1 #ifndef __DALI_ACTOR_H__
2 #define __DALI_ACTOR_H__
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/actors/actor-enumerations.h>
26 #include <dali/public-api/actors/draw-mode.h>
27 #include <dali/public-api/math/radian.h>
28 #include <dali/public-api/object/handle.h>
29 #include <dali/public-api/object/property-index-ranges.h>
30 #include <dali/public-api/signals/dali-signal.h>
34 * @addtogroup dali_core_actors
38 namespace Internal DALI_INTERNAL
56 typedef Rect<float> Padding; ///< Padding definition @SINCE_1_0.0
59 * @brief Actor is the primary object with which Dali applications interact.
61 * UI controls can be built by combining multiple actors.
63 * <h3>Multi-Touch Events:</h3>
65 * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
67 * <i>Hit Testing Rules Summary:</i>
69 * - An actor is only hittable if the actor's touch or hover signal has a connection.
70 * - An actor is only hittable when it is between the camera's near and far planes.
71 * - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
72 * - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
73 * - To be hittable, an actor must have a non-zero size.
74 * - If an actor's world color is fully transparent, then it is not hittable; see GetCurrentWorldColor()
76 * <i>Hit Test Algorithm:</i>
79 * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
80 * - Stage's root layer can be used to catch unconsumed touch events.
83 * - Hit testing is dependent on the camera used, which is specific to each RenderTask.
86 * - For each RenderTask, hit testing starts from the top-most layer and we go through all the
87 * layers until we have a hit or there are none left.
88 * - Before we perform a hit test within a layer, we check if all the layer's parents are visible
90 * - If they are not, we skip hit testing the actors in that layer altogether.
91 * - If a layer is set to consume all touch, then we do not check any layers behind this layer.
94 * - The final part of hit testing is performed by walking through the actor tree within a layer.
95 * - The following pseudocode shows the algorithm used:
97 * HIT-TEST-WITHIN-LAYER( ACTOR )
99 * // Only hit-test the actor and its children if it is sensitive and visible
100 * IF ( ACTOR-IS-SENSITIVE &&
101 * ACTOR-IS-VISIBLE &&
102 * ACTOR-IS-ON-STAGE )
104 * // Depth-first traversal within current layer, visiting parent first
106 * // Check whether current actor should be hit-tested.
107 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
108 * ACTOR-HAS-NON-ZERO-SIZE &&
109 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
111 * // Hit-test current actor
114 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
116 * // The current actor is the closest actor that was underneath the touch.
117 * LAST-HIT-ACTOR = CURRENT-ACTOR
122 * // Keep checking children, in case we hit something closer.
123 * FOR-EACH CHILD (in order)
125 * IF ( CHILD-IS-NOT-A-LAYER )
127 * // Continue traversal for this child's sub-tree
128 * HIT-TEST-WITHIN-LAYER ( CHILD )
130 * // else we skip hit-testing the child's sub-tree altogether.
135 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
136 * The overlay children take priority over their parents, and overlay siblings take priority
137 * over their previous siblings (i.e. reverse of rendering order):
147 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
149 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
150 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
151 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
152 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
153 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
154 * also be considered a Stencil Actor.
155 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
157 * <i>Touch or hover Event Delivery:</i>
160 * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
161 * the parent's touch or hover signal is emitted, and so on.
162 * - The following pseudocode shows the delivery mechanism:
164 * EMIT-TOUCH-SIGNAL( ACTOR )
166 * IF ( TOUCH-SIGNAL-NOT-EMPTY )
168 * // Only do the emission if touch signal of actor has connections.
169 * CONSUMED = TOUCHED-SIGNAL( TOUCH-EVENT )
172 * IF ( NOT-CONSUMED )
174 * // If event is not consumed then deliver it to the parent unless we reach the root actor
175 * IF ( ACTOR-PARENT )
177 * EMIT-TOUCH-SIGNAL( ACTOR-PARENT )
182 * EMIT-HOVER-SIGNAL( ACTOR )
184 * IF ( HOVER-SIGNAL-NOT-EMPTY )
186 * // Only do the emission if hover signal of actor has connections.
187 * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
190 * IF ( NOT-CONSUMED )
192 * // If event is not consumed then deliver it to the parent unless we reach the root actor.
193 * IF ( ACTOR-PARENT )
195 * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
200 * - If there are several touch points, then the delivery is only to the first touch point's hit
201 * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
202 * other touch points.
203 * - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
206 * - A "Leave" state is set when the first point exits the bounds of the previous first point's
207 * hit actor (primary hit actor).
208 * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
209 * (only if it requires leave signals); see SetLeaveRequired().
211 * - Interrupted State
212 * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
213 * actor's touch or hover signals are emitted with an "Interrupted" state.
214 * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
215 * touch or hover signals are also emitted with an "Interrupted" state.
216 * - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
217 * touch signals are also emitted from the touch-down actor with an "Interrupted" state.
218 * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
219 * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
221 * <h3>Key Events:</h3>
223 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
228 * | %Signal Name | Method |
229 * |-------------------|------------------------------|
230 * | touched | @ref TouchedSignal() |
231 * | hovered | @ref HoveredSignal() |
232 * | wheelEvent | @ref WheelEventSignal() |
233 * | onStage | @ref OnStageSignal() |
234 * | offStage | @ref OffStageSignal() |
235 * | onRelayout | @ref OnRelayoutSignal() |
238 * | %Action Name | %Actor method called |
239 * |-------------------|------------------------------|
240 * | show | %SetVisible( true ) |
241 * | hide | %SetVisible( false ) |
245 class DALI_IMPORT_API Actor : public Handle
250 * @brief An enumeration of properties belonging to the Actor class.
257 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parentOrigin", type Vector3 (constraint-input) @SINCE_1_0.0
258 PARENT_ORIGIN_X, ///< name "parentOriginX", type float (constraint-input) @SINCE_1_0.0
259 PARENT_ORIGIN_Y, ///< name "parentOriginY", type float (constraint-input) @SINCE_1_0.0
260 PARENT_ORIGIN_Z, ///< name "parentOriginZ", type float (constraint-input) @SINCE_1_0.0
261 ANCHOR_POINT, ///< name "anchorPoint", type Vector3 (constraint-input) @SINCE_1_0.0
262 ANCHOR_POINT_X, ///< name "anchorPointX", type float (constraint-input) @SINCE_1_0.0
263 ANCHOR_POINT_Y, ///< name "anchorPointY", type float (constraint-input) @SINCE_1_0.0
264 ANCHOR_POINT_Z, ///< name "anchorPointZ", type float (constraint-input) @SINCE_1_0.0
265 SIZE, ///< name "size", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
266 SIZE_WIDTH, ///< name "sizeWidth", type float (animatable / constraint-input) @SINCE_1_0.0
267 SIZE_HEIGHT, ///< name "sizeHeight", type float (animatable / constraint-input) @SINCE_1_0.0
268 SIZE_DEPTH, ///< name "sizeDepth", type float (animatable / constraint-input) @SINCE_1_0.0
269 POSITION, ///< name "position", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
270 POSITION_X, ///< name "positionX", type float (animatable / constraint-input) @SINCE_1_0.0
271 POSITION_Y, ///< name "positionY", type float (animatable / constraint-input) @SINCE_1_0.0
272 POSITION_Z, ///< name "positionZ", type float (animatable / constraint-input) @SINCE_1_0.0
273 WORLD_POSITION, ///< name "worldPosition", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
274 WORLD_POSITION_X, ///< name "worldPositionX", type float (read-only / constraint-input) @SINCE_1_0.0
275 WORLD_POSITION_Y, ///< name "worldPositionY", type float (read-only / constraint-input) @SINCE_1_0.0
276 WORLD_POSITION_Z, ///< name "worldPositionZ", type float (read-only / constraint-input) @SINCE_1_0.0
277 ORIENTATION, ///< name "orientation", type Quaternion (animatable / constraint-input) @SINCE_1_0.0
278 WORLD_ORIENTATION, ///< name "worldOrientation", type Quaternion (read-only / constraint-input) @SINCE_1_0.0
279 SCALE, ///< name "scale", type Vector3 (animatable / constraint-input) @SINCE_1_0.0
280 SCALE_X, ///< name "scaleX", type float (animatable / constraint-input) @SINCE_1_0.0
281 SCALE_Y, ///< name "scaleY", type float (animatable / constraint-input) @SINCE_1_0.0
282 SCALE_Z, ///< name "scaleZ", type float (animatable / constraint-input) @SINCE_1_0.0
283 WORLD_SCALE, ///< name "worldScale", type Vector3 (read-only / constraint-input) @SINCE_1_0.0
284 VISIBLE, ///< name "visible", type bool (animatable / constraint-input) @SINCE_1_0.0
285 COLOR, ///< name "color", type Vector4 (animatable / constraint-input) @SINCE_1_0.0
286 COLOR_RED, ///< name "colorRed", type float (animatable / constraint-input) @SINCE_1_0.0
287 COLOR_GREEN, ///< name "colorGreen", type float (animatable / constraint-input) @SINCE_1_0.0
288 COLOR_BLUE, ///< name "colorBlue", type float (animatable / constraint-input) @SINCE_1_0.0
289 COLOR_ALPHA, ///< name "colorAlpha", type float (animatable / constraint-input) @SINCE_1_0.0
290 WORLD_COLOR, ///< name "worldColor", type Vector4 (read-only / constraint-input) @SINCE_1_0.0
291 WORLD_MATRIX, ///< name "worldMatrix", type Matrix (read-only / constraint-input) @SINCE_1_0.0
292 NAME, ///< name "name", type std::string @SINCE_1_0.0
293 SENSITIVE, ///< name "sensitive", type bool @SINCE_1_0.0
294 LEAVE_REQUIRED, ///< name "leaveRequired", type bool @SINCE_1_0.0
295 INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
296 INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
297 COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
298 POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @SINCE_1_0.0
299 DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
300 SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
301 WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
302 HEIGHT_RESIZE_POLICY, ///< name "heightResizePolicy", type String @SINCE_1_0.0
303 SIZE_SCALE_POLICY, ///< name "sizeScalePolicy", type String @SINCE_1_0.0
304 WIDTH_FOR_HEIGHT, ///< name "widthForHeight", type Boolean @SINCE_1_0.0
305 HEIGHT_FOR_WIDTH, ///< name "heightForWidth", type Boolean @SINCE_1_0.0
306 PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
307 MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
308 MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
314 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @SINCE_1_0.0
315 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @SINCE_1_0.0
316 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
317 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
318 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
319 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
324 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
326 * Calling member functions with an uninitialized Actor handle is not allowed.
332 * @brief Create an initialized Actor.
335 * @return A handle to a newly allocated Dali resource.
340 * @brief Downcast a handle to Actor handle.
342 * If handle points to a Actor object the downcast produces valid
343 * handle. If not the returned handle is left uninitialized.
346 * @param[in] handle to An object
347 * @return handle to a Actor object or an uninitialized handle
349 static Actor DownCast( BaseHandle handle );
352 * @brief Dali::Actor is intended as a base class
354 * This is non-virtual since derived Handle types must not contain data or virtual methods.
360 * @brief Copy constructor
363 * @param [in] copy The actor to copy.
365 Actor(const Actor& copy);
368 * @brief Assignment operator
371 * @param [in] rhs The actor to copy.
372 * @return A reference to this
374 Actor& operator=(const Actor& rhs);
377 * @brief Retrieve the Actor's name.
380 * @return The Actor's name.
381 * @pre The Actor has been initialized.
383 const std::string& GetName() const;
386 * @brief Sets the Actor's name.
389 * @param [in] name The new name.
390 * @pre The Actor has been initialized.
392 void SetName(const std::string& name);
395 * @brief Retrieve the unique ID of the actor.
399 * @pre The Actor has been initialized.
401 unsigned int GetId() const;
406 * @brief Query whether an actor is the root actor, which is owned by the Stage.
409 * @return True if the actor is the root actor.
410 * @pre The Actor has been initialized.
415 * @brief Query whether the actor is connected to the Stage.
417 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
419 * @return True if the actor is connected to the Stage.
420 * @pre The Actor has been initialized.
421 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
423 bool OnStage() const;
426 * @brief Query whether the actor is of class Dali::Layer.
429 * @return True if the actor is a layer.
430 * @pre The Actor has been initialized.
432 bool IsLayer() const;
435 * @brief Gets the layer in which the actor is present.
438 * @return The layer, which will be uninitialized if the actor is off-stage.
439 * @pre The Actor has been initialized.
444 * @brief Adds a child Actor to this Actor.
447 * @param [in] child The child.
448 * @pre This Actor (the parent) has been initialized.
449 * @pre The child actor has been initialized.
450 * @pre The child actor is not the same as the parent actor.
451 * @pre The actor is not the Root actor.
452 * @post The child will be referenced by its parent. This means that the child will be kept alive,
453 * even if the handle passed into this method is reset or destroyed.
454 * @note if the child already has a parent, it will be removed from old parent
455 * and reparented to this actor. This may change childs position, color,
456 * scale etc as it now inherits them from this actor.
458 void Add(Actor child);
461 * @brief Removes a child Actor from this Actor.
463 * If the actor was not a child of this actor, this is a no-op.
465 * @param [in] child The child.
466 * @pre This Actor (the parent) has been initialized.
467 * @pre The child actor is not the same as the parent actor.
469 void Remove(Actor child);
472 * @brief Removes an actor from its parent.
474 * If the actor has no parent, this method does nothing.
476 * @pre The (child) actor has been initialized.
481 * @brief Retrieve the number of children held by the actor.
484 * @return The number of children
485 * @pre The Actor has been initialized.
487 unsigned int GetChildCount() const;
490 * @brief Retrieve and child actor by index.
493 * @param[in] index The index of the child to retrieve
494 * @return The actor for the given index or empty handle if children not initialised
495 * @pre The Actor has been initialized.
497 Actor GetChildAt(unsigned int index) const;
500 * @brief Search through this actor's hierarchy for an actor with the given name.
502 * The actor itself is also considered in the search.
504 * @param[in] actorName the name of the actor to find
505 * @return A handle to the actor if found, or an empty handle if not.
506 * @pre The Actor has been initialized.
508 Actor FindChildByName(const std::string& actorName);
511 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
513 * The actor itself is also considered in the search.
515 * @param[in] id the ID of the actor to find
516 * @return A handle to the actor if found, or an empty handle if not.
517 * @pre The Actor has been initialized.
519 Actor FindChildById(const unsigned int id);
522 * @brief Retrieve the actor's parent.
525 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
526 * @pre The actor has been initialized.
528 Actor GetParent() const;
533 * @brief Set the origin of an actor, within its parent's area.
535 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
536 * and (1.0, 1.0, 0.5) is the bottom-right corner.
537 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
538 * An actor position is the distance between this origin, and the actors anchor-point.
540 * @param [in] origin The new parent-origin.
541 * @pre The Actor has been initialized.
542 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
543 * @see Dali::ParentOrigin for predefined parent origin values
545 void SetParentOrigin(const Vector3& origin);
548 * @brief Retrieve the parent-origin of an actor.
551 * @return The current parent-origin.
552 * @pre The Actor has been initialized.
553 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
555 Vector3 GetCurrentParentOrigin() const;
558 * @brief Set the anchor-point of an actor.
560 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
561 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
562 * bottom-right corner. The default anchor point is
563 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
564 * An actor position is the distance between its parent-origin, and this anchor-point.
565 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
567 * @param [in] anchorPoint The new anchor-point.
568 * @pre The Actor has been initialized.
569 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
570 * @see Dali::AnchorPoint for predefined anchor point values
572 void SetAnchorPoint(const Vector3& anchorPoint);
575 * @brief Retrieve the anchor-point of an actor.
578 * @return The current anchor-point.
579 * @pre The Actor has been initialized.
580 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
582 Vector3 GetCurrentAnchorPoint() const;
585 * @brief Sets the size of an actor.
587 * Geometry can be scaled to fit within this area.
588 * This does not interfere with the actors scale factor.
589 * The actors default depth is the minimum of width & height.
591 * @param [in] width The new width.
592 * @param [in] height The new height.
593 * @pre The actor has been initialized.
594 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
596 void SetSize(float width, float height);
599 * @brief Sets the size of an actor.
601 * Geometry can be scaled to fit within this area.
602 * This does not interfere with the actors scale factor.
604 * @param [in] width The size of the actor along the x-axis.
605 * @param [in] height The size of the actor along the y-axis.
606 * @param [in] depth The size of the actor along the z-axis.
607 * @pre The actor has been initialized.
608 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
610 void SetSize(float width, float height, float depth);
613 * @brief Sets the size of an actor.
615 * Geometry can be scaled to fit within this area.
616 * This does not interfere with the actors scale factor.
617 * The actors default depth is the minimum of width & height.
619 * @param [in] size The new size.
620 * @pre The actor has been initialized.
621 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
623 void SetSize(const Vector2& size);
626 * @brief Sets the size of an actor.
628 * Geometry can be scaled to fit within this area.
629 * This does not interfere with the actors scale factor.
631 * @param [in] size The new size.
632 * @pre The actor has been initialized.
633 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
635 void SetSize(const Vector3& size);
638 * @brief Retrieve the actor's size.
641 * @return The actor's target size.
642 * @pre The actor has been initialized.
643 * @note This return is the value that was set using SetSize or the target size of an animation.
645 Vector3 GetTargetSize() const;
648 * @brief Retrieve the actor's size.
651 * @return The actor's current size.
652 * @pre The actor has been initialized.
653 * @note This property can be animated; the return value may not match the value written with SetSize().
655 Vector3 GetCurrentSize() const;
658 * @brief Return the natural size of the actor.
660 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
663 * @return The actor's natural size
665 Vector3 GetNaturalSize() const;
668 * @brief Sets the position of the actor.
670 * The Actor's z position will be set to 0.0f.
672 * @param [in] x The new x position
673 * @param [in] y The new y position
674 * @pre The Actor has been initialized.
675 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
677 void SetPosition(float x, float y);
680 * @brief Sets the position of the Actor.
683 * @param [in] x The new x position
684 * @param [in] y The new y position
685 * @param [in] z The new z position
686 * @pre The Actor has been initialized.
687 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
689 void SetPosition(float x, float y, float z);
692 * @brief Sets the position of the Actor.
695 * @param [in] position The new position
696 * @pre The Actor has been initialized.
697 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
699 void SetPosition(const Vector3& position);
702 * @brief Set the position of an actor along the X-axis.
705 * @param [in] x The new x position
706 * @pre The Actor has been initialized.
707 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
712 * @brief Set the position of an actor along the Y-axis.
715 * @param [in] y The new y position.
716 * @pre The Actor has been initialized.
717 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
722 * @brief Set the position of an actor along the Z-axis.
725 * @param [in] z The new z position
726 * @pre The Actor has been initialized.
727 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
732 * @brief Translate an actor relative to its existing position.
735 * @param[in] distance The actor will move by this distance.
736 * @pre The actor has been initialized.
738 void TranslateBy(const Vector3& distance);
741 * @brief Retrieve the position of the Actor.
744 * @return the Actor's current position.
745 * @pre The Actor has been initialized.
746 * @note This property can be animated; the return value may not match the value written with SetPosition().
748 Vector3 GetCurrentPosition() const;
751 * @brief Retrieve the world-position of the Actor.
754 * @return The Actor's current position in world coordinates.
755 * @pre The Actor has been initialized.
756 * @note The actor will not have a world-position, unless it has previously been added to the stage.
758 Vector3 GetCurrentWorldPosition() const;
761 * @brief Set the actors position inheritance mode.
763 * The default is to inherit.
764 * Switching this off means that using SetPosition() sets the actor's world position.
766 * @param[in] mode to use
767 * @pre The Actor has been initialized.
768 * @see PositionInheritanceMode
770 void SetPositionInheritanceMode( PositionInheritanceMode mode );
773 * @brief Returns the actors position inheritance mode.
776 * @return Return the position inheritance mode.
777 * @pre The Actor has been initialized.
779 PositionInheritanceMode GetPositionInheritanceMode() const;
782 * @brief Sets the orientation of the Actor.
784 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
786 * @param [in] angle The new orientation angle in degrees.
787 * @param [in] axis The new axis of orientation.
788 * @pre The Actor has been initialized.
789 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
791 void SetOrientation( const Degree& angle, const Vector3& axis )
793 SetOrientation( Radian( angle ), axis );
797 * @brief Sets the orientation of the Actor.
799 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
801 * @param [in] angle The new orientation angle in radians.
802 * @param [in] axis The new axis of orientation.
803 * @pre The Actor has been initialized.
804 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
806 void SetOrientation(const Radian& angle, const Vector3& axis);
809 * @brief Sets the orientation of the Actor.
811 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
813 * @param [in] orientation The new orientation.
814 * @pre The Actor has been initialized.
815 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
817 void SetOrientation(const Quaternion& orientation);
820 * @brief Apply a relative rotation to an actor.
823 * @param[in] angle The angle to the rotation to combine with the existing orientation.
824 * @param[in] axis The axis of the rotation to combine with the existing orientation.
825 * @pre The actor has been initialized.
827 void RotateBy( const Degree& angle, const Vector3& axis )
829 RotateBy( Radian( angle ), axis );
833 * @brief Apply a relative rotation to an actor.
836 * @param[in] angle The angle to the rotation to combine with the existing orientation.
837 * @param[in] axis The axis of the rotation to combine with the existing orientation.
838 * @pre The actor has been initialized.
840 void RotateBy(const Radian& angle, const Vector3& axis);
843 * @brief Apply a relative rotation to an actor.
846 * @param[in] relativeRotation The rotation to combine with the existing orientation.
847 * @pre The actor has been initialized.
849 void RotateBy(const Quaternion& relativeRotation);
852 * @brief Retreive the Actor's orientation.
855 * @return The current orientation.
856 * @pre The Actor has been initialized.
857 * @note This property can be animated; the return value may not match the value written with SetOrientation().
859 Quaternion GetCurrentOrientation() const;
862 * @brief Set whether a child actor inherits it's parent's orientation.
864 * Default is to inherit.
865 * Switching this off means that using SetOrientation() sets the actor's world orientation.
867 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
868 * @pre The Actor has been initialized.
870 void SetInheritOrientation(bool inherit);
873 * @brief Returns whether the actor inherits its parent's orientation.
876 * @return True if the actor inherits its parent orientation, false if it uses world orientation.
877 * @pre The Actor has been initialized.
879 bool IsOrientationInherited() const;
882 * @brief Retrieve the world-orientation of the Actor.
885 * @return The Actor's current orientation in the world.
886 * @pre The Actor has been initialized.
887 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
889 Quaternion GetCurrentWorldOrientation() const;
892 * @brief Set the scale factor applied to an actor.
895 * @param [in] scale The scale factor applied on all axes.
896 * @pre The Actor has been initialized.
897 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
899 void SetScale(float scale);
902 * @brief Set the scale factor applied to an actor.
905 * @param [in] scaleX The scale factor applied along the x-axis.
906 * @param [in] scaleY The scale factor applied along the y-axis.
907 * @param [in] scaleZ The scale factor applied along the z-axis.
908 * @pre The Actor has been initialized.
909 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
911 void SetScale(float scaleX, float scaleY, float scaleZ);
914 * @brief Set the scale factor applied to an actor.
917 * @param [in] scale A vector representing the scale factor for each axis.
918 * @pre The Actor has been initialized.
919 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
921 void SetScale(const Vector3& scale);
924 * @brief Apply a relative scale to an actor.
927 * @param[in] relativeScale The scale to combine with the actor's existing scale.
928 * @pre The actor has been initialized.
930 void ScaleBy(const Vector3& relativeScale);
933 * @brief Retrieve the scale factor applied to an actor.
936 * @return A vector representing the scale factor for each axis.
937 * @pre The Actor has been initialized.
938 * @note This property can be animated; the return value may not match the value written with SetScale().
940 Vector3 GetCurrentScale() const;
943 * @brief Retrieve the world-scale of the Actor.
946 * @return The Actor's current scale in the world.
947 * @pre The Actor has been initialized.
948 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
950 Vector3 GetCurrentWorldScale() const;
953 * @brief Set whether a child actor inherits it's parent's scale.
955 * Default is to inherit.
956 * Switching this off means that using SetScale() sets the actor's world scale.
958 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
959 * @pre The Actor has been initialized.
961 void SetInheritScale( bool inherit );
964 * @brief Returns whether the actor inherits its parent's scale.
967 * @return True if the actor inherits its parent scale, false if it uses world scale.
968 * @pre The Actor has been initialized.
970 bool IsScaleInherited() const;
973 * @brief Retrieves the world-matrix of the actor.
976 * @return The Actor's current world matrix
977 * @pre The Actor has been initialized.
978 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
980 Matrix GetCurrentWorldMatrix() const;
982 // Visibility & Color
985 * @brief Sets the visibility flag of an actor.
988 * @param [in] visible The new visibility flag.
989 * @pre The actor has been initialized.
990 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
991 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
992 * This is regardless of the individual visibility values of the children i.e. an actor will only be
993 * rendered if all of its parents have visibility set to true.
995 void SetVisible(bool visible);
998 * @brief Retrieve the visibility flag of an actor.
1001 * @return The visibility flag.
1002 * @pre The actor has been initialized.
1003 * @note This property can be animated; the return value may not match the value written with SetVisible().
1004 * @note If an actor is not visible, then the actor and its children will not be rendered.
1005 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1006 * rendered if all of its parents have visibility set to true.
1008 bool IsVisible() const;
1011 * @brief Sets the opacity of an actor.
1014 * @param [in] opacity The new opacity.
1015 * @pre The actor has been initialized.
1016 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1018 void SetOpacity(float opacity);
1021 * @brief Retrieve the actor's opacity.
1024 * @return The actor's opacity.
1025 * @pre The actor has been initialized.
1026 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1028 float GetCurrentOpacity() const;
1031 * @brief Sets the actor's color; this is an RGBA value.
1033 * The final color of the actor depends on its color mode.
1035 * @param [in] color The new color.
1036 * @pre The Actor has been initialized.
1037 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1039 void SetColor(const Vector4& color);
1042 * @brief Retrieve the actor's color.
1044 * Actor's own color is not clamped.
1046 * @return The color.
1047 * @pre The Actor has been initialized.
1048 * @note This property can be animated; the return value may not match the value written with SetColor().
1050 Vector4 GetCurrentColor() const;
1053 * @brief Sets the actor's color mode.
1055 * This specifies whether the Actor uses its own color, or inherits
1056 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1058 * @param [in] colorMode to use.
1059 * @pre The Actor has been initialized.
1061 void SetColorMode( ColorMode colorMode );
1064 * @brief Returns the actor's color mode.
1067 * @return currently used colorMode.
1068 * @pre The Actor has been initialized.
1070 ColorMode GetColorMode() const;
1073 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1076 * @return The Actor's current color in the world.
1077 * @pre The Actor has been initialized.
1078 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1080 Vector4 GetCurrentWorldColor() const;
1083 * @brief Set how the actor and its children should be drawn.
1085 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1086 * If an object is in a 3D layer, it will be depth-tested against
1087 * other objects in the world i.e. it may be obscured if other objects are in front.
1089 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1090 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1091 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1092 * and depth-testing will not be used.
1094 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1095 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1096 * actors within the Layer.
1099 * @param[in] drawMode The new draw-mode to use.
1100 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1101 * @note Layers do not inherit the DrawMode from their parents.
1103 void SetDrawMode( DrawMode::Type drawMode );
1106 * @brief Query how the actor and its children will be drawn.
1109 * @return Return the draw mode type.
1111 DrawMode::Type GetDrawMode() const;
1116 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1118 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1119 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1120 * hover event signal will be emitted.
1122 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1124 * actor.SetSensitive(false);
1127 * Then, to re-enable the touch or hover event signal emission, the application should call:
1129 * actor.SetSensitive(true);
1133 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1134 * @pre The Actor has been initialized.
1135 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1136 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1137 * hittable if all of its parents have sensitivity set to true.
1138 * @see @see TouchedSignal() and HoveredSignal().
1140 void SetSensitive(bool sensitive);
1143 * @brief Query whether an actor emits touch or hover event signals.
1146 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1147 * @pre The Actor has been initialized.
1148 * @note If an actor is not sensitive, then it's children will not be hittable either.
1149 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1150 * hittable if all of its parents have sensitivity set to true.
1152 bool IsSensitive() const;
1155 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1158 * @param[out] localX On return, the X-coordinate relative to the actor.
1159 * @param[out] localY On return, the Y-coordinate relative to the actor.
1160 * @param[in] screenX The screen X-coordinate.
1161 * @param[in] screenY The screen Y-coordinate.
1162 * @return True if the conversion succeeded.
1163 * @pre The Actor has been initialized.
1164 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1166 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1169 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1170 * the boundary of the actor.
1173 * @param[in] required Should be set to true if a Leave event is required
1174 * @pre The Actor has been initialized.
1175 * @note By default, this is set to false as most actors do not require this.
1176 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1179 void SetLeaveRequired(bool required);
1182 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1183 * the boundary of the actor.
1186 * @return True if a Leave event is required, false otherwise.
1187 * @pre The Actor has been initialized.
1189 bool GetLeaveRequired() const;
1192 * @brief Sets whether the actor should be focusable by keyboard navigation.
1194 * The default is false.
1196 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1198 * @pre The Actor has been initialized.
1200 void SetKeyboardFocusable( bool focusable );
1203 * @brief Returns whether the actor is focusable by keyboard navigation.
1206 * @return True if the actor is focusable by keyboard navigation, false if not.
1207 * @pre The Actor has been initialized.
1209 bool IsKeyboardFocusable() const;
1214 * @brief Set the resize policy to be used for the given dimension(s).
1217 * @param[in] policy The resize policy to use
1218 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1220 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1223 * @brief Return the resize policy used for a single dimension.
1226 * @param[in] dimension The dimension to get policy for
1227 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
1229 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1232 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1235 * @param[in] policy The policy to use for when the size is set
1237 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1240 * @brief Return the size scale policy in use.
1243 * @return Return the size scale policy.
1245 SizeScalePolicy::Type GetSizeScalePolicy() const;
1248 * @brief Sets the relative to parent size factor of the actor.
1250 * This factor is only used when ResizePolicy is set to either:
1251 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1252 * This actor's size is set to the actor's size multipled by or added to this factor,
1253 * depending on ResizePolicy ( See SetResizePolicy() ).
1256 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1257 * @pre The Actor has been initialized.
1259 void SetSizeModeFactor( const Vector3& factor );
1262 * @brief Retrieve the relative to parent size factor of the actor.
1265 * @return The Actor's current relative size factor.
1266 * @pre The Actor has been initialized.
1268 Vector3 GetSizeModeFactor() const;
1271 * @brief Calculate the height of the actor given a width.
1273 * The natural size is used for default calculation.
1274 * size 0 is treated as aspect ratio 1:1.
1277 * @param width Width to use
1278 * @return Return the height based on the width.
1280 float GetHeightForWidth( float width );
1283 * @brief Calculate the width of the actor given a height.
1285 * The natural size is used for default calculation.
1286 * size 0 is treated as aspect ratio 1:1.
1289 * @param height Height to use
1290 * @return Return the width based on the height.
1292 float GetWidthForHeight( float height );
1295 * @brief Return the value of negotiated dimension for the given dimension.
1298 * @param dimension The dimension to retrieve
1299 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
1301 float GetRelayoutSize( Dimension::Type dimension ) const;
1304 * @brief Set the padding for use in layout.
1307 * @param[in] padding Padding for the actor
1309 void SetPadding( const Padding& padding );
1312 * @brief Return the value of the padding.
1315 * @param paddingOut The returned padding data
1317 void GetPadding( Padding& paddingOut ) const;
1320 * @brief Set the minimum size an actor can be assigned in size negotiation.
1323 * @param[in] size The minimum size
1325 void SetMinimumSize( const Vector2& size );
1328 * @brief Return the minimum relayout size.
1331 * @return Return the mininmum size.
1333 Vector2 GetMinimumSize();
1336 * @brief Set the maximum size an actor can be assigned in size negotiation.
1339 * @param[in] size The maximum size
1341 void SetMaximumSize( const Vector2& size );
1344 * @brief Return the maximum relayout size.
1347 * @return Return the maximum size.
1349 Vector2 GetMaximumSize();
1352 * @brief Get depth in the hierarchy for the actor.
1355 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1357 int GetHierarchyDepth();
1362 * @brief Add a renderer to this actor.
1365 * @param[in] renderer Renderer to add to the actor
1366 * @return The index of the Renderer that was added
1367 * @pre The renderer must be initialized.
1370 unsigned int AddRenderer( Renderer& renderer );
1373 * @brief Get the number of renderers on this actor.
1376 * @return the number of renderers on this actor
1378 unsigned int GetRendererCount() const;
1381 * @brief Get a Renderer by index.
1384 * @param[in] index The index of the renderer to fetch
1385 * @return The renderer at the specified index
1386 * @pre The index must be between 0 and GetRendererCount()-1
1389 Renderer GetRendererAt( unsigned int index );
1392 * @brief Remove an renderer from the actor.
1395 * @param[in] renderer Handle to the renderer that is to be removed
1397 void RemoveRenderer( Renderer& renderer );
1400 * @brief Remove an renderer from the actor by index.
1403 * @param[in] index Index of the renderer that is to be removed
1404 * @pre The index must be between 0 and GetRendererCount()-1
1407 void RemoveRenderer( unsigned int index );
1412 * @brief This signal is emitted when touch input is received.
1414 * A callback of the following type may be connected:
1416 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1418 * The return value of True, indicates that the touch event should be consumed.
1419 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1421 * @return The signal to connect to.
1422 * @pre The Actor has been initialized.
1424 TouchSignalType& TouchedSignal();
1427 * @brief This signal is emitted when hover input is received.
1429 * A callback of the following type may be connected:
1431 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1433 * The return value of True, indicates that the hover event should be consumed.
1434 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1436 * @return The signal to connect to.
1437 * @pre The Actor has been initialized.
1439 HoverSignalType& HoveredSignal();
1442 * @brief This signal is emitted when wheel event is received.
1444 * A callback of the following type may be connected:
1446 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1448 * The return value of True, indicates that the wheel event should be consumed.
1449 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1451 * @return The signal to connect to.
1452 * @pre The Actor has been initialized.
1454 WheelEventSignalType& WheelEventSignal();
1457 * @brief This signal is emitted after the actor has been connected to the stage.
1459 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1461 * @return The signal to connect to.
1462 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1464 * @note When the parent of a set of actors is connected to the stage, then all of the children
1465 * will received this callback.
1466 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1478 OnStageSignalType& OnStageSignal();
1481 * @brief This signal is emitted after the actor has been disconnected from the stage.
1483 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1486 * @return The signal to connect to.
1487 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1488 * will received this callback, starting with the leaf actors.
1489 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1502 OffStageSignalType& OffStageSignal();
1505 * @brief This signal is emitted after the size has been set on the actor during relayout
1508 * @return The signal
1510 OnRelayoutSignalType& OnRelayoutSignal();
1512 public: // Not intended for application developers
1515 * @brief This constructor is used by Actor::New() methods.
1518 * @param [in] actor A pointer to a newly allocated Dali resource
1520 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1524 * @brief Helper for discarding an actor handle.
1526 * If the handle is empty, this method does nothing. Otherwise
1527 * Actor::Unparent() will be called, followed by Actor::Reset().
1529 * @param[in,out] actor A handle to an actor, or an empty handle.
1531 inline void UnparentAndReset( Actor& actor )
1545 #endif // __DALI_ACTOR_H__