parent actor.
848 * @pre The actor is not the Root actor.
849 * @post The child will be referenced by its parent. This means that the child will be kept alive,
850 * even if the handle passed into this method is reset or destroyed.
851 * @note If the child already has a parent, it will be removed from old parent
852 * and reparented to this actor. This may change child's position, color,
853 * scale etc as it now inherits them from this actor.
855 void Add(Actor child);
858 * @brief Removes a child Actor from this Actor.
860 * If the actor was not a child of this actor, this is a no-op.
862 * @param[in] child The child
863 * @pre This Actor (the parent) has been initialized.
864 * @pre The child actor is not the same as the parent actor.
866 void Remove(Actor child);
869 * @brief Removes an actor from its parent.
871 * If the actor has no parent, this method does nothing.
873 * @pre The (child) actor has been initialized.
878 * @brief Retrieves the number of children held by the actor.
881 * @return The number of children
882 * @pre The Actor has been initialized.
884 uint32_t GetChildCount() const;
887 * @brief Retrieve and child actor by index.
890 * @param[in] index The index of the child to retrieve
891 * @return The actor for the given index or empty handle if children not initialized
892 * @pre The Actor has been initialized.
894 Actor GetChildAt( uint32_t index ) const;
897 * @brief Search through this actor's hierarchy for an actor with the given name.
899 * The actor itself is also considered in the search.
901 * @param[in] actorName The name of the actor to find
902 * @return A handle to the actor if found, or an empty handle if not
903 * @pre The Actor has been initialized.
905 Actor FindChildByName(const std::string& actorName);
908 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
910 * The actor itself is also considered in the search.
912 * @param[in] id The ID of the actor to find
913 * @return A handle to the actor if found, or an empty handle if not
914 * @pre The Actor has been initialized.
916 Actor FindChildById( const uint32_t id );
919 * @brief Retrieves the actor's parent.
922 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
923 * @pre The actor has been initialized.
925 Actor GetParent() const;
930 * @brief Sets the origin of an actor, within its parent's area.
932 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
933 * and (1.0, 1.0, 0.5) is the bottom-right corner.
934 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
935 * An actor's position is the distance between this origin, and the actor's anchor-point.
936 * @image html parent-origin.png
938 * @param[in] origin The new parent-origin
939 * @pre The Actor has been initialized.
940 * @see Dali::ParentOrigin for predefined parent origin values
942 void SetParentOrigin(const Vector3& origin);
945 * @brief Retrieves the parent-origin of an actor.
948 * @return The current parent-origin
949 * @pre The Actor has been initialized.
951 Vector3 GetCurrentParentOrigin() const;
954 * @brief Sets the anchor-point of an actor.
956 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
957 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
958 * bottom-right corner. The default anchor point is
959 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
960 * An actor position is the distance between its parent-origin and this anchor-point.
961 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
962 * @image html anchor-point.png
964 * @param[in] anchorPoint The new anchor-point
965 * @pre The Actor has been initialized.
966 * @see Dali::AnchorPoint for predefined anchor point values
968 void SetAnchorPoint(const Vector3& anchorPoint);
971 * @brief Retrieves the anchor-point of an actor.
974 * @return The current anchor-point
975 * @pre The Actor has been initialized.
977 Vector3 GetCurrentAnchorPoint() const;
980 * @brief Sets the size of an actor.
982 * Geometry can be scaled to fit within this area.
983 * This does not interfere with the actors scale factor.
984 * The actors default depth is the minimum of width & height.
986 * @param [in] width The new width
987 * @param [in] height The new height
988 * @pre The actor has been initialized.
990 void SetSize(float width, float height);
993 * @brief Sets the size of an actor.
995 * Geometry can be scaled to fit within this area.
996 * This does not interfere with the actors scale factor.
998 * @param[in] width The size of the actor along the x-axis
999 * @param[in] height The size of the actor along the y-axis
1000 * @param[in] depth The size of the actor along the z-axis
1001 * @pre The actor has been initialized.
1003 void SetSize(float width, float height, float depth);
1006 * @brief Sets the size of an actor.
1008 * Geometry can be scaled to fit within this area.
1009 * This does not interfere with the actors scale factor.
1010 * The actors default depth is the minimum of width & height.
1012 * @param[in] size The new size
1013 * @pre The actor has been initialized.
1015 void SetSize(const Vector2& size);
1018 * @brief Sets the size of an actor.
1020 * Geometry can be scaled to fit within this area.
1021 * This does not interfere with the actors scale factor.
1023 * @param [in] size The new size
1024 * @pre The actor has been initialized.
1026 void SetSize(const Vector3& size);
1029 * @brief Retrieves the actor's size.
1032 * @return The actor's target size
1033 * @pre The actor has been initialized.
1034 * @note This return is the value that was set using SetSize or the target size of an animation.
1035 * 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.
1037 Vector3 GetTargetSize() const;
1040 * @brief Retrieves the actor's size.
1043 * @return The actor's current size
1044 * @pre The actor has been initialized.
1045 * @note This property can be animated; the return value may not match the value written with SetSize().
1047 Vector3 GetCurrentSize() const;
1050 * @brief Returns the natural size of the actor.
1052 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
1055 * @return The actor's natural size
1057 Vector3 GetNaturalSize() const;
1060 * @brief Sets the position of the Actor.
1062 * By default, sets the position vector between the parent origin and anchor point (default).
1064 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1066 * @image html actor-position.png
1067 * The Actor's z position will be set to 0.0f.
1069 * @param[in] x The new x position
1070 * @param[in] y The new y position
1071 * @pre The Actor has been initialized.
1073 void SetPosition(float x, float y);
1076 * @brief Sets the position of the Actor.
1078 * By default, sets the position vector between the parent origin and anchor point (default).
1080 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1082 * @image html actor-position.png
1084 * @param[in] x The new x position
1085 * @param[in] y The new y position
1086 * @param[in] z The new z position
1087 * @pre The Actor has been initialized.
1089 void SetPosition(float x, float y, float z);
1092 * @brief Sets the position of the Actor.
1094 * By default, sets the position vector between the parent origin and anchor point (default).
1096 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
1098 * @image html actor-position.png
1100 * @param[in] position The new position
1101 * @pre The Actor has been initialized.
1103 void SetPosition(const Vector3& position);
1106 * @brief Sets the position of an actor along the X-axis.
1109 * @param[in] x The new x position
1110 * @pre The Actor has been initialized.
1115 * @brief Sets the position of an actor along the Y-axis.
1118 * @param[in] y The new y position
1119 * @pre The Actor has been initialized.
1124 * @brief Sets the position of an actor along the Z-axis.
1127 * @param[in] z The new z position
1128 * @pre The Actor has been initialized.
1133 * @brief Translates an actor relative to its existing position.
1136 * @param[in] distance The actor will move by this distance
1137 * @pre The actor has been initialized.
1139 void TranslateBy(const Vector3& distance);
1142 * @brief Retrieves the position of the Actor.
1145 * @return The Actor's current position
1146 * @pre The Actor has been initialized.
1147 * @note This property can be animated; the return value may not match the value written with SetPosition().
1149 Vector3 GetCurrentPosition() const;
1152 * @brief Retrieves the world-position of the Actor.
1155 * @return The Actor's current position in world coordinates
1156 * @pre The Actor has been initialized.
1157 * @note The actor may not have a world-position unless it has been added to the stage.
1159 Vector3 GetCurrentWorldPosition() const;
1162 * @brief Sets whether a child actor inherits it's parent's position.
1164 * Default is to inherit.
1165 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
1166 * the world origin (0,0,0) to the anchor point of the actor.
1168 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
1169 * @pre The Actor has been initialized.
1171 inline void SetInheritPosition( bool inherit )
1173 SetProperty(Property::INHERIT_POSITION, inherit );
1177 * @brief Returns whether the actor inherits its parent's position.
1180 * @return @c true if the actor inherits its parent position, @c false if it uses world position
1181 * @pre The Actor has been initialized.
1183 inline bool IsPositionInherited() const
1185 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
1189 * @brief Sets the orientation of the Actor.
1191 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1193 * @param[in] angle The new orientation angle in degrees
1194 * @param[in] axis The new axis of orientation
1195 * @pre The Actor has been initialized.
1196 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1198 void SetOrientation( const Degree& angle, const Vector3& axis )
1200 SetOrientation( Radian( angle ), axis );
1204 * @brief Sets the orientation of the Actor.
1206 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1208 * @param[in] angle The new orientation angle in radians
1209 * @param[in] axis The new axis of orientation
1210 * @pre The Actor has been initialized.
1211 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1213 void SetOrientation(const Radian& angle, const Vector3& axis);
1216 * @brief Sets the orientation of the Actor.
1218 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
1220 * @param[in] orientation The new orientation
1221 * @pre The Actor has been initialized.
1222 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
1224 void SetOrientation(const Quaternion& orientation);
1227 * @brief Applies a relative rotation to an actor.
1230 * @param[in] angle The angle to the rotation to combine with the existing orientation
1231 * @param[in] axis The axis of the rotation to combine with the existing orientation
1232 * @pre The actor has been initialized.
1234 void RotateBy( const Degree& angle, const Vector3& axis )
1236 RotateBy( Radian( angle ), axis );
1240 * @brief Applies a relative rotation to an actor.
1243 * @param[in] angle The angle to the rotation to combine with the existing orientation
1244 * @param[in] axis The axis of the rotation to combine with the existing orientation
1245 * @pre The actor has been initialized.
1247 void RotateBy(const Radian& angle, const Vector3& axis);
1250 * @brief Applies a relative rotation to an actor.
1253 * @param[in] relativeRotation The rotation to combine with the existing orientation
1254 * @pre The actor has been initialized.
1256 void RotateBy(const Quaternion& relativeRotation);
1259 * @brief Retrieves the Actor's orientation.
1262 * @return The current orientation
1263 * @pre The Actor has been initialized.
1264 * @note This property can be animated; the return value may not match the value written with SetOrientation().
1266 Quaternion GetCurrentOrientation() const;
1269 * @brief Sets whether a child actor inherits it's parent's orientation.
1271 * Default is to inherit.
1272 * Switching this off means that using SetOrientation() sets the actor's world orientation.
1274 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
1275 * @pre The Actor has been initialized.
1277 void SetInheritOrientation(bool inherit);
1280 * @brief Returns whether the actor inherits its parent's orientation.
1283 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
1284 * @pre The Actor has been initialized.
1286 bool IsOrientationInherited() const;
1289 * @brief Retrieves the world-orientation of the Actor.
1292 * @return The Actor's current orientation in the world
1293 * @pre The Actor has been initialized.
1294 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
1296 Quaternion GetCurrentWorldOrientation() const;
1299 * @brief Sets the scale factor applied to an actor.
1302 * @param[in] scale The scale factor applied on all axes
1303 * @pre The Actor has been initialized.
1304 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1306 void SetScale(float scale);
1309 * @brief Sets the scale factor applied to an actor.
1312 * @param[in] scaleX The scale factor applied along the x-axis
1313 * @param[in] scaleY The scale factor applied along the y-axis
1314 * @param[in] scaleZ The scale factor applied along the z-axis
1315 * @pre The Actor has been initialized.
1316 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1318 void SetScale(float scaleX, float scaleY, float scaleZ);
1321 * @brief Sets the scale factor applied to an actor.
1324 * @param[in] scale A vector representing the scale factor for each axis
1325 * @pre The Actor has been initialized.
1326 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
1328 void SetScale(const Vector3& scale);
1331 * @brief Applies a relative scale to an actor.
1334 * @param[in] relativeScale The scale to combine with the actor's existing scale
1335 * @pre The actor has been initialized.
1337 void ScaleBy(const Vector3& relativeScale);
1340 * @brief Retrieves the scale factor applied to an actor.
1343 * @return A vector representing the scale factor for each axis
1344 * @pre The Actor has been initialized.
1345 * @note This property can be animated; the return value may not match the value written with SetScale().
1347 Vector3 GetCurrentScale() const;
1350 * @brief Retrieves the world-scale of the Actor.
1353 * @return The Actor's current scale in the world
1354 * @pre The Actor has been initialized.
1355 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
1357 Vector3 GetCurrentWorldScale() const;
1360 * @brief Sets whether a child actor inherits it's parent's scale.
1362 * Default is to inherit.
1363 * Switching this off means that using SetScale() sets the actor's world scale.
1365 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
1366 * @pre The Actor has been initialized.
1368 void SetInheritScale( bool inherit );
1371 * @brief Returns whether the actor inherits its parent's scale.
1374 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
1375 * @pre The Actor has been initialized.
1377 bool IsScaleInherited() const;
1380 * @brief Retrieves the world-matrix of the actor.
1383 * @return The Actor's current world matrix
1384 * @pre The Actor has been initialized.
1385 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1387 Matrix GetCurrentWorldMatrix() const;
1389 // Visibility & Color
1392 * @brief Sets the visibility flag of an actor.
1395 * @param[in] visible The new visibility flag
1396 * @pre The actor has been initialized.
1397 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1398 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1399 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1400 * rendered if all of its parents have visibility set to true.
1402 void SetVisible(bool visible);
1405 * @brief Retrieves the visibility flag of an actor.
1408 * @return The visibility flag
1409 * @pre The actor has been initialized.
1410 * @note This property can be animated; the return value may not match the value written with SetVisible().
1411 * @note If an actor is not visible, then the actor and its children will not be rendered.
1412 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1413 * rendered if all of its parents have visibility set to true.
1415 bool IsVisible() const;
1418 * @brief Sets the opacity of an actor.
1421 * @param[in] opacity The new opacity
1422 * @pre The actor has been initialized.
1423 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1425 void SetOpacity(float opacity);
1428 * @brief Retrieves the actor's opacity.
1431 * @return The actor's opacity
1432 * @pre The actor has been initialized.
1433 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1435 float GetCurrentOpacity() const;
1438 * @brief Sets the actor's color; this is an RGBA value.
1440 * The final color of the actor depends on its color mode.
1442 * @param[in] color The new color
1443 * @pre The Actor has been initialized.
1444 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1446 void SetColor(const Vector4& color);
1449 * @brief Retrieves the actor's color.
1451 * Actor's own color is not clamped.
1454 * @pre The Actor has been initialized.
1455 * @note This property can be animated; the return value may not match the value written with SetColor().
1457 Vector4 GetCurrentColor() const;
1460 * @brief Sets the actor's color mode.
1462 * This specifies whether the Actor uses its own color, or inherits
1463 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1465 * @param[in] colorMode ColorMode to use
1466 * @pre The Actor has been initialized.
1468 void SetColorMode( ColorMode colorMode );
1471 * @brief Returns the actor's color mode.
1474 * @return Currently used colorMode
1475 * @pre The Actor has been initialized.
1477 ColorMode GetColorMode() const;
1480 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1483 * @return The Actor's current color in the world
1484 * @pre The Actor has been initialized.
1485 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1487 Vector4 GetCurrentWorldColor() const;
1490 * @brief Sets how the actor and its children should be drawn.
1492 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1493 * If an object is in a 3D layer, it will be depth-tested against
1494 * other objects in the world i.e. it may be obscured if other objects are in front.
1496 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1497 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1498 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1499 * and depth-testing will not be used.
1502 * @param[in] drawMode The new draw-mode to use
1503 * @note Layers do not inherit the DrawMode from their parents.
1505 void SetDrawMode( DrawMode::Type drawMode );
1508 * @brief Queries how the actor and its children will be drawn.
1511 * @return Return the draw mode type
1513 DrawMode::Type GetDrawMode() const;
1518 * @brief Sets whether an actor should emit touch or hover signals.
1520 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1521 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1522 * hover event signal will be emitted.
1524 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1526 * actor.SetSensitive(false);
1529 * Then, to re-enable the touch or hover event signal emission, the application should call:
1531 * actor.SetSensitive(true);
1535 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1536 * @pre The Actor has been initialized.
1537 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1538 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1539 * hittable if all of its parents have sensitivity set to true.
1540 * @see @see TouchedSignal() and HoveredSignal().
1542 void SetSensitive(bool sensitive);
1545 * @brief Queries whether an actor emits touch or hover event signals.
1548 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1549 * @pre The Actor has been initialized.
1550 * @note If an actor is not sensitive, then it's children will not be hittable either.
1551 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1552 * hittable if all of its parents have sensitivity set to true.
1554 bool IsSensitive() const;
1557 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1560 * @param[out] localX On return, the X-coordinate relative to the actor
1561 * @param[out] localY On return, the Y-coordinate relative to the actor
1562 * @param[in] screenX The screen X-coordinate
1563 * @param[in] screenY The screen Y-coordinate
1564 * @return True if the conversion succeeded
1565 * @pre The Actor has been initialized.
1566 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1568 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1571 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1572 * the boundary of the actor.
1575 * @param[in] required Should be set to true if a Leave event is required
1576 * @pre The Actor has been initialized.
1577 * @note By default, this is set to false as most actors do not require this.
1578 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1581 void SetLeaveRequired(bool required);
1584 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1585 * the boundary of the actor.
1588 * @return @c true if a Leave event is required, @c false otherwise
1589 * @pre The Actor has been initialized.
1591 bool GetLeaveRequired() const;
1594 * @brief Sets whether the actor should be focusable by keyboard navigation.
1596 * The default is false.
1598 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1600 * @pre The Actor has been initialized.
1602 void SetKeyboardFocusable( bool focusable );
1605 * @brief Returns whether the actor is focusable by keyboard navigation.
1608 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1609 * @pre The Actor has been initialized.
1611 bool IsKeyboardFocusable() const;
1614 * @brief Raise actor above the next sibling actor.
1617 * @pre The Actor has been initialized.
1618 * @pre The Actor has been parented.
1623 * @brief Lower the actor below the previous sibling actor.
1626 * @pre The Actor has been initialized.
1627 * @pre The Actor has been parented.
1632 * @brief Raise actor above all other sibling actors.
1635 * @pre The Actor has been initialized.
1636 * @pre The Actor has been parented.
1641 * @brief Lower actor to the bottom of all other sibling actors.
1644 * @pre The Actor has been initialized.
1645 * @pre The Actor has been parented.
1647 void LowerToBottom();
1650 * @brief Raises the actor above the target actor.
1653 * @param[in] target The target actor
1654 * @pre The Actor has been initialized.
1655 * @pre The Actor has been parented.
1656 * @pre The target actor is a sibling.
1658 void RaiseAbove( Actor target );
1661 * @brief Lower the actor to below the target actor.
1664 * @param[in] target The target actor
1665 * @pre The Actor has been initialized.
1666 * @pre The Actor has been parented.
1667 * @pre The target actor is a sibling.
1669 void LowerBelow( Actor target );
1674 * @brief Sets the resize policy to be used for the given dimension(s).
1677 * @param[in] policy The resize policy to use
1678 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1680 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1683 * @brief Returns the resize policy used for a single dimension.
1686 * @param[in] dimension The dimension to get policy for
1687 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1689 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1692 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1695 * @param[in] policy The policy to use for when the size is set
1697 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1700 * @brief Returns the size scale policy in use.
1703 * @return Return the size scale policy
1705 SizeScalePolicy::Type GetSizeScalePolicy() const;
1708 * @brief Sets the relative to parent size factor of the actor.
1710 * This factor is only used when ResizePolicy is set to either:
1711 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1712 * This actor's size is set to the actor's size multiplied by or added to this factor,
1713 * depending on ResizePolicy ( See SetResizePolicy() ).
1716 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1717 * @pre The Actor has been initialized.
1719 void SetSizeModeFactor( const Vector3& factor );
1722 * @brief Retrieves the relative to parent size factor of the actor.
1725 * @return The Actor's current relative size factor
1726 * @pre The Actor has been initialized.
1728 Vector3 GetSizeModeFactor() const;
1731 * @brief Calculates the height of the actor given a width.
1733 * The natural size is used for default calculation.
1734 * size 0 is treated as aspect ratio 1:1.
1737 * @param[in] width Width to use
1738 * @return Return the height based on the width
1740 float GetHeightForWidth( float width );
1743 * @brief Calculates the width of the actor given a height.
1745 * The natural size is used for default calculation.
1746 * size 0 is treated as aspect ratio 1:1.
1749 * @param[in] height Height to use
1750 * @return Return the width based on the height
1752 float GetWidthForHeight( float height );
1755 * @brief Returns the value of negotiated dimension for the given dimension.
1758 * @param[in] dimension The dimension to retrieve
1759 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1761 float GetRelayoutSize( Dimension::Type dimension ) const;
1764 * @brief Sets the padding for use in layout.
1767 * @param[in] padding Padding for the actor
1769 void SetPadding( const Padding& padding );
1772 * @brief Returns the value of the padding.
1775 * @param[in] paddingOut The returned padding data
1777 void GetPadding( Padding& paddingOut ) const;
1780 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1783 * @param[in] size The minimum size
1785 void SetMinimumSize( const Vector2& size );
1788 * @brief Returns the minimum relayout size.
1791 * @return Return the minimum size
1793 Vector2 GetMinimumSize();
1796 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1799 * @param[in] size The maximum size
1801 void SetMaximumSize( const Vector2& size );
1804 * @brief Returns the maximum relayout size.
1807 * @return Return the maximum size
1809 Vector2 GetMaximumSize();
1812 * @brief Gets depth in the hierarchy for the actor.
1815 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1817 int32_t GetHierarchyDepth();
1822 * @brief Adds a renderer to this actor.
1825 * @param[in] renderer Renderer to add to the actor
1826 * @return The index of the Renderer that was added
1827 * @pre The renderer must be initialized.
1830 uint32_t AddRenderer( Renderer& renderer );
1833 * @brief Gets the number of renderers on this actor.
1836 * @return The number of renderers on this actor
1838 uint32_t GetRendererCount() const;
1841 * @brief Gets a Renderer by index.
1844 * @param[in] index The index of the renderer to fetch
1845 * @return The renderer at the specified index
1846 * @pre The index must be between 0 and GetRendererCount()-1
1849 Renderer GetRendererAt( uint32_t index );
1852 * @brief Removes a renderer from the actor.
1855 * @param[in] renderer Handle to the renderer that is to be removed
1857 void RemoveRenderer( Renderer& renderer );
1860 * @brief Removes a renderer from the actor by index.
1863 * @param[in] index Index of the renderer that is to be removed
1864 * @pre The index must be between 0 and GetRendererCount()-1
1867 void RemoveRenderer( uint32_t index );
1872 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1873 * @brief This signal is emitted when touch input is received.
1875 * A callback of the following type may be connected:
1877 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1879 * The return value of True, indicates that the touch event should be consumed.
1880 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1882 * @return The signal to connect to
1883 * @pre The Actor has been initialized.
1885 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1888 * @brief This signal is emitted when touch input is received.
1890 * A callback of the following type may be connected:
1892 * bool YourCallbackName( Actor actor, TouchData& touch );
1894 * The return value of True, indicates that the touch event has been consumed.
1895 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1897 * @return The signal to connect to
1898 * @pre The Actor has been initialized.
1900 TouchDataSignalType& TouchSignal();
1903 * @brief This signal is emitted when hover input is received.
1905 * A callback of the following type may be connected:
1907 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1909 * The return value of True, indicates that the hover event should be consumed.
1910 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1912 * @return The signal to connect to
1913 * @pre The Actor has been initialized.
1915 HoverSignalType& HoveredSignal();
1918 * @brief This signal is emitted when wheel event is received.
1920 * A callback of the following type may be connected:
1922 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1924 * The return value of True, indicates that the wheel event should be consumed.
1925 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1927 * @return The signal to connect to
1928 * @pre The Actor has been initialized.
1930 WheelEventSignalType& WheelEventSignal();
1933 * @brief This signal is emitted after the actor has been connected to the stage.
1935 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1937 * @return The signal to connect to
1938 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1940 * @note When the parent of a set of actors is connected to the stage, then all of the children
1941 * will received this callback.
1942 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1954 OnStageSignalType& OnStageSignal();
1957 * @brief This signal is emitted after the actor has been disconnected from the stage.
1959 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1962 * @return The signal to connect to
1963 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1964 * will received this callback, starting with the leaf actors.
1965 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1978 OffStageSignalType& OffStageSignal();
1981 * @brief This signal is emitted after the size has been set on the actor during relayout
1984 * @return The signal
1986 OnRelayoutSignalType& OnRelayoutSignal();
1989 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1991 * A callback of the following type may be connected:
1993 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1995 * actor: The actor, or child of actor, whose layout direction has changed
1996 * type: Whether the actor's layout direction property has changed or a parent's.
1999 * @return The signal to connect to
2000 * @pre The Actor has been initialized.
2002 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
2004 public: // Not intended for application developers
2008 * @brief This constructor is used by Actor::New() methods.
2011 * @param [in] actor A pointer to a newly allocated Dali resource
2013 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
2018 * @brief Helper for discarding an actor handle.
2020 * If the handle is empty, this method does nothing. Otherwise
2021 * Actor::Unparent() will be called, followed by Actor::Reset().
2023 * @param[in,out] actor A handle to an actor, or an empty handle
2025 inline void UnparentAndReset( Actor& actor )
2039 #endif // DALI_ACTOR_H