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
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 &&
103 * // Depth-first traversal within current layer, visiting parent first
105 * // Check whether current actor should be hit-tested
106 * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
107 * ACTOR-HAS-NON-ZERO-SIZE &&
108 * ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
110 * // Hit-test current actor
113 * IF ( ACTOR-IS-OVERLAY || ( DISTANCE-TO-ACTOR < DISTANCE-TO-LAST-HIT-ACTOR ) )
115 * // The current actor is the closest actor that was underneath the touch
116 * LAST-HIT-ACTOR = CURRENT-ACTOR
121 * // Keep checking children, in case we hit something closer
122 * FOR-EACH CHILD (in order)
124 * IF ( CHILD-IS-NOT-A-LAYER )
126 * // Continue traversal for this child's sub-tree
127 * HIT-TEST-WITHIN-LAYER ( CHILD )
129 * // else we skip hit-testing the child's sub-tree altogether
134 * - Overlays always take priority (i.e. they're considered closer) regardless of distance.
135 * The overlay children take priority over their parents, and overlay siblings take priority
136 * over their previous siblings (i.e. reverse of rendering order):
146 * Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
148 * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
149 * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
150 * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
151 * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
152 * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
153 * also be considered a Stencil Actor.
154 * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
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.
219 * <h3>Key Events:</h3>
221 * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
226 * | %Signal Name | Method |
227 * |-------------------|------------------------------|
228 * | touched | @ref TouchedSignal() |
229 * | hovered | @ref HoveredSignal() |
230 * | wheel-event | @ref WheelEventSignal() |
231 * | on-stage | @ref OnStageSignal() |
232 * | off-stage | @ref OffStageSignal() |
235 * | %Action Name | %Actor method called |
236 * |-------------------|------------------------------|
237 * | show | %SetVisible( true ) |
238 * | hide | %SetVisible( false ) |
241 class DALI_IMPORT_API Actor : public Handle
246 * @brief An enumeration of properties belonging to the Actor class.
252 PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
253 PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
254 PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
255 PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
256 ANCHOR_POINT, ///< name "anchor-point", type Vector3
257 ANCHOR_POINT_X, ///< name "anchor-point-x", type float
258 ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
259 ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
260 SIZE, ///< name "size", type Vector3
261 SIZE_WIDTH, ///< name "size-width", type float
262 SIZE_HEIGHT, ///< name "size-height", type float
263 SIZE_DEPTH, ///< name "size-depth", type float
264 POSITION, ///< name "position", type Vector3
265 POSITION_X, ///< name "position-x", type float
266 POSITION_Y, ///< name "position-y", type float
267 POSITION_Z, ///< name "position-z", type float
268 WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
269 WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
270 WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
271 WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
272 ORIENTATION, ///< name "orientation", type Quaternion
273 WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
274 SCALE, ///< name "scale", type Vector3
275 SCALE_X, ///< name "scale-x", type float
276 SCALE_Y, ///< name "scale-y", type float
277 SCALE_Z, ///< name "scale-z", type float
278 WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
279 VISIBLE, ///< name "visible", type bool
280 COLOR, ///< name "color", type Vector4
281 COLOR_RED, ///< name "color-red", type float
282 COLOR_GREEN, ///< name "color-green", type float
283 COLOR_BLUE, ///< name "color-blue", type float
284 COLOR_ALPHA, ///< name "color-alpha", type float
285 WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
286 WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
287 NAME, ///< name "name", type std::string
288 SENSITIVE, ///< name "sensitive", type bool
289 LEAVE_REQUIRED, ///< name "leave-required", type bool
290 INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
291 INHERIT_SCALE, ///< name "inherit-scale", type bool
292 COLOR_MODE, ///< name "color-mode", type std::string
293 POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
294 DRAW_MODE, ///< name "draw-mode", type std::string
295 SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
296 WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
297 HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
298 SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
299 WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
300 HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
301 PADDING, ///< name "padding", type Vector4
302 MINIMUM_SIZE, ///< name "minimum-size", type Vector2
303 MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
309 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
310 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
311 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type
312 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
313 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
314 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
319 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
321 * Calling member functions with an uninitialized Dali::Object is not allowed.
326 * @brief Create an initialized Actor.
328 * @return A handle to a newly allocated Dali resource.
333 * @brief Downcast an Object handle to Actor handle.
335 * If handle points to a Actor object the downcast produces valid
336 * handle. If not the returned handle is left uninitialized.
338 * @param[in] handle to An object
339 * @return handle to a Actor object or an uninitialized handle
341 static Actor DownCast( BaseHandle handle );
344 * @brief Dali::Actor is intended as a base class
346 * This is non-virtual since derived Handle types must not contain data or virtual methods.
351 * @brief Copy constructor
353 * @param [in] copy The actor to copy.
355 Actor(const Actor& copy);
358 * @brief Assignment operator
360 * @param [in] rhs The actor to copy.
362 Actor& operator=(const Actor& rhs);
365 * @brief Retrieve the Actor's name.
367 * @pre The Actor has been initialized.
368 * @return The Actor's name.
370 const std::string& GetName() const;
373 * @brief Sets the Actor's name.
375 * @pre The Actor has been initialized.
376 * @param [in] name The new name.
378 void SetName(const std::string& name);
381 * @brief Retrieve the unique ID of the actor.
383 * @pre The Actor has been initialized.
386 unsigned int GetId() const;
391 * @brief Query whether an actor is the root actor, which is owned by the Stage.
393 * @pre The Actor has been initialized.
394 * @return True if the actor is the root actor.
399 * @brief Query whether the actor is connected to the Stage.
401 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
402 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
403 * @pre The Actor has been initialized.
404 * @return True if the actor is connected to the Stage.
406 bool OnStage() const;
409 * @brief Query whether the actor is of class Dali::Layer.
411 * @pre The Actor has been initialized.
412 * @return True if the actor is a layer.
414 bool IsLayer() const;
417 * @brief Gets the layer in which the actor is present.
419 * @pre The Actor has been initialized.
420 * @return The layer, which will be uninitialized if the actor is off-stage.
425 * @brief Adds a child Actor to this Actor.
427 * NOTE! if the child already has a parent, it will be removed from old parent
428 * and reparented to this actor. This may change childs position, color,
429 * scale etc as it now inherits them from this actor
430 * @pre This Actor (the parent) has been initialized.
431 * @pre The child actor has been initialized.
432 * @pre The child actor is not the same as the parent actor.
433 * @pre The actor is not the Root actor
434 * @param [in] child The child.
435 * @post The child will be referenced by its parent. This means that the child will be kept alive,
436 * even if the handle passed into this method is reset or destroyed.
438 void Add(Actor child);
441 * @brief Removes a child Actor from this Actor.
443 * If the actor was not a child of this actor, this is a no-op.
444 * @pre This Actor (the parent) has been initialized.
445 * @pre The child actor is not the same as the parent actor.
446 * @param [in] child The child.
448 void Remove(Actor child);
451 * @brief Removes an actor from its parent.
453 * If the actor has no parent, this method does nothing.
454 * @pre The (child) actor has been initialized.
459 * @brief Retrieve the number of children held by the actor.
461 * @pre The Actor has been initialized.
462 * @return The number of children
464 unsigned int GetChildCount() const;
467 * @brief Retrieve and child actor by index.
469 * @pre The Actor has been initialized.
470 * @param[in] index The index of the child to retrieve
471 * @return The actor for the given index or empty handle if children not initialised
473 Actor GetChildAt(unsigned int index) const;
476 * @brief Search through this actor's hierarchy for an actor with the given name.
478 * The actor itself is also considered in the search
479 * @pre The Actor has been initialized.
480 * @param[in] actorName the name of the actor to find
481 * @return A handle to the actor if found, or an empty handle if not.
483 Actor FindChildByName(const std::string& actorName);
486 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
488 * The actor itself is also considered in the search
489 * @pre The Actor has been initialized.
490 * @param[in] id the ID of the actor to find
491 * @return A handle to the actor if found, or an empty handle if not.
493 Actor FindChildById(const unsigned int id);
496 * @brief Retrieve the actor's parent.
498 * @pre The actor has been initialized.
499 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
501 Actor GetParent() const;
506 * @brief Set the origin of an actor, within its parent's area.
508 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
509 * and (1.0, 1.0, 0.5) is the bottom-right corner.
510 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
511 * An actor position is the distance between this origin, and the actors anchor-point.
512 * @see Dali::ParentOrigin for predefined parent origin values
513 * @pre The Actor has been initialized.
514 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
515 * @param [in] origin The new parent-origin.
517 void SetParentOrigin(const Vector3& origin);
520 * @brief Retrieve the parent-origin of an actor.
522 * @pre The Actor has been initialized.
523 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
524 * @return The current parent-origin.
526 Vector3 GetCurrentParentOrigin() const;
529 * @brief Set the anchor-point of an actor.
531 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
532 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
533 * bottom-right corner. The default anchor point is
534 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
535 * An actor position is the distance between its parent-origin, and this anchor-point.
536 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
537 * @see Dali::AnchorPoint for predefined anchor point values
538 * @pre The Actor has been initialized.
539 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
540 * @param [in] anchorPoint The new anchor-point.
542 void SetAnchorPoint(const Vector3& anchorPoint);
545 * @brief Retrieve the anchor-point of an actor.
547 * @pre The Actor has been initialized.
548 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
549 * @return The current anchor-point.
551 Vector3 GetCurrentAnchorPoint() const;
554 * @brief Sets the size of an actor.
556 * Geometry can be scaled to fit within this area.
557 * This does not interfere with the actors scale factor.
558 * The actors default depth is the minimum of width & height.
559 * @pre The actor has been initialized.
560 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
561 * @param [in] width The new width.
562 * @param [in] height The new height.
564 void SetSize(float width, float height);
567 * @brief Sets the size of an actor.
569 * Geometry can be scaled to fit within this area.
570 * This does not interfere with the actors scale factor.
571 * @pre The actor has been initialized.
572 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
573 * @param [in] width The size of the actor along the x-axis.
574 * @param [in] height The size of the actor along the y-axis.
575 * @param [in] depth The size of the actor along the z-axis.
577 void SetSize(float width, float height, float depth);
580 * @brief Sets the size of an actor.
582 * Geometry can be scaled to fit within this area.
583 * This does not interfere with the actors scale factor.
584 * The actors default depth is the minimum of width & height.
585 * @pre The actor has been initialized.
586 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
587 * @param [in] size The new size.
589 void SetSize(const Vector2& size);
592 * @brief Sets the size of an actor.
594 * Geometry can be scaled to fit within this area.
595 * This does not interfere with the actors scale factor.
596 * @pre The actor has been initialized.
597 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
598 * @param [in] size The new size.
600 void SetSize(const Vector3& size);
603 * @brief Retrieve the actor's size.
605 * @pre The actor has been initialized.
606 * @note This return is the value that was set using SetSize or the target size of an animation
607 * @return The actor's current size.
609 Vector3 GetTargetSize() const;
612 * @brief Retrieve the actor's size.
614 * @pre The actor has been initialized.
615 * @note This property can be animated; the return value may not match the value written with SetSize().
616 * @return The actor's current size.
618 Vector3 GetCurrentSize() const;
621 * Return the natural size of the actor.
623 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
625 * @return The actor's natural size
627 Vector3 GetNaturalSize() const;
630 * @brief Sets the position of the actor.
632 * The Actor's z position will be set to 0.0f.
633 * @pre The Actor has been initialized.
634 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
635 * @param [in] x The new x position
636 * @param [in] y The new y position
638 void SetPosition(float x, float y);
641 * @brief Sets the position of the Actor.
643 * @pre The Actor has been initialized.
644 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
645 * @param [in] x The new x position
646 * @param [in] y The new y position
647 * @param [in] z The new z position
649 void SetPosition(float x, float y, float z);
652 * @brief Sets the position of the Actor.
654 * @pre The Actor has been initialized.
655 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
656 * @param [in] position The new position
658 void SetPosition(const Vector3& position);
661 * @brief Set the position of an actor along the X-axis.
663 * @pre The Actor has been initialized.
664 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
665 * @param [in] x The new x position
670 * @brief Set the position of an actor along the Y-axis.
672 * @pre The Actor has been initialized.
673 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
674 * @param [in] y The new y position.
679 * @brief Set the position of an actor along the Z-axis.
681 * @pre The Actor has been initialized.
682 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
683 * @param [in] z The new z position
688 * @brief Translate an actor relative to its existing position.
690 * @pre The actor has been initialized.
691 * @param[in] distance The actor will move by this distance.
693 void TranslateBy(const Vector3& distance);
696 * @brief Retrieve the position of the Actor.
698 * @pre The Actor has been initialized.
699 * @note This property can be animated; the return value may not match the value written with SetPosition().
700 * @return the Actor's current position.
702 Vector3 GetCurrentPosition() const;
705 * @brief Retrieve the world-position of the Actor.
707 * @note The actor will not have a world-position, unless it has previously been added to the stage.
708 * @pre The Actor has been initialized.
709 * @return The Actor's current position in world coordinates.
711 Vector3 GetCurrentWorldPosition() const;
714 * @brief Set the actors position inheritance mode.
716 * The default is to inherit.
717 * Switching this off means that using SetPosition() sets the actor's world position.
718 * @see PositionInheritanceMode
719 * @pre The Actor has been initialized.
720 * @param[in] mode to use
722 void SetPositionInheritanceMode( PositionInheritanceMode mode );
725 * @brief Returns the actors position inheritance mode.
727 * @pre The Actor has been initialized.
728 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
730 PositionInheritanceMode GetPositionInheritanceMode() const;
733 * @brief Sets the orientation of the Actor.
735 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
736 * @pre The Actor has been initialized.
737 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
738 * @param [in] angle The new orientation angle in degrees.
739 * @param [in] axis The new axis of orientation.
741 void SetOrientation( const Degree& angle, const Vector3& axis )
743 SetOrientation( Radian( angle ), axis );
747 * @brief Sets the orientation of the Actor.
749 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
750 * @pre The Actor has been initialized.
751 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
752 * @param [in] angle The new orientation angle in radians.
753 * @param [in] axis The new axis of orientation.
755 void SetOrientation(const Radian& angle, const Vector3& axis);
758 * @brief Sets the orientation of the Actor.
760 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
761 * @pre The Actor has been initialized.
762 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
763 * @param [in] orientation The new orientation.
765 void SetOrientation(const Quaternion& orientation);
768 * @brief Apply a relative rotation to an actor.
770 * @pre The actor has been initialized.
771 * @param[in] angle The angle to the rotation to combine with the existing orientation.
772 * @param[in] axis The axis of the rotation to combine with the existing orientation.
774 void RotateBy( const Degree& angle, const Vector3& axis )
776 RotateBy( Radian( angle ), axis );
780 * @brief Apply a relative rotation to an actor.
782 * @pre The actor has been initialized.
783 * @param[in] angle The angle to the rotation to combine with the existing orientation.
784 * @param[in] axis The axis of the rotation to combine with the existing orientation.
786 void RotateBy(const Radian& angle, const Vector3& axis);
789 * @brief Apply a relative rotation to an actor.
791 * @pre The actor has been initialized.
792 * @param[in] relativeRotation The rotation to combine with the existing orientation.
794 void RotateBy(const Quaternion& relativeRotation);
797 * @brief Retreive the Actor's orientation.
799 * @pre The Actor has been initialized.
800 * @note This property can be animated; the return value may not match the value written with SetOrientation().
801 * @return The current orientation.
803 Quaternion GetCurrentOrientation() const;
806 * @brief Set whether a child actor inherits it's parent's orientation.
808 * Default is to inherit.
809 * Switching this off means that using SetOrientation() sets the actor's world orientation.
810 * @pre The Actor has been initialized.
811 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
813 void SetInheritOrientation(bool inherit);
816 * @brief Returns whether the actor inherit's it's parent's orientation.
818 * @pre The Actor has been initialized.
819 * @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
821 bool IsOrientationInherited() const;
824 * @brief Retrieve the world-orientation of the Actor.
826 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
827 * @pre The Actor has been initialized.
828 * @return The Actor's current orientation in the world.
830 Quaternion GetCurrentWorldOrientation() const;
833 * @brief Set the scale factor applied to an actor.
835 * @pre The Actor has been initialized.
836 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
837 * @param [in] scale The scale factor applied on all axes.
839 void SetScale(float scale);
842 * @brief Set the scale factor applied to an actor.
844 * @pre The Actor has been initialized.
845 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
846 * @param [in] scaleX The scale factor applied along the x-axis.
847 * @param [in] scaleY The scale factor applied along the y-axis.
848 * @param [in] scaleZ The scale factor applied along the z-axis.
850 void SetScale(float scaleX, float scaleY, float scaleZ);
853 * @brief Set the scale factor applied to an actor.
855 * @pre The Actor has been initialized.
856 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
857 * @param [in] scale A vector representing the scale factor for each axis.
859 void SetScale(const Vector3& scale);
862 * @brief Apply a relative scale to an actor.
864 * @pre The actor has been initialized.
865 * @param[in] relativeScale The scale to combine with the actors existing scale.
867 void ScaleBy(const Vector3& relativeScale);
870 * @brief Retrieve the scale factor applied to an actor.
872 * @pre The Actor has been initialized.
873 * @note This property can be animated; the return value may not match the value written with SetScale().
874 * @return A vector representing the scale factor for each axis.
876 Vector3 GetCurrentScale() const;
879 * @brief Retrieve the world-scale of the Actor.
881 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
882 * @pre The Actor has been initialized.
883 * @return The Actor's current scale in the world.
885 Vector3 GetCurrentWorldScale() const;
888 * @brief Set whether a child actor inherits it's parent's scale.
890 * Default is to inherit.
891 * Switching this off means that using SetScale() sets the actor's world scale.
892 * @pre The Actor has been initialized.
893 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
895 void SetInheritScale( bool inherit );
898 * @brief Returns whether the actor inherit's it's parent's scale.
900 * @pre The Actor has been initialized.
901 * @return true if the actor inherit's it's parent scale, false if it uses world scale.
903 bool IsScaleInherited() const;
906 * @brief Retrieves the world-matrix of the actor.
908 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
909 * @pre The Actor has been initialized.
910 * @return The Actor's current world matrix
912 Matrix GetCurrentWorldMatrix() const;
914 // Visibility & Color
917 * @brief Sets the visibility flag of an actor.
919 * @pre The actor has been initialized.
920 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
921 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
922 * This is regardless of the individual visibility values of the children i.e. an actor will only be
923 * rendered if all of its parents have visibility set to true.
924 * @param [in] visible The new visibility flag.
926 void SetVisible(bool visible);
929 * @brief Retrieve the visibility flag of an actor.
931 * @pre The actor has been initialized.
932 * @note This property can be animated; the return value may not match the value written with SetVisible().
933 * @note If an actor is not visible, then the actor and its children will not be rendered.
934 * This is regardless of the individual visibility values of the children i.e. an actor will only be
935 * rendered if all of its parents have visibility set to true.
936 * @return The visibility flag.
938 bool IsVisible() const;
941 * @brief Sets the opacity of an actor.
943 * @pre The actor has been initialized.
944 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
945 * @param [in] opacity The new opacity.
947 void SetOpacity(float opacity);
950 * @brief Retrieve the actor's opacity.
952 * @pre The actor has been initialized.
953 * @note This property can be animated; the return value may not match the value written with SetOpacity().
954 * @return The actor's opacity.
956 float GetCurrentOpacity() const;
959 * @brief Sets the actor's color; this is an RGBA value.
961 * The final color of the actor depends on its color mode.
962 * @pre The Actor has been initialized.
963 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
964 * @param [in] color The new color.
966 void SetColor(const Vector4& color);
969 * @brief Retrieve the actor's color.
971 * Actor's own color is not clamped.
972 * @pre The Actor has been initialized.
973 * @note This property can be animated; the return value may not match the value written with SetColor().
976 Vector4 GetCurrentColor() const;
979 * @brief Sets the actor's color mode.
981 * This specifies whether the Actor uses its own color, or inherits
982 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
983 * @pre The Actor has been initialized.
984 * @param [in] colorMode to use.
986 void SetColorMode( ColorMode colorMode );
989 * @brief Returns the actor's color mode.
991 * @pre The Actor has been initialized.
992 * @return currently used colorMode.
994 ColorMode GetColorMode() const;
997 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
999 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1000 * @pre The Actor has been initialized.
1001 * @return The Actor's current color in the world.
1003 Vector4 GetCurrentWorldColor() const;
1006 * @brief Set how the actor and its children should be drawn.
1008 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1009 * By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
1010 * other objects in the world i.e. it may be obscured if other objects are in front.
1012 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1013 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1014 * For overlay actors, the drawing order is with respect to depth-index property of Renderers,
1015 * and depth-testing will not be used.
1017 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1018 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1019 * actors within the Layer.
1021 * @param[in] drawMode The new draw-mode to use.
1022 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1023 * @note Layers do not inherit the DrawMode from their parents.
1025 void SetDrawMode( DrawMode::Type drawMode );
1028 * @brief Query how the actor and its children will be drawn.
1030 * @return True if the Actor is an overlay.
1032 DrawMode::Type GetDrawMode() const;
1037 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1039 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1040 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1041 * hover event signal will be emitted.
1043 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1045 * actor.SetSensitive(false);
1048 * Then, to re-enable the touch or hover event signal emission, the application should call:
1050 * actor.SetSensitive(true);
1053 * @see @see SignalTouch() and SignalHover().
1054 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1055 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1056 * hittable if all of its parents have sensitivity set to true.
1057 * @pre The Actor has been initialized.
1058 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1060 void SetSensitive(bool sensitive);
1063 * @brief Query whether an actor emits touch or hover event signals.
1065 * @note If an actor is not sensitive, then it's children will not be hittable either.
1066 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1067 * hittable if all of its parents have sensitivity set to true.
1068 * @pre The Actor has been initialized.
1069 * @return true, if emission of touch or hover event signals is enabled, false otherwise.
1071 bool IsSensitive() const;
1074 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1076 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1077 * @pre The Actor has been initialized.
1078 * @param[out] localX On return, the X-coordinate relative to the actor.
1079 * @param[out] localY On return, the Y-coordinate relative to the actor.
1080 * @param[in] screenX The screen X-coordinate.
1081 * @param[in] screenY The screen Y-coordinate.
1082 * @return True if the conversion succeeded.
1084 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1087 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1088 * the boundary of the actor.
1090 * @note By default, this is set to false as most actors do not require this.
1091 * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
1093 * @pre The Actor has been initialized.
1094 * @param[in] required Should be set to true if a Leave event is required
1096 void SetLeaveRequired(bool required);
1099 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1100 * the boundary of the actor.
1102 * @pre The Actor has been initialized.
1103 * @return true if a Leave event is required, false otherwise.
1105 bool GetLeaveRequired() const;
1108 * @brief Sets whether the actor should be focusable by keyboard navigation.
1110 * The default is false.
1111 * @pre The Actor has been initialized.
1112 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1115 void SetKeyboardFocusable( bool focusable );
1118 * @brief Returns whether the actor is focusable by keyboard navigation.
1120 * @pre The Actor has been initialized.
1121 * @return true if the actor is focusable by keyboard navigation, false if not.
1123 bool IsKeyboardFocusable() const;
1128 * Set the resize policy to be used for the given dimension(s)
1130 * @param[in] policy The resize policy to use
1131 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1133 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1136 * Return the resize policy used for a single dimension
1138 * @param[in] dimension The dimension to get policy for
1139 * @return Return the dimension resize policy
1141 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1144 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1146 * @param[in] policy The policy to use for when the size is set
1148 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1151 * @brief Return the size set policy in use
1153 * @return Return the size set policy
1155 SizeScalePolicy::Type GetSizeScalePolicy() const;
1158 * @brief Sets the relative to parent size factor of the actor.
1160 * This factor is only used when ResizePolicy is set to either:
1161 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1162 * This actor's size is set to the actor's size multipled by or added to this factor,
1163 * depending on ResizePolicy (See SetResizePolicy).
1165 * @pre The Actor has been initialized.
1166 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1168 void SetSizeModeFactor( const Vector3& factor );
1171 * @brief Retrieve the relative to parent size factor of the actor.
1173 * @pre The Actor has been initialized.
1174 * @return The Actor's current relative size factor.
1176 Vector3 GetSizeModeFactor() const;
1179 * @brief Calculate the height of the actor given a width
1181 * The natural size is used for default calculation.
1182 * size 0 is treated as aspect ratio 1:1.
1184 * @param width Width to use
1185 * @return Return the height based on the width
1187 float GetHeightForWidth( float width );
1190 * @brief Calculate the width of the actor given a height
1192 * The natural size is used for default calculation.
1193 * size 0 is treated as aspect ratio 1:1.
1195 * @param height Height to use
1196 * @return Return the width based on the height
1198 float GetWidthForHeight( float height );
1201 * Return the value of negotiated dimension for the given dimension
1203 * @param dimension The dimension to retrieve
1204 * @return Return the value of the negotiated dimension
1206 float GetRelayoutSize( Dimension::Type dimension ) const;
1209 * @brief Set the padding for use in layout
1211 * @param[in] padding Padding for the actor
1213 void SetPadding( const Padding& padding );
1216 * Return the value of the padding
1218 * @param paddingOut The returned padding data
1220 void GetPadding( Padding& paddingOut ) const;
1223 * @brief Set the minimum size an actor can be assigned in size negotiation
1225 * @param[in] size The minimum size
1227 void SetMinimumSize( const Vector2& size );
1230 * @brief Return the minimum relayout size
1232 * @return Return the mininmum size
1234 Vector2 GetMinimumSize();
1237 * @brief Set the maximum size an actor can be assigned in size negotiation
1239 * @param[in] size The maximum size
1241 void SetMaximumSize( const Vector2& size );
1244 * @brief Return the maximum relayout size
1246 * @return Return the maximum size
1248 Vector2 GetMaximumSize();
1251 * @brief Get depth in the hierarchy for the actor
1253 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1255 int GetHierarchyDepth();
1260 * @brief This signal is emitted when touch input is received.
1262 * A callback of the following type may be connected:
1264 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1266 * The return value of True, indicates that the touch event should be consumed.
1267 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1268 * @pre The Actor has been initialized.
1269 * @return The signal to connect to.
1271 TouchSignalType& TouchedSignal();
1274 * @brief This signal is emitted when hover input is received.
1276 * A callback of the following type may be connected:
1278 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1280 * The return value of True, indicates that the hover event should be consumed.
1281 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1282 * @pre The Actor has been initialized.
1283 * @return The signal to connect to.
1285 HoverSignalType& HoveredSignal();
1288 * @brief This signal is emitted when wheel event is received.
1290 * A callback of the following type may be connected:
1292 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1294 * The return value of True, indicates that the wheel event should be consumed.
1295 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1296 * @pre The Actor has been initialized.
1297 * @return The signal to connect to.
1299 WheelEventSignalType& WheelEventSignal();
1302 * @brief This signal is emitted after the actor has been connected to the stage.
1304 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1305 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1307 * @note When the parent of a set of actors is connected to the stage, then all of the children
1308 * will received this callback.
1310 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1318 * @return The signal
1320 OnStageSignalType& OnStageSignal();
1323 * @brief This signal is emitted after the actor has been disconnected from the stage.
1325 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1327 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1328 * will received this callback, starting with the leaf actors.
1330 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1338 * @return The signal
1340 OffStageSignalType& OffStageSignal();
1345 * @brief Add a renderer to this actor.
1347 * @pre The renderer must be initialized.
1349 * @param[in] renderer Renderer to add to the actor
1350 * @return The index of the Renderer that was added
1352 unsigned int AddRenderer( Renderer& renderer );
1355 * @brief Get the number of renderers on this actor.
1357 * @return the number of renderers on this actor
1359 unsigned int GetRendererCount() const;
1362 * @brief Get a Renderer by index.
1364 * @pre The index must be between 0 and GetRendererCount()-1
1366 * @param[in] index The index of the renderer to fetch
1367 * @return The renderer at the specified index
1369 Renderer GetRendererAt( unsigned int index );
1372 * @brief Remove an renderer from the actor.
1374 * @param[in] renderer Handle to the renderer that is to be removed
1376 void RemoveRenderer( Renderer& renderer );
1379 * @brief Remove an renderer from the actor by index.
1381 * @pre The index must be between 0 and GetRendererCount()-1
1383 * @param[in] index Index of the renderer that is to be removed
1385 void RemoveRenderer( unsigned int index );
1387 * @brief This signal is emitted after the size has been set on the actor during relayout
1389 * @return Return the signal
1391 OnRelayoutSignalType& OnRelayoutSignal();
1393 public: // Not intended for application developers
1396 * @brief This constructor is used by Dali New() methods.
1398 * @param [in] actor A pointer to a newly allocated Dali resource
1400 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1404 * @brief Helper for discarding an actor handle.
1406 * If the handle is empty, this method does nothing. Otherwise
1407 * actor.Unparent() will be called, followed by actor.Reset().
1408 * @param[in,out] actor A handle to an actor, or an empty handle.
1410 inline void UnparentAndReset( Actor& actor )
1424 #endif // __DALI_ACTOR_H__