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.
260 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
261 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
262 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
263 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
265 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
266 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
267 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
268 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
269 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
270 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
271 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
273 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
274 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
275 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
277 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
278 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
279 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
280 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
281 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
282 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
283 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
284 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
285 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
286 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
287 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
288 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
290 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
291 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
292 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
293 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
294 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
295 NAME, ///< name "name", type std::string @SINCE_1_0.0
296 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
297 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
298 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
299 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
300 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
301 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
302 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
303 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
304 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
305 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
306 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
307 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type bool @SINCE_1_0.0
308 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type bool @SINCE_1_0.0
309 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
310 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
311 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
312 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
313 CLIPPING_MODE, ///< name "clippingMode", type String @SINCE_1_2_5
316 * @brief The direction of the layout.
317 * @details Name "layoutDirection", type LayoutDirection::Type (Property::INTEGER) or Property::STRING.
319 * @see LayoutDirection::Type for supported values.
324 * @brief Determines whether child actors inherit the layout direction from a parent.
325 * @details Name "layoutDirectionInheritance", type Property::BOOLEAN.
328 INHERIT_LAYOUT_DIRECTION,
334 typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
335 typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
336 typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
337 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
338 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
339 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
340 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
341 typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
346 * @brief Creates an uninitialized Actor; this can be initialized with Actor::New().
348 * Calling member functions with an uninitialized Actor handle is not allowed.
354 * @brief Creates an initialized Actor.
357 * @return A handle to a newly allocated Dali resource
362 * @brief Downcasts a handle to Actor handle.
364 * If handle points to an Actor object, the downcast produces valid handle.
365 * If not, the returned handle is left uninitialized.
368 * @param[in] handle to An object
369 * @return handle to a Actor object or an uninitialized handle
371 static Actor DownCast( BaseHandle handle );
374 * @brief Dali::Actor is intended as a base class.
376 * This is non-virtual since derived Handle types must not contain data or virtual methods.
382 * @brief Copy constructor.
385 * @param[in] copy The actor to copy
387 Actor(const Actor& copy);
390 * @brief Assignment operator
393 * @param[in] rhs The actor to copy
394 * @return A reference to this
396 Actor& operator=(const Actor& rhs);
399 * @brief Retrieves the Actor's name.
402 * @return The Actor's name
403 * @pre The Actor has been initialized.
405 const std::string& GetName() const;
408 * @brief Sets the Actor's name.
411 * @param[in] name The new name
412 * @pre The Actor has been initialized.
414 void SetName(const std::string& name);
417 * @brief Retrieves the unique ID of the actor.
421 * @pre The Actor has been initialized.
423 uint32_t GetId() const;
428 * @brief Queries whether an actor is the root actor, which is owned by the Stage.
431 * @return True if the actor is the root actor
432 * @pre The Actor has been initialized.
437 * @brief Queries whether the actor is connected to the Stage.
439 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
441 * @return True if the actor is connected to the Stage
442 * @pre The Actor has been initialized.
443 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
445 bool OnStage() const;
448 * @brief Queries whether the actor is of class Dali::Layer.
451 * @return True if the actor is a layer
452 * @pre The Actor has been initialized.
454 bool IsLayer() const;
457 * @brief Gets the layer in which the actor is present.
460 * @return The layer, which will be uninitialized if the actor is off-stage
461 * @pre The Actor has been initialized.
466 * @brief Adds a child Actor to this Actor.
469 * @param[in] child The child
470 * @pre This Actor (the parent) has been initialized.
471 * @pre The child actor has been initialized.
472 * @pre The child actor is not the same as the parent actor.
473 * @pre The actor is not the Root actor.
474 * @post The child will be referenced by its parent. This means that the child will be kept alive,
475 * even if the handle passed into this method is reset or destroyed.
476 * @note If the child already has a parent, it will be removed from old parent
477 * and reparented to this actor. This may change child's position, color,
478 * scale etc as it now inherits them from this actor.
480 void Add(Actor child);
483 * @brief Removes a child Actor from this Actor.
485 * If the actor was not a child of this actor, this is a no-op.
487 * @param[in] child The child
488 * @pre This Actor (the parent) has been initialized.
489 * @pre The child actor is not the same as the parent actor.
491 void Remove(Actor child);
494 * @brief Removes an actor from its parent.
496 * If the actor has no parent, this method does nothing.
498 * @pre The (child) actor has been initialized.
503 * @brief Retrieves the number of children held by the actor.
506 * @return The number of children
507 * @pre The Actor has been initialized.
509 uint32_t GetChildCount() const;
512 * @brief Retrieve and child actor by index.
515 * @param[in] index The index of the child to retrieve
516 * @return The actor for the given index or empty handle if children not initialized
517 * @pre The Actor has been initialized.
519 Actor GetChildAt( uint32_t index ) const;
522 * @brief Search through this actor's hierarchy for an actor with the given name.
524 * The actor itself is also considered in the search.
526 * @param[in] actorName The name of the actor to find
527 * @return A handle to the actor if found, or an empty handle if not
528 * @pre The Actor has been initialized.
530 Actor FindChildByName(const std::string& actorName);
533 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
535 * The actor itself is also considered in the search.
537 * @param[in] id The ID of the actor to find
538 * @return A handle to the actor if found, or an empty handle if not
539 * @pre The Actor has been initialized.
541 Actor FindChildById( const uint32_t id );
544 * @brief Retrieves the actor's parent.
547 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid
548 * @pre The actor has been initialized.
550 Actor GetParent() const;
555 * @brief Sets the origin of an actor, within its parent's area.
557 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
558 * and (1.0, 1.0, 0.5) is the bottom-right corner.
559 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
560 * An actor's position is the distance between this origin, and the actor's anchor-point.
561 * @image html parent-origin.png
563 * @param[in] origin The new parent-origin
564 * @pre The Actor has been initialized.
565 * @see Dali::ParentOrigin for predefined parent origin values
567 void SetParentOrigin(const Vector3& origin);
570 * @brief Retrieves the parent-origin of an actor.
573 * @return The current parent-origin
574 * @pre The Actor has been initialized.
576 Vector3 GetCurrentParentOrigin() const;
579 * @brief Sets the anchor-point of an actor.
581 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
582 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
583 * bottom-right corner. The default anchor point is
584 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
585 * An actor position is the distance between its parent-origin and this anchor-point.
586 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
587 * @image html anchor-point.png
589 * @param[in] anchorPoint The new anchor-point
590 * @pre The Actor has been initialized.
591 * @see Dali::AnchorPoint for predefined anchor point values
593 void SetAnchorPoint(const Vector3& anchorPoint);
596 * @brief Retrieves the anchor-point of an actor.
599 * @return The current anchor-point
600 * @pre The Actor has been initialized.
602 Vector3 GetCurrentAnchorPoint() const;
605 * @brief Sets the size of an actor.
607 * Geometry can be scaled to fit within this area.
608 * This does not interfere with the actors scale factor.
609 * The actors default depth is the minimum of width & height.
611 * @param [in] width The new width
612 * @param [in] height The new height
613 * @pre The actor has been initialized.
615 void SetSize(float width, float height);
618 * @brief Sets the size of an actor.
620 * Geometry can be scaled to fit within this area.
621 * This does not interfere with the actors scale factor.
623 * @param[in] width The size of the actor along the x-axis
624 * @param[in] height The size of the actor along the y-axis
625 * @param[in] depth The size of the actor along the z-axis
626 * @pre The actor has been initialized.
628 void SetSize(float width, float height, float depth);
631 * @brief Sets the size of an actor.
633 * Geometry can be scaled to fit within this area.
634 * This does not interfere with the actors scale factor.
635 * The actors default depth is the minimum of width & height.
637 * @param[in] size The new size
638 * @pre The actor has been initialized.
640 void SetSize(const Vector2& size);
643 * @brief Sets the size of an actor.
645 * Geometry can be scaled to fit within this area.
646 * This does not interfere with the actors scale factor.
648 * @param [in] size The new size
649 * @pre The actor has been initialized.
651 void SetSize(const Vector3& size);
654 * @brief Retrieves the actor's size.
657 * @return The actor's target size
658 * @pre The actor has been initialized.
659 * @note This return is the value that was set using SetSize or the target size of an animation.
660 * 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.
662 Vector3 GetTargetSize() const;
665 * @brief Retrieves the actor's size.
668 * @return The actor's current size
669 * @pre The actor has been initialized.
670 * @note This property can be animated; the return value may not match the value written with SetSize().
672 Vector3 GetCurrentSize() const;
675 * @brief Returns the natural size of the actor.
677 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
680 * @return The actor's natural size
682 Vector3 GetNaturalSize() const;
685 * @brief Sets the position of the Actor.
687 * By default, sets the position vector between the parent origin and anchor point (default).
689 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
691 * @image html actor-position.png
692 * The Actor's z position will be set to 0.0f.
694 * @param[in] x The new x position
695 * @param[in] y The new y position
696 * @pre The Actor has been initialized.
698 void SetPosition(float x, float y);
701 * @brief Sets the position of the Actor.
703 * By default, sets the position vector between the parent origin and anchor point (default).
705 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
707 * @image html actor-position.png
709 * @param[in] x The new x position
710 * @param[in] y The new y position
711 * @param[in] z The new z position
712 * @pre The Actor has been initialized.
714 void SetPosition(float x, float y, float z);
717 * @brief Sets the position of the Actor.
719 * By default, sets the position vector between the parent origin and anchor point (default).
721 * If Position inheritance if disabled, sets the world position. @see SetInheritPosition
723 * @image html actor-position.png
725 * @param[in] position The new position
726 * @pre The Actor has been initialized.
728 void SetPosition(const Vector3& position);
731 * @brief Sets the position of an actor along the X-axis.
734 * @param[in] x The new x position
735 * @pre The Actor has been initialized.
740 * @brief Sets the position of an actor along the Y-axis.
743 * @param[in] y The new y position
744 * @pre The Actor has been initialized.
749 * @brief Sets the position of an actor along the Z-axis.
752 * @param[in] z The new z position
753 * @pre The Actor has been initialized.
758 * @brief Translates an actor relative to its existing position.
761 * @param[in] distance The actor will move by this distance
762 * @pre The actor has been initialized.
764 void TranslateBy(const Vector3& distance);
767 * @brief Retrieves the position of the Actor.
770 * @return The Actor's current position
771 * @pre The Actor has been initialized.
772 * @note This property can be animated; the return value may not match the value written with SetPosition().
774 Vector3 GetCurrentPosition() const;
777 * @brief Retrieves the world-position of the Actor.
780 * @return The Actor's current position in world coordinates
781 * @pre The Actor has been initialized.
782 * @note The actor may not have a world-position unless it has been added to the stage.
784 Vector3 GetCurrentWorldPosition() const;
787 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
788 * @brief Sets the actors position inheritance mode.
790 * The default is to inherit.
791 * Switching this off means that using SetPosition() sets the actor's world position.
793 * @param[in] mode to use
794 * @pre The Actor has been initialized.
795 * @see PositionInheritanceMode
797 void SetPositionInheritanceMode( PositionInheritanceMode mode ) DALI_DEPRECATED_API;
800 * @brief Sets whether a child actor inherits it's parent's position.
802 * Default is to inherit.
803 * Switching this off means that using SetPosition() sets the actor's world position, i.e. translates from
804 * the world origin (0,0,0) to the anchor point of the actor.
806 * @param[in] inherit - @c true if the actor should inherit position, @c false otherwise
807 * @pre The Actor has been initialized.
809 inline void SetInheritPosition( bool inherit )
811 SetProperty(Property::INHERIT_POSITION, inherit );
815 * @DEPRECATED_1_1.24 Use IsPositionInherited
816 * @brief Returns the actors position inheritance mode.
819 * @return Return the position inheritance mode
820 * @pre The Actor has been initialized.
822 PositionInheritanceMode GetPositionInheritanceMode() const DALI_DEPRECATED_API;
825 * @brief Returns whether the actor inherits its parent's position.
828 * @return @c true if the actor inherits its parent position, @c false if it uses world position
829 * @pre The Actor has been initialized.
831 inline bool IsPositionInherited() const
833 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
837 * @brief Sets the orientation of the Actor.
839 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
841 * @param[in] angle The new orientation angle in degrees
842 * @param[in] axis The new axis of orientation
843 * @pre The Actor has been initialized.
844 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
846 void SetOrientation( const Degree& angle, const Vector3& axis )
848 SetOrientation( Radian( angle ), axis );
852 * @brief Sets the orientation of the Actor.
854 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
856 * @param[in] angle The new orientation angle in radians
857 * @param[in] axis The new axis of orientation
858 * @pre The Actor has been initialized.
859 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
861 void SetOrientation(const Radian& angle, const Vector3& axis);
864 * @brief Sets the orientation of the Actor.
866 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
868 * @param[in] orientation The new orientation
869 * @pre The Actor has been initialized.
870 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
872 void SetOrientation(const Quaternion& orientation);
875 * @brief Applies a relative rotation to an actor.
878 * @param[in] angle The angle to the rotation to combine with the existing orientation
879 * @param[in] axis The axis of the rotation to combine with the existing orientation
880 * @pre The actor has been initialized.
882 void RotateBy( const Degree& angle, const Vector3& axis )
884 RotateBy( Radian( angle ), axis );
888 * @brief Applies a relative rotation to an actor.
891 * @param[in] angle The angle to the rotation to combine with the existing orientation
892 * @param[in] axis The axis of the rotation to combine with the existing orientation
893 * @pre The actor has been initialized.
895 void RotateBy(const Radian& angle, const Vector3& axis);
898 * @brief Applies a relative rotation to an actor.
901 * @param[in] relativeRotation The rotation to combine with the existing orientation
902 * @pre The actor has been initialized.
904 void RotateBy(const Quaternion& relativeRotation);
907 * @brief Retrieves the Actor's orientation.
910 * @return The current orientation
911 * @pre The Actor has been initialized.
912 * @note This property can be animated; the return value may not match the value written with SetOrientation().
914 Quaternion GetCurrentOrientation() const;
917 * @brief Sets whether a child actor inherits it's parent's orientation.
919 * Default is to inherit.
920 * Switching this off means that using SetOrientation() sets the actor's world orientation.
922 * @param[in] inherit - @c true if the actor should inherit orientation, @c false otherwise
923 * @pre The Actor has been initialized.
925 void SetInheritOrientation(bool inherit);
928 * @brief Returns whether the actor inherits its parent's orientation.
931 * @return @c true if the actor inherits its parent orientation, @c false if it uses world orientation
932 * @pre The Actor has been initialized.
934 bool IsOrientationInherited() const;
937 * @brief Retrieves the world-orientation of the Actor.
940 * @return The Actor's current orientation in the world
941 * @pre The Actor has been initialized.
942 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
944 Quaternion GetCurrentWorldOrientation() const;
947 * @brief Sets the scale factor applied to an actor.
950 * @param[in] scale The scale factor applied on all axes
951 * @pre The Actor has been initialized.
952 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
954 void SetScale(float scale);
957 * @brief Sets the scale factor applied to an actor.
960 * @param[in] scaleX The scale factor applied along the x-axis
961 * @param[in] scaleY The scale factor applied along the y-axis
962 * @param[in] scaleZ The scale factor applied along the z-axis
963 * @pre The Actor has been initialized.
964 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
966 void SetScale(float scaleX, float scaleY, float scaleZ);
969 * @brief Sets the scale factor applied to an actor.
972 * @param[in] scale A vector representing the scale factor for each axis
973 * @pre The Actor has been initialized.
974 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
976 void SetScale(const Vector3& scale);
979 * @brief Applies a relative scale to an actor.
982 * @param[in] relativeScale The scale to combine with the actor's existing scale
983 * @pre The actor has been initialized.
985 void ScaleBy(const Vector3& relativeScale);
988 * @brief Retrieves the scale factor applied to an actor.
991 * @return A vector representing the scale factor for each axis
992 * @pre The Actor has been initialized.
993 * @note This property can be animated; the return value may not match the value written with SetScale().
995 Vector3 GetCurrentScale() const;
998 * @brief Retrieves the world-scale of the Actor.
1001 * @return The Actor's current scale in the world
1002 * @pre The Actor has been initialized.
1003 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
1005 Vector3 GetCurrentWorldScale() const;
1008 * @brief Sets whether a child actor inherits it's parent's scale.
1010 * Default is to inherit.
1011 * Switching this off means that using SetScale() sets the actor's world scale.
1013 * @param[in] inherit - @c true if the actor should inherit scale, @c false otherwise
1014 * @pre The Actor has been initialized.
1016 void SetInheritScale( bool inherit );
1019 * @brief Returns whether the actor inherits its parent's scale.
1022 * @return @c true if the actor inherits its parent scale, @c false if it uses world scale
1023 * @pre The Actor has been initialized.
1025 bool IsScaleInherited() const;
1028 * @brief Retrieves the world-matrix of the actor.
1031 * @return The Actor's current world matrix
1032 * @pre The Actor has been initialized.
1033 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1035 Matrix GetCurrentWorldMatrix() const;
1037 // Visibility & Color
1040 * @brief Sets the visibility flag of an actor.
1043 * @param[in] visible The new visibility flag
1044 * @pre The actor has been initialized.
1045 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1046 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1047 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1048 * rendered if all of its parents have visibility set to true.
1050 void SetVisible(bool visible);
1053 * @brief Retrieves the visibility flag of an actor.
1056 * @return The visibility flag
1057 * @pre The actor has been initialized.
1058 * @note This property can be animated; the return value may not match the value written with SetVisible().
1059 * @note If an actor is not visible, then the actor and its children will not be rendered.
1060 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1061 * rendered if all of its parents have visibility set to true.
1063 bool IsVisible() const;
1066 * @brief Sets the opacity of an actor.
1069 * @param[in] opacity The new opacity
1070 * @pre The actor has been initialized.
1071 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1073 void SetOpacity(float opacity);
1076 * @brief Retrieves the actor's opacity.
1079 * @return The actor's opacity
1080 * @pre The actor has been initialized.
1081 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1083 float GetCurrentOpacity() const;
1086 * @brief Sets the actor's color; this is an RGBA value.
1088 * The final color of the actor depends on its color mode.
1090 * @param[in] color The new color
1091 * @pre The Actor has been initialized.
1092 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1094 void SetColor(const Vector4& color);
1097 * @brief Retrieves the actor's color.
1099 * Actor's own color is not clamped.
1102 * @pre The Actor has been initialized.
1103 * @note This property can be animated; the return value may not match the value written with SetColor().
1105 Vector4 GetCurrentColor() const;
1108 * @brief Sets the actor's color mode.
1110 * This specifies whether the Actor uses its own color, or inherits
1111 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1113 * @param[in] colorMode ColorMode to use
1114 * @pre The Actor has been initialized.
1116 void SetColorMode( ColorMode colorMode );
1119 * @brief Returns the actor's color mode.
1122 * @return Currently used colorMode
1123 * @pre The Actor has been initialized.
1125 ColorMode GetColorMode() const;
1128 * @brief Retrieves the world-color of the Actor, where each component is clamped within the 0->1 range.
1131 * @return The Actor's current color in the world
1132 * @pre The Actor has been initialized.
1133 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1135 Vector4 GetCurrentWorldColor() const;
1138 * @brief Sets how the actor and its children should be drawn.
1140 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1141 * If an object is in a 3D layer, it will be depth-tested against
1142 * other objects in the world i.e. it may be obscured if other objects are in front.
1144 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1145 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1146 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1147 * and depth-testing will not be used.
1150 * @param[in] drawMode The new draw-mode to use
1151 * @note Layers do not inherit the DrawMode from their parents.
1153 void SetDrawMode( DrawMode::Type drawMode );
1156 * @brief Queries how the actor and its children will be drawn.
1159 * @return Return the draw mode type
1161 DrawMode::Type GetDrawMode() const;
1166 * @brief Sets whether an actor should emit touch or hover signals.
1168 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1169 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1170 * hover event signal will be emitted.
1172 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1174 * actor.SetSensitive(false);
1177 * Then, to re-enable the touch or hover event signal emission, the application should call:
1179 * actor.SetSensitive(true);
1183 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise
1184 * @pre The Actor has been initialized.
1185 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1186 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1187 * hittable if all of its parents have sensitivity set to true.
1188 * @see @see TouchedSignal() and HoveredSignal().
1190 void SetSensitive(bool sensitive);
1193 * @brief Queries whether an actor emits touch or hover event signals.
1196 * @return @c true, if emission of touch or hover event signals is enabled, @c false otherwise
1197 * @pre The Actor has been initialized.
1198 * @note If an actor is not sensitive, then it's children will not be hittable either.
1199 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1200 * hittable if all of its parents have sensitivity set to true.
1202 bool IsSensitive() const;
1205 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1208 * @param[out] localX On return, the X-coordinate relative to the actor
1209 * @param[out] localY On return, the Y-coordinate relative to the actor
1210 * @param[in] screenX The screen X-coordinate
1211 * @param[in] screenY The screen Y-coordinate
1212 * @return True if the conversion succeeded
1213 * @pre The Actor has been initialized.
1214 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1216 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1219 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1220 * the boundary of the actor.
1223 * @param[in] required Should be set to true if a Leave event is required
1224 * @pre The Actor has been initialized.
1225 * @note By default, this is set to false as most actors do not require this.
1226 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1229 void SetLeaveRequired(bool required);
1232 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1233 * the boundary of the actor.
1236 * @return @c true if a Leave event is required, @c false otherwise
1237 * @pre The Actor has been initialized.
1239 bool GetLeaveRequired() const;
1242 * @brief Sets whether the actor should be focusable by keyboard navigation.
1244 * The default is false.
1246 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1248 * @pre The Actor has been initialized.
1250 void SetKeyboardFocusable( bool focusable );
1253 * @brief Returns whether the actor is focusable by keyboard navigation.
1256 * @return @c true if the actor is focusable by keyboard navigation, @c false if not
1257 * @pre The Actor has been initialized.
1259 bool IsKeyboardFocusable() const;
1262 * @brief Raise actor above the next sibling actor.
1265 * @pre The Actor has been initialized.
1266 * @pre The Actor has been parented.
1271 * @brief Lower the actor below the previous sibling actor.
1274 * @pre The Actor has been initialized.
1275 * @pre The Actor has been parented.
1280 * @brief Raise actor above all other sibling actors.
1283 * @pre The Actor has been initialized.
1284 * @pre The Actor has been parented.
1289 * @brief Lower actor to the bottom of all other sibling actors.
1292 * @pre The Actor has been initialized.
1293 * @pre The Actor has been parented.
1295 void LowerToBottom();
1298 * @brief Raises the actor above the target actor.
1301 * @param[in] target The target actor
1302 * @pre The Actor has been initialized.
1303 * @pre The Actor has been parented.
1304 * @pre The target actor is a sibling.
1306 void RaiseAbove( Actor target );
1309 * @brief Lower the actor to below the target actor.
1312 * @param[in] target The target actor
1313 * @pre The Actor has been initialized.
1314 * @pre The Actor has been parented.
1315 * @pre The target actor is a sibling.
1317 void LowerBelow( Actor target );
1322 * @brief Sets the resize policy to be used for the given dimension(s).
1325 * @param[in] policy The resize policy to use
1326 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions
1328 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1331 * @brief Returns the resize policy used for a single dimension.
1334 * @param[in] dimension The dimension to get policy for
1335 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found
1337 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1340 * @brief Sets the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1343 * @param[in] policy The policy to use for when the size is set
1345 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1348 * @brief Returns the size scale policy in use.
1351 * @return Return the size scale policy
1353 SizeScalePolicy::Type GetSizeScalePolicy() const;
1356 * @brief Sets the relative to parent size factor of the actor.
1358 * This factor is only used when ResizePolicy is set to either:
1359 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1360 * This actor's size is set to the actor's size multiplied by or added to this factor,
1361 * depending on ResizePolicy ( See SetResizePolicy() ).
1364 * @param[in] factor A Vector3 representing the relative factor to be applied to each axis
1365 * @pre The Actor has been initialized.
1367 void SetSizeModeFactor( const Vector3& factor );
1370 * @brief Retrieves the relative to parent size factor of the actor.
1373 * @return The Actor's current relative size factor
1374 * @pre The Actor has been initialized.
1376 Vector3 GetSizeModeFactor() const;
1379 * @brief Calculates the height of the actor given a width.
1381 * The natural size is used for default calculation.
1382 * size 0 is treated as aspect ratio 1:1.
1385 * @param[in] width Width to use
1386 * @return Return the height based on the width
1388 float GetHeightForWidth( float width );
1391 * @brief Calculates the width of the actor given a height.
1393 * The natural size is used for default calculation.
1394 * size 0 is treated as aspect ratio 1:1.
1397 * @param[in] height Height to use
1398 * @return Return the width based on the height
1400 float GetWidthForHeight( float height );
1403 * @brief Returns the value of negotiated dimension for the given dimension.
1406 * @param[in] dimension The dimension to retrieve
1407 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found
1409 float GetRelayoutSize( Dimension::Type dimension ) const;
1412 * @brief Sets the padding for use in layout.
1415 * @param[in] padding Padding for the actor
1417 void SetPadding( const Padding& padding );
1420 * @brief Returns the value of the padding.
1423 * @param[in] paddingOut The returned padding data
1425 void GetPadding( Padding& paddingOut ) const;
1428 * @brief Sets the minimum size an actor can be assigned in size negotiation.
1431 * @param[in] size The minimum size
1433 void SetMinimumSize( const Vector2& size );
1436 * @brief Returns the minimum relayout size.
1439 * @return Return the minimum size
1441 Vector2 GetMinimumSize();
1444 * @brief Sets the maximum size an actor can be assigned in size negotiation.
1447 * @param[in] size The maximum size
1449 void SetMaximumSize( const Vector2& size );
1452 * @brief Returns the maximum relayout size.
1455 * @return Return the maximum size
1457 Vector2 GetMaximumSize();
1460 * @brief Gets depth in the hierarchy for the actor.
1463 * @return The current depth in the hierarchy of the actor, or @c -1 if actor is not in the hierarchy
1465 int32_t GetHierarchyDepth();
1470 * @brief Adds a renderer to this actor.
1473 * @param[in] renderer Renderer to add to the actor
1474 * @return The index of the Renderer that was added
1475 * @pre The renderer must be initialized.
1478 uint32_t AddRenderer( Renderer& renderer );
1481 * @brief Gets the number of renderers on this actor.
1484 * @return The number of renderers on this actor
1486 uint32_t GetRendererCount() const;
1489 * @brief Gets a Renderer by index.
1492 * @param[in] index The index of the renderer to fetch
1493 * @return The renderer at the specified index
1494 * @pre The index must be between 0 and GetRendererCount()-1
1497 Renderer GetRendererAt( uint32_t index );
1500 * @brief Removes a renderer from the actor.
1503 * @param[in] renderer Handle to the renderer that is to be removed
1505 void RemoveRenderer( Renderer& renderer );
1508 * @brief Removes a renderer from the actor by index.
1511 * @param[in] index Index of the renderer that is to be removed
1512 * @pre The index must be between 0 and GetRendererCount()-1
1515 void RemoveRenderer( uint32_t index );
1520 * @DEPRECATED_1_1.37 Use TouchSignal() instead.
1521 * @brief This signal is emitted when touch input is received.
1523 * A callback of the following type may be connected:
1525 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1527 * The return value of True, indicates that the touch event should be consumed.
1528 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1530 * @return The signal to connect to
1531 * @pre The Actor has been initialized.
1533 TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
1536 * @brief This signal is emitted when touch input is received.
1538 * A callback of the following type may be connected:
1540 * bool YourCallbackName( Actor actor, TouchData& touch );
1542 * The return value of True, indicates that the touch event has been consumed.
1543 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1545 * @return The signal to connect to
1546 * @pre The Actor has been initialized.
1548 TouchDataSignalType& TouchSignal();
1551 * @brief This signal is emitted when hover input is received.
1553 * A callback of the following type may be connected:
1555 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1557 * The return value of True, indicates that the hover event should be consumed.
1558 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1560 * @return The signal to connect to
1561 * @pre The Actor has been initialized.
1563 HoverSignalType& HoveredSignal();
1566 * @brief This signal is emitted when wheel event is received.
1568 * A callback of the following type may be connected:
1570 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1572 * The return value of True, indicates that the wheel event should be consumed.
1573 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1575 * @return The signal to connect to
1576 * @pre The Actor has been initialized.
1578 WheelEventSignalType& WheelEventSignal();
1581 * @brief This signal is emitted after the actor has been connected to the stage.
1583 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1585 * @return The signal to connect to
1586 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1588 * @note When the parent of a set of actors is connected to the stage, then all of the children
1589 * will received this callback.
1590 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1602 OnStageSignalType& OnStageSignal();
1605 * @brief This signal is emitted after the actor has been disconnected from the stage.
1607 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1610 * @return The signal to connect to
1611 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1612 * will received this callback, starting with the leaf actors.
1613 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1626 OffStageSignalType& OffStageSignal();
1629 * @brief This signal is emitted after the size has been set on the actor during relayout
1632 * @return The signal
1634 OnRelayoutSignalType& OnRelayoutSignal();
1637 * @brief This signal is emitted when the layout direction property of this or a parent actor is changed.
1639 * A callback of the following type may be connected:
1641 * void YourCallbackName( Actor actor, LayoutDirection::Type type );
1643 * actor: The actor, or child of actor, whose layout direction has changed
1644 * type: Whether the actor's layout direction property has changed or a parent's.
1647 * @return The signal to connect to
1648 * @pre The Actor has been initialized.
1650 LayoutDirectionChangedSignalType& LayoutDirectionChangedSignal();
1652 public: // Not intended for application developers
1656 * @brief This constructor is used by Actor::New() methods.
1659 * @param [in] actor A pointer to a newly allocated Dali resource
1661 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1666 * @brief Helper for discarding an actor handle.
1668 * If the handle is empty, this method does nothing. Otherwise
1669 * Actor::Unparent() will be called, followed by Actor::Reset().
1671 * @param[in,out] actor A handle to an actor, or an empty handle
1673 inline void UnparentAndReset( Actor& actor )
1687 #endif // DALI_ACTOR_H