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 @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
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
309 INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
315 typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @SINCE_1_0.0
316 typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @SINCE_1_0.0
317 typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
318 typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
319 typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
320 typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
325 * @brief Create an uninitialized Actor; this can be initialized with Actor::New().
327 * Calling member functions with an uninitialized Actor handle is not allowed.
333 * @brief Create an initialized Actor.
336 * @return A handle to a newly allocated Dali resource.
341 * @brief Downcast a handle to Actor handle.
343 * If handle points to a Actor object the downcast produces valid
344 * handle. If not the returned handle is left uninitialized.
347 * @param[in] handle to An object
348 * @return handle to a Actor object or an uninitialized handle
350 static Actor DownCast( BaseHandle handle );
353 * @brief Dali::Actor is intended as a base class
355 * This is non-virtual since derived Handle types must not contain data or virtual methods.
361 * @brief Copy constructor
364 * @param [in] copy The actor to copy.
366 Actor(const Actor& copy);
369 * @brief Assignment operator
372 * @param [in] rhs The actor to copy.
373 * @return A reference to this
375 Actor& operator=(const Actor& rhs);
378 * @brief Retrieve the Actor's name.
381 * @return The Actor's name.
382 * @pre The Actor has been initialized.
384 const std::string& GetName() const;
387 * @brief Sets the Actor's name.
390 * @param [in] name The new name.
391 * @pre The Actor has been initialized.
393 void SetName(const std::string& name);
396 * @brief Retrieve the unique ID of the actor.
400 * @pre The Actor has been initialized.
402 unsigned int GetId() const;
407 * @brief Query whether an actor is the root actor, which is owned by the Stage.
410 * @return True if the actor is the root actor.
411 * @pre The Actor has been initialized.
416 * @brief Query whether the actor is connected to the Stage.
418 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
420 * @return True if the actor is connected to the Stage.
421 * @pre The Actor has been initialized.
422 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
424 bool OnStage() const;
427 * @brief Query whether the actor is of class Dali::Layer.
430 * @return True if the actor is a layer.
431 * @pre The Actor has been initialized.
433 bool IsLayer() const;
436 * @brief Gets the layer in which the actor is present.
439 * @return The layer, which will be uninitialized if the actor is off-stage.
440 * @pre The Actor has been initialized.
445 * @brief Adds a child Actor to this Actor.
448 * @param [in] child The child.
449 * @pre This Actor (the parent) has been initialized.
450 * @pre The child actor has been initialized.
451 * @pre The child actor is not the same as the parent actor.
452 * @pre The actor is not the Root actor.
453 * @post The child will be referenced by its parent. This means that the child will be kept alive,
454 * even if the handle passed into this method is reset or destroyed.
455 * @note if the child already has a parent, it will be removed from old parent
456 * and reparented to this actor. This may change childs position, color,
457 * scale etc as it now inherits them from this actor.
459 void Add(Actor child);
462 * @brief Removes a child Actor from this Actor.
464 * If the actor was not a child of this actor, this is a no-op.
466 * @param [in] child The child.
467 * @pre This Actor (the parent) has been initialized.
468 * @pre The child actor is not the same as the parent actor.
470 void Remove(Actor child);
473 * @brief Removes an actor from its parent.
475 * If the actor has no parent, this method does nothing.
477 * @pre The (child) actor has been initialized.
482 * @brief Retrieve the number of children held by the actor.
485 * @return The number of children
486 * @pre The Actor has been initialized.
488 unsigned int GetChildCount() const;
491 * @brief Retrieve and child actor by index.
494 * @param[in] index The index of the child to retrieve
495 * @return The actor for the given index or empty handle if children not initialised
496 * @pre The Actor has been initialized.
498 Actor GetChildAt(unsigned int index) const;
501 * @brief Search through this actor's hierarchy for an actor with the given name.
503 * The actor itself is also considered in the search.
505 * @param[in] actorName the name of the actor to find
506 * @return A handle to the actor if found, or an empty handle if not.
507 * @pre The Actor has been initialized.
509 Actor FindChildByName(const std::string& actorName);
512 * @brief Search through this actor's hierarchy for an actor with the given unique ID.
514 * The actor itself is also considered in the search.
516 * @param[in] id the ID of the actor to find
517 * @return A handle to the actor if found, or an empty handle if not.
518 * @pre The Actor has been initialized.
520 Actor FindChildById(const unsigned int id);
523 * @brief Retrieve the actor's parent.
526 * @return A handle to the actor's parent. If the actor has no parent, this handle will be invalid.
527 * @pre The actor has been initialized.
529 Actor GetParent() const;
534 * @brief Set the origin of an actor, within its parent's area.
536 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5) is the top-left corner of the parent,
537 * and (1.0, 1.0, 0.5) is the bottom-right corner.
538 * The default parent-origin is Dali::ParentOrigin::TOP_LEFT (0.0, 0.0, 0.5).
539 * An actor position is the distance between this origin, and the actors anchor-point.
541 * @param [in] origin The new parent-origin.
542 * @pre The Actor has been initialized.
543 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentParentOrigin().
544 * @see Dali::ParentOrigin for predefined parent origin values
546 void SetParentOrigin(const Vector3& origin);
549 * @brief Retrieve the parent-origin of an actor.
552 * @return The current parent-origin.
553 * @pre The Actor has been initialized.
554 * @note This property can be animated; the return value may not match the value written with SetParentOrigin().
556 Vector3 GetCurrentParentOrigin() const;
559 * @brief Set the anchor-point of an actor.
561 * This is expressed in unit coordinates, such that (0.0, 0.0, 0.5)
562 * is the top-left corner of the actor, and (1.0, 1.0, 0.5) is the
563 * bottom-right corner. The default anchor point is
564 * Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
565 * An actor position is the distance between its parent-origin, and this anchor-point.
566 * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
568 * @param [in] anchorPoint The new anchor-point.
569 * @pre The Actor has been initialized.
570 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
571 * @see Dali::AnchorPoint for predefined anchor point values
573 void SetAnchorPoint(const Vector3& anchorPoint);
576 * @brief Retrieve the anchor-point of an actor.
579 * @return The current anchor-point.
580 * @pre The Actor has been initialized.
581 * @note This property can be animated; the return value may not match the value written with SetAnchorPoint().
583 Vector3 GetCurrentAnchorPoint() const;
586 * @brief Sets the size of an actor.
588 * Geometry can be scaled to fit within this area.
589 * This does not interfere with the actors scale factor.
590 * The actors default depth is the minimum of width & height.
592 * @param [in] width The new width.
593 * @param [in] height The new height.
594 * @pre The actor has been initialized.
595 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
597 void SetSize(float width, float height);
600 * @brief Sets the size of an actor.
602 * Geometry can be scaled to fit within this area.
603 * This does not interfere with the actors scale factor.
605 * @param [in] width The size of the actor along the x-axis.
606 * @param [in] height The size of the actor along the y-axis.
607 * @param [in] depth The size of the actor along the z-axis.
608 * @pre The actor has been initialized.
609 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
611 void SetSize(float width, float height, float depth);
614 * @brief Sets the size of an actor.
616 * Geometry can be scaled to fit within this area.
617 * This does not interfere with the actors scale factor.
618 * The actors default depth is the minimum of width & height.
620 * @param [in] size The new size.
621 * @pre The actor has been initialized.
622 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentSize().
624 void SetSize(const Vector2& size);
627 * @brief Sets the size of an actor.
629 * Geometry can be scaled to fit within this area.
630 * This does not interfere with the actors scale factor.
632 * @param [in] size The new size.
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 GetCurrentSize().
636 void SetSize(const Vector3& size);
639 * @brief Retrieve the actor's size.
642 * @return The actor's target size.
643 * @pre The actor has been initialized.
644 * @note This return is the value that was set using SetSize or the target size of an animation.
646 Vector3 GetTargetSize() const;
649 * @brief Retrieve the actor's size.
652 * @return The actor's current size.
653 * @pre The actor has been initialized.
654 * @note This property can be animated; the return value may not match the value written with SetSize().
656 Vector3 GetCurrentSize() const;
659 * @brief Return the natural size of the actor.
661 * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
664 * @return The actor's natural size
666 Vector3 GetNaturalSize() const;
669 * @brief Sets the position of the actor.
671 * The Actor's z position will be set to 0.0f.
673 * @param [in] x The new x position
674 * @param [in] y The new y position
675 * @pre The Actor has been initialized.
676 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
678 void SetPosition(float x, float y);
681 * @brief Sets the position of the Actor.
684 * @param [in] x The new x position
685 * @param [in] y The new y position
686 * @param [in] z The new z position
687 * @pre The Actor has been initialized.
688 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
690 void SetPosition(float x, float y, float z);
693 * @brief Sets the position of the Actor.
696 * @param [in] position The new position
697 * @pre The Actor has been initialized.
698 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
700 void SetPosition(const Vector3& position);
703 * @brief Set the position of an actor along the X-axis.
706 * @param [in] x The new x position
707 * @pre The Actor has been initialized.
708 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
713 * @brief Set the position of an actor along the Y-axis.
716 * @param [in] y The new y position.
717 * @pre The Actor has been initialized.
718 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
723 * @brief Set the position of an actor along the Z-axis.
726 * @param [in] z The new z position
727 * @pre The Actor has been initialized.
728 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentPosition().
733 * @brief Translate an actor relative to its existing position.
736 * @param[in] distance The actor will move by this distance.
737 * @pre The actor has been initialized.
739 void TranslateBy(const Vector3& distance);
742 * @brief Retrieve the position of the Actor.
745 * @return the Actor's current position.
746 * @pre The Actor has been initialized.
747 * @note This property can be animated; the return value may not match the value written with SetPosition().
749 Vector3 GetCurrentPosition() const;
752 * @brief Retrieve the world-position of the Actor.
755 * @return The Actor's current position in world coordinates.
756 * @pre The Actor has been initialized.
757 * @note The actor will not have a world-position, unless it has previously been added to the stage.
759 Vector3 GetCurrentWorldPosition() const;
762 * @DEPRECATED_1_1.24 Use SetInheritPosition instead
763 * @brief Set the actors position inheritance mode.
765 * The default is to inherit.
766 * Switching this off means that using SetPosition() sets the actor's world position.
768 * @param[in] mode to use
769 * @pre The Actor has been initialized.
770 * @see PositionInheritanceMode
772 void SetPositionInheritanceMode( PositionInheritanceMode mode );
775 * @brief Set whether a child actor inherits it's parent's position.
777 * Default is to inherit.
778 * Switching this off means that using SetPosition() sets the actor's world position3
780 * @param[in] inherit - true if the actor should inherit position, false otherwise.
781 * @pre The Actor has been initialized.
783 inline void SetInheritPosition( bool inherit )
785 SetProperty(Property::INHERIT_POSITION, inherit );
789 * @DEPRECATED_1_1.24 Use IsPositionInherited
790 * @brief Returns the actors position inheritance mode.
793 * @return Return the position inheritance mode.
794 * @pre The Actor has been initialized.
796 PositionInheritanceMode GetPositionInheritanceMode() const;
799 * @brief Returns whether the actor inherits its parent's position.
802 * @return True if the actor inherits its parent position, false if it uses world position.
803 * @pre The Actor has been initialized.
805 inline bool IsPositionInherited() const
807 return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
811 * @brief Sets the orientation of the Actor.
813 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
815 * @param [in] angle The new orientation angle in degrees.
816 * @param [in] axis The new axis of orientation.
817 * @pre The Actor has been initialized.
818 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
820 void SetOrientation( const Degree& angle, const Vector3& axis )
822 SetOrientation( Radian( angle ), axis );
826 * @brief Sets the orientation of the Actor.
828 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
830 * @param [in] angle The new orientation angle in radians.
831 * @param [in] axis The new axis of orientation.
832 * @pre The Actor has been initialized.
833 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
835 void SetOrientation(const Radian& angle, const Vector3& axis);
838 * @brief Sets the orientation of the Actor.
840 * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
842 * @param [in] orientation The new orientation.
843 * @pre The Actor has been initialized.
844 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
846 void SetOrientation(const Quaternion& orientation);
849 * @brief Apply a relative rotation to an actor.
852 * @param[in] angle The angle to the rotation to combine with the existing orientation.
853 * @param[in] axis The axis of the rotation to combine with the existing orientation.
854 * @pre The actor has been initialized.
856 void RotateBy( const Degree& angle, const Vector3& axis )
858 RotateBy( Radian( angle ), axis );
862 * @brief Apply a relative rotation to an actor.
865 * @param[in] angle The angle to the rotation to combine with the existing orientation.
866 * @param[in] axis The axis of the rotation to combine with the existing orientation.
867 * @pre The actor has been initialized.
869 void RotateBy(const Radian& angle, const Vector3& axis);
872 * @brief Apply a relative rotation to an actor.
875 * @param[in] relativeRotation The rotation to combine with the existing orientation.
876 * @pre The actor has been initialized.
878 void RotateBy(const Quaternion& relativeRotation);
881 * @brief Retreive the Actor's orientation.
884 * @return The current orientation.
885 * @pre The Actor has been initialized.
886 * @note This property can be animated; the return value may not match the value written with SetOrientation().
888 Quaternion GetCurrentOrientation() const;
891 * @brief Set whether a child actor inherits it's parent's orientation.
893 * Default is to inherit.
894 * Switching this off means that using SetOrientation() sets the actor's world orientation.
896 * @param[in] inherit - true if the actor should inherit orientation, false otherwise.
897 * @pre The Actor has been initialized.
899 void SetInheritOrientation(bool inherit);
902 * @brief Returns whether the actor inherits its parent's orientation.
905 * @return True if the actor inherits its parent orientation, false if it uses world orientation.
906 * @pre The Actor has been initialized.
908 bool IsOrientationInherited() const;
911 * @brief Retrieve the world-orientation of the Actor.
914 * @return The Actor's current orientation in the world.
915 * @pre The Actor has been initialized.
916 * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
918 Quaternion GetCurrentWorldOrientation() const;
921 * @brief Set the scale factor applied to an actor.
924 * @param [in] scale The scale factor applied on all axes.
925 * @pre The Actor has been initialized.
926 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
928 void SetScale(float scale);
931 * @brief Set the scale factor applied to an actor.
934 * @param [in] scaleX The scale factor applied along the x-axis.
935 * @param [in] scaleY The scale factor applied along the y-axis.
936 * @param [in] scaleZ The scale factor applied along the z-axis.
937 * @pre The Actor has been initialized.
938 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
940 void SetScale(float scaleX, float scaleY, float scaleZ);
943 * @brief Set the scale factor applied to an actor.
946 * @param [in] scale A vector representing the scale factor for each axis.
947 * @pre The Actor has been initialized.
948 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentScale().
950 void SetScale(const Vector3& scale);
953 * @brief Apply a relative scale to an actor.
956 * @param[in] relativeScale The scale to combine with the actor's existing scale.
957 * @pre The actor has been initialized.
959 void ScaleBy(const Vector3& relativeScale);
962 * @brief Retrieve the scale factor applied to an actor.
965 * @return A vector representing the scale factor for each axis.
966 * @pre The Actor has been initialized.
967 * @note This property can be animated; the return value may not match the value written with SetScale().
969 Vector3 GetCurrentScale() const;
972 * @brief Retrieve the world-scale of the Actor.
975 * @return The Actor's current scale in the world.
976 * @pre The Actor has been initialized.
977 * @note The actor will not have a world-scale, unless it has previously been added to the stage.
979 Vector3 GetCurrentWorldScale() const;
982 * @brief Set whether a child actor inherits it's parent's scale.
984 * Default is to inherit.
985 * Switching this off means that using SetScale() sets the actor's world scale.
987 * @param[in] inherit - true if the actor should inherit scale, false otherwise.
988 * @pre The Actor has been initialized.
990 void SetInheritScale( bool inherit );
993 * @brief Returns whether the actor inherits its parent's scale.
996 * @return True if the actor inherits its parent scale, false if it uses world scale.
997 * @pre The Actor has been initialized.
999 bool IsScaleInherited() const;
1002 * @brief Retrieves the world-matrix of the actor.
1005 * @return The Actor's current world matrix
1006 * @pre The Actor has been initialized.
1007 * @note The actor will not have a world-matrix, unless it has previously been added to the stage.
1009 Matrix GetCurrentWorldMatrix() const;
1011 // Visibility & Color
1014 * @brief Sets the visibility flag of an actor.
1017 * @param [in] visible The new visibility flag.
1018 * @pre The actor has been initialized.
1019 * @note This is an asynchronous method; the value written may not match a value subsequently read with IsVisible().
1020 * @note If an actor's visibility flag is set to false, then the actor and its children will not be rendered.
1021 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1022 * rendered if all of its parents have visibility set to true.
1024 void SetVisible(bool visible);
1027 * @brief Retrieve the visibility flag of an actor.
1030 * @return The visibility flag.
1031 * @pre The actor has been initialized.
1032 * @note This property can be animated; the return value may not match the value written with SetVisible().
1033 * @note If an actor is not visible, then the actor and its children will not be rendered.
1034 * This is regardless of the individual visibility values of the children i.e. an actor will only be
1035 * rendered if all of its parents have visibility set to true.
1037 bool IsVisible() const;
1040 * @brief Sets the opacity of an actor.
1043 * @param [in] opacity The new opacity.
1044 * @pre The actor has been initialized.
1045 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOpacity().
1047 void SetOpacity(float opacity);
1050 * @brief Retrieve the actor's opacity.
1053 * @return The actor's opacity.
1054 * @pre The actor has been initialized.
1055 * @note This property can be animated; the return value may not match the value written with SetOpacity().
1057 float GetCurrentOpacity() const;
1060 * @brief Sets the actor's color; this is an RGBA value.
1062 * The final color of the actor depends on its color mode.
1064 * @param [in] color The new color.
1065 * @pre The Actor has been initialized.
1066 * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentColor().
1068 void SetColor(const Vector4& color);
1071 * @brief Retrieve the actor's color.
1073 * Actor's own color is not clamped.
1075 * @return The color.
1076 * @pre The Actor has been initialized.
1077 * @note This property can be animated; the return value may not match the value written with SetColor().
1079 Vector4 GetCurrentColor() const;
1082 * @brief Sets the actor's color mode.
1084 * This specifies whether the Actor uses its own color, or inherits
1085 * its parent color. The default is USE_OWN_MULTIPLY_PARENT_ALPHA.
1087 * @param [in] colorMode to use.
1088 * @pre The Actor has been initialized.
1090 void SetColorMode( ColorMode colorMode );
1093 * @brief Returns the actor's color mode.
1096 * @return currently used colorMode.
1097 * @pre The Actor has been initialized.
1099 ColorMode GetColorMode() const;
1102 * @brief Retrieve the world-color of the Actor, where each component is clamped within the 0->1 range.
1105 * @return The Actor's current color in the world.
1106 * @pre The Actor has been initialized.
1107 * @note The actor will not have a world-color, unless it has previously been added to the stage.
1109 Vector4 GetCurrentWorldColor() const;
1112 * @brief Set how the actor and its children should be drawn.
1114 * Not all actors are renderable, but DrawMode can be inherited from any actor.
1115 * If an object is in a 3D layer, it will be depth-tested against
1116 * other objects in the world i.e. it may be obscured if other objects are in front.
1118 * If DrawMode::OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
1119 * Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
1120 * For overlay actors, the drawing order is with respect to tree levels of Actors,
1121 * and depth-testing will not be used.
1123 * If DrawMode::STENCIL is used, the actor and its children will be used to stencil-test other actors
1124 * within the Layer. Stencil actors are therefore drawn into the stencil buffer before any other
1125 * actors within the Layer.
1128 * @param[in] drawMode The new draw-mode to use.
1129 * @note Setting STENCIL will override OVERLAY_2D, if that would otherwise have been inherited.
1130 * @note Layers do not inherit the DrawMode from their parents.
1132 void SetDrawMode( DrawMode::Type drawMode );
1135 * @brief Query how the actor and its children will be drawn.
1138 * @return Return the draw mode type.
1140 DrawMode::Type GetDrawMode() const;
1145 * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
1147 * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
1148 * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
1149 * hover event signal will be emitted.
1151 * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
1153 * actor.SetSensitive(false);
1156 * Then, to re-enable the touch or hover event signal emission, the application should call:
1158 * actor.SetSensitive(true);
1162 * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
1163 * @pre The Actor has been initialized.
1164 * @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
1165 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1166 * hittable if all of its parents have sensitivity set to true.
1167 * @see @see TouchedSignal() and HoveredSignal().
1169 void SetSensitive(bool sensitive);
1172 * @brief Query whether an actor emits touch or hover event signals.
1175 * @return True, if emission of touch or hover event signals is enabled, false otherwise.
1176 * @pre The Actor has been initialized.
1177 * @note If an actor is not sensitive, then it's children will not be hittable either.
1178 * This is regardless of the individual sensitivity values of the children i.e. an actor will only be
1179 * hittable if all of its parents have sensitivity set to true.
1181 bool IsSensitive() const;
1184 * @brief Converts screen coordinates into the actor's coordinate system using the default camera.
1187 * @param[out] localX On return, the X-coordinate relative to the actor.
1188 * @param[out] localY On return, the Y-coordinate relative to the actor.
1189 * @param[in] screenX The screen X-coordinate.
1190 * @param[in] screenY The screen Y-coordinate.
1191 * @return True if the conversion succeeded.
1192 * @pre The Actor has been initialized.
1193 * @note The actor coordinates are relative to the top-left (0.0, 0.0, 0.5)
1195 bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
1198 * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
1199 * the boundary of the actor.
1202 * @param[in] required Should be set to true if a Leave event is required
1203 * @pre The Actor has been initialized.
1204 * @note By default, this is set to false as most actors do not require this.
1205 * @note Need to connect to the TouchedSignal() or HoveredSignal() to actually receive this event.
1208 void SetLeaveRequired(bool required);
1211 * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
1212 * the boundary of the actor.
1215 * @return True if a Leave event is required, false otherwise.
1216 * @pre The Actor has been initialized.
1218 bool GetLeaveRequired() const;
1221 * @brief Sets whether the actor should be focusable by keyboard navigation.
1223 * The default is false.
1225 * @param[in] focusable - true if the actor should be focusable by keyboard navigation,
1227 * @pre The Actor has been initialized.
1229 void SetKeyboardFocusable( bool focusable );
1232 * @brief Returns whether the actor is focusable by keyboard navigation.
1235 * @return True if the actor is focusable by keyboard navigation, false if not.
1236 * @pre The Actor has been initialized.
1238 bool IsKeyboardFocusable() const;
1243 * @brief Set the resize policy to be used for the given dimension(s).
1246 * @param[in] policy The resize policy to use
1247 * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
1249 void SetResizePolicy( ResizePolicy::Type policy, Dimension::Type dimension );
1252 * @brief Return the resize policy used for a single dimension.
1255 * @param[in] dimension The dimension to get policy for
1256 * @return Return the dimension resize policy. If more than one dimension is requested, just return the first one found.
1258 ResizePolicy::Type GetResizePolicy( Dimension::Type dimension ) const;
1261 * @brief Set the policy to use when setting size with size negotiation. Defaults to SizeScalePolicy::USE_SIZE_SET.
1264 * @param[in] policy The policy to use for when the size is set
1266 void SetSizeScalePolicy( SizeScalePolicy::Type policy );
1269 * @brief Return the size scale policy in use.
1272 * @return Return the size scale policy.
1274 SizeScalePolicy::Type GetSizeScalePolicy() const;
1277 * @brief Sets the relative to parent size factor of the actor.
1279 * This factor is only used when ResizePolicy is set to either:
1280 * ResizePolicy::SIZE_RELATIVE_TO_PARENT or ResizePolicy::SIZE_FIXED_OFFSET_FROM_PARENT.
1281 * This actor's size is set to the actor's size multipled by or added to this factor,
1282 * depending on ResizePolicy ( See SetResizePolicy() ).
1285 * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
1286 * @pre The Actor has been initialized.
1288 void SetSizeModeFactor( const Vector3& factor );
1291 * @brief Retrieve the relative to parent size factor of the actor.
1294 * @return The Actor's current relative size factor.
1295 * @pre The Actor has been initialized.
1297 Vector3 GetSizeModeFactor() const;
1300 * @brief Calculate the height of the actor given a width.
1302 * The natural size is used for default calculation.
1303 * size 0 is treated as aspect ratio 1:1.
1306 * @param width Width to use
1307 * @return Return the height based on the width.
1309 float GetHeightForWidth( float width );
1312 * @brief Calculate the width of the actor given a height.
1314 * The natural size is used for default calculation.
1315 * size 0 is treated as aspect ratio 1:1.
1318 * @param height Height to use
1319 * @return Return the width based on the height.
1321 float GetWidthForHeight( float height );
1324 * @brief Return the value of negotiated dimension for the given dimension.
1327 * @param dimension The dimension to retrieve
1328 * @return Return the value of the negotiated dimension. If more than one dimension is requested, just return the first one found.
1330 float GetRelayoutSize( Dimension::Type dimension ) const;
1333 * @brief Set the padding for use in layout.
1336 * @param[in] padding Padding for the actor
1338 void SetPadding( const Padding& padding );
1341 * @brief Return the value of the padding.
1344 * @param paddingOut The returned padding data
1346 void GetPadding( Padding& paddingOut ) const;
1349 * @brief Set the minimum size an actor can be assigned in size negotiation.
1352 * @param[in] size The minimum size
1354 void SetMinimumSize( const Vector2& size );
1357 * @brief Return the minimum relayout size.
1360 * @return Return the mininmum size.
1362 Vector2 GetMinimumSize();
1365 * @brief Set the maximum size an actor can be assigned in size negotiation.
1368 * @param[in] size The maximum size
1370 void SetMaximumSize( const Vector2& size );
1373 * @brief Return the maximum relayout size.
1376 * @return Return the maximum size.
1378 Vector2 GetMaximumSize();
1381 * @brief Get depth in the hierarchy for the actor.
1384 * @return The current depth in the hierarchy of the actor, or -1 if actor is not in the hierarchy
1386 int GetHierarchyDepth();
1391 * @brief Add a renderer to this actor.
1394 * @param[in] renderer Renderer to add to the actor
1395 * @return The index of the Renderer that was added
1396 * @pre The renderer must be initialized.
1399 unsigned int AddRenderer( Renderer& renderer );
1402 * @brief Get the number of renderers on this actor.
1405 * @return the number of renderers on this actor
1407 unsigned int GetRendererCount() const;
1410 * @brief Get a Renderer by index.
1413 * @param[in] index The index of the renderer to fetch
1414 * @return The renderer at the specified index
1415 * @pre The index must be between 0 and GetRendererCount()-1
1418 Renderer GetRendererAt( unsigned int index );
1421 * @brief Remove an renderer from the actor.
1424 * @param[in] renderer Handle to the renderer that is to be removed
1426 void RemoveRenderer( Renderer& renderer );
1429 * @brief Remove an renderer from the actor by index.
1432 * @param[in] index Index of the renderer that is to be removed
1433 * @pre The index must be between 0 and GetRendererCount()-1
1436 void RemoveRenderer( unsigned int index );
1441 * @brief This signal is emitted when touch input is received.
1443 * A callback of the following type may be connected:
1445 * bool YourCallbackName(Actor actor, const TouchEvent& event);
1447 * The return value of True, indicates that the touch event should be consumed.
1448 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1450 * @return The signal to connect to.
1451 * @pre The Actor has been initialized.
1453 TouchSignalType& TouchedSignal();
1456 * @brief This signal is emitted when hover input is received.
1458 * A callback of the following type may be connected:
1460 * bool YourCallbackName(Actor actor, const HoverEvent& event);
1462 * The return value of True, indicates that the hover event should be consumed.
1463 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1465 * @return The signal to connect to.
1466 * @pre The Actor has been initialized.
1468 HoverSignalType& HoveredSignal();
1471 * @brief This signal is emitted when wheel event is received.
1473 * A callback of the following type may be connected:
1475 * bool YourCallbackName(Actor actor, const WheelEvent& event);
1477 * The return value of True, indicates that the wheel event should be consumed.
1478 * Otherwise the signal will be emitted on the next sensitive parent of the actor.
1480 * @return The signal to connect to.
1481 * @pre The Actor has been initialized.
1483 WheelEventSignalType& WheelEventSignal();
1486 * @brief This signal is emitted after the actor has been connected to the stage.
1488 * When an actor is connected, it will be directly or indirectly parented to the root Actor.
1490 * @return The signal to connect to.
1491 * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
1493 * @note When the parent of a set of actors is connected to the stage, then all of the children
1494 * will received this callback.
1495 * For the following actor tree, the callback order will be A, B, D, E, C, and finally F.
1507 OnStageSignalType& OnStageSignal();
1510 * @brief This signal is emitted after the actor has been disconnected from the stage.
1512 * If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
1515 * @return The signal to connect to.
1516 * @note When the parent of a set of actors is disconnected to the stage, then all of the children
1517 * will received this callback, starting with the leaf actors.
1518 * For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
1531 OffStageSignalType& OffStageSignal();
1534 * @brief This signal is emitted after the size has been set on the actor during relayout
1537 * @return The signal
1539 OnRelayoutSignalType& OnRelayoutSignal();
1541 public: // Not intended for application developers
1544 * @brief This constructor is used by Actor::New() methods.
1547 * @param [in] actor A pointer to a newly allocated Dali resource
1549 explicit DALI_INTERNAL Actor(Internal::Actor* actor);
1553 * @brief Helper for discarding an actor handle.
1555 * If the handle is empty, this method does nothing. Otherwise
1556 * Actor::Unparent() will be called, followed by Actor::Reset().
1558 * @param[in,out] actor A handle to an actor, or an empty handle.
1560 inline void UnparentAndReset( Actor& actor )
1574 #endif // __DALI_ACTOR_H__